Dreamscape Laruna X

August 9, 2017 | Author: Shane Colon | Category: Prophet, Magic (Paranormal), Militia, God, Unrest
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By John Borgese, Gilbert DuRapau Jr, and Matthew Tarulli

Credits Development, Design, Writing: John Borgese, Gilbert DuRapau Jr., Matthew Tarulli Additional Writing: Jonathan Edwards Editing: James Kwapisz Cover Art: Leandro Furlanetto Interior Art: Patricio Clarey, Jonathan Edwards, Leandro Furlanetto, Leslie Lee, Phillip Simpson Layout: Matthew Tarulli Playtesters: Crista Ceribello, Lane D’Alessandro, Nicole Festa, Michael Miller, Diana Muniz, Joleen Rega, Jeremy Shaub, Matthew Stanbro, Chris Uhlig, Modoc

Acknowledgments: All of our Kickstarter backers for helping this become a reality. To our family and friends who shared our dream through the ups and downs. Your support and sacrifices can never be thanked enough.

Special Thanks to our ODAM Insiders: Arctic, Chronowraith, Keith, Pandakage, Christian, Lael, Tim, Martin, Alok Baikadi, Mark Burke, Timothy Cassidy Jr., Adam Cooper, Dane Batema, Lane D’Alessandro, Chris Guyott, Sloane Hanuman, Kevin Hdugins, Duncan Hecht, Clifford Herndon, Kris Holt, John Kahane, Dillon Komarnycky Michael Miller, Aidan O’Rourke, Michael Pietrelli, John Rentas, Tyler Roehning, Jared Sanders, Jeremy Shaub, Astor Sigma, Matthew Stanbro, Jason Wilcox, Zach hZ

Copyright © 2016 ODAM Publishing LLC Standard Edition ISBN 978-0-9965321-3-6 Special Edition ISBN 978-0-9965321-4-3 All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for character sheets and other game materials, which may be reproduced for personal use only. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is a work of fiction. Names, characters, places, and incidents either are products of the author’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead, events, or locales is entirely coincidental.

This book is the result of years of hard work and plenty of Conviction spent by the authors, their families, and Kickstarter backers. If you have obtained an illegal copy of this work, BREAK THE DOUBT and obtain a legal one from www.odampublishing.com

Table of Contents Chapter One: Introduction

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Chapter Two: Kingdoms

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Chapter Three: The Mortal Races

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Chapter Four: Character Creation

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Chapter Five: Attributes & Skills

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Chapter Six: Legacy

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Chapter Seven: Spells

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Chapter Eight: Rules

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Chapter Nine: Crafting

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Chapter Ten: Dreamweaving

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Chapter Eleven: In & Out

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“Red sky, Blood sky Tell us why Up above the dead remain Will you not free them? Young Gods, just gods Tell us why You grant us your gift Yet the devout drift Red sky, blood sky Tell us why The clouds climb high Will you not part for them?” -ancient Human prayer

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Chapter One: Introduction Dreamscape: Laruna is a tabletop RPG that can be used two ways. It can be played as a stand alone fantasy tabletop RPG where players can take on the roles of mighty heroes imbued with the legacy of godmagic. Alternatively, Dreamscape: Laruna can be used as a Dreamscape supplement for the game Of Dreams and Magic. When used in conjunction, Dreamscape: Laruna serves as a dream setting that players can visit and experience while they sleep. What’s more, they can bring some of the magic of Laruna back with them into the Waking World when they awaken. You can learn more about Anima, their war with The Doubt, and Dreamscapes in the Of Dreams And Magic Core Rulebook. This book is divided into two sections. The first section, which is the majority of the book, is specifically about playing in the land of Laruna. It includes everything you need to know about making characters and having adventures in Laruna, whether or not those adventures have any link to an outside ODAM story. The second section of the book, referred to as the “In and Out” section, is meant for players using Dreamscape: Laruna as part of an Of Dreams And

Magic story and provides information to help translate ODAM Waking World characters into the Legacy Cearers of Dreamscape: Laruna. It also explains all of the things Anima can take into the Waking World from Laruna. This includes new Remnants, Artifacts, Magical Abilities, Passive Aspects, and Animus identities.

WHAT IS LEGACY? In Dreamscape: Laruna, players take on the role of people who have inherited a special kind of magic called Legacy. This extraordinary magic power was the byproduct of a mad wizard’s quest for godhood. Fortunately for the people of Laruna, the wizard Alshara was stopped by his apprentice Forenon. Afterward, Alshara’s stolen god-magic was crudely thrust back into the land and now random people across Laruna are being born with a fraction of this power. Inheriting great power is only the beginning for the players of Dreamscape: Laruna. This power manifests in specific ways, mimicking the tendencies of the many heroes who once wielded it in the past.

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One player may take on the role of a person who has inherited power over the elements, while another may be born with the ability to summon great beasts from other worlds. Having access to such power creates complications in its own right, but just as the player characters have randomly inherited Legacy, so too has the land of Laruna randomly infected other aturees and p laces as well. creatures places

WHA HAT AT A ARE RE KR REESH EESH? When Whe Wh en Als Alshara sha hara ra created cre reat ated ed what wha at is n now ow ccalled alled Legacy, acy cy,, hee d designed esig ign ned d itt ffor or h himself. im msellf. Hi Hiss cr crea creation eattion o wass never mean meant bee in ccontact other antt to ob onta on t ct with h ot othe the her lifeforms forms or the he land lan and d of of Laruna Larru un na itself. itse it self se lf. lf lf. Because most living creatures ause of tthis, his, hi s,, m ost li ivi ving ng creat tu urress cannot safely not saf afelyy ccontain onta ntain or ccontrol onttrol tthe on h he Legacy they are exposed to. The accy th hey are ex xpo posed d e power makes creatures wer ma ake kess those those cr thos crea eatu turess unfortunate fo o r tun n att e enough e nou u g h to o be exposed with Legacy pose s d to to it it sick si k w ith h Le L g cy ga

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Corruption. Over time this corruption will transform the creature into an entirely new, powerful lifeform called a Kreesh. Kreesh are the result of Legacy completely overwhelming a living creature. Having completely transformed from their former appearance, a Kreesh is saturated with Legacy and often extremely dangerous. Their size or level of intellect may vary considerably, butt th the na nature re of Le Legacy ega acyy assuress th they hey all have one thing in co common; they all hunger omm mmon; th hey all l hu unge gerr fo fforr the t e lives th liive ves of Legacy Legaccy Cearers. Cea e re r rs rs. This has Laruna chaos. While Th truth tru uth h as sentt L arun na iinto nto cha aos. Wh Whil ilee il Legacy player have Le y Cearers, Ceareers rs,, su such ch as p layer ccharacters, haracteers, h ha avve access to wondrous wond ndro rous us p power ower er b because ecau ause o off th their heiir Legacy, dangerous and L ga Le gacy cy, Kreesh Kr are eequally qual ally ly d angero rou us a n nd actively hunt whenever possible. Thee acctively a ly h unt them w heeneever ve po p ssib ble.. Th T conflicts Legacy conf co n li nf l ct ctss between betw be ween Leg egac eg acyy Cearer’s ac Cea eare rerr’ re r’s and and Kreesh Kree eeesh h can areas, ca an be devastating devas evas asta tati ting n to ng to nearby nearrby a near reeas,, and lives have d many many innocent in nn n noccen entt li live vees ha h vee been affected or lost amidst the beeen aff ffeccte ted d or los o t am mid dst s the h turmoil. tu urm r o oiil. l.

THE AGES OF LARUNA The land of Laruna was once paradise without compare. Intently the young gods would listen as the Elder Dreamer spoke of this place that only he could comprehend. Wonder and envy would fill them whenever he spoke of it. He told them tales of the rich fields, wild forests, and beautiful seas. Curiosity flared in these Young Gods when he spoke of the marvelous creatures that called Laruna home. Great beasts lurked in the depths of the oceans. Beautiful fae spun magic like the gods. Mighty dragons ruled the sky. Before all things, there was a single entity - the Elder God. Older than time, it grew weary of the nothingness that was the universe and chose instead to dream. Brilliant colors, life and death, and all manner of wonders sprung to life, pleasing the Elder God. While it dreamed, there was no shortage of majesty or splendor in the universe. When it woke, all that it had created would vanish, returning to the ether of its mind. The Elder God was displeased with this.

Tired of this process, the Elder God returned to his dreams with the intent of capturing his favorite creations and bringing them over to the place he knew when he was awake. Once there, these slivers of dream would be shaped into children. They would fill the space with their gifts and tend to the Elder God as it slept. Six wonders were given shape. Sadreen was the essence of light, she brought warmth to the void. Nomai was both wild and vibrant, she bred beast and earth alike. Arliman was the darkness, shifting shadows and sweet secrets. Vayne was the voice, full of the Elder’s words and thoughts. Yarliat was justice, purity of judgment and execution. Madruk was destruction, catalyst of change.

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The Young Gods would watch over the Elder and marvel at the magnificent things it would dream. There in the dreams they could see an enchanting land and wondered how they might experience it. Vayne, the voice, taught them how they could work together and catch this dream. They crafted a globe, a dreamcatcher, and crowded round the Elder’s bed and stole from him a dream—a land they named Laruna.

THE AGE OF PURITY The Land of Laurna’s history began when the young gods secured it safely in the dreamcatcher. For historians, this marks the beginning of the First Age. During this time, the Young Gods are said to have watched the land in wonder, marveling at the amazing things they witnessed. Though no one can be sure how long this lasted, it remains a favored topic of sages and bards alike. Laruna was pure, untouched by the Young Gods and a paradise without equal. It is said that there are dragons and unknown creatures beneath the sea who can still recall the splendor of the First Age, but it has mostly passed into myth.

THE AGE OF TITANS The Young Gods loved Laruna, and so wanted to control it, as is always the case when love turns to desire. They created the Titans, who as their emissaries sought to control the land, but the mighty Dragons would not be ruled. Their feud tore Laruna apart and threatened us all. It was only by the strength and sacrifice of the Garaith that this war would end, so a new Age could come to pass. -Garaith Scholar A growing envy had taken root among the young gods. Each had come to recognize Laruna as the Elder’s greatest creation, and they were eager to care for it and see it persist beyond the Elder’s awakening. There within the dreamcatcher, as a part of Laruna, the Young Gods had an opportunity to create something eternal as the Elder had, as well as earn its respect with their improvements. Much like the Elder had done with them, the Young Gods each took a portion of Laruna’s wonder and shaped it into children that they would call Titans. Conflict among the Titans and their creators followed shortly after. These godlike creatures fought

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alongside their progenitors for dominance over the land and were met by opposition every step of the way. Many races, creatures, and beasts vanished from the face of Laruna during this age. The conflict between the Titans ravaged the world and few beings could stand against their power. So extensive was the conflict between Titans that the dragons, greatest among all Larunian creatures, descended from the sky. They brought terrible fire and powerful magics against the titans. The draconic onslaught was so effective the Titans were forced to turn the entirety of their attention towards their new enemy. Though the savagery of the dragons initial assault was effective, it was merely an opening salvo. Once the Titans united against the dragons, the war of all wars began in earnest. Entire regions were lost to fire and several great beings, Titan and dragon alike, lost their lives. It was one such death that caused the final escalation in their conflict.

DEATH OF HARASHAGAN Harashagan was a kingly dragon who rallied his unruly kin together with a skill and zeal unmatched by any other. Fierce, brave, and proud, Harashagan was idealized by other dragons and universally respected. Valiantly, he fought at the doorstep of a sacred grove and refused to yield to an overwhelming Titan assault. Harashagan’s death had a profound effect on the dragons. As one of the Skylords, Harashagan had existed since the beginning. He was unmatched by anything on the face of Laruna as he had been born purely by the will of the Elder God. The other Skylords saw his death as an unacceptable atrocity and immediately set a plan in motion to change their war tactics. United in their grief, the dragons forsook their protective impulses and scorched the land of Laruna in half, meeting and exceeding the Titan’s destructive ways. Great portions of land were destroyed and crumbled into the sea. The remaining territory was divided by a huge barren wasteland, a now bisecting ashen strip many miles in width and length. Retreating to the east, the dragons set to work on creating a brood of their own. The brood would help keep the Skylords from consistently engaging the Titans in person, decreasing the possibility of further losses like Harashagan. The damage done by the Skylords, however, gave the Titans and their creators pause. The

possibility that these creatures not only could, but would, do such horrendous damage to the Elder God’s dream was unimaginable. This forced the Titans to give thought to how they would survive such ruin and still have a land worth fighting for. Much like their creators the Titans decided to breed children for the express purpose of withstanding dragon-fire and marching unrelentingly towards victory. Their hope was that an army of servants resistant to dragon-fire would dissuade the Skylords from doing such catastrophic damage to the land as it would no longer benefit their war effort. When the Titans and their children, the Ashik, finally marched across the burnt lands to the east they were greeted by dragons and legions of their Garaith creations. The war of the Second Age reached a fevered pitch that threatened to ruin the last of Laruna, perhaps even destroying the Dreamcatcher. Filled with grief, the Young Gods decided they could no longer risk letting the war continue. They turned to the Voice and begged the Elder God for assistance. At the Voice’s command, the young gods held the Dreamcatcher to the head of the sleeping Elder God and watched as an endless host of Descendants entered Laruna and waged war against titans and dragons alike. Armed with seemingly limitless numbers and the power of the Elder God, the Descendants crushed both wounded armies, restoring peace to Laruna for the first time since the beginning of the Second Age.

THE SUMMIT Created for the express purpose of being able to stop the Great War, the Descendants were given both martial prowess and keen minds by the Elder Gods. After a sudden initial military onslaught, Descendant diplomats were sent through both Titan and Dragon lands to find a way to bring about peace rather than further destruction. It was through the children of these terrible warring creatures, the Garaith and the Ashik, that peace would be found. Even though they were created for war, both races saw a need for peace, though each for very different reasons. A vast floating island was created to hold the Summit, a grand negotiation between representatives of the Descendants, Garaith, and Ashik. The Garaith would speak for their own people, independent of the dragons they served, and the Ashik would do the same, forgoing any ties to their Titan masters.

The decision had already been made by the Elder God that the Titans would be directly removed from Laruna and the Ashik would be spared this fate if they would cease fighting on the Titans behalf. The Ashik agreed, and at the Summit made it known that their devotion belonged not to the service of the Titans but rather to the preservation of Laruna itself. Unlike the Titans, the dragons were presented with a choice: they could choose peace and remain on Laruna, or they could be destroyed. The choice was made less obvious by the caveat that if the dragons chose to remain on Laruna they had to sacrifice their knowledge of god-magic. All that was required for this choice to be offered was for the Garaith to accept peace and cease fighting for their draconic masters. The Garaith were shocked at the leniency and clear favoritism being shown for the dragons over their enemies. The Elder God was willing to let their creators live if they would only give back the godmagic he had bequeathed them. In the face of the impending annihilation the Titans were facing, the Garaith concluded they would lay down their arms, giving the dragons the option to remain on Laruna with diminished magical prowess.

THE AGE OF MAN Watching the utter destruction of their children at the hands of the Descendants was a humbling experience for the Young Gods. They had sought the Elder’s approval and instead earned its wrath. Vehemently the Young Gods implored the Voice, begging for the Elder to give them a chance at redemption. Their wish was granted. Speaking for the Elder, the Voice informed the Young Gods that Laruna was no place for god-magic— Arga’sheel, in their tongue. They would be given a chance to hold influence over Laruna and prove the merit of their gifts in a different way, but first they would have to take a vow. Each of the Young Gods would take a bloodoath. They would mix their blood, then cover the dreamcatcher with it, taking an oath not to interfere beyond what the Elder sanctioned. The Young Gods did as the Elder requested and once the bloodoath was complete, the first humans appeared in Laruna. Confused, the Young Gods listened as the Voice explained the Elder’s wishes.

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“I have set upon Laruna a people untouched by Arga’sheel. They will be given protection by the Descendants as well as an education. They will be taught about each of you and your gifts. You will choose a portion of your gift to bestow upon them if they should desire it. Each human will learn the Rite of Fealty and, should they desire of their own free will, may undergo this rite to earn your blessing. In this way, we will let the humans choose whom among you is greatest.” In the time that followed, humans reached far and wide across the land of Laruna. They learned many things from the Descendants and those who survived the Second Age. Kingdoms rose and entire civilizations were shaped by the choice each person made during their Rite of Fealty. Humans learned well the arts of magic and war, but so too did they learn and master a myriad of other things. Politics, art, religion, and music were but some of the many things humans spread to the far corners of the land under the Descendant’s protection. With their place secured, the Elder God recalled the majority of the Descendants, and with them also took all remaining Arga’sheel from Laruna.

The Descendant’s Choice When the Elder God issued the command for his army of Descendants to leave Laruna and return to him, many of them pleaded to remain. They had grown to love the land they spilled blood to reclaim and after caring for humanity over so many years, leaving them alone and without their protection struck many descendants as an abandonment of their duties. In an act of benevolence, the Elder God offered the members of his army a choice. They could answer his call and return to him, or choose to remain in Laruna as mortals. Those who remained would be stripped of their Arga’sheel and reduced to a mortal life, only to return to their deity’s presence after death. This offering is commonly referred to as “the Choice,” and Descendants often reference it as a sign of their people’s devotion to the safety of both Laruna and Humankind.

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THE AGE OF ALSHARA “Kingdoms rose, civilizations grew. This time is marked by the eventual rise of the Oathbreaker Alshara. He who would try to break the blood red sky and let the souls of the departed finally return home. Alshara’s cult grew in such strength that he was able to build and defend great pillars designed to steal the Arga’sheel from Laruna and her people. This age would end with a dead Alshara, his cult in shambles, and both the land and its people suffering in the absence of magic.” - from Forenon’s Folly, ancient Descendant text In the time since the departure of the Descendants, mankind had met with hardship. Absent were the unassailable guardians that once looked after them, and many of the native races of Laruna proved vengeful. Having seen their world ravaged by the meddling of the Young Gods, humans became a perfect target for their collective ire, as the Bloodoath guaranteed the Young Gods could no longer interfere with Laruna, save through human hands. The human kingdoms soon found enemies in many places, and entire civilizations were reduced to ruin during this period. Much of what the Descendants had taught humans proved useful in maintaining a presence in the world, yet even with the Young God’s blessings, they were woefully unprepared to deal with some of the threats looming in a wild, magic laden land like Laruna. Even with the fae-folk of Moolsheel sharing their vast knowledge of magic, humanity as a whole grew desperate in its need for further assistance. Despite the growing number of prayers they sent to the Young Gods, no answers followed. The Bloodoath rapidly became a hated limitation that kept mankind from the protection of their deities. Even their dead forefathers were said to drift through the skies as large clouds waiting to pass through the Dreamcatcher into the loving arms of the gods. Be it circumstance or happenstance, seers and soothsayers throughout the human kingdoms began telling of a new prophecy. It spoke of a human boy who would be called the “Oathbreaker.” His magic would be so great that he would shatter the Bloodoath so people could once again have their prayers answered. When a human child named Alshara was born, prophets from kingdoms near and far came to see him, and humans all across Laruna rejoiced that their hero had come.

Alshara lived a life of privilege and devotion. He was granted access to the finest of educations, and was tutored in the many magical traditions of the mortal races. It quickly became obvious that his skill with magic was unmatched by any mortal alive. While the prophecy stated Alshara would shatter the Bloodoath, his understanding of magic lead him to the conclusion that doing so would be disastrous. Rather than break the Bloodoath, Alshara would peer beyond it to gain access to the knowledge he’d require to become the hero so many others believed him to be. By leaving the Bloodoath intact, he could act without fear of repercussion from the Young Gods. And so, Alshara set his plan into action. In addition to his magical knowledge, Alshara began to consolidate his political and military power. In time, a cult of followers flocked to his banner. Known as the Towermen, these servants furthered Alshara’s purpose by acting as his own personal army with all the righteous fire of religious zealots. Throughout the kingdoms the Towermen erected large towerlike structures to serve as places of operation and found no shortage of funding or support wherever they went. As Alshara and his cult grew in power, he became less and less of a public figure. Instead, he relegated minions to make most of the announcements regarding his progress towards breaking the Bloodoath. Chief among his followers was the Descendant Forenon Emol, Alshara’s apprentice. Eventually, Alshara interacted with the kingdoms of man exclusively through Forenon. Now left to his own devices, Alshara learned the Young God’s word for power: Arga’sheel. With this knowledge, he decided that the best possible outcome was for him to use this discovery to reach godhood and simply answer the prayers of mankind himself. The process of creating a physical representation of the Arga’sheel proved taxing. Godtongue was not meant for mortals and Alshara spent years of his finest work creating this representation. His plan was to harness the magic power of Laruna to fuel it and then bind it to himself, cementing his godhood status. The genius and madness of Alshara’s work was not truly revealed to the outside world until all across Laruna each of his towers became ablaze with magical energy. Working as a sort of great syphon, the towers began executing their true purpose, draining magic for miles around. Every person, place, and thing caught in the huge lattice the series of towers created was simultaneously drained of all magical residue,

and that power was sent to Alshara’s primary ritual site for his own sorcery. Using this vast stolen magic, he empowered a physical representation of the Arga’sheel and started the task of binding it to himself. Before the binding could be completed, Forenon, Alshara’s apprentice, had seen enough. Despite the scorn of his people, Forenon had faith that the human Alshara may someday succeed and so tutored him through his formative years to gain his trust. He stayed with Alshara and turned his back on his people to ensure that when the moment came when Alshara would change Laruna into his playground, someone would be there to stop him. Forenon betrayed his master moments before he could fulfill his destiny. The many towers across Laruna crumbled with their creator’s death, and his cult of towermen was promptly crushed and scattered.

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The Age of the Void “The age of the void. During this time, Forenon the Betrayer informed the leaders of the kingdoms that he would find a way to set right his dead master’s wrong. There is a period of suffering, of course, as Laruna deals with the difficulties of having no magic. The age ended when the Betrayer finally announced that he was powerless to truly restore what his master had broken.” -Morrow, Human Sage

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Alshara was dead and his cult of towermen crushed. This news struck differently in the many kingdoms, and the towers crumbling did not immediately restore magic to Laruna as it once was. Panic and conflict started spreading as countless kingdoms, human or otherwise, came to grips with the realization that magic, as it once was, no longer existed. Alshara’s towers had done unimaginable damage to the land itself and in the absence of magic many rivals quickly set about their enemies hoping to press a newfound advantage. Fresh conflicts were born and old ones revived as the Age of Void proved to be a terrifying and bloody period.

Years after the fall of Alshara, several of the land’s greatest rulers were summoned to an audience by Forenon Emol. Having been missing since the tower’s collapse, Forenon met with the rulers and gave his account of what happened the day Alshara died. He also explained what he had done to try and repair the damage. Forenon told the rulers that no mortal could completely destroy the Arga’sheel Alshara had created. Instead he took it apart piece by piece and melded it into parts of the land. In time, Forenon claimed that magic would be restored to Laruna, though even he could not predict exactly how different it would be. He announced to the rulers that he would be leaving them to this new world, and that they would know the Age of the Void was over when not only magic had returned but the presence of Arga’sheel as well.

THE AGE OF LEGACY “Now is an age of wonder. They call it Alshara’s Legacy, and it’s sent our world into chaos. Power, true power, is now in our hands. Anything is possible, as anyone can be born with this Legacy. Merchant or peasant, king or slave, anyone can change our world and we need them to, as this Legacy is not ours alone. All manner of beast have been corrupted by it, giving rise to Kreesh—devastating devils saturated with god-magic. Forget the old kingdoms of men and the judgments of the Descendants. Let the ancient feud of Ashik and Garaith be put to rest. Leave the stain of our people’s past stay in the darkness where it belongs. Now is the age of Legacy, and we must save ourselves from this crisis. Nothing else matters.” - Mesmolut Preacher After the Age of Void, special children of the five mortal races were born with powerful marks. These marks were said to be a sign of the Arga’sheel’s return, heralding a new age of magic and prosperity. In truth the claims were at least half correct. Sporadically newborns all across Laruna were being found bearing magical glyphs, each corresponding to a particular part of the Arga’sheel that Alshara had fashioned so many years ago. While magic had simultaneously begun returning to the land of Laruna, these children and their marks possessed power beyond the ordinary. They could perform powerful feats once accomplished only by the greatest warriors and magi of ages past. Stranger still was how all of

what they could do seemed instinctual, requiring no formal training. In time, these children as well as any born thereafter with such marks would be known as Legacy bearers, for it was said they carried a piece of the Arga’sheel with them—Alshara’s Legacy to the land of Laruna. This was not the only sign that Arga’sheel had returned to Laruna. Strange magical anomalies, which came to be called Nexi, started appearing. It is believed that these Nexi are a result of Laruna itself reacting to the unnatural presence of the Arga’sheel, attempting to expel the god-magic. Wherever a Nexus would appear the nearby environment and any creatures that came in contact with the Nexus, would become twisted and corrupted. Those that remained in contact with a Nexus would eventually become so corrupted that they changed into completely new beings: Kreesh. Not only were the Kreesh impossibly powerful, they also seemed drawn to mortal Legacy Cearers. Legacy Cearers quickly banded together out of necessity to fight off these powerful monsters, but just as new Legacy bearers were born each day, so too were new Kreesh. Legacy Cearers of all five mortal races can now be found in every corner of Laruna. With the might of the Gods, they hold great sway over mortal affairs. Some have come to lead, some have become heroes, and others succumb to villainy. Many have fallen at the hands of Kreesh before their Legacy could be played out in full. This newfound conflict between Kreesh and Legacy Cearers is at the forefront of all of Laruna’s affairs, and is set to define this age and ages to come.

LARUNA TODAY In current times, Laruna is a world of conflict. After a harsh period without magic, people initially rejoiced the arrival of Legacy. They believed Laruna was being saved as the mortal races could once again stand on their own two feet against the many dangers their world had to offer. They quickly began turning their stockpiled arms and military strength against their old rivals. Conflicts that had been forgotten during the age of the void immediately flared up. Old hatreds sprung back to life.

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Unfortunately the world soon revealed that there would be unforeseen complications with Legacy. While kingdoms were busy scrambling for the aid of legacy bearers in their newly resumed wars over faith, borders, and ideology, a new threat revealed itself. The presence of Nexi and Kreesh has been felt everywhere. Entire towns have been destroyed by the mighty beasts, and armies have been ruined trying to suppress them. Furthermore, corrupted creatures can prove to be difficult problems for many towns to deal with. This has given rise to Legacy bearers banding together into guilds of their own, devoted to dealing with problems they are uniquely qualified to handle, these guilds work to close Nexi, weed out troublesome corrupted creatures and stand against Kreesh. Kings’ ransoms have been paid to such guilds to stop particularly dangerous Kreesh, generating no small amount of animosity between normal mortals of some areas and the Legacy bearers they depend on to survive. Slowly Legacy bearers are becoming more commonplace. It has gotten to the point where it’s normal to hear of at least a few in every region of Laruna while several more silently exist concealing their birthright. It’s virtually unheard of to travel anywhere in the land without witnessing the ramifications of Legacy. Now Laruna is a world of conflicts, t , both ts th new ew w and old. Kingdoms vie for power and territory, rrit itory, gui guilds uild ldss one strug gglles e compete for coin and glory, and everyone struggles esh sh. with the never ending difficulty of Kreesh.

THE MARK OF LEEGACY GACY Being born with Legacy causes the he iinfant nfan nf ant to exhibit a ”mark”. A physical representation tati ta tion o off th thee person’s Legacy, each mark is specificc to to a single sing si gle Legacy and can manifest anywhere on the he n newborn’s ewborn ew rn’ss body. This mark glows faintly with legacy cy po power and is difficult to miss. How a child born with a mark is received recceived re ed can vary greatly. It is common to hear people sp speak spe eak the phrase, “Where they go, Kreesh follow,” ollow,” wh which hic ich makes clear reference to the fact that Legacy egacy C Cearers earers ea inevitably draw the attention of Kreesh. esh.. For or new ew w parents, or their communities, this can be a tterrifying erriify er fyin ing g concept, especially if the community has previously as previ viousl sy suffered at the hands of Kreesh. In contrast ntra ast s to fear, many regions and cultures celebrate the he bi birt birth rth of a marked child, considering such a thing as a he heralded eralde ded d affair worthy of cheer.

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These various receptions lead to significantly different life experiences between Legacy Cearers. While some enjoy lives of privilege and honor, others are exiled or executed outright for the perceived threat the create. Regardless of the reaction, Legacy unanimously has a strong impact on a young person’s life, right from the moment they draw their first breath.

COMING OF AGE One thing is certain, Legacy Cearers possess extraordinary potential. Due to their Legacy’s ability to seamlessly integrate new knowledge into the Cearer, no formal teaching or education is required for an eventual mastery over god-magic. Though not compelled in anyway to do so, Legacy Cearers are instinctively aware of not only their capabilities but also their ability to steal Legacy from other bearers as well. Stealing Legacy strengthens their own power, granting them progressively more substantial ability and forcing them to adopt the behaviors of heroes who previously belonged to their Legacy. This evolution of power can bring turn even a lowly peasant into a dominant force in Laruna. How Legacy Cearer’s handle their gifts and choose to develop devvelop them m whilee shape sha ape p the lives livees off countless countleesss people p eop ple who who call cal all Laruna Laru La runa na a home. hom me. e.

Chapter Two: Kingdoms Laruna is a land of many peoples, each carving their own path through the ages. Though the rise of Legacy is a hallmark of the land, it is far from its only defining trait. Places of power remain from ages past and many of Laruna’s landmarks possess rich histories of their own. Perhaps most prominent in the current age are the marked territories of the many kingdoms and nations that call Laruna home. These groups, as well as their conflicts and growth have as much of an impact on the land as the land has on them. In truth, many of these civilizations have existed since a time before Legacy even arrived in Laruna. Their size, strength and influence is an integral part of Laruna, and to know them, and their people, is to know Laruna. Common cartography indicates major settlements, borders and roads, but plenty of inconsistencies or omissions are to be expected on all but the most expensive maps. With many large kingdoms or nations in open conflict, many things are often subject to change. A traveler could cross large swaths of land to find that their destination is no longer in the hands of the same ruler.

Similarly, a settlement could be eradicated by war or Kreesh, leaving many with outdated information assuming it still exists. For ruling bodies, clergy, or tax collectors, current and accurate knowledge of the land is paramount for proper administration. As for travelers, understanding where current borders lie, what the customs of a local people are, or which roads pass through dangerous territory could literally be a matter of life and death. Laruna is a vast land and the means of traveling it are many. Steeds such as horse and great bird are used for most travel needs, specifically those remaining within a single region.

Approximate City Populations by Size Post/Settlement: 1-100 Village: 100-1000 Town: 1000-5000 Small City: 5000-10000 Medium City: 10000-20000 Large City: 20000-30000 Metropolis: 30000+

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West of the Tyris tol Gry

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KINGDOM OF HODRAMEKUS DRAMEK KUS Without question, Hodramekus kus u iiss th the he heart and soul of the human kingdoms, doms do m, standing in defiance of all external nall opposition as well as the contraryy ideology of its fellow neighbors.. A radical, liberal kingdom that believes every man and woman of any race must earn their place, including humans themselves. s.. Offering a society of freedom an and nd cosmopolitan cultures, Hodramekus meku me us stands on the edge of the Tyris tol Gry Grry and remains locked in a perpetual u l wa ua warr with the Mesadrin Empire. Citizens zens ssee ee themselves as brave, free thinking, ing ng, and resilient.

CUSTOMS AND LIFESTYLE ESTYL LE Due to its diverse population io on ma made dee up of many races and cultures, s, ccitizens itizzen it ens of Hodramekus are identified byy se sev several veral m stand d characteristics that make them ive fastt out against other places. They live paced lives where their lofty dreams reams collide with the competitive masses es that call this kingdom home. Citizens nss see ies can Hodramekus as a place their families aspire to greatness if only they can an hus hustle u tlle their way to success. It’s a special ial br breed reed o off people who choose to live life in a land other d oth ther er commoners consider a “meat grinder”; rind nder”;; they work hard, and the unfortunate even ven diee yo yyoung. un u ng. Those who can take the pressure, fig fight ght ffor or the their heir ir place in the “Kingdom on the Sands.” an nds ds.” .” S Should hould ho they bring excellence of some kind d tto o th ttheir eiir na n name, me,, they may find themselves trading ng g their ir for former rmer lives as commoners for new ones fit fo king. forr a ki king ng.

BORDER CONFLICTS AND D RE ELATIONS LAT ATIO ONS

IIn n th the h west, the Kingdom of M Mo olshe Moolsheel maintains a positive rela re relationship lati t with Lord Hodramek and an d helps to maintain the safety of the th forest borders. Naraffain in particular find fi n the tenets of Hodramekus finds abhorrent. ab a b Open hostilities are in ne inevitable though current border positioning po p o has avoided it thus far. Ranath has publicly made fa ttrade with Hodramekus but rrefuses to openly accept or decry d their way of life.

ARMIES AND MILITIA Cities host their own militia to keep the peace, which is handled by the lord in charge. Standard outfitting fo for militiamen is a leather armor ar rmo and short swords, with a cchoice hoice few archers to man posts and watchtowers. The kingdom’s army is monitored by Lord Hodramek carefully. It is a cavalry ca a oriented army, using lightly armored swordsmen to ligh li gh cover cove co er the large borders of the Tyris tol Gr Gry Gry. Cavalry commanders are had picked pick pi c ed b by the king as he is renowned for for hi hiss eexcellent grasp of such tactics from h his i early days as a border warlord. is Cultural Cu ult diffusion has led to a versatile and capable army that utilizes versattil ve iea stra st strategies atteegi gies e and weaponry sometimes onlyy sseen eeen in other regions. Descendant scouts scou sc outss o offer f great spotting advantages, while whil ilee Garaith macemen are able to break br rea front lines of heavy assault troops. troo

Hodramekus is normally at pe peace wi with th Izu Izumo umo in the south and Highland in thee n north. orth Me Mesadrin esa s driin is a constant threat from the east, although there is an area between Hodramekus and Lowland Post called the “Dead Zone,” where no creatures have ever been reported to enter from the sands side. The Twin Posts keep wild forest beasts from passing through and attempt to keep an eye on any entrants from Akramosh.

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MAJOR CITIES HODRAMEKUS (CAPITAL) Ruler: King Hodramek Size: Metropolis Army: King’s personal guard, large standing army, large militia. Goods: Arts and crafts, military training, grain.

After braving the terrain and finding a plentiful source of quartz and other gems, the camp began to grow into a bustling city. Standing at the edge of desert, Sol was the first city to carve out space into the area without being immediately pushed back or slaughtered by “unknown terrors.” The citizens of Sol consider this tiny piece of claimed desert a point of pride, displaying to the world that they, and thus Hodrakmekus, are capable of greatness where others have failed. This city would eventually become a shining beacon of defiance against the threat of the Mesadrin Empire and the horrid creatures of the sands.

THE MESMULOT THREAT The center of the territory, and the largest Human city west of the sands. The city of Hodramekus was built off the western spur of the River Rue, utilizing the lush floodplains in the area for farmland. Lorded over by King Hodrakmek, this bustling metropolis is a bastion of freedom and progressive ideas. Although a predominantly human population, this city more than any other is considered a melting pot of the varying cultures of Laruna. Guided by the ideal that all people must prove their worth, regardless of birth or station, Hodramekus attracts all types of visitors who seek to have a fair and equitable chance at life and happiness. While there is a great melding of cultures, it is also possible to find many districts where specific races gather, giving birth to areas such as “Stonetown,” “Scaletown,” and “The Shade.”

SOL Ruler: Lord Grake Ismarin (Lightbringer) Size: Large city Army: Small standing army, large militia. Goods: Quartz, rare gems.

The city of Sol was originally founded centuries ago at the end of the eastern branch of the River Rue. The closest point to the Tyris tol Gry with fresh water, enterprising humans set up camp in an attempt to mine for precious materials in the desert.

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Mesmulot have long coveted the city of Sol and despised the arrogance of the humans. After decades of warfare, Sol was forced to take extraordinary measures to protect their city. Rumored to have been created with the largest and purest quartz crystal ever mined, a permanent orb of sunlight was magically placed atop the city, inside Sol tower. This magical orb keeps Sol in perpetual sunlight. Unlike normal sunlight, these rays are powerful enough to cause physical harm to any Mesmulot entering the city. This unique construction has made Sol virtually unassailable by the Mesadrin Empire, and has served to enrage them even further. Redeemers are able to visit Sol through use of an enchanted medallion. These Mesmulot can petition the governing body for visitor (or residence) status and while wearing these “Sun Tokens” may stay perfectly safe within Sol’s light.

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MINOR CITIES LAKEVIEW Ruler: Trade Master Byron Size: Medium city Army: Small militia, paid mercenaries. Goods: Freshwater fish.

Situated on the great Lake Hathis in northern Hodrakmekus, Lakeview is a prosperous trade city, receiving goods directly from Maport and distributing them south into the rest of the territory. The freshwater lake provides the city with a bountiful supply of fish, and the culinarians of Lakeview are renowned for their skillful preparation of them.

WINARD

FAEWOOD Ruler: Mayor Aldaris Size: Village Army: None Goods: Hides, Makora wood.

The village of Faewood serves as the foremost intermediary between Hodramekus and the Fae kingdom of Moolsheel. The citizens have a deeper understanding of Fae culture and practices, and are quick to educate travelers of such. Moolsheel’s forest provides a supply of hides, and the magical energies of the woods will occasionally provide trees infused with Legacy, allowing for the collection of Makora wood. The Queen of Moolsheel tightly rations the supply, making sure she gets appropriate compensation via goods from Hodramekus.

IRONSPEAR Ruler: Lord Brackenstone Size: Town Army: Small standing army, large militia. Goods: Silver.

Located in the pass between the western hills and the Tyris Tol Gry, Winard is the “Gateway” to the south. The focal point of this town is its massive keep, built to protect against constant assault from the Mesadrin invaders who wish to march south into the heart of Hodramekus. Winard is also charged with providing protection to the traders of Lakeview, who stop here to resupply their caravans, disseminate goods, and continue their trek into the capital. A nearby silver mine in the western hills provides a steady supply of valuable income for the territory.

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Ruler: Warden Rathburn Size: Town Army: Medium militia, trained hunters. Goods: Makora hides, exotic animal meats, furs.

Ironspear breaks the standard mold of Hodramekus in that the citizenry are rugged and stoic. While they do incorporate many of the progressive ideas of the capital, the constant dealing with the forest creatures and incursions from Naraffain has created a harsh, defensive populace, wary of strangers or fools who are unprepared to deal with the nearby wildlife. Oftentimes these individuals will get in the way when trying to help, or draw out a dangerous beast from a failed hunt. This leads to some of the population feeling that they should not be welcoming to outsiders. Besides patrolling the border and preventing beasts from entering Hodramekus proper, Ironspear is also responsible for sending necessary supplies and troops to the Twin posts as needed.

LOWLAND POST Ruler: Commander Jax Size: Post Army: Very small standing army. Goods: none.

Southern border post on the edge of Agramosh and the Tyris tol Gry. This post consists of a small fort and a barracks capable of sending out multiple patrols at once. One half of the ‘Twin Posts’.

WESTERN POST Ruler: Commander Blake Size: Post Army: Very small standing army. Goods: none.

KINGDOM OF NARAFFAIN The founding family of Naraffain can track its lineage back to the 4th age. When magic was gone and humans were beset on all sides by vengeful enemies, the Narafs were a talented, uncompromising family of smiths who provided innovative and quality equipment to the masses. Often referred to as the “first family,” the Narafs set the tone for the titular kingdom. Naraffain is a harsh, militant society that places human supremacy above all things. Its cities are populated by slave masters who consider dealing with non-humans a grave offence. Their buildings are constructed from stone, made with cold, oppressive designs.

CUSTOMS AND LIFESTYLE People of Naraffain celebrate camaraderie and achievements that further the kingdom’s military strength. Their festivals celebrate their subjugation of non-humans and ownership of these slaves is considered a source of social pride. This spartan society is always prepared for war, possessing welltrained troops and a large slave force. Their King rules rule ru es wi with ith a an n iron ffist, ist, t, a and nd h has a a as absolute bsolute au bs authority uth t or o ityy on alll matters. al matter ma erss.

On the border of A Agramosh gram gr amos osh h an and thee western forest. Other ha h half lf of the ‘T ‘Twin n Posts.’ The Twin Posts ts send patrols continuously east and we west to make sure no hostiles enterr up tth through hrou ugh h the southern border. Like Lo Lowland owland Post, this location consists ists o is off a sm small fort and barracks.

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BORDER CONFLICTS AND RELATIONS Naraffain’s only persistent military conflict is at the southern border. Izumo has proven unusually resilient over the course of their past wars and the fact is troubling to the King. Currently at a state of truce, Naraffain has instead focused its effort inward hoping to further strengthen its war capabilities before unleashing them upon external foes. The real conflict of Naraffain is the task of vigorously defending its borders at their furthest extent. Passage of non-humans flies in the face of their unbending views, causing them to devote tremendous resources to regular border patrol. This is an ongoing expense as it requires well outfitted soldiers and healthy mounts, particularly during times of the Grand Telling in Agramosh, where large groups of Ashik travel uncomfortably close to the Naraffain border.

ARMIES AND MILITIA City militias are abnormally large throughout Naraffain because of the large slave populations. These militia are well outfitted, well trained, and well paid. The army of Naraffain is an exceptionally well balanced war machine. Capable of advanced siege weapon construction, tremendous iron and smithy output, the infantry regiments run the gamut from like chainmail wearing foot soldiers, to heavy platemail adorned knights. Use of exceptional tactics, high quality equipment and sacrificial slave labor makes the army of Naraffain one of the most feared standing armies in all of Laruna. The only notable lack of strength is the inherent distrust the king has for magic, leaving few high caliber advisers or battle mages in the kingdoms employ.

MAJOR CITIES FIVE POINTS (CAPITAL) Ruler: King Molgraine (Sora’Somin) Size: Metropolis Army: King’s personal guard, large standing army, large militia. Goods: Military training, slaves, weaponry.

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The city of Five Points is the recently proclaimed capital of Naraffain. Located in the center of the kingdom, it collects the resources from all other cities in order to fuel the twisted King’s desire for power. The sadistic ruler Molgraine uses Naraffain’s stone quarries and slave population to create unprecedented architectural feats and giant stone walls which surround the city. The latest project is called The Citadel of Five Points, and is the largest castle fortress that Laruna has ever seen. Even partially constructed, the citadel is an aweinspiring site, with the king choosing to reside in its depths before construction is finished. The primary focus of King Molgraine is to create an intimidating bastion of security for humans, while enslaving the rest of the races of Laruna. The populace is dominated by slave masters who treat their non-human slaves like property.

OLD NARAF Ruler: Lord Antor Serper Size: Large city Army: Large standing army, large militia. Goods: Fish, trade goods.

Old Naraf was the capital of the previous dynasty that ruled Naraffain. One of the first human cities, it was founded in-between extending branches of the Grand River. The city rose to prominence several centuries ago, assisted by its ability to fortify structures and walls against invasion with heavy stone provided from nearby quarry towns like Greytown. Positioned toward the end of the Western Trade Route, Old Naraf not only has access to the most varied selection of trade goods on this side of the Tyris tol Gry, but is a steady producer as well. While the influx of traders and outside ideas are consistent, there is one thing that remains true in Old Naraf as it does in all of Naraffain. Humans only. Even the most prominent non-human traders know to turn back on their route before reaching the edges of Old Naraf, lest they wish to become slaves.

STONEHOLD Ruler: Lord Richter Size: Medium City Army: Medium standing army, large militia. Goods: Horses, trade goods.

Along the southern edge of the Grand River lies Stonehold, a fortified border city used as a staging point for invasions into Izumo’s territory. This strategic location gives Naraffain access to a small supply of horses from Nevalon. Over time, Naraffain has exerted its control over the western bank of the river here, allowing them to capture clusters of the free range animals. Currently Lord Richter has orders to seize any advantageous opportunity for an incursion into Izumo, whether by land or river, as King Molgraine desperately wishes for direct access to the ocean for his Kingdom.

MINOR CITIES GREYTOWN Ruler: Magistrate “Bowback” Ladsner Size: Town Army: Small standing army, medium militia. Goods: Stone.

Magistrate Ladsner is in charge of ensuring a constant stone delivery to the capital, and is quick to remind the King that fresh troops and supplies are always needed in order to prevent stray Wildland beasts from disrupting the mining process.

RAT’S POST Ruler: Slave Driver Rolph Size: Village Army: Small standing army. Goods: Oone.

Rat’s Post is the southeasternmost village in the kingdom of Naraffain. The King takes the protection of his borders seriously, and Rat’s Post was originally founded as a military camp in order to exert influence on the encroaching Izumo nation. Being so far from the original capital’s influence, residents of the camp quickly realized that more profane activities would be overlooked, as long as the commander of the post turned the other way. Over time the dregs of normal society migrated here from the other, more conventional cities, finding like-minded individuals with whom to engage in their debase pursuits. Assault, theft, and murder are commonplace, as Slave Driver Rolph’s only concern is filling his belly with meat and wine. One of the most disturbing elements of Rat’s Post is the secretive Rock Hard Gang. These marauders travel to nearby Agramosh, hunting down Ashik in order to steal the precious gems from their bodies.

Greytown is in the northeast corner of Naraffain, bordering the forest and mountains. The massive quarries here mine stone for the structures throughout the territory. The name itself is derived from the constant dust clouds in the air, giving the slaves and parts of the town a sickly grey coating. The slave drivers here work the slaves harshly, well knowing that the next compliment of fresh bodies is always only a short time away.

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I In reece rrecent centt times tim ti mes th the he kingdom’s k ingd dom’ m’ss territory t rrrit te itor o y ha has er eroded rod oded substantially sub u sttan antial ally lyy as the he precept pre r ceptt of of glorifying glor orif ifyi y ng g worship wor orsship sh p of the he Young You oun ng G Gods od ods taken severe has ta take ken se eve veree hits hit its ts i other in oth ther ccultures. ultu ul ture rees.. knights and The knig Th ight htts an nd sentinels Highland sent n inels off H ig ghlan hland d aree cons considered a ar nsider ered ed old d fashioned fa ash shioneed relics reliics by by most m mo st other oth her er k kingdoms, ingd dom ms,, whose stringent whos wh osee stringen entt belief ef in in honor ho ono or and and duty d ty is du is considered consideered too times. too o rigid rigi ri gid d for fo or modern mo tim mes.

CU USTOMS STO OMS A AND ND LIIFESTYLE FESTYL LE

KINGDOM OF HIGHLAND (HUMAN) Originally a place of idealism, its society was founded on the belief that humans needed to earn the affection of the Young Gods, proving their worth to both them and Laruna. Showcasing a culture centered around being tested by the deities, citizens of Highland place their temples, and honoring the gods, above all else.

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Foremost Fore Fo r mostt amo among mong ng g H Highland ig ghllan and cu customs ust s oms a are re th tthe he montthly “T monthly m “Trials.” Trial alls. s ” The The churches cch hurrch chees of of the th he Young Youn ung G Gods odss vvie iee for thee af fo affe affection fecti fe cttion on of tthe he p public ubli lic by hos hosting sting g ccompetitions. om omp mpe peti t tion ns. These T Th esse ga g games mess us me usua usually uall lly testt som something om metthi h ng tthat hat iiss sseen hat ha een n as a source so ource off pr pri pride ide fo for or a pa part particular r iccul ular cchurch, hurc hu rch rc h, ssuch h, u h as uc farmers farm rmers gr grow growing win ng th tthee la larg largest rgeestt cr crop op p ffor or Nom Nomai, omai ai, or or b bards ardss ar performing p pe rfor rf ormiing the hee m most ostt cch os chilling hilling ng g rrendition endittion on no off Ma M Marduk’s rduk rd u ’s Wrath. Wrath The he T Trials rial ri als a are re a g great rea eatt ssource ource off en enjoyment njo oym y entt to both citizens and visitors, creating a familial sense of competition between worshipers. Citizens of Highland keep the Young Gods first in all aspects of their lives, be it their education, business, or entertainment. Their ability to do this, and still create a society and culture that is accepting of each god and their ethos is perhaps the greatest of Highlands civil accomplishments.

The name and story of Alshara is an anathema to the citizens of Highland. Publishing anything perceived as supporting the Oathbreaker is a crime and few things inspire such uniform revulsion among the citizens as someone defending the Oathbreaker. Part of their distaste for any support of Alshara is religious in nature. Alshara sought to usurp the rightful domain of the Young Gods, which is crime enough, but his story also lead to a widespread acceptance of his efforts. This movement eventually gave rise to Ranath, a nation who has over the years done significant damage to the kingdom of Highland through war, trade agreements, and cultural change.

MAJOR CITIES JADEHEARTH (CAPITAL)

Ruler: King Reginald Marlowe (Sentinel) Size: Metropolis Army: Large standing army, large militia. Goods: Crops, wild game.

BORDER CONFLICTS AND RELATIONS Highland’s borders have eroded, leaving them nestled between Silthis in the west, Maport and its growing influence to the southwest, and Hodramekus to the southeast. Having its wings clipped in this manner has vastly impacted Highlands influence and significance to the rest of Laruna, however their current positioning is not without merit. Sharing a border with Silthis has given Highland merchants a direct, sheltered route to the Barabas tribes, forcing all but the most stubborn of merchants shop for exclusive wares in the comfortable cities of Highland, rather than brave a dangerous alternate route into Silthis. Additionally, while neither Maport nor Hodramekus can be considered allies, the true distaste for either region is felt mostly by the citizenship of Highland itself; a relatively one way street. When needed, either neighbor can be utilized as excellent trade partners and both would be useful against renewed aggression from Ranath.

Jadehearth is located along the Tinese River, and gets its name from the bright green trees that populate the area. Due to their reverence of the goddess Nomai, the populace lives in relative harmony with the surrounding environment, choosing to encroach upon the surrounding forests only when absolutely necessary for expansion. In return, Nomai grants the capital a lush supply of farmland and wild game for hunting (at least as the citizens see it). Proximity to the trading city of Maport grants the king a special relation with the Maiden, and a unique opportunity for first access to special trade goods and lucrative deals. Supplies of gold and wine from neighboring cities give the king a great deal of clout at the trading table and contribute to the highly ornamented temples located here.

ARMIES AND MILITIA The armies of Highland employ conventional cavalry and infantry regiments, outfitting and training them to a reasonable degree. These forces are well paid, and their exceptional morale on the battlefield is well documented. Complemented by the order of Sentinels, these heavy armored eldritch knights employ simple magics to enhance their resilience in battle, but pale in comparison to the power of mortals born with the Legacy of the Sentinels of ages gone by.

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TINESETH Ruler: Lord Burnhallow Size: Large City Army: Medium standing army, large militia. Goods: Crops, wine.

While most of Highland’s holdings have shrunk in recent years, the new addition of Tineseth has slowed the decline of the kingdom in a much needed way. Originally an independent town specializing in wine production, the council leaders opted to become part of the kingdom for both its offer of protection and due to their admiration of Highland’s staunch traditional values. Annexing Tineseth has been lauded as one of King Reginald’s greatest accomplishments, as it prevents Hodramekus from pushing uncomfortably far north, while adding a great deal of trade income from the sale of their specialty wine.

BIRCHWOOD Ruler: Master of Mint Griswold Size: Town Army: Small standing army, small militia. Goods: Gold.

Many scholars claim that Birchwood is the sole reason the Kingdom of Highland has lasted thus far. There is one thing that can keep an aging kingdom from fading away to obscurity: gold. Birchwood is located adjacent to one of the largest gold deposits recorded in Laruna. King Reginald ensures mining continues day and night, and weekly caravans are dispatched to the capital. As such, many of the beautifully decorated temples and ornamental armors in the kingdom are embellished with gold from the Birchwood mines. While there is no direct threat to the town nearby, the king insists on keeping a small garrison here to protect his supply of the precious metal.

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His advisors have also urged him to keep a careful watch on the northern bay, in case of any coastal raiders attempting to slip past his patrolling fleets. The Master of Mint is in charge of the town, and keeps records of production and shipment with excruciating detail. Rumors whisper that the king has been employing skilled alchemists as of late in order to turn his excess gold supply into a more tangible force.

SUNSTONE Ruler: Lord Connor Marlowe (Gatekeeper) Size: Medium City Army: Medium standing army. Goods: Fish, ships, transport.

With the recent completion of King Marlowe’s grand fleet, Sunstone is now considered by many to be the only port on the northern side of the western continent capable of providing safe transport to Darco’Garaith. The Guardian Fleet patrols the coastline from Sunstone to Dragonmaw regularly, guaranteeing safe waters. The King has gained a fair amount of fame and prestige from this act, one of many attempted plots efforted to prevent his kingdom from being considered obsolete. Founded on the western shore of Bluebottom Bay centuries ago, Sunstone has grown dramatically in the last decade, adapting to the influx of curious travelers who wish to see the exotic lands of the eastern continent. The king has appointed his younger talented brother as Lord of Sunstone to ensure a firm hand and a watchful eye on the comings and goings of outsiders.

MINOR CITIES CHILLWINTER Ruler: Lord Edward Black Size: Small City Army: Small standing army, medium militia. Goods: Furs.

Chillwinter fortress stands at the northwestern border of Highland, the bastion keeping the expansion of the ice kingdom Silthis in check. Being so close to Silthis means that Chillwinter is in a near perpetual state of winter, making for a harsh, frigid climate for most of the year. Although there is a nearby port settlement on the coast, the frozen waters prevent large ships from docking and make any ocean-bound travel in the area extremely hazardous.

PORT SHEA Ruler: Mayor Felton Size: Village Army: None Goods: Crops, fish.

This small fishing village is a strategic resupply stop for any transport ships making their way between Highland and Darco’Garaith. Having been left relatively autonomous for most of its existence, the recent construction of The Guardian Fleet has prompted Lord Marlowe of Sunstone to order a much larger dock and supply station to be built. He also oversees the development of a coastal fortress, causing a great deal of increased traffic and growth. Visitors from Darco’Garaith find this cause for alarm, as some of them see this as preparation for a future attack.

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NA ATION TION O OF F RA ANATH NATH (H (HU UMAN MAN) Lead d by the Red d Circle, Ranath centers itss efforts on n evolving education, n, seeking to o rrise isee is above their erk ei ki kin in and bring g mort mortals rtal alss into a golden age den a ag ge all on their ir own own. wn. Th wn The Red Circlee ffosters osters the he belief thatt the de descendants desc scen e da en ants sheltered hu humans umans ns ffrom rro om the th he truth—thee Yo Young Y oun ung ng Go Gods ccan’t an’t an ’t help them. They e sseek ey eek be ee b better t er m tt mystical ysti ys tical understanding place Alshara’s ndin nd ing g tto op la ace c A lsh ls hara’s misguided quest clearer d ques q qu ues estt in a cle earer ccontext. onteext.

CUSTOMS STOMS A AND ND LIIFESTYLE FEST TYLE With h tthe he m he mystic ysti ys ticc ar a arts ts taking center er stage in R Ranath’s anat an atth’ h s wa wayy of life, the people have avve ta ttaken ken ke n to app applying ply lying g their or ma magi gic in into eve very ry ffacet acet passion for magic every festyyle l . Everything g ffrom rom m of their lifestyle. their architecture iteccture to their fest it festivals tiv i alls incorporate a e or at or exemplify exe x mplify the the culture’s fascination f a scc in fa inat a io ion n wi with h he peop p l e of ple pl o magic. T The people Ranath bring bri r ng g magic magi ag gic ic into int nto o mainstream am a m life lif ife fe and d ccast ast st o off the notion n tthat hat it iiss so ha ssome me foreign concept oncep ept know known wn a and nd mastered only on nly by the the sselect elec el ect few. While l e no not o t ev everyone v eerr yo y o nee hass tthe h e necessary n ecess ssar aryy skill or ability to accomplish magic of significance, they are still intimately familiar with it. Festival and banquets are commonly held in celebration for significant achievements in magical study. Magical duels and tournaments are a common form of entertainment. Combative duels between talented magicians are an often watched spectacle, drawing gasps and cheers from the crowd.

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Huge Hu uge g cityci w wi wide de parties pa called ca alled Tan Tandalars ndalars a are ree en eenormous ormo or m us aff af affairs, fairss, m fair mingling ingl g in ng bril br brilliant illi liiantt use of magic i and entertainment for fe ffeast astt an as nd en ntert terttainm ainmen entt wi with th cconventional on nven ntion onal on all fare fare such su uch a ass dances, dances, drinking, brothels. special events drin dr nkiing n , an and d br rothe heels l . These Th e sp pecia al ev even e ts aree me ar mean meant antt to ob both oth be a celebration celeb brati tion on of of the t e th wonder off m magic, w ond der o agic, as as well weell ass a demonstration demo mon nstr trat atiion o w of what h t sp ha ssplendors leend dorrs it can can bring briing to to civilization. civi ci v liza zati tion on.. P Pe People eo op ple l ttravel ravel from ra fr m far far and and n wide wid de to witness witne ittne n ss s tthe he Tandalarss and Ta and they th y are a consistent con onsi sist s ent economic econ ec nom mic windfall w indfall for for Ranath Ranath h season se after er season. sea e so on. n

BORDER CONFLICTS AND RELATIONS In many ways Ranath is entering a period of prosperity and peace unmatched in its history. The long and taxing wars with Highland have been grueling on the mindset of the citizens and the Red Circle is aware of it. Piece by piece they have dismantled much of Highlands former strength and assimilated its lands until it could no longer claim a border beyond Maport.

With Highland suitably pushed beyond Maport, Nevelon comfortably supplying trade and both Izumo and Naraffain far removed from encroachment, Ranath has taken the time to look inward, building infrastructure and solving civil problems. Thus far this time has been well spent, and the new polish those efforts have put on their image is causing their numbers, trade values and supporters to swell. Serving as a leading example, Ranath is spurning the need for the Young Gods openly, and succeeded as they do it. Many of their citizens go “forsaken,” never performing the rite of fealty, and temple presence is dwindling into nothing within the borders. The borders are not without incident however. Tiravail is home to unruly giants and several barbarian clans who see Ranath as an enemy. Despite clear occurrences of these forces raiding or sacking border villages, the Red Circle has done nothing formally or publicly to reciprocate, making many question the true nature of these events.

ARMIES AND MILITIA Unlike more traditional armies, Ranath maintains a relatively small force that duel purposes as their cities militias. This force is called the Flameguard and they are given a unique blend of training in both the use of sword and wand. Each Flameguard is given a fire wand that serves as a badge of their status and allows them to wield fire magic competently with substantially less training than a true magus would require. When necessary for warfare, the Red Circle is able to open portals and have the Flameguard arrive anywhere within the Ranath border in shockingly short amounts of time.

MAJOR CITIES WHITESTONE (CAPITAL)

Ruler: Regent Quentin (Sorcerer) Size: Metropolis Army: Large standing army, large militia, mages. Goods: Magic item, precious stones.

The capital of Ranath is a vast, wondrous city, filled with beautifully decorated stone structures entwined with magic. Doors open and close on their own. Lanterns hover in the air, and glowing magical runes display the names of buildings and addresses. Whitestone is considered the heart of magical education and research, housing several schools and guilds devoted to the mystic arts. The Red Circle calls this city home, overseeing all sorcery and holding final say over all matters, both mystical and mundane. The nearby Whitestone hills provide a wide variety of precious gems and metals, essential to their enchanting and alchemy practices.

BRUNWICH Ruler: Sorcerer Broderick Size: Large city Army: Large militia, mages. Goods: Black market goods, trade goods.

Brunwich is located along the western trade route, originally part of the free trade territories. As the city grew to great size, the local governors struggled to maintain control. Lawlessness was rampant and the local authority seemed powerless to rectify the situation.

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When the city council looked to Ranath for assistance, Regent Quentin quickly jumped in, offering to stabilize the city entirely, as well as add a bit of magical influence, as long as they would swear allegiance to The Red Circle. With no other recourse, the council and city guard caved, much to the displeasure of many of the local Trade Lords, who feared losing their influence. The transition was not perfect, but now Brunwich is wholly part of the Kingdom of Ranath, and must abide by their laws. Some of the independent Lords and gangs have left the city seeking residence in nearby free cities, while others continue to operate underground, just beneath the prying eye of the Sorcerers in charge.

SOUTH BRUNWICH Ruler: Sorcerer Faltean (Descendant) Size: Large city Army: Large militia, mages. Goods: Black market goods, magic items.

The city of South Brunwich finds itself in a unique situation. Although governed by a Descendant Sorcerer of The Red Circle, sects of mortal mages exert control over large portions of the city. Perhaps due to the influx of seedy elements from Brunwich, or from the constant pressure of reaching impossible magical goals, gangs of spell casters have formed various insular groups, laying claim to certain neighborhoods as their own. They spar openly in the streets, causing regular fatalities and destruction of property. It’s not quite understood how this came to pass while under the watch of a member of The Red Circle, but the running joke is that this “eyeless” Descendant is truly blind to the chaos occurring in his city. The disturbance has gotten so out of hand that many believe the Regent himself is the only one capable of restoring order.

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MINOR CITIES BECKSARE Ruler: Minister Krin’Tok Size: Town Army: Small militia. Goods: Black market goods, magic items.

Becksare is the site of a magic ritual gone awry. The citizens here are colored a deep red, the result of elemental magic corrupting the area. Several of the village adepts attempted a combined ritual to summon an enslaved elemental lord to do their bidding. Their efforts did not go as planned, resulting in a massive explosion of elemental energy which destroyed nearly a fifth of the town. The stain of the elements remains on the populace, who are attempting to pick up the pieces and resume their normal lives.

LARTON Ruler: Mayor Farkas Size: Town Army: None Goods: Rare Giant goods.

Being so near to Giant occupied lands, Larton has seen dramatic conflict. While normally peaceable and open to trade, the coastal Giants, in a spontaneous act of aggression, invaded this town, decimating it before Ranath could send any reinforcing troops. The Red Circle is quick to brush this incident under the proverbial rug, as word of a town being assaulted inside their own territory would show a great deal of weakness for the supposed elite Sorcerers of Laruna. The few remaining inhabitants have begun rebuilding their homes, with fragile belief in the Regent’s promise of protection going forward.

KINGDOM OF MOOLSHEEL (FAE) Ruler: Queen Theris Size: Large city Army: UnkOown Goods: Makora wood, makora hides.

The insular Fae kingdom is lorded over by a queen and her family. Many breeds of Fae each seat representatives on a council that advises the reigning queen. Their forest domain is said to be thick with magic and wildlife, attracting scholars and treasure hunters alike. Most Fae prefer to avoid contact with the outside world, having been burned by dealings with the mortal races in the past. Fae kinship is notoriously difficult to earn, but equally lauded for its value. Although Moolsheel forest extends all the way to Agramosh, the southern portion is considered the Wildlands, and is not part of the Fae Kingdom.

CUSTOMS AND LIFESTYLE As a people, Fae are significantly more diverse than the mortal races. Gremlins are frightening humanoids with bulbous eyes and needle teeth, while Stormriders are white haired, icy blue skinned people with long willowy limbs and an unnatural presence. Despite their obvious physical and significant behavioral differences, the Fae serve a single Court, where one of their kind sits as king or queen. A single monarch passes final judgement with their mate acting only as a form of counsel. As highly magical creatures, the many types of Fae are creatures of legend and hold many mysteries. Ruling the Court is a daunting task, and the current Queen is renowned for her legendary wisdom and ruthless judgements. Meetings of the Court are somewhat infrequent and bring a representative from each Fae species together as equals to address kingdom wide concerns. Court gatherings are also performed for use of the pool in the heart of Queen’s Glade, usually as part of a ceremony.

Day to day life of Fae is largely a mystery beyond the lands of Moolsheel. Only in recent times have neighboring people come to learn even the basic truths of Fae existence.

BORDER CONFLICTS AND RELATIONS Frequently called “the forgotten kingdom,” Moolsheel has navigated several ages with relatively little change. During their trying times, Moolsheel has shown a willingness to aid humankind, teaching them magic early in their existence, and sheltering the people who would someday become a founding part of Hodramekus. This early relationship with the citizens of Hodramekus carries over to this day. Queen Theris has taken bold steps towards establishing a substantial and long term relationship with the human kingdom, trading vast amounts of resources and knowledge, and stockpiling riches for unknown purposes. To the south, the Wildlands are a savage place that the Queen has struggled to keep in check. Ancient enemies of the Fae live in these forests and Queen Theris has made it clear she hopes to someday defeat them from a new position of strength. Until then, Fae give the area a wide berth, and even coordinate with the people of Hodramekus to ensure none of the monsters dwelling there escape into either kingdom.

ARMIES AND MILITIA Moolsheel has no standing army or traditional militia. Instead the Queen’s honor guard act as a form of elite militia force that deliver her justice when necessary. For wide scale conflict, the Fae of Moolsheel for all their diversity are astoundingly unified.

QUEEN’S GLADE At the center of the Moolsheel kingdom is a place sacred to all Fae. The Queen’s Glade hosts a legendary pool of silvery water. It is said that when the Skylords created the Tyris tol Gry, Nomai’s Titan children shed tears that created the pool. Surrounding this pool is a small settlement dominated by the family of the ruling monarch, and serving as Moolsheel’s capital. The glade’s pool is the center of many magical ceremonies of importance to the Fae and is said to have divine healing and transformative properties.

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FIELDS OF NEVELON The Fields of Nevalon are considered a strange and alien place by most inhabitants of Laruna. Believed to have been the place a the first mighty titan fell during the great war, it is mysterious land home to many unnatural occurrences. For those outside of the area, Nevelon is a place of intrigue and the everything from the natives to the weather can be frighteningly peculiar. The settlers here live a quiet life away from the action of the larger kingdoms. Known for breeding exceptional horses, and exporting unique crops, their biggest threat lies within, as many of their number have become indoctrinated into the Cult of Mirusen and similar groups who operate without a significant authority to stop them. While much of the population consists of nomadic settlements constantly on the move, there is one town that seems to have taken a permanent position in Nevelon, and secretly houses the leadership of the Cult of Mirusen.

NOTEWORTHY LOCATIONS

This allows the natives of Nevelon to maintain control of their distribution to wealthy nobles or other nations as the process has proven impossible to duplicate elsewhere.

TRADE TERRITORIES A somewhat lawless territory devoted to free trade of all kinds. This large conglomerate of merchant towns is lorded over by de facto leader “The Maiden of Maport” and her company of mercenaries. Gangs, guilds, and mercenaries rule the lands here enforcing only the laws of trade generally accepted by all participating members of the Trade Territories. With unmatched economic strength, and extensive trade routes across the western lands, the Trade Territories are a strange, lawless force well known for selling anything and everything someone could desire.

MAJOR CITIES MAPORT (CAPITAL)

CAMP KORUM Ruler: Horse Lord Urugu (Summoner) Size: Town Army: Unknown Goods: Horses, crops.

What on the surface passes for a quiet, hardworking town is actually the central power of Nevelon. Here a nomadic tribe has adopted more permanent residence and asserted itself as the premier source of stable commerce and communication for outsiders. This assertion has gone smoothly, as many travelers find Camp Korum socially awkward and bizarrely unnerving. In truth, this town’s Lord Urugu comes off to many as a charlatan, yet the truth is many of the horse lords fear him even without knowing that he is actually a spiritual leader of the cult of Mirusen. Mounts bred and raised in Nevelon are exceptionally hardy due to the special crop they feed from during the majority of their youth.

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Ruler: Maiden of Maport Size: Metropolis Army: Large mercenary army. Goods: Trade goods, black market goods.

An independant merchant town run by mercenaries, Maport has access to a large body of water that serves as the busiest port settlement in Laruna. Trade of all kinds from large scale acquisition of mercenary services, to seedy and illicit purchases of drugs or slaves are conducted daily. Paradoxically, Maport is relatively civil and peaceful in its dealing, due mostly the presence of the “Maiden.” Rumors claim the Maiden to be a woman of inconceivable beauty that has enthralled some of the most dangerous mercenary guilds with her charms. Those who have dealt extensively with Maport know the improbability of such a childish claim, but they are equally aware of the undeniable fact that someone hidden from the public view named the Maiden holds all the real power in Maport. People who do not obey the few rules of the Maiden disappear and are never heard of again.

IZUMO NATION

ARMIES AND MILITIA

These fishing villages and nearby isles house pacifist settlers who explore introspection and evolution while contenting with local myths and threats. While there is no official governing body, each city is headed by an elder monk called a maester, who offers guidance and arbitrates disputes.

The militias of each independent town come together during times of need to serve as a makeshift army. When this occurs, the monks of the head temple take charge of the military and act as a war council, lending their wisdom and power to the needs of the nation.

CUSTOMS AND LIFESTYLE

MAJOR CITIES

The people of Izumo and its many villages share a love of pacificity and introspection. The long standing methods of the monks has heavily influenced their way of life, guiding them to simple existences that strive for personal harmony. Generally quiet and lackadaisical in their daily routines, the natives of Izumo live comfortable lives that appear unaffected by the widespread dangers elsewhere in Laruna.

MUSAKA(CAPITAL) Ruler: Maester Yu (Soulbender) Size: Medium city Army: Unknown Goods: Combat training, fish.

BORDER CONFLICTS AND RELATIONS A brief but brutal war with Naraffain has forced the monks of Izumo to more closely watch the northern borders. One of their unique advantages is the safety of their southern border on the ocean, giving them the ability to focus their entire efforts on patrolling the mainland coast.

The capital of Izumo Nation is renowned for the martial prowess of its monks. The temples institute a daily regimen of hand-to-hand martial arts training, placing emphasis on inner strength and selfenlightenment. The schools here attract both the rich and the poor alike, and are open to outsiders hailing from anywhere other than Naraffain.

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Should a supporter of Naraffain be discovered in their midst, standard practice is to use them as a training dummy for 24 hours before dumping them off the “Pier of Insolence.” Maester Yu leaves all aspects of the city to his appointed ministers, but retains the final say should a serious dispute arise. The Minister of Travel is frequently seen in discussion with Yu, as they control the flow of foreigners allowed to enter the city from the mainland.

TENG’SHA Ruler: Maester Rin Size: Village Army: Unknown Goods: Unique flowers and creatures.

SHIN’TAR Ruler: Maester Fei Size: Town Army: Unknown Goods: Unknown

Shin’Tar is the second largest island in the Izumo chain, and supports a population to match. Many fishing settlements spot the island, although when outsiders refer to Shin’Tar, they generally mean the one major town along the northern coast where the population is centered. Shin’Tar has the honor of being the closest point to the Fallen Isle, and monks from the temple here are sent daily to maintain the conditions of the massive gravesite. While many of the citizens consider the Fallen Isle haunted, the monks of Shin’Tar appear to travel to and from without issue. The population of this island is particularly spiritual, due in part to the belief that the nearby “ghosts” of the Fallen Isle need to be respected and revered. Violating this respect, or traveling there without permission is believed to ensure their fallen ancestor’s wrath, whether through mystical curses or actual physical retribution.

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Teng’Sha is the southeasternmost isle of Izumo Nation. This remote island seems to have been mostly undisturbed by the many wars of Laruna and is noted for its unusual wildlife and lush flora. Scholars often visit here seeking to find remnants of ancient creatures and plants, claiming that visiting this unusual island is like taking a walk in Ages long past. The citizens here revere the surrounding nature, and what little area they cultivate is groomed into beautiful displays. A small population of Ashik gather here, finding comfort in these surroundings, integrating harmoniously with the villagers and taking part in their reverence of the land.

FALLEN ISLE In times past, the nation of Izumo was often engaged in violent conflict against their northern neighbors who would attempt to relegate Izumo to their island chain alone. The fallen warriors from these battles were given ceremonial burials on the Fallen Isle to grant them glory in the afterlife. Many years after the wars had ended, monk warriors would venture forth from the temples and travel to meditate among the honored dead. This practice and the interaction with the spirits of the island would eventually lead to the origins of the Soulbenders. Even today, the Fallen Isle remains a respected burial ground, where the inhabitants of Shin’Tar are regularly sent to maintain the site. Honorable burials are still possible, should a citizen of Izumo be deemed worthy to rest among the fallen ancestors. Legend speaks of ghosts and spirits populating the isle, but reports of such sightings are quickly shrugged off by the Maester’s of Izumo. In truth, foreigners are forbidden to step foot on the island, and thus outsiders can only speculate as to what actually exists on this “haunted” isle.

SIILTHIS LTHIS Ho m elan Homeland Hom n d to thee Bara Ba raba bas p eop ople le, Si S lltthi his is is i str ret etch ch o f Barabas people, Silthis stretch moun mo mountainous u tain in nou o s ice icce caps that tha ha at were we once onc n e ruled ruleed by the the mighty ice lord of the same name. Strange elementals and beasts unseen anywhere else in Laruna make their home amidst the snow, and the Barabas are a careful and defensive people because of this. In prior ages their domain stretched west all the way to the coast, but the arrival of the deathlords caused them to lose their citadel and lay claim now only to the expanse from the Egret mountains to the river of Davin. On the northwestern side of the Egret mountains, there is a large level surface where a body of water remains perpetually frozen. Now called the “frozen foyer,” this surface used as a greeting platform for the barabas people to host merchants from foreign lands. Due to winds and climate, the paths to the frozen foyer are only safe twice a year, limited trade on off seasons to the few talented or crazy enough to reach the location. During the safe trade seasons, the frozen foyer is full of merchant camps as they can remain for weeks to saturate their need for Barabas goods.

UNDEAD KINGDOM Little is known about the northwestern corner of Laruna. The Barabas people speak of a limitless wave of undead who laid siege to their citadel and live there still. It is a generally accepted belief that the deathlords are holding dominion over a large number of dead and plan to someday attack Ranath. This may be nothing more than wishful thinking on the part of those who would see Ranath ruined, but the presence of large numbers of undead is never questioned, leaving most people to refer to the lands north of the river Galan as the Undead Kingdom.

AGR GRAMOSH RAMOSH SIT ITE TE Agramosh is the place where Ashik gather to perform The Grand Telling. At the center of the site are many clusters of large, monolithic stones which are carved with the stories of past Ashik. As many Earthborn pass through the area regularly, the formation of small camps are common, giving the impression of makeshift settlements scattered throughout. During the time of the Grand Telling, large numbers of Ashik make their pilgrimage to the area and many of their kind consider the event the greatest part of their year, as it is the closest they get to formal culture or society that is all their own.

TIRAVAIL A hill riddled region with plenty of sporadic grassland, Tiravail is home to many tribes of giants. These huge humanoid creatures are notoriously fickle, treating trespassers as friends one moment and food the next. The few who have made significant contact with the tribes tell stories of sophisticated cultures and even shaman capable of uncanny mystical feats. Giant tribes are also alleged to have plenty of capable warriors ready and willing for combat, though no one knows what threat lies westward towards the coast that would require such might.

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East of the Tyris tol Gry

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EPILESIS The sky-cities lord over a central portion of the eastern lands and are united as the Epilesis dominion. The tightly knit descendant society use these huge floating portions of land as their high perch from which they keep a watchful eye on the territory below. Each skycity is an enormous portion of rock suspended magically in the air, upon which magnificent descendant structures create an unassailable and much adored marvel. Due to each of the sky-cities of Epilesis being created prior to their surrendering of the Arga’sheel, they exhibit certain powerful magical enhancements that serve their citizens well. First and foremost is their very existence, these impossibly large portions of earth will remain floating indefinitely, and the creators could conceive of no force beyond the Young Gods themselves bringing them down. Secondly, the sky-cities are powerfully enchanted to radiate a magical enhancement that reaches nearly to the borders of the existing dominion. This aura of magic subtly enhances any descendant in its presence, reducing the effort of flight on their bodies, allowing them to fly for nearly limitless amounts of time. This grants the military forces of Epilesis the ability to patrol their territory from the sky, a practice shared with the public who take the responsibility of maintaining close watch of the homeland as part of their civic duty.

Finally, the sky-cities have powerful mystic wards that prevent outside magic assaults, keeping their population well protected from any significant magical threat from opposing nations or kingdoms. These mighty cities, as well as all of the Epilesis dominion, is ruled by a group of nine Descendants called the Lovis. These carefully selected descendants are chosen through society wide votes and are appointed for life, having one of their number only replaced after death. The Lovis use an ancient descendant rite, passed down from their forefathers, that powerfully alters the Exchange for each member. Because of this, members of the Lovis live exceptionally long lives, many times longer than a normal descendant. They are able to form extraordinary psychic bonds with people they Exchange with, even able to extract thoughts and memories from their partners—whether they are willing or not. The Lovis are considered the greatest minds of Epilesis and three of them make permanent residence in each of the sky-cities. They oversee and manage all of the dominion’s society and in times of conflict or war give their orders directly to the Imperitus who commands the army.

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CUSTOMS AND LIFESTYLE The descendants of Epilesis make up a society with unparalleled unity. Among their people, political schisms and social debates are largely nonexistent. True poverty is absent as well, with citizens seeing one another as brothers and sisters, ready and willing to assist each other in times of need. This united ideology leads to a strong, albeit stagnant, society that rigorously adheres to their traditions, and instead puts their energy into improving or guiding external civilizations. Citizens participate in local flights, patterns of patrol that are organized by the dominion’s army. These are somewhat lighthearted affairs that citizens participate in regularly, enjoying the sights of their homeland and the joyous company of their kin. This tradition also keeps the territory of Epilesis exceptionally well watched, making movements through the dominion difficult if trying to avoid detection. Within the cities, the lack of need for farming gives the society ample freedom to pursue other time sinks, many of which turn to trade, artistic endeavors or serving the army. Creative arts, such as sculpture, music, and poetry are widely celebrated pastimes, and many visitors to the sky-cities speak highly of the elevated level of excellence found within, often lamenting how bland the rest of Laruna can seem by comparison. Merchants of Epilesis are extremely well received in foreign lands as the pricing of their wares rarely accounts for the scarcity of goods, instead only valuing the functional cost of producing them in Epilesis. Furthermore, when conducting trade away from the homeland, citizens of Epilesis notoriously horde trinkets from foreign kingdoms, seeing things other merchants find worthless as valuable baubles. This causes Epilesis to be a large importer of unusual crafts and goods, supplying much needed coin to fringe villages of foreign territories. Tourism is a well appreciated activity in Epilesis, as descendants are who are normally seen as aloof and judgmental when away from their homeland, can be friendly and warmhearted to visitors. Most citizens are overjoyed at the prospect of introducing travelers to their homeland and customs, causing those who undertake the expense of arranging gated travel to give glowing reports of their time “amidst the clouds.”

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BORDER CONFLICTS AND RELATIONS The edges of Epilesis are well maintained. With the Garaith clans respectful of the northern borders, the Dark Forest to the south, and the relative stability of Faranok, Epilesis maintains a peaceful and secure domain. Mesadrin provides the only persistent difficulty, but this has been mostly relegated to vigilant patrolling on the parts of Epilesis. The Empire of Mesadrin has set their collective eyes on Hodramekus across the sands, and has caused them to make very few surface appearances in lands of the Epilesis dominion.

ARMIES AND MILITIA Crimes of violence are exceedingly rare in the sky-cities, and nonviolent crime is substantially less common that in most places. Because of this, there is no standing militia, leaving the army to handle enforcing the Lovis’ law. This is handled by a small number of warriors titled Justicar. Groups of dedicated warriors are broken into divisions called wings, and answer to the small chain of command that ends with the Imperitus, who acts as head of Epilesis’ military. Since The Summit, the descendant army has not waged war of any kind, leaving the other races wondering just what lies at their disposal. Of course, the Imperitus does not make a habit of openly discussing the entirety of his armies capabilities, either. Even with these uncertainties, the common belief among the mortals is that should war break out, the descendants would have no problem rising to the occasion. Warriors of Epilesis make efficient use of bows, practicing their shots while flying, and wielding short handled glaives exclusively for melee combat.

MAJOR CITIES SOLSTICE (CAPITAL) Ruler: Lovis Council Size: Metropolis Army: Unknown Goods: Creative works.

Solstice is the crown jewel of the Epilesis Dominion, a floating bastion of ancient descendant culture. Originally created with Arga’sheel, the construction is unnaturally clean and precise, enduring through the ages and appearing as it was first built. Perfectly chiseled columns of marble stand at the entrances of most large structures, and beautiful gardens flourish with water sources originating from magically flowing waterfalls that float above the pools they empty into. Descendant citizens stride casually down its pearly stone walkways, although those in a rush can be see flying overhead to their destinations. Relay stations are located at the edge of the city in each cardinal direction, allowing visitors without flight to be brought to or from the ground below using a system of elevated platforms. Guides are eager to accompany travelers who wish to explore the lands below, seeing it as an opportunity to engage in a discourse about their culture, but are wary of those who wish to go it alone, keeping a watchful eye from above on such lone wolves.

SKYSTEAD Ruler: Lovis Council Size: Metropolis Army: Unknown Goods: Creative works.

Much like Solstice, Skystead is an immaculately constructed city, showcasing the beauty and power of the once possessed god-magic of the descendants. In fact, the design appears so similar to outsiders that many of them cannot tell which descendant city they are in without asking a citizen. Pristine marble dwellings are a staple of design here, as well as large ornamented gates and portcullises leading to differing sections of the city. One noteworthy fact that adds to the majesty of these cities is that due to the slightly larger size of a Descendant, their buildings are larger than human construction as well, making their grand designs ever more impressive.

WOLESHAR Ruler: Lovis Council Size: Large city Army: Unknown Goods: Creative works.

Located nearest to the Mesadrin Empire, Woleshar is required to maintain a heightened vigilance toward this threat. While aerial patrols in the eastern lands are somewhat carefree and enjoyable, the occasional patrol originating from this city never returns from their duty of scouting over the Dreadwood and the Poisoned Pools. This has led the Lovis Council to make a difficult choice, whether to engage in underground conflict, or simply send larger patrols and attempt to force the Mesmulot to remain beneath the surface. Those who return safely universally report no activity, leaving the council in a state of confusion. More vocal members of the military insist on a full scale ground assault of the area, but more rational minds realize the dangers of sending troops into an unknown threat.

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SILVERWOODS The southern portion of Autumn Dale is dominated by beautiful trees that remain in bloom through all seasons. These trees have thin veins of shimmering silver that laces their bark and leaves giving the region its name. Descendants of the nearby sky-cities make frequent trips to the special forest to take in both the trees and the strange bioluminescent flora that gives the area a magnificent aesthetic after sunset. Recently, several young descendents have befriended the small group of transparent fleshed dryads that dwell there. Unusual and magically alluring, the dryads are an irresistible attraction for rresiistib ble at ttra actio on fo or the descendant youths. Using unknown ng unk nkno nown w wn methods, the dryads are able to distill dist di stil illl il the silver from the trees and us use it to create a sugary drink called “Shimmer.” Acting as a powerful hallucinogenic,, Shimmer has become a hit, it, it and the forest parties between een the dryads and descendants tss aree rapidly becoming legend among mon ong g the sky-city youth.

STARLIGHT PLAINS The aptly named Starlight gh ht Plains are frequently visited ed by mystics and soothsayers rs for the bizarre illuminations ns that appear on the grass of th the he plains during the night. These heese bright, luminescent markings kin n gs differ from night to night, leading ad din ing g many astronomers to believee th they ey are a special insight into the g grand ra and n design. During special seasons, large complex designs are made in the grass, drawing hundreds of visitors who treat the beautiful sight as romantic cause for celebration.

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MESADRIN EMPIRE (MESMULOT) Ruler: Emperor Sornimot Size: Metropolis Army: Unknown. Goods: Unknown.

Mesadrin is a sprawling collection of subter subterranean e ranean cities cities interconnected in nte ter through a system underground This empire is home of u nd der e ground nd llabyrinths. abyy ab to a cul culture lture re utt utterly devoted to the dark god Arliman. The bloodthirsty Mesmulot Ar rli liman. T run an abhorrent kingdom where ru other mortals are treated as little o ot her m he more mo re tthan cattle, and are frequently used ed as slave labor before being transitioned into macabre meals. tra tr ans Devoted to profane decadence, Devo vo citizens citi ci t ze adhere to Arlimans ethos with w wi t fervor and embrace desires th seen as perverse by the rest of se Laruna. L The layout of Mesadrin consists of a central hub c known as “The Heart,” which kn branches out into various subb ran n cities, ci itiess, eeach controlled by a different Noble house. The term ‘city’ is used N No blee ho bl o loosely, ass th the organization more closely loo lo osely, y, a large rresembles re seem mb ble less la larg rge populated areas connected winding by w i di in ding ng tunnels. tun unnels The Emperor The Th he Em mpe p ror off T h Heart is chosen collectively Lords off each by tthe h Lor he ord ds o ch house, and has complete authority over Empire until death. These a uth thor o itty ov ver thee E houses are allowed to rule their areas with relative independence however, each having their own internal politics and distinct reputations for their bloodline’s unique abilities. A certain degree of treachery and conflict is expected amongst their kind, even at the highest levels of political influence, as their dark god would expect no less. It is however considered disgraceful and unacceptable to put one’s own personal gains above the will of the Arliman; he demands the Mesadrin Empire succeed, so those who undermine this in meaningful ways are to be punished or sacrificed.

CUSTOMS AND LIFESTYLE Day to day life in Mesadrin varies from one noble house to another. The common precept of Arliman’s faithful about gaining one’s desires at any cost takes on an altered meaning in the case of the noble houses. Seeing their bloodline as a form of family bond, many citizens of Mesadrin live lifestyles entirely dictated by the customs and desire of their noble house. Some houses are devoted military tacticians, focusing the energy and education of their youth on warfare. Other houses are gifted slave keepers, able to curate superb meal selections and keep slave pens healthy and able bodied. All customs are honed in service of the dark god of course, and earning respect publically from either their kin or the emperor is an ever burning passion in the majority of Mesadrin natives. The struggle for respect is as dark and insidious as Arliman himself. Noble houses whisper secrets at court, plotting ways to best other houses and this treachery is both commonplace and dangerous. For the Mesmulot of Mesadrin, the delicate balance of internal strife and unity is a fine art. Those without the tact or mental shrewdness to understand how to play the game find themselves on the bottom of the social barrel, or burning in effigy for crimes against the empire. Equally central to the Mesadrin way of life are the Slave pits. These huge areas breed, raise, and maintain a crop of slaves which serve as a central work force for the empire. Keepers and Overseers are well respected positions and highly sought after as they control the food supplies and have authority over anyone beside the emperor while in the pits.

BORDER CONFLICTS AND RELATIONS

Deep beneath the sands, tunnels allow large numbers of Mesmulot to leave Mesadrin and surface in the lands of the west, giving sustained access to the endless war with Hodramekus. Many border villages have been overrun by Mesadrin forces due to their inability to track the enemy movements until it is too late. The sole surviving city of such full scale assaults is Sol, with its ever burning daylight. Emperor Sornimot was appointed by the noble houses following a long campaign of violence against Hodramekus where he swore he would see Sol finally plunge into the darkness. Despite a long historical intolerance, Epilesis has reduced their concerted efforts to keeping Mesadrin beneath the surface. Efforts towards significantly harming Mesadrin have proven futile as the forces of Epilesis are unable to wage war effectively in the tunnels.

ARMIES AND MILITIA Unlike conventional armies, the armed forces of Mesadrin wear very light armor, relying on their natural speed to evade, and psychologically intimidate their opponents. Typical ground troops make use of occasional hardened leather or iron plates, such as vambraces, but are almost always wrought with the gothic decor of Mesadrin design or their Noble house. The few heavy armored, plate wearing troops are used to apply pressure in crucial combat areas allowing furies to slip quickly behind enemy lines. Furies are a hallmark of Mesadrin forces. These unarmored Mesmulot use a soft enchanted metal to create thorny whips which are difficult to defend. These warriors condition their Mesmulot reflexes to an exceptional level allowing the cunning use of these peculiar weapons.

Borders exist largely in the perception of the empire as their society largely dwells beneath Laruna’s surface. This lack of surface presence is both a boon and a curse to Mesadrin’s strength. Without tremendous territory under constant watch, very little of the surface land above Mesadrin is productively utilized beyond farming to supply food for the slave pits. Having the Tyris tol Gry to the west and Epilesis high in the sky to the west, most Mesmulot farmland operates in safety. The dreadwood is home to many frightening creatures, many of which Mesadrin employ to further ensure their land’s safety from the patrols of Epilesis.

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NOTEWORTHY PLACES WORMWOOD Ruler: Chemenor Size: Village Army: None. Goods: Makora wood and hide.

A small town on the outskirts of the dreadwood, a large toxic swamp is home to a near ghost village. This small decaying settlement exists in normally inhospitable land as the humanoid people who dwell there are more monster than mortal. With the hideous appearance of long corroded and sickly flesh, these green skinned villagers may have once long ago been humans, but their time in this region has twisted their bodies beyond racial recognition.

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In the swamps of their small village rests a powerful Nexus of the Dark. It poisons the surrounding woodland and has bred several dangerous Kreesh who inexplicably ignore the wormwood natives. People of Mesadrin frequently trade with these natives for Makora wood and hide deeming it the easiest method of acquisition. Wormwood villagers possess blood toxic to Mesmulot, and they are able to safely escape notice as they harvest the valuable materials that fuel Mesadrins’ dark arts.

TYRIS TOL GRY Though much of Laruna, specifically the western border territories believe Mesadrin has special access to the sand, the truth is more frightening. Mesadrin has long come to understand that the sands cannot be traversed safely. Scouts and even large battalions have vanished forever trying to cross the sands, with slaves dying from inhospitable temperatures early in the sojourn. Because of this, Mesadrin has heeded the wisdom of the Whisper and avoided the sands, depending exclusively on the tunnels beneath them for a means of travel to the western lands.

DA ARCO RCO O’G GARAIT ARAITH TH Translated as “Home of our People,” Darco’Garaith is a tribal nation of dragonmen, divided into many clans. Covering a large territory, the clans of Darco’Garaith live hard lives and lord over their individual regions, each headed by a warlord. Vicious fighting set the Garaith free and has remained a central part of their society ever since. Claim and possession is a fluid thing in these lands as clans are quick to come to conflict with one another, using disputes as opportunities to hone skills, demonstrate valor and revel in the spoils of battle. It is common to see clan icons or markings on structures or in specific areas to show ownership of a particular clan. Individual clans and their icons are the dominate theme in architectural structures and attire. Pride in one’s clan is commonplace in Darco’Garaith and the only uniform cultural behavior across all of the nation. The generally harsh manner in which the natives embrace the theory of “might is right” could threaten to cripple the nation, but the careful cooperation of the Warlords keep the clans in line. At the head of each clan lies a warlord who is responsible for its territory and ensuring that conflicts with other clans do not escalate to needless or petty warfare.

In times of nationwide conflict, the warlords of the largest clans will appoint one among their rank who is worthy to act as High Warlord. This appointment is temporary, normally ending once the situation at hand has been dealt with, but during their tenure as High Warlord, their rule is supreme. From outside of Darco’Garaith’s borders, their kingdom is perceived as a unified front with dragons and Garaith building a vast, powerful nation. The truth of this is understood by the warlords and those close to them in status and is referred to as the “Serpent Secret.” “Serpent Secret”: Dragons are actually petty, hateful, solitary beasts that only banded together against the Titans out of genuine need. The truth is, they have little love for the Garaith, and the Garaith have little love for them. This secret is maintained vigilantly because the rest of the world still fears what dragons remain, and the power they could lend to Darco’Garaith.

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CUSTOMS AND LIFESTYLE

BORDER CONFLICTS AND RELATIONS

The way of life in Darco’Garaith is dominated by aggressive tendencies and persistent tests of mettle. Each clan has its own unique minor customs such as sniffing a defeated opponent to “smell” if they have any will to fight left, or scratching the back of a conquered mates head as a sign of victory. These small behaviors are vastly dwarfed by the more widespread and universal customs of conquest. For any citizen of Darco’Garaith, disputes are settled by way of combat. These duels have strict rules set by the ruling warlord of a territory and almost always include the stipulation of not killing the opponent. Scarring and even more dramatic forms of mutilation, such as broken bones of severed fingers are not unheard of, but most warlords refuse to allow such behaviors as they would rapidly find their clan without capable warriors. For citizens, “conquest” is not a behavior of angst or rage, it is a social interaction performed time and again as a means of establishing an identity and place in society. Even courting a mate heavily utilizes conquest as the deciding factor of who may or may not join with a specific person. In most clans it is expected that a suitor hoping to marry and/or raise a family should approach the warlord and ask for permission. If granted, they may go on to pursue their hearts desire, if the permission is not granted, the Warlord must be challenged by conquest for the sole purpose of winning the right to remain in a clan and be granted permission to marry or mate. Actually pursuing a partner is yet another display of conquest as both males and females must formally present a token of their clan to the desired mate, and then face them in conquest. The victor decides whether the union can proceed. In cases where a loser clearly wishes to not go through with the union, their friends or family may by right press conquest over the victor continuing the cycle of combat until there are no new challengers and the decision is settled. The ways of conquest, Garaith society, war, and magic are largely passed on by clan elders in a less formal method than other civilizations. The Garaith make excellent students despite their perceived volatility, as their drive for dominion and excellence is deeply ingrained from youth.

The borders of Darco’Garaith offer little complication to the clans. Though they share a large border with Epilesis, much of that territory is unoccupied as the descendants dwell in the sky-cities above. To the west, the valley offers sufficient buffer from whatever terrors lurk in the sands, though the coast is a point of contention as Highland has begun construction of a forward garrison that many clans see as a potential invasion point.

ARMIES AND MILITIA The concept of militia does not exist in Darco’Garaith. Clans and their warlords enforce their laws directly. For nation wide conflict, clans unite under an appointed High Warlord. In these cases entire clans are mobilized and treated as battalions for the purposes of war. Each clan usually possesses tendencies towards specific battle tactics or weaponry use, giving the High Warlord the advantage of deploying clans for appropriate assignments. Because of each clans intimate familiarity with its members, they function together superbly on the battlefield.

MAJOR CITIES GREKTASH(CAPITAL) Ruler: Warlord Mek’Taga Size: Metropolis Army: Large standing army. Goods: Draconic items, livestock.

The largest city in Darco’Garaith, the capital Grektash houses the most dominant clans of the Garaith. While all clans mingle freely in the central areas of the city, many sections along the outskirts are reserved for specific clans. Smaller clans come and go, their dwellings only temporary fixtures of a very mobile outer city ring. The longest standing clan within the city, and consequently most prestigious, is the Rektar clan ruled by Warlord Mek’Taga.

Among their many boasts and victories over the years is the more recent honor of having their former warlord appointed to a position of Honor Guard to the dragon Yanastaris. The lesser clans admire the might of the Rektar, and so they enjoy a great deal of influence in all matters within the city. Beyond admiration, being the top clan also invites many challenges of conquest, as members of lesser clans attempt to prove their worth and unseat members of Rektar to take their place. Large pastures of livestock are bred around the outskirts of the city, as Garaith consume a great deal of meat in their diets, sometimes consuming it raw. The least influential clans are relegated to the task of maintaining the pastures, leading to a common insult among the Garaith: “Tend to the stock.”

RAKTHAWA Ruler: Warlord Kruk’Gry Size: Medium city Army: Large standing army. Goods: Melee combat training, iron.

Rakthawa has the privilege of being the second most prominent city in Darco’Garaith, mostly due to clan Garin’tal, which has made this city its permanent home. The clan is recognized as containing the most adept spear-wielding warriors in the kingdom. Their clan originally developed a reputation for forging the highest quality spears available, through a combination of skill and a rare type of iron found in the mines just west of the city. Over time, the continued use of these spears to defeat many dangerous creatures and Kreesh turned the clan into fierce, well equipped warriors, turning their reputation for forging into something greater— masters of combat. With the second of Yanaris’ two Honor Guards being chosen from clan Garin’Tal, the clan has swelled with prestige in recent times, and lesser clans from around the continent visit Rakthawa in the hopes of training in more advanced combat methods.

SIKKESK Ruler: Warlord Rul’Thane Size: Town Army: Large standing army. Goods: Enchanted items, Makora wood.

The southeastern town of Sikkesk houses the prominent Jal’nai clan, who are responsible for keeping relations steady with Epilesis. The proximity of this city to the Descendant dominion and other mystical locales such as the Starlight Plains and Autumn Dale lends itself to those interested in magic travelling to this city. Clan Jal’nai specifically excels in the magical arts, using the teachings from descendants and research of the Dale as learning tools. Sikkesk breaks the traditional mold of Garaith cities, as the Jal’nai clan is the only permanent fixture here, and they welcome any incoming students who wish to learn the ways of magic. The typical rough nature of the dragonmen is less apparent here, as more time is spent in study and meditation than on conquest and martial prowess. Duels of conquest do occur when warranted however, sometimes taking a different form, as the participants might choose to wield magic instead of weapons or claws in these combats. It is widely believed that a Nexus exists in the heart of Autumn Dale, causing the trees to remain a permanent brown color, and providing rare sources of Makora wood. The dangers of exploring the Dale are well recorded, as many a party of mages has attempted to locate the Nexus or gather Makora, never to return.

WATCHTOWER This watchtower was erected to stand watch for the return of Kyroveshen, a dreadful Skylord who nearly crushed the garaith after The Summit. Enchanted by great mages of the time, the tower is said to be infinitely aware of the skylords presence, and would serve as warning should he rise again. Ages later, this tower is in a state of decay, remaining defiantly through time, but having gone without use through much of it. It is believed that Kyroveshen died in the ocean due to war wounds, but no warlord dare claim or destroy the old watchtower for fear of he may someday return to finish his war.

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DRAGONMAW PORT Ruler: Warlord Ruk’thar (Shifter) Size: Small city Army: Large standing army. Goods: Fish, trade goods.

It took the most loyal of all dragons, Yanastaris to descend from the mountains and join the fight before the Kreesh was too wounded to fight on. Yanastaris would retreat to Dragonclaw Point tending to her wounds, and the Kreesh would retreat, burrowing itself into the mountain to the south, presumably to die from its wounds. All that remains is the Moor, a sickly, forsaken patch of land, uninhabited by any clan.

DRAGONCLAW POINT Dragonmaw Port, named after the shape of the nearby river delta, is the only reliable port city on the eastern side of the sands. The influx of travellers from Highland has led this city from the more traditional mobile layout to a more permanent human style, exchanging the easily moved tarp and hide covered buildings for permanent stone structures. The clans here are wary of foreigners, especially so since Highland has begun construction of a fortress in Port Shea. The warlord Ruk’Thar of the Merune clan oversees the comings and goings of foreigners, leaving most to go about their business, but taking direct responsibility for any transgressions caused by the other races when visiting. This generally leads to a rite of conquest between the warlord and the traveler, where most travelers simply flee back to the western continent. Those who take part in the rite, whether confused as to what it means, or thinking they can defeat the warlord, find themselves battered and beaten within moments, and tossed onto the nearest transport departing for Highland.

THE MOOR Inter-clan conflicts are common enough in Darco’Garaith, but the Moor is a harsh reminder of how important unity among the Garaith truly is. In recent past, a seer of a dominant clan in the area called for the warlords to convene so she could warn them of a great beast who would devour their nation. Stubbornly, the warlords refused to answer her call seeing it as her clan showing social dominance by forcing warlords to answer their call. It proved terribly unwise as the beast the seer spoke of stepped from the sea bringing destruction with it. A tremendous kreesh, it saturated the area that is now a moor with fetid, stagnant water. The battle of the Moor was so great a high warlord was appointed and the survival of Darco’Garaith was in question.

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Travel to this island is reserved for warlords and talented mystic adepts. Known as the haven of Yanastaris, an ancient dragon—she permits only those of appropriate skill or station to set foot on her island. Unlike her kin, Yanastaris makes regular and amicable contact with the Garaith, and has turned her home island into a form of school where the greatest of the Garaith can go and be subjected to her teachings. The island itself is overrun with strange and dangerous wildlife, which Yanastaris claims remind her of time long past. Hunting and foraging on the island is forbidden and several Garaith over the years have been selected to serve as her honor guard. They make permanent residence in the great mountain keep of Dragonclaw Point. Sitting atop the highest mountain perch, this keep is a marvelous tribute to dragonkin, adorned by large stone sculptures of the skylords in battle. Making the pilgrimage across the island, through its wilderness and up to Dragonclaw Point is considered one of the greatest honors a garaith can claim. Within Dragonclaw Point it is said Yanastaris and her honor guard teach chosen Garaith the true dragon tongue, unlocking secret mysteries and magics only the eldest of dragons could know.

FARANOK

ALSHARA’S TOWER

After the Great War began, legends claim the Goddess Nomai took form and walked upon the surface of Laruna to bear witness to the destruction wrought by the Titans. In a forested land called Faranok she met peculiar natives whose plight moved her to mercy. She told them not worry, that their home would heal, they need only tend to their garden. There Nomai planted a tree like no other, and around it would grow magnificent flora. This area was named the Heartwood and the tradition of caring for the Ella Tree and its surrounding land became the sacred duty passed down through generations of natives. Now called the Druids of Faranok, these people wield powerful nature magic and vigilantly ensure their small territory remains safe from outside influence.

Long has the tower lay in ruin, and only the truly brave or truly mad climb amidst the crumbled stone to sift for secrets. Respected magi have long ago claimed the place a terrible blight that should be avoided by all sane folk. This of course hasn’t stopped treasure hunters or loremasters from taking a closer look at the place that once changed Laruna forever.

THE DARK FOREST This large thick forest to the south of Epilesis is dangerous terrain and teeming with life. Directly north of Alshara’s fallen tower, the forest has experienced changes that make it less hospitable, leading many nearby folk to claim the area cursed. Tales of vengeful ghosts, cannibalistic monsters, and unaccounted kidnappings have led nearby people to abandon hunting in the area.

THE OCEANS OF LARUNA The open waters of Laruna are dangerous and unexplored. Sages estimate that the land of Laruna was once ten times as large, but the Great War sunk much of the world, sending large portions of land to the bottom of the deep sea. Sailors have abandoned any hope of traveling far from the coast and exploring the ocean. Huge sea-beasts have devoured entire fleets of wouldbe explorers and beneath the waters lurk entire civilizations that may have survived there since the time of the Great War. This makes the waters closer to the coast coveted methods of travel and trade. Several wars have been fought over the years for dominance of a portion of ocean along the coastline.

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MAJOR GATES OF LARUNA

ALLEGIANCES

Mystical means of travel across Laruna exist by way of the ancient gates, allowing their users to instantly cross the entirety of the continent.

It is undeniable that Legacy Cearers are at the heart of every major power struggle across Laruna. Knowing what larger organization a Legacy Cearer belongs to or serves can be crucial in understanding their place in the world. A bearer’s allegiance can indicate things such as world views, enemies, allies or obligations, and be an important factor in deciding how to participate in world events.

SOLSTICE & MAPORT The S/M gate is a well commercialized source of income for both Maport and Solstice. Transport rules and fees are the same on both sides of the gate and each entrance is vigilantly guarded to ensure the fees are paid. Travel parties may not exceed 8 person maximums, a precaution designed to prevent people from using the gates for ferrying of troops.

VALE PEAKS Unguarded and suffering from persistent disuse, the Vale gate is still active, sitting at the end of a jagged cliff. No one has ever returned after entering it, and though several wizards have tried, no one has been able to determine if there is an active exit point or where it may be. A small village of people have had their priest occasionally bringing criminals to the gate and pushed through as a form of punishment. They believe it is safer than exile, as these criminals never return to sully the village again.

SOUTHERN TYRIS ISLE & NORTH SUNDERED VALLEY On the Southern Tyris Isle a group of primitive humanoid creatures have created a small village community north of the gate after fleeing the Ironscale mountains during the Garaith war in the Moor. These beastial creatures have no presence on the mainland of Laruna but are defensive of their new home. Passage through the gate will only prove dangerous if travelers linger on the isle, drawing angst from these settlers. The gates entrance in the north of the Sundered Valley is unclaimed and infrequently used. The surrounding portion of the valley makes for poor settlement terrain, and the transfer to Southern Tyris Isle is largely unproductive for the clans of Darco’garaith, leaving this gate watched by scouts only to ensure the nearest clans are not surprised by large enemy forces who would use the gate as a deceptive invasion method.

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KINGDOM OF HODRAMEKUS Purpose: Serving Hodramekus in an official capacity means protecting their laws, citizens, and way of life. Those who serve the crown must heed the command of King Hodramek and any with station above him. While in this service, they are expected to uphold the “mekus way” of proving they deserve their station constantly. Perks: The crown of Hodramekus is loyal and fair. Those who serve freely and efficiently will be well rewarded while those who do not will be punished. As a kingdom Hodramekus is a cultural and fiscal melting pot with great access to varied goods and services, all of which are always available at good prices to those who serve the royal crown. Drawbacks: Hodramekus as a society has high standards, people in service of the crown have little room for error, laziness, or ineptitude. Being removed from a lofty position is a common enough affair. Beyond that, the kingdom has many enemies and those who serve the crown inherit these hostilities as well. Enemies: Chief among Hodramekus’ foes are the kingdom of Naraffain and the Mesadrin empire. While the empire is the most heralded of enemies while still on native soil, Naraffain can prove equally dangerous to someone who serves Hodramekus. The Naraffain hatred for non-humans runs deep and its citizens travel freely to other kingdoms frequently. A servant of Hodramekus could find themselves on the wrong end of a sword in a place no where near either kingdom.

KINGDOM OF NARAFFAIN Purpose: Most service to the nobility of Naraffain is done in a martial manner. The kingdom of Naraffin dreams of a world where humans lord over the non-humans of Laruna, using them as slaves for the kingdom’s will. Serving their nobility means obeying their local laws and exemplifying their ideology in all your dealings. Working to undermine rival kingdoms or individual non-humans is the ever present command. Perks: Within its borders, those who serve Naraffain enjoy extreme leeway. The local laws are much more malleable for these individuals, causing most lesser crimes to be simply overlooked. They are also typically well paid and supported with necessary tools or education to ensure they fulfill their obligations appropriately. Drawbacks: The whims of the King are absolute. More so than most kingdoms, Naraffain’s cruelty and stern judgments rule supreme, all of which come from the crown itself. Those enjoying the perks of servicing the crown must also be subject to the sometimes savage, unjust, or insane requests of the crown. Furthermore, the issue of dealing with nonhumans is as non-negotiable as it is lethal. Those seen or even perceived to be in any way permitting or assisting non-humans can easily be subjected to unspeakable punishment. Enemies: Unsurprisingly, Naraffain has no shortage of enemies. Those who serve the crown are clearly aware of just how hated their homeland is by all non-human kingdoms, making travel to such places difficult. Human kingdoms with opposing ideology such as Highland and Hodramekus are openly unfriendly with Naraffain which can make trade difficult even in these kingdoms.

MESADRIN EMPIRE Purpose: The empire and its servants have a single objective, which is to worship the dark god Arliman and empower his people. Every servant of Mesadrin is at first glance allowed to pursue their selfish desires to the fullest extent, ideally punishing those who oppose the dark god along the way. The overriding command however is to strengthen the empire and cripple its enemies. Perks: Serving Mesadrin means having the liberty, expectation even, to leverage your position for both personal gain as well as service to the empire.

This allowance is a substantial benefit, especially to those with desires or causes not widely supported or accepted. Drawbacks: Being subjected to the power struggles of Mesadrin is a hefty price for the empires support. Envy and infighting run rampant among those who serve the empire, so while gaining the empire’s resources is a boon, gaining internal enemies along with it can be costly as well. Enemies: External enemies to the Mesadrin empire are everywhere. No other kingdom can boast the claim of being openly despised in nearly every corner of Laruna. Allegiance to the empire is something routinely hidden when outside of Mesadrin’s borders. Depending on the level of status possessed within the empire’s hierarchy, internal enemies are a concern as well, though to a lesser extent than those beyond the borders.

KINGDOM OF HIGHLAND Purpose: Serving the kingdom of Highland means putting the sanctity of the Young Gods above all else, and always acting in a manner that is becoming of a devout worshiper. Pious behavior and honoring your god and country is expected, as well as obeying the command of the king and his counsel of temple leaders. Perks: Highland is no longer one of the premier powers of Laruna in terms of political influence, but within its territory still reside some of the most respected and powerful temples to the young Gods. Among the Highland citizens, religious zealotry abounds, giving way to perhaps the greatest advantage to serving the kingdom of Highland— being seen as a parishioner by one of the 7 great temples. The nobility and crown of Highland are notoriously strict and demanding of those who serve, but this is well mitigated by the willingness of temple parishioners to of extensive aid and a moment’s notice, with the commitment and sacrifice that only a zealot can offer. Drawbacks: Demand of service can be seem excessive to those not accustomed to Highland ways. Payment is menial, criticism is ever present and no accolades are given for a job well done. All service is expected to be performed out of dutiful obligation and devotion, not a desire to accumulate wealth or glory. It can also prove difficult to navigate the warring ideologies of the 7 temples at times. Supporting one can lead to nearly hostile opposition from the temples scorned.

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Enemies: Highland has made Ranath an enemy, as well as fallen out of favor with the trade territories. The former’s fascination with opposing the young god’s worship is seen as an unforgivable sin by Highland and has lead to several bloody conflicts. While the trade territories near worship of coin and complete lack of moral guidance causes poor business relations.

MOOLSHEEL Purpose: The Fae of Moolsheel seek both the preservation of their lands and the enlightenment of the mortal races. Under the direction of their current queen, they make consistent and significant efforts towards sharing their knowledge and way of life with interested mortals in neighboring regions. Those who serve the queen and her court are expected to preserve fae customs, protect their lands and punish those who do neither. Perks: More so than most societies, the Fae of Moolsheel are unyielding in their desire to keep their word. What they promise, they deliver and it is customary for them to extend such promises to those who serve Moolsheel consistently and effectively. Possessing powerful magical gifts, and a reputation for dwelling in a near paradise, serving Moolsheel can be a uniquely rewards experience. Drawbacks: Pledging allegiance to the fae is never something to be done lightly. They take mortals words almost as seriously as they take their own. This can make serving Moolsheel feel like being shackled if one grows discontent with the Fae courts desires. Another drawback of serving the court is their relatively insular view points. They are eager to help, but only those near their homeland. Moolsheel rarely concerns itself with outside matters and this can lead to those who serve finding little aid or support from the court if they become embroiled in external concerns. Enemies: Many outsiders have heard the legends about Fae magic and frequently turn their covetous eyes towards anyone who has access to Moolsheel. In this way, people in service of the court can find they have secret enemies, plotting quietly to exploit their personal connection to the Fae court. Chief among these are greywalkers, fabled “dark fae” that stalk their people and devour them whenever possible. This animosity can of course, spill over to those who serve the court.

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EPILESIS Purpose: The dutiful, honor bound Descendants of Epilesis take the principle of allegiance seriously and do not accept such offers lightly. Such an arrangement is seen as binding contract between an individual and their society as a whole. They will expect someone to act with impeccable moral conduct as well as support their people’s role as guide, educator and mediator to the other mortal races and kingdoms. Perks: Epilesis is a marvel unmatched on the lowland of Laruna. The highly advanced level of artistry and excellence in all of their endeavors gives an ally mighty resources to call upon. Despite the varied perceptions held about the Descendant homeland, many people see an agent or servant of Epilesis as a harbinger of reason and good-will, making finding a friendly face or spare bed easy even very far from the skycities. Drawbacks: As a society, Descendants of Epilesis are very critical of Mesmulot, watching the Redeemers with a careful eye. This can breed hostilities anywhere Mesmulot presence can be found. It is said that the Descendants do not venture often or en mass from the sky-cities due to a sacred duty involving them keeping the eastern lands safe from unknown horrors. If there is any truth to this, those who serve the sky-cities are surely expect to aid in that duty. Enemies: The empire of Mesadrin is unequivocally the most visible enemy any ally of Epilesis must face. The “darkspawn” are always watching, looking for opportunities to abduct, torment, or kill allies of the sky-cities. Further threats loom in the shattered lands to the south, and creatures with long enough history or memory are sure to dislike any ally of the people who once ravaged the land of Laruna in service of the Elder God.

DARCO’GARAITH Purpose: The land of the dragonmen exists in its united state only to show solidarity in the face of dragons and other nations who would seek to do them harm. Perks: Being allied with Darco’Garaith means pledging allegiance to a clan and its warlord. Even the lowliest of Garaith tribes are hardened folk with plenty of capable warriors among them.

A warlord who is fond of an ally can bring the entirety of their clan to that allies assistance in short order—provided they see value in doing so. Of course violations to the clan’s honor or good name, as well as harm befalling an ally, could be perceived as weakness without proper retaliation. This can easily gain the clans support as well as the warlords. Drawbacks: The status and strength of a clan is always in flux. Those who serve a clan may find their support significantly diminished or even destroyed by the frequent clan conflicts of Darco’garaith. This can limit or remove the value of such an allegiance completely, leaving someone with no formal tie to Darco’Garaith at all. Such an occurrence could prompt someone to sell their allegiance to a different warlord, but actions taken in service of the previous clan will be remembered. Enemies: While clan vs clan conflicts are commonplace, they rarely escalate to wholesale warfare. The greatest of enemies inherited by belonging to a clan is the formal declaration to all dragons that you support the Garaith—a simple fact that is cause enough for many of the ancient beasts to seek vengeance.

NATION OF IZUMO Purpose: Being in service to the Izumo nation means abiding by the wishes of the local maesters. Izumo seeks to unify small villages and towns scattered off the coast of the isles and give them the stability and safety needed to enjoy peaceful lives of introspection and beauty. Perks: Citizens of Izumo enjoy a fascinating culture that encourages personal, physical, and spiritual well being. They possess a quality of life disproportionately higher than their economic strength indicates and this alone can attract devotion and service. Beyond this, service to Izumo can be as varied and diverse as the several maesters who lord over its terrain. Having access to the famed monks and their temple is benefit as well, since their collective wisdom is well regarded, as are their healing capabilities. Drawbacks: Izumo’s independance is also one of its weaknesses. Without unified leadership or purpose, someone is never truly serving Izumo nation, instead serving either one of the maesters. This leads to dramatically limited clout or assistance on the part of the governing body, which can be limited even further by internal conflict with other villages or maesters.

Enemies: The isles of the lost are said to house restless warrior spirits who seek to undo Izumo nation and anyone who serves it. Beyond these nightmares, aiding Izumo is much more likely to earn enemies due to the individual maester being served rather than enemies of Izumo itself. Naraffain has fought border conflicts in past that has created bad blood, but open hostilities near Izumo’s borders are rare.

RANATH Purpose: Seeking truth, insight and self empowerment, Ranath works towards bringing genuine empowerment to the mortals of Laruna. This originally centered on human evolution by way of mystic study, but has over recent years expanded to include all civilized mortals. The acquisition of magical knowledge is paramount. Perks: Renowned for possessing the largest and most substantial collection of magical text and material, service to Ranath means gaining potential access to an unparalleled wealth of mystic resources. Beyond knowledge and material resources, the guilds and academies of Ranath teach some of Laruna’s most promising wizards and magic adepts, all of whom are often eager to earn the favor of someone in good standing with the Red Circle. Drawbacks: Being subjected to the will of the Red Circle is a dangerous proposition. They have a well earned reputation for being willing to sacrifice anyone and anything in their pursuit of new mystic wisdom. This can make those who serve them feel like a disposable resource that is only one unfortunate assignment away from meeting an untimely end. Enemies: In a political sense, Ranath and its servants are in open conflict with no one. This is a farce the Red Circle carefully protects, when in actuality there are many groups and individuals that see their crest as something to be vilified or destroyed. Naraffain, Highland, and Moolsheel all have legitimate hatred for Ranath for various reasons, and the Red Circle is said to have a host of otherworldly enemies that hunt their ilk because of their forbidden mystic meddling.

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GUILDS Improving one’s self interests by banding together with like minded individuals is core purpose of being part of guild. Organization and obligations will change from guild to guild, but each has members joining a cause of their own volition with the expectation of being reward by coin or some special merit accessible only to members of said guild. In general, guilds tend to be more cosmopolitan in their composition, more relaxed in their obligations, and less intimately bound by shared ethics or honor.

IMMORTALS Purpose: A self serving entity devoted to hunting for Legacy as a group. Perks: Able to tackle bigger threats as a group. Shelter from any other groups, and a group that is equally voted not ruled. Drawbacks: Must answer the call of the pantheon when commanded. Must partake in any pantheon wide assignments Enemies: Members of the immortals from time to time have escaped dangerous enemies by joining the guild. These enemies sometimes carry that animosity over to the Immortals as a group. Immortals are also seen as self serving and arrogant. They place their own desires above the and mortal or kingdom desire.

KIN OF VALHAR Purpose: Noble warriors who believe that Legacy is best served facing worthy foes, selling their power to anyone with coin and need. Perks: Commanding high fees for their military assistance, the Kin of Valhar are some of the best loved mercenaries in Laruna. Drawbacks: Can’t take assignments not considered noble or noteworthy. Expected to give life if necessary for a missions completion. Must tithe to the watcher. Enemies: Few groups actively see the Kin as enemies, though those who do usually had such enmity created when the Kin turned down their assignment due to inability to pay or because it was not seen as a worthy cause.

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AGENTS OF EMOL Purpose: Destroying Kreesh and eliminating Nexi and the corrupted is seen as moral obligation. Agents of Emol don’t do it for the money, and don’t care what anyone else wants or feels; they are on a sacred mission to eliminate all dangerous Legacy from the world, and have on occasion extended this mantra to include other Legacy Cearers as well. Perks: The guild cares nothing for the political implications of their actions. They are large and powerful and fulfill a crucial role for free. They thrive off donations from members and benefactors who see the value of an uncontrolled watchdog. This means members can pursue their hunts with little fear of repercussion and can almost always count on guild assistance when it is readily available. Drawbacks: Guild members must meet with an arbiter who records their accounting of their activities. This arbiter determines if their deeds are significant and thusly deserve to retain membership. They also distribute guild stipend of coin to support the members hunting efforts. Enemies: Their disregard for political agendas and lack of basic respect for borders makes the agents hated by nobility. At best they are seen as reckless, unruly soldiers giving no care to the damage they cause to lives around them. At worst they are insolent criminals who are enemies to the ruling body they ignore.

CULTS AND ORDERS When faith of an uncommon variety is the primary unifying factor, the allegiance is known as a cult. These groups adhere to religious tenets and typically serve one another with an extraordinary zealotry. Belonging to or serving a cult as a Legacy Cearer can be tricky business as their powers can often inspire strong positive or negative sentiment based on how well they align with the ideals of the faith that unites them. Seen as answering a calling, Orders are groups bound by honor or valor, typically ignoring self service to better a cause that could not be served properly alone. This leads to very strong idealism and self sacrifice. Membership may not be rewarding to a Legacy Cearer in an obvious way, but should enemies of the order arise, the extent their fellow members will go to aid them maybe without limits.

CULT OF MIRUSEN Purpose: During the Great War, the Titan Mirusen was known for his insatiable rage. So great was his anger, that even death could not quell it. Now a cult has risen in his name and seek to feed his rage so when he rises from his death-sleep, he will spare the worthy who helped him avenge his brothers and sisters. Members must work to betray and/or kill Legacy Cearers when possible and spill as much Legacy Cearer or corrupted blood in the Fields of Nevelon. Perks: The Cult of Mirusen is tightly knit and fanatically loyal. Any effort that would bring appropriate victims to Nevelon will be supported with whatever limited resources they have at their disposal. The most devout of their number are said to inherit forgotten powers as the torpid Titan shares his knowledge with them. If this is true, having such assistance could be very valuable. Drawbacks: Devotion and secrecy are demanded by the Cult. No one but fellow believers are allowed to know of the cult’s existence as the fear of exposure and prompt annihilation is ever present. This significantly limits membership’s benefits to covert methods, and all but eliminates its assistance in public or far from Nevelon. Enemies: In theory, anyone not a part of the Cult of Mirusen is its enemy. In practice, so few know of the cult’s existence, it operates with relative impunity.

ORDER OF THE TOWER Purpose: There was a time that all of Laruna feared or respected their name. Now, ages after their collapse, the Tower has risen again. Loyalists to the long dead Alshara, they believe the greatest wizard in history is still alive; suspended in a state of partial existence. The Tower works to uncover enough truth of their long gone master’s status so they can bring him and his vision back to life. Members must work to pass on all knowledge both magical and mundane to the order. Perks: A surprisingly diverse and widespread secret order, the Tower has members of varied influence everywhere. Members will find a friend in most major cities and towns, and can call upon this limited assistance with reasonable expectation of assistance. Lending aid is by no means obligatory but rumors of uncooperative members echo through the order.

Drawbacks: The versatility and relative secrecy of the order leads to inconsistent support. Some members will be of small influence while others large. Furthermore, some members will be ever willing to lend full support while others will be much more hesitant. Enemies: Secrecy helps curtail the flood of enemies the order could face. Its existence is known by several entities but none can verify its existence to Laruna at large. One particular band of Descendants have devoted their efforts to rooting out the Tower and destroying it, and they call their group the “Children of Forenon.” A member of the Tower is not careful about their dealings could easily end up on the wrong end of a witch hunt.

TEMPLE OF LABODE Purpose: A small and splintered faith, parishioners of Labode believe they worship the Elder God in its true form. Founded sometime after the arrival of humans, the Temple of Labode was created after a devout worshiper was visited by a messenger. This worshipper would go on to be the first “bloody seer”; someone who through flagellation, hears the whispers of the Elder God. Parishioners believe the Elder God is suffering by watching its children ruin its creation. They seek to help their deity by undermining and destroying all worship of the Young Gods and returning all people to the faith of the one true god. Perks: Worshippers of Labode are known for their exceptional source of secrets. Many believe there is nothing that the bloody seers don’t know or can’t learn. Parishioners can draw on the premise that knowledge is power, turning to their fellow worshipers to learn things no one else might know. Drawbacks: The temple of Labode is small and scattered. It can be difficult to reliably find members. Furthermore, those who worship the Elder God as Labode inevitably go mad over long periods of time. This causes many to call members of the temple madmen, even if it is prior to their minds being ruined with overpowering secrets. Enemies: While the temple doesn’t have much significant opposition, this is primarily because few take the madmen seriously. Those faithful to the Young Gods see them as misguided lunatics and vastly underestimate just how dangerous some of the madmen’s knowledge truly is.

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NOTEWORTHY DENIZENS OF LARUNA The land of Laruna is not only defined by its inhabitants, but also by its people. Listed below are some people of note within Laruna, along with their histories.

LORD KANNER HODRAMEK RANK 15 LIGHTBRINGER Born to a peasant family in the outskirts of Highland, Kanner was raised in a home of devout Sadreen worshipers. Being born with the Legacy of Light allowed him to receive a great education at the hands of the Highland knights; well beyond what his poor farmer family could’ve afforded on its own. As an adult, Kanner came to the realization that his own homeland suffered from misguided devotion. All his life his family and his homeland had impressed on him that the most important thing a person could do in their lifetime was prove their worth to their gods. While Kanner had a healthy respect for the divine, it bothered him how such narrow views in day to day life could lead to terrible injustice. His own family supplied food that was crucial to its village, yet their pay was garnished heavily for temple maintenance. Despite the fact that Kanner’s folks would have certainly given the majority of their profits to Sadreen’s temple, they were never given the choice under Highland’s law. In Kanner’s mind, Highland had grown too fascinated with taking care of their image in the eyes of the heavens, and not enough care was given to how they took care of one another. Time spent in the Highland army brought the best out in Kanner and he earned tremendous glory for his brave and selfless service on the battlefield, as well as for his civil contributions. In a place of piety and honor, Kanner was fast becoming a legend. Eventually knighted by the King of Highland, Kanner was given land of his own, and elevated to noble status, but his discontent with the Highland obsession of piety over prosperity only increased. When the Mesadrin Empire began its siege of Disonis, a long standing city on the border of the Tyris tol Gry, Kanner lead the only army detachment present to defend it. Despite countless pleas to the king, Kanner could not convince the crown to deploy reinforcements because the city of Sol, a spiritual capital of the Sadreen faith, was only a few days march from Disonis.

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Kanner survived the siege, but few others did. Disonis fell into ruin amidst the massacre. It was overrun by Mesadrin forces, while the bulk of Highland’s army sat inactive just a short distance away. The fall of Disonis filled Kanner with fire and he would go on to relinquish his lands and titles in Highland, instead pledging himself as the self appointed guardian of the border territories. As Mesadrin pressed the areas bordering the Tyris tol Gry, Kanner became a well supported warlord, answering only to the cries of the desperate, and pushing back countless incursions. Eventually, Highland’s power diminished until it could no longer actively defend the border territories. Even worse was their inability to properly defend Sol while still keeping their southwestern border safe from RanBth (an outlaw human kingdom). Kanner rose to the task and saved Sol from a dreadful siege that would be studied by military experts for years to come. It wasn’t long before the entire border territory was swearing fealty to Lord Hodramek, who inevitably united them as a single kingdom. A kingdom where citizens get only what they earn, and need only prove their worth to one another.

LIMITHROS RANK 9 SHADOWMANCER Born into the Mesadrin empire, Limithros was a heralded birth to his people. Having inherited the legacy of the Dark, he was revered for his gifts from a young age. Subject to a litany of Mesmulot customs, it was one such custom that started a series of events that would bring him from a favored child to a hated traitor. As a form of reward for service to the temple of Arliman, young warriors who prove their valor in battle for the first time are given free reign to feed on their choice of slaves from the slave pens. Limithros was by nature a disciplined man, somewhat uncommon among the mesmulot people. Unlike many before him, he didn’t gorge himself on all of the most desirable slaves available to him. Instead, he chose just one and drank only enough to abate his hunger. After doing so, a perplexed Keeper approached him. Her name was Anita, and when Limithros explained to her that he saw no need to spill more blood than was necessary, they became fast friends.

Over the years, Anita became Limithros’ lover and the two would frequently commiserate about the wastefulness of Mesadrin’s infighting and cruelty. They loved one another, but Limithros knew that one of his highborn status would earn many enemies and these enemies would inevitably put Anita in danger. Limithros also knew the empire would never change, so he planned with his beloved to make a life far from the empire, where they could safely raise a family. So Limithros took Anita across the Tyris tol Gry and together they made a home in the border territories. Not long after, Lord Hodramek had been declared protector of the region and assaults from Mesadrin grew frequent and aggressive. Fearing his role in this outcome, Limithros planned to travel further west but before he could act on the desire, both he and Anita were taken into custody by militia under suspicion of being Mesadrin supporters. To his surprise, he and Anita were brought before Lord Hodramek who listened to testimonials from villagers that claimed Anita had been passing information to Mesadrin spies. A wizard advisor to Lord Hodramek was able to show projections of one such meeting before both the accusers and the accused. Limithros was heart broken. He knew the instant he witnessed the vision that it was true. Anita had deceived him, as his kin were wont to do. She even planned to send her lover’s corpse back to Mesadrin for abandoning Arliman’s people. It had all been a ruse, done in the name of Arliman, and before he could wonder when the charade actually began, Limithros mused his impending death might prove to be a mercy. To his surprise, Lord Hodramek turned to Limithros for a verdict. Lord Hodramek claimed that the pain on Limithros’ face was as raw and sincere as any man’s he’s ever known, so he asked what should be done with Anita in light of her betrayal. Limithros answered with a statement that would become an idiom across Hodramekus in the years to follow; “If you have the strength to do right, I’ll find the strength to follow you.” From that day forward, Limithros has served as Lord Hodramekus personal bodyguard and advisor. Time and again he would save the life of the man who dreamed about a kingdom where its people lifted one another up instead tearing one another down. Lord Hodramek had the courage and skill to raise a fledgling kingdom from the ground, but it was Limithros who had the strength and devotion to keep him alive long enough to do it.

UNDIMAS THE LIBERATOR R7 SOULBENDER Choosing a Vow came late for Undimas. Her difficulty came not from a lack of worthy causes, but rather from her views on the Legacy she inherited. Among the Ashik, being marked by the Dark does not bear same stigma that it does for many other peoples or cultures. It was her specific powers and her own views that proved the source of her indecision. Undimas was born a Soulbender, capable of trapping and manipulating souls to deadly purpose. As it is with all Legacy bearers, this capability came naturally to her, but in her heart, Undimas was a peaceful person. She never enjoyed conflict, nor understood cruelty, and certainly wasn’t comfortable with tormenting souls for her own needs. Between her distaste for violence, and her unwillingness to embrace her Legacy, several Tellings had passed after she became of age, and each time her proposed Vow was denied. This rejection became a source of heartache for Undimas, and it was at the council of her parents that she took a pilgrimage to Agramosh, in hopes of finding the wise Ashik that live there. With their guidance, Undimas was sure she could find a sufficient Vow, and give her life purpose. On the southern roads, during her pilgrimage, she was careful not to tread too close to the Naraffain border. Every Ashik has heard stories at the Tellings about how cruel and abusive the kingdom of Naraffain is to non-humans. Their oppressive behaviors were the stuff of legend, but the southern roads beneath the mountains were the only reasonable path to Agromosh from her birthplace. During the journey, she was ambushed. The assailants proved to be two human officers of the Naraffain army and their accompanying slave. Perhaps it was the fact that the humans never lifted a blade and merely barked an attack command at the slave. Perhaps it was the fact that the slave looked more eager to slay his masters than to obey their order. Perhaps above all this was the sight of a healthy, mighty Garaith, shackled with a slave collar. So much of her youth had been spent listening to tales of the Great War, learning about the once slaves to dragons, who fought for freedom, and earned peace at the cost of their blood and pride. Undimas told the Garaith to “fear not, for I have found my purpose”. She killed one human with her dark power, and left the second for the slave to finish.

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The garaith in the woods would be one of many. Undimas would go on to Agromosh and take her Vow; Naraffain would release its slaves, by choice or by force. Laruna’s people would be free - all of them. Now called Undimas the Liberator, she has made good on her Vow thus far and waged a solo war against slavers, particularly Naraffain. She frequently puts her ever growing Soulbender abilities to work, as she has come to find tormenting the souls of slavers well within her the scope of her moral code.

“THE DEALER” Before he was known as the dealer, Ulminoss was an extraordinary monster hunter. Before Lord d Hodramek united the border territories, or Carilantuss became a legendary bounty hunter, Ulminos foughtt quietly to keep the people of Laruna safe. He worked anonymously for years, facing g Legacy corruption wherever he could find it. t. Countless creatures have been put down by his skilled d methods, but a lifetime of facing monsters has taken n a toll. In his later years, Ulminos has become a collection of scars and old wounds, ranging from thee ruin of his left eye to the loss of his right arm. Thee writing was on the wall and Ulminos knew that thee problem Legacy posed to Laruna would not end with h his efforts. He slowly stepped away from the huntss that had consumed his life and made preparationss for the future. Years of monster hunting helped Ulminoss accumulate an extraordinary list of contacts as welll as an expert knowledge of dangerous areas, both off which he combined to become the mysterious man n known only as “The Dealer”. Devoting himself to crafting Makora weaponry, y, Ulminos hid away his former identity in exchangee for becoming the most sought after arms dealer in alll of Laruna. Everyone from Legacy bearers to wealthyy merchants now reach out to do business with thee Dealer, understanding that this merchant not onlyy sells elite goods nearly impossible for most to gain n access to, he also has the expertise to tell how theyy should be used. Years of perfecting both his craftsmanship ass k, well as his merchant contracts has been tedious work, but it put Ulminos in contact with the front lines. n Through this business he could keep an eye on all the major players in what he calls the “Legacyy Wars.”

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He quietly assesses the reports of his customers, their comings and goings, their successes and failures. By his own estimation, Ulminos has a better account of the status and capability of Laruna’s bearers than anyone alive. As for Ulminos, the whole enterprise has little to do with renown or coin. He watches every client with a shrewd eye, judging their hearts, minds and ability in the desperate hope that just one may prove to be worthy of him to pass on what he knows. Someday, he believes a Legacy Cearer will come looking not for the Dealer, but for an old myth named Ulminos who once stood toe to toe with the horned beast of Emoton. O n that th day day he will w ll wi l putt a way his wa are r s,, d ustt us On away wares, dust of ff hi hiss pr riv ivate ge ear ar, an and d pr prep epare th thee he hero oo ew off private gear, prepare off a ne new gen ge neration so that th t th he land nd o L runa na w ill ha il ave ve generation the off La Laruna will have someon onee up to th the task of sa aving iitt fr from om mK reesh. re someone saving Kreesh.

KAMIRESHA RANK 12 STORMBORN No one born in Darco’Garaith would claim being a Legacy bearer makes for an easy existence. Much like her kin, Kamiresha struggled, trained and fought for the survival and honor of her tribe. Beyond these ordinary conflicts that all Garaith face, Kamiresha needed to worry about the jealous gaze of her tribes warlord. Though no warlord worth their title would stoop so low as to execute a helpless child, many would gladly ensure that a young child never gets the proper tools they require to pose a genuine threat to the warlord’s status. It’s this fact that drove Kamiresha’s parents to sent her from the homeland and gain training as well as an education in the western kingdoms. Since her parents were successful merchants among their tribe, Kamiresha enjoyed good living conditions under a loyal guardian west of the sands. She trained hard, studied well and eventually served a mercenary guild of the trade territories. Rapidly, her reputation made her a highly sought after sellsword and it seemed she would be destined to reach great glory in the process. This all changed when a fellow guild member, also himself a Garaith, was fatally poisoned in battle. For six months Tekek had been fighting by Kamiresha’s side. Throughout that time he insisted on calling her by a nickname, “Apalana”. Despite her best efforts, she could never pressure Tekek into explaining the name, but on the day he was wounded with a poisoned blade, he explained to Kamiresha that unlike her, he would die with honor. Her nickname was an old term the Garaith used for deserters; people who fled the homeland in cowardice. She never had time to explain the error of his judgment, for Tekek died shortly after divulging this truth. Kamiresha was enraged in a way she hadn’t known possible. All her valorous deeds were ignored in the eyes of her own people, all because her parents had sent her away before she was old enough to choose for herself. Being a “deserter” was unacceptable in Kamiresha’s mind. She had never willingly run from a hardship and she would never accept such a title. Returning to Darco’Garaith put Kamiresha to the test. Her tribe warlord had changed many times but it mattered little. She would face them down in trial by combat and seize control of the tribe herself.

Dealing with the tribe and its aspiring warlords, as well as the struggles of maintaining the tribe’s territory, placed Kamiresha in a daily cycle of conflict. At first, she was pleased with the respect and vindication that came with rising to the lofty position of warlord. The longer she remained in the position however, the more meaningless the internal conflicts of her kin seemed. Kamiresha wanted glory, true glory. The kind that can only come from a life and death of meaning. In the west, as a sellsword, she had witnessed horrors far worse than any warlord challenger. Kreesh existed out there in Laruna and she wanted to put her courage, leadership and combat skills to real use. After a brief and successful tenure that saw her defend her status as warlord several times, and grow the wealth and territory of her tribe, Kamiresha left Darco’Garaith for the second time. She knew they would call her “Aplana”, just as she knew it would never bother her again. In the west she assembled a guild of Legacy Cearers like herself, and together they would find glory in putting down Kreesh. True glory was given by the self, no one else. Kamiresha lives a life worth living, even if her own people don’t see it.

SORCIA SENTINEL, RANK UNKNOWN “He must never know.” The head of Sorcia’s House was nothing if not prudent. He was a calculating and manipulative man who had brought their once insignificant bloodline into the spotlight of Mesadrin politics. When Sorcia was born with the Light Legacy, he refused to sacrifice her as is often customary. Most noble houses kill off members born with the Light Legacy as a testament to their devotion to Arliman, but by Volak’s logic, his house was neither recognized enough nor strong enough for such a waste of resource to be necessary. He did however see that Sorcia would never survive in Mesadrin under normal circumstance and so he formed the plot that would shape Sorcia’s life. With the Sanction of the Emperor, Volak organized a project that would raise Sorcia as a planted traitor in the western kingdoms. She would be viciously indoctrinated into Arliman’s church, shown the sin of her birthright, and prepared to infiltrate the enemies of Mesadrin as a means to attone her existence.

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For her part, Sorcia knew a life of suffering few members of Mesadrin could ever comprehend. Rage was the only consort she ever truly knew and it guided her hand in everything she did. Becoming a talented assassin, and disciplined Sentinel, her earliest memories are of blood, betrayal and shame. There was no peace for Sorcia, just suffering. When the time came for her to begin life as an infiltrator, Sorcia felt ready for anything. She was to be the honor guard of a noble and was fully prepared to earn his trust, study his family’s holdings, and betray every detail to her handlers in Mesadrin. Her mission progressed flawlessly, but she soon found the one thing she hadn’t been trained for would jeopardize everything. He was no spoiled noble, no simple fool without a care. He was magnificent. Strong, determined and beautiful, he was like no man she had ever seen. It was the hard light in his eyes when he glared at her, and the strange softness when asked how she felt. When danger arrived, he stepped in front of her. He never stood on ceremony, never spoke to her like an orderly. Before long, Sorcia became wholly aware that something was very wrong with her, and it wasn’t until she saw a socialite touch his face at a dinner fete that she realized what it was. Now she remains locked in a perpetual state of fear. No one can know the truth. His kin would never accept it, and her home would bestow unfathomable horrors on them both for such a betrayal. She spurns his kindness to display her wickedness, her heart screaming in terror. She keeps his guard and displays the savagery of an animal whenever tested, swallowing her dread that when she looks upon his face there will be even a glint of disgust. Sorcia lives a life of suffering. It makes her time in Mesadrin droll by comparison. She misleads her former homeland, deceives everyone around her, and is constantly afraid of what will happen if the truth comes out. She loves him, more than anything or anyone on the face of Laruna, and the only thing that frightens her more than the thought of what would happen if she should fail to deceive him, is what would happen if she succeeds.

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CARILANTUS RANK 11 SORA’SOMIN Carilantus always had a deep rooted hatred for criminals. Nothing aggravated him more than the thought of someone committing a crime and getting away with it. This proved to be an issue during his early education, as having been born a Sora’Somin thrust him into a role he had no interest in. In Epilesis, the Sora’Somin are revered as a major factor in the Descendant’s victory during the Great War. Their battlefield prowess and combat master was a triumph and being born with such a Legacy is considered the highest of honors as well as the heaviest of burdens for any Descendant. What this meant for Carilantus was that he ended up spending far more time studying military tactics and socializing with bureaucrats instead of pursuing a career where he could bring evildoers to justice. Despite his lack of interest in the much of his expected tasks, Carilantus did possess an aptitude for anticipating enemy movements or actions, and it was this aptitude that made him a hero and set him on the hunt that would shape his life. As was often the case, Carilantus spent entire days discussing kingdom conflicts with an Imperitus of Epilesis. Giving council to the Imperitus and learning from them was primary objective of Carilantus’ instruction. It was at the end of one such day that an assassin stepped from the shadows in a well guarded dining hall and attempted to take the Imperitus’ life. By all accounts, the assassin would have succeeded had Carilantus not reacted so quickly. In a flash, he had met the assassin’s blade with his own, and they exchanged a brief flurry of strikes and parries but the assassin vanished back into the shadows. The shocked and grateful Imperitus offered Carilantus a reward, but all Carilantus asked for was a week off from duties. The request was met with no small amount of scorn and mockery by Descendant military officials who saw it as a blatant confirmation and admittance of laziness. Carilantus however, had seen the eyes of the assassin. He had felt the outrage with every blade swing that was turned aside. He knew the assassin would not accept anything less than victory. The assassin would come back to finish his task, and soon.

A week off would be all the time Carilantus needed to be sure he was there to stop the would be killer again, and this time bring him to justice. On the sixth day of watching the Imperitus, Carilantus watched as the assassin once again stepped from the shadows and expertly tossed a blade at the Imperitus’ throat. Carilantus was ready. He may never have had a taste for war, or politics, but catching this assassin and forcing him to pay for his crimes was something he had waited for his whole life. Days of sitting with half notched arrows finally paid off and with speed and skill only a Sora’somin could muster, Carilantus shot the thrown blade out of the air before it could strike the Imperitus. The conflict was brief, but once again the assassin would flee into the darkness without trace. This time the Imperitus was moved by Carilantus’ devotion. He released Carilantus from all military duties and told him it was his destiny to catch this killer, to which Carilantus replied “I will catch them all.” For years, Carilantus has served as an expert bounty hunter, tracking criminals and bringing them to justice in kingdoms across Laruna. Ever working, eschewing fame or comfortable living, Carilantus is always on the hunt, and though he may not know it, a well respected hero back home.

TORAKI THE WANDERER STARCALLER, RANK UNKNOWN His kin never quite understood Toraki. He would take any opportunity to test his skills, but had no desire for leadership or control. Always to the sky he would set his gaze, as if listening to some story that none of them could hear, and perhaps it was true. He had been born a Starcaller, but any hope of that proving a boon for his tribe evaporated early. Toraki’s parents had violated their warlord’s trade laws by selling crafts to rival tribes in exchange for favors. When presented with the opportunity to earn absolution by combat, they didn’t even have the spine to attempt it. Instead, they accepted exile to the northwest border and lived hard lives with their children, stuck between rival territories. Their hope for redemption lay squarely on their special child, Toraki, who seemed ever ready to test his strength. Someday, they hoped he would rise to a lofty position and give them a seat of honor in a new tribe. Toraki had no intentions of helping this happen.

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What his family could never understand was that he had been watching destiny in the stars since he was a boy. Up there in the sky, a star shone brightly and Toraki knew that it was guiding him to something perilous and wonderful. The conflicts of the tribes meant nothing to Toraki and he rarely felt at peace unless he was on the road, under the open sky, following his destiny in the stars. He had seen a great conflict his future, one that even without understanding, he was certain he needed to prepare for. When he finally made his intentions to follow the stars clear to his family, they finally abandoned hope of a new tribe and chose to be absorbed into a relatively small group making a name for itself along the border. Toraki chose to leave eavee Da Darc Darco’Garaith rco’ o Gara raith a and nd see where his bright star would uld br brin bring ing gh him. im. m. In the years that followed, ow wed, Toraki To ora raki ki has has held d many jobs, seen many places many ces and eearned ce arned d m anyy accolades. Meeting difficult challenges cha hall l en e gess remained reemai rem mained a prime objective in his journeys, eyys, and h hee sp spent pent much time working as a sellsword, a mercenary mercenary, y, an a and d even a military counselor. The timee on has given n th thee ro road ad h as g ivven Toraki a fulfilling life, and honed honeed him ho h m into hi in nto a well well ell rounded warrior. Still, each night, Toraki llooks att the b brilliant ooks up u a rilliantt star that calls to him and wonders what great conflict nders w hatt g ha reat co conf n lict it is foretelling. He knows not wh where new her ere each n ew sighting will lead him, nor what dange danger awaiting gerr is a waittin ing g him at the end of his great journey, u ney,, b ur but ut h hee ha has ever every eryy g and ass fa farr a ass nece essa saryy intention of wandering as long necessary to find out.

ZENTARU ARU U SUMMONER, RANK NK K UN NKNOWN KN NOWN There are many mysteries ies es in in Laruna La and and d “the “th th he Storyteller” uncovers them all. l. On O Once cee a an n ordinar ordinary ry m man an n named Zentaru, he calls no land and h home omee and nd has b been eeen spotted everywhere from thee fo forests ore restts of A Autumndale utum umnd dale alle to the ice caps of Silthis. Having been born a Summoner mmo onerr in n the the capit capital tal of of Ranath, Zentaru attended thee aca academy cade demy m ffrom my rom a ve ro very ery r early age. Gifted with a sharp arp r mind d and and d thirst th hir irst st forr truth, Zentaru questioned everything. erytthi hing ng. Hi His pr prof professors ofes esssors at the Academy were often divided vided on vi on his his challenging cha hall llen engi ging n nature. A quick study, Zentaru aru frustrated fru rust stra rate teed some som so me of of them with his incessant need d tto o pr prov prove ovve orr cchallenge ha all lleenge ge even the most basic of concepts, pts, but utt ssome omee pr om prof professors ofes of e so es sors rss saw his relentless inquiry ass a refreshing reefr fres eshi hin ng sign sig gn of of a truly inspired mind.

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What none of his teachers or colleagues knew was that Zentaru’s need to question was not reserved only for the Academy. In his spare time, he would wield his Legacy powers to call forth entities from beyond Laruna and barrage them with questions as well. Much of his social life was little more than establishing relationships with other worldly beings whom he could trade favors to in exchange for the only currency that ever mattered to him; answers. By the time he was nearing graduation, Zentaru had already earned a reputation for knowing things no one should know. There wasn’t a forgotten ritual or guarded secret that he didn’t seem to know something about and this eventually earned him a visit from the Red Circle.

Queleera was as feared a member of the Red Circle as could be found. A powerful Sorceress with a reputation for crushing the circle’s opposition with casual cruelty, Zentaru was shocked and unnerved when he found her waiting for him in his studyquarters at the Academy. Having never met a Red Circle member, Zentaru had no point of reference, but he was fairly certain from the look on her face that the visit was not friendly. She wasted no time with false pretenses, immediately telling him that the circle had looked into his time at the Academy and wanted it known he was not to interfere with their affairs. This was no mere warning. It was a threat.

When the brief meeting was over, Zentaru could barely stop his pulse form racing. Not because of the danger or fear, no, instead it was the exhilaration of a mystery. The sorceress had made a terrible error in judgment. It seemed despite their investigation into Zentaru, they had failed to understand the most basic principle of his nature; he needed to know the truth. Certain that his knack for uncovering secrets had unsettled the Red Circle, Zentaru decided this meant they had secrets worth hiding, and he was going to uncover them no matter the cost. Many years have passed and Zentaru’s war with the Red Circle continues. He has befriended countless creatures from other worlds and they have helped him slowly piece together what could be a horrifying truth about the Red Circle. This quest has taken him everywhere, from one conflict to another, all in a private crusade to know what shouldn’t be known. Much as he once was as an Academy student, Zentaru is lovingly called the “Storyteller” as he can always recount a tale of relevance to any who seek his council. Many petition his aid for one reason or another, always with the hope of learning a secret only he seems to know. Precious few however, are privy to the one secret that still evades him. What is the Red Circle really doing, and why are they so afraid of someone finding out?

AXLE THE FORSAKEN “Til the darkness finds him.” These were the words his father spoke when first gazing at the mark on Axle’s chest. Axle was first-born to a proud couple in Ashton, a mining village in the south east of Naraffain. The miners of Ashton lived hard, but fulfilling lives, supplying Old Naraf with plenty of iron to equip their militia. As a boy, Axle lived a life indistinguishable from the other miners, despite being born a Legacy Cearer. His fellow villagers had little use for magic and had even less interest in any disruption to their simple lifestyle, thus ignoring his mark proved easy. It allowed him, his family, and his village to continue their simple existence without disruption. Axle’s father, however, wanted more for his son. He had heard the tales from the traveling merchants, and wanted to be sure his son was ready for more than the mines. So after their grueling shifts of work, Axle and his father spent hours into the night practicing with a sword.

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His father told him that someday he would get a chance to be part of the militia, maybe even serve as a guard captain, but deep down, Axle knew there was more to it. Whenever his mother or father would whisper “Til the darkness finds him”, he knew they meant something different for Axle than they did when the saying was spoken of anyone else in the village. In Ashton, miners would say the brief prayer to wish someone happiness and prosperity in their life, until the day they die. For Axle, they whispered it like a ward against evil, and it always worried him. Despite their fears, he lived a warm and happy life among the miners, until the “day of the scavenger”. During one afternoon’s work, a miner found the source of some missing ore, and it turned out to be a lone Ashik. The Earthborn had been eating the stored ores waiting for transport and when the miner confront confronted it, turned violent. ted it t, tthings t, hiings tu turn rned viole ent. Axle,, li like ke tthe he rrest est off A es Ashton, shton, sh n, kne knew new w to a avoid void the roads to the he ssouth, outh t , cl clo close ose to A Agro’mosh. gro’mo gr osh sh.. Th T Thee Ea Eart Earthborn rth hborn had no o lov love ve fo forr hum h humans umans a and nd w were ere ssavages ava vage g s th that hat at w would ould just ass so soon man ass speak with him. Att lea least, oon eeat att a m a a a an k wi ith th h im. A im east st,, this is wh what believed. hat tthe he vvillagers illa il lag gers rs b elieeve ved. d. Axle, hee ha never given much As for Ax xlee, h had d ne eve v r gi ive ven nm uch h tthought ho h oug ught h to the Ash Ashik, but would hatred for s ik k, bu ut wo ould find dah atre at tred d fo or th them eem m a ffew ew nightss lat later, when warband off Ea Earthborn attacked ater e , wh er hen a warba band ba nd o E art r hb hbor o n at a ta ack cked ed Ashton. n. gave everything hee h had night. Every He g avve ev ever eryt ytthi h ng h ha ad th tthat hatt n iig gh htt. Ev E ery er lesson nh his is ffather athe at herr ha had ad gi give given veen h hi him im he he p put ut tto ut o us use se as a hee w th the he ffew ew wm iliittiia il ao hi is vi vill illlag agee.. B thee ttime imee stood wi with militia off h his village. Byy th ghtt was th gh thro ough however, how ho owe weve ver, r, A shtto sh on w wa as no no m orre. o e. the night through Ashton was more. w ree p reciou us fe ew surv ssu urrvvivvo orrs a an nd Ax A xle le w ass o nee n There we were precious few survivors and Axle was one m. of them. n tthe he yyears ears tha ha hat at fo ffollowed, ollllow wed ed, Axle Ax A xle le eenlisted nlis nl iste ted iin n tthe hee h In that a and d wa w ivveen a ad dm miissssiio on due due tto du o tthe he a he ccou cc un ntts militia wass gi given admission accounts rave ra veryy d u in ur ng th tthe he ffa all ll o As sh htto on n. O On nccee h had ha of his b bravery during fall off A Ashton. Once hee had guissheed himself gu hims hi m el ms elf in in service, seerrvviiccee, the tth he regional rreeg giion ion onall army arrm my distinguished ran anted hi hiss re rrequest equ ques est to to a llllo ow wh iim m tto oa as sse ss semb blee a finallyy g granted allow him assemble arme med ffo orc rce fo forr th tthe he sso ole le p urrpo u rp po ose se o ssuppressing up pp prreess ssin ng small ar armed force sole purpose off su shi hik k in incurs rssio io on n. F n. iin na allly ly a cccceesssiing ng a nd n d eembracing mb m bra aci cing ng the Ashik incursion. Finally accessing and gacyy p ow wer a fteerr tthe ft he d he eessttrru ucctio tio ti on no h is vvi ill l ag ge,, his Legacy power after destruction off hi his village, ickly ly b ecam ec am me a llo occa al le llegend eg geend nd a mo m on ng gn eeiigh ghbo oring ng g he quickly became local among neighboring iel eld elde deed h hi is Deat D De ea atth hllor ord rd g gi ift fts iin n a ccrusade r sa ru s de towns.. H Hee wi wielded his Deathlord gifts aw wd ozeens o oz off E arrth a thb bo orrn nd eessttrro oyyed ed. that saw dozens Earthborn destroyed.

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In the end, Axle watched as his quest for revenge in the name of the dead saw him do things he never dreamed of. He wielded dark arts to carve through Ashik settlements. He led soldiers into deathtraps just to ensure his prey wouldn’t escape. When a gang of gem thieves began hunting Ashik for poaching, he traded intel with them, and even funded some of their hunts. The break point came after finding a young Ashik sitting in the ashes of a Telling site. Axle had stayed behind to study the remains and found the Earthborn whispering to stones that were once her parents. He stowed his blade and listened to the child weep a tale of woe. Her people had been hunted off their lands and began sneaking into human villages to find ore for food. She spoke of the fear they felt as they snuck across the Naraffain borders and the hatred they saw in the human’s eyes as they burned their Tel lling ssites. ite tes. She sobb bed d as sh he m een ntion ned dh ow w Telling sobbed she mentioned how they th ey tore torre the ge gems m fro ms rom her ssiblings ibl blin ings bod odie ies. T hen she sh he from bodies. Then p pr ray ayed ed tha at th he Yo Youn ung gG Go od’ d’s wo oul uld dk eep p her er ssafe afe prayed that the Young God’s would keep unti un til th he da dark rkness ss ffinds inds ds her r. until the darkness her. Th hes esee w ere n ot th he w ords or ds of mi mind ndless sa avag ages es These were not the words mindless savages who wh o hu h nger ng e ed d forr m orta al fl fflesh. essh. h T h se were thee wo he word rds hungered mortal These words of a scared scarred cchild hil ild d wh who had h d lost ha lo ost s every yth thing. Thesee w ere everything. were w wo ord ds mu uch h llike ik ke th hos osee Ax Axle h ad spo oke k n year ars ago.. words much those had spoken years Ax xle l lleft eft th thee ruin ned e site. e H cide ded th the en Axle ruined Hee deci decided then a an d there th here that th hat he he would woul u d carry ca family name n me but na but and no family “For “F orssake k n” ke n , ass h as ce cert rtai a n th hatt h ad h is fathe er “Forsaken”, hee wa was certain that had his father live li ved d to see ee this, thi h s, h woul uld d be b ashamed asham med o lived hee wo would off his son’ss h ha and ndyw yw work. k The h re w as ssomething om met e hi h ng rrotten ottteen in N araffa ar ain handywork. There was Naraffain an a nd h ould ou d bee pa part rrtt off it n o lo ong ger er.. and hee w would no longer. He whisp pereed tthen hen to to h is ffather is athe her for fo or the fir rst tim me me whispered his first time si inc n e As Ashton w ass d a estrroyyed. es since was destroyed. “T The D ark kn k ness ne ss ffo ou un nd me fat the her, r it was in nsiide a lll “The Darkness found father, inside all al long. g.”” along.”

Chapter Three: The Mortal Races MORTAL RACES When Forenon the Betrayer explained to world leaders what he had done with the Arga’sheel, he accidentally coined the phrase “Mortal Races.” Specifically referring to any race that could suitably inherit and control Legacy, the term has held ever since. In current times, there are five widely accepted Mortal Races, each with their own traits, culture and history. In the following section you will get an in depth look at each, supplying you with the necessary information to understand their place in the world, as well as relevant game mechanics when playing as one. Each race has a detailed history explaining their origin and current status in Laruna. This will give insight needed to properly craft a story for characters who will be members of the race.

Both Inherent and chosen Traits will be listed, showing the native capabilities and attributes of each race, as well as some of the typical variations seen among their members. Even a land like Laruna that has spent most of its history with the mortal races living side by side is not free of prejudice based off of race. Indeed, entire kingdoms may use race as a requirement for citizenship, while other institutions project the racial feuds of yesteryear on the individuals of today. Such prejudice does not only exist between the separate races, however. Even within an individual race things such as bloodlines, familial relations, and geographic location can lead to conflict. In fact, a human from Izumo may find themselves having more in common with a Garaith than they would with a human from Narrafin. And of course, all of these conflicts have found themselves heightened rather than dampened by Legacy, as age-old associations are made anew.

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Human

Culture

Placed upon the face of Laruna by the Elder God, humans are in many ways the centerpiece of Laruna’s history. Mankind alone claims the strange status of being wooed by the Young Gods as well as being given a place of significance in Laruna as a birthright. Since their arrival in the third age, they have consistently altered the magnificent world around them. Nothing better describes the human condition than “limitless potential.” Elegantly designed by the elder god, human beings are equally capable of excellence in all manner of pursuits, be they art, literature, or war. With such clear favoritism from the Young Gods, their vast creations like the city of Sol, and world-changing legacies like that of Alshara, it is no surprise that humans are looked upon with envy or scorn everywhere they go.

Much of early human culture was derived from the instruction of the Descendants. The primary focus of this instruction was to foster an understanding of the Young Gods. Influenced heavily by this guidance, many of mankind’s primitive civilizations had a strong theological component. Religious matters serving as a centerpiece of human culture would continue throughout the ages, shaping many kingdoms in accordance with the Young God’s wishes. The level of significance each Young God played in a specific culture varied from region to region. Often a particular god’s popularity would rise above the others, causing that god’s ideals to play a more heavy role in the region’s way of life. Unlike any of the other mortal races, humans share an outstanding diversity in cultures, faith, and social precepts. They are free to choose in all things, including what gods to worship, causing humanity to enjoy extraordinary favoritism from the Young Gods, as each individual human could become yet another believer. Humans who freely choose to worship a Young God may undergo a rite of fealty, earning the god’s mighty blessing as reward. These blessings do not come without payment, as maintaining them requires the human to abide by a certain code as dictated by the deity. These obligations create the most consistent and identifiable lifestyles humans as a whole undertake.

While family background, financial status, allegiances, and geographical upbringing are all things humans may bond or war over, none of these are as consistently unifying as a person’s chosen religious fealty.

Fealty to Sadreen The Lady of Light urges her worshipers to nurture and care for life in all its incarnations. Easily one of the most widespread doctrines among the human kingdoms, Sadreen’s faithful are pacifists at heart, committed to doing no harm to anyone or anything that hasn’t warranted it. They hold the sun and its life giving light in high regard, and believe love, life, and happiness are the deity’s divine gift to all humanity. To maintain good standing in the goddess’ eyes, those who have sworn fealty to her must never do unnecessary harm and be sure to never turn away those in need, regardless of their race or creed.

Fealty To Nomai Harmony with the natural world is the wild mistress’ sole command. Those who pledge themselves to the goddess Nomai choose to preserve the natural world, preventing the societies of mortals from ravaging it or persecuting those who are native to it. That being said, not every worshiper of Nomai lives a life of simplicity away from the cities. In truth, many of those who worship her adhere to her wishes by working from within civilization, seeking to steer society towards a culture that better respects the native races and creatures who so frequently come into conflict with humans.

Maintaining natural landscapes, healing land damaged by Nexi, and purging Kreesh are all efforts that appease the goddess. Those who swear fealty to the wild mistress live life in appreciation of natural law, somewhat different from what is typically accepted in most societies. Nomai teaches people to follow their instincts more regularly, forgoing higher minded lifestyles and embracing their feral and wild behavior. At their most socially acceptable, Nomai’s worshipers are seen as nature loving, free spirits who look for harmony both personally as well as for society. In more exaggerated instances, worshipers adhere to Nomai’s ways more exactly, living wild, sometimes savage lifestyles that closely imitate the behavior of animals in their native habitats.

Fealty to Vayne The Voice of the Elder God, Vayne asks her worshipers to live lives of understanding and growth. Learning and discovery are placed above all things for The Voice, and giving wise counsel, uncovering mysteries or spreading knowledge all please the deity greatly. This drives those in her service to academic livelihoods or positions of significance where their wisdom can be of use. Equal to the goddesses’ affection for wisdom is her reverence for the Elder God’s wishes. Those who seek the Voice’s favor learn to share her respect for all the Elder God does. This of course extends to an extremely critical view of beings possessing Legacy. Typically, this leads her worshiper to the conclusion that Legacy bearers should be held to a very high standard, as only a life of exceptional accomplishment would make the affront of having the Arga’sheel acceptable.

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In its less laudable interpretations, Legacy is seen as an unacceptable sacrilege, driving worshipers under this belief to treat Legacy bearers with a type of derision normally reserved only for Kreesh.

Fealty To Yarliat Those who pledge themselves to Yarliat the Justicar are taking a vow to uphold the will of authority to the best of their ability. Abiding by and enforcing the laws of men is expected of his followers, but the mandate that takes precedence above all others is to keep the ancient law. These commandments, said to be followed by the gods themselves, dictate a code of conduct that demands people to deal openly and fairly with their kin, bring violence only to those who deserve it, and punish any who do not obey these laws. A typical follower of Yarliat can range the gamut from a level headed and fair commoner who seeks only to do the right thing to a driven fanatic who is utterly devoted to punishing those who live unjustly. This spectrum of course casts the worship of Yarliat in different degrees of favoritism from region to region. Law abiding citizens in most kingdoms will consider the Justicar as part of any decent society’s way of life, while more unsavory areas will openly scoff at someone invoking Yarliat’s name.

Fealty to Madruk The lord of destruction is known for his mindless wrath and endless thirst for annihilation. It matters little to Madruk what it is that falls to ruin, but the more valued the person, place or thing destroyed, the greater the deity’s amusement. In the end, nothing matters, as it is all doomed to be reduced to ashes.

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This nihilism is at the heart of all who pledge themselves to Madruk, causing them to live opportunistic lives, free of material obsessions. Worshipers of Madruk preach a special kind of freedom that can only come from seeing the futility in everything and living not for social acceptance or promised afterlife, instead living for personal amusement. Hedonists in the purest of senses, self satisfaction is the only true objective to a worshiper of Madruk, regardless of the pursuit that brings it.

Fealty to Arliman Beneath the sleek whispers of vengeance, corruption and deceit, the dark lord Arliman seethes with a simple, singular sentiment: Hatred. Outside of the kingdom of Mesadrin, worship of the darkness that is this deity is rarely accepted—at least openly. To those who pledge themselves to this god, Arliman is a friend in the shadows, giving shelter when there is none to be had elsewhere. However peculiar, vicious, or disturbed a person’s desires, Arliman is always there carefully whispering how they are welcome at his table. As this insidious seduction is enacted, the hatred one has for anything and anyone who has hurt them is fueled into an extraordinary fire. Once having pledged fealty to Arliman, a person lives a life of self empowerment, ever striving to satisfy whatever dark desire burns in their heart and destroy anyone or anything that would stand in their way.

Fealty to None This shaping of human society is the largest influence the Young Gods have over Laruna. While believers in a specific god may attribute any number of miracles and acts to their chosen deity, the Young Gods do not have a literal, active role within Laruna. Only through the blessings they provide those who swear fealty to them do the Young Gods influence mankind. To a non-believer, all of the Young Gods are seemingly absent from daily life, leading to a growing minority of humans who choose not to swear fealty at all. Those who choose to forsake this blessing can be seen in human society as anything from free thinkers to heretics.

Legacy Views Hubris has become a widely acknowledged flaw of human nature because of Alshara’s Legacy. Many natives of Laruna find humans whimsical and unfit for the unique favor they gain with the Young Gods— more so after Alshara’s savage treatment of the world. As in all things, humans are widely divided on their views of Legacy and how it affects their world. Each region and kingdom tends to harbor specific views on how the issue of Kreesh and Nexi should be handled. In some places, Legacy bearers are treated as saviors, come to ride the commonfolk of the terror that plagues them. In other places, they are held in open contempt as a byproduct of an ongoing problem. Further complicating the dynamic of humanity’s view of Legacy is their varied allegiance to the young gods. In certain lands where a particular god is singularly worshiped, being a Legacy bearer of renown with

access to powers commonly associated with that god could have that bearer treated with reverence and awe. An opposite reaction could also be true if a region were to exclusively worship Sadreen, and a Legacy bearer displayed powers of the Dark within its borders—magic often attributed to Sadreen’s rival god, Arliman.

Physical Description Humans are by far the most diverse of mortal races when it comes to appearance. The average adult Human stands at 1.7 meters and may have a skin color ranging from dark brown to pale white.

Inherent Trait Adaptable: The brilliance of the human condition is in the ability to choose. They are capable of nearly anything and do not have some of the pre-existing limits other races have. Humans may increase any one attribute by one at character creation.

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Blessings and Obligations The blessings of the Young Gods are powerful but they do not come without a cost. Once a human has taken the rite of fealty, they must then undertake an obligation from the god to ensure they remain in the god’s good graces. If an obligation is violated, the human loses the benefits of the blessing until the god forgives them. This period of time can vary depending on the severity of the violation and often ranges from one day to a whole month. Recovering a blessing may also require a gesture of redemption, depending on the violation and god in question.

Blessing of Sadreen

Effect: Once per day a single source of damage can be reduced to zero. Obligation: Must not do bodily harm to someone who has not first done harm to justify it. Acts of violence, grievous crimes, or emotional abuse can all be proper justification for doing harm to another while still maintaining Sadreen’s blessing.

Blessing of Nomai

Once per day you may enter Feral Form, gaining +3 to STR, AGI, END, 25 temporary Stamina, and access to Claws for 5 phases.

Claws (Natural Weapon)

AT: Brawling/Natural Weapons + STR Threat: 1 Damage: STR + 3 (Slashing)

(1c) Damage Adjustment: +1 Slashing

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Obligation: Must do no harm to the land or its wildlife unless necessary for survival. May not gather material possessions or wealth beyond what is necessary for survival, unless the resources are to be used to further Nomai’s harmonious influence. This can be done by simply donating excess wealth to a temple of Nomai or through more direct methods.

Blessing of Vayne

Once per day you may enter an Enlightened State gaining +4 to INT, PER and 30 temporary mana for 5 phases. While in this state you may understand or speak any language. Obligation: In accordance with the Elder God’s wishes, a follower of Vayne must do anything that is within their power to assist in the destruction of Nexi and Kreesh. This can mean giving material support to those capable of destroying them, or taking up arms themselves if such an effort could be successful.

Blessing of Yarliat

The first hostile AT made against a target who has either done damage to or deceived you gains a +10 bonus. This bonus can only be applied to the same target once per day. Obligation: Must follow all local and regional laws, unless they are in conflict with the old laws. Must not break the old laws: Always act openly and fairly with your kin, bring violence only to those who deserve it, and punish any who do not obey these laws.

Blessing of Madruk

You are immune to any hostile Mind or Fear effects and gain 20 Protection (Mind). Obligation: Individual freedoms are paramount to followers of Madruk, and so they must not make personal sacrifices for any reason, unless it ultimately serves their own purposes.

Blessing of Arliman

The first hostile AT made against a target who has not done damage to you gains a +10 bonus. This bonus also applies to the first AT made to deceive a target. Neither bonus may be gained more than once against the same target in a 24 hour period. Obligation: As a follower of Arliman, personal gain is paramount. You cannot resist temptation, regardless of the immediate consequences. You must violate local and ancient laws whenever doing so can bring you significant personal gain.

Forsaken

Without undergoing the Rite of Fealty, this human can not receive the blessings of the Young Gods, but they are also universally protected as the gods hope to someday influence them and earn their worship. Forsaken receive +15 Protection (All), +15 Armor (All). Obligation: This protection is lost once a human swears fealty to one of the Young Gods.

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DESCENDANT Once the agents of the Elder God, the Descendants who populate Laruna are the progeny of the few who chose to stay behind. When the Elder God recalled the Descendant army from The Dreamcatcher, several of the them chose to stay, sacrificing their Arga’sheel to remain among the mortals of a land they had come to love. Giving up their power has changed the once godlike entities into a mortal people. Despite their new existence, the Descendants are a regal, wise, and somewhat aloof race that has played a pivotal role in the rise of humanity, as well as shaping Laruna, both before and after their change.

CULTURE At the time of their arrival in the third age, Descendants were a disciplined, unparalleled army in the service of the Elder God. They wielded Arga’sheel with expertise and used this power to wage war against titans and dragons alike. Countless years have passed since the Descendants were the undisputed lords of Laruna, but that fact has not erased their sense of duty which obliges them to monitor the humans, and ensure there is never again destruction at the level seen during the “Great War.”

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It is the severity with which Descendants undertake their obligations that drove so many to remain. When the Elder God called them home, many had worked so diligently to ensure humans thrived that they couldn’t bear to leave them. Part duty, part love of their charge, many Descendants begged the Elder God to remain. This request was granted, but the Elder God had decreed no Arga’sheel would remain in Laruna, so those who chose to stay would be forced to relinquish it and be changed; become mortal. This sacrifice, their service in the Elder Gods army, and their strangely codependant existence would shape the culture and way of life for Descendants through the ages. A proud and noble people, the Descendants prize duty, devotion, and tradition above all things. Having once served the Elder God by nurturing humanity through its infancy, they are powerfully predisposed towards nurturing and protecting the lesser races. Every Descendant is raised to know that their ancestors felt this duty so important, they eventually sacrificed their Arga’sheel and place in the Elder God’s service, just to continue it. Though they no longer possess their former might, the Descendants still look upon the other mortal races as somewhat less than their own people. This is not to say they do not love, respect, or admire them in their own way. Instead, they see themselves as mortals by choice, where the other races are mortal

by design. gn. This prevailing eva vail ilin ing g worldview ieew gives rise se tto o the widespread deesp spre read re ad prejudices ces aga against gain inst stt the Descendants, cenda d ntts, claiming them g the hem m to be overly lyy arroga arrogant, g nt, self -righteous, ghte gh teous, and vain. n. This especially h is iiss es s pe p cially ly true when w he hen n it i com comes m es tto o th the he Mesmulot. ulot ot.. Th Thei Their e r shar shared ared e and d storied past has as ingrained in both bo otth h of theirr societies a d deep eep ee p mi mis mistrust. strusst.. This is no that Mesmulot not to sayy tha h t Mesm ha M esmul ulo ot and Descendants escen enda dant n s ca cann cannot nnot nn ot g get e a et along long lo ng peacefully, butt no Descendant study ully ly,, bu b no D escend ndan ant ca can st stud udyy their people’s without learning eop ple le’s ’s history wit tho hout learn ning about thee Whisper War War, and all of the sensitive opinions and strong emotions that come with it. While it can be said that the hallmark of human dominion is the sheer area which their presence covers, Descendant cities are a lesson in efficiency. Between their slowly growing population and the use of the sky as their homeland, Descendants concentrate their populus into much smaller territory

other tthan th an n o th races. addition IIn add dit itio to their settlement settlem se men n methods, Descendants D De scc en n da also clin cl cling i g to oo one n another more rea readily ead d than other race ot races es d due to the manner ma anner in which wh they ssurvive. su rvviv ive. e Unlike oth the beings, other they th do no not o t require traditional traditiona tr nall fo food, instead su surviving urvviving g via via an act called ca “The Exch Exchange” han a ge ge” wher where re tw two o De Descendants es transfer transfferr llifeforce i eforce between if betwe ween n one one another. ano ot This p pr processes ocessess re rrevitalizes vitalizes their th hei e r bodies, bodi dies es, a and gives them bond that tth hem a deep bon nd tha hat can ca an not be replicated byy other o her mortals. ot mort rtal als. s. While W ilee the Exchange Wh Ex ch h an ang g e can be ge conducted with co wi non-Descendants, non n-D - esscend ndants, it iiss ssaid to be a deeply dis dissatisfying ssa ati t sfyying g exp experience, xperie ienc ncee leading lea ead d most Descendants to only Exchange with outsiders out of necessity. The Exchange in many ways shapes Descendant culture, giving rise to their fierce loyalty to one another, and instinct to nurture others. It has also lead to Descendant communities being common throughout Laruna; many Descendants are loathe to relocate without bringing partners that they can Exchange with.

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It is a common Descendant expression that the loneliest existence in Laruna is the one-sided Exchange; a Descendant with no partner. For this reason, Descendant communities tend to be unquestionably open to traveling kin, often making their homes, and their hearts via the Exchange, available to those Descendants who are in need. Combine this with their love of tradition and insular settling methods, and it is no surprise the mortals of Laruna view them as xenophobic and aloof. Despite the tightly knit communities they live in, the Descendants are not without a profound sense of obligation to the outside world. Deeply rooted in their world view is the premise that their people are Laruna’s true guardians, and its inhabitants their responsibility. At best this can make them stalwart mediators of large conflicts between the other races. At worst, they can become domineering and meddlesome, often to a point of provoking hostility.

LEGACY VIEWS Alshara’s Legacy is a constant reminder of a difficult time for the Descendants. As a people, they were divided on how to handle Alshara until Forenon revealed the true purpose of the Towermen. Alshara filled the Descendants with equal parts pride and sorrow, much as a child might for their parent. On one hand, he was aspiring to great things

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all in the name of bringing humans closer to the Young Gods. On the other, he was committing an audacious blasphemy by seeking to undo the Young God’s will and break the Bloodoath. In the end, the Descendants are glad they played a key role in stopping his madness, though they may never fully erase the guilt they suffer over their hand in birthing it. Descendants born with Legacy are revered among their own people, but thinking this is a birthright of entitlement and wealth would be foolhardy. Those who inherit a mark are expected to uphold the lofty Descendant ideals of duty and devotion with extreme vigor. Seen by their peers as blessed with a gift, Legacy bearers are scrutinized excessively, earning unparalleled glory when their deeds are praiseworthy, and equally devastating derision when their deeds are less significant. Unlike the other mortal races, Descendants had once possessed the Arga’sheel in their own right and thus have no strong prejudices regarding which mark a person is born with. They don’t reflexively cheer those who inherit the Light, nor do they systematically fear or detest those who inherit the Dark. Instead, they see only the merit or flaw in how the possessor uses their power.

PHYSICAL DESCRIPTION More so than humans, Descendants have strong, muscular bodies. Both males and females are on average a foot taller than humans, which coupled with their large, nearly body-length wings, gives them a physically imposing stature. Fully extended, a Descendants wings are normally twice as wide as the Descendant is tall. The skin of a Descendant has a mild shimmer to it, sparkling faintly in bright light. Tone can range from sea green to pale blue, though on rare occasions a Descendant is born with a fair ivory, near human color.

INHERENT TRAITS Attribute Bonuses: +1 STR, +1 INT, +10 .ana

EXCHANGE These beings thrive on communal energy that is shared amongst them. They do not eat as other races, instead passing primal essence between each other to invigorate and re-energize their physical bodies. This process temporarily heightens the senses of both parties, as the exchange of energy grants them a keen subliminal awareness of their partner.

In order to perform the Exchange, a Descendant must stand in extremely close proximity to their willing partner. Beyond that, performing the Exchange is effortless, as a light mist of primal essence lifts off the partner and into the Descendant. Each phase spent performing the Exchange drains 5 Stamina from the target. For every 15 Stamina taken this way, the Descendant receives a +3 bonus to any Social AT made targeting the partner within the next hour. It is important to note that this feeding of energy does not require reciprocation. Normally two Descendants will both feed on one another’s energy, creating an equal exchange that leaves both parties intimately connected. They share Stamina loss and gain in equal parts and acquire a resulting Social AT bonus against one another, placing them on equal footing. In the case where a Descendant performs the Exchange and their target is either unwilling to reciprocate, or is not a Descendant and thus unable to do so, the Exchange becomes a one way process. Regardless of the target’s race, the Exchange can only be performed on them if they are willing, and must allow the Descendant to feed on their energy. Penalty: Every 24 hours that pass without exchanging energy with a fellow Descendant or drinking energy from a different race, the Descendant has their Endurance reduced by 2 and Strength reduced by 1.

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Neither Endurance an n ce or Strength can be lowered below red re d be b low 1 in this way. This can cause n ca caus se a Descendant to become indefinitely nd defin nit itel ey el suspended in a weakened ed d statee iff unable to conduct the ex exch exchange cha ch ange g ge for extended periods o off time time. i e. While they won’t starvee to death as a human who was as d denied enied nourishment would, tthey h y will he ll become sickly, looking g h haggard ag a ggard and suffering from a general en neral malaise. This Endurancee and d Strength loss remains un unti until tl ti the Descendant performs ms the Exchange, which returns urns all At Attr Attribute tribute Points that have been lost manner ost in th this man nner after a total of 15 Stamina na has b been een e drain drained. ined.

GLIDE Descendants are able blee tto o use th thei their eirr w wings ing n s tto o glide from any height safely afely ly to th the he gr grou ground. ound d. Th The he amount of distance a D Descendant escendant ca can an gl glide lid i e is 3 times the height of the point off ori origin. rigi gin. n.

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CHOSEN TRAITS FLIGHT Born with particularly strong wings, you are capable of actual flight. Effect: You may move through the air at your normal movement speed. Flying in this way costs 5 Stamina per phase.

ATTUNED Your heritage grants you a stronger link to the Arga’sheel, making it easier to reabsorb Legacy energy. Effect: When absorbing Legacy from Kreesh, Nexi or other Legacy bearers to gain energy, gain an additional +3 energy.

VESSEL OF POWER As your ancestors once possessed powerful magic, so are you built to house vast magical power. &GGFDU .BOB

FEEDBACK Your primal essence carries with it a special potency, giving you the ability to grant another a boost to their vitality. Upon completing the Exchange, you may grant the target an amount of temporary health fortifying their body. You may spend an amount of stamina up to your Endurance score giving the target 5x that amount in temporary health for 1 hour. Feedback may not be in use on more than one target at a time.

SIGHT BEYOND SIGHT Your eyes retain their magical enhancement once possessed by all Descendants. This sight was originally used to assist in their dealings with humans and their wild emotions. By spending 2 mana, you may see the auras of all sentient creatures for 1 phase. This aura will depict the general emotional state of the target, giving you a +5 bonus to any Social AT you make targeting them within the next several minutes. While Sight Beyond Sight is in use you require no light to see, giving you normal vision in total darkness.

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Mesmulot The nocturnal Mesmulot are a cunning, decadent race of natural predators. Formerly Descendants, they underwent an extraordinary transformation that saw them give up their wings and blue-green skin tone for fangs and a deathly pallor. The aptly named “Darkspawn” are an enigmatic blend of dangerous energy and relentless beauty. More so than any of the mortal races, the Mesmulot people are seen as a strange dichotomy, inspiring fear and dread in countless minds across Laruna, while remaining some of the most desired consorts anywhere in the land.

History Sometime during the third age a conflict known as “The Whisper War” arose among the Descendants. Born of opposing sentiments regarding the allowance of Descendants and humans mating, it created a large divide among the Descendant hierarchy. The ruling caste of the Descendants had decreed such unions against their law and what started as simple arrests quickly escalated into open warfare. Over a few years, the entire population of Epilesis was locked in a sort of civil war, and those who had opposed the rulers in support of human unions were steadily losing. In an attempt to evade annihilation, the outlawed Descendants and their

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children retreated to large subterranean caverns beneath the Tyris tol Gry. There they met a mythical entity known as “Arliman’s Whisper” who offered them the dark god’s power in exchange for their fealty. This exchange marked the end of the war and gave birth to the entirely new race now called Mesmulot. The deal struck with Arliman’s whisper may have birthed the Mesmulot race, but it also gave life to a huge schism among the new people. Hidden in the caverns beneath the desert sands, the newly made Mesmulot were overpowered by their need for lifeforce. Without being able to perform the exchange in their new form, they were quickly driven mad by the dark transformation. While most Mesmulot gave into their dark fate, a smaller minority of the new Mesmulot felt betrayed in a way they could not recover from. Though they understood Arliman and his ways, they could not accept their damnation at his hands, nor the loss of innocent lives his deceit had caused. These Mesmulot, calling themselves Redeemers, defected into the lands of Epilesis, driven to find redemption. Those who were declared “free” by the Descendants Seraph have toiled endlessly under the dreadful perception their kin have created have taken on the name Redeemers.

Culture Acceptance of the Redeemers is far from universal, but the Mesmulot thirst for life and notoriously decadent behaviors has gone a long way to helping make Redeemers a common sight in any major city or dwelling. With extraordinary quickness and their undeniable magnetism, Redeemers find plenty of ways to assimilate themselves into city life. Thieves, mercenaries and courtesans are all calling cards for these creatures of passion, giving them access to the two things all Mesmulot desire; blood and excitement. Despite their ceaseless thrill seeking and fascination with debauchery, Redeemers live to oppose the empire and the dark god who betrayed them. They implore members of the mortal races to embrace their wild sides and help the Redeemers prove Arliman wrong by having his own children stand in the light of Sadreen and the company of her children.

While the existence of Arliman’s Whisper is often seen as religious propaganda by anyone not a part of the Mesadrin empire, the Mesmulot are very different from their Descendant progenitors in a significant way. Much as the exchange and their former service to the Elder God are the central components of Descendant culture and behavior, the Mesmulot need to drink the blood of the living, along with the fallout of the Whisper War, has defined both their own worldview as well has how Laruna’s inhabitants see them. Due in part to the fact that they sustain themselves by drinking energy, Mesmulot have a nearly literal taste for life. Young adults will seek to experience all that they can, gaining a perspective of the world that is substantiated with both formal and informal educations. Few members of the other races can match a Mesmulot’s zeal for new passions, a fact that often leads them to frivolous or decadent behavior. While many Redeemers have their own private struggle of differentiating themselves from agents of Mesadrin, they share many of the same lusts as their kin of Mesadrin.

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They hope only to show that these hallmarks of their people are in no way exclusively the domain of Arliman. Many a night with a Mesmulot has ended with their partners having a newfound “appreciation” for their ways, as their free spiritedness and charm can be infectious to all but the most staunch of mortals.

Legacy Views Generally Mesmulot of the Redeemers see Legacy as a plague in the hands of most people. They are all too familiar with how dangerous the power of the gods can be when it’s submitting to the will of mortals. Dealing with the dark god Arliman and being without the Arga’sheel has created a great deal of skepticism as to the good of mortals inheriting Alshara’s Legacy. For themselves however, inheriting Legacy is seen as a rare and momentous opportunity to earn the Redeemers recognition and remove some of the stain the Mesadrin Empire has placed upon their race. Different Legacies are viewed with little difference besides the Light and Dark. For Redeemers, the Light is a circumstantial blessing, while in Mesadrin it is a crime punishable by death. The opposite tends to be true for the Dark. Redeemers lament their own being born with powers commonly

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attributed to Arliman, while those of Mesadrin with such gifts are heralded as blessed, often leading lives of opulence and reverence.

Physical Description Though they claim to have once been Descendants, the Mesmulot have a physical stature more like to humans. Sharing similar heights and weights to humans, they are a fair bit smaller than Descendants, and unlike either, possess skin tones that range from pure alabaster to a dark pale grey. Mesmulot bodies tend to be more lithe than humans and are remarkably nimble and quick. Beyond their natural elegance, Mesmulot are a uncommonly beautiful species by human standards, frequently claimed to be the dark god Arliman’s gift so as to be better seducers. Natural symmetry and striking color schemes are their birthright, which they frequently showcase with provocative attire and elaborate body tattoos. Hair colors of white, grey, and black are most common with the occasional crimson, blue or dark purple making an appearance. Eye colors are abnormally bright giving Mesmulot irises a luminescent appearance. Green, red, violet, and blue are common, while silver, yellow, and pink are not unheard of. Said to reflect the particular type of energy that flows through their body, eye color is a

very significant physiological detail for Mesmulot, as it indicates the bloodline they belong to. The Mesmulot are a vampiric species by nature, as they must feed off the lifeforce of others. While Descendants accomplish something similar to this via the exchange, Mesmulot must actually imbibe the blood of living creatures to absorb this lifeforce. To perform this task, all Mesmulot possess the ability to unhinge their jaw, distending their mandible so their mouth opens wide. This process only takes a second and simultaneously distends their large fang-like incisors. The sight of this can be unsettling to humans, changing the normally beautiful countenance of a Mesmulot and distorting it into a nearly monstrous sight.

Inherent Traits Attribute Bonuses: +1 AGI, +1 CHM, +10 Evasion Thirst: Unable to exchange energy like the Descendants who were once their kin, Mesmulot are instead burdened with a dark thirst for life-force that they can only absorb through drinking the blood of other creatures. Well known for both their love of darkness and their profane beauty, the Mesmulot slake their thirst on the willing and unwilling alike, and bear a reputation of fear and fascination wherever

they go. By biting a target mortal, a Mesmulot can drain 5 Stamina every phase as they drink their blood. For every 5 Stamina stolen in this manner the target also loses 5 Health, but also leaves the victim with a feeling of euphoria. Biting a target is an IFU action if the target is willing, but requires the following AT to be made against an unwilling target.

Bite

Requires opponent to be grappled AT: Melee Combat (Brawling)+AGI Threat: 0 Damage: STR + 3 (Piercing) Base Success: You may feed on your target for this phase. (1c) Damage Adjustment: +1 Piercing

Penalty: Every 24 hours that pass without draining at least 5 Stamina from a mortal causes the Mesmulot’s Endurance to be reduced by 2. This Endurance loss remains until they drain at least 15 stamina from a mortal target, upon which all lost Endurance is restored. If the Mesmulot has their Endurance reduced to zero in this manner they die from malnourishment.

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Creatures other than mortals, such as animals may be drained in the same way but this will not stop the normal loss of Endurance. Instead, it will reduce the loss from 2 to 1. Additionally, draining creatures other than mortals will prevent the Mesmulot from losing their last point of stamina in this manner, suspending them in their weakened state until they are able to feed from a mortal and restore their lost Endurance.

Chosen Trait House Strodigi (Eye Color: Blue)

The House of Strodigi is revered for its accomplishments in the magical arts. These Mesmulot are able to drain mana from their victims while feeding, allowing them to replenish their ability to cast magic. This trait has allowed the House of Strodigi to persistently hone their magic skills and earn a prominent reputation among their kin for doing so. Effect: Members of House Strodigi receive a permanent +2 INT. Feeding drains 10 mana each phase in addition to the normal effects.

House Vexton (Eye Color: Red)

Known as the most vicious and bloodthirsty of the noble houses, the House of Vexton’s purebloods create excruciating pain with their bite. Taught

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to relish the suffering of their prey in Mesadrin, a Pureblood Vexton survives off the pain of others, making them dangerous to any who would risk their bite. Effect: Members of House Vexton receive a permanent +2 STR. Feeding inflicts a -5 Wound Penalty for 3 phases in addition to the normal effects.

House Olissa (Eye Color: White)

Those of Pureblood from the House Olissa are able to use their feeding to massively accelerate their body’s healing. Well known as die-hard survivors, members of House Olissa are the most resilient of Mesmulot, able to sustain unparalleled physical trauma and recover in record time. Effect: Members of House Olissa receive a permanent +1 to END and +50 Health. Each phase spent feeding from a living target restores 5 lost Health. This healing will stop bleeding but will not regenerate lost limbs.

House Lotus (Eye Color: Black)

The ancestry of House Lotus can be traced all the way back to the beginning. Those of this brood retained a larger part of their Descendant heritage, endowing them with black, leathery wings. Much like their Descendant counterparts from which they were spawned, they are granted flight at their base movement speed.

Effect: Members of House Lotus receive a permanent +2 AGI. Gain the ability Flight.

house susPirion (eye coLor: green)

The bite of a Pureblood Suspirion fills its recipient with overpowering ecstasy. This powerful euphoria is spoken of in the highest esteem by those who have had the pleasure of experiencing it. Effect: Members of House Suspirion receive a permanent +2 CHM. A Suspirion gains +8 to all Social ATs against any target that they have fed upon within the last hour.

house esh (eye coLor: PurPLe)

Being a pureblood of House Esh is to be burdened with a feared and coveted gift among the masses of Mesadrin. By feeding on a creature, these purebloods are able to sift through their recent memories as if they were their own. Effect: For every 5 health drained via feeding, these Mesmulot gain access to 24 hours of memory from their victim. These memories fade in time just as much as the memulot’s own memories would.

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GARAITH Warlike, ferocious, and competitive, the Garaith are a savage people who live in a constant state of conflict. Their powerful bodies, snarling maws and aggressive behaviors deceive many people into incorrectly thinking that the Garaith are nothing more than mindless brutes. While strength and violence are normal parts of the Garaith lifestyle, they are much more than the wild animals many of Laruna’s inhabitants see them as.

HISTORY Originally created during the second age as warrior-slaves for the Dragons, the Garaith won both their freedom and the continued existence of their creators during the Summit. No longer in direct service of their draconic creators, the dragonmen are now a free folk who live cruel and harsh lives, be they in their native kingdom of Darco’Garaith or anywhere else in the lands of Laruna. Fearless warriors with unmatched ferocity, the Garaith are some of the most sought after soldiers in every corner of Laruna.

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Glory seeking Garaith have been known to travel the kingdoms offering their talents as sellswords and earning considerable fame in the process.

CULTURE The Summit to end the great war put in place the foundation of Garaith culture for ages to come. Seen as their first act of freedom, Garaith believe that the choice to submit to the Elder God in order to spare several of their former masters was an act of extreme loyalty. Beyond sparing their people’s lives, this act is also perceived as a casting off of chains, shedding the control of their creators. Having put an end to the massacre and saving several of their creator’s lives, the Garaith asserted their claim to be treated as kin rather than slaves. Without their Arga’sheel, the few surviving dragons would depend upon the Garaith to protect them, and thusly treated their former slaves in a new manner. Not all of the great serpents accepted this change of course. A few openly opposed, assailing the Garaith with their newly diminished power. The conflicts that ensued helped cement the Garaith’s relationship with the dragons who were willing to be part of the Garaith kingdom, as well as proved to

Laruna that the Garaith were no longer slaves. Many of the dragons the Summit spared were eventually killed by the Garaith, solidifying the core tenet of their society that persists into o tthe hee 6 h 6th th h age—might determines right. For the dragonmen, ownership, rag gon onm nmen men, n, o wner wn ersh ship ip, possession and entitlement are re a all ll sha shaped haped d by w what h t ha a particular individual can fi fight ght h fo for and defend. Defending their freedom from the dragons once he d ragons who o onc ce ruled them proved the Garaith th deserv deserved rved their own kingdom, and each member off th their society thei e r societ ty does thee same in their own life. Normally such logic would uld lead leead to to a crippled crip cri cr ippl pled ed d society plagued with a cannibalistic behavior, but aliist stic icc b eh hav avio i r, r, b utt ffor orr o the Garaith, it is their warlords that conflicts ds th hat at eensure nssu e co nsur onf nflliict cs and violence are contained iin n a re rrespectable esp s ecta ecta ec able ble bl manner. A title earned only byy G Garaith arai arai ar aitth hw with ith it h the th he utmost respect and strength in their society, a n the heir eir ir soc ociety ieetyy, warlord is a form of peacekeeper must eeep per er tthat hat ha at mu m ust st sanction most disputes between Garaith tweeen en G arai ar aith h within their assigned territory. Adhering ry. y. A dher dh eriin ng tto o a sophisticated group of laws wh which govern hic ich g go ove vern rn what conflicts or disputes may ayy be be settled sseeett tttle ttl led peacefully, and which necessitate itat it ate co ate ccombat, omb mbat mbat at, t, keep their society in check and d ensure een nsu ure re only onl nllyy the strong, brave and worthy ssurvive. urvi ur v ve. vee.

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Garaith who travel away from tribes usually try to mirror the decisions of their warlords in their everyday affairs, so it can be as common to find a Garaith who is thoughtful, deliberate, and wise as it is to find one whose mind quickly jumps to violence. One constant is that in the Garaith’s minds, the other mortal individuals are inherently weaker and as such cannot be expected to follow Garaith law and custom. They also recognize that these non-Garaith nations are social institutes that have a large degree of power in their own right, making Garaith slow to blatantly act in ways that would put them on the wrong end of that power.

LEGACY VIEWS Given their focus on strength, it is no surprise that Legacy is a highly desired inheritance among the Garaith. Almost every warlord in Darco’Garaith is a Legacy bearer and being born with any Legacy could cause a Garaith to suffer delusions of grandeur from a very early age. Unfortunately, destroying or killing a Legacy bearer is a source of great pride for some Garaith and seen as an act of self preservation for others. Because of this, it is very common for Legacy bearers to leave the power struggles of

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Darco’Garaith behind in hopes of earning power and glory elsewhere, and avoiding an untimely demise at the hands of their kin.

PHYSICAL DESCRIPTION Sharing the majority of their physical details with their draconic creators, Garaith have large humanoid bodies with thick musculature. Covered in dense, leathery skin, Garaith grow boney protrusions from their body in many places such as arms, legs or shoulders, that give them natural protection in combat. Their hands and feet possess short, thick claws they commonly use as weapons when otherwise unarmed. Just like a dragon, their heads are large, sporting reptilian eyes and a big mouth full of razor sharp teeth. Bone coloring appears in shades of ivory, brown and black, while skin runs a full gamut of colors much like actual dragons. Grey,black, green, red, blue, white and purple are commonly found skin colors among the Garaith.

INHERENT TRAITS

CLAWS

Attribute Bonuses: +3 STR, -1 AGI, +5 ARM, +5 Natural Weapons Advanced Skill

AT: Brawling/Natural Weapons + STR Threat: 2 Damage: STR + 6 (Slashing)

SPAWN

(1c) Damage Adjustment: +2 Slashing

Dragons—titans of the elder god. These mighty beasts bred their spawn to serve them in the war of the second age, calling them Garaith. The Garaith have vast physical strength and thick scaled hides. Every bit as ferocious as their makers, the dragonmen are no strangers to war. Beyond their strong bodies, many magical anomalies pass down their bloodlines courtesy of their makers, giving some of them dangerous fire breath and others knowledge of draconic secrets.

BITE (REQUIRES OPPONENT TO BE GRAPPLED) AT: Brawling/Natural Weapons + STR Threat: 0 Damage: STR+6 (Piercing) (1c) Damage Adjustment: +2 Piercing

CHOSEN TRAITS HARDENED SCALES You have particularly hard scales, providing extra protection against physical damage. Effect: +15 ARM (All)

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SERPENT BLOOD

FIRE BREATH

The magic of the mystical dragons flows strong within your veins. You are granted extraordinary regenerative properties. Given time, torn flesh, and broken bone will mend on its own. Effect: +1 Health regenerated per phase

The might of magical flame still rages within your chest. Unlike many of your kin, you retain the fabled ability of your creators to spew forth fire onto your enemies. One per phase as a instant, tested action, you may blast an enemy within 2 meters with a burst of flames from your mouth.

MOTION SENSOR The supernatural senses of your ancestral forefathers has passed on to you. You have an easy time tracking movements in your peripheral vision. Effect:+5 to Reaction

DRACONIC SECRETS The dragons knew things no other creatures did and spoke the nuances of magic as fluently as any language. Effect: You immediately know the purpose and source of any magical effect or item viewed. This functions the same as an Identify spell.

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AT: Natural Weapons Cost: 10 Stamina Range: 2m Duration: Instant Base Success: Targets caught in the blast take 20 damage (Fire). Targets may roll a Reaction AT to reduce the damage by the ATR. (1c) Damage Adjustment: +1 Fire

CAELBORIN’S CLAWS Thee heritage of o one ne of the first gre great reat w warlords, arlo ar lo orrd ds, s, it w was ass sai said aid that Caelb Caelborin’s borin’s C Claws laws could d ren rend end d flesh, esh, es h, iro iron ron an and d dragon drragon on n scale. sca ale le.. Effect: Ef ffe fect ct:: You Your ou ur claws gain ga aiin n +2 +2 Threat Thre Th hreat at and and d ignore nore up p to 2 20 0 ARM. A M. AR

87

88

ASHIK

CULTURE

Ashik are a broken, shattered people with no true unified culture or purpose of their own. Born from the earth, the Ashik served the titans and fought valiantly to protect Laruna from dragon fire. Now without the titan’s will, they simply exist as de facto guards of the natural realm. Peaceful and wise, they feel content with the world in any state so long as the mortals are not ruining it. Their allegiance is limited to a primitive culture of trade that revolves around new stones, gems and metals to devour, as well as their sharing of knowledge about all forms of life, which they convey to one another via a storytelling they call a “Telling.” Ashik consumption of inorganic material is seen as a great honor that they need to earn each day, as the Ashik understand that this bounty of Laruna is not limitless. Every Ashik takes a solemn vow that states how they plan to validate the expense of their life and earn their place in Laruna. This vow is a lifelong mandate that gives purpose to their day to day existence.

For the Ashik, Laruna is more than a place where they live. It is a living, feeling entity of which they are forever a part of. This connection gives shape to the prevailing worldview most Ashik hold, and gave rise to their practice of the Vow. Each Ashik at the time of adulthood takes a Vow to the spirit of Laruna and devotes their existence to a single objective that will somehow better the land. This Vow is taken in the presence of other Ashik, usually at a Telling, to ensure that the promise undertaken is worthy and just. Once accepted, this Vow will guide an Earthborn for the rest of its existence, helping them justify the perceived toll their existence takes on the land. Once per year, Ashik are expected to hold a Telling with as many other Ashik as possible. Since the Ashik are few and far-spread, Tellings are held wherever multiple Ashik can gather. A Telling can be as simple as a trip to a local pub, or a grand gathering of dozens of Ashik that lasts for many days and nights. Ashik often consider the members of their Telling as their family units, so many Ashik prefer to return to the location of their first Telling whenever possible.

A Telling consists of 4 parts. They open with the Telling of Tales, a casual accounting of what the Ashik has been doing and has seen since their last Telling. Then is the Telling of Vows, where every Ashik states their vow to Laruna and explains what they have done to further that vow. If the Telling is satisfied with the Ashik’s efforts, the Vow is considered completed and a new one may be taken. Ashik oftentimes introduce themselves by listing the vows they have completed, making the completion of a vow very important to Ashik society. Third is the Asking of Progeny. Since Ashik are born directly from Laruna, they do not reproduce in traditional means. Instead, they must ask for permission from their Telling to create a new Ashik. This request is one that is not taken lightly—only an Ashik with many Vows to their name will seek to conduct this Asking, and even then it will usually only be once in their lifetime. If an Asking is approved, the Ashik in question removes a gemstone from their body and buries it at the site of the Telling. There, the Ashik will begin to grow until the final part of a Telling, the Telling of New Life.

In the Telling of New Life, a newly formed Ashik emerges from the ground and is greeted into the world. The newly formed Ashik is then told the history of his people and is given a name. Finally, each member of the Telling introduces themselves to the new Ashik, and chooses to Tell them one piece of advice to send them on their way. This ritualized upbringing makes for Ashik who are curious and worldly, as every Ashik loves to return to his Telling with new stories to share and old vows fulfilled. Were it not for the “Telling” and the need for congregation to approve new Vow’s, the Ashik would have nearly no culture of their own. As a people, they exist without the strict societal stigmas many other races contend with.

LEGACY VIEWS Ashik hold Legacy in ill regard, perhaps more so than any other race. For the Earthborn, Legacy is the power of their makers whom they have little interest in. Every Ashik sees their true parent as Laruna herself.

89

Ashik look at Legacy as something that could serve a productive purpose if it were held by them and used exclusively to keep Laruna safe, but unfortunately, much Legacy is held by members of the other races, or worse still, Kreesh. Legacy bearers of the other mortal races are treated with extreme suspicion. The Ashik are rarely comfortable with the idea of anyone but their own kind having such power to harm Laruna. Those other mortals who prove to be noble or friends of Laruna can expect Ashik to share their names at every “Telling” all across the kingdoms. Kreesh and the Nexi are abominations unlike any other to Ashik. Laruna has become sick with Alshara’s Legacy, which is evidenced by the presence of Nexi. Seeing creatures corrupted with god-magic and causing ruin thereafter is an all too common occurrence. Most Ashik would sooner see Legacy destroyed than possessed, but as Forenon once said, no mortal could accomplish such a feat. Ashik settle instead to take Vows that promise to hunt Kreesh, destroy Nexi, or even kill other Legacy bearers.

90

PHYSICAL DESCRIPTION Organic life forms made of earth material such as stone, dirt, gems, or metal, the Ashik are squat, lumbering people. Their bodies are vastly more durable than the other mortal races and the precious gems embedded in their flesh act as a receptor for magic. Originally meant for absorbing dragon fire, these special components react when struck by magic, suffusing the Ashik with unique power dependant on the material in question. Their bodies often possess plant life or moss much in the way humans possess hair and they stand on average 4’ to 5’, yet weighing nearly triple as much as a normal human.

INHERENT TRAITS Attribute Bonuses: +2 STR, +10 ARM (All), -1 CHM Ashik must consume 3 kg of gems or minerals a day, or they will start to literally lose their mass until they wither away into nothingness.

CHOSEN TRAIT It is said that the dragons first showed their greedy and spiteful nature during the war of the second age. Territory lost to the titans would routinely be scorched before being yielded, and legions of lesser dragon breeds were born to swarm the titans on the battlefield. Together the titans gave life to the earth, causing it to rise up and defend Laruna from dragons and their ever-hungry spawn. Crafted from the many stones, metals, and gems of the earth, the Ashik, or Earthborn, were ruthless, devoted soldiers uniquely qualified to deal with their enemies.

Each substance was entwined with flesh to create warriors that could partially absorb the fiery breath and the magic of their enemies, and use it to fuel their own strength. Stories of a single Earthborn lifting a castle or burning entire fields with their gem magic may exaggerated, though not completely unfounded. All Ashik absorb up to 10 magic damage of any type from each damage source, converting it to a prism charge. The Ashik may store up to 3 prism charges in total, after which they no longer absorb magic damage. They may release any number of their prism charges as an IFU action to gain a bonus based on the material encrusted in their flesh. The bonuses listed below are granted per prism charge released.

91

RUBY (RED)

SAPPHIRE (BLUE)

When your rubies glow red with magic power, you are able to release flashes of magic fire as you strike your enemies. Effect: Next successful strike does +10 Damage (Fire)

The brilliant blue sapphires embedded in your body turn deadly magical energy into soothing streams of mana. Effect: Restore 20 Mana

EMERALD (GREEN) Once charged with magic, your emeralds allow you to harden your stone flesh just as your predecessors did to repel dragon tooth and claw. Effect: Gain +10 ARM (All) for one phase

OBSIDIAN (BLACK) Shimmering obsidian stones lend vigor to your muscles, granting you the strength to stand toe to toe with your ancestral draconic enemies. Effect: Gain +4 STR for one phase

92

DIAMOND (WHITE) These gleaming white gems convert damaging forces into energizing vitality that will fuel your assault where others would fall short. Effect: Restore 20 Stamina

93

94

UNIVERSAL BACKGROUNDS

EXALTED

Backgrounds serve as a starting history for a Legacy Cearer. It tells the basic tale of how their life transpired before play begins and gives a solid idea of what the character is all about. Getting a basic idea of what a character has gone through is not only significant for properly telling their story, but it also gives players their starting statistics such as skill, equipment and spells.

Whether born under heralded omens or bearing the mark of a revered Legacy, your people held you in the highest esteem. You were deemed a marvel from the moment of your birth and have been groomed to be a hero your whole life.

DIPLOMAT Serving your people as a mediator, arbiter or politician, you have acquired excellent negotiation skills. Well versed in customs and etiquette, you know better than most that kingdoms thrive by their relations, both internal and external.

Diplomat Attribute Points

30

Academics

7

Kingdoms

1

Languages

1

Religions

1

Craft

0

Magic

0

Melee Combat

0

Ranged Combat

3

Skullduggery

3

Deception

2

Social

8

Diplomacy

6

Negotiation

4

Survival

2

Riding

2

Additional Base Skill Points: Additional Advanced Skill Points: Possessions: Fine clothing, 180 gold Spells: None

Exalted Attribute Points

30

Academics

5

Craft

0

Magic

0

Melee Combat

0

Ranged Combat

0

Skullduggery

0

Social

0

Survival

0

Additional Base Skill Points: +5 to any Base Skill, +10 to any second Base Skill Additional Advanced Skill Points: 18 Possessions: Fine clothing, 200 gold Spells: None

1 3

95

HIGHBORN

HUNTED

Born to a family of good financial and political anding ng, you had d access to the finest st eeducation duca du cati t on standing, available. vailable.. Well ta taug taught, ught h , well ll fed, and well funded, you gerly chasee yyour our destiny ny.. eagerly destiny.

Whether it is due to the Legacy you bear or the a cti tions yo you u ttook, ook ok, yo you ua re wanted byy th he auth ho actions are the authorities of a region. Surviv ival al h as bee en yo your u primary objective Survival has been objective, and m mu much ch off yo your our ttime i eh im ha has as been spent learning h how to th thrive hri rivee iin n either urban an o orr rural envi environments, iro ronm nmen entts, w without d dr awin aw ing attention. attent at ntio on. drawing

Highborn

Hunted

Attribute ttr trib ibut u e Points

Attribute A At ttr trib ibut ib u e Points

32

Academics

6

Academics

2

Appraisal

2

Craft

2

Kingdoms

4

Magic M gic Ma

0

Languages Lan nguages

4

Melee M elee Combat el

3

Craft

1

Ranged Combat

3

Magic Ma agi gicc

5

Skullduggery Sk kul ulld ldug ld ugg ug gery

5

Light

2

Deception

3

Melee Combat Mele ee C ombat att

3

Stealth St S ea altth

2

Combat Ranged Com mbat

0

Social

3

Skullduggery Skulld ldug ugge ge ery

0

Negotiation Nego goti tiat atio ion

2

Social

4

Survival

8

Diplomacy Dipl Di plom pl omacyy om

2

Foraging Fora Fo ragi ra ging gi

2

Leadership

1

Riding

3

Survival

2

Tracking

4

Additional Skill Points: ddiition nal Base Sk kill P Po oin nts: Additional Advanced Points: ddi diti tional Advan nce ced d Skill Poin nts: tss Possessions: Exotic clothing, 300 gold oss sses e siion es o s: s E xoticc clo othin ng, g, 3 00 0 0g od ol Spells: spell pells:: 1 Light spel el el

96

3 30 0

1 3

Additional Points: Additi tion on nal Base Skill Po oin nts:

1 Additional all Advanced Skill Points: 3 Possessions: Commoner’s gold Pos sses e siions: ons:: C ommon ner’s cclothing, loth lo thin th ing, in g, 150 g old l None Spells: Non ne

INHERITOR

MASTER CRAFTSMAN

You have a legacy all your own that has resulted ou b eing ng g iven iv en an n ob o ject je c o ct gr reea at sign gnificance and in yyou being given object off g great significance power..

Years of devotion to your craft have caused you to become becom ome a highly hig hi ghly sought after afte af ter professional prrofessional in in your your u field. fi iel eld. d

Inheritor

Master Craftsman

Attribute At ttr trib ibut u e Points

32 2

Attribute Attr ribu ibut ute Points

32

Academics Acad ad dem e ics

3

Academics

5

Craft Craf Cr aft

0

Craft C Cr aft

8

Magic M gi Ma gicc

0

Magic

3

Melee Mellee Combat Me

0

Melee Melee Combat Me

0

Ranged Combat

0

Ranged Ra R an ng Combat nged

0

Skullduggery Sk kul ulld ldug ld u gery ug

0

Skullduggery Sku Sk ullld u ldug ugg ug gery y

2

Sociall

3

Social So ocial al

3

Survival Surv viv val al

2

Survival Su urv viv iva al al

2

Additional Base Skill Points: Add Ad diti tio onal on al B ase Sk ase as S k kil ill Po ill il P oin ints ints ts:

8 Points: Additional Advanced Skill Po oin nts:: 10 Possessions: Commoner’s 100 gold, Posses Po esssions:: Co C mm mon ner’s cclothing, lo otth hin i g,, 10 00 g olld, magical item. magica al it item em. Spells: None ne

Additional Base Skill Points: Additi tio onal al B ase as e Ski Sk kill ill P il oints t : ts

2 Additional Advanced 5 Addition nal A dvanced Skill Points: Additional Addition Ad ona al C al Craft ra aft Adv Advanced dv vancced Skilll Po P Points: in nts: 10 0 Possessions: Co Commoner’s clothing, 260 gold, 300 gold of crafting craf affting materials Sp Spells: pel ells:: 1 Sp Spell Spel pelll (a (any) (an ny)

97

MERCHANT

PEASANT

Mastering the business of trade has taken you on many travels. You’ve seen numerous places, experienced many cultures and learned a bit of the dark deeds that often help a merchant survive in the land of Laruna.

You have come from lowly beginnings, spending most of your life toiling on a farm and providing for your family, enjoying a simple kind of life.

Merchant

Peasant

Attributee Points

32

Attribute A At Attr ttr trib i ut ib u e Points

Academics

6

Academics

0

Appraisal

6

Cr C Craft raf at

4

Craft

0

Woodworking W Wood Wo ood odworking

2

Magic Ma agic

0

Magic Magi Ma gicc

0

Melee Combat

0

Melee Me M ele lee Combat

2

Ranged Combat Ra anged nged C o ba om at

0

Ranged Rang Ra ng ged e Combat Com o bat

2

Skullduggery y

4

Skullduggery Skulldug gge gery y

1

Deception Dece ept ptio ion io

4

Stealth Stea altth

1

Social

6

Social Soc cial

3

Negotiation Nego g ti tia attion

5

Survival Surv rv viv ival al

4

Survival Surviv i al iv

4

Climbing Clim mbing

2

Foraging F ra Fo agi gin ng

3

Riding Ridi ing

1

Skinning Skin nning

4

Tracking Tra acking ac

1

Additional Points: nal Base Skill Po oints: Additional Advanced Skill na al A dvanced Sk kill Points: Possessions: clothing, ions: Fine cloth hing, 700 gold Spells: None N ne No

5 5

Additional Base e Skill Points: Additional Add ditionall Advanced Adv vanced Skill Points: Poiints Po ints ts:: Possessions: Co Commoner gold, C ommoner clothing, 10 g Shortbow, Dagger, Dag gger, Cow gg Spells: None N ne No

98

29

3 3

RITUAL SURVIVOR

ROGUE

Willingly or otherwise, you took part in a powerful magic ritual that left you permanently changed. Now you have even greater potential that before, but much of your memories were damaged in the p process. roce ro cesss.

Living in the shadows of the law, you know your way around an illegal endeavor.

Ritual Survivor

Rogue

Attribute ttr trib ibut u e Points

37

Attribute A At trib tr i ut ib u e Points

3 32

Academics

3

Academics Ac A ademicss

2

Craft

1

Cra Craft af aft af

0

Magic

0

Magic Mag gic

0

Melee Me elee Combat

0

Melee Combat Me elee Comb bat

5

Ranged Combat

0

One-Handed On ne-Handed Piercing

4

Skullduggery Sk kul ulld ldug ld ugge ug g ry

0

Ranged Combat Ra anged nged C o bat om

3

Social

1

Skullduggery Sk kullduggery

5

Survival Surv rv viva iv val al

3

Deception Dece De ecept ptio pt ion io

2

Lockpicking L ckpi Lo pick c ingg

4

Pickpocket Pick ckpo po ocket cket ck e

4

Stealth Stea St ealt ea lth lth lt

5

Social Soci So cial ci al

3

Survival Surviv val

4

Additional Skill Points: dditiional Base Sk Skil illl Poi Po oin in ints: Additional Advanced Skill Points: dditional Advan nced Sk S k Poin kill in int nts ts: Possessions: Commoner’s clothing, ossesssions:: Co C mm mon nerr’ss clo loth lo othi thing, 50 th 0 go gold ld Spells: pells: None

3 5

Additional Base all B ase Skill Points:

1 Additional Advanced Skill Points: 3 Addi diti tion nal a Adv dva an anced an Sk killl Points s: Possessions: Commoner’s gold P Po oss sses ss e sions: Comm mon o er’s clothing, 100 gol Spells: None Sp pellls: No N one n

99

DESCENDANT BACKGROUNDS IMPERATOR Well schooled in the arts of battle, you have served Epilesis and its p people p byy upholding p g the law and punishing the wicked.

MINSTREL An artist of the finest order, you travel the kingdoms of Laruna sharing your talent for a fair coin, all the while showing the mortals the greatness of Descendant culture and arts.

Impera Imperator mper mp erat ato at tor to Attribute Points

Minstrel Mi M instre in nstrel trreel 30 0

32

Academics demics

2

Academics Ac A cademics

4

Craft ft

3

A Appraisal pprai pp aisa sall

2

Metalworking alworkin ng

2

Kingdoms

4

Magic gic i

2

Cr Craft

3

Elements ments

2

Magic

0

Melee Combat ee C ombat

7

Melee Combat Me ele ee Co C mbat

0

Double-Sided ble-Sid ided id de Glaive

3

Ranged Combat

0

Ranged Combat ged C omba om at

5

Skullduggery Skul Sk ulld ul ldug ld uggery

0

Skullduggery lldugg gery

0

Social

4

Social ial

0

Negotiation

3

Survival vival

3

Performance

4

Seduction Sedu ducction n

4

Survival

3

Additional Base Skill Poin Points: nts:

1 Additional Melee Combat bat Adv Advanced van nced d Skill P Points: oints tss: 5 Possessions: Glaive, ive, Descen Descendant ndant Armor, 10 100 00 gold gold Spells: 1 Spell (Cannot Canno ot be D Dark) arrk) a k

100 0

Attribute A At ttrrib ttr ibut u e Point Points ts ts

Points: Additional Base Skill Points s:

3 Additional Points: 3 Additi tion onal a Advanced Skill Skiilll Points s: Basic Possessions: s Ba asic clothing, clot otthiing, melee weapon, weap instrument, 120 musical in nsttrume m nt, 12 1 20 gold Spells: None Sp pells: No one

Prized Apprentice

Wanderer

You were tutored by the Archmages of Epilesis in preparation for becoming a lorekeeper or wizard devoted to the needs of the kingdom.

You were taken from (or left) Epilesis as a youth and spent your early years in the western lands, mingling with the varied races and cultures therein.

Prized Apprentice

Wanderer

Attribute Points

28

Attribute Points

32

Academics

3

Academics

2

Appraisal

2

Kingdoms

2

Kingdoms

3

Religions

1

Craft

4

Craft

3

Enchanting

3

Magic

2

Magic

6

Melee Combat

3

Calling

4

Ranged Combat

3

Change

3

Bows

2

Elements

3

Skullduggery

0

Melee Combat

2

Social

3

Ranged Combat

0

Intimidation

2

Skullduggery

0

Seduction

2

Social

3

Survival

3

Leadership

1

Foraging

1

Negotiation

3

Skinning

1

Survival

0

Tracking

2

Additional Base Skill Points:

2 Additional Advanced Skill Points: 3 Possessions: Enchanting materials (150g), 100 gold, robes

Additional Base Skill Points: Additional Advanced Skill Points:

3 3

Possessions: Basic clothing, melee weapon, 10 gold

Spells: 1 Spell (Any)

Spells: 1 Calling Spell, 1 Change Spell, 1 Elements Spell

101

MESMULOT BACKGROUNDS COURTESAN With skills of vast renown and the unparalleled exotic appeal of your people, you are a highly successful courtesan. You’ve learned that secrets are of great value and by selling your services to the right people, you have risen in prominence om min i en ence ce a and nd shaped d yo yyour ur the events of your homeland. nd.

DARKSTAR Redeemers are no strangers to the darkness, but being born with the Legacy of the Dark has caused others of your kind to see you as a source of constant mistrust between them and the other mortal races. Thusly, you often find comfort with the less savory members of society.

Courtesan Attribute Points ts

Darkstar 3 30

Attribute A At Attrib t but u e Points Points

Academics cademics

3

Academics

1

Appraisal ppraisal

3

Kingdoms King Ki ngd doms

1

Kingdoms ingdoms

3

Craft Cr C raf at

2

Medicine Me edi dicin ne

1

Alchemy A lch hem my

2

Craft raft

0

Magic Ma agic

3

Magic M agic i

3

Dark rk k

3

Calling alling

3

Melee Combat Mele ee Comb m at

4

Melee Combat Mel Me lee Co lee C mbat mb a

0

(SW) Thorned (S Thorn ned Whip

3

Ranged Combat

0

Ranged Ra ang n ed Combat Combat

2

Skullduggery kul ulld ldugge gery ry

4

Skullduggery Sku Sk Sku ullld l dug ugge ge ery

5

Deception eception

4

Deception Deceeption

3

Pickpocketing ickpockettin ng

2

Stealth Stea St ealt lh

4

Social ocial

7

Social Sociial

3

Diplomacy iplomacyy

2

Intimidation Inti timidatio ti tim on on

3

Leadership eadership

3

Negotiation Nego otiiat ati n atio

2

Negotiation Negotiat atiion

4

Seduction Seductio on

3

Seduction eduction

5

Survival

2

Survival urv rviv i al

0 Additional Addiitional Base Skill Points:

Additional Base Skill Points: se Sk Ski ill Poin ints t : Possessions: Exotic clothing, 300 gold Spells: 1 Calling Spell ng g Sp Spel ll

102 2

28

1

Additional Add dit itio onal all Advanced Advan anced d Skill Skill Points: Poin Po i ts:

1 1

Possessions: Poss sessions: Commoner clothing, alchemy supplies (100 (100g), 0g) g , 100 gold

Spells: Sp pells ellls ls: 1 Dark ls: D rk Da k Spell ll

DYING LIGHT

PARAGON

Born as part of the Mesadrin Empire, you were nearly sacrificed as a child for bearing the Legacy of Light. Being miraculously spared has allowed you to live as a redeemer, but cost those who cared for you dearly.

Rising above the distaste many have for your kind, you hold a respected position in society that has brought great honor to your people. An accomplished warrior, you have earned the accolades of the masses.

Dying Light

Paragon

Attribute Points

30

Attribute Attr trrib ibut ute Points ts

30 0

Academics

3

A Ac Academics cad dem emics emi

1

Appraisal

2

Kingdoms Kin Ki Kingdoms

1

Kingdoms

2

Medicine

1

Medicine

3

Cr Craft rafft

3

Craft

0

Magic Ma agi gic ic

0

Magic

4

Combat Melee Co ombat

5

Light

3

One-Handed Impact Impacct

3

Melee Combat

3

Two-Handed Two-Hand nd ded d Slashing Sla lash shin ingg

3

One-Handed Impact

3

(SW) Thorned e Whip ed Whi hp

2

Ranged Combat

0

Ranged Combat R Ra nged ng ed C om mba at

2

Skullduggery

0

Thrown T hrown Weapons Weapo pons po n

2

Social

3

Skullduggery Skulldug gge g ry y

0

Leadership

3

Social

3

Negotiation

1

Intimidation Intimidati tio on on

3

Survival

3

Leadership Leader rship

2

Climbing

3

Survival Su urv rvivall

3

Foraging

1

Swimming

2

Tracking

2

Additional Base Skill Points:

1 Additional Advanced Skill Points: ts: 1 Possessions: Commoner’s clothing, gold ng, 100 gol ld Spells: 1 Light Spell

Additional A Ad dditio onal Base Base Skill Points::

2 Additional 2 Additi tional Advanced Skill Points: ti Possessions: Commoner’s clothing, 100 Po oss sses essi es siio s: Co sion Comm mmon mm o er er’s cloth hing, 10 00 gold gol old d Spells: Spel e ls: None

*Must choose a Light Legacy Archetype

1 103

GARAITH BACKGROUNDS DISGRACED WARLORD Your bid for power was thwarted by a rival warlord and rather than g granting g yyou an honorable death, you ha have exiled Darco’Garaith ave be been exile ed fr from om D arco’G Garaith th h iin n disgrace. This his painful eexistence xistencee h xi has as d driven riven i yyo you ou to excellence and depravity nd d ep pravi vity ty in equal parts.

HONOR BOUND You have taken a vow to vanquish one who has disgraced your clan. This hunt has lead you into foreign kingdoms, but has resulted in you learning a specific set of skills that make you a dangerous tracker.

Honor Bound

Disgraced Warlord Attribute Points oints

3 30

Attribute Attrib ib bute Points Poin nts t

30

Academics

2

Academ Academics mic i s

3

Kin ngdoms Kingdoms

2

Kingdoms ms

3

Medicine

2

Medicine nee n

3

Re Religions eli ligion ns

1

Craft Cr raf aftt

3

Craft

0

Alchemy

2

Magic Magi Ma gicc gi

0

Magic

1

Combat Melee Comb mb bat

6

Calling

1

OneOn One-Handed e-Ha Hand nded d IImpact mpact

3

Melee M elee Co Combat omb m att

1

Slashing One-Handed S l shing la

5

Ranged Ran nged Combat Comba ba at

4

Two-Handed Slashing Tw Twoo-H Ha ded Sla Hand la ash hin ng

2

Bows ws

4

Brawling

4

Skullduggery Sk S kulld duggery

2

Weapons Natural W eap pons ons

3

Social Soci So cia al al

2

Ranged Combat

0

Survival Su urviv val

5

Skullduggery Skulldug gge ery y

0

Climbing Clim mbi b ng

3

Social

4

Foraging Fora agi g ng

3

LLeadership eadership ip

4

Skinning Skin Sk in nning

3

Survival

1

Swimming Swim mmi m ng

3

Tracking Tr rac acki king

5

Additional Base Skill Po Points: oin nts:

3 Possessions: Commoner 100 gold, s: Co Com mmoner er cclothing, loth thin th ng g,, 1 00 0g old, ol d, armor, 3 melee weapons elee el ee w eap ea pons nss Spells: None ne

Additional Base Skill Addition nal B ase Sk Skil i l Po il Points: Additional Additio on o nal al Advanced Skill Points:

Possessions: P Po ssessiio on ns: s: Co C Commoner mm mon ner clothing, 50 gold, bow bow, 30 arrows,, 30 0 gold gol o d worth wortth of furs fur urs

Spells: 1 Calling Calling Spell Ca

104 4

1 1

PIT SAVAGE

WHISPERER

Placed into slavery at an early age, you have been raised to demonstrate the Garaith’s ferocity in battle. Serv vin ing g as a p i g it ladi la diat ato at or, yyou ou u spille l d ri riv vers Serving pit gladiator, spilled rivers of blood db byy to tooth h an and d cl claw aw ffor or thee amusement of the mass masses ses until yyour ourr escape tur ou turned urne ned their chee cheers eers tto o screams. s

The ancient dragons knew secret words of power. They needed only to be whispered for the elder elldeer dragons dragon onss to create fantastic effects. efffe fecctss. desce cend dantt of one such such h elde derr dr drag agon gon,, yyo ou Ass a descendant elder dragon, you have h ha vee d dutifully utif iful ully ly sstudied tu udied d d draconic r coni ra nicc lo lor lore re a and nd m magic agiiicc iin ag n hopes hope ho es of preserving prese servvin ng th theirr gl glory. lor ory.

Pit Savage

Whisperer

Attribute Attr trib ibut ib u e Points ut

3 34 4

Attribute A ttrrib ibut u e Points ut Poiin Po nts ts

30 0

Academics

1

Ac A Academics cad ade em mic ics

4

Craft

0

Lang La ngua uages Languages

3

Magic M gic Ma

0

Medicine Medici in nee

2

Melee Me e Combat att

5

C Craft raft

0

One-Handed On O nee Handed Impactt

4

Magic

5

One-Handed Piercing One-Ha On e-Han nd ded e Pierci ing

1

Change C hange

4

One-Handed On O nee-Ha H nded Slashing

4

Dark

2

Natural Natu Na attu urra al W Weapons eapons

5

Elements Elemen nts

5

Ranged Ran ng n ged Combat

0

Melee Mele Me lee Combat lee

1

Skullduggery Skul ulld lldug lld dugg gery

0

Ranged Ra ang nged ed d Combat Com mbat

0

Social S cial So a

3

Skullduggery Sk kul u ld dugge g ry

0

Survival Su S urviv rviiv rv val

3

Social Soci So cial ci al

2

Diplomacy

1

Survival

1

Additional Base Points: Additi ional B ase Skill Po P ints in ts: ts: ts

1 Skill Points: Additional Advanced Sk kil ill Po oints ttss: 1 Possessions: Commoner’s clothing, Posssessiion ons: Common nerr’s clo otth hin ng, g 100 00 gold, armor, arm mor, 3 melee mel elee weapons weapo onss Spells: None

Additional Additi tion onal a Base Skill Points: Poin nts:

2 Additional Advanced Skill 2 Skill Points: Possessions: Commoner’s Posssession on ons ns: Common ner’s cclothing, loth lo thin th ing, in g, 100 gold, 400 gold d worth worth orrth h of of research researrch h material materria iall Spells: Spells lss: 1 Change Chan Ch ange an g Spell, Sp pell, 1 Dark Spell, 1 Elements Spell Spel elll

105 1 05

ASHIK BACKGROUNDS DENIED You sought approval at the Grand Telling to create offspring but were denied. You seek to rectify this oversight by earning a glorious reputation as an agent for change. Helping the mortals of Laruna learn how to live in harmony with land and curtail their rampant destruction will make you a hero at the next Grand Telling.

Denied Attribute Points

30

Academics

4

Appraisal Ap ppr prai aisa ai sall

1

Kingdoms

3

Medicine Me edicine

4

Craft

4

Alchemy Alch Al hem emyy

4

Leatherworking

3

Magic M agi gicc

0

Combat Melee Comb mb m bat a

1

Ranged Combat Ra Rang ged dC omba om b t

3

Blowguns ns ns

1

Bows Bo B ws

2

Skullduggery

0

Social

3

Diplomacy Di ipl p omacy

2

Negotiation Ne N gotiatio on

3

Survival

5

Foragingg

3

Skinning

1

Trackingg Tr

3

Additional al Base Skill Points: Additional Advanced Skill al Advance ce ed Sk Skil i l Points:

5 5

Possessions: Commoner clothing, alchemy materials (180 gold), bow, 20 arrows, 100 gold

Spells: None

106 6

DRUID Being born with the Calling legacy is a special occurrence among the Ashik. Having the power of nature at your disposal has lead many Ashik to seek you out for advice, favor or approval. Over time, you have accrued a fair amount of social accolades, making dealing with others of your kind pleasant.

Druid Attribute Points

30

Academics

2

Kingdoms

2

Medicine

1

Reli Religions ligions

2

Craft

3

Alchemy Alch chem ch hem my

2

Magic

5

Elem Elements men entts ts

2

Calling

5

Melee Combat Mele ee Co Com mbat att

0

Ranged Combat

0

Skullduggery Sk kul ulld l ugg gery

0

Social So S oci c al

3

Survival Su urvival

3

Foraging

3

Additional Addi ittiional Base Skill Points:

2 2

Ad Additional dditiional A Advanced dvanced Skilll Po Points: P oin intt in Possessions: clothing, 100 gold Po P oss sses essions: Commoner clothing Spells: Calling Spell Sp pells: 2 Ca C llin in ng Sp pelll (1 1 of which must be a Nature-type N atur urree type sspell), pelll), pe ll 1 Elements Elements Spell Sp

KREESH SLAYER

WYRMEATER

When the time of the Telling was upon you, there was only one promise you felt was worth making. You have vowed to stop Kreesh at all costs, sparing Laruna from their destructive ways

After your birth, your maker took you to a secret place where you could grow strong. There they fed you the petrified remains of a long dead dragon in the hopes it would fortify you for the years to come.

Kreesh Slayer

Wyrmeater

Attribute Points

32

Attribute Points

34

Academics

1

Academics

2

Craft

3

Medicine

1

Metalworkingg

2

Religions

2

Woodworkingg

1

Cra Craft aft

0

Magic

2

Magic Ma agic

5

Change

2

Change Ch Cha angee ange

2

Melee Combat bat

4

Dark

2

One-Handed Slashin Slashing i g

3

E El Elements em men nts ts

4

Ranged Combat mbat

2

Melee Combat M Me le ee Co C mbat

4

Crossbows

1

Brawling Br B raw awling liin ngg

3

Skullduggery ry

0

Ranged Ra an ng ged e Combat Comba

0

Social

3

Skullduggery Sk kulld lld l ug u gery

0

Leadership

3

Social So oci cial a

0

Survival

3

Survival S Su Surviv u val a

3

Riding

3

Foraging F Fo raging

3

Additional Base Skill Points: ints:

1 Additional Advanced Skill illl Po Poin Points: ints in ts:: ts 3 Possessions: Commoner’ss clothing clothing, gold g, 100 g g, olld o Spells: 1 Change Spell

Additional Points: Addition on nal a Base Skill Points Ad Additional dditiio on nal A Advanced dvanced Skilll P Points: Possessions: clothing, 75 gold Po osssses essi s ons: Commoner’s clo

2 1

Spells: Spe ellls e l : 1 Change ge S Spell, pell, 1 Da Dark S Spell, 1 Elements Spell

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HUMAN BACKGROUNDS ASSASSIN You are no common thug, killing peasants for a few coin. Taking the life of people too dangerous or prominent for your contractor to deal with is an art form you have practiced one death at a time.

30

Attribute At ttr t ib ibute Points

29

Academics

2

Academics

3

Appraisal

2

Appraisal

1

Kingdoms

2

Kingdoms

3

Lang Languages nguages

2

Lang Language nguage

2

Medicine

1

Craft

2

Reli Religions liigi gion ons on

2

Ench Enchanting chan ch anti an ting

2

Craft

3

Magic

5

Alch Alchemy hem my

3

Elements Elem El emeen em ents

1

Magic

1

Melee Mel lee Combat

2

Dark

1

Ranged Combat Rang ged C omb ba bat

2

Combat Melee Comb mbat mb

2

Skullduggery Skul u lduggery

2

Ranged Combat R Ra ng ged ed C ombat

3

Stealth Stea St e lt lth h

1

Blowguns Blow ow wgu g ns

2

Social

2

Bows Bo

2

Diplomacyy

2

Skulldugge Skullduggery ery

4

Intimidation

1

Deception n

3

Negotiation Negotiatio on

2

Lock Lo Lockpicking ckpi ck picking k

2

Survival

2

Stealth S tealth

3

Riding R iding

1

Social all a

3

Tracking

2

Negotiation N egoti eg gotiat a ion n

1

Survival Surv Su urv rviv ival al

1

Additional dditional Base Skill Points: Additional Advanced Skill Points:

1 0

Possessions: Commoner clothing, dagger, bow, 20 arrows, blowgun, 10 darts, 250 gold

Spells: 1 Dark Spell

108 8

Having served honorably as a member of Ranath’s legendary Flameguard, you still possess the fire wand that served as your badge of office. Maintaining order in the cities has been your privilege and being part of the Flameguard afforded you a fine, well-rounded education.

Flameguard of Ranath

Assassin Attribute ttr t ib i ute Points

FLAMEGUARD OF RANATH

Additional Ad A ditional Base Skill Points:

1 Additional Advanced Skill Ad dditiionall Advan nced d Sk S ill Points: 1 Possessions: Commoner clothing, 275 gold, Wand of the Flameguard Spells: Burn

HEALER

SPY

Being the town healer is a great honor and responsibility. You have tended to the needs of the commonfolk, as well as brought mercy to the soldiers on the battlefield.

Kingdoms pay hefty sums for information on their rivals, but a Spy has loyalty that can’t be bought with gold. You are a master at gaining access to people and places, unlocking their secrets by any means necessary, and reporting this information to the relevant party.

Healer

Spy

Attribute Points

30

Attribute Attr trib tr i ut ib u e Points

30

Academics demics

5

Academics Ac A cad adem adem e iiccs

3

Medicine dicine

5

Kingdoms K Kingdo Ki i do omss

3

Religions gions

4

Languages Langua ua ages gees

2

Craft ft

4

Religions Re eli ligiion onss

2

Alchemy hemy

4

Craft Craft Cr afft

0

Magic gic gi ic

4

Magic Ma agi gicc

0

Light ht

3

Melee Combat

3

Melee Combat le ee C ombat

0

Ranged Ra ang nged ed Combat Combat

0

Ranged nged Combat

0

Skullduggery

5

Skullduggery u ld ul ldug ugg gery

0

Deception Decept ptio ion n

5

Social ial

2

Lockpicking

3

Negotiation oti tia atio on

2

Stealth Stea St ealt ea lth lt h

3

Survival vival

2

Social

4

Foraging aging

2

Intimidation Intimidati ion o

3

Negotation

3

Seduction n

4

Survival

2

Additional Base Skill Po Points: oin nts:

1 Additional Advanced anced Skill Points: 0 Possessions: Commoner’s gold, mmon ner’s cclothing, loth lo thin th ing, in g, 75 g old, 200 gold worth of alchemy materials chemyy materi rial alss Spells: 2 Light Spells, pells, 1 Healing Spell

Additional Addition on nal Base Skill Points:

2 Additional A dditi tion o al al Advanced Adv dvan ance an ced ce d Skill Sk Points: 0 Possessions: clothing, Po oss s ession ns: Commoner’s clothing, Fine cloth 280 0 gold Spells: Sp pel ells llss: 1 Chan Change ngee S Spell, p ll pe ll,, 1 Dark D rk Spell, 1 Elements Da Elem emen ents ts Spell S

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The consistent pounding of hammer on nail reverberated off the chapel’s high ceiling. Each nail driven meant, potentially a few more precious minutes to figure out what to do, a few more moments with a loved one, or a few more mere seconds to offer prayer to Sadreen for help. Muffled only slightly by the wooden barriers being installed over the finely crafted stained glass windows were the moans, grunts, and growls from the hungry undead roaming the village streets, looking for flesh to devour. Inside the safety of the small building the surviving villagers cowered, offering prayers to the goddess Sadreen to protect them and their children from the risen dead that had seemingly sprung up and devoured their quiet town. The strongest of them searched for anything to use as a weapon. They took up candelabras, decorative ornaments, legs from broken chairs. Anything that they could put between themselves and the hellish dead. The clergyman of Sadreen, Father Hal, tried to lead them in prayer, but his voice quivered and shook with dread. Finally, he looked toward the heavens and asked “Goddess Sadreen, is there nothing you will do? Is there no one you will send?” A voice responded, “I will help.” It was calm, small and echoed through the chapel. Father Hal’s face contorted in shock. Had Sadreen answered his call? Was the Goddess repaying all his years of piety and sacrifice with heavenly salvation from this dark curse that befell them? “I can stop them,” the voice called again. Father Hal then realized it was not the voice of his Goddess, but the call of a young girl from the back of the crowd. Alone she stood, filthy and with hair matted to her face by sweat and tears. Her clothing was torn and she could not have been more than fifteen or sixteen years old. Father Hal’s stomach flipped. The overwhelming dread return and he yelled in anger to Sadreen, “Why have you forsaken me, for all I have given for you?” The crowd hushed and the fortification of the chapel halted. The young girl walked to the altar and knelt before it, praying silently. As she did, the crowd noticed a faint light emanating from just beneath her golden red hair, at the base of her skull. It was a mark. The mark of Light. Sadreen had not forsaken them. She had sent them a Legacy bearer. The ones who noticed it cried tears of joy. The others waited with baited breath. Father Hal approached the young girl. He had not seen her attend worship before and only vaguely recognized her. “What is your name, sweetheart?” he asked softly. She broke her reverie and responded, “Valari, Father.” “You can help us?” he asked. “I believe so. Yes.” She responded. Her eyes had a fire in them that was not there moments prior and her frail appearance had dissipated. Though still in the frame of a young woman, there was a strength about her now; a light that would purify this small village. Valari picked up one of the broken chair legs and a makeshift shield fashioned from the wood of a chair back and some rope. A murmur of doubt rippled through the frightened crowd. Could this young woman, this little girl be their savior? She marched toward the barricaded entrance way. Looking to the men who stood by she said, “Close that door behind me and lock it up tight until the break of day.” They nodded with an acceptance filled with disbelief. That disbelief would soon turn to devotion as Valari’s hand and pathetic wooden weapon began to shine. Her body became a source of Sadreen’s light and wings of golden flame sprouted from her shoulder blades. The savior angel of Sadreen nodded and the men pulled the main entrance open. The villagers shrieked in horror as only darkness and the ravenous undead awaited her. With a determined ferocity, Valari charged out, weapon of light in hand . As she raised it high, a purifying sunbeam ripped through the night sky and lit the battlefield for all to see. The undead caught within shriveled and dropped. Others began to fall to her now mighty weapon. The men of the village slammed the doors behind and did as she commanded. They locked them up tight so no one was able to come in or out until morning.

110 0

Chapter Four: Character Creation CHARACTER CREATION OVERVIEW For a player, creating a character is the first step in participating in any Dreamscape: Laruna story. The characters the players create, the way they interact, and the struggles they face are the core components of any story. This chapter will detail how to take your character concept, translate it into components that can be used for the purpose of playing, and show how to record this information on your character sheet. Character Creation is a relatively simple process that can be easily divided into a number of steps. The first time you make a character, you may find it beneficial to read through the entire process and example, and then follow through again step by step while making the character.

What do I do? Each step of character creation will end with a box like this one. That box will contain a checklist that specifies the exact decisions you must make during that step, as well as what information to record.

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PREPARATION: CREATE A CHARACTER CONCEPT

STEP TWO: CHOOSE A BACKGROUND

One of the most important parts of making a character happens before any statistical choices are made or anything is written on a character sheet. Before you begin creating your character, you should start with a character concept. The world of Laruna is a strange and varied place which allows for a multitude of different character concepts. While much of your character concept will fall into place through the choices you make during the character creation process, you should start with an idea of the kind of character you make. Is your character a hero who wants to make the world a better place? A grim and gritty realist who’s in it for themself? Your character should not just be a collection of Attributes and Abilities, but instead a living, breathing person with hopes, dreams, and fears. Starting with a strong character concept is a great way to bring such life to your character.

The provided character backgrounds serve as a template that helps you build your character based on their history before the current story begins. Each background provides an explanation for how their distributed statistics reached their current level, and can serve as a strong starting point when creating a character’s story and personality. Some backgrounds are universal and can be chosen by any type of character, while some of them are race-specific. The statistical information each background provides will be used during steps four, five, seven, and eight of character creation. Backgrounds can be found starting on page 95.

STEP ONE: CHOOSE A RACE In Dreamscape: Laruna, Player Characters can be one of five mortal races who are capable of being Legacy bearers. Each race has their own place within Larunian society and faces life in a different way, so this choice can determine a lot about a character. When you choose a race, you receive all of the benefits of its Inherent Traits, and may choose a single Racial Trait as well. To learn more about the races of Laruna and the traits they have available to them, please refer to the Races section of this book.

What do I do? † Choose from one of five races and record it on your sheet. † Choose a racial trait and record the necessary information on your sheet. † Your choice may alter the attributes and skills you record during steps four and five, so keep note of your Inherent Traits.

112 2

What do I do? † Select a background. † This background will be used throughout the rest of character creation, so keep it handy.

STEP THREE: CHOOSE A LEGACY ARCHETYPE Choosing your character’s Legacy Archetype is one of the most important decisions to be made during character creation. Not only does it provide a great number of their abilities and bonuses, but it also goes a long way to define their place in the world. While every Shadowmancer or Shifter is not the same, the Mark a character is born with can greatly affect how they are seen in society, and the kind of roles their powers make them best suited for. In addition, each Legacy Archetype possesses a Legacy Trait, a strong pull that a Legacy Cearer feels that alters their behavior. During character creation, each Legacy Archetype provides certain bonuses and abilities that will be applied to your character during steps six and seven of character creation. These are referred to as the archetype’s “Starting Benefits,” which can be found at the beginning of each Legacy Archetype listing.

Each Legacy Archetype also provides a choice from 3 Legacy Virtues. Your Legacy Virtue is the defining ability for your character and will not be able to be changed. Study them carefully and choose one, recording it on your character sheet.

What do I do? † Select a Legacy Archetype and record it on your sheet. † Select one Legacy Virtue and record it on your sheet. Your character may only ever have one Legacy Virtue. † Your Legacy Archetype’s “Starting Benefits” will be used during the final steps of character creation.

STEP FOUR: DISTRIBUTE ATTRIBUTES Attributes are a measurement of the inherent qualities of a character. In Dreamscape: Laruna, there are six attributes that can be rated during character creation. There is no upper limit to Attributes, but the average will range anywhere between 0 and 10 without any sort of magical assistance. An attribute rated as one is the bottom of human possibility while an attribute rated at ten would show the absolute peak of human potential. A character’s attributes significantly affect how well they utilize any relevant skills. During character creation, every attribute starts at one, and every attribute point spent increases any chosen attribute by one. • Strength is a measurement of pure physical power and the level of intensity that can be applied to all physical feats. It affects how much a character may carry or lift, and is also factored into melee combat. • Agility measures the flexibility, grace, accuracy, and speed of a character’s physical movements. Agility plays a role in physical forms of expression like dancing and in a character’s Reaction and Evasion scores. • Endurance describes how much activity one’s body and mind can handle. It is used for the creation and regeneration of Stamina for a character, and fighting through pain and exhaustion. • Intellect accounts for one’s capacity for learning, reasoning, and understanding. Intellect plays a vital role in spell casting and the use of knowledge-based skills such as Academics.

• Perception is a measurement of one’s intuitive recognition of their environment and surrounding situations. It is used to generate the Reaction and Evasion scores for a character, and is an important statistic for tracking and ranged weapon use. • Charm is the measurement of a character’s appearance, personal magnetism, and persuasiveness. It plays a heavy role in all social interactions and skill use. In addition to the 6 basic attributes, there are some attributes that are not assigned a number by the player, but are generated either from existing scores or a preset value. These generated attributes cannot be directly increased during character creation using attribute points, but are affected by your attribute selections. The background that was chosen during step two provides a player with a certain amount of Attribute Points, which are used to raise each of the six Attributes on a one for one basis. For example, if a player wishes to raise their Strength from a 1 (the default starting value) to a 7, they would spend six of the Attribute Points given to do so. This process is continued until all of the given Attribute Points have been spent in this way. Once you distribute your allotted Attribute Points, apply any bonuses or penalties due to the Inherent Traits of your chosen Race. Be aware that your Attributes may change during further steps of Character Creation, so you may want to record your choices on a separate piece of paper before recording them on your character sheet.

What do I do? † Distribute the Attribute points given by your background. Increase or decrease them as necessary depending on your racial traits. † These Attributes can still change, so either record them in pencil or record them on a separate piece of paper.

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STEP FIVE: DISTRIBUTE SKILLS There are eight Base Skills that cover the wide range of things a character can do. Each of these Base Skills is rated from zero to twenty, and measure a character’s understanding of the fundamentals of that Base Skill. A zero in a Base Skill shows that a character has absolutely no training, experience, or relevant knowledge towards using that Base Skill. A Base Skill of twenty shows complete understanding of all the basic concepts and applications of that Base Skill. The eight Base Skills are: • Academics: The general level of a character’s education or study. • Craft: A measure a character’s ability to transform raw materials into usable objects. • Magic: Measures how proficient a character is using magic to cast spells. • Melee Combat: Covers fighting with melee and close range natural weapons. • Ranged Combat: Aiming and firing ranged weapons such as bows and crossbows. • Skullduggery: A unique skillset that is focused on traditionally illegal or dishonest skills. • Social: The ability to socialize with others and properly understand social situations. Each Background gives a character a defined number of points in each Base Skill. In addition, some Backgrounds may provided additional Base Skill points, which can be freely used to raise any Base Skill on a one-for-one basis. If you use these additional points to raise the Magic skill from 0 to 1, you may choose 1 spell of any type during step six.

ADVANCED SKILLS Within each Base Skill, there are specific skills that are more detailed, focused, and showcase more developed knowledge or ability. For purposes of gameplay, these are called Advanced Skills. Every Advanced Skill is derived from a Base Skill. Functionally, this means one cannot have any points in an Advanced Skill without first having the same number of points in the corresponding Base Skill. Base Skills are combined with Advanced Skills when attempting to use an Advanced Skill, showing how your knowledge and experience with the basic fundamentals still directly applies to the usage of the

114 4

associated Advanced Skill. Like Base Skills, Advanced Skills are rated from zero to twenty. A zero in an Advanced Skill shows that a character has absolutely no training, experience, or relevant knowledge towards using that Advanced Skill, while having an Advanced Skill of twenty shows total mastery. Each Background gives a character a defined number of points in certain Advanced Skills. In addition, some Backgrounds may provided additional Advanced Skill points, which can be freely used to raise any Advanced Skill on a one-for-one basis. No Advanced Skill can have a value greater than its associated Base Skill. Once your Base Skills and Advanced Skills have been assigned, you can record the chosen or granted values in the appropriate “Skill” box on the character sheet.

What do I do? † Your background sets your skills and base skills at specific values. † Each background also lists “Additional Skill Points.” Use these additional points to increase the skills of your choice on a one-for-one basis. † Record your base and advanced skills on your sheet.

STEP SIX: SPELLS, TECHNIQUES, AND EQUIPMENT Some backgrounds and Legacy Archetypes either grant you (or allow you to choose) specific spells, techniques, abilities, and equipment, which can be recorded directly on your character sheet. Other backgrounds may provide you with a specific amount of gold. You may use this gold to purchase additional items, at the Dreamweaver’s discretion.

What do I do? † Choose any spells, techniques, abilities, or equipment that your Background and Legacy Archetype allows you to choose. † Record your spells, techniques, abilities, and equipment on your sheet.

STEP SEVEN: APPLY LEGACY BENEFITS



Resistance: A character’s Resistances are equal to their Legacy Rank plus any bonuses from magical items. Protection: A character’s Protections are equal to their Legacy Rank plus any bonuses from magical items.

Every Legacy has a group of “Starting Benefits” which can include additional skill bonuses, Attribute points, or spells. The Starting Benefits can be found on the same page as your chosen Legacy Archetype’s Legacy Arc. When applying these bonuses, add any Attributes that are granted by the Starting Benefits to the Attributes you recorded in step Four, and record these values in the appropriate spots on the character sheet. Then record any Skill Bonuses in the “Legacy Bonus” section of the appropriate skill. These bonuses allow your character to exceed their racial limits for attributes, and their advanced skill limits for skills.

Once you have created and recorded your Generated Attributes, you can continue filling out your character sheet by completing the skill section, and recording any equipment and spells in the appropriate places throughout the character sheet. The process of filling out your character sheet is displayed in full in the following character creation example.

What do I do?

What do I do?

† Apply any Attribute bonuses your Starting Benefits gives you directly to your character’s Attributes. † Any Skill bonuses from your Starting Benefits should be filled in the “Legacy Bonus” box next to the appropriate skill on your character sheet.



† Follow the formulas to create your generated attributes. † Remember that your Legacy Starting Benefits may affect these numbers.

STEP EIGHT: FINISHING TOUCHES

STEP NINE: LEGACY ARC

Once your Attributes and Skills have been chosen and recorded on your character sheet, you can use those values to determine your Generated Attributes and finish your character sheet. Some Legacy Archetypes may increase these values, so it is a good idea to reference your Starting Benefits while determining and recording your Generated Attributes.

The Legacy Arc is an important part of every character’s advancement. At character creation, you should fill in the provided Legacy Arc spaces with the appropriate choices that each node along the arc provides you. (You can learn more about the Legacy Arc and how it works on page 335.) Every Legacy Cearer starts the game at Legacy Rank 1, meaning they select one of the options granted to them by their first node and apply that bonus to the appropriate statistic on their character sheet.

• • • • • •

Health: All Legacy bearers start with 200 Health. Stamina: A character’s Stamina value is 50 plus their Endurance score times 5. Mana: A character’s Mana value is 50 plus their Intellect score times 5. Energy: All characters start with an Energy value of zero. Reaction: A character’s Reaction is generated by adding their Agility and Perception. Evasion: A character’s Evasion is generated by adding their Agility and Perception.

What do I do?

† Choose a bonus from the first node of your Legacy Arc and apply it to your character.

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CHARACTER CREATION EXAMPLE Stephanie is starting a new Dreamscape: Laruna story and must make a character. She has a character sheet, a pencil, a piece of scrap paper, and is following along with the character creation steps previously listed. Stephanie knows that in this story she wants to play Lydia, a human wanderer who has little use for society. She hasn’t decided on an actual backstory, but instead decides to go through the character creation process to help fill those details in. Stephanie proceeds with the first step of choosing a race. She already knows she wants to play a human. Humans do not receive any specific statistical advantages in their Inherent Trait, so she goes about selecting a Racial Trait. Looking through the available blessings, she sees two that pique her interest: Blessing of Nomai and Forsaken. Blessing of Nomai would definitely fit her character concept and offers an interesting benefit and ability. Thinking back to her character concept, Stephanie decides that being Forsaken and not having taken a Rite of Fealty exemplifies the fact that Lydia feels she doesn’t fit in well with others. Stephanie settles on Forsaken, writes the trait on her sheet, and makes a note that when it comes time to record the information, Lydia has an additional +15 Protection and +15 Armor. Stephanie must now decide on a background. None of the human-specific backgrounds fit her concept, so she decides to go with the universal background of Hunted. Not only does this background give her the very useful Survival skill, but it also helps flesh out her character concept. Lydia is a woman constantly on the run from the law, so consumed by the idea of her past catching up to her that she has no home and no religion. Stephanie now knows what Attribute and Skill choices she can make, but first must choose her Legacy Archetype, since many of her Attribute and Skill choices should be made in conjunction with knowing what abilities her Legacy Archetype will provide her. When selecting her Legacy Archetype, Stephanie decides to build further upon her concept and play as an Earthwarden. With each step, she is further defining Lydia not only by what she can do but the things in her life that have shaped her character and world-view up to the start of the story. She records her Legacy Trait (Outrage) on her sheet and picks her Virtue, Tree of Life, filling out the

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appropriate section of her sheet. Now that the core elements of her character are decided, Stephanie begins to use her Background to build Lydia’s statistics, starting with her Attributes. The Hunted Background gives Stephanie 32 Attribute points to spend. Since Lydia spends a lot of time walking the land, Stephanie decides that her Strength, Agility, and Endurance should all be above average. Stephanie spends 6 points raising Lydia’s Strength to a 7, 7 points raising her Agility to a 8, and 7 points raising her Endurance to a 8. Stephanie then decides to split her remaining Attribute Points equally across Intellect, Perception, and Charm, spending her remaining 12 points to raise each of these statistics to a 5. Since some of these Attributes may change later due to her Legacy Archetype, she notes these Attributes on a separate piece of paper rather than directly on her sheet. When selecting her spells, Stephanie realizes that the Hunted background does not provide her with any Magic skill points, which Stephanie feels Lydia should have. She spends her 1 Base Skill point in Magic, and 1 of her Advanced Skill points in Calling. Since she increased her magic from 0 to 1, she also gets to choose a spell. She chooses Entangle, a convenient spell to know for a woman who is on the run. She decides to build upon her existing Advanced Skills with her remaining 2 points, increasing her Tracking from a 4 to a 5, and her Foraging from a 2 to a 3. Stephanie records each skill selection in the appropriate “Skill” Box. She then looks through the Skills chapter and records the appropriate Attributes that Lydia will most commonly use with her chosen skills. Stephanie must now select any additional benefits that her background or Legacy gives her. The Earthwarden Starting Benefits grant Lydia the Ancient Guardian Legacy Ability and 1 Calling Spell of Stephanie’s choice, who chooses Adaptation. She also receives +2 Perception, +1 Charm, and +1 Endurance, as well at 15 mana. Stephanie adds these bonuses to the Attributes she noted earlier, and uses these final numbers to fill in the Attributes section of her sheet. Lydia also receives a +2 Calling Magic Advanced Skill, which she fills into the appropriate spot on the sheet. Stephanie is now ready to add the finishing touches and finish filling out her sheet.

Stephanie has raised her attributes using the Attribute Points granted to her from her chosen background. These Attributes may increase later based on her Legacy Starting Benefits and her Legacy Arc choices.

Stephanie’s Survival skill has been set by her background. Stephanie spent two of her additional advanced skill points to increase her Foraging and Tracking by 1 each.

She fills in her Health as 200 (the default starting value for a Legacy Cearer) and her Stamina as 95 (50+ her Endurance x 5). Her Energy starts at 0, and her Reaction and Evasion scores are 15 (Agility + Perception). Her mana value is 50 plus her Intellect score times 5 (75), plus an additional 15 from her Legacy Starting Benefits, making her total mana 95. Stephanie then recalls that her Racial Trait gives her +15 to Protection (All), and +15 to Armor (All), which she records on her sheet. Stephanie now completes filling out her sheet by adding up the appropriate skill values and bonuses. When filling out an Advanced Skill, she places the number in the Base Skill “Skill” box into the associated Advanced Skill’s “bonus” box, showing the benefit she receives from that base skill. Stephanie now decides what benefit she wants to gain from the first node on her Legacy Arc. To make the process of advancing on her Legacy Arc easier, she records all of the available choices on their appropriate nodes.

Stephanie feels comfortable with the amount of combat skills Lydia has, but still wants to make her a bit better at spellcasting. Stephanie chooses the +2 Calling option. This increases the Legacy Bonus for Calling Magic a +4. Now that the finishing touches are complete, Stephanie is ready to experience the tales of Lydia, the Hunted Human Earthwarden!

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Warren peered through a fog so thick that the oil lamps perched on the side of the muddy road were nearly snuffed out. It was moments after a hard summer rain and the air was heavy, humid, and difficult to breathe. He was begrudgingly following the lead of his childhood buddy, Tosh, to an old decrepit building and a promise of ferocious bare knuckled fisticuffs. “Come on, Warren. We’ll miss the fights if we move at your pace,” Tosh yelled. “I’m coming. My boots are overflowing with gods know what. Where in the hells are you leading me?” Tosh sighed audibly, “Stop whining. We’re almost there.” Finally they came upon it. A small wreck of a place that had smoke and the muted sounds of a hardy group having more fun than most likely permitted spilling from the boarded up windows. Tosh lead Warren down a set of slippery, moss covered stairs to a heavy oak door. Tosh knocked three times and the door cracked open with a shrieking groan. A stale air escaped. All Warren could make out was a lone beady eye peeking out into the night. He wasn’t expecting the voice that followed. “The words?” it asked in a deep, throaty tone. “The Mesmulot fries in Sol,” Tosh answered emphatically. The door closed. Warren stared hard at his friend, “Good going you dolt, now we’ll never get in. I walked for miles in the downpour for nothing. I knew I shouldn’t have—” The door creaked open once again, this time wide enough to let them in. It was dark inside, but the sounds were no longer dampened. Tosh bolted in but Warren nearly fell over at the sight of the doorman. He wasn’t a fat, wine filled drunkard like Warren imagined, but a massive dragon-like man, with hard scaled skin and a maw that could easily bite a mere human in two. The Garaith reached out and steadied Warren. His fingers were long, with sharp black claws at their tips, “Easy there, kid.” Warren nodded in thanks, still recovering from the shock. The doorman pointed into the darkness toward the sound. Warren blindly moved forward, almost tripping on the Garaith’s powerful tail, but successfully made his way past the black curtain and into the main area of the pub. Dozens of patrons from all across Laruna were gathered here to drink, party, gamble, fight and gods know what else. He spotted Tosh at the bar, already flirting with a woman old enough to be his mother. Other than Tosh and the woman, the bar was populated by those too repulsive or filled with self loathing to find a companion with which to share a table. The alcohol flowed freely and was poured with precision by a tall man with golden hair and massive wings. Tosh, excited to see his friend, slung his arm over Warren’s shoulder, “Hey Warren, this is Viera. Viera said she will get us some drinks and show us around. Isn’t that nice of her?” “Sure is,” Warren stated nervously. Warren had never seen a woman quite like her. She made him nervous. Not that the whole place didn’t make him nervous, but her skin was pale, almost gray in pallor and her eyes were dark enough to be mistaken for black and her long hair matched. She flashed him a wicked smile and he quickly turned away from her. Over the crowd, he saw what they came for. The pit. The fights were on and Warren weaved his way through the crowd for a better look. Two combatants were slugging it out. A bearded man, thick as a tree trunk and a muscular dark skinned man were beating each other to a pulp. The crowd roared as the fight came to a close with the bearded one planted face down in the dirt, with a broken nose and mashed in face. Between fights, Warren looked around him. There was money changing hands, drinks being downed, girls, shady deals in the corners, just as Tosh told him there would be. What he couldn’t believe was the type of people. He’d never ventured out of Winard, so when Tosh told him of this place in the capital city of Hodramekus, he drummed up a story to his parents about a camping trip with Tosh and they set out on the road to the big city. Warren, deciding to make the most of the night, grabbed a drink off the nearest barmaid’s platter, took a swig and instantly coughed it up. It burned, making his eyes water and face twist. A short fellow seemingly made of rock let out a laugh at Warren’s reaction. Warren couldn’t help but join in, eventually laughing so hard that tears came to eyes. He was finally free.

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Chapter Five: Attributes & Skills ATTRIBUTES Every creature has certain qualities that make them what they are. While some of these qualities are unique to individuals, some of them are universally held. Attributes are the innate qualities that are possessed by everyone or everything in some form or another. Since everyone showcases these innate qualities in different amounts, Attributes are given a rating (which ranges from zero to ten for normal humans) while in reality many attributes cannot actually be measured using numbers, these ratings are used as a source of comparison between characters, with a rating of 5 being baseline for an average human. While you may not be able to quantify how many alchemical formulae or location of leylines a character with an Intellect of 6 knows, you can know that he’s slightly smarter than an average human, significantly smarter than someone with an Intellect of three, and

less intelligent than someone with an Intellect of nine. An Attribute rated as zero is usually a special case that shows that a character completely lacks a measurable ability to use that Attribute—a character who is completely physically paralyzed would have an Agility of zero, while someone in a coma would have a functional Intellect of zero. Attribute ratings are used in Dreamscape: Laruna in two ways. First, to measure someone’s capacity with that Attribute when performing a task that requires no specific skill or training. For example, you need to know how good a character’s Endurance is if they are asked to do as many pushups as possible in a minute. Secondly, Attributes are used in conjunction with skills to determine how good someone is at performing a specific action. Nothing a creature does is strictly a matter of study, training, or practice. The ability to throw a swift kick or achieve a peace deal doesn’t rely solely on your knowledge of brawling or negotiation, but also your level of Agility or Charm.

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LIFTING

There are six basic Attributes that all characters and creatures in Dreamscape: Laruna share.

STRENGTH Strength is a measurement of a creature’s ability to exert force using their body. How much a character can lift and carry, their physical muscle size, and how much damage they do when hitting someone are all determined by their Strength. Strength can be used on its own when attempting actions like moving something heavy or breaking down a door. Strength most commonly affects Melee Combat skills, but can be used whenever the application of bodily force is relevant. Having a high Strength allows a character to better use certain weapons and make their physical blows more punishing. The average human (having a Strength of 5) can lift about 45 kg over his head, while a person with a 10 Strength could lift about 250 kg. Strength 5: Average Human, Mesmulot Strength 8: Average Garaith Strength 16: Manticore Strength 25: Legendary Lightbringer, Giant Kreesh, Dragons

A common function of Strength is being able to lift or carry objects of varied weight. Lifting an object is typically an untested action that is dependent purely on a characters’ Strength rating. The following is a guideline to help determine what a specific Strength rating enables a character to lift overhead. Strength Can Lift 1 10 Kg 2 15 Kg 3 20 Kg 4 30 Kg 5 45 Kg 6 60 Kg 7 80 Kg 8 108 Kg 9 144 Kg 10 180 Kg +40 Kg per point of Strength over 10

Attributes Over 10 In Laruna, there are many creatures whose attributes can naturally go beyond the human limit of 10. All of the playable races add their Inherent Trait modifier to this limit. In addition, Legacy Cearers are enhanced with god-magic, capable of turning them into the stuff of legend. You will find many choices along the Legacy Arc offer an increase to a particular attribute. These increases allow a player to have an Attribute well beyond human limits and exemplify the idea of being infused with Legacy. A high ranking Lightbringer who has focused on Strength may have a natural Strength score close to 20. The normal populace will be quick to recognize such an individual walking amongst them as a wondrous and capable being, able to lift twice that of the strongest human with minimal effort. This helps to display the rarity and power of such an individual, and should not be lost when telling a story. Finally, magical spells and effects may increase attributes beyond their limits as well, and so most mortals will be quick to blame “magic” for an occurrence that seems impossible in their mind.

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AGILITY Agility measures quickness, hand-eye coordination and flexibility. How capable a creature is at manipulating their body and how quickly they can move are both aspects of Agility. Agility can be used without a skill to rush past a closing door, squeeze yourself into a tight hiding spot, or quickly snatch up a fleeing cat. Skills where the quickness or flexibility of the user is important—being able to punch a moving target or quick-drawing a bow would all be tested with Agility. Agility is also an important component of Reaction and Evasion, which measure how quickly a person can react to outside forces. Agility 5: Average Human Agility 6: Average Mesmulot Agility 15: Griffin Agility 25: Legendary Sora’Somin, Air Elementals, Mystical Fliers

ENDURANCE Endurance measures the ability to remain active over a period of time either mentally or physically. How much activity a creature can maintain before giving in to fatigue and how long they can concentrate on a specific exhausting task are all limited by Endurance. When running or swimming long distances, keeping yourself awake, or regaining your composure after a long burst of intense activity, Endurance can be used unskilled. Sometimes the ability to not tire out is the most important factor when using a skill. Drilling on a target dummy or spending long hours crafting an item before your deadline would cause Endurance to be used for an Ability Test (AT). Endurance is also used to determine Stamina. While Endurance is a general measurement of a creature’s resistance against fatigue, Stamina acts as their “gas tank,” more directly measuring exactly how long it takes for them to become completely exhausted. Exhaustion can cause a multitude of effects, from being so tired you are unable to think, unintentionally fading off to sleep, or even passing out.

Endurance 5: Average Human Endurance 12: Werebeast Endurance 15: Drake Endurance 25: Legendary Stormborn

INTELLECT A measure of how smart a creature is, Intellect accounts for a creature’s capacity for logical thought, memory, and abstract thinking. Being able to think on your feet, solve problems and puzzles, and easily understand new information are all a part of a character’s Intellect . Intellect is sometimes tested without a skill when trying to remember basic pieces of trivia or information, or coming to a generically logical conclusion about a situation using the information that is given. When how much a person knows about a subject is the dominating factor in success or failure, Intellect is the attribute mostly commonly used with a skill. Being able to recall the laws of a specific kingdom, being able to diagnose a sickness or casting a spell would all involve using Intellect. Intellect 2: Werebeast Intellect 5: Average Human Intellect 6: Average Descendant Intellect 10: Celestial Guardian Intelligence 25: Legendary Sorcerers

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PERCEPTION Perception cep ption n iiss thee ab abil ability ilityy to ident identify ntif iy o outside uts tsid idee hroug ugh h un u deers rsta tand ndi ding, g, o stimulus, either mentally th through understanding, orr in the literal teral al fform o m of sig or sight. ight h . The The ab ability bilit ityy to p pick ick u up p es b o h explic ot cit a nd ssubtle ubtl ub t e is mea asu ure r d on visual cues both explicit and measured through a person’ person’s ’s P Perception. ercept er ptio ion. n Per Perception erception ca can an bee tested on n it its ow own n to tell thee di diff difference fferren ence ce b between etween et n ttwo wo wo otic ot i e a person’s person pe n’s body bod dy language, lang la ngu uage, or line up uag p items, notice and fire a sho shot. hott. S Skills kiill l s wh where her eree either not noticing oticiing detail details ills wing gm ovem ov emen nt, ssuch uch as uc a sho hoot otin ng a b ow orr or following movement, shooting bow searching g a ro room om ffor or clues clues, s, m most ost o often ften en usee P Perception. erce cept ptio io on. Perception cepti tion on n iiss al als also so ccombined ombine om ned d wi w with ith t A Agility giili g l tyy tto o determine ne a pe person’s ers r on o ’ss Reaction Rea eaction and and Evasion, Evvassio ion, n which whi hiich h measure h how ow qu quic quickly ickl klyy a pe p person rson can rea react eact ct to outsid outside de forces. While Ag Agil Agility ilit ityy accoun accounts nts ffor or the p physical hysi sica call sp spee speed ed of movement men entt wh when en n rreacting, eact cttin ing, g, Per Perception rce cept ptio on al a allows lows the lo he he person to o ac actually ctu tual alllyy d determine etermiine what th tthey ey are re rreacting eacttin eact ing ng to and thee mos most ostt ap app appropriate propri riat ate resp response. pon onse. Perception 5:: A Average Human cep pti tio on 5 verrage ve gee H uman um Perception cep pti t on 9 9:: W Werebeast erebeeas ast Perception cep e ti tion o 1 on 12: 2: S Shade hade ha de Lord Perception cepti t on n2 25: 5 L 5: Legendary egenda eg dary Gatek Gatekeepers kee eepe pers

CH HARM ARM M Physical sic ical al a attractiveness, t ractiveness, tt s, iindividual n ivid nd idua u l ch char charisma, a isma ma, th the he sound of a ccharacter’s voice, and their haracterr’s voi oice, a nd d tth heirr innate ssocial ocia oc i l ia prowess ar measured byy Ch Charm. Trying quickly are all meas sured urred b harm. m. T ryin ry ing g to t qu uickly ck klyy talk someone eone eo ne out out o off so som something mething g or jjust ust m making akin ng a g good oo od first impression res e sion on wou would uld d makee us use se off u unskilled nskilled C Charm. ha arm. rm m. When using ing ng a Skill w where h re relatin he relating ing in information nfo orm rmatio on tto o another pe trying accomplish something person orr tr tryi ying ng g to o ac acco omp mpli lish sh som omet e hi hing ng g in a social al se ssetting, ttiing, C tt Charm harrm ha rm w would ould do often f en b ft bee the mo m most stt appropriate ate te A Attribute ttrib ibutte to t a apply pp ply l to o sk skill kil illl u use. se. e Charm rm 5: 5 Avera Average rage ge H Human uma an Charm Average Mesmulot rm 6: Ave verrage M esmulot esmu Charm rm 15: C Celestial eles el e ti tial al G Guardian uard ua rdian Charm rm 25:: L Legendary e en eg nda aryy M Megalindir egal eg alin indi diir

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SKILLS

KINGDOMS

Skills are learned abilities that allow a character to do or know something. They can be learned in various ways, whether studied, trained, taught, or practiced. Skills are rated from one to twenty, and are broken down into two types: Base Skills and Advanced Skills. Base Skills cover a broad spectrum of the elements of being able to perform a skill. Advanced Skills are specific areas of knowledge or ability that extend directly from Base Skills. Base Skills have two functions. First and foremost, they act as a requirement (or base) for an Advanced Skill. A character cannot have more points in any Advanced Skill than they have in their Base Skill—you cannot know more about the specifics of a skill than you do about its basics. Secondly, your level of ability in a Base Skill is applied when using an Advanced Skill. Your training in Melee Combat is not suddenly lost, forgotten, or inapplicable when using or learning to use a Longsword. Below are the eight Base Skills along with some sample Advanced Skills. Each skill also lists commonly available CAP Adjustments, sample Difficulty levels of using that skill, and some examples of how that skill may be used in Dreamscape: Laruna.

A measurement of how much a character knows about the lands of Laruna. This skill shows how familiar a character is with things such as a kingdom’s borders, its allies and enemies, and their laws. The amount of knowledge a character has of Kingdoms can grant a bonus to other ATs that rely on that knowledge. Skills like Tracking, Foraging, or Mining could receive a bonus from knowing where exactly natural resources are likely to be within a certain Kingdom’s border. Skills like Languages, Trade, and Social can also gain bonuses if knowledge of a Kingdom would improve such efforts.

ACADEMICS Academics covers any topic, general or specific, that is primarily taught and learned through direct schooling or study. When used as a Base Skill, Academics accounts for basic level of knowledge in common areas of study—the user’s native language, mathematics, history, and the basics of political and philosophical thought. Academics can be used as an Instant Action to remember a piece of information that a Larunian could learn throughout their education. Of course, the education one may receive on the war–fields of Darco’Garaith could vary wildly from one in the libraries of Epilesis. Academics can also be used as a basic measurement of how much study or education a character has.

Sample Bonuses Based on Ability Score Kingdoms 1–10: +1 Bonus Kingdoms 11–20: +2 Bonus Kingdoms 21–30: +4 Bonus Kingdoms 31–40: +6 Bonus Kingdoms 41–50: +8 Bonus

LANGUAGES Languages is used to learn, comprehend, speak, or decipher any language other than your native tongue. The Languages skill uses Intellect. To learn a language, characters must study the language by whatever means available to them. Studying a language is an Enduring action, with each AT accounting for one day of study. As you invest more CAP with your Enduring Action, you become more familiar with the language you are studying. Base Success Difficulties to Learn a Language 1–10: A teacher proficient in the desired language and your common tongue is instructing you. 11–20: Your teacher is proficient in the desired language, but not your common tongue. 21–30: You’re lacking an instructor but are constantly surrounded by those who speak the desired language. 31–40: You are attempting to learn the desired language from a manuscript or writings 41– 50: You have scraps of text from an ancient manuscript or scroll with a dialect no longer used by the denizens of Laruna.

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RELIGIONS

Sample Difficulty Modifiers –5 Commonly spoken language +5 Rarely used languages +15 Ancient languages Sample CAP Costs 50 CAP: Can understand the language when it is spoken. 100 CAP: Can read the language that is being studied. 150 CAP: Can hold conversations and write basic concepts using the language. 200 CAP: You are now fluent in the chosen language.

DECIPHERING AN ANCIENT TEXT Characters in Laruna may come across ancient texts or maps written in an old or forgotten language. The Languages advanced skill gives the player the ability to slowly decipher its meaning or directions. Sample Base Success Difficulties 1–10: An out of date piece based on an earlier version of the common languages. 11–20:: A centuries old manuscript written in the tongue of a non–mortal race such as Fae. 21–30:: A dusty tome written in the tongue of an extinct creature. 31–40:: A map written millennia ago in magical runes leading to a secret treasure. 41–50:: An ancient text written in a forgotten language that no longer exists in Laruna. Success indicates the user is able to decipher a portion of the text or a step forward on a map. Sample CAP Adjustments (5c) Strength Adjustment: An additional page is deciphered or an additional step on a map is revealed.

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A measurement of a character’s knowledge pertaining to Laruna’s deities, religious symbols, worship customs and rituals, and locations of places of worship. The amount of knowledge a character has of Religions can grant a bonus to other ATs that rely on that knowledge, such as certain Social ATs. Religions can also be used to identify symbols or temples that belong to certain religions. Sample Bonuses Based on Ability Score Religions o +1 Bonus Religions 11–20: +2 Bonus Religions 21–30:: +4 Bonus Religions 31–40:: +6 Bonus Religions 41–50: + 8 Bonus Sample Base Success Difficulties 1–10: Common symbolism used in a major religion. 11–20: Finer points of major religions or basic information of smaller religions or sects. 21–30: Esoteric secrets of a major religion or in depth knowledge of smaller religions or sects. 31–40: Specialized information that would only be known through specialized study. 41–50: Ancient or forgotten knowledge from rarer religions.

APPRAISAL The Appraisal skill quantifies your knowledge of the value of items or stock, their origin, their maker, and the demand for such items in the various kingdoms. The Appraisal skill uses Intellect. A successful AT can grant varying levels of detail about the item or stock. Sample CAP adjustments include identifying a rare or highly valued item without the use of reference material. An Appraisal AT is considered an instant action. A player failing an Appraisal AT may not make an attempt on that item again for 24 hours. Base Difficulty is determined by the obscurity level of an item.

Sample Base Success Difficulties 1–10: Identifying the value of a common item. 11–20: Identifying the value of an uncommon item.

21–30: Identifying the value of a rare item. 31–40: Identifying the value of an exceptional item.

41–50: Identifying the value of a unique item. Sample Difficulty Modifiers Item is magical in nature: +10 Sample CAP Adjustments (2c) Strength Adjustment: You know the item’s general location of origin, such as its kingdom. (5c) Strength Adjustment: You are familiar with the demand for this item in various kingdoms, and gain a +5 bonus to your Negotiation AT for the purposes of haggling over this item. (6c) Strength Adjustment: You know the item’s specific location of origin, such as its city. (10c) Strength Adjustment: You recognize the item’s maker(whether an individual or a guild.)

INVESTIGATION Investigation is the act of a character actively gathering and piecing together clues to solve a mystery of some kind. The Investigation skill utilizes Perception and is a Persistent enduring action, with each AT accounting for one hour of sleuthing. These ATs represent the character searching a scene and possibly questioning witnesses or people in the know. As you spend more CAP, you become more familiar with the puzzle, clues, and possible solutions.

Sample Base Success Difficulties 1–10: The crime or puzzle is fresh and bystanders are readily available to contribute information 11–20: The crime or puzzle is fresh but no bystanders are available for questioning 21–30: Significant time has passed but the environment allows for multiple clues to still be found 31–40: The scene of the event has been tampered with, destroyed, or wiped away. Clues may be gathered from bystanders who may or may not recall the event 41–50: The trail has gone cold. There is no one who remembers the event and no clues are readily evident Sample CAP Adjustments (5c) Strength Adjustment: A lead on a bystander is discovered (10c) Strength Adjustment: 1 Additional significant clue is discovered Investigation Example: A human body was pulled from the shore of Lake Hathis by a fisherman and his son. Once reported to Trade Master Byron of Lakeview, he has his retainers hire Jak Castleton, a mercenary, to investigate. Since there is no evident trail to follow and most clues would have been washed away by the lake waters, the Dreamweaver sets the Investigation difficulty at 45. Castleton has an Academics skill of 15 and an Investigation skill of 15, a Perception of 8 and a magic item that provides a +5 bonus to Perception when searching for details normally hidden from the naked eye, giving him a total of 43. With the corpse laid out before him, Castleton makes an Investigation AT. With an extraordinarily lucky roll, his over/under is +9, giving him an ATR of 52. He achieves Base Success and accrues 7 CAP. The Dreamweaver reveals one significant clue: the victim’s neck is broken and there are slight bruises around his throat. Castleton decides to spend his additional CAP to find clues about any potential witnesses or bystanders. The Dreamweaver reveals that the victim was carrying a love letter from a woman who resides in Lakeview. Castleton can now follow up on the lead and continue his investigation.

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MEDICINE The science of diagnosing and treating wounds can be used in Laruna to tend to injured allies determine the origin of poisons and diseases, or care for the wounded. The use of the Medicine Advanced Skill is used in conjunction with the Intellect Attribute.

DIAGNOSING A POISON OR DISEASE A player may make a Medicine AT as an instant action to determine the origin of a poison or disease. Learning the origin grants a +5 bonus when making a foraging AT for ingredients to cure this poison or casting a cure disease spell to purge a disease. Knowledge of this diagnosis may be passed on to an ally who will then receive this bonus.

LONG TERM CARE A player may make an instant Medicine AT when caring for a resting individual attempting to recover Health. This AT may be made once per day, and the result determines how much additional Health the subject restores from one day of rest. A player must have at least 1 point of Medicine Skill to do this. Base Success allows the individual to restore 1 additional Health during this period. The base difficulty for this use of medicine ranges from 1 to 10. Sample Difficulty Modifiers Non-mortal race humanoid: +10 A creature or animal:+20 An extra–planar being: +40

Sample Base Success Difficulties

Sample CAP Adjustments

1–10: Diagnosing Poison or Disease (2) or lower

(5c) Strength Adjustment: +1 Health restored from the day of rest.

11–20: Diagnosing Poison or Disease (4) or lower 21–30: Diagnosing Poison or Disease (6) or lower 31–40: Diagnosing Poison or Disease (8) or lower 41–50: Diagnosing Poison or Disease (10) or lower

Sample CAP Adjustments (4c) Strength Adjustment: +1 to foraging or cure disease AT.

TENDING A WOUND A player may make a Medicine AT as an instant action to stop the bleeding of a wound. The difficulty of a Medicine Base Success is set by the severity of the wound.

CRAFTING Crafting is a skill that allows a player to create items. In Dreamscape: Laruna, Legacy Cearers learn to use Makora resources that are gathered from Nexi to create magical items, potions, and enchantments. Crafting has Advanced Crafting Skills based on the type of material and kind of objects being made. Full rules on Crafting can be found in the Crafting section, starting on page 337. • •

Sample Base Success Difficulties 1–10: Stopping a Bleed (2) or lower 11–20: Stopping a Bleed (4) or lower 21–30: Stopping a Bleed (6) or lower 31–40: Stopping a Bleed (8) or lower 41–50: Stopping a Bleed (10) or lower

• • • •

Sample Difficulty Modifiers Non-mortal race humanoid:+10 A creature or animal:+20 An extra–planar being: +40

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Alchemy: Uses herbs and rare materials to create potions with magical effects. Enchanting: Imbuing existing items with magical effects. Jewelcrafting: Creating magical gems and jewelry using Makora gems. Leatherworking: Creating magical armors using Makora leather. Metalsmithing: Creating magical weapons and armors using Makora metals. Woodworking: Creating magical weapons and items using Makora woods.

MAGIC



Magic is a skill that measures a character’s magical knowledge and their ability to cast spells. Full rules on spellcasting can be found in the Magic Rules Section, found on page 332. A list of spells can be found starting on page 312. •









Calling: The magical ability to summon creatures, warp minds, or sway nature to their will. Change: The magical ability to shape-shift, influence the tides of battle, or bend time and space. Elements: Magical mastery over the elements of the world, allowing a character to use their properties to create magical effects. Light: The magical ability to heal the wounded, protect the weak, or pull upon the strings of the cosmos. Dark: Necromantic powers and command of the shadows fall under the Dark Magic Advanced Skill.

MELEE COMBAT Melee Combat covers the ability to fight at close range both while unarmed and with melee weapons. Melee Combat has Advanced Skills based on the type of weapon being used. Some Melee Combat Advanced Skills can also be modified by adding the ability to dual–wield those weapons. Full rules on combat can be found in the Combat Rules section, starting on page 322 and in the Equipment section, starting on page 362. • • • • • • •

Brawling: Hand-to-hand unarmed fighting. One-Handed Impact (1HI): Wielding weapons such as maces or clubs. One-Handed Slashing (1HS): Wielding weapons such as battleaxes or scimitars. One-Handed Piercing (1HP): Wielding weapons such as daggers or rapiers. Two-Handed Impact (2HI): Wielding weapons such as mauls or staves. Two-Handed Slashing (2HS): Wielding weapons such as claymores or battleaxes. Two-Handed Piercing (2HP): Wielding weapons such as spears or estocs.

Specialty Weapons (SW): Unusual weapons such as Thorned Whips, Doublebladed glaives, or the Natural Weapons of a Garaith. Each Specialty Weapon is taken as its own Advanced Skill.

RANGED COMBAT Ranged Combat covers the ability to fight at long ranges with weapons such as bows, crossbows, and slings. Ranged Combat has Advanced Skills based on the type of weapon being used. Full rules on combat can be found in the Combat Rules section, found on page 330, and in the Equipment section, found on page 364. • • • •

Bows: Wielding weapons such as short bows or long bows. Crossbows: Wielding weapons such as light or heavy crossbows Slings: Wielding weapons such as slings or staff slings. Thrown Weapons: The art of throwing various weapons such as daggers or axes.

SKULLDUGGERY The Skullduggery Base Skill covers skills specific to the art of trickery. Skullduggery is most often used in urban settings and is used to cheat, steal, and sneak. While not all uses of Skullduggery are illegal, they are inherently deceptive and so may lead to moral or legal issues in certain contexts. More often than not, Skullduggery will be used with Agility, but sometimes Charm is more appropriate. Some examples of how the Survival Base Skill can be expanded with Advanced Skills are: Deception, Lockpicking, Pickpocketing, and Stealth.

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DECEPTION

LOCKPICKING

More than telling a simple lie, Deception is used to convince a target of something that is unequivocally false, such as disguising your identity or involving someone in a scam. Deception attempts must be upheld for longer periods of time, making them Persistent or Enduring actions. Deception primarily uses Charm for its ATs. Sample CAP Adjustments are altering your voice to be more convincing or extending a scam.

Lockpicking is used to open a lock without the use of the proper key. Picking a lock requires a set of lock picking tools, and is a Persistent Action requiring at least two minutes of work . Picking a lock requires a Lockpicking AT using Agility. Picking a lock can cause it to be scratched or the inner workings to be damaged, leaving behind evidence of the lockpick or rendering the lock unusable. Possible CAP Adjustments include increasing the speed of the lock pick and reducing potential damage on the lock.

Sample Base Success Difficulties 1–10: Using a generic disguise to hide your identity from a stranger 11–20: Conning someone out of a few coins with a simple bar trick 21–30: Disguising your identity among people who already know your true identity 31–40: Disguising yourself as a well–known person 41–50: Swindling a guild into diverting their resources into a fake project The target of Deception’s Perception is added to this Difficulty.

DISGUISE When attempting to disguise your identity, you must make a Deception AT the first time you interact with someone you are trying to deceive. The difficulty of this AT is as listed above and includes the target’s Perception and any relevant difficulty modifiers. This Deception check must be made once per day you re–establish the disguise, with the difficulty going up by +2 each time the disguise is used. Sample CAP Adjustments (6c) Strength Adjustment: You goad your target into doubling–down on their investment in your gamble. (10c) Duration Adjustment: Your deception goes unexamined for an additional day before anyone involved may attempt to see through it.

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Sample Base Success Difficulties 1–10: A simple lock 11–20: A standard lock 21–30: A quality lock 31–40: A complex lock 41–50: A mastercraft lock Sample Difficulty Modifiers Well crafted, specialized lockpicking tools: +5 Using makeshift tools such as bent nails or wires: +10 Sample CAP Adjustments (5c)Speed Duration: Reduces the amount of time spent by 30 seconds (10c)Strength Adjustment: You pick the lock with extra finesse, ensuring that no functional or visible damage is left on the lock itself. (15c)Speed Duration: You are able to rake the lock in one motion and open it instantaneously

PICKPOCKETING The ability to remove a small object from another’s person without them noticing. The most common goal of pickpocketing is to steal a coin purse or a particularly valuable item, but any item that can be held in one hand can be pickpocketed. Pickpocketing ATs will almost always be made using Agility. Pickpocketing must be done quickly to be successful and is an Instant Action. Possible CAP Adjustments are replacing a stolen object with another or hiding a pickpocketing attempt particularly well.

Sample Base Success Difficulties 1–10: A freely visible and free–hanging object worn outside of clothing 11–20: An object that can be easily palmed hidden underneath outerwear 21–30: An object that has an obvious weight to it or is close to the target’s skin 31–40: An small object that must be searched for 41–50: Extremely small object well hidden within interior clothing The target of Pickpocket’s Perception is added to this Difficulty. Pickpocketing involves not having any sort of prolonged interaction with the target. This can involve techniques such as brushing past someone unnoticed, or snatching an item from behind. If a Pickpocket AT fails by a number larger than the target’s Perception, the target is aware of the attempt. For example, if the difficulty of stealing an object is 27 (20 for the base difficulty, 7 for the target’s Perception) and the Pickpocketing ATR is 20, the target will become aware of the Pickpocket attempt. Even successful Pickpocketing attempts leave the target aware that an object is missing a phase after the item has been stolen. This time can be extended with a Duration Adjustment, as listed below.

Possible CAP Adjustments are: being able to hold a hidden position for longer, specifically blending into your environment, and misdirecting the attention of someone searching for you.

HIDING Stealth is used when a character wishes to obscure themselves from view. Stealth can only be used for this purpose if the character is not being actively observed at the time. When attempting to hide, a Stealth AT is made against a Difficulty set by the conditions of the location. Hiding in a particularly precarious spot may require Endurance ATs or Stamina expenditure to maintain the hiding spot.

Sample Base Success Difficulties 1–10: Hiding in a dark room filled with obstructions 11–20: Hiding behind an obstruction such as a large tree 21–30: Hiding in a well traveled or well lit area 31–40: Hiding when little cover or shadows are available 41–50: Hiding from a search party in an empty field during the day

Sample CAP Adjustments

Sample Difficulty Modifiers

(5c) Duration Adjustment: The target is unaware that an object is missing for an additional phase (10c) Strength Adjustment: You can steal an additional object in the same attempt (15c) Strength Adjustment: Replace the stolen object with another one of the same weight, making someone unable to notice the pickpocketing until they can see the replaced object

You are able to hide in or under large objects, such as in a chest or a trench: -5 You are hidden in a spot that is easily publicly accessible : +5 Someone has been actively searching for you and is aware you are in a specific area: +10

STEALTH Stealth is the art of remaining unseen. This Advanced Skill covers both hiding from view and silently stalking a target. Stealth ATs are made with the Agility attribute, and are Instant actions.

HIDING IN PLAIN SIGHT In a social situation, a character may use Stealth to blend in with the crowd to avoid detection. Doing this requires a large group of people to be present. Blending in a with a crowd in this way is functionally the same as finding a hiding spot, but the difficulty can be modified by the number of people available to hide among.

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REMAINING HIDDEN

INTIMIDATION

This covers the ability to prevent yourself from making any noises, and knowing when to stand completely still and when to subtly move to maximize your cover. Whenever a character uses Tracking or an Unskilled Perception Test to find you and you are hiding in an open space, you must make a Defensive AT using Stealth to prevent them from being able to do so.

Sometimes force is necessary, but sometimes the threat of force is enough. Intimidation is used when trying to frighten or bully another character into behaving a certain way. Intimidating someone is usually an instant action, but prolonged bouts of subtle intimidation throughout a conversation could call for a persistent action. Intimidation ATs mostly use Charm, but Strength may be a better option if literal physical threats are being employed. Possible CAP Adjustments are convincing someone not to tell anyone about your social interaction, being able to extract additional information during an interrogation,or causing someone to remain afraid of you for an extended period of time. The difficulty of an Intimidation Base Success is set by the Defensive AT of the target. The target’s Defensive AT can be made with an appropriate Social skill or with their Charm.

SHADOWING A PERSON When attempting to follow someone without being noticed, a Stealth AT is made against the target’s Tracking or Perception Defensive AT. Base Success allows you to maintain a safe distance from your target for one phase without being detected. An AT must be made each phase to continue shadowing the target. Sample CAP Adjustments (5c) Duration Adjustment: One additional phase without needing an AT. May be purchased more than once.

SOCIAL The Social Base Skill is used when trying to learn information or influence the opinion of others through conversation. Holding a normal conversation will not require a Social AT, but one may be required in situations where the wrong act or word could change the way someone will act. Knowledge of the Social Base Skill can be expanded with the Advanced Skills Intimidation, Leadership, Negotiation, Performance, and Seduction. Social base skill ATs may be better served than advanced skills when a specific style of social interaction may have an unintended effect, such as trying to intimidate a professional soldier in a bar. Possible CAP Adjustments are learning new information about people, ensuring someone remembers your name, and making a good first impression.

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Sample Base Success Difficulties 1–10: Bullying someone who is obviously weaker. 11–20: Intimidating someone on equal social footing. 21–30: Intimidating someone with empty threats, or someone who has no obvious cause to fear you. 31–40: Extracting important information from an enemy soldier. 41–50: Projecting incredible strength that moves others to follow your explicit commands. Sample CAP Adjustments (5c) Duration Adjustment: The target of your Intimidation remains wary of you and eager to please for an additional hour (8c) Range Adjustment: An additional person who can see and hear your intimidation is affected the same way as your original target (15c) Strength Adjustment: Your Intimidation is so convincing that your target will volunteer up additional information or assistance, such as offering you any coins they may have on them, or telling you a juicy secret in hopes of pleasing you

INTERROGATION Intimidation can be used to interrogate enemies or pull information from others. If your target has reason to lie to you, a Base Success may get them to give you information, but an additional CAP Adjustment costing anywhere from 5–10 CAP may be required to ensure they are being truthful. Strength Adjustments costing 3-6 CAP can also be purchased to pull an additional piece of information out of the interrogation target.

INTIMIDATION IN BATTLE As an IFT action, a character may make an Intimidation AT against an enemy’s appropriate Social Defensive AT. A base success will cause an enemy to suffer a–1 penalty to Defensive ATs against you for one phase. 5 CAP Duration Adjustments can be used to make this penalty last additional phases, and 8–10 CAP Strength Adjustments can increase the penalty by an additional -1. A 15–20 CAP Strength Adjustment can cause an enemy to retreat when appropriate.

LEADERSHIP Providing others with guidance, coordinating the efforts of a group of people, and inspiring others to achieve and exceed their potential are all aspects of Leadership. A great leader knows when to push and when to praise and is a vital part of any team. Leadership greatly depends on a character’s Charm, but Intelligence may be necessary when formulating plans or knowing what exactly will inspire a person. Most Leadership ATs will be Persistent Actions, but in cases where but an inspirational moment is needed, an Instant Action will suffice. Possible CAP Adjustments are granting someone a large morale bonus to their own ATs, coming up with a clever plan in a short period of time, and making sure a battle formation stays intact. Sample Base Success Difficulties 1–10: Provide guidance or direction to someone who is already following you 11–20: Create and execute a plan with willing subordinates 21–30: Bring former enemies together under a unified banner for a higher cause 31–40: Coordinating a wide–scale battle plan

involving many subordinates 41–50: Giving a rousing speech to your people that alters the direction of your kingdom Sample CAP Adjustments (3c) Duration Adjustment: The coordinated efforts of your followers last an additional 3 phases. (5c) Speed Duration: You are able to quickly shout out your orders, allowing the benefits of your Leadership to take effect immediately. (15c) Strength Adjustment: You boost the morale of your followers, granting them a temporary +1 RES (Fear).

PREEMPTIVE PLANNING Creating a plan of action will vary in difficulty depending on the amount of factors that are known going into a situation and the number of people who have to follow the plan to ensure its execution. Base success when planning will give everyone involved a +3 to Reaction, and a +2 to any relevant ATs as long as the plan is properly followed. If the plan falls apart, these bonuses can change to penalties as your followers scramble to adjust to a new situation. 5 CAP Strength Adjustments can increase these bonuses by 1 each, or reduce the potential penalties. 10 CAP Duration Adjustments can make followers remember complicated plans for a longer period of time without having to keep any information recorded.

COORDINATING EFFORTS Whenever 3 or more people are attempting to perform the same action, one member can make an instant Leadership AT to coordinate their efforts. Successful coordination will grant everyone involved an AT bonus that can be strengthened by CAP. In addition, members of a coordinated effort can choose to give their CAP to another member in lieu of taking a Base Success on a 2–for–1 basis. Example: Charlotte, Kuru, and Landria must work together to create a barrier against a river’s rapidly rising tide. They are all making Survival ATs to push fallen logs, twigs, and rocks together to stop the rising water. Landria decides to coordinate the effort, and make a Leadership AT against a difficulty of 15– time is of the essence and the driving rain makes it hard to collaborate.

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She succeeds and earns 3 CAP, which she spends to give everyone a +2 to their Survival ATs. Charlotte is a city girl through and through and is having difficulty generating enough CAP to work quickly enough to move the debris, so she instead decides to grant the CAP she DOES generate to Kuru. Charlotte makes her Survival AT and gains 4 CAP, which is just short of the 6 CAP necessary to increase the amount of stones she can carry. Charlotte decides to instead gather together as many twigs and rocks as she can and then pass them off to Kuru. This is represented by Charlotte giving her 6 CAP to Kuru, which is reduced to 3 CAP. This additional 3 CAP pushes Kuru over the edge to drop a giant pile of debris in exactly the right spot. The crisis has been averted through Kuru and Charlotte’s coordinated efforts and Landria’s Leadership capabilities.

NEGOTIATION No matter who tells the tale, no telling of the Great War passes without mention of The Summit. Warriors and pacifists alike point to The Summit as a prime example of the power of Negotiation. The usage of Negotiation can be as simple as two people coming to a satisfactory business arrangement, to kingdoms creating diplomatic pacts. Charm is most often used in Negotiation, but sometimes Intellect plays a more important role. Most serious negotiations are Enduring Actions, but Persistent and Instant Negotiations between two sidess ccan any marketplace. Possible CAP an be b seen att a ny m ark ar ketpl ke tplla tp acee. Po Possib blee C AP Adjustments Adju Ad just stm ment n s ar a aree ga gaining ainin in n ng ad additional dditi dittiion di onal al cconcession once on ceesssio i n ffrom rom om m a ne nego negotiation g ti go t at atio i n pa p partner, rtneer,

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having to give up less leverage to achieve a goal, and haggling the price of an item. The difficulty of a Negotiation Base Success is set by the Defensive AT of the target. The target’s Defensive AT should be made with Negotiation, but other Social skills may also be appropriate.

DIPLOMACY Negotiation can be used to form diplomatic agreements between two sides of a conflict, whether those sides are feuding street gangs splitting up turf or kingdoms establishing trade routes. When engaging in Diplomacy, each side should make a list of demands, with each item on the list having a CAP value of anywhere from 1o0 CAP, depending on the value of that item. Both sides then engage in Enduring Negotiation ATs, with each AT representing anywhere from one hour to one day of negotiations. The difficulty of these ATs is set by the opposing side’s Negotiation Defensive AT. Each side “invests” their CAP into the items on their demands list, achieving that demand once they’ve invested the full CAP value of that demand. Either side can gain more CAP by “giving in” to a demand, freely granting the opposing side enough CAP to fulfill a demand. This also grants the side that “gave in” half the CAP they granted to their opponent, to be invested in any way they see fit. This process continues until either a stipulated period of time ends or both sides are happy with the agreement. a ag greem em men ent. tt..

Example: Representatives from Faewood are meeting with a member of the Queen of Moolsheel’s court to update their diplomatic ties. Faewood would like to increase the amount of hides they receive from Moolsheel and to expand the borders of their town so they can bring on more tailors to refine the hides for shipment to Sol. The most important part of this Negotiation for Faewood is the ability to expand their borders, but since the domain of the Moolsheel is loathe to change, this demand is given a 50 CAP value. Faewood can still support its expansion without the additional hides, giving this demand a 20 CAP value. Moolsheel has seen a recent uptick in prosperity, so they are pretty amiable to extending their trade agreement with Faewood. Their biggest point of contention is that the roads leading into the forest have become damaged with use, making the restoration of the trade route a 20 CAP demand. When both sides meet, it is agreed that 6 Enduring Negotiation ATs will be made. Over the course of these ATs, Faewood gains 45 CAP which they invest towards expanding their borders. Moolsheel gains 10 CAP, which they invest towards the road cleanup. Finally, Faewood “gives in” to Moolsheel’s road cleanup demand, giving Moolsheel the 10 CAP needed to complete the demand, and giving Faewood 5 CAP to put towards their expansion demand. At the end of the negotiation, Faewood walks away able to expand their borders, but needing to include road repair in their new responsibilities. While Faewood will slightly expand their borders, Moolsheel has guaranteed that the forest entry will continue to be vibrant and healthy. A successful diplomatic Negotiation all around!

HAGGLING Negotiation can be used to buy or sell wares at a higher or lower price, with the difficulty being set by the seller/buyer’s Negotiation Defensive AT. A Base success will increase or reduce the price by 5 percent, with each 3 CAP Strength Adjustment increasing or reducing it by another 5, to a maximum of a 15 percent difference.

PERFORMANCE

The amount of time taken to perform relies heavily on the nature of the performance. Giving a rousing battle cry can be an instant action, while a complicated juggling act may be a persistent action with each phase accounting for 5 minutes of performance. Performance ATs mostly use Charm, but certain kinds of performance such as dance may use Agility or Strength. Possible CAP Adjustments are making a performance especially memorable, being able to dance for longer periods of time without getting winded, and including a unique personal signature in a performance. Sample Base Success Difficulties 1–10: A simple song or speech performed in front of a small audience 11–20: A coordinated performance with another person, or a complicated solo effort 21–30: An advanced performance piece in front of a sizable audience 31–40: A highly specialized performance only possible by a well practiced professional 41–50: Performing a highly technical or coordinated piece for a large audience or an audience of great important Sample CAP Adjustments (5c) Strength Adjustment: Your performance is inspirational, giving everyone who listens a +1 bonus to their first AT in the next 24 hours that requires high morale or inspiration (8c) Strength Adjustment: Your audience is so appreciative of your work that they volunteer to pay for the experience. You earn 10% more for a paid performance, and earn 100b worth of tips for any performance where tipping would be acceptable (10c) Strength Adjustment: Your performance was so good that 10% of your audience have become fans of your work. They will endeavor to see you perform whenever possible, and you receive a +10 to all Social ATs when interacting with them

Whether through dance, song, or oration, Performance is used to inform or entertain an audience. Performance can be as simple as telling a great joke or as grand as being a key player in the Highland Opera Company.

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SEDUCTION The prized skill of Mesmulot and other social hunters, Seduction is the art of introducing desire into the hearts of others and getting them to act upon it. Seduction can generate many of the same effects as Intimidation, Leadership, or Negotiation, but the results are usually much more intense. Seduction does have its limits, however, as every person may have their own inclinations that the seducer is ill– equipped to fulfill. Of course, it is said that there are some Mesmulot who can get anyone to try anything at least once. Seduction can be the Instant Action of a well placed look or the Persistent Action of working someone throughout a night. Seduction is a product of Charm, although there is much to be said for a particularly Agile Seduction AT. Possible CAP Adjustments can make a Seduction attempt seem meaningless to onlookers, reading body language, and convincing someone to break a vow for the sake of their desires. Base Success difficulties are set by the target’s appropriate Social AT. Sample CAP Adjustments (5c) Strength Adjustment: Your target ignores the pain of being fed upon and allows you to drain 10 more Health damage worth of blood before trying to pull themselves away. (8c) Strength Adjustment: In the warm glow of your pillow talk, the local mayor lets slip that virtually none of the guards actually watch the Western Gate as long as they have liquor to drink. (20c) Strength Adjustment: The target of your Seduction becomes obsessed with you. Any additional Seduction ATs made against them are against a difficulty of zero, and they will do everything they can to see you at least once a day, up to and including following your distinct orders.

SURVIVAL The Survival Base Skill is primarily used when performing outdoor activities that require measured interaction with the land or its creatures. Persevering through hostile terrain, judging the success of spending the night in a forest, or the ability to identify

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plant, animal, and landscape patterns are all part of the Survival skill. Some examples of how the Survival Base Skill can be expanded with Advanced Skills are: Climbing, Foraging, Mining, Riding Swimming, and Tracking.

CLIMBING The Climbing skill is used when attempting to scale difficult surfaces, such as a rock face or an unsteady rope. Whenever a player finds themself in such a precarious position with a chance of falling, a Climbing AT can be made. When making the AT, STR would be the standard Attribute used in conjunction with this skill. Particularly hazardous or windy conditions may allow for AGI to be used instead. A Climbing AT may be an instant or persistent action. Sample Base Success Difficulties 1–10: Climbing a standard rope in normal conditions 11–20: Traversing a steep incline around 45 degrees or a rope in high winds 21–30: Scaling a slippery surface such as a damp rope or slick slope 31–40: Making a mostly vertical climb with some natural handholds 41–50: Making a completely vertical climb with almost no handholds available Sample Difficulty Modifiers Using climbing gear: -5 Attached to climbing chain: -5 Carrying excess weight: +5 Carrying another person: +15

LOSING YOUR GRIP Should a player be knocked about while scaling a surface, an instant Climbing AT should be made vs the damage taken to determine if the character loses their grip and falls.

TRAVERSING AN AREA In the case where a player is slowly traversing an obstacle, Climbing may be rolled as a persistent AT, where accumulating a total amount of CAP will mean reaching the other side safely. The amount of CAP

needed should be based upon the total distance of the climb, roughly 1 CAP for every meter needed. For persistent ATs, failing a difficulty check by more than 5 causes the character to slide down or backwards 1m for every point past 5. Failing a difficulty check by more than 10 causes the character to completely lose their grip and plummet.

FORAGING Foraging is used when specifically searching for plants, roots or other natural materials. While finding enough twigs to start a campfire in a forest would not normally require an AT, searching for specific herbs to cure a poisoned ally might. Foraging ATs are considered a persistent action that takes place over the course of at least one hour. The player may make an AT each hour until they decide to stop. When making an AT, PER would be the standard Attribute used in conjunction with this skill. The Dreamweaver may deem INT more appropriate, however, in a case where the resource is located in a very specific location that would require intimate knowledge of its growth and would not easily be seen, even with high Perception. Sample Base Success Difficulties 1–10: Finding a common herb worth up to 2 sp, or ingredients to cure a weak poison (2) 11–20: Locating ingredients to cure a minor poison (4) 21–30: Harvesting a plank of Makora wood, locating a rare flower, or ingredients to cure a moderate poison (6) 31–40: Harvesting exceptional quality wood worth up to 10gp, or ingredients to cure a strong poison (8) 41–50: Locating a very rare material, or ingredients to cure a deadly poison (10) Sample Difficulty Modifiers Lush mystical Forest: -10 Abundant natural forest: -5 Dry terrain: +10 Inhospitable terrain: +20

Sample CAP Adjustments (2c) Duration Adjustment: Time spent in search of materials is reduced by 10 minutes. A Foraging AT cannot be reduced below a 10 minute duration in this way. (10c) Strength Adjustment: You harvest double the quantity. Keep in mind that the difficulty determined by the Dreamweaver should take into account the specific terrain. Makora wood is non–existent without the presence of a nearby Nexus, and finding nourishing herbs in a desert would prove to be near impossible. When using herbs to cure a poison, the forager must locate ingredients of the appropriate strength—it’s all or nothing. It is not possible to cure part of a poison by using weaker, easy to find herbs. Storing herbs for future use should be limited, as they quickly lose their potency once picked.

MINING Mining is used when attempting to acquire precious stones and metals from the earth. A player may make a Mining AT when attempting to extract a specific metal or gem from a pre-existing mine. Mining ATs are persistent actions that take place over the course of at least one hour. The player may make an AT each hour until they decide to stop. When making an AT, Strength would be the standard Attribute used in conjunction with this skill. The Dreamweaver may deem Intellect more appropriate, however, in a case where the resource is located in a very specific point that would require intimate knowledge of its formation. Failing a Mining AT still provides one unit of materials, however the value will be reduced by 50%. Failing to harvest Makora destroys the material.

Accessing a Mine It is up to the Dreamweaver to decide how often a player may mine and how abundant a particular deposit will be. Under normal circumstances, a player may not simply walk into a kingdom’s gold mine or dig site and begin mining away without causing a large disturbance or alerting a significant amount of guards.

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Sample Base Success Difficulties 1–10: Extracting a unit of common material 11–20: Extracting a unit of uncommon material 21–30: Extracting a unit of rare material 31–40: Extracting a unit exceptional quality material 41–50: Extracting a unit of pristine material Sample Difficulty Modifiers Makora: +10 Sample CAP Adjustments (2c) Duration Adjustment: Time spent extracting materials is reduced by 10 minutes. A Mining AT cannot be reduced below a 10 minute duration in this way. (5c) Strength Adjustment: You extract an additional unit.

PROSPECTING Locating new sources of materials may be accomplished via the Mining Advanced Skill. Discovering new deposits is difficult and can be a world changing event should a new abundant gold or diamond mine be discovered within a kingdom. Making an AT to prospect an area is an Enduring action that may be done once a day, taking 1 hour to complete. Deposits may be found in various terrain throughout Laruna, with the most common locales being hills, mountain ranges, and underground cavern systems. A total of 100 CAP must be accrued for this enduring action in order for the player to discover a worthy deposit. The difficulty of a Prospecting Base Success is set by the amount of deposits already discovered in the area. Sample Base Success Difficulties 0–10: An unexplored or completely untapped area.

Sample Difficulty Modifiers Per known tiny deposit in area: +5 Per known small deposit in area: +10 Per known medium deposit in area: +15 Per known large deposit in area: +20 Per known motherlode in area: +50

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Once a player has accumulated 100 CAP, they must roll two chance tests. The first chance test determines the type of deposit discovered: 1–20%: Nothing Found. 21–49%: A deposit of common metal, stone, or gems worth up to 2sp per unit. 50–79%: A deposit of uncommon metal, stone, or gems worth up to 5sp per unit. 80–89%: A deposit of rare metal, stone, or gems worth up to 1gp per unit. 90–95%: A deposit of exceptional metal, stone, or gems worth up to 10gp per unit. 96–100%: A quantity of pristine metal, stone, or gems worth up to 100gp per unit. The second chance test determines the total value of the deposit: 1–25%: A tiny deposit worth a total of 100gp 26–60%: A small deposit worth 1,000gp 61–89%: A medium deposit worth 10,000gp 90–98%: A large deposit worth 100,000gp 98–100%: A motherlode worth 1,000,000gp

MAKORA METAL Makora metal is only available in deposits located near a Nexus, and quantities should be very limited. A small nexus spawning near a mine or deposit may only allow extraction of 1–3 ingots of the metal, at the Dreamweaver’s discretion. More is explained in the Creatures, Kreesh and Corruption supplement.

Example Materials Common: Tin, Onyx, Sandstone - Worth 2sp per bert/unit/slab Uncommon: Iron, Quartz, Limestone- Worth 5sp per bert/unit/slab Rare: Copper, Sapphire, Granite - Worth 1g per bert/unit/slab Exceptional: Silver, Ruby, Marble - Worth 10gp per bert/unit/slab Pristine: Gold, Diamond, Jade - Worth 100gp per bert/unit/slab

RIDING

GALLOP

All aspects of maintaining position on a mount or traveling and exerting influence on a steed are handled by the Riding Advanced Skill. A player uses this skill when attempting to perform special feats on their steed, or when attempting to drive an animal to go further or faster than normal. Riding may be an instant or persistent action. Riding a horse at a walking or trotting pace does not require a Riding AT. The rules for Mounted Combat can be found in the Combat Rules section of the book, starting on page 330.

A gallop is the fastest speed that a horse can travel. Galloping is very stressful on a horse and can only be maintained for two hours. A Gallop Base Success allows a horse to maintain a Gallop for one hour, which costs the horse 45 Stamina and allows them to move at 45 km an hour. Sample CAP Adjustments (4c) Strength Adjustment: Increase the speed of the horse by 1 km an hour, up to 48 km. (9c) Cost Adjustment: Reduces the Stamina cost of Galloping by 5 Stamina.

Sample Base Success Difficulties 1–10: Riding on a road or flat, easy terrain 11–20: Riding through hilly terrain or roads in poor conditions 21–30: Riding through rough terrain such as forests or steep hills 31–40: Riding through dense terrain such as deep forests or jungles 41–50: Riding through complicated terrain and bad conditions such as mountains or deep snow A Riding AT can be made to maximize your horse’s performance when travel time is important. A Riding AT is made against a difficulty set by the terrain being traveled. Horses can travel at two different speeds beyond a standard walk or trot: a canter and a gallop.

CANTER Cantering is the fastest of a horse’s natural gaits before they break into a full run, or gallop. A Canter base success allows a horse to maintain a Canter for one hour, which costs the horse 25 Stamina and allows them to move at 16 km per hour. A standard horse trained as a mount has 100 Stamina.

SKINNING Skinning is used when attempting to remove fur or hide from an animal. A player may make a Skinning AT when attempting to preserve the hide of an animal for sale or use in crafting. Skinning ATs are considered a persistent action that takes place over the course of at least one hour. When making an AT, INT would be the standard Attribute used in conjunction with this skill. Values of hides are listed in the equipment chapter. The difficulty of a Skinning Base Success is set by the size of the creature. Sample Base Success Difficulties 0-10: Small 11-20: Medium 21-30: Large 31-40: Huge 41-50: Giant Difficulty is modified by the toughness of the creatures hide: Sample Difficulty Modifiers

Sample CAP Adjustments (3c) Strength Adjustment: Increase the speed of the horse by 1 km an hour, up to 27 km. (8c) Cost Adjustment: Reduces the Stamina cost of Cantering by 5 Stamina.

ARM 0-5: -5 ARM 6-10: 0 ARM 11-20: +5 ARM 21-30: +10 ARM 31-40: +20 ARM 41+: +30 Corrupted: +10

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The amount of hide produced from skinning a creature is also determined by its size.* Small: 1 length of hide Medium: 2 lengths of hide Large: 4 lengths of hide Huge: 8 lengths of hide Giant: 16 lengths of hide *Corrupted creatures or Kreesh produce Makora hide. Sample CAP Adjustments (2c) Duration Adjustment: Time spent skinning is reduced by 10 minutes. A Skinning AT cannot be reduced below a 10 minute duration in this way.

SWIMMING Like the Climbing Base Skill, Swimming is used to traverse hazardous terrain, only underwater. Whenever a player finds themself in such a precarious position with a chance of drowning or being swept away by a current, a Swimming AT can be made. When making the AT, STR is the standard Attribute modifier used. A Swimming AT may be an instant or persistent action. Sample Base Success Difficulties 1–10: Swimming through still waters 11–20: Swimming through choppy waters against a light current 21–30: Swimming through rough waters against a moderate current 31–40: Swimming through swirling waters against a heavy current 41–50: Swimming through a whirlpool against extreme current

In the case where a player is slowly traversing through water, Swimming may be rolled as a persistent AT, where accumulating a total amount of CAP will mean reaching the destination safely. The amount of CAP needed should be based upon the total distance of the swim, roughly 1 CAP for every meter needed. For persistent ATs, failing a difficulty check by more than 5 causes the character to be thrust backward by the current 1m for every point past 5. Failing a difficulty check by more than 10 causes the character to completely lose their bearing and become subject to the mercy of the current. Sample Difficulty Modifiers Swimming with current: +10 Carrying excess weight: +5 Carrying another person: +15

TRACKING Tracking is the art and science of following a creature through varied terrain using clues left behind by its movement. A player may use this advanced skill when attempting to follow a creature in a natural environment, when attempting to cover their own tracks, or when searching for hidden creatures. When making a Tracking AT, PER is the standard Attribute modifier used. Tracking is a persistent action. Sample Base Success Difficulties

or or or or

BEING STRUCK UNDERWATER Should a player be required to avoid an obstacle or strike while submerged in water, an instant Swimming AT is made in lieu of an Evasion AT. The result of this AT is then halved, rounded up, and compared to the aggressors AT to determine if the character is struck.

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SWIMMING OVER DISTANCES

1–10: Tracking over soft ground such as mud or snow where deep tracks will be made 11–20: Tracking through dense terrain such as jungle or forests where many signs will be left 21–30: Tracking through flat terrain such as dry grasslands or plains where footprints will be limited 31–40: Tracking over terrain that leaves very few signs such as through a running stream or desolate mountains 41–50: Tracking over terrain that leaves almost no signs of passing such as bare rock, or too many signs such as a heavy populated roadway

Sample Difficulty Modifiers Tiny Creature: +10 Small Creature: +5 Medium Creature:0 Large Creature:–5 Huge Creature:–15 Giant Creature:–25 Colossal Creature:–60 Per 24 hours passed since creature was in area: +5

Raining: +10 Recent snowfall after tracks have been made: +20

Following The Trail Every point of CAP accrued from a successful Tracking AT allows the player to follow a creature’s trail for up to 1Km per CAP, after which another AT should be made based on the newest trail conditions. An AT failed by 5 points or less means the trail has been lost. The player must spend 1 hour attempting to find the trail again before making another AT attempt. Failing an AT by 10 or more means the player picks up the wrong trail and heads away from the intended target.

Obscuring Your Tracks When a player wishes to avoid being tracked , they may make a Tracking AT to do so. This represents using their specific knowledge of Tracking to deter an opponent by creating confusing signs for the tracker. The result of this AT is halved, rounded up, and then added to the difficulty of being tracked. A player must have at least 1 point in Tracking to do this.

Searching For Hidden Creatures There are times when a player may believe there is a hidden creature in the immediate area. The player may spend one phase to search, making a contested Tracking vs Stealth AT, success meaning the hidden creature’s position is revealed. Failure means the hidden creature remains undiscovered.

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“Commander! Commander Aalock!” the retainer called as he sprinted up the hillside. The boy no more than fifteen years of age came bearing ill news. “What is it, Jeref ?” Out of breath and panting the boy replied, “The Garaith sir. Elrath’zir is with them.” Aalock’s eyes widened and a pit formed in his stomach. In all his years he hoped to the gods that he would never have to face a Legacy bearer, but the time had finally come. After a moment of utter despair, he clenched his teeth and straightened his back. “Colin?” Aalock called out. Another of his retainers, this one a young man came rushing forward. “Colin, prepare my horse.” He hurried off. Aalock added a command, “And find my son.” “Where is that damned boy?” he muttered. Down on the battlefield, Aalock’s warriors began to fall in droves to the magics of the Garaith Legacy bearer Elrath’zir. Their swords, spears, and arrows were nothing to him. In his right hand, a gnarled wooden staff fitted with what seemed to be a still living eyeball. The massive organ darted around, peering hard at Elrath’zir’s victims. His left hand shimmered and pulse with violent energy. Around him, mythical beasts, imps, demon spawn and other atrocities from inconceivable planes of existence performed his bidding and annihilating Commander Aalock’s warriors. Commander Aalock drew his mighty longsword and rode out onto the battlefield. Scores of Garaith and human alike lay dead or dying around him as he made for the heart of the battle. Finally, he spotted the Garaith Legacy bearer, but it was already too late. Elrath’zir made a final hand motion and in an instant, a fiery red portal opened behind him. All on the field halted and turned to look. A massive roar came from beyond the portal. It shook Aalock’s innards and his eyes watered. He was thrown from his mount as it reared in terror. Finally, a massive clawed hand reached through the portal and grasped the edge to pull itself through. The horror that emerged was unimaginable. It was some dragon/demon hybrid creature covered in horns and bony spikes with flaky, burnt, scales that snorted with earth shaking resonance. It unleashed a fiery breath that incinerated Garaith and human alike. Aalock brought up his shield in defense, but quickly felt the metal bubbling up and melting away. With a weakened voice he tried to call for a full retreat, but he could no longer hear the sound of his own voice as it was snuffed out by the sheer power of Elrath’zir’s demon slave. Despite the silence of Aalock’s command, all of his brave warriors who fought that day turned to run. They were being mercilessly cut down by the Garaith and the demon beast alike. Commander Aalock lay in defeat with blood dripping from his ears and mouth, his very insides pulverized by the overwhelming volume of the creature. Finally, a massive Garaith warrior stood above him, readying his axe to grant him passage to the gods. Aalock looked to the skies. Night had finally come. No, not night. Shadow. Before he could react, the Garaith above was split in twain by a inky black weapon. Aalock stared in surprise. He looked around. All across the battlefield, the shadows of his enemies came alive and tore at those who cast them. The demon spawn too was locked in battle with its own shade and in what seemed like an instant, the battle was won. The summoned beast and the Garaith all slain by their own shadows. Aalock sat in stunned silence until a hand smacked the shoulder of his soot covered armor; a hand bearing the mark of a bearer. Aalock looked up, and through tear blurred vision saw the visage of his son Soran giving him a crooked smirk before moving to dispatch Elrath’zir. The wizard was slowly choking to death on his own blood, his own victorious shadow and Soran standing above him. Through spurts of crimson fluid, Elrath’zir spat curses at the Shadowmancer. Soran silently placed the tip of his sword on the wizards breast and slowly drove it between his rib bones and into his heart. The day was won.

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Chapter Six: Legacy When Alshara first created the Arga’sheel, he sought out every source of magic he could find. Making the god-tongue real required more mystic power than any single mortal possessed, including Alshara himself. To craft the physical manifestation, he needed power from proper sources that would sync with five components that together create Arga’sheel. Each of these components represent a specific type of divine power, with its own means of influence. Since he could not channel the power needed to make the Arga’sheel outright, Alshara and his cult stole magic from multiple sources and bound it to the appropriate components of the Arga’sheel. In this way, Alshara took the 5 components Change, Elements, Calling, Light and Dark, and filled them one by one with appropriate power. He was then able to complete an equally inconceivable task and bind them together into the single entity, if only for a moment. Now, having long been broken apart by Forenon the Betrayer, whenever Legacy surfaces in the land of Laruna it arrives as one of the 5 components. Each component lends its characteristics and abilities to those who possess it, and for the Legacy Cearers,

this means inheriting some of the power (or even memories) of the heroes whose magic was stolen to create the Legacy in the first place.

LIGHT The light of creation is the heart of the Light Legacy. The power to heal, restore and protect, this piece of the Arga’sheel is said to be what makes the stars burn so brightly and its power can be used to restore life or cleanse the world with starfire.

DARK It is said there is darkness in the absence of the Elder God, and this darkness has a malevolence. The Dark legacy is power over corruption, death and the shadows. Those who once commanded this magic were known by many names most of which reviled by their peers. Necromancers who commanded the dead, assassins who traveled through shadow, each was a force of fear in their time before lending their magic to the Dark legacy.

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CALLING The unknown is a vast concept and the power to pierce or command it is a significant one. From beyond the known world, summoners have brought forth mighty creatures, while gatekeepers bend the laws of time and space to alter Laruna’s history. Together their power fueled the Calling Legacy, a power to beckon or command the intangible.

CHANGE The magic of transformation manifests in various practices and traditions. Alchemists would seek to change lead to gold while shapeshifters transformed their bodies into a myriad of weapons. Often believed to be the most consistent and unassailable of the five legacies, change is ever present in all things.

ELEMENTS Once believed to be the building blocks of the cosmos, the elements of fire, water, air and earth are each a primal force of creation. Mastery over these elements has long been sought by many. Sorcerers seek such dominance for power, while Sora’somin took devoted their skill to harnessing them as weapons.

THE MARK A mortal born with Legacy will bear a very distinct mark somewhere upon their body. This mark is obviously magical in nature and always the same for a given Legacy. For this reason, it is nearly impossible for a child to be born with Legacy and not have such a thing be known to those present for the birth. The mark itself can appear on any part of the body, sometimes leading to them being easily concealed, even after maturity.

SECRECY Being a Legacy Cearer can mean a life in the public eye. Those with the power to change the world often do, and their names are not easily forgotten. Different Legacies suffer from varied stigmas depending on the region the bearer is born in and the beliefs of the natives.

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Many parents find a need to hide their child’s mark from prying eyes because of this. This of course is made much easier if the mark is in a commonly covered area of the body, but having the mark on a location such as the face can make this all the more difficult. Magic and illusions can be used as temporary solutions but sadly this often relies on the parents trusting a stranger with their secret.

BEING MARKED Though being born a Legacy Cearer means different things to different people, some of the experiences they endure are constant. Besides their mark, there are no obvious differences between an ordinary mortal and a Legacy Cearer. They can, and often do, live relatively normal lives in accordance with how their society handles their inheritance. The divergence from this normal life takes place when they first come in contact with other Legacy. For some it is meeting another Legacy Cearer like them self, for others it is coming in contact with corrupted creatures or a nexus. Regardless of the circumstance, from the moment a bearer witnesses Legacy outside of their own, they become fully aware of the fact that Legacy yearns to rejoin with other Legacy. What was once part of the Arga’sheel forever desires to become united again, thus all who possess Legacy understand why corrupted and Kreesh are endlessly hungry. Having been the Arga’sheel’s intended destination, mortal bodies can better sustain and repress this urge, preventing them from becoming ravenous monsters in their own right. For most bearers, their Legacy subtly aches when in the presence of Legacy outside their own. This sensation gives the bearer an intuitive understanding that external Legacy could be absorbed if only it could be free of whatever possesses it. This realization is a formative development in most bearers lives. Depending on their age at the time it occurs, their upbringing, and their personal viewpoints, learning that the greatest power on the face of Laruna can be gathered by force is an impacting revelation. Prior to this first contact, Legacy Cearers could more or less ignore their inheritance with the exception of the mark they possess. After such an event, however, specific characteristics manifest, demonstrating which Archetype their Legacy is shaped in.

ARCHETYPES Each of the 5 Legacies lord over large spheres of influence, but when a mortal inherits their Legacy at birth a specific source of this power called an Archetype defines what characteristics they will inherit. When Alshara stole the magic of Laruna to infuse the Arga’sheel he also took some of the spirit of each of the magical sources. In the case of the mortals of vast power used for this process, some of their abilities, tendencies and even memories were captured as well. This manifests itself in each new Legacy Cearer, causing them to inherit very specific powers as well as a dominant behavioral trait. Once first contact is made, a bearer’s Archetype is fully awakened, giving them immediate awareness of exactly what they are capable of. This can feel like someone recalling long forgotten memories, and for good reason. That is what is actually occurring; the memories just aren’t theirs. The knowledge, skill and awareness bestowed by a Legacy’s Archetype is always vague insofar as the bearer never truly gleams a specific identity from the memories. They are more like fragments of understanding, making the bearer clearly aware of what they can do, or will be able to do, but without much detail as to how they know this. In this way a bearer born with the Lightbringer Archetype who makes first contact would immediately be aware of what they can (or could) do with the power of the Light, but they would not normally recall specifics such as “Tyvas the Pure used illuminate to save travelers from the Mesmulot.”

POWER STRUGGLES Calling forth a Skylord or raising an army from the dead are earth shaking events that can alter the course of history, and doing so causes the whole world to take notice. Such power is a highly sought after commodity, thrusting Legacy Cearers into the political and military intrigue of the world whether they wish it or not. How could a kingdom or nation expect to keep their territories safe if their enemies had access to the power only a Legacy Cearer can possess? This places known Legacy Cearers into the world’s arms race, causing ruling parties to view them as either valuable assets or dangerous liabilities. Due to this influence, Legacy Cearers can be seen at the top of every powerful kingdom’s or nation’s infrastructure. Their magical capabilities are

unrivaled which all but assures that any organization of significance will have at least one such member amongst its ruling body.

THEIR PLACE IN THE WORLD Being desired for their magical prowess is not the only association society makes when discussing Legacy Cearers. Each of the five Legacies is made up of the histories of those whose power gave them life, and these histories inspire plenty of emotional response from those who know them. It is quite common for Legacy Cearers to be viewed in wildly different manners depending on which of the five legacies they possess. A city once tormented by the magics of a Sorcerer may have a long standing bias against the Elements legacy. This same city may have been saved by a Starcaller, and thus see bearers of the Light Legacy as something to be revered. These varied viewpoints and prejudices cause many bearers to keep their identity or archetype hidden from the public for as along as they can manage, buying them time to discern how a particular area might receive them. Despite varying from domain to domain, there is nowhere in Laruna a bearer can go without bringing with them a tremendous preconceived perception. In one area they walk like gods among mortals, enjoying cheers and adulation. In another, they are shunned, scorned or even hunted for being blasphemous creatures. The only reaction a bearer will most likely never be exposed to is indifference.

LIMITATIONS With all that Legacy Cearers can do, it is easy to assume they are godlike people with limitless power, but this is far from the truth. Part of surviving as a bearer is coming to the realization that even Legacy has its limits. For one, the bearer is still a mortal and as such, can die. Many foolhardy bearers have taken for granted what can be accomplished by generally inferior forces when they band together. Beyond their mortality, they are not endless reserves of power. Energy, .ana and 4tamina will all deplete with exertion and in time the Legacy Cearer can find they no longer have the strength to contend with their enemies. Couple these with the ever present threat of falling prey to corrupted creatures or Kreesh, and it becomes clear how Legacy Cearers have not become the sole power in Laruna.

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LIGHTBRINGER Legacy: Light DESCRIPTION Lightbringers L ight htbr b ingeers use u the power of the light to stand vvaliantly va lian li antly against agaiinstt the th darkness. Their powers hone light ligh ht magicc in a number of ways to provide he healing ea alin for the wounded, protection for al the weak, and justice for the wicked. th he w Noteworthy Lightbringers have No N performed per pe r miraculous feats that still live liv li v on as legend.

HISTORY Before the 6th age of Laruna, Lightbringers were members of an order devoted to the sun goddess Sadreen. The noble warriors were charged with answering the calls of the people and acting as their sword or shield whenever necessary. Humble men and women tirelessly devoted to serving Sadreen’s will, the Lightbringers took no payment from the church. Instead, Ins In stea ea local cities or villages needed only on ly to build bu a shelter and supply donations at iits ts door. doo oor. In In time, t the church would assign a newly ne ewly anointed ano ointted Lightbringer to the shelter and from fr om tthat hat day ha da ay on the Lightbringer would work independently in ndependenttlyy by serving the people’s needs. A single token, tok ken e issued by the church, could be plac pl placed a ed in n th the he contraption outside the shelter. Once donated, O On ce d onatted on ed the box would lock, preventing others o ot hers he rs ffrom rom md donating. The Lightbringer would need ne d to co com complete m mp the desired task before they could have co oul uld ha hav vvee tthe donation collected by the church. This church h. Th his forced both the petitioner and Lightbringer thee Li th ight gh htbrri rin ng to explain their actions to the church chur ch urch rep representative, pre allowing a third party t hold to hol old d both bo oth accountable for their actions. For th Fo thee commonfolk, a Lightbringer’s presence was almost uniformly seen as a pres pr esen e ce w bles bl blessing. essi sing. Byy donating tokens which were

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Legacy Arc

+1 Ability +1 Light Spell

+15 Health +15 Mana +1 INT

+1 STR +1 CHM +15 Stamina

+1 Ability +2 Light Magic

+1 STR +1 CHM +2 M. Combat

freely obtained from the church, they would have the opportunity for major assistance in any trouble that would ordinarily be out of their reach. These tokens could only be gained once a year, making the petitioner’s choice of desired assistance a carefully weighted decision. Unlike the commonfolk, many people of influence or power did not share this positive opinion. On occasion the downtrodden would bring the Lightbringer in direct opposition of the movers and shakers in an area, leading to more than one politician, business owner or even king being deposed.

Lightbringers Today Long after the last Lightbringer church was closed, the promise of a Lightbringer in dark times remained a part of common folklore. After Arga’sheel was restored to Laruna and the Lightbringers returned, many churches of Sadreen rejoiced. The Lightbringers were back, and now universally more powerful than other mortals. Their presence was also more necessary than ever, now that the very land itself seemed to be creating monsters that no ordinary mortal could possibly handle. Of course, once the first Mesmulot Lightbringer walked into a Church of Sadreen, all of that changed. Now, both devout followers and avowed nonbelievers must learn to adapt to the new reality that the Lightbringer Legacy has not chosen its bearers by religious belief or pre-existing dedication to a cause, but instead seemingly at random.

This state of affairs has lead to some churches opening their doors to those they never thought possible and has created some strange bedfellows. Lightbringers now find themselves with an inherent inability to turn away those who request aid in the proper manner, turning unsuspecting Lightbringers from thieves into protectors and from killers into heroes. While some Lightbringers decide to take their mark as a sign to dedicate themselves to an appropriate order, just as many have turned to solitude to try and avoid the burden of having to help those in need.

Starting Benefits Legacy Ability: Sacred Weapon 1 Light Spell +2 STR, +2 CHM, +2 Light Magic

Legacy Trait Savior: You have become magically bound to the Lightbringer traditions of old. You may not refuse an act of service that is requested of you if made under the proper conditions. A request for an act of service must be made without malice or guile, and come from a place of genuine need. This request must be accompanied by a small token - traditionally a single, low value coin.

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LEGACY VIRTUES DAYBREAK I have lived longer than most mortals here in Laruna. As one of the last of the Fallen, my Descendant eyes have been privy to a world of change. Kingdoms have come and gone, countless wars have been waged, and the land has shifted endlessly. I thought I had seen it all. I was wrong. I never imagined seeing night turn to day in an instant. I didn’t think it possible that the dead could simply get up and walk again; that an entire armies’ wounds could mend in seconds. I have never witnessed such might, even though I once possessed the "rgahsheel myself. This is truly something new unleashed upon the world. This is the dawn of a new age. Kyan the Elder The Lightbringer summons a giant golden orb overhead, bathing the entire area in bright, refreshing sunlight. Type: Legacy AT: LR + INT Cost: 100 Energy Range: 100m Duration: Instant/Special Base Success: All allies in a 100m radius of the orb are healed for 20 Health. The orb lingers for 2 phases, providing warmth and sunlight. (1c) Strength Adjustment: +1 Health restored (4c) Duration Adjustment: +1 phase linger (10c) Special Adjustment: Invigorate All allies regain stamina equal to the Health recovered (10c) Special Adjustment: Celestial Spirit All allies regain mana equal to the Health recovered (25c) Special Adjustment: Awaken All deceased allies within the radius are returned to life at 1 Health; They will then receive the Health recovery from the base effect (40c) Special Adjustment: Hand of Sadreen All allies within the radius have their Health and Stamina completely restored. All deceased allies are returned to life at full Health and Stamina.

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RADIANCE

SANCTUARY

No power more so than Radiance portrays the Lightbringer as a true avatar of his god. Charging forward, weapon held high, his entire body burning with light—a truly awe inspiring sight for his allies, and a supremely intimidating sight for his foes. The Lightbringer channels the spirit of Sadreen, converting their entire form, possessions and all, into a fiery golden angel.

She promised that we would be safe, and I confess, I didn’t believe her. I gripped the hilt of my sword only for fear that my fellow guardsmen would notice my hand shaking. We stood outnumbered and watching the attacking forces pour over the towns flimsy walls, I thought about how it wouldn’t matter—we’d all be dead after the first volley of arrows anyway. I watched that volley break on an invisible shield before us. She turned to us stone-faced and commanded we march forward because victory was ours. I charged forward without thinking. I believed her. The Lightbringer holds their hands out to the side, summoning a massive protective aura centered upon themself.

Type: Legacy AT: LR + STR Cost: 100 energy Range: Self Duration: 5 phases Base Success: You gain +10 STR and +10 Base Magic Skill. (2c) Strength Adjustment: +1 STR (2c) Strength Adjustment: +1 Base Magic Skill (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: "SNPSPG-JHIU You gain ARM (All) equal to STR gained (10c) Special Adjustment: 4PMBS%JTSVQUJPO You gain PRO (All) equal to STR gained (15c) Special Adjustment: 'JFSZ8SBUI You deal STR damage (Fire) to all enemies within 3m per phase (15c) Special Adjustment: "OHFMJD You form a pair of golden wings, granting flight at 2x base movement speed (40c) Special Adjustment: #PEZPG4BESFFO You gain +10 STR, Armor of Light, Solar Disruption, Fiery Wrath and Angelic; In addition, when the effect ends, you violently expel the sunlight in a 15m radius, causing all enemies to suffer STR damage (Celestial) and get knocked back 15m

Type: Legacy AT: LR + CHM Cost: 100 energy Range: 50m Duration: 3 phases Base Success: You create a magical aura extending from your person that cannot be crossed by mortal creatures or pierced by mundane weapons. Legacy-bearing creatures and magical weaponry may pass through at will. (1c) Range Adjustment: +25m (2c) Duration Adjustment: +1 phase (10c) Special Adjustment: Unchained You may anchor the aura so that it does not move with you; It may not be moved once anchored (10c) Special Adjustment: No Escape All creatures require your permission to exit the aura; this permission is granted at will (10c) Special Adjustment: Resilience All allies inside the aura gain +25 ARM(All) and +25 PRO (All) (20c) Special Adjustment: Resistance is.. possible

Magic weapons and magical effects may not pass through the aura (25c) Special Adjustment: Impregnable Legacy-bearing entities may not pass through the aura unless they succeed on a contested LR AT; the result of this AT lasts for the remainder of the Sanctuary’s duration (40c) Special Adjustment: Will of Sadreen No creatures outside the aura may pass for any reason unless permitted by the Lightbringer. All allies inside the aura are completely immune to all damage for the duration.

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LEGACY ABILITIES ANOINTED In times of great need, the Lightbringers have been known to deputize a good soul to help carry out a task. Some claim to have seen a peasant farmer wielding a fiery pitchfork, while others claim the town fool rode bravely into battle on a magnificent divine steed. The Lightbringer touches any target they deem worthy, and utters a blessing. The target is infused with a sliver of the Arga’sheel, receiving a new power. Type: Legacy AT: LR + CHM Cost: 10 mana Range: Touch Duration: 3 phases Base Success: The recipient gains the use of one of the Lightbringer’s known Legacy Abilities or known Melee Combat skill of the caster’s choosing for the duration. If an Advanced Melee Combat skill is chosen, the recipient receives the Base Skill as well. The target will make all ATs at the Lightbringer’s Legacy Rank, or Melee Combat skill rating, respectively. Only one target may be Anointed at any given time. (1c) Duration Adjustment: +1 phase (5c) Strength Adjustment: +1 to chosen Melee Combat Skill (10c) Duration Adjustment: Deputy The base duration lasts for 1 hour (25c) Special Adjustment: Blessed You may grant both an ability and an offensive combat skill.

BASTION For most denizens of Laruna, the sight of a Lightbringer is extremely comforting. Where he walks, there is light. Where he speaks, there is justice. Where he stands, there is protection. Where he acts, there is hope. Those who cannot defend themselves are quick to seek the shelter of a Lightbringer. Effect: The Lightbringer gains a permanent +1 Endurance. The Lightbringer emits an aura of protection, granting themself and all friendly targets within 10m: +8 ARM(All), +8 PRO (All) and +4 RES(All). In addition, any entryway within this radius (such as a door or gate) takes half damage from all sources. This effect does not stack.

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CONDEMN If there is one consistency throughout the lands of Laruna, it is that no mortal wishes to be cursed by the gods. As an arbiter for Sadreen, the Lightbringer has some capacity to enact her judgment upon another, causing several debilitating effects. The Lightbringer mutters a curse and gestures at a target. The target dims slightly, as some of the light in the area is drained away. Type: Legacy AT: LR + CHM Cost: 15 mana Range: 10m Duration: 3 phases Base Success: Condemned targets are slowed, moving at half their normal movement speed. In addition, they receive +5 damage (Celestial) from all Base Strikes or Base Successes that produce magic damage. (1c) Range Adjustment: +1m (4c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 DMG Modifier (Celestial)

(10c) Special Adjustment: Damned The condemned target is slowed further, and now receives -2 to any ATs made for the duration (20c) Special Adjustment: Atonement If the condemned target lands any type of strike on an opponent who did not strike them first, they fall to their knees in shame, and are paralyzed for one phase. The target is aware they suffer from Atonement and that this will occur. Once paralyzed, all effects of Condemn immediately end.

EYES OF JUSTICE The gaze of the Lightbringer is rightfully feared by those who have sinned or have malicious thoughts. The god of justice does not allow his devout servants to be taken advantage of or treated unfairly. May the eyes of the Lightbringer light the way for us. Effect: The Lightbringer gains a permanent +1 PER and +5 Reaction. Any time the Lightbringer looks upon a target, they will be able to sense whether the target believes he is telling the truth. In addition, the Lightbringer can both sense hidden persons within 15m (although not necessarily see) and sense hostile intent of anyone gazing upon him.

GIFT OF LIGHT

RECHARGE

/PU BMM -JHIUCSJOHFST CFMJFWF NBSUJBM QSPXFTT JT UIF POMZ BOTXFS UP B QSPCMFN 5IFSF BSF NBOZ XIP IBWF EFWFMPQFE UBMFOUT JO UIF NBHJDBM SFBMN 5IFZ FOKPZ UIJT GPS UIF WFSTBUJMJUZ JU PGGFST  BOE VTF UIJT LOPXMFEHF UP CPUI PVUTNBSU UIFJS FOFNJFT BOE TPPUIFUIFXFBL Effect: The Lightbringer gains a permanent +1 INT. When casting Light spells, Alternate Base Successes cost 5 less CAP.

5IFTVOHSBOUTMJGFUPBMM CVUUPUIF-JHIUCSJOHFS JU JTBMTPBTPVSDFPGTUSFOHUIBOEFOFSHZ"MMCVUUIFNPTU WJDJPVT PG GPFT XJMM IJEF BXBZ VOUJM TVOTFU XIFO UIFZ DPOGSPOU B -JHIUCSJOHFS CMFTTFE CZ 4BESFFO JO UIJT XBZ Effect: The Lightbringer gains a permanent +1 END. The Lightbringer remains still and opens their senses to the sun. After 5 phases, they begin to regenerate 2 Health, 5 Stamina and 1 Mana per phase spent meditating. If the Lightbringer moves, the effect immediately ends. The Lightbringer must be in direct sunlight for this to function.

INSPIRE Whether on a field of battle, or a skirmish in a small village, the Lightbringer’s presence is always a welcome one. Never faltering nor afraid, they are capable of leading others through great strife, and instilling determination in their allies. Serving as a beacon of light in the darkness, they draw out the best in those around them. The Lightbringer raises his weapon high and yells a rallying cry. All allies within range are inspired and receive the following effects. Type: Legacy AT: LR + CHM Cost: 10 mana Range: 10m Duration: 5 phases Base Success: All allies within 10m receive +2 to all skill-based ATs, +3 bonus Damage (Celestial) to all Strikes, and +5 RES (Dark) (1c) Range Adjustment: +1m (2c) Strength Adjustment: +1 RES (Dark) (4c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 Celestial (12c) Strength Adjustment: +1 AT bonus (15c) Special Adjustment: Fearless Immune to fear effects for the duration (20c) Special Adjustment: Zealotry Allies are inspired further, receiving +25 Temporary Health and +30 Temporary Stamina for the duration of the effect

RETRIBUTION Many think of justice as a simple ideal that can never truly be reached. Those at the end of a Lightbringer’s weapon know this to be false. Justice can have very real effects that are felt directly by the purveyors of evil. The Lightbringer chooses a hostile target within range. That target must direct their aggression toward the Lightbringer or suffer the consequences. Type: Legacy AT: LR + CHM Cost: 10 mana Range: 10m Duration: 3 phases Base Success: If the target of this spell successfully strikes someone other than the Lightbringer for the duration, the Lightbringers next successful melee strike against them will do +25 damage (Celestial). This effect does not stack. (2c) Range Adjustment: +1m (4c) Damage Adjustment: +1 Celestial (4c) Duration Adjustment: +1 phase (10c) Special Adjustment: Long Arm The retribution damage may be added to your next ranged attack or magical ability

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SACRED WEAPON

SUNBEAM

The Lightbringer may be a warrior of little means, but the ultimate utilitarian never finds himself without divine arms. The faint glow that surrounds whatever the warrior touches is just an inkling of what is to come. Some even tell tales of these holy warriors shaping the light itself into a fearful weapon. The Lightbringer speaks a blessing, infusing any weapon held in their hand with holy power. The weapon glows faintly with white light, and shines radiantly when striking an evil or undead target.

The Goddess of the Sun grants the Lightbringer many tools for his arsenal, including the ability to infuse her essence into a target. Enemies will be burned away, while friends will be protected and healed. The Lightbringer gestures at a friend or foe, calling down a beam of sunlight to strike the target. If cast indoors or underground, the beam still originates from a position near or above the caster.

Type: Legacy AT: LR + CHM Cost: 10 mana Range: Weapon Duration: 1 hour Base Success: The affected weapon deals +10 damage (Celestial) upon striking a target. This bonus increases to +20 if the target is undead. In addition, this weapon can strike incorporeal targets as though they were solid. (3c) Strength Adjustment: +1 Celestial, +2 vs undead (5c) Duration Adjustment: +1 hour (10c) Special Adjustment: Bonded You may recall your weapon to your hand as an IFU action (15c) Special Adjustment: Divine Authority Your weapon ignores the first 15 points of a target’s PRO (Celestial) (20c) Special Adjustment: Weapons of Light Your weapon now turns into pure light. The weapon’s base damage is converted to Celestial damage. Anyone other than the Lightbringer attempting to pick up such a weapon takes 20 damage (Celestial)

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Type: Legacy AT: LR + CHM Cost: 20 mana Range: 20m Duration: Variable Base Success (Hostile): Targets suffer 25 damage (Celestial) and are blinded, incurring a -2 to all ATs for two phases (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Celestial (8c) Duration Adjustment: +1 phase blinded (10c) Special Adjustment: Afterglow The target shines faintly and may not hide or turn invisible for 5 phases Base Success (Friendly): Targets are healed for 15 health and are illuminated, receiving +3 health regeneration and +5 PRO (All) for 2 phases (1c) Strength Adjustment: +1 Health restored (1c) Range Adjustment: +1m (4c) Duration Adjustment: +1 phase to illuminated (15c) Special Adjustment: Afterglow The target shines brightly, giving all attackers a -2 to any M. Combat ATs to hit for 5 phases

War Horse

Legends speak of the ancient Lightbringer order Solari and their unwavering devotion to the goddess of light, Sadreen. Their piety was unmatched, and each member rewarded with the gift of a divine steed from the deity herself. Far and wide, they were easily recognized by the glowing mount they rode, peasants and kings alike rejoicing upon their arrival. The Lightbringer gestures at a target and summons a spectral flaming steed (appropriate to race) to trample their enemy. Type: Legacy AT: LR + CHM Cost: 15 mana Range: 15m Duration: Instant

Base Success: The target suffers 15 damage (Fire) and makes an Evasion AT against the ATR that created this effect to avoid being knocked prone. The steed disappears after the effect is complete. Huge and larger creatures are not affected by the knockdown effect. (1c) Strength Adjustment: +1 Fire (2c) Range Adjustment: +1m (25c) Special Adjustment: Permanency The creature becomes corporeal after the effect, granting the Lightbringer a war steed which follows all commands to the death. This steed does not require sustenance or rest. The Lightbringer may have only one active steed at a time. It may be dismissed at any time. This horse has the same attributes as a common War Horse (see page 368.)

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SENTINEL Legacy: Light

There are plenty of criminals in the world who believe they understand cruelty. Many underprivileged or sick people think they understand hardship. They are all wrong.

What life has casually thrust upon them, the Sentinel chose willingly. The abuse, suffering and conditioning they are subjected to can not be understood by anyone not of their order. To protect, to defend, and never yield, one must fear, feel or be tormented by nothing. No pain is great enough to have them give in. No torment can break them. The Sentinel stands until the end, and they meet that end without flinching.

Description A defensive specialist, the Sentinel uses protection powers complemented by arcane attacks to become an unyielding and enduring fixture in any conflict.

History The Sentinels can trace their origin back to an order of eldritch knights who pledged their service to protecting the nobility of Highland. During its infancy, the nobles of Highland frequently found their lives and the lives of their family members in danger. Assassins, such as the notorious Shadowmancers, were often put to the task of eliminating these political upstarts before their notion of service to the masses became widespread. Because of this persistent danger, an order of eldritch knights pledged their loyalty to Highland and devoted their skills to protecting the nobles and their families.

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Legacy Arc

+15 Health +1 Ability +1 Armor Technique

+15 Health +4 Armor +2 Light Magic

+1 Ability +4 PRO (All) +1 Elemental +1 Light Spell (Arcane) Spell

+2 M. Combat +3 ARM

+1 Light (Protection) Spell

Over the years this evolved into a deeply ingrained tradition and members of the order became known as Sentinels. Sentinels served as more than just bodyguards to Highland’s nobility. They became the vanguard of the Highland army bringing their defensive prowess to several wars. Many soldiers owe their lives to the Sentinel’s powerful protections—a fact that causes commoners to hold the Sentinel in high esteem. Visiting dignitaries were often assigned a Sentinel escort to ensure their safety while within Highlands domain. This practice earned the Sentinels a great deal of respect in areas well outside Highlands borders. Even deposed rulers would sometimes seek shelter within Highland in the hopes of gaining the protection of a Sentinel. Whether it be a protecting a noble’s child, bodyguarding a diplomat or leading an army to victory with minimal casualties, the Sentinel was a well regarded force throughout Laruna.

Sentinels Today The Sentinel’s ability to protect others is unmatched even among other Legacy bearers. It is only natural, then, that the Sentinels of today find themselves in the same role as their namesake. The fact that such esteemed levels of protection are now available to more than just the nobility has made for some interesting bedfellows for enterprising Sentinels.

For the nobility, the name Sentinel now has the tarnish of commonality upon it, as the kings and princes who were taught of the Sentinel’s ways now see the mythological protectors of their bloodline reduced to mere bodyguards. For the commonfolk, the Sentinel’s shield has become elevated even higher than it was in ages past, as that shield may now protect them as well. The one thing that both king and pauper have in common is a newfound need for the Sentinel’s abilities, as they are often the bulwark against raging Kreesh and the terrible destruction that they bring.

Starting Benefits Legacy Ability: Shield +2 END, +5 ARM (All), +25 Health

Legacy Trait Bodyguard: The need to live up to the Sentinel name is deeply embedded in your heart. You may not let an ally or an individual you have deemed as innocent come to fatal harm without stepping in and trying to protect them.

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LEGACY VIRTUES BLESSING OF VIGOR When a Sentinel issued a draft call, the commoners would flock to their ranks. Every farmer, pauper or baker knew that serving in their company would be rewarded. If victory was achieved they could walk from the battle with a new lease on life. Stories of commoners being untouched by plague or surviving a horseback accident were rampant in small villages. The Sentinel unleashes a powerful wave of light and protection from their person, covering all allies in a faint golden glow. Type: Legacy AT: LR + END Cost: 100 Energy Range: 100m Duration: 5 phases Base Success: All friendly targets within range gain 100 temporary health for 5 phases. Any damage done is applied to the temporary health first (4c) Strength Adjustment: +10 Health (5c) Range Adjustment: +100m (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Fortitude All allies gain 100 temporary stamina for the duration. (10c) Special Adjustment: Purge All damage over time effects such as poison or disease are removed from all allies when Blessing of Vigor takes effect (15c) Special Adjustment: Backup Plans If any ally loses all temporary health, they immediately gain +10 ARM(All) and +10 PRO(All). This lasts 10 phases (25c) Special Adjustment: Lasting Strength The temporary health granted does not fade until it is lost through damage

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DIVINE PROTECTION She just wouldn’t die. I swear it was a dozen arrows or so, I even watched an axe head bite so deep into her breastplate the wielder couldn’t pull it out. She severed his head, wrenched the axe out of her own chest, and threw it at me! Of course I ran, she can’t be killed! When the Sentinel reaches 1 health, this ability activates and spends the required Energy automatically. Effects that deal enough damage to bring the Sentinels health below 1 are prevented from doing so when this ability is triggered. Roll the AT listed below to calculate the effects. Type: Legacy AT: LR + END Cost: 100 Energy Range: Self Duration: Special Base Success: All damage done to the Sentinel is reduced to 0 for 5 phases (15c) Duration Adjustment: +1 phase (10c) Special Adjustment: Clarity You become immune to any mind altering effects for the duration. (15c) Special Adjustment: Purge All damage over time effects such as poison or disease are removed from the Sentinel when Divine Protection expires.

(20c) Special Adjustment: Second Wind When Divine Protection expires, you immediately regenerate ½ of your total health. (40c) Special Adjustment: Divine Touch When Divine Protection expires, you are restored to full health, mana and stamina, and all damage over time effects are removed.

Star Blades

Every man and woman on the field stopped for a moment to marvel at the sparkles their weapons shone with. From a distance it must’ve looked as if we were holding the stars in our hands as we charged the enemy lines. It came as no surprise they could not hold us back. The Sentinel unleashes a powerful wave of Light energy from his person, enhancing the weapons of all allies within range, covering them in the sparkles of starlight. Type: Legacy AT: LR + END Cost: 100 Energy Range: 100m Duration: 5 phases

Base Success: All allies’ weapons within range now deal +10 damage (Celestial). (5c) Strength Adjustment: +1 damage (Celestial) (5c) Range Adjustment: +100m (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Brightness Wielders of Star Blades gain a +5 bonus to Celestial spell ATs (10c) Special Adjustment: Corruption Killer Star Blades deal +10 Damage (Celestial) to all Kreesh. (10c) Special Adjustment: Starburst Any strike that causes 30 or more health to be lost by the target creates a bright flash that gives the target a -2 penalty to all ATs for one phase. (30c) Special Adjustment: Culling of the Darkness Star Blades deal double damage to all Kreesh of the Dark Legacy. This Additional damage is considered Celestial.

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LEGACY ABILITIES ELDRITCH ENHANCEMENT Even the Sentinel knows that sometimes the best protection is to simply kill the opposition. If that fails, they often know a clever spell or two to ensure they, or their ward, survive the retaliation anyway. Effect: The Sentinel gains a permanent +1 to INT and a permanent +1 Legacy bonus to Elemental Magic. When casting any Protection or Arcane spell, Alternate Base Successes cost 5 less CAP.

INDOMITABLE There is no “gaining ground” with them. You can not push, press or bully a Sentinel around the battlefield. Once they lay claim to a patch of dirt, you could move the skies or the mountains, but I promise you, the Sentinel will not budge. Effect: You gain +50 Health and become immune to any knockback or knockdown effects.

LIFE LINK The ultimate connection. The Sentinel will know you like no other. Every pang of pain and every burst of joy. Sharing life essence is a way of life for the Descendants, but this particular ability allows other races to share a taste of the otherworldly process. The Sentinel pounds against their shield with their fist twice while gazing at a target within range, forming a spiritual link. Type: Legacy AT: LR + STR Cost: 20 mana Range: 5m Duration: 10 phases Base Success: The Sentinel and their target become linked. When the target is hit by a successful strike, the Sentinel may choose to transfer up to half the Health damage taken by the target (rounded up) to themself. This may work in the opposite fashion, although if the target wishes to take Health damage for the Sentinel, the Sentinel must agree. This will not affect unwilling targets. Armor and Protection values do not apply to this Health transfer, as they have already been applied at the time of the strike.

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(2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1m range (10c) Special Adjustment: Open Link The Sentinel may take the entire damage of the strike (15c) Special Adjustment: Deep Bond The Sentinel may choose to incur any or all wound penalties for his target for the duration (30c) Special Adjustment: Fortified Bond All damage incurred by the target is halved, rounded up, and then applied to the Sentinel. This damage is subtracted directly from the Sentinels Health and cannot be reduced further by ARM or PRO

OATHSWORN A tradition long followed by the fae, being Oathsworn means being magically connected to another. Their rage is your rage, their hate is your hate. You enemies are their enemies, and so it goes. The Sentinel taps his shield three times, and spiritually links to an ally or an enemy within sight, gaining several advantages. Type: Legacy AT: LR + STR Cost: 20 mana Range: 10m Duration: 5 phases Base Success (Friendly): If both the Sentinel and his ally are engaged with the same enemy, that enemy suffers an additional -3 penalty to any Defensive AT made vs the Sentinel or his ally. (2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1m (10c) Special Adjustment: Threatened Bond Any wound penalties suffered by either party grant the other an equal bonus to defensive ATs (15c) Special Adjustment: Link Dead If either party dies, the other immediately regenerates all lost Stamina and Health, and gains +5 to STR, AGI and END for 5 phases

Base Success (Hostile): The Sentinel ignores up to 5 ARM and 5 PRO of the linked enemy. (2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1m (4c) Strength Adjustment: +1 ARM ignored (4c) Strength Adjustment: +1 PRO ignored (10c) Special Adjustment: Focused Bond You gain +4 to any ATs that target the linked enemy, but lose -4 to any AT that targets any other creature

SHIELD A Sentinel’s shield is their heart and soul. Never out of reach and always at the ready, this magical relic protects the Sentinel from all forms of attack. The Sentinel clenches their fist tightly, conjuring an elaborate heater shield into their off-hand. Type: Legacy AT: LR + STR Cost: 10 mana Range: Self Duration: 1 day Base Success: A magical magical heater heate ter shield shieeld d forms for om mss in your off-hand with the h ffollowing ollo l wi wing ng sstats: tats: ta Weight: 5kg Block: 6 Cover: 12 PRO "--  +5 her tha an th tthee ccaster asterr attem empt ptss tto o If someone other than attempts ll fe feel e unn el natturral ally ly hea avy pick up the shield,, it wil will unnaturally heavy nky to nk ow ieeld ffor o creatures w or ith it ha (25kg) and too clunky wield with STR less than 15.

(30c) Special Adjustment: Testudo The shield extends an invisible barrier around you, rendering you immune to all mundane projectile weapons. Magical arrows and effects will pass through as normal

SHIELD BLAST Anyone who’s had the misfortune of being on the front line of a charge that’s met by a phalanx formation knows the fear of seeing a spear or sword reaching sharply over a shield towards their body. Just imagine if they also knew the shield might just burst energy at them—they’d never charge again. The Sentinel uses their shield as a focal point to channel Arcane energy, shooting a blast out from the center. Type: Legacy AT: LR + INT Cost: 15 mana Range: Ra ang nge: e: 1 10m 0m Duration: Dura Du ati tio on: IInstant nsta ns tantt Success: An Base Ba se S uccess ss: A n arcane arca cane ne missile missile shoots sho h ots forth fort fo rh from m thee center cen ente terr of your you ur shield sh hieeld and and n smashes sma masshes sh into in nto a target, targ rgett, dealing dealling 12 de 2 damage dam amag age (Arcane). (Arcan ane) e . Strength Adjustment: +1 Arcane (1c) Str (1c) tren engt gth h Ad Adju just stme men nt:: + 1 Ar A ca ane Range Adjustment: +1m (2c) (2 c) Ran nge Adjus ustm men ent:: + 1m (8c) Strength Adjustment: +1 (8 8c) S tren tr engt g h Ad gt dju just stme st me ent nt: + nt: 1 missile miss mi issiile le Special Adjustment: Arcane Explosion ((12c) (1 2c)) Sp 2c pec ecia i l Adju ia A Ad d ust stme men nt: Ar Arca c ne E ca xplosi xp lo osi s on n U Up Upon on impact, impa pact ctt, the th he missiles mis issi s lees explode, exp xplo lod de d de, dealing ea ali lin ng h half allf the damage, rounded down, all enemies tth he da dama mage g , ro roun unde ded d d own wn, to o a ll ene n mi mies ess within w wi itth thin 2m 2m of the thee original ori rigi g na gi al target t rg ta get

djustme men nt:: + 1B lock (5c) Strength Adjustment: +1 Block stme ment n:+ nt 1 da d (5c) Duration Adjust Adjustment: +1 dayy dju just stme mentt: Bo Bond ded (10c) Special Adjustment: Bonded o r sshield hield ld to o yo yyour ur hand ass a n You may recall you your an IFU action. dju j stment nt: Immovablee Ob O ject (15c) Special Adjustment: Object mmune to o all knockd kdow own and The Sentinel is immune knockdown ts wh while wi wiel eldi ld ng thi his is shield knockback effects wielding this shield dju justme ment:: Li ight As a Feather (20c) Special Adjustment: Light uced uc ed to 1kg in wei igh ght, and and the The shield is reduced weight, due to B l ck Rat lo tin ing g is rreduced educced ed penalty incurred du Block Rating by 5

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SPIRITUAL GUARD

TAUNT

These masters of protection are almost always the most sought after bodyguards of royalty and other important targets. Their edge is not simply a better ability to defend their ward, but the ability to absorb an incoming blow meant for that target from anywhere nearby, greatly increasing the survival chances of their patron. The Sentinel pounds against their shield once while gazing at a target within range, forming a spiritual link. The next incoming strike meant for the target will strike the Sentinel instead. A blue ethereal image of the Sentinel will appear in an instant in front of the target, and defend against the blow as though it were the Sentinel. The spirit then shunts back into the Sentinel, wounding them accordingly.

The Sentinels of Highland are experts of manipulating their enemy. Not just their footwork, but their desires. It takes a special warrior to get under the skin of a cold blooded killer and inspire him to make a mistake that he would’ve avoided ten out of ten times. The Sentinel grabs the attention of an enemy, compelling them to attack.

Type: Legacy AT: LR + STR Cost: 15 mana Range: 5m Duration: 1 hour/1 AT Base Success: Any hostile AT directed towards the linked target is instead directed toward the Sentinel. The attacker rolls as normal, but instead uses the Sentinel’s appropriate Defensive AT. Any damage or effects done by the AT, whether physical or magical, are immediately done to the Sentinel. Damage is calculated as though the attacker were striking the Sentinel. Special effects such as rooting, knockbacks or knockdowns apply as normal, and take effect at the Sentinel’s current position. Once the AT occurs, whether successful or not, the effect ends. If the Sentinel exceeds a distance of 30m from the target, the effect fades. If the AT causes the attacker to accrue CAP against the Sentinel, any unspent CAP accrued is lost. (2c) Duration Adjustment: +1 hour (2c) Strength Adjustment: +1m (2c) Strength Adjustment: +10m link range (10c) Special Adjustment: Persistence This ability lasts for two ATs (20c) Special Adjustment: Stalwart Defender If the attacker’s AT was unsuccessful due to the Sentinels defense, the effect remains in place. (20c) Special Adjustment: Strength of Spirit All damage incurred is halved, rounded down, and then applied to the Sentinel

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Type: Legacy AT: LR + STR Cost: 10 mana Range: 15m Duration: Instant Base Success: If the target is engaged in melee combat with the Sentinel, the target must change his action this phase to make a single AT against the Sentinel. If the target is disengaged and at range from the Sentinel, the target must either make an attempt to engage in melee combat with the Sentinel, or use a ranged AT or ability against the Sentinel. If the target is engaged with one or more opponents in melee combat, but not the Sentinel, the target is distracted by the Sentinel, but remains engaged in melee with their other opponents. The target receives a penalty for the remainder of the phase as though he were defending against the Sentinel as an additional opponent. This ability has no effect if the target has already acted this phase. (2c) Range Adjustment: +1m

WARD The blessing of a Sentinel is miraculous. Once offered, it is said only the gods themselves can pierce it. The Sentinel traces their hand in the air in front of a target, placing a magical ward over them. Type: Legacy AT: LR + STR Cost: 20 mana Range: 1m Duration: 1 hour or 1 Base Success Base Success: The next non-Legacy Base Success directed towards the warded target will fail and have all damage reduced to 0. Any Legacy type ability will have its difficulty increased by the ATR that created the Ward. The target gains +5 ARM (All) and +5 PRO (All). (2c) Duration Adjustment: +1 hour (4c) Strength Adjustment: +1 ARM (4c) Strength Adjustment: +1 PRO (All) (15c) Special Adjustment: Persistence The ward lasts for two hostile Base Successes (20c) Special Adjustment: Polarized The attacker is knocked back 5m after attempting their AT, whether successful or not

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STARCALLER Legacy: Light So Some ome me say ay tthat hatt the stars and planets in the sky are ha the h gods d themselves. h l As they move about in the heavens, so do the constellations. To chart the movement in the sky is to know a piece of the gods power. The ancient Starcallers sought to glean that power long before Alshara was known to Laruna. Now, with the Arga’sheel and the knowledge of the celestial bodies combined, their abilities reach new heights in this age of chaos.

DESCRIPTION The Starcaller changes the fabric of fate by manipulating and drawing upon the stars in the sky.

HISTORY Early in human history, learning about the Young Gods from their Descendant teachers was a significant part of every man and woman’s existence. Possessing a strong free will, humans quickly took to formulating opinions of their own regarding the Young Gods, and a small group quickly decided that they were far more interested in the Elder God than they were in his children.

+15 Mana +1 Light Spell +2 Light Magic +1 Ability +1 PER +2 Light Magic

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This group of eager minds found answers and guidance in a Descendant named Lomorith. As was every Descendant, Lomorith was charged with giving the humans an education about the Young Gods. He upheld this obligation, taking those eager to learn of the Elder God and forcing them to learn extensively about the Young Gods, even if only to have Lomorith give insight to the Elder himself. Lomorith was a special Descendant who studied the Elder God’s methods and designs thoroughly. Called the Architect, Lomorith was the only of his people who was privy to the Elder Gods design for the cosmos. Thus, when a small group of humans cried out for more knowledge about the Elder God, Lomorith handled the group personally. To these humans he taught the inner mysteries of the cosmos. Often called the “Grand Design,” Lomorith preached that much of Laruna, and the many other worlds unknown to her inhabitants, are ruled by the laws written in the stars. Lomorith claimed that the “rules” of the universe were displayed in the sky for all to see. With a proper education, a person could not only better understand their world, but also learn how to manipulate the very laws of existence.

+2 R. Combat +2 M. Combat +1 INT

+1 Ability +1 INT +1 CHM

+1 Spell (Any) +1 PER +1 CHM

Years later, students of Lomorith would come to be known as Starcallers, mages who could create star patterns on their own skin and bend the laws of the reality to their wishes. Studying, altering, and admiring the Grand Design is the focus of every Starcaller. Through the ages, the mysterious and often misunderstood group has been beseeched for wisdom or aid. Time and again the Starcallers have shown great ability, wisdom and skill in settling issues or guiding people through important decisions. During times of war, the Starcallers have used their abilities to bring the powers of legendary beings to the battlefield. Famous heroes and beasts of past ages, who are recorded in the zodiacs of the sky, are briefly channeled by the Starcaller to change the fate of Laruna when needed.

STARCALLERS TODAY The concept of the Grand Design is an integral part to a Starcaller’s Legacy and abilities. While it may take them a lifetime to interpret what they saw, every Starcaller is granted a glimpse of the Grand Design and their position in it. This can lead to a Starcaller being obsessed with fulfilling (or denying) their destiny, or it can exist as a small tugging reminder in the back of their minds.

Starcallers are also seldom ever lost, as they have a natural understanding of the position of stars in the sky, making excellent navigation one of the more grounded elements of a legacy that often finds itself above concerns.

STARTING BENEFITS -FHBDZ"CJMJUZ Zodiac of the Eastern Sky OR Zodiac of the Western Sky 1 Light Spell (Celestial) +2 PER, +1 CHM, +1 INT, +2 Light Magic

LEGACY TRAIT The Design: Try as they might, Starcallers must follow the Grand Design. Whenever making a significant decision that has wide-reaching consequences, a Starcaller must first “consult” the stars to

determine the proper course of action, spending at least one night studying the stars while considering the decision. The Dreamweaver will then declare if the course of action is determined to be part of the Design. Once an action has been decided to be a part of the Starcaller’s place in the Grand Design in this way, the Starcaller must not alter their course.

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LEGACY VIRTUES COMET OF KISHETH Before the great war, the comet of Kisheth streaked across the sky. As Madruk’s herald, Kisheth was notorious for announcing his lord’s arrival, and being the sign of the bloodshed that would follow. The Starcaller causes the Comet of Kisheth to appear in the sky. This comet makes wounds bleed profusely, dampens healing magic, and causes people to have violent outbursts with only slight provocation. Type: Legacy AT: LR + CHM Cost: 100 energy Range: Special Duration: 2 phases

(2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1% to CT of hostile (25c) Special Adjustment: Cosmic Curse Choose one Legacy; All Legacy entities of that type have healing reduced to 0 (25c) Special Adjustment: Cosmic Blessing Choose one Legacy. All Legacy entities of that type gain +5 to all ATs and deal +15 damage (Celestial) on all base strikes and magic base successes that deal damage (25c) Special Adjustment: Change of Fate Choose one Legacy. All Legacy entities of that type are considered a different type of your choice. Any damage and damage effects produced by their Legacy abilities are converted to a single type of your choosing

PERFECT SKY Base Success: The comet appears and causes any non-Legacy bearing mortal to become Hostile. Wounds suffered while the Comet of Kisheth is in effect are more difficult to heal. Add this virtue’s ATR to the difficulty of any AT made to heal them, including the base difficulty of all healing type spells. Furthermore, any bleed effect has its potency doubled. Hostile: This mortal is instilled with the need for violence and can barely control their anger. Any provocation that would normally anger the mortal, regardless of how insignificant, will cause them to take a CT (50%) which if successful, causes them to respond to the irritation with violence. This CT has its chance reduced by 1% for every point of INT possessed by the mortal affected by Hostile. The manner of violence must be immediately accessible, so an unarmed mortal will immediately make an unarmed attack, even if it is unwise to do so. Spellcasting, ability use, or other means of violence may be deemed acceptable at the Dreamweaver’s discretion, provided it is a natural method of attack for the mortal affected by Hostile. Once violence is initiated in this manner, combat will not stop until the creator of the provocation is neutralized by being rendered unconscious, incapacitated, dead, or the duration ends.

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It is the law of the cosmos that a mortal is born under one sky, with the stars mapping their destiny from the moment of birth until the moment of death. Starcallers can achieve such mastery over the cosmos that even this great law can be bent to their will. Recreating the image of a celestial map on their skin, they cheat destiny into believing they are somehow more than an ordinary mortal, and that many fates are theirs for the taking. The Starcaller’s skin becomes transparent and takes on the image of a starry sky, granting them the benefit of multiple zodiacs simultaneously. Type: Legacy AT: LR + CHM Cost: 100 energy Range: Special Duration: 3 phases Base Success: All Zodiac Passives have their bonuses doubled. In addition, the Starcaller gains +5 to all Light magic ATs. (2c) Strength Adjustment:+1 Light ATs (2c) Duration Adjustment:+1 phase (10c) Special Adjustment: Celestial Knowledge All Constellation techniques have their costs reduced to 0 and Base Success effects doubled (25c) Special Adjustment: Map of the Cosmos All Zodiac passives may be active at the same time

Vision of the Cosmos

The stars and celestial bodies that fill the sky are all the divinity that can be seen from within the Dreamcatcher. Beyond our world are the forces that guide all things and to see them, to know them as only a Starcaller truly can, is to have an insight into our world that is unmatched. The Starcaller’s eyes become filled with stars and the void of space allowing them to gain extraordinary insight into whomever or whatever they gaze upon. Type: Legacy AT: LR + PER Cost: 20 energy Range: Special Duration: Instant/5 phases

(2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1 AT bonus (10c) Special Adjustment: Sudden Insight When used on a living creature, Vision of the Cosmos causes the Starcaller to understand the target’s immediate intentions, gaining +8 to Defensive ATs made against the target (10c) Special Adjustment: Whole Truth When used on a living creature, Vision of the Cosmos grants +2 additional significant facts (15c) Special Adjustment: Piercing Gaze You may see all magical spells or abilities currently affecting the target

Base Success: Gives instant, powerful insight into anyone. May also be used on banners or icons to gain similar knowledge of an institution. The Starcaller gains powerful benefits when dealing with anyone whom they understand via this virtue. If used on another living creature, the Starcaller becomes instantly aware of the target’s current Health and Stamina, the value of their highest and lowest attribute, as well as their highest and lowest Protection (in the event of tied score values, only one is revealed by the Dreamweaver). The Starcaller also becomes aware of one significant fact about the target which could only be known by someone intimately familiar with the target. When used on an icon or banner, the Starcaller immediately becomes aware of the true health of the institution, a significant objective that institution is working towards, and how close they are to achieving it. For the remainder of Vision of the Cosmos’ duration, any Social or Academic AT made against or about the target receives +8 bonus.

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LEGACY ABILITIES BURNING CROWN OF ABILE (CONSTELLATION) Long before Alshara and his towerman, Abile was once considered the greatest mage in the land. He crafted himself a crown made from the embers of a lava lord. The crown made him burn anyone he touched, and fueled his fire magics with great power. The Starcaller aligns the pattern on their body to o for form orm the Burn B Burning urn nin ing Cr Crown. row wn. A ffiery iery ccrown rown ro wn ccoalesces oale oa lesc scess over ov ver the the h caster’s caste ter’ss head, head he a , granting gran antting some magica magical call ef effe effects. fects.. A Starcaller Sttarca S all ller e may er may only onl nlyy havee one ne Constellation Con onst s el ella lati tion on n active a ti ac tivee a att a time. timee. Type: Legacy Type: T Legaccy AT: A T: LR R + PER PER Cost: 25 C Co st: 2 5 mana man ma na na Range: R Ra nge e: Self Sel ef el Du Duration: uratiion n: 5 phases pha hase sess

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Base Success: You gain Burning Aura: All enemies within 2m take 15 damage (Fire) per phase. In addition, all spell damage inflicted deals +10 damage (Fire). (2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1 damage (Fire) to Burning Aura (2c) Damage Adjustment: +1 spell damage (Fire) (10c) Adjustment: (10c 0c) Speciall Ad Adju just s me ment n : Extended Exte tend ded Aura Aurra Thee ra rang range ngee for yo ng you your ur Burning ng Aura a is eextended xtended d to 5 5m m

(10c) ((1 10c 0c) Sp S Special eccial A Ad Adjustment: dju ustm sttment nt: Fire Pow Power ower ow er Yo Y ou g ga ain +5 5 to A Ts made mad ade de to to cast cas ast a Fire Firree spell Fi spelll You gain ATs

DEVOURER (CONSTELLATION)

EVANOR (CONSTELLATION)

An elemental creature of the Void that was commanded by the heavens to punish the arrogant Abile. It devours mana and is nearly impervious to magic assault. It ate all of the mana from Abile’s castle before devouring his defenseless body. The Starcaller aligns the pattern on their body to form the Devourer constellation, causing them to gain the powers of the Devourer for the duration. A Starcaller may only have one Constellation active at a time.

The great hunter who killed Krasheth, as well as the Rock Lord. Evanor wielded the legendary spear “Heartstrike” and was known across Laruna for being able to bring down any beast, no matter how ferocious or elusive. The Starcaller aligns the pattern on their body to form the Evanor constellation, causing them to shift into a mythical monster hunter for the duration. A Starcaller may only have one Constellation active at a time.

Type: Legacy AT: LR + PER Cost: 25 mana Range: Self Duration: 5 phases Base Success: You gain + 10 RES (All), +10 PRO "MM . In addition, you gain Devour: All enemies within 10m lose 10 mana per phase. You also gain the natural weapon Tendrils. Tendrils AT: Brawling + STR Threat: 3 %BNBHF STR + 6 (Impact) (1c) Damage Adjustment: +2 *NQBDU (2c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 RES (All) (4c) Strength Adjustment: +1 PRO (All) (5c) Strength Adjustment: +1 .ana lost per phase (5c) Strength Adjustment: +1m range to Devour (15c) Special Adjustment: Reflection All single target magical damage done to you (after protection) is then reflected back to the caster

Type: Legacy AT: LR + PER Cost: 25 mana Range: Self Duration: 5 phases Base Success: You gain +5 Ranged Weapons Skill, and deal +10 damage (PJercing) on all Ranged Weapon Strikes. (1c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 Ranged Weapons Skill (12c) Special Adjustment: Heartstrike Any weapon you wield changes into Heartstrike for the duration. )FBSUTUSJLF (Throwing Spear) Requirements: STR 4 AT: Thrown Weapons + AGI Range: 0-25m/26m-50m/51m-100m %JGGJDVMUZ 15 / 25 / 35 %BNBHF STR + 30 (Piercing) 4QFFE User’s STR+15 (1c) Damage Adjustment: +3 Piercing (8c) Weapon Adjustment: Impale Target loses use of a limb (15c) Weapon Adjustment: Broken Heart Damage is tripled Return Heartseeker may return to the user’s hand as an IFU action, once per phase.

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KRASHETH (CONSTELLATION) A dreaded Lucrous Lord, Krasheth was half man and half beast. He once overran a whole countryside, devouring countless mortals before being suppressed by an entire militia force. The Starcaller aligns the pattern on their body to form the Krasheth constellation, causing them to shift into a werewolf-like creature for the duration. A Starcaller may only have one Constellation active at a time. Type: Legacy AT: LR + PER Cost: 25 mana Range: Self Duration: 5 phases

Base Success: You gain 4 points of physical attribute bonuses to be allocated as you choose; In addition you regenerate 2 Health per phase; You cannot cast spells or wield weapons. You gain a natural weapon: Claws.

(2c) Duration Adjustment: +1 phase (3c) Strength Adjustment: +1 Health regeneration per phase (3c) Strength Adjustment: +1 any physical attribute (10c) Special Adjustment: Infravision You can see in total darkness (10c) Special Adjustment: Bestial You are immune to wound penalties Claws AT: Brawling + STR Threat: 4 Damage: STR + 12 4MBTIJOH

(1c) Damage Adjustment: +4 4MBTIJOH (3c) Weapon Adjustment: Bleed (4)

MAIDEN OF JASTAL (CONSTELLATION) The Maiden of Jastal was a human girl so beautiful that the gods couldn’t bear to let monsters kill her. Every time one came near, it was struck by moonbeams that burned its flesh away. The Starcaller aligns the pattern on their body to form The Maiden’s constellation, causing them to shift into a beautiful female of their species for the duration.

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A Starcaller may only have one Constellation active at a time. Type: Legacy AT: LR + PER Cost: 25 mana Range: Self Duration: 5 phases M. In addition, add dd dit itio io on, Base Success: You gain +3 CHM. n 2m o ak a kes kes any hostile entity that comes within orr ttakes dama ag gee a hostile action towards you takess 15 damage (Celestial) as moonbeams strike them. est stiall (1c) Damage Adjustment: +1 Celestial ase (2c) Duration Adjustment: +1 phase M (4c) Strength Adjustment: +1 CHM ura a (10c) Special Adjustment: Peacefull A Aura ex xte tend nded ed d The range for your moonbeam effect iiss extended to 15m ing (15c) Special Adjustment: Charming ade You gain +10 to any Social ATs made

HEAVENLY Extensive study of heavenly bodies and th the sour source rce of celestial magic grant the Starcaller a bo bonus when en casting spells in that sphere. Effect: The Starcaller gains a permanent man anent + +1 1 INT NT NT and a permanent +1 Legacy bonus to o Lightt M Magic. agi gic. gi ic.. When casting Celestial or Protection spells, pells, A Alternate lterrna ate Base Successes cost 5 less CAP.

THE WELL OF ETERNITY When the Young Gods first looked u upon pon po n the vast st cosmos they had yet to understand the d depth epth ep ho off wh w what at they saw. The Elder God called the infinite iniite sspace p cee the pa hin n tthe he eendless nd n dle lesss Well of Eternity and told them that within ta arss w ithout expanse lurked limitless greatness and sstars without number. The Starcaller opens his body up tto o th the fu furthe furthest estt depths of the cosmos, allowing the light ht a and nd en energy nerg gy gy of the deepest stars to shine through. AT: LR + PER Cost: 50 mana Range: 10 meters Duration: Instant Base Success: Any creature within hin range may may drink the energy radiating from your body bo odyy as a IU action. Doing so grants them 25 temporary rarry Ma Man Mana na and nd +3 to ATs when casting Celestial spells. s..

(1c) Strength Adjustment: +1 temporary Mana (5c) Strength Adjustment: +1 to Celestial spell ATS (10c) Special Adjustment: Lasting Glow For 5 phases you gain +10 PRO (All) (10c) Special Adjustment: Restorative Glow You are h healed ealled o off up to o 25 He Health ealth h

ZO ODIACS DIA ACS OF THE T E EASTERN TH RN SKY The si The Th signs of tthe hee easte h eastern tern n ssky ky exemp exemplify mpllify tthe he labo la b riou bo us de dema and ds we m a e off o ak ur b odies. K nowi wing ng laborious demands make our bodies. Knowing these thes th ese zo zzodiacs diacss well g gives ivvess a S Starcaller ta arc rcal alle l r un unusual nus usua uall ph p physical yssic i al a apti ap ptitu tud de at a m oment nt’s ’s notice. not otic icee. aptitude moment’s Effect: E ffe ect ct: You u receive recei eive the the benefits ben nef efit i s of one one of of the the ffollowing ollow win ng zodi zodiac diac signs signs. ns.. Y You ou ma may sh shif shift ift betwee between en th them em o on ce p er phase a n IIFU FU Ua cttion io on, b ut m ay onl nlyy ha have ve once per ass a an action, but may only on one ne si ssign gn n active at at a time. time. im me.

ZODIACS OF THE WESTERN SKY Showing the gifts of the mind and spirit, the zodiacs of the western sky allow a well studied Starcaller to gain extraordinary benefits from great insight to personal magnetism. Effect: Upon acquiring this Legacy Ability, choose one of the Zodiacs listed below. You may shift shif ft between betw ween them once onc ncee per phase ph phas ha e as an an IFU IFU U action.

CAZAR Cel bran Celebrant Cele nt of life and good good fortune. forrtu tune n . Effe Ef f ct: + 4 CH CHM, M ay retak ke a ny AT o nce (1) (1 1) Effect: +4 May retake any once p pe perr day. dayy. da

EPOCH Sage, source sourcce of wisdom wisd wi sdom and pur purveyor urve v yo ve or of o tru truth. ruth th. Ef E ffe fect ct:: +4 4 Int, t, A ll m a a expenditures an ex xp peen nd dit itures es a nd Effect: All mana and losses loss lo sses es are re reduced red duc u ed byy 2, 2, to to a minimum miinimum m of 1.

IVIS I

GRE RENN N

Th pi The pion pioneer; neer; brave, bra rave ve,, defiant d fi de fiant an a and d ad adve adventurous. enturous. Effect: Ef : +4 4 AGI, AG GI, I +15 5 bonus bonus when when resisting r si re sisting Mind orr Fear M nd o Mi arr type typ ypee spells. spel sp e ls.

Th The he hunter, hunt hu nterr, observant ob bser servan ant and cu cunn cunning. ning. Effect: Effe Ef f ct c : +4 PER, PER PE R, +5 +5 Stealth Stea St ealt lth h

VER ERN N Toiler To oil iler o off th thee field, fiel eld ld, d, strong str trong and d devo devoted. voted. Effect: Effect c : +4 +4 E END, ND, D, A All ll sstamina tamina ina eexpenditures xpen xp en ndi d tu ture res an a and nd losses are lo a re rreduced e ucced by 2, to a minimum ed miini n mu m m off 1. 1.

REEKLAR K AR KL R Thee prot T Th protector, tec ector, r, defending, defendingg, car ccaring ari rin ngg a and nd da aggressive. ggrreesssiv gg ive. Effect: Effffe ect ct: + +4 4S STR, TR, R, +10 +10 ARM ARM M (All). (A Alll) l).

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DEATHLORD Legacy: Dark I se serve erv rvee Ar Arli Arliman, lima ma the most powerful of all deities. In h his name I spread dd death, disease, and fear. His enemies cower before me; They tremble in my wake. When I am done, all will know the extent of his power. All will bow to him as the one true rue ue ggod. od.. od

DES ESCRIPTION SCRIPTION Dark warriors r s wh w who h o wi w wield eld el d co ccorruption rrr up rrup u p ti t i on n a and nd n d disease on the battlefield, ttlef tlle ield ld ld, d suffusing su ufffu ussin ng th ttheir thei heiir sst strength tre reng ng gtth h via necromantic arts. ts ts.

HIISTORY STORY The temple o off S Siltis iilltis tis wa ti wass on once nce ce o one ne o ne off th tthe he many marvels of Laruna. La L aru una na. It na. I was wa ass a magnificent mag agni gnifi niifiice cent ent nt structure; a citadel dell cconstructed onst on onst strru rucctted ted eentirely ntirrely nt elly of of na nciieentt iice c elemental ce ele l me ment ntta all ice. Devoted to an ancient arlly ly g odli od lliike ke p ow weerrs, s, said to possess nearly godlike powers, the native humanoids noiids tto o tth the he re region egiion o called Barabas w were ere we well ell vversed erse er seed in in the Ice Lord’s domain. maiin. n. T They heey h had ad shar sh shared har ared ed d ltis iss ffor or ccenturies or enttu en turiiess w turi ih it the domain of Siltis with the Elemental and d th thou though ou ug gh h tthey heyy we he w were ere a primitive culture, they hey le llearned earrneed to to llove ove ov ve an a and d even worship the Icee L Lord. Legends o d. or d. L egen eg en nds ds ttell el el stories of how the IIce cee L Lord o d taug or taught ta aug ught htt the the he Barabas many things ngs fr ng from om m om magic agic ag ic tto o architecture, but a few few am among mon o g th their heir people grew jealouss of tthis hiis b his benevolent ene nevo vollent ntt n demi-god’s status. A select group po off wa warr warriors rrio iors r turned to a visiting merchant gm erch cha ant who taught them of the he Dark Lord Arliman.. Thesee warriors grew enamoured mou ured with Arliman’s teachings ch hings g and sought to gain his approval so they eyy could displace the Ice Elemental as lord off the Barabas people. e..

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These warriors attacked the Temple of Siltis in a vicious betrayal that killed many of their kin. Inside the temple, with Arliman’s magics, they enslaved Siltis, massacring many Barabas before they fled ed tto o the eastern easttern n mountains. moun mo untainss. After offering A fter of ffeeri ring n the the ccaptive apti tive ve Siltis Siltiis to Arliman, Arlim man n, warriors thee su th ssurviving rvviv ivin i g warrio ors were wer eree transformed tran tr a sforrme med into in nto to mighty undead m mi ghty u ndea ad warlords, warl rlo lords, capable ca apa pabl be bl of ccommanding om mma andin ng tthe he deadliest dead dli lies esst est Arliman’s gifts of A rliman’s rl ’s g ifts if ts and nd lleading ead ea ding newly created undead a ne n w y cre wl eated d un nde dead ad d army of Barabas into war a myy Ba ar B rabas to war kingdoms. with wi h neighboring kingd gdoms.. believed It is believ eved ed that tha hat at these Deathlord’s th hesse fi ffirst rst De Dea athl hlor o d’s aree et eternal, a ar ter ernal, still sti till ll lording lo ording ov over the Ice ce Citadel, and giving C Ci t del, a ta nd givin ing ng their ccommands co mma mm andss to o th heir eir undead llegions egiions of of u ndea nd ead ea d minions, away m mi in niion o s, s, a way wa from fro fr rom om the thee rest off rre est st o Laruna’s La L aru r na n ’s ’s gaze. ga g aze. zee.

Legacy Arc

+11 A + Ability bility y +11 Dark + Dark Spell Spell

+ 15 Health Health +15 + 15 Mana Mana +15 +11 Dark + Dark Spell Spell

+ TR +11 S STR +11 IINT + NT +15 + 155 Stamina Stamina

+ bilit +11 A Ability + ark M +22 D Dark Magic

+ TR +11 S STR + +11 IINT NT + ombat +22 M M.. C Combat

DEATHLORDS TODAY While all Legacy can be viewed as equal part blessing and curse, perhaps none exhibit this fact as much as the Deathlords. All warriors bring death to their enemies, but only Deathlords are faced with the actual reality of what that means. It takes an unusually thoughtful or odd mind to accept that stealing the life force of an enemy is not far off from striking them with a sword, making even the most heroic of Deathlords a frightening presence to behold. By contrast, their historical relationship with Arliman make Deathlords prized members of Mesadrin society; there are even rumors that non-Mesmulot Deathlords can find themselves accepted parts of the Mesadrin Empire. Entire orders of Deathlords exist, who claim that their relationship with Arliman is not merely historical, rather current affair to this day, making them valued members of Arliman’s temples. It is not only society’s views that make Deathlords different from others. Regardless of their allegiance or moral inclinations, Deathlords are by their very nature intimately familiar with subjects most mortals endeavor to ignore. For a Deathlord, life and death is not a romantic concept or a philosophical debate, it is an ever-present reality. While some Deathlords may struggle with this knowledge, many are able to revel in the fact that for them, death is not a sad end but an empowering event, as the command over death is by definition the command over life.

Everything dies, and no matter the path they choose, Deathlords are involved in that process in the most intimate of manners.

STARTING BENEFITS Legacy Ability: Blood Drinker 1 Dark Spell +2 STR, +2 CHM, +2 Dark Magic

LEGACY TRAIT Dominion: The undead minions of the Deathlords followed orders without question, leaving them with an expectation that their commands are to be followed by any who hear them. You are unable to accept opposition or insolence. You must attack those who defy your direct orders or otherwise actively hamper your efforts.

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LEGACY VIRTUES PESTILENCE Disease and death go hand in hand. Spreading virulent plague amongst his victims, the Death Lord revels in the suffering he creates. Enhanced with the Arga’sheel, this particularly horrific ailment prevents the body from any form of recovery. The Death Lord sends out a dark, poisonous mist from his mouth which settles over a massive area. Type: Legacy AT: LR + END Cost: 100 Energy Range: 100m Duration: 1 day Base Success: A dark mist settles over a 100m x 100m area. Any living creature spending a phase in this area becomes afflicted by Death Plague for 5 days. Death Plague: Victims lose health per day equal to the number of days they have been infected. For example: Upon being infected, victims lose 1 health, on day 2 they lose 2 health, on day 3 they lose 3 health, etc. Up to a maximum of 10 health lost per day on day 10 and thereafter. (1c) Duration Adjustment: +1 day to Pestilence (1c) Duration Adjustment: +1 day to Death Plague (1c) Area Adjustment: +100 square meters affected (15c) Special Adjustment: Midnight Terror The affected area is now expanded to the entirety of a city, town, village, forest or other natural enclosure (15c) Special Adjustment: Virulence The difficulty of casting healing or dispelling spells on a target afflicted by Death Plague is increased by 15. (20c) Special Adjustment: Contagion Upon first contact with another humanoid that is not affected by Death Plague, those affected by Death Plague have a 20% chance to spread the disease in a violent explosion

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(40c) Special Adjustment: Madness Anyone who loses 50 or more health to Death Plague is gripped with madness becoming violent, rabid and bestial. They will lash out and strike anyone coming within 3m of their person; In addition, when hungry, will attempt to consume any living creature as sustenance (40c) Special Adjustment: The Ghouling Any victim who dies from Death Plague returns to life the following night as a ghoul. Ghoul statistics can be found on page 407.

PLAGUE OF SPIRITS From the vantage point we watched as an army of spirits materialized and savaged our army. The screams of the living were nearly drowned out by the vengeful curses of the dead. Those whose heart hadn’t stopped by the touch of the spirits were soon put down by steel as they could barely keep their wits about them, let alone defend themselves from other undead combatants. The Death Lord calls upon the Arga’sheel to pull trapped spirits down from the clouds, cascading them onto the battlefield. Type: Legacy AT: LR + CHA Cost: 100 energy Range: 100m Duration: 3 phases Base Success: All enemies in a 100m x 100m area take 20 damage (Curse) each phase for 3 phases. (1c) Damage Adjustment: +1 Curse (2c) Area Adjustment: +100m x 100m affected (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Death’s Respite The spirits steal energy from their targets, and return it to you before heading back to the clouds; You restore 10 health for every phase Plague of Spirits is active as long as at least one target suffers damage from it (10c) Special Adjustment: Mana Burn Damage done by this Virtue causes an equal amount of mana loss to the targets as the spirits swipe away at their victims souls

Base Success: After 2 phases, an undead horror takes shape, following all commands of the caster.

(40c) Special Adjustment: Hated Remains A target killed by Plague of Spirits has their entire body stripped away leaving only a vengeful shade behind. This shade has nothing but hate for the living and will continue to attack all living creatures within the area of Plague of Spirits. This shade will last for 10 phases and will not leave Plague of Spirits area of effect. Shades created with Plague of Spirits have the same statistics as the Shade Lord found on page 406.

UNDEAD HORROR The thing lumbered toward us from the shadows. We couldn’t quite tell what it was at first. Some thought it must be a half-giant breed we hadn’t encountered before. The stench in the air grew with every step toward us. Finally its full form came into the light. A sickening mass of twisted flesh, bone, and sinew stood before us. No more, no more will I speak of it. Such putrescence cannot be contained by words alone. Corpses in varying states of decay claw their way out of the ground, merging together into a putrid amalgamation of decaying bodies, skeletons, rot, and refuse. Type: Legacy AT: LR + INT Cost: 100 energy Range: 25m Duration: 10 phases

(2c) Range Adjustment: +10m (4c) Strength Adjustment: +1 any attribute (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Bone Armor The Horror gains +10 ARM (15c) Special Adjustment: Mass of Flesh The Horror gains +150 Health (15c) Special Adjustment: Putrescence Any creature making a successful melee strike against the Horror rolls a 50% chance test; If successful the attacker is splashed by rotting ichor and is Sick. Sick causes the recipient to vomit violently, suffering -6 to all AT’s for 3 phases. This effect does not stack. (15c) Special Adjustment: Extra Appendage The Horror may make an additional melee AT per phase without incurring a multiple action penalty (40c) Special Adjustment: Gaping Maw Upon a successful grapple AT, the Horror consumes a target, swallowing them whole. While inside the Horror, living creatures take 10 unavoidable Health damage per phase as they are slowly digested. They may be broken out of the Horror’s stomach by dealing 50 Health damage to the abdomen

UNDEAD HORROR LARGE UNDEAD STR

25

Health

250

ATTACK

AGI

5

Stamina

125

END

15

Mana

0

The Undead Horror pummels targets to death with its giant fists.

INT

0

Reaction

9

PER

5

Evasion

9

CHM

0

Base Movement

5

Armor

10

Magic

0

Protection

10

Melee Combat

10

Resistance

0

Brawling

10

Fist Threat: 4 Damage: STR +9 (Impact) (1c) Damage Adjustment: +3 Impact Typical Attack Ability Score: 45

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LEGACY ABILITIES ARLIMAN’S EMBRACE The dark god Arliman is considered more closely connected to the Void than any other deity. With this connection comes the power to temporarily nullify parts of the Arga’sheel. Doing so is universally considered taboo by magic users, but Arliman has no such compunctions, and grants his most devout followers a sliver of this power. ‘Tis quite the uncanny feeling when one loses the ability to do something that is as instinctual as breathing... The Death Lord stares down their target, eyes glowing red for a moment, as a shadowy spectre descends and hovers over them. Type: Legacy AT: LR + STR Cost: 10 mana Range: 5m Duration: 2 phases Base Success: The target pays an increased mana cost of +10 mana for spells and Legacy Abilities. (5c) Strength Adjustment: +1 Mana cost (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Essence of the Void A spell or Legacy ability cast while under the effects of Arliman’s Embrace may not be cast until again until the duration expires

AURA OF DECAY The very air around the Death Lord reeks of death. Plants wilt, animals suffocate, wood warps, and stones crumble. Effect: You gain a permanent +1 STR and +1 INT. All enemies within a 10m radius lose 2 Health per phase. This health cannot be recovered in any way until the victim has left the aura for at least 1 hour. In addition, plant-life, animals, and objects will slowly rot, at the Dreamweaver’s discretion.

BLACKGUARD The Death Lord is a powerful warrior whose strength grows even further in the darkness. Beware when the sun sets, for there are things even worse than undead lurking in the shadows. Effect: You gain a permanent +1 STR and +1 INT. When not in the presence of natural or magical sunlight, you gain +3 STR and regenerate 2 Health and 4 Stamina per phase.

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BLOOD DRINKER The Death Lord’s blade hungers. Each strike steals life force from its victims. The servants of the dark god Arliman demand much blood, and their thirst will never be quenched. Pray you do not come across a Death Lord, for when they come bearing down, there will be nothing of you left. The Death Lord coats their weapon in their own blood as an offering to Arliman, causing 5 Health damage. A thin black nimbus will surround the weapon, causing life to be drained with each successful strike. Type: Legacy AT: LR + STR Cost: 10 mana + 5 Health Range: Self Duration: 5 Successful Strikes Base Success: The affected weapon deals +5 damage (Curse) upon striking a target. In addition, up to 5 damage is converted to Health for the Death Lord. You may not restore more Health than total damage inflicted. (2c) Strength Adjustment: +1 damage (Curse) (+1 Health absorbed) (2c) Duration Adjustment: +1 strike (12c) Special Adjustment: Poisonous Your successful strikes now cause poison (10) for 5 phases. This effect does not stack (20c) Special Adjustment: Infected Your successful strikes now cause disease (10) for 5 phases. This effect does not stack

DARK GIFT Arliman is generous. He heeds our requests for power, unlike these pathetic, false gods. All hail Arliman and his gracious gifts. Effect: You gain a permanent +1 INT. When casting any Dark spell, Alternate Base Successes cost 5 less CAP.

DEATH STEED CHARGE From the Death Lord, there is no escape. With but a thought he may summon a charging steed underneath him and chase after his enemies. Only in a dream could you survive the incoming gallop of death. The Death Lord gestures at a target and summons an undead steed (appropriate to race), which emerges from the earth below, and swiftly carries the Death Lord to melee range for a strike. Once the strike is made, the steed sinks back into the ground. Type: Legacy AT: LR + CHM Cost: 15 mana Range: 5m–20m Duration: Instant Base Success: Charge: You immediately enter melee range with your target and make a Melee Combat AT at a +3 bonus. This can only be used on a target that is not within melee range. (1c) Range Adjustment: + 1m (6c) Strength Adjustment: +1 to melee AT (25c) Special Adjustment: Permanency The creature becomes corporeal after effect, real al a fter tthe he eff ffec e t, granting the Deathbringer a war ssteed which tee e dw wh hich follows all commands to thee death. T This hiss st hi steed does not require sustenance o orr re rest. The Death est. The Dea ath Lord may have only one active steed ive ste eed d at a a ttime. ime. im e This horse has the same attributes butes as as a common comm mmon n War Horse (see page 368).

DESECRATED GROUND What the fire did not ruin, th thee lifeless one did did. id. We few with blood still in our veinss and an strength streeng ngth th in in our arms watched as a simple gesture ccaused aused de d decay ca ay to t ssweep weep we ep through the village. Our homess ccrumbled, ru umbled, d, o our ur lland and an d turned desolate. Our blood wentt co ccold, ld, ourr ar ld arm arms ms ggrew rew w weak. It was then we knew whatt had had d truly befallen bef efal alleen us.. The Death Lord waves their heir hand, cursing he currsi sing n a section of ground before them. T The he area transforms mss into a cursed wasteland for the duration. W Wood ood rots, s plants wilt, water turns black, mold gro grows rows w on rock rock, k, and skulls rise from the earth, dotting terrain. d tt do ttin ing th the terrai in. n

Type: Legacy AT: LR + INT Cost: 10 mana Range: 20m Duration: 5 phases Base Success: A 10m x 10m area is afflicted by desecration. All enemies standing in the area lose 5 stamina per phase and have their STR reduced by 1. (To a minimum of 1) (2c) Range Adjustment: + 1m (2c) Strength Adjustment: +1 square meter of area affected (5c) Strength Adjustment: +1 stamina lost per phase (5c) Duration Adjustment: +1 phase (6c) Strength Adjustment: +1 STR lost (15c) Special Adjustment: Poison Mist All Health gains are reduced to 0 while in the affected area (20c) Special Adjustment: Death Grip Skeletal hands will randomly reach out and grab the ankles of enemies in the area. At the beginning of every phase, each enemy inside the area rolls a 20% chance test. If successful, the target may not move for the turn and incurs pen nal altty to all ATs AT A Ts requiring requ uir irin i g movement in m ve mo veme ment nt a -6 penalty

GIF IFT T OF O UN NDEATH DEATH TH Unfettered Unfett Un ter ered b byy th the li limi limitations miita t tion ns of llife ife or flesh, th if thee Deathlords Deeathl hlor o ds a are re rrelentless elen el enttlles esss wa w warlords, rllor ords d , pu ds pur pursuing rsui uing ng the their heir he ir twisted twis tw iste is ted d ambitions ambi am bition o s w with ith th unp unparalleled npar aral alle leelleed de devotion evo vottion on a and nd persistence. pe p erssistenc nce. Effect: Effect Effe ct: You You are re now classified classifieed as Undead. Und n ea ead. d You u are n ar no now ow immu immune une tto op poison, oison o , di dise disease, seas asee, bleed da and nd ffear ear effects. effe ef f ctts. You no lo fe long longer n er nee need eed d to breathe breathe, h , ea eeat, t,, o orr dri d dr drink. rink. ink. Healing Heeal alin in ng ef effe effects fect cts no now ow d de deal eal a C Celestial e estial d el damage ama agee in instead nst stea teea ad of rrestoring estoriing Health. h. Y You ou a also llsso rece re receive eceiv eiivve a p pe permanent erm r anen e t ent +2 + 2 END. END N .

173 1 73

Harvest of Sorrow

It’s not enough that their enemies needed to worry about every fallen troop potentially rising from the dirt to fight again, they also had to witness the Deathlords feed off the dead to reconstitute their undead forms. The Death Lord motions at a nearby spirit or corpse, draining it’s dark energy to refuel their own. The corpse or spirit must be mostly intact for this to function. (More than 50% of the whole.) Corpses will shrivel up and turn to ashes, while spirits will slowly fade away. This will effectively destroy the spirit. The corpses or spirits of Legacy bearing creatures are not affected. Type: Legacy AT: LR + INT Cost: 10 mana Range: 5m Duration: Instant Base Success: You restore 10 health and stamina. (1c) Range Adjustment: +1m (2c) Strength Adjustment: +1 health/stamina restored (15c) Special Adjustment: Stolen Essence You now gain an equal amount of Mana (25c) Special Adjustment: Loss Becomes Gain Harvest of Sorrow now affects up to 3 targets within range simultaneously.

Siphon Strength

Against the Deathlord, even mighty warriors were laid low. Using necromantic magics, the Deathlord would steal away a great warrior’s strength adding it to their own. Many enemy forces had their moral destroyed as they watched their heroes cut down and cast aside like helpless children. The Death Lord channels dark energy and points at his target. A bright green beam shoots forward, linking the two, as the Death Lord steals life force from the target. Type: Legacy AT: LR + INT Cost: 10 mana Range: 10m Duration: 5 phases

Base Success: You drain 2 STR from the target. This cannot reduce a target’s STR below 1.

174

(2c) Range Adjustment: +1m range (5c) Duration Adjustment: +1 phase (6c) Strength Adjustment: +1 STR stolen (10c) Special Adjustment: Weakness You drain an equal amount of END (15c) Special Adjustment: Forked Tongue The beam will split after hitting your first target, latching onto a second target within 3m; Make another AT to determine the effects to the second target; You may not purchase Forked Tongue more than once per cast

Soul Armor

The Death Lord wraps himself in the sorrow and despair of his past victims, creating a glistening black sheen to any armor he wears. Undaunted, he gladly forays onto the battlefield to do the work of his dark god, protected from his enemies and instilling fear into his foes. The Death Lord gestures briefly, causing dark energy to enhance his armor. Attackers are frightened and tormented by the sounds of wailing souls when in close proximity. Type: Legacy AT: LR + END Cost: 10 mana Range: Self Duration: 5 phases Base Success: Your armor gains +4 ARM (All) and +4 PRO (All). In addition, all attackers suffer a -2 to any offensive melee AT made against you. (2c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 PRO (All) (4c) Strength Adjustment: +1 ARM (8c) Strength Adjustment: -1 to offensive melee ATs (15c) Special Adjustment: Violent Souls The tormented souls become violent, striking out at attackers. You deal your LR + 10 in Damage (Curse) to a target that has successfully landed a melee strike.

Unholy Burst

Such was their grasp of dark magic that the Deathlord’s could expel unnatural energies to plague the living or, at a whim, use the very same energy to reconstruct their undead slaves. The Death Lord unleashes a powerful blast of Dark energy towards their target. Upon successful impact, the blast explodes, surrounding the victim in a thick, fog-like energy that is subsequently inhaled, causing detrimental effects. Using this technique on an unliving target will instead have several positive effects. Type: Legacy AT: LR + INT Cost: 20 mana Range: 20m Duration: Variable Base Success (Living): Targets suffer 15 damage (Curse) and 10 stamina loss. (2c) Damage Adjustment: +1 Curse (2c) Range Adjustment: +1m (25c) Special Adjustment: Nauseating The inhaled energy causes the target to vomit uncontrollably, giving them a -6 to all ATs for two phases.

Base Success (Undead): Targets are healed for 10 health and enter Frenzy, gaining 1 free base strike upon any successful strike for two phases. (2c) Strength Adjustment: +1 Health restored (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase to Frenzy (20c) Special Adjustment: Unholy Strength Targets gain +5 STR for the duration of Frenzy

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SHADOWMANCER Legacy: Dark No Nothing, oth hin ing, g, a and nd no one, is safe. So long as they are out there, h llurking k in the dark, anyone who has enemies needs to worry. Let’s face it, who doesn’t have enemies? The question is: does someone want to bring evil to your door bad enough to pay for it? If they do, any time you walk down a dark corridor, or see your own shadow in the corner of your eye, you better watch out. Shadowmancers serve the darkness, and the darkness serves them.

DESCRIPTION With mastery over shadows, the Shadowmancer is an expert assassin capable of quick and precise strikes. Enhanced by their ability to terrify, confuse and escape their enemies, many victims find themselves dead or dying before they know what hit them.

HISTORY When the kingdom of Highland first rose to prominence, its lofty ideals created shockwaves across the human kingdoms. The dominion of kings and lords had been shaken to its core by a group of

upstart nobles who believed the vicious oppression of the masses could be stopped. The nobles in charge of the movement that created Highland proved to be impossible to coerce or bribe. To this end many politicians of rival kingdoms turned to more unsavory methods in an attempt to get rid of critical members of the newly formed Highland. A small cult of Arliman worshippers were given extensive funding and magical resources on the promise that they could eliminate targets efficiently, without concern for existing laws. This cult would give rise to exceptional assassins called Shadowmancers. As a group they would take contracts from interested parties, always in secret, and plot the death of anyone for a high enough price. The Shadowmancers would claim credit for countless assassinations through the years and become a feared organization that always managed to find plenty of clients. In Laruna, there was always need for exceptional killers who could get in and out of the most secure places without a trace. Eventually the Shadowmancer would transform its order into an efficient guild that commanded outrageous prices, but offered unequalled skills for a plethora of criminal deeds from simple theft to coercion and murder.

Legacy Arc +2 AGI +15 Mana +1 Ability +1 Dark Spell +2 INT +3 Reaction +3 Dark Magic +5 PRO (Celestial)

176 6

+1 Ability +3 Reaction +1 Dark Spell +3 Dark Magic +5 PRO +2 INT (Celestial)

Shadowmancers Today

Legacy Trait

The more things change, the more they stay the same. Some say that assassination is the second oldest profession in the book, and none are better than the Shadowmancers. Criminal jobs that would once require a whole team can now be achieved by one Shadowmancer in half the time. Law abiding citizens may tell dark tales of assassins and thieves, but those assassins and thieves now tell tales of the Shadowmancers. Shadowmancers may not be fated to live unscrupulous lives, but being born of the Dark in certain lands is often such a stigma that they are pushed down that path. Some end up reveling in such a life, but the strongest willed amongst the Shadowmancers resist the urge to settle for a life of petty street crime and rise above.

Scorn: The Shadowmancer’s hatred of the light runs deep. Enemies who generate light in any mundane or magical way must be attacked before those who do not. While a Shadowmancer will defend themselves from other attacks, they will not focus on other enemies while light-bearing ones still live. Something as simple as carrying a torch can be considered light generation for purposes of scorn, though idle reflections from ordinary objects will not.

Starting Benefits Legacy Ability: Shadow Tendrils +2 AGI, +1 INT, 1 Dark Spell, +10 Health

177

LEGACY VIRTUES BETRAYING SHADOWS The darkness is a part of you. Even if you spurn it with every fiber of your being, you need only look behind you to see how the shadow follows you every step of the way. Just remember that with a single command the Shadowmancers could turn even your own darkness against you. Cross them and you may find your own shadow cutting out your heart. The Shadowmancer gives life to the personal shadow of every person in a large area. This shadow will mindlessly attack the person who cast it until either they or the person are dead. Type: Legacy AT: LR + CHA Cost: 100 energy Range: 100m Duration: 1 phase Base Success: All creatures in a 100m x 100m area have their shadows become living enemies with the statistics listed below. The shadow lasts one phase and seeks to kill the creature who spawned it. (1c) Strength Adjustment: +1 Melee Combat Skill (3c) Strength Adjustment: +1 any attribute

(4c) Duration Adjustment: +1 phase (10c) Special Adjustment: Beneath the Skin A successful strike dealt by the Shadow gives the creature -10 Resist to Fear and Mind spells (15c) Special Adjustment: Vicious Assault The Shadow’s first Strike deals +25 damage (Shadow) (15c) Special Adjustment: Assassin Strike The Shadow treats its target as surprised for all attacks (40c) Special Adjustment: Silent Murder The Shadow treats its target as unaware for its first phase

ENDLESS NIGHT Old legends speak of a shadow so great that it blotted out the sky. There was no sun, no moon, not even a star in the sky. There was nothing but utter darkness, and within this darkness there was the sound of screaming. . . The Shadowmancer unleashes a darkness so vast that it shrouds an enormous area. Within this area mortal minds slowly begin to shatter, plagued by whispers of evil and the sound of blood curdling screams. Type: Legacy AT: LR + END Cost: 100 Energy Range: 100m Duration: 5 phases

SHADOW SPAWN VARIABLE SHADOW CREATURE

178 8

STR

7

Health

100

AGI

10

Stamina

100

END

5

Mana

100

INT

0

Reaction

18

PER

8

Evasion

18

CHM

0

Base Movement

10

Armor

20

Magic

0

Protection

10

Melee Combat

10

Protection (Shadow)

100

Natural Weapons

5

Resistance

0

ATTACK These living shadows form shadow daggers, striking their targets ruthlessly. Shadow Dagger Threat: 1 Damage: STR +3 (Shadow) (1c) Damage Adjustment: +2 4IBEPX

Typical Attack Ability Score: 25

Mental Immunity Shadow Spawn isimmune to all fear andmind control effects.

Base Success: An area in a 100m radius around the Shadowmancer becomes completely dark. Within this area, no form of natural vision is possible. Any creature other than the Shadowmancer are afflicted with Vile Whispers. The Shadowmancer may see normally, ignoring Endless Night. Vile Whispers: Causes the target to suffer a -15 penalty when resisting Mind and Fear type spells. In addition, a target must take a 50% CT when affected by Vile Whispers and every phase they remain under its affect. If the CT is successful, it causes the target to have minor panic-induced breakdown. This causes the target to immediately lose 20 Stamina and have all Stamina costs or losses increased by 10. For each phase a target is exposed to Vile Whispers the Resist penalty increases by -5. For creatures unable to pierce the darkness, the Shadowmancer is considered an invisible target. (2c) Area Adjustment: +100m Radius (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Saturation All Shadow spells or Shadowmancer abilities used inside Endless Night are awarded 4 CAP with Base Success (10c) Special Adjustment: Deep Terror All Fear magic or abilities used inside Endless Night are awarded 4 CAP with Base Success (30c) Special Adjustment: Endless Terror Fear effects on targets inside Endless Night have their duration suspended so long as the target remains in the area of Endless Night. Should Endless Night end, or the target of a fear effect leave Endless Night’s area, the duration of any fear effects will resume as normal

Type: Legacy AT: LR + END Cost: 100 energy Range: Self Duration: 5 phases Base Success: You gain +20 ARM (All), +5 AGI, and may choose a single ability each phase and use it as an Instant, Free action which receives +5 CAP with Base Success. All costs for using an ability in this manner are reduced to zero. (5c) Strength Adjustment: +1 ARM (5c) Strength Adjustment: +1 AGI (6c) Duration Adjustment: +1 phase (15c) Special Adjustment: Suspended Life You gain +100 temporary Health (20c) Special Adjustment: Dreadful Sight The first time a creature sees the Shadowmancer using Shadow Demon, they must succeed in a contested LR AT or become afraid for Shadow Demon’s duration. Once afraid, Legacy Bearing creatures may make a contested LR AT each phase to break the fear (40c) Special Adjustment: Dark Lord You may choose a second ability to use as an Instant, Free action each phase. This ability has all costs reduced to zero. The second ability chosen in a phase must be different than the first one chosen by Shadow Demon

SHADOW DEMON What is more terrible than the darkness within one’s own heart? A talented Shadowmancer could harness that evil and let it reshape their whole being into an unspeakable monster. Precious few survive witnessing such an event, and those that do can barely recount what they saw without trembling at the memory. The Shadowmancer becomes suffused with a terrible dark power that transforms them into a large demonic entity made completely of shadow.

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(10c) Special Adjustment: Lifesteal Any time the Shadow Beast deals damage with a strike, the Shadowmancer restores up to 10 lost Health.

LEGACY ABILITIES BLACKBLOOD All Shadowmancers let the darkness in, but it’s when they choose to let it back out you need to worry. Maybe they do it to cleanse the soul, maybe it’s just to terrify others. Either way, when they start pouring that black ink from their veins, beware what monster follows. By spilling their own blood, the Shadowmancer creates an inky pool of darkness that rapidly shifts and solidifies into a Shadow Beast.

DARK MIND Who can tell what lurks in the mind of one who has communed with the darkness? Staring into the kingdom of shadows must leave a mark on a person and I tell you, diving into such a mind cannot be a wise endeavor. Effect: You gain a +25 bonus when resisting Mind or Fear type spells. Any time a Mind or Fear spell is resisted, the attacker pays the Mana or Stamina cost of the spell again, as their energy is burnt away. If they cannot pay this additional amount, they will lose Health instead. You also gain a permanent +1 Intellect.

Type: Legacy AT: LR + STR Cost: 20 mana + X health* Range: 1m Duration: 3 phases

DISSIPATE Base Success: You sacrifice a portion of your own Health, and create a Shadow Beast, whose statistics are based on the amount of health sacrificed. *X is the amount of Health sacrificed upon using Blackblood. This cost is paid immediately upon use and cannot be prevented in any way.

When threatened, a Shadowmancer lets their body dissolve into shadows, so that a deadly thrust from a sword will split nothing but vapors of darkness. The Shadowmancer changes their body to be partially made of shadow, giving them tremendous resilience to physical damage, and allowing most physical attacks to seemingly pass through their body without harm.

(1c) Strength Adjustment: Natural Weapons Skill +1

(2c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 Any attribute

SHADOW BEAST LARGE SHADOW MONSTER

180 0

STR

X*/5

Health

3*X*

AGI

X*/4

Stamina

100

END

10

Mana

100

INT

1

Reaction

AGI+1

PER

1

Evasion

AGI+1

CHM

0

Base Movement

AGI

Armor

10

Magic

0

Protection

100

Melee Combat

1

Protection (Shadow)

100

Natural Weapons

1

Resistance

0

ATTACK The Shadow Beast rends its enemies with massive claws. Claws Threat: 4 Damage: STR + 6 (Shadow) (1c) Damage Adjustment: +2 (3c) Weapon Adjustment: Bleed (3)

Shadow Absorption All Shadow damage dealt is absorbed and converted to Health.

Light Weakness All Celestial damage taken is doubled.

Type: Legacy AT: LR + END Cost: 10 mana Range: Self Duration: 3 phases

Shadow Weapon Threat: 2 Damage: LR + 12 (Shadow) (1c) Damage Adjustment: +2 (Shadow)

Base Success: Your body will allow physical attacks to pass through them giving the illusion of no harm being done. They gain +15 ARM and cannot be grappled. (5c) Strength Adjustment: +1 ARM (5c) Duration Adjustment: +1 phase (15c) Special Adjustment: Master of the Night All Shadow based damage is absorbed and converted into Health; your maximum Health cannot be exceeded in this way (15c) Special Adjustment: Shielded from the Light All Celestial based damage taken is halved (20c) Special Adjustment: Shadow Body Your body and all possessions change completely into shadow, granting immunity to all physical damage. In this form you may not physically interact with anything, but you may cast spells and use abilities. While in this form any source of Celestial damage has its base damage increased by 10

(10c) Strength Adjustment: +1 bonus to Melee Combat AT

SHADOW ASSASSIN It the midst of combat it can be difficult to remember that there are dangers other than the foe before you. Doing battle with a Shadowmancer means fighting both them and their darkness. Be wary of the shadow at your their back, and the one at yours. The Shadowmancer causes a target’s shadow to temporarily animate and deliver a vicious attack with surprising speed. Type: Legacy AT: LR + INT Cost: 20 mana Range: 10m Duration: Instant Base Success: The target’s shadow makes a Melee Combat AT using your LR + 25 as the Ability Score. The target is considered surprised for this attack. The shadow may appear to strike with any type of weapon but the damage and relevant statistics are always as below:

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SHADOW’S CALL

SHAD HADOW H HA ADOW TE ENDRILS ND DRI RIL LS

As the Shadowmancer er de delves elves lves ffurther lv urth ur ther er iinto ntto th the he darkness, it calls out from a di dist distance. stan ance c . It b beckons ecko ec cko kons nss tthem n hem he m closer; deeper into the nothingness. thingn th g ess. S Secrets e re ec rets ts o off Da Dark ark magic lie in its depths, awaiting itingg th those hos o e tw twis twisted iste teed and an n bold bold l enough to explore the abyss. s. Effect: When casting Sh Shadow had adow wa and nd dD Death eath ea th sspells, peellls,, p Alternate Base Successes cost cos ostt 5 less les CAP. CAP A . You You also alsso al gain a permanent +1 to Intellect. ntel elle el l ct.

Everyone E ver e yyo one ne at so some ome me p point oiintt ccomes omess iin om n ccontact ont na acct wi w wit with ith th da darkness, ark rkness nesss, b but ut no n nott ever ev everyone verryyo one ne ccan an n ssay ayy tthe he d he darkness a kn ar nes e s actually ac ctu tually alllyy rea reached each ea acch hed e o out ut tto ut o grab grab b tthem. hem he em. m. S Shadowmancers ha ad do owm wman man a ce c rs a are ree known k kn ow o wn ffo for or ha h having avi ving ngg tthe he d he darkness arrkn a rkn knes ess la lash o lash out u w ut with ith it h te ttendrils nd ndri dril riils ls and bee vic an nd gr grab grab ab hold hol old of of ssoon oon oo n to ob vvictims. iccttim ms. A shadow sh had do ow w or or source so sour ou cee of of darkness dark da rkness s unfurls unf nfur u ls ten tendrils ndr drils ils of p pure u e sh ur sshadow had ado ow w tthat hat ha at re rreach eac a h ou out o utt to grab a tar target, rgeett, h ho holding, ldiing, ld g crushing, cru ushin sh h ng, g o orr ev even en n cchoking h ki ho k ng g iit. t.

SHADOWSTEP We chased the damned da assassin ssassin throug through uggh the th he to town wn n square but all it took was thee shadow shado dow w of a market marrkeett stand sttan and for the bastard to slip into. I saw hi him m em emerge merrggee ffrom rom ro m th thee shadow of a shop sign quite tee a bi bit it away ayy a and nd k knew ne in new in my heart we would never catch atc t h him. The Shadowmancer sinks i ks into in int nto o a ne n nearby ear arby by sshadow hado d w do and emerges some distance ce away. away. Type: Legacy AT: LR + INT Cost: 10 mana Range: 15m Duration: Instant Base Success: You mayy pass pass through th hro roug ugh ug h a shadow shad ad dow o within movement range and nd in iinstantly stan ntly em emerge merge ffrom rom m a shadow up to 15m away. y. (2c) Range Adjustment: nt: +1m +1m m (10c) Special Adjustment: ent: Nightstalker Niigh ghtsstalk ker e You may pull a creaturee or object obj bjec ect off your you our size si e or smaller through the sha shadow You ado dow wi with th yyou. ou. Y ou ou. Yo ou must succeed on a contested teested STR ST AT AT to to bring brin brin ng an unwilling victim

182 2

Type: Ty yp pe e: L Legacy eg gac acy AT: L AT: LR R+S ST STR TR Cost: 15 Cost t: 1 5 mana mana Range: R ang ge e:: 1 10m 0m 0 m Duration: D Du ura rattiio io on n: 3 p phases hase ha seess Base B Ba se e Success: Succce essss: T The hee ttarget h arg ar rget is is grabbed grabb rabb bbe bed ed by by a shadow from nearby off sh had dow w ttendril en nd drril il which whi hicch h sspawns pawn pawn pa wnss ffr ro rom om man ea arb by ssource ourcee o darkness. These tendrils restrict movement, da arkne kne n ssss. Th T hesse te en nd driils l sseverely eevvver erel er rel ely rre ely estri ricct m oveme em men ent, preventing p pr revven nttiing in ng g tthe he target he targe g t from ge fro fro fr om m effectively efffec ective tive ti vely evading eva vadi d ng g attacks att t accks tt k defending itself. The grappled orr d efendiing ef g its tsel ellf.. T hee ttarget arrge g t iss cconsidered on o n nsi sid si dered grappl g gr r pleeed d and all defensive ATs each an nd ssuffers uff f er erss -2 - tto o al a ll d ll de efe fen nssiivve AT A T Tss for for ea fo ach ch ttendril en ndrril il They not take more than that th at rrestrains esstrai a ns ai ns tthem. heem. T hem heyy ma he may n may no ot tta ake m orre tth han an a single any direction. Tendrils have health si ing nglle step ste t p in na ny d ny iirreccti tion on.. Te on end ndri rils hav ve 50 5 h ealt ea ltth and d take takee double dou ublle damage d ma da ma age g from ge fro rom Celestial C le Ce lest stia al sources. sourcees. so Strength Adjustment: +1 tendril ((5c) (5 c) S c) trren e gtth Ad A just ju sttm stme me ent: nt: + 1 tte en nd dril (5c) Duration +1 phase ((5 5c)) D urat ur atio io on Adjustment: Adjju Ad ust stme ment ent n:+ 1p ph ha asse Special Adjustment: ((10c) (1 10 0c) Sp 0c 0c) pe eccial c Ad Adju j sttm ju me entt: Crush Crus Cr ussh The target suffers 5 damage (Impact) per tendril Th he tta arget arg ett suf uffe uffe fers rs dam rs mag ge (I (Im mp pac actt)) p e ten er en ndr dril il off ea phase are grappled byy at tthe at he sstart he t rt o ta eeach ach p ach hasse tthey ha hey a he ar re gr g rap pp plled ed b a Sh Shadow S Shad had dow o Tendril Ten ndr dril il ((20c) (2 20c 0c) Sp S Spe Special pec ecia iall Ad Adj Adjustment: dju just stme m nt me nt: Choke Chok Ch ok ke T he target ta arg get et has hass ttheir h ir he ir air airr ssupply up pp plly cu ut of o fff (i (if th (if his is The cut off this iss p osssi sibl b ee)) a bl nd lloses osees os es 1 0 Stam S St tam amina amin na at tthe he sstart he ta artt possible) and 10 Stamina o ach hp hasse th heeyy a ree gra rap pp p pleed by by a S hado had dow dow off ea each phase they are grappled Shadow T Te end driil Tendril

SMOTHER

SPREADING DARKNESS

Being swallowed by the darkness is a terrifying experience. Horror fills your eyes, wailing thrums in your ears, and even your mouth is filled with the taste of fear. Few minds can handle such a revolting assault without giving in to terror and temporarily losing wits. Inky black darkness pours over the Shadowmancer’s enemy filling their orifices with living shadow.

It was more than just shadows, it was alive. This thick black mist was swallowing the light. Before I knew it, I couldn’t see an enemy until they were standing before me. I know for certain that battle happened at midday, but in my mind I remember it being dark as night. All light within the area dims until the area is lit no better than a heavily overcast day. In addition, smoky shadows spill out from the Shadowmancer and further cloud vision for anyone else in the area.

Type: Legacy AT: LR + INT Cost: 10 mana Range: 10m Duration: 3 phases Base Success: The target suffers a -4 penalty to PER and -2 to all ATs. (5c) Strength Adjustment: Additional -1 penalty to PER (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Mute The target’s mouth is filled with thick shadow, rendering them unable to be heard (15c) Special Adjustment: Mounting Terror The target enters a state of panic, becoming afraid for the duration. Legacy Bearing creatures may make a contested LR AT to resist this effect

Type: Legacy AT: LR + INT Cost: 20 mana Range: 50m radius Duration: 3 phases Base Success: Anyone in the area suffers a -3 PER penalty and has visibility reduced to a 2 meter range. (5c) Strength Adjustment: additional -1 penalty to PER (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Fertile Shadows All shadow spells or Shadowmancer abilities used within the area of Spreading Darkness gain +2 CAP with base success

UNNATURAL MOVEMENT Arliman’s children are known for moving with preternatural quickness. They step away from sword swings, bolts, even arrows with a discomforting ease. Effect: You gain a +8 bonus to Evasion and a permanent +2 to Agility.

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SOUL BENDER Legacy: Dark In the their heirr ttime, ime, im e, the Soulbenders were troublesome things. h They h were secretive and vicious. The mere thought of how they plied their dark power was unsettling enough, but more so was that they were renowned for being resourceful and efficient. Whatever their black hearts desired eventually found its way into their clutches.

DESCRIPTION Bending dark magic to varied tasks, the Soulbender is dangerous foe who is equally comfortable on the battlefield or solving mysteries. By capturing souls and keeping them captive, Soulbenders learn to force them into many purposes from crafting weapons to divulging secrets.

HISTORY Off the Southern Isles, the nation of Izumo fought long and bloody wars against its neighbors. The dead were buried on a lone island in effigy to what had been lost. Many years after the wars had ended, monk warriors would venture forth from the temples and travel to meditate among the honored

dead. Several of these warriors became locked in vicious battles with the souls of the dead. The warriors applied their extreme devotion to the new practice of mastering the soul, both their own and those belonging to the vengeful dead. Called Soulbenders by the coastal villagers, these deviant practitioners would go on to leave the southern isles and bring their reviled mastery over the soul to the far corners of Laruna. Tales of the dreadful command they wielded over spirits as well as their use of dark magic in combat caused many to fear their power. Izumo eventually conceded to investigate their origins after suffering such political backlash. A search party was organized and sent to the “Fallen Isle” but nothing was found. Not even the spirits of the dead were present to account for the rise of the Soulbenders. The few original Soulbenders from the Fallen Isle eventually grew into a small and secretive order. This group was publicly shunned by most kingdoms and the Izumo nation eventually issued an eternal bounty for the elusive Soulbenders.

Legacy Arc +1 Ability +1 Dark Spell

+1 STR +1 END +10 Health

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+1 INT +15 Mana +3 Dark Magic

+1 STR +1 END +10 Health

+1 Ability +1 Dark Spell

Those who captured and returned them to the Izumo nation would be heavily rewarded, but rumors circulated that the leaders of Izumo merely wanted to integrate Soulbender’s training into their own studies.

Soulbenders Today Modern Soulbenders maintain a strong resemblance to their historical namesakes. Magics involving the soul and the afterlife still remain taboo across the majority of Laruna, causing them to be distrusted well beyond the level of any other Legacy bearer. Even the Mesadrin Empire looks upon Soulbenders with a cautious eye. Dead men tell no tales, and most would prefer to keep it that way. While it is now rare to find Soulbenders organized into an actual order, Soulbenders know that they are uniquely alike, as only they hold such knowledge from beyond the veil.

Starting Benefits Legacy Ability: Purgatory +1 STR, +1 END, 1 Dark Spell, +1 Dark Spell (Curse)

Legacy Trait Backlash: The captured souls within prevent restful sleep. Soulbenders can not restore more than 20 Mana or Stamina each day via natural methods. They may also not go more than one day without holding a soul in purgatory.

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LEGACY VIRTUES EXPULSION The dark energy erupted from within the Soulbender. It swept across the battlefield and each person it touched was crippled with unbearable pain. They screamed and writhed as their souls desperately tore free of their bodies. In moments, the bodies of those who had lost their soul rose up and devoured the few who had survived the curse. The Soulbender releases stored souls to unleash a powerful wave of dark energy. Type: Legacy AT: LR + END Cost: 100 energy Range: 100m Duration: Instant Base Success: All creatures within range suffer 25 Damage (Curse) plus 15 Damage (Curse) per soul released. You may choose how many souls to release. Any non-Legacy bearing creature killed by this damage becomes an Undead Cannibal, as listed in the creatures appendix. (2c) Damage Adjustment: +1 initial damage (Curse) (2c) Strength Adjustment: +1 STR to Undead Cannibal (2c) Strength h Adjustment: Adju just s ment nt:: +10 +10 0 health healt l h tto o Undead Cannibal ball (15c) Special Adjustment: Adju ju ust s men nt: Undying Un ndyin ng Undead Cannibals bals lss remain rem emai a n permanently perm pe man aneentlyy and and d en nde d r’ r’ss mental me com o mand ndss obey the Soulbender’s commands Ad dju just stme ment n : Soul Soul Ren end d (20c) Special Adjustment: Rend ve any any healing healing done don onee to t them the hem All victims have f, rounded rou ound ded d down, down, for for 5 phases pha hasses reduced by half,

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SOULREAVER Those who cross a Soulbender know to fear their Harvester Claw, but what very few know is that the greatest of them possess a weapon that is far more threatening. The Soulreaver is a dark weapon of war that provides its wielder with a nearly limitless supply of dark energy and captive souls. Type: Legacy AT: LR + END Cost: 50 energy Range: Self Duration: 10 phases Base Success: A bladeless hilt becomes a vessel for the Soulbender’s power, creating a huge blade of dark energy, filled by the screams of its victims. While wielding Soulreaver, the Soulbender’s Purgatory has its maximum soul capacity increased by 5. (3c) Strength Adjustment: +1 Curse (8c) Strength Adjustment: +1 Soul capacity (8c) Special Adjustment: Rend Slain enemies have their soul split in two, giving the soulbender two charges

SOULREAVER (2H) Requirements: None Thre Threat: rea at: 6 AT: G AT Glaives la aives e +S STR TR R Damage: Damage Da ge:: ST STR R + 15 (Cu (Curse) Curs urs r e) (1c) (1 c D Damage amag am age Adjustment: Adju Ad justtme m nt nt:: + +5 5 Cu Curse u (3c) W Weapon eapo ea pon Ad Adjustment: Adjust stme ment nt: Bleed (4)

TORRENT OF SOULS Trapped within the Soulbender, souls suffer unimaginable torment. To be free of such suffering for even a moment is worth anything. When only the highest form of bloodshed would do, the great Soulbenders would release their captives, charged with dark magic, and ready for violence. The Soulbender releases all of their captive souls, transforming them into Shades. Type: Legacy AT: LR + END Cost: 100 energy Range: Self Duration: 10 Phases

Base Success: Each soul released is transformed into a Shade, as listed in the creatures appendix. (2c) Strength Adjustment: +1 AGI to Shade (2c) Strength Adjustment: +10 health to Shade (8c) Special Adjustment: Explosive Upon dying, the Shade explodes, dealing 25 + the Soulbender’s LR in Damage (Curse) to all enemies within 5m (12c) Special Adjustment: Leech Any time a Shade inflicts damage, you are healed for half this amount, rounded up (20c) Special Adjustment: Soul Tear Each soul released produces 2 Shades

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LEGACY ABILITIES BOTTOMLESS PIT So vast grew the need of the ancient Soulbenders that they developed better methods for containing the souls which fueled their magics. Poems spoke of hearts like bottomless pits, a limitless repository for suffering and strife. Effect: Increases the maximum number of souls held by Purgatory to 5 and allows the Soulbender to spend 1 soul to restore 10 Health as an IFU action.

FATHOMLESS HUNGER When the Soulbender is an empty vessel, a deep and unabating hunger fills the void. The dark magics that create their soul chamber fill it with a thirst for life force that must be slaked, and by doing so, lets the Soulbender be renewed. Effect: Grants a powerful life steal when below the maximum soul capacity of Purgatory. You also gain a permanent +25 Health. • • •







1 Soul below maximum: 3 Health restored each time a strike deals damage 2 Souls below maximum: 6 Health restored each time a strike deals damage 3 Souls below maximum: 9 Health and 3 mana restored each time a strike deals damage 4 Souls below maximum: 9 Health and 3 mana restored each time a strike deals damage, +2 STR. 5 Souls below maximum: 10 Health and 5 mana restored each time a strike deals damage, +5 STR +1 STR per soul after 5 below maximum

Type: Legacy AT: LR + END Cost: 5 mana Range: Self Duration: 10 phases Base Success: Creates the Harvester Claw. (2c) Damage Adjustment: +1 weapon damage (Curse) (2c) Duration Adjustment: +1 phase (5c) Special Adjustment: Soul Sever Reducing a target’s health to zero with Harvester Claw adds their soul to Purgatory (10c) Special Adjustment: Drain Essence Wounding a target with Harvester Claw causes them to suffer -4 STR for 1 hour. (10c) Special Adjustment: Reforge Upon expiring the soul cost of Harvester Claw is returned

HARVESTER CLAW Requirements: None Threat: 3 AT: Brawling + STR Damage: STR + 6 (Curse) (1c) Damage Adjustment: +3 Curse (3c) Weapon Adjustment: Bleed (2)

LINGERING CORRUPTION The wounds the Soulbender left were grievous and unnatural. They could not be healed by any medicine or magic. They say the wounds carved away part of a person’s soul, something only the gods could ever replace. The Soulbender digs into the target’s soul when striking, dealing damage that can’t be restored through normal means.

HARVESTER CLAW Universally feared for bringing a fate worse than death, the Harvester Claw is the signature weapon of the Soulbender. Netherworld energy shapes trapped souls into a huge wicked claw. Superimposed over the hand of the Soulbender, this weapon harnesses the trapped souls hatred and hones it into a weapon of unequaled malice. The Soulbender crafts a large claw weapon out of souls and dark energy that surrounds their hand in battle, inflicting terrible wounds and curses upon their enemies.

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Type: Legacy AT: LR + INT Cost: 20 mana Range: Self Duration: 1 strike Base Success: All damage done by your next successful strike is considered Blighted.

Blighted: This damage cannot be healed by mortal magic. Any Legacy type abilities attempting to heal this damage add the ATR of the Lingering Corruption that caused it to their difficulty. (1c) Cost Adjustment: -1 mana (5c + 1 Soul) Duration Adjustment: +1 strike (10c) Special Adjustment: Deathgrip Efforts to heal or remove Blighted damage suffer a -6 penalty. (10c) Special Adjustment: Mark of the Netherworld Blighted targets incur +8 damage (Curse) from any source of curse damage.

STOLEN KNOWLEDGE The dead know things. They possess secrets that escape the living and with proper motivation, they can pass on this knowledge. For a Soulbender, trying to appease the many desires of the departed is out of the question. They instead offer release to their captive souls in exchange for the secrets they horde. The Soulbender communes with one of the souls they hold in Purgatory to gain their knowledge. Type: Legacy AT: LR + INT Cost: 25 mana, 1 soul Range: Self Duration: 1 hour

PURGATORY Having your soul be kept in a eternal prison, trapped in a suspended state of suffering is a terrifying thought. Worse is to fall victim to the Soulbender who knows how to break a soul forever. The process instills them with extraordinary power, but spells oblivion for the broken soul, now lost. Effect: Allows the Soulbender to trap the spirit of the dead and use their torment to generate a limitless amount of dark energy. They can hold up to 3 souls which each grant +2 to ATs to use curse spells. These souls may be used to pay the activation cost of Soulbender abilities instead of paying the mana cost. A soul may be gained by standing within 1m of a mortal whose Health is reduced to zero. Trapping a soul this way costs 20 mana and is a persistent, untested action.

Base Success: You gain +10 to any Academic AT. (3c) Strength Adjustment: +1 bonus to Academic AT (10c + 1 Soul) Special Adjustment: Forbidden Knowledge

The bonus granted by Stolen Knowledge may instead be applied to a Magic AT. (10c + 1 Soul) Special Adjustment: Forgotten Art

Stolen Knowledge gives you access to a single spell you don’t already know for 1 hour. Take a CT 75%, which if successful gives you a spell of your choosing. If the CT fails, the spell is selected by the Dreamweaver.

SHADOW PLAGUED You need only stop and listen when you are alone in the dark. There, in the deepest of shadows, whispers the voice. It speaks of secrets best left unknown, and woos those who listen down a path of power they cannot turn back from. Woe to those who go seeking these voices. Effect: When casting a Curse or Shadow spell, Alternate Base Successes cost 5 less CAP. You also gain a permanent +1 to Intellect and Agility.

SOULBREAKER While some poor souls are eventually granted release with certain abilities, the truth is that most are simply torn asunder and absorbed, fueling the mind and body of the Soulbender. Effect: You may spend a soul to grant a +5 bonus to a single attribute for 1 hour. Soulbreaker may be used on more than one attribute at a time, but does not stack if used on the same attribute.

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EARTHWARDEN Legacy: Calling DEESCRIPTION SCRIPTIION Laruna has a sad ad history his isttory of suffering suff fferin ng at the the hands of her inhabitants. an nts ts. Ti T Titans tans ccrushed rush ru shed ed h her e fforests er oressts or and leveled her mountains. unta un tain inss. Dra Dragons ago gonss sscorched co orc rche h d herr plains and burned he her er sskies. kiees. Human Humans anss mu murd murder rder e herr creatures and waste he bounty. herr bo boun unty ty. Is it much a surprise risse that tha she he saw saw a fit it to to empower em champions of her own? wn? Ea Eart Earthwardens rth hwarde denss are aren’t en’ n’tt savi saving ing n Laruna from everyone, they’re saving everyone from e, th hey ey’r ’re savi ving n every ryon o e fr on rom o themselves. How would u d we survive ul ve w without ittho hout ut h her? er?? er

HIST ISTORY TORY In ages past, the druids dru dr uids of of Farano Faranok ok would sele select lect ct a worthy member among mon ong g their group. p T This his dr hi drui druid uid d would be one who had ad g gone onee to t great at llengths engt en gths h tto o protect the wilderness and nd sshowed how ho wed ex exem exemplary mpllaryy wisdom in their dealings lings with outsid outsiders. der ers. s. They would go and sit it before the G Great reeat Tree which would bestow sto tow u upon pon n the them hem em a ate ten, n, the d ruid id special fruit. Once eaten, druid would be known as an nE Earthwarden arrthwa ard rden en n having gained exceptional ional po io power owe werr with nature magics. Earthwardens would w ou uld go go forth from Faranok ok k a and n nd choose a domain to o ssettle ettl tlee in. This domain be became beca came m their home and d despite espi pite t their power, they neither neeit ithe heer ruled nor changed d th this is territory. Instead the they h y kept a watchful eye on it ensuring thatt it its wilderness was kept ptt safe and free of corruptive influences.. Tales of earning an Earthwarden’s ire aree co ccommon mmon n and more than one wi wise offender se off ffende der has fled a territory,, abandoning ab bando doni ning ng their livelihoods in hopes hop opes to o escape escape pe p retribution.

190 0

Legacy Arc

+11 A + Ability bility +1 +1 Calling Calling Spell Spell +1 +1 C CHM HM +1 +1 E END ND

+ bility +11 A Ability Calling Spell Spell +11 Calling +22 Calling + Calling + +11 C CHM + HM + +22 M M.. C Combat ombat + ND +11 E END + +22 R R.. C Combat ombat

+ 15 Mana Man +15 +15 + 15 Health Healt

+ Calling +22 Calling + ombat +22 M M.. C Combat b +2 R R. C Combat

Those who earn the genuine trust or appreciation of an Earthwarden were said to have no cares as the land would always provide for them. They could walk unharmed in the thickest forest, find food in barren fields, and drink clean water from any pond.

EARTHWARDENS TODAY For those concerned with Laruna’s health, the legacy of the Earthwarden’s return has come none too soon. The destructive behaviors of the mortal races such as war and pillaging have stripped the land of its resources. More and more castles, cities, and barracks are altering Laruna’s natural beauty. Death and pestilence of both natural and magical means spread across the land. Even the very same magic that has blessed the Earthwarden with their gifts has caused corruptive Nexi and disruptive Kreesh to bring about their own wicked destruction. While Nexi and Kreesh are of importance to every Legacy Cearer, Earthwardens are especially in tune with the unique problem Nexi present. Every Nexus is not only a danger to Legacy Cearers, but also the environment and creatures it corrupts. To others, such things are a threat, but to Earthwardens they are a crime and an insult that must be stopped. Earthwardens do not exist outside of Laruna’s society, so while some may find it preferable to retreat from civilization and return to nature, just as many can be found in mortal cities. Those who choose to dwell with others take it upon themselves to influence change from within society, hoping to

shine a light on the hardships Laruna suffers. Those who look upon Earthwardens with the cliched vision of a dusty old druid hugging a tree do so at their own folly, as Earthwardens are no mere lambs, but contain the strength and conviction of lions.

STARTING BENEFITS -FHBDZ"CJMJUZ Ancient Guardian 1 Calling Spell (Nature type) +15 Mana, +2 PER, +1 CHM, +1 END

LEGACY TRAIT Outrage: You are forced to retaliate if someone harms the land or its natives for any reason other than personal survival. Retaliation from Outrage must result in the offender earnestly abandoning their attempt to do harm, otherwise you must incapacitate and relocate the offender.

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LEGACY VIRTUES EARTH ELEMENTAL While no longer able to summon these protectors herself, Laruna can rely on the Earthwarden to recall their spirit, bringing them forth once again. Invoking the essence of the land into their body, the Earthwarden becomes a force of pure, rampaging earth. The Earthwarden shifts into a giant earth elemental, roughly twice as large as the original caster. Depending on the environment, this form may be made up of several large boulders for the body and head, and small rocks and pebbles for the hands, or a tightly packed ball of mud or loose gravel for the entire body. The caster may choose to keep items held in their hands during the shift. All other items carried via other means (backpack, belt, etc.) meld into the new form and become non-functional until the effect ends. Magical items that grant passive bonuses still provide their effects. 5ZQF Legacy AT: LR + END Cost: 100 Energy Range: Self Duration: 3 phases Base Success: Gain +12 STR, +150 Health, +10 ARM (All). All Earth type spells gain +10 to their ATs. You may meld through solid earthen objects such as dirt, stone, mud or gravel at your full movement speed. (2c) Strength Adjustment: +1 Any Attribute (2c) Strength Adjustment: +1 Base Magic Skill (3c) Duration Adjustment: +1 phase (10c) Special Adjustment: Earthbound You are immune to any incapacitating effects (stunned, dazed, paralyzed) and knockback/ knockdown effects (10c) Special Adjustment: Indestructible You gain +20 ARM (All) (30c) Special Adjustment: Earthen Command Once per phase as an IFU action, you may cause the earth to rise up in front of an ally, absorbing an incoming strike

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TREE OF LIFE The guardians of Laruna have a special bond with the land and spirits they serve. They once walked side by side with mystical creatures of the forest, learning from their wisdom and helping them to defend the earth. Although those creatures may be long forgotten, the Earthwardens remember. They use their power of Calling to invoke the spirit of their former allies, showing the current age the true might of the Arga’sheel. The Earthwarden shifts into a tree-like form, resembling a mighty oak. This new form will be roughly 3x the original size of the caster. The caster may choose to keep items held in their hands during the shift. All other items carried via other means (backpack, belt, etc.) meld into the new form and become non-functional until the effect ends. Magical items that grant passive bonuses still provide their effects. 5ZQF Legacy AT: LR + END Cost: 100 Energy Range: Self Duration: 3 phases Base Success: Gain +8 STR, +12 INT, +50 Health. All Healing type spells gain +10 to their ATs and may affect up to three chosen targets with a single cast. The caster gains a +6 bonus to grappling a target in melee range as they ruthlessly constrict their branches around the enemy. (2c) Strength Adjustment: +1 Any Attribute (2c) Strength Adjustment: +1 Magic Skill (2c) Duration Adjustment: +1 phase (10c) Special Adjustment: Rich Mahogany Your Nature type spells gain a +10 bonus to their ATs (10c) Special Adjustment: Hardened Bark You gain +10 ARM (All) (15c) Special Adjustment: Earthgrasp All successful melee strikes against you cause roots to strike out and hold the enemy in place, giving them a -6 to all ATs. This effect is automatic. The roots have 50 health and last until destroyed or Tree of Life ends (40c) Special Adjustment: Fruit-Bearer Your form will now contain 15 colorful fruits able to be picked by anyone standing nearby. Five (5) of each color will spawn. Red fruit restores 50 Health, yellow fruit restores 50 Stamina, blue fruit restores 50 Mana. Once picked, they are permanent and never rot

The Great Lion

During a time when titans walked the face of Laruna, a mighty entity stalked the plains. Known only as The Great Lion, this majestic and golden warbeast lorded over the lands and punished anyone who dealt harm to the wildlands. At one time even the children of the young gods were wary of provoking its ire. The caster shifts into a massive lion, roughly 20 feet long and 10 feet at the shoulder. Its eyes glow a bright orange, claws as long as daggers, and a vicious roar that can disorient the enemy. Type: Legacy AT: LR + END Cost: 100 Energy Range: Self Duration: 3 phases

Base Success: Gain +10 STR, +10 AGI, +6 PER, +6 CHM, +100 Health. +6 to all magic ATs. Gain: Pounce, King’s Roar.

Pounce

Once per phase, you may pounce on a target within 20m, immediately closing to melee range and taking a Natural Weapons AT with a +4 bonus.

King’s Roar

Once per phase, you may release a powerful roar, dazing all targets within 20m, causing a -4 to all ATs taken for the phase. (2c) Strength Adjustment: +1 Any Attribute (2c) Strength Adjustment: +1 Base Magic Skill (2c) Duration Adjustment: +1 phase (10c) Special Adjustment: Aura of Pride All allies within 20m radius are immune to fear effects (15c) Special Adjustment: Fearful Roar When you use King’s Roar, all enemies within range must succeed in a contested LV roll or flee in fear for 1 phase (20c) Special Adjustment: Great Leap After using pounce, if the melee AT succeeds in creating a Base Success, the target is knocked prone (30c) Special Adjustment: King of the Jungle Your King’s Roar now extends to 1km, and lasts 3 phases. In addition, it bestows all allies within range +2 STR

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LEGACY ABILITIES ANCIENT GUARDIAN The Earthwardens will tell you that the land itself is alive. Most will shrug that off as hogwash. It’s just rocks and dirt. The trees and plants are living of course, but that isn’t quite the same thing is it? After you see an Ancient Guardian come to life though, your opinion might be different. Laruna does indeed have its own defenders. We must take care of Cardespawn’s dream lest it deem us unworthy to inhabit it. The Earthwarden beseeches the aid of an ancient protector of the land. There may only be one active ancient guardian at a time. 5ZQF Legacy AT: LR + CHM Cost: 20 mana Range: 50m Duration: 5 phases Base Success: A nearby part of the land is infused with nature energy, coming to life to assist the caster. This could be a tree, a conglomeration of earth and rock, bundles of twigs and grass, or any other combination of plant and earth. The guardian is sentient and will attempt to help the caster in any way possible. It cannot speak but will understand the native language of the caster. (2c) Range Adjustment: +10m (2c) Strength Adjustment: +1 any attribute (5c) Strength Adjustment: Natural Weapons The guardian gains +6 Natural Weapons Advanced Skill

ANCIENT GUARDIAN

EARTHBOUND WEAPON In the hands of an Earthwarden, simple organic materials such as tree branches or bones can become deadly melee weapons, imbued with magical energy. The Earthwarden grasps a large bone, tree branch, piece of wood, or other organic material of similar composition and imbues it with nature energy. The material will grow and shape itself into a magical club or staff. This may be cast upon a normal wooden club or staff for the same effect. 5ZQF Legacy AT: LR + CHM Cost: 10 mana Range: Touch Duration: 1 hour Base Success: A club or staff is created with the following statistics: Requirements: STR 3 Threat: 4 AT: One/Two-Handed Blunt + STR Damage: STR + 12 (Impact) (1c) Damage Adjustment: +4 Damage (18c) Weapon Adjustment: Crush (25c) Weapon Adjustment: Knockout CT (75%)

This mighty elemental is slow to move but deadly when angered.

LARGE ELEMENTAL

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(5c) Duration Adjustment: +1 phase (12c) Special Adjustment: Earthgrab The Guardian may now cast Entangle (12c) Special Adjustment: Lifespring The Guardian may now cast Rejuvenation (12c) Special Adjustment: Toughness The Guardian gains +50 Health and +50 Stamina

STR

15

Health

150

ATTACK

AGI

4

Stamina

100

END

10

Mana

85

The Ancient Guardian pummels its enemies with its fists.

INT

7

Reaction

10

PER

6

Evasion

10

CHM

3

Base Movement

4

Armor

15

Magic

8

Protection

10

Melee Combat

3

Resistance

10

Natural Weapons

3

Fist Threat: 4 Damage: STR +12 (Impact) (1c) Damage Adjustment: +4 Impact Typical Attack Ability Score: 

Indomitable The Ancient Guardian suffers no wound penalties.

Mental Immunity The Ancient Guardian is immune to mind control effects.

Once the effect ends, the weapon is treated as an ordinary weapon of its respective type. (3c) Damage Adjustment: +1 Impact (4c) Duration Adjustment: +1 hour (10c) Special Adjustment: Earthbound Fortitude The weapon is indestructible (15c) Special Adjustment: Crippling Poison The weapon deals LR+5 Damage (Poison) and causes the target to lose stamina equal to half the total damage done, rounded down* (15c) Special Adjustment: Wound Poison All targets hit by this weapon have their wounds infected. They lose 2 Health per phase for 5 phases and wound penalties are doubled for the duration. This effect does not stack with itself* (15c) Special Adjustment: Deadly Poison The weapon deals LR+15 damage (Poison)* (15c) Special Adjustment: Permanence The weapon retains its power permanently. Any creature not marked by The Calling attempting to wield it treats it as an ordinary weapon *Only one poison adjustment may be taken per cast.

EARTHBOUND MANTLE Earthwardens are often found wearing unconventional garb. At first glance, they may appear as someone who has simply spent too much time in the wilderness. Onlookers are quick to learn, however, that more is there than meets the eye. The Earthwarden is able to pass some of his nature energy into an animal skin or a grouping of leaves, enhancing his ability when worn. The Earthwarden touches an animal skin, group of leaves, bones, or other organic material of similar composition and imbues it with nature energy. The material will grow and shape itself into a rugged cloak or mantelet, which can be worn over armor. This may be cast upon a normal cloak or mantelet for the same effect. 5ZQF Legacy AT: LR + CHM Cost: 10 mana Range: Touch Duration: 1 hour Base Success: A cloak or mantelet is created with the following statistics:

Hindrance: 0 PRO "MM  5 Bonus to Nature Spell ATs: +2 Weight: 1kg (2c) Strength Adjustment: +1 PRO (Nature) (5c) Strength Adjustment: +1 ARM (All) (5c) Strength Adjustment: +1 PRO (All) (5c) Strength Adjustment: +1 to Nature ATs (3c) Duration Adjustment: +1 hour (15c) Special Adjustment: Deflection +15 RES (All) (15c) Special Adjustment: Permanence The armor retains its power permanently. Any creature not marked by The Calling attempting to wear it treats it as an ordinary piece of clothing (20c) Special Adjustment: Steward of Calling Any Kreesh or Corrupted of The Calling Legacy are hesitant to attack, causing them a -4 to all ATs directed towards you

EARTH MELD The Earthwarden shares a symbiotic relationship with Laruna. Indeed, the earth below takes significant steps to ensure her protector is safe from harm in exchange for their services. This special bond allows the Earthwarden to temporarily become one with the earth, allowing them to use the land for both offense and defense. 5ZQF Legacy AT: LR + END Cost: 20 mana Range: Self Duration: 5 phases Base Success: The Earthwarden and all of their possessions sink into the earth below, leaving no trace. This will effectively disengage the Earthwarden from combat. They may choose to arise before the duration ends. While underground, the Earthwarden will have a general sense of the above ground world within 5 meters of their location. (Hearing sounds, detecting footsteps, etc.) Entering and exiting the earth is considered an IU action. (1c) Duration Adjustment: +1 phase (10c) Duration Adjustment: Peaceful Rest The base duration is changed to 1 day. You may not purchase Freedom

Armor Rating : 3/3/3

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(10c) Special Adjustment: Jettison When you arise, you may choose to do so violently, spraying dirt and gravel in all directions from your exit point. Anyone caught within 2m of your exit will be treated as surprised by you for the phase (20c) Special Adjustment: Freedom You may now move at one half movement speed while inside the earth. This does not allow the Earthwarden to move through anything other than dirt, mud, sand or gravel

LAND’S BOUNTY Laruna always provides for her trusted guardians. Earthwardens with this ability need not worry for sustenance or be threatened by beasts when in the wild. Effect: You gain a permanent +1 to Endurance. You become immune to naturally occurring poisons. You may drink from any natural body of water and treat it as though it were fresh water, regardless of contamination. You may consume a handful of earth to satisfy any hunger or need for nutrition. Finally, non-magical creatures will never attack unless struck first, or you endanger the lives of their young.

MOTHER’S GIFT Those Earthwardens sufficiently devoted to the goddess Nomai have received her blessing, receiving dramatically enhanced control over the land and its energy. Effect: The Earthwarden receives a permanent +1 to Intellect, and +1 to Charm. When casting Earth or Nature spells, Alternate Base Successes cost 5 less CAP.

NATURAL ATTUNEMENT Studying the magics of the wild does not make you an Earthwarden. No book or scroll can bestow on you their level of connection to the land or Nomai. Effect: The Earthwarden gains a permanent +1 Calling Magic Skill OR +1 Elemental Magic Skill. Also, choose one Earth or Nature spell you currently possess. All ATs made to cast this spell gain a +5 bonus. This ability may be taken more than once.

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PATHFINDER All but the most experienced trackers lose their way in the mystical forest of Faranok. Their only hope of finding home again are the Wardens. The Wardens of Faranok have patrolled their forest for ages. They know every inch of these woods, every crack and every crevice. Although many adventurers enter the woods with high aspirations, they quickly realize they should follow the Warden’s guidance and leave peacefully—before what lurks beyond the fog turns its gaze toward them. Effect: You will always know the cardinal direction you are heading when outdoors. In addition, your movement speed is not impaired by any terrain. You gain the ability: Mark.

MARK You may mark a target within line of sight as an IFU action. The very land around you sees this target as marked and spiritually guides you to their location. You will always know the direction of the target from your position, although not necessarily the distance between. This sense will fade when the target is more than 5km away, or when a new target is marked.

SACRED GROVE Earthwardens consider the entire land of Laruna as ‘home,’ but some have special ties to a particular place. Those ties allow for a deeper understanding of the area as the Earthwarden becomes part of the ecosystem. The Earthwarden sanctifies an area of nature by performing a rite handed down by the goddess Nomai. They perform this rite by meditating inside the designated area for 1 hour. This process links their spirit to the land. Valid areas include: A body of water, forest, jungle, or desert. Any natural enclosure such as a cave or cliff could also suffice at the Dreamweavers discretion. This area becomes a safe haven for the Earthwarden providing extra magical prowess, enhanced rejuvenation, and supernatural awareness. 5ZQF Legacy AT: LR + CHM Cost: 50 mana Range: Self Duration: 1 week

Base Success: You become connected to a location with a maximum area of 1 square kilometer. While standing within the Sacred Grove you have the cost of any Nature spell’s Strength adjustments reduced by 2. CAP adjustments may not be reduced below 1 in this way. In addition, natural Stamina and Health regeneration from rest is doubled. Finally, you are always automatically aware of every sentient presence within the Sacred Grove and thus can not be surprised while within its boundaries. Only one Sacred Grove may be active at any given time. (2c) Strength Adjustment: +1 square kilometer (5c) Duration Adjustment: +1 week duration (15c) Special Adjustment: Eyes of Nature By spending 1 mana, you may choose to see through the eyes of any living creature within the Sacred Grove, granting you vision from the target’s perspective

SPIRIT BOND As Laruna is the domain of the Earthwarden, so are all of her creatures. Every type of beast, large or small, will bow to the Earthwarden’s command. The Earthwarden makes eye contact with a creature, spending one phase to connect to its feral spirit. If the Earthwarden attempts to bond with a creature and fails, there is no ill effect. This link may be released at will. This ability has no effect on intelligent beings. 5ZQF Legacy AT: LR + CHM Cost: 10 mana Range: 5m Duration: 1 hour

Base Success: You link with any mammal, allowing you to communicate telepathically. In addition, you may issue single commands as an IFU action, once per phase. The creature will follow these commands to the death or until the duration expires. (2c) Duration Adjustment: +1 hour (15c) Strength Adjustment: May link with an avian or fish (20c) Strength Adjustment: May link with an insect or arachnid (30c) Strength Adjustment: May link with a magical creature (20c) Special Adjustment: Soul Link You may inhabit the creature’s body for the duration, assuming complete control of its actions. Your physical body will remain lifeless in its current position. If the creature dies while Soul Link is active, you will immediately snap back into your body, and become paralyzed for 1 phase

SUSTENANCE By combining nature with the power of the Arga’sheel and a small sacrifice of their own life force, the Earthwarden enhances the ability of any plant life to nurture and heal. The Earthwarden sprinkles a few drops of blood over any edible food item and infuses it with the power of healing. This could be anything from a piece of bread or chicken leg to a bowl of berries or a large vegetable. The imbiber must consume the entire portion to receive the effects. 5ZQF Legacy AT: LR + END Cost: 10 mana +5 health Range: Touch Duration: 1 day Base Success: The affected food item will restore 15 Health when fully eaten. (2c) Strength Adjustment: +1 Health restored (5c) Duration Adjustment: +1 day (15c) Special Adjustment: Bountiful The food item can now restore health twice, once for each half eaten.

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MIRAGE Legacy: Calling Th The he tr trut truth uth h is that deception is exhilarating. It’s more than h getting your way, more than useful magic. It’s a release unlike any other. Warriors claim that biting into their enemies flesh with steel is an exultant feeling, but I tell you, breaching someone’s mind is the pinnacle of ecstasy. It’s the ultimate display of altering our world. Changing it to your whims without changing anything. It’s walking the fine line of do and do not. It’s answering without speaking, winning without competing. It’s being a Mirage.

DESCRIPTION A Mirage is a Calling archetype that uses illusions to confuse and ravage the minds of their opponent.

HISTORY Gremlins have long been a burden to members of the mortal races. They ply potent illusionary magic with the exclusive purpose of causing trouble. These trickster fae live off the frustration, rage and agitation of their victims. Rakol was infamous to mortals and gremin alike as the greatest gremlin trickster of his

time. After causing a mighty ritual performed by a cabal of magi to produce comedic and undesirable results, Rakol found himself the subject of a large scale manhunt. In the end the cabal got its revenge when Rakol ended up their prisoner. One of their number took a keen interest in the unique illusionary magics that Rakol had such extreme aptitude for. Because of this mages interest, Rakol was given a bargain. He would surrender his magics to the mage and teach how to use them for a time, and if done properly, he’d be released unharmed. A magical bargain was struck to ensure both parties honored their word. Rakol the legendary trickster gremlin gave up his powers to a young mage and spent years teaching her how to use them. When the time passed, the mage honored her word and released Rakol. His enemies found him shortly after, and without his magics, he met an unfortunate end. So began the legacy of the Mirage. Masters of deception in all its forms, the Mirage were peculiar students of magic, focusing their studies on illusions, mind alterations and obfuscation. Ever elusive, the Mirage were seen as uncontrollable wild cards that went where they would and did what they wished, often causing confusion in the process.

Legacy Arc

+11 Mind + Mind Spell Spell +44 RES + RES & PRO PRO ((Mind) Mind)

+11 A + Ability bility + NT +11 IINT + HM +11 C CHM

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+11 Calling + Callin ng Spell Spell +15 + 15 Mana Mana +33 S Social + ocial

+11 A + Ability bility +1 +1 INT INT +1 +1 CHM CHM

+10 + 10 Ma Mana M an an +22 Social + Soc ocia cia ia +4 R +4 RES ES E S & PRO P (Mind) ((M Min ind) d)

MIRAGES TODAY The power of the Mirage lends itself to social guile as much as it does combat, leading most Mirages to live highly social lives. The ability to appear as someone else is one that can always come in handy, and many a clever Mirage have mobilized armies and changed countries with a few well placed words. Of course, if a Mirage’s true nature has been exposed, much of their work will fall apart and their influence will fade away. This causes such Mirages to always the move, maintaining different wayys bee on th he mo move v , ma maintain nin ing g di diff fferreen nt identities iti t ess thr throughout hrou oughou ut th thee Ki King Kingdoms n do ng dom ms off La Laruna Laruna. n . na Mirages aren’t always M Mi rage ra ges ar ren en’’t alw lwayys fr ffree-roaming eee-roa roam miing ttricksters. rick ri ick ckst ster erss. In fact, any t, a n spymaster ny er worth their will h th the eir saltt w illl il do whatever hate tever is iin n their powe power po ow r to get a Mirag Mirage ge in their em employ, empl p oy,

making those who are willing to settle down an important part of many governments.

STARTING BENEFITS Legacy Ability: Duplicate 1 Calling Spell (Mind type) +2 INT, +1 CHM, +10 PRO (Mind), +10 bonus to resisting Mind type spells

LEGACY TRAIT An Anchor: nch chor or: Mirages ar aree so ade adept ept at d distorting p pe rcep ptio ons an n Ancho or iss rrequired equi eq uire reed to oh elp retain a perceptions Anchor help soli so solid l d grasp of li of rreality. eali ea lity ty. Once Onc per wee week, eek k, tthe he M Mirage i ir must cr create reate t an Anchor Anch chor by by holding hold ding a small sm m l personal perso pe item in their in th heeir hand han a d for f r 24 hours fo hou o rs r wit without itho hout ut inte interruption. e This Th is A Anchor n c ho hor m mu must u st rem remain e aii n iin their possession p po ssessi sion on att al all ll ttimes and be h be held elld in n han hand for at lleast le at o as ne hour each day. one

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LEGACY VIRTUES ILLUSIONARY ARMY They crossed the field in purposeful strides, full confident their thick armor and sharp blades would chop us up in short order. When I set an army of nightmares upon them, they quickly realized that they needed not only fear me, but also the enemies they couldn’t see. What they never understood was that the enemy they couldn’t see was their own minds. The Mirage creates a horde of nightmarish illusions, one for each enemy within range. 5ZQF Legacy AT: LR + INT Cost: 100 energy Range: 100m Duration: 3 phases Base Success: All targets within range spawn a frightening illusionary enemy which will attack only its target until the duration is over or until destroyed. The illusion takes the form of the target’s worst nightmares, and copies the stats of the target. All damage done by the illusion is considered Mind damage. The Illusion is capable of any weapon use, spells, or abilities that the target can use.

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(2c) Range Adjustment: +100m range (10c) Duration Adjustment: +1 phase (15c) Special Adjustment: Hero +1 The illusion has +1 to all skills and attributes, and +25 Health, Stamina and Mana (20c) Special Adjustment: Panic Stricken Any target taking more than 50 Health damage from their illusion becomes stricken with fear and will attempt to disengage and run from combat wherever possible until the illusion is dead or duration has ended (30c) Special Adjustment: Traumatized Targets that take more than 75 Health damage from their illusion become traumatized for 1 hour, suffering a -5 to all ATs and -20 RES (Fear, Mind)

MASS RECOLLECTION Small lies can cause death by a thousand cuts, but there are times when a small blade will not suffice. For these situations only a huge warhammer will do. These are the times where you need tell the whole world something completely false, and get them to choke on it. When what actually happened becomes far less important that what people believe happened, you know the Mirage has won. The Mirage enters the minds of all creatures nearby, changing their memory of a particular event to suit their needs.

5ZQF Legacy AT: LR + CHM Cost: 100 energy Range: 100m Duration: Instant Base Success: All chosen targets within range will remember a specific event differently than witnessed, described as you like. You may change 1 major detail and several minor details of an event that has recently transpired. For example, you may change the perceived winner of a battle, and the identities of several of the fighters on the field. You may convince a small village that it was a random fire that burned down several houses, as opposed to an angry mage. You could make your entire party believe it was the Gatekeeper who stole the pouch of gold and not you, even if they had caught you in the act originally. Whatever the case may be, upon activating this virtue, their minds will change within moments, as though just coming out of a mental fog. Altering memories in a way that seems completely unbelievable will cause the appropriate confusion, at the Dreamweaver’s discretion. “It was Lotho the dragon that chained us up down here! I mean, I know this is the city jail, but I remember that dragon walking us down here and locking the shackles! I’m not sure how he walked past everyone, or how it even got into the city. This is really strange.. but I’m sure that’s how it happened!” This may only affect major events that have occurred within 1 week. (2c) Range Adjustment: +50m range (15c) Strength Adjustment: Digging Deep You may alter an event that has occurred up to 1 year prior (20c) Special Adjustment: Storyteller You may change several major details of an event (30c) Special Adjustment: Best Dreamweaver Ever You may recreate the memory in any way you choose

VANISHING ACT Being unseen while in plain view is the mark of a talented illusionist. Moving entire groups of people unseen in plain view, that’s the mark of a Mirage. The Mirage blankets and area with Illusion magic, causing all creatures and man-made objects to disappear from view. The magic is powerful enough to cloud the minds of anyone outside the area, leaving them unable to find or interact with anything inside the area. 5ZQF Legacy AT: LR + INT Cost: 100 energy Range: 100m Duration: 1 hour Area of Effect: 100m x 100m Base Success: Everything within the area of effect becomes invisible to the eyes of all onlookers for the duration. This includes all man-made objects and creatures. The natural landscape will remain. Those outside the area of effect will be unable to see or interact with anything inside the area by any means. Anyone inside the area of effect can see as though nothing has changed, and will go about their normal business. If a creature leaves the designated area, they will become affected by Vanishing Act, and be unable to see anything inside. The area of effect can be made smaller if the Mirage so chooses. This can be used to hide a single object. If an outside force attempts to shoot projectile weapons or magical effects into the invisible area, they may do so, but will see no visible evidence of what has occurred. The actual effect of any such attack must be decided upon by the Dreamweaver with the consideration that the attacker is effectively blind. Determining whom or what is hit, as well as the likelihood of a specific target being struck, is at the Dreamweaver’s discretion. (2c) Range Adjustment: +100m range (3c) Duration Adjustment: +1 hour (4c) Size Adjustment: +100m x 100m (15c) Special Adjustment: Oasis You may lead other persons into the invisible area via touch (30c) Special Adjustment: Safe Haven You may keep a 10m x 10m area within the affected area permanently invisible, or until you use this Virtue again. This particular area is invisible to those inside the larger area of Vanishing Act, unless you lead them in personally via touch

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LEGACY ABILITIES DECEPTION Not every problem calls for violent resolution, and to that end, wearing whatever face you want at any given time has solved all manner of problems for me. Showing up to the barracks as a commander did as much for my militia career as showing up to a brothel as a Mesmulot did for my sex life. The Mirage changes their appearance into another humanoid they have previously encountered. 5ZQF Legacy AT: LR + CHM Cost: 15 mana Range: Self Duration: 1 hour Base Success: Your appearance changes to that of another humanoid. Anyone staring directly at you when this occurs will be appropriately confused or outraged, at the Dreamweaver’s discretion. Any Legacy bearing creature may take a contested LR AT to break the illusion upon first viewing, and once more if you act against the nature of the individual being represented (if they are familiar enough with them to notice). Success will break the illusion. You may end the duration at any time as an IFU action. (2c) Duration Adjustment: +1 hour (10c) Special Adjustment: Convincing Talent You gain +5 to any Social AT made (20c) Special Adjustment: Copied Mannerisms All creatures suffer a -8 penalty to any AT made to see through the ability

DOMINION OF THE MIND Puzzles, illusions, trickery—the Mirage is a master of such things. The mark of the Calling expands their mind and gives them unnatural insight into its workings. &GGFDU When casting Mind spells, Alternate Base Successes cost 5 less CAP. You also gain a permanent +1 to Intellect.

DUPLICATE First I was fighting with one, then there were two. Two, who were one. It’s unacceptably confusing which is why I refuse to duel with her again. The Mirage splits into two, creating a duplicate that seems as real as the caster.

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5ZQF Legacy AT: LR + INT Cost: 15 mana Range: Self Duration: 5 phases Base Success: You create a copy of yourself which spawns within 1m. All of the copy’s statistics and skills are equal to ½ of yours, and it may not cast spells or use Legacy abilities. You have complete control of the copy’s actions. Its deals and receives damage as normal and lasts until killed or its duration expires. (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Gift of Magic The copy may now cast spells (25c) Special Adjustment: Trio You create two copies (35c) Special Adjustment: Body Double The copy now receives your full stats and skills

JUXTAPOSE

SHATTERED MIND

There is no worse feeling in combat than believing you have your enemy right where you want them, only to discover it is they who have you at the disadvantage. The Mirage instantly turns invisible, leaving behind a copy of himself to trick onlookers. Any opponents who can see through invisibility are not affected.

What happened you ask? I don’t know, it was as if my mind had suddenly become detached from my body. I was in overwhelming pain but somehow not hurt. My mind had burnt out and left me spiraling. The Mirage locks eyes with an opponent, overwhelming their mind with a flood of sensory input.

5ZQF Legacy AT: LR + INT Cost: 15 mana Range: Self Duration: 3 phases Base Success: You become invisible, moving 1m away in a chosen direction, and immediately disengage from any melee opponents, leaving an illusion engaged in your exact place. Melee opponents continue to fight the illusion created as though it were the Mirage. Upon a successful strike, the illusion will slowly disperse. The Illusion will only attempt to take Defensive ATs using your relevant skill. It will not attempt to strike the enemy. Ranged opponents will fire upon the illusion only to find their arrow or spell pass through air. Contact with a projectile causes the illusion to slowly disburse. Opponents attempting to affect the illusion with a mental ability or spell will know the truth, however it will not disperse. This ability can be used to create an illusory copy without being engaged in combat. Both the illusion and the invisibility last for 3 phases before fading.

5ZQF Legacy AT: LR + INT Cost: 15 mana Range: 10m Duration: Instant Base Success: Targets suffer 15 damage (Mind) and become disoriented, incurring a -2 to all ATs for two phases. (2c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Mind (10c) Duration Adjustment: +1 phase to disoriented (30c) Special Adjustment: Psychic Blast The target is knocked unconscious for 2 phases. Legacy bearing creatures may take a contested LR AT to resist this effect

(5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Escape Your movement speed is doubled for the duration (20c) Special Adjustment: Realism The image becomes solid, and will be dispersed only after taking 50 Health damage or the duration expiring. Opponents who can see through invisibility may move past the solid illusion and stay engaged as normal, although any AT made against you this phase is done at a -3 penalty as they reposition themselves.

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STUTTERING ECHO Lying to someone’s face and having them accept the lie as truth—that’s real power. Think of doing that in battle. I’m swinging low! They see you’re swinging high but react as if you’re swinging low. True lies, real power. The Mirage manipulates the mind of their target, making themself appear as a blur of moving images. 5ZQF Legacy AT: LR + CHM Cost: 15 mana Range: 10m Duration: 3 phases Base Success: Your target suffers a -3 penalty to all Defensive ATs made versus you. (2c) Range Adjustment: +1m (2c) Duration Adjustment: +1 phase (8c) Strength Adjustment: -1 to Defensive ATs (15c) Special Adjustment: Confusion All CAP costs to strike or target a specific part of your body are increased by 4 (20c) Special Adjustment: Expanded Reach You may target up to 3 opponents within line of sight (and within range) to affect when this ability is used

TEMPTATION “Everybody, regardless of race or creed, has one thing in common. They all want the things that they know deep down inside they cannot have. And I assure you, they all act the same when I give it to them.” The Mirage enters the mind of a target, and learns their deepest material desires. 5ZQF Legacy AT: LR + INT Cost: 20 mana Co ost st: 2 0m ana na Range: 5m Rang Ra nge: e: 5m Duration: hour Du urati ra ati t on n: 1 hou o r

Base Success: You learn of a target’s desire for an object and use it to create an illusion of such. Anything small enough to be carried may be created, from weapons and armor to a cask of wine. The item may be general or specific in nature, such as a “diamond ring” or “the wedding ring I lost 15 years ago by the lake”. The object will be an illusion, and anyone touching it other than the Mirage will find their hand pass through. The object can be used to tempt the target into action, giving you a +5 to all Social ATs made against them. What results from this interaction is left to the Dreamweaver’s discretion. When the duration expires, the illusion will fade away. (5c) Duration Adjustment: +1 hour (20c) Special Adjustment: As Real As It Gets The object remains solid to all onlookers for the duration. Weapons, armor and the like will act as their normal mundane versions. Magical items and artifacts will produce only illusory effects (25c) Special Adjustment: Deepest Secret You learn the single most desired possession of the target. When seen, this will grant a +15 to all Social ATs made against them, and cause an appropriate reaction of shock and awe. The target will be extremely inclined to perform favors to obtain this object (30c) Special Adjustment: Go Big Or Go Home You may create an illusion of massive size, such as the size of a ship or house

TERROR “I had never seen Gragan in such a state. He was our trusted leader, and never showed fear. I witnessed him rush headlong into battle dozens of times, completely fearless. Some might even call him reckless. Naturally, it was quite a shock—and extraordinarily unnerving—to see him fleeing the battlefield with a terrified look on his face, shortly after the enemy Mirage split into two.” The Mirage alters the target’s emotions and perception, making them feel a situation is more dire or wounds are more lethal. 5ZQF Legacy AT: LR + CHM Cost: 15 mana Range: 10m Duration: 3 phases

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Base Success: The target is put into a heightened state of nervousness. This should be roleplayed accordingly. The target suffers a -15 penalty to resisting Fear and Mind type spells. In addition, if the target has any injuries, they appear worsened. (Cuts seem deeper, bleeding appears to increase, broken bones seem more displaced.) All wound penalties are doubled for the duration. (2c) Range Adjustment: +1m range (4c) Strength Adjustment: -1 RES (Fear, Mind) (4c) Duration Adjustment: +1 phase (10c) Special Adjustment: Horror Perceived Horror will extend the duration of all fear effects if it will last longer than that effect (20c) Special Adjustment: Fear The target becomes afraid for the duration. Legacy bearing creatures may take a contested LR AT to resist this effect (25c) Special Adjustment: Overwhelmed Any damage taken by the target is increased by LR+10 (Mind)

TWISTED REALITY Did he really change places or was that actually him the whole time? Did I lose track of which was fake and which was real? Damn it, can’t trust my eyes or my mind. The Mirage chooses a copy or illusion of himself within range, and immediately switches places. 5ZQF Legacy AT: LR + INT Cost: 15 mana Range: 20m Duration: Instant

TWIST OF FATE “Once she figured out who I truly was, she cornered me in the dungeon. With nowhere to run and no more tricks to use, she plunged the dagger into my heart, finally ridding herself of me. At least, that’s what she thought she did. Her strike wasn’t strong enough to kill me, but it was more than enough to end her own life.” The Mirage magically wills the damage of a strike against them to also damage their attacker. 5ZQF Legacy AT: LR + INT Cost: 30 mana Range: 5m Duration: Instant Base Success: Immediately after taking damage from a strike, you may use Twist of Fate as an Instant action to cause your attacker to suffer half of the damage done to you, rounded down. Doing this will force you to abandon any declared action stated during reaction order. If you have already acted this phase, you cannot take any actions in the next phase if you use Twist of Fate. (20c) Special Adjustment: Sweet Escape You take half the damage of the strike, rounded up (30c) Special Adjustment: Painful Irony The target takes full damage from the strike (40c) Special Adjustment: Sympathetic Echoes The target takes full damage from the strike and you may choose an additional creature within range to suffer half the damage of the strike

Base Success: You switch position with the targeted illusion or copy. (2c) Range Adjustment: +1m (20c) Special Adjustment: Refresh The illusion or copy affected by this ability bility is restored to its original form, as though iitt were just cast. (Original duration, Health, etc.) c.)

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SUMMONER Legacy: Calling Th The he Summoners Summ Su mmon onee of old exhibited true mastery over the h Calling. ll Many of them considered manipulation of the other Legacies as short sighted and insignificant. Every other sage, wizard, sorcerer, or wise man had the same limitation in common: They drew upon powers within Laruna. The Summoners understood that true god power does not reside in one world or in one plane. The call of a deity is answered at unlimited distance. Relying on ancient knowledge of planar explorers, they were able to call mystical creatures from worlds unknown to come to their aid and do their bidding.

DESCRIPTION Calling forth beings from other worlds, the Summoner commands powerful creatures in battle and gains significant personal benefits from their presence as well.

HISTORY Summoning powers from beyond Laruna is an ancient practice that existed from the very first age. The Titans would themselves call upon their makers, combining their strength to bring forth mighty avatars of the Young Gods to join them in battle. These avatars could only be called briefly, but even their short-lived presence was enough to alter the course of events during the war. After the Great War, a cult of human magi grew ever curious about the limitations of the Bloodoath and devoted their studies to reaching for aid beyond its scope. Eventually they succeeded, coming to the conclusion that there were great entities of vast power that lurked in worlds beyond Laruna, and they would serve the Summoner’s will if the proper magics were put into effect. Throughout the ages, Summoners of various teachings and creeds have played a part in influencing Laruna’s kingdoms and have met with a wide spectrum of results. In every kingdom’s past there looms a tale of how a mighty force had been called to Laruna and crushed their enemies. Equally common however are tales of summons gone awry that caused outrageous destruction.

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Because of this, Summoners were often met with trepidation as their ability presented an extensive risk, as well as a potentially world saving reward.

SUMMONERS TODAY With the appearance of new Summoners across Laruna, rulers once again seek to employ their talents in an effort to advance and defend their kingdoms. With each one comes a chance of finding unique abilities that have never before been seen. In truth, the control of a Summoner over their creatures is more powerful than in ages past, eliminating the fear of rampaging beasts that could somehow break the master’s call. Unfortunately, along with this newfound control is the randomness of the Legacy’s selection. No longer are Summoners talented magi specifically groomed for the task. This has led to more than one occasion of a lowly thief calling forth mystical creatures to help steal a king’s treasure, or a barbaric marauder unleashing their beasts to slaughter a village. When such cases do arise, intelligent leaders are swift to dispatch overwhelming forces to put both the Summoner and their pet down, as they never know what might walk out of the portal next.

STARTING BENEFITS -FHBDZ"CJMJUZ Faithful Companion, 1 Summon

+2 CHM, +1 INT

LEGACY TRAIT Payback: Those who answer the call demand payment. You must burn items of value worth your Legacy Rank x 100 in gold at the start of each week.

Legacy Arc +2 Calling Magic

+1 Passive Ability +2 CHM

+1 Calling Spell +10 Mana +1 CHM

+1 Summon +1 INT

+1 INT

+1 Calling Spell +10 Mana +1 CHM

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LEGACY VIRTUES MAGARAITH, THE FIRST DRAGON Of all the creatures Cardespawn had dreamed, dragons were one of the most majestic. Both powerful and intelligent, they quickly became one of the dominant forces in Laruna. Magaraith had the honor of being the first. Most would agree that in addition to being a brilliant piece of art from the mind of The Creator, Magaraith was also a well engineered machine of destruction. With a deadly maw, thick armored scales, and a fiery breath that could incinerate whole swaths of land in moments, only the most powerful denizens of Laruna, such as the Titans, pose challenge. T Ti tans, could po ta ose a ch hall llenge ge. The Summoner Summ Su m on oner er ttraces ra acees th the pa patt pattern tern fo forr Ma M Magaraith ag garaith calls his name. i tthe in h air, an he and d ca call llss h is na ame m . 5Z 5ZQF ZQF L Legacy eg gac acyy AT: CHM AT T: LR R+C CH H HM Cost: 100 Co 0E neerg gy Energy Range: 10m Rang Ra nge: e: 1 0m 0 m Dura Du ati t on on:: 1 p hasee ha Duration: phase

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Base Success: A massive portal opens as you call forth the spirit of the First Dragon. An earthshattering roar echoes through the air and the ground trembles as Magaraith makes his entrance. (2c) Range Adjustment: +1m (20c) Duration Adjustment: +1 phase (20c) Special Adjustment: Hungry Magaraith gains Devour (20c) Special Adjustment: First Born Magaraith gains Shared Trait: The First Creation

SHARED TRAIT The Summoner and Magaraith are immune to all Poison, Disease, Fear and Mind damage and effects.

PUR URCHASABLE URCH CHA ASA ABL B E SHA HARED HAR RED D TRA RAIT AIT I : THE E FIR IRST S CRE REATION REAT ATIO ON The Su The Summoner Summ m on mm oner e a and n M nd Magaraith agar ag araith th rreduce edu ed uce al all ll Ar Arcane, rca cane nee Fire, Fire Fi r , Cold Co C olld d and and Electricity Eleectri riciity t damage dam amag ge taken take k n by hal half. alf. f.

ORTOX, THE LAST TITAN

FORCEFUL CALL

The last living Titan known to walk Laruna, Ortox was ancient, wise, and battle-hardened. A master of defensive prowess, it is no wonder he survived countless battles where others had fallen. Even with such power, the children of the Young Gods were fated to vanish from this world. It is not known whether Ortox was defeated or simply withered away from age and grief. More inspired rumors claim he still walks among the living, disguised as a mortal. In any case, this bastion of might gave the Titans much needed strength in their vicious war against the dragons.

While calling the spirit of a powerful creature is basic knowledge to all Summoners, being able to maintain two calls at once goes well beyond normal skill. Talented Summoners who have mastered the craft have been seen with multiple monsters wreaking havoc together, each one more deadly than the tame conjurations of their less practiced brethren. The Summoner harnesses their Arga’sheel for a moment, then unleashes it into a single, overwhelming call.

The Summoner traces the pattern for Ortox in the air, and calls his name. 5ZQF Legacy AT: LR + CHM Cost: 100 Energy Range: 10m Duration: 1 phase Base Success: A massive portal opens as you call forth the spirit of the Last Titan. A deep bellow saturates the air and the land shakes with each step as Ortox returns to Laruna. (2c) Range Adjustment: +1m (20c) Duration Adjustment: +1 phase (20c) Special Adjustment: Guardian Ortox gains Earth Shield (20c) Special Adjustment: Unbreakable Ortox gains Shared Trait: Shield of the Last

SHARED TRAIT Once every phase, one single target spell or Legacy ability does not affect the Summoner.

5ZQF Legacy AT: LR + CHM Cost: 100 Energy Range: 10m Duration: 5 phases Base Success: You may select any Summon, whether known or not, and conjure it into Laruna. This creature may exist simultaneously with another Summon, allowing you to have two creatures active at once. Summoning a creature that is already active will replace it with this new version. Creatures summoned with Forceful Call will have access to their ultimate ability and Shared Trait without need for the Call of the Master or Empathic Bond ability. (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (15c) Special Adjustment: Full Strength The Summon has access to all of its additional abilities (20c) Special Adjustment: Made Whole The Summon gains +10 to all ATs made (30c) Special Adjustment: Rampage The Summon may use its ultimate ability twice without being re-summoned

PURCHASABLE SHARED TRAIT: SHIELD OF THE LAST The Summoner and Ortox are immune to all mortal magic damage and effects.

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Magaratih is a massive specimen, standing 15 meters tall. His scales take on a greyish-purple hue, save for a triangular shaped area of reddish scales that extend from under his chin, down his neck and past his underbelly.

MAGARAITH, THE FIRST DRAGON GIANT DRAGON

STR

30

Health

GIANT CLAW SWIPE AT: Natural Weapons+STR (50+LR) Range: 5m Duration: Instant Base Success: All targets within a 2m wide area are struck by Magaraith’s claw, suffering STR + 12 damage (Slashing).

AGI

12

Stamina

300

END

25

Reaction

28

INT

16

Evasion

28

PER

15

Base Movement

12

CHM

18

Melee Combat

10

Armor

25/25/25

Natural Weapons

LR + 10

Protection

LR+25

Resistance

LR+25

PRO (Fire)

100

RES (Elements)

100

FLIGHT Magaraith can fly at his base movement speed.

MENTAL IMMUNITY Magaraith is immune to all mind control effects.

(1c) Damage Adjustment: +4 Slashing (10c) Special Adjustment: Tossed All creatures hit by Magaraith’s claw are thrown back 10m.

(1c) Damage Adjustment: +1 Piercing (20c) Special Adjustment: Corrosive Acid Any creature taking 100 Acid damage while in Magaraith’s stomach has a material object on their person dissolved as well

DEVOUR

FLAMES OF THE FIRST (ULTIMATE)

Magaraith lunges forward, grasping a creature in his jaws and consuming them whole. A target may take an opposed Evasion AT to avoid this effect.

Magaraith inhales deeply, then lets loose a massive wave of flame that blankets the area in front of him. An area 20m long and 5m wide is covered in magical fire.

5ZQF Legacy AT: Natural Weapons (20+LR) Range: 15m Duration: Instant Base Success: A single target within range is eaten by Magaraith, immediately suffering 50 damage (Acid). The target is unable to act or be targeted normally while being digested, and suffers 50 additional damage (Acid) for each phase trapped in Magaraith’s stomach. Leaving the stomach is only possible if Magaraith is killed, dismissed, or his duration ends, in which case Magaraith fades away and the victim drops to the ground from their position. Creatures of giant or colossal size are not eaten and instead take 50 Damage (Piercing) from his bite.

210 0

500

5ZQF Legacy AT: Natural Weapons (20+LR) Range: Special Duration: Instant Base Success: Targets caught in the area take 75 damage (Fire). Targets may roll an Evasion AT to reduce the damage by the ATR. (1c) Damage Adjustment: +1 Fire (25c) Special Adjustment: Scorched Earth The area of affected earth remains blackened and smoldering for two phases, and all creatures inside the area suffer 50 Damage (Fire) per phase.

Ortix is a giant earthen humanoid, standing 15 meters tall. His skin is made from earth and rock and swirls with energy. Many stone protrusions just out from his head and back, making an intricate pattern resembling an extravagant headdress.

ORTOX, THE LAST TITAN GIANT TITAN

STR

28

Health

500

AGI

10

Stamina

300

END

25

Reaction

30

INT

16

Evasion

30

PER

20

Base Movement

10

CHM

12

Melee Combat

10

Armor

25/25/25

Natural Weapons

LR + 10

Protection

LR+25

Resistance

LR+25

PRO (Fire)

100

RES (Elements)

100

MENTAL IMMUNITY Ortox is immune to all mind control effects.

EARTH SHIELD Ortox gestures at a target, surrounding them with a magical barrier. 5ZQF Legacy AT: Natural Weapons (20+LR) Range: 20m Duration: 3 phases Base Success: The target gains a magical aura which absorbs 100 points worth of incoming damage. ARM and PRO values are not applied to this incoming damage. When this amount has been fully absorbed, the effect ends. If a creature is immune to the incoming damage, it is not applied to Earth Shield’s total.

TITANIC RIGHT HOOK AT: Natural Weapons+STR (48+LR) Range: 5m Duration: Instant Base Success: All targets within a 2m wide area are struck by Ortox’s fist, suffering STR +12 damage (Impact). (1c) Damage Adjustment: +4 Impact (10c) Special Adjustment: Tossed All creatures hit by Ortox’s fist are thrown back 10m.

BIG GUARD (ULTIMATE) Ortox emits a wave of Legacy energy, surrounding all nearby allies with a powerful aura of protection. 5ZQF Legacy AT: Natural Weapons (20+LR) Range: 50m Duration: 2 phases Base Success: All friendly targets within 50m of Ortox gain +20 ARM (All) and become immune to one damage type of the Summoner’s choice for the duration. (20c) Range Adjustment: +50m (25c) Duration Adjustment: +1 phase (25c) Special Adjustment: Bigger Guard Targets become immune to one additional damage type of your choice.

(1c) Range Adjustment: +1m (10c) Duration Adjustment: +1 phase (30c) Special Adjustment: Titan Shield The aura now absorbs 200 points of incoming damage

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PASSIVE ABILITIES CALL OF THE MASTER Not only do Summoners bring forth mythical beasts from other worlds, they also bring forth the powers hidden within them. Bringing this power to the surface is exhausting for the creature and cannot be done with reckless abandon. &GGFDU Your summons gain access to their ultimate ability, which can be used once per summon. The ultimate ability may not be used in the phase the summon appears. In addition, upon any successful summon you may distribute to them 5 additional attribute points in any way you choose. You also gain a permanent +1 to Charm.

may communicate with you telepathically, although depending on its attitude, it may wish to present its thoughts aloud. It will understand and speak all languages the Summoner knows. The creature remains permanently in Laruna until killed or dismissed. If killed, you must wait 1 full day before it may be summoned again. The creature may be of any type the Summoner wishes, at the Dreamweaver’s discretion. Other than small animals, some possible choices are: Dragon Whelp Imp Tiny Elemental Exotic Bird Pixie/Fairie Tiny Angel/Devil

EMPATHIC BOND The link between the Summoner and the entity it calls is strange and powerful. Master Summoners are able to draw upon their link with the creatures they command to gain great personal power. You need fear both what their creature will do, as well as what they themselves might now be capable of &GGFDU You gain the Shared Trait listed when a creature is summoned. In addition, you have complete mental control over any summoned creature, and may communicate with it telepathically. You also gain a permanent +1 to Charm.

The creature will have these basic stats and know 1 Cantrip at Rank 1:

Faithful Companion STR

1

Health

75

AGI

6

Stamina

65

END

3

Mana

75

INT

5

Armor

5/5/5

PER

3

PRO

LR

CHA

6

RES

LR

GIFTED VOICE A summoner with this aptitude has learned to project their magical voice with greater strength, allowing them to conjure forth all manner of things more easily. &GGFDU When casting a Summoning or Invocation spell, Alternate Base Successes cost 5 less CAP. You also gain a permanent +1 to Intellect.

FAITHFUL COMPANION The master of summoned creatures would not be complete without a magical servant by their side. These tiny critters follow the Summoner endlessly, offering assistance, advice, and sometimes...disruption. While most are disciplined enough to adhere to the summoner’s commands, there have been more than a few companions whose hijinks have placed their Summoner in a difficult situation. Even with an occasional prank and disdain for work, the value of a Faithful Companion almost always outweighs the cost. &GGFDU You may call forth a small companion no larger than the size of a house cat to be your pet as an IU action. This creature is intelligent and

212 2

CANTRIPS Return: Teleports to Summoner’s side instantly. Cost: 5 mana Elemental Strike: Deals 3 elemental damage of any type to a target. Cost: 5 mana Phase Shift: Upon taking damage from any source, may phase out of Laruna for a split second, ignoring all damage. Cost: 10 mana Enhance Attribute: Adds +1 to any of the Summoner’s attributes for 10 phases. Cost: 5 mana Scare: Frightens other small animals or familiars away for 1d10 phases. Must succeed on a contested LR AT to frighten other companions or magically created servants. Cost: 10 mana

Animal Speak (Passive): May communicate with any wild animal or magical creature.

ENHANCEMENTS Every Legacy Rank, the Summoner may choose one enhancement for their companion from the following list: +5 Health, Mana, and Stamina +2 PRO (All) +2 RES (All) +2 ARM (All)

TRAITS Every time the Summoner reaches the 5th node of their Legacy Arc, they may choose one trait from the following list for their companion. A trait may not be chosen twice. Carry: May carry an item up to 10Kg Flight: Flies at base movement speed Genius: +4 INT Lovable: +4 CHM Observant: 4 PER Skilled: Learn an additional cantrip Speedy: Doubles base movement speed

SUMMONS Summoners call out to unique creatures from other worlds, opening a portal to bring a part of their essence into Laruna. More powerful Summoners are able to bring forth more of a creature’s essence, making them more deadly, and able to remain longer. Summoned creatures act on the phase in which they are summoned, and Reaction ATs are taken as though a new combatant is entering the fray. Only one summon may be active at a time, and they simply fade away once the duration ends, or another creature is summoned. Summons may be dismissed as an IFU action. Summoned creatures follow all commands of the Summoner without hesitation.

CHAINED DEMON OF STAGOROTH

The Summoner traces the pattern for Azkethian in the air, and calls his name. AT: LR + CHM Cost: 30 mana Range: 10m Duration: 5 phases Base Success: A ring of fire 5m in diameter forms on the ground near the Summoner. The Chained Demon of Stagoroth claws its way up and out from a forgotten level of hell, and into Laruna. Anyone present within the circle immediately takes 25 damage (Fire). (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (20c) Special Adjustment: Flame On The Chained Demon gains Flame Lash (20c) Special Adjustment: Flame On!! The Chained Demon gains Hellish Aura

JORUS, THE SOARING DREADHAWK Hailing from the airy peaks of the Elfaar kingdom, Jorus is a magical beast that countless hunters have attempted to capture. This unique creature has uncanny control over the air currents around him, flying near effortlessly through the skies and keeping his enemies at bay with powerful windy gusts. The Summoner traces the pattern for Jorus in the air, and calls his name. AT: LR + CHM Cost: 30 mana Range: 10m Duration: 5 phases Base Success: Jorus descends from above the clouds at great speed, landing next to the Summoner. (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (20c) Special Adjustment: Aggressive Jorus gains Diving Assault (20c) Special Adjustment: Defensive Jorus gains Wing Buffet

It’s dangerous to even speak the name. The chained demon’s fury is limitless and whatever deity saw fit to bind the creature did mortals a great favor. Even within the bindings that hold it, the chained one’s rage can burn away anyone foolish enough to stand in his presence. Think carefully before calling for his aid.

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LILITH, THE ICE QUEEN Hailing from the nearly unknown plane of Everfrost, the Ice Queen is a magnificent elemental beauty. She rules over her kingdom with majesty and grace, using her powers to protect the lands from the invading fire giants. Let not her looks fool you though, for she is equally as ferocious as she is stunning when it comes to defending her people. Unafraid to join her soldiers in battle, she has led them to many victories over her enemies. The Summoner traces the pattern for Lilith in the air, and calls her name. AT: LR + CHM Cost: 30 mana Range: 10m Duration: 5 phases Base Success: A giant ice crystal forms at the targeted location. Within moments, the crystal shatters, sending shards of ice flying in all directions, revealing Lilith at the center. All enemies within 10m suffer 30 damage (Cold), and may roll a Reaction AT to reduce the damage by the result of the ATR. (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (20c) Special Adjustment: Defensive Lilith gains Ice Wall (20c) Special Adjustment: Nurturing Lilith gains Ice Block

Base Success: A rapid skittering sound followed by a shrill screech fills the air as Nevaxirus arrives. (2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (20c) Special Adjustment: Caustic Nevaxirus gains Acidic Blood (20c) Special Adjustment: Nest Egg Nevaxirus gains Cocoon

TOGORAS, THE BEHEMOTH Togoras was once the pet of a ruthless serpent lord who ruled over his reptilian kingdom with an iron fist. Captured from a mythical forest of gargantuan creatures, Torgoras was chained in the castle basement as a royal trophy, and used to execute a great many undesirables of the lord’s choosing. The Serpent kingdom eventually fell to outside invasion, liberating Torgoras from his prison. After eating dozens of soldiers and escaping back to his homeland, he returned to his original station—King of Redlark forest. The Summoner traces the pattern for Togoras in the air, and calls his name. AT: LR + CHM Cost: 30 mana Range: 10m Duration: 5 phases Base Success: A deafening roar blankets the area, as a magical portal opens to Redlark forest, the Behemoth King stepping through into Laruna.

NEVAXIRUS, THE GREAT BLADE SPIDER Nevaxirus, The Blade Spider, the most feared predator of the ancient forests. Long before humans walked Laruna, Nevaxirus lay claim to the area which is now known as the Wildlands. When the land was new and no race could lay claim to any ground as we know it today, Nevaxirus hunted and fed as she pleased. Creature after creature, small or large, fell prey to her never ending hunger. Armed with vicious acidic poison and webbing as strong as steel, the Blade Spider is best avoided at all costs. The Summoner traces the pattern for Nevaxirus in the air, and calls her name. AT: LR + CHM Cost: 30 mana Range: 10m Duration: 5 phases

214 4

(2c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (15c) Special Adjustment: Ferocious Togoras gains Gore (20c) Special Adjustment: Thick Hide Togoras’ armor values are doubled

CHAINED DEMON OF STAGOROTH LARGE EXTRAPLANAR HUMANOID

The Demon of Stagoroth floats above the ground effortlessly, its head much like a giant rams skull, only red in color. Attached below is its somewhat narrow body, thin spiny arms crossed in front of its chest, bound by ethereal chains. Its chest seems to be a nearly exposed rib cage, with very little of its red flesh remaining. Anyone in the immediate area can feel intense heat radiating from its direction.

STR

12

Health

150

AGI

3

Stamina

100

END

8

Mana

0

INT

12

Reaction

11

PER

8

Evasion

11

CHM

1

Base Movement

3

Base Success: The target takes 10 damage (Fire).

Armor

10/10/10

Fire Manipulation

LR + 10

Protection

LR+5

Resistance

LR+15

PRO (Fire)

100

RES (Fire type)

+100

(1c) Damage Adjustment: +1 Fire (10c) Special Adjustment: Ablaze The target continues to take the Fire damage for 2 phases.

Once per phase, The Chained Demon may select a target within 20m, causing them to burst into flames. Type: Unknown AT: Fire Manipulation + INT (22+LR) Range: 20m

SHARED TRAIT

HELLISH AURA

The Summoner and the Chained Demon are Immune to all Fire damage and effects.

All creatures coming within 5m of the Chained Demon suffers LR+25 damage (Fire) per phase.

FLAME LASH

FREEDOM (ULTIMATE)

The Chained Demon nods, causing a line of fire to spring forth from its position.

The Chained Demon bursts free from his ethereal bindings, cackling maniacally. Arms held out wide, it calls forth demonic flames from its home dimension, causing huge pillars of flame to erupt from the ground underneath any individuals nearby.

5ZQF Unknown AT: Fire Manipulation + INT (22+LR) Range: Self Duration: 5 phases Base Success: A wall of fire 3m high and 5m in length and 1m wide shoots out from the Chained Demon. This ability is not targeted, and a successful Evasion AT against a difficulty of 12 will avoid damage as the character moves out of its path. Anyone coming into contact with Flame Lash suffers 15 damage (Fire) and is set ablaze for 2 phases, causing them to suffer the same damage per phase. (1c) Damage Adjustment: +1 Fire (2c) Size Adjustment: +1m in length (5c) Duration Adjustment: +1 phase

5ZQF Unknown Range: 10m Duration: Instant AT: Fire Manipulation + INT (22+LR) Base Success: All creatures within 10m of the Chained Demon (friend or foe) are blasted by pillars of flame which form beneath their feet. They are tossed 5m into the air and take 30 damage (Fire). Upon landing they are considered prone. Creatures greater than large size are immune to the knock up effect. (1c) Damage Adjustment: +1 Fire

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Jorus is a magnificent specimen, resembling a cross between a hawk and phoenix, with deep blue feathers and razor sharp talons.

JORUS THE SOARING DREADHAWK HUGE EXTRAPLANAR MAGICAL BEAST STR

8

Health

120

AGI

15

Stamina

100

END

10

Mana

0

INT

12

Reaction

27

PER

12

Evasion

27

CHM

10

Base Movement

15

Armor

0

Air Manipulation

LR + 10

Protection

LR+5

Resistance

LR+10

PRO (Sonic)

100

RES (Air type)

+100

SHARED TRAIT The Summoner and Jorus may not be bound or snared by any means, magical or otherwise.

DIVING ASSAULT Jorus spends one phase flying to appropriate height. At the beginning of next phase, he streaks down towards a target within 30m, viciously raking them with his talons. If Jorus is already flying at a height of 10m or higher, he does not need to spend one turn ascending. 5ZQF Unknown AT: Air Manipulation + AGI (25+LR) Range: 30m Duration: Instant Base Success: The target takes 10 damage (Slashing). (1c) Damage Adjustment: +1 Slashing (25c) Special Adjustment: Grab Instead of dealing damage, Jorus may grab the target in his talons, flying up into the air. Jorus will be able to climb 5m per phase. If the target is able to do 20 Health damage to Jorus’ talons, he will release his grip, dropping the target. Large size and smaller creatures only.

WING BUFFET Jorus angles his wings forward, and begins to flap with great strength while imbuing the wind currents with air energy. Targets up to 15m in front of Jorus are hit with the attack. Lasts for 2 phases.

216 6

FAITHFUL MOUNT Jorus may be ridden by up to 4 medium sized creatures, or a total weight of 650Kg without being hindered. Jorus flies at 4x his base movement speed.

5ZQF Unknown AT: Air Manipulation (10+LR) Range: 15m Duration: 2 phases Base Success: Any target caught inside the effect must succeed in a contested STR+LR AT vs the ATR of Wing Buffet or be pushed to the edge of the effect and unable to move forward. Anyone succeeding on this roll moves at half speed. All targets caught in the effect have all ATs requiring movement reduced by -4 for the duration.

SONIC SCREECH (ULTIMATE) Jorus unleashes a deafening screech, hitting all enemies up to 15m in front of him with a sonic blast. 5ZQF Unknown AT: Air Manipulation (10+LR) Range: 15m Duration: Instant Base Success: All enemies within 15m of the front of Jorus are blasted by sonic energy, taking 50 damage (Sonic). Targets may roll an Evasion AT to reduce the damage by the ATR. In addition, all affected targets lose 1 accrued CAP for every 10 Health lost from the disruption. (1c) Damage Adjustment: +1 Sonic (3c) Range Adjustment: +1m

Lilith is a magnificently beautiful woman, standing approximately 3m tall. Her entire body ranges from light to dark blue in color, and you have difficulty telling if she is made completely of ice. She wears a long blue cloak, and a soft cloth wrap around her chest and thighs.

LILITH THE ICE QUEEN LARGE EXTRAPLANAR HUMANOID STR

7

Health

150

AGI

10

Stamina

100

END

8

Mana

0

INT

12

Reaction

18

PER

8

Evasion

18

CHM

15

Base Movement

10

Armor

5/5/5

Ice Manipulation

LR + 10

Protection

LR+5

Resistance

LR+15

PRO (Cold)

100

RES (Water type)

+100

SHARED TRAIT The Summoner and Lilith are Immune to all Cold damage and effects.

ICE WALL Lilith gestures and raises her arm upwards, causing a wall of ice to emerge from the ground. 5ZQF Unknown AT: Ice Manipulation + INT (22+LR) Range: 20m Duration: 5 phases Base Success: A wall of ice 3m high, 5m in length and 1m wide rises from the ground at the targeted location. Dealing 100 Health damage to any 1m wide section of the wall across its length will create a hole large enough for large sized or smaller creatures to pass through. The wall takes double damage from Fire sources. (2c) Strength Adjustment: +10 Health needed (2c) Range Adjustment: +1m in length (5c) Duration Adjustment: +1 phase

ICE BLOCK Lilith chooses a target and freezes them in place for 1 phase. During this time they will be protected and refreshed by healing waters. 5ZQF Unknown AT: Ice Manipulation + INT (22+LR) Range: 20m Duration: 1 phase

ICE SHARDS Lilith points towards an enemy, sending a wave of ice shards flying towards them. Type: Unknown AT: Ice Manipulation + INT (22+LR) Range: 20m Duration: Instant Base Success: The target takes 10 damage (Cold) and is chilled for 2 phases causing them to move at ½ movement speed. (1c) Damage Adjustment: +1 Cold (2c) Range Adjustment: +1m

Base Success: A friendly target is surrounded by an ice barrier with 50 Health. During this time they are unable to act, and cannot be affected by damage or magical effects. The barrier may be destroyed, and takes double damage from Fire sources. If the final strike on the barrier exceeds the total remaining Health of the barrier, the excess damage is dealt to the trapped individual and they are freed. Otherwise, at the start of the next phase, the barrier melts, and the ally restores 15 Health. (2c) Range Adjustment: +1m (2c) Strength Adjustment: +1 Health restored (2c) Strength Adjustment: +10 barrier Health

FLASH FREEZE (ULTIMATE) Lilith expels a massive amount of ice energy from her person, freezing all enemies in place. 5ZQF Unknown AT: Ice Manipulation + INT (22+LR) Range: 20m Duration: Instant Base Success: All enemies within 20m of Lilith are frozen in a block of ice, taking 25 damage (Cold), and lose their actions for the rest of the phase. During this time they are unable to act, and cannot be affected by damage or magical effects. The ice melts at the beginning of next phase, and combat resumes normally. (2c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Cold

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Nevaxirus is a fearsome creature, with razor sharp blades on each of its legs that extend from its bulbous, sickly green body. Its large, glowing red eyes gaze forward in anger—the beast particularly full of rage after having one of its limbs severed by the legendary hunter Evanor.

NEVAXIRUS, THE GREAT BLADE SPIDER LARGE EXTRAPLANAR BEAST STR

10

Health

175

AGI

12

Stamina

100

END

8

Reaction

18

BLADED LIMBS

INT

8

Evasion

18

PER

6

Base Movement

12

Threat: 10 AT: Natural Weapons + AGI (27+LR) Damage: STR + 10 (Slashing)

CHM

1

Melee Combat

10

Armor

5/8/5

Natural Weapons

LR + 5

Protection

LR+10

Resistance

LR+10

PRO (Acid)

100

RES (Acid type)

+100

SHARED TRAIT The Summoner may crawl along walls or ceilings at their base movement speed.

ACIDIC BLOOD Any time Nevaxirus takes Health damage, all enemies within melee range take an equal amount of Acid damage as her blood splashes them. Victims may make an Evasion AT to reduce the damage by the result of the ATR.

ACID SPIT Once per phase, Nevaxirus may select a target within 10m, and spit forth a large glob of corrosive acid. 5ZQF Unknown AT: Natural Weapons (15+LR) Range: 10m Duration: Instant Base Success: The target takes 15 damage (Acid).

(1c) Damage Adjustment: +1 Acid (3c) Damage Adjustment: +1m

COCOON (ALTERNATE STRIKE) Nevaxirus lunges at a target, spins them rapidly, and sprays them with sticky webbing from her spinnerets, trapping them in a hardened cocoon. 5ZQF Alternate Strike Cost: Base Success +10 CAP

218 8

(1c) Damage Adjustment: +3 Slashing (3c) Weapon Adjustment: Bleed(5)

Range: Melee Duration: Instant Effect: Targets of large size and smaller are trapped in a cocoon, disengaged with any melee opponents, and unable to act. Targets greater than large are webbed, suffering -4 to STR and AGI for 2 phases. Targets that are cocooned are trapped inside a hardened shell which has 50 Health. They may not be affected in any way until the cocoon is destroyed, in which case they may re-enter combat as normal. If the final strike on the cocoon exceeds the total Health of the cocoon, the excess damage is dealt to the trapped individual. Should Nevaxirus be killed, dismissed, or her duration expires, the cocoon will fade away as well.

SEVER (ALTERNATE STRIKE) (ULTIMATE) Nevaxirus lurches up, grappling an opponent with her secondary legs, then uses her forelegs to sever an appendage. 5ZQF Alternate Strike Range: Melee Cost: Base Success + 6 CAP Duration: Instant Effect: The target loses an arm at the elbow or leg at the knee, and suffers 60 unavoidable Health damage. Creatures greater than large size will take damage and be severely injured, but will not lose a limb, at the Dreamweaver’s discretion.

TOGORAS, THE BEHEMOTH HUGE EXTRAPLANAR BEAST

Togoras walks on all fours, the massive beast standing 3m tall at the shoulder. End to end, he measures 10m, not including a small 1m vestigial tail. Limbs as thick as tree trunks, he boasts a deep violet color, two 1m long black horns, and an orange mane.

STR

20

Health

200

AGI

6

Stamina

110

END

12

Reaction

14

INT

7

Evasion

14

PER

8

Base Movement

6

CHM

6

Melee Combat

5

Armor

12/10/8

Ice Manipulation

LR + 5

Protection

LR+5

Resistance

LR+10

PRO (Mind)

LR+ 30

RES (Mind type)

+ 30

BITE Threat: 2 AT: Natural Weapons + STR (30+LR) Damage: STR + 10 (Piercing) (1c) Damage Adjustment: +4 Piercing (2c) Weapon Adjustment: Grapple & Bleed(5)

CLAWS Threat: 5 AT: Natural Weapons + STR (30+LR) Damage: STR + 9 (Slashing) (1c) Damage Adjustment: +3 Slashing (3c) Weapon Adjustment: Bleed(5)

SHARED TRAIT

FEEDING FRENZY (ULTIMATE)

The Summoner and Togoras gain +25 temporary Health and Stamina.

Togoras goes berserk, breaking all bindings and attempting to devour nearby enemies. Effect: Any movement impairing effects are dispelled or removed. Togoras immediately takes two Instant, Free, Natural Weapons ATs this phase, striking a single melee target using his claws. Togoras then takes a Natural Weapons AT using his bite against the same target. Targets successfully struck by this bite AT is considered grappled, and may not move as Togoras chomps down on them. Togoras will continue to use his bite on the target once every phase until they are dead, or the AT is not successful, thus freeing them from his mouth. This ability can only be used once per summon.

GORE Once per phase, Togoras may charge at an opponent within 10m, goring them with his horns. AT: Natural Weapons + STR (30+LR) Range: 10m Duration: Instant Base Success: The target takes 12 damage (Piercing) and is knocked backwards 5m. In addition, anyone engaged in melee combat with the target is knocked down. Targets make take an Evasion AT to reduce the damage by the result of the ATR. (1c) Damage Adjustment: +1 Piercing

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GATEKEEPER Legacy: Change Ma Manipulation anipu pula lati tion on of time and space was once thought to b be purely l the h d domain of the gods above. After ‘The Fall,’ however, the Descendant mages of Epilesis brought with them these exotic magics previously unknown to mortal casters. Those Descendants who mastered control of time and space were deemed ‘Gatekeepers,’ revered for their unique abilities.

DESCRIPTION Gatekeepers are a Change Archetype that manipulate time and space to create chaos for their enemies.

HISTORY During the Great War, the Descendant army quickly realized that for their invasion to prove successful, they would need a more efficient means of travel. While their wings offered them a great strategic advantage dealing with dragons and titans, maintaining large swaths of land under their control required a more distinct method, giving rise to the Gatekeepers. These Descendants were devoted to the magics of time and space, as well as their uses in warfare. Having been grouped into the Order of Keepers, they elevated their applications beyond the simple advantages of combat and invented the first stable gates in Laruna. Several of these ancient structures remain today, and through the ages the Gatekeepers maintained their stability and ensured that magics of time and space were never abused to cause widespread destruction to the land of Laruna. This sacred task quickly made the Order of Keepers into an isolated authority, acting as independent enforcers who safeguarded the gates and hunted down, admonished, or killed any who abused the space/time continuum via magic or other means. Despite the significance of their charge, Gatekeepers were frequently met with suspicion and scorn. Being so consistently absorbed in matters far removed from the awareness or understanding of ordinary people caused many to see the Gatekeepers as strange, alien and untrustworthy.

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This sentiment was compounded by the fact that they would intervene in affairs at their own discretion, answering to no one, and using only their insight into the potential dangers of the future as justification. If a Gatekeeper gave an accounting, they would say that wars were averted by their actions before a single person was even killed. Extraplanar invasions were prevented before they had begun and potentially cataclysmic errors of judgment were corrected before any wrongdoing occurred. They would be telling the truth, of course, but only they would know it.

GATEKEEPERS TODAY In recent times, the Order of Keepers has been but a name for those mortals who have been assigned to physically maintain and guard the gates. In truth, the name is the only thing that is shared between the ancient Descendant order and those who guard the gates today. The keeping of the Gates has turned into a widely political manner, with individual kingdoms exerting their own control and influence on any gates within their kingdoms. Denying their enemies easy access into their borders and collecting traveling fees for the use of these gates are now seen as more important than any possible existential threat to time or space. Of course, now that the Legacy of the Gatekeepers has returned, that is starting to change. Gatekeepers are said to gain a strange insight into the world through the use of their powers, one that can put them above temporal worries such as borders or taxes. That is not to say that all Gatekeepers are completely removed from society. Just as any other Legacy, a Gatekeeper’s reaction to their newfound power can vary wildly. Without the level of training and organization the Order of Keepers provided, Gatekeepers are just as likely to use their newfound insight for personal gain as they are a lofty goal.

Legacy Arc +1 Ability

+2 M. Combat +2 R. Combat +15 Mana

+3 Reaction +1 INT +1 PER +1 AGI

+1 Ability +1 Change Spell

+1 Change Spell

+1 AGI +1 PER +2 Change Magic

One thing is true of all Gatekeepers, however. The rise of the Kreesh has not allowed them to remain a neutral force with their own agenda. Where once the Gatekeepers spent their time in judgment of others, they now join other Legacy bearers in being on the other side of the hunt, and must make new alliances if they wish to survive the corruption that has brought the Kreesh into Laruna.

Starting Benefits Legacy Ability: Chrono Shift +2 INT, +2 PER, +10 Mana

Legacy Trait Stalwart: Being so connected to the flow of time, the Gatekeeper cannot abide those spreading falsehoods about the past. Whenever in the presence of someone who lies about the past, they must immediately denounce or correct them. (If the gatekeeper is aware of the truth.) In addition the Gatekeeper must always speak the truth when questioned about past events.

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LEGACY VIRTUES BLACK HOLE There is little in the known world that compares to the power of a black hole. While this is merely a magical replica, the forces at work are still creating a small tear in space-time. Gatekeepers can let loose their energy upon the world by letting go of their restraint and showing all the effect of untethered Arga’sheel. The Gatekeeper relaxes control of their temporal energy, allowing it to burst free, and rip a hole in space. Type: Legacy AT: LR + INT Cost: 100 energy Range: 50m Duration: 2 phases Base Success: A Black Hole 5m in diameter opens at the targeted location. At the time of Black Hole’s activation and at the beginning of each subsequent phase, anyone and anything within 25m is pulled 5m toward the center of the effect. After the pull, creatures within 25m of the anomaly take 40 damage(Space). Creatures at 0m from the anomaly are considered in the center of the Black Hole and will be unable to act or be interacted with for the duration. (1c) Range Adjustment: +1m (2c) Size Adjustment: +1m diameter to Black Hole (4c) Damage Adjustment: +1 Space (20c) Duration Adjustment: +1 phase (10c) Special Adjustment: Gravity Well Creatures within 25m of the anomaly are unable to move away by normal means and take all ATs at a -10 penalty (15c) Special Adjustment: Gravity Bomb Once the duration expires, the Black Hole explodes, dealing LR + 20 damage (Time) to creatures within 25m. In addition, all victims are thrown backwards 5m, taking 20 damage (Impact) from the force of the blast (35c) Special Adjustment: Reaver Spawn Once the duration expires, a twisted nightmare from another plane emerges from the remnants of the black hole This creature will attack anyone in the immediate area besides the Gatekeeper. A Violence Reaver can be found in Appenix II.

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GATE The origins of Larunian teleportation gates are due solely to the work of the ancient Gatekeepers. While the knowledge of permanent gates may have been lost, those blessed with the Arga’sheel can still muster the strength to open a portal large enough and for long enough that an entire army may walk through. The Gatekeeper uses their outstretched hand to carve through reality like a knife. Pulling back the current position in space like opening a curtain, they reveal a portal to a new destination. Type: Legacy AT: LR + INT Cost: 100 energy Range: 10km Duration: 10 phases Base Success: The Gatekeeper opens a portal to any location within range that they have previously visited. The entry point will be directly in front of the Gatekeeper. The portal will be wide enough for four large humanoids to walk through per phase. The exit portal is the same size as the entry portal. Any creature may use the portal, transporting them and all of their belongings to the other side instantly. (1c) Range Adjustment: +10km (1c) Duration Adjustment: +1 phase (10c) Special Adjustment: Password Protected You may choose a single word as a password. Any creature wishing to use the portal must speak this word before entry, else they pass through the space as though nothing happened. Creatures unable to speak (Animals, pets, unconscious individuals) may be carried through by another who has spoken the password (15c) Special Adjustment: Free Range The exit point may be any location in Laruna where the Gatekeeper has previously visited (20c) Special Adjustment: Meant for an Army The width of the portal may now accommodate 100 medium humanoid creatures standing shoulder to shoulder (40c) Special Adjustment: Touch of the Cosmos All creatures passing through the gate are imbued with remnants from the plane they passed through in reaching their destination. They receive +4 to all attributes and move at double their base movement speed for 5 phases after exiting

TIME WALK

REVERSE

To exist in the past, present and future all at once is an incredible feat only achieved by the finest Gatekeepers. At a moments notice they could step forward, backward or hold still in the timestream, making them a terror to deal with in the battlefield, and impossible to deal with everywhere else. The Gatekeeper extends their awareness of the space-time continuum and loosens their position in it so they can speed time’s flow, slow it down, or even reverse it.

The Gatekeeper leaps backward in time, returning to the place they were in at the start of the previous phase. Any effects or damage affecting the Gatekeeper will be reverted to their status from the start of the previous phase. This can result in full avoidance of harmful events that transpired during the current phase. After using Reverse, the Gatekeeper will be placed in the exact place and position they were in at the start of the previous phase. If this location is somehow obstructed, reverse will fail to take effect.

Type: Legacy AT: LR + INT Cost: 100 energy Range: Self Duration: 5 phases Base Success: You may choose to either Accelerate, Slow, or Reverse time as an Instant, Free action at the beginning of each phase, which will dictate Time Walk’s effect for that phase. Each new phase you are free to choose a new effect, but only one may be used in any given phase.

ACCELERATE Causes time to skip forward 5 phases which immediately reduces the duration of any effect currently applied to the Gatekeeper. These effects are treated as if the 5 phases of activity occurred instantly. For example, a Gatekeeper affected by an effect that deals 3 (fire) damage for 3 phases would instantly deal 9 (fire) damage and be completed with the use of Accelerate.

SLOW Makes time flow more slowly for the Gatekeeper, allowing them to ignore the first and second multiple action penalty incurred during the phase. In addition, any AT taken that offers Speed CAP adjustments causes the Gatekeeper to automatically gain 3 CAP that can be spent exclusively on Speed CAP adjustments.

(10c) Duration Adjustment: +1 phase (15c) Special Adjustment: Advanced Accelerate Allows you to choose a number of phases to be skipped forward between 1 and 10. In addition, a single debilitating effect may be chosen, and you will only suffer 1 phase worth of its effects or damage (as opposed to experiencing the entire duration instantly) (15c) Special Adjustment: Advanced Slow Increases awarded CAP for speed adjustments by 5 and ignores the multiple action penalty for a third and fourth action (15c) Special Adjustment: Advanced Reverse Will trigger reverse if for any reason you fall unconscious, incapacitated or suffer damage that would reduce your Health to zero (25c) Special Adjustment: Master of Eternity While Time Walk is active, the duration of any magical effect currently active on you may be suspended. Doing this effectively puts the duration on pause, allowing an effect to persist through Time Walk while not reducing its phases remaining. Any magical effect you create from a spell or ability while Time Walk is active has its base duration doubled

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LEGACY ABILITIES AETHER SHIFT Mastery of space does not only mean moving from place to place. Gatekeepers with this ability can also partially phase themselves to nearby dimensions, leaving behind only their astral presence in Laruna. What happens to their bodies is anyone’s guess, as it is a well kept secret among them. The Gatekeeper shifts their place in reality and attacks their target while ethereal. Type: Legacy AT: LR + INT Cost: 20 mana Range: 10m Duration: Instant Base Success: You may automatically strike any target within 10m, causing them to lose INT+5 Stamina and Mana. In addition, you suffer -10 to any Defensive ATs taken this phase as you are disoriented upon returning to your body. (3c) Range Adjustment: +1m (3c) Strength Adjustment: +1 to Defensive ATs (To a maximum of +0) (15c) Special Adjustment: Increased Focus You suffer no defensive AT penalty (25c) Special Adjustment: Temporal Control You may make an additional strike to the same or another target within range

CHANGE OF DESTINY A little known technique even among Gatekeepers, Change of Destiny is a powerful tool when used wisely. Able to change the output of any damaging strike, a Gatekeeper with this talent holds all the keys to victory. The Gatekeeper touches a target, using their power over change to convert one damage type done to another. Type: Legacy AT: LR + INT Cost: 25 mana Range: Touch Duration: 2 phases

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Base Success: All magical damage done by the target’s spells or abilities are switched to a type of your choice. Legacy bearing creatures may make a contested LR AT to resist this effect. (2c) Duration Adjustment: +1 phase (15c) Special Adjustment: Marked By Change All damage done, including physical weapon damage, bleeds, poisons and disease is switched to a type of your choice (20c) Special Adjustment: Reversed Fate One magical Protection type may be switched for another (30c) Special Adjustment: I Am The Keymaster One damage type immunity or absorption may be changed to a type of your choice This may be applied to temporary effects created by spells, abilities or other magical sources

CHRONO SHIFT “Is the Gatekeeper really moving that fast? Or are we just moving that slow?” “Neither. Time itself is moving differently for him.” “Well that just makes him really, really, fast right?” “Actually I’m not sure, but we better get out of here before we find out.” The Gatekeeper speeds up time for themself, allowing them to act outside of the normal flow of events. Type: Legacy AT: LR + INT Cost: 25 mana Range: N/A Duration: Instant Base Success: Once the current phase has ended, you act again as though it were a new phase. No others may act in this phase except to make Defensive ATs, at a -6 penalty. You may only take a single action in this phase. (5c) Strength Adjustment: -1 to defensive ATs (25c) Special Adjustment: Time Bubble You may now perform two actions in this phase

MASTER OF TIME AND SPACE Not all heroes are created equal. Only a handful have ever claimed to master time and space. The consequences of playing with such things can be felt all over the land, and many a practitioner have been torn asunder by their mistakes. Those who would be called ‘master’ have come to understand that both of these cosmic forces are surprisingly just as delicate as the wings of a butterfly... Effect: When casting Time and Space spells, Alternate Base Successes cost 5 less CAP. You also gain a permanent +1 Intellect and +1 Perception.

RECALL Although Gatekeepers are known for being transient, they do often call a particular place home. Able to bind themselves to a point in space, they may return with ease, whether an emergency, or simply to rest.

BIND The Gatekeeper remains still and focuses Arga’sheel onto their point in space, binding their spirit to the location. They may have only one location bound at any given time for every 5 Legacy Ranks possessed. Type: Legacy AT: LR + INT Cost: 15 mana Range: Special Duration: Special Base Success: You create an invisible link to your current location, which can be used as a point for Recall. Any new link will replace a previously existing one, chosen by the caster. (30c) Special Adjustment: Unbound Soul This binding does not count towards your total

Base Success: After 3 phases, you teleport to a chosen linked location. If the location is has become blocked by solid objects or is otherwise occupied, you will end up in the nearest open space to the linked spot. (5c) Strength Adjustment: +1 to defensive ATs(Up to a maximum of +0) (15c) Strength Adjustment: -1 phase needed

TEMPORAL ATTUNEMENT Weaving the threads of time and space is a difficult and bizarre practice. Diligence and extreme awareness are necessary for any who hope to master these things, and both are traits the Gatekeepers have in abundance. Effect: Choose one Time or Space spell you currently possess. All ATs made to cast this spell gain a +5 bonus. You also gain a permanent +1 Legacy bonus to the Change Advanced Magic Skill. This ability may be taken more than once.

TIME SENSE Being able to sense the future gives the Gatekeeper an unfair advantage in combat situations. Knowing where his opponents will strike gives him the ability to simply not be there. The Gatekeeper is able to position himself in combat to avoid many of the incoming blows which would otherwise do him harm. Effect: You gain a permanent +1 to Perception. Whenever the Gatekeeper is successfully struck in combat via a melee or ranged attack, take a Chance Test (20%). On a successful result, the strike does not take effect.

UNITY The Gatekeeper attunes to the flow of time, increasing their awareness of future events. All Descendants know very well—it is a futile attempt to surprise a Gatekeeper. Effect: You gain a permanent +1 PER, +10 Reaction, and +10 Evasion.

RECALL The Gatekeeper must focus on a linked location for three phases, after which they teleport to the location. During this time the Gatekeeper may take no actions other than Defensive ATs, at a -10 penalty. Type: Legacy AT: LR + INT Cost: 20 mana Range: Special Duration: Special

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Visions of the Past

With this ability, Gatekeepers may bear witness to past events as though they were experiencing those events themselves. The Descendants have oft used their Gatekeepers for documentation of historical events, but occasionally, what one finds in the past can lead to more questions than answers as the truth is revealed. The Gatekeeper clears their mind, closes their eyes, and opens them again to a view of past events. Type: Legacy AT: LR + INT Cost: 25 mana Range: 1 day* Duration: 1 hour

Base Success: You are able to peer backwards into history to see events unfolding in the area around your location. You will see an overlay of ghostly images transposed on top of the current surroundings, as people and animals move about like normal, and the land and buildings appear as they once were. You may walk about freely, listen, and observe, but may not interact with any images from the past. Persons and objects in the current time will seem obviously brighter and solid, and thus you will be able to differentiate them easily. Structures or obstacles that exist in the current time will still prevent you from accessing areas that may have once been open. You may see up to 24 hours into the past, choosing any point within that period. You may end the duration at any time. (1c) Duration Adjustment: +1 hour (2c) Strength Adjustment: +1 day rewind (15c) Special Adjustment: Historian You may see up to 1 year into the past (25c) Special Adjustment: Ancient Scribe You may see up to 100 years into the past (25c) Special Adjustment: Ethereal Form You may leave your body in a torporous state for the duration, and walk about freely as though you were in the past, unobstructed. While in this state, only a violent disruption, such as heavy shaking or taking Health damage will be felt, alerting you to danger

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Wormhole

“The bandit just kept running his mouth. He was a good three body lengths from us but my Gatekeeper companion just swiped his sword at the air and the bandit’s head rolled cleanly off his shoulders. If they took me to a court, I’d have to say that the Gatekeepers sword arm somehow appeared behind the bandit to do the deed, but I know how crazy that must sound.” The Gatekeeper exploits their power over space, opening up a portal which allows a melee attack to reach a target some distance away. Type: Legacy AT: LR + INT Cost: 25 mana Range: 10m Duration: Instant

Base Success: A single Melee or Ranged Combat AT is made on a target up to 10m away, causing the harmful portion of the attack (arrow, blade’s edge) to pass through space and exit close enough to strike the intended target. The target is considered surprised. Only a single Strike may be purchased with CAP accrued by this AT. Ranged attacks always use short range for their AT. (1c) Range Adjustment: +1m (25c) Special Adjustment: Bending Reality You may choose to attack two different targets within range with this AT. The ATR is used for both targets, and any purchased CAP adjustments must be the same

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MEGALINDIR Legacy: Change Th There herre is a sspecial pe sect of Descendants that believe the h winds d off change h can be controlled. The Megalindir have devoted their training to harnessing the power of change and expelling its influence onto the battlefield. When their blades weave through the air, music is made, and when a crescendo is struck, victory is found. Foes have been known to become enthralled watching the Megalindir perform—such is the alluring sight of a true artist at work.

DESCRIPTION Combat masters, the Megalindir weave magic into the motions of their bodies and weapons to affect the tides of battle. Equally capable of offensive and defensive measures, the Megalindir use their many different songs and dances to enhance both their combat skills and the skills of their allies.

HISTORY

Trained extensively in martial combat, these warriors masterfully blended magic into their rhythmic fighting styles to produce songs that carried widespread effects across the battlefield. To the Megalindir, battle is akin to a musical production with its own sound, rhythm, and movement. Through extensive training, each Megalindir would learn battle songs that set a tempo to conflict, lacing the sound they produced with powerful Change magic. These magics turned middling soldiers into champions, and cowards into heroes, further enhancing the Descendant army and any who allied with it. After the Great War, the Descendants carried on the tradition of the Megalindir, choosing the most talented among their young warriors to study the honored methods. Megalindir were a highly respected sister order to the Sora’Somin, with whom they made up the core of Epilesis’ elite fighting force.

When the Descendant army joined the Great War, they made spectacular use of their people’s unique skills. One very impressive component of their success was the Megalindir, or “Warsingers.”

Legacy Arc +1 +1 Change Chan nge Spell Spell

+11 S + Song ong +1 +1 C CHM HM +11 C + Change hange S Spell pell

+22 M + M.. C Combat ombat + 15 Stamina Staamina +15 +11 S + Stance tancce + HM +22 C CHM +2 A GI AGI

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+22 C + Change hange Magic M agic

+11 S + Song ong +1 +1 C CHM HM

+22 M + M.. C Combat ombat Change h nge ha ngge M Magic +15 + 15 Stamina Stamina +22 C

MEGALINDIR TODAY Although Megalindir techniques were never taught outside of the Descendants, the appearance of this Legacy has opened the style to any of the mortal races. The Megalindir were seen as true heroes of history for the Descendants, a status quo shaken by recent developments. Many Descendant performers scoff at the idea of a foreign Megalindir, believing the other mortal races incapable of the divine grace required to combine the beauty of performance with the art of battle. The fact that this scoffing only happens in the quiet performing halls of Epilesis is testament to the wrong-headedness of such thinking. Megalindir are prized leaders and commanders, even among other Legacy Cearers, as inspiration follows them wherever they may go. Many veterans of battle in Laruna have

at least one story of that time “we were all going to die, until I heard this strange song.”

STARTING BENEFITS Legacy Ability: 1 Crescendo, 1 Song +2 CHM, +1 AGI, +2 Melee Combat

LEGACY TRAIT Enthralled: Megalindir see the dance in all battle and always find it captivating. A Megalindir must spend at least one phase studying any fighting that they see unless such a delay would lead to an imminent attack on the Megalindir.

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LEGACY VIRTUES ANCESTRAL HYMN When the Megalindir of old lifted their voices, the spirits of those who had gone before them would join, and together their chorus would lift their people, filling them with ancestral gifts long dormant in their blood. The Megalindir invokes the ancestral heroes of a particular race to harmonize a crescendo, the sound transforming them into a hero of past ages, gaining several benefits. Ancestral Hymn replaces any active Crescendo. Type: Legacy AT: LR + CHM Cost: 100 Energy Range: Self Duration: 5 phases Base Success: You transform into a hazy blue spirit of a hero from prior ages. You choose the race of the ancestral hero you wish to embody, and receive their Inherent Traits for 5 phases, adding them to your own. Inherent Traits: Human: +1 to Any attribute Descendant: +1 STR, +1 INT, +10 mana Garaith: +3 STR, -1 AGI, +5 ARM (All), +5 Natural Weapons Advanced Skill Mesmulot: +1 AGI, +1 CHM, +10 Evasion Ashik: +2 STR, +10 ARM (All), -1 CHM (10c) Duration Adjustment: +1 phase (10c) Special Adjustment: Warrior You gain a +10 bonus to your Melee Combat Skill (10c) Special Adjustment: Sage You gain +10 bonus to your Magic Skill (10c) Special Adjustment: Hero You receive two times the Inherent Traits listed, and may take one Chosen Trait (20c) Special Adjustment: Legend You receive three times the Inherent Traits listed, and may take one Chosen Trait (30c) Special Adjustment: Myth You receive four times the Inherent Traits listed, and receive all Chosen Traits of the selected race

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CONSTANT MOTION

MAJESTY

At first her blades were moving quickly, darting from one foe to another, rending limbs and spilling blood in such a magnificent pattern we felt her a maestro. Then movements picked up in pace and we were taken back in fear at the blurred spiral of death she had become. Her enemies didn’t have time to fear her. The Megalindir enters a dance of never ending motion, where every movement turns them into a more violent storm of death. Constant Motion replaces any active Stance.

Scriptures tell of angels that who exist to serenade the young gods with pleasing songs. The greatest Megalindir can create such a sound in the midst of battle and those who hear it are subjected to its divine power. The Megalindir unleashes the full might of the Arga’sheel in a single, overpowering song. Majesty replaces any active Song.

Type: Legacy AT: LR + AGI Cost: 100 Energy + 15 stamina per phase Range: Self Duration: Until Deactivated Base Success: You gain a stacking bonus of +2 AGI, +2 to Defensive ATs, and -2 to Multiple Opponent Penalty each phase this remains active. 15 Stamina is drained per phase. This is considered an IFT action. (10c) Special Adjustment: Increasing Speed Upon a successful strike, you quickly spin your weapon, striking again. This strike automatically hits the target, dealing half the damage of the original strike (15c) Special Adjustment: Flurry You may take 1 Instant, Free, Melee Combat AT per phase against any enemy within 5m (30c) Special Adjustment: Whirlwind of Death Once per phase, when you make a Melee Combat AT against your current target, you may also take an Instant, Free, Melee Combat AT against all enemies within 10m

Type: Legacy AT: LR + CHM Cost: 100 Energy Range: 100m Duration: 5 phases Base Success: All allies within range become immune to all fear and mind altering effects, restore +1 Health and Stamina per phase, and gain +3 to all ATs made. Enemies within range incur a -4 penalty to all ATs made targeting the Megalindir. (3c) Range Adjustment: +100m range (4c) Strength Adjustment: -1 to ATs targeting the Megalindir (4c) Strength Adjustment: +1 Health and Stamina regenerated per phase (6c) Strength Adjustment: +1 to allies ATs (15c) Special Adjustment: Champion All allies within range will follow any command given by the Megalindir to the death. Those who wish to resist must succeed in a contested LR AT (20c) Special Adjustment: Awestruck Any time an enemy wishes to make a hostile AT towards the Megalindir, they must first succeed in a contested LR roll (30c) Special Adjustment: Godly Presence Profound weakness reduces all enemies’ STR by 4 and increases any of their Stamina costs or losses by 10.

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LEGACY ABILITIES CRESCENDO There is a rhythm to battle. Feeling it, understanding it, is merely the beginning. Guiding that rhythm, crafting the sound, and reaching the proper note at the proper time is the artistry. Effect: You gain the ability to activate a Song’s Crescendo. Once a Song has been active for two consecutive phases, you may choose to enact the Crescendo on the third phase or any phase thereafter as an IFU action, as long as the Song is still active. Once used, Crescendo may not be used again while the same Song is active.

STANCES Stances are the Megalindir’s core style of movement chosen when participating in battle. Stances can be activated at the start of combat, after Reaction ATs are taken. Once activated, the effects are permanent until a new stance is chosen. Entering a stance is considered an IFT action that can be taken once per phase on the Megalindir’s turn. At the Dreamweaver’s discretion, the Megalindir may enter a stance prior to combat, in preparation for an incoming attack.

STANCE OF THE ROCK We look for the pause. It’s always there. Sometimes it’s a moment’s hesitation following your clever parry, sometimes it’s while they’re pressing on your guard hoping to catch some breath. When you see it, you will know that it was your defenses that broke them. By adopting skillful defensive measures you become more resilient in combat.

The Dance of Battle When playing a Megalindir, remember that songs affect only your allies, and not yourself. Using the Crescendos of each song and switching between stances is imperative to being an effective Megalindir.

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Type: Legacy AT: LR + AGI Cost: 10 mana Range: Self Duration: Until another stance is activated Base Success: You gain +2 Reaction, +4 to Defensive ATs, +4 ARM (All), and -4 to M. Combat ATs. (4c) Strength Adjustment: +1 to M. Combat ATs (To a maximum of +0) (4c) Strength Adjustment: +1 to Defensive ATs (5c) Strength Adjustment: +1 Reaction (5c) Strength Adjustment: +1 ARM (All) (15c) Special Adjustment: : Stonewall You may ignore multiple opponent penalties from up to 2 additional attackers

STANCE OF THE SAGE There’s something about the movement that cannot be taught. Once a student becomes aware of how mystic energies of our world flow, they will soon after be able to move in sync with them, and harness the flow for their own purposes. Moving in patterns that manipulate the flow of mana, the Megalindir gains benefits to any spell use. Type: Legacy AT: LR + AGI Cost: 10 mana Range: Self Duration: Until another stance is activated Base Success: You gain a +2 bonus to all Magic ATs, and regenerate +2 mana per phase. (4c) Strength Adjustment: +1 mana regen (5c) Strength Adjustment: +1 Magic ATs (10c) Strength Adjustment: +1 INT (15c) Special Adjustment: : Rangefinder You gain 5 additional CAP to be spent on range adjustments upon any successful spell cast (15c) Special Adjustment: : Timekeeper You gain 5 additional CAP to be spent on duration adjustments upon any successful spell cast

STANCE OF THE WARRIOR Pacing and timing. They are each critical to overcoming an enemy. Know when to push and just how hard. A novice pulls stings, a minstrel plays a song. The Megalindir takes a purely offensive battle stance to maximize aggression. Type: Legacy AT: LR + AGI Cost: 10 mana Range: Self Duration: Until another stance is activated Base Success: You gain +2 AGI, -6 to Defensive Melee Combat ATs, and 1 Instant, Free, Melee Combat AT per phase. (4c) Strength Adjustment: +1 to Defensive ATs (to a maximum of +0) (8c) Strength Adjustment: +1 AGI (25c) Special Adjustment: Flurry You may now take 2 additional Instant, Free, Melee Combat ATs per phase

SONGS Songs are how the Megalindir release their Change energy upon the outside world. Any allied creatures within range are enhanced by their bonuses. Songs have no effect on the Megalindir, but they may use the Crescendo of a Song to receive potent temporary effects. Activating or deactivating a Song is considered an IFT action that can be done once per phase on the Megalindir’s turn. When choosing to activate a new Song, any previous Song is automatically deactivated. Songs may be freely performed outside of combat, but the Megalindir must still enact the performance with their weapons.

SONG OF ACTU So many years after the battle, I can’t recall what it sounded like. All I remember is how the sound of it filled me with memories of my time as a boy, when my mother would bake me sweet biscuits to cheer me up. I wasn’t giving an inch of our soil up, and the song was a constant reminder of why. The Megalindir’s song causes all allies within range to perform better when defending on the battlefield.

Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Endure The Megalindir gains +50 temporary Health for 2 phases Base Success: All allies within range gain +2 to any Defensive ATs made. (2c) Range Adjustment: +1m (8c) Strength Adjustment: +1 to defensive ATs (15c) Special Adjustment: Guided Riposte Any time a successful Defensive AT is made, the defender may immediately take an Instant, Free, Melee Combat AT to strike the attacker. If successful, the strike does half its normal damage, rounded up

SONG OF COURAGE One could go their whole life without hearing something so beautiful. With that sound in your ears, death is irrelevant. Things are as they should be, and we will fear no evil. The Megalindir’s song causes all allies within range to resist fear effects. Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Unyielding The Megalindir gains +15 ARM (All) and +15 PRO (All) for 2 phases Base Success: All allies within range gain a +20 bonus when resisting Fear type spells. (2c) Range Adjustment: +1m (4c) Strength Adjustment: +1 RES (Fear) (15c) Special Adjustment: Focused Mind In addition, all allies gain an equal bonus to resisting Mind type spells

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SONG OF FLUIDITY

SONG OF FURY

The tempo was relentless, pulsing rapidly through us. We moved with speed, whirling from one block to the next. We couldn’t stop, the music had us. The Megalindir’s song causes all allies within range to perform better when being assaulted by multiple opponents.

The throbbing sound his blade made as in cut through the air was resonating through my chest. Each clamor of his blade on another’s was like a second heartbeat within my own. Before long I was thrumming with the fury of the sound. The Megalindir’s song causes all allies within range to regenerate stamina.

Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Blade Wall The Megalindir gains +8 to all Defensive ATs for 2 phases Base Success: All allies within range remove 3 from their multiple attacker penalty when taking a Defensive AT. (2c) Range Adjustment: +1m (6c) Strength Adjustment: +1 reduction in penalty (15c) Special Adjustment:: Aware All allies gain +5 Reaction

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Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Energetic Strike The Megalindir restores +10 Stamina and gains +5 to the next Melee Combat AT taken within 2 phases Base Success: All allies within range regenerate 2 Stamina per phase. (2c) Range Adjustment: +1m (5c) Strength Adjustment: +1 Stamina regenerated per phase (15c) Special Adjustment: Adrenaline Rush All allies gain +2 STR and +2 END

Song of Nolok

We were a riot of violence, an orchestra of death. Every gasp, every scream was part of a greater whole that filled the air with our desire. The Megalindir’s song causes all allies within range to perform better when on the offensive. Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Sonic Assault All enemies within 10m take LR+20 damage (Sonic)

Base Success: All allies within range gain +2 to any M. Combat AT made. (2c) Range Adjustment: +1m (8c) Strength Adjustment: +1 to M. Combat ATs (15c) Special Adjustment: Precision Upon a successful strike, all allies gain 3 free CAP to spend on weapon adjustments

Soothing Lilt

Is it possible for a sound to touch you? I swear I felt it wash over me, wiping away the aches of my body. The soft patting of the Megalindir’s footsteps, their deep humming, I felt somehow lighter. The Megalindir’s song causes refreshing winds to soothe all allies within range. Type: Legacy AT: LR + CHM Cost: 10 mana + 5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Renew The Megalindir restores 15 Health

Base Success: All allies within range suffer no penalty from wounds and regenerate 2 Health per phase. (2c) Range Adjustment: +1m (5c) Strength Adjustment: +1 Health regenerated (15c) Special Adjustment: Caressing Notes All allies gain +5 PRO (All)

Spiritual Serenade

The magus had given us all he had to give. He looked haggard from the experience and could barely speak. The Megalindir’s song had given him a nearly limitless source of energy, but the old man’s body could go no further. The Megalindir’s song rejuvenates the spirit, causing all allies within range to regenerate mana. Type: Legacy AT: LR + CHM Cost: 10 mana +5 stamina/phase Range: 10m Duration: Until another song is activated Crescendo: Energize The Megalindir restores 20 Mana

Base Success: All allies within range regenerate 2 Mana per phase (2c) Range Adjustment: +1m (3c) Strength Adjustment: +1 Mana regenerated (15c) Special Adjustment: Enlightenment All allies gain +2 INT and +2 PER

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SHIFTER Legacy: Change Th They heyy call call all me an a animal. I call them rigid. Iff there h is one truth h in the world, it is that only the strong survive. Strength, however, is not based solely on raw power. Adaptation is the true measure of strength. The ability to change and overcome any situation, any foe. I need not fear any circumstance. I need no weapons or armor. I am the apex predator.

DESCRIPTION Making superb use of bodily transformation, the Shifters are monk-like warriors who possess no need for conventional weaponry, instead changing their body into the weapons possessed by many of Laruna’s creatures.

HISTORY Once some of the greatest monk disciples in all of Izumo, the Shifters had taken the martial arts concepts of discipline and adaptation to unprecedented lengths. Using a profound understanding of body and mind, they mastered transformative magics that could compliment their unique combat prowess. These masters rose to great prominence throughout Izumo’s history and passed their knowledge on to select students.

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Shifters became a heralded sight in battle, giving rise to the theory that Izumo warriors were unmatched in all of Laruna. Their numbers grew and for a time it seemed the monks of Izumo would finally be recognized as a kingdom of their own. Before this could come to pass, the neighboring nation of Narraffain declared war on Izumo, seeking to enslave their people and commandeer the nearby fishing villages. In the battles that followed, many Shifters fought bravely and died to keep Izumo free of Naraffains oppression. They took to the battlefields with monstrous shapes and ravaged the Naraffain army until it was too broken to continue its assault. Those Shifters who survived redoubled their studies of transformation, mastering their bodies in ways that would let them flawlessly vanish into foreign lands, passing as locals, or sometimes even other species.

Legacy Arc +1 Shift +1 END +2 Natural Weapons

+1 Passive Ability +10 Stamina +1 AGI

+1 Shift +1 END +2 Natural Weapons

+1 AGI +1 STR +1 PER

+1 AGI +10 Stamina

Secretly they would infiltrate other kingdoms and gather allies in their plot to bring about the downfall of Naraffain. Vanishing from the public eye, the king of Naraffain would continue to believe the frightening Shifters extinct, while they continued the war in secret.

SHIFTERS TODAY All Legacy Cearers are granted a level of understanding of their powers and their Legacy. Unfortunately for some Shifters, they are not all granted the discipline and wisdom that would normally come along with them. Shifters today have been separated from their historical training which provided a much needed level of focus. While today’s Shifters are indeed more powerful than ever, they are more prone to losing their identity and have a difficult time maintaining the level of mental balance needed to handle their own lack of permanency. Many Shifters have decided to replicate the days of old, training with mortal monks or living nomadic lifestyles to learn the wisdom of the road. Those Shifters who choose not to take such steps are often especially vicious, as each shift helps bring them closer to the wild, slowly turning them into more monster than mortal. Of course, not all of them see this as a side effect, but rather their own step towards perfecting the new Shifter way.

STARTING BENEFITS -FHBDZ"CJMJUZ "OZShift +2 END, +2 AGI, +10 Stamina

LEGACY TRAIT Introspection: The shifter requires a period of meditation each day to help maintain a hold of their identity. This period of time must be at least one hour in duration, during which they may not be interrupted by any outside stimulus. Ambient noise or sound is acceptable, but being physically touched in anyway, spoken to, or being forced to open their eyes will interrupt the meditation.

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LEGACY VIRTUES IDENTITY SHIFT Sometimes one becomes lost in the changes. Day in and day out, a constant shifting of body, a flood of different feelings and sensations. No one else knows what it is like to be in constant flux. The power of change is a magnificent thing, but even with all of my training, sometimes I lose grasp of who I am. Am I an animal? Am I a martial artist? Am I a person at all? The Arga’sheel speaks to me. It gives me an answer. I am all of those things. I am none of those things. I am everyone. I am no one. I am change. The Shifter spends 5 phases in meditation, slowly shifting into something new. Type: Legacy AT: LR + END Cost: 100 energy Range: Self Duration: Permanent Base Success: You may permanently alter your appearance, changing your facial features as desired. (5c) Special Adjustment: Unnatural Adjustment You may choose cosmetic characteristics that are not normally seen in your chosen race (green hair, purple eyes, blue skin in humans, human skin tones for mesmulots, etc) (5c) Special Adjustment: Altered Form You may change height/weight and other physical characteristics (10c) Special Adjustment: Reassignment You may change your sex (15c) Special Adjustment: Malleable You may redistribute your physical attribute points (15c) Special Adjustment: No Boundary You may change your race; you will lose all Inherent and Chosen Racial Traits and replace them with new ones from your selected race (35c) Special Adjustment: Complete Overhaul You must recreate your character from scratch, leaving only the Shifter Legacy Rank intact. Any skill points, techniques, or spells previously purchased with experience are converted back to experience and re-spent after your Background is chosen

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GUIDED EVOLUTION The ancient masters had transcended the limitations of physical bodies, but they were generous. All who made the arduous journey to their temples in search of such wisdom were given ample opportunity to learn. Spreading their wisdom to devotees earned the ancient masters great admiration and helped evolve mortals in ways they never thought possible. The Shifter connects to all allies within a given area, causing them to change in accordance with the Shifters will. All participants must be seated around the Shifter and spend 1 phase in meditation. When finished, those involved will find their mind and body changed. Type: Legacy AT: LR + END Cost: 100 energy Range: 5m Duration: 10 phases Base Success: The Shifter may reallocate up to 6 attribute points for all allies within 5m. This reallocation is chosen once and all allies share the same result. After the reallocation, all attributes of affected allies are increased by 1. (2c) Strength Adjustment: +1 attribute reallocation (5c) Duration Adjustment: +1 phase (12c) Strength Adjustment: +1 increase to all attributes (25c) Special Adjustment: Sweeping Change Affected allies gain the benefit of a single ability possessed by the Shifter. The AT for this ability uses the Legacy Rank of the Shifter plus the appropriate attribute. There can be only one Sweeping Change in effect on a character at any given time (35c) Special Adjustment: Ancient Master The attribute reallocation becomes permanent

Perfect Body

We are created from the minds of the gods. Depending on whom you ask, they might say we take on their image. But being a creation means we are inherently lesser than the creators, no? Alshara was able to overcome this drawback through his newfound powers, so why can’t I? I am not content to be made in the image of the gods. I will make myself in my own image. The Shifter alters their physical make-up, pushing it closer to that of the gods above. Type: Legacy AT: LR + END Cost: 100 energy Range: Self Duration: 5 phases

(5c) Special Adjustment: Divine Step You gain Water Walking, and make no sound when moving (10c) Special Adjustment: Divine Form You may turn incorporeal as an IFU action. This will make you immune to all forms of physical damage, and disengage you from melee combat. You may pass through solid objects. If the duration ends while you are inside an object, you will be safely pushed outside to the nearest edge (10c) Special Adjustment: Godly Health You gain +100 temporary Health (10c) Special Adjustment: Godly Stamina You gain +100 temporary Stamina (10c) Special Adjustment: Godly Mana You gain +100 temporary Mana

Base Success: You gain +3 to all attributes, +10 ARM (All), +10 PRO(All) and +20 RES (All). (5c) Strength Adjustment: +1 ARM (5c) Strength Adjustment: +1 PRO(ALL) (5c) Duration Adjustment: +1 phase (5c) Strength Adjustment: +1 Any attribute (5c) Special Adjustment: Divine Sight You can see in complete darkness

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SHIFTS Seamlessly changing parts of the body from one to another is the unique talent of the Shifter. Learning from the creatures of the land, they are capable of many different natural feats. A Shifter may enact a shift once per phase as an IFU action. A Shifter may only maintain one shift at a time, and so enacting a shift replaces any current shifts. While a shift is in place, they may use the listed ability as an Instant action, once per phase.

3HWULÀFDWLRQ/HYHOV 1 +10 ARM, +10 PRO(All), -2 physical ATs 2 +20 ARM, +20 PRO(All), -4 physical ATs, ½ movement speed; double weight 3 +30 ARM, +30 PRO(All), -6 physical ATs 4 +40 ARM, +40 PRO(All), -8 physical ATs, ¼ movement speed; triple weight 5 +60 ARM, +60 PRO(All), Petrified

BASILISK’S STARE

FINS OF THE TAKAR

It is true! Master showed me that an enemy can be defeated with nothing more than a deadly glare. His eyes became reptilian and darted towards the assailant. In moments there was a stone statue standing in place of the attacker’s flesh and blood. Such is the power of the Basilisk’s Stare. The Shifter gains Basilisk eyes, and may stare intently at their target, attempting to convert their flesh to stone.

Water is often studied for its fluidity and power. You must be as comfortable amidst its shifting body as you are on the steady land. The Shifter morphs their legs into a singular, large fin, allowing them to propel forward through the water at great speeds. Upon shifting to Fins of the Takar, make the AT listed below to determine the effects. These remain in place until changing the shift.

Type: Legacy AT: LR + END Cost: 15 stamina Range: Self Duration: Variable Base Success: The target is afflicted by petrify (1) and takes 20 damage (Curse). Targets that reach petrify (5) are fully turned to stone, gaining + 60 ARM (All), +60 PRO (All) and cannot act. Petrify fades at the rate of 1 level every 3 phases unless fully petrified, which will last for 1 day, or until dispelled or decursed. This is considered a curse. Legacy bearing creatures may roll a contested LR AT to resist this effect. (2c) Damage Adjustment: +1 Curse (30) Special Adjustment: Student of Medusa Targets remain petrified permanently until dispelled or decursed

Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable Base Success: You gain +10 Swimming Skill and may swim at 2x base movement speed when submerged in water. (4c) Strength Adjustment: Adaptation +1 to Swimming (10c) Special Adjustment: Gills You may now breathe underwater (15c) Special Adjustment: Streamlined Move at 3x base movement when underwater

HYDRA STRIKE The heads of the hydra are many. As such, the attacks of the Shifter are many. Strike quickly, frequently, and without cessation. Then your foe will know the limits of their defenses. The Shifter alters their internals to match the mythical hydra, allowing them to spew forth an element onto their enemies. Type: Legacy AT: LR + END Cost: 10 stamina

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Range: Self Duration: Variable Base Success: You may unleash a breath weapon, dealing damage to all targets within 3m in front of you. The type is chosen before making your AT.

ICE Targets take 10 damage (Cold) (1c) Damage Adjustment: +1 Cold (10c) Special Adjustment: Deep Chill Targets move at ½ movement speed

FIRE Targets take 10 damage (Fire) (1c) Damage Adjustment: +1 Fire (15c) Special Adjustment: Smolder Targets catch fire, taking LR + 5 damage (Fire) per phase for 4 phases

LIGHTNING Targets take 10 damage (Electricity) (1c) Damage Adjustment: +1 Electricity (10c) Special Adjustment: Shocked Targets suffer -2 to all ATs for 1 phase

IRON BODY While it may be physically unappealing, covering the body in hard armored plates has saved more than one Shifter from certain death. The Shifter covers the vulnerable parts of their body with thick armored plates. Upon shifting to Iron Body, make the AT listed below to determine the effects. These remain in place until changing the shift. Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable Base Success: You gain +15 ARM (All) and +15 PRO (All). Any Melee Combat ATs are made at a -5 penalty. In addition, you move at half your normal movement speed.

(3c) Strength Adjustment: Hardness +1 ARM, +1 PRO (All) (4c) Strength Adjustment: Maneuverability +1 to M. Combat AT penalty (To a maximum of +5)

(20c) Special Adjustment: Resistant Metal All damage done by mundane weapons is reduced to 0 (25c) Special Adjustment: Steel Statue You gain +30 ARM (All) and +30 PRO(All). You may not take any action other than to change your shift

MANTICORE’S CLAW Sharp and lethal, the Manticore’s Claw is a fearsome sight. As a direct extension of the Shifter, their strikes are fluid—And significantly faster than wielding a heavy piece of metal. The Shifter morphs their hands into large Manticore claws, capable of rending flesh with quick strikes. Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable Base Success: While active, you gain 1 Instant, Free, Natural Weapons AT per phase, and Manticore Claws.

MANTICORE CLAWS Threat: 5 AT: Natural Weapons + STR Damage: STR + 12 (Slashing) (1c) Damage Adjustment: +4 Damage (3c) Weapon Adjustment: Bleed (4)

(3c) Damage Adjustment: Sharpness +1 Slashing (8c) Strength Adjustment: Length +1 threat (10c) Special Adjustment: Blinding Speed You gain an additional Instant, Free, Natural Weapons AT each phase (10c) Special Adjustment: Razor Sharp Your Bleed Weapon Adjustment is increased to Bleed (6)

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SERPENT STRIKE

SKIN OF THE CHAMELEON

The Blackwater serpent is feared not only for its poisonous bite, but its ability to strike quickly from a distance. Learning from this creature, the Shifter’s arms become the penultimate snake; extending at range to strike and poison their target. The Shifter turns both arms into extendable serpent heads, capable of delivering a deadly toxin.

When brute force is not the preferred method, the Shifter has an answer. By studying this magical beast, The Shifter can enhance their hiding, stalking and ambush his opponent when the time is right. The Shifter matches their skin to the surroundings and blends in with unnatural precision. Upon shifting to Skin of the Chameleon, make the AT listed below to determine the effects. These remain in place until changing the shift.

Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable Base Success: You gain Serpent Fangs and Serpent Strike.

SERPENT FANGS Threat: 5 AT: Natural Weapons + AGI Damage: AGI + 9 (Piercing) (1c) Damage Adjustment: +3 Damage (4c) Weapon Adjustment: Bleed (2)

SERPENT STRIKE Any time you become engaged with a target, you may immediately take 1 Instant, Free, Natural Weapons AT against that target. All successful melee strikes against an opponent cause poison (5) which lasts for 3 phases. This effect does not stack. (3c) Damage Adjustment: Sharp Fangs +1 Piercing (5c) Strength Adjustment: Potency +1 poison damage per phase (8c) Strength Adjustment: Extending Arms +1 threat (12c) Special Adjustment: Special Venom Targets affected by your poison are wracked with pain, suffering -2 to all ATs and losing stamina equal to the health lost due to poison. (20c) Special Adjustment: Instant Poison Your strikes now deal an additional LR +10 damage (Poison). You lose the standard poison (3) effect

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Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable Base Success : Your gain +10 Stealth. Any Melee or Ranged Combat ATs taken against you are made at a -2 penalty. (4c) Strength Adjustment: Blur -1 to ATs (4c) Strength Adjustment: Blending +1 Stealth (15c) Special Adjustment: Exact Duplication You gain +5 Stealth and are considered invisible when disengaged and stationary

WINGS OF THE PHOENIX

EYES OF THE HAWK

Do not be bound by the limits of your legs. Change. Grow. Adapt. Take the wings of the phoenix and dominate the sky. Hunt your foe from above. The Shifter changes their arms into large, feathery phoenix wings giving them the ability to take to the skies.

Borrow from the Hawk. It spots prey from great distances and never loses sight of them. You must watch your enemies with the eyes of a Hawk. Focused, clear and determined. Effect: Your vision range is tripled, and you may cause your eyes to take the appearance of hawk’s eyes at any time. You also gain a permanent +4 to Perception.

Type: Legacy AT: LR + END Cost: 10 stamina Range: Self Duration: Variable

SHIFT MASTERY

Base Success : You gain Glide: You are able to use your wings to glide from any height safely to the ground. The amount of distance a you can glide is 3 times the height of the point of origin. (15c) Special Adjustment: Enhanced Musculature Gain Flight at base movement speed (15c) Special Adjustment: Something Borrowed You gain +20 PRO (Fire) (25c) Special Adjustment: Free as a Bird Gain Flight at two times base movement speed (35c) Special Adjustment: Home in the Skies Gain Flight at three times base movement speed

PASSIVE ABILITIES The passive abilities of a Shifter can enhance their physical form and give them increased control over their shifting capabilities.

CHEETAH’S SWIFTNESS Shifters have been known to move at incredible speeds and with unnerving precision. With no visible indication, one must assume the use of magic in some way, albeit undetectable. It is widely accepted that Shifters do not utilize the same ability to manipulate magic as a standard mage, so this leads to even more questions… Unless… Hmm... Some shifters have been known to hold limited control over their internal structures. What if they are able to enact subtle, yet effective changes to their musculature system? I require an experienced Shifter for study and… dissection. This may prove difficult. - Antorius, Vaynean Scholar. Effect: Your base movement speed is doubled. You also gain permanent +4 to Agility.

The constant changing of parts is a trying process. Not all have the stamina or resolve to keep steady. Only those who have devoted their focus to this constant flux can truly be called a Shifting master. Effect: You can now maintain two shifts at once. You choose which shift to replace if already maintaining two. You also gain a permanent +2 Endurance.

STRENGTH OF THE BEHEMOTH Anyone foolish enough to stand before a behemoth is certain to experience its massive strength in a terrible way. There have been accounts a the creature battering a human and launching their body great distances with a seemingly effortless gesture. Effect: Your lifting capacity is doubled. You also gain a permanent +4 Strength.

THE SHIFTING HEART Shifting is one of the most obvious and flamboyant uses of the Arga’sheel. The transformation is easily recognized. But what of the changes that are not so obvious? Some Shifters learn how to alter the body on the inside as well... The Shifter gains advanced proficiency in altering their internal structure. They are able to move critical organs to places much harder to injure, and reform lost parts with frightening speed. Effect: You gain a permanent +1 to Endurance. Any attempted strike made against you targeting a specific body part has its CAP cost increased by 5. In addition any bleed effect of (5) or less immediately ends at the start of a new phase. You may also reform any lost limbs or body parts due to amputation effects as an Instant, Untested action for the cost of 20 stamina. This does not restore any lost Health.

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SORA’SOMIN Legacy: Elements

There is no more elegant display of versatility in warfare than the Sora’Somin. I’ve watched them rise above their ranks, releasing volleys of arrows that upon impact tormented enemy forces with tremors or explosions. I’ve born witness as they shifted their bows into elegant glaives, dove into ongoing melee, and shatter their enemies armor or shields with magic strikes. Perhaps a Sorcerer has a larger bags of tricks, but I promise you, there is no more versatile and effective weapon in terms of warfare than these rare battlemages.

Description By infusing their versatile Remokin with elemental magic, Sora’Somin blend magic with martial prowess. At long ranges, they wield their Remokin as a bow, firing arrows imbued with varied elemental attacks. When the need for close quarter combat arises, they effortlessly shift the Remokin into a glaive form.

History The order of the Sora’Somin, or “War Mages,” were masters of infusing their weapons with magic. Members of this ancient order would practice seamlessly channeling the destructive power of the elements into their specially prepared weapon. Called a Remokin, this weapon was the pride of every Sora’Somin, able to shift from a melee glaive form into a powerful recurve bow in a moment. In this way Sora’Somin served as long distance artillery, infusing powerful element magic into their arrows and casting them down on enemies afar.

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Legacy Arc

+2 M. Combat (Remokin) +2 R. Combat (Remokin)

+15 Health +15 Mana +15 Stamina

+2 M. Combat (Remokin) +2 R. Combat (Remokin)

+1 Ability +1 Elemental Spell

+1 Ability +1 STR +1 AGI +1 INT

When the need arose, they merely shifted their Remokin’s into war glaives, infused them with elemental magic once again, and took to the front lines laying waste to their enemies. As a sister order to the Megalidir, Sora’Somin operated as a form of special forces for the Descendant army and continue to do so still for Epilesis. Merging form and function, these practitioners mastered the art of shaping elements into practical uses on the battlefield and were large contributors to the Descendant army’s dominance during the Great War. Because Sora’Somin pride themselves on mastery of warfare, they train vigorously in their wielding of glaive and bow. This training of course goes hand in hand with their practical approach or magic study. Every effort and technique they master is a means towards achieving success on the battlefield. Many believe this leads to unfocused skill, but those who have worked with Sora’Somin in an official capacity are keenly aware of how dynamic and well schooled they actually are.

Of course, this benefit did not extend to nonDescendant Sora’Somin. In fact, many Descendant Sora’Somin refuse to use the title for those not of their race, seeing them as Legacy bearers who happen to use the same weapon rather than as true Sora’Somin. This has lead to many rivalries and conflicts between the Sora’Somin, with some believing that the knowledge of how to properly use the Remokin should be available to all instead of only being the purview of the Descendants. If any involved in this schism notice the dangerous similarities between this conflict and the one that started the Whisper War, they’ve yet to voice it aloud.

Starting Benefits Legacy Ability: Mystic Glaive +1 STR, +1 AGI, +1 INT, +2 Melee Combat Advanced Skill (Remokin), +2 Ranged Combat Advanced Skill (Remokin)

Sora’Somin Today

Legacy Trait

Once the Sora’Somin Legacy reemerged, Epilesis was quick to act. Epilesis’ grand histories were a great boon for Descendant Sora’Somin, as they were quickly able to find manuals and instructions on how to use their new-found weapons.

Champion: Duty to one’s people and homeland was supreme to the Sora’somin. You must come to the defense of your chosen homeland when accessible and you may not take actions against its best interest. You may not betray fellow members of your race nor bring harm to them for selfish gain.

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LEGACY VIRTUES

Base Success: The Sora’Somin immediately takes a Ranged Weapon AT with a +5 bonus and their arrow deals +5 Damage (Impact).

HEARTSEEKER When Irishintel the Skylord refused to relinquish her Arga’sheel during the Great War, she caused many Descendant casualties. Her exceptional speed and agility m ma made de llanding andi ding ng ssignificant ign ig nifi fica cant str strikes riik kess aga against gain inst s h her er in co combat omb mba at near ne nearly arly im impossible. mpossi mpos sibl ble. e. The The Sora’Somin Sor ora’So omi m n eventually even ev entu ual a ly developed ed an n ele elegant egantt solution sol olut ol utio ion n to her eerratic r at rr a ic i m movements. ovvements.. Th T They heyy created cr reate ted spec special cial ar a arrows rows inf infused fussed w with itth ggr great rea eatt ma m magic agiic tth that hat a on once nce c ffired ired ir d wou would ould ld ttrack rra ack c her err m movements ovveem men e ttss u until n il tthey nt heey fo ffound ou un n nd d ttheir th eir targ ei target: rget: He H Herr he hear heart. arrt. t. The Th Sora’Somin Sor ora’ a’S Somi min n ch charges harrg geess a an na arrow rrow rr ow w with ith mu mult multiple llttip iple le eelements, el ementss, then th hen n ffires ires ir es a att h hi his is o op opponent. pp po on neent ent nt. Th T The he ar a arrow rro row b becomes ecome mees seeking seek ek kin ing and and will w lll make wi mak ke u un unnatural nn na atu tural movements m mo veme meent m nts to to find fin ind its its target. it targ ta rg get. 5Z 5ZQF ZQF Legacy Leg egac acy AT: LR AT T: L R + INT IN NT Cost: Cost Co stt: 1 100 00 energy 00 en neerg rgy Range: Ran Ra nge: ng e: Weapon Weea ap po on Duration: Du ura rati tio on n: Instant n: In nsstta an an ntt

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(1c) Range Adjustment: +2m beyond weapons allowable range (1c) Damage Adjustment: +1 Impact (3c) Strengt (3 Strength gth h Ad Adjustment: Adju j stme ent n : +1 Ra Ranged Rang nged dW Weapon eapon AT

(10c)) Sp Special peccia al Ad A Adjustment: dju just stme me ent n:B Bullseye ull l seeye Co Cover over le lless sss tha than h n 50 50% 0% an and d shield shields ds sm ssmaller malllleer th tthan han large bonuses. la arg ge no n longer lo on ng geer provide prrovvid i e their th heiir cover c veer bon co bo onu nuses. s. s. ((15c) (1 15 5cc) Sp S Special peccia ial Adju A Ad Adjustment: dju justtme en ntt: El Elem Elemental emen em en nta tal St Strike S rike ke You choose any orr al all damage done Y Yo ou may may ch ma hoose see a nyy o a ll of of tthe hee d am a mag ge do one n to b to bee of any eelemental lleement meent ntal a type tyyp pe (20c) (2 20c 0c)) Sp S Special peccia al A Ad Adjustment: djju ust stm me en ntt: Sn S Sniper nip iperr Sho Shot ot Cover and provide C Co veer an nd shi sshields sh hie ields ld ds no o llonger on ng geer p rovid ovvi e th ttheir h hei eeiir de defensive efeens nsiv ivve bo ive b bonuses. onu nuse ses es. s. (20c) Special Adjustment: Getting Technical (20c (2 0cc) Sp S pe eccia ial A Ad d dju justme ju st en ntt: Gett tin ng Te ecch hni nica call may choose special orr sspecial Yo You ou ma m ay cch hoo oose se any any spe peci cial a eeffect ffeect o p ci pe cial all adjustment from any Sora’Somin bow technique ad djju usttm meent nt fro r m any So orra a’S So om min bow w tec echn echn hniq ique ue and add arrow a an nd a ad dd itt to to the t e arro th ow (40c) Special Adjustment: Critical (4 40 0cc) Sp S pe eccia ial Ad Adju j st ju s ment nt:: Crit itic it ical al Strike Strriik ke Total damage This applied before To T otta al da d am ma ag gee iiss tripled; d Thi is is is a ppli pp lied db efor oree armor and protection ar a rrm mo m or a an nd p pr rot otecti tiion scores. sco coresss..

HAILSTORM When armed forces were in situations without archer support, a lone Sora’Somin could offer a bombardment of arrows. This capacity offered the accompanied troops substantial tactical advantages. The lone Sora’Somin didn’t betray the ability to unleash arrow fire as a squad of archers would, and they were only one mouth to feed instead of many. The Sora’Somin empowers an arrow with elemental energy and fires it overhead. The arrow bursts, magically splitting into a hailstorm of arrows, which rain down over a target area. 5ZQF Legacy AT: LR + INT Cost: 100 energy Range: Weapon Duration: Instant Base Success: A circular area 20m in diameter is bombarded by incoming arrows. All targets inside the area take weapon damage x 2 as multiple arrows reach their mark. (1c) Range Adjustment: +2m beyond weapon’s allowable range (2c) Size Adjustment: +10m diameter to affected area (2c) Damage Adjustment: +1 (15c) Special Adjustment: Fire Burst The affected area is instead blanketed with fire arrows; all damage is considered Fire damage. The area erupts in fire at the beginning of the following phase, dealing LR + 25 damage (Fire) per phase for 4 phases to those still in the original area of effect (15c) Special Adjustment: Ice Burst The affected area is instead blanketed with ice arrows; all damage is considered Cold damage. The area is frozen in ice at the beginning of the following phase, dealing LR + 25 damage (Cold) to all targets remaining in the area as they are frozen in a block of ice, losing their actions for the rest of the phase. During this time they are unable to act, and cannot be affected by spells or weapons. The ice melts at the beginning of next phase, and combat resumes normally (15c) Special Adjustment: Lightning Burst The affected area is instead blanketed with lightning arrows; all damage is considered Electricity damage.

The area is charged with electrical energy at the beginning of the following phase, dealing LR + 15 damage (Electricity) to all targets remaining in the area for 4 phases and causing them to suffer -4 to any ATs taken. (20c) Special Adjustment: The Binding All targets inside the area are leashed by an ethereal cord to a nearby arrow with which has struck the ground. They may not move more than 1m from their current position for 3 phases without cutting the cord; The cord has 50 Health and is immune to mundane weapons

SHOCKWAVE Splitting the earth is no small feat of magic. For a Sora’Somin to rip the ground asunder, sending shockwaves that took armored men clear off their feet, is a display of skill I hope never to see on the battlefield again. The Sora’Somin strikes the earth in front of him with a mighty blow from his glaive, sending out shockwaves in all directions and causing the ground to split open. 5ZQF Legacy AT: LR + INT Cost: 100 energy Range: Weapon Duration: Instant Base Success: Shockwaves travel forth from the Sora’Somin, hitting all enemies within 15m for 25 damage (Impact). (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Impact (5c) Special Adjustment: Forceful Impact All enemies hit by the shockwave are knocked backwards 5m and rendered prone (10c) Special Adjustment: Elemental Strike You may choose any or all of the damage done to be elemental of any type (15c) Special Adjustment: Chasm The ground opens up in front of the Sora’Somin, creating a 5m wide chasm approximately 10m long in any direction the Sora’Somin chooses (20c) Special Adjustment: Getting Technical You may choose any special effect or special adjustment from any Sora’Somin glaive technique and add it to the effects of the shockwave

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LEGACY ABILITIES MYSTIC GLAIVE The Remokin of the Sora’Somin is magical in nature, designed by the greatest Descendant mages. Centuries have been spent attempting to perfect the creation and enhancement process. One of the latest steps in its evolution is the Glaive shift, allowing these ranged warriors to not only defend themselves when confronted, but go on the z in melee combat. &GGFDU The Sora’Somin may conjure their Remokin into their main hand once per day as an IFU action. Once per phase, as an Instant, Untested action, they may switch between bow or glaive form for the cost of 5 mana. If the Remokin is lost or destroyed, they must wait 24 hours to resummon it. The Remokin may hold one Elemental Charge at a time which can be generated through the use of their various Legacy abilities. New charges will replace existing ones. Shifting forms causes the current charge to be lost. Charges last for a single strike or arrow loosed.

ARCHERY MASTER Their skill with a bow was unmatched. One accounting speaks of a Sora’Somin firing a bow as dragonfire swallowed them. The shot soared through the fire, past the dragon and struck a weak point in a nearby Skylord’s scales. It was an impossible shot, yet the Skylord is dead &GGFDU You gain a +3 bonus to your Remokin Bow ATs. In addition, the range is increased by 20m per category, and the speed rating increased by 5. You also gain a permanent +1 to Agility.

GLAIVE MASTER I remember seeing only a flurry of blades. Every swing was met with a hard counter, every misstep led to a wound. Such a combination of technique and ferocity is beyond me. &GGFDU You gain a +3 bonus to your Remokin Glaive ATs. In addition, the mana cost to switch Remokin forms is now 0, and you may summon the Remokin an unlimited number of times per day. You also gain a permanent +1 Strength.

ARCANE AMMUNITION True magic is knowing not how to serve the elements, rather knowing how to make them serve you. Sora’Somin need not even have arrows to imbue, their power IS the arrow. &GGFDU Instead of drawing an arrow from a quiver, you may draw your bowstring, conjuring a magic arrow directly into nocked position for the cost of 2 mana. This arrow adds +5 elemental damage of the appropriate type to any Sora’Somin Legacy ability.

Remokin (Bow Form)

Remokin (Glaive Form)

Requirements: AGI 6 AT: Ranged Combat (Remokin) + AGI Range: 0-30m/31m-120m/121m-250m Difficulty: 15 / 25 / 35 Damage: 25 (Piercing) Speed: 25

Requirements: STR 5 AT: Melee Combat (Remokin) + STR Damage: STR + 15 (Slashing) Threat: 6

(1c) Damage Adjustment: +2 Piercing

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(1c) Damage Adjustment: +5 Slashing (14c) Weapon Adjustment: Amputate (20c) Weapon Adjustment: Decapitate

ARCANIS The whole process is effortless for a Sora’somin. They feel magic, breathe it, weave it. An arrow draws back as mere wood, and fires as something more. The Sora’Somin charges their Remokin with an Elemental Charge of eldritch energy, causing the next arrow fired to be empowered by Arcanis. Arcanis may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by an Arcanis empowered arrow suffer normal arrow damage plus 15 damage (Arcane). (2c) Strength Adjustment: +1 Arcane (10c) Special Adjustment: Conversion Converts all weapon damage done to Arcane damage.

The Sora’Somin charges their Remokin with an Elemental Charge of eldritch energy, causing the next strike landed to be empowered by Arcanis. Arcanis may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by an Arcanis empowered strike suffer normal weapon damage plus 20 damage (Arcane). (2c) Strength Adjustment: +1 Arcane (10c) Special Adjustment: Conversion: Converts all weapon damage done to Arcane damage.

AQUANAE’A Water is unique among the elements for being equally nurturing and destructive. Healing wounds or causing them to bleed excessively, Sora’Somin use water to their advantage as needed. The Sora’Somin charges their Remokin with an Elemental Charge of magical water, causing the next arrow fired to be empowered by Aquanae’a. This arrow may be fired into the air over a target area. The arrow bursts with energy at the Sora’Somin’s command, raining down healing waters below. Aquanae’a may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: 2 phases Base Success: An area 10m in diameter within the Remokin’s range is covered in healing rain, healing all allies in that area for 5 Health per phase for 2 phases. Striking a target directly with the arrow delivers healing rain’s effects instantly to that target. (2c) Size Adjustment: +1m diameter (3c) Strength Adjustment: +1 health recovered per phase (10c) Duration Adjustment: Refreshing +1 phase duration to healing rain (10c) Special Adjustment: Extinguisher Healing rain puts out all natural fires in the affected area, Magical fire is immune to this effect

The Sora’Somin charges their Remokin with an Elemental Charge of magical water, causing the next strike landed to be empowered by Aquanae’a. Aquanae’a may be used once per phase as an IF action. The magical water courses over the enemies wounds, causing their blood to run freely. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by an Aquanae’a empowered weapon suffer normal weapon damage plus 10 damage (Impact). In addition, the target’s suffers bleed (2) for 4 phases. (3c) Strength Adjustment: +1 Impact (5c) Strength Adjustment: +1 bleed damage (10c) Special Adjustment: Slippery when Wet While a target is affected by Aquanae’a’s bleed effect, any time that opponent attempts to use their weapon for attack or defense they take a 20% chance test. If successful, the target drops their weapon.

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EKLARA Hard, strong, and unyielding. All characteristics of the earth that the Sora’Somin bring effortlessly to the battlefield. The Sora’Somin charges their Remokin with an Elemental Charge of magical earth, causing the next arrow fired to be empowered by Eklara. Eklara may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: 4 phases Base Success: Targets hit by an Eklara empowered arrow suffer normal arrow damage plus 10 additional damage (Impact). On the following phase the arrow begins to pulse tremor, damaging all targets within 3m of the arrow for 10 damage (Impact) for 4 phases. (2c) Strength Adjustment: +1 Impact (10c) Duration Adjustment: +1 phase duration to pulse tremor (10c) Special Adjustment: Unbalancing Anyone caught in the pulse tremor becomes unbalanced, incurring a -2 penalty to all ATs

The Sora’Somin charges their Remokin with an Elemental Charge of magical earth, causing the next strike landed to be empowered by Eklara. Eklara may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by an Eklara empowered weapon suffer normal weapon damage plus 10 damage (Impact). In addition, you gain +4 ARM (All) for the duration of the charge. (2c) Strength Adjustment: +1 Impact (15c) Special Adjustment: Shattering Any Defensive AT that exceeds an opponent’s ATR by 5 or more causes a CT(50%), which if successful shatters any non-magical weapon in their main hand; magical weapons are not affected

GLACIANAE The power of frost can slow down an enemy, hold them in place, or prepare them for further punishment. The Sora’Somin charges their Remokin with an Elemental Charge of magical ice, causing the next arrow fired to be empowered by Glacianae. Glacianae may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by a Glacianae empowered arrow suffer normal arrow damage plus 10 damage (Cold). In addition, targets have their movement speed reduced by ½. (2c) Strength Adjustment: +1 Cold (10c) Special Adjustment: Frozen Targets are rooted in place for 1 phase and receive a -4 penalty to defensive ATs.

The Sora’Somin charges their Remokin with an Elemental Charge of magical ice, causing the next strike landed to be empowered by Glacianae. Glacianae may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by a Glacianae empowered strike suffer normal weapon damage plus 10 damage (Cold). In addition, targets are made vulnerable, taking +5 damage from any Fire based damage sources for 2 phases. (2c) Strength Adjustment: +1 Cold (10c) Special Adjustment: Ice Shield The Sora’Somin gains +10 PRO (Fire, Cold) for the

phase.

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LAVA STRIKE The touch of lava is as excruciating as it is debilitating. A Sora’Somin’s ability to execute such control over a volatile element is a testament to their mastery. The Sora’Somin charges their Remokin with an Elemental Charge of magical fire, causing the next arrow fired to be empowered by Lava Strike. Lava Strike may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: 4 phases Base Success: Targets hit by a Lava Strike empowered arrow suffer normal arrow damage plus 10 damage (Fire). The target is set Ablaze, suffering 8 damage (Fire) per phase for the next 4 phases. This effect does not stack. (2c) Strength Adjustment: +1 Fire (3c) Strength Adjustment: +1 damage (Fire) per phase to Ablaze (10c) Duration Adjustment: Wildfire +2 phases duration to Ablaze

SKYFURY

The Sora’Somin charges their Remokin with an Elemental Charge of magical fire, causing the next strike landed to be empowered by Lava Strike. Lava Strike may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by a Lava Strike empowered weapon suffer normal weapon damage plus 10 damage (Fire). In addition, the target becomes Lava Splashed, losing 5 stamina and taking 10 damage (Fire) per phase for the next two phases. This effect does not stack. (2c) Strength Adjustment: +1 Fire (3c) Strength Adjustment: +1 damage (Fire) to lava splash (15c) Special Adjustment: Melting Point Upon being Lava Splashed, targets take a CT(50%), which if successful, destroys any non magical armor they are wearing. Magical armor is not affected.

Lightning is the skies way of passing judgment. Beware the Sora’Somin who charges their weapon with it, the verdict that follows is sure to be punishing. The Sora’Somin charges their Remokin with an Elemental Charge of magical lightning, causing the next arrow fired to be empowered by Skyfury. Skyfury may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by a Skyfury empowered arrow suffer normal weapon damage plus 10 damage (Electricity). The lightning arcs to the two nearest enemies, within 10m, dealing 10 damage (Electricity) to each. If the arrow lands in an inanimate object due to either a miss or caster choice, the arcing effect will still take place to nearby enemies. (2c) Strength Adjustment: +1 Electricity (10c) Special Adjustment: Spread Fire Arcs to 1 additional target within 10m of the first

The Sora’Somin charges their Remokin with BO &MFNFOUBM$IBSHFPGmagical lightning, causing the next strike landed to be empowered by Skyfury. Skyfury may be used once per phase as an IF action. 5ZQF Legacy AT: LR + INT Cost: 8 mana Range: Weapon Duration: Instant Base Success: Targets hit by a Skyfury empowered strike suffer normal weapon damage plus 10 damage (Electricity). In addition, targets are stunned, receiving a -2 to all ATs for 1 phase. (2c) Strength Adjustment: +1 Electricity (10c) Special Adjustment: Powerful Jolt Targets are stunned for an additional phase

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SORCERER Legacy: Elements Beefo Before fore re tthe he rise ris i e of Ranath, people thought of Sorcerers as anyone who practiced magic with the intent of war, but after Ranath became a nation, people understood that there was a vast difference between practicing magics for destructive purpose and being a true Sorcerer. The circle of Ranath was a group of genuine Sorcerers, practitioners of magic in the highest form. They could bend magic in ways like no other, from raining destruction upon entire armies to creating enormous sources of mana. After watching the circle of Ranath rise to power, all of Laruna learned that calling a magic practitioner a sorcerer was much like calling a child with their flute a musician.

DESCRIPTION Masters of magical destruction, Sorcerers enjoy prowess and versatility with spells unrivaled by other archetypes.

HISTORY Throughout Laruna’s history there have been many people who have reached levels of prowess with magic that caused others to call them Sorcerer. By modern accounting though, it wasn’t until the Circle of Ranath came to power that people gave an exact meaning to the term. The Circle was a group of exceptionally powerful mortal mages that had taken the study of magic to an unheard of level of devotion besides that of Alshara himself. In particular, they excelled at manipulating raw magic power and the four elements of the world. They viewed understanding the primal forces as the true study of magic and displayed its potential in spectacular fashion. Time and again the Circle had entire mercenary forces swallowed by the earth, armies blown away in vast tornados, or villages drowned in endless flooding. This flagrant use of destructive power did not go without earning the Circle enemies. Their conflicts with the Sentinels of Highland are the stuff of legends, as are the tales of Shadowmancers hunting them from darkness of their own sanctums.

Legacy Arc +1 Spell +20 Mana +2 Elemental Magic +1 Ability +2 INT

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+1 Spell +20 Mana +2 Elemental Magic

+1 Ability +1 Spell +20 Mana +2 INT +2 Elemental Magic

Many people across Laruna still practice magic, but to call yourself Sorcerer is to put yourself on the level of the Circle, and inviting all the accolades and enmity that comes with it.

SORCERERS TODAY Sorcerer Legacy Cearers are viewed with a level of suspicion and scorn unmatched by any other Legacy, save for some of the Dark. While not everyone has the same moral compunctions when it comes to Light or Dark, everyone has an opinion on magic. Although there are those humans who still view Alshara as a hero, most of the other mortal races have a grim opinion on the human who brought such devastation to Laruna. Is it any wonder then, that those who are most capable of following in Alshara’s footsteps are seen as a potential threat? Of course, those same sidelong glances often turn to pleading looks once rumors of a Kreesh start circulating.

STARTING BENEFITS Legacy Ability: Alshara’s Legacy +2 INT, +15 Mana, +2 Elemental Spells, +1 Spell (any)

LEGACY TRAIT Megalomaniac: The quest for power is all consuming for the Sorcerers. You may not pass up any opportunity to acquire knowledge of a spell, possession of a magic item, or gain Legacy from a Nexus.

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LEGACY VIRTUES ELDRITCH NEXUS Common wizards were made ever more dangerous with a Sorcerer at hand. Crafting powerful focal points of mystic energy, a single Sorcerer could ensure that even a group of ordinary wizards could draw upon extensive amounts of power. The Sorcerer focuses his eldritch energy into a small area, forming a giant, floating, arcane crystal which is used as a mana repository. All allied casters within its range may draw upon the crystal for mana, using its reserves in place of their own. 5ZQF Legacy AT: LR + INT Cost: 100 energy Range: 100m Duration: Until Mana is Drained Base Success: A floating crystal is formed with containing 300 mana. The crystal is immobile, and may not be accessed by targets you deem hostile. The crystal emits a powerful aura approximately 50m from its base. Any allied caster within the aura may choose to spend mana from the crystal instead of their own when casting a spell. A Sorcerer may use this mana in conjunction with Mana Shield. You may choose to dispel the Nexus as an IFU action and may only have one Nexus in existence at any given time. The Nexus has 500 Health, and its Protection and Armor is equal to your Legacy Rank. (2c) Strength Adjustment: +10 mana (10c) Special Adjustment: Leash You may attach an ethereal cord to the crystal, allowing you to move it around. For this purpose the crystal has a weight of approximately 10kg and flies at your base movement speed; It must be pulled along (10c) Special Adjustment: Psionic Link All allied casters within range may choose to have their spells originate from the crystal instead of their normal origin points (25c) Special Adjustment: Shield Battery All allied casters are considered under the effects of Mana Shield at its base success for the duration, using mana from the battery as desired

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(40c) Special Adjustment: Construct Additional Pylons

The Nexus becomes permanent. You may recharge it at any time by transferring your mana into the structure as an Instant, Untested action. You may deposit any amount of mana you choose per phase.

Meteor Storm

Weapons have spilled plenty of blood over many wars, but the raw and overbearing destruction wrought by Sorcerers in these conflicts cannot be matched. Many soldiers have watched as meteors fell from the sky, destroying ramparts, and battering the will of a defending army until it was as broken and porous as their city walls. The Sorcerer calls down multiple flaming meteors that smash into the ground, causing intense destruction. The meteors are approximately 3 ft wide and explode upon impact. Type: Legacy AT: LR + INT Cost: 100 energy Range: 100m Duration: 2 phases

Base Success: Each phase, two meteors streak down from the heavens, striking targets of your choosing. Any target struck by a meteor takes 50 damage (Impact). Targets may roll an Evasion AT to reduce the damage by the result of the ATR. The meteor then explodes, dealing 20 damage (Fire) to all targets within 10m of impact. (1c) Damage Adjustment: +1 Impact (1c) Damage Adjustment: +1 Fire (20c) Duration Adjustment: +1 phase (15c) Special Adjustment: Elemental Shift You may choose the type of elemental damage done by the explosion of the meteors (20c) Special Adjustment: Swarming +2 Meteors; You may choose whether they fall in the first, second or third phase

Power Adjustment

For brief moments, when at their very best, Sorcerers could tap into the mystic power of the world, drawing upon arcane energy and effortlessly shaping it into a desired purpose. At these times a Sorcerer wields magic as a normal person draws breath. The Sorcerer taps into the Arga’sheel, unlocking the most powerful version of their magics, and gaining access to knowledge beyond their own. Type: Legacy AT: LR + INT Cost: 100 energy Range: Self Duration: 3 phases

Base Success: When casting any spell, all Alternate Base Successes cost 15 CAP. (15c) Duration Adjustment: +1 phase (15c) Special Adjustment: Deeper Understanding You may cast any spell in the Elemental Legacy for the duration (25c) Special Adjustment: Effortless One spell per phase is considered a Free action, allowing for two spells to be cast in a single phase.

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LEGACY ABILITIES ALSHARA’S LEGACY 3$66,9( Alshara—the first mortal to harness the power of the Arga’sheel. Mortals have always been able to manipulate mana, but god-magic—this was something different. &GGFDU All effects and damage done by your spells ignore an amount of Protection and Resistance equal to your Legacy Rank.

ARCANE CRAFTSMAN 3$66,9( Sorcerers have long plied their trade towards making trinkets and baubles. It’s much like a street merchant peddling hand-made dolls. Well, if those dolls could kill you. Or kill your enemies. Or tell you the future. You know what I mean. &GGFDU You gain +8 to all ATs made to craft or alter a magical item. In addition, Type Multipliers for all Enchanting projects are reduced by 1. Multipliers may not be reduced below 1 in this manner.

BELLUM MAGICA Boom. The Sorcerer spends a phase harnessing the Arga’sheel, then infuses it into his next spellcast. 5ZQF Legacy AT: LR + INT Cost: 15 mana Range: Self Duration: Instant Base Success: Your next spell cast gains 30 additional CAP to be spent on damage adjustments. (2c) Strength Adjustment: +1 CAP (30c) Special Adjustment: Harness Master You may immediately cast a spell after this ability is used as a Free action. The spell must be declared at the time you declare Bellum Magica.

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CONVERSION(PASSIVE) I learned from a dragon that it is not always the most powerful Sorcerer that wins, rather the one who lasts longest. Pit fighters preach of the need for endurance, but Sorcerers know this all too well. &GGFDU Whenever you deal spell damage of any kind, you may convert the first 10 points into mana. The target of the spell does not take this damage. If a spell hits multiple targets, you may choose which targets Conversion affects, but cannot exchange a more than the total of 10 points. You also gain a permanent +10 .ana.

ELEMENTAL MASTERY 3$66,9( Harnessing the raw power of the four elements is a forte of the Sorcerer, allowing them to expand their knowledge of magic and create extraordinary devastation. &GGFDU When casting any Elements spell, Alternate Base Successes cost 5 less CAP. You also gain a permanent +1 to Intellect.

ETERNAL ARCANAE 3$66,9( A Sorcerer with this technique has spent a significant amount of time bending the streams of mana around them—and keeping them bent, allowing for spells to stay in place longer. &GGFDU Upon a spell’s Base Success, you receive 5free CAP to be spent on Duration Adjustments.

EXTENDED REACH(PASSIVE) Everyone has heard about the long arm of the law, but it’s the limitless reach of a damn Sorcerer you need to be wary of. I’ve heard of a young man who took a gate to the other side of the Tyris tol Gry only to find a mana prison waiting for him when he set foot out of the gate. Damn Sorcerers. &GGFDU Upon a spell’s Base Success, you receive 5 free CAP to be spent on Range Adjustments.

HIGHER MIND(PASSIVE) A Sorcerer’s life is one filled with study of the arcane. The constant practice of magic and memorization of tomes gives them enhanced mental prowess. &GGFDU You gain a permanent +30 mana and +1 to Intellect.

MANA SHIELD Sorcerers are never defenseless. They have been known to bend their own mystic power into a shield to protect them from harm. While exhausting, this ensures that they are never helpless victims of violence. The Sorcerer surrounds himself with concentrated mana streams which protect them from harm. 5ZQF Legacy AT: LR + INT Cost: 15 mana Range: Self Duration: 10 phases Base Success: Half of all damage taken (after protection and armor) is subtracted from your mana pool instead of your Health. This may be deactivated at any time. If you do not have enough mana to pay the cost, it is instead subtracted from your Health.

(2c) Duration Adjustment: +1 phase (15c) Special Adjustment: Cross the Streams Single target magic damage absorbed by Mana Shield is reflected back to the caster (30c) Special Adjustment: Cocoon Mana Shield now absorbs 100% of incoming damage. All damage taken (after protection and armor) is subtracted from your mana pool instead of your Health

SPELL ATTUNEMENT 3$66,9( The way a master swordsman knows his blade, that is how I know this incantation. I understand its sound, feel, and sensation in ways others do not. I wield my magic like he wields his blade - with excellence. &GGFDU Choose any spell you currently know. All ATs made to cast this spell gain a +5 bonus. In addition, you gain +1 to the Advanced Magic Skill of this spell’s type. This ability may be taken more than once.

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STORMBORN Legacy: Elements

I have felt The Storm my entire life. It started with a mysterious tingling sensation whenever I was angered. Sometimes I would feel numb. Other times my vision blurred. None of the medicus’ could explain my condition. I thought I was sick. I thought I was dying. The pains got worse as I aged. As a young man I often found myself on the floor, shaking, but unable to move. I felt paralyzed. One day the pain was too much. I collapsed in the orchard one last time. I gave in. No more would I struggle. I was ready to die. It was in that welcoming moment that it overtook me. The energy exploded from my body, striking several nearby apple trees. The trunks severed cleanly. The pain stopped. I had opened myself to The Storm, and released it into the world. As I stared in amazement, the exuberance of freedom washed over me. From that moment my true life began. My legacy. That is when I knew The Storm was not my enemy, but my home.

Description Empowering their weapons with lightning, Stormborn are devastating warriors capable of striking multiple opponents with energy, and traversing battlefields quickly for tactical superiority.

History For more than two ages the Fae kingdom of Moolsheel has been ruled over by a single family. Their fae bloodline have been called Stormriders by their people and they command exceptional ability with lightning and air magics. As is customary for the Faefolk, outsiders who perform deeds in service to Moolsheel are granted legendary gifts as payment. One such gift was given as a reward to a human warrior who stood bravely against wild beasts to save a Fae woman he believe in harm’s way.

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Legacy Arc

+15 Health +30 Stamina +2 Elemental Magic

+1 Ability +3 Resistance (All)

+2 END +3 Protection (All)

+1 Ability +3 Resistance (All)

+1 STR +2 M. Combat +1 Elemental Spell The fae was none other than one of Moolsheel’s stormriders and she watched the human nearly give his life in a vain attempt to save hers. Once he fell, she dispatched the beasts and tended to his wounds before bringing him to see her queen. The Queen of Moolsheel was moved to tears as her handmaiden recounted the tale of a human selflessly fighting, and nearly dying, so a strange fae could live on. When the tale was finished, she commanded that the human be bathed in the Pool of Tears and be trained by her stormriders. He rose from the Pool of Tears as the first of his kind—Stormborn. He would be the first in a line of warriors that would learn how to command the storm as the fae had and wield its ferocity in battle against anyone deserving of such ire. Over the years, the Stormborn lineage bore many noteworthy warriors, though they did not all share the nobility of their progenitor. Regardless of their purpose, Stormborn and their overbearing presence on the battlefield became the stuff of legend and many were actively sought after by military leaders in the hopes of gaining their power.

Few Legacy bearers are capable of the level of raw destruction that the Stormborn bring to the battlefield, and harnessing such power is a difficult task. This has lead to a surprising amount of Stormborn being slow to anger and trying to live as peaceably as possible. Stormborn are by no means pacifists, but it is an undeniable reality that when a Stormborn unleashes their power, destruction is inevitable for anything in their path.

Starting Benefits Legacy Ability: Charge +1 STR, +3 END, +15 Stamina, +2 Melee Combat

Legacy Trait Hero: First to battle, Stormborn could never wait behind their kin. When fighting breaks out, you may not avoid entering the fray, nor retreat from battle.

Stormborn Today Lightning itself has served as a symbol of uncontrollable power since the beginning of mankind, and the name “Stormborn” has given that power form. The ancient tale of the Queen of Moolsheel echoes in the mind of the Stormborn as a reminder that their mighty power is not one to be used lightly.

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LEGACY VIRTUES LIGHTNING WEAPON When we were surrounded by the armies of men, she reached upwards and called for a lighting bolt from the sky. In her hand arrived a spear of skyfury. It was living lightning, and she wielded it with precision and purpose. She was our queen by birth, but after that night, she was our queen by victory. The Stormborn calls down lightning from the heavens, solidifying it into a godly weapon in their hands. 5ZQF Legacy AT: LR + END Cost: 100 energy Range: Self Duration: 5 phases Base Success: A one-handed weapon of god power is created with the following statistics: Requirements: Stormborn Weight: None Threat: 20 AT: LR + STR or AGI Damage: 25 (Electricity) (1c) Damage Adjustment: +4 Electricity (1c) Damage Adjustment: +1 Electricity (4c) Duration Adjustment: +1 phase (10c) Special Adjustment: Bonded You may recall the weapon to your hand as an IFU action (15c) Special Adjustment: Divine Damage from this weapon may not be reduced by any means (20c) Special Adjustment Unstoppable Force This weapon may not be blocked or parried by non-magical weapons or shields. Opponents engaging the Stormborn in melee with mundane weapons are treated as surprised and their weapon or shield cut in half. (30c) Special Adjustment: Slayer of Corruption Any Corrputed or Kreesh of huge size or smaller hit by this weapon must succeed on a 30% chance test or lose a limb when struck

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STORMLORD Deep within the forests of Moolsheel lie the remnants of the Faerie kingdom. They maintain such a connection to the elements that their champions are said to become one with The Storm itself. Even though their kingdom is no longer the great threat of old, the power that their warriors wield is still a force to be reckoned with. The Stormborn converts their entire body and all their possessions into a living embodiment of lightning. 5ZQF Legacy AT: LR + END Cost: 100 energy Range: Self Duration: 5 phases Base Success: The Stormborn gains +5 STR and +5 AGI. All successful strikes deal +10 damage (Electricity). (1c) Damage Adjustment: +1 Electricity (3c) Strength Adjustment: +1 STR (3c) Strength Adjustment: +1 AGI (10c) Duration Adjustment: +1 phase (10c) Special Adjustment: Unleashed Lightning shoots outward from your person, striking all enemies within 10m for your LR+15 damage (Electricity) each phase (15c) Special Adjustment: Enhanced Chain All melee strikes hit up to 2 additional targets within 3m (25c) Special Adjustment: Purity You become immune to mortal magic from all sources, and Legacy-bearing creatures add 10 to the difficulty of their Legacy abilities when targeting you (35c) Special Adjustment: EMP Upon transforming, you release an EMP, which disables all magical items within 50m for 5 phases

Ride the Lightning

To become one with the Storm gives you not only the ability to strike out at your enemies, but to move with the speed of lightning as well. As lightning, the sky is your road, and your destination is wherever you desire. A Stormborn comes and goes with the predictability of that which she embodies—movements as erratic as a hurricane. The Stormborn spends 3 phases converting their body into pure lightning, then launches into the sky. While in this state they may not be targeted in any way. During this time they are able to sense both land and creatures below. The Stormborn may choose any above ground target or location within range to descend as a lightning bolt, and instantly reform. Type: Legacy AT: LR + STR Cost: 100 Energy Range: 16km Duration: Instant/Special

Base Success: You may travel to any targeted outdoor location within range, arriving at the start of the next phase. Upon landing, you may strike a target of you choice as a lightning bolt, dealing 30 damage (Electricity). (1c) Range Adjustment: +16km (2c) Damage Adjustment: +1 Electricity (10c) Special Adjustment: Blown Away Creatures within 10m of your landing point are knocked backwards 10m (15c) Special Adjustment: Blast Radius Your lightning bolt landing now damages all creatures within 10m of your landing point (20c) Special Adjustment: World Traveler You may descend anywhere on the face of Laruna (40c) Special Adjustment: Expanded Current You may travel indoors, landing inside a building, cave, or otherwise covered area

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LEGACY ABILITIES CHAIN Like a vortex of raw electrical energy that dances across a battlefield, an experienced Stormborn leaves little in his wake. &GGFDU All Electricity damage produced by your abilities and strikes now hit one additional target within 3m of the original.

CHARGE One never knows when the Stormborn will choose to release their violent energy. One thing is for certain though, those on the receiving end rarely live to tell the tale. The Stormborn links their essence to a held weapon. The weapon appears to coarse with wild electrical energy. Future strikes will do extra Electricity damage. 5ZQF Legacy AT: LR + STR Cost: 5 stamina Range: Self Duration: Until weapon is sheathed or dropped. Base Success: Your weapon is charged, dealing 10 additional damage (Electricity) with any strike. (2c) Damage Adjustment: +1 Electricity (10c) Special Adjustment: Overcharge You may sacrifice stamina to increase the damage of a strike at a rate of 2 stamina: 1 damage (Electricity). You must declare this expenditure at the same time you take your melee combat AT. Bonus damage gained from Overcharge may not exceed your Legacy Rank. (10c) Special Adjustment: Shock Value Successful strikes cause targets to become shocked, moving at ½ normal movement speed for 2 phases.

DISTORTION FIELD Some Stormborn are able to wrap themselves ves es sso o tightly in The Storm, they are barely recognizable. blee. A humanoid blur in combat, their cocoon is hard to p pierce, ierce, e magic being torn asunder before it ever reaches es th the target. The Stormborn focuses their energy to form rm a an n electrical bubble around themself. 5ZQF Legacy AT: LR + END Cost: 15 stamina Range: Self Duration: 2 phases Base Success: You gain +25 RES (All) and and an +10 PRO (All) (4c) Strength Adjustment: +1 PRO (All) (4c) Strength Adjustment: +1 RES (All) (10c) Duration Adjustment: +1 phase (25c) Special Adjustment: Argashield You are immune to non-Legacy based magical cal damage or effects for the duration

EYE OF THE STORM We donned our most protective vestments ts an and nd attempted to traverse the sudden electrical storm. Step m. S tep te p after step we were shocked and numbed by wild en energy. nerrgy gy.. It wasn’t long before we reached the center, and dw what hatt ha we found was even more shocking than the charged hargged d air that surrounded us; A lone man on his knees, s, fface acee ac contorted in rage, deep red eyes staring back at us. The Stormborn summons a large electrical cloud cloud d that extends from their person. All who enter er this t is th area are tormented with electricity. This ability is n not ott affected by Chain (Passive). 5ZQF Legacy AT: LR + STR Cost: 15 stamina Range: Self Duration: 3 phases

CONDUIT Not all Stormborn release their energy outwardly. Some are able to capture the lightning and internalize it, to great effect. It feeds them, fuels them, and makes them stronger. &GGFDU You absorb up to 10 magical damage of any type per phase, converting it to 10 Stamina. This is applied before Protection. You also gain a permanent +1 to Endurance.

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Base Success: All hostile targets within 10m n 10 0m take 10 damage (Electricity) per phase. (1c) Damage Adjustment: +1 Electricity (4c) Range Adjustment: +1m (4c) Duration Adjustment: +1 phase (15c) Special Adjustment: Electrocute All enemies inside the area of effect are shocked, ked, ke d, suffering -2 to any ATs taken.

LIGHTNING SPEAR When confronted with an enemy out of reach, the Stormborn has several options at their disposal. One of the more awe inspiring options is that of Lightning Spear. Forming a bolt of lightning in your hands and throwing it at an opponent tends to have a jarring effect when witnessed. The Stormborn produces a lightning bolt from their main hand, roughly in the shape of a spear, and hurls it at a target. 5ZQF Legacy AT: LR + STR Cost: 15 stamina Range: 30m Duration: Instant Base Success: The target suffers 20 damage (Electricity). (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Electricity (10c) Special Adjustment: Blown Away The target is knocked back 5m upon impact (25c) Special Adjustment: Return to Sender An electrical cord forms, linking you to the spear. After dealing damage, you may tug the cord, pulling targets of large size or smaller into melee range. Legacy-bearing creatures may make a contested LR AT to resist this effect

5ZQF Legacy AT: LR + END Cost: 25 stamina Range: 10m Duration: Instant Base Success: You teleport up to 10m, passing through a chosen target. The target takes 20 damage (Electricity). This may be used to disengage from melee combat. (2c) Damage Adjustment: +1 Electricity (2c) Range Adjustment: +1m (10c) Special Adjustment: Circuit You may pass through a second target, dealing ½ of the total damage (Electricity)

THUNDERCLAP When their hands came together it sounded as if the world exploded, and afterwards there was nothing. The roar of battle was gone. The clanking of steel, the cries of the fallen, even the crackling of lightning, all gone. The Stormborn claps their hands together, sending out a shockwave of deafening sound. 5ZQF Legacy AT: LR + STR Cost: 15 stamina Range: Self Duration: 2 phases

LIMITLESS Stormborns are known for their unyielding stamina and perseverance. They say lightning never strikes the same place twice. I know that to be a lie, for I have seen it strike again, and again, and again, and again. &GGFDU You gain +20 Stamina and regenerate 1 Stamina per phase. You also gain a permanent +2 Endurance.

STORM RIDER The Stormborn’s connection to The Storm grows steadily, ever increasing to the point of mastery. Those who delve into its depths have learned to become one with lightning, and are able to unleash it with devastating effect. The Stormborn focuses their energy for a moment, their entire body transforming into electrical energy within seconds.

Base Success: All creatures within 10m are deafened, suffering -4 to all ATs for 2 phases. (4c) Range Adjustment: +1m (8c) Duration Adjustment: +1 phase to deafened (10c) Damage Adjustment: -1 to ATs (20c) Special Adjustment: Impact All creatures within 10m are thrown backwards to a maximum of 10m away from your position. Legacy-bearing creatures may make a contested LR AT to resist this effect. This does not affect creatures greater than large size.

UNSHACKLED Stormborn who spend their time practicing in the realm of mortal magics will find that their connection to the Storm is not limited to the Arga’sheel &GGFDU When casting any Air spell, Alternate Base Successes cost 5 less CAP. You also gain a permanent +2 Intellect.

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Chapter Seven: Spells Magic—the ability to shape the world around us in impossible ways. Both coveted and feared, it weaves its way through all points and all creatures. Magic has existed in Laruna since its creation, with the Elder God letting some of his essence seep into the Dreamcatcher to help form this fantastic world. Like the gods above with their Arga’sheel, mortals are able to manipulate the world around them in astonishing and imaginative ways. Magic has demonstrated the most laudable and deplorable intentions of the mortal races, each shaping the world significantly. In fact, the single most impacting event of the recent ages was one mortal casting and incredibly complicated spell. Today mortal magic is somewhat diminished from the heights it once knew. After Alshara drained magic from Laruna, things have never quite returned to normal. However, in the hands of the right practitioner (or Legacy bearer), spells and their applications still cause ramifications felt the world over.

With sufficient dedication and a proper source of instruction, any mortal can learn a magic spell. While Legacy bearers can access this knowledge as their Legacy grows in power, ordinary mortals search far and wide for renowned instructors, secret tomes, and forbidden rituals to help them master the arcane arts. Magical academies can be found all over Laruna, taking in students who are willing to devote themselves and who can afford the price. Knowledge, specifically of the arcane arts, is power, and nothing is more coveted by the mortals of Laruna than power. While academies and their ilk offer promising students decent educations, the power hungry will search far and wide for more prominent and potentially forbidden sources of magical knowledge.

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LIGHT SPELLS HEAL Refreshing light energy caresses a target, restoring them of lost health. Type: Light, Healing Cost: 15 mana Range: 10m Duration: Instant On Hit Enchant: None Passive Enchant: +10 Health Base Success: The target regenerates 15 Health, their wounds close, and any bleeding stops. (1c) Range Adjustment: +1m

Type: Light, Healing Cost: +60 mana Range: Touch Duration: 10 phases On Hit Enchant: None Passive Enchant: +1 to Healing type spell ATs Base Success: The target regenerates 10% of their health and stamina per phase and any lost limbs or pieces of body will regrow over the next 10 phases. This will completely restore the body to its original state. Scarring will heal, bones will set, and vital organs will reform. Attributes will be restored to their original values. This may be used on a deceased target to restore the physical body, however they will remain dead. This will not remove Curses.

(2c) Strength Adjustment: +1 Health regenerated

(25c) Alternate Base Success: Regenerate (45c) Alternate Base Success: Restoration

REGENERATE Regenerate will return a body back to its healthy state in short time. Type: Light, Healing Cost: +20 mana Range: Touch Duration: 5 phases On Hit Enchant: None Passive Enchant: +10 Stamina Base Success: The target regenerates 5 Health per phase and any lost limbs or pieces of body will regrow over the next 5 phases. This only affects living targets. This effect does not stack. (1c) Range Adjustment: +1m (3c) Strength Adjustment: +1 Health regenerated per phase

RESTORATION This powerful touch of Sadreen will return a target back to its original state, removing all injury, missing parts, and attribute loss.

(5c)Special Adjustment: Cleanse You may remove one poison or disease effect from the target. This may be purchased more than once. (15c)Special Adjustment: Rapid Growth The effects happen over 5 phases

ILLUMINATE A targeted area glows brightly with magical sunlight. Type: Light, Celestial Cost: 10 mana Range: 20m Duration: 10 phases On Hit Enchant: None Passive Enchant: Illuminate, +10 process difficulty

Base Success: A 10m wide area becomes brightly lit. The light is considered magical sunlight. Attempting to use this spell in an area covered by magical darkness requires a successful contested AT vs the original ATR of the darkness effect. Legacy abilities gain +20 to their ATR for the purposes of contesting this light. The effect may be placed on a moving target, causing it to move with the target. (1c) Range Adjustment: +1m (1c) Size Adjustment: +1m wide (10c) Special Adjustment: Glare The brightness of the light causes all creatures in the area to suffer -2 to all ATs requiring vision

(25c) Alternate Base Success: Flash (45c) Alternate Base Success: Wisp Of Light

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FLASH This spell causes an extremely bright flash directly in front of the target’s eyes, blinding them momentarily. Type: Light, Celestial Cost: +5 mana Range: 20m Duration: Instant On Hit Enchant: Blinded as per spell Passive Enchant: None Base Success: The target is blinded and suffers a -4 penalty to all ATs requiring vision and their vision range is halved for 3 phases. Anyone engaged in melee (and on eye level) with the target will suffer the same effects unless otherwise prepared. This has no effect on blind targets or targets without eyes. (1c) Range Adjustment: +1m (10c) Strength Adjustment: -1 to ATs (10c) Special Adjustment: Flashbang Vision is reduced to 1m for 3 phases

WISP OF LIGHT A living ball of light forms, assisting the caster in multiple ways. The wisp is about the size of a large cantaloupe and flies erratically through the air. Type: Light, Celestial, Summoning Cost: +5 mana Range: 20m Duration: 5 phases On Hit Enchant: Forces invisible creatures to become visible for 1 phase Passive Enchant: None Base Success: A single wisp of light forms to do your bidding. Each phase you may command it to perform a different task, its action taking place immediately after yours each phase, regardless of reaction order. The Wisp has a movement range of 50m per phase, and all of its abilities require it to touch a target to function. Any task performed by the Wisp uses the original ATR of this spell, and does not cost mana.

(Attack!) The Wisp rapidly flies to a target, performing Flash as per the spell. (Heal!) The Wisp rapidly flies to a target, performing Heal as per the spell. (Defend!) The Wisp rapidly flies to a target, performing Protect as per the spell. (Help!) The Wisp rapidly flies to an area performing Illuminate as per the spell. (1c) Range Adjustment: +1m (4c) Duration Adjustment: +1 phase (8c) Special Adjustment: Bring a Friend An additional Wisp is summoned. This may be purchased more than once

LIFESPRING With this spell, the caster is able to conjure a magical font. When touched by a creature, the font restores a portion of their Health or Stamina. Type: Light, Healing Cost: 20 mana Range: 2m Duration: 5 phases On Hit Enchant: +10 Health Passive Enchant: None Base Success: A magical font made of light appears. It is unable to be damaged by any means other than a dispelling effect. Any creature touching the font may choose to restore Health or Stamina. Whichever is chosen is restored at a rate of 5 per phase for as long as they remain in contact with the Lifespring. (1c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (10c) Strength Adjustment: +1 Health or Stamina restored per phase (25c) Alternate Base Success: Radiant Healing (45c) Alternate Base Success: Healing Rain

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RADIANT HEALING

LINGERING SPIRIT

By concentrating the healing energy into a single burst, the caster may emit a powerful healing wave that restores all allies within range.

The use of this spell allows a caster to bind the spirit to the body, preventing it from departing. This will keep the target alive for as long as the spirit is connected.

Type: Light, Healing Cost: +15 mana Range: Self Duration: Instant On Hit Enchant: None Passive Enchant: +5 Medicine skill Base Success: A radiant burst of light emanates from your person, healing all friendly targets within 10m for 20 Health.

Type: Light, Protection Cost: 30 mana Range: Touch Duration: 1 phase On Hit Enchant: None Passive Enchant: None Base Success: While this spell is active on a target, the target may not be brought below 1 Health by any means.

(2c) Range Adjustment: +1m range (2c) Strength Adjustment: +1 Health regenerated

(15c) Special Adjustment: Conversion Targets gain ½ as much Stamina as Health

HEALING RAIN

REBIRTH

A targeted burst of healing energy shoots forth from the caster, imbedding itself into the clouds. For the duration of the spell, refreshing rain will fall over an area, healing all allies within.

A caster of this proficiency has learned how to contain a wandering spirit and place it into a vessel which grows into a random humanoid. Type: Light, Healing Cost: +10 mana Range: 5m Duration: Instant/Special On Hit Enchant: None Passive Enchant: +10 Health

Type: Light, Healing, Nature Cost: +25 mana Range: 50m Duration: 5 Phases On Hit Enchant: None Passive Enchant: +1 to Healing type spell ATs Base Success: A circular area 20m wide centered on a point within range is covered in Healing Rain. All allies inside regenerate 10 Health per phase. (1c) Range Adjustment: +1m (1c) Size Adjustment: +1m wide (1c) Strength Adjustment: +2 Health regenerated per phase (2c) Special Adjustment: Cleansing Waters Targets are cured of Poison (1) each phase spent within Healing Rain (3c) Special Adjustment: Purging Waters Targets are cured of Disease (1) each phase spent within Healing Rain.

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(15c) Duration Adjustment: +1 phase (25c) Alternate Base Success: Rebirth (45c) Alternate Base Success: Resurrection

Base Success: Upon purchasing Rebirth, a cocoon made of light forms, and you gain the ability to see nearby spirits of the deceased. You choose a target spirit within range, placing it into the cocoon. Over the course of 7 days, this vessel grows into a random humanoid of the five mortal races, retaining the memories, knowledges, and relevant statistics possessed by the spirit when it was alive. During these 7 days, the vessel remains stationary, but the caster of this spell may move it at their normal movement speed as long as it is within 5m. The light cocoon has 200 Health, 30 ARM (All) and 30 PRO (All), and if destroyed, the spell is canceled and the spirit released. At the end of 7 days, an adult humanoid emerges from the vessel, and begins life as normal. They will be fully aware of what has transpired. The individual must choose a new racial trait if their newfound form is of a different race.

(1c) Range Adjustment: +1m (10c) Special Adjustment: Chosen Fate You may choose the race of the target’s new body

RESURRECTION One of the most sought after powers in all of Laruna, this feat returns the dead to life. Cost: +40 mana Range: Touch Duration: Instant Type: Light, Healing On Hit Enchant: None Passive Enchant: None Base Success: A willing, deceased target that you touch is brought back to life with half their total Health and Stamina. They will have no Mana. Wounds will close, poison and disease will be removed and vital parts and missing limbs will regrow. Attribute loss and Curses will remain. The target must not have died from natural causes and may be dead no longer than 1 year. (5c) Special Adjustment: Beckon The target may be dead up to 5 years (10c) Special Adjustment: Distant Call The target may be dead up to 25 years (15c) Special Adjustment: Invigorate The target is brought back to life with full Health and Stamina.

New Moon: +15 ARM (All) Crescent: +3 Light ATs Gibbous: +30 temporary Stamina Full Moon: +15 PRO (All) (10c) Strength Adjustment (New Moon): +1 ARM (All) (10c) Strength Adjustment (Crescent): +1 Light ATs (10c) Strength Adjustment (Gibbous): +3 temporary Stamina (10c) Strength Adjustment (Full Moon): +1 PRO (All) (10c) Duration Adjustment: +1 phase (25c) Special Adjustment: Lunarian You receive an additional blessing of your choice (25c) Alternate Base Success: Destiny (45c) Alternate Base Success: Skyfall

DESTINY Further strengthening of your bond with the stars, you receive a more influential blessing. Proof that you are destined for greatness. Type: Light, Celestial Cost: +15 mana Range: Self Duration: 2 phases On Hit Enchant: None Passive Enchant: +5 Leadership skill Base Success: You may roll twice for each AT you attempt, keeping the higher of the ATRs.

MOON TOUCHED Invoking the very heavens to action, the caster bathes in moonlight and receives a blessing depending on the phase of the current moon.

(10c) Duration Adjustment: +1 phase (15c) Special Adjustment: Blessed You gain a +1 bonus to the second AT taken for this purpose

Type: Light, Celestial, Enhancement, Protection Cost: 15 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 PRO (Celestial)

(25c) Special Adjustment: The All-Father Is Watching

You may roll 3 times, keeping the highest ATR

Base Success: As long as you are outdoors and the moon can be seen, you gain the following blessing, according to the moon’s phase.

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SKYFALL

SHIELD

With this extremely powerful call to the stars, Skyfall summons forth a powerful Celestial entity to come to your aid.

A magical barrier of light surrounds the target, protecting them from magical harm.

Type: Light, Celestial, Summoning Cost: +20 mana Range: 50m Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Celestial DMG to Celestial type spells Base Success: A shooting star falls to the earth, dealing 30 Damage (Celestial) to all enemies within 10m. Those affected may take an Evasion AT to reduce the damage by the ATR. At the start of next phase, a Celestial Guardian emerges from the crater to aid you in your endeavors.

Type: Light, Protection Cost: +10 mana Range: Touch Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 PRO (choose a type) Base Success: Target receives +15 PRO (All). (5c) Duration Adjustment: +1 phase (5c) Strength Adjustment: +1 PRO (All) (15c) Special Adjustment: Bounce Magical damage reduced by Shield strikes a target of your choice within 10m

INVULNERABILITY A Celestial Guardian may be found on page 405.

(1c) Damage Adjustment: +1 Celestial (1c) Range Adjustment: +1m (3c) Strength Adjustment: +1 to any of the Celestial Guardian’s attributes (10c) Duration Adjustment: +1 phase

PROTECT A magical barrier of light surrounds the target, protecting them from physical harm. Type: Light, Protection Cost: 15 mana Range: Touch Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 ARM (choose a type) Base Success: Target receives +10 ARM (All). (5c) Duration Adjustment: +1 phase (5c) Strength Adjustment: +1 ARM (All) (25c) Special Adjustment: Barrier Once per phase, mundane weapons have their damage reduced to 0 (25c) Alternate Base Success: Shield (45c) Alternate Base Success: Invulnerability

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This enchantment places a barely perceptible shield around the target, that shimmers faintly when struck. The shield completely protects them from a single damage type. Type: Light, Protection Cost: +30 mana Range: Touch Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 to Protection type spell ATs Base Success: The target has all damage from a damage type of your choice reduced to 0. (8c) Duration Adjustment: +1 phase (10c) Special Adjustment: Reflect Half of the original damage amount is done back to the attacker

REMOVE POISON

CLEANSE DISEASE

The soothing touch of Sadreen’s will nullifies poison, removing its effects from the body.

With slight alteration, the touch of the sun goddess cleanses more harmful ailments.

Type: Light, Healing Cost: 15 mana Range: Touch Duration: Instant On Hit Enchant: None Passive Enchant: +5 PRO (Poison) Base Success: The target is cured of poison (1). (5c) Strength Adjustment: Additional poison (1) removed

(25c) Alternate Base Success: Cleanse Disease (45c) Alternate Base Success: Remove Curse

Type: Light, Healing Cost: +5 mana Range: Touch Duration: Instant On Hit Enchant: None Passive Enchant: +5 PRO (Disease) Base Success: The target is cured of disease(1). (5c) Strength Adjustment: Additional disease(1) removed

REMOVE CURSE Curses are among the most difficult things to purge, but this final step will do so. Type: Light, Healing Cost: +25 mana Range: Touch Duration: Instant On Hit Enchant: None Passive Enchant: +5 PRO (Curse) Base Success: The target is cured of any Curse created with an ATR of 44 or less. Curses created by Legacy abilities gain +20 to their ATR for the purposes of Remove Curse.

(1c) Strength Adjustment: +1 to ATR able to be removed (10c) Strength Adjustment: You remove an additional Curse

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SANCTIFY

TEMPLE

This spell allows the caster to bless any object with Sadreen’s protection.

With this powerful enchantment, any mundane structure is filled with the power of Sadreen’s blessing. Inhabitants will be resistant to magic, protected from darkness, and enhanced with the Light.

Type: Light, Protection Cost: 15 mana Range: Touch Duration: 1 hour On Hit Enchant: None Passive Enchant: +5 PRO (Shadow) Base Success: An object or armor is enchanted with +5 PRO (All) for the duration. Any single creature holding the object or wearing the armor gains the bonus. This bonus does not stack for creatures holding multiple Sanctified objects. (5c) Duration Adjustment: +1 hour (10c) Strength Adjustment: +1 PRO (All) (25c) Special Adjustment: Light’s Blessing Object gains +20 PRO (Curse, Shadow) (25c) Alternate Base Success: Hallowed Ground (45c) Alternate Base Success: Temple

HALLOWED GROUND The caster is now able to bless a small area with Light, helping to protect those inside against hostile magic, and thwart the efforts of darkness.

Type: Light, Protection Cost: +10 mana Range: 50m Duration: 1 hour On Hit Enchant: None Passive Enchant: +5 Religions skill Base Success: Choose a 10m wide circular area centered on a point within range. All allies standing in the area receive +10 PRO (All). All ATs made to cast Dark spells in the area have their difficulty increased by 5. (1c) Size Adjustment: +1m wide (5c) Strength Adjustment: +1 PRO (All) (5c) Duration Adjustment: +1 hour (8c) Strength Adjustment: +1 difficulty for Dark spells and abilities (20c) Special Adjustment: Light’s Hope All allies in the affected area regenerate 1 Health per phase

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Type: Light, Protection Cost: +45 mana Range: Touch/Special Duration: 1 day On Hit Enchant: None Passive Enchant: +5 PRO (Curse) Base Success: The caster blesses a structure the size of a castle or smaller. The structure reduces all damage taken by half. Creatures inside the structure receive the following effects: Allies receive +20 PRO (All) and +20 ARM (All). All ATs made to cast Dark spells in the area have their difficulty increased by 10. (5c) Strength Adjustment: +1 PRO (All) (5c) Duration Adjustment: +1 day (10c) Strength Adjustment: +1 difficulty for Dark spells and abilities (10c) Special Adjustment: Light’s Hope All allies in the affected area regenerate 1 Health per phase (15c) Special Adjustment: Holy Place Hostile creatures may not enter via any means without a successful contested Magic (Any) AT vs the ATR which created Temple. Magical effects and projectiles will not be hindered in this way. Legacy bearing creatures greater than Rank 10 are immune to this effect.

STARLIGHT A small shimmering orb of celestial light appears nearby, granting all who touch it enhanced magical abilities. Type: Light, Celestial, Enhancement Cost: 15 mana Range: 5m Duration: 2 phases On Hit Enchant: None Passive Enchant: +5 PRO (Celestial)

Base Success: An orb of light roughly 1m in diameter appears at shoulder height. Any creatures who touch the orb receive a +3 bonus to all Celestial type spell ATs for 2 phases. This effect does not stack. (1c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (15c) Strength Adjustment: +1 AT bonus (10c) Special Adjustment: Bright This bonus is now granted to Healing and Protection type spells (20c) Special Adjustment: Friend to All This bonus may be applied to an additional magic type of your choosing (25c) Alternate Base Success: Starburst (45c) Alternate Base Success: Starfall

STARBURST This mote of light now carries a charge, able to be sent forward to explode upon your enemies. Type: Light, Celestial Cost: +10 mana Range: 50m Duration: Instant On Hit Enchant: Blinded as per spell Passive Enchant: +5 Celestial DMG to Celestial type spells

STARFALL Full command of the light sends streaking motes of light down from the sky to burn your enemies and illuminate the area. Type: Light, Celestial Cost: +25 mana Range: 100m Duration: 5 phases On Hit Enchant: -5 PRO (Celestial) for two phases Passive Enchant: +1 to Celestial type spell ATs Base Success: You cause beams of Celestial light to shoot down from the sky in a 50m wide circular area, dealing 50 Damage (Celestial) per phase to all enemies in the area. In addition, ATs made to hide or turn invisible are done at a -20 penalty. This may be used indoors, as light sources will appear overhead and project beams downward. (1c) Range Adjustment: +1m (1c) Size Adjustment: +2m wide area (1c) Damage Adjustment: +1 Celestial (10c) Duration Adjustment: +1 phase

Base Success: The target suffers 35 Damage (Celestial) and is blinded, suffering a -2 penalty to all ATs requiring vision for 2 phases. (1c) Range Adjustment: +1m (1c) Strength Adjustment: +1 Celestial (10c) Special Adjustment: -1 to ATs requiring vision

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DARK SPELLS ACID SPIT This caster projects a glob of caustic acid from his mouth onto his enemies, splattering them with a disgusting green ichor. Type: Dark, Acid Cost: 12 mana Range: 5m Duration: 3 phases On Hit Enchant: None Passive Enchant: +5 PRO (Acid) Base Success: The target takes 10 Damage (Acid) each phase over the next 3 phases. (3c) Range Adjustment: +1m (4c) Damage Adjustment: +1 Acid (5c) Duration Adjustment: +1 phase (25c) Alternate Base Success: Acid Cloud (45c) Alternate Base Success: Acid Rain

ACID CLOUD By concentrating the acid into an area outside the body, the caster draws forth the substance from the surrounding environment, creating a cloud of the deadly chemical. Type: Dark, Acid Cost: +13 mana Range: 50m Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Acid DMG to Acid type spells Base Success: A cloud of acid 20m in diameter and 5m high forms, dealing 15 Damage (Acid) each phase to all creatures caught within, and reducing vision range by ½. (2c) Range Adjustment: +1m (2c) Size Adjustment: +1m wide or high (2c) Damage Adjustment: +1 Acid (5c) Duration Adjustment: +1 phase (10c) Special Adjustment: Lingering Burn Targets that leave the area of effect continue to take damage as though they were inside, for two additional phases.

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ACID RAIN This final step projects a large quantity of concentrated acid into the clouds above, creating a devastating pour of acid rain. Type: Dark, Acid Cost: +28 mana Range: 50m Duration: 10 phases On Hit Enchant: -5 PRO (Acid) for two phases Passive Enchant: +1 to Acid type spell ATs Base Success: Dark clouds form overhead, causing Acid Rain to fall over a circular area 100m wide. All creatures and objects caught within suffer 30 Damage (Acid) per phase. This rain has a devastating effect on the surroundings. Buildings will begin to melt away, livestock will perish and fields will become barren and inhospitable. This may be used indoors as clouds will form inside structures or caverns. (1c) Range Adjustment: +1m (1c) Size Adjustment: +2m wide (1c) Damage Adjustment: +1 Acid (5c) Special Adjustment: Lingering Burn Targets that leave the area of effect continue to take damage as though they were inside, for two additional phases.

CAUSTIC BLOOD This sinister spell combines the power of acid and transformation to turn the caster’s blood into a corrosive acid. Type: Dark, Acid, Transformation Cost: 15 mana Range: Self Duration: 4 phases On Hit Enchant: None Passive Enchant: +5 PRO (Acid) Base Success: Any time you take Health damage, all creatures within melee range take 1/2 of that amount as Acid damage as your blood splashes them. Anyone in melee range may make an Evasion AT to reduce the damage by the ATR.

(6c) Duration Adjustment: +1 phase (25c) Special Adjustment: Potency Creatures in melee range take the full amount of damage done to you as Acid damage (25c) Alternate Base Success: Simmering Rage

(45c) Alternate Base Success: Abomination

(2c) Duration Adjustment: +1 phase (2c) Strength Adjustment: +1 STR or END (2c) Strength Adjustment: +10 temporary Health

(6c) Special Adjustment: Belch You gain the use of Acid Spit at no mana cost as an Instant, Free, action, once per phase

SIMMERING RAGE

CRIPPLE

A slight twist to the transformation infuses this effect with death magic, causing the caster to gain increased strength at the cost of their own health.

This beam of Dark energy causes the target to become hobbled and lose some of their motor skills.

Type: Dark, Death, Transformation Cost: +10 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Intimidation skill Base Success: Upon casting and each subsequent phase, you 10 Health and gain u lose 1 0 Heal lth t a nd ga ain n +1 STR. This Health loss los ccannot annot be b prevented, preevented d, and may not be healed d un unti until t l th the he duration on eexpires. xpires. xp (4c) Duration Adjustment: ment nt:: +1 1 phasee (5c) Special Adjustment: Control ent: Cont ntroll You may end the duration ass an ation at anyy time a IFU action. (15c) Special Adjustment: Second Wind mentt: Seco me ond W ind d When the duration expires, regain piire pire res, s, yyou ou re ega ain n ha half lf tthe he health that was lost

Type: Dark, Curse Cost: 15 mana Range: Touch Duration: 3 phases On Hit Enchant: None Passive Enchant: +5 PRO (Curse) Base Success: The target becomes crippled and suffers -2 AGI and moves at ½ movement speed. AGI cannot be brought below 1 in this manner. This is considered Curse. co ons nsiider ered ed a Cur u se. (5c) (5c D Duration urration Adjustment: u Adju Ad jusstme ment nt:: +1 +1 phas phase se (12c) Strength Adjustment: ( 2c (1 2 ) St tre reng ngth th Adj djus ustm tmen ent: t: -1 -1 AGI lost lost (25c) Strength Adjustment: (25c (2 5 ) St Stre rength th A djus ustm tment:: Siphon S phon Si n You duration Y u gain Yo ga n the the lost los o t Agility Agil Ag ilit ityy for fo or the th he du d ra ati tion on (25c) Alternate Success: (25c (2 5c) Al Alt ternate Ba Base se e Suc ucce c ss ce ss:: Decay (45c) (45c (4 5c) Al Alte Alternate tern rnate B Base ase eS Success: ucce uc cess ss: s: Disintegrate

ABOMINATION Unleashing the ffull ulll po ul powe power er of d death ea ath a and nd transformation allowss th thee ca caster to o mo m morph rph h th their heirr body into a hideous but but powerful poweerful po ul creature. cre reat atur ure. e Tran Tr ansf sfor orma mation Type: Dark, Death, Transformation Cost: +30 mana Range: Self Duration: 10 phases On Hit Enchant: None ne Passive Enchant: +10 10 0 Health H alth He Base Success: You You o gain gain +5 +5 STR, STR, +5 END, END D, -2 AGI, and +100 temporary mpo p ra ary Health. Healt lth. h In addition additiion ad you gain the effects of Caustic Bl Blood. loo ood. d

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DECAY By further draining the life essence out of an area, you make it completely inhospitable to life. Type: Dark, Curse, Death Cost: +10 mana Range: 50m Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Curse DMG to Curse type spells Base Success: You desecrate a 10m wide circular area on the ground, causing it to drain the life of any living creatures within. All creatures and objects within the area take 5 unpreventable Health loss per phase. This Health cannot be recovered in any way until the victims have left the area for at least 1 hour, or have a successful Remove Curse spell cast upon them. In addition, plant-life, animals, and objects in the area will slowly rot and die, at the Dreamweaver’s discretion. (2c) Size Adjustment: +1m wide area (2c) Range Adjustment: +1m (2c) Duration Adjustment: +1 phase (3c) Strength Adjustment: +1 Health lost per phase (15c) Special Adjustment: Energy Sap Targets lose an equal amount of Stamina per phase

DISINTEGRATE This powerful beam of destruction turns objects and creatures alike to ash. Type: Dark, Curse, Death Cost: +35 mana Range: 20m Duration: Instant On Hit Enchant: -5 PRO (Curse) for two phases Passive Enchant: +1 to Curse type spell ATs Base Success: The target takes 75 Damage (Curse). This damage may not be healed unless the victim is the recipient of a successful Restoration spell.

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(1c) Range Adjustment: +1m (1c) Damage Adjustment: +3 Curse (5c) Special Adjustment: Ashes to Ashes The target loses the use of a limb of your choice (20c) Special Adjustment: Dust to Dust The target is utterly destroyed. Legacy bearing creatures are immune to this effect.

CORPSE Devotees of Dark magic have long ago found the concept of death a useful tool in their arsenal. By forcing the body into a deathlike state, the caster can ward off dangerous poisons and diseases, or pass for an actual corpse in the eyes of an onlooker. Type: Dark, Death Cost: 10 mana Range: Self Duration: 1 hour On Hit Enchant: None Passive Enchant: +5 PRO (Disease) Base Success: You fall completely lifeless. Your basic metabolic functions come to a halt, suspending all poison, disease and bleed effects until you awaken. (The durations of these effects are not lost). While in this state you are unable to act, but still sense the world around you. Only those with a form of magical detection such as Identify or Truesight will be able to determine the truth. (1c) Duration Adjustment: +1 hour (10c) Special Adjustment: Control You may end the duration at any time as an IFU action (25c) Alternate Base Success: Undeath (45c) Alternate Base Success: Scourge Master

UNDEATH Delving deeper into the mysteries of death, the caster may now alter the energies of their body so fully as to become Undead. Type: Dark, Death Cost: +10 mana Range: Self Duration: 1 hour On Hit Enchant: None Passive Enchant: -10 Stamina Base Success: You are classified as Undead for the duration, making you immune to poison, disease, bleed, fear, and mind effects. You no longer need to breathe, eat, or drink. Healing effects will instead deal damage as Celestial damage. (2c) Duration Adjustment: +1 hour (10c) Special Adjustment: Control You may end the duration at any time as an IFU action. (15c) Special Adjustment: Dead Nerves You suffer no wound penalties.

SCOURGE MASTER Going beyond Undeath, this effect allows the caster to gain the benefits of being an Undead Lord, with increased mastery of Dark magic, and the ability to have a call for dark minions answered more readily.

(1c) Duration Adjustment: +1 hour (5c) Special Adjustment: Control You may end the duration at any time as an IFU action.

(10c) Special Adjustment: Dead Nerves You suffer no wound penalties (15c) Special Adjustment: Grave Master Spells of both Dark and Summon type have their mana cost reduced by 15 to a minimum of 1

DAMNATION This spell curses a target’s fate, making their actions take a turn for the worst. Type: Dark, Curse Cost: 15 mana Range: 15m Duration: 3 phases On Hit Enchant: Damned as per spell Passive Enchant: -1 to any AT (choose one) Base Success: The target is damned and must roll twice for each AT they attempt, keeping the lower of the ATRs. This is considered a Curse. (5c) Range Adjustment: +1m (10c) Duration Adjustment: +1 phase (40c) Special Adjustment: Twice Damned Target rolls 3 times, keeping the lowest ATR (25c) Alternate Base Success: Enmity (45c) Alternate Base Success: Death

ENMITY Type: Dark, Death Cost: +30 mana Range: Self Duration: 1 hour On Hit Enchant: None Passive Enchant: -10 Health Base Success: You take on the form of a powerful undead, gaining all of the normal benefits of the Undead trait as well as a +6 bonus to all Dark spell ATs. In addition, when casting a spell that is both Dark and Summon type, you receive +10 CAP to be spent on Strength adjustments whenever gaining Base Success.

This curse marks a target as an enemy, increasing damage from all sources. Type: Dark, Curse Cost: +10 mana Range: 15m Duration: 5 phases On Hit Enchant: Hexed as per spell Passive Enchant: +1 Curse DMG added to all DMG taken

Base Success: The target is hexed and suffers +10 Damage (Curse) any time they take damage from any source. This is considered a Curse. (5c) Range Adjustment: +1m (5c) Duration Adjustment: +1 phase (5c) Strength Adjustment: +1 Curse from all sources

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DEATH Considered one of the most powerful curses in Laruna, Death is universally feared among warriors and mages alike. Type: Dark, Curse, Death Cost: +20 mana Range: 20m Duration: Special On Hit Enchant: None Passive Enchant: +1 to Death type spell ATs Base Success: The target is doomed and loses 10 Health per phase until dead. This damage cannot be prevented by any means, although constant healing will keep the target alive. This is considered a Curse. (1c) Range Adjustment: +1m (5c) Special Adjustment: Control You may end this Curse at any time as an IFU (5c) Special Adjustment: Enslave You may change the time in-between Health loss to one hour instead of 1 phase (10c) Special Adjustment: Slow and Painful The target suffers a -5 to all ATs and double wound penalties (15c) Special Adjustment: Quick But Not Quite Painless

The target’s Health loss per phase is doubled

FRIGHTEN A deep and unnatural groan rips from the casters lips, startling a target in an unsettling and abrupt manner. Type: Dark, Fear Cost: 10 mana Range: 5m Duration: Instant On Hit Enchant: Frightened as per spell Passive Enchant: None Base Success: The target becomes frightened, suffering a -3 Reaction penalty for 5 phases, and immediately loses 3 CAP from all persistent ATs they are currently involved in.

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(8c) Strength Adjustment: +1 CAP lost (10c) Strength Adjustment: -1 reaction penalty (15c) Special Adjustment: Shaky The target also suffers a -10 penalty to any AT that requires fine motor skills (25c) Alternate Base Success: Fear (45c) Alternate Base Success: Hysteria

FEAR The casters eyes briefly flash with a bright red glow filling someone with unnatural fear and panic. Type: Dark, Fear Cost: +15 mana Range: 5m Duration: 1 phase On Hit Enchant: Afraid as per spell Passive Enchant: None Base Success: The target becomes Afraid (Status Effect), and makes all Defensive ATs at a -2 penalty. (5c) Strength Adjustment: Additional -1 Defensive AT penalty (10c) Duration Adjustment: +1 phase (20c) Special Adjustment: Flee The target must immediately leave in the complete opposite direction of the caster at the highest speed possible.

HYSTERIA The caster screams, filling the target’s mind with irrational panic. Type: Dark, Fear Cost: +30 mana Range: 5m Duration: 3 phases / 8 hours On Hit Enchant: None Passive Enchant: Immunity to Afraid, +20 process difficulty

Base Success: The target becomes Afraid (Status Effect), and makes all Defensive ATs at a -6 penalty. In addition, the target must attempt to flee from the caster for 3 phases. The target also becomes Panicked for 8 hours. The target will suffer from elevated panic levels causing them to be unable to regenerate Stamina naturally.

They will lose 10 Stamina each hour and will immediately lose 50 Stamina if affected by any Fear effect other than Frighten, Fear, or Hysteria. (3c) Duration Adjustment: +1 phase of fleeing (3c) Strength Adjustment: +1 hour of Panicked

(12c) Special Adjustment: Catatonic If while under any of the effects of Hysteria, the target is reduced to zero Stamina, they slip into a catatonic state, becoming completely unaware of their surroundings, losing 2 INT and 50 Health permanently

HAUNTING The caster causes shifting shadows and minor spirits to plague the target, disorienting them and inciting fear. Type: Dark, Shadow, Fear Cost: 15 mana Range: 20m Duration: 5 phases On Hit Enchant: Haunted as per spell Passive Enchant: None Base Success: The target is haunted and suffers a -3 penalty to PER, and a -10 RES (Dark). (5c) Duration Adjustment: +1 phase (5c) Range Adjustment: +1m (12c) Strength Adjustment: -1 PER (12c) Strength Adjustment: -1 to RES (Dark) (20c) Special Adjustment: Shaken Any fear type spell used against the target may gain the benefit of a single special adjustment for free (25c) Special Adjustment: Paranoia (45c) Special Adjustment: Lurker

PARANOIA The target’s anxiety is heightened to unnatural levels, making them perceive that all nearby persons are conspiring to kill them. Type: Dark, Fear Cost: +10 mana Range: 20m Duration: 2 phases On Hit Enchant: Paranoid as per spell Passive Enchant: None

Base Success: The target is made paranoid and sees all nearby individuals as potential threats. The target rolls a CT 50% for each person within 5m (and subsequently for each person who comes within 5m for the duration.) If successful, the target treats that individual as though they are attempting to kill them and will respond accordingly. Fight or flight is the standard response, but these events could be roleplayed to their conclusion, at the Dreamweaver’s discretion. (5c) Duration Adjustment: +1 phase (5c) Range Adjustment: +1m (15c) Special Adjustment: Madness A failed CT for Paranoia always results in a fight reaction and the target is filled with madness induced rage gaining +4 STR and suffering -4 PER. Once attacking a target they will continue until the target is dead or the duration ends

LURKER By preying on a target’s fears and using Dark magic to bring them to life, a living embodiment of Fear spawns to strike down the target. Type: Dark, Shadow, Summoning Cost: +20 mana Range: 30m Duration: 3 phases On Hit Enchant: None Passive Enchant: +1 to Fear type spell ATs Base Success: The target’s shadow comes to life and attempts to kill them. It assumes the form of a Violence Reaver and mercilessly attacks until killed or the duration ends. The target is considered surprised on the phase the Reaver spawns. A target may only have one active Lurker at a time. A Violence Reaver may be found on page 405

(2c) Duration Adjustment: +1 phase (2c) Range Adjustment: +1m (2c) Strength Adjustment: +1 to any of the Reavers Attributes (5c) Special Adjustment: Can’t Outrun Your Shadow

Disengagement effects do not function against this creature. It instantly appears at the target’s location, regardless of movement.

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Shadow Bolt

The caster shoots a bolt of congealed shadow towards a target. Type: Dark, Shadow Cost: 15 mana Range: 20m Duration: Instant On Hit Enchant: +5 Shadow DMG Passive Enchant: +5 PRO (Shadow)

Base Success: The target takes 15 Damage (Shadow) and suffers a -1 PER penalty for the phase. PER cannot be brought below 1 in this manner.

(2c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Shadow (12c) Strength Adjustment: -1 PER (15c) Special Adjustment: Mute The target’s mouth is filled with thick shadow, rendering them unable to be heard (25c) Alternate Base Success: Shadow Web (45c) Alternate Base Success: Shadow Play

Shadow Web

By altering the shadow’s composition, the caster causes the inky blackness to become sticky, hindering their target’s movement.

Type: Dark, Shadow, Water Cost: +10 mana Range: 20m Duration: Instant On Hit Enchant: None Passive Enchant: +5 Shadow DMG to Shadow type spells Base Success: The target takes 25 Damage (Shadow) and suffers a -1 PER penalty for the phase. PER cannot be brought below 1 in this manner. In addition, the target is webbed, suffering -2 AGI and slowed to ½ movement speed for 2 phases.

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(1c) Damage Adjustment: +1 Shadow (2c) Range Adjustment: +1m (12c) Strength Adjustment: -1 PER (7c) Special Adjustment: Mute The target’s mouth is filled with thick shadow, rendering them unable to be heard (15c) Special Adjustment: Stuck The target may not move more than one step in any direction and suffers -4 to all ATs

SHADOW PLAY Achieving ultimate control over the shadows allows the caster to grow thick shadowy tendrils from their hands, using them to enter the target’s orifices and do incredible damage from within. Type: Dark, Shadow Cost: +20 mana Range: 5m Duration: Instant On Hit Enchant: -5 PRO (Shadow) for 2 phases

Base Success: As long as there is a humanoid corpse within range, a skeleton will arise from the body. Partially decayed corpses will have their flesh drop away and turn to ash. The creature follows all simple vocal commands from the caster to the death. It cannot speak or otherwise communicate with anyone other than the caster. After 1 hour, the enchantment fades, returning the animated body to a simple corpse. A Skeleton may be found on page 409. (2c) Range Adjustment: +1m (2c) Duration Adjustment: +1 hour (10c) Strength Adjustment: +1 STR OR AGI OR +5 Health (10c) Strength Adjustment: Grant Intelligence Gives the creature an INT of 3 and allows it to act on its own accord. The creature will always attempt to help the caster with its actions (20c) Strength Adjustment: Horde You may animate two creatures at once (25c) Alternate Base Success: Spectral Minion (45c) Alternate Base Success: Dead Army

Passive Enchant: +1 to Shadow based spell ATs

SPECTRAL MINION Base Success: The target takes 50 Damage (Shadow), suffers a -2 to all physical attributes and bleed (10). Attributes cannot be brought below 1 in this manner, and this effect does not stack. (1c) Damage Adjustment: +2 Shadow (2c) Range Adjustment: +1m (5c) Strength Adjustment: -1 All Physical Attributes (2c) Special Adjustment: Mute The target’s mouth is filled with thick shadow, rendering them unable to be heard (3c) Special Adjustment: Stuck The target may not move more than one step in any direction and suffers -4 to all ATs that require movement

UNDEAD MINION The caster is able to animate a corpse, causing a skeleton to rise up and do their bidding. Type: Dark, Death, Summoning Cost: 20 mana Range: 10m Duration: 1 hour On Hit Enchant: None Passive Enchant: +1 STR to your undead minions

With this spell, you may summon a shade to haunt your enemies. Type: Dark, Death, Summoning Cost: +5 mana Range: 10m Duration: 1 hour On Hit Enchant: None Passive Enchant: +1 INT to your undead minions

Base Success: You summon a nearby tormented shade to do your bidding. The creature follows all vocal commands from the caster to the death. It will communicate using any known languages from its original life. After 1 hour, the enchantment fades, returning the spirit back to its origins. A Shade may be found on page 408. (2c) Range Adjustment: +1m (2c) Duration Adjustment: +1 hour (3c) Strength Adjustment: +1 Any Attribute (3c) Strength Adjustment: +1 Natural Weapons Skill (15c) Strength Adjustment: Horde You may summon two creatures at once.

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DEAD ARMY

DRAIN

With this spell, you may summon a small contingent of skeletons and shades which bow to your will.

This enhanced curse now allows the caster to steal stamina directly from a target, re-energizing their own body.

Type: Dark, Death, Summoning Cost: +35 mana Range: 30m Duration: 1 hour On Hit Enchant: None Passive Enchant: +20 Health to your undead minions

Type: Dark, Curse Cost: +10 mana Range: Touch Duration: Instant On Hit Enchant: Drains 1 Stamina Passive Enchant: None

Base Success: You summon 5 nearby tormented shades and 5 skeletons to do your bidding, as per Undead Minion and Spectral Minion. Each group is headed by a single commander of their type. A Skeleton Lord may be found on page 409. A Shade Lord may be found on page 408. (1c) Range Adjustment: +1m (1c) Duration Adjustment: +1 hour (5c) Strength Adjustment: +1 Skeleton or Shade (10c) Strength Adjustment: +1 Skeleton Lord (15c) Strength Adjustment: +1 Shade Lord

WEAKNESS By placing their hand upon a target, the caster curses them with dark magic, causing their body to become weak. Type: Dark, Curse Cost: 15 mana Range: Touch Duration: 10 phases On Hit Enchant: Weakness as per spell Passive Enchant: None Base Success: Targets are weakened, suffering -2 STR. Strength cannot be brought below 1 in this manner. This is considered a Curse. (1c) Duration Adjustment: +1 phase (12c) Strength Adjustment: -1 STR lost (25c) Strength Adjustment: Siphon You gain the lost Strength. (25c) Alternate Base Success: Drain (45c) Alternate Base Success: Lifesteal

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Base Success: You steal 10 stamina from the target. You cannot exceed your maximum stamina in this way. (8c) Strength Adjustment: +1 Stamina stolen (8c) Special Adjustment: Touch of Weakness Targets suffer -2 STR. Strength cannot be brought below 1 in this manner. This is considered a Curse. (15c) Special Adjustment: Essence Thief You restore half as much mana

LIFESTEAL With mastery over draining curses, the caster may now steal the very life essence from a target, making it their own. Type: Dark, Curse Cost: +25 mana Range: Touch Duration: Instant On Hit Enchant: Drains 1 Health Passive Enchant: None Base Success: You steal 20 Health from the target. You cannot exceed your maximum Health in this way. (1c) Strength Adjustment: +2 Health stolen (10c) Special Adjustment: Essence Thief You restore half as much mana (15c) Special Adjustment: Slow Recovery Target may not regain this health by any means until 1 hour has passed

CALLING SPELLS ADAPTATION The caster is surrounded with a faint natural green energy that adapts to incoming magical damage, protecting the caster from further harm.

(5c) Duration Adjustment: +1 phase (10c) Strength Adjustment: +1 AT bonus (15c) Special Adjustment: Repository You may store up to three bonus charges for each spell type

EMBODY Type: Calling, Nature, Alteration Cost: 10 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 PRO (choose one type) Base Success: You gain +10 PRO (All). Once hit with magical damage, this bonus is doubled towards that type, but lost to all others. For example, when hit with Fire based damage, your PRO will change from +10 PRO (All) to +20 PRO (Fire). Once changed, the new bonus will remain in place until the spell ends. (5c) Duration Adjustment: +1 phase (10c) Strength Adjustment: +1 PRO (All) (15c) Special Adjustment: Chameleon The bonus continues to switch upon taking damage from different damage types. (25c) Alternate Base Success: Affinity (45c) Alternate Base Success: Embody

The caster enchants their body with a powerful spell, invoking the spirit of an elemental upon contact with that element type. Type: Calling, Nature, Invocation Cost: +20 mana Range: Self Duration: 5 phases On Hit Enchant: -1 PRO (choose one type) for 2 phases

Passive Enchant: +1 to Nature type spell ATs Base Success: Upon touching one of the four main elements you may choose to become a pseudo elemental of that type. (10c) Duration Adjustment: +1 phase (10c) Special Adjustment: True Elemental Earth: Immune to Slashing, Piercing damage. Air: Immune to Electricity Damage. Fire: Absorb Fire damage. Water: Immune to Cold damage

AFFINITY

EARTH

The caster is filled with an increased understanding of the flow of magic, allowing them to turn incoming damage into fuel for their subsequent spells.

You grow 1m in height, take on a rocky, earthen appearance and gain the following statistics: +6 STR,+20 ARM (All), +5 to Earth type spell ATs. You can also move through earth at base movement speed.

Type: Calling, Nature, Alteration Cost: +10 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Foraging skill Base Success: Any time you take magic damage of a specific type, you gain a +3 bonus to your next spell AT for a spell of that type. You can only receive one bonus charge per damage type. If the duration ends before you release the bonus into a spell, the bonus is lost. Once you release the bonus from one spell type, you may regain that bonus again for the duration if hit with that spell type again.

BOULDER Once per phase, you may hurl a chunk of earth at an opponent. Type: Calling, Earth AT: Calling + STR Cost: 15 Stamina Range: 20m Duration: Instant Base Success: The target takes 40 Damage (Impact). Targets make take an Evasion AT to reduce the damage by the ATR. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Impact

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AIR Your body becomes incorporeal, swirling with wind magic. You gain the following statistics: +4 AGI, Flight at base movement speed, +5 Air type spell ATs, Incorporeal p GUST Blast a powerful flow of air ir at at a target. targ rgeet. Type: Calling, Air AT: Calling + AGI Cost: 10 Stamina Range: 20m Duration: Instant

Type: Calling, Water AT: Calling + AGI Cost: 20 Stamina Range: 10m Duration: Instant Base Ba ase s Success: Succe ess s : T The he target targe g t takes take kess 20 Damage Dam mage age addition are knocked into (Impact). In na d itio dd on th tthey ey a re k no ock ked up 5m m int nto nt o the air, disenga disengaging gagi ging g tthem hem he m fr from com combat. omba at. t Upo Upon on la landing, and din ing, g, they take 25 2 Dam Damage mag age (I (Impact) a and nd a are re co considered onsiide d re r d prone. Hugee or llarger pr arge ar gerr ccreatures rea eaturess ta take ke iinitial nitia al dam damage am mag agee but are are not no ot thrown th hrown n into the th he ai air air. r. ((1c) 1c) Range Adjustment: Adj djusstment: +1m +1m m (1c) c) D Damage am mag ge Adjustment: A justment Ad nt: +1 Initial Init In itia i l Damage Dam mage (Impact) (Impa act))

Base Success: The target targe gett takes takees 30 Damage ta Damage (Impact) and is knocked ba back 10m 10m. m. The ta targ target rget tak takes akes a STR AT to reduce the distance stancee kn k knocked ocked d ba back ack b byy th the result of the ATR (in meters). ers rs). (1c) Range Adjustment: +1m +1m (1c) Damage Adjustment: t: +1 Impact I pact Im ct

FIRE Your body catches hes fire, continuously he cont co n in n u o u slyy burning for the duration. on. Parts Pa of your you ourr body body shift back and forth from om flesh to t p pure ure fl flame. lam ame. e. You gain the following sstatistics: t tistticcs: ta +5 Fire type spell A ATs, Ts,, Im IImmunity m nity to mu o Fi Fire ire Damage BURNING AURA You deal 50 Damage (Fire) Fire) per ph p phase asee to a as all ll enemies within 3m.

ARM RMOR MOR O WATER Your body becomess a transl translucent lucen uccent bl blue ue as it i shifts mostly into a watery teery sta state. ate. Y You o g ou gain a n th ai tthee following statistics: Water Walking, Water ater Breathing, Breat athi hing ng,, +5 Water Water type spell ATs GEYSER One per phase, createe a po powerful owe werful blast o off w water ater that emerges under a target, lifting them 5m into the air, forcing them to land prone.

Mystically Myst My stical ally l a altering lter lt erin ing g thee re resilience esi sillien nce o off a ma m material terial al allo allows lows ws the cas caster ste t r to o cchange hangee n ha normally orm mally o ordinary rdin rd inar aryy cl ccloth oth in into nto t p protective rote ro tect ctiv ive armor arrmo mor without withou ut changing ch g its ts flexi flexibility, xibi b liity t , w weight, eig ight ht, or appearance. appeara anc n e. Ty Type: ype pe: Calli Calling, ing, Transformation Tran ansf nsf s orma mati tion on C Cost: ost: 10 0 mana mana a Range: Rang Ra nge: e: T Touch ouch h Du Duration: ura ati t on:: 1 h hour ourr On Hit Enchant: None Passive Enchant: +1 ARM (choose one type) Base Success: A single article of clothing gains +5 ARM (All). A person may not wear more than one article of clothing empowered with Armor of the effect on each item will be dispelled.

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(5c) Duration Adjustment: +1 hour (10c) Strength Adjustment: +1 ARM (All) (25c) Special Adjustment: Attuned The target’s clothing may be worn with one other target of Armor without having the spell effects dispelled. If a third piece is introduced, all targets will have Armor dispelled as normal (25c) Alternate Base Success: Block (45c) Alternate Base Success: Ricochet

BLOCK Using transformative magic, the caster changes the consistency of their arm allowing it to be used as a shield without suffering harm. Type: Calling, Transformation Cost: 10 mana Range: Self Duration: 1 hour On Hit Enchant: -1 ARM (choose one type) for two phases Passive Enchant: None Base Success: One of your arms hardens and functions as a shield with the following stats: Block Rating: 2* Cover Bonus: 4 Weight: None *The penalty to ATs normally suffered from Block Rating is not applied here. (2c) Duration Adjustment: +1 hour (8c) Strength Adjustment: +1 block (10c) Special Adjustment: Grip After making a Defensive AT using your Armshield where your ATR exceeded the ATR of the acting person, you may take a viselike grip of the target’s weapon reducing its threat to zero until removed from your grip. Freeing the weapon is a persistent action requiring a contested STR AT and a resulting accrual of 5 CAP. If Grip is used on an assailant who is unarmed or wielding body weapons, the target suffers 5 Health damage and a -3 penalty to all ATs each phase that Grip is maintained.

RICOCHET Altering magic around their hand, the caster is able to swat a spell directed at them towards another target. Type: Calling, Transformation Cost: +15 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 RES (choose one type) Base Success: A single target projectile spell may be redirected to a target of your choosing within 10m, so long as the casters ATR for the spell does not exceed 35. Ricochet does not stack. Recasting it will replace any existing duration. (1c) Duration Adjustment: +1 phase (1c) Strength Adjustment: +1 ATR allowed for Ricochet (1c) Range Adjustment: +1m

CHARM With the aid of this spell, a caster is gifted with enhanced charisma. Type: Calling, Mind Cost: 10 mana Range: Self Duration: Instant On Hit Enchant: None Passive Enchant: +5 Seduction skill Base Success: You gain +3 CHM and are given 5 CAP when purchasing or receiving Base Success from a Social AT. (8c) Strength Adjustment: +1 CAP awarded with Base Success (10c) Strength Adjustment: +1 CHM (12c) Special Adjustment: Double Talk You choose to retake any Social AT in a single phase that did not yield Base Success (25c) Alternate Base Success: Beckon (45c) Alternate Base Success: Dominance

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BECKON By focusing intently on a specific person, the caster may send out a mental nudge, compelling the individual to seek them out. Type: Calling, Mind Cost: +15 mana Range: Within City Limits Duration: Instant On Hit Enchant: None Passive Enchant: +1 CHM Base Success: You concentrate on a single friendly target or loved one. The target feels a strange mental sensation that urges them to seek you out. At this basic level the individual will not disrupt their daily life in order to make way to you. Targets in closer proximity will feel a stronger sensation. (Those within the same village or city would be highly likely to head towards the caster). (5c) Strength Adjustment: Target may be an acquaintance or someone you are not familiar with (10c) Strength Adjustment: Target may be an enemy or hostile entity (5c) Range Adjustment: May reach targets up to 5 Km away (10c) Range Adjustment: May reach targets up to 50 Km away (15c) Range Adjustment: May reach targets up to 500 Km away (20c) Range Adjustment: May reach targets up to 5000 Km away (5c) Strength Adjustment: Persuade Target will accept disruption of daily life to seek you out, but will not put their lives or those they love at risk (10c) Special Adjustment: Compel Target will risk bodily harm to seek you out, but will not put their loved ones at risk (15c) Special Adjustment: Irresistible Target will stop at nothing to find you, heading to you as quickly as possible

DOMINANCE The caster is filled with an aura of power that gives anyone who looks upon them the belief that the caster is unassailably powerful. Warriors will lose heart when seeing the caster, immediately assuming victory cannot be achieved.

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Type: Calling, Mind Cost: +30 mana Range: 10m Duration: 10 Phases On Hit Enchant: None Passive Enchant: Engaged opponents suffer -1 to combat ATs Base Success: Anyone within 10m is dominated and suffers a -4 to any AT made against you. They also may not spend more than 5 CAP on adjustments for any given action directed towards you. (6c) Strength Adjustment: -1 to ATs (6c) Range Adjustment: +1m (15c) Special Adjustment: Dejected Anyone who fails an AT against you suffers double the AT penalty on all subsequent ATs until either Dominance ends or they succeed in an AT against you.

COMMAND The caster magically alters the mind of a target, compelling them to obey a single, simple command issued by the caster. Cost: 20 mana Range: 2m Duration: 1 phase Type: Calling, Mind On Hit Enchant: +5 Mind DMG Passive Enchant: +5 PRO (Mind) Base Success: The target must obey a single, simple command. This command may be no longer than a single sentence and must be spoken or communicated to the target in a clear, understandable manner. The action requested via the command must be something that could be obviously satisfied within a single phase of time. Once issued, the target considers following this command their single most important objective. The command can ask anything of the target, however they can not be asked to do something they are clearly and or knowingly incapable of doing. This will result in the command being ignored and the spell being dispelled. For example, the caster could not ask a target to “lift a mountain over your head,” because unless they possessed both the strength and means to accomplish it, not to mention the awareness or belief that they could, they will simply ignore the command.

The second type of command that may not be given is one that causes immediate harm to the target or places them in obvious danger. Commanding a target to “go and punch a monster in the face” will be immediately ignored because of the obvious risk to the target’s physical well being. If given a suitable command, a target will devote all of their efforts to fulfilling the command in the best way they know how. For more complicated goals, this may involve the target applying their intellect to find ways to satisfy their command, resulting in various possible outcomes. This effort will be continued until the task is completed, or Command is dispelled or expires. (5c) Duration Adjustment: +1 phase (15c) Special Adjustment: Conditioned The target suffers a -15 to RES (Calling) for 1 hour

(25c) Alternate Base Success: Quest (45c) Alternate Base Success: Puppet

QUEST The caster bestows upon a target a specific quest to be undertaken. This quest becomes an all consuming obsession to the willing target and they will work tirelessly to accomplish it, gaining magical benefits should they do so. Type: Calling, Mind Cost: +40 mana Range: Touch Duration: 24 hours On Hit Enchant: None Passive Enchant: +5 Mind DMG to Mind type spells

Base Success: A single willing target accepts a Quest. This quest is a mission or assignment given to the target by the caster which once agreed upon, binds the target into a magical agreement that compels them to pursue their quests objective. For this purpose, the target will consider their quest the single most important objective in their life with the exception of survival. Any sacrifice will be made if it is clear to the target how such an action will bring them closer to fulfilling their Quest. Only death is unacceptable in the pursuit a satisfying a quest and only if the death would not immediately fulfill the quest’s objective. While under the effects of Quest, the target receives +10 to the first 3 ATs in each 24 hour period made towards completing their Quest.

Should the Quest be completed before its duration ends, the target is immediately filled with a powerful surge of accomplishment that restores any lost Mana or Stamina as well as granting them +25 RES (Calling) for 24 hours. (3c) Duration Adjustment: +24 hours (8c) Strength Adjustment: +1 additional AT bonus per 24 hour period (10c) Special Adjustment: Offering The Caster may offer access to any one of their spells as payment for a completed Quest. The target may then use the selected spell once within 7 days of completing the quest. The spell will be cast as if done so by Quest’s caster.

PUPPET Staring intently at a target, the caster invades their mind, taking complete control over the target’s body. Type: Calling, Mind Cost: +20 mana Range: 5m Duration: 1 phase On Hit Enchant: -5 PRO (Mind) for 2 phases Passive Enchant: +1 to Mind type spell ATs Base Success: You gain complete control over a target’s body while your own body remains completely motionless. You also retain access to your own skills and INT, PER, and CHM attributes. The STR, AGI and END attributes of the target are used instead of your own and you also gain the effects of any physical traits the target possesses while losing your own physical traits. All ATs made while controlling the target’s body suffer a -4 penalty due to the user lack of familiarity with the body itself. While controlling the target’s body, the caster may use their control to engage in combat or other risky tasks, but they cannot force the body to do harm to itself or allow harm to befall it through inaction, or Puppet will be dispelled. (4c) Duration Adjustment: +1 phase (8c) Special Adjustment: Second Skin Eliminates the AT penalty while using Puppet

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ENTANGLE The caster calls upon nature to bind and slow their enemies. When outdoors, roots spring forth from the earth to surround the targets’ feet. If indoors or within a city, there must be some form of vegetation within range for this to function. This may include smaller items such as small potted plants or even broken twigs on the floor. The vegetation will grow at extreme speed for the duration in order to grasp at a target. Type: Calling, Nature Cost: 10 mana Range: 15m Duration: 2 phases On Hit Enchant: Snared as per spell Passive Enchant: +5 PRO (Poison) Base Success: The target is snared and suffers -3 to all defensive ATs and may not take more than a single step in any direction. Dealing a total of 25 Damage will destroy the restraints, however additional plants will reach out and bind the target at the start of every phase the effect is in place. (2c) Range Adjustment: +1m (8c) Duration Adjustment: Wild Growth Targets are snared for an additional phase (15c) Special Adjustment: Thicken The restraints have 50 Health (25c) Alternate Base Success: Lashing (45c) Alternate Base Success: Wall of Thorns

LASHING Nearby vegetation comes alive to strike out at a target, tangling their limbs and lacerating their body. Plant growth follows the same rules as entangle. Type: Calling, Nature Cost: +10 mana Range: 15m Duration: 2 phases On Hit Enchant: +5 Slashing DMG Passive Enchant: None Base Success: The target takes 30 Damage (Slashing) and is snared, suffering -4 to all Defensive ATs and may not take more than a single step in any direction.

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Dealing a total of 50 Damage to the restraints will destroy them, but additional plants will reach out and bind the target at the start of every phase the effect is in place. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Slashing (8c) Duration Adjustment: Wild Growth Targets are snared for an additional phase (10c) Special Adjustment: Thicken The restraints have 100 Health

WALL OF THORNS A large mass of thorny roots, vines, and branches rise up from the ground, forming a massive wall in an open area near the caster. If indoors or an urban area, roots will break through the ground to form the wall. Once the duration ends, the wall will wilt and crumble away. Type: Calling, Nature Cost: +15 mana Range: 30m Duration: 5 phases On Hit Enchant: +5 Poison DMG Passive Enchant: None Base Success: A wall of thorny material 5m high, 15m in length, and 2m wide rises from the ground at the targeted location. Dealing 200 Damage to any one point in the wall will be enough to create an opening. Anyone coming into melee range of the wall (to melee strike, or if pushed) or who walks through a created opening will suffer 50 Damage (Slashing) as the thorn covered vines lash out and viciously maim the target. Anyone within melee range of the wall as it forms will also take this damage, but may roll an Evasion AT to reduce the damage by the ATR. (1c) Size Adjustment: +1 Meter long or wide (1c) Range Adjustment: +1m (1c) Duration Adjustment: +1 phase (1c) Damage Adjustment: +1 Slashing (10c) Special Adjustment: Poisonous Creatures taking damage from the wall are also afflicted with poison (10) for 5 phases. This effect does not stack

REJUVENATION

REVIVE

The caster infuses the target with nature energy, healing their wounds and restoring some stamina at an accelerated rate.

The caster invokes the spirit of a recently deceased ally to return to their body. Any bleeding or vital parts must be healed before the target is revived else they will immediately perish. The target must be dead no longer than 1 day, and must not have died from natural causes.

Type: Calling, Nature, Healing Cost: 15 mana Range: 10m Duration: 2 phases On Hit Enchant: None Passive Enchant: 1 extra Health restored by rest Base Success: The target regenerates 15 Health and 5 Stamina, and 5 additional Health and 2 Stamina at the start of the next 2 phases. (1c) Range Adjustment: +1m (2c) Strength Adjustment: +1 initial Health restored (2c) Strength Adjustment: +1 initial Stamina restored (10c) Duration Adjustment: ment: + +1 1 phas phase ase ent: en t En Energizing M istt is (15c)Special Adjustment: Mist You may swap the Health lth lt h an a and d St Stamina va valu values lues e (25c) Alternate Base Succe Success: cess: Living Spirit (45c) Alternate Base Succe Success: ess s : Revive

Type: Calling, Nature, Healing, Invocation Cost: +35 mana Range: Touch Duration: Instant On Hit Enchant: None Passive Enchant: +1 to Invocation type spell ATs

Base Success: The target is returned to life at 1 Health, Stamina and Mana. (5c) Special Adjustment: Beckon Thee ta Th target arg gett m may ay b bee dead dea up up to t 1 week weeek ((10c) (1 0c)) Spec 0c Special ciall Ad Adju Adjustment: just stme ment: Di Dist Distant stan a tC Call all T Th Thee ta target arg rget may b bee de dead d ad up p to 1 month mon onth th ((15c) (1 5c)) Sp 5c Specia Special al Ad Adju Adjustment: justme ment ntt: In IInvigorate vigora ratee T Th Thee ta target’s arg rget et’s ’s b body odyy re od rege regenerates gene nerates ra lost st lim limbs, mbs, wounds, brought with half closes w ound nds, and d iiss brough ghtt back gh kw itth ha alf thei their e r ttotal ota tal He Health H alth th and and Stamina Sta tami m na mi

LIVING SPIRIT The caster summons mons a wisp wisp of nat nature tur ure to heal their target. The w wisp will bounce isp w is ill b ounc n e to o nearby injured allies for the duration. urratio urat ion. Type: Calling, Nature, Healing, Healing g, Summoning Summo moning Cost: +10 mana Range: 10m Duration: 4 phases On Hit Enchant: Healing received ceiived by ttarget argeet iss red reduced educ uced db byy 1 for two phases

Passive Enchant: +5 S Stamina ta ami min na Base Success: A wisp p of naturee encircles enci en cirrclees your target, causing them em m to o rregenerate egenerate 15 H Health ealth h and 5 Stamina. At thee startt of every p phase, h se, th ha the he wisp jumps to a new w ta target of your ur cchoosing hoosin ng within 10m, regenerating ating ng the sam same me amount. If there are no targets within ithi it h n rrange, ang ngee, tthe he spell eends. he nd ds. s. A caster may only havee onee active wi w wisp sp att a time time. me.. (1c) Range Adjustment: ntt: +1m (1c) Strength Adjustment: ent: +1 +1 Health Heal He alth th restored res e tored d (1c) Strength Adjustment: ent: +1 +1 Stamina Stam St amina restored r stored re ed

(10c) Duration Adjustment: stm tmen ent:: +1 1 phasee

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RUNE OF POSSESSION By drawing a magic rune upon an item, the caster may assert their mystic claim over the object, preventing anyone from holding it. Type: Calling, Invocation, Mind Cost: 10 mana Range: Touch Duration: 1 Hour On Hit Enchant: None Passive Enchant: You ignore up to 4 WP’s Base Success: You draw a rune with your finger while speaking the object’s name in a mystic tongue. This process binds the item to you and any other creature who touches the object will immediately suffer 10 damage (Mind) and suffer a -4 wound penalty for 3 phases. If contact is maintained, the creature touching the item will take another 10 damage (Mind) at the start of each subsequent phase. (1c) Duration Adjustment: +1 hour (2c) Strength Adjustment: +1 Mind (15c) Special Adjustment: Slippery If contact is maintained the holder must make a STR AT against Rune of Possession’s ATR or forcibly drop the item (25c) Alternate Base Success: Rune of Return (45c) Alternate Base Success: Rune of Binding

(1c) Duration Adjustment: +1 hour (1c) Range Adjustment: +1km (15c) Special Adjustment: Return By spending 5 mana, the item can be teleported back to its previous location as an IFU action

RUNE OF BINDING Drawing their own personal mark upon an object allows the caster to attune the object to their spirit. This process is time consuming and taxing but once complete, the caster will find using the object effortless. Type: Calling, Invocation Cost: +40 mana Cast Time: 1 Hour Range: Touch Duration: 24 Hour On Hit Enchant: None Passive Enchant: +1 to Invocation type spell ATs

Base Success: Any AT made using the target of Rune of Binding gains a +8 bonus. (5c) Duration Adjustment: +24 hours (10c) Strength Adjustment: +1 bonus (10c) Special Adjustment: Awareness You possess an instinctive awareness of the target object’s location at all times.

RUNE OF RETURN

SUMMON IMP

By drawing a magic rune upon an item, the caster links their spirit with the item and is thereafter able to recall the object to their hand.

A small portal opens nearby, a tiny imp walking through to do your bidding. The imp is approximately 30cm tall, having a devilish appearance and red, blue or green skin. The Imp speaks and understands the same languages as the caster.

Type: Calling, Invocation, Summoning Cost: 10 mana Range: 1km Duration: 1 Hour On Hit Enchant: None Passive Enchant: Item may be Recalled as per spell

Type: Calling, Summoning Cost: 10 mana Range: 5m Duration: 1 hour On Hit Enchant: Deal 5 unpreventable DMG to summons

Passive Enchant: None Base Success: You imbue an item no larger than 1m in length and weighing no more than 10 kg. This item may be recalled to your hand at any time as an IFU action that may be performed once per phase.

Base Success: A small imp appears and will follow your commands to the death. You may have only one active Imp at a time. An Imp may be found on page 406. (1c) Range Adjustment: +1m (6c) Strength Adjustment: +1 to any of the Imp’s attributes

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(6c) Strength Adjustment: +10 Health (10c) Special Adjustment: Mental Link You may communicate telepathically with the creature (25c) Alternate Base Success: Summon Elemental

(45c) Alternate Base Success: Elemental Swarm

SUMMON ELEMENTAL A more powerful call to outside planes opens a portal large enough for an elemental of any type to pass through. Type: Calling, Summoning Cost: +10 mana Range: 5m Duration: 5 phases On Hit Enchant: None Passive Enchant: Your summons gain +10 Health Base Success: A standard Elemental of your choosing appears and will follow your commands to the death. You may have only one active Elemental at a time. An Elemental may be found on page 406. (1c) Range Adjustment: +1m (6c) Strength Adjustment: +1 to any of the creature’s attributes (6c) Strength Adjustment: +10 Health (8c) Special Adjustment: Mental Link You may communicate telepathically with the creature.

ELEMENTAL SWARM An ear-shattering cry to the heavens calls forth multiple elementals to come to your aid. A large portal appears nearby as several elementals pass through.

(1c) Range Adjustment: +1m (2c) Strength Adjustment: +1 to any of the creature’s attributes (2c) Strength Adjustment: +10 Health (5c) Special Adjustment: Mental Link You may communicate telepathically with the creature

WHISPER This spell allows the caster to speak a short message into the wind, delivering it to a target at great distance. Type: Calling, Mind, Nature Cost: 10 mana Range: 10km Duration: Instant On Hit Enchant: +5 Mind DMG Passive Enchant: +5 PRO (Mind) Base Success: You speak aloud a short message of no more than 10 words, and envision the target in your mind. At the beginning of next phase, the message will be whispered into the targets ear. The target will feel a small mental nudge or “buzzing” in their head just before the message arrives. After hearing a message, the target may choose to close their mind off to future messages. (1c) Range Adjustment: +1km (1c) Strength Adjustment: +1 Word (15c) Special Adjustment: Keep It Down The message is heard at full volume (25c) Alternate Base Success: 25c 5c)) Altern nat ate e Ba ase eS ucccess:: Telepathy (45c) 45c 5c) Al Alternate lte t rnat aeB Ba Base ase se S Success: ucce c ss: Battlemin ce Battlemind

Type: Calling, Summoning Cost: +30 mana Range: 5m Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 to Summoning type spell ATs

Base Success: Three Elementals of differing types of your choosing appear and will follow your commands to the death. You may have only three active Elementals at a time. Elementals may be found on pages 406 & 407.

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TELEPATHY By focusing on the he conne connection neect ctio on off two w m minds, in nds, the caster may link to ano another noth her ind individual div ivid id dua ual an and d communicate via thought. ught. Type: Calling, Mind Cost: +10 mana Range: Line of Sight Duration: 1 hour On Hit Enchant: None nee Passive Enchant: +5 5L Languages angu guages es ski skill kiill Base Success: Y You ou lin link nk yo your our u m mind i d tto in o a willing target within n line line of of sight. s gh si g t.. You You o may may ay mentally communicate other The te tto o each oth ther er ffreely. reely. ly T hee h listener will hear all ll tho thoughts houg ughts in n the their eir i native natiivve language. (1c) Duration Adjustment: tment: + +1 1 hour ur (5c) Special Adjustment: ment:: Link nk You may add one addi additional within ditiion onal target wi with th hin n line of sight to the link. All persons within nk. A ll perso sonss w ithiin th the link may communicate This ate freely. T hiss may be hi purchased more than n once c (15c) Special Adjustment: Snoop tme m nt: Snoo oop You may read the surface linked rfa facee tthoughts hought htts off a li ink ked d target, unbeknownst to tthem hem he m

BATTLEMIND The caster alters ers th er the he co connec connection e tion so th that hat participants are instinctively nstincttiveelyy a ns aware ware of ea ware eeach c ch other’s next move, e, linki linking king ng m multiple ultiplle m minds ind nd ds ed ccombat omb m att eefficiency. fficiency. y. together for enhanced Type: Calling, Mind d Cost: +20 mana Range: Line of Sight ht Duration: 5 phases On Hit Enchant: -5 PRO PRO (Mind) (Mind d) for for 2 ph phases phas a ess Passive Enchant: +1 +1 to Mind Mind type p spell spe pell ATs Base Success: You You link your m mind ind to in o up p to 4 other willing targets. ts. s All linked d targets t rgets become ta beco be come m instinctively aware of one anoth another’s theer’s movemen movements ents t and intentions. Forr each lin linked inke k d person n w who ho attacks the same target arge ar gett be beyond eyo yond thee fir first, rst s , th thee target incurs a -8 multiple ultiiple ta target arg rget penalty pen enaltyy iinstead nstead ns a ad of the normal -5.

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(3c) Duration Adjustment: +1 phase (10c) Special Adjustment: (1 10cc) S pec ecial Ad dju ust stme m nt me nt:: Link You one additional You may may add on ne ad add diti tion onal al ttarget a ge ar get within in n line lin of of sight sigh si ghtt to the the link lin ink

CHANGE SPELLS ALTER This spell utilizes the power of transformation to make small changes to the caster’s appearance. Type: Change, Transformation Cost: 10 mana Range: Self Duration: 1 hour On Hit Enchant: None Passive Enchant: +5 Deception skill Base Success: You may alter one minor facet of your appearance into something else. Examples include: Skin, eye, or hair color, weight, height (within racial limits), hair length, and muscle tone. (1c) Duration Adjustment: +1 hour (10c) Strength Adjustment: +1 change (25c) Alternate Base Success: Morph (45c) Alternate Base Success: Shapeshift

MORPH Channeling an increased level of transformative magic allows the caster to change their appearance into any of the five mortal races. Type: Change, Transformation Cost: +10 mana Range: Self Duration: 1 hour On Hit Enchant: None Passive Enchant: +1 to Socal ATs Base Success: You may assume the form of one of the five mortal races. You lose all of your current racial traits and gain new ones for the duration.

SHAPESHIFT Mastery over shapeshifting allows the caster to completely alter their form into a creature much larger or smaller than their own. Type: Change, Transformation Cost: +25 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +1 to Transformation type spell ATs Base Success: You assume the form of any creature known to you no more than 1 size category different from your own. You gain all physical statistics, traits, natural abilities and weapons of the creature, but keep your own INT, PER and CHM ratings. You retain knowledge of your skills and gain any new skills known to the creature. Your current Health, Stamina, and Mana values are changed to that of the chosen creature. When reverting to your original form, these values are returned to their levels at the time of transformation. Being brought to 0 Health while Shapeshifted will cause you to immediately revert back to your normal form, and any excess damage taken will be applied to your Health. Reverting in this way will cause you to become disoriented and only able to take Defensive ATs at a -10 penalty for one phase. You may not assume the forms of Corrupted or Kreesh. (1c) Duration Adjustment: +1 phase (10c) Strength Adjustment: +1 size category difference

(1c) Duration Adjustment: +1 hour (10c) Strength Adjustment: You may retain either the inherent or chosen trait from your original race

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BLINK

TELEPORT

The caster blinks out of existence for a moment, reappearing some distance away.

After closing their eyes a visualizing the destination, the caster and all objects on their person are instantly transported to the said destination. The caster must have personally visited this location prior to the cast.

Type: Change, Space Cost: 20 mana Range: 10m Duration: Instant On Hit Enchant: +5 Space DMG Passive Enchant: +5 PRO (Space) Base Success: You teleport up to 10m away. Blinking next to a melee target and initiating combat within the same phase causes that target to be surprised. This may be used to teleport past solid objects, such as walls and doors, even if the area on the other side is unfamiliar to you. If there is no open space large enough beyond the barrier, the spell will fail. (3c) Range Adjustment: +1m (15c) Special Adjustment: Guide You may bring along one willing creature up to large size as long as you can touch them (25c) Alternate Base Success: Teleport (45c) Alternate Base Success: Portal

Type: Change, Space Cost: +10 mana Range: 5000m Duration: Instant On Hit Enchant: None Passive Enchant: +5 Space DMG to Space type spells Base Success: You disappear from your current location and reappear at the target destination. If the location has changed since the last time it was visited (redesigned, area filled with large debris), then you appear in the closest nearby spot which would not place you inside an object. If you attempt to travel beyond the base range of the spell and fail to accrue enough CAP to reach your destination, you will travel in the direction of your intended destination, but only go a distance equal to what was purchased. This will place you in a random spot in that direction, left up to the Dreamweaver. (1c) Range Adjustment: +1000m (5c) Special Adjustment: Guide You may bring along one willing creature up to large size as long as you can touch them. This adjustment may be purchased more than once. If you bring more than one target, all must be linked via touch.

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PORTAL This spell opens a link between two places, allowing creatures to instantly pass through to the other side. Type: Change, Space Cost: +20 mana Range: 5000m Duration: 1 hour On Hit Enchant: -5 PRO (Space) for 2 phases Passive Enchant: +1 to Space type spell ATs Base Success: You open a portal to any location within range that you have previously visited. The entry point will appear within 5m of your person. The portal will be wide enough for one medium sized humanoid to walk through. The exit portal is the same size as the entry portal. Any creature may use the portal, transporting them and all of their belongings to the other side instantly. The portal works both ways. (1c) Range Adjustment: +1000m (1c) Size Adjustment: +1m width (1c) Duration Adjustment: +1 hour (5c) Special Adjustment: Link You may end the duration at any time

CONTAINER A container is magically expanded in depth, allowing it to hold many more times its normal size. Type: Change, Space Cost: 10 mana Range: Touch Duration: 1 day On Hit Enchant: None Passive Enchant: Container as per spell Base Success: You grant any small size container of backpack size or smaller the ability to hold 3x its normal capacity. The outside of the container will appear completely normal. If the duration expires without refreshing the spell, the excess contents will spill out.

(1c) Duration Adjustment: +1 day (5c) Strength Adjustment: + Additional x1 multiplier for capacity (10c) Special Adjustment: File System When reaching into the container, the item you are looking for appears in your hand (25c) Alternate Base Success: Linked (45c) Alternate Base Success: Sealed

LINKED A gentle nudge of space energies will allow for two containers to be linked, allowing the transfer of inventory from one to the other. Type: Change, Space Cost: +10 mana Range: Touch Duration: 1 day On Hit Enchant: None Passive Enchant: Linked as per spell Base Success: Two small containers of backpack size or smaller that are within 2m of each other become spatially linked. In effect, the space inside each container is the exact same space. When placing an item into one container, it is simultaneously placed into the linked container, and able to be retrieved by another individual. If both individuals should reach into their containers at the same time, they will “bump” hands and feel each other reaching in simultaneously. This effect will remain in place regardless of how far the containers are separated. If the duration should expire before the spell can be refreshed, (the containers would need to be within 2m of each other once again) the items will have a 50% chance to be in either container. (1c) Duration Adjustment: +1 day (3c) Strength Adjustment: + Additional x1 multiplier for capacity (5c) Special Adjustment: File System When reaching into the container, the item you are looking for appears in your hand (10c) Special Adjustment: It’s Dangerous To Go Alone

You may link an additional container within 2m of the others

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SEALED Expanding the power of space to this heightened level allows you to “seal” any portal, allowing only users with permission access inside. Type: Change, Space Cost: +30 mana Range: Touch Duration: 1 day On Hit Enchant: None Passive Enchant: +5 Lockpicking skill Base Success: You may choose any container, archway, or doorway no larger than 5m high and 5m wide, and seal it off from all entrants. The opening is not locked, however any creature attempting to walk through will find a relatively simple empty room or container on the other side. You may design this space however you like, but it must not contain any harmful effects. (Traps, pitfalls, spiked walls, etc.) That room will be unable to be destroyed by any means, although objects you create inside will. In addition, the room may not have an exit other than the one used by the duped individual. Any doors or windows in your created room will be sealed and unable to be opened by any means. You may choose to grant normal access through this entryway to another creature as an IFU action. Should a hostile creature decide to break down the wall surrounding the entryway from the outside, they will be able enter the actual room as normal, as this spell only alters the entry point itself. The simple room created is in a different point in space, and so any creatures inside may not see or interact with anything inside the actual room or container. Only those with magical aid such as an Identify or Truesight spell will be able to determine what is happening, although creatures watching individuals with access run through a door only to subsequently find that room become empty will have an idea. You may choose to reverse the effect, and instead enter your false room through the entryway, using it as a safe space from aggressors. Access to this false room may be granted to others as an IFU action.

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(1c) Duration Adjustment: +1 day (5c) Special Adjustment: Sensor You will be aware when any creature passes through the entryway or reaches into your container (12c) Special Adjustment: Trapped As an IFU, you may cause the doorway to shut and become locked, and will only be opened by dealing 300 points of damage. If there is no door in place due to the enchantment being placed on an archway or other open portal, a steel door will materialize. This does not affect containers.

IDENTIFY This spell allows the caster to learn the magical workings of a particular object, or effects currently on an individual. Type: Change, Enhancement Cost: 10 mana Range: Touch Duration: Instant On Hit Enchant: None Passive Enchant: +5 Appraisal skill Base Success: You concentrate on an object for the phase, learning any relevant parameters. (Spell that created it, magical effects it causes, charges remaining, etc.) You may touch a creature to learn any effects currently on the target. (10c) Special Adjustment: Origins You will learn the name of the caster who created the item or effect (25c) Alternate Base Success: cce Dispel Magic (45c) Alternate Base Suc Success: ucce ess Void Sphere

DISPEL MAGIC

JUMP

Once mastering the ability to identify spells and effects, the caster is now able to unwind the power that made them.

This enhancement grants a creature the ability to jump great distances in a single bound.

Type: Change, Transformation Cost: +10 mana Range: 20m Duration: Instant On Hit Enchant: Removes 1 magical effect as per spell

Type: Change, Enhancement Cost: 10 mana Range: Touch Duration: 2 phases On Hit Enchant: None Passive Enchant: +5 Climbing skill

Passive Enchant: None Base Success: You remove a single magical effect from a creature, place, or object that was created with an ATR of 24 or lower. Legacy based effects and objects gain +20 to their ATR for the purposes of Dispel Magic. (1c) Strength Adjustment: +1 to ATR able to be dispelled (8c) Special Adjustment: Unwind You may remove an additional onal al eeffect ffectt

VOID SPHERE The final tier of magical c l contro ca control ol of offers ffe ferrs one n ne last layer of protection—area-wide are r a-wide p prevention. reve vent n io nt on. nsforma mation Type: Change, Space, Transformation Cost: +30 mana Range: 50m Duration: 5 phases On Hit Enchant: Removess all ma magi magical giccal effects ef s as per Dispel Magic spell Passive Enchant: None

Base Success: The target has their jump distance tripled for the duration. This does not assist the target in landing in any way. (2c) Duration Adjustment: +1 phase (5c) Special Adjustment: Leap Jump distance is quadrupled (10c) Special Adjustment: Bound Jump distance is quintupled (15c) Special Adjustment: Vault att 8x jjump distance Jump Ju pa u p di um d sttan ance ce (20c) Special Adjustment: (20c (2 0 ) Sp pecial Adju just stme m nt: Surge Surge att 1 10x distance Jump Ju mp a 0x jump mp d istanc ncee (25c) Special Adjustment: ((2 25c 5 ) Sp pec ecia iall Ad Adju just stme ment nt:: Touch To ouch The Th he Sky Sky distance Jump at 20 Ju 20x ju jump p dis sta tance Alternate Base Success: ((25c) (2 5c)) Al Alte ern rnat ate Ba eS uccce cess s : Slow Fall ss (45c) (45c (4 5c) Al Alt Alternate ternate Ba Base se e Suc Success: ucce cce ess ss:: Flight

Base Success: You create create a 50m wide i bubble of negative energy erg rgy which whic wh ich h makes m kes ma spellcasting difficult. All cr creatures wi w within tth hin i tthe he bubble receive -8 to all spell ll A ATs Ts and m must usst sp sspend end en d 10 additional mana for every veery ry sspell p ll ccast. pe ast. t Iff th tthey ey cannot pay this cost, the spell pell fizzles. (1c) Size Adjustment: +2m 2m wide (1c) Duration Adjustment: nt: +1 phas phase asee (1c) Strength Adjustment: nt: +2 ma mana cost per spell (1c) Strength Adjustment: ment: -1 1 spel spell ll AT T penalty (10c) Special Adjustment: Lockdown nt: Lo ock ckdown Creatures must succeed on contested Magic n a co cont ntes este ted Ma M gicc gi AT against the ATR which hich h ccreated reat re ateed Vo Void oid Sphere in order to cast anyy sp spell. pelll.

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SLOW FALL By slightly altering the effects of Jump, you are able to work its magic in reverse. This grants the ability to slowly drift toward the ground from great height, without worry of injury.

(10c) Speed Adjustment: You move at triple base movement (15c) Speed Adjustment: You move at quadruple base movement

NIGHT VISION Type: Change, Enhancement Cost: +5 mana Range: Touch Duration: 3 phases On Hit Enchant: None Passive Enchant: Slow Fall, +15 process difficulty Base Success: The target has any descent slowed to a moderate pace, gliding back to the earth at 10m per second. They will land safely and on their feet. If the effect ends while in midair, they will immediately begin to fall at full speed. (1c) Duration Adjustment: +1 phase (5c) Special Adjustment: Glide You may control direction and move 3x your height in distance as you descend (10c) Special Adjustment: Hover You may stop descending at will

FLIGHT

Type: Change, Enhancement, Transformation Cost: 10 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: Night Vision, +10 process diff. Base Success: You are able to see normally in complete darkness. Your eyes will glow a faint blue for the duration. (1c) Duration Adjustment: +1 phase (5c) Special Adjustment: Color Shift Your eyes may glow any color you choose (10c)Special Adjustment: Stealthy You may remove the glow from your eyes (25c) Alternate Base Success: Clairvoyance (45c) Alternate Base Success: Truesight

By combining time and space energies, this enchantment allows the affected individual fly through the air at great speed.

CLAIRVOYANCE

Type: Change, Enhancement, Time, Space Cost: +20 mana Range: Touch Duration: 10 phases On Hit Enchant: Flying creatures up to large size lose Flight for 2 phases Passive Enchant: Flight, +30 process difficulty

Type: Change, Space, Enhancement Cost: +10 mana Range: 2000m Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Tracking skill

Base Success: The target can fly at double base movement for the duration. If the ability ends while still in the air, the target immediately begins to drop and take falling damage as normal. They may carry no more than if they were on land. (1c) Duration Adjustment: +1 phase (5c) Special Adjustment: Savior You can carry another individual up to large size without burden

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This spell confers upon the caster the ability to see in low light conditions.

By manipulating space, the caster is able to extend their vision well beyond normal bounds.

Base Success: You may shift your vision to a point within range, observing the area freely for the duration. The point must be in a place you have previously visited, or in a recognizable area, such as behind a wall or door, or a place you have somehow seen (perhaps on a map or in a painting). During this time your body retains its other senses. Those able to see invisibility or spirits will be able to observe your spectral form hovering in the air, however they may not interact in any way.

(1c) Range Adjustment: +1000m (1c) Duration Adjustment: +1 phase (10c) Special Adjustment: Clairaudience You may hear sounds at the targeted location (but no longer around your body)

TRUESIGHT This variation grants the caster the ability to see things as they truly are. Type: Change, Enhancement, Transformation Cost: +20 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: Truesight, +30 process difficulty

Base Success: You may see in total darkness. Naturally hidden creatures glow faintly to you, revealing their presence. You are able to pierce magical invisibility and illusory effects of ATR 44 or lower. Legacy abilities gain +20 to their ATR for the purposes of piercing their effects. (1c) Strength Adjustment: +1 to ATR able to be seen (1c) Duration Adjustment: +1 phase (5c) Special Adjustment: Ethereal Sight You are granted vision of spirits (10c) Special Adjustment: Detect Lie You are able to detect when someone is lying to you

(1c) Duration Adjustment: +1 phase (6c) Strength Adjustment: -1 penalty (10c) Special Adjustment: Mana Leak The target’s spell costs an additional 5 mana (25c) Alternate Base Success: Jumbled Spell (45c) Alternate Base Success: Backlash

JUMBLED SPELL Further disrupting their target’s connection to magic, the caster forces a completely random spell to form when their victim performs their next cast. Type: Change, Transformation Cost: +15 mana Range: 20m Duration: 10 phases On Hit Enchant: Jumbled as per spell Passive Enchant: None Base Success: The target becomes jumbled and their next spell cast changes at random into a different spell that they know. The target of the original cast remains the same. If the target chosen is beyond the base range of the spell, the spell will be released at its maximum range in that direction. Area of effect spells will spawn with their center on the target that was chosen. Spells released inappropriately (a Telepathy spell on oneself, a Resurrection spell on a living target, a Heal spell cast at the ground) will simply fizzle out and have no effect. If the target knows no other spells they suffer a -10 AT penalty to the current spell.

SHIFTING COMPOSITION This unusual Change spell alters the target’s connection to magic, causing them some confusion when attempting to cast their next spell. Type: Change, Transformation Cost: 15 mana Range: 20m Duration: 10 phases On Hit Enchant: Confused as per spell Passive Enchant: +5 Performance skill

(1c) Duration Adjustment: +1 phase (10c) Special Adjustment: Funnel The spell must be from the same Legacy type (15c) Special Adjustment: Twist The spell must be from a different Legacy type.

Base Success: The target is confused and their next spell AT taken receives a -2 penalty.

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BACKLASH Warping magic around the target to this degree has extreme effects, causing the next hostile spell cast to duplicate and hit the caster as well. Type: Change, Space, Transformation Cost: +25 mana Range: 30m Duration: 10 phases On Hit Enchant: +5 Impact DMG Passive Enchant: None Base Success: The target suffers from backlash and their next single target hostile spell cast is cast both against themself and their intended target. Mind spells that involve issuing a command or domination of any type instead cause 50 Damage (Mind) to the original caster instead of their normal effects, as the magic causes a devastating feedback loop. Effects on their intended target are not changed. (1c) Duration Adjustment: +1 phase

SILENCE This enchantment renders an area unable to generate any sound. This includes movement, speaking, spell effects, and the like. Type: Change, Transformation Cost: 15 mana Range: 20m Duration: 3 phases On Hit Enchant: None Passive Enchant: +5 PRO (Sonic)

(25c) Alternate Base Success: Traceless (45c) Alternate Base Success: Invisibility

TRACELESS By focusing on the elimination of more than just sound, the caster becomes magically shielded from tracking and observation. Type: Change, Transformation Cost: +5 mana Range: Self Duration: 3 phases On Hit Enchant: None Passive Enchant: +5 Stealth skill Base Success: All physical and mystic evidence of your presence is masked. This increases the difficulty of any AT made to find, track or scry upon you increased by 20. Additionally, no physical evidence of any kind will remain from any of your actions while under the effect of Traceless. Fingerprints, hair, and even blood will all vanish shortly after leaving your body. (1c) Duration Adjustment: +1 phase (3c) Strength Adjustment: +1 Difficulty to detection ATs (15c) Special Adjustment: Phantom Any non-Legacy bearing creature who witnesses you while Traceless is active will forget they saw you once removed from line of sight

INVISIBILITY Base Success: A circular area 5m wide centered at a point within range is prevented from making any sound. The area may be centered on a moving target, and will move with the target. Targets inside the area are immune to Sonic damage. (2c) Range Adjustment: +1m (2c) Duration Adjustment: +1 phase (2c) Size Adjustment: +1 meter wide (18c) Special Adjustment: Squelch If Silence is centered on a target, that target’s spells, attacks and abilities which leave the area of effect remain silent. For example: an Arcane Burst cast by the target leaving the area of effect will hit its target and explode silently. (Although the scream of the victim will be heard)

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This spell renders a target or object invisible. While invisible, the user may move and act freely, but attacking, using an ability, or casting a spell will cause the effect to end. Type: Change, Transformation Cost: +5 mana Range: Touch Duration: 5 phases On Hit Enchant: None Passive Enchant: Invisibility, +35 process difficulty Base Success: The target fades from sight. All possessions worn or carried by an individual are also made invisible.

(3c) Duration Adjustment: +1 phase (5c) Strength Adjustment: An additional target that you can touch is turned invisible. This may be purchased more than once (15c) Special Adjustment: Stalker Attacking, using an ability, or casting a spell will not break the invisibility

(3c) Duration Adjustment: +1 phase (3c) Strength Adjustment: +1 Reaction bonus (10c) Special Adjustment: Fleet of Foot Base movement is tripled (20c) Special Adjustment: Blur You gain a second Free physical action

SPEED

QUICKEN

This spell increases the movement speed of a target. A Slow spell will nullify this effect.

The caster increases their speed to profound levels, making the world around them seem to move at a slower pace.

Type: Change, Time, Enhancement Cost: 15 mana Range: Touch Duration: 10 phases On Hit Enchant: +5 Time DMG Passive Enchant: +5 PRO (Time) Base Success: The target’s movement speed is doubled. (3c) Duration Adjustment: +1 phase (10c) Special Adjustment: Traveler Duration is increased to 1 hour (15c) Special Adjustment: Fleet of Foot Base movement is tripled (25c) Special Adjustment: Strider Move at 5x movement speed (25c) Alternate Base Success: Haste (45c) Alternate Base Success: Quicken

Type: Change, Time, Enhancement Cost: +20 mana Range: Self Duration: 5 phases On Hit Enchant: -5 PRO (Time) for 2 phases Passive Enchant: +1 to Time based spell ATs Base Success: You receive a +10 bonus to Reaction, +25 Evasion, and have your total multiple opponent penalty reduced by 10 (To a maximum of 0). (2c) Strength Adjustment: +1 Reaction (2c) Strength Adjustment: +1 Evasion (5c) Duration Adjustment: +1 phase

HASTE The caster alters the flow of time around a target, causing them to respond more quickly. A Slow spell will nullify this effect. Type: Change, Time, Enhancement Cost: +10 mana Range: 10m Duration: 3 phases On Hit Enchant: None Passive Enchant: Haste, +20 process difficulty Base Success: The target receives a +4 bonus to Reaction, and the first physical action taken in a phase is considered a Free action. In addition, their base movement is doubled.

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TRIP WARD An invisible trip wire is placed across an entryway or hallway. When crossed, the trespasser’s movement is slowed and the caster alerted to their presence. Type: Change, Time, Summoning Cost: 15 mana Range: Touch Duration: 1 day On Hit Enchant: Net as per special adjustment Passive Enchant: None Base Success: An invisible ward is placed on the ground, guarding an entryway or hallway. Any creature that walks past the ward is slowed to ½ their movement speed and the caster is alerted to their presence. (1c) Duration Adjustment: +1 day (5c) Special Adjustment: Alarm A loud alarm sound of your choosing will emanate from the ward until you choose to deactivate it (10c) Special Adjustment: Net Any movement boosting effects on the creature are suspended for 5 phases (20c) Speed Adjustment: Freeze The creature is stopped in place for 5 phases. Any hostile action taken towards it immediately cancels this effect (25c) Alternate Base Success: Slow (45c) Alternate Base Success: Rewind

SLOW The caster alters the flow of time around a target, causing them to respond more slowly. For the victim, the world seems to move at a pace impossible to catch. A Haste spell will cancel this effect. Type: Change, Time, Enhancement Cost: +5 mana Range: 10m Duration: 3 phases On Hit Enchant: Slow as per spell Passive Enchant: None

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Base Success: The target is slowed and receives a -4 penalty to Reaction and any physical action taken incurs a multiple action penalty as if they were taking one additional action within the phase. (Although they may cast spells or use Legacy abilities that do not require movement as normal.) In addition, their base movement is halved. (5c) Duration Adjustment: +1 phase (5c) Strength Adjustment: -1 penalty to Reaction (10c) Special Adjustment: Turtled Base movement is reduced to 1/3 (20c) Special Adjustment: Snailed Targets gain a second action penalty, increasing to -15 to perform a single physical action

REWIND The caster briefly reverses time, returning a target to their prior place in time and space. Type: Change, Time, Space Cost: +20 mana Range: 10m Duration: Instant On Hit Enchant: None Passive Enchant: +1 to Time type spell ATs Base Success: The target is rewound and instantly teleported to the physical location they were one phase prior to your turn. If this would place the target inside physical obstruction, they instead arrive in the nearest unobstructed space. (10c) Special Adjustment: Loop Rewind gains a duration of 2 and at the start of your turn in each subsequent phase, the effect of Rewind occurs again as if freshly cast with no CAP adjustments

ELEMENTS SPELLS ARCANE BLAST The caster blasts a wave of concentrated magical energy at the target. Type: Elements, Arcane Cost: 10 mana Range: 20m Duration: Instant On Hit Enchant: +5 Arcane DMG Passive Enchant: +5 PRO (Arcane) Base Success: The target takes 10 Damage (Arcane) and loses 5 stamina. (1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Arcane (2c) Damage Adjustment: +1 Stamina lost (8c) Special Adjustment: Daze The extreme burst causes the target to be disoriented and suffer a -2 penalty to all ATs for one phase (25c) Alternate Base Success: Cascade (45c) Alternate Base Success: Nova

CASCADE Loosening the grip on Arcane energy allows for a multitude of bursts to emanate from your person, although directing them is impossible.

NOVA Re-establishing control over the energy allows you to form a delayed blast of Arcane power. A large mass of concentrated Arcane energy shoots out from your hand, exploding the following phase. Type: Elements, Arcane Cost: +20 mana Range: 50m Duration: Instant On Hit Enchant: -5 PRO (Arcane) for two phases Passive Enchant: +1 AT bonus to Arcane spells

Base Success: You place an arcane bomb at a point within range. It appears as a 1m wide glowing white ball with a blue tinge. On your turn on the next phase, it explodes, dealing 60 damage (Arcane) and 15 stamina loss to all creatures and structures within 20m, knocking back all creatures 10m away from the center of the explosion. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +2 Arcane (1c) Damage Adjustment: +1 Stamina lost (10c) Special Adjustment: Precision You may choose to detonate the blast up to 5 phases after placement

BARRAGE Type: Elements, Arcane Cost: +10 mana Range: 20m Duration: 3 phases On Hit Enchant: Daze as per special adjustment Passive Enchant: +5 Arcane DMG to Arcane type spells

Base Success: Each phase, a random opponent within 20m is struck by three Arcane missiles, each dealing 15 Damage (Arcane) and 3 Stamina loss. You may not cast Cascade again until its duration has expired. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Arcane per missile

(2c) Damage Adjustment: +1 Stamina lost per missile (8c) Special Adjustment: Daze The burst causes the target to be disoriented and suffer a -2 penalty to all ATs for one phase (15c) Duration Adjustment: +1 phase

Fractured pieces of earth and stone lift from the ground before the caster and speed towards a target, bombarding them at high velocity. Type: Elements, Earth Cost: 15 mana Range: 15m Duration: Persistent On Hit Enchant: +5 Impact DMG Passive Enchant: +5 ARM (Impact) Base Success: The target takes 10 Damage (Impact) and is hindered, suffering -3 AGI and -3 PER. Barrage may be maintained by paying 5 mana at the start of a subsequent phase. If maintained, the target continues to suffer the penalty to AGI and PER, as well as taking damage again during the caster’s turn. AGI and PER may not be brought below 1 in this manner.

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(1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Impact (8c) Damage Adjustment: -1 to AGI and PER (25c) Alternate Base Success: Boulder (45c) Alternate Base Success: Fissure

BOULDER A large portion of rock tears free from the earth before the caster and hurls itself at a target. Type: Elements, Earth Cost: +10 mana Range: 15m Duration: Instant On Hit Enchant: None Passive Enchant: Immunity to knockback effects

Base Success: The target takes 25 Damage (Impact) and must succeed in a constested Evasion AT against Boulder’s ATR or be knocked prone. Creatures greater than large size are immune to this effect. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Impact (20c) Damage Adjustment: Shatter A limb is crushed, becoming useless until healed by magical means

FISSURE The ground beneath the target quickly tears open, swallowing them, and crushing their body. Type: Elements, Earth Cost: +10 mana Range: 20m Duration: Instant On Hit Enchant: -5 ARM (Impact) for two phases

Passive Enchant: +1 to Earth type spell ATs Base Success: The target takes 25 Damage (Impact) and must succeed in a contested Evasion AT vs Fissure’s ATR or be trapped in the earth. If successful, they only have their lower body pinned by the earth. This incurs a -8 penalty to any AT that requires movement, and the target may not move from their current location. If failed, they are swallowed by the earth and become buried. This leaves them unable to move or breathe, and they will suffocate if not freed from the earth.

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Digging out of the earth is a persistent action that requires a STR AT against a difficulty of 20 and an accumulation of 10 CAP. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +2 Impact (10c) Damage Adjustment: Crushed If the target succeeded their Evasion AT, their lower legs are crushed, making standing or movement requiring legs impossible. If they failed their Evasion AT, their chest is so compressed they suffocate even faster, losing twice as much Stamina every phase

BURN The caster shoots a torrent of fire out from their fingertips, burning a target. Type: Elements, Fire Cost: 10 mana Range: 10m Duration: Instant On Hit Enchant: +5 Fire DMG Passive Enchant: +5 PRO (Fire) Base Success: The target takes 15 Damage (Fire). (1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Fire (8c) Special Adjustment: Scorch Target takes +10 Damage (Fire) from subsequent Fire sources for 2 phases. This effect does not stack (25c) Alternate Base Success: Immolate (45c) Alternate Base Success: Explode

IMMOLATE Deadly fire emerges from under a target, burning them and setting them ablaze. Type: Elements, Fire Cost: +10 mana Range: 10m Duration: 4 phases On Hit Enchant: Ablaze as per spell Passive Enchant: +5 Fire DMG to Fire spells

Base Success: The target takes 30 Damage (Fire), and is set Ablaze, taking 5 Damage (Fire) for the next 4 phases. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Fire (2c) Damage Adjustment: +1 Fire to Ablaze (8c) Special Adjustment: Scorch The target takes +10 Damage (Fire) from subsequent Fire sources for 2 phases. This effect does not stack (8c) Special Adjustment: Wildfire +2 phases to Ablaze duration

EXPLODE The caster shoots a concentrated charge of magical fire into the target’s chest, burning them upon entry and exploding the following phase. Type: Elements, Fire Cost: +15 mana Range: 15m Duration: Instant On Hit Enchant: -5 PRO (Fire) for two phases Passive Enchant: +1 AT bonus to Fire spells Base Success: The target takes 50 Damage (Fire). At the start of the next phase, the target erupts with fire, dealing 30 Damage (Fire) to himself and all opponents within 5m. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +2 Fire (1c) Damage Adjustment: +2 Fire to Erupt (5c) Special Adjustment: Scorch The target takes +10 Damage (Fire) from subsequent Fire sources for 2 phases. This effect does not stack (15c) Special Adjustment: Bombard Target erupts a second time on the phase following the first eruption

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CIRCLE OF FIRE The caster may surround a target with a wreath of flames that burns anyone who approaches them. Type: Elements, Fire Cost: 10 mana Range: 5m Duration: 5 phases On Hit Enchant: Ignore up to 5 PRO (Fire) Passive Enchant: +5 PRO (Fire) Base Success: An immobile wreath of flame circles a target chosen within range in a 1m radius. Anyone coming into contact with the wreath suffers 10 Damage (Fire). (1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Fire (5c) Size Adjustment: +1m to wreaths radius (15c) Special Adjustment: Cloak Circle of Fire instead wraps your target in fire, moving with the target (25c) Alternate Base Success: Firefly (45c) Alternate Base Success: Fireball

FIREFLY The caster creates a small dragonfly made of fire who will lash out at any target the cast strikes with fire damage. Type: Elements, Fire Cost: +10 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 Fire DMG to Fire spells Base Success: A firefly appears over your shoulder, darting out to strike any target you deal Fire damage to. Each time you deal Fire damage, the same target is struck by the Firefly for 10 damage (Fire), ignoring up to 20 PRO (Fire).

FIREBALL The caster creates a sphere of flame that shoots towards a location, exploding on impact. Type: Elements, Fire Cost: +20 mana Range: 30m Duration: Instant On Hit Enchant: -5 PRO (Fire) for 2 phases Passive Enchant: Fire Aura 2m, 5 DMG Base Success: A an orb of molten rock and fire explodes in a 10m radius around a point chosen within range. Targets in the area of effect take 70 Damage (Fire). Targets may roll an Evasion AT to reduce the damage by the ATR. (1c) Range Adjustment: +10m (1c) Damage Adjustment: +2 Fire (15c) Special Adjustment: Melt Targets struck by Fireball suffer Wound Points equal to the Impact ARM value of any metal based armor they are wearing for 3 phases unless the armor is removed

GUST A powerful gust of air is created which strikes a target, knocking them backwards. Type: Elements, Air Cost: 15 mana Range: 15m Duration: Instant On Hit Enchant: +5 Impact DMG Passive Enchant: +1 movement speed Base Success: The target takes 10 Damage (Impact) and is knocked back 10m. The target takes a STR AT to reduce the distance knocked back by the ATR (in meters). (1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Impact (5c) Strength Adjustment: +1 meter knockback

(2c) Damage Adjustment: +1 Fire (2c) Duration Adjustment: +1 phase (8c) Special Adjustment: Burrow Firefly strikes once, after which it burrows into the flesh of the target struck, remaining there until its duration expires. At the start of each phase after the initial strike, the target suffers Firefly’s damage ignoring up to 40 PRO (Fire)

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(15c) Special Adjustment: Controlled Burst You may choose the direction the target is pushed by the knockback portion of this spell (25c) Alternate Base Success: Cyclone (45c) Alternate Base Success: Tornado

CYCLONE The caster calls forth violent winds to surround and batter their target. Type: Elements, Air Cost: +15 mana Range: 20m Duration: Special On Hit Enchant: None Passive Enchant: Immunity to knockback effects

Base Success: The target is thrown 10m into the air, immediately taking 20 Damage (Impact) from the blast. The target is then held above the ground for the following phase, unable to act, as a deadly vortex of wind batters them for an additional 20 Damage (Impact). At the beginning of the next phase, the target falls to the earth, taking 50 Damage (Impact) from the drop. While suspended by the vortex, outside forces may not interact with the target. Creatures bigger than Large size are not thrown into the air and may be interacted with normally, but are still blasted by winds, taking the Impact damage of the spell. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 initial Damage (Impact) (25c) Special Adjustment: What Goes Up Instead of being held in the air for a phase, the target takes initial damage and is thrust 15m into the air, and the spell ends. Creatures unable to slow their fall take 75 Damage (Impact) from the drop. (Large targets and smaller only)

TORNADO The final evolution of Gust summons forth a powerful Tornado which ravages the area. Type: Elements, Air Cost: +35 mana Range: 60m Duration: 10 phases On Hit Enchant: 25% CT to knock prone, up to large size Passive Enchant: Ranged Weapon Only: +5 Speed

Base Success: A mini-tornado forms at a point within range. The tornado destroys everything in its path, tearing through structures and tossing creatures and debris through the air. The base of the tornado is 15m wide and it travels at a speed of 10m per phase. Any creature caught inside suffers the effects of Cyclone, including creatures up to Huge size. (1c) Range Adjustment: +1m (1c) Damage Adjustment: +2 initial Damage (Impact) (15c) Special Adjustment: What Goes Up Instead of being held in the air for two phases, the target takes initial damage and is thrust 20m into the air, and the spell ends. Creatures unable to slow their fall take 100 Damage (Impact) from the drop. (Huge targets and smaller only).

HARDEN The caster’s skin hardens and takes on a greyish pallor, enhancing their toughness. In addition, this provides a minor boost in strength, accompanied by a loss in speed. Type: Elements, Earth, Protection Cost: 15 mana Range: Self Duration: 5 phases On Hit Enchant: None Passive Enchant: +5 ARM (Slashing) Base Success: You gain +10 ARM (All), +1 STR, -2 AGI. (1c) Duration Adjustment: +1 phase (8c) Strength Adjustment: +1 ARM (All) (12c) Strength Adjustment: +1 STR (20c) Special Adjustment: Craggy Successful weapon strikes made against you take a CT 20%. Upon success, the weapon breaks. This has no effect on magical weapons (25c) Alternate Base Success: Crust (45c) Alternate Base Success: Earth Spike

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CRUST This evolved version of Harden creates a dense layer of earth that surrounds the caster’s flesh, absorbing incoming physical damage. Being struck while under the effects of Crust causes bits of earth and rock to crumble and fragment off, however the caster remains unharmed. Type: Elements, Earth, Protection Cost: +10 mana Range: Self Duration: 3 phases On Hit Enchant: None Passive Enchant: +5 Mining skill Base Success: You gain an earthen crust which absorbs 100 points worth of incoming physical damage. Armor values are not applied to this incoming damage. Magical damage is not affected. When this amount has been fully absorbed, the spell ends. (1c) Duration Adjustment: +1 Phase (5c) Strength Adjustment: +20 damage absorbed (10c) Special Adjustment: Earthbound You may not be knocked back, up, or down while this is in effect

EARTH SPIKE This spell further enhances the caster’s control over the earth, causing a giant earthen spike to protrude from their body when struck. The caster also gains some control over the ground nearby, allowing him to cause earthen hands to rise forth from the ground, protecting him or his allies. Type: Elements, Earth, Protection Cost: +25 mana Range: Self Duration: 3 phases On Hit Enchant: +5 Piercing DMG Passive Enchant: +1 to Earth type spell ATs Base Success: You are covered in a layer of earth as per Crust, which absorbs 200 points worth of physical damage. When struck in melee combat, a large earthen spike will spring toward the attacker, dealing 50 damage (Piercing).

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Attackers may roll an Evasion AT to reduce the damage by the ATR. Once per phase as an IFU action, you may either:

SPIKE Impale a target within 30m with an earthen spike which shoots forth from the ground, dealing 50 damage (Piercing). Targets may roll an Evasion AT to reduce the damage by the ATR.

GUARD Cause a giant earthen hand to spring up in front of a target within 30m. This will negate up to 100 points of incoming damage of any type. Damage in excess of 100 will pass through to the target. This can only be used reactively to prevent a successful strike or spell. Once the damage is prevented, the hand immediately sinks back into the earth. (1c) Damage Adjustment: +1 Piercing to Spikes (3c) Strength Adjustment: +20 damage absorbed by Crust and Guard (5c) Duration Adjustment: +1 Phase (6c) Special Adjustment: Earthbound You may not be knocked back, up, or down while this is in effect

ICE SHIELD The caster causes the moisture in the air to solidify into an icy shield, roughly the size of a heater shield. Type: Elements, Water, Protection Cost: 10 mana Range: Self Duration: 10 phases On Hit Enchant: +5 Cold DMG Passive Enchant: +5 PRO (Cold) Base Success: A square, icy shield forms in your off-hand with the following stats: Weight: 5kg Block: 6 Cover: 12 PRO (All): +8 PRO (Fire, Celestial): +12 PRO (Cold): +20

(1c) Duration Adjustment: +1 phase (4c) Strength Adjustment: +1 PRO (Cold) (10c) Strength Adjustment: +1 PRO (Fire, Celestial) (15c) Special Adjustment: Temperature Control

You are immune to the negative effects of extreme temperatures while holding the shield (25c) Alternate Base Success: Tomb (45c) Alternate Base Success: Shatter

TOMB This more powerful adjustment of Shield freezes a target in a block of ice that incapacitates them in exchange for mighty defense. Type: Elements, Water, Protection Cost: +15 mana Range: Touch Duration: 2 phases On Hit Enchant: None Passive Enchant: +5 Cold DMG to Water type spells

Base Success: The target is tombed and surrounded by an ice barrier with 200 Health. During this time they are unable to act, and cannot be affected by damage or effects. The barrier may be destroyed, and takes double damage from Fire and Celestial sources. If the final strike on the barrier exceeds the total remaining Health of the barrier, the excess damage is dealt to the trapped individual. When the duration expires, the barrier melts away.

Base Success: You cause your Ice Shield or Tomb to explode, causing the following effects: Ice Shield: The shield explodes outwardly towards an opponent you choose within 30m, hitting them with a blast of ice. This deals 40 damage (Cold), and slows their movement speed by ½ for 1 phase. (1c) Damage Adjustment: +2 Cold (1c) Range Adjustment: +1m (15c) Special Adjustment: Shear Shards of ice slice the opponent, causing bleed (5) Tomb: Ice shards spray in all directions, dealing 50 Damage (Cold) to all enemies within 30m. Victims make make an Evasion AT to reduce the damage by the ATR. (1c) Damage Adjustment: +2 Cold (1c) Range Adjustment: +1m

IMBUE With this spell the caster may imbue a small stone with magical energy. Creatures holding the stone will gain benefits to a particular magic type. Type: Elements, Arcane Cost: 10 mana Range: Touch Duration: 1 day On Hit Enchant: None Passive Enchant: +1 to a chosen spell type’s ATs

(2c) Strength Adjustment: +10 Health (10c) Duration Adjustment: +1 phase (10c) Special Adjustment: Defrost You may end the duration at any time as an IU action

SHATTER With a subtle change to the stability of the ice, the caster may cause it to explode, turning these barriers into offensive weapons. Shatter may be cast while affected by Tomb, and may be used on Tombs created by other casters. Type: Elements, Water Cost: +25 mana Range: 30m Duration: Instant On Hit Enchant: -5 PRO (Cold) for 2 phases Passive Enchant: +1 to Water type spell ATs

Base Success: You choose a magical sub-type and infuses it into a small stone. The stone must be at least the size of a marble, and you must know a spell which uses the type of magic you wish to infuse. Creatures holding the stone on their person gain a +1 AT bonus to casting a spell of that type. Stones granting the same magical bonus do not stack. (5c) Duration Adjustment: +1 day (12c) Strength Adjustment: +1 AT bonus (8c) Special Adjustment: Tailor The bonus may be imbued into an article of clothing (25c) Alternate Base Success: Mana Gem (45c) Alternate Base Success: Spellstone

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MANA GEM This alteration to imbuing allows the caster to store mana into a precious gem, granting a small reserve when needed. Type: Elements, Arcane Cost: 5 mana + amount transferred Range: Touch Duration: 1 week On Hit Enchant: Target loses 1 Mana Passive Enchant: +5 Mana Base Success: You transfer up to 30 mana from your own pool into a gem. Pure gems of particularly high value are more receptive to holding mana, increasing the amount which can be transferred based on their value. Gem worth 1 gp: +5 mana Gem worth 10 gp: +15 mana Gem worth 100 gp: +25 mana Gem worth 1000 gp or more: +50 mana Once created, any caster may drain the mana from the gem as an Instant, Untested action. (1c) Duration Adjustment: +1 week (1c) Strength Adjustment: +1 mana transferred (15c) Special Adjustment: Locked Only the original caster may drain mana from the gem.

SPELLSTONE By mastering the art of magical transference, this caster has learned how to place a spell directly into a small precious stone to be unleashed at any time. The gem must have a value of at least 100gp. Type: Elements, Arcane Cost: +15 mana Range: Touch Duration: 1 week On Hit Enchant: Steals 1 Mana from target Passive Enchant: None Base Success: You prepare a precious gem to receive a spell. You have 5 phases to cast another spell, infusing it into the gem. If no spell is cast into the gem within 5 phases, Spellstone fades, leaving the gem in its original state.

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Infusing the gem: Once Spellstone has prepared the gem, you may cast any spell, placing it into the gem. Record the ATR used to cast this spell. Appearance: The color and brightness of the gem will change based upon the spell infused. Gems infused with Elements magic will glow red. Those infused with Calling will glow green. Change gems glow blue, Light gems glow white or yellow, and Dark infused gems are black. Higher ATRs upon creation will cause the gems to glow much more brightly than lower ATRs. Using the Spellstone: Any creature may unleash a spell from a Spellstone as an IU action. The ATR used for the spell upon its release is the ATR used when it was placed into the gem. No mana is consumed upon use. Once the spell is released, the gem returns to being ordinary. All effects of the spell are determined as though the creature cast it themselves, unless they are unaware of the spell within. Spellstone use by uninformed users: Creatures coming across Spellstones will have no knowledge of the spell contained inside (other than its Legacy) without the use of an Identify spell (and those unfamiliar with magic in general may not realize their purpose at all.) Spells may still be released from the gems by uninformed users. The user has the choice to direct the spell towards themself, another individual, object or area, their effects taking place whether beneficial or detrimental. Any excess CAP generated by the spell in this case is lost or spent at the Dreamweavers discretion. If the target chosen is beyond the base range of the spell, the spell will be released at its maximum range in that direction. Area of effect spells will spawn with their center on the target that was chosen. Spells released inappropriately (a Telepathy spell on oneself, a Resurrection spell on a living target, a Heal spell cast at the ground) will simply fizzle out and have no effect. The original creator of a Spellstone will always know what spell resides within. (1c) Duration Adjustment: +1 week (10c) Special Adjustment: Roulette The color of the gem becomes random (10c) Special Adjustment: Locked Only the original creator may release the spell from the gem

Base Success: The target suffers 30 Damage (Electricity) and is dazed, suffering a -2 to all ATs for the remainder of the phase. The bolt jumps to an additional enemy within 10m, doing one half damage, rounded up (but does not daze them.) (1c) Range Adjustment: +1m (1c) Damage Adjustment: +1 Electricity (6c) Strength Adjustment: Jumps to one additional target within 10m. This may be purchased more than once. Does half damage of the original bolt

TEMPEST

SHOCK The caster reaches out towards a target, shooting electrical sparks which shock and daze them. Type: Elements, Air Cost: 10 mana Range: 5m Duration: Instant On Hit Enchant: +5 Electricity DMG Passive Enchant: +5 PRO (Electricity) Base Success: The target suffers 12 Damage (Electricity) and is dazed, suffering a -2 to all ATs for the remainder of the phase. (1c) Range Adjustment: +1m (2c) Damage Adjustment: +1 Electricity (5c) Strength Adjustment: Disorient The target’s next spell cast within 2 phases costs 5 additional mana (25c) Alternate Base Success: Chain Lightning (45c) Alternate Base Success: Tempest

CHAIN LIGHTNING The caster shoots forth bolts of lightning from their hand that strike the target and jump to nearby enemies. Type: Elements, Air Cost: +15 mana Range: 30m Duration: Instant

A large, violent storm is summoned over the area, striking down upon your enemies relentlessly. Extreme wind, rain, snow, and hail pours down, making it very difficult to function in a normal capacity. Type: Elements, Air Cost: +40 mana Range: 100m Duration: 10 phases On Hit Enchant: -5 PRO (Electricity) for 2 phases

Passive Enchant: +1 to Air type spell ATs Base Success: A 100m x 100m area is blanketed by Tempest. All creatures inside have their vision reduced to 10m, suffer a -8 to all ATs, and take 20 Damage (Impact) per phase. Ranged weapon use inside the area is made impossible. At the beginning of each phase, you may choose to strike any target within the area with a lightning bolt, dealing 40 Damage (Electricity). (1c) Range Adjustment: +1m (1c) Size Adjustment: +10m x 10m size (1c) Damage Adjustment: +2 Impact (1c) Strength Adjustment: +2 Electricity to Lightning bolt. (5c) Special Adjustment: Whiteout Vision of all creatures inside Tempest is reduced to 3m (10c) Special Adjustment: Torrent Magical effects that allow for Evasion ATs are also thrown off course, giving targets a +15 to their Evasion AT to reduce damage

On Hit Enchant: Deals 5 Electricity DMG to the target and two additional targets within 3m Passive Enchant: +5 Electricity DMG to Air type spells

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WATER WALKING By uttering a few elemental blessings, the caster grants their target the ability to walk atop liquids as though it were dry land. Type: Elements, Water, Enhancement Cost: 10 mana Range: 10m Duration:10 phases On Hit Enchant: None Passive Enchant: +5 Swimming skill Base Success: The target may walk across any body of liquid, including snow, quicksand, lava, etc, as though it were solid land. This does not grant immunity to hostile liquids. For example, walking across lava will still burn the caster, and walking across a pool of poison may still transmit ill effects. If cast while underwater, the user may climb as though walking up stairs until they reach the surface. (1c) Duration Adjustment: +1 phase (8c) Strength Adjustment: +1 Additional target affected (25c) Alternate Base Success: Bubble (45c) Alternate Base Success: Whirlpool

BUBBLE This change to water manipulation creates an encircling water bubble that protects from fire, puts out fires and allows water breathing. Type: Elements, Water Cost : +10 mana Range: Self Duration:10 phases On Hit Enchant: None Passive Enchant: Water Walking, +10 process difficulty

Base Success: A large water bubble forms, circling around you for the duration. Each phase as an IFU, you may choose one of the following: Water Breathing: You call the bubble to surround your head or an ally’s head, giving breathable air for as long as it remains. Water Shield: The bubble expands and completely surrounds you or an ally, granting +30 PRO (Fire), and allowing passage through any non-magical flame unharmed.

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Extinguish: You send the bubble toward a source of flame, where it rains down magical water. A 2m wide area of fire may be extinguished per phase in this manner. In addition, you may have the bubble rain water over any large sized creature or smaller with a Fire Aura, nullifying its effects while the bubble remains in place. The bubble may travel no further than 10m away from you. (1c) Duration Adjustment: +1 phase (1c) Strength Adjustment: +1m bubble range (4c) Strength Adjustment: +1 Bubble

WHIRLPOOL This final adjustment to Water Walking allows the caster to step into a natural body of water and emerge via another. Type: Elements, Water, Space Cost: +30 mana Range: 20Km Duration: Instant On Hit Enchant: None Passive Enchant: Water Breathing, +15 process difficulty Base Success: You step into a natural body of water capable of holding your entire body submerged. You may re-emerge from any other natural body of water within range that can hold your body. You will be able to sense available locations while submerged, choosing to emerge at any time within the next 10 phases. During this time you may move and breathe freely in that body of water. (1c) Range Adjustment: +5km (10c) Special Adjustment: Unnatural You may step into unnatural or man made bodies of water (as long as they can contain your full size).

Chapter Eight: Rules RULES Role playing games allow people to tell and experience great stories in a unique way where each person involved has a direct effect on the course of the story through the actions their characters take. To make sure that every player has a fair shake when attempting to contribute, rules are needed to adjudicate the result of those character’s actions. In Dreamscape: Laruna, characters are created and given statistics to show how capable they are at the things they try to do. The provided rules are then used to test these statistics in order to see how well they’ve succeeded at their efforts, if at all. Basically, whenever a player tries to do something, dice are rolled to represent how above or below their average performance any particular attempt ends up being. Then, if successful at their attempted action, they are given the ability to explain the nuances of how their intent came to fruition. Below, we’re going to take a look at each

individual concept and mechanic in depth so that you can properly understand how to use everything that Dreamscape:Laruna’s rules have to offer when telling your own stories.

HOW IT ALL WORKS Any time a character attempts to take an action where the outcome is in question, the player is going to make an Ability Test. The Ability Test is made by rolling two ten sided dice—an Over die (positive), and an Under die (negative). The results of the two dice are combined and then added to the relevant Ability Score in question. This Ability Score is the rating of the most appropriate skill combined with the rating for the most relevant Attribute. This result is compared against a difficulty, which if exceeded will indicate success. If success is achieved, the amount by which this difficulty is exceeded will be given to the player as a form of currency called CAP, which they spend to specifically adjust the outcome of their desired action.

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ABILITY SCORE The first thing a player must do when their character wishes to take an action is to determine what skill they are applying or testing to produce that action. Once decided, the player will take their characters chosen skill rating and combine it with the most appropriate attribute rating to create an Ability Score. This Ability Score will be used during the process to determine just how successful, if at all, the character’s attempt truly is. Once the proper Ability Score is determined, the player rolls his dice. To generate an Ability Score when using a Base Skill, the Base Skill Rating is added to the appropriate Attribute. To generate an Ability Score when using an Advanced Skill, the Advanced Skill Rating is added to the appropriate Base Skill Rating and appropriate Attribute. Other bonuses, such as those provided by Legacy Ranks, may also apply.

ROLLING THE DICE All die rolls are made using two ten sided dice. One die, referred to as the “Over” die, represents how far above (or Over) a character’s base level of ability they can perform. Similarly, the second die (the “Under” die) represents how far beneath (or Under) a character’s base level of ability they can perform. When a roll is required, a player rolls their Over die and Under die simultaneously to achieve a result that ranges from -9 to +9. It is important that these dice are distinguishable from one another (such as being different colors) and each die is identified as the Over or Under die before being rolled. When rolling, the numbers on the face of the Over die are POSITIVE, and the numbers on the face of the Under die are NEGATIVE. To determine the result of this roll, the player simply combines the two values (one positive and one negative) and the result is referred to as their Over/Under. Keep in mind that if the number on the Under die is larger than that of the Over die, your Over/Under will be a negative value. Example: Tom is asked to make a roll. Tom has declared that his white ten sided die will be his Over die and that his black die will be his Under die. Tom rolls a 7 on his white Over die and a 3 on his black Under die. Tom then combines these values (7 and -3) to determine his Over/Under, which is a 4. Had Tom

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rolled a 3 on his white Over die and a 7 on his black Under die, the result would be a -4 (3 + -7).

SHATTERS AND CHOKES Normally, the values of the Over die and Under die are combined to produce an Over/Under. But what if the Over and Under dice turn up the same number? When this happens, there are three possibilities. If both dice show a ten, a “Shatter” has been produced. This represents a character going above and beyond their normal level of ability and achieving fantastic success. When a shatter is rolled, the Over/ Under for that roll is a 12. Conversely, if the Over and Under dice both show a one, the character has choked—a disastrous result which sets the Over/Under for that roll to a NEGATIVE twelve (-12). Finally, if the face value of the Over and Under dice are the same, but not a one or a ten, the character has performed exactly in line with their ability and their Over/Under is zero.

ABILITY TEST RESULT The second part of determining any action’s outcome is combining your Over/Under with your Ability Score. This produces an Ability Test Result (or ATR). Example: Continuing the previous example, Tom has rolled his dice and generated an Over/Under of 4. This Over/Under is added to his Academics (INT) Ability Score, which is 15. This produces an Ability Test Result of 19. After the Ability Test Result is calculated, this ATR is compared to the difficulty of the test to determine how successful the attempted action was.

DIFFICULTY The difficulty of an Ability Test can be derived in one of two ways. The first method is having it assigned a set number by the Dreamweaver, while the second method is having it generated by an opposing party. When a character’s only opposition is the inherent difficulty of what they are attempting to do, the Difficulty for that Ability Test is a set number determined by the Dreamweaver.

In these cases, there is not a second party attempting to stop, slow, or prevent the character’s success,and the only challenge is to see whether their performance is good enough to succeed at what they are trying to do. Examples of Ability Tests that use a difficulty are: climbing a rope, shooting a bow, or racing on a horse. The number that is chosen as the difficulty represents the general ability level one must have to complete the chosen task consistently. Example: Marco is practicing his Brawling by punching a stuffed straw target for 3 minutes. The Dreamweaver decides the difficulty for this task is 8, as keeping your punches consistent and accurate over 3 minutes takes some ability, but can be done by someone without advanced training. Marco’s Brawling (Strength) ATR is a 9,which is then compared to the set difficulty of 8. Difficulty 0-10 11-20 21-30 31-40 41-50

Level of Complexity Simple, requires little to no training Basic, requires rudimentary training Difficult, requires advanced training Very Difficult, requires elite level of training Extraordinary, possible only for the best

DEFENSIVE ABILITY TEST When a character’s attempt at doing something is being contested by another character, the difficulty is not a set number. Instead, it is determined by a Defensive Ability Test made by the target. A Defensive Ability Test is in most ways identical to a normal AT, with the exception being that its ATR serves the sole purpose of setting a difficulty for another character’s Ability Test. This demonstrates how a character’s active opposition is determining how difficult a given action is. CAP is NOT accrued by a Defensive Ability Test.

Example: Marco has decided to step up his training and start sparring with his guild-mate Brian. When squaring off, Marco makes a Brawling (Strength) Ability Test against Brian. Brian then makes a Defensive Ability Test to set the difficulty for Marco. Brian makes his Defensive AT and gets an ATR of 12. This means the difficulty for Marco’s Brawling AT is now 12. Most of the time, a character’s Defensive Ability Test will use the same skill as the one being used by the character acting against them. But this is not always the case. For instance, if one character has only the Melee Combat Base Skill but gets into a sword fight with a trained swordsman then that swordsman would be using their Longsword Advanced Skill as their Defensive AT. A Defensive Ability Test represents a character’s efforts to intelligently defend themselves, and so an appropriate Skill must be used to make it. Thus, a character could not choose to use their Crafting skill to make a Defensive AT while in the middle of a fight.

ABILITY TEST OUTCOME Now that the Ability Test has generated an ATR, it can be compared to the difficulty to determine what the outcome of the intended action actually is. In the event where the ATR is less than or equal to the difficulty, the character’s efforts are insufficient to produce a Base Success. Should the player’s ATR exceed the difficulty, their efforts are sufficient to produce a Base Success, and are said to have won the Ability Test.

BASE SUCCESS A Base Success is when a character has accomplished just enough of their intended action for it to be considered successful. For example, a character may make an AT to swing a pick-axe at a large rock in a mine. Purchasing base success will ensure they hit the rock (their intended action) but will not indicate if they end up with a large chunk of gold or a fistful of dirt. For this purpose, we must generate and utilize CAP.

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COMPETITIVE ACTION POINTS Competitive Advantage Points (or CAP for short) show how well a character has performed at an Ability Test. CAP is generated by comparing the final result of an Ability Test to that test’s difficulty. When these two numbers are compared, any positive difference between the ATR and the difficulty is awarded to the player as CAP. Example: While sparring, Marco and Brian have both made their relevant ATs, with Marco’s ATR being a 15 and Brian’s Defensive ATR being a 12. Because Marco exceeded his ATs difficulty by three, he is awarded 3 CAP.

SPENDING CAP Once CAP has been awarded to a player, they may then spend this CAP to show how their efforts paid off. CAP is spent on CAP Adjustments, which alter the results of a Base Success. Most of the time, the Adjustments that can be purchased are determined by the skill being tested or the equipment that is being used to conduct the test. The seven most common kinds of CAP Adjustments presented in ODAM are: Strength Adjustments adjust the magnitude of a base success. Duration Adjustments make the results of an Ability Test last longer. Cost Adjustments alter the resource cost of achieving base success. Speed Adjustments reduce the amount of time it takes to perform a base success. Damage Adjustments cause attacks to inflict more damage. Range Adjustments extend the physical range that a success can cover. Weapon Adjustments represent unique effects created when landing an attack with a specific weapon. Multiple Adjustments can be purchased when spending CAP, and the same Adjustment can be purchased multiple times unless the Adjustment in question (or the Dreamweaver) states otherwise. Example: Tom is attempting to open a small locked box his traveling partner has left unattended. Tom makes a Lockpicking (AGI) Ability Test, and has produced an ATR of 19.

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The Dreamweaver sets the difficulty of this Test at 16—the box’s lock is finer than usual, and Tom’s character does not know when his partner will return. The Dreamweaver also tells Tom that it will take 5 minutes to attempt to open the lock. Tom compares his Ability Test Result of 19 to the difficulty of 16. Since Tom exceeded his AT’s Difficulty, he is granted a Base Success and generated 3 CAP. Prior to the AT being made, the Dreamweaver decided that Tom can choose to either speed up his attempt at the rate of 1 minute per CAP (a 1c Speed Adjustment), or he can examine the box further (a 3c Strength Adjustment). Tom’s character is more concerned with not getting caught than anything else, so Tom decides to spend his 3 CAP on 3 Speed Adjustments, allowing him to open the box in 2 minutes instead of 5. Tom gets to peek into the box and lock it back up with no one the wiser.

UNDERSTANDING ADJUSTMENTS At its core, CAP serves as a way of allowing players to better narrate their character’s actions. Ultimately it is the Dreamweaver who must decide exactly what takes place in every scene throughout a story, but CAP gives the player just a bit more customization that can make all the difference in how their story plays out. Imagine a swordsman locked in a climactic duel. Basic dictation of success or failure with any given swing of the blade will help the situation come to a resolution, but add CAP to the story and suddenly the player acting as the swordsman can take a much more active hand in how the duel turned out. As opposed to a tit for tat exchange of attacks and parries, CAP expenditure will allow the player to tell just how each action of significance bore fruit. Did they swing their trusty sword so hard it took an opponent’s arm off? Did they opt to strike with a quick glancing blow, waiting for an opportunity to present itself so they can deliver a lethal strike? How about a sorcerer casting a spell at someone who is just out of the spell’s normal range? Is the sorcerer skilled enough to stretch the range of their spell at the cost of doing considerably more damage? Will they have to ability to alter the spell in a significant way and still hit their target? Take a player whose character is an enchanter that imbues weapons used to fight a Kreesh. This player tells the Dreamweaver that over a five month journey, their character is going to use his enchanting ability to improve his guildmate’s equipment.

Such a situation would normally be resolved by making a sort of wish list that would eventually be given a yes or no stamp of approval. Instead, CAP allows the enchanter to tell exactly how all of his efforts paid off. Was he interested in enchanting a sword to deal ice damage? If so he could have spent some CAP to add that adjustment to his result. Did he instead want the sword to have a magically enhanced edge to create more severe bleeding effects? Did he earn enough CAP to make both adjustments, or did he find that he wasn’t capable of accomplishing both? These examples show just how much richer her the exchange between a player and their Dreamweaver weaverr can be, giving the player the chance to better dictatee their character’s actions.

CHANCE TEST T

UNSKILLED TESTS In a situation where a character has to do something that does not require any specific skill but instead uses just their innate attributes (such as applying Strength to break down a door or Intellect to try to remember directions you’ve been given), an Unskilled Ability Test is made. Unskilled Ability Tests work the same way as any other Ability Test, but use only one number to determine their Ability Score— the rating of whichever Attribute is being tested. Since S inc ncee Attributes At are normall normally ly rrated ate ted d from om m1 1-10, 10,, the th he di difficulty diff ffic icul ulty ty of Unskilled Un nsk s illle led d Ability Te Tests sshould hou oulld ld also als l o g ge generally nera ne rally ra range ang ge from m1 1-10. -10. -1 0. IIn n additi addition, tion, al all ll pe penalties enalt na alt ltie iess ie are a re redu reduced uceed by halff (round (rounded nded dow down) wn) when nm making aki kin ng ng an U Unskilled n ki ns kill l ed dA Ability bility Test. Tes est. t A character characteer may also o make makee an U Unskilled nski ns kill lled ed Abi Ability bili lity ty Test if tthey heyy do nott h he have avee an av n applicable appl ap plicab ble skill ski kill to o use. use. e.

A chance test is a special test made to determine ermine if a particular event has taken place. For this purpose, both the Over and Under die will represent different ifffe ferrent nt %a nd values in an effort to yield a result between 1% and he ttens ens 100%. To do this, the Over die will represent the column and the Under die will represent thee sing single gle digit column. These values are combined to produce rodu uce a percentage value. ance of This value is then compared to the chance the event in question taking place. If the value ue iiss equal to or below the percentage chance of thee event nt taking place, then the event has occurred. If the he value is above the percentage chance of the event ta taki taking king ng place, the event has not occurred. Example: Jason’s character has an ability ty thats tha ats effect changes based on whether or not it is raining. rai aini ning. As tracking the weather through a story’s ’s time line is typically a detail unworthy of attention, on,, the Dreamweaver decides a Chance Test is called fo for. r. The story takes place on one of Izumo’s wettest islands, and n s, nd s so o the Dreamweaver states there is a 40% chance that nce th hat it is raining. Jason rolls a chance test and ggets etss a 3 et on his Over die and a 7 on his Under die. This is giv gives ves him a result of 37%, which is below the 40% ch chance, chan nce ce, indicating that it is raining.

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PHASES

PART TWO: DECLARATION OF ACTIONS

Regardless of the type of story being told, measurements of time are necessary to keep track of events. This becomes especially important during combat or other competitive scenes. For scenes of this nature, Dreamscape: Laruna uses a basic increment of time call a Phase. A Phase is a non-specific measurement of time, generally ranging between approximately 5 to 15 seconds. This range can be altered significantly to satisfy the needs of the Dreamweaver. This mutability allows for better control by the Dreamweaver to narrate the story in the most appropriate manner possible. Phases are broken up into 3 basic parts used to help keep track of the order of events during crucial portions of the story.

Once Reaction Order is established, all characters must declare all their intended actions for the phase, starting with the character who has the lowest position in Reaction order and working up the list, ending with the character who had the highest position in the Reaction order. Before declaring any actions, a player may choose to delay their actions. If they do so, they may choose any position below their own in the Reaction Order. This remains their position until the end of the phase.

PART ONE: REACTION ORDER The first part of a phase is the establishment of Reaction Order. Reaction Order determines what order the actions of a phase occur in. To establish Reaction Order, characters will be using their Reaction Score to make a unique form of Ability Test. Any time where the sequence of events is significant and in question, a Reaction Ability Test is made to start a new phase. Making a Reaction AT is similar to a normal Ability Test, with the differences being that CAP is not generated and the ATR is not compared to a difficulty. Instead, the ATR is compared to the Reaction ATR of all other participants in the phase. A Reaction order is then established by declaring the highest Reaction ATR as first, followed by the next highest ATR being declared second, and so on, until all ATRs are assigned a position in the Reaction Order. Once a Reaction Order is determined, it remains the same unless there is a need to reestablish the order of events. A new combatant entering a battle is a good example of why Reaction would be re-tested. When Reaction is re-tested in this way, Reaction Order is re-established and all participants who have not yet acted may do so in accordance with this new order.

PART THREE: RESOLUTION Finally, all actions being taken are resolved according to Reaction order, starting with the character that has the highest position and ending with the character that has the lowest position. Resolving a character’s actions includes making any applicable ATs, spending CAP, or accounting for the effects of any untested actions being taken. Once all actions are resolved, and each character has had their turn in the Reaction order, the phase is considered over.

ACTION TYPES Different situations call for different types of actions, and each type of action has its own set of conditions when it comes to making Ability Tests and spending CAP. A single action can be either Tested or Untested, which measures whether or not its outcome is in question: •



Tested Actions A Tested Action is a standard action where the outcome is in question and requires an Ability Test for that outcome to be determined. Untested Actions - Some actions do not have their outcomes in question, and thus do not require an Ability Test.

Whether they are Tested or Untested, the amount of time an action takes determines if the action is Instant, Persistent, or Enduring. •

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Instant Actions are just as they sound— instant. They take place at a specific moment in a phase.



Persistent Actions take place over the duration of a phase and can possibly continue on into subsequent phases. A persistent action is considered to be ongoing throughout the entirety of the phase from the moment the action begins until it is ended by completion or other circumstances.

Unlike resolving a normal Ability Test, when attempting a Persistent Action, certain unique rules apply. Persistent actions can not be attempted multiple times to accomplish the exact same goal within a single phase. When making a Persistent AT, CAP does not have to be spent in the same phase it is generated. Instead, it can be carried over into subsequent phases. Similarly, the Base Success granted by winning an Ability Test does not have to be used in the same phase it is granted. It instead can be exchanged for 3 CAP, which can then be carried into subsequent phases. Base Success can be purchased for 3 CAP, even if it has not been granted by winning an AT. Being that CAP Adjustments always adjust a Base Success; in order for CAP adjustments to be used, Base Success must first have either been granted by winning an AT, or purchased with CAP. •

Enduring Actions are similar to Persistent Actions in that they take place over the duration of a phase and continue into subsequent phases. Where they differ is that unlike Persistent Actions, Enduring Actions retain their accrued CAP even after the current AT is completed. This action may be resumed at a another time—hours, days, or even weeks later, continuing to accrue CAP towards a specific goal. Most crafting actions are considered Enduring actions.

TAKING MULTIPLE ACTIONS If a player wishes to take more than one action in a single phase, they may do so. Splitting your attention this way is challenging and causes each Ability Test taken during that phase to be subject to a penalty. In a phase where two actions are attempted, each AT is taken at a -10 penalty. Additional actions may be taken in the same phase with the Dreamweaver’s permission, with each action beyond the second increasing the penalty to all ATs in the phase by -5.

When making multiple ATs in a single phase, CAP is gained, accrued, and spent separately for each. It is important to also remember when declaring multiple actions that the Dreamweaver must decide if it is suitable for the character to even do so, with the most significant limiting factor being time. Any given phase is only a few seconds long so regardless of incurred penalties, there simply may not be enough time to do everything desired in a single phase. An exception to this rule is when an action is free. A Free Action is an action that does not count toward the multiple action penalty in a phase. Generally speaking, free actions are ones that do not require much, if any, concentration. Throughout this book, you will find that some actions have their types abbreviated. Most commonly used are IFU (Instant, Free, Untested) actions, IFT (Instant, Free, Tested) actions, and IU (Instant, Untested) actions.

PERSONAL MOVEMENT Every creature may move a maximum distance in meters equal to their Agility score within a single phase. This is referred to as their Base Movement. Moving in this way is an Untested, Persistent Action. A character can also choose to forsake all other actions and run as fast as possible during a phase. Doing this prevents them from taking any other actions, but allows them to move a distance equal to double their Base Movement in meters in a phase. Running in this manner costs 5 Stamina per phase. In addition, every character can move a single meter as an IFU action once per phase. This represents being able to take a single step in any direction.

JUMPING A character with a running start may jump a forward distance in meters equal to their Strength score. Without a running start, this distance is halved. A character with a running start may jump in height a distance in meters equal to ¼ of their Strength. Without a running start, this distance is halved.

FALLING A character takes 5 Damage (Impact) upon hitting the ground for every meter they fell.

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OVERWORLD MOVEMENT

GATES

A properly prepared traveler can walk approximately 32 kilometers in a single day. This accounts for about 8 hours of focused walking per day with sufficient rest and meals. Moving at this pace costs 10 Stamina per hour. This pace can be quickened to approximately 40 kilometers a day by engaging in a forced march, which accounts for 8 hours of marching at a cost of 15 Stamina per hour. Moving through rough terrain without roads, such as forests, mountains, and swamplands reduce this distance by half.

Gates allow for instantaneous transmission to other parts of the world. Each gate in Laruna is linked to a single sister-gate in another location. Gate locations, their accessibility, and where they lead can be found in the Kingdoms Chapter.

MOUNTED TRAVEL A properly prepared horse can travel approximately 40 kilometers in a single day at a steady pace. This accounts for 8 hours of trotting per day with sufficient rest and meals. Moving at this pace costs the horse 10 Stamina per hour. In extreme cases, horses can also gallop at approximately 40 kilometers an hour, but can only maintain this pace for an hour or two. Moving at this pace costs 45 Stamina per hour. Moving through rough terrain such as forests, mountains and swamplands reduce this speed by half. Horses regain their Stamina at the rate of their Endurance Attribute per hour.

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FOOD Each of the mortal races have different requirements for daily sustenance. For every day that a human goes without eating and drinking an appropriate amount of food and water, they suffer 10 points of Stamina damage. A human who does not have a sufficient amount of water to drink will die after 3 days, while they can survive without food for about 3 weeks before dying. Garaith require about twice as much food as humans to survive, but only half as much water. Descendants do not eat or drink, but instead find their sustenance by absorbing the energy of other members of the mortal races (See page 73 for more information on The Exchange.) Every 24 hours that pass without exchanging energy with a fellow Descendant or drinking energy from a different race, the Descendant has their Endurance reduced by 2 and Strength reduced by 1.

Neither Endurance or Strength can be lowered below 1 in this way. This can cause a Descendant to become indefinitely suspended in a weakened state if unable to conduct the exchange for extended periods of time. While they won’t starve to death as a human who was denied nourishment would; they will become sickly, looking haggard and suffering from a general malaise. This Endurance and Strength loss remains until the Descendant performs the Exchange, which returns all Attribute Points that have been lost in this manner after a total of 15 Stamina has been drained. Mesmulot do not need to eat or drink, but must drink the blood of a member of the mortal races once per day. (See page 79 for rules on how Mesmulot feed.) Every 24 hours that pass without draining at least 5 Stamina from a mortal causes the Mesmulot’s Endurance to be reduced by 2. This Endurance loss remains until they drain at least 15 Stamina from a mortal target, upon which all lost Endurance is restored. If the Mesmulot has their Endurance reduced to zero in this manner they die from malnourishment. Creatures other than those of the mortal races, such as animals, may be drained in the same way but this will not stop the normal loss of Endurance. Instead, it will reduce the loss from 2 to 1. Additionally, draining creatures other than mortals will prevent the Mesmulot from losing their last point of Stamina in this manner, suspending them in their weakened state until they are able to feed from a mortal and restore their lost Endurance.

Ashik live off the land, consuming organic and inorganic materials such as rocks, stones, and gems. Every Ashik must consume at least 3 pounds of earthen material per day. Every 24 hours that pass without consuming earthen material causes the Ashik’s Endurance to be reduced by 2. This Endurance loss remains until they eat, upon which all lost Endurance is restored. If the Ashik has their Endurance reduced to zero in this manner they die from malnourishment.

EXTREME TEMPERATURES Traveling in environments such as deserts or frozen wastes offer their own unique challenges. If a character is not properly prepared for the extreme heat or cold, they suffer 25 Stamina damage a day, until they collapse from exhaustion. Traveling through a desert doubles a mortal’s need for water, while traveling through frozen tundra halves all traveling speeds, cumulative with the rough terrain penalty.

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COMBAT RULES All great stories revolve around conflict of some kind, whether it be a young woman trying to make a life-altering decision, two rivals fighting to gain the affections of a lover,or nations clashing in a great war. In most stories, these conflicts are resolved through some sort of direct competition—many times violent in nature. In order to resolve these violent contests, Dreamscape: Laruna has a system of Combat Rules that are used to adjudicate over many types of physical conflicts. The three types of combat are unarmed, melee, and ranged. Each of these combat types has its own unique rules, but there are some things that are universal to all forms of combat. In Dreamscape: Laruna, combat is handled through the use of Ability Tests, similar to how all other actions are taken. The primary difference between Ability Tests used for combat and all others is the definition of Base Success. While in most cases, taking an Ability Test causes the player doing so to declare specifically what it is they are hoping to achieve as a base success, for combat it is necessary to keep everyone on a level field and assign a uniform value to any combat-based Ability Test. To do this, a Base Success for all combat purposes is instead called a Base Strike. A Base Strike is specifically defined as dealing a standardamount of damage as indicated by the weapon or method used in the attack. A Base Strike can either be further adjusted using CAP, or can be exchanged for Alternate Strikes that have different costs and effects.

ALTERNATE STRIKES Some attacks also allow for Alternate Strikes, which take the place of a Base Strike, replacing its effects and outcome with completely new ones. An Alternate Strike requires Base Success be either earned (through winning an AT) or purchased using 3 CAP (in the case of a persistent action).

ENGAGING Most combat in ODAM takes place through a series of persistent ATs where the participants accrue CAP against one another. In an effort to have CAP generation and expenditure handled appropriately,

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one of the first things that must be handled is the clear defining of whether or not someone is in a persistent combat. To do this it is necessary to define when a character is Engaged in combat. Any character who currently has CAP accrued against them via a persistent combat skill AT is considered Engaged. Should a character have an enemy take a Fighting AT against them, as soon as that enemy has generated even one point of CAP (whether or not that CAP is spent), they have now caused the character to be Engaged. While Engaged, a character may not travel far distances or simply exit combat. Once Engaged, a character remains so until circumstance forcibly changes this status or they actively Disengage.

DISENGAGING Any skill use that would be acceptable for a Defensive AT could also be used to perform an Ability Test with the intent of Disengaging. There are two ways to Disengage: Protected and Unprotected. If a character wants to Disengage, so they can safely leave combat, they must purchase the Alternate Strike: Disengage (Protected), which costs (BS + half the number of CAP accrued against the character), rounded down. This allows the character to create an opening that allows them to safely leave combat. Any CAP they had previously accrued is lost, as is any CAP that had been accrued against them. If a character is attempting to immediately leave combat with no attempt to protect themself, they expose themself to the danger of their opponent immediately pressing their advantage and causing harm. Disengaging (Unprotected) is not an Alternate Strike as the character is making no effort to offer a safe means of escape. They are simply turning away from their opponent and fleeing. This action allows their opponent to immediately make an Ability Test against them. This Ability Test is made using the same skill that had been previously used to accrue the CAP they currently have against the disengaging character. Its difficulty is set by the disengaging character, who makes a Defensive AT using their Evasion Score.

Though the Disengaging character is not actively using their skill to defend themself, they will still seek to evade danger rather than allowing themselves to be attacked with absolutely no regard for their own safety. After this Ability Test is made, any CAP accrued can be used to either purchase Alternate Strike (Press), costing (Base Strike + 3 CAP), which causes the Disengage attempt to fail, keeping both characters Engaged, or spent on strikes as per normal use of the skill.

CHARACTER STATES In Dreamscape: Laruna, there are some universal states that can be applied to a character, either through natural circumstance or the results of a spell or ability. Each state has its own conditions as to when it is applied and how it affects a character in that state.

AFRAID A creature that is afraid can take no actions other than Defensive ATs until the source of the fear is removed from their line of sight or the Fear effect’s duration has ended.

DISEASED A creature that is diseased suffers a set amount of Health damage per phase until the disease is cleansed. Protection will prevent disease damage as normal until the character has prevented a total amount of damage equal to their Protection (Disease) score. Any subsequent disease damage will not be prevented by their Protection and is taken as normal. A creature must spend at least one phase without the diseased state for their Protection (Disease) to apply once again.

EXHAUSTED A creature that is exhausted receives a -4 to all ATs and must make a 50% CT at the beginning of every phase. If this CT fails, the character falls unconscious.

INCAPACITATED A character who is incapacitated is unable to perform any actions.

INCORPOREAL A creature that is incorporeal is unable to physically interact with anything in the world, but may use magic and magical effects as normal. Incorporeal creatures pass through solid objects such as doors and walls. They may only be harmed by magic or magical effects, or weapons that specifically strike incorporeal creatures, such as weapons made of Makora. They may be engaged normally by other incorporeal creatures.

INVISIBLE A creature that is invisible cannot be seen by other creatures, but still makes noise and leaves tracks as normal. Certain abilities or spells such as Truesight may allow a creature to pierce invisibility. The first hostile strike from an invisible creature considers its target surprised. Opponents engaged in melee combat with invisible creatures receive a -20 to any ATs made to strike or defend against such a creature.

POISONED Poison functions as diseased (listed above.) An important difference is that many poisons will have a listed duration and may run their course without needing to be cleansed.

STUNNED A creature may only make Defensive ATs while stunned. Some stun effects may also add a penalty when making those ATs.

SUFFOCATING/DROWNING A creature may hold its breath for an amount of phases equal to its Endurace attribute. For each phase beyond this point, the creature loses 10 Stamina. Upon reaching 0 Stamina in this way, the creature falls unconscious and will die within 1 minute if it is not resuscitated.

SURPRISED There are times during combat when a character may be the victim of an attack that is exceptionally quick or well hidden. In these cases, the victim is surprised and may not protect themselves by making a normal Defensive AT. Instead, they make a Defensive AT using their Evasion score, demonstrating their purely instinctual evasion of a sudden attack.

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DAMAGE

UNAWARE A creature who is completely ignorant of an incoming attack, or effectively defenseless is unaware. A character should only be deemed unaware if they can in no way be alerted to an attack until it has already struck. Care should be taken when declaring a target unaware as it makes them effectively helpless. An unaware target may not make ANY Defensive ATs, though any Armor, Protection, or Resistance they have will still apply.

The ultimate goal of any kind of attack is to cause damage to an opponent. The base damage and damage adjustments done by an attack are determined by the weapon or method used. When damage is done it is immediately removed from the opponent’s current remaining Health. There are multiple types of Damage, with each type being prevented or reduced by the appropriate Armor or Protection type of the same name.

STAMINA

DAMAGE TYPES

Stamina is a pool that represents how much energy a character has. Many Techniques and Abilities have a Stamina cost based on how exhausting it is to perform them. In addition, there are Strikes and other effects that may reduce a character’s Stamina when they are affected by them. When a character’s Stamina pool is reduced to 0, they must immediately make a 50% CT. If this Test is failed, they are rendered unconscious and unable to act. If the Test is passed, the character remains conscious but becomes exhausted. Stamina is naturally recovered at a rate equal to the character’s Endurance score per hour of rest.

HEALTH Health is a number used to represent the amount of lethal or traumatic damage someone can take before they die. Health is set as a standard number by species. The Health value for the mortal races is 100 points. Legacy Cearers have a base Health of 200, representing the increased hardiness that a godmagic infused body provides. Some spells or abilities may grant temporary Health. Temporary Health cannot be restored in any way.

• • • • • • • • • • • • • • • • •

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Impact: Blunt force trauma, such as a strike from a mace. Slashing: A slicing or cutting, as done by swords and claws. Piercing: Puncturing a target, as with a spear or sharp teeth. Acid: A corrosive liquid which eats through a target. Arcane: Non-elemental energy created through magical strikes. Celestial: A brilliant heavenly energy originated from the gods. Cold: Damage dealt by freezing temperatures and ice magic. Curse: A twisted, dark energy that harms the soul. Disease: Naturally or magically occurring diseases that injure the body. Electricity: Electrical energy such as a Stormborn’s aura or lightning bolt spell. Fire: Intense burning damage that sears flesh. Mind: A mental strike that ravages a target’s mind. Poison: Any type of physical or magical poison that deteriorates the body for a time. Shadow: Damage that assaults the body with energies from the netherworld. Sonic: Deafening sound-based damage, such as a harpies screech. Space: Pure space energy that tears apart the very fabric of a material body. Time: Damage done as a target’s place in reality is distorted, disrupting its position in the space-time continuum.

ARMOR

PROTECTION

Armor shows how much defense a creature has against physical damage. A character’s Armor score reduces the amount of physical damage taken from any source, on a one for one basis. Armor is further divided into three subtypes—Impact, Piercing, and Slashing. A character may have a higher or lower Armor score of a specific type than their overall Armor score. If so, that score is used instead of the overall Armor score. Additionally, any armor that only covers certain parts of the body only provide their damage reduction to the areas that are protected.

Protection shows how susceptible a character is to magical damage. Protection is divided into subtypes based on specific magic damage types, and reduces the amount of damage taken on a one for one basis. It is possible for Protection to be a negative value, which indicates an increase in damage taken from magic sources of that type. Protection has no bearing on any magical effects that accompany a spell or ability that does damage. Example: Alex has 20 Protection (Fire) and 20 Protection (Arcane). He is struck by a Fire spell which does 50 Damage (Fire). Alex reduces that damage by 20, suffering 30 Health damage. In anticipation of another strike, Alex casts a spell which increases his Protection (Fire) by 10. That same Fire spell would now do 20 Health damage instead. In our next example, a ruthless Sorcerer wishes to devastate Alex with Arcane power. The Sorcerer weaves a curse upon Alex, reducing his Protection (Arcane) by 30. This changes Alex’s Protection (Arcane) to -10. When Alex is blown away by the Sorcerer’s next Arcane missile for 20 Damage (Arcane), he instead takes 30 Health damage, due to the negative Protection score increasing the damage output.

ARMOR HINDRANCE Specific sets of armor may also have a Hinderance penalty. This penalty represents how difficult it is to move the body while the armor is worn, and is applied to all ATs taken. Certain characters may have techniques that reduce some or all of this penalty.

SHIELDS Items that are wielded for defensive purposes, whether an actual shield or a suitable item being used as one, have a Block Rating. This Block Rating represents its relative size and efficiency at protecting the user. Block Rating is added as a bonus to any Defensive AT the user takes, but is subtracted as a penalty to non-Defensive ATs. This penalty shows how cumbersome using a shield becomes when taking actions that don’t account for its use. Particularly strong shields may also provide an Armor bonus.

EVASION Evasion represents a character’s natural ability to avoid incoming attacks or obstacles. A character’s Evasion determines the maximum Speed Rating that can be dodged for a ranged weapon. A character’s Evasion score may also be used as a Defensive AT in melee combat in lieu of a Melee Combat AT. Finally, Evasion is sometimes used to reduce damage of certain AoE spells. In this case, the result of the Evasion AT will reduce damage from such a spell on a 1 for 1 basis.

RESISTANCE Resistance offers protection against magical spells and abilities that have an effect other than causing damage. When a character has Resistance, this enables them to make a Defensive AT when they are the target of a spell or ability that produces an effect. If the ATR of the Resistance AT is higher than the ATR that created the magical effect, that magical effect is thwarted and does not affect the targeted character. If the Resistance ATR is lower than the ATR of the aggressors AT, the targeted character is affected as normal. Resistance is divided into subtypes, based on the five Legacies.

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HEALTH AND WOUND PENALTIES

DEATH

Getting injured in combat does more than simply decrease a character’s Health total. Enough injury can bring additional penalties to any AT the character may make. These penalties represent the distracting effects of pain as well as the physical limitations some injuries create. The following is a chart showing the penalties incurred at certain Health totals. These penalties replace one another and do not stack.

When a creature’s Health is reduced to zero, they are dead and cannot be returned to life except through magical means.

Current Health

Wound Penalty

81+

0

61-80

-2

41-60

-5

21-40

-10

1-20

-20

HEALING A character losing Health represents that character taking a noticeable and significant amount of damage and as such restoring Health is a slow process. A creature who spends their recovery time strictly resting will naturally recover one point of Health per day. This recovery time must be spent while under a suitable amount of medical care—a stab wound will assuredly require stitches or bandaging, while a broken bone may require a substantial amount of time resting under a medic’s care or magical healing.

MAGICAL HEALING There are many spells and abilities that restore Health. These abilities only restore Health and stop bleeding, but will not regrow missing limbs or undo other permanent changes made to the body as a result of damage, unless otherwise stated.

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MULTIPLE TARGETS Combat is not always a one-on-one affair. There may be times when a group of characters must team up to face a superior foe, or a character finds himself surrounded by enemies. When facing off against multiple enemies, the only way to accrue CAP against each enemy is to take multiple ATs. For the purposes of determining the proper multiple action penalties, each AT made against a separate target is considered a separate action. Example: Syndor is cornered in a dark alley by three thugs. Unwilling to surrender his money, he chooses instead to rely on his excellent Brawling training. Being first in reaction order, Syndor decides he will strike out at his three assailants. To do this he must perform three persistent actions. Even though all three actions would use his Brawling Ability Score, they would each prompt their own AT. Since the penalty for taking multiple actions within the same phase is -10 starting with two actions taken and -5 per additional action taken, Syndor would incur a -15 to all three of his Brawling ATs. Trusting in his training, Syndor takes and resolves all three ATs with the following results: 1 CAP was accrued against the 1st Thug, 3 CAP were accrued against the 2nd Thug, and 0 CAP against the 3rd Thug. Syndor now has 2 independent pools of CAP accrued against 2 of his targets.

DEFENDING AGAINST MULTIPLE TARGETS Defending yourself against multiple targets is challenging. To represent the increasing difficulty of dealing with multiple attackers, each time an additional Defensive Ability Test is made beyond the first in a phase, a -5 penalty is applied for each Defensive Ability Test already taken. Example: Eric has finally said the wrong thing to the wrong person at the tavern he frequents. Having offended multiple people throughout the night, three drunken ruffians decide they’re going to teach Eric a lesson. They all make Brawling Ability Tests against Eric. Eric is fully aware of all three attackers and is preparing to defend himself against their attack.

Eric’s Defensive Brawling AT against his first attacker is made normally, the second is made at a -5 penalty, and the third is made at a -10 penalty. Eric can only focus enough to use the entirety of his ability to fend off one attacker, and each subsequent attacker finds it easier and easier to build CAP against Eric.

UNARMED COMBAT Unarmed combat makes use of the Brawling Advanced Skill. Damage inflicted using Brawling is is applied against the target’s Stamina rather than against their Health. When a character’s Stamina is reduced to 0, further damage is applied to Health instead. Listed below are the basic statistics for an unarmed attack. Advanced Skills or Techniques may have different attacks that produce different effects. It is possible that a fist weapon such as a claw can be used to turn a character’s Brawling attacks into lethal damage. Many creatures who use Brawling or Natural Weapons may in fact deal lethal damage and will be listed as such in their description.

UNARMED ATTACK Requirements: Strength 1 Base Strike Damage: STR (Impact) (1c) Damage Adjustment: +1 Impact (5c) Strength Adjustment: Knockout CT (10%)

GRAPPLING Beyond using simple unarmed strikes, another basic option in unarmed combat is to grapple with an opponent. Grappling an opponent allows a character to physically hold on to them and prevent them from disengaging or using a melee weapon. Certain Techniques may require a grapple to be initiated before being used. Being grappled may also prevent certain skills from being used. Initiating a Grapple is an Alternate Strike costing (Base Strike). Breaking a grapple is an Alternate Base Strike that costs (Base Strike) and may be done after taking the he appropriate AT.

KNOCKOUT Certain Adjustments have the effect of Knockout CT (x%). This causes the character being affected by the Adjustment to make a Chance Test at that percentage to see if they have been struck unconscious in combat.

MELEE COMBAT The usage of any sort of melee weapon falls under the Base Skill of Melee Combat and its associated Advanced Skills. A melee weapon can range from something as simple as a sharpened stick or a broken glass bottle, to a weapon requiring specialized training to wield effectively, such as a rapier or a claymore. For this reason, every melee weapon has a set of requirements. If you do not meet these requirements, you can still use the weapon, but you will not be able to effectively leverage its threat rating.

THREAT RATING Just as it sounds, the Threat Rating of a weapon measures how much of a threat the weapon poses to an opponent when being used correctly. Many factors make one weapon more threatening than the other— its size, how easily it can inflict major damage, and the general danger the weapon itself presents, all contribute to the weapon’s Threat Rating. If a character meets the requirements necessary for using a particular weapon, they add its Threat Rating to all ATs made using the appropriate skill while wielding it.

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WEAPON EFFECTS

WEAPON ALTERNATE STRIKES

Beyond just dealing damage, each individual weapon may cause specific effects, such as a wooden club increasing the likelihood of a knockout, or a dagger causing a puncture wound that bleeds heavily. These weapon effects are applied via CAP adjustments, each of which are listed as part of the weapon’s statistics. Here are a few of the most common weapon effects:

Some techniques allow for Alternate Strikes, which take the place of a Base Strike, replacing its effects and outcome with completely new ones.









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Bleed: While many types of damage can cause incidental blood loss, the Bleed effect refers specifically to a potentially life threatening occurrence. When listed as a weapon effect, the term Bleed will be followed by a number in parenthesis. This number is the amount of Health damage the recipient suffers each phase due to blood loss. Once created, a Bleed effect will continue to cause damage until the wound is either properly tended or healed. Amputation: This weapon effect will cause a non-essential limb to be removed from the victim if the weapon is physically large enough to do so. Amputation deals 70 damage and gives the victim a Bleed (10) effect. In addition, missing a limb may cause penalties to any ATs made where this loss is a factor. Crush: This weapon effect deals 70 damage and physically crushes a limb or body part beyond normal repair. Wounds created in this manner may require magical healing to restore the area to functional order. If conventional medical treatment is deemed possible, the wound takes triple the normal amount of time to heal and is permanently damaged. The exact nature or extent of the lingering damage is determined by the Dreamweaver. Decapitation: An essential limb is removed from the victim if the weapon is physically large enough to do so. Typically this refers to the head, but in cases where the victim may be something other than human, this effect will remove the most significant limb possible, if one even exists. In most cases, this strike renders the victim dead.

ATTACK PRIORITY Sometimes situations in a conflict may cause a character to be more discriminating with their attacks. While generally, attacks made as a result of CAP expenditure have their exact effects decided upon and narrated by the Dreamweaver, there are times where a prioritization of target areas is desired. For example, a knight may be facing down an armored troll. He sees that the monster is wearing a crude, thick chestplate and decides he shouldn’t bother wasting his efforts trying to cut his way through it. To represent this, the character must use Attack Priority. For the purposes of Attack Priority, a Normal target is one of comparable size to the attacker. Using Attack Priority requires the purchase of an Alternate Strike with a cost that is determined by the size of the area. (Base Strike + 5 CAP) Alternate Strike Attack Priority (Minor) Any area less than half of a total Normal target is considered minor. Any CAP Adjustments purchased for this strike have their CAP cost increased by 3. (Base Strike + 2 CAP) Alternate Strike Attack Priority (Major) Any area more than half of a Normal target is considered Major. Any CAP Adjustments purchased for this strike have their CAP cost increased by 1. To continue the example, the knight has chosen to use Attack Priority on the troll’s arms, legs, and head – essentially choosing to attack anywhere other than the troll’s chest. The Dreamweaver decides that while smaller than a normal target, the area the knight is using Attack Priority on is still more than half of a full target, so it is considered Major. This means that in order to attack, the knight must use an Alternate Strike(at a cost of Base Strike+2 CAP).

Any additional adjustments purchased will also cost 1 more CAP than normal. The good news for the knight is that now any strikes he makes will be sure not to clink ineffectively off the trolls breastplate. There are certain situations where a player may want even more specific control over their attacks. The most common circumstance is an attack to a very specific location on a target. A bowman may decide for flair or necessity that only shooting their target in the eye will suffice. In this case, the character is targeting such a small area that they would need to use the Specific Attack Priority Alternate Strike. (Base Strike + 20 CAP) Alternate Strike Attack Priority (Specific) This strike lands in the exact spot declared. It is up to the Dreamweaver to decide exactly what effect this has in the narrative. In order to use this Alternate Strike, the user must state their intent to use it while declaring their actions for that phase, and before making the appropriate AT. For persistent actions, if this intent is declared, any CAP previously accrued is reduced by half (rounded down.)

DUAL WIELDING Normal usage of a weapon skill operates under the assumption that the weapon is the only one being wielded. Dual Wielding is the art of using two melee weapons at the same time to provide a more threatening offense and capable defense.

DUAL WIELDING AND THREAT When Dual Wielding, a second weapon can create more threat for the user, but only if they are properly trained to take advantage of using both weapons at once. If a character uses a Melee Combat Advanced Skill that focuses specifically on Dual Wielding (such as Dual Short Swords), they gain the threat benefit of both weapons by adding each weapon’s threat rating together. If a character does not possess a requisite dual wielding skill, they gain no threat benefit from either weapon. When Dual Wielding, all Base Strikes use the weapon in the character’s primary hand. However, dual wielding also gives a player access to two unique Alternate Strikes: •



(BS +1c) Alternate Strike: Off-Hand Strike The character chooses to strike using their off-hand weapon instead of their primary, and deals damage as per that weapon’s normal base strike. (BS + 6c) Alternate Strike: Dual-Strike The character strikes with their primary and offhand weapons simultaneously, dealing the damage of each weapon’s Base Strike combined.

Wielding two weapons at once has both bonuses and drawbacks. The trade-off of being able to strike with two weapons is the loss of control over either specific weapon. Due to this, no CAP Adjustments other than Damage Adjustments can be purchased while Dual Wielding.

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MOUNTED COMBAT

RANGED COMBAT

When entering combat on a mount, the rider makes a IFT action using their Riding skill for the AT. The difficulty for this AT is set by the Disobedience score of the mount. For every 6 CAP accrued as a result of this AT, the rider may increase the mount’s Threat bonus by 1 or Evasion score by 2. These values remain until combat has ended, the rider dismounts, or either the rider, or mount, are rendered incapacitated. A rider may not receive any of these bonuses if they are wielding a 2 handed weapon.

Unlike unarmed or melee combat, ATs for ranged combat are made against a difficulty, and are always Instant actions. The difficulty to use a ranged weapon is determined by the weapon itself and the range at which it is being used. Ranged weapons have three range levels: short, medium, and long. Each range level lists a minimum distance and a maximum distance a target may be from the shooter to be considered within that range level. All three distinct range levels have their own difficulty. To decide the difficulty of a ranged AT, determine what range the target falls into and use the corresponding difficulty.

HANDLING DISTRESS Sometimes being stuck by a powerful blow or other such catastrophes can threaten to dismount a rider. Regardless of the source of the distress, the rider must win an AT vs a difficulty set by the Dreamweaver based on the severity of the distress. In the case of being wounded, any source of damage above 10 will trigger this test, which is an IF action. The difficulty is set by the amount of damage dealt beyond ten. Failing this AT results in the rider being dismounted.

SPEED In addition to its range levels, ranged weapons have Speed ratings. This Speed rating is used to check if it is possible for the projectile to be evaded or dodged. If a target’s Evasion score is equal to or higher than the weapon’s Speed, the target makes an Ability Test using their Evasion score. The ATR of this test is then added to the difficulty of the attacker’s AT. This AT is considered a Defensive Ability test for purposes of determining multiple action penalties.

The Advantages of Mounted Combat Riding into battle on a mount is a common desire for most warriors, as being mounted offers significant tactical advantages in combat. Some of these advantages vary from mount to mount, such as a horse granting land speed, while a griffin would enable flight. Speed: It is easy to overlook the significance of traveling further faster when in combat, but doing so would be foolhardy. Using a mount’s speed, riders can engage unprepared forces, quickly leave dangerous confrontations, or flat out flee a larger enemy. A mount’s speed gives the rider a tactical advantage that if used intelligently, can be devastating. Threat: Wielding a weapon while mounted gives increased leverage and forces enemies to contend with attacks coming from difficult angles. Combine this with the body size and presence of a mount, and the rider finds they are more imposing or threatening than when on foot. Evasion: Different mounts enjoy different levels of agility. Some may prove to be better at avoiding damage than their riders, granting the rider an improved level of safety as they wade into battle.

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Firing Into Cover

Firing while Mounted

Firing a ranged weapon at a target behind some kind of cover is much more difficult than doing so when the target is out in the open. Whenever making an AT to use a ranged weapon against a target in cover, the difficulty used for the AT is increased based on how much of the target is obstructed.

All Ranged Combat ATs made while mounted receive a -5 penalty. All other benefits from being on a mount still apply.

Small cover (15%): Medium cover (25%): Large cover (50%): Extra Large cover (75%): Maximum Cover (90%):

+4 difficulty +8 difficulty +12 difficulty +20 difficulty +30 difficulty

Firing into a Melee

AOE Effects Certain ranged weapons or effects may result in damage that is spread out across an area. When creating such an effect, the listed range difficulty applies to hitting a specific point within that range, spreading the effect throughout the effect’s listed Area of Effect. Since such an effect is spread once a point is hit, “missing” the target can still apply the effect. For every point the ATR is below the required Difficulty, the point of impact falls short 1m of the intended destination. This can cause the spread to affect unintended targets or completely miss the original target.

If a target of a ranged attack is engaged in melee combat, they are considered to be behind cover. The size of the cover offered to them depends on the number of melee targets they are engaged with. Number of Engagements 1 2 3 4

Cover Provided Small Medium Large Extra Large

Any Ranged Combat ATs that miss their target due to this extra cover require a CT 50% to be made. (This percentage can increase due to size or number of opponents that might obstruct the target at the Dreamweaver’s discretion.) If this CT fails, a creature the original target was engaged with is hit by the ranged attack instead.

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MAGIC RULES

CASTING A SPELL

Magic in Laruna is performed by manipulating mana to produce a wide variety of effects. This can be accomplished by using spells, which can be cast by any creature with sufficient training, or through the use of Legacy Abilities, which can only be performed by Legacy bearers.

To cast a spell, a character must make an AT using their Magic Ability Score. Each spell in Laruna belongs to a specific Legacy: Elements, Calling, Change, Light, Dark. These 5 Legacies also each have a corresponding advanced skill that is used whenever casting a spell within that Legacy. The corresponding advanced skill will be added to your Magic Base Skill and INT to comprise the Magic Ability Score. Other bonuses, such as increases from your Legacy Rank or magical items may also apply. Casting a spell is an Instant, Tested action with a difficulty of 0. The accrued CAP is then spent on any adjustments as desired. Only one Legacy Ability, Virtue, or Spell may be used per phase.

MANA Mana is a mystical resource spent in order to fuel spells. Almost every spell and Legacy ability will have an associated mana cost that must be paid upon casting. If a character does not have enough mana to pay this cost, they are unable to cast that spell or Legacy Ability. Mana is naturally recovered at a rate equal to twice the character’s INT score per hour of rest. It is worth noting that all mortals possess a mana pool, even if they have no knowledge of spell casting.

USING A LEGACY ABILITY To use a Legacy Ability, a character must make an AT using their Legacy Ability Score. Your Legacy Ability Score is equal to your Legacy Rank plus the appropriate attribute listed in the ability description. Using a Legacy Ability is an Instant, Tested action with a difficulty of 0. The accrued CAP is then spent on any adjustments as desired. Legacy Abilities and Virtues cannot normally be resisted by any creature, unless otherwise specified. Only one Legacy Ability, Virtue, or Spell may be used per phase.

USING A LEGACY VIRTUE To use a Legacy Virtue, a character must make an AT using their Legacy Ability Score. Your Legacy Ability Score is equal to your Legacy Rank plus the appropriate attribute listed in the virtue’s description. Legacy Virtues are fueled by Energy, which is gained by slaying Corrupted creatures. (More information on Energy can be found in the Character Progression Rules.) Using a Legacy Virtue is an Instant, Tested action with a difficulty of 0. The accrued CAP is then spent on any adjustments as desired. Only one Legacy Ability, Virtue, or Spell may be used per phase.

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ALTERNATE BASE SUCCESS All spells list two Alternate Base Successes. Although Alternate Base Successes cost CAP, they are different from normal CAP Adjustments. Unlike a CAP Adjustment, an Alternate Base Success completely replace the Base Success that is normally granted by the original AT. This also means that the CAP Adjustments listed for the original Base Success can no longer be purchased. Alternate Base Successes have their own CAP Adjustments and may have their own additional mana costs, ranges, durations, and types.

MAGIC TYPES Each spell comes from from one of the five Legacies: Elements, Calling, Change, Light, and Dark. This determines the appropriate Advanced Skill used when casting that spell, and categorizes them for any other spells or abilities that affect these types. Each spell is further divided into various SubTypes: • • • • •

Elements: Fire, Earth, Water, Air, Arcane Calling: Invocation, Mind, Nature, Summoning Change: Transformation, Enhancement, Time, Space Light: Celestial, Healing, Protection Dark: Acid, Curse, Death, Fear, Shadow

While these spell types don’t have any specific rules of their own, other abilities, items, spells and effects may reference them when applying a bonus or penalty.

SPELL AND ABILITY DURATIONS Spells and abilities that have listed durations are active past the moment of Base Success. Their effects continue for a number of phases equal to their duration. For example: If a spell or ability has a duration of two phases, it would immediately take effect upon Base Success, continue throughout the next phase, and then end on the caster’s turn in the following phase. Spell and ability durations end at the same place in Reaction Order as they first came into effect. Unless otherwise stated, recurring damage and effects of these spells take place at the start of each phase.

CHOOSING A TARGET Unless otherwise stated, a creature or object must be within a character’s line of sight to be the target of a spell or Legacy Ability. For AoE spells or Legacy abilities, the point of origin must be within the caster’s line of sight.

SUMMONING OBJECTS Some spells and abilities allow a character to create or summon an object or creature. There must be enough empty space within range of the spell for the object or creature to occupy, else the summon fails. Summoned creatures act on the phase they are summoned, and roll Reaction as normal to determine their place in Reaction order. Summon durations end after the summoned creature has taken its turn(s) in reaction order. This means that a summoned creature with a one phase duration acts on the phase it is summoned, and then once more in the next phase (according to reaction order) before disappearing.

TOUCHING A TARGET

(If the character’s Melee Combat Ability Score is 0, they instead make the AT using Agility.) Since all that is required for a target to be “touched” is for a hand to make contact, any ATs made to touch a target receive a +15 bonus, with base success causing the target to be “touched.” The target of an AT made for the purposes of touching may make a Defensive AT using Evasion, or any Melee Combat skill that is deemed applicable by the Dreamweaver.

RESISTING MAGICAL EFFECTS When a character has Resistance, this enables them to make a Defensive AT when they are the target of a spell or ability that produces an effect other than dealing damage. The Magic AT of the aggressor is made as normal and Base Success and CAP Adjustments are purchased. At this point, a character may make a Defensive AT using their appropriate Resistance Score, with its difficulty being the ATR responsible for creating the magical effect. If this Defensive AT is successful, the spell or ability’s effects do not have any effect on the resisting character. If the Resistance AT is not successful, the effects take place as normal. If a spell or ability deals both damage and has an effect, the effect may be resisted, but the damage still takes place. Example: Alexa wants to use the Shock spell on Vincent, who has a Resistance (Elements) of 10. Alexa first makes her Magic (Elements) Ability Test as normal, rolling her Ability Score of 15. Alexa’s ATR is a 16, which grants her Base Success and 16 CAP. Shock has several CAP adjustments. Alexa purchases the Special Adjustment disorient for 5 CAP, and spends her 11 remaining CAP on Damage Adjustments. This causes Shock to deal 23 Damage (Electricity), as well as daze and disorient her target. Before the effect takes place, Vincent makes a Resistance AT, rolling his Resistance (Elements) of 10 against a difficulty of 16 (Alexa’s original ATR). Vincent gets extremely lucky and produces a result of 17, meaning that he is able to resist the daze and disorient effects of Shock, but still suffers the damage. Had Vincent’s ATR been a 16 or lower, he would have been affected by both the damage and the additional effects.

Many Magical Abilities require their target to be touched in order for their effects to be created. In order to touch an unwilling target, a Melee Combat (Brawling) AT is made as an Instant action.

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MAGICAL EFFECTS THAT AFFECT MULTIPLE TARGETS Some spells and abilities can affect more than one target, or affect multiple targets within a set distance range. When using a spell or ability against multiple targets, the process remains mostly the same. The appropriate AT is taken as normal, and if successful, Base Success is granted. Each target without Resistance is then affected by the spell or ability and all of its purchased CAP Adjustments. Any target who has Resistance may then make their Resistance AT to see if the magical spell or ability had an effect on them. Note that a Resistance AT applies only to the specific target with Resistance, and does not adjust the original Magic Ability Test in any way. Example: Paul is in a room with three targets: Andrew, Michael, and Frank. Paul decides to cast the spell Charm, a Mind type spell. Paul makes his Magic (Calling) AT as normal and produces an ATR of 42, which grants him 42 ants hi im Base Success and 4 2 CAP.

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Paul purchases the Alternate Base Success Dominance for 40 CAP and a Strength Adjustment for 2 CAP. Andrew the non-Legacy bearing peasant does not have Resistance, so he is immediately affected by Dominance. Michael has a Resistance (Mind) of 25 and Frank has a Resistance (Mind) of 35, which allows them both to make Resistance ATs. Michael produces a Resistance ATR of 27, which is lower than Paul’s ATR of 42, meaning he is also affected by Dominance. Frank makes his Resistance AT and has a result of 43, meaning he has resisted Dominance and does not suffer any effects from that spell.

WILLING TARGETS A willing target of a spell or ability may choose to forgo a Resistance AT, effectively reducing their Resistance to 0

CHARACTER DEVELOPMENT Just like people in real life, characters evolve over the course of a story. Their experiences and the activities they practice or perform on a day to day basis help them learn and grow. A new Legacy bearer fresh out of training may have a solid understanding of their kingdom or order, but after a lengthy story that has them meet a wide array of new people, they will likely have acquired a variety of new knowledge. This concept becomes increasingly relevant as stories cover longer periods of time and wider ranges of experiences. Certainly a Legacy bearer who had barely begun learning about Change magic would have a much deeper knowledge after a story that had them spending several months working side by side with his Shifter guildmate; even without trying they are bound to pick up a thing or two from their experiences. This development and persistent learning is represented by Experience Points—an abstraction of just how much a character has learned or evolved throughout the course of a story. Awarded at the end of a story, they are spent by a player to gain new skills and spells or further develop previously existing ones. Below is a list of costs giving the amount of Experience Points needed to acquire something new, or raise an existing rating by one point.

Base Skill Advanced Skill Spells Techniques

New 5 3 30 As Listed

Raise Current Rating x 2 Current Rating x 1 n/a n/a

Example: Steven has played his first story and has received 2 experience points. Steven decides to spend some of his experience to reflect how Korcel has changed throughout this story. First and foremost, Korcel has been put into more than one situation where he had to handle a bow, so Steven thinks Korcel should have a Ranged Combat Skill of 3. Steven spends  points to raise Ranged Combat to 1 (as it costs  experience points to learn a new skill,)  experience pointT to raise Ranged Combat to 2, and finally  experience points to raise it to 3.

Steven has spent  experience points, giving him a Ranged Combat score of 3 (which he records on his character sheet) and 1 experience points remaining. Steven spends 10 of the remaining 1 experience points to increase his $BMMJOH BO BEWBODFE TLJMM  from a 10 to an 11, and saves the remaining .

LEGACY RANK Unlike most of a character’s statistics, a Legacy bearer’s Rank isn’t raised through the spending of Experience Points. Legacy only becomes more powerful by absorbing other legacy, rather than through any amount of study or training. The amount of legacy that has been absorbed for this purpose is measured in Progress Points. Progress Points are gained by defeating other sources of Legacy. This can be accomplished by either killing Kreesh, corrupted creatures, or Legacy bearers. Progress Points can also be gained by absorbing the heart of a Nexus. If the slain creature has a Legacy Value (LV) or Legacy Rank that is equal to or above the victorious character, progress points are awarded. In order to determine how many Progress Points are awarded, divide the defeated creature’s Rank or LV evenly by the number of Legacy bearers present at the time of the creature’s death.

RANKING UP When a Legacy bearer has been awarded a number of Progress Points equal to 10 times their current Rank, they have “Ranked Up.” Ranking up increases the Legacy bearer’s rank by one and advances them by one node along their Legacy Arc. This allows them to choose a single benefit from the newly acquired node and immediately apply it to their character. When a character Ranks up from the fifth node, they return to the first node while keeping all of the benefits of their first trip through the arc.

ENERGY Sometimes the Legacy absorbed from a fallen enemy is not substantial enough to award Progress Points. Whenever a Legacy bearer absorbs Legacy from a source that has a lower Rank or LV than their own, they are awarded an equal amount of Energy instead of the normal amount of Progress Points.

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KNOWING WHEN TO BREAK THE RULES It is important to note that the Dreamweaver is the final arbiter in all things. Rules ultimately lay a foundation of understand that help everyone, players and Dreamweaver alike, participate on equal footing. This allows people to make sensible decisions, immersing their thoughts in the fantastic tale they are all creating. Reality and stories however, can never be perfectly represented with rules or a math equation. Because of this, the Dreamweaver must know when it is appropriate to ignore the limitations of the printed rules. Breaking the rules should by no means be a whimsical affair. If it is done without care or thought, players will before long feel they have no understanding of what is true, thus losing some of their immersion and enjoyment. Instead, Dreamweavers should see breaking the rules as an opportunity to not let mathematical representation somehow limit or ruin the story they are trying to tell. Using good judgment in this matter will go far, and help players feel they are participating in a real, living story that transcends the limits of a rulebook. Having fun and crafting a memorable story should always take top priority at the game table, so after taking significant liberties with breaking game rules, the Dreamweaver may wish to discuss their decision after the action or scene is over. The players can often substantiate any choices made and help a Dreamweaver know when such changes are wise and productive in the future. After all, crafting a great story is in many ways a collaborative effort.

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Chapter Nine: Crafting CRAFTING

MAKORA MATERIALS

The art of creating useful equipment is a delicate process, requiring specialized knowledge and a great deal of time. Whether the character is hoping to craft the finest swords in the land or seeking to place the power of fire in a wand, crafting is the base skill used. Crafting is further divided into several advanced skills:

Legacy can sometimes warp materials that are exposed to a Nexus. This process laces wood, ore, gems, and creatures with a portion of Legacy power, making them extremely suitable for Enchanting. Because of this, Makora materials are highly desired everywhere in Laruna, and many foolhardy treasure seekers have explored the areas near a Nexus trying to secure some for their own profit. Unfortunately for them, such acquisitions are rare, and often found dangerously close to creatures corrupted by the same Nexus energy that makes the Makora so lucrative. Scholars continually debate just how Makora resources are formed, as materials are only occasionally transformed by Legacy, even when in the presence of a powerful Nexus.

• • •

• •



Alchemy: The creation of potions and oils for a variety of results. Enchanting: Weaving magic into items to enhance or change their effects. Leatherworking: Turning Makora hides into wearable leather armor and producing Makora cloth material light enough to be worn as clothing. Metalsmithing: Shaping Makora metal into different weapons and armor. Woodworking: Carving Makora wood into various forms such as staves, bows and arrows. Jewelcrafting: Creating Makora accessories and gems.

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HARVESTING MAKORA Makora material, be it wood, hide, gems, or metal, is very sensitive to manipulation. Extensive physical or magical trauma will destabilize the Legacy within, reducing the material to its normal state. Thismakes harvesting Makora materials difficult in most cases. Only Legacy bearers appropriately skilled in mining, skinning, or foraging are capable of removing a piece of Makora material without damaging its mystical energy. A normal mortal is simply unable to harness and maintain the power held within.

CRAFTING WITH MAKORA Like harvesting, utilizing Makora materials for the purposes of crafting is an impossible task for anyone but a Legacy bearer. Techniques for preserving the Legacy energy of Makora during the entire crafting process are well-studied, allowing for subtle manipulation of the material without damaging the delicate structure of the trapped energy. Skilled crafters from within the ranks of Legacy bearers are a rare and valuable commodity, even amongst their own.

CRAFTING PROCESS OVERVIEW Using a Crafting skill is a three part process: 1) Create Plan/Formula/Process: A single AT is made representing an hour of work to create a plan and set the parameters for the item to be created. The associated difficulty is determined by the selected attributes of the item (its Type and Modifiers). Success on this AT means the character is skilled enough to create a blueprint for an item’s creation, and work efforts may proceed. Failure indicates the proposed item is too complex to be created at the current level of skill. 2) Determine CAP Required: Once a plan’s difficulty is determined and successfully met by a Crafting AT, the amount of CAP needed to complete the project must be determined. This is accomplished by taking the plan’s multiplier and applying it to the plan’s total difficulty. A plan’s multiplier is set by the Type chosen during its production. See below for details on types and plan multipliers. 3) Work efforts: Once the plan is successfully created and the total CAP needed is determined, work effort ATs may be made against the original difficulty of creating the plan. Each AT taken represents an entire hour of working on a crafting project. This is an enduring action, thus any CAP accrual is maintained and may be added to a running total until the total CAP needed for the project is acquired. Once the total amount needed for the project is met the item is completed successfully. Failing a work effort AT by more than five causes a loss of CAP equal to the the difference between the AT and the difficulty. If the CAP total for a project would be reduced below zero in this manner, the project is ruined and all materials are destroyed in the process.

How much is too much? Crafting Makora items and creating powerful potions is meant to be a special thing. Dreamweavers should take care when allowing their players to create large quantities of these magical items. An entire play group wielding +5 threat weapons, wearing enhanced armor, and carrying 20 potions each could easily get out of hand and create a balance headache for the Dreamweaver. Remember: All crafted items require special ingredients, time, and money. Clever distribution of Makora materials and personal wealth to players will help to control just how many advantages they can create for themselves.

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Project Types

Plan Multiplier

Any crafting project starts with making a plan, and every plan starts by choosing a type. A project’s Type gives an idea of what kind of object is being created. Types will vary based on the crafting skill in question, but regardless of which crafting skill is being used, the Type selected for the plan will set a starting difficulty and a plan multiplier. Next, modifiers can be chosen.

The plan multiplier is applied to the total Difficulty of the plan being attempted. The resulting number is the amount of CAP that must be accumulated via work efforts before the project is complete.

Project Modifiers Modifiers are chosen to show what specific details the result of the crafting project will possess, such as increased damage on weapons or reduced hindrance on armor. Like Types, these may change from one crafting skill to another, but they will always give clear indication as to what type of effects the object being made will create, and will add to the difficulty of creating the plan.

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ALCHEMY Alchemy allows a character to mix various ingredients into potent potions, oils, and bombs. Skilled alchemists are proficient in creating many different types of deadly potions which can be flung at their enemies for devastating effect. They are also capable of creating various enhancement potions, from concoctions that heal to those which grant flight. In any case, an experienced alchemist always has a trick or two up their sleeve for all occasions. The plan for an Alchemy project is called a formula.

REQUIRED WORKSPACE (LABS) An alchemy laboratory is a necessity for the creation of any mixtures. A simple field kit is sufficient for a traveling adventurer, but a well-stocked lab will contain all of the essential equipment and devices required to make the alchemy process much easier. Beakers, tubes, compressors, and the like are considered a staple of most laboratories. Depending on the quality and size of the lab, a bonus is given to any Alchemy related ATs.

ALCHEMY FIELD KIT A simple collection of tubes, weights, and measuring devices, able to be carried in a backpack. An Alchemy Field Kit provides a -4 modifier to all Alchemy ATs.

POOR A small laboratory with most of the necessary equipment, although some pieces may not be in full working order. Often found in the back room of poor alchemist’s shop. A poor alchemy lab provides a -2 modifier to all Alchemy ATs.

AVERAGE A relatively clean environment containing all necessary equipment, in full working order. Usually the size of an average dwelling, this lab would likely be funded by a local ruler expecting a supply of potions, or a successful independent alchemist. An average alchemy lab provides no modifier to all Alchemy ATs.

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EXCELLENT A large, well-stocked laboratory containing all of the best equipment, and several assistants. This lab would likely be under the direct watch of a King or Lord, or the headquarters of an Alchemy Guild. Excellent labs come in many shapes and sizes. A laboratory funded by the Red Circle of Ranath would offer a +10 bonus due to their size and prowess, while a lab belonging to the Alchemy guild within the city of Sol might offer a +4 bonus. It is up to the Dreamweaver to decide just how lucrative a laboratory location will be in any given city.

GAINING ACCESS TO A LAB Field Kits are regularly available at apothecaries and alchemy shops in any major town or city. Gaining access to an established lab can be trickier. If the player does not have the resources to build or maintain their own lab, it is possible to rent the use of one. It is up to the Dreamweaver to decide whether a simple contribution of coin will be sufficient, or if a more involved task may be necessary.

REQUIRED MATERIALS All alchemical formulae require major and minor ingredients before a work effort AT can be made.

MINOR INGREDIENTS Easily accessible or unremarkable ingredients are listed as a total Cost. This shows the common price of goods, such as powders, fillers, and herbs, that will be used to finish the Alchemy project. While it is possible for the cost to change based on circumstance, these ingredients are commonplace enough that both pricing and availability should be relatively consistent.

MAJOR INGREDIENTS Major ingredients are specific items needed to create a mix, and have a rarity rating to show both relative expense and difficulty in acquisition. Magic can often serve as an alternate ingredient if the character knows the appropriate spell and their Magic Ability Score is equal to or greater than the listed number in parenthesis located on the ingredient line in the formula’s description.

Uncommon: Difficult to come across, may require a special trader for purchase. Typically only found in big cities, in the hands of select traders. Average price: 250g to 500g. Rare: Not reliably accessible anywhere. Circumstance plays a large factor in availability and typically can only be personally acquired through great risk. Average price: 750g to 2,000g. Very Rare: Special, sometimes unique ingredients that will rarely be accessible for traditional purchase. These ingredients are typically put to use shortly after acquisition. Attempting to trade for such a resource almost always comes with an additional price beyond the exchange of coin, such as performing a personal favor or completing a task. Average price: 5,000g to 10,000g + favors. Spells: Casting a spell and infusing it into a formula may take the place of a major ingredient. When this is possible, a spell and difficulty will be listed on the formula’s major ingredient line. The caster is required to cast this spell once per work effort AT, stretching the effects of the spell out over the entire hour of work. No Magic AT is needed as long as the character’s Magical Ability Score meets the minimum amount listed. If the character does not have the required magical skill, they must make a Magic AT in an attempt to meet the difficulty, in addition to their work effort AT. Failure means the work effort is ruined and the hour is lost.

USING CAP WITH ALCHEMY When making an AT to create a formula, the difficulty must be met in order to proceed with work efforts as normal. However, unlike other crafting disciplines, any additional CAP gained on this AT may be used to enhance the effect of the final product. CAP adjustments are listed below for each of the standard formulas.

ALCHEMY ITEM TYPES Alchemy can be used to make 3 separate types of potion: splash, ingested, and coating. Splash type potions are meant to be thrown at or towards their target to deliver their effects. For those potions that produce effects that can be resisted, a Resist type is listed. Ingested type potions deliver their effects once imbibed. Coating type oils are meant to be spread across the surface of an object such as a weapon or the user’s face in order to receive their effects.

THROWING SPLASH POTIONS Throwing a splash potion uses a Thrown Weapons AT, and the container has the following statistics:

ALCHEMY SPLASH BOMB AT: Thrown Weapons + STR Range: 0-10m/11m-20m/21m-30m Difficulty: 15/25/40

Crafting and Mana When a spell is cast during the Alchemy or Enchanting process, mana is spent as normal. Using magic this way is a low stress endeavor, allowing mana to regenerate as it would when the character is at rest. In most cases, this allows the enchanter to cast a single spell over the course of a one hour work effort without worry of depleting their mana pool. With a high enough Intellect attribute, there should be ample time for the character to regenerate the entire amount spent. In the case where a spell’s mana cost exceeds the characters mana regeneration per hour, care should be taken that a lengthy 10 hour crafting session doesn’t leave the overzealous crafter completely tapped and spiritually exhausted. These powerful enchantments could indeed leave a character with little to no mana, and in quite a bind should battle break out!

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STANDARD FORMULAE Here you will find a list of standard formulae that have been tried and tested. The total difficulty, costs and multipliers are listed. Note that the difficulty and CAP adjustments shown apply only during the creation process to determine the formula’s effects when used. Once created, a formula’s effects cannot be altered in any way.

ACID BOMB Type: Splash Difficulty: 25 Multiplier: x3 Cost: 90g Primary Ingredient: Gorix Viper venom (Uncommon) or Acid Spit (25) Base Success: The impacted target suffers 16 Damage (Acid). At the start of the next phase, the target takes this damage again as the acid continues to dissolve its victim. (2c) Damage Adjustment: +1 Acid (8c) Duration Adjustment: +1 phase

DAZZLE BOMB Type: Splash Resist: Celestial Difficulty: 40 Multiplier: x3 Cost: 150g Primary Ingredient: Celestial Guardian blood (Very Rare) or Illuminate (50) Base Success: All targets within 3m of the blast are stunned and blinded for 1 phase. (5c) Area Adjustment: +1 meter radius (6c) Special Adjustment: Sparkles Bright lights flash sporadically across the vision of a target causing them to suffer a -2 penalty to all ATs that require vision for the next 2 phases.

FLASH FREEZE Type: Splash Difficulty: 35 Resist: Water Multiplier: x3 Cost: 70g Primary Ingredient: Water Elemental flakes (Rare) or Ice Shield (30)

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Base Success: All targets within 5m of the blast are Frozen for 2 phases. Evasion and Reaction suffer a -8 penalty, Defensive ATs suffer a -3 penalty and movement speed is reduced by 10, to a minimum of 1. (6c) Area Adjustment: +1 meter radius (10c) Strength Adjustment : Evasion, Reaction and Defensive AT penalties increased by 1

PETRIFY Type: Splash Resist: Earth Difficulty: 50 Multiplier: x3 Cost: 240g Primary Ingredient: Basilisk Eye (Very Rare) Base Success: All targets within 5m of the blast become petrified for 1 phase, becoming unable to act, and gain +60 ARM, +60 PRO(All). (5c) Area Adjustment: +1 meter radius (5c) Duration Adjustment: +1 phase

SMOKE Type: Splash Resist: None Difficulty: 15 Multiplier: x3 Cost: 30g Primary Ingredient: Cloud vapor (Uncommon) Base Success: All targets within 3m of the blast suffer -4 Reaction and have their visibility reduced to 1 meter. (6c) Strength Adjustment: additional -1 Reaction penalty (10c) Area Adjustment: +1 meter radius

VENOM CLOUD Type: Splash Resist: Poison Difficulty: 35 Multiplier: x3 Cost: 60g Primary Ingredient: Death Adder Venom (Rare) or Remove Poison (40) Base Success: All targets within 5m of the blast suffer from Poisoned(5) for 10 phases.

(5c) Duration Adjustment: +1 phase (6c) Area Adjustment: +1 meter radius

WILDFIRE Type: Splash Resist: Fire Difficulty: 20 Multiplier: x3 Cost: 50g Primary Ingredient: Fire Elemental flakes (Rare) or Burn (20) Base Success: All targets within 5m of the blast take 15 damage (Fire) and are scorched for 2 phases, taking +10 Damage (Fire) from subsequent Fire sources for 2 phases. This effect does not stack.

(5c) Duration Adjustment: +1 phase (15c) Special Adjustment: Huge User gains 2 size categories, becoming a huge creature and gaining +10 STR.

HEALING POTION Type: Ingested Difficulty: 30 Multiplier: x2 Cost: 85g Primary Ingredient: Okolo flower (Uncommon) or Heal (25) Base Success: A single use potion that restores 15 lost Health to the user. (2c) Strength Adjustment: +1 Health restored

(2c) Damage Adjustment: +1 Fire (6c) Area Adjustment: +1 meter radius

FLIGHT Type: Ingested Difficulty: 45 Multiplier: x2 Cost: 70g Primary Ingredient: Harpy feather (Rare) or Jump (50) Base Success: A single use potion that gives the user the ability to fly at normal movement speed for 5 phases. (1c) Duration Adjustment: +1 phase

GROWTH Type: Ingested Difficulty: 30 Multiplier: x2 Cost: 60g Primary Ingredient: Giant blood (Rare) or Morph (40) Base Success: A single use potion that causes the user to grow 1 size category for 2 phases. This potion only works on a member of the five mortal races, as the anatomy of other creatures is too foreign to receive the effects. Becoming a large creature grants the user +5 STR and causes them to follow differing size rules accordingly. This does not stack with other effects that increase size.

INVISIBILITY Type: Ingested Difficulty: 40 Multiplier: x2 Cost: 150g Primary Ingredient: Gremlin tears (Rare) or Silence (45) Base Success: A single use potion that turns the user Invisible for 1 hour. Attacking, using an ability, or casting a spell will cause the effect to immediately end. (5c) Duration Adjustment: +1 hour (5c) Special Adjustment: Ghost Leaves no trace of passage

MANA POTION Type: Ingested Difficulty: 40 Multiplier: x2 Cost: 125g Primary Ingredient: Parom flower (Rare) Base Success: A single use potion that restores 15 lost Mana to the user. (1c) Strength Adjustment: +1 Mana

Using Potions Drinking a potion or applying oil to an object is an IFU action that can be done once per phase.

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STAMINA POTION Type: Ingested Difficulty: 30 Multiplier: x10 Cost: 80g Primary Ingredient: Gloss flower (Rare) or Rejuvenation (30) Base Success: A single use potion that restores 15 lost stamina to the user. (3c) Strength Adjustment: +1 stamina

REBIRTH Type: Ingested Difficulty: 50 Multiplier: x2 Cost: 1000g Primary Ingredient: Phoenix feather (Very Rare) or Lingering Spirit (50) Base Success: A single use potion that causes the user to be Reborn if their health is reduced to zero within 24 hours. After a full phase of being dead, you are restored to life at full health in a brilliant blaze of fire. Any creature within 1m of your body at this time suffers 30 damage (Fire).

Base Success: Creates a single application of oil that when applied to the face, allows a person to alter their physical details for one hour as per the Alter spell. Once applied the target has 3 phases to choose desire alterations before the effect expires. (5c) Duration Adjustment: +1 hour (10c) Special Adjustment: Malleable An additional adjustment may be made. Can be taken more than once.

FIRE OIL Type: Coating Difficulty: 10 Multiplier: x1 Cost: 50g Primary Ingredient: Fire Elemental flakes (Rare) or Burn (30) Base Success: Creates a single application of oil that may be used on a weapon and lasts for 5 strikes. While in effect, all strikes dealt with the coated weapon inflict +8 damage (Fire). (8c) Duration Adjustment: +1 Strike (8c) Damage Adjustment: +1 Fire

ICE OIL (5c) Duration Adjustment: +24 hours

STONESKIN Type: Ingested Difficulty: 20 Multiplier: x2 Cost: 20g Primary Ingredient: Earth Elemental flakes (Rare) or Harden (20) Base Success: A single use potion that gives the user +10 ARM (All) for 2 phases. (8c) Strength Adjustment: +1 ARM (All) (10c) Duration Adjustment: +1 phase

CLAY FACE Type: Coating Difficulty: 15 Multiplier: x1 Cost: 100g Primary Ingredient: Doppelganger blood (Rare) or Alter (30)

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Type: Coating Difficulty: 10 Multiplier: x1 Cost: 50g Primary Ingredient: Water Elemental flakes (Rare) or Ice Shield (30) Base Success: Creates a single application of oil that may be used on a weapon and lasts for 5 strikes. While in effect, all strikes dealt with the coated weapon inflict +8 damage (Cold). (8c) Duration Adjustment: +1 Strike (8c) Damage Adjustment: +1 Cold

LIGHTNING OIL Type: Coating Difficulty: 10 Multiplier: x1 Cost: 50g Primary Ingredient: Air Elemental flakes (Rare) or Shock (30)

Base Success: Creates a single application of oil that may be used on a weapon and lasts for 5 strikes. While in effect, all strikes dealt with the coated weapon inflict +8 damage (Electricity). (8c) Duration Adjustment: +1 Strike (8c) Damage Adjustment: +1 Electricity

LIQUID PORTAL Type: Coating Difficulty: 40 Multiplier: x1 Cost: 250g Primary Ingredient: Corrupted Change Creature Eye x 2* (Very Rare) or Portal (50) Base Success: User must coat a surface such as a wall, ceiling or floor. One of the creature eyes is used in the oil. The location of the second eye will be the marker for the other side of this portal. You coat a surface, opening a portal to the other creature eye used in the creation of this oil. The maximum range for this effect is 5Km. The portal will be wide enough for one medium sized creature to walk through. The exit portal is the same size as the entry portal. Any creature may use the portal, transporting them and all of their belongings to the other side instantly. The portal works both ways. The portal lasts for only one phase. (2c) Range Adjustment: +1000m (2c) Size Adjustment: +2m width (5c) Duration Adjustment: +1 phase

POISONOUS OIL Type: Coating Difficulty: 30 Multiplier: x1 Cost: 60g Primary Ingredient: Manticore Tail venom (Very Rare) Base Success: Creates a single application of oil that may be used on a weapon and lasts for 5 strikes. While in effect, all strikes dealt with the coated weapon inflict Poisoned (1) for 10 phases. This effect will stack with itself up to a maximum of Poisoned (5). (5c) Duration Adjustment: +1 Strike

PROTECTION OIL Type: Coating Difficulty: 20 Multiplier: x1 Cost: 80g Primary Ingredient: Young dragonscale (Very Rare) or Armor (35) Base Success: Creates a single application of oil that can be applied to a piece of armor and lasts for 1 hour. Armor coated by Protection Oil gains +5 ARM (All). (5c) Duration Adjustment: +1 hour (10c) Strength Adjustment: +1 ARM (All)

ALCHEMY USE EXAMPLE Morrow wants to create a potion before heading into battle. His first step is to choose a formula and determine if he is skilled enough to successfully mix the ingredients. Morrow decides the fight could be particularly deadly, and so chooses the Healing Potion as his desired item. He heads to the alchemy lab in his city, which has granted him free access. This is an Average grade lab, offering no bonus to Morrow’s Alchemy AT. This particular formula has a difficulty of 30, and Morrow takes 1 hour laying out the mixing process. He makes his Alchemy AT, resulting in a 35. Morrow has successfully met the difficulty, and has gained 5 CAP. Morrow uses this additional CAP to increase the effects of his formula, adding +2 Health restored to the eventual finished product. Morrow can now make a Healing Potion which restores 17 Health. He then uses the formula multiplier listed to determine how much CAP must be accrued before the potion is complete. Morrow takes the difficulty of the formula, multiplies it by the multiplier of 2, and determines that this formula requires 60 CAP to complete. Morrow already has the necessary ingredients, and is prepared to make his first work effort. After spending one hour on this work effort, Morrow accrues 5 CAP towards the total of 60 needed. Since this potion is close to the height of his skill level, he realizes that this will take approximately 12 hours of work to complete at this rate! Morrow works vigorously over the next 2 days, making a total of 11 more work effort ATs and finally accruing the 60 CAP needed. The healing potion is now complete.

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ENCHANTING

ATTUNEMENT

Weaving magic into items is a difficult and rewarding practice called Enchanting. The Enchanting skill allows a magic user to bind spells to items in ways that produce a myriad of mystic effects. Magic wands and fiery weapons are classic examples of Enchanting productions, but more uncommon things such as a golems and portals are also possible with special techniques. The plan for an Enchanting project is called a process.

This represents how much magical alteration an item can accept. Mundane weapons and armor possess no Attunement and cannot be enchanted. Only Makora items are specifically attuned to accept the flow of magic, giving them a base Attunement of 25. It is possible to increase the attunement of Makora items beyond their base level using the other crafting disciplines. The total Attunement an item has is the maximum process difficulty that may be attempted when it is being enchanted.

REQUIRED WORKSPACE (NONE)

ATTUNEMENT LIMITS

Enchanting is unique among the crafting disciplines in that it does not require a specific workspace. Enchanting may be performed anywhere with the same level of proficiency, as long as the area is relatively peaceful. Attempting to enchant an item in a loud or distracting area may incur a penalty.

There is a limit to how much magic can properly coexist on a single person at one time. Carrying an amount of enchanted items that bring your total Attunement above your maximum Attunement level causes an overload of magic. This disrupts all enchantments, and removes any bonuses or effects from the items carried. Any item that is on your person, whether worn, wielded, or sheathed is counted towards your Attunement total, but only if it is enchanted. This Attunement limit begins at 50, and grows by 10 for every Rank a Legacy bearer possesses, to a maximum of 300 Attunement at Rank 25. Example: Morrow is a Rank 2 Legacy bearer, giving him a maximum Attunement limit of 70. He wears a pair of enchanted chain gloves, and wields an enchanted longsword. Each piece has no extra Attunement, giving them a base Attunement of 25 each. This gives Morrow a total of 50 Attunement on his person. He comes across a basic ring of Cold Protection, which also has 25 Attunement. Excitedly, Morrow puts on the ring, bringing the Attunement total of his items to 75. Since Morrow’s maximum is 70, the magic of all three pieces overloads, suspending the enchantments on all items. Morrow removes the ring in disappointment, giving it to his companion instead. Looks like Morrow will have to wait until Rank 3 before wearing all three pieces at once!

Shh! Environmental Modifiers to Enchanting ATs: Peace and quiet: +1 Outdoor Ambiance: 0 Noisy -2 Loud Commotion: -4

REQUIRED MATERIALS All enchanting processes require a specific item to be enchanted, and a spell to be cast upon the item before a work effort AT can be made.

MAJOR INGREDIENTS The only ingredient needed during the enchanting process is the item to be enchanted. This can be anything from weapons, armor, and wands to things like jewelry, hats, and robes.

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SPELL USE

ALL SALES ARE FINAL

Enchanting weaves spells into objects and as such, requires a user to have access to the spell that grants the effect desired for their project. The spell chosen for enchanting will be cast repeatedly throughout work efforts, so the enchanter must have repeat access to the spell generating their desired modifiers. Spells with possible enchanting effects have a line in their description showing what bonuses or effects may be placed into an item when using that spell in the enchanting process. The caster is required to cast this spell once per work effort AT, stretching the effects of the spell out over the entire hour of work. No Magic AT is needed as long as the character’s Magical Ability Score meets the minimum amount required to cast the spell. If the character does not have the required magical skill, they must make a Magic AT in an attempt to meet the difficulty, in addition to their work effort AT. Failure means the work effort is ruined and the hour is lost.

Once an Enchanting process is complete, and an item has successfully been enchanted, the effects are permanent and the item may not be enchanted again.

Magical Ability Score Requirements Basic Spell: 1 Alternate Base Success 1: 25 Alternate Base Success 2: 40

ENCHANTING TYPES As with any crafting plan, an enchanting process requires the creator to first choose the desired type. The three enchanting types are Casts, On Hit, and Passive, each of which have their own modifiers for the purpose of determining how they affect the processes base difficulty.

“CASTS” TYPE This places a selected basic spell known to the enchanter into a wand, which can then be used to cast the stored spell as an IU action. The spell stored inside uses your Magic Ability Score at the time of process creation as its ATR when released. The wand will contain only one charge. If your Magical Ability Score is high enough, you may place Alternate Base Successes into the wand using the appropriate modifiers.

“Casts” Enchanting Type Difficulty Base Difficulty: 12 Multiplier: x2

BY OUR POWERS COMBINED By working with a partner, an enchanter may gain access to spells they do not know themselves. As long as their partner has at least 1 rank in Enchanting and spends the full hour with them during all work effort ATs, the enchanter may attempt to enchant an item with the other individual’s spell. The partner must be able to meet the Magical Ability Score requirements and cast the spell as normal.

CASTS MODIFIERS Cast modifiers alter a wand by adding charges, increasing the potency of the spell when released, and allowing you to place Alternate Base Successes within. Modifier +1 to ATR of spell cast +1 Charge Alternate Base Success 1 Alternate Base Success 2

Difficulty +2 +5 +15 +30

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USING A WAND

“ON HIT” TYPE

Any creature may unleash a spell from a wand as an Instant, Untested action. The ATR used for the spell upon its release is the creator’s Magic Ability Score at the time the process was created. No mana is consumed upon use, as it comes entirely from the wand itself. Once the spell is released, the wand returns to being ordinary. All effects of the spell are determined as though the creature cast it themselves, unless they are unaware of the spell within.

This enchants a melee or ranged weapon, causing it to deliver special effects upon a successful strike. Potential effects are listed within each spell. “On hit” spell effects use your Magic Ability Score at the time of process creation as their ATR when being resisted. On hit debuffs do not stack. “On Hit” Enchanting Type Difficulty Base Difficulty: 20 Multiplier: x5

RECHARGING A WAND Any creature with at least 1 skill point in Magic may restore the charges of a wand by supplying it with their own mana. As an Instant, Untested, action, they may transfer mana from their own pool into the wand on a one for one basis. Once they transfer an amount of mana equal to the cost of the spell inside, one charge is restored. The total amount of charges cannot exceed that set by the original enchantment.

ON HIT MODIFIERS On Hit modifiers increase the numerical value of an On Hit enchantment, increasing its potency.

Modifier +1 to effect value (DMG, etc)

WAND USE BY UNINFORMED USERS Creatures coming across wands will have no knowledge of the spell contained inside without the use of an Identify spell. A spell may still be released from the wand by uninformed users. The user has the choice to direct the spell towards themself, another creature, object, or area—their effects taking place whether beneficial or detrimental. Any excess CAP generated by the spell beyond Base Success is lost in this case, or spent at the Dreamweavers discretion. If the target chosen is beyond the base range of the spell, the spell will be released at its maximum range in that direction. Area of effect spells will spawn with their center on the target that was chosen. Spells released inappropriately(A Telepathy spell on oneself, a Resurrection spell on a living target, a Heal spell cast at the ground) will simply fizzle out and have no effect. The original creator of a wand will always sense what spell resides within and how many charges remain.

“PASSIVE” TYPE This effect is permanent and requires no effort to use. This enchantment may be applied to any sort of Makora item, giving the listed bonus to the wearer. Potential effects are listed within each spell. “Passive” Enchanting Type Difficulty Base Difficulty: 20 Multiplier: x5

PASSIVE MODIFIERS Passive modifiers increase the value of any passive enchantments Modifier +1 Effect Bonus (PRO, DMG) +1 Skills/ATs/Attribute bonus +1 Health/Mana/Stamina

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Difficulty +2

Difficulty +2 +10 +2

Enchanting Example The Sorcerer Raz wishes to create a wand that casts Burn. Since Burn is one of the three spells he knows, he can choose the Casts Type to place it into a wand. Raz has acquired a wand with an attunement of +3 from his woodworking friend, so he is ready to begin. His first step is to create a process and determine if he is skilled enough to place the magic into the item. Raz starts by selecting the Casts type, and wants to add two extra charges. Casts gives a base difficulty of 12 to the process, and each extra charge modifier adds +5, giving Raz a total difficulty of 22. Raz takes 1 hour laying out the enchanting process. He makes his enchanting AT, adding +3 to the result due to the attunement of this Makora wand. With an ATR of 30, Raz has successfully met the difficulty of creating this process. His Elements Ability Score is 18, and so when Burn is released from the finished wand, its ATR will be 18.

He can now begin making a wand which has three charges of Burn. Raz uses the Type multiplier listed to determine how much CAP must be accrued before the process is complete. He takes the total difficulty of the process (22), multiplies it by the multiplier of 2, and determines that this process requires 44 CAP to complete. After spending one hour on his first work effort, he accrues 8 CAP towards the total of 44 needed. Since this is a relatively simple wand for Raz, he realizes that this will take approximately 6 hours of work to complete at this rate. Raz works vigorously over the next day, making a total of 5 more work effort ATs and finally accruing the 44 CAP needed, creating a wand of Burn with an ATR of 18 and three charges.

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The process of heating metals to shape them towards several purposes, Metalsmithing covers the production of everything from metallic weapons such as swords and daggers, to metallic armors such as chainmail and plate mail.

Lord, or the headquarters of a Metalsmithing Guild. Excellent forges come in many shapes and sizes. A forge funded by the King of Naraffain would offer a +10 bonus due to their size and prowess, while a forge belonging to the Metalsmith’s guild within the city of Sol might offer a +4 bonus. It is up to the Dreamweaver to decide just how lucrative a forge will be in any given city.

FORGING ENHANCED WEAPONS AND ARMOR

GAINING ACCESS TO A FORGE

In Dreamscape: Laruna, Legacy Cearers are capable of bringing out the innate magical properties of Makora metal during the smithing process, allowing them to create weapons and armor that are superior to store bought pieces. When a character attempts to create such an item, start by using the base statistics for the chosen weapon or armor listed in the Equipment chapter. Any bonuses applied in the crafting process are added to these base numbers to create an enhanced Makora weapon or armor as the final product.

If the player does not have the resources to build or maintain their own forge, it is possible to rent the use of one. It is up to the Dreamweaver to decide whether a simple contribution of coin will be sufficient, or if a more involved task may be necessary.

METALSMITHING

REQUIRED WORKSPACE(FORGES) A forge is a necessity for the creation of any weapons or armor. A forge can be as simple as a small shack with a fire pit, anvil, and hammers, or as complex as a large facility with several anvils, bellows, and assistants. Depending on the quality and size of the forge, a bonus is given to any Metalsmithing related ATs.

POOR A small forge with only the most basic equipment, some of which may be bent or dented. Often found in very small villages and settlements. A poor forge provides a -2 modifier to all Metalsmithing ATs.

AVERAGE A relatively well-maintained environment containing all necessary equipment, in decent condition. Usually the size of an average dwelling, this forge would likely be funded by a local ruler expecting a supply of weapons and armor, or a successful independent smith. An average forge provides a -2 modifier to all Metalsmithing ATs.

EXCELLENT A large, well-supplied forge containing all of the best equipment, and several assistants. This forge would likely be under the direct watch of a King or

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REQUIRED MATERIALS All Metalsmithing plans require an amount of Makora metal and minor ingredients before a work effort AT can be made.

MINOR INGREDIENTS Easily accessible or unremarkable ingredients are listed as a total Cost. This shows the common price of goods such as coal, straps, buckles and liners that will be used to finish the Metalsmithing project. While it is possible for the cost to change based on circumstance, these ingredients are commonplace enough that both pricing and availability should be relatively consistent.

MAJOR INGREDIENTS: MAKORA METAL Makora metal is formed when a Nexus releases some of its Legacy energy into nearby metal deposits. When this happens, the substance is transformed into Makora, losing all properties of the original metal. In its new form, this material is stronger, heavier, and more durable. A specific quantity of metal will be transformed, and so any given deposit may only have a handful or less of Makora berts capable of being mined. More information on quantities may be found in the Corruption chapter. Only a Legacy Cearer will be able to extract the Makora infused metal, and a failed attempt will cause it to revert back to its original form as the Legacy energy is violently expelled.

WEAPON TYPES

ARMOR TYPES

The type chosen for your plan will determine the weapon’s maximum size. The three Weapon types are Small, Medium, and Large, each affecting the plan difficulty and multiplier, as well as adding a minor ingredient cost. Refer to the Equipment chapter to determine the size category of your weapon choice.

The armor type chosen for your plan will determine the armor you intend to produce. Each type will affect the plan difficulty and multiplier, as well as add a minor ingredient cost. The final product is considered a full set of 5 pieces, which protects the entire body.

SMALL

CHAINMAIL

Claws, Daggers, Throwing Axes, Throwing Daggers Difficulty: 12 Multiplier: x 4 Major Ingredients: 1 Makora Bert Minor Ingredients: 3g

MEDIUM Battleaxes, Flails, Longswords, Maces, Morningstars, Rapiers, Scimitars, Short Swords, Warhammers Difficulty: 15 Multiplier: x 5 Major Ingredients: 2 Makora Berts Minor Ingredients: 5g

LARGE Claymores, Estocs, Glaives, Greataxes, Javelins, Mauls, Spears Difficulty: 18 Multiplier: x 6 Major Ingredients: 4 Makora Berts Minor Ingredients: 10g

WEAPON MODIFIERS Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once. Modifier +1 Attunement +1 Damage +1m Max Range (Thrown Weapons Only) +1 Threat

Difficulty +1 +3 +4

Difficulty: 15 Multiplier: x 9 Major Ingredients: 16 Makora Berts Minor Ingredients: 10g

SCALE MAIL Difficulty: 15 Multiplier: x 10 Major Ingredients: 16 Makora Berts Minor Ingredients: 15g

LAMELLAR ARMOR Difficulty: 16 Multiplier: x 11 Major Ingredients: 16 Makora Berts Minor Ingredients: 20g

FULL PLATE Difficulty: 20 Multiplier: x 13 Major Ingredients: 16 Makora Berts Minor Ingredients: 100g

ARMOR MODIFIERS Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once. Modifier

Difficulty

+1 Attunement +1 ARM to one damage type (No one damage type rating may be more than 10 points higher than another) -1 Hindrance

+1 +1 +10

+10

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ARMOR PIECES The types listed here represent the smaller pieces of a set that can be individually created.

Gauntlets (Coverage: Hands, lower arms) Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x1

x1

x1

x1

Hindrance

0

0

0

0

2 Makora Berts

2 Makora Berts

2 Makora Berts

2 Makora Berts

2g

3g

4g

10g

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x1

x1

x1

x1

Hindrance

0

0

0

0

2 Makora Berts

2 Makora Berts

2 Makora Berts

2 Makora Berts

2g

3g

4g

10g

Major Ingredients Minor Ingredients

Type

Major Ingredients Minor Ingredients

Boots (Coverage: Feet, lower legs)

Pauldrons (Coverage: Shoulders, upper arms) Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x2

x2

x2

x3

Hindrance

-1

-1

-1

-1

3 Makora Berts

3 Makora Berts

3 Makora Berts

2 Makora Berts

3g

4g

5g

25g

Major Ingredients Minor Ingredients

Helms/Coifs (Coverage: head, eyes, neck) Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x2

x2

x2

x3

Hindrance

-1

-1

-2

-2

Major Ingredients

3 Makora Berts

3 Makora Berts

3 Makora Berts

2 Makora Berts

Minor Ingredients

3g

4g

5g

25g

Cuirass/Hauberk (Coverage: Chest, back, upper legs) Type

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Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x3

x4

x5

x5

Hindrance

-1

-2

-2

-3

Major Ingredients

6 Makora Berts

6 Makora Berts

6 Makora Berts

6 Makora Berts

Minor Ingredients

4g

5g

7g

34g

SHIELD TYPES The shield type chosen for your plan will determine the shield you intend to produce. Each type will affect the plan difficulty and multiplier, as well as add a minor ingredient cost.

BUCKLER Difficulty: 8 Multiplier: x 1 Major Ingredients: 2 Makora Berts Minor Ingredients: 1g

SMALL SHIELD Difficulty: 10 Multiplier: x 2 Major Ingredients: 4 Makora Berts Minor Ingredients: 2g

ROUND SHIELD Difficulty: 12 Multiplier: x 3 Major Ingredients: 6 Makora Berts Minor Ingredients: 5g

HEATER SHIELD Difficulty: 14 Multiplier: x 4 Major Ingredients: 10 Makora Berts Minor Ingredients: 10g

TOWER SHIELD Difficulty: 17 Multiplier: x 5 Major Ingredients: 14 Makora Berts Minor Ingredients: 20g

SHIELD MODIFIERS Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once. Modifier +1 Attunement +1 Block & +2 Cover

METALSMITHING EXAMPLE The renowned Lightbringer metalsmith Decima wants to create a set of Makora full plate armor. His first step is to create a plan and determine if he is skilled enough to manipulate the Makora metal. He heads to a forge in his city, which has granted him free access. This is an Excellent grade forge, offering a +5 bonus to Decima’s metalsmithing AT. A set of full plate has a difficulty of 20, but Decima wishes to reduce the hindrance of the armor by 1, and increase its armor rating by +3/+3/+3. With these modifiers, the base difficulty of his plan is increased to 39. (+10 for the hinderance, and +1 for each armor rating increase). Decima takes 1 hour laying out the forging plan. He makes his metalsmithing AT, resulting in a 50. Decima has successfully met the difficulty of creating this plan. Decima can now make a Makora full plate armor with less hindrance and increased armor rating. Decima now uses the Type multiplier listed to determine how much CAP must be accrued before the plan is complete. Decima takes the total difficulty of the plan (39), multiplies it by the multiplier of 13, and determines that this plan requires 507 CAP to complete. Decima already has the necessary ingredients, and is prepared to make his first work effort. After spending one hour on this work effort, Decima accrues 11 CAP towards the total of 507 needed. Since this armor is close to the height of Decima’s skill level, he realizes that this will take approximately 47 hours of work to complete at this rate! Decima works vigorously over the next several weeks, making a total of 46 more work effort ATs and finally accrues the 507 CAP needed. The Makora plate armor has been completed!

Difficulty +1 +15

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LEATHERWORKING The process of turning hides into wearables and armor is covered by Leatherworking. Turning Makora hides into leather armor and producing Makora cloth material light enough to be worn as clothing is the specialty of a Legacy Cearer.

CRAFTING ENHANCED LEATHER ARMOR In Dreamscape: Laruna, Legacy Cearers are capable of bringing out the innate magical properties of Makora hides during the Leatherworking process, allowing them to create leather armor that is superior to store bought pieces. When a character attempts to create such an item, start by using the base statistics for the chosen armor listed in the Equipment chapter. Any bonuses applied in the crafting process are added to these base numbers to create an enhanced Makora armor as the final product.

REQUIRED WORKSPACE(WORKSHOP) A workshop is a necessity for the creation of leather pieces. A workshop can be as simple as a small shack with salts, dyes, and scrapers, or as complex as a large facility with several drying racks, curing stations, and assistants. Depending on the quality and size of the workshop, a bonus is given to any Leatherworking related ATs.

POOR A small workshop with only the most basic equipment and supplies, some of which may be worn out or spoiled. Often found in small villages and settlements. A poor workshop provides a -2 modifier to all Leatherworking ATs.

AVERAGE A relatively well-maintained environment containing all necessary equipment, in decent condition. Usually the size of an average dwelling, this workshop would likely be funded by a local ruler expecting a supply of leather, or a successful independent leatherworker. An average workshop provides no modifier to Leatherworking ATs.

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EXCELLENT A large, well-supplied workshop containing all of the best equipment and supplies, and several assistants. This workshop would likely be under the direct watch of a King or Lord, or the headquarters of a Leatherworking Guild. Excellent workshops come in many shapes and sizes. A workshop funded by the Horse Lord of Nevelon would offer a +10 bonus due to their size and prowess with manipulating leather, while a workshop belonging to the Leatherworking guild within the city of Sol might offer a +4 bonus. It is up to the Dreamweaver to decide just how lucrative a workshop will be in any given city.

GAINING ACCESS TO A WORKSHOP If the player does not have the resources to build or maintain their own workshop, it is possible to rent the use of one. It is up to the Dreamweaver to decide whether a simple contribution of coin will be sufficient, or if a more involved task may be necessary.

REQUIRED MATERIALS All Leatherworking plans require an amount of Makora hide and minor ingredients before a work effort AT can be made.

MINOR INGREDIENTS Easily accessible or unremarkable ingredients are listed as a total Cost. This shows the common price of goods such as glue, oils, dyes, and liners that will be used to finish the Leatherworking project. While it is possible for the cost to change based on circumstance, these ingredients are commonplace enough that both pricing and availability should be relatively consistent.

MAJOR INGREDIENTS: MAKORA HIDE Makora hides are formed when a Nexus releases some of its Legacy energy into nearby animals or creatures. When this happens, the creature becomes corrupted, and its hide is infused with Makora, losing all properties of the original hide. In its new form, its hide is stronger, heavier, and more durable. The size of the creature determines the number of hides able to be obtained, as defined by the Skinning skill. Only a Legacy Cearer will be able to skin a corrupted creature, and a failed attempt will destroy the hide.

WEAPON TYPES

ARMOR TYPES

The type chosen for your plan will determine the weapon you choose to craft. Slings and Whips may be crafted with the Leatherworking skill, and which one you choose will affect the plan difficulty and multiplier, as well as add a minor ingredient cost.

The armor type chosen for your plan will determine the armor you intend to produce. Each type will affect the plan difficulty and multiplier, as well as add a minor ingredient cost. These types are considered a full set, which protects the entire body.

SPIKED WHIP

LEATHER ARMOR

Difficulty: 10 Multiplier: x 6 Major Ingredients: 2 Makora Hides Minor Ingredients: 3g

Difficulty: 10 Multiplier: x 9 Major Ingredients: 12 Makora Hides Minor Ingredients: 5g

SLING

STUDDED LEATHER

Difficulty: 8 Multiplier: x 3 Major Ingredients: 1 Makora Hide Minor Ingredients: 5cp

Difficulty: 13 Multiplier: x 10 Major Ingredients: 12 Makora Hides Minor Ingredients: 15g

WEAPON MODIFIERS

ARMOR MODIFIERS

Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once.

Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once.

Modifier +1 Attunement +1 Damage +1m Max Range (Sling Only) +1 Speed (Sling Only) -1 Difficulty (Sling Only) +1 Threat (Whip Only)

Difficulty +1 +3 +4 +8

Modifier +1 Attunement +1 ARM to one damage type (No one damage type rating may be more than 10 points higher than another) -1 Hindrance

Difficulty +1 +2 +15

+10 +10

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ARMOR PIECES

CONTAINER TYPES

The types listed here represent smaller pieces that can be individually created.

The container types listed here represent smaller pieces that can be specifically created for the purposes of Enchanting. In addition, crafting these pieces from Makora hides give them special magical properties. Each type will affect the plan difficulty and multiplier, as well as add a minor ingredient cost.

Gloves (Coverage: Hands, lower arms) Type

Leather

Studded

Difficulty

10

13

Multiplier

x1

x1

Hindrance

0

0

Major Ingredients

1 Makora Hide

1 Makora Hide

Minor Ingredients

1g

3g

Boots (Coverage: Feet, lower legs) Type

Leather

Studded

Difficulty

10

13

Multiplier

x1

x1

Hindrance

0

0

Major Ingredients

1 Makora Hide

1 Makora Hide

Minor Ingredients

1g

3g

Pauldrons (Coverage: Shoulders, upper arms) Type

Leather

Studded

Difficulty

10

13

Multiplier

x2

x2

Hindrance

0

0

Major Ingredients

2 Makora Hides

2 Makora Hides

Minor Ingredients

2g

4g

Helms/Coifs (Coverage: head, eyes, neck) Type

Leather

Studded

Difficulty

10

13

Multiplier

x2

x2

Hindrance

0

0

Major Ingredients

2 Makora Hides

2 Makora Hides

Minor Ingredients

3g

4g

Cuirass/Hauberk (Coverage: Chest, back, upper legs) Type

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Leather

Studded

Difficulty

10

13

Multiplier

x3

x4

Hindrance

0

-1

Major Ingredients

6 Makora Hides

6 Makora Hides

Minor Ingredients

4g

5g

MAKORA SHEATH Storing a weapon in a Makora sheath for an extended period of time will cause the infused Legacy energy to seep into the weapon. Keeping a weapon in this container for at least one day will grant it a +1 Damage Bonus. Only one weapon may be stored in a sheath at a time. The Damage Bonus fades if the weapon does not return to the sheath within 24 hours, as the concentrated Legacy energy disburses. Difficulty: 10 Multiplier: x 4 Major Ingredients: 1 Makora Hide Minor Ingredients: 1g

MAKORA QUIVER Storing ammunition in a Makora quiver for an extended period of time will cause the infused Legacy energy to seep into the ammunition. Keeping ammo in this container for at least one day will grant it a +1 Damage Bonus. The Damage Bonus fades if the ammo does not return to the sheath within 24 hours, as the concentrated Legacy energy disburses. Difficulty: 10 Multiplier: x 4 Major Ingredients: 1 Makora Hide Minor Ingredients: 1g

CONTAINER MODIFIERS Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once. Modifier +1 Damage Bonus

Difficulty +10

MISCELLANEOUS CLOTH TYPES

WOODWORKING

The miscellaneous types listed here represent smaller pieces that can be specifically created for the purposes of Enchanting. The Makora hide is processed in such a way that a very thin, cloth-like material remains, usable for making clothing. Each type will affect the plan difficulty and multiplier, as well as add a minor ingredient cost.

The process of turning Makora wood into bows, arrows, staves and wands is covered by Woodworking. Drawing forth the Makora to enhance these weapons is the specialty of a Legacy bearer.

ROBE Difficulty: 14 Multiplier: x 6 Major Ingredients: 6 Makora Hides Minor Ingredients: 20g

TUNIC/PANTS Difficulty: 14 Multiplier: x 4 Major Ingredients: 4 Makora Hides Minor Ingredients: 5g

HAT/GLOVES Difficulty: 14 Multiplier: x 2 Major Ingredients: 1 Makora Hide Minorr In IIngredients: g ed gr die entts: 1 1g g

CARVING ENHANCED WEAPONS In Dreamscape: Laruna, Legacy bearers are capable of bringing out the innate magical properties of Makora wood during the Woodworking process, allowing them to create bows, and wooden weapons that are superior to store bought pieces. When a character attempts to create such an item, start by using the base statistics for the chosen armor listed in the Equipment chapter. Any bonuses applied in the crafting process are added to these base numbers to create an enhanced Makora weapon as the final product. REQUIRED WORKSPACE(BOWYER/WOODCARVERS HUT) While there is no specific need for a workspace when it comes to carving wood, a well-stocked Bowyer or Woodcarver will contain all of the essential measuring tools and equipment required to make the woodworking process much easier. Workbenches, saws, glue, and bow strings are considered a staple of most bowyers and woodcarvers. Depending on the quality and size of such a workspace, a bonus is given to any Woodworking related ATs.

POOR A small workshop with only the most basic equipment, some of which may not be in full working order. Often found in small villages and settlements. A poor workspace provides a -2 modifier to all Woodworking ATs.

AVERAGE A relatively well-maintained environment containing all necessary equipment, in decent condition. Usually the size of an average dwelling, this workshop would likely be funded by a local ruler expecting a supply of bows or wood products, or a successful independent woodcarver. An average workspace provides no modifier to Woodworking ATs.

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EXCELLENT A large, well-supplied workshop containing all of the best equipment and supplies, and several assistants. This workshop would likely be under the direct watch of a King or Lord, or the headquarters of a Woodcarving Guild. Excellent workshops come in many shapes and sizes. A workshop funded by the Queen of Moolsheel would offer a +10 bonus due to their size and prowess with manipulating wood, while a workshop belonging to the Woodworking guild within the city of Sol might offer a +4 bonus. It is up to the Dreamweaver to decide just how lucrative a workshop will be in any given city.

GAINING ACCESS TO A WORKSHOP If the player does not have the resources to build or maintain their own workshop, it is possible to rent the use of one. It is up to the Dreamweaver to decide whether a simple contribution of coin will be sufficient, or if a more involved task may be necessary.

REQUIRED MATERIALS All Woodworking plans require an amount of Makora wood and minor ingredients before a work effort AT can be made.

MINOR INGREDIENTS Easily accessible or unremarkable ingredients are listed as a total Cost. This shows the common price of goods such as glue, oils, and strings that will be used to finish the Woodworking project. While it is possible for the cost to change based on circumstance, these ingredients are commonplace enough that both pricing and availability should be relatively consistent.

MAJOR INGREDIENTS - MAKORA WOOD Makora Wood is formed when a Nexus releases some of its Legacy energy into nearby trees. When this happens, the tree and its bark is infused with Makora, losing all normal properties. In its new form, the wood from the tree is stronger, heavier, and more durable. A specific quantity of wood will be transformed, and so any given area may only have a handful or less of Makora wood capable of being harvested. Only a Legacy Cearer will be able to extract the Makora infused wood, and a failed attempt will cause it to revert back to its original form.

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WEAPON TYPES The type chosen for your plan will determine the weapon’s maximum size. The three Weapon types are Small, Medium, and Large, each affecting the plan difficulty and multiplier, as well as adding a minor ingredient cost. Refer to the Equipment chapter to determine the size category of your weapon choice.

STAFF/STAFF SLING Difficulty: 12 Multiplier: x 4 Major Ingredients: 3 Planks of Makora Wood Minor Ingredients: 1sp

CLUB Difficulty: 12 Multiplier: x 3 Major Ingredients: 4 Planks of Makora Wood Minor Ingredients: 1sp

SHORTBOW Difficulty: 10 Multiplier: x 2 Major Ingredients: 2 Planks of Makora Wood Minor Ingredients: 1g

LONGBOW Difficulty: 13 Multiplier: x 2 Major Ingredients: 2 Planks of Makora Wood Minor Ingredients: 2g

LIGHT CROSSBOW Difficulty: 15 Multiplier: x 6 Major Ingredients: 4 Planks of Makora Wood Minor Ingredients: 5g

HEAVY CROSSBOW Difficulty: 20 Multiplier: x 8 Major Ingredients: 6 Planks of Makora Wood Minor Ingredients: 5g

WEAPON MODIFIERS Modifiers will determine how you choose to manipulate the Makora to push the piece beyond normal limits. Add all modifiers together, along with the type, to come up with the difficulty for your Plan. These modifiers may be taken more than once. Modifier

Difficulty

+1 Attunement

+1

+1 Damage

+3

+1m Max Range (Ranged Weapons Only)

+4

+1 Speed (Ranged Weapons Only)

+8

-1 Difficulty (Ranged Weapons Only)

+10

+1 Threat (Melee Weapons Only)

+10

a 41. Daemora has successfully met the difficulty of creating this plan. Daemora can now make a Makora longbow that deals +9 damage. Daemora now uses the Type multiplier listed to determine how much CAP must be accrued before the longbow is complete. Daemora takes the total difficulty of the plan (40), multiplies it by the multiplier of 2, and determines that this plan requires 80 CAP to complete. Daemora already has the necessary ingredients, and is prepared to make her first work effort. After spending one hour on this work effort, Daemora accrues only 1 CAP towards the total of 80 needed. Since this longbow is so difficult to make, Daemora’s realizes that this will take approximately 80 hours of work to complete at this rate! Daemora does not wish commit two weeks to making this longbow and rethinks her plan. She decides to create a simpler Makora longbow that requires less manipulation of the Makora energy, forcing her to start the process from the beginning.

MISCELLANEOUS TYPES

JEWELCRAFTING

Those skilled in Woodworking may craft intricate wands, and the Makora wood used will allow them to hold a great deal more magical energy.

The process of refining Makora gems and creating Makora accessories is covered by Jewelcrafting.

WAND Difficulty: 10 Multiplier: x 3 Major Ingredients: 1 Plank of Makora Wood Minor Ingredients: 1g

MISCELLANEOUS MODIFIERS Modifier

Difficulty

+1 Attunement

+4

WOODWORKING EXAMPLE Daemora the Sora’Somin woodworker wants to create a Makora longbow for her traveling companion. Her first step is to create a plan and determine if she is skilled enough to manipulate the Makora wood. She heads to an Excellent grade bowyer, offering a +8 bonus to Daemora’s Woodworking AT. A Makora longbow has a difficulty of 13, but Daemora wishes to increase its damage output as high as she can. She thinks she can safely add +9 damage to the longbow, increasing the base difficulty to 40 (+3 for each point of damage). Daemora takes 1 hour laying out the woodworking process. She makes her woodworking AT, resulting in

CRAFTING AND USING MAKORA GEMS In Dreamscape: Laruna, Legacy bearers are capable of bringing out the innate magical properties of Makora gems during the Jewelcrafting process. These gems grant a bonus to a core attribute, or Health, Stamina and Mana pools. Gems giving a bonus to the same attribute or pool do not stack.

GEM PLACEMENT A Makora gem requires a “nest” to function, and so must be placed within another Makora item to gain its benefits. A jewelcrafter can create specific accessory pieces to act as this nest, but a Makora weapon or armor piece may be used as well. Any Makora piece containing a Makora gem is considered enchanted, and may not be altered further via enchanting. A basic gem requires a 25 Attunement piece as its nest. Gems improved beyond their base bonuses will require nests with higher Attunement to function. The increased Attunement requirements are listed below along with the modifiers. A jewelcrafter with a total Jewelcrafting Ability Score of at least 20 may safely remove a Makora gem and place it into a different piece.

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REQUIRED WORKSPACE(JEWELER) A jeweler is a necessity for the creation of gems and accessories. A jeweler can be as simple as a small shack with clamps, magnifiers, and chisels, or as complex as a large facility with several microscopes, grinding wheels, and assistants. Depending on the quality and size of the workshop, a bonus is given to any Jewelcrafting related ATs.

JEWELER’S KIT A simple collection of chisels, a magnifier, and polish, able to be carried in a backpack. A jewelers kit provides a -4 modifier to all Jewelcrafting ATs.

POOR A small workshop with only the most basic equipment, some of which may not be in full working order. Often found in small villages and settlements. A poor jewelers provides a -2 modifier to all Jewelcrafting ATs.

REQUIRED MATERIALS All Jewelcrafting plans require an amount of Makora gems or metal, and minor ingredients before a work effort AT can be made. Minor Ingredients Easily accessible or unremarkable ingredients are listed as a total Cost. This shows the common price of goods such as clasps, chains, or polish that will be used to finish the Jewelcrafting project. While it is possible for the cost to change based on circumstance, these ingredients are commonplace enough that both pricing and availability should be relatively consistent.

MAJOR INGREDIENTS: MAKORA GEMS A Makora gem is formed when a Nexus releases some of its Legacy energy into a nearby geode. When this happens, the gem is infused with Makora, becoming much more brilliant and receptive to magic.

ATTRIBUTE GEM

AVERAGE A relatively well-maintained environment containing all necessary equipment, in decent condition. Usually the size of an average dwelling, this workshop would likely be funded by a local ruler expecting a supply of jewelry, or a successful independent jewelcrafter. An average jewelers provides a -2 modifier to all Woodworking ATs.

EXCELLENT A large, well-supplied workshop containing all of the best equipment and supplies, and several assistants. This workshop would likely be under the direct watch of a King or Lord, or the headquarters of a Jewelcrafting Guild. Excellent workshops come in many shapes and sizes. A workshop funded by the Lovis of Epilesis would offer a +10 bonus due to their size and prowess, while a workshop belonging to the Jewelcrafting guild within the city of Sol might offer a +4 bonus. It is up to the Dreamweaver to decide just how lucrative a workshop will be in any given city.

GAINING ACCESS TO A JEWELER If the player does not have the resources to build or maintain their own jeweller, it is possible to rent the use of one. It is up to the Dreamweaver to decide whether a simple contribution of coin will be sufficient, or if a more involved task may be necessary.

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A basic attribute gem grants +1 to a chosen attribute at the plan creation step. Difficulty: 20 Multiplier: x 8 Major Ingredients: 1 Makora Gem

ATTRIBUTE GEM MODIFIERS Modifier

Difficulty

Nest Attunement Requirement

+1 Chosen Attribute

+10

12

ESSENCE GEMS A basic essence gem grants a +10 bonus to the respective pool.

HEALTH GEM Difficulty: 20 Multiplier: x 5 Major Ingredients: 1 Makora Gem

MANA GEM Difficulty: 20 Multiplier: x 4 Major Ingredients: 1 Makora Gem

STAMINA GEM

JEWELCRAFTING EXAMPLE

Difficulty: 20 Multiplier: x 3 Major Ingredients: 1 Makora Gem

ESSENCE GEM MODIFIERS Modifier

Difficulty

Nest Attunement Requirement

+1 Chosen Attribute

+1

1

ACCESSORY TYPES Makora Jewelry is required to holster the power of a Makora Gem and spread it throughout the body of an individual. In order to get the required concentration of Legacy energy, an entire Makora Bert must be expended in the creation process.

RING/EARRINGS Difficulty: 10 Multiplier: x 7 Major Ingredients: 1 Makora Bert Minor Ingredients: 1g

NECKLACE Difficulty: 12 Multiplier: x 7 Major Ingredients: 1 Makora Bert Minor Ingredients: 25g

BRACELET Difficulty: 14 Multiplier: x 7 Major Ingredients: 1 Makora Bert Minor Ingredients: 25g

ACCESSORY MODIFIERS Modifier

Difficulty

+1 Attunement

+1

Elena the Soulbender jewelcrafter has come across a Makora gem and decides to fashion it into a Health gem. Her first step is to create a plan and determine if she is skilled enough to manipulate the Makora gem. She heads to a jeweler in her city, which has granted her free access. This is an Average grade jeweler, offering no bonus to Elena’s Jewelcrafting AT. A Makora Health gem has a difficulty of 20, but Elena wishes to increase its Health bonus by +10. The +10 Health modifier adds +10 to the base difficulty, increasing it to 30. Elena takes 1 hour laying out the jewelcrafting plan. She makes her jewelcrafting AT, resulting in a 45. Elena has successfully met the difficulty of creating this plan. Elena can now make a Makora gem that increases Health by 20. Elena now uses the Type multiplier listed to determine how much CAP must be accrued before the gem is complete. Elena takes the total difficulty of the plan (30), multiplies it by the multiplier of 5, and determines that this plan requires 150 CAP to complete. Elena takes her gem to the jeweler and is prepared to make her first work effort. After spending one hour on this work effort, Elena accrues 15 CAP towards the total of 150 needed. She wants this gem as soon as possible, and spends a grueling 9 hours over the next day making 9 more work effort ATs, completing the Health gem. After calculating the Attunement needed, Elena finds that this gem will require a 35 Attunement item as its nest. (25 Base, 10 from modifiers) Luckily, Elena has a Makora ring from a previous jewelcrafting project and inserts the gem with ease, gaining +20 to her Health when she puts it on!

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EQUIPMENT Equipment in Laruna comes in many forms, and is the lifeblood of any adventuring Legacy bearer. All manner of items and supplies can be found in the metropolises of Laruna’s kingdoms, although specialty items, such as those magical in nature might be reserved for only a few shops throughout the land. It is up to the Dreamweaver to decide just how available certain equipment might be, but the general rule is—the larger the city, the more equipment available to you.

STARTING EQUIPMENT Depending on your chosen Background, you will be allotted a certain amount of starting equipment and gold. Starting in a city will allow you to purchase any of the following equipment, at the Dreamweaver’s discretion.

CURRENCY Standard currency in Laruna is divided up into coins, their value based upon the metal they are made from. They range in value from lowest to highest: Copper, Silver, and Gold. 1 Gold Coin = 10 Silver = 100 Copper When dealing with larger denominations of currency, the people of Laruna trade in large ingots of metal called Berts. A Bert is equal to 100x the number of coins of its respective material.

IMPACT CLUB Cost: 15 cp Weight: 1.3 kg Requirements: STR 3 Threat: 2 AT: One-Handed Blunt + STR Damage: STR + 3 (Impact) (1c) Damage Adjustment: +1 Impact (40c) Weapon Adjustment: Knockout CT (25%)

FLAIL Cost: 7 gp Weight: 2.7 kg Requirements: STR 5 Threat: 5 AT: One-Handed Blunt + STR Damage: STR + 9 (Impact) (1c) Damage Adjustment: +3 Impact (24c) Weapon Adjustment: Crush (30c) Weapon Adjustment: Knockout CT (75%)

MACE Cost: 6 gp Weight: 1.8 kg Requirements: STR 4 Threat: 3 AT: One-Handed Blunt + STR Damage: STR + 6 (Impact) (1c) Damage Adjustment: +2 Impact (32c) Weapon Adjustment: Crush (40c) Weapon Adjustment: Knockout CT (75%)

MAUL (2H) 1 Gold Bert = 100 Gold Coins = 1000 Silver Coins = 10000 Copper Coins

1 Silver Bert = 10 Gold Coins = 100 Silver Coins = 1000 Copper Coins 1 Copper Bert = 1 Gold Coin = 10 Silver Coins = 100 Copper Coins

WEAPONS

Cost: 18 gp Weight: 5.5 kg Requirements: STR 8 Threat: 7 AT: Two-Handed Blunt + STR Damage: STR + 15 (Impact) (1c) Damage Adjustment: +5 Impact (14c) Weapon Adjustment: Crush (20c) Weapon Adjustment: Knockout CT (75%)

Weapons are split into two basic categories: Melee and Ranged. Melee weapons are further divided into Impact, Slashing, and Piercing, based on what type of damage they inflict upon an enemy. Ranged weapons are divided into Projectile and Thrown, depending on its method of attack. The notation “2H” indicates this weapon requires two hands to wield.

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STAFF(2H)

GLAIVE(2H)

Cost: 2 sp Weight: 1.8 kg Requirements: STR 3 Threat: 2 AT: Two-Handed Blunt + STR Damage: STR + 3 (Impact) (1c) Damage Adjustment: +1 Impact (40c) Weapon Adjustment: Knockout CT (20%)

WARHAMMER Cost: 10 gp Weight: 2.2 kg Requirements: STR 5 Threat: 4 AT: One-Handed Blunt + STR Damage: STR + 9 (Impact) (1c) Damage Adjustment: +3 Impact (24c) Weapon Adjustment: Crush (30c) Weapon Adjustment: Knockout CT (75%)

SLASHING BATTLEAXE Cost: 8 gp Weight: 2.7 kg Requirements: STR 5 Threat: 4 AT: One-Handed Slashing + STR Damage: STR + 9 (1c) Damage Adjustment: +3 Slashing (5c) Weapon Adjustment: Bleed (3) (24c) Weapon Adjustment: Amputate (30c) Weapon Adjustment: Decapitate

CLAYMORE (2H) Cost: 15 gp Weight: 3.6 kg Requirements: STR 6 Threat: 6 AT: Two-Handed Slashing + STR Damage: STR + 12 (Slashing) (1c) Damage Adjustment: +4 Slashing (5c) Weapon Adjustment: Bleed (4) (18c) Weapon Adjustment: Amputate (25c) Weapon Adjustment: Decapitate

Cost: 50 gp Weight: 4.5 kg Requirements: STR 7 Threat: 6 AT: Glaives + STR Damage: STR + 15 (Slashing) (1c) Damage Adjustment: +5 Slashing (5c) Weapon Adjustment: Bleed (5) (18c) Weapon Adjustment: Amputate (25c) Weapon Adjustment: Decapitate

GREATAXE (2H) Cost: 25 gp Weight: 5.4 kg Requirements: STR 8 Threat: 7 AT: Two-Handed Slashing + STR Damage: STR + 15 (Slashing) (1c) Damage Adjustment: +5 Slashing (5c) Weapon Adjustment: Bleed (5) (18c) Weapon Adjustment: Amputate (25c) Weapon Adjustment: Decapitate

LONGSWORD (2H) Cost: 10 gp Weight: 2.7 kg Requirements: STR 5 Threat: 5 AT: One-Handed Slashing + STR Damage: STR + 9 (Slashing) (1c) Damage Adjustment: +3 Slashing (5c) Weapon Adjustment: Bleed (3) (24c) Weapon Adjustment: Amputate (30c) Weapon Adjustment: Decapitate

SCIMITAR Cost: 12 gp Weight: 1.8 kg Requirements: STR 4 Threat: 3 AT: One-Handed Slashing + STR Damage: STR + 6 (Slashing) (1c) Damage Adjustment: +2 Slashing (5c) Weapon Adjustment: Bleed (2) (32c) Weapon Adjustment: Amputate (40c) Weapon Adjustment: Decapitate

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SPIKED WHIP

RAPIER

Cost: 8 gp Weight: .9 kg Requirements: AGI 4 Threat: 5 AT: Whips + AGI Damage: AGI + 6 (Slashing) (1c) Damage Adjustment: +2 Slashing (5c) Weapon Adjustment: Bleed (2)

PIERCING DAGGER Cost: 4 gp Weight: .4 kg Requirements: STR 1 Threat: 1 AT: One-Handed Piercing + STR Damage: STR + 3 (Piercing) (1c) Damage Adjustment: +1 Piercing (3c) Weapon Adjustment: Bleed (1)

ESTOC (2H) Cost: 20 gp Weight: 2.2 kg Requirements: STR 5 Threat: 6 AT: Two-Handed Piercing + STR Damage: STR + 12 (Piercing) (1c) Damage Adjustment: +4 Piercing (3c) Weapon Adjustment: Bleed (4)

METAL CLAWS Cost: 5 gp Weight: .4 kg Requirements: STR 1 Threat: 1 AT: Brawling + STR Damage: STR + 3 (Piercing) (1c) Damage Adjustment: +1 Piercing (3c) Weapon Adjustment: Bleed (1)

MORNINGSTAR Cost: 7 gp Weight: 2.7 kg Requirements: STR 5 Threat: 5 AT: One-Handed Impact + STR Damage: STR + 9 (Piercing) (1c) Damage Adjustment: +3 Piercing

(4c) Weapon Adjustment: Bleed (3) (24c) Weapon Adjustment: Crush (30c) Weapon Adjustment: Knockout CT (75%)

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Cost: 8 gp Weight: .9 kg Requirements: STR 2 Threat: 4 AT: One-Handed Piercing + STR Damage: STR + 9 (Piercing) (1c) Damage Adjustment: +3 Piercing (3c) Weapon Adjustment: Bleed (3)

SHORTSWORD Cost: 5 gp Weight: .9 kg Requirements: STR 3 Threat: 3 Damage: STR + 6 (Piercing) (1c) Damage Adjustment: +2 Piercing (3c) Weapon Adjustment: Bleed (2)

SPEAR (2H) Cost: 12 gp Weight: 2.7 kg Requirements: STR 5 Threat: 7 (14 when engaged w. mounted combatant)

AT: Two-Handed Piercing + STR Damage: STR + 12 (Piercing) (1c) Damage Adjustment: +4 Piercing (3c) Weapon Adjustment: Bleed (4)

RANGED WEAPONS SLING Cost: 1 sp Requirements: None Weight: .4 kg Range: 0-25m/26m-120m/121m-200m Difficulty: 15/28/40 AT: Slings + AGI Damage: 15 (Impact) Speed: 25 (1c) Damage Adjustment: +1 Impact

STAFF SLING

SHORTBOW

Cost: 25 cp Requirements: None Weight: 1.2 kg Range: 0-30m/31m-120m/121m-250m Difficulty: 15/25/40 AT: Slings + AGI Damage: 20 (Impact) Speed: 30 (1c) Damage Adjustment: +1 Impact

BOWS AND CROSSBOWS HEAVY CROSSBOW* Cost: 40 gp Weight: 3.6 kg Requirements: None Range: 0-100m/101m-200m/201m-300m Difficulty: 10/22/35 AT: Crossbows + AGI Damage: 30 (Piercing) Speed: 30 (1c) Damage Adjustment: +1 Piercing *Reloading requires an IU action.

LIGHT CROSSBOW* Cost: 25 gp Weight: 1.8 kg Requirements: None Range: 0-25m/26m-75m/51m-150m Difficulty: 10/22/40 AT: Crossbows + AGI Damage: 20 (Piercing) Speed: 28 (1c) Damage Adjustment: +1 Piercing *Reloading requires an IU action.

LONGBOW Cost: 15 gp Weight: 1.3 kg Requirements: None Range: 0-30m/31m-120m/121m-250m Difficulty: 15/25/35 AT: Bows + AGI Damage: 20 (Piercing) Speed: 25 (1c) Damage Adjustment: +1 Piercing

Cost: 10 gp Weight: .9 kg Requirements: None Range: 0-25m/26m-75m/76m-200m Difficulty: 12/28/38 AT: Bows + AGI Damage: 15 (Piercing) Speed: 25 (1c) Damage Adjustment: +1 Piercing

THROWN THROWING AXE Cost: 5 gp Weight: .9 kg Requirements: STR 3 Range: 0-3m/4m-6m/7m-10m Difficulty: 10/20/30 AT: Thrown Weapons + AGI Damage: STR + 10 (Slashing) Speed: User’s Strength + 3 (1c) Damage Adjustment: +1 Slashing

THROWING DAGGER Cost: 4 gp Weight: .3 kg Requirements: STR 1 Range: 0-3m/4m-6m/7m-10m Difficulty: 10/25/35 AT: Thrown Weapons + AGI Damage: STR + 6 (Piercing) Speed: User’s Strength + 5 (1c) Damage Adjustment: +1 Piercing

THROWING SPEAR Cost: 12 gp Weight: 1.4 kg Requirements: STR 4 Range: 0-25m/26m-50m/51m-100m Difficulty: 15/25/35 AT: Thrown Weapons + AGI Range: 0-25m/26m-50m/51m-100m Damage: STR + 15 (Piercing) Speed: User’s Strength + 5 (1c) Damage Adjustment: +1 Piercing

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ARMOR Armor comes in many differing types, from simple boiled leather pieces to a full suit of finely crafted plate mail. Wearing armor grants a character protection from the three types of physical damage, but can restrict their movement, depending on the type worn. Below is a chart showing just how much protection is offered for a typical suit of each armor. Hindrance represents how much the armor restricts normal movement, and the number listed is the AT penalty applied to all actions when wearing the armor. Some characters may have specific techniques or abilities that mitigate some or all of this penalty. Armor Leather Armor Studded Leather Chain Mail Scale Mail Lamellar Armor Full Plate Descendant Armor

Armor Rating (I/S/P) 5/5/5 7/9/7 12/14/14 16/16/18 20/20/20 18/26/24 12/14/14

Hindrance

Cost

Weight

0 -1 -3 -4 -5 -6 -1

15 gp 25 gp 75 gp 100 gp 200 gp 500 gp n/a

4.5 kg 6 kg 16 kg 18 kg 18 kg 27 kg 4.5 kg

SHIELDS A shield is held in one hand and increases your defensive ability while in combat. The shield’s Block Rating is added to any Defensive ATs made in melee combat, and subtracted from any non-Defensive AT made. Some characters may have specific techniques or abilities that mitigate some or all of this penalty. The size of a shield’s Cover determines how much more difficult the user is to hit with a ranged weapon, and is added to the attacker’s Difficulty to hit.

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Shield

Block Rating

Buckler Small Shield Round Shield Heater Shield Tower Shield

1 2 4 6 10

Cover Bonus 2 4 8 12 20 0

Cost

Weight

3 gp 10 gp 15 gp 30 gp 60 gp

2 kg 3 kg 4 kg 7 kg 20 kg

MISCELLANEOUS ITEMS Clothing

Cost —

1 kg

Commoner’s Clothing

1 sp

1.4 kg

Fine Clothing

1 gp

1.8 kg

Exotic Clothing

20 gp

1.8 kg

Noble’s Clothing

50 gp

2 kg

Mage’s Robes

15 gp

1 kg

Supplies

Cost

Weight

Alchemy Field Kit

50 gp

3 kg

Jeweler’s Field Kit

50 gp

2 kg

Backpack

5 sp

2.3 kg

Coil of Rope(25ft)

5 sp

2.3 kg

Torch

5 cp

.5 kg

Arrows(12)

1 gp

1.4 kg

Bolts(12)

1 gp

.5 kg

Sling Stones(12)

1 sp

2.2 kg

Tent

10 gp

9 kg

Sleeping Roll

1 gp

2.2 kg

Bottle

1 sp

.5 kg

Chest

3 gp

9 kg

Climbing Pick

5 gp

2.2 kg

Climbing Supplies

15 gp

4.5 kg

Lock picking Tools

20 gp

.5 kg

Lock

5 gp

.5 kg

1 gp

5 sp

.5 kg

Saddle

5 gp

11 kg

Barding (Leather)

100 gp

9 kg

Barding (Chain)

200 gp

23 kg

Barding (Plate)

2000 gp

45 kg

Barding (Chain)

200 gp

23 kg

Barding (Plate)

2000 gp

45 kg

Crafting Materials

Cost

Weight

Makora Wood (Plank)

1000 gp

2.5 kg

Makora Metal (Bert)

5000 gp

5 kg

Makora Hide (Length)

2000 gp

5 kg

Makora Cloth (Bolt)

3000 gp

1 kg

Livestock and Mounts

Cost

Base Speed

Cow

10 gp

n/a

Sheep

3 gp

n/a

Goat

1 gp

n/a

Pig

2 gp

n/a

Chicken

2 sp

n/a

Mule

5 gp

20

Horse

250 gp

30

Mantu

125 gp

25

Weight

Rags

Quiver

Sheath

.5 kg

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Instruments

Cost

Weight

Drum

5 gp

1.5 kg

Lute

20 gp

1 kg

Harp

25 gp

1.5 kg

Horn

2 gp

1 kg

Violin

40 gp

.5 kg

Trade Goods

Cost

Weight

Bag of Grain

1 sp

5 kg

Barrel of Wine

25 gp

100 kg

Bert of Copper

1 gp

1 kg

Bert of Iron

5 sp

1 kg

Bert of Tin

2 sp

1 kg

Bert of Silver

10 gp

1 kg

Bert of Gold

100 gp

2 kg

Length of Hide

1 sp

2.5 kg

Length of Fur

3 sp

2.5 kg

Karat of Onyx

1 gp



Karat of Quartz

5 sp



Karat of Sapphire

2 sp



Karat of Ruby

10 gp



Karat of Diamond

100 gp



Slab of Sandstone

1 gp

40 kg

Slab of Limestone

5 sp

50 kg

Slab of Granite

2 sp

50 kg

Slab of Marble

10 gp

50 kg

Slab of Jade

100 gp

60 kg

MOUNTS HORSE Disobedience: 15 Threat Bonus: 1 Evasion Score: 20 Health: 120 Stamina: 100 Movement Speed in Phase: 

MANTU

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Disobedience: 20 Threat Bonus: 2 Evasion Score: 15 Health: 200 Stamina: 100 Movement Speed in Phase: 

WAR HORSE Disobedience: 10 Threat Bonus: 1 Evasion Score: 20 Health: 175 Stamina: 100 Movement Speed in Phase: 

WILD HORSE Disobedience: 30 Threat Bonus: 1 Evasion Score: 25 Health: 100 Stamina: 100 Movement Speed in Phase: 

Chapter Ten: Dreamweaving When getting ready to play Dreamscape: Laruna, it’s important to remember the most important thing is to have fun! With that in mind, role playing games offer players unique advantages that allow players to have fun in ways normally unavailable in other mediums. The playgroup is responsible for all aspects of their game sessions—the mood, the subject matter, the pacing. Stories can be told among friends over a meal, by a campfire, or even across the globe by way of video chat. Meanwhile, the stories themselves can be everything from a humorous tale of how a rag-tag group of adventurers saved the day, to a frightful episode where characters come face-to-face with vile evil and its terrible acts. This exceptional flexibility allows players to tell a limitless number of stories and change the subject matter as often as desired. With this versatility, however, comes certain responsibilities for everyone involved.

RESPONSIBILITIES Setting up a game session for Dreamscape: Laruna requires a fair amount of forethought by the Dreamweaver. They will be responsible for choosing a suitable story for the playgroup, and designing that story and all of its elements in an effort to provide an engaging experience for everyone involved. The burden of creative thought, managing plot lines, assuming the role of multiple characters, and keeping order over the course of the game session will fall on this person, thus they should possess both the skills and the desire necessary for these tasks. Individual players, while only being responsible for a single character, still share some of the responsibility of helping a game session be a good time for everyone. They must come prepared with their character sheet and any required materials, such as pen and paper.

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They are also expected to do their part in keeping the game session enjoyable, which can mean coordinating their actions and efforts with the Dreamweaver (both in and out of game) as well as aiding the story’s progress, even if this only means not being a distraction during scenes that do not involve the player’s character.

BEING PREPARED Good planning is a successful Dreamweaver’s bread and butter. A large amount of time will most likely be devoted to preparing a story for any given game session, but crafting a story is not the only detail worthy of attention. Understanding approximately how much time is available for a game session can help decide whether a desired story needs an intermission so it may be resumed at a later time, or if it can be told in its entirety in one session. Such an estimation can prove invaluable for a game session because a story that runs too long risks the group having to end the session at a very awkward moment, such as in the middle of a battle scene. Equally unfortunate would be finishing a story and having little to no preparations in place to continue, yet having lots of game time to fill.

KNOWING THE RULES Coinciding with being prepared, having taken the time to read and fully understand the rules of Dreamscape: Laruna can go a long way towards keeping a good story moving. Having to stop an important scene just to look up a rule or have lengthy debate about how something should be handled is terrible for the flow of the story.

USE CAP WISELY Learning how CAP works is one thing, being able to use it cleverly is another. It is assumed that any action being tested is one where the outcome is in question, but beyond that a Dreamweaver must supply proper CAP adjustments to give the player meaningful options. In doing so, they empower a player to more precisely narrate their characters actions as well as help the player feel that the action being tested had very real and mutable consequences. When preparing a story, key activities should be highlighted in the Dreamweaver’s mind.

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