Tag Archives: otherworld

Feast of the Ancestors

As the seasons turn from Autumn to Winter, the Feast of Ancestors is celebrated all over Brittanis.  Giving thanks for the harvest and turning to the bitter work of culling the herds and flocks for the winter, both the nobility and the smallfolk of Brittanis are all too aware of the power in the blood and the spirits called to torchlight in the misty evenings... This holiday is when the upcoming event, Event 2.5: INTO THE LONG NIGHT, takes place. It was also the setting of last year's "Harvest of Heroes" event.

Commonly Known Lore:

  • The holiday lasts for 5 days, beginning at sundown of the first day.
  • The veil between the moral realm and the Otherworld is thin, and Weird Stuff can happen.
  • Celebrated as a holy day of Rhaine in the Three Sisters faith, Aenriya for White Court followers.
  • Torches are lit at night to light the way for the lost ... both the living and the dead.
  • Most folk do not travel, for fear of getting lost in the mists and finding themselves permanently relocated somewhere... else. Many legends tell of travelers walking into a bank of mist and finding themselves inexplicably transported hundreds or thousands of miles, or even sometimes into the Otherworld itself.
  • Spirits and strangers can appear on the doorstep.  It is good to keep warm drinks and good food on hand to comfort and appease travellers with the grace of good Hospitality.
  • Blood power is especially potent, making blood magic even more wild and dangerous.
  • "Rhaine's Windows" are triangles of tied sticks, hung from trees and walls during the holiday.  These can act as "magic mirrors" showing glimpses of strange people and places, including the faces of loved ones who have passed beyond into Rhaine's realm.  But it's best not to make them too large or to step too close, for sometimes a window can act as a door...
  • Weddings are common this time of year, as the beloved ancestors can perhaps attend and witness the union.
  • The Tiberians had a similar festival this time of year, where reflective surfaces -- like mirrors and still water -- could act as portals or windows.  They were surprised to find the same phenomenon in Brittanis when they arrived, and quickly adapted to the local customs. So -- White Court devotees don't necessarily feel this is a Three Sisters holiday, they see it as a festival recognizing a natural phenomenon.  But they do have lovely songs and stories about visions of Aenriya rising from still lakes and pools on this day, which Tiberians call "The Feast of the Lady's Vision"
  • Gael'Dar hold this holiday the most holy of the entire year, calling it the Feast of Four Ancestors (Mereth en Canad Nothlir). The wild elves use it to mark the passing of the old year into the new. Their culture's reverence for the Four Ancestors means they are literally closest to those spirits at this holiday. It is usually marked with great hunts, offerings to the Four Ancestors while they are close, and rites of passage into adulthood.
  • Before the Fall of Valyngaard, the holiday in this time of year was called "Heirsmeet", when the designated heir to the ruler of a settlement would host a feast or celebration in order to establish positive relationships with the people she would eventually rule. After the Crown Prince betrayed his people and murdered his entire family, the Free Dwarves replaced it with a festival known as "Intercession" (Estver Gromthi Vlag, literally "Call the Lost Ancestors") where the living dwarves pray for the spirits of those who died and went unburied during the Fall of Valyngaard. It is believed that those spirits still wander the Otherworld, unable to find their final rest. Much symbolism is placed on the similarities of Free Dwarves abandoned in Brittanis and the spirits of the dead wandering the Otherworld. Many Free Dwarves build Rhaine's Windows (see above) in hopes of contacting those lost souls and guiding them to rest, regardless of whether they personally honor Rhaine or not.
  • Erin'Tar call the holiday "The Night of One Ring" (Dû en Min Rithil); with the Veil so thin and the two worlds so close, it is the High Elven custom to focus on the similarities and unity in all things. It is the time of year when elves seek atonement,  pursue deep reflection, and both ask for and give forgiveness. Of particular note is that many Erin'Tar legends speak of the binding power of oaths given between elves during this holiday.
Photo Credit: Jeremiah Mitchell, taken at the 2014 Brittanis Feast of the Ancestors event, "Harvest of Heroes".

Pack Lord

Dagmar-- King of Battles, Lord of the Fray, Wolf of Battle-- a deity of conflict. Dagmar is not the Lord of War-- that title belongs to Ghorn as the tactician and planner of the White Court. No, Dagmar cares for the individual fight, the clash of blades and shields, the individual battlecry that carries the day. He is a god of small-unit tactics, soldiers, guardsmen and flesh and blood, not one of large-scale strategy.  As such, his devoted followers form small, tight-knit groups called Packs rather than the larger hierarchies of other faiths.Those who lead such a group are known as Pack Lords.   Packs are valued in Brittanis, a known quantity that can turn the tide of a battle. As such, Pack Lords are sought out by Lords of the land, recruited for their service in battle. It is a well known prelude to war for a Lord to send donations to the Church of Dagmar in hopes of attracting a Pack Lord to his cause. Fortunately, the greater Pack Lords are careful to whom their Pack Lords bend the knee. Dagmar’s church has a strong internal culture that is based on internal hierarchy; within the faith, conflicts can be settled by ritual challenge and a contest of armed conflict between the two parties. In fact, Dagmar’s followers consider such a challenge to be the ultimate proof that they are correct, that their strength will prove them right in the eyes of their deity. To lose such a conflict is to acknowledge you were wrong-- they consider such decisions binding. Within a church or faction of the church of Dagmar, there are many different packs many led by clergy who pledge their services to their temple’s High Priest. Moving up the ranks within the church is done through combat, and a series of challenges. Many young clergy have to earn the right to challenge, first proving the strength of their faith and steel against enemies of the faith. Creatures of the Abyss, demons and Infernal spellcasters--and their followers--are the most righteous test of one’s faith, but sometimes that varies from faction to faction within the overall church of Dagmar. It is concerning that the Tabernacle of Dagmar in Malagant has broadened this view to include “any unbeliever” and reports of atrocities committed in Dagmar’s name are becoming more frequent when news escapes the chaotic South. Pack Lords will distinguish themselves from one another with fangs, claws and fur. These are usually worn on a thick necklace as a demonstration of one’s ability and purpose. Being gifted a fang or claw from a higher-ranking Pack Lord is considered a mark of great esteem. Fangs and claws come in three colors: those colored naturally, those specifically dyed or painted red, and fangs made of metal (usually gold or silver). Naturally-colored fangs and claws represent living members in a Pack Lord’s own individual Pack. When a member is added, a new fang or claw is added to commemorate the event, and a matching fang or claw is given on a lanyard to the pack member to wear. When the member dies, the fang is dyed red. Some of the mightiest Pack Lords have made vambraces or even torso armor from the red-dyed fangs representing their fallen comrades.  Metallic fangs represent subordinate Packs that a Pack Lord can call in times of need-- allies are usually represented in silver, while those Pack Lords directly sworn to an individual are represented in gold. Rumors from ancient times persist of Pack Lord Heroes with fangs dyed in the heraldic colors of their allies when one of them took the Long Walk and returned to fight again.   Likewise, the coloring of the fur and clothes a Pack Lord wears is a direct correlation to their own prowess. A real wolf’s pelt turns to colors of grey and silver as they age, growing more cunning and canny as they survive battle after battle. So too is it with the Pack Lords of Dagmar. New priests wear dark grey, black, or dark brown for their first few years of service until they have proven themselves more than a pup and have gained some scars and red fangs in the Lord of Battle’s service. Eventually an elder Pack Lord will gift them with a lighter-colored belt, tunic, or other item signifying their maturity.  The color white is reserved for the highest ranking priests of Dagmar. Requirements
  • Empowerment: Dagmar
  • 5 Melee weapon skills, including Large Blade
  • Knowledge Novice: Military OR Otherworld
  • Light Armor, Faith Armor OR Combat Reflexes
  • Heroic Strike
  • Heroic Might, Constitution, or Will
  • Requires Staff Approval
  • A Pack Lord can not wear heavy armor, the highest armor they can use is Medium.
  Free Skill   Leader of the Pack     (0,4,4,4,4 CP; 0 STA, Touch, Day,) You gather allies to you and form them into a Pack, improving their abilities and battle prowess.   This skill makes use of special Imbue Cards you use to add a Trait to your allies. You must create these cards and make sure the people in your Pack understand their functions.     Spend at least three minutes getting a clear agreement from a group of people that they wish to join you as a part of your Pack. Part of this three minutes must include applying face paint to the target, usually black in color, in a pattern you use for every member of your Pack. Use the same pattern every time you apply the facepaint. It is a matter of pride that Wolf Lords who work together regularly do not use the same patterns intentionally. It is similarly a matter of pride that Pack Lords carry paint with them and ritually re-apply it to their Pack while tending wounds immediately after a battle.     In this class description, any time you see “<NP>” in this class description, it refers to YOUR name, that is, the name of the Wolf Lord in charge of the Pack. So if Bjorn is a Wolf Lord, his skills all say, “Bjorn’s Pack” when he sees “<NP>”   Then you touch the target and call “Imbue <NP> by Faith.” to willing allies. The Pack members keep this Trait until the end of the Watch. You automatically gain the <NP>  Trait and do not count against the total number of allies in the Unit. The Wolf Lord is a jealous master--you cannot use this skill on a character who is already part of another class’ grouping skill (Captain’s Unit, Herald’s Company, etc). The text of your Imbue Cards should read: “Imbue Trait: <NP> by Faith. Any time you are under a Frenzy Effect, you DO NOT target other members of your Pack. Return this card to the Pack Lord at the end of this Watch.   Remember, Brittanis runs on the honor system--Don't Be A Dick. Anyone with a <NP> Trait may respond “No Effect” to any skill that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Unit. You may Imbue up to 2 allies with this skill.
  •       2nd and Later Purchases: +1 ally can be Imbued with this skill.
  PACK LORD SKILLS Blood Scent     (3, 4, 4, 4 CP, 2 STA, Battle, Pack) When you drop an enemy with an UNCALLED melee attack, you can immediately call, “By My Voice to <NP>, Grant Melee Attack T+2 Damage!” 2nd Purchase: 2/battle 3rd Purchase: T+3 Damage 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.   Easy Prey  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attack for, “Short Slow by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Short Slow by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When hit with a Slow effect, you can call ‘Imbue by Wolf Lord!’ and Heal 1 Damage.”   Raking Strike  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make 2 melee attacks for, “T+1 Damage by Faith.” 2nd Purchase: “By My Voice to <NP>, DOUBLE Grant Melee Attack: T+1 by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.”   Razor Fangs (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attacks for, “Agony by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Agony by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of an Agony effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Wolf Charge (3, 4, 4, 4 CP, 2 STA, Battle, Pack) Requires 2 skills with the Pack keyword. You make a melee attacks for, “Slam by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Slam by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a Slam effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Survival of the Fittest (3, 4, 4, 4 CP, 2 STA, Battle, Pack, SPELL) Requires 2 skills with the Pack keyword. Touch a Pack member and call, “Heal T+1 by Faith.” 2nd Purchase: call, “By My Voice to <NP>, Heal T+1 by Faith!” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “The first time you reach 0 Vitality per watch, call, “Imbue by Wolf Lord!” and Heal Vitality equal to your Tier.   Survival Instincts (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You call, “Imbue by Wolf Lord!” and then call, “Parry by Faith” against the next T CALLED melee attacks that hit you. 2nd Purchase: “By My Voice to <NP>, Grant Defense: Parry vs Called Melee” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When a called melee attack of yours is negated by game skills (“Resist, Parry, No Effect, etc), you call, “Imbue by Wolf Lord!” and Refresh 1 Stamina.   Feral Rage    (4, 4, 4, 4 CP, Watch, Pack) Requires 4 skills with the Pack keyword. You can call, “By My Voice to <NP>, Frenzy to Pack by Faith!” 2nd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, call, you can immediately make a Melee attack for “T+1 Damage by Faith!” 3rd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, you immediately gain T+1 Protection Points. 4th Purchase: Add the following text to your Imbue cards: “Frenzy effects persist until you have made 5 successful UNCALLED melee attacks on unwilling targets.”   Terrifying Howl (3, 4, 4, 4 CP, 3 STA, Battle, Pack) You make a loud roaring or howling noise and call, “By My Gesture, Short Repel by Fear!” 2nd Purchase: You can make 2 attacks for “By My Gesture, Short Repel by Fear!”; you must howl/roar before each attack. 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a Frenzy effect or any Mental Trait, you can spend 2 Stamina and call “Purge by Wolf Lord!” to remove the effect.   Circle of Steel      (3 CP, 1 STA) Call, “Disengage by Faith!”   Medium Armor     (5 CP) You can use Medium Armor.   Lupine Armor     (3, 3, 3, 3 CP) If your armor is adorned with a fur (real or faux) of approximately the size of a wolf, you gain +1 total Armor Points. These points do not transfer to anyone else wearing your armor, and they Refresh when your Armor Points are returned to their max. These points stack with any other permanent bonuses to Armor Points. 2nd and later purchase: +1 additional Armor Points.   Wolf Guard     (4 CP) You can use a Buckler and a Shield.   Battlefield Repair: Weaponry   (3 CP) Repair your own weapon or shield in three minutes of Activity with no forge.   Battlefield Repair: Armor   (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Weapon Control   (3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect.          

Spellcasting

Magic is the lifeblood of the universe; it flows through everything, one unifying force that connects all living things. Long ago, the mortal races learned to harness this power, learned how to leash it to their will and alter the very fabric of reality. Regardless of how a caster gains the ability to utilize magic, spells and spellcasting use the same rules for all casting characters. Whether the adept’s own strength of will grants him the ability to use magic or that gift is bestowed by some supernatural entity, the outcome is the same. The adept harnesses magical energy from their source, focuses it into a specific magical effect, and then releases it towards a target. Some spells heal, some destroy and some simply make people’s lives easier, but the basics are the same: channel, focus and release. The spells a caster knows can make their name or cause them a grim, early death. If he knows the right ones, he can keep himself and his companions alive; if not, he is a liability to the group and can get himself and others killed. The more spells a character knows, the more versatile he is and the more he can do with his magic. A “one-trick pony” won’t get very far. Buying Spells Purchasing a spell to cast costs 2 CP; upgrading that spell to the next higher level costs another 2 CP. You cannot cast a spell until it is fully written into your spellbook. You must purchase the lowest Level of a spell before you can purchase the next higher version, and so on. If you cannot cast a spell due to Access restrictions (see below), you cannot purchase it. Spells are, in game terms, skills. Buying them follows all applicable rules for buying skills in the Skill Header System section and the Downtime section. In order to purchase spells, a character must have a skill that allows them to buy spells, such as(but not limited to) Magical Art, Magic of the Master, or All Magic Is One. That "gateway" skill is, in effect, the caster unlocking the header for an entire category of magic spells. Each individual category of spells is considered its own header. The categories of spell are: Air, Earth, Fire, Water (called the Elemental Arts) Light, Shadow (called the Energy Arts) Autumn, Spring, Summer, and Winter (called the Seasonal Arts) Once a spellcasting character has unlocked the category, they can purchase any spell within that category, just like unlocking a header allows you to purchase any skill you meet the Requirements for. Major Access & Minor Access Different types of spellcasters have different specialties when it comes to magic. Arcane casters specialize in the Elemental Arts, manipulating the building blocks of the universe. Divine beings have different aspects and only allow their priests to use magic that fits those aspects. Ghorn, for example, is a god of the forge, creation, and fire. It makes sense, then, that his followers have access to the Fire Elemental Art and the Light Energy Art (Ghorn is a god of the White Court). But Ghorn also is a god of the cold mountains and industry, particularly favored by the Free Dwarves. How do we represent this in game terms? The answer that Ghorn's followers have Major access to the Fire and Light categories, and minor access to the Winter and Earth categories. Major Access means that a caster can buy and cast any spell in that category, no matter the level-- so long as they have purchased the Spell with Character Points according to the rules above. Minor Access means that the character can access the category, but can only purchase and cast Level 1 and Level 2 spells from that category. NOTE: Some spells start with a level 2 version, meaning a caster with Minor access can only cast the lowest-powered version. Some spells start with Level 3, meaning casters with Minor access cannot use the spell at all. Arcane Caster Access Arcane spellcasters BEGIN play with the ability to purchase Major access to the Air, Earth, Fire, Water, and Shadow Arts. HOWEVER, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead can purchase only Minor access. Arcane characters can always purchase Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Conversely, an Arcane character cannot purchase the Light school at all. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching. Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards. Velarion can always spend the time and CP necessary to unlock Major Access to the Shadow header, but unless he finds a different route to get it such as a Signature Items or becoming one of the few Multi-Source Characters, he will never be able to purchase from the Light list. Otherworld and Primal Caster Access Otherworld and Primal characters have access to specific Arts and Seasons as determined by their Patron, class, or skill description. Researching New Spells The Basic Spell Lists included on this website are just that—basic. Characters will find new spells as treasure in long-forgotten dungeons, as rewards or gifts from other-planar entities, and characters can even research spells on their own. If you wish to research a spell, contact Logistics OUT OF GAME, BETWEEN EVENTS VIA EMAIL, and we’ll talk about it. Researching a new spell will cost CP, in-game money, and some of your Downtime. It will also require a back-and-forth between you and Staff for a final version of the spell; do NOT expect that the first version of a spell you submit for research will be the one that ends up as a final version. Any spells researched by a player will be non-transferrable from that player to any other player for a duration of 6 months. After that, the spell can be taught and transferred as normal, and the spell will become part of the official rulebook on the website, named after the character who created it, such as "Merlin's Amazing Magic Arrow," etc. Spellbooks A caster’s spellbook is his most treasured item. It is an in-game item and can be stolen, damaged and destroyed. In it the caster must keep a written, legible record of all spells he has purchased, the effects and game verbal for the spell, and the incantation he uses to cast the spell. Inside the front cover of the spellbook the caster should glue a small pocket, large enough to hold an index card. On the index card, the caster needs to write his character name, real name, and SPELLBOOK. If the character has more than one book, he needs to have both the inside cover of the book and the card numbered to differentiate, such as "Merlin's Spellbook, 1 of 2." If the spellbook is ever stolen, the thief takes only the TAG, and then shows it to the nearest possible Staff member. A prop will never be stolen. The spellbook is PROPERTY OF THE PLAYER and should never be removed out-of-game. A spellbook must be a bound book; loose leaves of paper are not allowed. Other means may be used to represent spellbooks. Be creative, but get approval from staff before you invest a lot of time and energy into it. ***Casting Spells*** You can cast any version of a spell you have purchased. Thus, if you have purchased the Level 1, Level 2, and Level 3 version, you can cast any version at any time, so long as you have the Stamina to spend on it. Casting a spell costs a variable amount of Stamina depending on the power level you wish to cast. The more powerful a spell, the more Stamina it will cost to cast.The Level 1 version of a spell costs 1 Stamina; the level 2 version costs 2 Stamina, and so on. When casting a spell, you CANNOT HAVE ANY ITEMS IN YOUR HANDS, unless another skill you have purchased specifically allows it. Your arms must be completely free and unhindered-- you cannot tuck anything into your armpits or under your arms, nor can you cast spells while a Maim [arm] effect is in place upon you. Once an adept has the Stamina necessary, knows the spell, its unique incantation and has it readied, he is ready to cast it. Every spell must have a target (or multiple targets, depending on the spell) before it is cast. An adept cannot complete the incantation for a spell and then decide on his target. The target can change only if the original becomes no longer viable (runs away, dies, etc). If the spell is a touch-cast spell, the caster must touch the target AS THE INCANTATION IS BEING SPOKEN. If the spell is channeled through a packet, the caster must throw the packet within 5 seconds of completing the incantation or the spell is flubbed. A spell the caster wishes to touch-cast on an unwilling target must be delivered with a natural weapon phys rep. When the incantation is completed, the spell goes off and all effects are resolved immediately. Some spells have a casting time other than just the incantation. These are usually special spells that take time to complete, such as consecrating an area to the gods or resurrecting the dead. Incantations The incantation for each spell represents the caster harnessing magical power into a specific effect, bending reality to produce the effect he desires. Each spell must have a unique incantation, specific to that spell. The incantation must have the spell’s name somewhere in the incantation, or some reference to the effect of the spell. Incantations must be 5 syllables long per level of the spell, followed by the verbal for the spell, such as “10 Damage and Agony by Magic!” Thus, a level 4 Spell has to have a 20 syllable incantation, etc. All incantations must be said in a firm tone of voice loud enough for the target or targets to hear. A spell incantation may NOT be whispered under any circumstances.Remember, if the target cannot clearly understand what you are trying to affect them with, the game will grind to a halt as the target calls for Clarification, etc.SPEAK CLEARLY AND LOUDLY. You are bending the whole of reality to your will-- have some confidence in how you go about it! An incantation doesn’t have to make sense, but it must be the same every time the spell is cast, and the incantation it must reference the spell effect or name in some way. An incantation maybe composed of “magical language” but may not be gibberish or simply the same word over and over again. You cannot move while speaking your incantation. You can move before or after, however. Incantations on a battlefield or murmured across the campfire are an excellent way to build atmosphere; do your best to personalize them for your character and keep them in-character. Getting Hit If a caster is struck by a negative effect during the incantation, the spell is not flubbed, but the incantation must be started over before the spell can be successfully cast. On the other hand, making a caster laugh in the middle of an incantation is a good way to flub them, too. Spell Keyword Quicklist Skills that are NOT listed in the Spell Lists but have the Spell keyword use the following rules: Purchasing the skill and Stamina cost rules on this page do not apply. The skill is bought and the Stamina cost is determined per the Skill Description. All other keywords apply as normal. All special rules in the skill description apply as normal. Any character who buys a skill that has the Spell keyword must have a spellbook for that skill-- all Spellbook rules above apply EXCEPT the skill cannot be transferred to another character or taught to another character in any way. All rules in the "Casting a Spell" section above apply except Stamina cost (see first item in this list). All incantation rules apply-- every skill that has the Spell keyword MUST have its own unique incantation, written down in the spellbook, etc. A skill with the Spell keyword can be flubbed just like a regular spell. A skill with the Spell keyword is restricted in the same way as a regular spell-- nothing can be in the caster's hands; both arms must be functional and unhindered unless another skill specifically permits otherwise. If a caster is hit by an enemy attack while casting a skill with the Spell keyword, the incantation must be re-started, just like a regular spell.

Otherworld Source Skills

Otherworld Source Skills

(5CP if building a Multi-Source character)
This Source represents abilities granted by the massively powerful entities that exist within the Otherworld, also known as The Grey. The gods grant their power from Celestial Realms to priests dedicated to their cause, and the Demon Princes trapped within the Abyss counter that power by imbuing cultists and dark worshippers of their own.Titans bound in the Nine Hells during the Godswar seek release by granting mortal worshippers terrible, destructive magic; the eternal war between the Archfey Courts of Faerie means that they occasionally grant mighty powers to the mortals who serve their whims.
Even darker and more terrible beings are said to dwell in the dark, featureless Grey which exists between the differing and varied realms of the Otherworld. Those unknowable and sanity-rending beings do not “grant” their power to mortals in the same way that the others do, but mortals still wield their power to horrific ends none the less.

Steps to Building an Otherworld Character

  1. Choose a Patron (see below)
  2. Buy a skill with the Empowerment keyword from your Patron's wiki page.
  3. Record the Empowerment Trait listed on your patron's info page. You use that trait (Faith for White Court, Fate for Three Sisters) when you see the words, [Empowerment Trait].
  4. Continue purchasing skills from the Otherworld List below.
A character can never purchase this skill for more than one patron. The gods and beings of the Otherworld are jealous, and guard their power carefully. A character may choose to honor more than one patron, but only one will ever invest such power in a mortal vessel.
It is possible to buy more powerful versions of Empowerment skills, and channel even more of your patron's will and power. See individual patron descriptions for details on these skills. Only the first Empowerment skill is required for Otherworld Header access.
The Religion section of the Guidebook has many sections on Otherworld patrons available for Player Character choice. If none of these choices suit your character concept, feel free to submit your ideas to Staff, but keep the following in mind:
No new gods will be created. If you wish to serve a different divine entity, they must be submitted as a demigod, hero-deity, or divine servant of one of the major deities listed on the website. Regardless of its origin, all characters who draw their power from a being who dwells in the Otherworld fall under this Source. PCs *CANNOT* have a Demon Prince as a patron. These kind of characters are not suitable as Player Characters in Brittanis. The Archfey-- lords and nobles of Faerie-- may be possible as patrons for characters. Contact the Director for inquiries on this subject.
When you choose to submit an entity or entities to Plot as a patron, understand that they will become an integral part of the plot involving your character. Staff will use the patron as a plot hook, guide, and will otherwise use this to affect your character. If you gain your Otherworld Source from a source other than the gods, talk with plot about appropriate skills based on your patron’s portfolio and characteristics. A patron page will be built for your patron and posted on the world wiki.

The White Court

(Associated Trait is "By Faith")

The Three Sisters

(Associated Trait is "By Fate") Empowered Blast (0, 4, 4, CP; 0 Stamina; Spell) The simplest kind of magic, you conjure a bolt of pure energy channeled from your patron to hinder your foe. When you choose this skill the first time, Choose an effect from the following list: Short Repel, Short Weakness, or Short Silence. You make a 5 WORD incantation and make a packet attack for, "[Chosen Effect] by [Fate/Faith]." This skill follows all other applicable rules for Spellcasting as if it was a normal spell.
  • 2nd Purchase: ONCE PER BATTLE, you can make a packet attack for, "2 Damage by [Fate/Faith]." by making the same 5 word incantation you use for this skill. This costs no Stamina.
  • 3rd Purchase: ONCE PER BATTLE, you can call, "Double [Chosen Effect] by [Fate/Faith]." by making the same 5 word incantation you use for this skill. This costs no Stamina.
Example: Andred has purchased this skill 3 times. His Empowerment Trait is "by Faith." He chose Short Weakness as his effect originally, so now he calls, "Weakness by Faith" when he makes his packet attack. Once per battle, Andred can make a 5 word incantation and make a packet attack for "2 Damage by Faith" without expending any Stamina.
He can also, once per battle, make a single packet attack for "Double Weakness by Faith."
Aura of Healing (2, 2, 2, 2, 2 CP; 1 Stamina; Battle, Burst, Spell, Rest) Your patron grants you the ability to quickly and efficiently heal wounds, though not without cost. Touch [Tier] targets and call “Heal 2 and Slow by [Fate/Faith]." NOTE: The burst keyword means that once you complete the incantation for this spell, you cannot move your right foot or any remaining uses (targets) are lost. 
  • 2nd Purchase: [Tier +1] targets
  • 3rd Purchase: useable 2/battle
  • 4th Purchase: [Tier +2] targets,  "Heal 2 and Short Slow by [Fate/Faith]."
  • 5th Purchase: useable 3/battle
  • 6th Purchase: “Heal [Tier] and Short Slow by [Fate/Faith]."
Agent of Faith (2, 2, 3, 3, 4, 4, 5, 5 CP) Each time you purchase this skill, you gain a point of Faith that can be used in place of Stamina to power Otherworld skills. These points refresh at the beginning of each watch and do not stack or carryover from one watch to the next. Use them or lose them. Faith Armor (5 CP, up to 3 Stamina; Watch) You harness the energies of your patron to form a buffer between you and physical harm. You may pay up to three points of Stamina to give yourself an equal number of armor points. You may not use this skill while wearing a prop that gives armor points, and these points are lost if you put on or activate any other armor or ability that gives you ar­mor points—this includes any temporary armor from a Grant effect. If you are using this skill and gain armor points from physical armor or another ability that gives you armor points, these points are lost. These armor points may be refreshed by performing a ritual that takes 1 minute of activity time. You cannot move or refresh game skills while refreshing armor. The armor points last until the end of the watch or your Stamina is refreshed. Otherworldly Weaponry (4, 4, 4 CP, 1 Stamina; Battle) Requires skills in fighting style appropriate to your Patron. 
The White Court
  • Aenryia, The Lady of the Lake -  Medium Blade and Shield, or Large Blade
  • Arturian, The Old Father - Bow or Staff Aureus, The Golden Merchant/Lady Luck - Mace (Lawgiver) or any Short Weapon (Lady Luck)
  • Dagmar, Wolf Lord of Battle -  any Medium/Large weapon, Exotic Weapon, or Shield
  • Emrys, Lord of Song, Wine, and Dreams - Short Blade & Buckler
  • Ghorn, The Godsmith - Medium Blunt & Shield OR Large Blunt
  • Liriel, The Evermaiden - Bow, Spear, or any Blunt
The Three Sisters
  • Eldrea, God-Sage and Patron of Magic - Short or Medium Blade or Staff
  • Rhaine, Prophetess and Goddess of Death - any curved Blade,
  • Sarai, The Wild Huntress - Bow or Spear/Trident
Once per battle you may pay 1 Stamina to EITHER:
  •  call out “Resist by [Fate/Faith],” against one Disarm or Destroy effect targeting your chosen weapons
  • make a melee or missile attacks for, "[Tier+1] by [Fate/Faith]." when using your chosen weapons.
You also gain the following abilities:
  • you may substitute [Fate/Faith] for the verbal of any called melee attacks with the Weapon trait made while using this weapon style.
  • You can touch cast spells while these weapons (and ONLY these weapons) are held in your off hand. You cannot use packet attack spells unless you have another skill that allows you to do so. You cannot block with these weapons and cast at the same time; if the weapons are struck your spells will still be interrupted and momentarily suppressed just as if you have been struck.
  • 2nd Purchase:  both the Resist and attack ability are useable 2/battle.
  • 3rd Purchase:  When you use the Resist ability above, you call, "Shield by [Fate/Faith]" against the next attack that hits you. Attack ability becomes "Double [Tier+1] by Faith."
Augury (2 CP) You are skilled at recognizing signs and omens. At the beginning of the day you may receive a vision or information about something that will happen during the day. Often times many characters with the same Source will receive the same signs about an important day, but sometimes you may receive something important to you. Curing Touch (3, 3, 3, 3, 3, 3, 3 CP; 2 Stamina, Battle, Spell) Your patron’s magic flows through you, removing afflictions from your target. When you choose this skill, choose ONE category of Trait: Mental, Physical, Metabolic, Elemental, or a single Trait from the Special list below. You can touch an ally and call, “Cure [Category] by [Fate/Faith]." This skill cannot be used on yourself.
  • 2nd Purchase: usable 2/battle
  • 3rd Purchase: choose a second Category. You can use this skill with either category. For example, you could call, “Cure Metabolic by [Fate/Faith]." or “Cure Darkness by [Fate/Faith].", but not “Cure Metabolic and Darkness by [Fate/Faith]." etc.
  • 4th Purchase: usable 3/battle
  • 5th Purchase: choose a third category.
  • 6th Purchase: usable 4/battle
  • 7th Purchase: choose a fourth category.
Possible Special Traits include:
  • Blood: used by arcane casters who derive their power from torture and sacrifice, Fomorians, and some demon worshippers
  • Hex: used by Wyrdcasters
  • Light: used by those who channel divine/godly power
  • Darkness: used by those who channel or are touched by destructive and entropy-infused energies; often associated with Demon Princes
  • Infernal: used by those who channel or are touched by fiery and demon-sponsored energies; often associated with lesser demons
  • Magic: used by arcane spell casters
  • Faerie: used by fae and their servitors
Magic of the Master (MAJOR) (3, 3, 3, 3, 3 CP) Requires a skill with the Empowerment keyword. You may choose one spell list from the list your patron has Major access to. Your patron will determine what Arts and/or Seasons you have access to. You gain Major Access to this list. You can now purchase spells from the list you have purchased. You also can use the Battle Trait listed in the spell section for whichever category you have chosen. That Battle Trait can be used in place of by [Fate/Faith]." in your skill verbals for the Otherworld Source. Note: you MUST choose from the options available as determined by your patron. · 2nd –4th Purchase: choose another category of spells. You gain all the benefits and must abide by all the restrictions above. Magic of the Master (MINOR) (2, 2, 2, 2 CP) Requires Magic of the Master (MAJOR). This skill works identically to the Major version, but you choose from your patron's list of Minor Access instead. 2nd –4th Purchase: choose another category of spells. You gain all the benefits and must abide by all the restrictions above. NOTE: Some patrons have fewer options for Minor Access. If you run out of options from your Patron's list, you cannot purchase this skill again. Sense Magic (3, 3 CP; 1 Stamina; ) Requires Magic of the Master I. Choose one Battle Trait you have learned from the Magic of the Master skill. Touch a willing or helpless recipient and call out “Diagnose [BattleTrait] by [Fate/Faith]." Example: if you have chosen the Light School, you can call, "Diagnose Light by [Fate/Faith]." · 2nd Purchase: In addition, you can now call  “In This Place, Diagnose [Battle Trait] by [Fate/Faith]." This does not expose or Diagnose creatures in the area, but it may prompt a spirit to answer “Yes” or “No” or to rarely even whisper information to you. · 3rd Purchase: You can now call, “By My Voice, Expose [Battle Trait] by [Fate/Faith]." Patron’s Purity (2, 2,2, 2 CP; 2 Stamina; Day) Requires Empowerment 2, Curing Touch and three other skills from the Otherworld Source. Your patron gives you the ability to shrug off ill effects. Choose one of the Categories you have available from Curing Touch. Call out “Purge [Category] to Self by [Fate/Faith]." to end the chosen effect. · 2ndPurchase: usable 1/watch · 3rdPurchase: call, “Cure” instead of “Purge” · 4thPurchase: usable 1/battle Mystic Resistance (2, 2 CP); 1 Stamina; Battle) Requires Empowerment, Otherworld Signature. The magic granted by your patron makes you more resistant to that kind of power used against you. You may call, “Resist by [Fate/Faith]” to negate one attack with your Battle Trait used against you. · 2nd Purchase: usable 2/battle. Example: Beorn is a Forgemaster of Ghorn, and has chosen the Fire school of magic from the choices Ghorn offers him; Beorn thus can use the Fire battle trait. If Beorn gets hit with an attack that has the Fire trait such as, “5 Damage and Agony by Fire,” then Beorn can use this skill, pay 1 Stamina, and call, “Resist by Faith” against that Fire attack. Smite (3, 3, 3, 3, 3 CP; 2 Stamina; Battle, Rest; Spell) Requires Empowerment, Magic of the Master: Major, Otherworldly Weaponry. You smite your foes with extra-planar power. You can make 2 melee, missile, or packet attacks for, “[Tier+1] Damage by [Fate/Faith].” All attacks must be of the same type: you must make 2 melee, 2 missile, or 2 packet attacks and cannot interchange until you use this skill a second time. · 2nd Purchase: usable 2/battle. · 3rd Purchase: "[Tier+1] Damage and Repel by [Faith/Fate]!" You can interchange any TWO kinds of attacks: You could make a melee and a missile attack, melee and packet, packet and missile, etc. · 4th Purchase: "[Tier+2] Damage and Repel by [Faith/Fate]!" · 5th Purchase: "[Tier+2] Damage and [Repel/Slam] by [Faith/Fate]!" You can interchange the Repel and Slam effects between attacks as you see fit. Inspired Action (3 CP; Day) Requires Augury and three other skills from this Source. The blessing of foresight granted by your patron makes you more prepared for the future. Once per day, when you are engaged in a battle or encounter that was foretold or relates to your Augury vision, you may call, “Refresh [Skill Name] by [Fate/Faith]." and regain the use of an expended skill to use again. Resurrect (5, 5, 5 CP; 3 Stamina; Event, Spell) Requires Empowerment and 6 skills from this Source. The beings of the Otherworld are loathe to lose the mortal supporters whom they have invested with power, and those who support their chosen. You can touch a target and call, “Diagnose X." where X is your own Patron's Name. If the answer is Yes to the Diagnose, you call, "Cure Death and Drain by [Fate/Faith]." If the answer is No to the Diagnose, you call, "Cure Death and Stricken by [Fate/Faith]." · 2nd Purchase: usable 1/day · 3rd Purchase: “Diagnose [Patron] to Spirit,” and “Cure Death and Drain to Spirit by [Empowerment Trait]." or “Cure Death to Spirit and Stricken by [Empowerment Trait]." per the rules above. Blessings of the Faithful (4 CP; Combination Information Skill) You have developed trusted contacts and advisers that aid you in battles and challenges of faith and religion. You choose where you seek aid when you purchase this skill. Using it in between events costs 3 hours of Downtime. If you choose to sacrifice money to your patron in order to increase their response, you can do so. Between events you may submit a request for aid in some upcoming battle or challenge that involves your faith. If the faithful can help you might receive boons and blessing related to the task that you submit. This skill does not guarantee response. You do not specify the type of blessing; that is at the discretion of your patron. You cannot use this skill if you end an event with a condition that prevent the use of game skills. There may be places of Otherwordly power where you may invoke the aid of the spirits, angels, elementals, faerie, guardians or saints of that place during the game and meet whatever conditions are required by those guardians. In this case you must spend a point of Stamina and roleplay asking the guardians for aid. You then leave a scroll with your request at that place or with the guardian that appears. If the guardians choose to honor your request you will either receive some help from a guardian at that time or receive a visitation later during the event. Turn Undead (2, 2, 2, 2 CP; 1 Stamina; Battle, Spell, Rest) Requires 2 skills purchased from this header. You channel the magic of your patron into a bolt that keeps the unliving at bay. Make a packet attack for, “Short Repel to Undead by [Fate/Faith]”. · 2ndPurchase: 2 packet attacks · 3rdPurchase: “Repel to Undead by [Fate/Faith].” · 4thPurchase: “[Tier] Damage and Repel to Undead by [Fate/Faith]” Templar's Raiment (4 CP) You are a chosen warrior of your faith. You can wear Light Armor and a Shield (but not buckler).

Witch Hunter

Witch Hunter (3 CP)

REQUIRES: Empowerment: Eldrea 2 Weapon Skills (Medium or Large) Agent of Faith Augury Blessings of the Faithful Heroic Strike, Heroic Block, OR Heroic Recovery
"I am the blade of Eldrea. I am her will made flesh, her desires made reality, her judgement made manifest on this world. You have consorted with demons, made your spirit impure my trafficking with the powers of Darkness. You gave in to the whispers and lies of the Abyss, and innocents have paid the price for your folly. My Lady's name is darkened every time someone like you gives in to the weakness within them. You have allied with the powers of Darkness and used forbidden magics to harm the innocent. In the name of Eldrea, Lady of Magic, I name you heretic. There is no point in running from me. You'll only die tired."
The Witch Hunters are the eyes, ears, and hands of the goddess Eldrea, patron of magic, learning and lore. They hunt down those who use magic to harm the innocent: infernalists who serve the Titans, demon worshipers, deranged witches, necromancers and others who draw power from the corrupt and destructive forces of the Otherworld. As they serve the goddess of knowledge,they also preserve and collect magical items, relics and artifacts. Sometimes these artifacts are taken to temples for safekeeping-- other times the Witch Hunters carry them on quests to ensure their proper use or destruction. They also serve as historians, sent to place where great deeds are about to occur so first-hand accounts exist. It is well known that where Witch Hunters gather, important deeds are about to occur-- but Eldrea always keeps quiet on exactly what. Sometimes, Hunters gather and witness the birth of a king, or other important personage. Other times, they walk into a storm of dark magic they are bound to hunt and eliminate. It's never the same twice, and the life of a Witch hunter is one of long periods of uncertainty followed by intense bouts of specific purpose.

History of the Witch Hunters

According to legend, the Witch Hunters were founded ages ago, during the time of the Breaking, when the ancient empire of Aquilon was punished by the gods and obliterated, sunk beneath the waves. Aquilon was punished because it's greatest mages were corrupted and used their powers to reach for power never intended for mortals. The Aqilonian mages' hubris destroyed a world-spanning empire, but their legacy was much darker than that. The Magisters had weakened the Veil between Aerys and the Otherworld in their failure-- before, only the most powerful entities such as the gods, Archdemons, and Archfey could breach the Veil and influence the minds of mortals. After the Doom of Aquilon, it quickly became clear that this was no longer the case. Lesser demons, True Fey, and gibbering horrors of the Outer Dark all could whisper through the Veil and corrupt the minds of mortals of all races. It became even clearer that those most susceptible to the whispers are the folk who have the hubris to harness the power of the world and use it to alter reality to suit their will. Many who wield magic do so under the auspices of a greater force-- priests gain power from their gods, and likewise primal spirits grant mighty skills to some. Those who wield arcane magic have no such check on their power, and are susceptible to the creatures of the Otherworld who would corrupt the arcanist and use them to wreak chaos and destruction in the mortal realm. It is those folk the Witch Hunters were created to identify and stop.

Customs & Traditions

To be clear, Witch Hunters typically have NO issue with arcane magic when it is used responsibly-- their patron is, after all, the goddess who holds responsibility for the forces and knowledge of magic. But magic is seen by followers of Eldrea as a tool, akin to an axe or a pitchfork. When used for its intended purposes, everyone benefits. But when the tool is used violently or by those with evil intent, great harm can be done. It is those who use magic against the wishes of Eldrea the Witch Hunters were created to oppose on behalf of the Lady of Lore. Witch Hunters in a group are likely to watch arcane spell casters closely, but not treat them different from any other hero--unless their behavior becomes suspicious to the Hunter. Hunters are not born, they are made. Typically, a mortal receives their calling to serve as a Witch Hunter after a brush with dark magic of some kind-- rare is the Witch Hunter whose story has no tragedy in it. They are folk who have faced and survived an encounter with black magic and now serve Eldrea to protect others from what they faced themselves. Witch Hunters typically dress in one of two modes: either blending in with the local populace in order to stay hidden from their prey or obviously dressing in the stark black-and-white of their goddess' colors. When not camouflaged, Witch Hunters wear the Open Eye of Eldrea prominently, giving rise to the saying, "The Eye of Eldrea is upon you." More than once, the mere presence of a Witch Hunter coming obviously into town has been enough to flush out their quarry. Witch Hunters typically carry an ornate, ritual dagger-- the favored weapon of their goddess-- to perform rites, blessings, and other priestly duties. However, due to the nature of their occupation, many wield axes of large swords as functional tools for the times when executions are necessary.

Free Skill

When you unlock the Witch Hunter header, you gain the Harness the Void skill for free. The 0 CP version is considered the 1st purchase. Harness the Void (0, 3, 5, 7 CP; Battle, Rest) The first lesson a Witch Hunter learns is to channel all of their emotion-- hate, fear, rage, even love-- into the place between worlds, called the Void. They harness the power of Void energy to fuel most of their supernatural abilities.
  • You gain 1 point in a Void Pool. These Void Points can be used to fuel any Witch Hunter abilities that have "X Void" in the skill description.
  • You gain 1 additional Void point for each skill you buy from this header with the Void keyword.
  • Void points refresh when you rest for a full 5 minutes in a Safe Place.
2nd -4th purchases: Your Void Pool increases by +1.

Witch Hunter Skills

Aura Sight (2, 2, 2, 2, 2 CP; Battle, Void) The blessed of Eldrea have many ways of detecting the presence of corrupt magic-- some hunters say they can smell the presence of dark magic, others that it feels like a slimy coating on their skin, and dozen other variations. Regardless of how you do it, you know how to detect different kinds of foul sorcery. Choose 2 traits from the following list:
  • Blood: used by arcane casters who derive their power from torture and sacrifice, Fomorians, and some demon worshippers
  • Hex: used by Wyrdcasters
  • Light: used by those who channel divine/godly power
  • Darkness: used by those who channel or are touched by destructive and entropy-infused energies; often associated with Demon Princes
  • Infernal: used by those who channel or are touched by fiery and demon-sponsored energies; often associated with lesser demons
  • Magic: used by arcane spell casters
  • Faerie: used by fae and their servitors
  • Corruption:  mutated energies that twist and alter the natural world.
  • Malediction: mysterious and deadly quasi-magical infection
Once per battle, you can call, “By My Voice, Expose X by Void” where X is a trait you chose from the list.
  • 2nd-5th Purchase: choose another trait from the list. You can now use ANY of the traits you have chosen as X in the verbal above, but only one trait per use of the skill, and still must rest 5 minutes before you can use the skill again.
Example: Brighton MacDuff has purchased this skill twice, choosing Blood, Hex, and Infernal as his chosen traits. He can call, "By My Voice, Expose Malediction by Void" or "By My Voice, Expose Infernal by Void," but he cannot Expose both traits in the same verbal. Mind over Magic (3, 3, 3, 3, 3, 3, 3, 3, 3 CP; 1 Void; Battle, Void) One of the primary abilities of a Witch Hunter is to resist the spells cast by their chosen prey. Eldrea teaches her Hunters to access the Void, a place in the Otherworld that is anathema to the energies of magic, in order to guard themselves against deadly spells and effects. Once per battle you can spend a Void Point to call, “Resist by Void” against any attack with the Magic trait. · 2nd Purchase: usable 2/battle · 3rd Purchase: You can spend a Void point to call, “Resist by Void” against a packet attack with an elemental trait (Air, Wind, Earth, Thorn, Fire, Heat, Water, Ice) · 4th Purchase: usable 3/battle · 5th Purchase: You can spend 2 Void points to call, “Heal [Tier+1] and Agony to Self by Void” You can use this version of the skill only once per battle. · 6th Purchase: usable 4/battle · 7th Purchase: Requires Aura Sight. You can spend a Void point to call, “Resist by Void” against any Trait you can Expose with Aura Sight. · 8th Purchase: usable 5/battle Power of the Void (2, 2, 2, 2, 2 CP, Void) Witch Hunters are notoriously hard to kill. Your permanent maximum Vitality increases by 1. Mark Heretic (3 CP; 2 Stamina; Battle, Void) Requires Aura Sight. Once the hunter has identified a practitioner of dark magic, he can mark them with a magical rune that lets him track them unerringly. Before you can use this skill, you must have used Aura Sight and the target of this skill must have been Exposed with the trait you called. After that, you can make an attack for "By My Gesture, Afflict Trait by Void: Heretic" Once the target has been afflicted, you can call, “By My Voice, Expose Heretic by Void” up to once per minute without spending Stamina. Example: Brighton is on the hunt. He thinks he has found his target, and uses Aura Sight, spending 1 Stamina and calling, "By My Voice, Expose Malediction by Void!" His target screams out, confirming his suspicions (and affected by the Expose effect). Brighton immediately  spends 1 more Stamina calling, "By My Gesture, Afflict Trait by Void: HERETIC!!" at the top of his lungs-- his target is marked. The witch runs away, hiding in the forest, but Brighton can call, "By My Voice, Expose Heretic by Void!" at any point without Stamina cost to reveal his prey. Burn the Witch!! (3, 3, 3, 5 CP; 1 Void; Battle) Requires Mark Heretic. Once the heretic is marked, there is only one thing left to do. You make an attack for, “By My Gesture, [Tier+1] Damage and Agony by Fire to Heretic” · 2nd Purchase: “...[Tier+3] Damage and Agony by Fire to Heretic” · 3rd Purchase: “...Waste [Tier+2] Vitality and Agony by Fire to Heretic” · 4th Purchase: Requires Mind Over Magic. You spend 1 Void point to make a packet attack for, “Death by Fire to Heretic” Wasting Strike (3, 3, 3, 3 CP; 2 Stamina; Battle, Void) Your weapon strikes home against your foe and you channel the Void for an instant, bleeding their strength off into the devouring dark. You can make a melee attack for, “Short Weakness by Void.” · 2nd Purchase: “Weakness by Void” · 3rd Purchase: usable 2/battle · 4th Purchase: Requires Mind Over Magic. You can spend a point of Void to make a packet attack for, “Double Weakness to Heretic by Void” Magebane (3, 3, 3, 3 CP; 2 Void; Battle, Void) Requires Mind Over Magic and 5 other skills from this header. The ultimate ability of a Witch Hunter is to temporarily sever a magic-user from their ability to cast the spells that make them so dangerous. You can make a melee attack for, “Short Drain Packet by Void” · 2nd Purchase: “Drain Packet by Void” · 3rd Purchase: You can use this skill as a packet attack. · 4th Purchase: Usable 2/battle. Assault the Blasphemer (3, 3, 3, 3 CP; 1 Void; Battle) Requires Mind over Magic. Those who defy the Mistress of Magic are hunted for their crimes against the goddess; delivering their punishment is the mission of the Witch Hunter. You can spend a point of Void to make 2 melee attacks for “[Tier+2] Damage and Agony to Heretic.” · 2nd Purchase: 2/battle · 3rd Purchase: 3 melee attacks · 4th Purchase: Make 1 melee attack for “Death to Heretic by Void.” This use requires 2 points of Void. Absorb Magic (3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void) Requires Aura Sight and 4 other skills from this header. You have learned to focus the energy of the Void so that a tiny trickle of it infuses you at all times. You can re-purpose a tiny bit of the magic used against you and heal your own wounds with it. Once per battle, you can call, “Resist and Heal [Tier] by Void,” against any attack that hits you with one of the traits you can Expose with Aura Sight. If you chose the Arcane trait in Aura Sight, you can call Resist against the Magic trait with this skill. Example: Brighton MacDuff, a 2nd-Tier Witch Hunter, chose the Malediction trait for Aura Sight—it is a favorite of warlocks who have made pacts with devils and demons, and he faces those vile spellcasters often. When he buys the Absorb Magic skill, he gains the ability to spend 2 Stamina and call, “Resist and Heal 2 by Void” once per battle when he is hit with an attack that uses the Malediction trait, such as when an enemy spellcaster hits Brighton with a packet for, “3 Damage and Slow by Malediction.” · 2nd Purchase: Usable 2/battle · 3rd Purchase: “Resist and Heal [Tier+1] by Void” · 4th Purchase: Usable 3/battle · 5th Purchase: “Reflect and Heal [Tier+1] by Void” Castigate (3, 3, 3, 3, 3 CP; 2 Stamina--or--1 Void; Battle, Void) Heretic or not, a hunter often has to deal with those who would stand between him and his prey. One of the preferred tactics used by hunters on those who would delay them is to inflict the terrible, hungry cold of the Void upon a foe. You can make 2 melee attacks for, “Agony by Void.” · 2nd Purchase: usable 2/battle. · 3rd Purchase:" [Tier] Damage and Agony by Void." · 4th Purchase: usable 3/battle. · 5th Purchase: Requires Mind over Magic. You can spend 1 Void to make a packet attack for, “Short Paralyze and Agony by Void.” Revelation of Terror (4, 4, 4, 4 CP; 2 Stamina; Battle, Void) Requires 5 skills from this header. It takes courage (some would say madness) to stare into the Void and not flinch. You can inflict that terror on your foes, freezing them in place in mindless horror. You can make a melee attack for, “Short Paralyze by Void.” · 2nd Purchase: usable 2/battle · 3rd Purchase: “Paralyze by Void.” · 4th Purchase: Requires Mind over Magic. Instead of Stamina, you can spend 1 Void to make a packet attack for, “Double Paralyze by Void.” Void Strike (2, 3, 3, 3 CP; 1 Void; Battle) You channel the power of the Void into your weapons, dealing destruction in the name of the Lady of Lore. Spend 1 Void, make a melee or missile attack, and call, "[Tier+3] Damage by Void." If this is against a Heretic, add +1 to the Damage. 2nd Purchase: "[Tier+3] Damage and Weakness by Void" 3rd Purchase: usable 2/battle 4th Purchase: " Waste [Tier+1] Vitality and Weakness by Void." Void Blast (2, 3, 3, 3 CP; 1 Void; Battle, Void) You harness the power of the Void into a ranged blast that chills your foes to the bone. Make a packet attack for, "Waste 2 Vitality by Void" 2nd Purchase: "Waste 3 Vitality by Void." 3rd Purchase: usable 2/battle 4th Purchase: "Waste 3 Vitality and Weakness by Void." Void Knight's Defense (4, 4, 4, 4 CP) Requires Light Armor. You can wear Medium Armor. 2nd Purchase: You can wear Heavy Armor--OR-- you can use a full Shield. You must choose when you make this purchase, and it can never be changed. If you choose Shield, you cannot make packet attacks when carrying a shield. 3rd Purchase: You gain the other benefit from 2nd Purchase. 4th Purchase: You can make packet attacks while using a shield. Fighting Space (3 CP; Battle) You can call, "Disengage" per the Core rules. Sweeping Strikes (3, 3, 3, 3 CP, 2 Stamina; Battle) You have trained hard at speed and precision. You can spend 2 Stamina to make 2 melee or missile attacks for “2 Damage.” You must rest for a full 5 minutes before using this skill again. · 2nd Purchase: Usable 2/battle · 3rd Purchase: “[Tier+1] Damage” · 4th Purchase: usable 3/battle Battlefield Repair: Armor (4 CP) Requires Medium Armor. You can repair [Tier+3] Armor points with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Weapon Control (3, 3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect. · 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well. Will To Live (4 CP, 3 Stamina; Day) You are exceptionally hard to kill outright. Once per day, you can call, “Reduce to 10 Damage” against one Death effect. Crushing Strike (3, 3, 3, 3 CP, 2 Stamina; Battle) Through rigorous training and practice, you have learned know how to hit a target where their defenses are weakest. You may make a melee or missile attack for “3 Damage.” · 2nd Purchase: “[Tier+2] Damage, · 3rd Purchase: usable 2/battle · 4th Purchase: [Tier+3]

Grave Knight

Grave Knight (3 CP) REQUIRES: Knowledge: Otherworld (Novice) Any 1 other Knowledge (Novice) skill Medium Weapon (Blade) Light Armor Diagnose First Aid Magic of the Master (Winter, Autumn, Water or Air) Turn Undead Heroic Strike, Heroic Block, or Heroic Constitution (any 1) Death comes for everyone—even the gods themselves can die by violence. It is the one universal, unconquerable truth of the universe. The Grave Knights of Rhaine stand in the gap between life and death, servants of the goddess who rules over the realm of death and judgement. They live up to their name in both behavior and mission, for there are no sterner foes of the unliving than those who have been anointed by the goddess of death. Rhaine is the goddess of prophecy as well, and her knights are renown as prophets and oracles. Many of her knights who live into old age retire to a distant, remote temple or shrine, serving as a place of pilgrimage for those who wish to make sacrifice to the Cold Lady in exchange for answers from beyond. The grave knights fill this role as well, channeling the words of the goddess. Lastly, the grave knights serve the goddess of winter; she is called the Cold Lady both for her neutral and unbiased regard for the lives of mortals but also her provenance over the season of hibernation, frozen sleep, and the culling of the weak. This brings her and her followers often in direct conflict with the archfey known as the Winter Queen, who would strip Rhaine of her mastery over the cold season and become a faerie goddess herself. In everyday life, the clergy of Rhaine fulfill many roles; almost all of her priests come from the ranks of the smallfolk, for the common people have far more intimacy with death and winter than the wealthy and noble. Her faithful are found working as midwives and physicians, gravediggers and embalmers, healers and even executioners. Rhaine is the guardian both of the living and the dead, and having a priest present for a birth all but ensures the safety of both mother and child. Priests of Rhaine are often familiar with many different funerary customs for the regions they serve, and as such they often serve their communities by performing the rites for the dead. Those who are called to be anointed as grave knights serve as the hands and will of Rhaine abroad—almost all of them are wandering or itinerant priests, either serving from one central “home base” on the frontier or wandering from settlement to settlement listening to the will of the goddess in their heart. Rhaine is a jealous goddess, watchful and protective of the souls who must travel to her realm of Stygia in the Otherworld for judgement after death. The Divine Oracle knows that the souls of mortals are vulnerable on this journey from the land of the living through the wilds of the Otherworld, and the days and weeks after death is when a soul is most vulnerable to being consumed by a shadow-beast in the Otherworld or bound into an undead corpse by necromancy—it is this role for which the grave knights were first created. The grave knights are the protectors of the dead and the souls of those who have gone on to judgment; they record or memorize all they can about those who have died in their presence, and the temples of Rhaine across Brittanis are known as repositories of vast knowledge regarding the life and deaths of many. Grave knights guard graveyards and seek to prevent the necromancers who would corrupt the sleep of the dead. Necromancy is utterly forbidden in her clergy, and only under the rarest of circumstances will a grave knight suffer a known animator of corpses to live. Grave Knights are staunch, dedicated foes of the undead and seek to destroy them whenever possible, for their goddess weeps in fury and sorrow when the spirits of those who have died are torn from her kingdom and forced back into the realm of the living. Grave knights serve their goddess after death as well. If they have been faithful and served with honor, they are transformed into mighty reaper knights or even the Champions of Stygia after death, guarding the walls of Stygia for eternity or escorting powerful souls from the mortal realm to judgment by the goddess. Followers of the Cold Lady do not tend to make good diplomats; they work with the dead (who can’t talk back) and folk under duress (grief and childbirth) on a regular basis, so their social skills tend to be somewhat atrophied. When acting in their official capacity, they tend to be short of patience and speech, for mortal souls are almost always in jeopardy—whether attending a birth or putting the undead to rest the stakes are always high for a grave knight. Hierarchy in the church is determined by two things: population size and oracular ability. Those who serve larger communities are responsible for more souls, and therefore Rhaine directs her greater servants to the larger communities; often a newly-dedicated priest will find themselves directed to a small village on the edges of civilized lands (or beyond), and when they are ready for greater responsibility, a young replacement will arrive to relieve them. Oracular ability also has a great deal to do with mortal authority—those who hear the goddess’ voice more clearly are given greater authority, though sometimes the goddess’ voice can lead to instability and madness as well, and these are watched for carefully in her greatest prophets. Followers of Rhaine, when acting in official capacity, wear the funeral garments associated with their home culture. Favored colors are black, silver, grays, deep purples and reds, depending on culture. Long, ankle-length tunics, robes, and surcoats are often worn over armor or with armor worked into the design by the grave knights—many realize they will seldom have the chance to relax their vigilance long enough to change clothes, so they work the funereal designs into their armor and weapons in order to serve double duty. Free Skill When you unlock the Grave Knight header, you gain the skill Whispers of Rhaine for free. The 0 CP version counts as the 1st purchase. Whispers of Rhaine (0, 3, 3, CP; 0 Stamina; OPEN Information Skill) You ask the goddess of prophecy for knowledge of the future, a glimpse into the Otherworld and guidance as to her enigmatic will. You can seek knowledge on just about any subject, but expect the results to be couched in metaphor and riddle-- though usually accurate, Rhaine's prophecies are often cryptic and vague. This is an information skill that does not require you to spend money for it to work, and 3 Downtime hours. The more money or items you choose to sacrifice to the goddess, however, the less vague and more detailed the visions are likely to be. You submit a question between events as described in the Information Skills section. If the question is appropriate to the goddess of prophecy, death, and winter, you may receive an answer from her. 2nd Purchase: Once per day, when you are engaged in a battle or encounter that was foretold or relates to your vision, you may refresh one “per day” skill and use it again during that battle or encounter. Call out “Refresh [Daily Skill Name] by [Heroic Trait]” when you use this skill. 3rd Purchase: usable 1/watch Grave Knight Skills Prophetic Strike (0, 3, 3, 3, 3 CP; 1 Stamina; Battle) The wisdom of the Prophetess guides your weapon. You can make a melee attack for “3 Damage by Fate.” If the strike is blocked or defended against, the Stamina is still spent but you can use the skill again during this battle. 2nd Purchase: usable 2/battle 3rd Purchase: "4 Damage by Fate" 4th Purchase: usable 3/battle 5th Purchase: "5 Damage by Fate" Buckler (3 CP) This skill allows you to use a buckler. You cannot use a larger shield with this skill Circle of Steel (3 CP, 1 Stamina) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Fate.” Medium Armor (4 CP) Requires Light Armor. You may wear Medium Armor. Shield (3 CP) Requires Buckler.This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in your hand. Battlefield Repair: Armor (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Battlefield Repair: Weaponry (4, 4 CP) Repair your own weapon or shield in three minutes of Activity with no forge. · 2nd Purchase: 1 minute of activity. Light of the Living (3, 3, 3, 3 CP; 2 Stamina;Battle) Requires Turn Undead, Reveal the Unliving. You strike home against a foe and Rhaine grants you the ability punish undead foes in return. You make a melee or missile attack for, “2 Damage by Fate.” If the attack hits and the enemy takes damage, point your weapon at one target and call, “By My Gesture, Slam to Undead by Fate” · 2ndPurchase: “3 Damage by Fate” · 3rdPurchase: usable 2/battle · 4thPurchase: “By My Gesture, 2 Damage and Slam to Undead by Fate.” Reveal the Unliving (3, 3, 3 CP; 1 Stamina;Battle, Spell) The eyes of Rhaine see truly, revealing monstrosities and evil. Make a packet attack for, “Expose Undead by Fate.” · 2ndPurchase: 2 packets · 3rdPurchase: you may now choose to call, “By My Voice, Expose Undead by Fate.” Smite Undead (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell) Requires Turn Undead, Reveal the Unliving. You channel the jealous fury of the goddess of death, blasting the undead with holy power. Make a melee or missile attack for, “3 Damage to Undead by Fate” · 2ndPurchase: “5 Damage to Undead by Fate” · 3rdPurchase: usable 2/battle · 4thPurchase: “[Tier+ 4] Damage to Undead by Fate” Destructive Radiance (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell, Rest) The undead are dangerous, sometimes viciously cunning prey. The goddess grants you the ability to blast your foes from afar. Make a packet attack for, “2 Damage by Light” · 2ndPurchase: “3 Damage by Light” · 3rdPurchase: 2 packets · 4thPurchase: usable 2/battle Life and Death (3, 3, 3, 3 CP; 2 Stamina; Battle) Requires Reveal the Unliving. Your magical protections guard you from the attacks of the undead. After you have used Reveal the Unliving, you gain use of “Shield by Fate” against the next Damage effect that strikes you which originates from a target who responded to the “Expose Undead by Fate” effect from Reveal the Unliving. You MUST use Reveal the Unliving before you can use this skill, and can only use the Shield defense against a target who cried out at the “Expose” effect. · 2ndPurchase: You can use Shield against the next melee or packet attack, instead of just against a Damage effect. · 3rdPurchase: replace “Shield” with “Resist” · 4thPurchase: replace “Resist” with “Reflect” Bury the Dead (3, 3, 3, 3 CP; 2 Stamina; Battle) Requires 5 skills from this header. Divine magic smites your foe, causing them to return briefly to the earth from which their corpse was interred. Make a packet attack for, “Short Stun to Undead by Fate.” · 2ndPurchase: usable 2/battle · 3rdPurchase: “Stun to Undead by Fate” · 4thPurchase: “Double Stun to Undead by Fate” Chill of the Grave (3,3, 3, 3 CP; 2 Stamina; Battle) You make 2 melee attacks for “2 Damage by Cold.” · 2nd Purchase: “2 Damage and Short Slow by Cold” · 3rd Purchase: “2 Damage and Slow by Cold.” · 4th Purchase: “[Tier+1] Damage and Slow by Cold,” Call of the Otherworld (4,4, 4, CP; 2 Stamina; Battle) Requires 6 skills from this header. Sometimes, the grave knights function as the goddess’ hands, sending mortals to meet her. You make a packet attack for “Waste 2 Vitality by Cold.” · 2nd Purchase: “Waste 3 Vitality by Cold.” · 3rd Purchase: “Waste 5 Vitality by Cold.” Rictus Grin (2, 2, 2, 2 CP; 1 Stamina; Battle, Rest, Spell) Your face briefly transforms into an illusion of a death’s-head, and the bony grin inspires terror into your foes. Make a packet attack for, “Short Weakness by Fear.” · 2ndPurchase: 2 packet attacks · 3rdPurchase: “Weakness by Fear” · 4thPurchase: “Double Weakness by Fear.” Pain of Death (3, 3, 3 CP; 2 Stamina) You channel the pain and wrenching agony of the moment of death into your foe. You can make a melee attack for, “3 Damage and Agony by Fate.” · 2nd Purchase: “[Tier+2] Damage and Agony by Fate,” · 3rd Purchase: “[Tier+2] Damage and Double Agony by Fate.” Haunting Spirits (3, 2, 2 CP; 2 Stamina; Battle) Your strike hits home, and violent, screaming spirits wrap themselves around the enemy’s mind. You can make a melee attack for, “2 Damage and Short Repel by Fear.” · 2nd Purchase: usable 2/battle. · 3rd Purchase: “2 Damage and Repel by Fear.” Graveyard Calm (2, 3, 3, CP; 1 Stamina; Spell) Your service to the Lady of Bones has granted you supernatural resistance to extreme emotions. You call “Imbue to Self by Graveyard Calm.” You can call “Resist by Fate” against a Fear, Repel, or Frenzy attack. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist X by Fate,” where X is Fear, Frenzy, or Repel—you must choose the effect at the time of casting. · 3rd Purchase: “Grant Defense: Double Resist X by Fate.” Stolen Life (3, 3, 3 CP; 2 Stamina; Battle) Requires 4 skills from this header. You steal a tiny bit of the life essence of your foe as you seek to send them to your mistress. You make a melee attack for “[Tier+2] Damage and Heal 1 to Self by Fate,” · 2nd Purchase: [Tier+3] and Heal 2. · 3rd Purchase: usable 2/battle Wither Limb (3, 3, 3 CP, 3 Stamina, Battle) Requires three skills from this header. For a brief time,you drain the life from an enemy’s body, making their body look as if they had been in the grave for years. You can make 1 melee attack for, “Short Maim by Fate.” · 2nd Purchase: “Maim by Fate.” · 3rd Purchase: usable 2/battle Ignore Death (3,3, 3, 3 CP; 1 Stamina; Event) RequiresTier 2, 5 skills from this header. Your goddess is the mistress of both life and death—you no longer fear an outside force inflicting death upon you artificially. Once per day you may call, “Shield by Fate” when hit with a Death effect. · 2nd Purchase: Usable 1/day · 3rd Purchase: usable 1/watch · 4th Purchase: usable 1/battle Reaper’s Harvest (3, 3, 3 CP; 2 Stamina; Battle, Spell) Requires 4 skills from this header. When you drop an unwilling enemy to 0 Vitality, you can touch your weapon to the enemy’s torso, spend 1 Stamina, and call, “Heal [Tier+3] To Self by Fate,” · 2nd Purchase: [Tier+5]. · 3rd Purchase: usable 2/battle Frozen Land (3, 3, 3, 3 CP; 2 Stamina; Battle) The earth beneath your enemy’s feet freezes solid, binding them in place briefly. You make 1 melee or missile attack for “Short Root by Ice.” · 2nd Purchase: “2 Damage and Short Root by Ice” · 3rd Purchase: “2 Damage and Root by Ice.” · 4th Purchase: “[Tier+1] Damage and Root by Ice,” Foreseen Doom (4, 4, 4 CP; 2 Stamina; Battle) Requires 4 melee attack skills from this header. You can make a melee or missile attack for, “Short Drain by Fate.” · 2nd Purchase: “Drain by Fate.” · 3rd Purchase: “[Tier] Damage and Drain by Fate,”

Dawncaller

Dawncaller of Liriel (3 CP)

REQUIRES:

  • Empowerment: Liriel
  • Knowledge: Otherworld (Novice)
  • Diagnose
  • First Aid
  • Aura of Healing
  • Heroic Healing, Heroic Endurance, OR Heroic Dodge (any 1)
  • Unlocking any crafting header--OR--any 2 other Knowledge skills at Novice rank
The dawncallers are the chosen of Liriel, goddess of beauty, love, healing, and the sun. Because of the goddess' devotion to the arts, Liriel’s faithful almost always have a secondary occupation—either they are priests with another set of skills or they are something else who are also exceptionally devoted to the Evermaiden and enjoy her blessings. The primary duty of the dawncaller is to protect art, beauty, light and love wherever they go. They promote knowledge, education and enlightenment, for these things are sacred to their goddess and ignorance all too often breeds hate and darkness. The magic of a dawncaller is focused around the areas important to the Shining Rose—bringing light to the darkness, beneficial emotions, and healing the sick and injured. As the chosen of the goddess of healing and love, dawncallers are almost universally welcomed. They are well known for healing those on both sides of a conflict (among the civilized races—monsters receive no such mercy), and most villages consider themselves blessed to have a dawncaller in residence. Many dawncallers get married, and there are no restrictions on relationships except those that the Evermaiden imposes on all relationships—consenting, healthy, and an ever striving to be an example of Liriel’s love in all things. Settled priests are usually those who work at a secondary trade, and it is not uncommon to see Liriel’s faithful working as bards, artists, sculptors or performers. In ethnically-Brynn areas, it is not uncommon to see male and female clergy of Liriel employed as companach, or professional companions. This is looked down upon as prostitution in more conservative (and Briton-influenced) areas, but the truth of the matter is that companach are often wealthier and more educated individuals than many of their clients. Several famous Cambrian ballads tell of the wit or skill of acompanach saving the clan from destruction. Because of the infrastructure and lifestyle required to support a companach (libraries, theaters, etc), they are seldom adventuring clergy, and are extremely rare outside of the largest settlements. Adventuring dawncallers often have supplemental skills that work well alongside their travel; it is not uncommon for Liriel’s priests to be skilled rangers, trackers, and druids. Liriel is viewed as a younger sister by some of the most powerful primal spirits, and there is little conflict for a hero seeking to preserve and grow natural beauty—both the Evermaiden and the spirits of the forest respect such individuals. They can also serve as guides, explorers, and wardens for less-fortunate lovers who find themselves in need of stealthy or speedy relocation. Dawncallers also make excellent diplomats or educators—their interpersonal skills tend to be exceptional, and these areas of expertise come naturally. One of the primary callings for a dawncaller is the creation of beauty. Whether it is art, song, poetry, or some other form of creation, this mandate is imperative for all of Liriel’s chosen. Gardening, dance, and infinite other possibilities exist—but the daily creation of beauty is part of the charge of the dawncaller. It is important to note, however, that Liriel is also the goddess of the sun—and while the sun brings light, hope and warmth, it can also burn and cleanse with a terrible fire. While dawncallers are primarily peaceful, administering to folk with gentle hands and kind words, when faced with implacable evil or foes that cannot be reasoned with, their demeanor changes entirely. They take on the aspect of the cleansing sun, burning away evil that good might grow and prosper again. Against the unchangeable evil of demons, the mindless undead, and other such creatures that are by nature either incapable of reason (ravening beasts or the insane, for example) or utterly evil (demons, devils, and the like), dawncallers can become terrible manifestations of their goddess’ fury, weapons and magic focused toward eliminating the threat as quickly and completely as possible. A dawncaller in battle fury can be both awesome and beautiful in her terrible glory. The clergy of Liriel as a whole is rather disorganized. Thankfully, tight cohesion is not integral to Liriel’s mission, for one can spread beauty, light, and love without a rigid hierarchy to govern. Priests are granted authority based on their experience and wisdom—magical ability and innate power latter little to Liriel. What one does with such power and how they treat those around them is far more telling. Artistic ability,however, can have a great impact on a priest’s influence, as this is seen as a sign of the Evermaiden’s favor. Attire for clergy acting in an official capacity is a pair of trousers and knee-length tunic for men or a calf-length dress for women; as tailoring can be a form of art, the formal attire of a dawncaller tends to be quite elaborate and always beautiful. One entire temple in Calderon City is dedicated to textile-crafts of all kinds, in fact. All clothing worn by the dawncallers is well-tailored and made to enhance the appearance of the wearer, though overtly sexual clothing is always saved for more individual, intimate encounters and never worn in public.

Free Skill

Ease of Mending (0, 3, 3, 3, 3, 3  CP) Liriel’s chosen can remove the negative side effects from some healing abilities. Usable [Tier] per battle. When using a skill with the Heal or Cure effect, you can spend 1 Radiance point to remove the Slow or Silence secondary effect. This skill DOES NOT add to your Radiance Pool. Example: Using the Aura of Healing skill, you would normally call, “Heal 2 and Short Slow by Faith.” by spending 1 Radiance, you can call “Heal 2 by Faith.” instead.
  • 2nd Purchase: [Tier +1].
  • 3rd Purchase: You can remove the Agony or Weakness effect. +1 Radiance Pool.
  • 4th Purchase: [Tier +2].  
  • 5th Purchase: You can remove the Repel or Root effect. +1 Radiance Pool.
  • 6th Purchase: [Tier +3].

DAWNCALLER SKILLS

Healer’s Resurrection (4, 4, 4, 4 CP; 2 Stamina & 2 Radiance; Event) Requires 3rd Purchase of any skill that has the Cure Death effect. Once per day, when you use the Cure Death effect, you can spend 2 Stamina and 2 Radiance to call, “And Heal 2 by Light” in the original verbal, on the original target. Then you complete the negative traits of the original verbal. You CANNOT combine this skill with Ease of Mending. Example: Using Warm the Cold Heart from the Spring list, normally you would call, “Cure Death and Stricken by Nature.” Using Healer’s Resurrection, you use the original skill, spend 2 Stamina and 2 Radiance, and then call ““Cure Death and Heal 2 by Light. Stricken by Nature.” on the same target.
  • 2nd Purchase: useable 1/day.
  • 3rd Purchase: “Heal [Tier]” instead of Heal 2.
  • 4th Purchase:  useable 1/watch.
Healer’s Secrets (3, 3, 3, 3 CP) Requires First Aid 2. When using the First Aid skill, you can use 2 of your bandages to call, “Purge Poison by [Heroic Virtue].” All levels of this skill still require 1 minute of activity.
  • 2nd Purchase: You add +1 to the number of uses for First Aid before you must reset your medical kit.
  • 3rd Purchase: “Cure Poison by [Heroic Virtue.]”
  • 4th Purchase: You can also use 2 bandages to call, “Cure Disease by [Heroic Virtue.]”
  • 5th Purchase: You add +1 to the number of uses for First Aid before you must reset your medical kit.
  • 6th Purchase: You can also use 3 bandages to call, “Cure Metabolic by [Heroic Virtue.]”
Liriel’s Grace (4, 4, 4 CP; 2 Radiance; Watch) Requires Curing Touch 3. When using Curing Touch, spend 2 Radiance to add “and Refresh 2 Stamina” to the verbal.
  • 2nd Purchase: useable 2/watch
  • 3rd Purchase: “Refresh [Tier] Stamina.”
Perfect Resurrection (4, 4, 4 CP; 10 Radiance; Event) When using a skill with the Cure Death effect, you can spend 10 Radiance points to remove the Drain secondary effect. This skill DOES NOT add to your Radiance Pool.
  • 2nd Purchase: +1 Radiance Pool. Useable 1/day.
  • 3rd Purchase: You can now remove the Stricken effect as well.
Fortification of Liriel (3, 3, 3, 3, 3 CP; 3 Radiance; Watch) When using any skill that has the Heal effect, you can spend 3 Radiance to give the target an Imbue card that says, “Your maximum Vitality is increased by [Tier] until the end of this Watch. Please return this card to [Dawncaller] at that time.” Example: You use Healing Light and call, “Heal [Tier] and Short Weakness by Light.” You then spend 3 Radiance points and hand the target a card that says, “Your maximum Vitality is increased by [Tier] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
  • 2nd Purchase: useable 2/watch
  • 3rd Purchase: “Your maximum Vitality is increased by [Tier+1] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
  • 4th Purchase: useable 3/watch.
  • 5th Purchase: “Your maximum Vitality is increased by [Tier+2] until the end of this Watch. Please return this card to [Dawncaller] at that time.”
Shield of Liriel (3, 3, 3, 3, 3, 3, 3 CP; 2 Radiance, Watch) When hit by a melee attack, you can spend 2 Radiance to call, “Resist by Light.”
  • 2nd Purchase: melee or missile attack
  • 3rd Purchase: useable 2/watch
  • 4th Purchase: melee, missile, or packet attack
  • 5th Purchase: useable 3/watch
  • 6th Purchase: ANY attack
Sacrificial Radiance (3, 3, 3, 3 CP; 3 Vitality; Day) Requires Radiance Pool 10+. Once per day, you can Sacrifice 3 Vitality to Refresh [Tier+2] Radiance. As these points are Sacrificed, they cannot be healed in any way until you have successfully rested for 5 minutes. 2nd Purchase: [Tier +3] Radiance 3rd Purchase: 1/watch 4th Purchase: [Tier +4 Radiance] 5th Purchase: You may touch another willing Empowered of the White Court and call, “Waste [up to Tier +4] Vitality and Drain by Light.” Then immediately call “Refresh [up to Tier +4] Radiance to Self by Light.”  This lost Vitality cannot be Healed or regained in any way till you have rested for 5 full minutes.  

Forgemaster

Forgemaster (3 CP) REQUIRES: ▪ Empowerment: Ghorn ▪ Knowledge: Otherworld (Novice) ▪ Medium Blunt Weapon ▪ Magic of the Master (Earth OR Fire) ▪ Buckler, Light Armor, OR Faith Armor ▪ Heroic Strike OR Heroic Block ▪ Heroic Endurance, Heroic Vitality, OR Heroic Recovery (any 1) Ghorn is the patron of crafting, whether that is the crafting of items, plans, or relationships is immaterial to him. It's the making that is the important part-- the deliberate and intentional creation of something useful from raw materials. Everything the God of the Mountain cares about can be summed up in that fact. Everything should be creation, making, crafting--everything. Forgemasters are the Chosen of Ghorn-- his knights on the field, bastions of his strength and power to protect those who cannot do so for themselves. They are consummate defenders and guardians, able to enchant items with powerful runes that enhance the abilities of those around them. Ghorn's followers raise up those around them and none embody this better than a Forgemaster on the field of battle. The stony-faced knights who follow Ghorn as their patron possess fortitude rivaling that of the dwarves. They speak carefully and slowly, although they laugh heartily in the company of friends and family. They recognize the importance of ritual and celebration, have little use for pointless frivolity or needless ceremony. When the time comes to act, they do so without hesitation, placing themselves between their people and danger, warhammers at the ready. Valuing tradition, knights of Ghorn prefer practicality and function over the flights of fancy so many others associate with knighthood. Ghorn is a planner. He's the strategist of the gods, and it's said that he laid the final battle plan in which the Titans were defeated and trapped within the earth. Aenryia may be the vanguard, but Ghorn is the Field Marshal of the gods when they rouse themselves to war, and he expects his followers to use him as an example in their lives. He does not expect military service-- far from it, in fact. He does, however, expect that his faithful plan ahead and strategist about their goals and how to achieve them like a field marshal. Define a goal, make a plan, and execute the plan-- those are the tenets of Ghorn. As the patron of crafting and making, it makes sense that a vast majority of Ghorn's faithful are those who work with their hands-- tradesmen, craftspeople, builders and engineers all call on the Godsmith in their daily lives and in their hour of need. Free Dwarves traditionally hail Ghorn as their patron and creator; many dwarven myths and legends tell of Ghorn's actions in favor of and in support for their race. It is a particular point of hatred between the Free Dwarves and the Iron Dwarves that the latter have replaced worship of Ghorn with that of a chaos-infused Demon Prince. Free Dwarves view this as the highest kind of blasphemy. Forgemasters, as their name implies, are often smiths of some kind working with hammer and anvil. However, just about any craft in which making things is priority has called the occasional Forgemaster-- scribes and tanners, bakers and masons and brewers all have answered the call of Ghorn as his Chosen. Even those of a martial bent such as soldiers, sheriffs and guardsmen have been called, for they craft peace and order with the tools of their trade as well. Structure, Rank, and Vestments As befits a god of order and planning, rank and structure within Ghorn's clergy is important. Status is determined by three factors: skill with tools and crafting, length of service to Ghorn, and demonstrated strategy/planning/administrative capability. Basically, the better a priest of Ghorn-- whether a Forgemaster or not-- is at being like Ghorn, the higher they will ascend. New-made priests refer to each other as "Children of Ghorn" and as such commonly use terms like brother, sister, and cousin to refer to one another. Acolytes are initiated as Stone Brothers/Sisters, and ascend through the ranks into Bronze, Iron, and Steel. The highest ranked priests of Ghorn are referred to as the Mithril Order, and guide the rest of the clergy according to Ghorn's will. Clergy vestments vary wildly by culture, but all clergy use trim and accessories to denote their rank. Each rank is associated with a color, used in embroidery, ribbon, and applique on hems, sleeves, and edging. It is considered highly bad form for a priest's rank to be unidentifiable by his brethren. Rank------Color Stone---Brown Bronze---Orange Iron---Black Steel---Grey Mithril---White/Silver A priest's rank is always displayed in the form of Ghorn's holy symbol --an anvil capped by a flame-- worn in one of three places: round the neck as a medallion or amulet, a symbol on a priest's shield or blazoned on her breastplate. In all cases, the symbol is made, painted, engraved or otherwise embellished with the material that matches the priest's rank. Dwarf priests often add the symbol of a mountain behind the traditional anvil-and-flame. The other garment common to all clergy of Ghorn is the apron. Though it might seem counter-intuitive, priests only have one apron at a time. This is used as a working, protective garment when crafting and can appear very different depending on the crafter's trade-- a scribe's apron will be cloth and absorbent while a wordsmith's would be heavy leather. In any case, the apron is worn over whatever other garments a priest might have on at the time-- even over armor when going into battle. This is a reminder to all his clergy that Ghorn's will is creation and crafting first, even for those who carry his standard on the battlefield. Forgemasters in full armor with a stained, worn apron and shining holy symbol are the topic of several well known epic poems. Orders of Merit Orders within the church exist for several purposes, each dedicated to an ideal of Ghorn's character. Some of the most famous are: Order of the Molten Anvil, devoted to the highest perfection of craftsmanship Order of the Silent Anvil, dedicated to discovering and reclaiming lost temples and shrines of all the gods (including the Three Sisters, interestingly) Dark Forge Circle, focused on blending arcane magic with priestly blessings FORGEMASTER CLASS Skills with the “Rune” keyword require the use of a special kind of Imbue card. These cards represent the Forgemaster casting a temporary magical rune on the item, and in order for these rune-spells to work, the caster must note the time of casting on the rune card and attach that card to the ITEM that is the target of a rune. ▪ Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. ▪ All Rune keyword skills may be cast up a number of times per watch equal to your Tier. ▪ All skills with the Rune keyword are considered spells; writing the time of casting and attaching the card to the item is considered the incantation, and that process can be interrupted just like an incantation. ▪ Each skill description will list the kind of items that it can be cast upon. If the rune card is not attached to this kind of item, it has no effect. ▪ A SINGLE ITEM MAY BE IMBUED WITH ONLY ONE RUNE CARD AT A TIME. This means that if you cast Enchanted Weapon on a sword, you cannot also cast Blazeforge Rune on it as well. You must remove one rune card in order to cast another on the same item. ▪ Pieces of an item (pommel, blade, etc) CANNOT have separate rune cards. Individual pieces of armor also cannot be individually Imbued. ▪ Each Rune skill includes the EXACT text that must be included on the card. If this text is not present OR IS ILLEGIBLE, the rune has no effect. WRITE CLEARLY SO EVERYONE CAN READ YOUR CARDS. Or, better yet, print your cards out in a simple, basic font. ▪ A Staff member may review a rune card attached to an item at any time. If the card does not have a valid time of casting or is illegible, the staff member will take the card. ▪ The rune card must be in a location where it will not touch another player while the item is being used—no rune cards on the striking surface of a weapon or on the face of a piece of plate armor, for example. ▪ If the rune card falls off the item, the effect is immediately lost. When a Forgemaster casts a rune on your stuff, he is doing you a favor by increasing your abilities. Take care of her stuff in return. ▪ A rune card without a time of casting CLEARLY listed on it has no effect. Using a grease pencil on a laminated rune card means that the Forgemaster can wipe the time of casting off when the rune expires and use the same rune card over and over again. ▪ It is HIGHLY recommended that the player of a Forgemaster make a few rune cards for each of the rune skills he can cast and get them laminated for protection and durability. ▪ Feel free to decorate and personalize your rune cards, so long as they remain legible for both Staff and the people you give them to. Decorating the back is an awesome way to personalize. ▪ Layer a piece of masking tape over the top right corner of your rune cards, then use a hole puncher to make a hole in the center of the tape reinforcement. Loop a rubber band through the hole, and you can attach the rune card to an item with little trouble. For other items, attaching the rubber band with a safety pin works, too. ▪ If a skill description has a variable like, “(T+2) Damage”, when you write the rune card, ONLY put the actual total amount on the card—don’t confuse your target. For example, if you’re 2nd Tier and the skill says, “(T+2) Damage by Magic,” on the rune card you would write,“4 Damage by Magic” for simplicity. Then, when you buy a new level of that skill, you make a new card with the correct value. ▪ “Piece of Clothing” is defined as an item wholly made of cloth that has no other in-game properties (including armor points and any other special ability), worn on the torso or over the legs. A player may not wear more than one piece of clothing that has a rune card attached to it. ▪ When any reference such as (T) or (T+2), etc is found, this references your character’s Tier. T= Tier. FREE SKILL When you unlock this header, you gain the Make Whole skill for free. The 0 CP version counts as the 1st Purchase. Make Whole (0,3,3,5 CP, 2 Stamina; Rune, Watch, Spell) You touch a target, causing their armor to repair itself instantly. Touch a target and call, “Refresh Armor by Faith.” ▪ 2nd Purchase: +1 uses per watch. ▪ 3rd Purchase: You can target by touch or call, “By your Name, , Refresh Armor by Faith.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can call, “By My Voice to Runemarked: Repair [Weapon, Shield, or Armor] by Rune!” NOTE: Make CERTAIN your Runemarked understand the difference between Refresh and Repair. FORGEMASTER SKILLS Circle of Steel (3 CP, 1 Stamina, Battle) You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Faith.” Ghorn's Armament (4, 4, 4, 4 CP) Choose one of the following: You can use a Shield. You can use Medium Armor (Requires Light Armor.) You can use Heavy Armor (Requires Medium Armor.) You gain +1 Armor Points when spending Stamina on Faith Armor. You add +1 to your total Armor Pool (applies to Faith Armor as well as physical armor) Repairative Strike (3, 3, 3, 3 CP; 2 Stamina; Battle) Ghorn’s power flows from you, to your enemy’s flesh and back again. You make a melee attack for “2 Damage by Faith.” If the strike is effective (you hit with the attack, the target does not block or use a game skill to negate it), you can immediately call, “Refresh 2 Armor to Self by Faith!” Note: This skill can also apply to Faith Armor, but not Combat Reflexes or Flesh Armor. 2nd Purchase: (T+1) Damage 3rd Purchase: usable 2/battle 4th Purchase: Refresh (T) Armor to Self Fist of the Godsmith (3, 3, 3, 3 CP; 3 Stamina; Battle) Your god’s might explodes from your weapon, flinging enemies backwards. You make a melee attack WITH A BLUNT WEAPON for “Slam by Faith.” 2nd Purchase: “(T) Damage and Slam by Faith.” 3rd Purchase: usable 2/battle. 4th Purchase: costs 2 Stamina Sundered Earth (3, 3, 3, 3 CP; 2 Stamina; Battle, Spell) Your magic causes the ground around a foe to crack and become dangerous. You make a melee attack WITH A BLUNT WEAPON for “Short Slow by Earth.” 2nd Purchase: usable 2/battle 3rd Purchase: “Slow by Earth.” 4th Purchase: “Short Root and Slow by Earth.” Purifying Flames (2, 2, 2, 2, 2 CP; 2 Stamina; Battle, Spell) In order to separate the slag from purest metal, great heat must be applied. So it is with mortal flesh and impurities of the body. Choose 1 Effect Category: Metabolic, Physical, or Mental. Once per battle you can touch a target and call, “Grant Defense: Purge by Fire.” ▪ 2nd Purchase: usable 2/battle ▪ 3rd Purchase: choose a second Category. You can use either interchangeably each time you use this skill. ▪ 4th Purchase: usable 3/battle ▪ 5th Purchase: you can use all 3 categories Runic Transference (4, 4, 4 CP) Requires 4 skills with the Rune keyword. Choose 1 skill with the Rune keyword. You can add one additional item type to the kind of item that will accept this rune. Items eligible for Rune skills are: Weapon, Shield, Armor, Clothing, Jewelry and Wand. If the rune skill you choose grants attacks, and you are casting the rune on a non-weapon item, you must have a SEPARATE rune card that changes the attack type granted to “packet.” Example: Ferris has purchased Blazeforge Rune, which can only be cast on a weapon. She then purchases this skill for Blazeforge Rune, and chooses “Jewelry” as the type of item she can cast it on. Now she must have 2 Rune cards prepared- one for when she casts it on a weapon, where the Rune card grants Melee attacks and a second rune card for when she casts it on Jewelry where it grants packet attacks. Runemarked (5 CP, Spell) Requires 2 skills with the Rune keyword. Target: Special. You gain the ability to link others to you by a secret and sacred rune, enabling you to harness and channel residual magic to them across the battlefield. When you purchase this skill, you permanently gain the Runemarked Trait, and your permanent Vitality goes up by +1. In addition, you can cast a temporary rune on a target, requiring you to physically inscribe a rune on their forehead or cheek. It must be at least 3 inches by 3 inches square, recommended to use waterproof eyeliner pencil or some other semi-permanent means. If the rune is wiped away, the target does not gain any effect from the rune. The Rune Card must be affixed to the target’s arm or the front of their torso in some way (we recommend safety pins). You may Imbue a number of targets based on the number of skills you have purchased with the Rune keyword. # Rune Skills---# Runemarks 2-----2 3-5----3 6-8----4 9+----5 Card Text: “Imbue by Rune: You gain the Runemarked trait until the end of the current watch. Your maximum Vitality is increased by +1 while this rune is active. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” Touch of Ghorn (3, 3, 3 CP) Requires Light Armor. When repairing armor at a forge, you repair 1.5 armor points per minute of Activity. ▪ 2nd Purchase: Requires Medium Armor. When repairing armor at a forge, you repair 2 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per 2 minutes of activity spent role playing the repair. You can repair (T) items before you must rest for 5 minutes. ▪ 3rd Purchase: Requires Heavy Armor. When repairing armor at a forge, you repair 3 armor points per minute of Activity. Without a forge, you can repair 1 point of armor per minute of activity spent role playing the repair. You can repair (2xT) items before you must rest for 5 minutes. Journeyman Crafter Secrets (3 CP) Requires Journeyman level in one crafting class. This skill can be purchased once per recipe you know. Each time it must target a different recipe. Once that choice is made, it cannot be changed. You augment a recipe. Choose one of the following: ▪ This recipe has +1 charges ▪ This recipe costs 2 less Quintessence ▪ If this number has numerical values (Damage, Heal, Refresh, etc), that value is increased by +1. ▪ This recipe lasts for +1 event. Master Crafter Secrets (3 CP) Requires Master level in one crafting class. This skill can be purchased ONCE for every TWO times you have purchased Journeyman Crafter Secrets. Choose a recipe you have altered with Journeyman Crafter Secrets. Choose a second alteration from that list to augment the recipe. If you choose to reduce the Quintessence, it cannot go below half its original cost. Enchanted Weapon (3, 3, 3 CP; 2 Stamina; Rune) Target: 1 Weapon Your magic enhances the strength of a weapon, making it strike with magical force. You touch a weapon and call, “Imbue to Weapon by Enchanted Weapon,” and attach the rune card. Card Text: “Imbue to Weapon by Enchanted Weapon: Until the end of this Battle, EVERY attack you make with this weapon gains the “by Magic” Trait AND LOSES ITS ORIGINAL TRAIT. For example, an attack that would normally call “3 Damage” would be “3 Damage by Magic,” and an attack that is normally “Slow by Poison” would now be, “Slow by Magic.” You can deactivate or reactivate this ability with one minute of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Battle.” ▪ 2nd Purchase: replace all instances of “Battle” in this skill description with “Watch” ▪ 3rd Purchase: replace all instances of “Watch” in this skill description with “Day” Rune of the Battle Anvil (3, 3, 3, 5 CP; 2 Stamina; Rune, Battle) Requires 4 skills with the Rune keyword. Target: 1 Armor, Clothing, or Shield A properly-tempered anvil absorbs the force of a hammer blow and rebounds it back, carrying the hammer upwards to strike again. You enchant a target’s protective garment with similar magic. Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: “Twice per battle…” and “...of 3 damage or more…” ▪ 3rd Purchase: Card Text: “Imbue to by Battle Anvil. Once per battle, when hit by a CALLED melee attack of 4 damage or more, you can call “Reduce by Rune!” and take only 2 Damage. Any secondary effects of the attack (like “4 damage and Slam!”) are negated completely. Also, once before this Rune wears off, if you are hit by a Death effect, you can call, “Reduce by Rune” and instead take 10 Damage." ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My voice to Runemarked, Grant Double Shield Melee by Rune” Rune of Indomitable Steel (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 3 skills with the Rune Card keyword. Target: 1 Armor. Your rune-magic empowers a target’s armor, making it more durable. You touch a single piece of armor (torso, arm, leg, or helmet) and call, “Imbue to Armor by Rune of Indomitable Steel,” and attach the rune card. Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +1 until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 2nd Purchase: replace with “Your total Armor Points are increased by +(T) until the end of the current Watch.” ▪ 3rd Purchase: Card Text: “Imbue to Armor by Rune of Indomitable Steel: Your total Armor Points are increased by +(T) until the end of the current Watch. These bonus points are Refreshed when your Armor Points are refreshed to maximum. You may also call, “Shield by Rune” against the first Paralyze or Stun effect that hit you before this rune wears off. You may only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch. ” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina and call, “By My Voice to Runemarked, Refresh (T) Armor by Rune!” Blessing of the Forge (3, 3, 3, 3 CP; 3 Stamina; Rune) Target: 1 Clothing. You touch an ally’s clothing, imbuing it with protective magic. Touch an article of CLOTHING and cast this spell calling, “Imbue to Clothing by Rune of Blessing of the Forge.” Then attach the rune card. Card Text: “Imbue to Clothing by Blessing of the Forge: This article of clothing has an armor point value of 2 Armor Points until the end of the current Watch. The armor points can be refreshed with 5 minutes of rest. You can only benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: (T+1) Armor Points ▪ 3rd Purchase: usable +1 per watch. ▪ 4th Purchase: (T+2) Armor Points Blazeforge Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon. Target: One Melee Weapon You harness the fiery blaze of the God-forge into a potent rune that enchants your ally’s weapon with the magic of flame. You touch one weapon, calling, “Imbue to Weapon by Blazeforge Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee attack per battle for “2 Damage by Fire.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Blazeforge Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Fire.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with the Agony effect, or Fire/Heat trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, 3 Damage by Fire.” Earthbound Rune (3, 3, 3, 3, 5 CP; 2 Stamina; Rune) Requires Enchanted Weapon Target: One Melee Weapon All weapons come from the earth, sacred to Ghorn, and he has control over their properties and power. You channel that frigid into a rune of power and bind it to an ally’s blade. You touch one weapon, calling, “Imbue to Weapon by Earthbound Rune,” and attach the rune card. Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee attack per battle for “2 Damage by Earth.” You can refresh this attack with 5 minutes of rest. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “2 Damage” with “(T+1) Damage” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Card Text: “Imbue to Weapon by Earthbound Rune: This weapon can make 1 melee/missile attack per battle for “(T+1) Damage by Ice.” You can refresh this attack with 5 minutes of rest. You call, “Shield by Rune” against the first attack with a Slam effect, or Earth Trait per battle. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant Packet Attack, Slam by Earth.” Rune of Ghorn’s Shield (3, 3, 3, 5 CP; 2 Stamina; Rune) Requires 4 skills with the Rune keyword. Item: 1 Clothing, Jewelry or Shield You place a temporary blessing of protection on an ally. Touch the target item, calling, “Imbue to by Rune of Ghorn’s Shield” and attach the Rune Card. Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer 2 Protection Points.These points can be refreshed with 5 minutes of rest. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Grants (T+1) Protection Points ▪ 3rd Purchase: Card Text: “Imbue by Rune of Ghorn’s Shield: this item Grants the wearer (T+1) Protection Points.These points can be refreshed with 5 minutes of rest. In addition, you call, “Shield by Rune” against the first CALLED melee attack that hits you per battle. Because this is a Grant Effect, any other Grant Protection effects end when this item is worn, and any Grant Protection effects the wearer gains after this item is worn negates this spell. A player may NOT benefit from more than one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 4th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Grant (T+1) Protection by Rune!” Rune of Binding (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee Weapon or 1 Shield You channel the slow, deliberate mentality of the craftsman into an enemy, slowing its movements for a time. You touch one weapon, calling, “Imbue to Weapon by Rune of Binding,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Binding: This weapon can make 1 melee attack per battle for “Short Slow by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Slow” with “Slow” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 3 Stamina to call, “By My Voice to Runemarked: Cure Physical by Rune” Rune of Diminishing (3, 3, 3, 5 CP; 2 Stamina; Battle, Watch, Rune) Target: 1 Melee weapon or 1 Shield. Rune magic flares out from your hand, endowing an item with the ability to sap the strength of a foe. You touch one weapon, calling, “Imbue to Weapon by Rune of Diminishing,” and attach the rune card. Card Text: “Imbue to Weapon by Rune of Diminishing: This weapon can make 1 melee attack per battle for “Short Weakness by Rune.” You can refresh this attack with 5 minutes of rest. You may benefit from one instance of this spell at a time. Return this card to [NAME OF FORGEMASTER] at the end of this Watch.” ▪ 2nd Purchase: Replace “1 melee attack” with “2 melee attacks” ▪ 3rd Purchase: Can be cast on a missile weapon. Replace “melee” with “Melee/Missile” on the Rune Card. ▪ 4th Purchase: Replace “Short Weakness” with “Weakness” ▪ 5th Purchase: Requires Runemarked. Once per battle, you can spend 2 Stamina to call, “By My Voice to Runemarked: Cure Metabolic by Rune”

Questing Knight

Questing Knight (3 CP)

REQUIRES:
  • Empowerment: Aenryia
  • Knowledge: Otherworld (Novice)
  • Light Armor---OR---Faith Armor
  • Otherwordly Weapons (Weapon + Shield, Large Weapon, or Two-Weapon Style)
  • Smite
  • Special: when this header is unlocked, the character must select the Character Values of Prowess, Justice, Defense, & Nobility. As with all Otherword headers, characters will be watched carefully for adherence to their patron’s values.
  • Special: A character with the Blooded header who unlocks this header immediately loses access to that header and skills purchased from it. That character regains CP spent in the Blooded header and can spend them as normally earned CP.
A questing knight is a holy warrior, a paladin of righteous and virtuous aspect, touched by the hand of the Lady of the Lake. She is patron of justice, concerned with the preservation of the mortal races and the persecution of evil in all its forms. She is a shining crusader against the encroaching Darkness that threatens to consume the world, and she stands as a bright beacon of hope in that fight. Her Questing Knights embody all those virtues and carry her will and her quest t othe farthest reaches of Brittanis.
Each questing knight seeks glory in battle against the forces of darkness, that he might prove his worth to the Lady and be granted the ultimate reward—to drink from the Grail and become a nigh-immortal Grail Knight, in service to the White Court forevermore.
All of those chosen by Aenryia as her questing knights are capable warriors, though she does not discriminate as to how that martial prowess is achieved. The vast majority of her crusaders prefer heavy armor and weapons, but it is not required. Several notable archers and fast-moving warriors have been anointed as well. Martial prowess is required; a particular fighting style is not.
The Lady is a righteous paladin, and she expects her questing knights to uphold those same tenets. Priests and questing knights must act honorably, be courageous in battle, uphold the laws of the land and the authority of just rulers, and bring those under the law who violate it to justice. They must be a mortal example to the common folk, children, and impressionable minds—as the Lady of the Lake sets the example in the Otherworld, so the questing knights set the example in the mortal world.
Of all the White Court, the church of Aenryia is the most directly concerned with the encroaching darkness in Brittanis. They seek to stem the tide of evil by seeking it out in its lair and fighting with every breath. The questing knights take their charge very seriously and would far prefer to have an evil to fight or an injustice to correct than doing mundane tasks in a settlement. Layfolk worshippers and faithful craftspeople often serve the day to day functions in a temple because of this, though occasionally retired or wounded questing knights choose to work in a temple rather than simply rest and convalesce. Occasionally the few questing knights who survive to old age without either becoming Grail Knights or winding up dead at the hands of evil become advisers to nobles or rulers friendly to the faith of Aenryia.
The Church of the Lady of the Lake is organized into units called Circles, consisting of 10-25 other members of the faith. Due to the transient nature of the questing knight, it is rare for one to become a Circle leader, or Shield Knight—though on extremely rare occasions an entire Circle made entirely of questing knights may form. Each Shield Knight is part of a separate Circle made up of these leaders, and they in turn report to a Sword Knight and in turn, a circle of Sword Knights report to the High Priest of the Lady, known as the Champion of the Lake.
Official attire for a questing knight is a surcoat, tabard, or jacket of at least knee-length, worn over highly polished armor (if applicable). Some form of head-covering is also required, whether that be a simple hat or full battle helm. The Lady’s colors of blue, white, and gold are found in the garments of her followers almost exclusively. Many questing knights make part of their vows that they will wear no other colors, in fact.
All ceremonies of the Lady of the Lake—even the naming of children, for the clergy fights to defend the innocent and weak—involve the use of the Lady’s favored weapon, the longsword. Tradition among the clergy is to gift a newly-anointed knight with an heirloom sword carried by other questing knights. Some weapons are those of the fallen, who died while on the quest, while others are the weapons of mighty heroes who left their mortal weapons and armor behind when they were transformed by drinking from the Grail.
The Grail Quest itself is both very specific and frustratingly vague for many questing knights. It is both a goal and a way of life, and as such the responsibilities of leadership outside that directly relating to the Quest cannot be supported—a warrior who becomes anointed as a Questing Knight immediately and irrevocably renounces all lands, titles, and authority as a noble of the land and becomes dedicated to the Quest alone.
The Grail is both a symbol and a real magical artifact, and as such it has a double meaning. Saying that a knight is “on the Quest” means that they seek to be the epitome of knighthood and chivalry, serving the Lady as a crusader and paladin of virtue and righteousness. The questing knight’s journey will bring them to slay monsters, rescue the lost, and serve her will wherever they go. At some point in their journey, many questing knights who have served Aenryia faithfully will be tested directly by the Lady of the Lake. Each Testing is different, and unique, and it is a trial of the questing knight’s dedication to the ideals of the Lady as well as a test of martial skill. May tales and bard-songs exist of the Testing, and almost always they will put a questing knight’s greatest mortal dreams and ambitions in conflict with those of the Lady. If the knight passes the test, he may go on to become a Grail Knight—the most holy and powerful of Aenryia’s servants.
If the Testing is a failure, often the results of such failure are immediate and mortal, but if a failed questing knight manages to survive they often find their way to The Waste in the northlands, and commit a kind of suicide known as the Bloody Cup. Such a failed knight knows he will never attain the Grail, so they seek an honorable death at the hands of worthy foes. The failed knight paints over his coat of arms with a red cup, symbolizing the blood he seeks to shed before his death, and makes his way on one last quest until he rides into the Waste, never to be seen again.

FREE SKILL

When you unlock this header, you gain the Virtuous Strike skill for free The 0 CP version counts as the 1st Purchase.
Virtuous Strike (0, 3, 3, 3, CP; 1 Stamina; Battle) Your knightly virtue is channeled into a blow that harms the enemy and protects you from harm as well.
  • You make a melee attack for, “2 Damage by Faith.” If your attack lands, you call “Reduce to 3 Damage” against the next melee or missile attack with a 4 or greater Damage Effect that strikes you.
  • 2nd Purchase: “Reduce to 2 Damage”
  • 3rd Purchase: Reduce to 1 Damage”
  • 4th Purchase: instead of Reduce, you call, “Shield by Faith” against the next melee or missile attack that hits you.

Questing Knight Skills

Buckler (3 CP)
  • This skill allows you to use a buckler. You cannot use a larger shield with this skill
  Circle of Steel (3 CP, 1 Stamina) You are adept at clearing the battlefield to give yourself room to recover and reset.
  • You may spend 1 Stamina to call “Disengage by Faith.”
  Medium Armor (3 CP) Requires Light Armor.
  • You may wear Medium Armor.
  Shield (3 CP) Requires Buckler.
  • This skill allows you to use a full sized shield. You cannot throw packet delivered effects while you have a full sized shield in your hand.
  Battlefield Repair:Armor (4 CP) Requires Medium Armor.
  • You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time.
  In Shining Armor (4 CP) Requires Light Armor, Medium Armor.
  • You may wear Heavy Armor.
  Weapon Control (3, 3, 3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons.
  • You can call, “Resist by Faith,” to negate one Disarm effect.
  • 2nd Purchase: You can use this skill to Resist Destroy effects against weapons as well.
  • 3rd Purchase: Usable 2/battle
  Battlefield Repair: Weaponry (4,4 CP)
  • Repair your own weapon or shield in three minutes of Activity with no forge.
  • 2nd Purchase: 1 minute of activity.
  Enfeebling Strike (3, 3, 3, 3 CP; 1 Stamina;Battle) Your wrath briefly takes the fight out of the enemy. Make a melee attack for “Short Weakness by Faith”
  • 2ndPurchase: “2 Damage and Short Weakness by Faith”
  • 3rdPurchase: “2 Damage and Weakness by Faith”
  • 4thPurchase: “[Tier+1] Damage and Weakness by Faith,”
  Guardian Light (3, 3, 3, 3 CP; 1 Stamina; Battle; Spell)
  • You channel the holy light of Aenryia into a powerful strike of pure Light. Make a melee attack for, “2 Damage by Light”
  • 2ndPurchase: “3 Damage by Light”
  • 3rdPurchase: usable 2/battle
  • 4thPurchase: “[Tier+2]Damage by Light”
  Bolstering Strike (3, 3, 3, 4 CP; 2 Stamina;Battle, Rest) You gain confidence when striking home, granting you extra protection from harm.
  • You make a melee attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, call, “Imbue by Faith,” and you gain 1 point of Protection that expire when consumed by Damage effects or when you rest for any reason.
  • 2nd Purchase: 2 Protection points
  • 3rd Purchase: “3 Damage by Faith”
  • 4th Purchase: usable 2/battle
  Paladin’s Judgement (3, 3, 3, 3 CP; 2 Stamina;Battle) Your divine power overflows from your attack on an enemy, healing a nearby ally.
  • You make a melee attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, choose 1 target and call, “By your name, [name], Heal 2 and Slow by Faith”
  • 2nd Purchase: “3 Damage by Faith”
  • 3rd Purchase: usable 2/battle
  • 4th Purchase: “By your name, [name], Heal [Tier+1] and Slow by Faith”
  Exemplar of Valor (4, 4, 4, 4 CP; 1 Stamina;Battle) Requires 5 skills from this header. When attacked by fear, your commitment to the quest allows you to shrug the effects off. As you grow in power, your courageous example guards you rallies from harm.
  • When you are subject of an effect with the Fear trait, you can call, “Purge by Faith”
  • 2ndPurchase: “Resist by Faith”
  • 3rdPurchase: you call “No Effect” against the Fear trait
  • 4th Purchase: when attacked by an effect with the Fear trait, you still call “no effect”, but immediately following that you can call, “By My Voice to Hero, Cure Fear by Faith”
  Staggering Smite (3, 3, 3, 3 CP; 2 Stamina; Battle)
  • Your divine power forces an enemy to stagger away in defeat. Make a melee attack for, “2 Damage and Short Repel by Faith”
  • 2ndPurchase: “3 Damage and Short Repel by Faith”
  • 3rdPurchase: usable 2/battle
  • 4thPurchase: “[Tier+2] Damage and Short Repel by Faith”
  Name of Might (3, 3, 3, 3 CP, 2 Stamina; Battle, Spell)
  • You call on the ancient words of creation, stunning your enemy with their power. Make a melee or packet attack for, “Short Slow by Faith”
  • 2ndPurchase: “2 Damage and Short Slow by Faith”
  • 3rdPurchase: “ 2 Damage and Slow by Faith”
  • 4thPurchase: usable 2/battle
  Fear No Evil (2, 2, 2, 2 CP; 1 Stamina; Battle, Spell)
  • Your calm in the face of horror quiets the spirit of an ally. Touch a target and call, “Grant Defense: Purge Fear by Faith.”
  • 2ndPurchase: usable 2/battle.
  • 3rdPurchase: “Cure Fear by Faith”
  • 4thPurchase: “Cure Mental by Faith”
  Blade of Light (3, 3, 3, 3, 3 CP; 2 Stamina; Battle,Spell) Requires 5 skills from this header. You conjure a shining nimbus of light around your weapon; its might shears the enemy’s defenses and as you grow in power, guards you from the powers of evil.
  • You make a melee attack for, “Waste 2 Vitality by Light.”
  • 2nd Purchase: “Waste 3 Vitality by Light”
  • 3rd Purchase: If the attack hits and the enemy takes damage, call, “Imbue by Faith,” and you call, “Shield by Light” against the next effect that hits you with the Darkness, Malediction, or Shadow traits.
  • 4th Purchase: “Waste [Tier+2] Vitality by Light”
  • 5th Purchase: As 3rd Purchase, but you call "Shield by Light" against the next called effect of any type that hits you.
  Lady’s Glorious Rebuke (4, 4, 4, 4 CP; 2 Stamina;Battle, Spell) Requires Blade of Light, Guardian Light. Your holy might explodes against your foe, throwing them backwards and away from you.
  • Make a melee or packet attack for, “Slam by Light”
  • 2nd Purchase: “2 Damage and Slam by Light”
  • 3rd Purchase: “[Tier+1] Damage and Slam by Light”
  • 4th Purchase: usable 2/battle
  Aura of Nobility (3, 3, 3, CP; 2 Stamina; Battle, Spell) The grace and nobility of Aenryia flows from you into your allies.
  • Touch an ally and call, “Grant Defense: Shield Melee and 2 Protection by Faith”
  • 2nd Purchase: “By Your Name, [name], Grant Defense: Shield Melee and 2 Protection by Faith”
  • 3rd Purchase: By My Voice to Hero, Grant Defense: Shield Melee and 2 Protection by Faith”
  None Shall Pass (4, 4, 4, 4 CP; 2 Stamina; Battle, Burst, Spell) Requires 3 skills from this header. You call upon the Lady of the Lake, making a prayer and a vow that any who harm you shall be met with righteous power. You stand your ground like a bastion of holy power, your roots sunk deep in the earth with divine might.
  • When you finish the incantation, plant your right foot and call, “Imbue by Faith”and you get 1 melee attack for “3 Damage by Light”.
  • 2nd Purchase: Granted Attack deals 4 damage.
  • 3rd Purchase: You can be the target of Heal effects without ending the skill.
  • 4th Purchase: You can use other Otherworld Called melee attacks without ending this skill.
Note: This skill has the Burst keyword. Make sure you know what that means.
  • Each time you are struck by a CALLED EFFECT, you call “Imbue by Faith!” and gain another melee attack for “3 Damage by Light”. Since this only affects you, the Imbue call is enough of a verbal. All you have to call after “Imbue by Faith” is the next, “3 Damage by Light” melee attack.
  • Since this is a Grant effect, if you are the target of any other Grant: Melee Attack effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. Although you can never have more than one None Shall Pass attack active at a time, as soon as you deliver that attack you are eligible to gain another as another called damage attack strikes you.
  • Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, regain Vitality for any reason, are the target of another Grant: Melee Attack effect, use another called attack skill, or refresh any skill or attribute by resting or activity time. It also ends if you break the restrictions of the Burst keyword.
  Divine Mettle (5 CP; 2 Vitality; Battle, Sacrifice) Requires 6 skills from this header. No affliction is stronger than your faith.
  • Once per battle you can sacrifice 2 Vitality points to call, “Purge by Faith” against any effect other than Death or Stricken. Note that Sacrificed points cannot be Healed until you have rested for 5 minutes.
  Divine Strength (4 CP; +1 Stamina; Watch) The power of your faith makes a hard strike even more deadly to your foe.
  • When you make a called melee attack with the “by Faith” trait, you can add your Tier to the damage of that attack.

Hearthwarden

Hearthwarden (3 CP)

REQUIRES:
    Empowerment: Arturian
    Medium Weapon (Axe, Blunt, or Spear) OR Archery
    Knowledge: Natural (Novice)
    Knowledge: Otherworld (Novice);
    Light Armor OR Faith Armor
    Blessings of the Faithful
    Heroic Endurance, Heroic Recovery, OR Heroic Healing (any 1)
Arturian is a nature deity focused on farmers, foresters, and the communities that exist outside the major cities of Brittanis. He is by far the most common god among the commoners and smallfolk, and his primary concerns are the welfare of those who live away from “civilized” lands. He is the god of frontiersmen and ranchers and many rangers, explorers and wilderness scouts pay homage to the Old Father as well. He is a god of strong, sturdy walls and tight-knit communities; Arturian has a fierce protector aspect that comes to the fore when those communities are threatened by evil, and that is why the hearthwarden was first created. These brave folk stand at the edge of the torchlight, keeping vigil against the creatures of the dark who would harm those inside their walls. Priests of Arturian are often intermixed with those of the primal paths, for the two overlaps greatly both in geography and outlook. Priest/druids and ranger/hearthwardens are not uncommon. Where natural hazards abound, spellcasters are more common; in monster-infested territory as well as the frontier areas, most settlements feel safer with at least one hearthwarden as a resident. Clergy of the Old Father lead far more by deed than by sermon, and many are found toiling along with their flock in the fields gathering, planting, or sowing as the season dictates. What many don’t see, however, is the shield, axe and longbow within easy grasp should danger threaten. The priesthood of Arturian is old—so old, in fact, that it is believed that he is the first god the mortals learned to worship after the Breaking. The longer-lived races have kept his faith’s traditions over thousands of years, and it is believed that his faith is relatively unchanged back to that time. The druids and priests have been able to keep their faith strong through wars, cataclysms, invasion and occupation, and now the chaos that has come since the Tiberian Empire’s retreat from Brittanis. The hearthwardens trace their heritage all the way back to the oldest teachings of Arturian, when men first stepped forward to protect their families, farms, and ranches from the darkness beyond the firelight. Priests of the Old Father, even the hearthwardens, appear as any other villager the vast majority of the time, and all have some other skill they contribute to the community. They help with barn-raisings; some serve as midwives or foresters; their day is spent just like any other member of the village, except they take the time at dawn and dusk to say a blessing and offer some kind of small sacrifice (usually grain, meat, or other product produced by the village)—in the morning for the potential of a new day and in the evening for a safe night till the sun rises again. Wandering clergy of Arturian are extremely rare, for his faith is largely concerned with community life. When they do go abroad, it’s almost always a young Hearthwarden in search of a community that does not enjoy Arturian’s protection yet—usually on the frontier or in an area being re-settled. Also, especially in their earlier years of service to the Old Father, priests will be encouraged to spend a month or so wandering from village to village in a kind of clergy exchange so the priests responsible for an entire region will be more knowledgeable of the resources, dangers and other communities in an area. This also helps to satisfy the youthful wanderlust that can grip the young. Old Father is canny, though—many intermarriages between nearby villages and inter-mingling of communities result from these“walkabouts.” Most churches of Arturian have only a couple of priests (and even then only in especially large villages that border on being large enough for Aureus to take an interest in them), so a rigid hierarchy is unnecessary. Age is considered a mark of wisdom, and time in service to the Old Father doubly so. The oldest priests of Arturian often spend their time going from village to village, tutoring the younger priests for a season and then moving on to the next village down the road. This is referred to as The Last Walk, and honored elders who set out upon it are usually given great feasts and celebrations, for their home village knows they will never see the priest again. Given his tastes for simplicity, there are no official garments for a priest of Arturian. Usually a mantle of green cloth, leather, or fur serves as priestly raiment. In times of danger, hearthwardens often have their armor adorned in these kinds of ways so they are in their official capacity as well as protected from harm. Wooden or leather holy symbols are by far the most common, often tooled or worked in beautiful designs. Hearthwardens serve an imminently practical god—he is not a crusader, nor an adventurer. Arturian has no plans to seek evil out in its lair; he is a god who desires his people to live in peace, unafraid of being eaten by monsters or slain by brigands. He is a stern, protective patriarch and his spirit is as hard as the wood the walls of his communities are made of—and he expects his servants, hearthwardens most especially, to be just as unyielding in their dedication to the defense of the community. He believes it is man’s duty to aid his fellow man, and that all do better when each does better. He encourages strong family bonds, no matter how quaint the customs may seem, and believes that a man tied to the land by family will fight harder and work harder for it. A priest of the Old Father will always use his gifts for the betterment of the entire community, for his blessings give him an advantage. For example, a forester priest would use his magic and god-given skills to bring back more wood than just he alone needed, to better serve his community and help those in need of the heat and light of a fire. Hearthwardens are no different; their skills are specialized towards keeping the community safe, and they care not which member or all they protect—they do what they are good at, and use what the Old Father has blessed them with. As the closest thing to a “holy warrior” in the Clergy of Arturian, it makes sense that the majority of the hearthwarden’s skills are focused on battle. However, it should be noted that some of their skills are powered by the sacrifice of the hearthwarden’s own health to fuel an ability—giving of their own health and wellbeing in order to safeguard those they protect. Skills with the Sacrifice keyword indicate that the Vitality spent on this skill cannot be healed in any way until the character has rested for 5 minutes.

Free Skill

When you unlock this header, you gain the Wrath of the Old Father skill for free. The 0 CP version counts as the first purchase.

Wrath of the Old Father (0, 3, 3, CP; 1 Stamina; Battle, Rest)

A Hearthwarden cannot be everywhere danger threatens at once. Your magic gives an ally the edge they may need to hold the foe till you can arrive. Touch a target and call, “Grant Melee Attack: 3 Damage by Faith,” 2nd Purchase: “Double Grant Melee Attack: 3 Damage by Faith,” 3rd Puchase: “Triple Grant Melee Attack: 3 Damage by Faith,”

Hearthwarden Skills

Buckler (3 CP)

This skill allows you to use a buckler. You cannot use a larger shield with this skill.

Circle of Steel (3 CP, 1 Stamina)

You are adept at clearing the battlefield to give yourself room to recover and reset. You may spend 1 Stamina to call “Disengage by Faith.”

Medium Armor (5 CP)

Requires Light Armor. You may wear Medium Armor.

Shield (3 CP)

Requires Buckler.This skill allows you to use a full sized shield. You cannot throw packetdelivered effects while you have a full sized shield in your hand.

Battlefield Repair:Armor (4 CP)

Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time.

Battlefield Repair: Weaponry (4, 4 CP)

Repair your own weapon or shield in three minutes of Activity with no forge. 2nd Purchase: 1 minute of activity.

Weapon Control (3, 3, 3 CP, 2 Stamina, Battle)

You have spent a lot of time handling weapons. You can call, “Resist by Faith,” to negate one Disarm effect. 2nd Purchase: You can usethis skill to Resist Destroy effects against weapons as well. 3rd Purchase: Usable 2/battle

Pillar of the Community (3, 3, 3, 3 CP)

Your maximum Vitality increased permanently by 1.

Cleansing Prayer (2, 2, 2, 2 CP; 1 Vitality; Sacrifice)

You channel the magic of the Old Father through you, using a bit of your own life force to cure the afflictions of those you guard. Choose one category from Mental, Physical, or Metabolic. Touch a target and call, “Grant Defense: Purge [Category] by Faith,” 2nd Purchase: Choose another category from the list. 3rd Purchase: “Cure [Category] by Faith.” 4th Purchase: You can use all 3 categories.

Guardian’s Blessing (4, 4, 4, 4 CP; 2 Stamina; Battle, Burst, Spell)

Requires 3 skills from this header. Your prayer to the Old Father is answered in power. You grow strong, smiting enemies and standing fast in the face of your foes. Your ability to attack may be reduced, but your staying power is unmatched. When you finish the incantation, plant your right foot and call, “Imbue by Faith” and you get 2 Protection Points. Note: This skill has the Burst keyword. Make sure you know what that means. Each time you are struck by an attack with a called Damage effect (“3 Damage by Fire”, “5 Damage”, “4 Damage and Stun by Poison”, etc), call out “Imbue by Faith!” and gain another 2 Protection Points. These points stack, but they expire when you rest for any reason. Since this is a Grant effect, if you are the target of any other Grant: Protection effect, the second Grant supersedes the Grant from this skill, even if the benefit is lower. You can never have more than one Guardian’s Blessing active at a time. Activating this skill costs 2 Stamina, and the skill effect ends when you fall unconscious, gain the Unstable Trait, regain Vitality for any reason, use an attack skill, are the target of another Grant: Protection effect, or refresh any skill or attribute by resting or activity time. It also ends if you break the restrictions of the Burst keyword. 2nd Purchase: You can be the target of Heal effects without ending the skill. 3rd Purchase: You gain 3 Protection points per attack that strikes you. 4th Purchase: You can use other Otherworld Called melee attacks without ending this skill.

Hallowed Ground (3, 3, 3, 3 CP, 2 Stamina; Battle, Spell)

Your magic pushes the enemy out of key areas, clearing space for defenders to take the fight to them. Make a melee or packet attack for, “Short Repel by Faith” 2nd Purchase: “Repel by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “Double Repel by Faith”

Valiant Strike (3, 3, 3, 3 CP; 1 Stamina & X Vitality; Battle, Sacrifice, Spell)

The magic of Arturian rewards those who are willing to risk themselves for others. Your sacrifice of spirit increases the power of a strike greatly. Make a melee or missile attack for, “X Damage by Faith,” where X is 1 + twice the number of Vitality you sacrificed to power this skill. For example, if you sacrifice 2 Vitality to power this skill, you would call “5 Damage by Faith, ”because 2 x 2 = 4, +1 = 5 Damage. 2nd Purchase: 2 Damage + twice the sacrificed Vitality 3rd Purchase: usable 2/battle 4th Purchase: no Stamina cost

Strike of Hope (3, 3, 3, 3 CP; 2 Stamina; Battle)

Your successful strike on an enemy grants you the power to protect an ally. You make a melee or missile attack for, “2 Damage by Faith.” If the attack hits and the enemy takes damage, choose 1 target and call, “By your name, [name], Grant Defense: Protection 2 by Faith” 2nd Purchase: “3 Damage by Faith” 3rd Purchase: usable 2/battle 4th Purchase: “By your name, [name], Grant Defense: Protection [Tier+1] by Faith”

Hearthwarden’s Counter (2, 2, 2, 2 CP; 1 Stamina;Rest, Battle)

Requires Cleansing Prayer 3. When you cleanse an affliction from your ally, you store that magic away and use it to strike back against the enemy. When you use Cleansing Prayer, you can spend 1 additional Stamina to call, “Imbue by Hearthwarden’s Counter” and gain a melee or missile attack for, “Waste 2 Vitality by Faith” 2nd Purchase: usable 2/battle 3rd Purchase: “Waste 3 Vitality by Faith,” 4th Purchase: “Waste 3 Vitality and Weakness by Faith”

Sacrificial Ward (3, 3, 3, 3 CP, 1 Stamina & 1 Vitality; Battle, Rest, Sacrifice, Spell)

You utter a brief prayer and channel some of your life energy into a protective shield to guard an ally. Touch a target and call, “Grant Defense: Shield Weapon by Faith” 2nd Purchase: “Double Grant Defense: Shield Weapon by Faith” 3rd Purchase: replace “Shield” with “Resist” 4th Purchase: replace “Weapon” with “Damage”

Bolt of Reprisal (3, 3, 3, 3 CP; 2 Stamina; Battle)

Some of the enemies of Arturian’s people use magic of their own. You have learned how to negate that magic and transform it into magic of your own. When you are struck with an effect that has an Elemental trait or the Magic trait, you can call, “Resist by Faith” and then immediately make an attack for, “By My Gesture, 2 Damage by Light.” This attack MUST be made against the same enemy whose attack you Resisted. 2nd Purchase: usable 2/battle 3rd Purchase: “By My Gesture, 3 Damage by Light” 4th Purchase: you can use this skill on any effect with an Elemental Trait or an effect that has the Malediction, Darkness, Infernal, Corruption, Hex, or Magic traits.

Restoration (4, 4, 4, 4, 4 CP; 1 Vitality; Day, Spell, Sacrifice, Other)

Requires Hands of the Father and 4 other skills from this header. You channel your own life energy into a refreshing burst of energy for your allies. Touch a target and call, “Refresh 3 Stamina by Faith.” 2nd Purchase: Usable 1/watch 3rd Purchase: You can use this skill by touch or by packet. 4th Purchase: You can use this skill by touch, packet, or “By your name, [name], Refresh [Tier] Stamina by Faith,” 5th Purchase: “By My Voice to Hero, Refresh [Tier +1] Stamina by Faith” Using the skill in this manner costs 2 Vitality.

Hands of the Father (3, 3, 3, 3 CP; X Vitality; Watch, Spell, Sacrifice)

Requires 4 skills from this header. The hands of the hearthwarden represent those of Arturian on Aerys; as the Old Father can be a stern and fierce guardian, so also he can be a gentle healer. You touch an ally, sacrifice X Vitality and then call, “Heal Y and Short Slow by Faith,” where Y is equal to X+2. For example, if you Sacrifice 3 Vitality, you would call, "Heal 5 by Faith." 2nd Purchase: Y is equal to X +3 3rd Purchase: usable 2/watch 4th Purchase: “Heal Y by Faith”

Healing Word (3, 3, 3, 3, 3 CP; 2 Stamina; Battle,Spell)

You call out to an ally, mending wounds and healing them with Arturian’s mighty power. You call, “By your name, [name], Heal 2 and Short Slow by Faith” 2nd Purchase: “…Heal 3…” 3rd Purchase: You can use this three times per Battle. 4th Purchase: “By your name, [name], Heal 3 by Faith” 5th Purchase: ““By your name, [name], Heal [Tier+2] by Faith”,

Binding Strike (3, 3, 3 CP; 2 Stamina; Battle, Watch)

At your command, the plants and grass hinder an enemy’s movement. You gain 2 melee attacks for “2 Damage and Short Slow by Faith” 2nd Purchase: “2 Damage and Slow by Faith.” 3rd Purchase: “[Tier+1] Damage and Slow by Faith,”