Mystic Realms® Glory of Guildhall Source Book
Transcription
Mystic Realms® Glory of Guildhall Source Book
Mystic Realms ® Glory of Guildhall Source Book Version: 2012-01-20 THIS COPY IS FOR MEMBERS ONLY PLEASE DO NOT DISTRIBUTE A Role Playing Game Supplement Created by Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN, GUILDHALL and all Mystic Realms characters, character names, and the distinctive likenesses thereof are trademarks of Mystic Realms, Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2011 Mystic Realms, Ltd. All rights reserved. Printed in the USA. Mystic Realms, Ltd. CREDITS W ritten by: Anton Kukal Playtesting: Rosemary Auge, Ken Butler, Patrick Clewell, Christopher Diehl, Drew Forman, Bobbi J. Kukal, Jennifer Gannon, Noah Gershkowitz, Lee M . Lewis, Sean McGarry, W alter McCord, Vince McDonald, Scott A. Melzer, W illiam Seligman, Genna Schnorrbusch, Jarod Thomas, Amy W ojciechowski. Reproduction or translation of any part of this work, beyond that permitted by Section 107 or 108 of the United States Copyright Act, without permission of the copyright owner is unlawful. Requests for permission or further information should be addressed to Mystic Realms, Ltd. at mysticrealms.com. CAUTION STATEM ENT Always exercise caution when playing Mystic Realms. Players must ensure that no physical harm comes to them or others while playing, and should also be careful that their game does not disturb or alarm those who are not participants and may not understand the hobby. Players are encouraged to contact local authorities to establish procedures to inform them of when and where their games will be played. Stage properties, specifically weapons, should never be carried in public places. Many jurisdictions severely prosecute persons wielding weapons, including toy guns, and jail time may be mandatory in these weapon and/or firearm offenses. DISCLAIM ER The author and publisher will not be held responsible for any action, intentional or other, committed while playing Mystic Realms or derived from the content of this book. The author and publisher make no specific warranties as to the safety of these rules and encourage players to use their own common sense when playing this game. Mystic Realms is a game for entertainment purposes only. Reader discretion is advised. All similarities between themes, characters, plots, and persons living or dead are strictly coincidental and do not reflect reality. All ceremonial, ritual, religious and occult elements in this book are fictional and intended for entertainment purposes only. Please do not sacrifice your neighbor’s pet to your imaginary dread god and, if you do, be advised that the author and the publisher will not be held responsible. ABOUT THE AUTHOR Anton Kukal started live-action roleplaying in the early 1980s, long before the term live-action was ever used to describe the hobby. His first attempt at writing a rules system used crumpled balls of paper to cast spells, padded broom-handle swords, and garbage can-lid shields. The goal was to hunt monsters through the woods behind his house as imagined medieval heroes. Anton wanted more from this developing hobby and for the next fifteen years he worked to create a rules system that would blend theatrics and game mechanics to totally simulate every aspect of the imagination. The first draft of the Mystic Realms rules was published in 1995, the second in 2002, and the most recent in 2010. The current Mystic Realms rules system allows players to do almost anything their imagination devises in a way that is balanced, fair, and extremely playable, but, more importantly to Anton, dedicated to encouraging theatric performance in the participant. Anton has written the Mystic Realms Live-Action! rules, as well as a companion Dice-Play! system. He’s written the Mystic Realms W riter’s Guide to teach game administrators how to make their LARP a more interactive theatric experience. And he’s written the source materials for many of the Mystic Realms worlds. He also is the author of over a dozen novels and countless short stories most of which are set in the game worlds of Mystic Realms. Anton’s goals are to bring Live-Action! roleplaying into acceptance as a mainstream performance hobby. He hopes to show people the value of a theatric based rules system where participants entertain each other as part of a creative community of friends. If asked why he started Mystic Realms, he’ll tell you simply, “I wanted to bring people together.” Anton lives with his wife and three children in a small blue house, on a wooded lot, in the middle of a long country lane. You’ll find him at his desk, typing away, hard at work, creating the next new adventure. OFFICIAL CLUBS W e want you to have as much fun as possible while playing Mystic Realms. If you’re interest in starting an Official Production Club please contact us at mysticrealms.com. Our dream is to create interconnected groups of people sharing cast costumes, weapons, knowledge, and experience. W e’ll be glad to help you host your first couple of events. There’s no franchise fees or other nonsense to start a club. W e started in our backyards and we want to help you and your friends get started, as well. Soon you’ll be renting sites with a hundred new friends, and having the time of your other lives! Table Of Contents Historical Overview. . . . . . . . . . . . . . . . . . . . . 2 The Awakening. . . . . . . . . . . . . . . . . . 2 World Creation. . . . . . . . . . . . . . . . . . 2 The Five Ages . . . . . . . . . . . . . . . . . . . 5 Guildhall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Guilds . . . . . . . . . . . . . . . . . . . . . . . 12 Game of Guilds. . . . . . . . . . . . . . . . . 14 Founding of Guildhall. . . . . . . . . . . . 15 Guild Members. . . . . . . . . . . . . . . . . 15 Structure of Guildhall. . . . . . . . . . . . 16 Guild Life.. . . . . . . . . . . . . . . . . . . . . 16 Guild Hierarchy. . . . . . . . . . . . . . . . . . . . . . . 18 Rank. . . . . . . . . . . . . . . . . . . . . . . . . . 18 Changing Guilds. . . . . . . . . . . . . . . . 21 Guild Ceremony. . . . . . . . . . . . . . . . . . . . . . . 22 Ceremony of Apprenticeship. . . . . . . 22 Ceremony of Initiation.. . . . . . . . . . . 23 Ceremonies of Journeymaking. . . . . 23 Ceremony of Mastery. . . . . . . . . . . . 23 Guild Lore.. . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Guild Syllabi. . . . . . . . . . . . . . . . . . . 25 Learning Skills.. . . . . . . . . . . . . . . . . 25 Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Artisan.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Bard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Cavalier.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Cleric.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . 38 Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Runecaster.. . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Warlock.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Wizard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Governance of Guildsmen. . . . . . . . . . . . . . . 52 Council of Lore. . . . . . . . . . . . . . . . . 52 Community Governance. . . . . . . . . . 52 Luminary Positions. . . . . . . . . . . . . . 53 Meetings.. . . . . . . . . . . . . . . . . . . . . . 55 Justice of Guildhall. . . . . . . . . . . . . . 59 Commoners. . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Culture. . . . . . . . . . . . . . . . . . . . . . . . 67 Prejudices.. . . . . . . . . . . . . . . . . . . . . 67 Laws.. . . . . . . . . . . . . . . . . . . . . . . . . 68 Occupations. . . . . . . . . . . . . . . . . . . . 68 Commoner Nations. . . . . . . . . . . . . . . . . . . . . 71 Beardon. . . . . . . . . . . . . . . . . . . . . . . 71 Elf.. . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Human. . . . . . . . . . . . . . . . . . . . . . . . 80 Klacton.. . . . . . . . . . . . . . . . . . . . . . 110 Minotaur. . . . . . . . . . . . . . . . . . . . . 113 Orc. . . . . . . . . . . . . . . . . . . . . . . . . . 115 Pythian. . . . . . . . . . . . . . . . . . . . . . . 118 Rakkarin.. . . . . . . . . . . . . . . . . . . . . 120 Weetle. . . . . . . . . . . . . . . . . . . . . . . 122 General Information. . . . . . . . . . . . . . . . . . . 124 Magic. . . . . . . . . . . . . . . . . . . . . . . . 124 Spirits.. . . . . . . . . . . . . . . . . . . . . . . 126 Religion. . . . . . . . . . . . . . . . . . . . . . 126 Military Orders. . . . . . . . . . . . . . . . 130 The Eternal Spirits. . . . . . . . . . . . . . 133 Geographic.. . . . . . . . . . . . . . . . . . . 133 Economics. . . . . . . . . . . . . . . . . . . . 136 Calendar. . . . . . . . . . . . . . . . . . . . . . 136 Holidays and Celebrations. . . . . . . . 136 Economics, Skills & Equipment. . . . . . . . . . 140 Money. . . . . . . . . . . . . . . . . . . . . . . 140 Base Substances . . . . . . . . . . . . . . . 140 Runes. . . . . . . . . . . . . . . . . . . . . . . . 140 Communication. . . . . . . . . . . . . . . . 140 Compounds. . . . . . . . . . . . . . . . . . . 140 Glyphs. . . . . . . . . . . . . . . . . . . . . . . 141 Medical Treatments. . . . . . . . . . . . . 141 Technology. . . . . . . . . . . . . . . . . . . 141 Traps. . . . . . . . . . . . . . . . . . . . . . . . 142 Equipment. . . . . . . . . . . . . . . . . . . . 142 Time Line. . . . . . . . . . . . . . . . . . . . . . . . . . . 145 First Age. . . . . . . . . . . . . . . . . . . . . 145 Second Age. . . . . . . . . . . . . . . . . . . 145 Third Age.. . . . . . . . . . . . . . . . . . . . 148 Fourth Age. . . . . . . . . . . . . . . . . . . . 151 Two thousand years ago the realm was torn asunder as the Old Gods fell and the New Gods rose up. For a millennia the world bled, until Guildhall ended the destruction, turned the Age, and brought peace to the world again. The Glory of Guildhall is the dream that represents the rebuilding of a shattered world and the end hatred, prejudice and animosity. We live in the Fourth Age, known most often as the Age of Guildhall or the Age of Order, and sometimes by the religious among us as the Age of Solnus. We live in a time of peace and prosperity under the shining star of Guildhall. Guildhall continues to defend the realm preventing war, tyranny and injustice. Members of Guildhall are called Guildsmen. They are devoted to a way of life that values cooperation, fraternity and mutual respect. They are champions of right, defenders of morality and heros to the common person. Only a Guildsman can wield the power of magic. The common person, commoners as they are called, are unable to learn even the simplest magical manipulation. The prophecies tell that the Fifth Age, also called the Age of Karthis or the Age of Chaos, will be the end of all we love. During this Age, the Reborn Eternal Souls will once again be drawn to places of ancient power where the ley lines of magic intersect and there, like a rock tossed into a lake, their actions will ripple out to affect the world. Evermoore is such a place. There, and in similar places, the Reborn Eternal Souls will impact the future, just as their actions impacted the past. Our future is written in our past. It is a cycle of life and death, until finally the ultimate end does come. Heros will arise to battle those who would destroy, but one day the actions of some will trigger the Final Age, and Karthis will consume this world in fire and flame. All that is here will be gone. Nothing of our existence will survive. I have sacrificed all to prevent the end. Will you do the same? The world needs heros again. Al’tar Shariz, Loremaster of the Guild of Clerics Former Charter Sponsor of Evermoore Emperor of the Karthydian Desert 1 Historical Overview Solnus and Karthis were as different as fire and water, but were connected by the unbreakable bonds of sibling love. Solnus offered the laws of the universe; physics, mathematics and gave consistency to her dream. Karthis, offering change, varied the laws just enough so that everything was unique in its own right. The Awakening In the beginning there were five elements: Earth, Air, Fire, Water and Spirit. These five elements swirled into individual consciousness. They took individual names and forms, but collectively they were known simply as the Five Gods. Later, they were called the Old Gods. Lumina and Noctis were lovers. She offered the idea of a sun and day light. He suggested a period of darkness lit by a silvery moon. Together they designed the sunset and sunrise making these beautiful to behold as a special time for lovers. Lumina and Noctis, working together, gave the world its greatest gift, the cycle of life and death. Natallis: Earth became Natallis. Her form was a human female of plain beauty. She had long reddish-auburn hair adorned with leaves and flowers. She was curious, inquisitive and playful. Her thoughts moved the gods to create the realm. She gave the world Nature. Lumina: Air became Lumina. Her form was a human female of stunning beauty. She had long blond hair, the color of sunshine, and carried herself with elegance and poise. She was patient, trusting and loving of all. She was called the goddess of light and day. She gave the world Life. Solnus created the oceans and rose the earth from its depths. Karthis shaped majestic mountains which Solnus covered in snow; Karthis carved valleys which Solnus filled with lakes and streams. Karthis created a swirling desert of ever-changing sands. He made storms that caused lightning to strike and thunder to rumble. He let the rain fall in torrents and made every snowflake different. Solnus formed minerals, gems and precious metals. Noctis: Spirit became Noctis. In his youth, he was a pensive dreamer and poet. His form was a human male with a slim build, dark hair and intelligent caring eyes, but after the death of Lumina his form became that of a crooked, skeletal man shrouded in robes of black. He was then called the god of darkness and night. He gave the world Death. Natallis created flowers, forests and grass-covered prairies. She filled the skies with birds and the oceans with fish. The forests and prairies were filled with animals. The realm was suffused with the sounds of life. Solnus: Water became Solnus. His form was a powerful man with chiseled facial features and eyes that portrayed a serious heart that was true to justice and right. He was solid in his beliefs and dedicated to honor. He gave the world Order. The Lesser Beings The Five viewed the world with fascination, but each wanted to give more of themselves to the world. They wanted to create beings in their own image. They desired to create beings who could feel, reason, remember and communicate. Karthis: Fire became Karthis. His form was a handsome human male with an athletic build. In his youth, he was remembered for his carefree smile and easy-going manner. He was the trickster, the fool, the jester of the realm, but after the death of his brother his form became burning fire and he was reborn as a god of vengeance. He gave the world Chaos. Noctis and Lumina working together created the first beings call Kravynn. Noctis loved the Kravynn and called them his beloved children. The Five continued working in pairs to create other beings, but all were lacking in some capacity. Collectively, these creations became know as lesser beings. Cyclops: Cyclops are easily identified because they possess only a single eye located in the center of their forehead. They are strong, gentle and very caring, but so lacking in their capacity to reason that they often hurt those around them by their blundering stupidity and lack of depth perception. Solnus and Lumina created the Cyclops World Creation After eons of nothingness, Natallis conceived the idea of filling the empty void in which the Five existed. She convinced the others to aid her in the creation of a realm where the Five could give physical form to all they conceive. 2 intelligence necessary to design elaborate structures. Trolls need careful supervision if they are to perform complicated tasks, such as leveling, measuring and other more precise forms of construction. Goblins: Goblins are a dark green-skinned race. They are generally sly and sneaky, but are also greedy and will lie, cheat and steal to gain things which they desire. Goblins often seem cowardly and will generally avoid a direct physical confrontation. However, as part of a large group they become emboldened. They are often led by Orcs, who easily force them into servile rolls. Noctis and Karthis created the Goblins. Trolls were created by Solnus and Natallis and were the last of the lesser races created in the Realm of the Five. During the time of the Five they provided much of the labor force needed for the construction of the city of Evermoore and other human cities. As the Age of Life came to a close they were trained as body guards and soldiers, which continued to be their primary use during the Ages of Death and Order. Following the Troll Uprising in the first years of the Age of Death, most Trolls fled into the East Range of the Forlorne Mountains. Gremlins: These orange-skinned beings have dome-like heads with little mouths and beady eyes. They are trickster creatures who delight in playing pranks, however, their antics are extremely dangerous. Gremlins have no understanding of when a joke goes too far and their favorite pranks are falling logs, man-catcher traps, trip ropes near cliffs, spiked pits dug on common trails and exploding boxes. Karthis and Lumina created the Gremlins and they caused much confusion and unintended harm. Even Karthis, who found humor in all things, was not amused. Tibbyrrs: Tibbyrrs possess yellow-skin and large eyes that rise above their low sloping foreheads. Their mouths are entirely too large for their faces and their noses are far too small. Tibbyrrs are generally lazy and refuse to perform any kind of work. They hate living in cities or in groups larger than their immediate family. They often live by themselves near small ponds or river banks where they bask in the sun and live on fish. Tibbyrrs are territorial and once they establish ownership over a place, they may become violent if encroached. Natallis and Kartis created the tibbyrrs. Kravynn: Noctis and Lumina created the Kravynn, who were the first sentient beings of the Realm of the Five. Kravynn have brown skin, round, wrinkled faces and thinlipped mouths with long fangs. Their ears are too large and their fingernails always seem in need of cutting. Kravynn, like their creators, feel emotions deeply. They are an expressive, passionate race. When they are emotionally content Kravynn can be passive, loving beings, but at the slightest notion of insecurity they have the potential to become suddenly aggressive. In this state, they are exceedingly dangerous. Greater Beings After the Five, acting in pairs, failed to create a race of beings in their image, Lumina suggested that they share equally of themselves and attempt to forge a perfect being. Under Lumina’s guidance, the Five joined together to create a race of mortal beings having equal parts of all five of the elements. This race was called the humans. While Noctis walked the realm, he cared for his children and they were peaceful beings that contributed to society, but after the fall of Evermoore the Kravynn, left to their own devices degenerated into beings of violence. The gods were happy and they rejoiced for a time, but each still felt the world was lacking. The realm was so big and could hold so much more, so the five gods agreed to create additional races which each possessed varying attributes of each. These new races were vastly different from the Five in both form and temperament. Ogres: The Ogres are a light green-skinned race. They are harsh bullies who dominate the weaker beings around them through force. They are concerned with immediate gratification of their desires, which causes them to be impulsive and unpredictable. Ogres are not very intelligent and are easily manipulated. They are often led by Orcs. Noctis and Solnus created the Ogres. Collectively these are called greater beings because each of these beings was self sufficient, inventive and adaptive to their environment. They possessed the ability to reason and develop distinct individual personalities. Some of the greater beings could develop the ability to manipulate mana. Trolls: Trolls are muscular beings with reddish brown skin and long wild hair. They are extremely strong and very tough. Trolls are happiest when they are able to use their strength for building. They are hard workers who enjoy working with their hands, but do not possess the The Garden of the Gods was full and the beings dwelt together, but the Five could see that each was different and 3 that they could not agree on how best to live in their world. Noctis and Lumina suggested that they should enter the word to care for their children to ensure that all lived harmoniously in peace and love. The others agreed, and the Five were born into the world to ensure harmony for all. in the hive. These Klactons do not have independent thought, but perform their hive duties instinctually as part of the hive mentality. However, some larvae can grow into an independent form of Klacton which is truly sentient. These rare humanoids are known as evolved Klactons. They have two arms and two legs, but their whole body is covered with chiton and their faces are insect-like. The Five contributed to the creation of the Klactons in the following order: Solnus, Natallis, Noctis, Lumina, Karthis Beardon: The Beardons appear similar to Humans except that they have three to five ridges on the bridge of their nose and both males and females are distinguished by the presence of facial hair on the chin and cheeks. Beardons measure their social standing by the length of their carefully groomed beards and some Beardons have beards that reach down to their waist. Beardons are highly intellectual beings devoted to invention, construction and education. They are excellent engineers, builders and craftsmen. While most beardÌons are content with their inventive undertakings, there are some who have little patience for invention and building. These have quick tempers and fly into passionate rages. Invariably they smash more projects than they finish. These beardÌons often find solace in a military lifestyle. The Five contributed to the creation of the beardÌons in the following order: Solnus, Natallis, Lumina, Noctis, Karthis. Minotaur: Minotaurs have human facial features, but their skin is dark brown in color. Two sturdy horns grow from either side of their forehead. Generally the males have larger horns than the females. Minotaurs have sturdy physiques and make powerful fighters. They also have a thick hide which provides additional protection from injury. Minotaurs are generally proud, noble, honorable beings; they do not lie, steal or cheat. The Five contributed to the creation of the Minotaurs in the following order: Noctis, Lumina, Natallis, Solnus, Karthis Orc: Orcs have a physique similar to humans except that they are greenskinned and generally more muscular. They are often seen as barbaric and as having a reputation of being quick to anger and ferocious in their capacity for violence, but beneath these casual observations one can discern a rich culture filled with stories of heroism and honor. Life as an Orc has its rules; the strong survive to lead and the weak survive to serve, if they survive at all. The Five contributed to the creation of the Orcs in the following order: Noctis, Karthis, Solnus, Natallis, Lumina. Elf: An elf looks very much like a normal Human with pointed ears. Elven society is full of ancient heritage and tradition. They value their past, reliving it in the form of stories, dances, games and other social activities. Their customs are passed from one generation to the next with great reverence and remain unchanged for hundreds of years. Elves value learning and education. Though their culture is rooted in the past, their minds are quick to grasp new concepts. The Five contributed to the creation of the Elves in the following order; Lumina, Solnus, Natallis, Karthis, Noctis Pythian: Despite their lizard-like appearance, Pythians are warm-blooded humanoids who walk upright as humans do. Their well-muscled bodies are covered with greenish scales and a lizard-like tail, Body hair is red or blue. Pythians have a great respect for the elders of their people. They value wisdom and rarely act rashly. Many rythians are deeply religious. The Five contributed to the creation of the Pythians in the following order: Natallis, Solnus, Noctis, Lumina, Karthis. Human: Humans are the most numerous beings in the Realm of the Five. They are adaptable beings and have varied cultures, traditions and ideologies. Each of the Five contributed equally to the creation of the Humans. Klacton: Klactons are insect-beings who possess a hiveoriented society. The hives are ruled by fertile queens, who lay eggs to populate the hive. Klacton larvae grow into many forms of Klacton which have specialized duties Rakkarin: Rakkarins are cat humanoids. Their bodies are covered with fur, the color and patterns of which depend 4 on the particular culture of the rakkarin. Rakkarin faces appear more catlike than human and also reflect their culture. Rakkarrins typically live a nomadic lifestyle and tend to be excellent hunters. They value family and social status. They are well known for their grace and athletic ability. The Five contributed to the creation of the rakkarrins in the following order: Natallis, Karthis, Lumina, Noctis, Solnus. Age of Nature The First Age has been called the Age of Nature. In this time the Five came to live among their children in the Garden of the Gods, which was on the highest peak in what was later to be called the Forlorne Mountains. During the Age of Nature life was full and joyous. The races lived as one with each other and the plants and animals. The birth of the Five into the realm brought the power of mana into the world and with their entrance, the realm was truly alive. Weetle: Weetles are nimble and dexterous humanoid beings, with shiny black noses and whiskers on an otherwise human-looking face. Extending from their lumbar region is a long vestigial tail. Weetles are inquisitive and intellectual. They are collectors of items of academic interest such as books, maps, writing, tools and so forth. Weetles are also well known for their fondness for shiny items, which is more an instinctual attraction than a real desire for wealth. The Five contributed to the creation of the Weetles in the following order: Karthis, Natallis, Solnus, Lumina and Noctis. The first age was a time of great learning. The Five wished to share their knowledge and powers with their children. They preached the Way of the Five, the first religion of the realm which taught all to believe in balance and to live in love with each other and the world of nature. It mandated that all conflicts be resolved by verbal discourse with an equitable decision reached by compromise. Violence was forbidden and crime was nonexistent. It was a time of plenty where all were content. It was in this age the Five began to teach those who understood and served the ideologies of the Way of the Five to manipulate the power of mana. These blessed few were called the Five-Sworn. They were the servants of the Five. In the beginnings of time the Five-Sworn took an oath to the Five to forever guard the realm and to ensure that it continued in the Way of the Five. The Five Ages . . . After the time of creation, historians of the realm divided time into Ages. The first age predates all recorded history and information about events is derived primarily from legends and fables. It was called the Age of Nature and its beginnings were when the five gods were born into the realm. The beginning of the second age, the Age of Life, began when the races descended from the Garden of the Gods and went out into the world. Each race of beings chose a part of the world to call their own. The unified realm was filled with peace for three thousand years as the Five ruled from the city of Evermoore. For their oath, the spirits of the Five-Sworn were bound to the realm and would be reborn. These eternal souls are the guardians of the realm and their actions control the passing of the ages. The Five-Sworn were grouped according to the god whom they served. The Beaconers served Lumina, the Reavers served Noctis, the Crusaders served Solnus, the Warders served Natallis and the Jesters served Karthis. The beginning of the third age, the Age of Death, was marked by a great war that consumed the realm. The Age lasted only one thousand years, but it almost ended all life in the realm. In this time of terror and unbalanced magic, strange creatures evolved, such as hounds that spit fire or ice, vermin with deadly bites and a host of other arcane creatures. The teachings of the Five were almost lost. At the end of the Age of Nature, the people of the realm had grown too numerous to remain in the Garden of the Gods and so it was decided that they should go forth into the realm. One by one the races left the Garden and each was charged to follow the Ways of the Five, to keep the peace and to exist in harmony with their neighbors. The Five led the Five-Sworn to the Valley of the Rainbows. It was here where the first city was created by the brothers as a wedding gift to Lumina and Noctis. This was the city of Evermoore and its beauty was never to be equaled. Its walls were built of colored crystal and its spires touched the sky. The fourth age, the Age of Order, was marked by the founding of Guildhall and the rebirth of civilization. The glorious institution of Guildhall united the world in peace and established order throughout the realm. The prophesied fifth age, the Age of Chaos, will mark the end of peace and the ultimate destruction of the realm in fire and flame. Age of Life 5 The Second Age has been called the Age of Life. In this time the races of the realm went out into the world to live and grow. They found places suitable to their temperament and made their own cities fashioned after the city of Evermoore. fun game it will be for you to find them again.” Karthis looked for his children across the realm, but never found them. As the years passed, the gremlins were forgotten except for a myth which foretold of their return before the Age of Chaos. The Humans, the oldest people and most numerous, settled in the plains of the east, the highlands and isles of the northeast and the western plains. The elves settled in the forests of the west and the beardons settled in mountains of the west. The Pythians traveled to the tropical swamps and rainforests of the south. The Orcs went north into the mountains, bringing the goblins and ogres. The Weetles moved into the hills of the southeast where they lived in small burrows. The rakkarrins dwelled in the southwest region which included an expanse of plains, tropical forests, mountains and portions of the great desert. The Klactons, being the slowest and the least numerous of the races, were forced to travel to the coldest tundra in the far north, making their homes in the caves of ice and snow. The trolls liked to build. They were happiest when supervised. During the Age of Life, they labored to build the human cities of the realm. They also traveled with the Five-Sworn as porters, but in the latter part of the age when unrest became widespread they were trained as protectors and then as soldiers. Trolls took to using weapons as easily as they once used building tools. The first half of the second age was a time of peace and prosperity as the races continued to follow the Way of the Five. The Five-Sworn traveled the realm helping all those in need. They settled disputes, kept the laws of the Five and established governments so that all people could continue to live in peace. At the greatest point of the Age of Life, Noctis and Lumina were crowned the Lord and Lady of the realm. The lesser beings were given homes amongst the greater beings. The goblins and ogres traveled with the Orcs. The Orcs promised to keep them safe and put them to good use. The goblins and ogres started out as servants, but became more like slaves, working to avoid the whip. From Evermoore Noctis and Lumnia ruled the nations of the realm. The Age of Life promised an eternity in a world without crime, war or needless death. For a time the dream was a reality, but somehow the dream faltered. The Way of the Five was discarded by many who sought to rule themselves with their own codes, faiths and ideologies. The peace of the realm could not be kept and the age ended in bloodshed and war. The kravynn stayed with Noctis in Evermoore. He worked hard to help the kravynn control their passions. And give them a purpose in life. The kravynn became the caretakers of the Crystal City, a task which they cherished. They happily fulfilled duties such as butlers, maids, messengers, civil servants, street sweepers, lamp lighters and so forth. They took great pride in their jobs and enthusiastically performed them. Many try to blame the Fall of Evermoore on the Five Gods, because there is no denying that the Five moved on to live their own lives. It is true that the Five grew distant from the needs of their peoples, but the people of the realm had their teachings. They could have followed the Way of the Five forever maintaining a world of life, but instead chose to discard the teachings. The tibbyrrs entered the forests and made their homes by small ponds and on river banks, where they made simple homes of sticks and mud. They enjoyed swimming, eating fish and laying in the sun. It was true that the Five were distracted from the needs of the realm. They had their own concerns. It was said that a jealousy smouldered between the brothers as both Solnus and Karthis both loved Natallis and she was torn between the two. It was also said that Lumina and Noctis experienced troubles of their own, as lovers often do. The gremlins were too disorganized to lay claim to any part of the realm and since their pranks caused much turmoil, no other race allowed the gremlins to be close. They wandered the realm causing endless problems for the Five-Sworn. One day, during the Age of Life, the world suddenly discovered that the gremlins were gone. They seemed to have vanished without a trace, but they were not missed by any, save Karthis. The god of tricks accused his brother, Solnus, of taking them away. Under his brother’s persistent questioning Solnus would merely shrug his shoulders and say, “And if I did hide them, what a fine and The truth of the situation was that petty persons with dreams of their own power, decided to spread unrest through the realm. These petty persons no longer wished to follow the Way of the Five. They were rabble-rousers who campaigned for their own vanity and gain, under the 6 pretense of doing good for all. who was like them. Tharkana had power over all of the hives and united their society as one. The hive-queens and their evolved Klactons lost all control of their hives. Where the Way of the Five gave power to everyone equally, the malcontents wanted to collect power for themselves. They were small and petty of mind and could not grasp the glory of a peaceful world where all were entitled to an equal share. They sought to unseat the Five and re-make the world in their own image. The Pythians created Ansaki, the Spirit of the Swamp. He embodied all life that came before him and had the wisdom of the Ages. His form was that of an ancient Pythian, who appeared older then time itself. Ansaki was wise, but not wise enough to foresee the horrendous effects that the fall of Evermoore would have on his people and the realm. He never forgave himself or his people for the role they played. The rabble-rousers began to rally people to their selfserving causes corrupting the people to their own ends by using lies and untruths. These malcontents became the leaders of their peoples and preached the downfall of the Five. The elves created Eveya, pregnant goddess of the Harvest. She was to give meaning to the toils of the working Elves and settle the unrest growing between the ruling castes and those below. Instead she became the mother of Unity, the child whose death would divide the elves in bloodshed and hate. Many of the races decided to create their own paths, but none more so than the Orcs, Pythians and Klactons who completely abandoned the teachings of the Five. As these races began to make their own laws which violated the teachings of the Five, the Five-Sworn tried to stem this tide, by bringing the world back to balance, harmony, freedom, law, and love With the creation of the New Gods, the Age of Life could not be saved. The concept of war was created by the Orcs and for the first time armies were raised. Both sides turned to violence as both had strong convictions. The rabble-rousers, having tasted power, were not willing to be swept aside. Worse was that many of the Five-Sworn were lured away by promises of their own greatness. These wayward Five-Sworn contributed to the fall as they broke their sacred oaths sworn so long ago. The Five did not see the failing of their dream until it was too late. Those races who turned away from the Five created new gods to better fulfill their own selfish needs. The first major conflict to erupt occurred in the elven lands. The elves were divided into a caste system separating the population into the rulers, the intellectuals, the professionals and the laborers. There were many elves at all levels of the caste system who were unhappy with the strict adherence to the system which developed in the later part of the Age of Life. The New Gods were created through the use of a powerful ritual in which thousands gave up their lives and spirits to form the physical bodies of these avatars. The new gods had tremendous power because they came from the combined essences of those who created them. The goddess Eveya was created by the elves of the lower castes who worked the fields and tended the beasts. The elven senate, many of whom remained true to the Five and favored the caste system, narrowly passed an edict which outlawed the worship of the goddess Eveya. These new gods reflected the feelings of their creators and possessed the same aspirations and lusts as the peoples who created them. The first, foremost and most powerful of the new gods, was Grotar of the Orcs. Eveya had a child. This child, named Unity, was to bring all Elves together and abolish the caste system. The child was murdered in its crib by the dagger of an outspoken Senator who was against the worship of Eveya. The Senator denied the deed, but was none the less condemned for the crime. The Elven struggle blossomed into a civil war consuming all of the Elven people, except a few who chose to leave the homelands on ships in search of a peaceful existence. Blood was shed as the Elves turned on each other. Grotar was brought into the realm by his Herald, Harog (Reaver). The impact of this new god was terrible and would prove the undoing of all that the Five knew, loved and taught. The next was Tharkana, the goddess of the Klactons. The Klactons, not being able to identify with their creators, brought into existence through their belief an insect god A schism formed in the Five-Sworn. The first group was lead by Aradawn (Beaconer) who believed that the various 7 peoples of the realm should be allowed to rule themselves as they desired. Aradawn refused to condemn the creation of new gods as a sacrilege. He felt that as long as these Avatars did not violate the peace of the Five, they should be allowed to exist within the realm. The Herald of Grotar was slain and became a martyr. The Orcs, Klactons and Pythians marched against Evermoore. The Age of Life ended when their combined armies destroyed the Crystal City. Lumina and Natallis gave their energies to Solnus, but Grotar slew Solnus and the city fell. Karthis fled to the desert that bares his name and Noctis went insane cared for by Reavers in the catacombs under Evermoore. The essences of Solnus, Natallis and Lumina entered the realm. Mortis (Reaver) who was later to be called the Black Hand of Noctis, saw the creation of Avatars as a betrayal of the Five. He believed that Noctis and Lumina should be more than the nominal rulers of the realm and he refused to acknowledge any government that did not derive its power from the Five. He began a clandestine campaign to destroy any who tried to usurp the power of the Five through the creation of Avatars or national governments which failed to support the Way of the Five. Age of Death The Third Age has been called the Age of Death. The beginning of the Third Age is marked by the fall of Evermoore. It was a time of tremulous upheaval and world change for the worst. Grotar had a plan to rule the realm and dispensing of the Five was merely the first step. It was not until the Fist of Grotar smashed the realm and plunged it into the Seven Days of Darkness that this horror was truly realized. The Five taught only helpful lore. However, near the end of the Age of Life, the teachings of the Five was perverted to use for war. The people of the realm learned to summon beings of power, such as elementals, archons and spirit beings. Advances were made in the control and use of the elements to enable the spontaneous creation of fire and ice and their use as a weapon. The darkest skill created was by Demandred (Reaver) who discovered necromancy which was the use of unlife energy. He was tried as a blasphemer by Meave (Crusader), stripped of his Five-Sworn honors, and banished. The Klactons desired the Valley of the Rainbows as their home now that the Minotaurs were driven from it. Grotar refused to yield Evermoore to them and placed one of his own generals as ruler of the valley as the Orcs hoped to benefit from pastureland of the valley. The Klactons under the iron fisted rule of their goddess Tharkana threatened war against the Orcs. Before the Klacton armies could march against the Orcs, the great Fist of Grotar, a meteor, struck the plains of Tharkana, sending clouds of dust and debris across the sky that blocked out the light for seven whole days. The Crystal City became a place of fear as rumors spread that the Orcs, Klactons and Pythians were training armies. A guard was raised for the city of Evermoore and Aradawn was chosen over Mortis to lead it. This strained the relationship between the Five-Sworn of Lumina and Noctis who thereafter had difficulty working together. The Klacton homeland was in ruins and the survivors started their war against Grotar, but they were soundly defeated in almost every battle. Tharkana became obsessed with the destruction of Grotar. Her madness was destroying the Klacton people by keeping them in a war they could not win. This eventually caused her demise as the hive-queens and evolved Klactons slew her for the good of their race. Shortly thereafter, the Klactons made peace with the Orcs and acknowledged Grotar as ruler of the Plains of Tharkana. The Klactons were a broken people and would not recover for more than a thousand years. As tensions escalated the city guard was transformed into a militia. In time, Aradawn, using lore newly created by he, Icarianus (Reaver) and others, founded the Order of the Five to lead the militia of Evermoore. The Order of the Five was created for defense and its motto was “Defending the Dream.” The leadership of the Order came from those Five-Sworn still loyal to the Five. Lumina was found dead in her reflecting pool. Some cried murder, others claimed her death was suicide. Noctis was overcome with grief. Harog the self proclaimed Herald of Grotar demanded an audience with Noctis. His way was blocked by Aradawn. Harog tried to push past Aradawn and the two childhood friends fought to the death. As he died the Herald whispered, “Tremble Old Ones Grotar comes.” A great troll uprising occurred in the Five Kingdoms. Trolls were commonly used as laborers and guards, but during the uprising they fled the Five Kingdoms to dwell in the east range of the Forlorn Mountains. The Orcs took the Seven Days of Darkness as a sign that Grotar should rule the realm. After the darkness the Orc 8 dreadlords betrayed their treaty with the Five Kingdoms and led their armies against the humans. The Dale was quick to fall as it had no army to defend itself. The remaining Five Kingdoms offered stern resistance, but a surprise attack on Andor by the Pythians doomed them. The Orcs conquered the northern four kingdoms and the Pythians seized Andor. military officers and respected professionals. Those defeated in the elven homeland broke into two factions. The first group unable to bear separation from their forest home, agreed to remain in the homelands and become the working classes who were the bakers, farmers, soldiers and laborers of the society. They became known as the Low Elves. The wandering gypsies of the Five Kingdoms, who still followed the Way of the Five, were captured by the Orcs and forced to live in camps. Seeing the fate of the Five Kingdoms, the beardons and Weetles accepted the rule of Grotar rather than fight his armies. The elves who refused high elf rule accepted banishment, but the goddess Eveya interceded. She could not bear to see her worshipers cast out into the shattered realm. She offered to voluntarily give up her life if the elves who refused to accept high elf rule, would be allowed to live under the roots of the trees they loved so dearly. These elves became known as the Deep Elves and they dwelled in a vast network of tunnels under the roots of the forest. The rakkarins and plainspeople refused to surrender and were conquered by the Orcs. Their decentralized natures made it impossible for them to unite and put up organized resistance. They were forced to conduct guerilla style raids. The Orcs responded by placing the plainspeople onto reservations where they were forced to labor for the Orcs. The rakkarins who refused to live in captivity were slain. By the end of the Age of Life there were few rakkarrins left in the world. The largest was a group who fled into the northern Karthydian desert to escape the Orcs. The Minotaurs who were driven from the Valley of the Rainbows wandered the realm searching for a new home. They were lead by their own new god, Minos, who came to them during the fall of Evermoore. Minos had a vision of a perfect place where the Minotaur people would forever be safe. His obscure vision revealed that when the Minotaur people were ready the mists would part and reveal their new home. His people reached the Isle of Minos, but he slain. The civil war continued in the land of the elves. Those who remained loyal to the Way of the Five and favored the caste system fought against those who favored religious freedom and the abolishment of the caste system. The latter group was beaten by the traditionalists. The Orcs continued to expand their Empire. It was a terrible time for the realm, millions died in war and famine. The Orc dreadlords ruthlessly sought total domination of the realm. The defeated elves were given a choice; serve the victors as a working class or leave the elven homelands. Because of this ultimatum the elven race broke into cultural factions. Each of the factions adopted colored tattoos which were placed on all children at birth to mark their culture and their family within the culture. The only interruption in their expansion occured when Demandred and Morgodia led an army of undead against the Orcs. They reached the Temple of Grotar before being defeated. During the Age of Death weaves of errant magical energy burned the tattoos into the souls of all elves. Ever since that time all elves are born with these images on their faces. The forces of magic were used in hatred and anger on a large scale and this changed the world. Mana nodes and flow became corrupted. The beasts changed. Hounds became capable of breathing fire and ice and insects grew to enormous sizes. The forests became places of fear and horror. The group of elves who had refused to participate in the war against their brethren became known as the sea elves. They traveled the oceans of the realm in a vast armada of ships. They lived as traders and vowed not to return to the Elder Trees Forest until wounds of war had healed and the elves could live as one people again. A huge army of Orcs, Pythians and enslaved Klactons attempt an ill fated attack into the Karthydian desert. The army reaches the city of Ash Shir. Karthis and a small group of followers waited in the town square. When the invaders reached the god of chaos, their entire army was destroyed in a fiery explosion that leveled the city. The desert was never again invaded. Many believe that the The victorious elves in the homeland became known as High Elves. They were the ruling class, the educators, the 9 Karthis perfromed a powerful ceremony. His essence entered back into the world, but the spirit of all those in the city were bond up in his magics. Four of the Five old gods were now gone from the realm. which was later named the Sea of Lore. The purpose of Guildhall was to recover and organize the lore that was developed during the Age of Life. The Humans, Elves, Weetles, Minotaurs and Rakkarrins were the original founders of Guildhall. Alliances were made and broken as wars were waged against every race. By the middle of the age the only free areas were portions of the deepest Underrealm, the heart of the Ansaki Swamp, the Karthydian desert, and the Isle of Minos. All other races were ruled by the Orcs and their iron-fist empire. In the beginning the founders of Guildhall portrayed themselves as merchants, healers and teachers. The Orcs paid little attention to their activities. The building of a school on the Sea of Lore was allowed by the local Dreadlord, Bumgar Narr. Nearly one thousand years later, the first step toward ending the Age of Death occurred when a group of adventurers gathered in Evermoore to research and reorganize the teachings of the Five. It is said that these were the Five-Sworn reborn in the service of the Five and their dream. They would change the Ages, ending the Age of Death, and giving the world an Age of Order. Guildhall was portrayed to the Orcs as a society of merchants, scholars, and tradesmen. On the surface the school taught basic subjects, but in special classes students learned guild skills, such as healing, runic lore, elemental magic and the fashioning of items. The members of Guildhall were careful to keep weapons and weapon training confined to secret bases in the Karthydian desert and on the Isle of Minos. Bumgar Narr had no idea that the school was teaching skills which would later form the basis of the armies that would end the Orc Empire. These adventurers grew in number and divided the recovered lore into specialized groups, or guilds. The members of the five original guilds called themselves Clerics, Druids, Warlocks, Wizards, and Cavaliers depending on the types of skills they possessed. In time more lore was recovered and additional guilds were formed. These individual guilds were united into the League of Guilds which later became Guildhall. Guildhall began training the men and women who would organize and lead the armies of the realm. Under the guise of traders, the Guildsmen traveled the realm selling their wares. In actuality they were recruiting a rebellion. The wealth earned from their trading funded the war effort clandestinely developing throughout the realm. At the same time the League of Guilds was being organized, the Humans of Holt created a new god of their own. His name was Eldin and he was formed by resistance forces who had fought against Orc occupation throughout the Age of Death. His symbol was the symbol of Holt, the Iron Cross, but covered in blood. The Blood Cross, as it was known, became a symbol to rally the Human race. Suddenly the Orc Empire was under siege. The armies of Guildhall marched from the south, while the armies Eldin came from the north. These armies were supported in almost every nation by resistance groups and independent military units, such as the Order of the Rack and the Knights of the Black Hand. The Karthydians sent soldiers to aid Guildhall, as did the Klactons and Phythians. The world raged in battle as the Orcs would not surrender meekly. After one thousand years of war, famine, and death, a renaissance began with the founding of Guildhall and the introduction of thirteen Guilds into the realm. Age of Order The Fourth Age is called the Age of Order, or more commonly the Age of Guildhall. The founding of Guildhall marked the beginning of the Fourth Age. During this time a group of Humans created, Xanadu, the slayer of gods using the life essence of Noctis who they found insane in the catacombs of Evermoore. Thirteen Guilds signed the charter. The Necromancers Guild was the last to join. They forced their acceptance into Guildhall under threats that they would resist Guildhall if they were not admitted with equal standing. Xanadu systematically seduced and killed those with the knowledge to create new gods, and even gods themselves. Xanadu was trying to give the world back to the mortals. After years of war, the armies of Guildhall and their allies had driven back the Orcs and freed the world. Grotar and Guildhall was built on a large island in the great inland sea 10 Eldin killed each other in the last decisive battle in the foothills of the Forlorne Mountains near the ancient town of Evermoore. by any great event. It is said that one day the Guildsmen will look around and realized that the world they ordered had been wiped away. They will look around and see that there are few loyal Guildsmen in their world. They will wonder why people do not visit their towns anymore and the same old faces is all they see. They will wonder why the great dream died and only then will they realize that they were the ones who destroyed it. Guildhall helped to reestablish the territories, which had existed before the Age of Death and dispersed peace throughout the world. With the spread of peace came increased trade. The masters of the guilds, as they predicted, became wealthy beyond their dreams. As the realm was ordered, other races were allowed to join the guilds. The last to be admitted were the Orcs. The prophets have seen that the Age of Chaos will be heralded by the Guildsmen themselves. They will covet power to themselves at the expense of others. They will no longer meet and discuss their differences with words, but turn to violence and then to hate. They will become full of themselves and they will stop teaching the initiates the fraternity and laws of Guildhall. They will harm each other for reasons of race, religion, avarice or power. They will forget that they are brothers. They will cast aside their laws. And they will turn on each other. Their world will fall to chaos and the end will be near. In fifty years all the remaining new gods had been destroyed and the world was delivered to the hands of mortals. The followers of Xanadu deserve much credit in ensuring that gods could not be returned to the realm by slaying those with knowledge to create them. The Guildsmen breathed a sigh of relief. The gods no longer had physical form and religion would not be used to motivate the armies of the world as the Clerics and Druids controlled religious power. Leadership would fall to Guildhall and the mundane rulers of each land and not to devout relisgious fanatics. The magic will fade from the world and lore will be lost. The amassed armies of commoners will march and in this maelstrom there will be no place for the arcane. One by one the towns of the realm will falter and fall. The world will be consumed in entropy and the dream that was will be no more, leaving nothing but a mundane world devoid of the magic that once existed. Age of Chaos The Fifth and Final Age will be called the Age of Chaos. It is a time of entropy and ultimate destruction. It is the absolute end of the realm, but also a time of rebirth when the cycle begins anew and the Five form a new world from nothingness again. In the final days of the realm, Karthis, the god of chaos will return to wreak his vengeance. The realm will be consumed in fire and flame and all that was will be but a distant memory. The prophets say that the Age of Chaos will not be marked 11 Guildhall violence. And once a determination is made the members of Guildhall act together for the good of all, even if they do not agree with the majority. This unity is how Guildhall maintains itself in the face of impossible odds. At its height of power in the Realm of the Five, Guildhall was a powerful, fraternal organization of men and women, called Guildsmen, who fought to maintain the Age of Order. Guildhall was a bulwark against the Age of Chaos and the Guildsmen were champions of right and defenders of morality. Guildhall was the dream that represented the rebuilding of a shattered world and the end hatred, prejudice and animosity which existed in the Age of Death. The members of Guildhall are bound to each other by ceremonies which run deeper than obligations of blood and pledges of marriage. The vows that a Guildsmen makes to the Hall are stronger than any imaginable to the mundane person. Guildhall seeks out the bravest, strongest and most intelligent persons in the realm. Only the best will become members of Guildhall. To be a part of Guildhall, to learn the lore it offers, is the greatest achievement of a lifetime, but with it comes great moral responsibility. It was said in the Age of Order that all roads lead to Guildhall. Guildhall was more than a fortress on an island in the Sea of Lore. It was a way of life that valued cooperation, fraternity and mutual respect. Though Guildhall was built of granite and layered with silver and gold, it stood for so much more than power and wealth. Its foundation was of brotherhood and its mortar was of love. There was no evil that Guildhall could not overcome as long as its members held true to the dream. Guilds Thirteen Guilds comprise Guildhall: the Guild of Artisans, the Guild of Alchemists, the Guild of Bards, the Guild of Cavaliers, the Guild of Clerics, the Guild of Druids, the Guild of Necromancers, the Guild of Rangers, the Guild of Rogues, the Guild of Runecasters, the Guild of Warlocks, the Guild of Warriors and the Guild of Wizards. After the Five Gods were destroyed by the combined might of the Orcs, Klactons and Phythians, the Orc Empire rose up to control the realm. The Orcs sought to eradicate everything the Five stood for. They stamped out all learning, denied all education and enslaved the world under the iron fisted rule of Grotar, god of the Orcs. The realm suffered one thousand years of oppression and persecution. Each Guild has its own idiosyncracies and politics, but they mesh together and balance with each other bonded in their devotion to Guildhall and the knowledge that only through their unity can they preserve the realm. Alchemists Alchemists seek to understand the essence of existence. They are philosophers, physicians, and naturalists. Their studies in anatomy allow them to perform surgery that sutures wounds, replaces injured body parts and resuscitate corpses. Their studies of the natural world includes herbs, minerals and the interactions of mystic forces on all things. Their diligent research has the given the Guild secret recipes to create a diverse number of compounds. In battle, the alchemist can use their compounds to confuse and destroy the enemy, or to enhance and augment their allies. Other Guilds stereotype Alchemists as more involved in their studies and philosophies than the outside world; Alchemists reply that their world affords them a greater understand of the world. One thousand years ago, a group of idealistic heros joined together and formed the heart a rebellion that would end the tyranny of the Orcs. These heros created the institution of Guildhall which became the guiding light that led the world out of the Age of Death and into an Age of Order. Guildhall is a democratic entity where majority rules, but all voices are heard. Matters are discussed before general assemblies and a unified course of action is chosen by open vote. The politics that go on behind the scenes is often complicated as Guilds and Guildsmen move to block each other for their own advantages. This politic intrigue is called “The Game of Guilds.” Artisans Artisans work with raw materials, such as wood and iron ore, using the power of mana to fashion items in a short The politics of Guildhall can often get heated, but the Laws of Guildhall are honored by all and prevent any serious 12 time period. They can create simple tools, weapons and armor in minutes. Their studies in construction and engineering allow them to fashion doors and machinery. In battle, they can remain behind the lines fashioning weapons and mending equipment. However, if the front line falls, the artisans are formidable fighters, and also have the power to subtly affect items. Other Guilds stereotype Artisans as devoted more to the esthetics of their creations than the practicality of their use; Artisans reply that functionality itself should be beautiful. Druids Druids are skilled in dealing with the natural world. They are shamans of the earth, sky and water. They can heal, restore injured limbs and resurrect corpses. They have diverse rituals that can turn beings into beasts, allow a person to breathe water, and even crate impenetrable walls and domes. Their unique prayers embody the power of the natural world. They can call forth the wrath of nature, or speak with and command the flora and fauna. In battle, Druids are often scouts slipping through the woods, but its just as common to find them helping just behind the front lines. In both cases their healing skills are often in great need. Other Guilds stereotype Druids as being withdrawn and overly concerned with the natural world; Druids reply that keeping nature in balance preserves the world. Bards Bards are entertainers. They manipulate the world through song and create spectacular effects with their voice. Flamboyant and talented, they can make subtle narcotics and deadly poisons. They are able to perform rituals to amuse, delight and enhance the benefits of their songs. They are handy with a weapon, but much more skilled in just getting away. In battle, bards can rely on their fighting skills as well as their powers to manipulate sound energy and control the minds of others. Other Guilds stereotype Bards as flirtatious carousers; Bards reply with a shrug drinking their wine and smiling. Necromancers Necromancers are skilled in dealing with death. Their admission into Guildhall was of necessity, for they have the power to raise corpses into undead servants. The necromancers are fond of saying, "if the armies of Guildhall fail in life, then they will triumph in death." Necromancers also have offensive spells that disable their enemies by defeating life energies. In battle, it is the traditional task of the necromancer to raise and control the corpses of both friend and foe to fight for the cause. In these more civilized and less desperate times, the corpses of allied Guildsmen are not raised without permission. Other Guilds stereotype Necromancers as disloyal; Necromancers reply “We are the loyalist Guild, by necessity of course, because if Guildhall should fall the Commoners would hunt us to extinction. It’s in the Necromancer’s best interest to preserve Guildhall.” Clerics Clerics lead the worshipers. They provide religious services and guidance for the followers of their faith. They have rituals to provide protection, restore injured limbs and resurrect corpses. They also have prayers affecting the emotions and minds and the capability to destroy undead. In battles, clerics are often healers and motivators, but should the situation warrant they can use their prayers to call down the awesome power of their god to smite their enemies. Other Guilds stereotype Clerics as controlling or fanatics, or even controlling fanatics; Clerics reply that faith is its own reward and those without faith could never understand. Rangers Rangers are woodsmen who develop extraordinary skills in dealing with nature. They have the ability to command animals and powerful rituals to conceal themselves and others. They can silence a sentry with a single strike and escape from areas. They are excellent fighters, specializing in ranged combat. In battle, they are the chief scouts who gather information and report it back to the leaders. They are the eyes and ears of the army. They work with others to ambush and harass the flanks, and often dispatch the enemy scouts before they can report. Other Guilds stereotype Rangers as loners and individualists; Rangers reply that each person should be self-sufficient so the person can better serve the group. Cavaliers Cavaliers command armies, leading divergent groups of Guildsmen to protect the tenets of Guildhall. They specialize in the tactics and strategy that mean the difference between victory and death. The focus of the cavalier is on developing effective leadership skills. Though they have powerful rituals that unify and protect fighting forces, true success in this trade does not depend on swinging a sword, but on developing into a charismatic individual. In battle, the Cavaliers are the leaders of the engagement. Other Guilds stereotype Cavaliers as vain glory hounds; Cavaliers reply that shining armor, polished weapons and wind-flapping pennants emblazoned with heraldic symbols bring glory to all Guildhall. Rogues Rogues are the stealthy agents of Guildhall, dashing covert operatives who can be found at every level of commoner 13 government. They are highly skilled, well-connected individuals whose aptitude for espionage enable them to gather influence, broker power and negotiate backroom deals. They are not thieves or murderers and vehemently resent such accusations, but do admit to supervising commoner criminal enterprises for the good of the realm. In battle, they most often work alone or in small groups. They mix with the enemy forces in an attempt to kill the opposing leaders. More than one battle has been won by the single stoke of a rogue’s blade. Other Guilds stereotype Rogues as untrustworthy; Rogues reply that trust is earned. Wizards are all-purpose spell casters and enchanters. They have varied spells focusing on mind control, mana manipulation and immobilization. In battle, wizards may use their spells against their enemies, augmenting them with their powerful magical feats. Other Guilds stereotype Wizards as intellectuals with little common sense; Wizards reply that thinking on a higher intellectual plane often means that others will misunderstand your thoughts. Game of Guilds The “Game of Guilds” is the name for the political wrangling that permeates the institution of Guildhall. Some Guildsmen say that if you’re not a player, you’re being played. The Game of Guilds encompasses a broad range of political elements including controlling elected community positions, forging alliances with Commoner groups for personal benefit, and limiting the power of other Guildsmen while creating voting blocks of your own allied Guildsmen. Runecasters Runecasters deal with fate and destiny. They scribe runes that provide protection from many dangers. They also have rituals that can tell the future, discover secrets and communicate with those who have passed on. They are also quite adept at using weapons. In battle, there is equal chance they may be found in the rear, drawing runes, or fighting on the front lines. Other Guilds stereotype Runecasters as meddling in destiny; Runecasters reply that foreknowledge is forewarned. Every community of Guildsmen has positions of power which convey status, prestige and power to those who gain them. Since Guildhall is a democratic organization these positions are always up for grabs. Power-plays are common in communities as people covet these positions. Warlocks Warlocks are the masters of elemental magic. They wield the four powers in battle and bloodshed, and are the preeminent war-mage. The power of Warlock’s Guild is immense. Their substantial skill in weapons and combat oriented spells which injure and destroy command respect. In battle, Warlocks are on the front lines fighting side by side with the troops, using their powerful spells to destroy the enemy. Other Guilds stereotype Warlocks as aggressive, secretive, and ritualistic; Warlock are too busy attending their clandestine meetings to reply. Guildhall is a complex web of interconnected cultures who harbor long standing grudges against each other. It is not uncommon for a Guildsmen to vote against a proposal because it was put forth by a person he or she does not like. While everyone agrees that this type of behavior does not meet the shining standard of fraternal unity it still exists as an unavoidable by product of almost every sentient being’s nature. Warriors Warriors concentrate their skills on weapon use. Their combat prowess is unmatched. They can learn to use almost any weapon and the sheer number of powerful combat feats can overwhelm any defender. They have been known to shrug off the effects of magic and use their massive blows to rend through the thickest armor. Warriors embody the unstoppable might of Guildhall. In battle, the Warriors are the ones who often carry the day. Rarely getting the glory, they are the first to fight and the first to die, but on their backs every victory is carried. Other Guilds stereotype Warriors as being dumb lugs who are out of their element in the politics of Guildhall; Warriors don’t have to reply, because no one dares tell them this to their face. Commoners have a vast amount of resources that Guildsmen can tap once they build relationships with the Commoner. Commoners want Guildsmen to help them in everything from advice on growing crops to protection from marauding brigands. Having an influential Commoner as your groups ally can provide many benefits ranging from simple silver to important information about dangers. By 1010 the Age of Order Guildhall has become permeated with herald military orders sworn to Commoner nations and divine followings devoted to Commoner religions. Many of these groups look out for the interests of their constituents, which create political conflict in Guildhall. But even with all that is at stake, the Game of Guilds rarely turns violent and never turns deadly. Some people say its because the Laws of Guildhall are strict. But all those who Wizards 14 play “The Game of Guilds” know that violence is the sign of a poor player. Only chumps use violence to “win” the Game of Guilds (if such a thing is even possible); a true player only needs wits, charms and daring. The last guild to be admitted were the Necromancers. They had perverted the teachings of Noctis and created a dreadful lore which was hated in all the civilized realm. However, it was out of necessity that they were admitted. The Necromancers had vowed that if they were not given equal standing and recognized as a legitimate institution, they would side against the League and offer their services to the Orcs. Practicality carried the vote, because all saw that the alternative was to fight every enemy twice. Founding of Guildhall Guildhall was founded in the Realm of the Five at the beginning of the Age of Order. It began as a gathering of those who remembered the old ways and who traded to each other knowledge of the Five. This knowledge had either been passed down in their family or rediscovered in ancient ruins. This knowledge was the Lore taught by the Five in the Age of Life. The League, with its full complement of thirteen guilds, moved its headquarters to a more defensible position on an island in the Sea of Lore and created a school where they taught mundane subjects openly, but in secret they taught ancient lore to those dedicated to destroying the Orc Empire. The group, led by the Nameless Knight and others, gathered in Evermoore. These persons were believed to be the descendant reborn souls devoted to the Five. The Nameless Knight claimed that he was given the idea of Guildhall from the spirit of Lumina who came to him amid the ruins of old Evermoore. He revealed to the group a plan to organize the learning of lore skills into systematic Guilds. The Guilds would be organized into a league and when they were strong enough they would create an institution to be called Guildhall. They formally named their institution Guildhall people from throughout the realm came to learn what it meant to be a Guildsman. Each of the thirteen trades laid claim to a certain collection of lore skills. This collection of skills, called a Guild Syllabus, allowed a man or woman to manipulate mana. When following a Guild Syllabus a person begins to master one collection of knowledge to the exclusion of other knowledge. This specialization allows a guild member to excel in his or her pursuit. Only through this specialization could a person develop their body, mind and spirit to a sufficient level that allowed them to perform the seemingly magical activities of a Master. The initial group was mainly Humans, Elves, Minotaurs and Weetles, with some Rakkarrin. In the year 990 of the Age of Death they formed the League of Guilds. In the beginning, there were only five Guilds. They called themselves Clerics, Druids, Warlocks, Wizards, and Cavaliers. The first four used the force of mana to cast spells and prayers, whereas the last used force of arms. In time, others came with knowledge and their skills were grouped into additional Guilds. The Van Dorn family, famous entertainers of the Age of Life, taught the lore of ballads and helped found the Bard’s Guild. In a few years Guildhall was strong enough to challenge the Orc Empire and began openly teaching lore. When the Orc Empire attacked Guildhall was ready, and with the aid of the Eldinites and the followers of Xanadu, the Guildsmen won the Wars of Order and brought the realm out of the Age of Death. The Cavalier’s Guild split, dividing into those who wanted to train soldiers and concentrate on individual combat and those who wanted to concentrate less on weapon use and specialize into strategy and tactics used to lead armies in battle. The former became known as the Warriors, where the latter retained the name of Cavaliers. The Rangers broke off from the Warriors because they saw a need for scouting units which specialized in woodland craft. All the members of Guildhall are Arcane. Arcane people are those born with the spark of magic. Only arcanes can learn the weaves and patterns of mana necessary to follow a Guild. Guild Members Commoners, as those without the spark are called, cannot manipulate mana and are therefore not accepted into Guildhall as Guildsmen. Over the next three years the Artisans, Runecasters and Alchemists formed Guilds of their own. The need for intelligence gathering and political espionage allowed the Rogues Guild to enter the league as professionals with very particular skills. Being arcane means that a person has a strong connection between their body, mind and spirit. A person is either born arcane or commoner. Only an arcane can become an 15 apprentice to Guildhall. where they live as how they choose to live. Most people bring their children to local Guild Councils at an early age so that they can be tested. There are also special Guildsmen called Seekers who search for arcanes. Only a small percentage (less than one percent) of the world is arcane. Typical Guildsmen: Eighty to ninety percent of Guildsmen will live in large cities where their lives will be governed by politics and economy. Political appointments and the ability to make business decisions will determine the rate of their advancement and ultimately their ability to earn status in the eye of their peers. Structure of Guildhall The headquarters of Guildhall is located on an island in the Sea of Lore. During the first week of each month the elected Councillors of each Guild meet in a general assembly to discuss the business of Guildhall. Their apprenticeship is a structured classroom environment where their lessons are taught by a headmaster. They generally progress through their studies as a group and are promoted as a class. The Isle of Lore contains the best schools which Guildhall has to offer. To be accepted as an apprentice on the Isle of Lore was a great honor and usually meant that the person was destined to go far in the politics of Guildhall. Initiates generally go to work for Senior Journiates who manage Trade businesses. In time they will learn enough to open their own business and if they have the talent, they will grow wealthy and powerful. Great Halls: Every large city has a local hall of guilds and its own local Community Council of Guildmasters. The local meeting places are called Great Halls and are beautifully crafted with high vaulted ceilings and a rich elegance which inspired envy in all. Within the large cites the individual Guilds control the universities and act as institutions of higher learning. Each Guild erects its own Guild building within the walls of the city. These immense fortified structure are grand displays of wealth and power with each Guild trying to build bigger than the others. No Guildsmen may harm another within the sanctity of a Great Hall. Guildsmen in cities manage businesses related to their Trades. Clerics and Druids run religions, Runecasters work as seers, Warriors train soldiers and Cavaliers lead them. Rangers scout for armies or manage woodland preserves. Alchemists and Artisans run their shop or even chains of shops. Necromancers tend to the dead and live eccentric lives. All of the Trades do something with their lore that can make them a living, but those Guildsmen who can excel will become wealthy beyond the commoners imagination. Only nobles and the owners of Coventry corporations come close to experiencing the wealth possessed by Senior Journiates and Masters of Guildhall. The ten wealthiest people in the realm have always been Guildsmen. Inns: In the smaller towns there is often a lack of resources. Small town Guilds do not have the finances to support their own individual structures or a Hall of Guilds. Guildhall, sensitive to the plight of small town Guildsmen, erects and maintains structures called Inns. Much of a typical city-living Guildsman’s life is spent progressing in his or her Guild. Businesses are expanded by taking risks, making contacts and sometimes by sucking up. Status is earned by a Guildsman’s success. Most cityliving Guildsmen reach mastery around the age of thirtyfive. These Inns are owned by Guildhall and act as centers of commerce and education for those in remote areas. The Inns are run by Innkeepers who are hired by Guildhall on the recommendations of a Charter Sponsor. A typical city-living master commonly moves to the suburbs where he may purchase a manor house with many rooms and lots of land. Most city masters made fortunes as a Senior Journiate and retire to their estates to raise families and manage their businesses away from the hustle and bustle of the city center. Most of their day to day business decisions are made by their trusted lower ranking Guildsmen who will one day branch out on their own to become masters with their own fortunes. Inns serve as a gathering point for the Guildsmen in the local community who often attend monthly Markey Days with adventuring, feasting and entertainment. The laws of Guildhall protect the sanctity of the Inn and no Guildsman may harm another within the sanctity of an Inn. Guild Life A persons experience in Guildhall depends as much on 16 Once a week the city-living master will travel into the city to meet at the Hall of Guilds where he and the other Guildsmen in the city make the deals that drive their national economy and politics. intervention. They often live near an Inn where they go to frequent Market Days and meet with other Guildsmen. These Guildsmen retain the bold spirit of Guildhall and are recognized as adventurers. They may never earn the monetary wealth or gain the political power of their city living counterparts, but they will often advance through the ranks much more quickly as they live audacious lives, full of adventure and glory. Atypical Guildsmen: The remaining ten to twenty percent of Guildsmen are those who live on the fringes of society. They are adventurous spirits who decline to participate in the bureaucracies of the larger cities. An atypical Guildsmen who adventures frequently and becomes well-known by his peers can easily achieve mastery in three to five years, sometimes sooner. A few live inside the cities refusing to participate in commerce or business, but most gravitate to the smaller towns and out of the way places. Many offer their services to people who would never afford the price of Guildsmen 17 Guild Hierarchy The Guildmaster assigns the duties of the Guild members at Market Days according to their ranks. All Guild members should report to their Guildmasters at the start of the gathering. Most of the duties will include information gathering, substance recovery and communications with other Guilds on pressing matters. The old Master stood in front of the blackboard and wrote incantations on the slate surface in chalk with powerful strokes. He explained, “You will need to include nine syllables within your verbals. The intonations of each syllable must be precisely spoken as words of invocation or magic will not be manipulated and your mana will be wasted.” Rank Title Generally, a person will identify themselves to others as a member of their Guild. But on formal occasions or when introducing themselves to a member of their own Guild the Guildsmen will generally announces his or her full rank by stating “I am a [rank title] [guild name].” For example, “I am an Initiate Rogue,” “I am a Junior Journiate Wizard,” or “I am a Master Cavalier.” In the classroom sat twenty-one Apprentices. They listened as attentively as possible for students of their age and copied the Master’s incantations onto their parchment pages. Each one longed for the day they would be promoted to an Initiate and become full members in the Hall of Guilds. Some even dreamed of becoming a Master and teaching others the ways of Guildhall. Rank A Guildsmen’s rank is determined by how much status has There is a hierarchy of the membership in each guild. At been spent on learning trade skills. This total does not the bottom are the apprentices, then initiates, then the include status used to learn mana, body and non-guild journey making levels, and finally one reaches the high skills. Consult the chart to see the amount of spent guild skill status needed for each rank. rank of master. The hierarchy The amount in each rank interval denotes a level of learning is also shown. A character who Guild Guild and provides privilege. Once reaches the end of a rank may Rank Status Interval a p e r s o n b e c o me s a not learn additional skills until Apprentice 0-2,500 2500 Guildsman, he or she is they are promoted to the next Initiate 2,501-7,500 5000 entitled to all its benefits. All rank. Jr. Journiate 7,501-12,500 5000 Guildsmen are above the Journiate 12,501-20,000 7500 common person. A character may learn a skill as Sr. Journiate 20,001-25,000 5000 long as his current status total is Master 25,001-30,000 5000 Guildhall is often viewed as a under the amount for the rank. Loremaster 30,000 n/a family. All members are This is true even if the status cost bonded to each other by the for the desired skill pushes him oaths of Guildhall. The into the next rank, but he must be Apprentices are the children who need to learn the ways of promoted before he can learn additional skills. For Guildhall. The Initiates are discovering their place in the example, Harker is a Rogue. He has 7400 status and is of world. The Journiates are making their way through the ranks toward mastery of their Guild. Their task is to defend the Initiate rank. He wishes to learn a new skill that costs Guildhall and protect the realm. And the Masters are the 400 status. He may learn this skill and will end up with a fathers and mothers of the Guildhall family. Their task is status total of 7800. He may not learn additional skills until he is promoted to Junior Journiate Rank. to teach the apprentices and to guide the community When a Guildsman reaches the end of the rank, he must be promoted to the next rank before he can learn additional skills. The promotion to a higher rank requires that the Guildsmen participate in the appropriate Ceremony of Promotion. The Ceremonies of Promotion are powerful arcane traditions that allow a Guildsmen’s progression to the next rank by infusing their body, mind and spirit with Five Ranks All Guilds have five ranks: Initiate, Junior Journiate, Journiate, Senior Journiate and Master. All Guildsmen must pass through these five ranks on the way to mastery of their Guild. Responsibility 18 power. The ceremony must be properly performed or a character will be unable to learn additional skills. Only a Master of their Guild with teach II can make a promotion. If there is no qualified Master in the community, then a Promoting Master must be sent from Guildhall. Becoming an apprentice requires a unanimous vote of the local community council who must be thoroughly familiar with the candidate. A Master of the Guild must bring the candidate before a formal meeting of the community council for an official vote. Before a Guildsman can be advanced in rank, he must fulfill the status requirements by having sufficient status. A candidate desiring promotion must approach a Master in their Guild with Teach II who will teach them about the responsibilities of their next rank and discuss future skills that will suit their goals and temperament. They will then arrange for a time and place for the Ceremony of Advancement that will include the Guildsmen’s friends and family. Guildsmen are encouraged to recognize the achievements of their fellows with lavish feasts and entertainment. After receiving approval from the community council the candidate must go through the Ceremony of Apprenticeship. Only after passing through the ceremony, will the apprentice be considered a Guildsman. During the apprenticeship, a person is taught the basic skills and theories of the Guild. The apprenticeship gives the student a foundation on which all other lore is taught. Guildsmen must know basic aid skills. They must know how to climb and swim. The reason why Guildsmen can learn so much more than the average person is because of the technical foundations taught during the apprenticeship. The promotion to Master is much more involved and requires the candidate be brought before the community. The promotion must be approved by unanimous decision of the local Guild Council and ratified by Guildhall. Please see the section on the Master Rank for more information. Apprentices often find it difficult to understand why they have to learn the basic skills and cannot rush right to the powerful skills they want, but, eventually, they see that the basic skills are necessary for them to perform the more powerful initiate skills. A guildsmen must remain at a rank for at least thirty days before being promoted to a new rank. The Guild syllabi were designed to enable Guildsmen to maximize the skills they can learn in the shortest amount of time, while protecting them from destroying the connection between the body and spirit which allow the manipulation of mana. Apprentice An arcane commoner may attempt entry into Guildhall. Generally this is done at a very early age; most apprenticeships begin at ten years of age and last until at least sixteen. When an apprenticeship is complete the new Guildsman goes out into the world to ply his or her trade. Apprentices are required to wear a simple brown robe to signify their station. Throughout their apprenticeship period they are required to perform menial tasks for the members of their guild. However, apprentices are never demeaned or abused. Apprentices are treated respectfully, despite the duties they perform because one day they will be full brother and sisters in Guildhall. Sometimes in outland areas, arcane commoners may go undiscovered. When an arcane commoner in an outland area seeks admittance to apprentice they must come before the local Guild Council. If accepted, the apprenticeship period is a minimum of one year, but the period can be longer if the apprenticeship skills are not learned within that time. The minimum period of apprenticing is one calender year, but some apprenticeships can last for many years. In large cities where classes of apprentices are trained together the normal time period for apprenticeship is four years. After the apprentice has spent at least one year performing menial duties and has learned the required 25 status worth of Apprentice skills the apprentice may be promoted to the Initiate Rank. The Apprentice must then undergo the Ceremony of Initiation. All Guildsmen must apprentice to their particular Guild. However, only the best candidates will be accepted as an apprentice to Guildhall. It is the duty of every Guildsmen to ensure that only those with good and noble character are admitted to Guildhall. No apprenticeship is given lightly. Candidates are heavily tested before being accepted and only the best are allowed to proceed into an apprenticeship. Initiate After an apprentice learns to manipulate mana in accordance with the methods of his guild, he is promoted 19 to the initiate level of the guild and undergoes the Ceremony of Initiation where the brown robes of the apprentice are removed and the apprentice is given a candle representing the light of learning. After a Guildsman has passed through each of the Journiate ranks, he may then become a Master. A Master is viewed as one who has learned all of the defining skills in the Guild and is beginning to explore the philosophical underpinnings of the Guild. The Guildsman may begin learning Trade lore. As the Initiate gains status within the guild, he will be taught more skills. It is often said that Journiates learn one or two of the powerful defining skills of a Trade, whereas Senior Journiates are generally recognized to have learned all of these skills, but a Master is one who understands these skills. They not only learn the skills, but possess an awareness of how the skills combine within the essence of the Trade. The pursuit of understanding and enlightenment is what defines the Master. The Initiate Rank should build on knowledge learned during the apprenticeship. The goal of an Initiate is to learn a broad base of useful skills in the trade. An initiate wants to explore the trade and see the path that he or she wants to follow within the trade. When the Initiate has sufficient status, he may be promoted to the next level through the Ceremony of Journey Making. There are very few masters in each community, as it takes a tremendous amount of commitment and work to achieve such status. Masters are given a high regard and a great deference, because they control advancement in the Guild. Journiate The next three ranks are generically called the Journiate ranks within the Guild. As an Inititate the Guildsman has proven himself competent, but has a long journey before he becomes a master. Master have a great responsibility. A Guildsmen must be a master to learn the skill Teach II. Only a master with Teach II can promote a Guildsman. Many masters cease adventuring and devote their time to helping the next generation become good members of their Guilds. Masters are the caretakers of the Guild and zealously guard Guild lore and other secrets. The Junior Journiate Rank is a rank where the Guildsmen begins to decide on which rank restricted skills begin to work toward. All of the trades have rank restricted skills and there are various pre-requisite skills that need to be learned as one works toward them. Becoming a Master requires a unanimous vote of the local community council who must be throughly familiar with the candidate. A candidate for mastery must be tested to see if his or her heart is still true to the ideals of Guildhall. Each Guildmaster must be informed of candidacy in time for them to speak with and test the individual. It is customary to announce a candidate for mastery before the community gathering takes place and to present him or her at the start of the gathering. This gives each Guildmaster time to meet with and talk to the candidate in a one-on-one situation. Journiate Rank marks the halfway point to Mastery. Its also at this rank where a Guildsman begins to learn the rank restricted skills of the trade. These are the power skills that define the Guild. At the Senior Journiate Rank the Guildsman will generally finish learning the defining skills within the trade and begin to learn the Trade’s more esoteric skills. His or her understanding of the Trade will grow as the Senior Journiate begins preparation for the test of mastery. Master Mastery is not awarded to all Guildsmen. Candidates must be heavily tested, both in character and skill, and only the best should be allowed to proceed to Mastery. The vote for mastery must be made during an official meeting of the Guildmasters Council that takes place on a full Market Day. This advancement must be approved by unanimous vote of all local Guild leaders, whose approval cannot be unreasonably withheld. Mastery is not a right, but a privilege. Any Guildsmen who does not hold the tenants of Guildhall close to his or her heart should not be promoted. The community decides who should or should not be a Master. However, the Courts of Guildhall do hold jurisdiction over community decisions when they are unfairly made. Approval can be withheld for various reasons including unrepentant, repeated breaches of the law while moving through the ranks and failure to conduct oneself in a manner serves the interests of the Community or Guildhall. A denial of promotion to Mastery can be directly appealed to the Court of the Shields. 20 After receiving local Guild approval the candidate for Mastery must wait at least one month before the ceremony can be performed. During this time Guildhall will review the candidates record, and either affirm or deny the local vote. required by the Council so long as the Guildman is a Guildsman in good standing. The Guildsman must cease to practice all skills of his old Guild and devote all energies to understanding the manause of the new Guild. All skills of the previous Guild are lost when the character begins his apprenticeship. Status is not lost and the character is allowed to learn apprentice skills from the new Guild. When a candidate is approved for mastery the entire community must come together a the public mastering ceremony which includes, feasting, entertainment and concludes with the ceremony. The candidates friends are responsible working with the Innkeeper to hosting this affair. After the new apprentice learns all apprentice lore and after the passing of one year’s time the Guildsman may be promoted to Initiate Rank. Following this promotion, the Guildsman is entitled to spend his status to learn skills up to the Junior Journiate rank and receive their promotion. After spending the require month at the current rank, they may rank up on the following month if they have sufficient status to learn all of the skills. Lore Master A Lore Master is a guildsman who has learned all the skills. A Loremaster is eligible to be elected to the Council of Lore. A character that serves on the Council of Lore is retired until his term as a Councillor of Lore is completed. The Guildsmen must adhere to advancements which must be recognized by their Guild during Market Days or other large official gatherings of Guildmen. Changing Guilds A Guildsman can change his Guild by apprenticing to the new Guild for a minimum of one year. The change is announced to the local Guild Council, but no vote is 21 Guild Ceremony the very fiber of Guildhall. The Ceremonial Hall on the Isle of Lore was filled to capacity with spectators. Thousands of occupied chairs ran in rows on both side of a wide isle. Spectators stood shoulder to shoulder in the isle that ran along the outer walls. Arcane persons outside of Guildhall cannot learn skills because the ceremonies are the mana focusing events that allow advancement through a Trade syllabi. Status, rank advancement and the ties of unity within Guildhall interrelate to enable advancement. Above, the massive arched ceiling was lost in the shadows cast by a thousand flickering mana-filled bulbs screwed into chandeliers that hung from massive chains. At a level with the chandeliers was a balcony that ran the length of the building. The balcony was packed to capacity. A person who forsakes Guildhall can no longer advance through the ranks, and will eventually lose their Trade skills. Only the Comedy of the Damned and a rare few people have been able to retain their skills to a full degree after leaving Guildhall or being forced out by banishment. Who Performs: The ceremonies of promotion are performed by the Guildmaster of the Guild. If no Guildmaster is present that any Guildsman with the skill Teach II can promote. In cities promotions are performed monthly in the cities’ Hall of Guilds. In smaller towns and Inns promotions are generally made after the Guildmasters meeting. Seven Apprentices walked down the center isle. They wore their brown robes proudly and held their unlit candles before their bellies with both hands. They were the last Apprentices in the Class of 1000 to receive their promotion to Initiate. The Guilds were always promoted in order of their traditional entrance in Guildhall. Cavaliers first. Necromancers last. Basic Elements: Guildsmen have specific ways of performing ceremonies. The basic required elements of each ceremony include (1) the swearing of the Oath of Guildhall to bid the candidate as a brother or sister of that rank, (2) symbolic actions that represent progression into that rank (see following descriptions), and (3) the ceremony must be performed in public before the candidates friends, family and/or peers. Standing to the left and right of the dais were the newly appointed Initiates of the other Guilds who stood with beaming smiles. The held their burning candles, heedless of the wax that dripped onto their finger. In front of the raised dais on which stood the thirteen Masters was a pile of their discarded brown robes. The specific basic elements that must be part of the ceremonies for each rank is stated below, but so long as these required elements are preserved every Master is free to personalizes the ceremonies to any degree. In essence, the Ceremonies can be added to and personalized by the performer, but the basic elements of oath, symbolism and publicity must always remain. The seven Apprentices came forward to form a line in front of the Master Necromancer. He was an ancient Loremaster, the skin of his face was pulled so taunt he almost looked like a skeleton. But his voice was powerful when he spoke, “Today is your day-of-days . . .” Ceremony of Apprenticeship Elaborate ceremonies are the heart of Guildsmen culture, and these ceremonies have great effect on the status of the person involved. They are the oldest traditions of Guildhall and they find their roots in the teachings of the Five gods who created the realm. This ceremony brings a person into Guildhall. It is often call the Ceremony of the Candle or sometimes called less formally as “the Robing” Before this ceremony can be performed the candidate for apprenticeship must have his apprenticeship be validated by a unanimous vote of local Guild leaders of the Community Council. Following the vote, the local guild of the applicant’s proposed trade must adopt the applicant as These traditional ceremonies are the events that allow the Guildsmen to manipulate the mana flows of the next rank. The ceremonies unlock a Guildsman’s arcane potential. They have been passed down from the founding and are 22 an apprentice. Legends say the Nameless Knight who aided in the founding of the League of Guilds carried forth the first candle which was given to him by the spirit of Lumina. This ceremony is performed by the local Master in cooperation with the character’s friends and family. Ceremonies of Journeymaking The basic elements of the Ceremony of Apprentice requires the candidate be dressed in the simple brown robes of an apprentice and stand before his friends, family and/or peers. The candidate swears the Oath of Guildhall and promises to learn the basics of his Trade and perform all tasks set before him or her. The candidate is given an unlit candle, which he or she must accept. These three ranks represent the Guildsman’s journey toward knowledge and eventual mastery of the trade. In each of the ceremonies the candidate swears the Oath of Guildhall before his friends, family and/or peers while holding the candle given to him as an apprentice and lighted as an initiate. The candidate is required to publically state the deeds he has done to better his community and serve his peers. The robes mark the apprentice. Wearing the brown robes teaches humility and impresses on the apprentice the need to live simply and forego material wealth. Most importantly the brown robes shows they are willing to serve. Ceremony of Mastery This is the final level within each Guild. The Guildsman has passed through all ranks to reach the esteemed position of master, a rare and wonderful accomplishment, requiring years of training and devotion. A Guildsman should never quest for power; power is an empty promise that leads one into the Comedy of the Damned. A Guildsman should strive for unity within Guildhall and unity with the world. They will one day be in service to the realm. The advancement ceremony is lead by a Master, but is performed with the candidate’s closest friends and family who take an active part in the Ceremony by making speeches and telling stories. It is generally hosted by the Hall of Guilds or the Inn if in remote areas. The unlit candle represents their ignorance and the ignorance of the world as it was during the Age of Death. Their goal in the apprenticeship is to find the light of knowledge. The Ceremony of Mastery is often set apart from other promotions taking place after entertainment or at another time when all can gather without interruption. Ceremony of Initiation The traditional Ceremony of Mastery is an inspiring accolade to the achievement of the candidate. The host convenes all local Guildmen and the ceremony is often attended by commoner residents of the community as well. This ceremony occurs after serving as an apprentice for at least one year and after the Apprentice has learned all of their apprentice skills. This ceremony is performed by the local Masters in cooperation with the character’s friends and family. The Candidate stands before his friends, family and/or peers while holding the candle given to him as an apprentice and lighted as an initiate. Unlike the Journey making ceremonies the Guildsmen does not recount his own deeds. Instead, the guests assemble to Remember the Journey of the Candidate and to honor his deeds. The traditional ceremony revolves around the removal of the apprentice robes and the lighting of the candle. The Oath of Guildhall is sworn by the Initiate. The removal of the robe allows the Initiate to shed his time of servitude. The robe is no longer necessary, because all that the robe represented on the outside has now been transferred into the heart of the person. A Guildsman has a humble heart, and he or she is willing to serve the realm. Guildsmen step forward to recount the life of the candidate. Each speaker recounts some tale involving the Candidate. It could be a funny anecdote or a tale of great heroism. The tales should symbolize the character of the candidate and demonstrate his or her devotion to the community, the world and Guildhall. The unlit candle is then lighted, and this represents the knowledge gained during the apprenticeship. On a larger scale the light symbolizes light of Guildhall that led the world out of the Age of Death, a light that is carried by every single Guildsmen. After all have spoken in remembrance the candidate makes the Walk of Mastery. The guests precede the Candidate 23 from the place of gathering and then the Candidate holds his candle representing the light of learning which was initially lit at the conclusion of his apprenticeship. family. The Candidate walks through two lines of Guildsmen who are holding their own candles and singing the hymms of Guildhall. At the end of the walkway the new master goes out into the world and the ancient Ceremony is complete. After the Ceremony there is often food, dancing and general celebration supplied by the Candidates friends and 24 Guild Lore The Guild syllabi contains a complete list of all the skills that the Guildsman in that Guild can learn. The Oath of Guildhall I swear the oath of blood, life and soul My loyalty shall be to my Guild and to Guildhall first, above all else. I shall serve my brother and sister Guildsmen in both life and death. The Laws of Guildhall shall be the laws of my heart and mind. For now and through all eternity I pledge this blood, this life and this soul to the greater glory of Guildhall And all that we represent in Love, Truth, Honor and Eternal Fraternity. Pre-requisite Skills: Many skills requires a Guildsman to learn a pre-requisite skill before learning more advanced skills (See core rulebook). Rank Restricted Skills: Every Guild has a list of rank restricted skills. Only a Guildsman of that rank may learn the skill. Learning Skills A Guildsman may learn any skill off their Guild syllabi provided he has learned the prerequisite skills and has sufficient rank if the skill is a rank restricted skill. Please see the skill listing in the core rule book for required prerequisite skills and refer to the trade syllabi for a list of rank restricted skills. A Guildsman begins with 5000 status and may use this status to improve their body and mana or to learn Guild skills, racial abilities or cultural skills. Body and mana each cost 300 status; the maximum body is 8 and the maximum mana is 16. The cost of each Guild skill is listed after the skill on the Guild Syllabi. Cultural skills for are detailed in the see section on Commoner Nations. Any status not spent at character creation may be saved as unspent status. Apprentice Skills: Every Guild has a list of skills that every Guildsmen must know. They consist of useful skills, like bandaging, climbing and swimming, as well as, specific basic skills required by that particular Guild. Characters must learn all of these skills before they can learn other guild skills. A starting Guildsman must spend at least 300 status on body and must first learn all Apprentice skills (2500 status) before they may begin learning the trade skills. Initiate Skills: Once a Guildsman is promoted to the Initiate Rank the majority of the Guild Syllabi is available for learning. Most Guildsmen begin their adventuring as an Initiate of their Guild, having just completed their apprenticeship and recently been promoted to the Initiate Rank. However, a person can elect to start their adventuring as a Candidate for Apprenticeship (see Arcane Commoner) or as an Appointed Apprentice who is in the process of learning all apprentice skills. Guildsmen who begin adventuring as less than an Initiate Rank must go through rank promotions. Journiate Skills: Journiate skills require greater experience to learn, and a Guildsman must have achieved the Journiate Rank in their Guild before they can begin learning these skills. Master Skills: These skills are very hard to learn and often require a lifetime of devotion. Guild Syllabi 25 Alchemist "As I entered his laboratory, a burning, sour smell assaulted my nose. My eyes adjusted to the dim candlelight, and I realized the odor must be from the steaming brew bubbling over a small fire on a table. Brightly colored liquids filled tubes and strange objects could be seen in jars around the room. I was a little frightened, but I was desperate. I approached the aproned man and told him my need. He patted my hand and turned to his vials. In a bowl above a candle, he quickly mixed many powders. Adding a liquid created a puff of smoke and a bang. He poured the contents of the bowl into a vial and handed it to me. As I gave him my grandmother's broach, he explained that I was to put the potion in Willie's soup and the fever and cough would soon go away." Compounds curative 500, disabler 500, enabler 500, hazard 300, infection 300,narcotic 300, poison 500, toxicant 300 Feats catch I 200, catch II 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200, critical ranged III 200, critical ranged IV 400, dodge I 200, double range I 200, fend I 200, limb cut I 200, limb throw 200, negate I 400, parry I 200, quick aim I 200, quick aim II 200, quick cast I 200, strength I 100, stun I 200, willpower I 200, willpower II 400 Glyphs rank I 200, rank II 200, rank III 200 Knowledge animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce 100, compound combat 400, compound handling 200, compound sleight 300, coordinate 200, disarm trap 200, embalm 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, gaming 200, geology 100, history 100, hypnosis 400, law 100, leap 300, literature 100, mathematics 100, mechanics I 100, medicine 200, mutilation 100, occult I 100, physics 100, politics 100, psychology 100, regain feat (examination) 200, repair 100, resuscitate 200, rumors 100, scrounge 200, sense I 100, sense II 300, sense III 200, splint 100, surgery 400, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300 Powers 26 anchor spirit 200, dispel 200, drain mana 200, fortitude 400, heal 400, mete mana drink 100, shell 500, squelch 200 200 , purify food and Procedures alter auras 200, bolster body 200, bolster mana 200, breathe water 100, bridge 200, buoyant item 100, call vermin 300, death awareness 200, deform 100, dispelling 100, dome (impermeable) 200, education 200, electroshock 200, enclosure (gaseous) 400, firm grip 100, glib voice 300, heightened senses 200, infirmary 200, invulnerable limb 400, laboratory 200, pass lore 200, preservation 100, protection 100, purify blood 200, regain feat 200, restoration 300, return 200, sending (thoughts) 100, spatial location 200, spirit activity (therapy) 100, spiritquest 400, summon construct (golem) 200, tap (healing) 200, telepathy 500, transmutation 200, wall (impermeable) 200, weight 200 Apprentice Skills Compounds: hazard 300 Knowledge: biology 100, chemistry 100, climb I 100, compound combat 400, compound handling 200, first aid 100, geology 100, history 100, regain feat (examination) 200, sense I 100, splint 100, swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (throw) I 100 Procedures: restoration 300 Journiate Skills Feats: negate I 400 Compounds: enablers 500, infection 300 Glyphs: rank III 200 Knowledge: wealth III 400 Powers: squelch 200 Procedures: passlore 400 Master Skill Knowledge: teach II 100, wealth V 600 Procedures: enclosure (gaseous) 400, telepathy 500 27 Artisan "I see him, bent over his forge, his thick muscles roll as he pumps the bellow to heat the steel held over burning coals. A tall powerful man, his chest the width of a barrel, sweat trickles between his shoulders as his hammer pounds the anvil. His powerful torso is supported by treetrunk legs that ripple as he squats to dip the new blade into water. The rising steam mists his long beard and ash smudged face. Then thick, dexterous fingers wield a razor-sharp knife to shape an ornate handle for the master crafted sword. He proudly caresses the weapon as a piece of art, knowing it bears the sweat of his effort and a piece of his soul. He is an Artisan, the finest crafters in the land, and his items will fetch prices far above the rest." Fabricating brewing 100, constructing 200, cooking 100, fashioning I fashioning IV 300, fashioning V 300, manufacturing 100 300 , fashioning II 300, fashioning III 300, Feats bash I 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200, disarm I 200, dodge I 200, feint I 200, fend I 200, knockback I 200, knockback II 200, knockback III 200, knockback IV 200, knock out I 400, limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400, strength I 100, strength II 100, strength III 200, stun I 200, stun II 200, stun III 200, stun IV 200, willpower I 200 Knowledge binding 100, blindfight 200, chemistry 100, climb I 100, commerce 100, coordinate 200, crime 100, disarm trap 200, enigmas 100, fatal finish 100, fine arts 100, first aid 100, geology 100, history 100, law 100, mathematics 100, mechanics I 100, navigation 100, occult I 100, physics 100, pick locks 300, politics 100, regain feat (innovate) 200, repair 100, rumors 100, scrounge 200, sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400 , wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear armor V 300 Rituals armor arms or legs 100, armor head 100, armor torso 28 100 , assemble elemental I 300 , assemble elemental II 100, bolster body 200, bolster mana 200, bottomless bag 300, bridge 200, buffing 200, buoyant item 100, dispelling 100, dome (impermeable) 200, earthworks 400, firm grip 100, lock 200, polishing rag 200, recover item 200, regain feat 200, reinforce shield 200, reinforce weapon 200, replenish ammunition 200, restore item 200, spirit adornment (keepsake) 200, summon construct (simulacrum) 200, summon spirit strengthener (laborer) 100, tap (mending) 400, theft protection 100, time reducer (tool) 200, wall (impermeable) 200, weight 200, workbench 200 Spells damage (pulverize) 500, deteriorate item 400, disable item 400, disenchant item 200, drop all 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance weapon (heat) 100, find items 200, form tool 400, form melee weapon 400, form ranged weapon 200, form shield 200, fragment item 400, mend 600, mete mana 200, open lock 200, weight decrease 200, weight increase 400 Traps box traps 200, door traps 200, pressure plate traps 300 Apprentice Skills Fabricating: fashioning I 300 Feats: critical melee I 200, parry I 200 Knowledge: chemistry 100, climb I 100, commerce 100, disarm trap 200, first aid 100, history 100, mathematics 100, mechanics I 100, regain feat (innovate) 200, repair 100, sense I 100, swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100 Rituals: restore item 200 Journiate Skills Fabricating: fashioning IV 300, fashioning V 300 Feats: knock out I 400, negate sp&p I 400, parry II 400 Knowledge: wealth III 400 Spells: disenchant item 200, fragment item 400, weight increase 400 Master Skill Fabricating: manufacturing 100 Knowledge: teach II 100, wealth V 600 29 Bard "Upon entering the Inn, a hypnotizing voice drew my attention to the far corner of the room. My eyes fell upon a Bard perched atop the table. He sang "The Serpent's Lair," a song about a group of inexperienced adventurers who stumbled on dragon gold and met a tragic fate. His song poured forth accompanied by the melodies of his harp strummed by talented hands. At the songs end, the crowd erupted into applause and threw their coins into the hat resting at his feet. I approached as he flung his multi-colored cloak over his shoulder and picked up his hat filled with the weight of coin. I offered him a glass filled with wine, and his sharp, clear blue eyes met mine. He accepted the drink with a wide smile. Later, he played for me a different tune." Ballads absorption 300, anchor spirit 100, awareness 200, body healing 200, bolster will 200, conscious 100, convalesce 200, corpse call 200, courage 200, heightened senses 100, hovering 300, item fixing 200, juggernaut 200, life 300, miss shots 300, miss strikes 300, pass exposure 100, poison pausing 100, resist [specific] damage 200, restfulness 300, spatial location 100, stay healthy 100, stop bleeding 100, strength 200, truth song 300 Feats breaking sp&p I 200, bursting sp&p I 400, catch I 200, conceal sp&p I 200, critical melee I 200, critical ranged I 200, deflect strike I 200, dodge I 200, double sp&p I 200, elude darkness I 200, elude woodlands I 200, fend I 200, impacting sp&p I 200, negate sp&p I 400, parry I 200, quick cast sp&p I 200, recover I 200, strength I 100, stun I 200, surprise strike I 200, surprise strike II 200, willpower I 200 Knowledge animal handling 100, balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100, climb II 200, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100, first aid 100, gambling 200, gaming 200, history 100, hypnosis 400, law 100, leap 300, literature 100, mathematics 100, navigation 100, occult I 100, performance 200, pick locks 300, pocket pick 300, pocket place 300, politics 100, psychology 100, read ballad I 400, read ballad II 200, read ballad III 200, read ballad IV 100, read ballad V 100, regain feat (story telling) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II 100, theology 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100,weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300 30 Rituals alertness 200, conjure celestine 100, dance 100, dispelling 100, dome (permeable sound) 100, enclosure (musical) 200, enclosure (sound) 200, enscroll ballad 200, glib voice 300, mana item (musical instrument) I 200, mana item (musical instrument) II 200, purify blood 200, regain feat 200, sending (song) 100, song 100, spirit activity (festival) 100, spirit legacy (artistic endeavor) 100, spirit remembrance (dirge) 100, summon spirit strengthener (muse) 100, time reducer (baton) 200, wall (permeable sound) 100 Spells aggression 400, attenuate 100, awaken 200, bewilder 200, blast (sound blast) 200, confuse being 400, dazzle 200, dispel 200, distract 200, dominate being 600, emotions 200, enhance weapon (sound) 100, flee sound (boom) 200, fugue 200, laughter 200, mass flee sound (boom) 600, mete mana 200, pacify being 400, sleep 400, squelch 200 Apprentice Skills Ballads: awareness 100, stay healthy 100, stop bleeding 100, strength 100 Feats: dodge I 200 Knowledge: chemistry 100, climb I 100, crime 100, fine arts 100, first aid 100, history 100, literature 100, politics 100, regain feat (story telling) 200, rumors 100, sense I 100 , survival 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100 Rituals: dance 100, spirit remembrance (dirge) 100, song 100 Journiate Skills Ballads: bolster will 200, hovering 300, resist [specific] damage 200, restfulness 300 Feats: negate I 400, waylay I 400 Knowledge: wealth III 400 Spells: pacify being 400, sleep 400 Rituals: enscroll ballad 200 Master Skill Ballads: absorption 300 Knowledge: teach II 100, wealth V 600 Spells: dominate being 600, mass flee sound (boom) 600 31 Cavalier "His armor flashed like polished silver as he stood shining in the midday sun. The picture he made standing there, straight and tall with his helmet off and hair waving in the breeze was enough to take any girl's breath away. His eyes caught mine and my heart skipped a beat. He smiled and strode towards me, back straight, head held high with power and confidence emanating from him with every step. He was a Cavalier of the old code. Honor, Justice, Courage and Truth were the tenets of his Order. He bent to one knee and grasped my fingers lightly. He touched my hand to his lips, and my heart pounded in my chest. He looked up at me then, and asked if I would be his lady for the tournament ... how could I refuse?" Feats critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400, critical ranged I 200, critical ranged II 200, deflect strike I 200, deflect strike II 400, deplete mana I 200, disarm I 200, disarm II 400, dodge I 200, feint I 200, feint II 400, fend I 200, fend II 200, fend III 400, hero stand 600, kill crush 600, kill cut 600, knockback I 200, knockback II 200, knockback III 200, knockback IV 200, knock out I 400, limb chop I 200, limb crush I 200, limb crush II 400, limb cut I 200, limb cut II 400, negate sp&p I 400, parry I 200, parry II 400, parry III 400, quick cast sp&p I 200, strength I 100, strength II 100, strength III 200, strength IV 200, stun I 200, stun II 200, stun III 200, stun IV 200, willpower I 200, willpower II 400 Knowledge animal handling 100, astronomy 100, balance 200, binding 100, biology 100, blindfight 200, climb I 100, commerce 100, coordinate 200, fatal finish 100, fine arts 100, first aid 100, gaming 200, history 100, interrogation 400, law 100, leap 300, mathematics 100, military 100, navigation 100, occult I 100, politics 100, psychology 100, regain feat (tactical discussion) 200, repair 100, resuscitate 200, rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, swim I 100, survival 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear armor V 300 Rituals armor arms or legs 100, armor head 100, armor torso 100, dispelling 100, dome (impermeable) 200, firm grip 100, military allegiance 200, military armory 300, military award 200, military barracks 300, military body 200, military code 200, military mana 200, military memorial 200, military retreat 100, 32 military shield 200, military standard 200, military stronghold 100, military tour of duty 100, military uniform 300, military weapon 200, perimeter 100, polishing rag 200, regain feat 200, spirit activity (competition) 100, summon spirit strengthener (recruit) 100, wall (impermeable) 200 Spells awaken 200, dispel 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance weapon (heat) 100, fortitude 400, mass moving force 600, mete mana 200, moving force 200 Apprentice Skills Feats: critical melee I 200, deflect strike I 200, parry I 200, strength I 100 Knowledge: climb I 100, first aid 100, history 100, military 100, navigation 100, politics 100, regain feat (tactical discussion) 200, repair 100, sense I 100, splint 100, swim I 100, weapons (chopping, crushing or cutting) I 100, wear armor I 300 Rituals & Procedures: military allegiance 200 Journiate Skills Feats: deplete mana 200, kill crush 600, kill cut 600, knock out 400, negate sp&p I 400, parry III 400 Knowledge: wealth III 400 Spells: fortitude 400 Master Skill Knowledge: teach II 100, wealth V 600 Spells: mass moving force 600 33 Cleric "If you could only learn to know my god as I do? If you would open your heart to him, he will show you the meaning of life and you will never fear death again. He is a god of love who embraces those who embrace him. All the things my god has to offer will be yours, if only you follow him with faith. A simple baptism and his blessings can be yours. Swear your allegiance and you can have the benefit of his protection and his healing. You can marry in his name and be forever joined with the one you love. It is time to convert. Join with me and become his children, for he is the one true god. Worship him with me for I am a Cleric of Guildhall, and I shall lead you to eternal salvation in his name." Feats augment sp&p I 200, augment sp&p II 200, conceal sp&p I 200, double sp&p I 200, double sp&p II 400, impacting sp&p I 200, negate sp&p I 400, quick cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, recover III 200, willpower I 200, willpower II 400 Knowledge astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce 100, embalm 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100, gaming 200, history 100, law 100, literature 100, navigation 100, occult I 100, politics 100, psychology 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (prayer) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, wear armor I 300 Prayers amnesia 200, anchor spirit 200, attenuate 100, avert all undead 400, awaken 200, bewilder 200, blast (holy blast) 200, blast (profane blast) 200, compliant 400, confuse being 400, damnation 400, dazzle 200, destroy undead 200, dispel 200, dominate being 600, drain mana 200, enhance weapon (holy) 100, enhance weapon (profane) 100, fugue 200, heal 400, kill undead 300, manipulate being 400, mete mana 200, moving force 200, pacify being 400, pacify undead 400, purify food and drink 100, rebuke undead 200, seal source 100, sever soul 400, shell 500, slow undead 400, speaking corpse 200, squelch 200, stop undead 200 Rituals ascertain 200, conjure archon 100, conjure bane 100, curse 200, death awareness 200, dispelling 100, divine allegiance 200, divine altar 300, divine avatar 400, divine benevolence 100, divine body 200, 34 divine bond 200, divine homage 100, divine mana 200, divine mark 200, divine prayers 200, divine reliquary 300, divine shrine 200, divine symbol 200, divine vestment 300, dome (permeable holy) 100, dome (permeable profane) 100, enclosure (holy) 200, enclosure (pious) 300, enclosure (profane) 200, enclosure (spirit-bane) 400, enscroll sp&p 200, mana item (prayer beads) I 200, mana item (prayer beads) II 200, obliteration 400, purgation 600, regain feat 200, requiem 400, restoration 300, return 200, sending (dreams) 100, spirit activity (revival) 100, spirit remembrance (eulogy) 100, spiritquest 400, summon spirit strengthener (ecclesiastic) 100, tap (healing) 200, time reducer (idol) 200, wall (permeable holy) 100, wall (permeable profane) 100, ward (undead) 400 Apprentice Skills Knowledge: climb I 100, first aid 100, history 100, occult I 100, regain feat (prayers) 200, rumors 100, sense I 100, splint 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100 Rituals & Procedures: divine allegiance 200, restoration 300, tap (healing) 200 Spells, Prayers & Powers: dazzle 200, heal 400 Journiate Skills Feats: willpower II 400 Knowledge: wealth III 400 Prayers: avert all undead 400, pacify being 400, shell 500, pacify undead 400 Rituals: enscroll sp&p 200, requiem 400 Master Skill Knowledge: teach II 100, wealth V 600 Prayers: kill undead 300, dominate being 600 Rituals: divine avatar 400, obliteration 400 35 Druid "She spends her days walking the woods with a long knotted stick taller than herself. You can find her, occasionally, in the deep woods where she lives. She is often surrounded by a menagerie of woodland creatures that she calls her friends. When I met for the first time she was kneeling to speak to a new sapling, coaxing it to grow with gentle words of inspiration. I’ve loved her since that moment, but I’m to afraid to tell. She lets me walk with her, but we rarely speak. She is shy, perhaps a little self-conscience around people, but she'll do anything to bring a smile. Once, when I was sad, she made a field spring with wild flowers so the beauty would lighten my heart." Feats augment sp&p I 200, augment sp&p II 200, breaking sp&p I 200, breaking sp&p II 200, conceal sp&p I 200, double sp&p I 200, double sp&p II 400, elude woodlands I 200, impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, pursue I 200, quick cast sp&p I 200, recover I 200, recover II 200, willpower I 200 Knowledge animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, climb II 200, enigmas 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, geology 100, history 100, hold breath 100, law 100, leap 300, mathematics 100, navigation 100, occult I 100, physics 100, politics 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (commune) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II 100, theology 100, tracking 200, vehicles I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300 Prayers anchor spirit 200, attach 200, attenuate 100, avert all beasts 400, beastify 400, befriend beast 400, command beast [amphibian, fish and reptile] 200, command beast [arachnid, insect and worm] 200, command beast [avian] 200, command beast [fungi, mold and plant] 400, command beast [mammal] 200, damage (swarm) 500, declaw 200, destroy beast 200, dispel 200, heal 400, immobilize arms 200, immobilize body 200, immobilize legs 200, immobilize vocals 200, impede melee 200, impede ranged 200, impede responses 200, kill beast 300, mete mana 200, pacify beast 400, pass exposure 200, purify food and drink 100, rebuke beast 200, restrain arm 200, seal source 100, shell 500, slow beast 400, speaking beast 200, squelch 200, stop beast 200 Rituals 36 alertness 200, astray 200, beast skin 200, breathe water 100, bridge 200, call familiar 200, call vermin 300, conjure guide 100, dispelling 100,divine allegiance 200, divine altar 300, divine beast 100, divine benevolence 100, divine body 200, divine bond 200, divine homage 100, divine mana 200, divine shrine 200, divine symbol 200, dome (impermeable) 200, dome (permeable swarm) 200, earthworks 400, empower beast 200, enclosure (natural) 300, enclosure (swarm) 200, enscroll sp&p 200, healing location (flower patch) 400, heightened senses 200, mana item (stone) I 200, mana item (stone) II 200, morph beast 300, perimeter 100, purify blood 200, regain feat 200, restoration 300, return 200, spirit remembrance (effigy) 100, spiritquest 400, talisman (natural) 100, tap (healing) 200, time reducer (scepter) 200, wall (impermeable) 200, wall (permeable swarm) 200 Apprentice Skills Knowledge: biology 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (commune) 200, sense I 100, swim I 100, theology 100, survival 100, weapons (chopping, crushing or cutting) I 100 Prayers: heal 400, speaking beast 200 Rituals: restoration 300, return 200, tap (healing) 200 Journiate Skills Knowledge: wealth III 400 Prayers: avert all beasts 400, command beast [avian] 200, immobilize body 300, pacify beast 400, pass exposure 200, shell 500, squelch 200 Rituals: astray 200, enscroll sp&p 200, morph beast 300 Master Skill Knowledge: teach II 100, wealth V 600 Prayers: beastify 400, kill beast 300 37 Necromancer "I saw him standing in the cemetery, draped in robes of midnight velvet, surrounded by candles and reeking of burning incense. His pasty white face was barely visible under the folds of his dark hood. The tails of his cape fluttered in the chill night air and the candles cast their flickering light on tombstones glinting beneath the silver moon. White wisps of fog rolled along the ground and collected at his feet. He reached into a pouch and retrieved a small vial of powder. He sprinkled the corpse before him and murmured words of magic which I could not hear clearly. Then, he shouted in a hoarse, grating voice "Arise! Arise. ARISE!" The corpse rose and I trembled with fear. This priest of the dead, this servant of the damned, had created an undead before my terrified eyes. I ran for my life..." Feats augment sp&p I 200, conceal sp&p I 200, dodge I 200, double sp&p I 200, double sp&p II 400, elude darkness I 200, impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, parry I 200, quick cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, willpower I 200 Knowledge animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, crime 100, disarm trap 200, embalm 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, geology 100, history 100, interrogation 400, law 100, mathematics 100, military 100, mutilation 100, navigation 100, occult I 100, politics 100, physics 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (nefarious rites) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, wear armor I 300 Rituals animate undead I 300, animate undead II 100, call familiar 200, call vermin 300, conjure haunt 100, death awareness 200, deform 100, dispelling 100, dome (impermeable) 200, dome (permeable wither) 100, enclosure (undead) 300, enclosure (wither) 200, enscroll sp&p 200, healing location (grave) 400, mana item (skull) I 200, mana item (skull) II 200, military allegiance 200, military body 200, military mana 200, military mastery 100, military retreat 100, military standard 200, military tour of duty 100, protection 100, regain feat 200, restoration 300, return 200, sending (dreams) 100, site of mana (grave stone) 200, spirit adornment (fetish) 200, spiritquest 400, summon construct (revenant) 200, talisman (bone) 100, tap (animating) 600, tap (healing) 200, time reducer (tome) 200, visage (undead) 200, wall 38 (impermeable) 200, wall (permeable wither) 100 Spells anchor spirit 200, animate corpse 400, animate undead I 600, animate undead II 400, animate undead III 200, attenuate 100, avert all living beings 600, avert all undead 400, blast (wither blast) 200, call corpses 200, control undead 400, corpses follow 200, corpsify 600, death 200, dispel 200, enhance weapon (wither) 100, enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200, fatigue responses 200, fear 200, feign death 100, heal 400, hemorrhage 400, hobble leg 400, incapacitate 300, maim arm 400, master undead 200, mete mana 200, rebuke living being 200, rebuke undead 200, seal source 100, shell 500, speaking corpse 200, spook 200, weary 200 Apprentice Skills Knowledge: biology 100, climb I 100, first aid 100, forensics 100, history 100, occult I 100, regain feat (nefarious rites) 200, rumors 100, sense I 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100 Rituals: animate undead I 300, restoration 300, return 200 Spells: speaking corpse 200, spook 200 Journiate Skills Feats: dodge I 200, parry I 200 Knowledge: wealth III 400 Rituals: enscroll sp&p 200 Spells: avert all undead 400, enfeeble 200, hobble leg 400, maim arm 400, shell 500 Master Skill Knowledge: teach II 100, wealth V 600 Spells: avert all living beings 600, corpses follow 200, master undead 200 39 Ranger "My arrow missed the deer by almost three hands. It bolted and dashed through the knee-high white snow. I cursed softly, my family was starving and I'd missed the shot. The deer was almost to the woodline when it was struck in mid-stride by an arrow loosed from behind my position. An impossible shot! I turned around to see the archer, his green and brown clothing blended perfectly with the evergreen foliage dotted with freshly fallen snow. As he stood, I realized he was only a few feet from me. He strode past me, walking without a word to his kill. He pulled the arrow from the carcass, turned to me and said, "You need this more than I." I blinked in astonishment and he was gone. My family had food and we would survive the winter. We had been saved by a Ranger of Guildhall." Feats catch I 200, catch II 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200, critical ranged III 200, critical ranged IV 400, distance drop I 400, dodge I 200, dodge II 400, double range I 200, elude woodlands I 200, elude woodlands II 200, evade I 400, eye pierce 600, feint I 200, fend I 200, kill pierce 600, kill throw 600, knockback I 200, knockback II 200, limb chop I 200, limb crush I 200, limb cut I 200, limb pierce I 200, limb pierce II 400, limb throw I 200, limb throw II 400, negate sp&p I 400, parry I 200, propel I 200, propel II 200, propel III 200, pursue I 200, pursue II 400, quick aim I 200, quick aim II 200, quick aim III 200, quick load I 200, recover I 200, strength I 100, strength II 100, stun I 200, surprise strike I 200, surprise strike II 200, vocal pierce 400, waylay I 400, willpower I 200 Knowledge animal handling 100, astronomy 100, balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100, climb II 200, coordinate 200, crime 100, disarm trap 200, fatal finish 100, first aid 100, forensics 100, geology 100, history 100, hold breath 100, interrogation 400, law 100, leap 300, military 100, navigation 100, occult I 100, pick locks 300, politics 100, pratfalls 300, regain feat (target practice) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II 100, tracking 200, vehicles I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300 Rituals 40 astray 200, beast skin 200, breathe water 100, bridge 200, call vermin 300, conjure guide 100, dispelling 100, dome (impermeable) 200, empower beast 200, perimeter 100, regain feat 200, replenish ammunition 200, stealth 100, wall (impermeable) 200 Spells destroy beast 200, kill beast 300, mete mana 200, pacify beast 400, pass exposure 200, rebuke beast 200, slow beast 400, speaking beast 200, stop beast 200 Traps hanger traps 300, obstacle traps 400, snare traps 300 Apprentice Skills Feats: critical melee I 200 or critical ranged I 200, parry I 200 Knowledge: astronomy 100, biology 100, climb I 100, disarm trap 200, first aid 100, history 100, navigation 100, regain feat (target practice) 200, sense I 100, splint 100, survival 100, swim I 100, tracking 200, weapons (bow) I 200, weapons (chopping, crushing, or cutting) I 100, weapons (chopping, crushing, or cutting) II 100 or weapons (throw) II 100, weapons (throw) I 100 Journiate Skills Feats: eye pierce 600, kill pierce 600, kill throw 600, negate sp&p I 400, waylay I 400 Knowledge: wealth III 400 Rituals: astray 200 Spells: pacify beast 400, pass exposure 200 Master Skills Knowledge: teach II 100, wealth V 600 Spells: kill beast 300 41 Rogue "The rock in my side woke me as I turned in the night. Opening my eyes, I was startled to see a figure, clad fully in black, silently making its way across my camp. My bones turned cold when I recognized the face. He came from the Guild. . . the Guild of Rogues. I laid very still, so as not to attract his attention. I knew the reason for his visit. He stood over Snake, who was deeply asleep across the embers from me. Steel glinted in the moonlight before slicing throat and windpipe. Not a sound escaped the dying lips. I had warned Snake to give the Guild its cut. The shadowy form disappeared into the darkness and I breathed again. I was not his target, but I slept no more that night." Compounds narcotic 300, poison 500 Feats assassinate 800, bypass I 200, bypass II 400, catch I 200, catch II 200, conceal sp&p I 200, critical melee I 200, dodge I 200, dodge II 400, elude darkness I 200, elude darkness II 200, elude woodlands I 200, evade I 400, eye cut 600, feint I 200, negate sp&p I 400, parry I 200, parry II 400, pursue I 200, quick aim I 200, quick cast sp&p I 200, riposte I 200, strength I 100, strength II 100, stun I 200, surprise strike I 200, surprise strike II 200, surprise strike III 200, surprise strike IV 400, vocal cut 400, waylay I 400, waylay II 400, willpower I 200 Knowledge balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100, climb II 200, commerce 100, compound combat 400, compound handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100 , first aid 100, forgery 200, gambling 200, history 100, interrogation 400, law 100, leap 300, mechanics I 100, navigation 100, occult I 100, pick locks 300, pocket pick 300, pocket place 300, politics 100, pratfalls 300, psychology 100, regain feat (stealth practice) 200, repair 100, rumors 100, scrounge 200, sense I 100, sense II 300, sense III 200, shield I 300, splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300 Rituals alertness 200, alter auras 200, astray 200, bottomless bag 300, bridge 200, death awareness 200, disguise 200, dispelling 100, enclosure (darkness) 300, heightened senses 200, invisibility 400, locate 200, lock 42 , mask 200, purify blood 200, pursuance 200, regain feat stealth 100, theft protection 100, transpose 300 200 200 , smuggle 200 , spatial location Spells awaken 200, dazzle 200, distract 200, dull senses 200, find items 200, mete mana drink 100, speaking corpse 200 200 200 , , purify food and Traps box traps 200, door traps 200, hanger traps 300, obstacle traps 400, pressure plate traps 300, snare traps 300 Apprentice Skills Feats: dodge I 200, surprise strike I 200, surprise strike II 200 Knowledge: biology 100, climb I 100, crime 100, disarm trap 200, first aid 100, history 100, pick locks 300, politics 100, regain feat (stealth practice) 200, repair 100, rumors 100, sense I 100, swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (throw) I 100 Journiate Skills Feats: dodge II 400, eye cut 600, negate sp&p I 400, parry II 400, riposte I 200, waylay I 400 Knowledge: wealth III 400 Rituals: mask 200, transpose 300 Master Skills Feats: assassinate 800 Knowledge: teach II 100, wealth V 600 Rituals: disguise 200, invisibility 400 43 Runecaster "I had been sitting in the outer room for some time, when a man entered through the beaded doorway. I recognize the freshly drawn symbols on his arms. They were magical Runes of power drawn as protections and given to him from the woman within. I am not here for that service. I need to see what lies ahead to help me with some decisions I have to face. A sultry voice beckons me. I enter and lay my coins on the table. The beautiful dark haired woman reaches for my hand and caresses my palm. She closes her eyes and inhales deeply, straining the bright flimsy cloth covering her bodice. Her bracelets jingle as she turns my hand over and begins telling me how my life could be." Feats critical melee I 200, critical melee II 200, critical ranged I 200, dodge I 200, dodge II 400, double sp&p I 200, elude darkness I 200, elude woodlands I 200, feint I 200, fend I 200, limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400, pursue I 200, recover I 200, strength I 100, stun I 200, surprise strike I 200, surprise strike II 200, waylay I 400, willpower I 200 Glyphs rank I 200, rank II 200, rank III 200 Knowledge astronomy 100, balance 200, binding 100, biology 100, chemistry 100, climb I 100, commerce 100, compound combat 400, compound handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100, first aid 100, forensics 100, forgery 200, gambling 200, history 100, hypnosis 400, law 100, leap 300, literature 100, mathematics 100, navigation 100, occult I 100, pick locks 300, pocket pick 300, politics 100, read rune I 400, read rune II 200, read rune III 200, read rune IV 100, read rune V 100, regain feat (divination) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, splint 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300 Rituals afflict I 100, afflict II 200, afflict III 200, ascertain 200, assemble elemental I 300, assemble elemental II 100, curse 200, dispelling 100, dome (impermeable) 200, education 200, engraved shield 200, engraved weapon 200, enscroll rune, script & sigil 200, firm grip 100, locate 200, lock 200, protection 100, regain feat 200, return 200, seance I 400, seance II 200, sending (dreams) 100, site of mana (lettered post) 200, spirit activity (fortune telling) 100, spirit adornment (lucky charm) 200, spirit 44 remembrance (augury) 100, summon spirit strengthener (soothsayer) 100, talisman (lettered) 100, time reducer (quill) 200, voices I 100, voices II 200, voices III 200, wall (impermeable) 200, ward (conjuration) 300 Runes rank I 300, rank II 300, rank III 300, rank IV 300, rank V 300 Spells assemble corpse 400, attenuate 100, avert all conjurations 400, control conjuration 400, destroy conjuration 200, dispel 200, kill conjuration 300, master conjuration 200, mete mana 200, pacify conjuration 400, rebuke conjuration 200, seal source 100, shell 500, slow conjuration 400, speaking element 200, squelch 200, stop conjuration 200 Apprentice Skills Feats: dodge I 200, parry I 200 Knowledge: astronomy 100, chemistry 100, climb I 100, fine arts 100, first aid 100, history 100, literature 100, navigation 100, occult I 100, pick locks 300, regain feat (divination) 200, sense I 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100 Runes, Scripts & Sigels: rank I 300 Journiate Skills Feats: negate I 400, parry II 400, waylay I 400 Glyphs: rank III 200 Knowledge: wealth III 400 Rituals: enscroll rune 200, seance I 400 Runes: rank IV 300, rank V 300 Spells: avert all conjurations 400, pacify conjuration 400, squelch 200 Master Skills Knowledge: teach II 100, wealth V 600 Rituals: seance II 200 Spells: kill conjuration 200, master conjured creation 200 45 Warlock "I was out too late one night and got lost in the woods. Mind you, I was still a small boy and with a child's curiosity, I approached a light I saw burning in the woods. When I could see clearly, my heart skipped a beat. Thirteen red-robed figures, men and women, standing in a pentagram of searing flames. A twig snapped beneath my feet and one of them turned in my direction. His hair was jet black and pulled back off his face. His eyes, just as dark, chilled me to the depths of my soul. "Who's there," he asked, menacingly. Before I could move, a ball of fire shattered the tree next to where I was standing covering me with burning embers. Warlocks at their secret mid-night sabbat! I ran in terror. I don't know how I got home alive, but I know I'll never walk those woods again at night." Feats augment sp&p I 200, breaking sp&p I 200, breaking sp&p II 200, bursting sp&p I 400, conceal sp&p I 200, critical melee I 200, critical melee II 200, deplete mana I 200, deplete mana II 400, dodge I 200, double sp&p I 200, double sp&p II 400, feint I 200, fend I 200, impacting sp&p I 200, impacting sp&p II 200, knockback I 200, limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400, quick cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, strength I 100, stun I 200, willpower I 200 Glyphs rank I 200, rank II 200, rank III 200 Knowledge astronomy 100, binding 100, biology 100, blindfight 200, climb I 100, coordinate 200, disarm trap 200, enigmas 100, fatal finish 100, first aid 100, forensics 100, gaming 200, history 100, law 100, leap 300, literature 100, mathematics 100, military 100, navigation 100, occult 100, physics 100, politics 100, psychology 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (debate) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200 , weapons (bow) III 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300 Rituals armor arms or legs 100, armor head 100, armor torso 46 100 , assemble elemental I 300 , assemble elemental II 100, bolster body 200, bolster mana 200, call familiar 200, dispelling 100, dome (impermeable) 200, dome (permeable cold) 100, dome (permeable earth) 100, dome (permeable electric) 100, dome (permeable heat) 100, enclosure (cold) 200, enclosure (earth) 200, enclosure (electric) 200, enclosure (heat) 200, enscroll sp&p 200, firm grip 100, invulnerable limb 400, mana item (orb) I 200, mana item (orb) II 200, regain feat 200, wall (impermeable) 200, wall (permeable cold) 100, wall (permeable earth) 100, wall (permeable electric) 100, wall (permeable heat) 100 Spells attenuate 100, blast (cold blast) 200, blast (earth blast) 200, blast (electric blast) 200, blast (heat blast) 200, blind 400, deafen 200, death 200 , dispel 200 , drain mana 200, dull senses 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance weapon (heat) 100, enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200, fatigue responses 200, fortitude 400, hemorrhage 400, hobble leg 400, incapacitate 300, kill 400, maim arm 400, mete mana 200, moving force 200, mute 400, pass exposure 200, seal source 100, shell 500, snuff 200, squelch 200, weakness 200, weary 200 Apprentice Skills Feats: parry I 200 Knowledge: astronomy 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (debate) 200, repair 100, rumors 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100 Spells: dispel 200, drain mana 200, fatigue melee 200, fatigue ranged 200 Journiate Skills Feats: parry II 400 Glyphs: rank III 200 Knowledge: wealth III 400 Rituals: enscroll sp&p 200 Spells: blind 200, enfeeble 200, fortitude 400, shell 500, squelch 200 Master Skills Knowledge: teach II 100, wealth V 600 Spells: kill 400 47 Warrior "With both legs broken, I lay on the battlefield, hopelessness surrounding me. I know I am doomed when the feral Kravynn gaze upon me, laughing. Suddenly, with a powerful roar, Gavin rises from beneath a pile of bodies. His huge fists grab the closest weapon, a mighty two handed hammer. He swirls it in wild arcs above his head as the Kravynn descend upon him snapping and snarling. He wields the hammer smashing bone and sinew. His eyes are mad with fury and hate. His body is bathed in blood and sweat and his grip slides on the haft of the hammer, yet he does not stop until the last one falls. Exhaustion pulls at his body and his great chest heaves. Again, we are all that is left. We bind our wounds as well as possible, and then he lifts me onto his shoulders, because a Warrior will never leave a comrade behind." Feats bash I 200, critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400, critical ranged I 200, critical ranged II 200, critical ranged III 200, critical ranged IV 400, deflect strike I 200, deplete mana I 200, disarm I 200, distance drop I 400, dodge I 200, dodge II 400, dodge III 400, double range I 200, feint I 200, feint II 400, fend I 200, fend II 200, kill chop 600, kill crush 600, kill cut 600, kill throw 600, knockback I 200, knockback II 200, knockback III 200, knockback IV 200, knock out I 400, limb chop I 200, limb chop II 400, limb crush I 200, limb crush II 400, limb cut I 200, limb cut II 400, limb pierce I 200, limb throw I 200, limb throw II 400, negate I 400, parry I 200, parry II 400, parry III 400, propel I 200, quick aim I 200, quick aim II 200, quick load I 200, rend I 600, riposte I 200, strength I 100, strength II 100, strength III 200, strength IV 200, stun I 200, stun II 200, stun III 200, stun IV 200, vocal throw 400, willpower I 200 Knowledge balance 200, binding 100, biology 100, blindfight 200, climb I 100, coordinate 200, crime 100, disarm trap 200, fatal finish 100, first aid 100, forensics 100, history 100, law 100, leap 300, military 100, navigation 100, politics 100, pratfalls 300, regain feat (combat training) 200, repair 100, resuscitate 200, rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear armor V 300 Rituals 48 armor arms or legs 100, armor head 100, armor torso 100, bolster body 200, dispelling 100, firm grip 100, perimeter 100, polishing rag 200, regain feat 200, reinforce shield 200, reinforce weapon 200, replenish ammunition 200 Spells awaken 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance weapon (heat) 100, fortitude 400, mete mana 200 Apprentice Skills Feats: critical melee I 200, critical melee II 200, parry I 200, strength I 100 Knowledge: climb I 100, first aid 100, history 100, military 100, regain feat (combat training) 200, repair 100, rumors 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100, weapons (throw) I 100, wear armor I 300 Journiate Skills Feats: dodge III 400, kill crush 600, kill chop 600, kill cut 600, kill throw 600, knockout 400, parry III 400, riposte I 200 Knowledge: wealth III 400 Spells: awaken 200, fortitude 400, mete mana 200 Master Skills Feats: rend I 600 Knowledge: teach II 100, wealth V 600 49 Wizard “The cloaked woman knelt before a circle of blue candles. The center of the circle was dominated by a crystal wand engraved with gold etchings. With her hood back, the wind swept through her long blond hair as she raised her arms towards the heavens. I could hear the melody of her low chant in the breeze, but could not make out the words. A halo of light began at her fingertips and traveled up her bared arms. When she touched the wand, it too began to glow, its crystals filling the air with a prismatic spray of light. Her chanting increased its tempo and the lights from the wand began gyrating with her invocations. I became dizzy and had to shield my eyes. When she was done, she sat back fatigued. The wand continued to glow for a few minutes before returning to its normal state. I wondered what amazing feat it could now perform." Feats augment sp&p I 200, augment sp&p II 200, breaching sp&p I 400, breaking sp&p I 200, breaking sp&p II 200, breaking sp&p III 400, bursting sp&p I 400, conceal sp&p I 200, conceal sp&p II 200, double sp&p I 200, double sp&p II 400, double sp&p III 400, dodge I 200, impacting sp&p I 200, impacting sp&p II 200, impacting sp&p III 400, negate sp&p I 400, negate sp&p II 400, parry I 200, quick cast sp&p I 200, quick cast sp&p II 200, quick cast sp&p III 200, recover I 200, recover II 200, recover III 200, repulse sp&p I 400, willpower I 200 Glyphs rank I 200, rank II 200, rank III 200 Knowledge animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce 100, crime 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100 , forensics 100, gaming 200, geology 100, history 100, law 100, literature 100, mathematics 100, mechanics I 100, navigation 100, occult I 100, physics 100, politics 100, psychology 200, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (theorize) 200, repair 100, rumors 200, sense I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300 Rituals ascertain 200, bolster mana 200, bridge 200, buoyant item 100, call familiar 200, conjure attendant 100, dispelling 100, dome (impermeable) 200, dome (permeable energy) 200, education 200, enscroll sp&p 200, glib voice 300, invisibility 400, lock 200, mana item (crystal) I 200, mana item (crystal) II 50 , pass lore 200, perimeter 100, projectile device 400, regain feat 200, return 200, sending (thoughts) 100, site of mana (monolith) 200, subservience I 600, summon construct (marionette) 200, talisman (polished) 100, time reducer (book) 200, wall (impermeable) 200, wall (permeable energy) 200 200 Spells amnesia 200, attach 200, attenuate 100, awaken 200, bewilder 200, confuse being 400, damage (energy) 500, dazzle 200, dispel 200, dominate being 600, drain mana 200, fugue 200, immobilize arms 200, immobilize body 200, immobilize legs 200, immobilize vocals 200, impede melee 200, impede ranged 200, impede responses 200, manipulate being 400, mass moving force 600, mete mana 200, moving force 200, open lock 200, pacify being 400, petrify 200, restrain arm 200, seal source 100, shell 500, squelch 200 Apprentice Skills Feats: negate sp&p I 400 Knowledge: astronomy 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (theorize) 200, sense I 100, swim I 100, weapons (chopping, crushing or cutting) I 100 Rituals: dispelling 100 Spells: dazzle 200, dispel 200, fugue 200, mete mana 200, impede melee 200 Journiate Skills Feats: dodge I 200, parry I 200 Glyphs: rank III 200 Knowledge: wealth III 400 Rituals: enscroll sp&p 200, subservience I 600 Spells: immobile body 400, pacify being 400, shell 500, squelch 200 Master Skills Feats: breaching sp&p I 400 Knowledge: teach II 100, wealth V 600 Spells: dominate being 600, mass moving force 600, petrify 300 51 Governance of Guildsmen Guildhall is run by a democratic process where majority rules. The principles of democracy and freedom were created by the Five as a compromise between the governments proposed by Solnus and the absence proposed by Karthis. Democratic systems of governance were used during the Age of Life, but fell out of fashion as the Age wore on. The last vestige of democracy was ended when Evermoore and the dreams of the Five were crushed under the weight of war. Leadership in Guildhall is derived from popular vote and is not a matter of rank. All Guildsmen are considered equal, no matter what their status, rank or position. The ideology of Guildhall gives freedom to every Guildsman, so long as he does not harm his neighbor. Sadly, Guildhall is often seen by some, as a large bureaucracy devoted to economic gain. While a few Guildsmen may abuse the noble teachings of Guildhall for their own gain, the majority of Guildsmen are trying to do the right thing. Council of Lore Guildhall is governed by a ruling council composed of five elected representatives from each of the thirteen guilds. The elected body is called the Council of Lore and its voting members are referred to as Councillors. Its non-voting members are all Loremasters. All of the voting representatives are considered equal and have an equal vote. Loremasters are allowed comment, but not vote. The Council of Lore meets regularly in Guildhall on the Isle of Lore. Elections for the next year are held in the Fall. Keeper of the Crown and Shield: The Keeper of the Crown and Shield presides over the Council of Lore. He has no vote. The Keeper of the Crown and Shield is elected from general membership of all the guilds. He does not need to be a master. It is required that he or she be a Guildsman in good standing. The Keeper holds his office for three years. Elections are held in the late fall for the following calendar year. Councillors of Lore: In each guild, there are five persons elected to the Council of Lore. They are the leaders of their respective guilds and represent the interests of their Guild. They are called Councillor and are elected for five year terms by democratic elections. Elections are staggered so that one leader is replaced each year. During their term, it is their duty to uphold the principles of Guildhall. Loremaster: A guildsmen who has learned all of the skills of their Guild are called Loremasters. They are granted a non-voting seat on the Council of Lore. Community Governance Every community no matter how small has a group of Guildsmen who meet regularly to discuss important matters. Community Councils: Community Councils serve to organize the efforts of Guildsmen within a city or county. Community Councils are composed of locally elected officials called Guildmasters. If there are not enough Guilds in a location to warrant representation through a Guildmaster Council, then the Guildsmen organize into a democratic council where everyone has a single vote and majority rules. A Community Council holds regular meetings at which they discuss current events and set policy for their community. Elections are held yearly in late fall for the upcoming year or when necessary to fill vacancies. Guildhall expects that local Guildsmen have the experience and dedication to handle their local concerns. Guildhall should not be contacted for day to day matters as local Guildsmen must solve local concerns by themselves. Guildhall has learned from experience that it is harmful to meddle in local politics. The one exception to this is that if local Guildsmen are breaking Guildhall law by harming Guildsmen and the local Community Council is unable to deal with them. The Council as a last effort may request help from Guildhall through the Innkeeper and Charter Sponsor. There is no crime more against the spirit of Guildhall than when brother turns against brother outside the democracy of Guildhall. This crime is still punished with the ferocity of old. The Justices and their terrible Inquisitors and Enforcers can be summoned to arrest and try the offenders. If the problem rests with the leaders of the community, then their town charter will be revoked and Guildhall shipments will cease. Charter Sponsor: Every Inn has a charter sponsor who helps to maintain and insure that all of the laws of Guildhall are followed. He may overrule decisions of the 52 Mayor and the Community Council when they conflict with the edicts of Guildhall, impede the governance of the Inn or threaten the safety of the community. He works very closely with the Innkeeper to ensure that the Inn runs smoothly. He must also ensure that there is a Community Council meeting and that proper protocol is followed. He encourages a healthy relationship with the commoners and he ensures Guildsmen have access to teaching during market days. The charter sponsor is the town’s liaison to Guildhall. However, a charter sponsor’s main duty is to encourage the Inn to resolve issues without involving Guildhall. The Charter Sponsor may never speak for Guildhall, but he may interpret its laws and give his own opinions as to what course of action would be best for the town in light of the goals of Guildhall. He should facilitate a solution which is congruous with the spirit of Guildhall and which promotes the common good. that the market day runs smoothly. Non-elected Positions The following positions are appointed by Guildhall through the Charter Sponsor. These positions are necessary to supervise the work that goes into running an Inn. Innkeeper: The Innkeeper, or Hallmaster in larger cities, is entrusted by Guildhall with the care and maintenance of the local meeting place. He or she is directly responsible for ensuring the laws and ideologies of Guildhall are followed by all those who make use of the facilities over which he or she has been entrusted. The Innkeeper is appointed by Guildhall through the charter sponsor. It is the Innkeepers job to ensure that service requirements are being followed by everyone who attends the Market Days. They work closely with the cook and Registrar. To enforce the laws and charters, a charter sponsor has control over the shipments of supplies to the Inn. Supplies will not be shipped to a town which does not follow and enforce the laws of Guildhall. If cessation of shipments to the town does not return lawfulness, he may summon the judicial powers of Guildhall. Should this fail, the Inn must be closed. The Inn must be a safe place to be. Small children and people with medical issues will be in attendance at some Market Days. The space inside the walls of an Inn is their refuge from combat and danger. No Guildsman may break this prohibition. Local Policies and Laws: A Community Council has the power to enact fair policies and laws for the benefit of all local Guildsmen, so long as these policies do not violate the Laws of Guildhall and have a rational relationship to some governmental purpose. An Innkeeper has the full authority of Guildhall to give orders and issue mandates in time of need to protect the Inn or Hall. Any person who does not heed the mandates of an Innkeeper is subject to prosecution under Disturbing the Peace of the Inn if the mandates are proven to be required to protect the safety or sanctity of the Inn. For example, Community Councils can fix fines for persons leaving trash around their community, and they can declare military action against groups threatening their community. The Community Council has the power to enforce its decisions through the Contempt law which means that any policy or law they make must be punished as a second degree crime or lower. The power of a Community Council ends at the edge of their community. An important task of the Innkeeper is welcoming new persons to the town. Innkeepers must approach visitors and introduce them to their Guildmasters and to other important town persons. A visitor to a town will return only if he is made to feel welcome. It is the task of the Innkeeper to facilitate the return of these visitors. The Innkeepers are running a business and their task is to ensure that Inns run at a profit. New persons must be made to feel welcome. Luminary Positions Cook: The cook is responsible for supervising the kitchen. The cook is appointed by Guildhall through the Charter Sponsor. The Luminary positions are important community positions that are held by Guildsmen. Some of them are members of the Community Council, while others ensure Sutler: The sutler is responsible for supervising Guildhall supply. The sutler has no vote on the 53 Community Council. Registrar: The registrar is responsible for checking late arrivals into the Market Days. The registrar is appointed by Guildhall through the Charter Sponsor. Elected Positions The elected positions are chosen by their Guilds as in the case of Guildmasters, or by the Community Council as in the other positions. Guildmasters: Each guild will have a democratically elected Guildmaster whose primary duty is to represent that Guild in the Community Council. The secondary duty is to welcome new members into the community and help them with understanding local events. Guildmasters must be outgoing friendly persons who are devoted to fostering strong unity in their Guild and community. The Guildmaster is elected by the local members of that guild. Every member is entitled to vote in the election. An apprentice cannot be a Guildmaster. The Guildmaster is responsible for the day to day operation of the guild in that town. They also take an active role in the ceremonies of advancement, coaching their members through the tests given before the ceremonies. A Guildmaster must get to know every member of his guild and must keep them appraised of what is happening in the community. It is very important that a Guildmaster approach new persons in town. Guildmasters are the leaders of the community and their efforts will do much to ensuring that new persons return to the town. Mayor: The mayor is the town leader. He is elected by the Community Council to preside over the inhabitants within the local area and to handle the day to day operations of the town. He is the liaison between the mundanes and Guildsmen. He has no vote on the Council, but he is the coordinator of the Council’s activity. Scribe: The scribe shall write down all the happenings of the meeting and shall distribute them at the next meeting to members and also to Guildhall. The scribe will also publish a monthly newspaper to inform all of events happening in the local community. The minutes of all meetings shall be kept and submitted to Guildhall each year. The scribe is elected by the Community Council. Warlord: Some towns located in frontier locations or on crossroads, may find it necessary to provide a military leader. The warlord must be a Cavalier, chosen by the Cavalier’s Guild and presented to the Community Council. The warlord has no vote on the council, but he serves in an advisory capacity on military matters. A warlord shall facilitate military actions by consulting with the local Guild leaders and other influential Guildsmen. The warlord shall develop a plan based on these consultations and brief all persons involved before conducting any military engagement. No organized group of Guildsmen may march into an armed engagement without being completely informed as to the cause of the conflict. The warlord’s powers are limited to commanding those Guildsmen who wish to join in the common defense. Conscription of Guildsmen into a fighting force is unlawful. A Cavalier must assume the role of warlord. Cavaliers are held to a special standard denoted by the title “Ser” to which every cavalier is entitled. The position of Warlord requires additional training inherent in the essence of the Cavalier and not fully reflected in the syllabi. For example, the skill to form heraldic military units alone does not grant the skill to lead armies whose composition is made of many different military and divine groups, as well as cultures and personalities. If there is no Cavalier present at the Market Days, the position of Warlord, may fall to a Necromancer who is chosen by the Community Council, or in lieu of choosing a Necromancer, the Community Council may establish a committee of at least three Guildsmen of different Guilds to act as Co-Warlords for the common defense. Magistrate: The magistrate is elected by the Community Council to interpret law, to try cases and sentence the guilty. His authority comes directly from the laws of Guildhall. Magistrates have full control over the community court system. They may name acting prosecutors and sheriffs, but these positions must be ratified by the community council. When a complaint is filed with the magistrate, he must act on it expediently and ensure that the laws are followed. Failure to impartially try a crime and to ensure that the guilty is punished is a crime against the sanctity of Guildhall and is considered treason. He has no vote on the Community Council, but serves in an advisory 54 capacity on legal matters. Prosecutor: The community prosecutor is responsible for pressing complaints against persons who perform criminal acts. Prosecutors help victims draft complaints and represent them in legal proceedings. Prosecutors work closely with the magistrate and the sheriff. Large communities elect prosecutors, but any member of the community skilled in law can act as a prosecutor. He has no vote on the Community Council. Sheriff: The sheriff is the strong arm of the law. He acts on warrants issued by the magistrate to bring alleged criminals before the court. A sheriff is empowered to deputize persons to aid him in the arresting of a criminal. The Sheriff has no vote on the Community Council. Meetings Community Council must conduct a meeting at every market day at the time specified in their Charter in which the Guildsmen meet in that month. All members of the council are expected to attend or send an appointed representative if they cannot. Community Council meetings are open to the public and must be conducted in an easily accessible place. Any Guildsmen who wishes to speak on a matter must be allowed a reasonable amount of time to convey his point. Guildhall is founded on the principles of democracy and every voice must be heard. A special meeting of the Community Council may be called but timely notice must be given to all members, including the Charter Sponsor and Innkeeper. If notice is not given then all business conducted is invalid. Order: The order of business shall be: Opening and Call to Order, Approval of the Minutes, Old Business, New Business and Closing. The business of the meeting cannot be waived, changed, or skipped without consent of the Charter Sponsor. Timeliness: The Community Council meeting must start on time or fines shall be levied against all persons who arrive late. The fine shall not exceed one silver shield per minute. If a Guildmaster is late each member of his or her guild may be fined. Fines may be accessed at that time or the fine may be levied between months. Fines may be issued by the Mayor, Innkeeper, or Charter Sponsor. Fines are paid to Guildhall, unless there is a pressing danger to the community and then the Charter Sponsor may allow fines to be used to support military actions taken by the Warlord. Voting: There must be a full meeting of the Community Council before a vote may be called. Each Guild, through their Guildmasters, and the interests of the Community, through the Innkeeper, must be represented. Each Guildmaster is entitled to one vote and all deadlocks are broken by the Innkeeper. The Innkeeper and Charter Sponsor can overrule decisions of the Mayor and the Community Council when they conflict with the edicts of Guildhall or impede the governance of the Inn or the safety of the community. A motion may be made and seconded by anyone on the community council. A vote on day to day town business may be called on a seconded motion, and passed by a majority vote. All special business requires a two thirds vote of the community council. Approval of persons into Guildhall as apprentices requires a unanimous vote of the council. Results: When a course of action is discussed before a general assembly and decided on by open vote the members of Guildhall are expected to act together for the good of all, even if they do not agree with the majority. Decisions of a Community Council cannot be ignored by Guildsmen and are enforced under the laws of Guildhall as Contempt. Division of Labor It takes a lot of work to run an Inn or Hall and Guildhall expects all Guildsmen to contribute their share to the running of the Inn. Guildhall does not make a profit from the operation of an Inn. It is financially impossible for Guildhall to hire persons to sit at the Guildhall Supply position or to operate the kitchen. If these services are to exist they must be staffed by members of the community. Guildsmen are expected to work together to ensure that their Inn functions. Charters All Inns are under the protection and support of Guildhall. To retain this status they must comply with their charters and enforce Guildhall law. An Inn that does not function in accordance with this charter will not receive supplies of base substances or components from Guildhall. Inns that fall to lawlessness or allow Guildsmen to perpetuate violence on other Guildsmen will quickly be closed. The peace of the Inn and brotherhood of all Guildsmen is paramount. 55 Article 1. Objective The objective of this Charter is to establish a Guildhall supported Inn with all rights and entitlements thereof. The Inn shall be a place of sanctuary where Guild lore may be taught and studied without interference, persecution or prejudice. The peace of the Inn shall be complete and there shall never be violence or harmful lore used on or around its grounds. B. The position of Guildmaster is chosen by 2/3 vote of the Guildsmen of that particular Guild to terms of not more than one year. If a Guildmaster misses more than two community meetings in a row or three community meetings in their term they must resign their position. They may be removed from their appointment by a 2/3 vote of the members of their Guild only for good cause. The Inn shall be a place where Guildsmen may practice their professions and sell their wares without tariffs, duties, and taxes imposed by the rulers of the lands within the realm. C. The citizens of the community may through petition bring an action to remove a Community Council member for good cause. A petition must be signed by at least one third of the members present from each Guild. After the petition is presented to the Council there must be a majority vote of all council members to remove. The laws of Guildhall shall take precedence over all common law and the rights of each Guildsmen shall be enforced by the Inn and the Community Council convened for its governance. D. Failure to attend one council meeting, conducting criminal acts, refusing to act in the interests of the community, are all examples of good cause for which a council member may be removed. Article 2. Governance Section 1. The Inn and its surrounding community shall be governed by a Community Council of local Guildsmen who shall convene at a full day's market. E. The positions of Innkeeper and Charter Sponsor are appointed by Guildhall. They may be removed at any time by action of Guildhall. Section 2. Composition of the Community Council A. The Community Council shall be composed of the Innkeeper and Charter Sponsor. B. The Community Council shall also be composed of a Guildmaster or other representative of each individual guild present in the community. These voting members of the Council must be Guildsmen in good standing and may not be apprentices. C. The Community Council shall be supported by a town Mayor, Scribe, Magistrate, Prosecutor and Sheriff. These administrative non-voting positions may be held by Guildsmen and apprentices in good standing. D. A person may not hold more than one position in any one Community Council. Section 3. Selection and Removal of Members A. The position of Mayor, Magistrate, Prosecutor, Sheriff, and Scribe are elected by 2/3 vote of the Guildmasters to terms of not more than one year. If they miss more than two community meetings in a row or three community meetings in their term they must resign their position. They may also be removed from their appointment by a 2/3 vote of the Council for good cause. Section 4. The Duties of Members A. Innkeeper The Innkeeper shall retain complete authority over the Inn and shall be the representative of Guildhall. The Innkeeper does not vote on the Community Council. An Innkeeper is appointed or removed by Guildhall on the recommendation of the Charter Sponsor. The Innkeeper shall insure that the Inn remains a place where Guildsmen may conduct business under the protection of Guildhall. The Innkeeper shall encourage people to keep the Inn clean, tidy and trash-free. The Innkeeper is empowered to levy fines on those who leave trash around the Inn. The Innkeeper shall ensure that new persons to the town are welcomed into the community. The Innkeeper shall ensure that their lodges are comfortable and shall explain all the service requirements regarding the kitchen and guild supply. B. Guildmasters The individual Guildmasters or their representatives shall represent the interests of their respective guilds. They must prepare stipend lists in order to get their monthly stipends. A Guildmaster must keep his people informed of events happening in the realm. 56 Each Guildmaster is required to seek out members of their Guild at the beginning of the gathering who are new to their community. The Guildmaster must orient new persons to the Inn and answer any questions they may have about their Guild’s role in the community. position of Warlord, may fall to a Necromancer who is chosen by the Community Council, or in lieu of choosing a Necromancer, the Community Council may establish a committee of at least three Guildsmen of different Guilds to act as Co-Warlords for the common defense. C. Mayor The mayor shall preside over all council meetings. A mayor may not act without approval of the community council. If there is no Mayor in the town an acting mayor must be appointed by the Community Council or the Innkeeper will preside over the meeting. Section 5. Meetings of the Community Council A. All Guilds with members at the gathering must be represented at the Community Council. If the Guildmaster is not present at the gathering, the Guild must elect an acting Guildmaster to represent the interests of the Guild. D. Magistrate The Magistrate shall be the interpreter of the Laws and judicial officer of the community. The magistrate shall advise the council on all matters legal. The magistrate must introduce himself to new persons to the town to ensure that they know the laws of the community and who to go to if they should be the victims of a crime. E. Prosecutor A prosecutor enforces the laws of Guildhall and the edicts of the Community Council within their local jurisdiction. The prosecutor will ensure that criminal complaints are filed and properly brought before the court. The prosecutor shall assist the magistrate in orienting visitors to the town’s legal system. F. Sheriff The Sheriff shall issue criminal complaints and bring parties before the court. The sheriff shall assist the magistrate in orienting new persons to the town’s legal system. G. Scribe The Scribe shall write down all the happenings of the meeting and shall distribute them at the next meeting to members and also to Guildhall. The scribe will also publish a monthly newspaper to inform all of events happening in the local community. H. Warlord: The Warlord must be a Cavalier, chosen by the Cavalier’s Guild and presented to the community council. The Warlord’s powers are limited to commanding those Guildsmen who wish to join in the common defense. Conscription of Guildsmen into a fighting force is unlawful. However, all Guildsmen who march to war with a Warlord agree to follow the orders of the Warlord and his or her chain of command. Failure is punishable by Contempt. If there is no Cavalier present at the Market Days, the B. The Community Council must conduct a meeting in the Inn at 7:00 pm on the first full day of the Market. A special meeting of the Town Council may be called but timely notice must be given to all members including the Charter Sponsor. C. The order of business shall be: 1. Opening, 2. Approval of the Minutes, 3. Old Business, 4. New Business, 5. Closing. D. All motions shall be seconded before discussion. If seconded, they shall be afforded full discussion. Following a full discussion there shall be an open vote. Vote by secret ballot is unlawful. E. The Community Council must recognize any Guildsmen in good standing desiring to speak on a matter. The speaker must be afforded a reasonable time to convey his ideas, however, he may not unduly delay the meeting. A reasonable time is commonly accepted to be a one minute speech. Rebuttals are generally not permitted. Each Guildman present at the assembly may speak once on a topic. F. The Charter Sponsor must be afforded liberal speaking privilege and may not be silenced by the Community Council. G. The Community Council need not recognize nonGuildsmen unless a member of the Community Council requests that they be allowed to speak. H. A member of the council who is late may be fined by the members of the council, Mayor, Innkeeper or Charter Sponsor. Section 6. Voting A. All members of the Community Council or their representatives must be present for the vote or they will 57 be treated as abstaining. B. Each Guild receives one vote. The Innkeeper is empowered with the authority to break all deadlocks should they arise. The Mayor, Magistrate, Scribe, Prosecutor, and Sheriff and other town positions do not vote. C. All day to day business may be conducted by majority vote. Other business requires a 2/3 vote of the Community Council or nine members voting for the motion if no Guildmaster abstains. Approval of important business requires a unanimous vote. For example, approving the minutes only requires a majority vote, while entering into a treaty with a foreign land would require a 2/3 decision. D. Abstentions from the vote are not counted in the total vote needed to decide a motion. For example, if four of the thirteen Guildmasters abstain, leaving only nine voting members only six votes for the motion will be needed to carry a motion requiring a 2/3 vote and nine for a unanimous vote. E. The Innkeeper or Charter Sponsor may overrule any decision of the community council when they conflict with the edicts of Guildhall, the governance of the Inn or threaten the safety of the community. Section 7. Community Contribution A. Guildhall recognizes the contribution of members of the Community Council by awarding increased status. B. Recognition will be offered only for successful completion of the duties to the individual who undertakes that service. C. Recognition is given after the completion of the Community Council meeting. Recognition will not be awarded if a valid meeting is not properly convened in accordance with this Charter. D. All Luminary Positions receive one contribution award for their successful completion of their duties. Guildhall will review records and revoke the award of status if it is found that person has not complied with the requirements of their position. E. Contribute received as an award for duties of the Community Council does not excuse the Guildsman from Service described below in Section 8. E. Recognition is only awarded to a community which is in good standing with Guildhall and which has full participation in the Community Council by every officer and Guild. Section 8. Service Contribution A. All Guildsmen who attend the monthly market shall volunteer at least one hour of service to the inn helping either in a kitchen or supply position. B. If an Inn fails to properly staff the kitchen or to serve meals the charter of the Inn will be revoked. Sufficient volunteers must be found to adequately maintain the kitchen. C. Guildhall recognizes the contribution of members by awarding status. Guildsmen receive one contribution award for one hour of successful completion of their duties. D. Guildhall will appoint a cook and supplier to oversee service. The Cook shall have authority over the kitchen to ensure that sufficient meals are served at the appointed times. The Supplier shall open Guildhall Supply for trade during the appointed times. E. Guildhall will appoint a registrar. The registrar shall ensure that all Guildsmen who attend the Market Days properly admitted and settled in. Section 9. Charter Sponsor A. Guildhall shall appoint a charter sponsor to aid the Innkeeper and Community Council. B. The charter sponsor shall be well versed in the laws of Guildhall, the operation of the Inn and the governance of a community under this charter. C. The charter sponsor shall not speak for Guildhall, however, a charter sponsor may provide an opinion as to the proper course of action under the laws and goals of Guildhall. D. The charter sponsor is granted sweeping power to ensure that the laws of Guildhall are followed. These powers include control over Guildhall shipments, access to judicial enforcers and closing of the Inn. Section 10. Revocation of Charter A. Failure to follow the Laws of Guildhall and/or the failure to follow the Community Charter will result in the revocation of an Inn's Charter. 58 B. A written warning shall be issued and the Inn shall be given a defined period of time to remedy the situation. C. Failure to remedy the situation shall result in the closing of the Inn and the cessation of all base substances, monies, and other resources derived from Guildhall to the Guildsmen in that local area. Justice of Guildhall The Courts of Guildhall are powerful bastions of tradition steeped in formality. The Justice of Guildhall is swift and brutal and, within the Courts, there is a strict adherence to the black letters of the law. In the traditional court there is little room for compassion or plea bargaining. It is based on an Inquisitorial practice whereby the accused may be subject to any method of interrogation. The guilty are punished with finality in an effort to protect the innocent. Voices of the victims call, Seeking Justice from the Hall. Punish them one thousand times, Retribution for their crimes. A child’s rhyme reflecting Guildhall’s attempts to aid the common person who was victimized by crime. History The brutality of Guildhall justice was born out of necessity. The Age of Death and early Age of Order were filled with corruption left over from a decadent Orc Empire. The shining world Guildhall sought to create could not be created without tremendous social change. After the armies were done fighting, the courts became the front line against destroying the injustices left behind by the Orc Empire. Corrupt officials and the most vile of criminals were tried for their crimes, but courts had to contend with lying under oath, bribing of witnesses and a thousand other measures set to thwart justice and maintain the abuses of the Age of Death. Guildhall, in an effort to promote peaceful world change, used the courts to cleanse society of the criminal element. The times required brutal measures and Guildhall passed the Judiciary Resolution which created the Court system and the strict Judicial Code of Guildhall. In the early days of the Age of Order corruption in the lower levels of the judicial system was common. Sheriffs and magistrates were sometimes manipulated by local strongmen. Guildhall passed the First Amendment to the Judiciary Act which made it a crime of the first decree to inhibit or manipulate the court system as a member of the judiciary. No longer could local leaders influence court officers as the Inquisitors of Guildhall’s higher courts investigated all suggestions of malfeasance by local court officials with the greatest vigor. Through the efforts of the courts, Guildhall became a shining bastion of democracy and rose to its height of glory in the Age of Order. The Courts remained to ensure that Guildsmen did not prey on other Guildsmen. These somber and powerful institutions await the filing of a written complaint to ensure that the guilty are punished and the innocent are avenged. The goals of the justice system are deterrence, retribution and restitution. Through strict authority, quick action and harsh punishments, the court of Guildhall seeks to deter criminals from acting against other Guildsmen and if they do the court seeks to have the criminals not only be punished with extreme retribution but to compensate the victim for his loss through restitution. Guildsmen learned quickly not to prey on each other and to talk out their differences, rather then to allow them to escalate to bloodshed. Jurisdiction The Courts of Guildhall ensure justice for all Guildsmen. The Courts of Guildhall have jurisdiction over all matters involving Guildsmen and ignore all national boundaries. If any person has harmed or has a grievance with a Guildsmen the case may be heard before the Courts of Guildhall. Court of the Sword: This court is the local court and is found in every community. It is composed of a Magistrate, a Prosecutor, and a Sheriff and his Deputies. These positions are often elected by the local Community Council. The Magistrate is the local judiciary, but his actions are considered actions of Guildhall. He is bound by Guildhall Law and is responsible for misapplications of that law. His main duty is to form the court and preside over the resolution of the pending action. The Prosecutor, in days of old called an Inquisitor will investigate crimes and prosecute at criminal trials. The Sheriff, with the aid of his deputies, brings the accused to justice and ensures that Justice is carried out. The local courts are entrusted with a sacred duty to uphold the laws of Guildhall and are responsible for resolving day to day problems. It is through their actions that the weak are protected from the strong and that 59 justice is done. It is a grave responsibility and the highest honor to be a magistrate. shall be given to the Charter Sponsor who will forward the matter to the Court of the Shield. In certain circumstances it is not uncommon for Guildhall to establish a special magistrate to handle specific similar cases. These Magistrates often travel the realms, accompanied by their Inquisitors and Enforcers trying cases wherever the offenses are committed. All sentences of purgation, obliteration and banishment must receive the acquiescence of the higher court before they may be carried out. Sentences of purgation and obliteration may be carried out between the Market Days by agents of Guildhall. An honest and fair trial is assured at the local level and local Magistrates always conduct themselves to be above reproach. The appellate courts do not tolerate Magistrates who do not follow the letter of the law. Failure to punish the guilty is seen as the most terrible crime and the Magistrate, Prosecutor, Sheriff and all parties involved will be investigated by appellate inquisitors to ensure that the guilty are punished. Any form of chicanery will be punished to the limits of the law. The voices of the victims call for justice and the Circuit Justices ensure that the guilty are punished. In criminal cases, the victim, the prosecutor (on behalf of the community) or the accused may appeal. In civil cases, either party may appeal. In reviewing the appeal the higher courts will uphold the verdicts of a lower court unless there is a clear error of law. Court of the Shield: The Appellate Court of Guildhall is composed of thirteen Justices. These Justices of the Shield are selected from each of the trades by the Council of Lore. They serve a particular geographic area riding what is called a circuit as they travel from town to town handling appeals. Serving each of the Justices of the Shield are five Inquisitors who are each served in turn by five Enforcers. These Justices do not try cases, but they review cases heard before the Court of the Sword. They send their Inquisitors and Enforcers to find the facts. Parties are expected to file legal briefs outlining the facts supporting their positions, however, the Inquisitors are quick to conduct their own investigations. The facts are collected and the Justice writes a legal opinion based on those facts and issues an order remanding, reversing or affirming the decision of the magistrate. Questions of law can best be answered by the Charter Sponsor who is permitted to contact the Courts of Guildhall for advice. Court of the Crown: This court is the highest court of Guildsmen in the Realm. It is composed of Five Crown Justices. They are the final arbiters of the laws of Guildhall. Theoretically, a decision of a Justice of the Shield can be appealed to the Court of the Crown. Appeals Any decision made in a lower court may be appealed to the next higher court. Appeals to a higher court are made after the final verdict is issued, but before the sentence is carried out. When appealing the ruling of a local court the appeal Appeals generally occur when the magistrates acts with favoritism to a party. Magistrates who let a guilty person off too lightly, condemn the innocent or purposely misapply the law will be judged as guilty of Conspiracy Against Guildhall which is a first degree crime. Court Rules Local Magistrates must enforce the laws of Guildhall in their Jurisdiction, but they may also enforce their own local laws. The Court of Guildhall will uphold local law if there is a rational relation to a legitimate government end. A Magistrate who properly convenes a court is permitted the use of inquisitorial methods to determine the veracity of the claims. These methods may even be used against Guildsman. All decisions of a Magistrate are directly reviewed by Circuit Justices. Appeals from a local court, by a Guildsman, are appeals of right and cannot be blocked by a local magistrate. If a local magistrate fails to prosecute or does not adhere to the letter of Guildhall law in crimes involving Guildsmen, he will be charged under the First Amendment to the Judiciary Act and face penalties of the first degree. This court rule functions to discourage local favoritism or back room dealing. Magistrates and all court officials must be fair and impartial. Before a court will act, the aggrieved party must file a written complaint. The complaint must state the facts in 60 a manner sufficient to show that a crime had been committed. When a complaint is properly filed the Magistrate must act on it. If a local Magistrate fails to act the aggrieved party should file the complaint with the Community Council. If the magistrate still fails to act the complaint may be sent to the Court of the Shield. When a local court receives a complaint it issues the Sheriff and his Deputies a warrant to bring the parties to the court. If the Sheriff is unable to complete his assignment, a reward will be offered and all Guildsmen are expected to join in the hunt. If the hunt fails, then the accused may be tried in absentia. An accused who has an opportunity to appear at his trial, but chooses not to appear, may not appeal to the circuit court. Pre-Trial Procedure The following are the trial procedures for use by Magistrates and Justices in trying cases involving Guildsmen. The primary mission of the Court of Guildhall is to protect the innocent and punish the guilty. The use of witnesses supplemented by the fundamentals of inquisitorial justice assures the veracity of the charges. All trials must be conducted in public. The court and trial procedure contained herein are used for both civil and criminal complaints. Filing the Complaint Before a court may take action a person must file a formal complaint in writing to the local judicial authority. Any Guildsman who is aggrieved may file a formal complaint with the Court of Guildhall. This complaint must include a written petition requesting a Guildhall Circuit Justice to convene the trial. the action. If a party to the action fails to present himself, the Judicial officer may use the sheriff and deputies to compel the party to attend. The judicial office may also post a reward for the capture of those persons eluding the Law of Guildhall. Trier of Facts The magistrate or justice, shall weigh all facts and make an impartial decision based on the facts presented in open court. There is no right to a jury in criminal cases. Persons accused of crimes against Guildsmen shall face the justices of Guildhall and shall be afforded with all rights of appeal, but a jury shall not be convened. There is still a right to a jury in civil cases. A majority vote of the jury is sufficient to determine liability in a civil trial. Pretrial Discovery Before the trial the parties, under supervision of the court, conduct a pretrial investigation to determine appropriate facts. In a criminal case the sheriff, under the guidance of the prosecutor, is required to investigate and gather evidence in criminal cases. The inquisitorial system discovers the truth through the use of Lore. Interrogation, domination and hypnotism are all acceptable methods to discern the truth. The court may test not only the defendant, but witnesses and the accuser. The truth must be found and the guilty must be punished. In a civil case parties must generally conduct discovery of facts without the use of lore. Civil cases often involve complex issues that are a result of misunderstandings between the parties. The court’s goal is to resolve the situation equitably. The only time when lore use may be appropriate in a civil trial is in cases where intentional torts are alleged or in situations of fraud or other lying. The form of the Complaint shall contain the names of both parties, the charges or allegations, the circumstances of the charges or allegation, the name of the injured party, the damages to the injured party, and all other matter pertinent to the charges or allegations in question. After the investigation all persons with information become witnesses for the trial. A list of witness names to be called by both sides is prepared and exchanged by the parties. A list of all evidence to be presented at trial is prepared and exchanged by the parties. Judicial Action Following the Filing Once the complaint is filed the Magistrate or the Justice shall then set a time and place for pre-trial discovery and the trial. Criminal Trials The following is an abbreviated version of the conduct of a criminal trial. Justice must be performed publically, but it must not become a public spectacle. The party bringing the action must give notice to all other parties, witnesses, or persons otherwise involved in Call to Order The court is called to order by the Magistrate. All 61 present must keep quiet. Anyone who fails to keep quiet after a warning may be charged with contempt. A trial must be conducted in an organized fashion. Call of the Case The case is then announced so that all present know the parties before the court. Example: "We are gathered here to decide the case of the people versus _______. I am Magistrate ________.” Reading of the Charges The charges are read so that all present know the matter to be decided. Example: "_______ is charged with: The Murder of _____ a Guildsman. A crime of the first degree under the laws of Guildhall." Pleading The accused parties are asked by the magistrate to plead guilty or not guilty to the charged offenses. There is no need to have a defense attorney present. The laws of Guildhall are simple in their execution. If a plea of guilty is voluntarily entered, the magistrate gives sentence immediately without the need for continuation of the trial. The magistrate may sentence a crime as one degree lower if the guilty plea is entered before open court as long as the victim is in agreement. This is known as plea bargaining and is the recommended method for resolving disputes. If the plea of not guilty is entered, the trial proceeds and if the criminal is found guilty he must suffer the full extent of the law. Presentation of Evidence Both sides make their case by presenting evidence and calling witnesses. The court may call witnesses or present evidence. If the defendant has had the truth extracted through interrogation or otherwise that individual will testify as to what he learned from the criminal during the process. The defendant usually presents his evidence last. The magistrate must keep order during this process and persons not involved in the proceedings are not allowed to interrupt. Closing statements Both sides will make closing statements. Sentencing The Magistrate or Judge deliberates and passes sentence on the guilty. A person found guilty of a crime must be given a sentence as dictated by the laws of Guildhall. A person found guilty on more than one count or more than one crime must receive punishment for each of them, unless the crimes are merely lesser variant of the main charge under which circumstances they merge. For example, robbery necessarily includes the crime of assault and battery, and if the accused is found guilty of both, they would merge on sentencing to the higher crime. However, crimes such as burglary and murder do not merge, because they have nothing in common. Crimes and Punishments The crimes of the realm are divided into four categories: the crimes of the first degree, the crimes of the second degree, the crimes of the third degree and the crimes of the fourth degree. Each of these crimes has mandatory penalties. If a Guildsman is found guilty of a crime of a certain degree, he must be sentenced according to the level of his crime. The following is an abbreviated listing of the more important crimes of the realm and their punishments. Included are cases interpreting the law. They set precedent which must be followed. Some crimes are made more severe if committed in an Inn or other structure owned and/or operated by Guildhall. From the dawn of Guildhall, no Guildsman will harm another person in a Guildhall structure. Inns are places of safety and learning, where the business of Guildsmen and of Guildhall is conducted without fear or apprehension. Inns are the core of the community and a representation of all the good which Guildhall has brought to the world, as such are protected under the laws of Guildhall. Almost every degree requires a term of mandatory service to the community. This term of service must be in the kitchen or at the guild supply if those services are provided at the gathering. If not they should be required to perform some other useful community service. The term of service should be one to five hours and the criminal shall gain no benefit for this service. A criminal that fails to follow the judgement of the court shall face contempt. Crimes of the First Degree The crimes of the first degree are generically called felonies. Guildsmen committing such acts betray the principles of Guildhall and are punished harshly. The mandatory punishment of the first degree are purgation of 500 to 1000 status. This may be followed 62 by execution, embalming, and spiritquest for the first conviction. The magistrate may stipulate that the spiritquest be performed without ritual bonuses. Along with these punishments the criminal is required to pay court costs and restitution to the victim. They must also be subject to a term of public service to the community to which there is no other benefit to the criminal. In addition, they must be fined and suffer the confiscation of their property. On the second conviction there is the additional penalty of a mandatory banishment of one to three months. A banished criminal is not allowed to attend gatherings of Guildsmen. On any subsequent conviction the banishment will become permanent. Obliteration is reserved for the most heinous of criminals. Murder A person shall not directly or indirectly cause the death or spiritquesting of another Guildsman. The felony of murder encompasses the actual act of slaying another and also the act of causing another to be slain. Causing death through the use of treachery, traps, or other such methods are included in this definition. Hiring persons, convincing or otherwise tricking or compelling another through words or lore to directly or indirectly cause the death of another is murder. Causing death through the placement harmful lore, such as poisons, glyphs, harmful barriers and so forth, in common areas is murder. Self-defense is the only acknowledged justification for the act of murder. To qualify the person must be in a situation where there is no other option, but to cause the harm which may result in the death or spiritquest of another. Robbery A person shall not steal or otherwise remove or control the will, physical form or possessions of a Guildsman through the use of force or lore. The felony of robbery encompasses theft accomplished through intimidation or the application of force. force is defined broadly so as to include all lore and the application of physical or mental influence upon the victim. The taking of mana, mind, and/or body from a Guildsmen through the use of lore has been found to constitute robbery. This would include the use of a Guildsmen’s corpse for any purpose requires permission of the deceased. The violence of a robbery may often escalate to the crime of murder. To deter armed thefts, the criminal is punished more harshly for the use of force. Kidnaping A person shall not hold a Guildsmen against his will through the use of intimidation, force or lore. The felony of kidnaping encompasses all forms of imprisonment accomplished through intimidation or the application of force. force is defined broadly so as to include all lore and the application of physical or mental influence upon the victim. The use of lore to control a Guildsman’s will has been found to constitute kidnaping. Conspiracy against Guildhall A person shall not conspire with another to break the laws of Guildhall or to manipulate the Court systems. The crime of conspiracy encompasses all plots to break the laws of Guildhall or to circumvent its effectual administration of justice. To be accused of the crime of conspiracy, the conspirators must commit at least one definitive act which proves their intent to violate the law. All members of a conspiracy are guilty of any crimes committed by fellow members in the furtherance of the conspiracy. Magistrates or other court officials who show favoritism at trail or who fail to enforce the laws of Guildhall run afoul of this law. Harm within the walls of an Inn or Hall. A person shall not commit acts of harm (direct and indirect) or violence within the walls of an Inn or Hall. The Inn must be a safe place to be. Small children and people with medical issues will be in attendance at some Market Days. The space inside the walls of an Inn is their refuge from combat and danger. No Guildsman may break this prohibition, except to directly defend their own person from direct physical harm. Under certain circumstances the Charter Sponsor can lift this prohibition. If the Charter Sponsor is not present the Innkeeper or a person appointed by the Charter Sponsor can lift the prohibition. This crime includes all combat, swinging weapons or casting in practice or anger within the walls of the Inn even against an enemy of Guildhall. It also includes the use of poison or other indirect harms against anyone in the Inn. Placing compounds in food or setting up traps or 63 harmful barriers or glyphs are breaches of this law. Using lore to break up an argument within the walls of an Inn is also a breach of this law. Only the Charter Sponsor (Innkeeper or appointee if the Charter Sponsor is absent) can authorize violence in the Inn, even to break up a fight. Two people wrongfully doing violence to each other will cause less harm to children, people with medical issues and breakable objects than twenty people rushing to stop the fight which can easily expand the limited combat to others taking sides against others. The crime of battery encompasses the use of actual force or lore against a Guildsman. This is broadly defined and at a minimum would include the administration of poisons, casting of spell or prayers or placing of glyphs and traps, in such a manner as to effect the person of another Guildsmen. Conversion or Theft from an Inn A person shall not steal the property of a Guildsman while in an Inn or other structure owned and/or operated by Guildhall. Criminals and wanted felons can take shelter in the Inn, and this law will make them untouchable until authority is granted by the Charter Sponsor (Innkeeper or appointee if the Charter Sponsor is absent) to make their arrest. Such authority should be withheld until all children and persons with medical disabilities are made safe, and all breakables are put away. If this is not possible, the glorious peace of Guildhall is more important than the apprehension of a single criminal who will be captured as soon as he or she leaves the building. The crime of conversion encompasses the unauthorized removal, destruction, use of a Guildsman's property without the permission of or against the wishes of the owner in an Inn or other structure owned and/or operated by Guildhall. This law does not include harms done in the performance of rituals or ceremonies (such as ritualistic murder of recipients) so long as there is no actual physical combat or dangerous physical exertions. The expression of cultural activities (such as flesh-eating) is also permitted even if they may seem odd or strange, so long as they do not pose a danger. The Inn is a melting pot of costumes and beliefs and the peace of Guildhall protects the right of all to act and speak. Persons who break community laws or ignore court judgments are guilty of contempt. Any person accompanying a Warlord into battle is under the authority of the Warlord. All the resources of Guildhall will be used to prosecute persons who break this sanctity and even enemies of Guildhall are not foolish enough to break these violations. All orders of the court in the pursuit of justice must be heeded and the Court has the power to enforce its judgements through the Contempt law. A common contempt situation arises when the court attempts to gather evidence. A court has the power to order interrogation, domination, hypnotism or any other method in the pursuit of justice and persons must accept these methods or face contempt charges from the court. Crimes of the Second Degree The crimes of the second degree are less severe than the crimes of the first degree. The mandatory punishments for crimes of the second degree are purgation of no more than 500 status, payment of court costs and restitution to the victim. The magistrate must also sentence the criminal to a term of public service to the community which must be rendered immediately to which there is no other benefit. In addition, there may be a fine and the confiscation of property. Assault and Battery A person shall not directly or indirectly cause physical harm to a Guildsman. Contempt A person shall not ignore or impede an order of the Court, Community Council or a Warlord leading in a military engagement. A Community Council has the power to enact fair policies and laws for the benefit of all local Guildsmen, and has the power to enforce its decisions through the Contempt law. Disturbing the Peace of an Inn A person shall not cause harm to another person, nor may a person disrupt the enjoyment of another person’s life while in or around an Inn or other structure owned and/or operated by Guildhall. The crime, disturbing the peace of an Inn, is a broad reaching prohibition against disrupting the festivities, noise at late periods or littering. Common violations of this Law are: Littering around the Inn, placing barriers, 64 traps and other harmful locations around the outside of the Inn (unless authorized by Innkeeper for common defense in times of war); being noisy after posted sleep time, catcalling or harassing performers. The Innkeeper is empowered to issue mandates that will preserve the safety and security of the Inn and those within. Performing consensual rituals that involve the shedding of blood or even death of participant has been found permissible provided the participants clean up after themselves. Failure to clean up is punishable. Torturing a person within the walls of an Inn has been found to violate this laws. Obliterating an enemy of Guildhall within or in close proximity to an Inn has been found to violate this law as many believe obliteration taints an area. Obstruction of Justice A person may not prevent the judicial process of Guildhall from determining the truth of the matters brought before it. The obstruction of justice is a crime of a general nature which encompasses any hindrance of a judicial officer in his pursuit of the truth. It is very serious as it subverts the cohesion and unity which makes Guildhall strong. Perjury A person shall not perjure testimony presented in a judicial proceeding. The crime of perjury encompasses the telling of lies, untruths or partial truths by a witness or the accused while under oath in a judicial proceeding. This would also include the filing of a false complaint. Crimes of the Third Degree The crimes of the third degree are the least severe of the crimes, but are still treated seriously. The primary punishment is payment of court costs and restitution to the victim. The magistrate may also require public service to the community with no other benefit. In addition there may be a fine and the confiscation of property. Conversion or Theft A person shall not steal the property of a Guildsman. The crime of conversion encompasses the unauthorized removal, destruction, use of a Guildsman's property without the permission of or against the wishes of the owner. Disturbing the Peace A person shall not disturb a Guildsman's enjoyment of life. The misdemeanor of disturbing the peace includes noise at late period and supporting consensual duels performed in public areas. Harboring a criminal A person shall not aid or offer aid to an alleged or known criminal. The misdemeanor of harboring a criminal encompasses acts of giving a suspect or proven criminal shelter, food, water, or aid of any kind. Crimes of the Fourth Degree The crimes of the fourth degree prohibit certain unfair trade practices amongst Guildsmen. They were incorporated into the Judicial Act by its second amendment. In general, Guildsman and their agents are prohibited from acting to inhibit free trade. The primary punishment is payment of court costs and restitution to the victim. The magistrate may also require public service, the confiscation of property and fine. A person may not set the price of a service so as to cause undue hardship on the community. A Guildsman may not charge unconscionable or outrageous prices for their merchandise. Most of the time the market will protect against this, but in some situations it may be possible for a Guildsman or group of Guildsman to gain an unfair advantage over the community. Charging unconscionable or outrageous prices hurts the reputation of Guildhall and in general benefits no one but the select few who seek to gain an advantage due to the hardship and misfortune of others. This commonly occurs when there is only one capable person in a local area and he seeks to inflate his prices because of a high demand. A person may not create trade agreements, alliances, or contracts between guilds to the exclusion of other guilds or Guildsmen. Guildhall was founded on the principles of unity and equality. Guildhall has lasted nearly one thousand years and has survived each crisis by presenting a united front and by requiring one hundred percent equality between all guilds and their members. Trade agreements, 65 alliances, and contracts between guilds weaken this unity by sowing seeds of distrust and suspicion. The selling of mana containing substances or components by an entity other than Guildhall is prohibited. Guildhall supplies all mana-imbued substances for use by Guildsmen. Guildhall retains this monopoly by common accord of all Guilds. It was decided that instead of taxes on all goods produced or income earned by Guildsmen, Guildhall would maintain a monopoly on all substances so as to cover its operating expenses without the cumbersome method of taxation. Competition in the production and sale of substances would cause inflation and lead to unnecessary tension between individual Guilds and their Guildsmen. It would also required Guildhall to institute a general tax. As such all production and sale is strictly controlled by Guildhall. Non-Guildsmen are not allowed to sell or trade mana containing substances. Guildsmen may sell or trade excess mana containing substances, but may not establish a business dealing in such. Only Inns and Halls will sell mana containing substances as a business. The selling of mana containing substances by individuals for greater than the current market value is prohibited. Guildhall supplies all base materials for use by Guildsmen. Guildsmen may only sell them for current market value which is set by Guildhall. This is to prevent an unscrupulous Guildsman from attempting to buy out a supply of a particular substance in an effort to make a profit from his fellow Guildsmen. The breaking of a signed written contract between Guildsmen is prohibited. All Guildsmen who enter into an agreement must honor that agreement or be prepared to make restitution for the loss incurred by the breaking of that agreement should they fail to honor it. 66 Commoners Commoners comprise more than ninety-nine percent of the world population. The term Commoner is a slang term meaning “common” person, derived from the fact that commoners have non-magical spirits and cannot manipulate magic. They are unable to learn any of the magical skills that exist in the realm, and are not accepted into Guildhall. these groups are self-serving, aggressive to their commoner neighbors and contrary to the precepts of Guildhall. The governments of the realm have traditionally been ruled by Commoners. Many of these Governments see Guildhall as an archaic institution that should be dismantled. The removal of Guildhall would give world power completely to the Governments of the world. That past 100 years has seen a slow ebb of Guildhall’s dominance of world affairs. Most Guildsmen see the world as Guildhall’s struggle to keep the realm in the “Age of Order” as commoner nations and other forces seek to tear it apart. For them Guildhall’s goal is to maintain peace and prevent the commoners and their petty bickering from ushering in the Fifth Age which is the foretold destruction of the world. During the Age of Life commoners administrated the realm for the Five. Many of these became people of power, wealth and influence. As the millennia passed the Commoners developed noble or prestigious families who controlled cultural groups. Governments grew and nations formed with Commoner rulers. Culture On a local level the Guildmasters Council juggles alliances, metes out justice and generally tries to keep Order within their area of control. Just like the Council of Lore tries to keep Order in the world at large. Almost every person in the Realm of the Five is raised to follow a certain cultural identity. These cultures are highly developed and form the basic viewpoints of a person. Much of the world’s interaction is a representation of how these cultures clash with one another. After the Orc Empire conquered the realm the nobles and prestigious families were forced into servitude, but after the end of the Age of Death, Guildhall looked to the Commoners to administrate the realm, and Guildsmen reestablished Commoner Governments to rule the nations again as they did in the Age of Life. Guildsmen are strongly influenced by their cultural identities. Their view of the world often depends heavily on their upbringing. When Guildsmen gather the different cultures are bound to clash and chaff, but this conflict is what makes Guildhall strong. Each Guidlsmen strives to represent their cultural point of view, but in the end all Guildsmen acquiesce to the right of the majority to rule. The different cultures will plot, argue and plan to sway the vote, but once the vote is made, all Guildsmen know the only way to protect Guildhall and their lifestyle is to follow the chosen course in a unified fashion. They believe, “When you’re only a small percentage of the world, you must be united when you act.” The Fourth Age returned the prestigious commoner families to power within their nations, however, their authority was eclipsed by the efforts of Guildhall to retain order in the realm. All Nations had to obey the Laws of Guildhall and the Council of Lore influenced world politics to keep the peace. Guildhall can exert tremendous pressure on a nation through trade restrictions or outright trade blockades. This did not mean that the rulers of the many kingdoms and countries were without authority, it merely meant the commoner rulers had to pay heed to Guildhall if they wanted to stay in power. Many commoners are unhappy with this limit on their power. Some Guildsmen do not have a cultural identity. This is more common with humans than with non-humans who almost always retain their culture. Oftentimes, Guildsmen without a culture begin their studies at a young age and/or are taught by Guildsmen of different cultures. In this case, they do not develop the cultural identity. They are not limited in how they speak or dress, but they gain no cultural skills. The world political situation is reflected locally around Guildhall Inns where Commoner opinion is often split. Many Commoners seek Guildsmen help, but oftentimes there are groups of Commoners who resent Guildhall presence and actively oppose the Guildsmen. Generally, Prejudices For a thousand years the Age of Death laid waste to the 67 world. Every nation suffered and during that time the people of every nation blamed other nations for their suffering. When Guildhall ordered the world, the peace they gave the world was one that precluded outright war, but not even the Glory of Guildhall could erase the prejudices that arose between people. Players must learn the histories of their cultures and bring that culture into their roleplayed at events. The character’s roleplay should not embrace a hostile manner, but instead, the roleplay should promote positive interaction by raises issues and questions that lead to greater roleplaying. The game is much more interesting when red robed Karthydians, militant Orcs, radical Edinites, worshipers of Shivakas and so forth all sit together at the Guildmasters meeting trying to vote on some aspect troubling the community.] War: The major military conflicts of the realms are : Followers of the Ancient Path and Asgarns, Andorians and Pythians, Orcs and Holt, Northern Confederation and Five Kingdoms, Orcs and Karthydians, Elves against Elves, and Klactons and Orcs. And many people still blame Orcs, Klactons and Pythians for the Age of Death. Laws Commoner nations can pass their own laws. These laws may not interfere with the rights of Guildsmen to use their lore unless the enacting body can so a legitimate government interest serve by the law. Over the years, the courts of Guildhall have permitted commoner government to make many laws. Stereotypes: There are general prejudices against people as well. For example, Weetles are seen as thieves of shiny objects, people form Coventry as seen as schemers, people from Lundelle are viewed as religious frantics, and Orcs are aggressive bullies. There is a lot of truth to these general stereotypes within the commoner population and to some extent even among Guildsmen. For example, Andor has a law that forbids any Pythian, including Pythian Guildsmen, to carry a weapon in Andor. This law was allowed to stand even though it interferes with the right of Pythian Guildsmen because it serves the public good of Andor whose people kill armed Pythians on sight for atrocities committed against them for centuries. Religious: The are many religions that are in direct conflict. For example, the worship of Eldin is clearly at odds with the Worship of Grotar. The two gods killed each other at the start of the Age of Order. The insanity of the Cult of Shivakas gives everyone pause, and who can rationalize the Traditions of Xanadu with the skills recently added to the Cleric’s Chart! The most recent example of national laws being upheld were laws forbidding the formation of necromantic orders and the practice of unholy faiths. Every commoner nation has enacted laws that prevent necromancers from creating necromantic orders. Every commoner nation, except Lundelle, has enacted laws to prevent the practice of faiths using unholy magics. Guildhall permitted the commoner laws as there is substantial evidence that both necromantic and unholy magics encourage the creation of blights. Guildsmen Guildsmen are supposed to transcend their commoner prejudices, but this is not always possible for a person. While Guildsmen swear their oath to Guildhall, most still have their national identity and retain all of their cultural views and habits so in each person there always exists a struggle. Commoner laws never apply on the Isle of Lore, Sea of Lore, or in or on the grounds of any officially chartered Inn or Hall. No commoner government may arrest, prosecute or otherwise interfere with a Guildsmen on these properties, unless officially permitted to do by order of the local ruling body of Guildsmen or Guildhall itself. Guildsmen are educated enough to know their prejudices exist and to lay them aside for the common good, but that never stops the quibbling that always exists in any gathering of Guildsmen. No one can fully transcend their up bringing. Every Guildsmen has a personal preferences and those preferences often arise from the culture in which they were raised, the religions they follow and the friends they have now. Occupations Most commoners in the Realm of the Five have an occupation, which represents how the character earns his livelihood. The following are just a few of the countless possible occupations. The skills these possess would logically support their choice of occupation. [NOTE: Playing a character in the Realm of the Five, requires the player to embrace the culture and history of their character. Much of the interaction that occurs between characters in the Realm of the Five finds its basis in historical events and the developed prejudices. 68 like the outlawed faith of Shivakas to laughable doomsayers who preach the Age of Chaos has come. Baker: A baker usually lives in the city or along a main highway. A baker makes not only bread, but cookies, cakes, rolls, pastries and so forth. Soldier: A soldier spends his life learning the use of weapons. The average soldier lives with his unit in a military encampment. If he is lucky, he is stationed in the city were he dwells in the relative comfort of the barracks. If not, he will be stationed in a small boring border keep or worse, assigned to border patrols as a roving unit. Officers generally have better lodgings, but there is a clear difference between the lodging of a mundane officer and those of a Guildsman. Brewer: The brewer finds his living in the production of beverages. Brewers are usually located on the outskirts of a city or village where they can have access to both the materials needed for their brews and a customer base. Sometimes a wealthy brewer with a large operation will have a small shop located in the center of town from which he distributes his product. Entertainer: Entertainment is a popular business and every street corner can become a stage. Wandering entertainers travel the realm performing all sorts of acts ranging from sleight of hand shows to recitals of poetry. Smith: The mundane smith can make items and weapons of exquisite quality. Since a smith must spend hours or days on a single item he has the time to place his heart and soul into his work. The mundane smith is a true artist and many of the greatest works are forged by his hand. Headsmen: In the early days of the Age of Order, the headsmen was a very lucrative occupation. There were many criminals to be dealt with and every good-sized village needed a headsmen. Thief: The thief makes his living by stealing from others. He knows better than to steal from Guildsmen, so he confines his activities to preying on other mundanes. Thieves are a varied lot, but most individuals specialize in specific criminal activities. Burglars burglarize structures, brigands raid remote homes or even villages, highwaymen rob travelers, pirates rob those on the sea and so forth. Physician: The are many types of mundane physicians ranging from midwives to faith healers to actual commoner doctors who specialize in herbal remedies, rudimentary surgery and other practices such as use of leeches or phrenology. Woodsman: The woodsman is one with the land. He is often a hunter, trapper or fisherman. Preacher: Anyone with a special connection to the divine can find followers in the Realm of the Five. Preachers spread all sorts of beliefs. They range from dangerous cults 69 Non-Occupation Skills binding 100, climb 100, fatal finish 100, first aid 100, history 100, law 100, politics 100, repair 100, splint 100, swim I 100, teach I 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (chopping) I 100, weapons (crushing) I 100, weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300 Occupation Skills Compounds poison 500 Fashioning brewing 100, construction 400, cooking 100, fashioning I 300, fashioning II 300, fashioning III 300, manufacturing 100 Feats critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200, deflect strike I 200, dodge I 200, fend I 200, knockback I 200, knockback II 200, parry I 200, quick aim 200, quick load 200, strength I 100, stun I 200, surprise strike I 200, surprise strike II 200, willpower I 200 Knowledge animal handling 100, astronomy 100, bindings 100, biology 100, chemistry 100, climb I 100, commerce 100, compound combat 400, compound handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100, fatal finish 100, fine arts 100, first aid 100, geology 100, history 100, interrogation 400, law 100, literature 100, mathematics 100, mechanics 100, medicine 200, military 100, mutilation 100, navigation 100, occult 100, pick locks 300, pocket pick 300, politics 100, repair 100, resuscitate 100, rumors 100, scrounge 200, shield I 300, shield II 200, splint 100, survival 100, swim I 100, teach I 100, theology 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear armor V 300 Traps box traps 200, door traps 200, hanger traps 300, obstacle traps 400, pressure plate traps 300, snare traps 300 70 Commoner Nations other supplies, who in turn created a product which was sold. The mining beardon soon felt inadequately compensated for their services. Beardon Beardons are a highly intelligent race devoted to creation and building. They are excellent engineers, inventors, craftsmen, miners and metal smiths. They saw the engineers as living an easy life drawing, devising and designing. They also saw the crafters growing rich from trading that which was produced from the miner’s ores. The miners wished to establish trade contracts of their own and sell their rich ores to others directly. The miners refused to labor unless they were given access to the surface races and freedom to establish their own contracts. Beardons have a human-like appearance, but have three to five ridges on their nose and an abundance of facial hair on both men and women. Traditionally social status is dependant on the length of their beards and prominent beardon will almost always have beards over six inches in length. The beardon nation is located in the West Range of the Forlorne Mountains. Each of their cities is a marvel to behold and an example of the ingenious construction skills of the beardon people. Fortresses seem to hang off cliffs and are connected to each other by cables on which traverse steam powered gondolas. Beneath the surface are labyrinths of carved stone with immense rooms and vertically sliding passageways. Gilded tunnels lead down to mines reaching deep into the earth where the purest of ores are found. The beardon mines connect to the tunnels of the Klactons and Deep Elves. Together this vast network of passageways comprise the Underrealm. The crafting beardon responded by attempting to dig new mines and have outsiders collect the ore. The engineer beardon were stuck in the middle and divided as to who was in the right. The nobles tried to intercede, but neither side responded to their attempts at mediation. No one knows who struck the first blow. The crafters accuse the miners, and the miners place the blame on the crafters. Both sides used their tools as weapons and struck down each other. For the first time in the realm there was armed conflict with the use of weapons to harm others as the beardon raged on each other. While beardon are hardworking, intelligent and witty, they are sometimes prone to quick tempers. While most beardon are content to invent, build and experiment, there are those who cannot spend the hours in tedious construction of ingenious devices. Since the miners strike, those beardon without the ability to control this temper are forced to join the military and hone their rage to a powerful frenzy. Beardon battle-ragers are some of the fiercest warriors in the realm. The beardon nobles sent word to the Five requesting help. The Five were quick to respond and sent their Five- Sworn to solve the problem. The presence of the Five-Sworn immediately shamed both sides into ending the violence. The Five-Sworn’s solution was to place both groups on an equal footing. They gave the beardon miners sole custody of the mines and forbade the crafters from operating new mines. They established a plan to divide profits from all labor equally among the two sides which would be moderated by the nobles. Historical Perspective: From the dawn of time, the beardon have been divided into three main professions; the miners, who worked the underground, the crafters who worked in the upper cities and the engineer class who are the ingenious designers that provide inventions for both groups. Each group has there own leadership based on merit, but the noble leaders of each community come from those beardon who initially founded the city. The Five-Sworn Five then separated the most violent of the combatants from each faction and placed them together into a group. This group was to be a police force to ensure there was no further violence. The beardon nobles were given control of this force. Traditionally any beardon who could not control his raging temper was cast out of his faction and placed into the Rager Society which later became a military force. During the Age of Life the miners became discontent because they had little access to the surface which was primarily controlled by the crafting beardon. The miners made their living by trading the rich mineral deposits found deep within the realm to the crafting beardon for food and While the Five-Sworn hoped their solution would bring peace and understanding to the beardon people, their plan failed because the crafting beardon continued to treat the 71 miners as an underclass isolating them in their mines. Although payment was fair under the plan and conditions for the miners steadily improved, their feelings of resentment festered through the years. The miners grew to dislike the Five for meddling in their affairs. The mining, crafting and engineer factions have their own leadership which is based on merit. These leaders meet regularly with the leaders of the government and other factions to set policy and moderate disputes. Military: The beardon lands are defended by the beardon army whose membership comes from all three societies. Each city has an independent fighting force who is directly controlled by the king of that city. The military is composed entirely of battle-ragers. Those beardon who cannot control their tempers are forced out of their society and into the army. When the new gods grew in power and Grotar threatened the beardon people for their continued allegiance to the Five, the mining beardon, entered into an alliance with the Orcs. Surrounded by Orcs and threatened from within the craftsmen and engineers capitulated rather than fight. The nobles were forced to sign a treaty in which the beardon agreed to help the Orcs conquer the realm. The city kings and their battle-raging militias marched off to join the Orc armies. Beardons prefer to take the offensive when fighting. While they spend most of their time garrisoning fortresses near cities and maintaining defenses, when called on to fight, their strategy is to engage the enemy as often as possible. Soldiers, since they often carry multiple weapons, are cross-trained in several different specialties. Their archers use crossbows more often than bows, since they are easier to fire in narrow underground tunnels. They also make heavier use of artillery than most cultures, often using engines in the field to cut off an enemy's retreat, so they can finish them off. Civilian beardon don't join the regular army, but some serve as the police and militia within the cities. The treaty enslaved the beardon people. The beardon militias were in the field fighting for the Orcs, while those at home labored to produce weapons and equipment. The beardon could never produce enough and the Orc armies needed more for which they paid less. When the beardon people complained, Dreadlords and Orc troops were used to force labor from the Beardon. In time the relationship declined into that of master and slave. The beardÌons suffered greatly. The beardon’ hatred of the Orcs grew over the centuries. In time this hatred replaced the beardon animosity toward each other. The miners, crafters and engineers began to secretly work together to aid the other races oppressed by the Orcs. When Guildhall was formed, the armies of the beardon were one of the first to flock to its banners. Weapon: The beardon war hammer is the weapon of choice for both civilian and rager beardon. The mining and crafting beardon use the hammer in everyday work, while the rager beardon specialize in combat. The hammer is made entirely out of metal and is a double-headed war hammer with two cylindrical hammerheads on either side of the metal shaft. During the Age of Order, there were a few conflicts between the various classes of beardon. Their time as slaves of the Orcs had bonded them into one people. The mining beardon were paid a fair price for digging out metals and precious stones. The beardon craftsmen resumed their traditional positions as manufacturers and were satisfied with fair profits. The engineers worked closely with the miners and crafters and the nobles ensured that their kingdom was prosperous and fair. Warfare: In battle the beardon rely on heavy armor and their traditional weapon, the mighty war hammer. They are also supplemented by ingenious heavy weapons, devised by their battle-raging engineers. Religion: Beardons of the Age of Order are generally polytheistic and have developed a belief in many deities who control different aspects of their lives. The most popular are Bestlain, the god of building and invention, husband of Namare; Namare, the goddess of travel and trade, loving wife of Bestlain; Arkan, the God of Battle. Worship of the Five is almost totally absent from the beardon. Government: The beardon people are lead by ancient kings who can trace their lineage back to the time of the Five. The kings rule over a city and the mines below it. The king and all of the Beardon nobles hold their positions because of their ancestors who helped in the design and construction of the home city. All governmental officials, including judges and important military leaders are appointed by the city kings. Guildsmen: Beardons prefer to be artisans, warriors, and alchemists. As Guildsmen they are not allowed to hold positions in the civil government or in the military. 72 Members of the royal family who travel to Guildhall are disinherited of their standing. However, it is very common to find Guildsmen as advisors to leaders, especially in the Beardon military. Guildsmen are also very important in maintaining the close relations between the Beardon professions. The act as intermediaries and help enforce fair contracts. Rager Beardon The battle-raging beardon live apart from other beardon. They dwell in barracks and train in the use of weapons. They are able to work themselves up into a fierce battle rage which makes them terrible opponents to face in battle. They will often bite their own lips and pull out their hair (but never their beards) in these frenzies, if combat does not immediately occur. Civilian Beardon All beardon who are not part of the military are civilian beardon. These beardon have learned to control their volatile temper and channel it into productive pursuits. They wear heavy armor and carry numerous weapons. They have been known to break their weapons in combat because of the sheer fury of their attacks. Mining beardon dwell in the deepest reaches of the Realms. The mining beardon make their living by trading the rich mineral deposits found deep within the realm to the crafting Beardon for food and other supplies. Their intricately carved tunnels of their home are lit by strange phosphorescent lichens. They live on a diet of blind cave fish and colorless plant growths and the occasional food traded for their ores. They have created wondrous cities with all sorts of inventive devices. They have boxes that travel in shafts and moving stairs used to travel up and down. Their mining equipment does almost all the work. Huge steam shovels and hydraulic hoses mine miles of tunnels each day. Beardon Classification: being (greater) Body: 8 Mana: 16 Abilities: increase body I - 100, increase mana I - 100, increase mana II - 100 Beardon Appearance Beardons have three to five ridges on their nose. The ridges run across the bridge of the nose from cheek to cheek. They appear as brown groves, some are deeper than others. All beardon, male and female, have a growth of hair on their checks and chin. Rager beardon must wear armor and carry multiple weapons Crafting beardon generally live on the surface in sprawling cities that travel up the sides of the mountains. They are primarily manufacturers who use the ore mined by their brethren to produce wonderful products which are exported throughout the realm. They have amazing manufacturing processes which do much of the work of production. Presses drive out interchangeable parts, which are assembled by steam powered mechanical arms. A crafter is able to transfer his skill into his machines. Civilian Beardon Cultural Skills Knowledge blindfight - 200, geology - 100, mathematics - 100, mechanics I - 100, regain feat (theorize) - 200, region lore - 100, weapon cultural (Beardon war hammer) - 0 Rituals & Procedures buffing - 200, dance (inspirational) - 100, restore item 200, spatial location - 200 Engineer beardon are the greatest planners and inventors. The tools they design have enabled the crafting and mining beardon to produce their numerous masterpieces. The engineering beardon make a profit from royalties made on inventions used by the mining beardon and crafting beardon in their work. Rager Beardon Cultural Skills Knowledge blindfight - 200, military - 100, regain feat (stomp) - 200, region lore - 100, weapon cultural (Beardon war hammer)0 The nobles are the ancestral rulers of the cities. They all come from family lines who designed and built the original cities. The purer the blood the more powerful the position. Those with strong blood can become kings and diplomats, while those with weak blood often end up being simple customs officials or tax collectors. The nobles run their vast cities by taxing the income of all beardon. Rituals & Procedures buffing - 200, polishing rag - 200, reinforce weapon - 200, restore item - 200, song (war) - 100 Elf Elves are a cultured people, advanced and dignified in all aspects. They look very much like humans except that all Elves have pointed ears and little facial hair. 73 Their society is full of heritage and ancient wisdom. They tie themselves to these traditions, keeping them alive through the ages. Whether these customs are simple stories or complex dances, they remain almost unchanged as they are passed down through the generations. and as soldiers. The best of them acted as guards and military advisers to the Senate. They spent their time on the trunks of the Elder Trees where they could see both the upper branches and the roots. The Enrulara was the caste of craftsmen. Elves of this caste acted as maker of refined goods. The merchants also belonged to this cast. The members of this caste spend a great deal of time on the roots of the trees in their workshops. They were also the most likely to travel outside of the Elven lands. Elves also value learning and education. Their minds are quick to grasp abstract concepts. They are adept at philosophy and games of strategy. They can be powerful magic-users, but their quick minds also allow them to excel at the technical facets of weapon use. The ancestral home of the Elves is in the Elder Trees Valley where they made their homes amongst the ancient old growth trees which stood hundreds of feet tall. There are many other smaller elven communities in the realm, but all Elves see the Elder Trees Valley as their people’s true home. The Fallanara were those Elves who formed the general laborers of Elven society. They lived and worked on the ground. They were the farmers and the herdsmen. They made up the largest part of Elven society. Although all Elves once favored the caste society, as time passed the caste system grew stricter and movement between castes became very limited. There was much social unrest especially in the lower levels. The Elven civil war was really fought between those who wanted to maintain the traditional ways and those revolutionaries who worked for change and an end to the strict caste system. However, the catalyst for the war was religious in nature. It was the murder of a child that caused the Elves to shed each other’s blood. Historical Perspective: In the Age of Life, the Elves were one people without cultural divisions. The cultural division of the elven people was a result of a terrible civil war, which is often represented as between those Elves who followed the Five and those who wanted to create new gods. But this is truly an oversimplification and fails to acknowledge the real roots of the conflict. In ancient time all Elves organized themselves into five castes: Rathusala, Glarinvala, Aratuna, Enrulara and Fallanara. At first these castes were voluntary and merely a way to divide society into productive groupings, but by the end of the Age of Life these castes had become strictly enforced by many Elves in all castes. Each caste looked with disdain on Elves of the other castes. Near the end of the Age of Life, using the ritual discovered by the Herald of Grotar a group of working caste Elves lead by Allyssandra Silverleaf (Natallis) created the Goddess Eveya. Eveya came into being pregnant with a child. Allyssandra acted with the permission of Natallis. Eveya was to assist Natallis in maintaining nature and was known as the Goddess of the Harvest. The Rathusala was the ruling caste and dwelled in the highest branches of the Elder Trees which they rarely left and never walked on the ground. The Elves of the Rathusala caste were the only ones able to become members of the ruling body of the Elven nation called the Therusian or simply the Senate. Elves of this caste who did not become members of the Senate became lesser government officials. Eveya preached that honest work produced good crops. Her worshipers were not only farmers and herders, but also craftsmen and laborers who embraced her philosophy which they adapted to mean honest work for honest pay. Eveya taught the working castes to be content and happy for the ability to build and create was the greatest gift of all. Although Natallis favored Eveya there was discord in the city of Evermoore. Noctis, Lumina and Solnus were furious with Natallis for allowing the creation of Eveya. They believed the creation of any god usurped the authority of the Lord of Evermoore. Noctis demanded that Eveya and her child be sent to Evermoore. The Glarinvala was the caste of advisers, philosophers, intellectuals and holy persons. The very best of their caste were called on to serve the Senate. Others were teachers and religious leaders. The members of this caste dwelt on the lower branches of the great Elder Trees. The Aratuna was the caste of hunters, later becoming the caste of soldiers. They served as guards to the Rathusala, Thelandria El’Mere (Solnus) carried the Lord’s demand to 74 the Therusian of which she was a member. The Therusian was the ruling body of the Elves composed of the most influential families of the ruling caste. On the urging of Thelandria El’Mere, Avaricean Kilsek (Solnus) and others in the Therusian voted to outlaw the worship of Eveya and extradite the goddess to Evermoore. pain and horror of the Breaking of the Elves that the tattoos would become a part of permanent their appearance. The victorious Elves in the homeland became known as High Elves. They were the ruling class, the educators, the military officers and respected professionals. Those defeated in the Elven homeland broke into two factions. The Low Elves, unable to bear separation from their forest home, agreed to remain in the homelands and become the working classes who were the bakers, farmers, soldiers and laborers of the society. Before the resolution of the Therusian could be carried out, Eveya gave birth to her child. He was named Unity as it was hoped he would unite all Elves by ending the strife between the castes. The followers of Eveya were supported by revolutionaries who rejected the caste system. They refused to allow Eveya and her child to be seized and extradited to Evermoore. The Deep Elves accepted banishment, but the goddess Eveya interceded. She could not bear to see her worshipers cast out into the shattered realm. She cast a powerful ceremony and used her essence to create a home for the Deep Elves under the roots of the trees they loved so dearly. Perhaps the sides could have worked things out as Elves are not prone to violence. They were by nature a peaceful people who valued life and its pleasure, but the child of Eveya, Unity, was found murdered in his crib. The personal dagger of Thelandria El’Mere was found to be the murder weapon. Thelandria had been very much against the worship of Eveya and in favor of her seizure. Despite Thelandria’s refusal to admit guilt, all evidence confirmed that she had the deed done. Those Elves who had refused to war on their brethren and left the homelands on forested ships became known as the Sea Elves. They traveled the coasts of the realm living as peaceful traders to await the day that all Elves will once again become brothers and dwell in the forest together in love and harmony. She was tried for her crimes in a court lead by Meave (Solnus). Prosecuting her was her childhood friend, Allyssandra Silverleaf and Belgos Freth (Noctis), a leader of the radical faction of the revolution. Avaricean Kilsek, one of the Silver Archers, provided her legal defense. Thelandria El’Mere, unable to dispute the damning evidence, was convicted by the court and executed by Belgos Freth. From the onset, these new cultural divisions were very strict. Facial tattoos, always popular with Elves to mark caste and family distinctions, were formally adopted by each culture to separate themselves from the others. The tattoos show the victors, the vanquished, the banished and the expatriate. These tattoos were placed on children at birth. The execution of Thelandria by Belgos ignited the conflict that developed into a full fledge battle which divided the Elves in a brutal civil war. Elves slaughtered Elves until both sides exhausted their resources and could not continue the fight. A whole generation was lost to bloodshed. The Elves existed peacefully as the world changed around them. They were safe within their forests for almost one hundred years until Grotar turned his might toward the fertile valley of the Elder Trees River. At first, the Orcs suffered crushing defeats as the Elven archers decimated them from the protection of their trees. Then the Orcs changed their tactics. By using incendiary siege weapons designed and built by their Beardon allies, the Orcs burned the ancient groves. City by city fell, but still the Orcs paid a terrible toll. The nominal victors were the traditionalists who were primarily the members of the ruling castes and their allies. The Elven Senate ordered Avaricean Kilsek to hunt down and kill Allyssandra Silverleaf for the creation of Eveya which started the civil war. He caught up with her near the city of Evermoore and Allyssandra was executed by the Silver Archers. The Deep Elves sent emissaries to the Orcs offering to aid them, if the forests would be spared and the Deep Elves would be allowed to rule in the name of Grotar. The Orcs accepted the terms and the Deep Elves attacked. The combined might of the Orcs and Deep Elves quickly subdued the remaining cities. The defeated Elves were given a choice; serve the victors or leave the elven homelands. It was at this point in their history that the elven race broke into its clear cultural factions marked by magical facial tattoos. Such was the 75 However, the Orcs did not appoint Deep Elves as rulers of the Elder Trees Valley. Rule was given to Dreadlords who chopped down much of the forests to use as fortifications and siege engines. The betrayed Deep Elves attacked the Orcs, but were soundly defeated on the surface. The Orcs began to conquer the Underrealm. To do this they impressed low and High Elves into their armies and sent them into the Underrealm. The Deep Elves were defeated. In 1006 the Deep Elves, lead by the charismatic Marlius Ry'aln, launched a terrible surprise attack on the surface dwelling Elves. Caught almost completely unaware, the Deep Elves lightning fast attacks overran most of the Elder Trees Valley. In a few months the Deep Elves controlled all of the major cities and towns. Marlius created the New Elven Order, a solution that would place Deep Elves as the leaders of all Elves. Those high and Wood Elves who did not submit were placed into concentration camps. Hundreds were being killed every day, their skins sew into clothing and their bones used for tools and decorative carvings. The Orc Empire was a dark and terrible time for all Elves and they turned to helping one another despite their cultural and philosophical differences. While under Orc rule, the High Elves were forced to do almost all of the menial governmental positions. They collected the taxes, issued permits and performed many trivial duties. Many of the High Elves were slain as they had no real skills useful to the Orcs. Philosophers and educators had no place in the Empire. The Low Elves by contrast were forced to continue to do their professions, but for the gain of the Dreadlords. They made all of the weapons and armor. They also made fine furniture, wine, and other luxury items for the Dreadlords to export. The Deep Elves were used to mine for ore. Those who caused trouble were slain. Darious Ry’aln, son of Marlius and the leader of a faction of Deep Elves who resisted the New Elven Order, helped a group of Guildsmen reveal the atrocities to the world. After Marlius was captured by Guildhall, the world came to the aid of the surface Elves and peace was restored to the Elder Trees Valley. The Elven government was changed to a democratic system where all Elves were represented. Arysta El'mere was elected President of the Elves and she named Darius Ry'aln as general of the unified military. Eighty Speakers (twenty for each culture) were elected to the Senate. Four of them were from the area of Evermoore: high- Illiane Silverleaf, sea elf - Rain Whitesquall, deep elf- Dagros Bloodbright, low elf - Amberdawn Mapleleaf. The Speakers served their two year term with distinction. Arysta is much loved and respected; she is likely to be elected for a number of consecutive four year terms It was during the Age of Death that the facial tattoos of the Elves became permanently imprinted onto elven faces. The tattoos once applied to the face at birth, became a permanent part of elven culture. The marks appear on an elven child as a faint outlines at birth and the color deepens during early childhood in accordance with their culture. The Orcs ruled the Elder Trees Valley for almost nine hundred years, until the Elves and Guildhall’s army defeated the Orcs at the second battle of the Elder Trees Valley. After so much fighting it turned out that most Elves did not want to give up the way they lived. The high and Low Elves shared the valley, welcoming any elf who wished to settle within, but most Deep Elves decided to return to the underrealm and most Sea Elves returned to the ocean. The only difference in the culture is that now all consider themselves united as one Elven people with four very separate ways of life. The Age of Order saw a rebuilding of Elven society. The Low Elves were the most numerous of all Elves. They controlled almost all of the knowledge of business, industry, mercantile professions, building and labor. They returned to their traditional professions and resumed their working class positions. The High Elves returned to ruling the Elven lands. They reconvened the Senate and completed a revival of Elven philosophies and arts. Governments: The Elven homeland was and is ruled by a democratic organization called the Therusian. Each local province sends representatives to the Therusian. The Therusian meets in the branches of a great tree on an island in the center of the Elder Trees River. The Deep Elves and Sea Elves have organized their governments around familiar groupings. In 1008 all Elves united into a representative democracy. The surface Elven culture rebuilt their society, but neither the high nor the Low Elves forgot the treachery of the Deep Elves. Many Deep Elves accepted this, ashamed that they had sided with the Orcs who in turn betrayed them and destroyed the forest, but some did not and this was to cause the second terrible Elven Civil War. Military: The Elves have a small but highly trained 76 military composed mostly of skirmisher and regular units. They are adept with the long bow and sword. Further, every elf is trained in the use of the bow when they are young to ensure that if the Elven lands are invaded there will be a large militia ready to defend the valley. These troops are led by a mix of elven officers. Kilthasta, deity of destruction, worshiped by Deep Elves; Analthaya, deity of conspiracies, worshiped by Deep Elves; and Iflanaris, deity of unity worshiped by all. The worship of the Five, especially Natallis, is still popular with some Elves. Among the Low Elves there are still many who follow the teachings of Eveya. Low Elves are usually armed with a bow and paired swords, with the bow being their primary weapon. They group together and fire their arrows in great volleys. They do not usually wear armor. Guildsmen: Elves who become Guildsmen often find it difficult to return to their homelands. There is racial tension and resentment between certain Elven factions. Elves who pledge themselves to Guildhall learn to transcend these prejudices and see them for the petty ignorance that they are. Those Guildsmen who do return earn an excellent living selling their lore, but they are seen as outsiders. They are often employed by high-ranking officials, but most often open up their own shops or military groups to support Elven communities. They are allowed in the military only as advisors to their commoner leaders. High Elves serve as heavy troops, armed with sword, shield and expensive beautiful armor. They will begin the battle by firing their bows, but then pass the bows to servants and engage the enemy. Deep Elves are skirmishers. They try to break up an enemy army, drawing groups out from the main army, then engaging them with lines of troops wielding crossbows firing in turns. In addition to their traditional small crossbows, they often carry stabbing weapons such as spears and narrow-bladed swords, which are good for fighting underground in tunnels. Deep Elf Deep Elves live below the ground under the roots of the mighty trees which make up the Elven forest. Their tunnels connect to the deeper Klacton and Beardon tunnels in what has become known as the Underrealm. Sea Elf ships are very large, but surprisingly maneuverable. When an enemy attacks them, Sea Elves prefer to stay in motion, keeping the enemy from getting close enough to board them. They fire ballista to cripple the enemy ship and then sail away. Sea elf soldiers are mostly artillerymen, but are also armed with small bladed weapons and crossbows, which are easy to use on a ship. The Deep Elves organize themselves into groups called Steads. Rule of the Underrealm is based on a hierarchal system giving rule to the thirteen most powerful and prestigious of the Steads. This group is called the Ruling Circle. A Stead is voted on or off by the members of the council. Thus, placements on the council are constantly changing and shifting with each new alliance. Weapon: Elves have always prized the bow. When they split into four cultures, the Deep Elves needed a small hand weapon to use in the Underrealm and they favored a metal hand cross bow. The High and Low Elves retained the use of the more traditional single stave wooden bow with decorative engravings. The Sea Elves, who need to defend their ships, chose to specialize in the use of the light ballista. The mounted crossbows are often made from the bones and sinew of great sea mammals. The leaders of these Steads are females in deference to the goddess Eveya who created their home. Each person in the Stead serves in a specific capacity such as defense, intelligence, commerce, agriculture, services, religion, manufacturing and sewage. Each member of a Stead is allowed to attempt to enter any position in the Stead. When a deep elf comes of age, he picks which occupation he will belong to and failing to gain admittance one must test for another position. The most politically talented members of each occupation become its leaders, and advise leader of the Stead. Religion: The Elves of the Age of Order are generally polytheistic and have developed a belief in many deities who control different aspects of their lives. Some of the most powerful religions to develop revolve around the following deities; Atharuana, deity of leadership and reason, worshiped by High Elves; Adarillin: deity of the hunt, worshiped by low and High Elves; Quarulak: deity of advisers, time and memory, worshiped by High Elves; Sallis, deity of the waves, worshiped by Sea Elves. Those Deep Elves who do not find a position by early teens are expelled from their Stead. They may sometimes find work as mercenaries or laborers in other Steads, but many leave their homeland to wander the Underrealm or surface worlds. 77 Deep elf culture is rich with tradition. Deep Elves use a paste to darken their faces, which they believe creates a spiritual connection to the shadows in which they dwell. The connection allowed them to remain hidden in the shadows. Though a few hold a great bitterness toward the High Elves, there are many more who are content to work their jobs and enjoy the beauty of the forest. In fact, many Low Elves have opened their own shops on rented land and with the aid of high elf investors. These Elves are happy to work and take great pleasure in its rewards. Dance among the Deep Elves is a solemn expression of their banishment into the darkness of the Underrealm. The dance is performed with small glowing lights or candle globes held in the hands or attached to their bodies at the joints. The traditional dance is composed of slow whirling movements set to the haunting sound of wind instruments, in later years the dance became faster and various instruments were used as accompaniment. In recent years Low Elves have become some of the wealthiest Elves, but generally the life of a low elf is characterized by a frugal lifestyle filled with many warm relationships. Low Elves have a deep feeling of community and family and will always work together to help each other through hard times. Information is quickly passed through the tightknit community. Low elf gossip is mostly confined to political, business and world information. High Elf High Elves generally view themselves as the only true Elves. The High Elves are traditionalists who often seem aloof and snobbish. They are inherently a leisure class who perform little or no real work. They survive on taxes, rental income and investments. Low Elves revere the earth and have a special spiritual bond to it. They enjoy carpentry, gardening, brewing, farming and animal husbandry. The High Elves are the leaders of the Elven homelands. They make up the membership in the Senate and hold all lesser government positions. They are the officers of the military and intellectuals. Dancing is very important to the low elf. Their traditional dances are often performed in lines or squares and are usually accompanied by string instruments. Sea Elf Sea Elves live aboard a fleet of beautiful ships off the western coast of the realm. Their ships are built from metal and driftwood, because they refuse to cut down live trees for wood. While their ships look delicate, they are extremely agile and very fast. They can outrun and outfight any ship they encounter. They use bronze for metal tools and weapons, because it does not rust like iron. There are only a few trees left capable of being dwelt in, but generally the High Elves dwell in these trees. Their homes are luxurious and comfortable. High Elves spend much of their time relaxing and most have a favorite armchair in which they read or recline. Social occasions are genteel gatherings. Lavish balls and formal dances are a favorite of the High Elves and are held to mark occasions of state. To be invited to a prestigious dance is a great honor and shows social standing. Fancy dress is required and strict rules of etiquette are followed. Since their culture is based on individual ships, each ship is a separate community. The ship community is called a Lihar. A ship is run by a council of Elves, called a Ship Council. The Ship Council is composed of the leaders of various shipboard groups called Hedeths. On the ship, everyone is assigned to a Hedeth or ship’s department. A slightly less involved social affair is the traditional beverage tasting. High Elves gather to taste the various wines made from the berries of the Elder Trees Valley. The tasting is less important that the accompanying discussions and business interactions. The choice of which Hedeth to join happens when a sea elf comes of age; the Hedeths include navigation, maintenance, signaling, supply, oars and many other more particularized groupings. Children are allowed to test for any position on the ship and the best are then groomed for the position. Those who fail to procure a position become oarsmen. Elders spend time mending sails or doing other easy labor. When friends gather in social engagements it is extremely common to find them playing all sorts of parlor games, such as charades, pantomime and other interpersonal group games. Low Elf The Low Elves are generally seen as down to earth. Day to day operations are supervised by the members of 78 the Ship Council. The most important positions on the Council are those who command the Wind Hedeth and the Wave Hedeth. The Mistress of the Wind, almost always the women, decides the placement of the sails. Equal in power, but having a different sphere of control is the Master of the Waves, who is almost always a man, who controls the steering. harpoons which line the upper deck. Elf Classification: being (greater) Body: 8 Mana: 16 Abilities: increase mana I - 100, increase mana II - 100, increase mana III - 100 The Sea Elves’ ships travel separately and they do not have a centralized government. News is passed from ship to ship and there is no need for laws outside of each ship’s rules. All Sea Elves help and protect one another as a matter of course. Elf Appearance All Elves have pointed ears and have intricate fine-lined designs on their upper cheeks and/or around their eyes. They are magical markings that became a permanent part of Elven culture in the Age of Death. The color demotes the cultural division of the elf. Deep Elves have black, High Elves have silver, Low Elves have brown, and sea elves have blue markings. When there is a matter of grave importance affecting all Sea Elves a meeting of ships will be called and those present will elect a Voice to go forth and speak the collective will of the people. Voices are only elected for a short time and only for one concern. Once that concern is ended the Voice loses all authority to bind the sea elf people, until a new Voice is selected. Deep Elf Cultural Skills Knowledge blindfight - 200, regain feat (scheming) - 200, region lore - 100, weapon cultural (deep elf hand crossbow)- 0 When ships meet on the seas there are often great festivities. The ships are lashed together and dances are held. The young Elves interact and if a connection is made an elf can elect to join their lover’s ship. If the relationship doesn’t work out, the family maroons the joining elf on an isle where another ship may eventually pick them up. Most relationships work out. Rituals & Procedures alertness - 200, bolster mana - 200, dance (alluring) - 100, perimeter - 100, spatial location - 200, spirit coloring (darkening) - 200 High Elf Cultural Skills Knowledge climb II - 200, fine arts - 100, gaming - 200, regain feat (contest mental) - 200, region lore - 100, weapon cultural (high elf bow)- 0 Sea Elves are very secretive. Guildhall has been aware of them since the start of the Age of Order, but has had little contact with them. Only a few have come to the Isle of Lore as sea Elves generally have expressed little interest in the politics of the mainland. Rituals & Procedures bolster mana - 200, call familiar - 200, dance (formal) 100, site of mana (luxurious seat) - 200 Dance among the Sea Elves is a festive occasion celebrating their lifestyle. They perform a graceful dance that honors the wind. The dance is performed with white scarves that are whirled around the body in circuitous motions as the body is moved to the rhythm of a drum. The goal of the dancer is to keep perfect time with the drummer who varies the tempo. This is symbolic of the oar driven ship. The scarves represent the sails reflecting the power of the wind. Low Elf Cultural Skills Knowledge biology - 100, climb II - 200, occult - 100, regain feat (gossip) - 200, region lore - 100, weapon cultural (low elf bow) - 0 Rituals & Procedures bolster body - 200, dance (beast) - 100, pursuance - 200, replenish ammunition - 200, song (beast) - 100 The open seas are dangerous places. Storms often wash items overboard and the Sea Elves have learned to ensure that the important items can be made to float. There are also many large sea creatures which dwell in the deep oceans. All Sea Elves learn how to throw a harpoon and one of the young’s first ship duty is to sharpen the Sea Elf Cultural Skills Knowledge astronomy - 100, bindings - 100, hold breath - 100, navigation - 100, regain feat (story telling) - 200, region 79 lore - 100, rumors - 100, swim II - 200, weapon cultural (sea elf ballista) - 0 Ancient Path The Followers, as they call themselves, practice a religion known as the Ancient Path, which commands them to, “Be as the beasts and live as they dwell.” To outsiders they appear wild and animal-like. Some would even say they were downright uncivilized, but this would be inaccurate. Although they emulate beasts, they have a rich and unique culture which has allowed them to exist as an unconquered people for thousands of years. Rituals & Procedures bolster body - 200, breathe water - 100, buoyant item - 100, dance (graceful) - 100 Human The humans were the first race created and contained equal parts of all five gods. With this equality, they were the most diverse of all races and the most adaptable. More than half of the Realm of the Five and most of the best areas of farmland were settled by humans. Historical Perspective: Their story begins in the early time of creation, before even the Age of Nature. The Five had created the animals, the lesser beings, such as kravynn, goblin and so forth, and also the humans. This was a time before the races of other greater beings were created. The lesser beings and the humans dwelled on High Peak in the Garden of the Gods and it was forbidden to leave the mountain. The vast differences between human cultures makes it difficult to describe humanity in a general nature. While other races have general history, humans defy generalization. Because of their diversity there are humans which exist by eating the flesh of their enemies, humans who have developed an industrial society filled with corruption and decadence, humans who have built a peaceful farming nation which fails to maintain its own military, humans who live in the desert and have devoted their culture to avenging deeds done to their people two thousand years before and humans with a society based on the worship of a multitude of gods the most powerful of which is determined by success in the gladiatorial pit. A group of humans desired to leave High Peak and travel into the world. When they made their attempt, they were stopped by those who kept the dictates of the Five. One of those who wished to leave struck a heavy blow on the leader of those who were blocking the path. The blow killed the man and his blood flowed onto the sacred ground that had never before been soiled with violence. Those who wished to leave fled the mountain and made a great journey through the realm. They spent many years wandering and suffering from the guilt over what they had done. They learned to survive in the harsh wilderness by becoming part of the natural world. They wore the pelts of animals and took on the aspects of their totem beasts. Each culture has its own unique historical perspective and maintains its own individual governments and social structure. Each culture must be described in turn as generalizations are impossible. Finally, the diversification of humanity is so great that it is possible for a human character to be devoid of culture. A human that moves around a lot or who has not been raised as a member of a particular belief system, would be lacking in culture. These humans are known as generic humans. They have no culture, no cultural skills and no costume requirements. However, generic humans must be careful not to confuse participants by adopting the costume requirements or accents of any specific culture. Generic humans should be visible as what they are, persons lacking in a particular culture. They searched the realm for the furthest point, far away from the shadow of High Peak. They came to the eastern most part of the realm and settled on what would later become known as the Isle of Asgarn. On asgarn they lived in relative harmony with each other and their surroundings. They lived in caves, used stone implements and prayed to the beasts and other natural events. Their world was undisturbed until the Age of Life when the newcomers came. These were humans who would call themselves asgarns and claim the island as their own. Classification: being (greater) Body: 8 Mana: 16 At first, the followers observed the newcomers with awe watching from a distance as they built their cites on the coasts, but in time these newcomers began to encroach on their lands in the foothills and mountains. Food became scarce as the asgarns settled in the foothills. The Followers attacked these settlements and carried off all the people The following is a list of the human cultures as known in the Realm of the Five. 80 and feasted on their flesh in their great underground halls. their strength, intelligence and their ability to lead. Soon the newcomers stopped settling in the foothills and there were many years of peace. But then the great war was fought between the asgarns and the Orcs, which the asgarns lost and the settlements began moving toward the mountains once again. Military: There is no centralized military or formal training. Each child learns to fight when he is young with club and stone. If their territory is threatened, the whole people will unite under the most powerful dominant males and defend their lands. The followers attacked these new settlements, but the Orc dreadlords were not deterred by a few burned villages. They moved their military might into the mountains and the Followers were forced to defend their homes. The Orcs dispelled the myths surrounding the Followers of the Ancient Path and revealed them to be humans in the guise of animals. Ancient path followers see war, when they must fight, as a different kind of hunt. Some of the tribe will morph into beasts, and recruit aid from the beasts of the area. The rest is led by the hunters, who split the tribe into small groups to find the enemy. Once the enemy is located, the priestesses plan how the tribe will deal with them. While the entire tribe can use the traditional club, they all learn other weapons, such as spears, knives and axes. Thrown weapons are usually carried by hunters, along with bigger melee weapons. Bows are status symbols, used only by experienced hunters and priestesses. Throughout the Age of Death and the Age of Order the Followers have continued to lose ground. When the Orcs were defeated, the asgarns continued to encroach inland. Though the Followers still win battles because of their ferocity and knowledge of the terrain, the powers of the asgarn Guildsmen have pushed them back into the deepest inland portions of the Isle. A series of fortifications prevents the Followers from entering the regions held by asgarns. Food is scarce and life is hard. The Followers pray to the beasts for guidance. Weapon: The traditional weapon of the Ancient Path is a wooden war club. The weapon has an animal claw, talon or other totem image carved into the hand grip. Religions: The ancient path instructs one to “Be as the beasts and live as they dwell.” Much of the religion is based on the emulation of beasts in nature. Each person chooses an animal totem to emulate for that period in his or her life. Changing totems is common. Different tasks require different beasts as guides. Throughout life one may have many animal totems as he progresses through life’s changes. Strength of the body and of the mind is highly prized and encouraged in this religion which focuses on survival in a harsh environment. The leaders are the strongest and they compel all to be the best. Nature claims the weak and the sickly, only the strong survive. Government: The followers are a loose confederation of tribes. The tribes take their names from the locations where they dwell. Each tribe is generally ruled by a priestess who communes with the earth and a massive male leader who leads the men in hunts and battles. In times of great invasions, all of the tribes will unite into one great host of people. The priestess leads the religious and social aspects of life, which are often intricately linked. She is seen as the holy mother of the tribe. The priestess is assisted by lesser priestesses who are viewed as her daughters. Together these women supervise their tribe. Their many duties include distributing portions of food, funeral rights, marriages, births and negotiations with other tribes and outsiders. Complicated rites consulting the earth and relying on the wisdom of the beasts determine who becomes the religious leaders. Communal gatherings are very common with these primitive people. In these gathering the Followers sing together emulating the sound of beasts. Roars, howls and growls blend together in a cacophony of sound. The followers of the Ancient Path eat the flesh of their enemies as they believe it makes them stronger by taking their enemies strength. This rite simulates the feasting of an animal on its kill. The priestess distributes the food and the strongest eat first. The rest of the pack then eats. The choicest sections are always saved for their holy persons who eat last. The men of the tribe are led by a dominant male authority figure. In times of battle he serves as a war chief, when not actively fighting he supervises the hunt. The hunt has great importance to the Followers and much of the male activity is devoted to finding food and giving it to the priestess for division amongst the tribe. The male leaders are chosen for In ancient times, the followers learned to exist as animals 81 so they could survive during their journeys through the realm during the Age of Nature. The worship of the ancient path has been unchanged since the time of the sojourn from the creator’s garden. Kingdoms to be settled. People crossed the river from Lundelle and settled the lands, which were mostly unpopulated except for the rakkarrins. At first there was tension between the rakkarrins and the andorians, but the Five-Sworn interceded and established the western boundary for the kingdom of Andor. The followers also have a powerful ritual which they use to wear the skin of a beasts. The old people in this society do not die of old age. Rather, they wear the skin of an animal and go off into the woods to spend the remainder of their days in peace. It is common when the Followers are threatened to have the woods literally come alive with animals aiding them. Andor was conquered by the Pythians in the Age of Death and was later ceded by treaty to the Orcs. For a brief time, Andor was liberated from the Orc Empire by the Karthydian army lead by Thanos on his way to Evermoore. The Karthydians confiscated the food stores and conscripted many of the peasants. A famine spread across Andor claiming the lives of many. After Thanos was defeated by Grotar the Orcs quickly retook Andor whose people were harshly punished. The people of the ancient path are very superstitious and make talismans to ward of bad luck and other mysterious harms. Andor was ultimately freed from Orc tyranny during the early part of the Age of Order. The nobles regained their traditional holdings and life in Andor returned to much like it was during the Age of Life. Guildsmen: The first members of the ancient path came to Guildhall to learn in the year 980 of the Age of Order. They were initially declined apprenticeships, but later were “civilized” enough to be admitted into Guildhall. It took these early followers many years to become initiates as they had much to learn. Since that time many of the most promising young Followers have been sent to Guildhall and have learned to be Guildsmen. A few have carried the knowledge of lore back to their people, but these are seen as outsiders. Having been “civilized” they have trouble adapting and even accepting the culture of their people. They usually leave their homelands and return to the continent where they search for answers. There has been a long-standing border war with the Pythians who dwell to the southwest in the Ansaki Swamp. The conflict arose after the defeat of the Orc empire and regarded the exact placement of the border. A wide strip of marshland was claimed by both nations. The conflict began in earnest in the year one hundred and ninety-seven of the Age of Order after a group of Andorian nobles who were hunting ducks were slaughtered by Pythian soldiers. Ancient Path Appearance Followers of the Ancient Path dress to emulate animals. They wear fur tabards and animal headdresses. The continual border skirmishes resulted in the building of the Swamp Line, a series of walls and fortifications garrisoned by the Order of the Dove. The purported purpose of the keeps was to stop the Pythian expansion beyond the swamp, but more often than not the keeps served as a starting point for Andorian hunting parties with a military escort into the contested swamp land. Ancient Path Cultural Skills Knowledge biology - 100, navigation - 100, regain feat (feasting) - 200, region lore - 100, tracking - 200, weapon cultural (ancient path war club) - 0 The fortifications exacerbated the hostilities. The Pythians retaliated by destroying one of the border keeps and in the year 240 Andor invaded the swamp. The Andorian army suffered a crushing defeat. On the heels of their success, the Pythians launched an invasion of Andor. In support of Andor, Lundelle sent a large contingent of troops. Rituals & Procedures beast skin - 200, dance (beast) - 100, empower beast - 100, return - 200, song (beast) - 100, talisman (natural) - 100 Andorian Andorians dwell in the Kingdom of Andor which is the southernmost of the Five Kingdoms. Andor lies on fertile lands and is best known for its pleasant wines and artistic culture. By 243 the Pythians were on their way to conquering Andor. The swamp lines had been breached and the Pythians were pouring into the interior of Andor. Holt sent troops to aid Andor and the remaining of the Five Historical Perspective: Andor was the last of the Five 82 Kingdoms mobilized for war. Government: Andor is a hereditary feudal system. It is ruled by a king, queen and a large court of nobles. Andor is divided into a number of Duchies which are ruled by Dukes in the name of the king. Each of the Dukes have a host of Barons and Baronets as vassals under them. The king has the power to remove or replace his nobles if they displease him or fail to perform as vassals, but generally, the government of Andor is very stable and most families retain their land and serve the king. Guildhall interceded to stop the Andorian-Pythian War by ordering all Guildsmen to cease support for the armies. The Guildsmen on all sides yielded to the dictates of the Council of Lore and refused to fight. They forced the mundane leaders on both sides to cease their aggression. The power of Guildhall was felt throughout the realm as the mundanes were forced to sign a peace treaty reestablishing the borders to their original state. The mundanes of both sides were dissatisfied and retaliatory raids continued. It was only through the continual intercession of Guildsmen that another war did not break out along the border. Military: Their military consists of garrisoned castles. Each garrison is lead by the noble who rules that castle. Each noble has his own crest and the garrisons are mostly heraldic orders serving the lord of the castle. Often the lords of smaller castles may be cavaliers or warriors. Even if the lord of the castle is not a Guildsman, it is common for one of his younger sons to be a cavalier and actually lead the troops in battle. The Order of the Dove is directly sworn to the King of Andor. The conflict died down during the middle of the Age of Order. Andor even began trading with the Pythians and by the year 900 of the Age of Order the Andorian border keeps had been allowed to fall into disrepair. Andorians defend their country through a system of fortifications. They generally maintain more troops than are necessary to defend their fortresses and cities. When they come under siege, the extra troops are quietly sent out of the fortress to begin harassing the enemy. The army contains mostly of fencers armed with rapiers and bucklers and men-at-arms in heavy armor with great swords. In the field, these are augmented with a mix of crossbows and cutting polearms, with their rapiers as backup weapons. Garrisons usually contain guards armed with chopping polearms. Artillery is usually kept in fortresses or used to besiege them. Culture: The people of Andor are proud and place great weight on their royalty. Their nobility are refined, welldressed and quite wealthy. The peasants are content and live well. The northern part of Andor is filled with villas surrounded by gently rolling Orchards and fields of grape vines. The south western part of Andor remains more heavily fortified. The border between Andor and the Ansaki Swamp is protected by a series of powerful keeps. Andorian nobles love to hunt small game and fowl. During the fall months much of their time is spent in this sporting pursuit. Andorians raise many breeds of dogs which are specialized for the purposes of hunting. Weapon: The traditional weapon learned by many andorians is the rapier. The rapier is a sword with a straight blade and a swept or basket-like hilt. Romance is a large part of andorian life. Reading poetry and singing love songs is very common, as is romantic evenings where couples share grapes, chocolates, wines and other fine fares. It is common for lovers to profess the depth of their feeling for each other in long orations when they are to be separated for any period of time. Religion: The people of Andor are not overly religious. Having felt the yoke of religious ferver under the rule of the Pythians, Orcs and Karthydians the people of Andor are leery of religion. Those who do follow religions are more prone to follow faiths which encourage betterment of the individual’s life, rather then religious devotion. The church of Xanadu is particularly strong in Andor. The Andorian people believe in the interpretation of dreams and make talismans to ward of nightmares. Oftentimes, andorians gather in small social groups for decadent evenings of food, drink and flirting. Drunkenness and obnoxious behavior is unacceptable at these affairs. Attendees are on their best behaviors to impress their social peers. After a long night of decadence the Andorian has many home remedies cleanse the blood and remove hangovers. Guildsmen: Cavaliers and warriors can accumulate some political power. As Andor relies on its strong military and it is common for a cavalier or warrior to be placed as a lord of a small border castle, especially in the southwest. This lord is a vassal to the king and rules in his name. 83 behaved as beasts, descending in packs, with amazing ferocity. At first the Orcs dismissed them as a mob military force and they predicted an easy victory. Andorian Appearance Andorians wear white shirts with full sleeves, pants and short vests, doublets or musketeer tunics. They speak with a Modern Earth French accent. However, the animal-like humans possessed the intelligence and cunning of men making them very dangerous foes. The Orcs were unable to gain a substantive foothold in the interior and suffered horrendous defeats causing countless conscripted Asgarns to lose their lives. Andorian Cultural Skills Knowledge enigmas - 100, fine arts - 100, gaming - 200, literature 100, regain feat (decadence) - 200, region lore - 100, rumors - 100, weapon cultural (andorian sword) - 0 During the Age of Order, Asgarn regained its independence, but continued the profitable practice of sea raiding and piracy. In the year 260 Holt frustrated by increased raids by asgarn sea raiders appealed to Guildhall to intercede on their behalf. Asgardians Guildsmen were unable to convince the mundane Asgarn leaders to stop the ship captains from raiding. Rituals & Procedures purify blood - 200, send dreams - 100, song (serenade) 100, spirit activity (orations) - 100, talisman (polished) 100 Asgarn The Asgarns are seafaring traders and sometimes raiders. They inhabit the coastal regions of the island that bears their name. Two years later continued frustration with Asgarn led Holt to declare war on Asgarn for the purpose of eliminating the threat to sea trade. Holt launched their invasion during the next spring. Initial inroads were quickly made during that year, but in the following year the Highlanders attacked Holt. The Highland attack was loosely predicated on the Northern Confederation treaty signed with the Asgarns years before. Holt’s invasion of Asgarn began to falter. Historical Perspective: The first asgardian settlers arrived on the Isle during the early years of the Age of Life. At first the asgardians were content to live on the fertile coasts, but as their population grew they attempted to settle the interior of the Isle. They founded towns on the foothills of the mountains that make up the interior of the Isle. The people in these towns would suddenly disappear and no explanation could be found. Even the Servants of the Five were at a loss to explain what had happened. The asgardians believed that mystical beasts ventured forth from the mountains when the mists came down from their peaks. The asgarns learned not to settle in the interior of their Isle. In the year 265 of the Age of Order the Five Kingdoms sent troops to aid Holt against the Highlanders and declared war on Asgarn. Guildhall feared the war would expand to include half the realm as Mongorians and Eirens prepared for war. Guildhall declared a cessation to all violence and instructed the Guildsmen of each nation to force the mundane leaders to sign a treaty ending the war. The treaty forbid sea raiding by Asgarns and required the Asgarn government to make reparations and punish sea raiders. The Asgarns were defeated by the Orcs and placed under the rule of numerous Dreadlords, who encouraged sea raiding and piracy against those nations who were not yet part of the Orc Empire. Sea raiding replaced fishing as a way of life for many Asgarns. During the Age of Order, the people of Asgarn continued to attack the Followers of the Ancient Path. The battles of the Age of Death had left a bitter legacy of hatred between these two peoples. The influx of Guildsmen to Asgarn in the Age of Order reduced the ability of the Followers to hold their lands against the Asgarns. Of all the barbarian peoples, the Asgarns fared best under Orc rule. It was during this time that population growth pushed the Asgarns from the coastal region into the mountains again. Again the settlements began to disappear, but myths would not stop the Orcs. The Orcs forced soldiers into the interior to hunt for the cause of the disappearances. By the year 999 of the Age of Order, only the most inland mountains remained populated by the primitives and a series of forts kept them from entering the regions held by the Asgarns. The Orcs discovered that the asgarns were sharing their island with a primitive race of animal-like humans. These humans lived in caves and wore the skins of animals. They Culture: Asgarns make their living primarily on the 84 water, whether as fishermen or sea-faring merchants. However, most Asgarns do some form of farming, but this is mostly of agricultural crops. Their primary source of sustenance is seafood, although some Asgarns further inland will raise cattle and pigs. Asgarns also keep sheep which they use for their wool. In appearance the men traditionally dress in tunics and breeches, but this is supplemented by warmer fur cloaks. very powerful person can send a ship full of men halfway around the realm to sack a town, so the further out one goes to hit a target, the braver the men must be, and the richer their leader must be. Sea raiding also led to the invasion of Asgarn by the Five Kingdoms during the Age of Order. Following the cessation of hostilities, the Asgarn government agreed to cease raiding, but there still are a few ships that conduct raids. These are mostly against the southern Five Kingdoms and Pythians, but raids have been conducted as far away as the Elven communities on the Elder Trees River. The Asgarn government’s position is that these ships should be treated as common pirates. The women have adopted a manner of dress which consists primarily of long tunics, over which an apron is worn. This apron consists of two rectangles (one in front, one in back) attached over the shoulders with fibula. This allows the women to change the front of the apron when it becomes worn. Sleeves were also fitted, as long sleeves over an open flame can be deadly. Sea raiding is still popular in tales, but better coastal fortifications and larger navies have actually made sea raiding very difficult and unprofitable. By the last century of the first millennia in the Age of Order, almost all Asgarn sea captains made their living by trading goods, with only the occasional act of piracy. Most Asgarns are also noted for their long hair, which is often braided and pinned into intricate styles. Asgarn jewelry and embroidery contains many animal motifs. Asgarns wear earrings, bracelets, brooches and hair pins. Asgarns live in small villages concentrated along waterways, although villages can sometimes be found up to half a day's walk inland. Most Asgarns refuse to go into the interior of their Island, and until the people of the Ancient Path were discovered, many horrible rumors had sprung up about animalistic "flesh-eaters" which effectively held the asgarns back. Asgarn homes are often built of stone and timber with wooden roofs. There is often a formal fireplace, particularly in larger homes, and the roof of an Asgarn home is augmented with stylized animal heads. Government: The Asgarn people are ruled by a single king. Below the king stand the chiefs of each city, called Jarls. These are usually related to the king by blood or marriage. Under the Jarls are the rulers of each village, called Hersar. The Hersar are usually minor relatives of the Jarls who are given rulership of a village in exchange for loyalty. A group of seers, diviners and wise men are commonly consulted before the leaders make important decisions. Military: The Asgarn’s armies are split into two groups. The Huskarls are professional, standing armies and the Fyrd is a militia force of farmers, herders and craftsmen who defend local villages. In times of war the Huskarls will lead the Fyrd. Any Asgarn worth his salt will own a boat, even if it's just a small fishing vessel. Asgarn children grow up with "sea legs" and grown Asgarns owe their economy to this enterprise. The ship of a wealthy Asgarn is quite comfortable. There is a large deck with plenty of room for working and at least one mast. These ships traditionally have a "longboat " appearance, pointed in the bow and stern with a figure on the prow. Asgarns do have a hold below which could be used in cases of inclement weather, but most Asgarns are used to rough seas, and it is a mark of skill and bravery to ride out any storm above deck. The Asgarn excel at launching and defending against amphibious attacks. They often transport their armies by ship, and most battles are fought on the beach. Typically, the Fyrd forms a defensive position and the Huskarls attack that position until one it breaks. While they carry their axes, most Asgarn troops prefer to have some other kind of weapon, as a symbol of wealth or status. Most of the Fyrd carry spears, and the wealthier ones own a shield. Huskarls always carry a shield and usually a hatchet. Rich ones own a sword. All Asgarn have a few thrown weapons, which they throw just before engaging the enemy. Important Huskarls and noblemen throw hammers. Sea raiding was a practice among the Asgarns that developed during the Age of Death. Raids served several important social functions. Generally, it gave the eager, well-trained fighters valuable experience they may not be able to get at home. Sea raiding allowed a display of heroics and battle deeds important to their culture. Only a Weapon: The traditional weapon of the Asgarn is the 85 Asgarn war ax, a double-headed war ax with narrow heads and long, bearded blades. storytelling. Asgarn Appearance Asgarns wear long tunics, cloth breeches and heavy wool cloaks. Their helmets are often conical with riveted bands or winged. Religion: Asgarns have developed an extensive pantheon of gods and goddesses, most relating to the harsh environment in which they live. The Asgarn pantheon became popular in the Age of Death. According to the religion a group of gods dwell in Asgard, which is located in the heavens. Much of their religion is found in stories relating to the gods interactions with each other and the realm. Asgarn Cultural Skills Knowledge astronomy - 100, hold breath - 100, navigation - 100, regain feat (boasting) - 200, region lore - 100, rumors 100, swim II - 200, weapon cultural (asgarn war ax) - 0 The most commonly worshiped gods within this pantheon are Odin, god of magic, inspiration, battle and ruler of the gods of Asgard; Frigga, queen of the heavens, Wife of Odin; Thor, god of sky and thunder, protector of the law and community, son of Odin; Baldur, god of beauty, son of Odin; Loki, a trickster companion of the gods; Hel, the goddess of Death, Queen of Niflheim, daughter of Loki; Njord, god of sea and ships, father of Freyr and Freyja; Freyr, goddess of fertility; Freyja, god of fertility. Rituals & Procedures breathe water - 100, buoyant item - 100, song (war) - 100, spirit activity (orations) - 100, spirit coloring (blooding) 200 Bedouin Bedouins are found in the Karthydian desert. The desert was named after the god of Chaos. Life in the desert is hard and its people have grown strong. Limited resources and stiff competition ensures that the Bedouin people are a hearty culture. Asgarns are very concerned with fate, and often this view leads to an enthusiasm for dangerous situations. Since they believe one's life is preordained, one should meet each challenge with gusto for hesitance will not matter. Asgarns also believe in an afterworld called "Valhalla" where the brave dwell forever. Asgarns in Valhalla fight all day, feast all night, and get up and do it all over again. Some Asgarns also believe in a violent end of the world called "Ragnarok", but some have postulated that this is a misbegotten memory of the Fall of Evermoore. Historical Perspective: During the Age of Life the inhospitable desert was home to a small group of human bedouins. After the fall of Evermoore, Karthis led the refugees of the shattered crystal city into the desert to escape the armies of Grotar, Tharkana and Ansaki. Karthis founded five great cities and those cities were led by his Sworn Servants. Karthis had each person trained in the use of weapons and began building an army to reconquer the realm in the name of the Five. The desolate place became know as the Karthydian Desert. Marriage among Asgarns is often a marriage among equals, although some marriages take place for economic reasons. A father who has lost his sons may encourage a match to gain a strong son-in-law to aid his sea-going enterprises. Asgarn children are treated well, but are put to work at a young age, often learning to tie knots or hoist sails, as well as cleaning and preparing the day's catch. The hammers of the smiths rang day and night for half a century and in that time refugees had changed from a tattered group to a bitter battle hardened people. The Karthydians had carved a home and began laying the groundwork for their war of vengeance. The Orcs and their allies saw the danger and marched a great army into the desert. It was larger than the army that destroyed the Crystal City. Karthis did not yet have the population to defend against such an invasion. Guildsmen: Generally the people of Asgarn revere religious leaders and place a great stock in those who can read the fates. Clerics are usually very wealthy from offerings to their gods. Since many Asgarn religious sites are located in the wilderness, Druids often tend these sites between observances. Runecasters have a good deal of political power, because the superstitious Asgarn consult them before a sea voyage, battle, journey or any other time they get nervous. Warriors and Cavaliers are respected as examples of courage and skill in battle, and Bards are respected for their mastery of poetry, music and The army reached the city of Ash Shir. Karthis, and a small group of heros were waiting in the city. When the invaders reached the god of chaos, their entire army was destroyed in a fiery explosion that leveled the city. The desert was never again invaded. 86 The records of the time relate that Karthis told his people that this was not yet his Age and he would have to pass from this world to give those of the desert a chance to prepare for the coming of his Age. The prophecy claims that Karthis will return at the onset of his Age at the head of a great host and will march from the ruins of Ash Shir with an army that will conquer the world. The ruins are a sacred place and each year thousands of Karthydians make a pilgrimage to its ancient stones. transformed itself into a cultured civilization flourishing in the arts. Ambitious sultans led their cities to prosperity and wealth. In the year 998 of the Age of Order, a group of adventures in Evermoore led by the famous historian Alexander Brinken discovered and opened the crypt of Thanos. Thanos and his war leaders were released into the realm. They were in the form of undead creatures draped in bandages and swaths of white cloth. After conversing with those who released him, Thanos left Evermoore and traveled to the Karthydian desert where he began preaching of Karthis and the coming of his Age. In the year 565 of the Age of Death, a Karthydian named Thanos came to power in the desert. The Karthydians had continued to build its armies and to prepare for the Age of Chaos, but Thanos did not wish to wait for Karthis. He used a prophecy which stated that he would be at the head of the army of the desert that would turn the Age to mobilize the Karthydian people. In a few years, he began to undo all that had been built in the desert. His words attracted young people looking for a purpose in life. They came to his banner as moths to a flame. By the year 1000 of the Age of Order, Thanos had built temples in every major city and convinced many of the old Karthydian priests to wear the robes of red and declare the Age of Chaos at hand. He declared that the time for mourning was ended and they should discard their robes of black for robes of red. He convinced an entire people to follow him into war. He built the Obsidian Fortress as his palace and trained an army. “In Hoc Signo Vinkimus” became the motto of the armies of chaos who marched beneath the banner of an eight pointed star behind the pentagram of the Five. Shortly thereafter, Al’tar Shariz, the head priest of the Karthydian faith denounced Thanos. He declared the words of Thanos false and demanded that all priests wearing red robes leave the populated areas. The common working people supported Al’tar Shariz as they feared what was happening in the desert would only lead to a war and sanctions by Guildhall. There were a few minor riots, but most people were happy to see the radical red-robed priests vanquished. The armies surged forth, Andor was taken from the Orcs and made part of the Karthydian Empire. Thanos turned to the north. In the year 573 of the Age of Death Thanos attempted to retake the city of Evermoore. He laid siege to the city but was defeated by Grotar and the army of the north. His soldiers died almost to a man. Thanos died fighting Grotar and his body was prepared according to his own special instructions. He was wrapped in strips of white linen and entombed with the bodies of his war leaders. It was prophesied that he would return to prepare for the coming of Karthis. In the year 1002 of the Age of Order, Thanos began assembling an army at the ancient Obsidian Fortress. Day and night the fortress rang with the fall of hammers as the smiths labored to make the weapons needed for his war. He planned to unit the desert by force. The failure of Thanos was a great blow to the Karthydian people and the world saw them as fanatics. Following the defeat of Thanos, the Karthydian’s influence over desert culture waned. The worship of Karthis declined as did the interest in his war of vengeance. Agents of Thanos began portraying Al’tar Shariz as a dog loyal of Guildhall and not to the people of the desert. Al’tar was a Loremaster and sat on the Council of Lore, the argued that he could not be loyal to Karthis. Black robes began losing favor with the people, and the radical doctrines of the Red Robes were gaining recognition despite the effort of Al’tar. By the beginning of the Age of Order, the majority of desert dwellers had given up the old Karthydian traditions and called themselves Bedouins. Many bedouins joined with Guildhall to defeat the Orcs. By 1004 Thanos had assembled a huge army of red robe fanatics eager to bring forth the Age of Chaos, and Al’tar Shariz’s popularity had reached an all time low. When Al’tar is summoned to the Inn at Evermoore to give the sacred Sword of Karthis to Guildhall all believe that his time as a high priest of the desert was ended. The fortified cities founded by Karthis became centers of trade and huge open air markets drew people from all over the realm. By the middle of the Age of Order the desert had 87 Ser Agrivar Brightblade murdered Al’tar Shariz at the Inn of Evermoore on 20 November and took the Sword of Karthis for Guildhall. Al’tar Shariz was quickly restored to life. The Inn was in confusion. The Guildsmasters argued. Ser Agrivar was being detailed. Everyone was shouting! And Al’tar picked up the Sword of Karthis and walked out the Inn. vanguard of this army reinterpreting the Prophecy of Thanos by saying to the gathered armies, “Thanos will now march at the head of the victorious Army of Karthis.” Thanos, politically outmaneuvered, had no choice but to agree. In 1006 Al’tar Shariz secured the loyalty of the bandit bedouin clans in the wild desert. They gave their pledges of loyalty to the Ruby Chalice. Al’tar was spotted leaving the Inn and forced to run into the woods. He was chased by some of the Guildsmen of Evermoore, but Raheed and other Guildsmen of Evermoore came to his aid. Al’tar was able to avoid capture, though many Guildsmen were killed in the fighting. In December 1007 Al’tar Sharize married Esmerlda the daughter of the most powerful sultan of the desert. It was a political move that gained him the backing of the sultans even though he wore the red robes of Chaos. A bounty was placed on Al’tar’s head by the Guildmasters, and the Magistrate of Evermoore issued a warrant for his arrest. A battle at the Guildhall Compound left Ser Bronn of the Order of Guildhall and others dead. They were killed by Al’tar’s guards for attempting to execute the warrant. Al’tar and his entourage fled through the Valley of Rainbows towards the Karthydian Desert. A week later by official vote the Council of Lore removed Altar Shariz as Cleric Keeper. On the first day of 1008, the former Charter Sponsor of Evermoore, the former Cleric Keeper and discredited Loremaster, Al’tar Shariz was crowned Emperor of the Karthydian desert. He is now the master of the largest army in the realm, an army whose sole purpose is to destroy the world in fire and flame when Karthis returns. Culture: Bedouins are nomads, and their name literally means "desert dweller.” They wander the desert looking for grazing land, for the Bedouins make their living as herders of goats, sheep and cattle. Bedouins place great emphasis on family lineage and live by clan groups. An alliance of tribes is called an "ashira" and it is among these lines that warfare is usually divided. Each tribe has a hereditary territory and the boundaries of these are often marked by small piles of stones. Al’tar Shariz reached the desert and was proclaimed a hero by the people. His flight captures the imagination of the desert as the beduins compare Al’tar bloody flight pursued by bounty hunters and Guildsmen to Karthis fleeing the Orcs after the fall of Evermoore. Thanos saw public opinion swaying back to Al’tar and believed that he could wait no longer to unite the desert under his banner. Thanos marched his army against the Al’tar Shariz whose own small army of black robes is hoplessly out numbered. The Bedouins make their homes in tents made of textiles woven from goat hair. These tents are quite roomy with many carpets and curtains to divide the tent into different rooms. Tassels are commonly hung everywhere as they are a sign of wealth (wool to spare). In June 1005 the two armies met, but before the battle could commence Al’tar Shariz walks onto the field wearing red robes. Behind him the sky is blood red and filled with fire light reflected from the burning of the Elder Trees Valley thousands of miles away. The clothing of the Bedouins reflect the harsh desert climate and are usually of a light-colored striped fabric, unless the Bedouin is traditional Karthydian which requires black or red. Men typically wear a long gown, which is either open down the front, or split to the waist and again at the ankles for mobility. This is ornamented with braid, and worn over a tunic and wide pantaloons. The head is covered, either with a turban, or a scarf and headband. Women wear a long dress with wide sleeves and belted at the waist, with hand embroidery down the front and seams. Women usually wear a veil on their head, and attach gold and silver dowry coins to the front to frame the face. Women also show their wealth in their bracelets and anklets. For winter wear, women add a hip-length jacket. By fleeing Guildhall Justice and defending the Sword of Karthis Al’tar Shariz has proven himself to many beduins marching with Thanos. Al’tar reminds everyone that only a high priest of the Karthydian Faith can read the signs of Karthis. He calls on the oaths of the Ruby Chalice which cannot be denied. And he sways the masses with words and charisma. Al’tar is embraced by both armies and Thanos and Numia have no choice but to join. Al’tar offers Thanos the 88 Bedouins value hospitality and generosity, and go so far as to leave the clothes of the deceased on the grave for a needy traveler to use. Bedouins are also very concerned with honor, and any perceived violation of honor can lead to fighting. This honor is also tied into kinship. Any Bedouin is required by tradition to avenge a family member, and in some cases a clan will disown a member in order to avoid unnecessary bloodshed. Sultans. Military: Bedouins are fierce fighters, although the disputes are usually over land and territory. It is considered very bad form for a Bedouin to graze his/her livestock in another's pasture, and such an insult could lead to a fight. Most warfare in the desert consists of raids along trade routes or of more wealthy neighbors. Some rich Bedouins have gone so far as to create their own armies to defend their possessions. Bedouins are also well-known for their harem system, but the reality does not usually live up to the myth. The Bedouins divide space into male and female, and the harem is the women's space. This space would include not just the wives of the Bedouin male, but also children, sisters, aunts, even his mother. The number of wives any given Bedouin has is in reality very small, for tradition holds that all wives must be provided for equally, and a nomadic desert existence is not one of vast wealth. Each city has a military loyal to its Sultan, but the size of the desert and the nomadic nature of the clans preclude the formation of a centralized military. Generally, each clan has a certain amount of land, and is responsible for keeping it free of intruders. The clan teaches every child to fight at an early age. Since resources are scarce there is much conflict between clans, but these conflicts rarely produce death. These nomad desert fighting groups are organized by clans and led by the sheik. Belly dancing evolved in the harem among the women as a way to prepare women for childbirth. The rolling and swaying of the hips and stomach mimic the actions of the body during childbirth, and by practice, women can control their childbirth. Belly dance also was used as a form of worship, both among men and women, and was usually performed in same-sex environments. Although the dance looks sensual due to its rolling movements, seduction is not its purpose. Many Bedouin men also perform movements associated with belly dance. The earthy movements of the center of the body celebrate life in a very harsh and demanding environment. The dance reaffirms the survival of the culture. When fighting each other, the Bedouins fight openly, face to face, with each warrior testing his strength against an enemy warrior. Since the desert keeps the tribes more or less uniformly small, the odds are almost never overwhelming, nor would any tribe stoop to hiring outlander mercenaries. However, when fighting intruders not of the desert people ambushes are frequently used. The intruders have not proven themselves worthy of honorable combat. There are rarely prisoners of such wars. The desert dwellers often dispense with such intruders by laying false paths or setting ambush points. The idea of ritual purification is very important to Bedouins. They have strict rules about cleanliness and purity, particularly living in the desert where water is scarce. The Bedouins will do everything they can to cleanse themselves, using water or even fine white sand to obtain this. Government: Rural dwelling Bedouins are organized into familiar clans and are nomadic in nature. Bedouins divide up by rank, and nobility or commoner status is usually set, although there is some upward mobility based on sagacity or courage. The tribe is headed by a "sheik,” who works with the elders to decide when and where a tribe will move. City armies tend to be better-organized than nomads. They are usually armed with spears and shields or small bows, backed up with a scimitar. Nomads mostly fight with scimitars paired with a buckler, shield or knife. City troops patrol the roads leading into the city, rooting out ambushes by nomads. Nomads defend sources of food and water and raid caravans traveling between cities. Nomad bands are often hired as scouts or auxiliaries by city armies. All Bedouin armies use the same basic strategy, fOrcing the enemy away from easily reached oases, wear them down through lack of food and water, then finish them when they're weak. There are a number of immense walled desert cities. These cities were built by Karthis and his followers when they fled into the desert after the fall of Evermoore. They have become centers of trade and commerce. They are ruled by Weapon: Bedouins favor a slashing style of swordplay and their cultural weapon of choice is the scimitar which is a sword with a slight curved blade and a single hand guard small cross brace. 89 - 200, region lore - 100, rumors - 100, survival - 100, theology - 100, weapon cultural (bedouin sword) - 0 Religions: Within the Bedouin people is a very powerful religious sect who worship Karthis, the god of chaos, who call themselves Karthydians. They wear only black desert garb. They believe that wearing black in the hot desert sun will make them stronger from suffering the heat. The black is said to be for mourning all the dead of Evermoore. No other sect or clan dares to wear black robes in the desert. Rituals & Procedures armor head - 100, dance (alluring) - 100, healing location (stone circle) - 400, spirit activity (orations) - 100 Coventry The people of Coventry are mostly poor and much of their effort is spent attempting to better their lot in life. However, the corporations which run the whole of Coventry make it impossible for the average person to escape the slums and workhouses which he is born into. Among the Karthydians are those who are feared more than the rest. The return of Karthis is prophesied in the coming of the Age of Chaos and the radical members of this faith prepare for a war of vengeance to repay the realm for the destruction of Evermoore. They fester like an infected wound keeping alive an ancient song of hate and vengeance. These wear robes of red. Historical Perspective: When Coventry was first settled, its people were drawn to the manufacturing of products. The monarchy and noble families made an effort to entice skilled craftsmen to Coventry. The Age of Life saw Coventry become famous for its production of beautifully crafted household and personal items. As the millennia turned their numbers grew exponentially because of the return of a mythical hero known as Thanos. The citizens of Evermoore unearthed and released him from his tomb. The red robed Karthydians preach that the time of mourning is past and the black robes should be cast aside in favor of the red, which stand for the blood of the usurpers that will be shed in the coming of the Age of Chaos. After Coventry was invaded by the Orcs, its nobles were unseated and the Orcs increased Coventry’s focus on production. The Orcs had a great need for manufactured products, especially those of a military nature. The conquered people of Coventry were forced to work in factories building war materials. Coventry became a sprawling industrial center. Its cities were filled with factories, work houses and slum housing. Being nomadic in nature, it is common for Bedouins to make religious pilgrimages. These pilgrimages are often strictly followed religious processions where fasting, chanting and praying is common. Among the Bedouins there is the folk tradition of ancestor reverence, worship of gods, and fear of the "jinn," evil spirits who work to subvert the Bedouin’s lifestyle. These folk beliefs are not considered real religions. After the defeat of the Orcs, the workhouses and factories remained and gave rise to powerful corporations. These corporations pooled funds to create monopolies on certain produced goods. The noble families never regained power. They remained poor and those who complained disappeared. The nobles who remain are merely employed by the corporations to legitimize various aspects of their operations. The investors, the owners and the operators who ran the corporations became rich and powerful, while everyone else remained a pauper. Guildsmen: The Guildsmen of the desert dwell primarily in the cities where they can make an excellent living selling their wares at the open air markets. Guildsmen can rise to prominent positions within their society. In the year 1000 of the Age of Order, Guildhall passed a resolution preventing red-robed Karthydians into apprenticeships, unless they renounce their war of vengeance and remove their robes. Initially, Coventry produced weapons for Guildhall during the Wars of Order. Guildhall owed the corporations huge debts. The repayments of these debts where used to retool the factories and workhouses. By the middle of the Age of Order most of the realms manufacturing was performed in Coventry. Every conceivable product could be turned out in vast quantities using factories and cheap labor. By the year 1000 of the Age of Order, the corporations and their owners had become the richest powers in the realm. Bedouin Appearance All Bedouin must dress in light colored desert garments, except traditional Karthydians who must wear either all black or all red. Bedouin Cultural Skills Knowledge astronomy - 100, commerce - 100, regain feat (procession) Culture: 90 The general population of Coventry are primarily poor and spend their lives in workhouses laboring for the corporations. Their tasks include manufacturing, shipping and secretarial. During periods of economic slumps unemployment is often high and street people are common. Such is the power of the corporations that even beggars must be licenced. to get better organized, with the troops learning the skills they need for their assigned jobs. Over time, the more experienced troops can accumulate a large amount of skill with a wide variety of weapons. They all carry throwing knives, often several hidden in their clothes, for emergencies or for a surprise attack. Officers of the corporations hire employees as spies to tell them secrets of other corporations or to keep tabs on people with whom they work in their own corporation for a few extra coins a week. The money people make above their salaries is usually kept hidden rather than being spent noticeably, because the people know that as they watch others, others watch them. Everybody tries to ferret out some juicy morsel of information to sell to somebody willing to pay for it. The identities of people employed by the boss’ rivals or superiors are especially prized, as are minor elements of their plans or secrets. Weapon: The people of coventry always have small knives on their persons. Most learn to throw these knives at an early age. The coventry throwing knife is a small balanced thrown weapon. Religion: While religion is not a thing of great concern to people in Coventry, there are enough people willing to make at least an outward showing of belief to make it worthwhile for priests to live here. The priests tend to ally themselves with a corporation. Corporations generally own the buildings that act as temples, putting their names and symbols on the outside, and leasing or renting them to priests of the more popular religions, who in turn charge money to those who attend their services to pay for the use of the temple. Political activity in Coventry is full of bribery, spying, murder, intimidation, blackmail, side-switching and general duplicity on many fronts. Nobody in this society does anything for free; they always make sure they gain something from their actions. While most of what happens daily in Coventry is technically illegal, a standoff exists in which almost everyone possesses some damning information about almost everyone else. The laws are so weak and fuzzy that the only thing keeping regular people in line is fear that they will accidentally interfere with the plans of someone more powerful than themselves. Guildsmen: Guildsmen are employed in all aspects of the corporations from research and design to military commissions. Guildhall tolerates the corporations as the corporate leaders are not foolish enough to go too far in their pursuit of wealth that they challenge the peace of Guildhall. The few chief executive officers who are so foolish usually have a remarkably unpleasant (for Coventry) “accident.” As a result, the brutal politics of Coventry stays confined to mundanes, and the occasional hired Guildsman killing mundanes. Guildhall’s dominance over the commerce of the realm coexists with that of the corporations. Government: The industrial kingdom of Coventry is dominated by merchant corporations, all maneuvering to gain control of the main cities, trade routes and political offices. Governance of cities and towns are by publically elected officials, whose campaigns are financed by the corporations they serve. Coventry Appearance The men and women of Coventry dress in dark clothing. Vests, jackets with tails and top hats are common for the men. Pants almost always have suspenders. Plain dresses or dark slacks for the women. They speak with a Modern Earth Cockney accent. Military: Each town maintains numerous militia groups, generally made up of free-roaming mercenary companies who contract with the town council for a while and who move on when a better offer appears. Theoretically, the militia groups are subordinate to the elected officials, but they are paid for by the corporations who maintain the real control. Often the militia groups rob and intimidate rivals, protect allies, swing elections for one side or another, and try to stay alive long enough to be paid. Coventry Cultural Skills Knowledge crime - 100, disarm trap - 200, pocket pick - 300, regain feat (scheming) - 200, region lore - 100, scrounge - 200, weapon cultural (coventry throwing knife) - 0 As most of their armies are made up of mercenaries, individual Coventry troops bounce from army to army. When an army forms, the troops come in with whatever equipment they have. As they earn more money, they begin Rituals & Procedures armor head - 100, locate - 200, song (bawdy) - 100 91 Government: The Dale is a hereditary monarchy. However, rule passes through the daughters and all power is vested in the Queen. When the Queen dies, her eldest daughter is crowned. Some towns are still ruled by hereditary lords, but as these ancient families die off, leaders are elected by the population and supervised by the Order of the Dale. Dale The Dale is located on the richest farmland in all of the realm. Understandably, the people of the Dale are mostly farmers and herdsmen. Most of the realm’s agricultural food products come from the Dale as well as its supplies of meat and poultry. Historical Perspective: The Dale was one of the first parts of the Realm to be settled by the humans. It was said that Natallis and her Warders led the people to it and blessed the ground so that it would always provide for those who respected and loved it. Dalesmen have always been protective of their soil and have carefully nurtured the animals living on it. Military: The Dale does not have a military, but relies on Holt and Lundelle to protect it from Orc and Asgarn raids. Each town has a small militia. The militia is not well equipped and functions primarily as skirmishers. Every person in the Dale is trained to use a bow at an early age. The militia is trained by members of the Order of the Dale. The Order of the Dale is completely loyal to the Queen and is responsible for keeping the country unified. They serve many important nonmilitary functions as in solving disputes and advising local leaders. The Dale was the first of the Five Kingdoms to be conquered by Grotar during the Age of Death. And throughout the age the people of the Dale labored to feed the armies of the Orc Empire. Dale soldiers always carry their bows, but maybe half of them use it as a primary weapon. They all carry one or two small weapons, usually resembling tools. Troops not serving as archers usually carry a buckler. The Order of the Dale arms its troops with shields and swords, and their archers carry extra quivers of arrows. Dale soldiers mostly act as support troops for the armies from Holt and Coventry that help defend their country. If they have to fight, they usually act as flankers for the main army made up of their allies. This fertile land has always been coveted by its neighbors. During the Age of Life, both Holt and Coventry attempted to secure portions if it, but through deft political maneuvering of the Queen, staunch resistence by its people and the intercession of Guildhall, the Dale has maintained its borders. Since the times of the Empire, the Orc people have seen the rich farmland of the Dale as a place of plunder. It is common for small groups of outlaw Orcs to sneak into the Dale and steal foodstuffs which they sell in the Forlorne Mountains at a great profit. The Order of the Dale is ever vigilant, but each year homesteads are burned and honest hardworking people lose their lives. Weapon: The people of the Dale are well-known for their archery. The weapon of choice is a wooden bow engraved with animals, plants or woodland scenes. Religion: The people of the Dale are not overly religious. Many people worship the natural world and the cycle of the seasons. They make talismans of wood, stone, bark or other natural materials to ward of bad omens and ill luck. Culture: The people of the Dale are not materialistic. They work their land to make a living and ask for nothing more. They are not an ambitious people. They are content to watch the seasons turn, to live and laugh with friends and loved ones and to grow old in the same house which they were born in. The worship of Natallis has remained very strong in the Dale. Some people in southern Dale are seduced by the religions of Lundelle, while some in the north worship Eldin. The people of the Dale are very social and gather often for festivals, carnivals and religious rites. It is where young people meet and fall in love, where political leaders are chosen, how news is passed and when gods are honored. Guildsmen: Guildsmen find the ambivalence toward wealth frustrates their ability to make a profit. Rangers are commonly employed to patrol the forests and religious trades can always find worshipers, but there is almost no need for Warriors and Cavaliers, unless they are part of the Order of the Dale and in the service of the Queen. The people of the Dale have four large ceremonies which honor the seasons and a number of minor ceremonies related to nature and village life. These traditional community gatherings form the backbone of social and religious activity in the Dale. Dale Appearance 92 The people of the Dale wear knee-length tunics and short hooded capes. Their clothing is generally brown or green in color. was the word gadje, which was used to refer to all nongypsies. During the Age of Death, Gypsies were often imprisoned by the Orcs who did not wish to allow groups free movement through their Empire. Those Gypsy caravans which continued were a pale comparison to the large wagon trains of the Age of Life. The end of the Orc Empire and the turning of the Age saw a resurgence of Gypsy culture, but the splender of the Age of Life has not been regained. There is some suspicion associated with Gypsies and in some places persons are not as welcoming to their caravans. Dale Cultural Skills Knowledge geology - 100, regain feat (gossip) - 200, region lore - 100, tracking - 200, weapon cultural (dale bow) - 0 Rituals & Procedures empower beast - 100, healing location (flower patch) - 400, replenish ammunition - 200, song (bawdy) - 100, talisman (natural) - 100 Culture: The Gypsies are wanderers. They travel the realm in brightly colored caravans going wherever the spirit moves them. These caravans consist of painted wagons pulled by oxen. There is a seat in front for the drivers to ride, although while on the move most able Gypsies will walk with the wagons, especially to keep the livestock moving. Gypsy Gypsies have been called a laughing people, a dancing people, a trickster people, a wandering people, and regard themselves as a free people, all of which are generally accurate labels. Aside from the stereotypes, gypsies are nomadic merchants and entertainers. They travel the realm in caravans of brightly painted wagons selling wares and entertaining wherever they go. The wagons are large and often made entirely out of wood, with a wide door that folds down in back, to provide a stairwell entrance into the wagon. There are often stained glass windows worked into the sides of the wagon to allow light and ventilation into the wagon. Most Gypsies sleep inside their wagons. They are filled with clothing, bedding, food and cooking supplies. Although the inside of a wagon seems cramped, they are very economically packed, for the entire belongings of a Gypsy family (mother, father and children) will fit into one wagon. Sometimes late at night their campfires will be seen burning in the woods. People will hear their lively music and their voices will rise in song. If they go to investigate, they may be invited to join in the feasting, dancing and storytelling. There are many wagons and much business is conducted amid the entertainment. Wares are sold, fortunes are read and it is a veritable circus, but the next day the gypsy caravan will be gone and the ashes of their fires will be cold. Their joy of life is matched by a wanderlust possessed by no other race or culture in the Realm of the Five. The primary social arena for Gypsies is the area within the caravan circle. This is where the food is cooked, the children play, the chores are done, and relationships are formed. At night, this is the happiest place, for the people will join together to sing, dance and play music. Historical Perspective: In the Age of Life, the Five gave the world to the races. The races were told to go forth and find a home. Many of the races were afraid, including the humans, but not all of them. One group, which later became known as the Gypsies, leapt at the chance to leave the mountain and explore the realm. They were the first to enter the world during the Age of Life, but instead of claiming the best portions, they chose instead to travel through all of it. This wanderlust has remained constant to the present day. Gypsy caravans are usually made up of kin groups and do not usually stay long in one place. No one is required to stay with the group; there are no kings or queens. The spirit of the Gypsy is very individualist, although most Gypsies retain a strong connection to their family. Gypsies are generally xenophobic and the only outsiders who are allowed into a Gypsy caravan are those who have long cultivated an honest, trustworthy relationship with the family. While it takes a long time to earn a Gypsy's loyalty, those who do will find them willing to give all to help a friend. Gypsy culture has remained relatively unchanged since the Age of Life. During the later Age of Life Gypsies became more isolationists. They developed their slang and manner of speaking. While all gypsies still speak the common tongue of the realm, they have added considerable words to it. For example, the word gypsy was created by them as 93 Anyone who is not a Gypsy is a gadje; a more polite term used by some gypsies is giorgio. A few Gypsies keep away from gadje entirely, while others allow contact with gadje for the purposes of commerce. Most Gypsies are not so paranoid and will deal with gadje on a multitude of levels. In all discourse, though the gadje must be aware that even is he is a friend or lover, he is still an outsider. The nomadic nature of the Gypsies often bring them into contact with obscure knowledge and information. As a culture Gypsies value learning and the oral traditions which they use pass down their ancient stories. Gypsies are well known for their ability recall this wealth of information at opportune times. In some parts of the realm, Gypsies possess a bad reputation. They are accused of being thieves and baby-stealers, and consequently have been the object of persecution during some of their history. However, Gypsies are slowly gaining status as they maintain prolonged contact with outsiders. A Gypsy is always colorfully dressed and wears many bells and as much dangling jewelry as they can. Long ago, gypsies dressed their children in brightly colored clothing and put bells on them so they could be easily found if they got lost. Over time the style of dress has shifted to the adults. Gypsy clothing is bright and colorful. It also can be very noisy, as Gypsies like to supplement their attire with bells and coins. Men frequently wear full trousers, a tunic with full gathered sleeves, and often a brightly colored or patchwork vest. Men also wear scarves on their heads, and a bright sash around their waist. Women usually wear a tunic top with full sleeves, and a full, many-colored skirt, sometimes exposing the midriff. Women also wear a hip scarf, often fringed, and a scarf or kerchief over their hair. Both men and women wear copious amounts of jewelry, the noisier the better. Government: The Gypsies have no centralized government. They normally travel in groups called kumpania, or companies. A kumpania is an alliance of households. Within each kumpania there can be several, vistas, or clans of people. In turn within each vista there can be one or more familiya, or extended family. The vistas are loosely organized into various natsia, or nations. Within a Gypsy wagon there is one leader, the Baro. The Baro decides where the kumpania travels. If some gypsies want to travel in a different direction, or if the kumpania has grown too large to travel in reasonable safety, a new kumpania will be formed and pick its own Boro. Another element common in Gypsy culture is the love of children. The task of caring for and raising children is shared among the entire clan. Gadje children are often attracted by the Gypsy life and run away to join the Gypsies. The Gypsies care for these children and make them part of the clan. This practice has led to the myth that Gypsies will kidnap children and is the cause of Gypsy persecution. In large bands or at large gatherings, decisions are usually made of a group of elders. The "kris" is made up of elders and is presided over by the "krisnitori" who holds the highest judicial authority. Gypsy society has many traditions, but few laws. Gypsies possess both a strong sense of freedom and a strong sense of community. The two combine to form a general principle: You can do whatever you like as long as you do not harm the clan. Fortune telling is common to all Gypsies. They possess a certain acumen that allows them to foretell the future by certain forms of divination. Cartomancy, palmistry, and rune stones are just a few of the many ways Gypsies can intuit the future. On rare occasions where it seems as though a law was broken or a tradition violated, a kris can be formed to determine judicial action. The kris serves as a legal council. The Baro will help organize the kris and enforce its decision but a Baro cannot be one of the judges. To cross a Gypsy is considered by many races in the realm to be extreme bad luck. Indeed, Gypsies possess the power to extract vengeance upon the person who affronted them. The Gypsy Curse has a justified reputation as something one does not wish to encounter. Most of the time, when an issue comes up it does not require the formality of a kris. A divano is an informal legal meeting, usually combined of the heads of the families that are affected by the issue. A divano is not so much a formal legal proceeding as it is a party with a purpose. Gypsies come together and talk loudly until a consensus is reached. Dance among the Gypsies is a sacred expression of life and survival. Traditional dances involving the entire group clasping hands are remnants of thanksgiving dances from the times when Gypsies were persecuted. The whirling and leaping associated with Gypsy dance is a celebration of an individual’s joy at just being alive. 94 trade their close-knit families and life in the wagons, for a life in the cities or on the battlefield. Generally, Gypsies who become Bards, Rogues and Runecasters fair better, but even these often give up the Guildsmen lifestyle and return to travel with their caravans. Military: Gypsies have no traditional enemies and usually fight only when necessary to protect the group. They prefer to pack up and ride away before trouble starts, but if they can't, most will fight. Gypsies carry sabres and have a surprising skill with setting up impromptu fortifications. Gypsies circle their wagons and place barrels, boxes and even piles of rocks in the spaces between the wagons. They will hole up inside their circle and wait until they can safely break camp and move out. Gypsy Appearance Gypsies must wear colorful, often clashing clothing and lots of jingling jewelry and bells. They speak with a Modern Earth Russian Accent. Some Gypsy bands apparently do not believe in warfare at all, preferring to behave nonviolently, even when threatened. Gypsy Cultural Skills Knowledge astronomy - 100, occult - 100, regain feat (flirting) - 200, region lore - 100, scrounge - 200, weapon cultural (gypsy sword) - 0 Weapon: The traditional weapon of the Gypsies is saber, a sword with a slight curved blade and cross guard. Rituals & Procedures curse - 200, dance (expressive) - 100, send dreams - 100, smuggle - 200, spirit activity (fortune telling) - 100, talisman (polished) - 100 Religion: Traditional belief among some Gypsies hold that the world is composed of two halves, "Del" being the good half, and "Beng" being the bad. They are opposites, and everything in the world is divided into one of the two groups. Some Gypsies are so isolationist that everything non-Gypsy falls into the "bad" category. Highlander Highlanders are humans who live in the high mountains north of Holt. They are a proud and noble people extremely loyal to their clans. Unlike much of the realm, many Gypsies continued to worship the Way of the Five even after the fall of Evermoore. By the Age of Order some caravans developed new religions, one of which was the worship of Amora, the wandering goddess of love. Generally, Gypsies are attracted to religions that share their values of freedom, loyalty, community and pleasure. Historical Perspective: During the fifty-eighth year of the Age of Life, humans expand north, laying claims to the mountainous highlands and to the isles of the northeast. Two years later Edinburgh was settled in the southern highlands and became a very prosperous trade city. Almost a decade later Inverness was settled the north and the territory was officially named the Highlands. Marriage among the Gypsies usually is arranged for economic improvements. A dowry is usually exchanged. It is possible for a Gypsy to marry a non-Gypsy, a "giorgio," but the children are inevitably raised as Gypsies. Children among the Gypsies enjoy a high amount of freedom, but they also are integral to the band. Children will work as soon as they are old enough, and even assist in the care of younger siblings. The leaders of the Highland cities elected the first High King in the year one thousand and seven of the Age of Life. For one thousand years the Highlands was a peaceful place of steep green hills, bubbling streams and haunting pipe music. The clans dwelled in harmony, following the Way of the Five. When the Orcs, Pythians and Klactons marched on Evermoore, the human Highlanders responded to the call for help from Evermoore. The High King marched a mighty host to the aid of the stricken city, but their path was blocked at the east pass by an Orc army. A great battle was fought in the pass as the Highlanders attempted to break through. Many were slain and they were forced to return to the Highlands. Mourning among the Gypsies lasts a fairly long time, and it is common for a family to hold a "pomana" which is a feast held on the anniversary of a loved one's death. This occasion is celebrated with food, song, and dance, but also with wishes of peace and happiness for the deceased. Guildsmen: Gypsies who become Guildsmen sometimes regret the decision, especially those who choose trades such as cavaliers, wizards and warlocks. These Gypsies In the second century of the Age of Death the Orcs moved 95 north concentrating their armies on the Highlands. Edinburgh was taken by the Orcs followed by many other cities. In the year one hundred and fifty-nine of the Age of Death Inverness, the last free city of the Highlands, was conquered by the Orcs. The High King was killed in a final glorious charge and such was his heroism that the Orcs allowed the king’s corpse to be carried from the field and placed in the Crypt of the Kings of the Highlands. The Highlands did not become a land of peace, but became a land divided by the beliefs of its people. There were Highlanders who wished to restore the High King and many who swore fealty to the King of Holt during the War against the Orcs. These two sides could not reach a compromise and it was inevitable that civil war would occur in the Highlands. The Highlanders who worshiped Eldin and support the king of Holt fought against those who wished a return of a Highlander High King. The MacBean clan is largely responsible for its instigation. There are several anti-Holt pretenders who attempted to claim the position of High King, but their efforts were put down by Holt or ended because of internal feuds. The Highlanders continued to resist the Orcs. One of the most famous clans, the MacBean, moved into the remotest Highlands and swore they would never rest until the High King was restored to the throne and the Highlands are cleansed of outsiders. Other clans and organizations such as the Black Watch and the Order of the Highlands helped in this cause. Guildhall stepped in which lead to the formation of the Highland Council which is a democratic body composed of prominent nobles. The Highland Council was proclaimed the official ruling body of the Highlands and its first act, by a narrow margin, was to proclaim the Highlands independent from Holt. However, those nobles who have sworn fealty to Holt may continue to serve as vassals to the King of Holt and represent Holt’s interests in the Highland Council so long as they do not interfere with the newly formed Council. The Age of Death was a terrible time for the highlanders. The yoke of the Orcs chaffed heavily on the free and independent people. When hope came to the world, in the form of Guildhall, they were quick to seize it. Almost immediately revolutions appeared throughout the Highlands. The southern Highland nobles families were quick to swear fealty to Holt in exchange for military protection and support. The Highlands became free city by city, until in the twentieth year of the Age of Order the armies of Guildhall and Eldin push into the Highlands in mass. Many of the Highlanders embrace Eldin and welcome the armies of Holt. They fought side by side to drive out the Orcs. Certain Highlander clans begin raiding the properties held by Highlanders who remain loyal to the King of Holt. The situation came to a head when the Highland Council voted to support the Asgarns against the Holt invasion upholding mutual defense agreement within the Northern Confederation. This vote caused the Highlanders who were sworn to the King of Holt to withdraw from the council. One of the more colorful of the Highlanders who took up arms in the name of Eldin was Rastan MacVayne. He chose as his banner the Eldinite Cross with a flayed Orc hung on it. Free Highlanders, as they call themselves, attacked the Highlanders who served the king of Holt. This expands into an actual invasion of Holt as Highlanders joined with Mongorian troops heading south. As trouble developed on the continent, Holt’s invasion of Asgarn began to falter. The Five Kingdoms sent troops to support Holt and attack Asgarn. Three years later, the Orc leader, Nuntor Grack, peacefully surrenders the Citadel on the condition that his family be allowed to dwell there. He denounces Grotar and the destruction of the Age of Life. He claims his troops will fight against other Orcs to help free the Highlanders. With the help of Nuntor Grack, who proclaimed himself a worshiper of the Five, the northeast was laid open for the armies of Highlanders, Eldinites and Guildhall. The Orcs could not retreat quickly enough from these areas. The war began to escalate, but Guildhall interfered and caused an end to the war. The treaty forbid sea raiding by Asgarn and requires the Asgarn government to pay reparations and to punish sea raiders. It is silent on the Highland-Holt issue which continues to fester. After Mongoria, Eiren and Asgarn were freed from Orc rule, they join with the human Highlands to create the Northern Confederation. These four nations pledged to support and aid one another should the Orcs invade again. In the year 270 of the Age of Order, Holt, citing the continued border conflicts and persistent attacks against worshipers of Eldin within the Highlands, suddenly 96 invades the Highlands. The MacVayne clan in the north who were stanch worshipers of Eldin allowed a huge landing of Holt troops. These troops, augmented by loyalist Highlanders swept down on the undefended northern Highlands burning crops and cities. Guildsmen supported military. Under the terms of the Guildhall truce, the Highlands were to remain in control of Holt because there were a large number of Eldinite worshiping Highlander nobles who wanted to remain loyal to Holt. A military truce was established, but that did little to stop the small scale skirmishes which continued sporadically throughout the Age of Order. The army of the Free Highland which was on the southern border was caught between the MacVayne and Holt army of the North and a second larger Holt army moving up from the south. The Free Highland army was demoralized and unable to get supplies. Throughout the winter many died of starvation and by the next spring Holt controlled the Highlands. The nations of the Northern Confederation were hesitant to get involved in what they saw as a second Highland Civil War. The Highlanders were relatively peaceful until the final century of the first millennia of the Age of Order. A fairly major incident took place when William McNamara, Duke of Inverness, banded some Highland nobles together and fought a brief, but bloody, war with Holt on the boarders of Inverness and Holt occupied Highland territory. William was killed and on his death bed he claimed to be King of the Highlands. In 275 of the Age of Order the Free Highland’s Council was officially disbanded. The Highland clans who accepted the King of Holt were allowed self rule, while the clans who refused to swear fealty to the King of Holt were governed by appointees of the Crown. Only the MacBean clan continued to fight, but they had retreated deep into the wild Highlands from where they launched sporadic raids against those who supported Holt. There were isolated incidents such as Duke McNamara, over the next eight hundred years, then in nine-hundred and ninety eight of the Age of Order the Highland Duchy of Inverness revolted against the King of Holt. Inverness was declared an independent Highland nation. Teirnan MacStewart, one of the rebellion’s leaders, reestablished the Free Highland Council. The Council was immediately recognized as a legitimate government by the Northern Confederation and accepted into the Confederation. Ten years later a number of expatiate Highlander nobles convinced the nations of Eire, Mongoria and Asgarn to honor the Northern Confederation Treaty. Diplomats from the northern nations pressured Holt to end the occupation of the Highland, but the king of Holt refused. Field Marshall Talbot, the commander of Holt’s forces in the Highlands, was not in the Highlands during the start of the rebellion. He was pursing a contingent of rebel highlanders. Field Marshall Talbot caught up with the rebels in the City of Evermoore, but was killed by its citizens as he attempted to apprehend the Highlanders. Talbot’s death left the Holt forces leaderless for a short time allowing the Highlanders to defeat the garrison. The Duke of Inverness, who was appointed by the King of Holt, and his family were killed. Two years later a number of northern Highlander clans, including the MacStewarts and MacFinns, rebelled against Holt rule. They were supported by troops from the Northern Confederation. In response, Holt issued a call for aid from the Five Kingdoms. Coventry, Lundelle, Andor and the Dale send troops. The Highlands became a battle ground, which threatened to engulf the realm as the Pythians attacked Andor while the bulk of its army was away fighting in the Highlands. General Vlad replaced Field Marshal Talbot and Holt attempted to retake the lands, but it suffered a crushing defeat at the hands of the Free Highlanders lead by Teirnan MacStewart and his allies. After this defeat the Northern Confederation began to make preparations for war. The King of Holt appealed to the leaders of the Five Kingdoms. Guildhall stopped all shipments of supplies to the human nations fighting in the Highlands and to the Pythians who invaded Andor. The Council of Lore demanded that the mundane leaders cease hostilities. The Order of Guildhall was reorganized to lead a standing army of mixed heritage which would fight to support Guildhall. It was based in the Valley of the Rainbows in the town of Evermoore. Guildhall interceded and forced all parties to allow the Highlands to decide their own fate. Holt and the Northern Confederation were prevented from sending troops into the Highlands. In November 999 of the Age of Order, Guildhall opened an Inn at Inverness to enforce the troop Hostilities ceased under threat of force by Guildhall. The mundane leaders grudgingly accepted Guildhall’s terms as they believed that a mundane army could not defeat a 97 embargo. the highlanders is tied to this family honor. Traditionally, men and women dress very similarly. Both sexes wear kilts, which are pleated "skirts" made from a tartan or plaid pattern. However, men's kilts reach to their knees, whereas women's skirts were lower. On top, men and women usually wear a light-colored tunic, often with puffy sleeves. The kilt is made from wool, and the tunic from linen. The kilt is traditionally made form one long, double wide piece of fabric, pleated about the waist and hoisted over one shoulder. The piece of the kilt going over the shoulder is referred to as the "plaid." The plaid goes over the shoulder opposite of the sword arm, in order to make fighting easier. This kilt serves as a blanket when out in the hills tending the flocks. Shortly thereafter, renegade mundane soldiers of the Order of Holt, both Iron and Blood Cross, lamenting the death of Field Marshall Talbot in Evermoore, and fearing the presence of Guildsmen at Inverness, attempted to seize control of the Inn to ensure that it could not be used by allies of the Free Highlander Council. The local Guildsmen defeated the attack to ensure the opening of the Inn. A year later the Guildsmen of Inverness aided in the defeat of sizable Holt army lead by General Vlad. The fate of the Inverness territory continued to hang in a precarious balance. The Free Highland Council battled the loyalists, such as Lord Byron MacVayne, who remained devoted to ending the rebellion and returning Inverness to Holt. The pattern of the kilt does not denote a specific clan as many outsiders believe. In the Age of Life, clans claimed patterns similar to those worn in other parts of the Highlands. Further, as families spilt, died out or merged into one during the Age of Death it became impossible to know which patterns were original and which were retained or changed. Clans have been known to switch tartans or to have more than one tartan to represent the different bloodlines of their clans. Since no one can agree as to whom would have which pattern, it is generally accepted that no clan may claim a particular pattern as their own. The dream of a free Inverness ended in bloodshed and death. Holt attacked suddenly with an overwhelming force. The Guildsmen of Inverness were defeated in a bloody battle that raged for most of the night. The next day, the main part of the Holt army met the Army of Free Inverness It was a sunny Sunday afternoon with a fresh fallen snow blanketing the vast field. The Highlanders were soundly defeated. In a smaller engagement that night, Deadalus, a Necromancer from Lundelle and leader of the Order of Damnation, led a sortie against invading Holt soldiers. This was the first time in almost eight hundred years that undead were used in a large scale military engagement. Deadalus won the battle, but his victory was mostly overlooked in the larger defeat and overall the loss of the Free Highlands. Most Highlanders wear a brooch to hold back their plaids, or to close their kilt, and sometimes this brooch is formed into the clan crest. Most Highlanders wear footwear made of leather, usually worked into a high boot. The rocky terrain of the Highlands lends itself to raising of livestock. To supplement the herds of sheep and goats, Highlanders dig out small communal plots of earth to plant vegetables and grain. Holt soldiers swarmed through the territory. Prince Justin’s clandestine master stroke was effective in pacifying the population. The fighting was over so quickly that the Northern Confederation had no time to mobilize. Guildhall objected, but it was clear nothing less than a huge regional war would dislodge Holt. Guildhall closed the Inn at Inverness. A Highland village consists of small stone houses. These have thatched roofs and are often built into the side of a mountain or hill. The village consists of these small homesteads, with a house centered and the pasture land surrounding in the hills. Villages might be built in a valley or on a flat hilltop, to provide a defensible position. Culture: Highlanders are very proud people, and their kinship ties are very important. Ones clan is traced through the parents, and an individual views himself as part of several different family units. Apart from their immediate brothers and sisters, there is also the complex ties of cousins, parents' cousins, and ties by marriage. Military: Fighting among the Highlanders usually was organized by Clan. However, rather than ties of loyalty, Highlanders owed fealty based on family ties. Family honor was very important, and blood feuds could go on for years, with one side or the other skirmishing every few years. Hospitality is very important and family honor is sacrosanct. By the Age of Order, even the very clothing of 98 The Highlanders are fierce fighters, and sometimes paint themselves blue, using a plant called woad that produces a green dye. The woad has a strong spiritual significance. Furthermore, the Highlanders use a bagpipe instrument, which they play in war. If played correctly, bagpipes can create beautiful music, but if not could very easily scare someone unfamiliar with their sound. The Highlanders use a battle cry for their clan. constant attacks from the Orcs, aggressive sea raiding from Asgarn and frequent guerilla attacks from the Highlands. As a result Holt is a strong militaristic society whose people dwell in fortified cities. Historical Perspective: Holt was settled during the human migration to the eastern portion of the realm. The rural communities developed into a prosperous group of trade cities, because of rich deposits of ore and other minerals found in Holt. Highlanders are well-known for their guerrilla tactics, which stem from their intimate knowledge of the natural land around them. The Eldinites in particular have learned this lesson the hard way, often chasing a small group of Highlanders into an ambush. Shortly after Noctis and Lumina were crowned as the rulers of the realm, the kingdom of Holt elected one of its influential leaders, Karl Rictor, to the position of a hereditary monarch unifying the cities into the nation of Holt. King Rictor was instrumental in binding the five human nations into the Five Kingdoms. This was accomplished in the year one thousand and one of the Age of Life. During the next thousand years Holt prospered as did all of the Five Kingdoms. Weapon: The claymore, a war sword with a long straight blade and cross guard, is the chosen weapon of the Highlands. Religion: The clan of the Highlander takes on a religious significance. Children from a young age learn about their ancestors, and the deeds of famous relatives are often sung during community gatherings. Kinship is very important for the Highlanders, in fact the pledge of two members of different clans to become kin can have the same value as a marriage between two people. Each clan has members who study the natural world and provide wisdom to the chiefs. They also teach of the clan’s history. When the non-humans threatened war, the Five Kingdoms did not send aid to Evermoore. The King of Holt signed a nonaggression treaty with Grotar. The Orcs paid one wagon load of gold to each of the leaders of the Five Kingdoms in exchange for their promise to stay neutral. The gold did not stop the Orcs from attacking the Five Kingdoms and in the sixth year of the Age of Death the kingdom of Holt fell to the Orcs. The King of Holt was dragged from his throne and buried alive under the gold coins he received from the Orcs. Guildsmen: Highlanders who become Guildsmen are often suspect by their clan. Their oath to Guildhall often clashes with the desires of their clan leaders . Guildsmen who return to the Highlands must prove themselves to their clans, which is not always an easy thing to do. For a thousand years Holt suffered under Dreadlord rule, but it was the creation of Eldin by the citizens of Holt that helped enabled the realm to throw off the yoke of the Orcs. Holt was the first Kingdom to free itself and its armies joined with those of Guildhall to end the Orc Empire. Highlander Appearance All Highlanders where kilts and speak with a Modern Earth Scottish accent. Rituals & Procedures armor torso - 100, bolster body - 200, bolster mana - 200, perimeter - 100, spirit activity (fraternity) - 100, spirit coloring (woading) - 200 Holt troops were the first into the Highlands. They fought the Orcs and recruited Highlander nobles to their cause. Many of these Highlander nobles swore fealty to the newly crowned King of Holt and were baptized to Eldin. Highlanders and Eldinites fought side by side to free the northern human nations from the Orc Empire. By the year twenty-four of the Age of Order Mongoria, Eire and Asgarn were freed from Orc rule by the effort of Holt and Guildhall. Holt The people of the Holt dwell in the northernmost of the Five Kingdoms. Throughout their history they have faced During the Age of Order Holt has been in numerous wars with its neighbors. The first major engagement was a bloody war with Asgarn. The war was predicated on the Highlander Cultural Skills Knowledge occult - 200, regain feat (stomp) - 200, region lore - 100, tracking - 200, weapon cultural (highlander war sword) - 0 99 basis of the Asgarn’s continued raiding of Holt’s costal villages. Holt invaded Asgarn and had great initial success. These gains were disrupted when a large group of Highlanders who, in adherence to the articles of the treaty binding the northen human nations into a mutual defensive confederation, attacked nobles sworn to Holt both in the Highlands and on the border. Holt was forced to defend its own borders and their attack on Asgarn began to falter. The Five Kingdoms responded by sending troops to aid Holt, while Mongoria and Eire prepared to enter the war on the side of Asgarn and the Highlands. Intercession by Guildhall averted war, but does not alleviate the strain within the territory. A treaty was signed which requires the Asgarn government pay reparation and to prosecute its ships that sea raid, however, the treaty is silent on the situation in the Highlands. The situation in the Highlands came to a head when the Eldinite Highland nobles appealed to the King of Holt for assistance against their countrymen. Holt launched a surprise invasion, justified by the continued border conflicts and persistent attacks on Eldinites within the Highlands. The invasion devastated the army of the Free Highlands. The MacVayne clan, who were worshipers of Eldin, allowed a landing of Holt troops in the undefended north. These troops, augmented by loyalist Highlanders swept down through the Highlands to the south. The army of the Free Highland was on the southern Holt border and was caught between this army and a second army moving up from Holt. The Free Highland army was demoralized and unable to get supplies. Throughout the winter many died of starvation and by the next spring Holt controlled the Highlands. With the total defeat of the Free Highland Army, the nations of the Northern Confederation were hesitant to get involved in what they saw as a second Highland Civil War. In 275 of the Age of Order the Free Highland’s Council was officially disbanded. The highland clans who accepted the King of Holt were allowed self rule, while the clans who refused to swear fealty to the King of Holt were governed by appointees of the Crown. In year 998 of the Age of Order the Highland Duchy of Inverness successfully rebelled against Holt’s rule. The Duchy was recognized by the Northern Confederation as a free and independent nation. The King of Holt did not wish to risk another war and feared the intercession of Guildhall. In a speech to his people, the old King claimed he did not wish to further exacerbate the unstable political situation. He pointed out that the Orcs were uniting into a new Empire and humans can ill afford to fight humans. He closed by exclaiming, “There will be plenty of fighting for all in the Age of Chaos, thank Eldin I will not live to see it. My last days on this realm will be ones of peace.” It is rumored that his son Justin, a radical follower of Eldin eagerly awaits his father’s death. Justin has publicly denounced the rebellion of Inverness and has pointedly disagreed with his father’s position. He even went so far as to suggest that Holt could confront the entire Northern Confederation. In addition to their conflicts with the Asgarns and the Highlanders, Holt has had a long standing border war with the Orcs. Constant conflict exists as the border was never agreed on and rich mineral deposits exist in the foothills claimed by both races. Culture: Minerals, precious metals and gemstones provide the economic base for the western portion of Holt which borders the Forlorne Mountains where the rich ore deposits are found The eastern part of Holt is primarily concerned with trade and fishing. Holt’s constant struggles with its neighbors has created a society based largely of military endeavors. The entire society is structured around a defensive posture. All of their cities are heavily fortified and garrisoned. Immense keeps exist along its northern and western borders. These keeps serve as strong points against the aggressive actions of the Orcs and highlanders. The people of Holt are fiercely proud of their heritage and will not hesitate to defend their nation, king and god. Much of the population has some form of military training. Even small villages and mining towns are fortified and have a militia which trains regularly. Since most people live behind protective walls almost every home has a small garden and a lawn. The lawns provide space for entertaining. Holt people are very fond of lawn games such as hitting balls with mallets through rings and throwing old horseshoes around stakes. The lawns can be used as supplemental gardens if a siege is not quickly lifted. The gardens are practical for supplying food during sieges which are unfortunately common among the 100 outlying towns. The people of Holt love to compete in mental contests and competitive games. During the warmer months lawn games and team sports are very popular, but during the winter months the people of Holt will play strategy and board games. high-ranking members of the Edlinite clergy. The church's leadership tends to be made up of members of the nobility. A Bishop is the equivalent of a Graf, and an Archbishop is the equivalent of a Herzog. These nobles are vassals of the King, but they can have lower ranking nobles under them. The men dress in shirts and breeches. The women often wear long dresses with wide sleeves. Hoodless capes with armholes are very popular. The people of Holt generally wear solid colors and have very little personal adornments. Military: Their military consists of garrisoned fortresses. Each garrison is led by the noble who rules that fortress. The entire garrison is composed of soldiers sworn to the Heraldic Orders of Holt. There are two main orders, the Order of Holt, known as the Iron Cross and the Order of Eldin, known as the Blood Cross. The theater is very popular and all of the major cities have many playhouses located in a separate district. The Comedy of the Damned performed its first show in the City of Dresden. Many prominent nobles were killed as well as numerous high-ranking Guildsmen. Each noble family of Holt provides troops to the king's army from the peasants they rule, and also maintains its own household military order. Most of these orders are created to defend the land or city that nobleman rules, as well as any fortifications under his direct control. Government: Holt is a hereditary monarchy. The King rules from the city of Dresden. The land is divided into Counties, which are further divided into Baronies. Under the Barons are Baronets. This feudal structure is strong in Holt. The land is tied together with ties of fealty and religion. Noblemen from regions controlled by leaders of the Church of Eldin provide forces to the Order of Eldin rather than the Order of Holt. The title given to their king is Konig. The lowest form of nobility in Holt is the Edler (Baronet) who rules a small estate. The Freiherr (Baron) supervises several Edlers. The Graf (Count) supervises the Freiherrs. A Herzog (Duke) is a high-ranking nobleman with several Grafs under him. Herzogs are all the vassals of the King, where the lower ranking nobles are able to be vassals of the higher ranking ones. A Furst (Prince) is the ruler of an independent city. Several cities in Holt, including the oldest ones, are ruled as territories separate from the land around them. While Holt is currently a hereditary monarchy, it was originally an elected monarchy. During the Age of Life, the cities were all independantly ruled by leaders called Fursts. The Fursts of the original cities of Holt would elect each new Konig. After the king's funeral, the Kurfursts (Prince-Electors) gather in the royal palace to hold the formal election. They spend a few days holding a wake for the late king, then officially elect the new king. Over time, another custom grew up. The Konig could make a last request before dying. The Konigs began to use it to name a successor, which the electors would honor. Thus, the democratic nature of Holt was lost. The Church of Eldin wields considerable political power in Holt. Nearly a quarter of the country is ruled by Each unit of Holt troops has its own catapult. The troops are usually armored, and armed with a variety of weapons. They use a combination of shields, polearms and bows and crossbows. When under siege, most of the garrison locks itself inside and holds its ground, while a group of soldiers moves out, fortifies a location nearby and sends word to neighboring communities. The enemy has to split its focus, attacking both positions. When on the offensive, Holt troops fight defensively. They march into enemy territory, find a defensible position and fortify it. They force the enemy to attack them, and once the enemy gives up, they set up somewhere else and start the cycle again. Weapon: Massive fortifications keep the cities of Holt safe from Orc attacks and Highlander uprisings. Each family owns a catapult that they maintain and operate in times of need. They bring their catapults to the walls of their town to add to the ones stationed on the walls by the local garrison. Almost every person is trained to operate the catapults that are mounted on these fortifications. The weapon is a mounted solid shot catapult. Religion: The worship of Eldin has always been strong in Holt. The people of Holt generally worship Eldin to some degree or another. Worship of other faith, while tolerated 101 during the early part of the Age of Order became increasingly less open in the latter part of the Age of Order. As the world seems to rush to Chaos, the people of Holt cling to their faith in Eldin and pray that he will return to protect all humans. Guildsmen: Cavaliers and warriors can accumulate some political power. As Holt relies on its strong military it is common for a cavalier or warrior to be placed as a Junker (Lord) of a small border castle. Most Junkers, having been appointed by the Konig, are members of the Order of Holt. Those Junkers appointed by a nobleman other than the Konig are members of that noble's order. In regions governed by the Church of Eldin, Clerics and Druids are often given command of a small castle and are named Abt (Abbot). After several years of service, a Junker or Abt can be named an Edler, and granted the right to form a Military order. A Cavalier who is the son or grandson of another Cavalier is given the title of Ritter (Hereditary Knight). Holt Appearance The men of Holt generally wear shirts and breaches. They often wear plate armor (especially breastplates) even to social functions. The women of Holt wear long dresses with wide sleeves. They speak with a Modern Earth German accent. Holt Cultural Skills Knowledge gaming - 200, military - 100, psychology - 100, regain feat (contest mental) - 200, region lore - 100, theology - 100, weapon cultural (holt catapult) - 0 Rituals & Procedures bolster body - 200, bridge - 200, perimeter - 100, song (war) - 100, spirit activity (fealty) - 100 Kelt The Kelts dwell on the beautiful Isle of Eiren, which is an eternally green, seemingly magical place of bubbling brooks, rolling green meadows and hilltops ringed by standing stones. The Isle of Eiren is not a land of monetary wealth, but its people possess a wealth of spirit that surely outweighs their meager financial situation. The Kelts delight in dancing, singing and other communal activities. They are a passionate people, brave in combat and bold in bed, or so the saying goes. Historical Perspective: The Isle of Eiren was settled by the Kelts during the early part of the Age of Life. The Isle was a magical place of green pastures, rolling mists and lots of cool rain. The Kelts, like the rest of the realm, enjoyed the Age of Life as a period of peace, where their culture grew and defined itself into an exuberant community oriented heritage. The Fall of Evermoore and the subsequent expansion of the Orc empire galvanized a military prowess in these people. By the time the Orcs began their invasion of Eiren, the Kelts were prepared. The Orc’s battle to take Eiren was one of the bloodiest in the history of the Empire’s expansion. Initially the style of warfare chosen by the Kelts spread terror through the Orc armies. The Kelts used mighty war drums and blew animal-headed battle horns. The eery notes of war harps preceded their battle charges, which reached the Orc lines which such force and impact that the demoralized invaders broke and ran. For years the Orcs could not gain a foothold on Eiren and the Keltic soldiers gained a fierce reputation of individual bravery and combat skills. In time the Orc war leaders learned to overcome the psychological effects of the Keltic battle tactics. The crack of the whip and threat of a coward’s death, drove the Orc armies onto the beaches. The Kelts were outnumbered as the Orcs pressed the populations of a conquered world against them. The last Keltic city fell in the year twohundred and thirteen, but many partisans continued to fight long after. When the light of Guildhall illuminated the Age of Death, the Kelts were ready to fight. The Orcs were driven from their Isle and the Kelts returned to their way of life. Eager to dance and sing in the open air, their cities were rebuilt stripping away the presence of the Orcs. One hundred years after the close of the Age of Death, not a single Orc fortress or other structure remained. The stones had been used to build homes for the surging population. The remote Isle of Eiren enjoyed one thousand years of peace, which was marred only by two events; the conflicts between the Asgarns and the Five Kingdoms and the great famine of 550 of the Age of Order. 102 In dealing with the Asgarn-Holt conflict, the Eiren government sent volunteer troops, but they refused to send their regular standing army. The High King saw sea raiding as piracy and would not lock his country in a war with the Five Kingdoms premised on the unlawful acts of Asgarn. The famine was not so easy to solve. It lasted almost ten years and was responsible for countless deaths. During this time many Kelts traveled to the Five Kingdoms to find work and food. Guildhall was instrumental in the relief effort which brought an end to the famine and the Keltic people have a great love for Guildhall. Culture: Although Kelts are renowned as fierce warriors, they spend most of their time farming. The primary livestock raised by the Kelts are sheep, cattle, and pigs. Along with food, sheep are used for their wool, which is the primary component of Keltic textiles. The Kelts raise crops of wheat and barley, and flax from which they spun linen thread, later woven into textiles. The Kelts have carefully preserved their woodlands, for Eiren does not have vast forests, and the wood that does exist needs to be maintained for homes and firewood, fences and plows. The Kelts live in small villages, although some towns could comprise a market or religious center. Houses are circular, with wattle (mud) walls built around a timber framework, and thatch roofs. Walls are made of stone where sufficient stone was available, and the floors are usually dirt, strewn with scented herbs to cut down on odors. Some villages also have hill forts, which are massive earthworks built entirely by physical labor. In times of attack, the entire village could retreat into the hill forts. Marriage among the Kelts is considered to be a partnership of equals, although most Kelts trace their heredity through their mother's line. The Kelts pride themselves on their generosity, and use gifts to maintain their place in the hierarchy. They value eloquence, courage, and success in war. The Kelts are great feast-holders, and along with the revelry and festivity, feasts often have ceremonial or religious overtones. Seating was in formal order of status. Some feasts often have mock combats and other strength contests, but all feasts have a satirist whose carefully placed pun could damage a reputation. Keltic men generally have long hair and often use a limestone paste to give a spiky ferocious appearance in battles. Keltic women also wear their hair long and often braid it into intricate patterns or hold it up with hairpins or scarves. Clothing is made from wool and linen. Men wear long-sleeved tunics and breeches made of brightly dyed wool. Clothing is often embellished with gold thread and elaborate embroidery. Over their clothing men wear cloaks made of coarse wool, often in a striped or checkered pattern. These cloaks are held with iron or brass pins decorated with coral. The tunic is belted, and the Kelts are very concerned that they not grow pot-bellied or unable to clasp their belts. Men wear brooches, as well as tOrc armor neck-bands. These indicate rank, as well as serving as a religious symbol. Keltic women wear a style dress that was made with two long rectangles of cloth, laced up the sides, and fastened at the shoulder. Keltic women frequently wear anklets so their dresses are short enough for these to be seen, as well as making sure the skirts do not drag in the mud. Shoes are leather. They wear delicate tOrc necklaces and bracelets. Government: Government among the Kelts is usually along clan lines. Each family group has a chieftain, and the council of chieftains elects a “High King." Each of the lesser chieftains will swear loyalty and fealty to the High King and will fight for him if their help is requested. When the High King dies it is the responsibility of the nature priest to decide who will be the next king. These nature priests are considered the spiritual leaders of all Kelts. Kings are chosen only from royal Keltic bloodlines, but the priests commune with the natural world to see who would make the best king. Military: The Kelts value courage, and the fighting displays are meant to over-awe the enemy before any combat actually took place. Helmets with crests and bizarre figures are designed to intimidate. Fighting is divided along clan lines. There is no a standing army and when a campaign is done, the Kelts go back to their farms. The Kelts often have a recognizable clan symbol. This standard serves as both a rallying point as well as an identifier. It also has religious connotations, as some Kelts even swear oaths before the standard. War is a complex affair. Battle usually begins with the issuing of challenge in single combat between champions. The Kelts then begin to recite their ancestry and boast of their prowess to intimidate the enemy. Furthermore, big drums and huge war harps are used to make strange noises in order to psychologically overpower the enemy. The noise from a battlefield would be terrific. There are battle 103 songs, clan war cries, and even a carnyx, an animal headed battle horn. The soldiers prefer javelins, round shields and swords, and often fight in loose formation. The Kelts have a military organization, called the Fianna, which is lead by relatives and allies of the High King. For a young Kelt, a quick way to earn prestige is to join the Fianna. The Fianna is as much a territorial police force as a standing army. They generally travel the isle during the summer and winter with the High King. If there is coastal raiding or other problems the Fianna quickly travel to the affected area. War between Kelt communities tends to be a formal, symbolic affair. All the challenges, noise and war cries are aimed toward either driving the enemy away or taking the enemy's standards. When fighting against outsiders, individual communities band together under the leadership of their king and the Fianna. Their armies march from all directions toward the landing site, hoping to engage them at the beach or close to it. Groups from farther away will usually wait an extra day or two to march, in order to stagger their arrivals, to keep a steady stream of their forces falling on the enemy. Weapon: The traditional weapon of the Kelt is a short wooden throwing spear that resembles a thin shaft javelin. Religions: Following the fall of Evermoore the Kelts developed their own faiths. Many of their present mythological figures arise from stories of imagined heros of the Age of Death, such as the fierce battle woman Morrigan, the warrior Lugh and the forger Dagda. These mythical persons from the Age of Death have seen their worship grow over the years as they epitomize what it means to be a Kelt. The Kelts also believe that the barrier between the worlds of the living and the dead is very thin, and as such religion permeates all aspects of Keltic life. The natural world is regarded as divine, with sacred groves, lakes, and springs considered holy. Kelts also believe in an afterworld, their own version of the Beyond, called Tir-Na-Og, which was where prominent warriors went when they died. The Kelts perform private and public ceremonies for good harvest, good fortune, relief from disease and redress of wrongs. They also gather for votive offerings and public sacrifices. Circles and spirals are strong components of Keltic art, and this circular shape was reflective of the Kelt’s view of the world. They believe in a cycle of life, death, and rebirth, as well as the circle of the seasons, and the tOrc represents their connection to this world. They are also well known for their knot work designs of interwoven lines. The Kelts also had a system of writing called Ogham script. This was similar to the runic system of Guildhall in that it had straight-line combinations to represent phonetic sounds. The symbols are carved in stone along a roadside or sacred place, and usually used by religious figures. The Ogham script consists of a long line axis, sliced with perpendicular or slanted lines representing the sounds. Guildsmen: The Guild of Druids are considered to be possessed of great natural wisdom and are consulted by the nature priests. Many druids can even become nature priests themselves, but since their loyalty is first to Guildhall they never rise high in the mundane hierarchy. Kelt Cavaliers and Warriors may find service in the Fianna, but they must have noble blood and take an oath to the High King. Other trades are found, but the rural nature and poor economy of Eire make it hard for Guildsmen to do much business and those who choose to conduct business in Eiren do so because of a love of the land and not of wealth. Kelt Appearance Kelts wear colored pants and tunics with fur-trimmed hems. A woman’s tunic will generally be longer than a males. Both sexes wear tOrcs around their neck or arms. Kelts speak with a Modern Earth Irish accent. Kelt Cultural Skills Knowledge biology - 100, commerce - 100, gambling - 200, occult 100, regain feat (jocularity) - 200, region lore - 100, weapon cultural (kelt javelin) - 0 Rituals & Procedures bolster body - 200, reinforce shield - 200, spirit activity (festival) - 100, spirit adornment (tOrc) - 200 Lundelle Lundelle is called the Land of a Thousand Gods, and in many ways the statement is correct. The common folk of Lundelle enthusiastically embrace different religions. Historical Perspective: When Lundelle was first settled its people were strict worshipers of the Five. They appointed a clergyman, Lazarus Septus, as their nominal leader. They were the last human nation to agree to join the Five Kingdoms. The Age of Life saw Lundelle become 104 famous for its strict adherence to the Way of the Five, but as the Age came to a close, the people of Lundelle had begun to drift away from the faith. The religious leaders saw religion as a tool for gaining personal wealth and power. The leaders began by subtly changing the scriptures of the Five to fit their own purposes. They began tithing the people. When the Sworn Servants of the Five began to interfere, the leaders of Lundelle were quick to support the creation of New Gods. They allied themselves with the Orcs and accepted the wagon of gold eagerly. They declined even to acknowledge the Fives request for help and showed not a bit of concern when the Crystal City was shattered. Life in Lundelle went on without pause as the priests were quick to invent new faiths to replace the Way of the Five which was so easily stamped out by the Orcs, Pythians and Klactons. The conquest of Lundelle came as a complete surprise to the religious leaders, who thought they were secure in their treaty. The prayers of the people went unanswered as the Orc armies subjugated the nation by force. The Orcs allowed the religious leaders to live as long as they kept the masses in line. They tolerated their religions as long as none were placed before the worship of Grotar. It was during the Age of Death that the gladiatorial games became popular. Orcs from all over the realm would take holiday in Lundelle to watch the lavish spectacles. Hundreds were slaughtered during each contest as the Dreadlords sent their gladiators into battle. The liberation of Lundelle allowed the people of Lundelle raise an army to fight alongside Guildhall. The leaders of this army returned to find their country run by the same kind of people who allowed its conquest by the Orcs. The military leaders created the Pretorian Guard to ensure that the religious leaders did not harm the country again by their ambitious folly. deposits of iron, and wood comes from the southern portion of the Valley of Rainbows. The cities generally do not have walls or have outgrown them. The architecture makes use of the arch and the pillar. The cities are very clean with wide streets. Bath houses are very common. Brothels and Temples occupy the same streets. A powerful way that churches recruit followers is through gladiatorial games. The masses love to watch the lavish spectacles. The churches field their best gladiators who fight in the name of their faith and people flock to the temples of the victors. Every town, no matter how small has a fighting pit. The largest cities have great coliseums, where thousands come to watch the gladiators fight. Almost all land in Lundelle is owned by the military or the churches. Persons of the faith are given land to work in accordance with their commitment to the religion. Persons belonging to the military are garrisoned in towns devoted to housing the legion. Government: The military state of Lundelle is on its face a theocracy ruled by its most powerful religious leader, called the Pontifex Maximus. However, this religious leader is held in power by the Preatorian Guard which controls the powerful military of Lundelle and holds sway over the Holy Assemblage. Each of the churches of Lundelle have representation in the Holy Assemblage based on the number of active followers. A member of the assembly is called a Pontifex. The temples compete with each other to acquire worshipers in many cities, towns and villages. A yearly census precedes the meeting of the Holy Assemblage which last from late fall to early spring. The Holy Assemblage is presided over by in an elected official known as the Pontifex Maximus. Culture: The people of Lundelle are very likely to attend any religious services they can find that is new and unique. They may have a favorite god, which they will worship if no others interest them, but they switch deities as the situation warrants. Military: The Preatorian Guard is composed of highly trained soldiers who do not serve any religion and are lead by Preatorats. The Preatorats are individuals of great wealth and influence who are appointed by the Holy Assemblage. A Preatorat holds his position for life. The leaders of the Preatorian Guard are the most powerful men in Lundelle as they appoint the generals of the army of Lundelle. The people of Lundelle work at a variety of occupations. In the interior there are villas surrounded by vast Orchards and grazing land. The coast provides access to trade and fishing. The East Range of the Forlorne Mountains has rich The army of Lundelle is extremely powerful and divided into legions having cohorts of highly trained well-armored troops. These soldiers are loyal to their unit commanders, called centurions. They are commanded by generals who 105 have curried favor with the leaders of the Preatorian Guard. The Praetorian army and the city armies use the thrusting spear as their main weapons. Their troops wear heavy armor and carry a large shield, a small sword and javelins. They also take a number of engines, especially ballistas, into the field. Each temple has its own troops, which are armed and trained to act as auxiliaries to the main armies. In time of war, the Praetors have the right to call up city and temple units to assist them. The Praetorians and the city units fight in a line of phalanxes, with some phalanxes fighting, then being replaced by others so the first group can rest. The Preatorian Guard is publically sworn to defend the person of the Pontifex Maximus. Ironically they will conspire to remove and replace the Pontifex Maximus when his religion falls out of favor with the masses. Weapon: The traditional weapon of Lundelle is the thrusting spear. These spears have a wooden back end that is fitted only a long metal shaft on which the blade is attached. Religion: The people of Lundelle will worship almost anything. There are far too many religions to even list the many faiths created. Guildsmen: One would assume from the religious nature of Lundelle that Clerics Druids and Necromancers would simply take over the country, but this has not happened due to the power of the Preatorian Guard. They are careful to keep the interests of the state ahead of any particular religion. Further, the wealthy mundanes who start the religions are very careful to recognize the services of the Guildsmen, but not to allow them to advance into positions of power. There are strict laws prohibiting Guildsmen from practicing religion unless they belong to one of the thousands of approved Lundelle Temples. Guildsmen are thus, regulated to performing the day to day menial tasks for which they are paid considerable sums of money. Cavaliers and warriors find constant employ as do Rogues as the Preatorian Guard is always arranging the destruction of one temple in favor of another and the temples attempt to defend themselves. Lundelle Apperance The people of Lundelle wear flowing robes, togas, and other gown-like clothing. When dressed for war they wear metal lamelle armor and open faced helmets that protect the cheeks. Lundelle Cultural Skills Knowledge regain feat (revival) - 200, region lore - 100, theology 100, weapon cultural (lundelle thrusting spear) - 0 Rituals & Procedures bolster mana - 200, curse - 200, healing location (bath) 400, song (hymn) - 100, spirit activity (revival) - 100, talisman (religious) - 100 Mongorian The Mongorians have evolved into a culture where duty, loyalty and honor are paramount and actions speak louder than words. Historical Perspective: The Mongorians are a group of humans who, near the beginning of the Age of Life, made an exodus to the north eastern region of the realm. Originally they were nomadic tribes in the west and a city dwelling society along the coast. The nomadic tribes, lived on the steppes of the Forlorne Mountains. They were a hardy people who carved out their home on the rugged terrain, where food was scarce and life was harsh. By comparison, the city people dwelling along the coast had an ample food supply. Their civilization grew around prosperous cities. Within both groups of Mongorians there arose a number of prominent families who divided Mongoria into provinces. These provinces were on the brink of open conflict when the Five interceded by establishing the position of Emperor. During the Age of Life, the provinces were unified into one country under a hereditary Emperor who dwelled in the Imperial City which was built in the center of the country. The Emperor was responsible for ensuring peace between the nomads and the coastal dwellers. Trade was established for the mutual benefits of both parties. When the Fist of Grotar smashed the world and plunged it into the Seven Days Darkness, the Mongorians began to prepare for the inevitable invasion. Their territories bordered the Orc lands and the Emperor ordered that his leaders organize and prepare for war. During this time, a military elite developed and the Imperial War Academy was formed to train military leaders in personal combat as well as tactics and strategy. The school focused on integrating both spiritualism and martial prowess. 106 The school trained military leaders called Samarai. The Samarai followed strict codes of personal honor and their loyalty to the Emperor was unquestionable. They learned to command troops, as well as mastering individual combat skills. Their training also included education in artistic endeavors, history and theology. Their focus on spiritual development created soldiers of unparallel excellence. The school also trained members of a clandestine organization who became known as Ninja. The Ninjas were daring operatives who conducted espionage across the realm in the name of the Emperor. After the Five Kingdoms fell, the Emperor began the construction of a great wall which was to fortify Mongoria. It was never finished. The first Orc troops entered Mongorian territory before the wall was completed. The Orcs suffered many initial defeats. The Mongorian Samurai was the best disciplined soldier in the realm at the time. Their skill with the sword and the bow was legendary. Their initial victories gave hope to the realm that the Orc expansion could be stopped. However, the initial victories of the Samurai fueled their incessant pride. The military system, which found its strength in personal honor and sacrifice caused their society to fracture. The Samarai refused to ask each other for help and even refused to accept aid when offered. The codes demanded that individuals seek personal honor and caused schisms between the units which the Orcs where able to exploit. The Mongorians were slowly conquered until the Imperial City was besieged. The city fell in the and there were many stories told of the heroic final deeds of its citizens. The young students of the Imperial War Academy refused to surrender their school. The building had a low wall and towers. They managed hold against the Orcs for nearly three weeks before being overtaken. There was not a single survivor. The head teacher of the Academy of Swords, a part of the Imperial War Academy, ordered his students to escape the city and carry on his teachings. In an effort to allow them time to escape, he stepped onto the field and challenged the Orcs to face him in single combat. He managed to defeat forty-seven of them before the Orc general accepted the challenge. The battle was long, easily longer than all of the other fights combined, and at its conclusion the Orc general defeated the sword master. However, the sword master’s sacrifice allowed many of the finest students to escape. These students would pass on the knowledge of the Master. The Emperor of Mongoria was but a child. He was eight years old when the Orcs first began the invasion. Following the fall of the Imperial City, he took his own life rather than live with defeat. This ended the First Imperial Dynasty. Mongoria was subjugated, much like the rest of the world. However, not all of them gave up hope, especially the Ninja who recruited membership from all levels of society and continued a clandestine war against the Orcs. When the armies of Guildhall and Eldin rose against the Orcs, the Mongorians began their revolt. Everyone who could fight aided the cause and when the Age of Death came to a close the remaining heads of each family met on the bloodied Plains of Courage to discuss the future of the Mongorian Empire. On the field, a new emperor was selected from the descendants of the Imperial Dynasty and an age of rebuilding began. Culture: Mongorians remain a people with a great sense of personal honor. Each member of the society generally knows his place and is content. Mongorians value spiritual enlightenment and peace more than monetary wealth. To them, being a Samurai is no different from being a farmer, as both have its good points and bad points. Mongorians generally do not waste energy on what could be. Rather, they accept that each has his place in life and the most important thing is to seek a balance in themselves. Mongorians value their families and have great respect for their parents. Each prominent Mongorian family has special swords which they pass down through each generation. This practice originated in the beginnings of the Age of Death when members of almost all prominent Mongorian families attended the Imperial War Academy. These blades have special decoration on the hilts to mark each family name. Two swords are often carried. One is long from the father’s family, while the second is shorter from the mother’s family. A parent who disowns a child will often give a broken sword which is symbolic of the action. Mongorians generally dress in pants and shirts with overlapping fronts tied at the waist with a belt. The colors are often bright with much embroidery. The steppe people generally where furs and round pointed helmets 107 Government: The land of Mongoria is ruled by an Emperor. He is granted his power by divine right and all things in Mongoria belong to him. The provinces are ruled by governors who are granted their authority directly from the emperor. However, in practice these governors are generally the heads of the most powerful families in the area. In the western portions of Mongoria the provincial leaders are called Khans. The Emperor maintains a more direct control by use of Imperial magistrates who travel the land settling disputes and dispensing justice in the Emperor’s name. In addition, members of the Emperor's family are often considered to speak with his authority and it is common for his family to handle some of his affairs. Military: The Mongorians have a well-organized Imperial army. Each province has a garrison of Imperial soldiers to defend it and Imperial officers to administer it. Along with the Imperial troops each province has its own militia which is commanded by the provincial leader. Other nobles and less powerful families may have small units serving them. Mongorian officers commonly fight with swords, and their troops wield swords, bows or polearms. Shields are not common, nor is heavy armor. Mongorians prefer light armor and great mobility. Weapon: The Mongorian war sword is a slightly curved two handed war sword with a square or round hilt. It is often called a katana or diado. Religion: Mongorian religion is heavy concerned with the body, mind and spirit. They generally worship principles and ideas and when individual deities are worshiped they are often serving only to represent a concept. Mongorian faiths can focus on bodily control, altered states of consciousness and can even delve into mysticism. Guildsmen: The three priestly Guilds, Clerics, Druids and Necromancers, are considered valuable to the common people; Clerics serve in temples in the towns and cities, Druids tend shrines in the wilderness and Necromancers wander the land communing with the ancestral spirits venerated by the Mongorians. Cavaliers and Warriors often serve Samurai and if they are Mongorian are sometimes given the title themselves. Alchemists, Runecasters, Warlocks and Wizards are often children of the prominent families, and serve as an itinerant class of philosophers and intellectuals. Bards, Rogues and Artisans usually come from less prominent families. Mongorian Appearance Coastal Mongorians wear pants and shirts with overlapping flaps tied at the waist or held closed with cloth frogs, while the steppe people wear furs and leather. Mongorian Cultural Skills Knowledge enigmas - 100, fine arts - 100, regain feat (meditation) 200, region lore - 100, weapon cultural (mongorian war sword) - 0 Rituals & Procedures enclosure (tranquil) - 400, purify blood - 200, reinforce weapon - 200, spirit activity (fealty) - 100, spirit remembrance (eulogy) - 100 Plainspeople The Plainspeople are a spiritually strong and esoterically proud culture who dwell on the great plains which exist to the south of the Elder Trees Valley. They are known as independent thinkers, superb hunters and trackers and fierce fighters. Although they are primarily nomadic, they would settle at a winter camp which is chosen for protection and availability of essentials. Historical Perspective: During the Age of Life the Plainspeople settled in the plains of the west. Their views of the world quickly diverged from the worship of the Five. Though keeping the best teachings of peace, brotherhood and individual freedom, they recognized more of the spirit world and came to acknowledge the Five as a single entity far away from their home and then later in the spirit world. During the Age of Death, the Plainsmen resisted Orcish rule. Their proud heritage valuing individual rights and freedom was in stark contrast to the Orcs desire for an empire controlled by fortifications. Many tribes were wiped out during numerous conflicts with the green skins and in the end the Plainspeople were forced to live under Orc rule in slave cities ruled by Dreadlords. Life in these cities was harsh. The Plainspeople were forced to work the land as farmers and to hunt the mastodon to extinction for the Orcs. Much of their nomadic lifestyle was lost as their culture faded in the millennia of captivity. However, when Guildhall marched to free the world the Plainspeople eagerly joined with the fledgling organization to overthrow their masters. With the Age of Order came some measure of peace for the Plainsmen. They have returned to the old ways and their numbers have steadily increased. Despite their growing 108 numbers, the Plainspeople are still independent and isolationist. They did not seek to join Guildhall and were left relatively alone in the plains. It was not until the year 998 in the Age of Order that the first Plainspeople came to Guildhall. Culture: Among the Plainsmen there are literally dozens of different tribes, each with its own particular understanding of the general beliefs discussed below. Sometimes larger tribal groups will break apart, because it is easier to provide for fewer people. These smaller groups range out over the land spreading the beliefs of the tribe and intermarrying with members of other tribes. During the Age of Life their primary food source was the mastodon. The mastodon provided most of the essentials needed by the tribe. It was food. Its hide was used for clothing, tipis, moccasins, quivers, medicine bags, shield and drums. Hair from the mastodon was used for pillows, ropes, medicine balls and ornaments. Horn provided cups, spoons and ladles. From the bones the plains people made needles, awls, knives and shovels. Sinew was used as thread. Even the mastodon’s stomach was used as a water container and a cooking pot. Both women and men took part in the butchering of the mastodon. During the Age of Death the great mastodon was used by the Orcs as a beast of war and became extinct. The shelter used by the Plainspeople is known as a tipi. It consists of three or four main poles strapped with sinew, with as many as two dozen supporting poles in between. It is covered with decorated animal skin, painted with visions or events from the owner’s life. The tipi has a base diameter of approximately fifteen feet and is erected off center for more headroom. The door usually faces east. The space inside the tipi is organized carefully. The places of greatest respect are at the rear of the tipi, and this is where the sacred objects and elderly are seated. A fire ring is located in the center and it has a small smoke flap on the roof. It is considered rude to walk between someone and the central fire. The tipi’s circular form is representative of the plain’s people view of the world. The circle represents continuity with the past, present and future as well as the circle of life. Clothing is made from animal skins, primarily mountain sheep and deer. Men’s clothing consists of a shirt, leggings, breechcloth and moccasins. Women wear dresses covering them from chin to feet, knee high legging and moccasins. Ornamentation of the body and clothing is common. Jewelry comprises of fringe pendants, ribbon trim, pOrcupine quills, bear claw necklaces and earrings, shell earrings and drops and body paint derived from animals, soils, plants and minerals. Dogs are used as beasts of burden to pull a travois which was constructed from three poles forming a triangle with a leather lattice-work bottom. The Plainspeople are devoted to maintaining harmony with the Sacred Powers. The sacred powers provide “medicine,” spiritual and supernatural gifts, which guide one in hunting, war and healing. Plainspeople generally have strong family ties and a great respect for children and the elderly. Courtship is a complex affair because it unites not only the young couple but also their families. Frequently, a young man or woman plays courtship songs on a flute. Marriage is celebrated with a ceremony and a feast. Government: The Plainsmen are a widely dispersed people, and have no central government to speak of. Each tribe is made up of several smaller groups and each generally has a chief, a spiritual leader, known as a wise man or medicine man, and a group of elders to advise the chief and guide him along the path of his predecessors. The emphasis is on the rights of the individual over the group. Tribal councils have no absolute authority and the individual can do as he wishes. Chiefs lead only by example and hold their positions based on personal persuasion. The Plainspeople often hold large celebrations called pow wows where they meet to discuss issues of importance to the tribe. As well as important for tribal government, it is an important social occasion and possesses religious significance. Warfare: Warfare consists primarily of harassment through raiding parties. The actual killing of the enemy is secondary to displays of bravery. The practice of counting coups was very popular, the object being to hit the enemy with a specially prepared coup stick without being struck themselves. Warfare is considered the most direct way to achieve prestige. Each tribe develops a special soldier society, which serves as both as a combatant force against other tribes and a method of internal control. They make use of bows, and tend to fight with hand-axes, 109 or tomahawks. The shield has a warfare purpose, but also possesses a greater spiritual purpose. The shield is painted with symbols believed by the owner to provide powerful protective medicine. The shield can not be handled without the owner’s permission or allowed to touch the ground. It is hung on a special tripod until needed. Military: The Plainspeople in general have no organized military and their diverse tribal structure prevents long-term cooperation. When a single tribe is threatened, all able-bodied males go to battle, generally under the leadership of the chief. They tend to fight face to face, but are not above using ambushes when the situation calls for it. When several tribes face a common threat, the chiefs will elect an individual to lead their people. He is supported and advised by the chiefs, as well as the tribal wise man. Weapon: The plains people are well known for their use of a throwing axe called a tomahawk. It has a wooden handle and a metal head. The plainsperson throwing axe is a large balanced throwing weapon. Guildsmen: Guildsmen are very rare among the Plainspeople. Generally they are respected and honored, but some Plainspeople view them as outsiders who have forsaken their culture for that of another. Clerics, Runecasters, Alchemists and Druids can usually rise to become medicine men of the tribe. Warriors and Rangers are viewed as great hunters and heroes, and many become chiefs of tribes. Warlocks and Wizards are viewed as Mystics, and are regarded with great superstition. Necromancers are rare among the Plainsmen, and are feared for their mastery of the dead. Plains People Appearance Plains people wear buckskins or brown suede clothing. The men and women both wear pants, but women do also wear long dresses. Their clothing decorated with beads, fringe and feathers. The beads are often sewn in patterns or symbols. Plains People Cultural Skills Knowledge regain feat (debate) - 200, region lore - 100, tracking - 200, weapon cultural (plains person throwing ax) - 0 Religion: The Plainspeople believe in the “Sacred Powers.” These powers are everywhere and in all things. Each thing in nature symbolizes something about mankind and these abilities could be transferred from the natural world to the human through imitation, meditation, exemplary life and faith. The Sacred Powers communicate to humans through the natural world. Rituals & Procedures beast skin - 200, dance (expressive) - 100, send song - 100, spirit activity (orations) - 100, spirit adornment (fetish) 200, spirit coloring (painting) - 200, talisman (woven) 100 The Plainspeople see spirits in all things living and nonliving. These spirits can provide guidance and lend their power often called “medicine.”. These spirits are perfect, but humans are flawed. However, by being a good person they can receive the blessing of these sacred powers. The transferred energy could be placed into a medicine bundle. Medicine bundles are beneficial to the possessor as they provide a connection to the world. They consist of small bags carrying fossils, skins of animals, human hair, stones, beads, feathers, quills or any small token with significance to the possessor. Klactons are an insect-appearing humanoid race with a hive-oriented society. Each hive is ruled by a fertile Queen who lays the eggs which populate the hive. These eggs hatch into larvae which grow into the many specialized forms of Klactons. Each of these fulfills express duties in the hive and develop physical bodies suited to their tasks. There are workers, soldiers, breeders, matrons, and a host of other specialized Klactons. These Klactons do not have independent thought, but perform their hive duties instinctually as part of the hive mentality. Klacton Plainspeople seek guidance from the spirits though a vision quest. The vision quest is when the seeker looks for “medicine.” Usually a vision quest is sought, but occasionally they occur spontaneously. A vision quest is brought about through ritual preparation, such as sweats, purification, fasts, incense burning, bathing and prayers. On the vision quest, the seeker will search for truth, guidance or other revelation which the spirits will provide for him. There is one form of particularized Klacton larvae which can grow into an independent being. These Klactons are no longer mere insects, but have become sentient. They are known as evolved Klactons. They are capable of manipulating mana and may become Guildsmen. All evolved Klactons have two arms and two legs, which clearly set them apart from their insect brethren. However, they retain their antenna and large round multifaceted eyes. A chitinous shell covers their head, torso and long bones 110 and short fur often appears on their joints. Their exact look depends on their particular hive. Evolved Klactons are intelligent and autonomous, however, they remain emotionally tied to the hive mentality. Being separated from the hive often causes evolved Klactons to experience feelings of loss and separation. Evolved Klactons who operate away from the hive for extended periods of time, must learn to overcome these feelings. If enough time passes an evolved Klacton will become more independent in thought and can completely separate from the hive mentality. The non-evolved Klactons make up the majority of the hive and there are many forms of non-evolved Klactons, but generally all non-evolved Klactons have six appendages, two antenna and large round eyes and a thick chitinous layer. Some non-evolved Klactons have wings which allow them to fly. Their exact look depends on their particular hive and their function. These non-evolved Klactons cannot become Guildsmen and are limited in their intellectual ability to performing their specific task. These Klactons are part of the hive mentality and have little freewill. They are incapable of common speech and act by instinctual purpose or under the telepathic directions of the hive Queen. Klacton hives are generally built underground. Intricate tunnel networks are constructed by specialized burrowing Klactons. The Queen is usually located in the largest chamber, surrounded by her egg fields which are tended by specialized matrons. Evolved Klactons usually have their own chambers, while other Klactons dwell communally. If away from the hive, Evolved Klactons will dwell in basements, storm sewers, dungeons and underground tunnels. Historical Perspective: When the world was given to the people, the first Queen could not search for a home. She was slow and her people could not leave her side. Though she desired good land, she could not move to claim it and soon much of the world was settled. She appealed to the Five, but each race had settled their part by being the first to lay claim and little land remained. There was naught the Five could do except grant to them the only place left which was the frozen north lands. With great sorrow and a feeling that she was cheated, the first Queen led her people from the Garden of the Gods. The slow ponderous march was a great hardship for the Queen. She almost died many times, but she knew that the survival of her race depended on her. She clung to life with every fiber of her being and in time they reached the Frozen Plain. In the harsh cold, many died, but enough lived to burrow into the icy earth. Once beneath the ground they were able to survive. The Queen began to lay her eggs and these larvae grew to be more tolerant of the cold. When the first hive had grown strong, other queens were hatched and they moved out to form other hives, which then formed others. The Klacton civilization grew strong. It was with the coming of Tharkana that the hives came together as one. Tharkana appeared as an immense evolved Klacton. She had the powers of a hive-queen, but had these powers over all Klactons. The hive-queens bowed to her for she could control the workers and soldiers of their hives. The hive-queens were powerless to resist. Tharkana constantly spoke her hatred of the Five. She tore open old wounds and spoke of a world denied to her people. With sweet words or promises of power she swayed the independent evolved Klactons to her cause. Through force of will and strong-armed politics she forged the Klacton civilization into an army and marched with the Orcs to destroy Evermoore. Grotar had given Tharkana his promise that the Valley of the Rainbows would be offered to the Klacton people after the Five were vanquished, but the fall of Evermoore saw no changes to the Klacton lot. Grotar’s promise was empty and the Orcs took control of the valley. Their armies returned home to the frozen north victorious, but it was an empty victory. Many of their people had died and they had gained nothing. Tharkana brooded over Grotar’s betrayal. Tharkana turned her eyes to the Forlorne Mountains. She began massing troops for an invasion. The hives were emptied of non-evolved Klactons and they swept over the Orc like an endless tide. Then, the Fist of Grotar smashed into the plains of Tharkana, destroying much of Klacton civilization. Tharkana and most of the Hive-Queens survived, but the workers and warriors on or close to the surface died. Many of their egg beds were destroyed by collapsing tunnels. The rebuilding of Klacton civilization would take many centuries. Tharkana, beset with grief and anger, was obsessed with destroying the Orcs. Each brood of born to the hive-queens 111 followed her into battles and were defeated by the Orcs. Instead of taking time to build and train Tharkana wasted their best on foolish ill-planned attacks. Tharkana would not listen to reason and the hive-queens were unhappy. The hive-queens grew tired of the constant battles. Their smashed civilization would not recover if Tharkana continued her war. Though they hated the Orcs, the hivequeens were cautious and wanted to strike when victory was assured. The Orcs were conquering the realm and had many resources. The other races of the Underrealm had even pledged their support to Grotar. The hive-queens wanted peace so that their people could recover, but Tharkana had become enraged. Once she courted all with her sweet words, but now she exuded hatred and bitterness. It was easy for the hive-queens to turn the evolved Klactons away from her. One day while moving to engage the Orcs, a group of evolved Klactons tricked Tharkana into a ravine and buried her beneath an avalanche of ice and snow. After the death of Tharkana, the Hive-Queens reasserted their control over their hives. The hive-queens negotiated peace between the Orcs and the Klactons. While this peace has been broken by both sides on numerous occasions, it has never become a full a war. Culture: Each non-evolved Klacton has a specialized duty to perform for the hive. They are not capable of independent thought, but rather perform their tasks on an instinctual level guided, if necessary, by the intelligence of the hive-queen or evolved Klactons. Evolved Klactons are loyal to the interests of their hives and their hive-queens. They are usually seen as messengers between hives or explorers. Often they are sent to become Guildsmen and bring these skills back to the hive. Klactons have the ability to create a mental linking of ideas and feelings. Pictures, visions and emotions are passed. This connection is called connotation. Evolved Klactons share this ability to some degree, but most must converse to fully communicate. Klactons, including evolved Klactons, can also send visions over great distances. This ability is called trancing or thought sending. Military: Klacton military is composed of specialized fighting Klactons. These non-evolved Klactons generally have six legs and strong mandibles. Often the first set of legs ends in sharp cutting claws or pinchers. They are able to detect those who do not belong in their hive area and will engage them fiercely. Specialized scouting Klactons will lead the fighters away from the hive and use scents and telepathic commands to maneuver and mass the fighters. Evolved Klactons provide a powerful level of command for this simplistic method of attack. Evolved Klactons generally travel with the hordes of fighting Klactons to provide exacting leadership and with their presence the Klacton fighting force is capable of amazingly complex military engagements. All evolved Klacton troops are trained to direct non-evolved troops, though only a few per unit are assigned to do the job. Their armies are divided into offensive and defensive units. Evolved troops on offense usually carry a lot of glaives. Evolved troops on defense usually carry swords, shields and cutting polearms, plus a couple of glaives. Offensive armies will drive their non-evolved soldiers toward the enemy, supporting them with ranged attacks. Defensive armies flood the tunnels with non-evolved soldiers augmented by evolved fighters, and sweep the tunnels clean of invaders. Weapon: The traditional weapon of the Klactons is the obsidian crafted throwing glaive. It is a circular bladed throwing weapons, made of the black obsidian rock and forged metal and is one of the sharpest weapons in the realm. The glaive is a small throwing weapon. Religion: Religion does not mean much to a Klacton. While outsiders continue to refer to Tharkana as a god, to the non-evolved Klactons Tharkana was merely a superior controlling force. The evolved Klactons, even if they understood the notion of godhood, would not have accepted the concept into their way of life. For them nothing is greater then the hive and the hive revolves around the hive-queen. Tharkana, merely represented Klacton society bound into one hive. She was followed for the betterment of all Klactons. However, when the HiveQueens saw their own hives being destroyed by Tharkana’s struggles their calls were answered by the actions of their evolved Klactons. Guildsmen: Guildsmen who return to the hive serve a specialized duty comparative with their Guildsmen training. However, these evolved Klactons never are able to return completely to hive life. Development of mana use and constant exposure to the individualism of Guildhall invariably leaves its imprint on the Klacton. 112 Klacton Classification: being (greater), beast (insect) Body: 8 Mana: 16 Abilities: hide I - 300, hide II - 300, hide III - 300, increase body I - 100, increase body II - 100 Klacton Appearance Evolved Klactons are humanoid in form having two arms, two legs, a head and torso. Klactons are generally black, brown or maroon, but other shades of red-brown are sometimes seen. Their torso and limbs are covered with a chitinous shell. Their heads are bug-like often having mandibles and/or antenna. All exposed skin closely matches the color of their chiton. Klacton Cultural Skills Knowledge blindfight - 200, climb II - 200, enigmas - 100, geology 100, occult - 100, regain feat (procession) - 200, region lore - 100, weapon cultural (glaive) - 0 Rituals & Procedures bolster body - 200, education - 200, send thoughts - 100 Minotaur Minotaurs dwell primarily on the Isle of Minos. They are a proud, noble, and honorable race. Generally, a Minotaur's word is his life. They do not usually lie, steal or cheat. Many people see them as sullen and withdrawn, and some say angry and bitter. This is to be expected. They were once stalwart supporters of the Five and have paid the greatest price of all races, almost total genocide. The Minotaurs sided with the humans in the war against the rebelling races. The Orcs, Pythians, and Klactons beat them badly at the Battle of Evermoore. Following their devastating defeat a great Minotaur, called Minos, led the race in a search of a promised land, given to Minos in a vison from Solnus. Refusing to forsake the Ways of the Five, the Minotaurs were hunted throughout the realm. Finally, Minos lead them off the mainland to an island in the sea. Although Minos was slain before reaching the Isle, the Isle was given his name and the Minotaurs live there as a miliary society. Historical Perspectives: In the Age of Life Minotaurs dwelled north of the city of Evermoore in the foothills of the Forlorne Mountains. They were peaceful farmers, living in the shadow of the Five whom they worshiped as their creators and leaders. They were especially close to Noctis, who was their primary creator. At the end of the Age of Life, they defended Evermoore against the Orcs, Pythians and Klactons. They and the Kravynn were the only ones who stood with the people of the Five. Using their farm implements as weapons, they fought and died, refusing to give an inch of ground. In the aftermath of bloodshed and death, a hero arose, whose power was that of a god. His name was Minos and he gathered of the shattered remains of his race and led them away from the ashes of the fallen city. Minos had received a prophecy that told him that when his people were ready an island would rise from the sea to be there home. To prepare his people, Minos led them on a nine-year sojourn to see the realm and seek the holy place seen in his vision. A place where his people would be protected by great cliffs and swirling mists. Where the might of Grotar could never reach and where they would be free. For two years they traveled, hunted by the Orcs, Pythians, and Klactons. Their society changed from an agriculturally based people to a militarized society, whose every member learned to fight at the earliest of age. The sojourn of Minos is a story of legendary proportion. Minos had a vision in which he led his people to an island surrounded in mist, with high cliffs and mountains. In his vision this became the home of the Minotaurs where they lived unconquered during the coming Age of Death. During the sojourn, there were six major battles in which the Minotaurs escaped from armies nearly five times their size. The sojourn took the Minotaurs in a sweeping circle through the realm. From Evermoore they moved east, into the Dale, pursued by the Dreadlord Hunraptra. A battle was fought in the Dale, but Minos escaped across the river and into Holt. He with his people through Highlands and they escaped into the wild lands of Mongoria. Another battle, saw the Minotaurs flee west and sneaking through the heartland of the Orc empire passing within a days journey of the Temple of Grotar. They entered into the frozen Plains of Tharkana and struggled southward through the snow. A vicious battle was fought against the beardon, but the Minotaurs escaped into the Elven Forest. Minos and his people stayed with the Elves one year, but political pressures forced them out. Minos and his people were once more on the run. On the Great Plains Dreadlord Hunraptra caught up with Minotaurs who turned to fight aided by the 113 Bedouins of the desert and an army of plains people. The Orcs were defeated and Minos sent Hunraptra’s head to Grotar. The Minotaurs passed into the Karthydian Desert where they were welcomed by the followers of Karthis. Minos spent a short time restingr with the Karthydians, but rumors told of an island off the south east coast drew him east. Minos lead his people through Andor, but found his way blocked by an Orc army. Minos turn south, passing close to the Ansaki Fens. A Pythian army moved to meet him. He slid between the two armies racing for the coast where he was to meet a flotilla of Sea elf ships who would bring his people to the Isle they sought. When they reached the beach, Minos saw the mists of the Southern Seas part and way off in the distance an island rose from the water. The Island was the one of his vison. Six Sea elf ships appeared on the horizon, but it would take many time to load all of his people. The Orc and Pythian armies were drawing close. Minos strode forward with his vanguard of hardened soldiers. They would defend the shore, while the rest of their people escaped on the ships. Through the night and the next day Minos and his vanguard held the Orcs and Pythians at bay. The ships were loaded and Minos turned to his vangard and spoke, “When I had my vison I saw that island,” he pointed off in the distance. “But I also knew that I would never set foot on its shores. Go now to the boats I alone will hold this beach for your escape. You will be needed to protect the island. Be strong and stay free. Remember the Way of the Five.” The soldiers of the vangard withdrew and the God of the Minotaurs faced the army alone. In the fading twilight Minos fell. He never set foot on the island of his vision, but his people did and there they grew strong and powerful. The Minotaurs retained the organization which Minos laid out for them during the sojourn. They were subject to repeated Orc attacks during the Age of Death, but the Orcs never achieved a foothold on the Isle. Following the founding of Guildhall, the Minotaurs sent a large army to aid Guildhall. Culture: A Minotaur does not become part of the adult society until they marry. During early childhood, the child is under the tutoring of the respective parent. It is the job of the parent to teach values and basic skills. When they reach late childhood they are sent to schools and educated. The schools are divided by sex. The males and females learn to develop their skills separately. Following puberty, the schools begin having social functions where the young Minotaurs are expected to find a life mate. When they find a mate, the Minotaur pair is married and they leave the school and earn their place in their society. Minotaurs generally marry for life. When they marry the male and female become as one, each complementing the other in all aspects of their life. They test for a place in their society as a unit. In the combat groups, the male and female fight side by side. Minotaurs who do not find a life mate are extremely rare. Those who voluntarily separate from their mate are even more rare. Most Minotaurs who lose their mate follow shortly thereafter, such is the bond of love between the two. So entwined are their lives that neither can survive without the other. Minotaurs revere athletic skill and physical prowess. Both males and females compete frequently in athletic contests, such as wrestling, foot races and various team sports. Once a year an Isle-wide Olympics is held in the spring. These games are hosted by a different city each time and represent the coming together of a whole people. Minotaur society is served by civilized Kravynn and Trolls. The Kravynn perform all of the menial or servile tasks. They wash clothes, cook food, sweep the streets and so forth. The Trolls provide much of the labor for construction of homes and other building projects. Minotaurs provide a supervisory function. During the Age of Order, the Minotaurs developed a small but highly efficient navy. All ships are built to be capable of both trading and fighting. The ships are each assigned a berth by the members of the Great Rotunda and are very competitive. Young Minotaurs serve on ships as part of their schooling. By this traveling the young Minotaurs are exposed to the world’s vast culture. Government: The Minotaurs are ruled by a democratic council of the leaders of each town. The towns are called simply barracks. The Great Rotunda is located in the heart of the Isle. The leaders of each barrack meet in the circular chamber. The males sit in a half circle facing the females. In the center is an arena where disputes are settled, during 114 the meetings. All decisions are made by democratic vote. Males and females are completely equal within the society in all respects. Military: Each Minotaur belongs to a military group having either a service and support function or a combat function. The service and support groups are varied having tasks, such as logistics, engineering, education, and police functions. The combat groups are divided into types of soldiers, scout, heavy, skirmisher and archer. The service and support groups contain Minotaurs as its leadership, but all actual work is performed by Kravynn servants. The combat groups are only open to Minotaurs. If a Minotaur cannot demonstrate sufficient aptitude to enter the combat groups, the Minotaur is given a position in the support services. In a combat unit, each member of a pair of life mates are armed with different weapons. Minotaurs often train in multiple fighting styles, so they can switch weapons depending on the situation. The army's primary purpose is defense. Once the barracks are secured, the rest of the army marches out to hold back the invaders, weakening them until they reach the barracks. Despite the fact that Minotaurs must compete to enter combat units, the support units are not inferior forces. They help defend the barracks, they command Kravynn, and they keep the combat troops in the field supplied and able to fight. Weapon: The traditional weapon of the Minotaurs is a massive mace, called the sojourn mace, also called the Mace of Minos. The Minotaur great mace has a smooth ball on the end of a shaft. Religion: Minotaurs have always been followers of the Five, but in the middle of the Age of Death it became increasingly popular to deify Minos. Guildsmen: Most Minotaurs who become Guildsmen go to Guildhall go before they come of age. Sometimes when their mate dies they will also go, but mostly they learn their trade and return as Guildsmen who never marry. Their role in the society is separate and apart from the normal culture. Guildsmen Minotaurs have their own governing body which has a voice, but not a vote on the Council of Minos. Minotaur Classification: being (greater), beast (mammal) Body: 8 Mana: 16 Abilities: hide I - 300, increase body I - 100, strength II 400 Minotaur Appearance Minotaurs have two horns protruding from their upper forehead heads. Their skin is medium brown in color. Most of their face matches the color of their body, but their chins are often a lighter shade of brown. Minotaur Cultural Skills Knowledge commerce - 100, hold breath - 100, navigation - 100, regain feat (feasting) - 200, region lore - 100, swim II - 200, weapon cultural (Minotaur great mace) - 0 Rituals & Procedures bolster body - 200, bolster mana - 200, breathe water - 100, buoyant item - 100, spirit activity (orations) - 100 Orc Orcs have a physique similar to humans except they are green-skinned and generally more muscular. The Orcs of the realm of the Five generally live in the Forlorne Mountains, although there remain a few Orc villages in the Realm which were left over from the days of the Orc Empire. Orcs are quick to anger and ferocious in their capacity for violence. When left to their own devices arguments are settled by bloodshed and leadership is determined by force. Orcs value physical strength and are extremely aggressive. Historical Perspective: The Orcs settled in the Forlorne Mountains and were the first of the non-human races to question the Way of the Five. In time the Orcs created their own god, Grotar, who lead them to victory against the Five. They shattered the Crystal City of Evermoore and ushered in the Age of Death. The Orcs believe that the Seven Days of Darkness was caused by the Fist of Grotar. They saw the meteor strike the realm and took it as a sign from their god that they were to be given the world. In the time following the Seven Days Darkness, the Orcs conquered most of the civilized realm. It was a dark time where each city was ruled by an Orc Dreadlord. The Dreadlords warred against one another constantly. There were always battles between Dreadlords who used the local populations as levied troops or victims. 115 Mercenaries and brigands were common during this lawless time. The roads could not be traveled at night by honest folk. Plagues and famine ran rampant in the cities. Grotar ruled this terrible world from his throne in the Temple of Grotar. The Order of the Fist was the Hand of Grotar in the realm. They traveled through the Empire keeping the Dreadlords in line, collecting taxes and ensuring that no one stepped too far out of line. With the founding of Guildhall, the creation of Eldin and the unification of the races against the Orcs, not even the might of Grotar and the Order of the Fist could stand up to the entire realm. The power of the Orcs was broken during the War of Order. Grotar and Eldin slew each other in the famous battle in the foothills of the Forlorne Mountains which occurred near the city of Evermoore. The defeated Orcs were forced to democratically elect a High Council to rule their nation. They turned to agriculture and mining for sustenance. In time many Orcs became accustomed to this lifestyle. They grew fat and wealthy. Under the Orc High Council, life was good and peace existed for almost one thousand years. However, population increases and an ever widening gulf between the wealthy and the poor, lead to conflict which was to break into civil war. It started when the Herald of Grotar was released back into the world during the spring of 997 of the Age of Order in the town of Evermoore. Freed from his eternal prison, the Herald began to preach the old ways to the Orc people. His stated aim was to prepare the Orcs for the return of Grotar. The Orcs began to change their society back to its roots. A hero to the common Orc arose in the little known name of Gorefang. Gorefang became famous when he refused to accept a forced peace settlement after the Herald of Grotar was assassinated by Guildsmen of the town of Evermoore. The High Council attempted to seize Gorefang, but he eluded capture and began forming an army near the town of Evermoore. Events escalated into open conflict which started a two year civil war that resulted in the destruction of the Orc High Council and the rebirth of the Empire. Gorefang was named Emperor and was supported by the Order of the Fist. The Orcs were once again a military power and many of the old ways were reinstated. In the Orc Empire, Dreadlords run each city and the Circle of Challenge was reinstated as the preferred means of settling disputes. Guildhall without a standing army was powerless to stop the transition. The Loremasters could only wait patiently, hoping that the Guildsmen leaders of Orc society will remember their oaths to the hall and not bring the realm to war. Culture: Despite their barbarous appearance, Orcs have a rich culture filled with stories of heroism and honor. Life as an Orc has its rules, and even if civilized men shirk from Orc custom, the rules function adequately to govern this aggressive race. The strong survive to lead and the weak survive to serve, if they survive at all. In this one maxim much of Orc society is revealed. The life of the traditional Orc is simple and all know their place, which is inferior to another who can best them in the Circle of Challenge. Orcs value strength and physical prowess. At first, the Circle of Challenge was a way to privately settle personal grudges, but during the latter part of the Age of Life Orcs drifted from the teachings of the Five. The Orcs came to believe that might makes right and the strongest among them should rule. As the realm moved close to war, the Circles of Challenge became a means for determining who was better suited to lead the war bands. By the time the Orcs had begun to establish their Empire, the Circle of Challenge was in widespread use in all facets of Orc life from determining leadership, settling disputes, arranging marriages and so forth. Soldiers and priests have positions of prominence while all others fulfill the duties needed to continue their community. Their society is mostly divided into tribes organized by family relations. Each tribe generally has a chief who leads in battle and a religious leader who resolves intertribal disputes. Orcs generally do not need to perform household duties or manual labor. Every Orc family has a number of Goblins and Ogres dwelling with them to perform menial work. These green-skinned races look to the Orcs for guidance and leadership. After the fall of the Orc Empire, in the Age of Order, the circle fell to disuse. The Orc High Council, under the guidance of Guildhall, replaced traditional Orc rule by the strong with democratic elections. A bureaucratic administrative and judicial system completed their government. 116 Orcs adapted to this new way of life by working as farmers, herders, miners, merchants and so forth, but Orcs still remembered the days of the Empire. While the stone rings marking the Circles of Challenge became overgrown, the Orcs labored through the Age of Order. The Orc Civil War, as the millennia changed, created a resurgence of traditional Orc culture. Plowshares and shovels were traded for weapons of war. The Orc High Council was disbanded and a new Emperor was declared. Dreadlords rose to power in the cities and the Circle of Challenge was reinstated for resolving specific offenses and legal disputes. Government: The rustic country dwelling Orcs have a society that is mostly divided into tribes. Each tribe has a chief and wise-ones who support him. There are bands of fighting Orcs in each tribe. In the Age of Order, before the days of the Empire’s Rebirth, a governor was appointed by the High Council to run each city. Under the reborn Empire, Orc cities are ruled by Dreadlords. These Dreadlords often earn their place through trial by combat and hold them by military force. Each Dreadlord has a staff of Orc wise men and priests to support them. The Dreadlords have immense armies with well equipped soldiers. Each of the Dreadlords swears allegiance to the Emperor. The Emperor of the Orcs is maintained in position by the Order of the Fist and the Priests of Grotar. Through religious and military might the Dreadlords are cowed to the will of the Empire. The Emperor is nominally the strongest Orc in the realm. The Orcs are the absolute rulers of the Forlorne Mountains. In the Orc homelands, all Goblins and Ogres will follow any command given to them by an Orc without hesitation, unless they are already under orders by another Orc. Military: Orc soldiers are heavily trained for war. They learn to use most if not all weapons, and most importantly, they all learn to command Ogres and Goblins. The army has a precise chain of command, and everyone knows who takes over next when a leader dies. This often surprises their enemies, who expect to destroy their army by taking out the commander, and find the next person in line taking over immediately. The Orc army is vast, and comprises users of every weapon and fighting style. They know they can ill afford to ignore any way to win a battle. Their traditional battle axe is considered significant, and many Orcs prefer to use it in close combat. The Orc military is divided into Fists composed of five units of approximately one hundred members. Almost all Orc units are augmented by Ogres and Goblins who fill out their fighting force. By combining the physical strength of the Ogre with the dangerous stealth of the Goblin the Orc battle line is almost unbeatable in combat. The Orcs also make heavy use of archer units, mounted weapons and field fortifications. Warfare is almost a religion to the Orcs and their military leaders are arguably the best the world has to offer. Weapon: The Orc axe is an double bladed axe with semicircular axe heads on both sides of the shaft. Religion: There is one religion for the Orcs and it is the worship of Grotar. Other religions, though tolerated under the High Council, are disallowed to Orcs under the Reborn Empire. All Orcs in the Forlorne Mountains bow before the Fist of Grotar or are broken by his might. Orcs will generally allow the worship of other gods as long as they acknowledge the might of Grotar. Guildsmen: Orcs value Guildsmen. They understand their power and welcome them as it brings greatness to the Orc people. Guildsmen Orcs are ever more frequently placed at odds with their oaths to Guildhall. The reborn Empire will be forced to invade its neighbors. Despite claims to the contrary, the Orc Empire cannot support itself internally. As its army continues to expand, the fields are left unplowed. The Empire will have to march for food or face starvation. Orc Classification: being (greater) Body: 8 Mana: 16 Abilities: hide I - 300, increase body I - 100 Orc Appearance Orcs have green skin. Orc Cultural Skills Knowledge military - 100, regain feat (stomp) - 200, region lore - 100, rumors - 100, survival - 100, theology - 100, weapon cultural (Orc ax) - 0 Rituals & Procedures bolster body - 200, reinforce weapon - 200, song (war) - 117 100, spirit activity (competition) - 100, spirit coloring (blooding) - 200 Dreadlords or were murdered in the country by bandits or mutinous military units. Those who did not die by violence died of disease. Pythian Pythians are a race of intelligent, warm-blood humanoids who walk upright on their hind legs. They have green scaled skin and a reddish fin or coloring down the center of their heads, running from the forehead to the nape of the neck. Their long fingers often end in sharp nails, however, Pythians often cut these nails to better handle weapons and nets. Ansaki beheld the full horror of his people’s situation when Grotar demanded that Andor be ceded to them as it had remained in relative order under the care of Ansaki. Ansaki surrendered Andor without a fight and swore fealty to Grotar in echange for a treaty that the Orcs would never invade the Fens. Grotar only promised that if Ansaki ceded Andor, the Fens would not be invaded on that day. Historical Perspective: The Pythians settled in the tropical swamp later called the Ansaki Fens. In the end of the Age of Life they joined with the Orcs to make war on the Five. Their god Ansaki, the god of wisdom, was created shortly before the march to Evermoore. Pythians are not naturally warlike but they, like the rest of the realm, were caught up in the bloodshed of the Age. Ansaki accepted the agreement and ceded Andor to the Orcs. The young Pythians were furious and wanted war with the Orcs, but Ansaki knew it was a war his people could not win. The Orcs held the realm and all of its resources. In the Age of Death, when the Orcs waged war on the northern Five Kingdoms, the Pythians attacked and conquered Andor. Ansaki agreed to send his people into battle against the Karthydians. He realized that Karthis was a threat. The god of chaos was mad with vengeance and had to be destroyed. In the end, thousands of Pythians would die only to ensure that Karthis would become a martyr to the desert people. The god of chaos was stronger dead than alive. Ansaki watched the desert fester in hate. Ansaki grew to hate Grotar and the age they had ushered in. The more he learned of the past, the more he realized what he had done. The Way of the Five was a path to peaceful coexistence that had kept the world in harmony for thousands of years. Ansaki grew to believe that it was the Orcs’ lust for power that had lead them all astray. Everything the Five had built was a gift to the people of the world, but it was all wiped away when the Crystal City was shattered. In the place of the Five and their way of peace, brotherhood and love was a culture of death, bloodshed and pain. Instead of the benevolent Lord and Lady of Evermoore, the world was ruled by petty tyrants in an age of decline and death. Ansaki realized that he and his people had betrayed the Way of the Five only to wish it back again. The god of wisdom learned he was a fool. Ansaki became more despondent as he watched the Orc Empire grow. The Orc government fostered little culture and no formal education. Death was everywhere. People starved in the city streets under the iron rule of the The actions of Ansaki at Evermoore weighed heavily on his mind. He was created to destroy the tyranny of the Five, but had learned that the Five were not the enemy they were believed to be. His real enemies were the tyrants who came to power by playing on his people’s misperceptions and naiveness. Ansaki did not wish to see another war and he intended to stop his people’s preparations. During the traditional Spring Festival, Ansaki spoke to his people of his realizations. He laid bare to them the wisdom he had learned. He implored his people not to attack the Orcs until the world was ready to rebel against them. He then sacrificed his own life in front of his people, saying that his knowledge would pass to the eldest, so they could be as wise as he. The elders already respected became the most revered of their society. The Pythians kept the peace with the Orcs, but when Guildhall was formed, the Elders and the Young joined together in agreement that the Pythians would march against the Orcs. From the swamps came a vast host of Pythians seeking vengeance for the Orc’s trickery and deceit. Following the defeat of Grotar and the fall of his Empire, the elders sought an age of peace, but border disputes with its northern neighbor, the human kingdom of Andor, caused problems for the Fens. The conflict began over the exact placement of the border and concerned a wide strip of marshland which was claimed by both nations. The conflict began in earnest in the year one hundred and ninety-seven of the Age of Order after a group of Andorian 118 nobles trespassing on contested land were killed by the Pythian soldiers. A series of minor conflicts escalated into a bloody war which only ended when Guildhall intervened and settled the dispute. Culture: Pythians developed a culture which honors learning and wisdom. They value their elders and give them a sacred place in their society. Over time they became fiercely isolationist and repel any transgression into their lands vigorously. Outsiders are rarely welcomed. Their villages are built on water. Buildings are made of wood and woven grass that rest on top of great floating piles of reeds. Some Pythians also build on drier land and these live in buildings built of mud bricks and straw. All Pythian tribes build great stone temples to their god Ansaki. These temples rise out of the jungles dwarfing all around it. The largest have more than ten thousand steps leading up the face of the great temple. The interior of these temples are filled with scrolls and books. They contain the wisdom of the Ages and the written words of Ansaki. A temple is ruled by the high priest of the temple. Pythians who live close to the coastal waterway survive primarily on fish and fowl. Those who live more inland will supplement their diet with vegetables grown in small gardens and animals hunted in the swamp lands. Trade between inland and coastal villages is very common, but trade with the outside world is not. All Pythians learn to use a bladed spears at a young age. The swamps are home to many dangerous predators and young Pythians must learn to protect themselves or perish. The young Pythians do most of the gathering and hunting to feed their families. They often go out in small groups and divide their catches at the end of the day. Small vegetable gardens are mostly tended by the elderly. Athletic contests are very important to the Phythians. Pythains will engage in tournaments with their bladed spears, but they will also have footraces and swimming contests. Pythians retain their own currency of polished semiprecious stones which are found in the swamps and pearls common to the coastline. Coastal Pythians normally wear brightly colored clothing which covers most of their bodies. They do not like patterns but favor solid colors. Inland Pythians prefer dark colors which will camouflage themselves in the swamps and make hunting easier. Government: The Pythians are ruled by the eldest of their people who form a village counsel. The oldest council member is the leader of the council. There is also a powerful priest class which holds sway over temples and other holy places of worship. He is charged with the duty of bringing forth the wisdom of the temples so that it may guide the village elders in their decisions. Military: Each village has a band of trained combatants whose sole purpose is to defend the village. In times of war, the entire tribe, except the very young or old can be mobilized. This host will be lead by the band of trained combatants who will serve as its commanders. The temples are guarded by elite religious warriors who are fanatical in their devotion to their god. These temple guards are often elaborately armored and colorfully costumed with feather shoulder and head dresses. Each temple unit has a particular color scheme and pattern that sets them apart from others. Weapon: The traditional weapon of the Pythian is the cutting pole arm. The Pythian weapon has a wooden shaft with a thin, flat blade of forged metal on one end. Religion: The main religion of the Pythians is the worship of Ansaki. Ansaki is seen as the wisdom of the ages. He reflected all of the knowledge that has ever been learned. His sacrifice spread this learning to his people and started the reverence of knowledge. His temples are built throughout the swamp and are places of great learning and reverence. Traditions: There is a tradition of sacrifice which was started by Ansaki in the Age of Death. A person who believes that he possesses wisdom and desires to give that wisdom to his people will go to a temple and the scribes will write down his life and all he has learned. The sacrifice will then walk up the steps to be killed and have his body burned so that his essence will float on the air to be breathed by all. This practice was expanded by the priests during the years following Ansaki’s sacrifice. The priests saw knowledge slipping away from the world and they sought to preserve it. Pythian priest units would travel the realm searching for those with ancient wisdom. These they captured and sacrificed on their temples. During the height of this practice hundreds were consumed each month. The temple priests amassed a large amount of knowledge which they 119 passed on to Guildhall during the Age of Order. Pythians commonly were a small bone fragment of a revere ancestor around their necks as a talisman. They believe this talisman gives them knowledge and protects them from harm. Guildsmen: Traditionally, Pythian Guildsmen who remained in the Ansaki Swamp found their place in society in the service of the village elders. There were few Guildsmen in the temples because the temple priests demanded utter devotion and many Guildsmen found it difficult to serve two masters. As the Age of Order wore on, many Pythian Guildsmen began to join the temples and place the needs of their culture above their oaths to Guildhall. Pythian Classification: being (greater), beast (reptile) Body: 8 Mana: 16 Abilities: hide I - 300, hide II - 300, increase body I - 100, mush mover I - 200, mush mover II - 100, mush mover III 100 Pythian Appearance Pythians are lizard-looking humanoids. Their skin is light green with fine edged black scales. They have red or green colored hair. All Pythians have a lizard-like tail that is at least 18 inches long and always visible. Coastal Pythians wear tabards of brightly colored cloth, while those of the swamps prefer earthy tones such as brown and green. Pythian Cultural Skills Knowledge regain feat (contest physical) - 200, region lore - 100, swim II - 200, tracking - 200, weapon cultural (Pythian polearm) -0 Rituals & Procedures education - 200, healing location (sunning spot) - 400, spirit activity (competition) - 100, talisman (bone) - 100 Rakkarin Rakkarins are cat humanoids. Their bodies are covered with fur, the color and patterns of which depend on the particular pride of the Rakkarin. Rakkarin faces appear more catlike than human and also reflect their pride. Rakkarrins typically live a nomadic lifestyle and tend to be excellent hunters. They value family and social status. They are well known for their grace and athletic ability. Rakkarrins have various fur patterns depending on their particular species. The names of the most common species are the Pumrani, Cheeteer, Tigra, Panthri, Jagga, Cougri and Lyon. Rakkarin generally live a nomadic existence traveling in smaller family groups and gathering with other Rakkarrins during certain festivals throughout the year. Historical Perspective: During the Age of Life the Rakkarrins settled primarily in the plains to the west of Andor and to the north of the Ansaki Fens. Some of the prides populated the jungles to the south and the western mountain ranges which bordered the plains. A few even found their way into the eastern parts of the desert. Rakkarrins enjoyed the splendor of the hunt and the peace afforded by the Way of the Five. They honored Lumina and Natallis reverently. Although they were aggressive hunters, they never took more than they needed to survive and always shared with their fellows who had less. The Rakkarrins led a peaceful existence. Even where their territories encroached on others they were always careful to remain unobtrusive. The Pythians allowed them to share their jungles and the Andorians welcomed them as friends who protected their livestock from predators. Then disaster struck during the Age of Death. Orcs poured into the plains and hunted the Rakkarin for sport. The loosely organized and peaceful Rakkarrins were overrun. Orc fortifications rose on the plains and their crops were planted. The Rakkarrins did not have the military knowledge or the numbers to wage war or conduct sieges. They could not oust the Orcs from their homeland and they faded back into the remotest regions. After it became popular within the Orc Empire to fight Rakkarin in matches for the entertainment of the spectators, a renewed interest in the Rakkarrins surged up and the reclusive cat people were sought out and captured. Orc hunters crisscrossed the plains searching for them. The Rakkarrins survived by escaping into the bordering jungles, deserts and mountains. Both the Karthydians and the Pythians sheltered the peaceful Rakkarrins. When Guildhall was founded, the Rakkarrins came forward to help. Their numbers were few, but they served as scouts and guides. In time the armies of Guildhall drove the Orcs from the plains and most of the Rakkarrins returned to their homeland. The gathered Rakkarrins built a huge city on the border of 120 the desert and plains and mountains, which they called the Fertile City. At the Fertile City the Rakkarrins attempted to recover their way of life. The city grew and the Rakkarin population increased. Soon the first of the prides left to seek out their ancestral hunting grounds. While most Rakkarin dwell nomadically on the vast plains a number of the larger prides have founded cities. Though many are small, often no more than villages they serve as a unifying force throughout the land of the Rakkarrins. Each year many Rakkarrins make a pilgrimage to the Fertile City. This is considered a devout procession and the Rakkarrins will fast, anoint their hides with holy oils and perform other honorific observances. Culture: In traditional Rakkarin culture a pride is essentially a group of mothers, daughters, and sisters, plus their cubs. The females do not flock to the male that is strongest. Rather, the males come to them to prove their worth and fight for the right to have their offspring born of the pride that the females have built. The duties of child rearing naturally fall to the females, as do those of hunting. Females are therefore very deadly, physically capable creatures, working as a unit to take down prey much larger than themselves. When a male takes dominance of a pride of females, he serves the purpose of protecting the prides hunting territory from competitors. The male of the pride changes from time to time as challenges are won and lost. The male can often be seen wandering the pride lands to patrol the territory. The heart of the pride is the group of females. They therefore have the authority to determine where the pride will hunt in the coming seasons, as they have the skill to judge whether the territory is viable for hunting. This gives them profound power over trade and politics, as they will determine who their neighbors are for several months at a time. Rakkarin females form partnerships of two or more, which will generally last throughout their entire lives. These bonded groups of females own property and pursue business interests together. They pass wealth to their own daughters, nieces, and younger sisters. And they also take a husband as a group. The traditional gender roles of pride culture are still loosely observed, though not necessarily enforced, to this day in Rakkarin society. The adherence to the ancient roles varies depending on the community and many modern rakkarins have monogamous relationships. Government: The males supervise defense, patrol the lands and create and enforce the laws under which they exist. However, their thrones, armies, and great tombs are built on borrowed coin it could be said, for the males own nothing. Wealth, property, and estate are all inherited through the female lineage, mother to daughter, sister to sister, and so on. They allocate funds for expansion and construction, feed and arm the militia. The females also hold judicial power. They sit in judgement in criminal trials, and have the power to challenge the validity of a particular law should circumstances call the law into question. Military: While the Rakkarrins are generally a peaceful people, they will never again be caught unaware. They retain a standing army based in the Fertile City. This military unit is composed of members of almost every pride. It is customary for young Rakkarrins to pilgrimage to the Fertile City after they pass from childhood. At the city they learn to fight as a soldier in the Rakkarin military. The Rakkarin military is generally composed of light skirmishing units, called claws. These units are highly mobile and completely self-sufficient when on the march. Their primary weapons are small weapons, such as short swords or daggers. Their tactics are to confuse and disorganize their enemy, by using quick probing attacks to the flank and rear. As ranged weapons they throw small darts which fall from the sky like a swarm of stinging bees. The narrow dart points could easily prick through joints in armor and slits in visors. Weapon: Rakkarin are often light travelers, and they generally prefer easily concealable weapons. When they were hunted by the Orcs they took to carrying a small dart which could be easily poisoned. The Rakkarin throwing dart is a small balanced thrown weapon. Poisoning is not common these days. The dart has become the preferred hunting weapon for small game and almost every child learns the weapon. Religion: The Rakkarrins have always honored the sun. When relaxing, a Rakkarin likes nothing better then to lay in the plains basking in the days warmth. After the fall of Evermoore and the death of Lumina the Rakkarrins turned to the worship of the Sun. For them the sun was a representation of Lumina. When the Orcs were defeated 121 and the Rakkarrins returned to the plains to build their Fertile City, it was decided the city was to be dedicated to the Sun. poor people. He brutalized the Weetle people, conducting a campaign of terror to force every trinket from their Weetle nests. Guildsmen: Rakkarin Guildsmen who choose to dwell on the nomadic plains are given no weight amongst their people. If they can hunt they are welcomed as hunters. If not, they are required to fulfill traditional duties within the family. Rakkarin Guildsmen are more often found in the Fertile City. Here they are the military leaders and the merchant class. They sell their wares to the nomadic families who pilgrim to the city and to commoner merchant caravans that trade with the Rakkarin peoples. Being the Dreadlord of the Hollow Hills was not a particular prestigious position and many of the Dreadlords continued to oppress the Weetles as if to make up for their own inferiority as Orcs. Rakkarin Classification: being (greater), beast (mammal) Body: 8 Mana: 16 Abilities: hide I - 300, danger sense - 200, increase mana I - 100 Rakkarin Appearance Rakkarins are humanoids. Their cheeks, nose and ears have a distinct cat-like look. Their skin is covered with the pattern of a traditional cat, such as tiger, leopard and even calico cat. Different Rakkarin cultures are distinguished by the color and patterns of their skin. Their heads are covered with fur instead of hair. Rakkarin Cultural Skills Knowledge balance - 200, climb II - 200, regain feat (flirting) - 200, region lore - 100, tracking - 200, weapon cultural (rakkarin throwing dart) - 0 Rituals & Procedures dance (graceful) - 100, healing location (lair) - 400, song (serenade) - 100 Weetle Weetles are nimble and dexterous humanoid beings, with shiny black noses and whiskers on an otherwise humanlooking face. Extending from their lumbar region is a long vestigial tail. Historical Perspective: During the Age of Life the Weetles made their home in the Hollow Hills. They lived peacefully in the hills until the Orcs invaded. In the third year of the Age of Death the Dreadlord Vicyth Kag accepted the peaceful surrender of the Weetles. He was a ruthless leader demanding tribute and wealth from a When Guildhall began the adventurous Weetles were quick to lend a hand. Through the efforts of inquisitive Weetle explorers much lore was recovered. Culture: In the Hollow Hills most Weetles live in small communities where everyone knows each other. These communities are called shires. By nature of their small communities, they have strong family bonds. Weetle families are very close, tight-knit groups which generally share a nest. Nests consist of a number of short tunnels connecting various rooms. Often, an entire extended family will live in a network of tunnels and cozy nests. Weetles generally have an inquisitive, easy-going nature. They, for the most part, feel the constant fighting for wealth, land and pride is silly, and try to stay away from it at all costs, figuring there is more than enough for everyone. Weetles enjoy traveling and love adventures. They are natural explorers and spelunkers. Their spirits remain high even in the most adverse conditions, because they understand that getting to a place is at least half of the fun. While Weetles enjoy traveling, they love coming home just as much. Most Weetles, when they come of age, make their first journey from the Hallow Hills into the wide world. This journey is symbolizing of achieving adulthood and when they return they will build their own nest in the shire. Weetles are often quite intellectual. They collect items of interest such as books, maps, writing tools and so forth. A Weetle can sit and discuss the unique items he collects for hours as each has a particular adventure behind it. Many of these items are of obscure origin and if asked the Weetle’s cerebral nature provides remarkable theories as a basis for academic debate. It is common to find a Weetle running an antique shop or curiosity store. The Hollow Hills are full of them. Weetles are also well known for their fondness of shiny 122 items, which is more an instinctual attraction than a real desire for wealth. Weetles will often wear their shiniest token as a talisman to give them luck and to ward of ills. A Weetle's nest, or stash, is an extremely personal thing and the starting of one’s own nest is a sign of maturation, while sharing one's nest with another is the equivalent of a pledge of marriage. Government: There is no centralized government in the Hollow Hills. Each of the shires generally elects a mayor and a sheriff. While there is almost no crime in the Hollow Hills, the sheriff is usually responsible for greeting outsiders and bringing them to the mayor. The mayor will generally speak for the shire after consulting with the more influential members of the community. The mayor will also settle disputes between Weetles. To the Weetle, government is a very informal thing. not an overly religious people. Guildsmen: Weetle Guildsmen are well respected in the Hallow Hills. Generally, Weetle Guildsmen will often travel more than the average Weetle, but almost always retire back to their ancestral home to live out their final days amongst family and friends. Weetle Classification: being (greater), beast (mammal) Body: 8 Mana: 16 Abilities: increase mana I - 100, increase mana II - 100, pliant - 500 Weetle Appearance Weetles have black noses and whiskers. They also have fur covered tails that are at least 18 inches long and always visible. Military: The Hollow Hills have no military. Weapon: The traditional weapon of the Weetles is the Weetle slingshot. The cultural weapon is a slingshot made entirely of wood that shoots small pebbles picked up from the meandering brooks of the Hollow Hills. Religion: Weetles have many different religions, but are Weetle Cultural Skills Knowledge climb II - 200, escape - 200, regain feat (gossip) - 200, region lore - 100, scrounge - 200, survival - 100, swim II 200, weapon cultural (Weetle sling shot) - 0 Rituals & Procedures site of mana (nest) - 200, talisman (polished) - 100 123 General Information Magic Magic exists in the Realm of the Five, but only a few people out of every ten thousand can access its power. These people are sought out by Guildhall and trained to follow a Guild. Only by careful and diligent study can the secrets of magic be unlocked. Common mundane persons are not able to use magic. Magic Lore Guildsmen can perform rituals, mix compounds, sing ballads, draw runes of the elder futhark, scribe glyphs, cast spells and prayers, set traps and fashion items. Each of these groups have their own specific skills and Guilds specialize in each to varying degrees. Internal mana is used to sing ballads and cast spells and prayers, while all of the other lore requires specially prepared base substances. The common skills of the realm have always been known. Healing, hunting and other skills necessary for survival were taught to all even during the times of the Five Gods. A small, very limited group of magical skills were taught by the Five to the Five Sworn. These skills included basic healing, immobilization sp&ps and item creation. The lore was defensive and constructive. The skills of restoration and spiritquest were not known during the Age of Life . Heraldic orders did not exist and there was only one driving group “The Way of the Five.” None of the harmful skills existed; blast sp&ps, raising undead, and the all the injurious paths of magic were totally unknown to this peaceful world. Near the end of the Age of Life, when the Orcs, Klactons and phythians became dissatisfied with the status quo many Five Sworn on both sides began researching skills that could be used against each other in battle. Many of the skills of battle possessed by Guildsmen owe their creation to this dark time period. This knowledge entered the world and ultimately lead to the destruction of Evermoore, and one thousand years of destruction known as the Age of Death. This was a time of death where blighted magics tore the world apart. In this time of violence and death, survival was all that mattered and the skills that destroyed the world became harder to learn. The education necessary for these advanced skills was impossible and the knowledge was lost. After one thousand years of upheaval the world began to right itself. Guildhall was founded to end the Age of Death. In the beginning the Guilds had less than 15,000 status worth of skills. The lore was simple and the Guild Syllabi contained mostly healing and defensive skills. The Age of Order dawned and it was a time of Law and Order. For almost 1,000 years there were no changes to the Syllabi, but then in 996 of the Age of Order fishermaen dredeged a ritually sealed box from the Lake of Evermoore. The Divine Avatar ritual was reintroduced into the world by the Herald of Grotar who was release from the box. Also in 996 Guildsman Altar Shariz founded the Inn at Evermoore. Guildsmen came to the Evermoore Market Days and through their investigations many more discoveries were made. Thanos, Mortis and other beings of legend were released into the world. Lore was found, the first major discovery was the lore of Heraldic Orders which was added to the Cavaliers Guild in 1999, but much more would follow. In 1002 of the Age of Order, because of these discoveries, the Guild syllabi were expanded. This revision added in many new skills, but left out many of the more controversial skills. Eight years later, in 1010 a second major expansion occurred. This revision removed the strict hierarchies of learning, creating almost total freedom to learn skills at one’s own pace and to specialize if desired in a single path within the Guild’s learning. Many of the skills formerly restricted to Mastery were lowered to the Journiate rank and new more powerful skills were developed to be Master skills. Each Guild gained in power and the sheer volume of skills increase exponentially. But there was much debate, many of the skills of violence and death were added to the Guild syllabi. Many who remembered the history of the realm cried out in fear and objection, but their reservations were voted down. The lore was added to the syllabi with the understanding that so long as Guildsmen remained true to the ideals of Guildhall the dangerous lore would never bring ruin to the world. Colors of Mana Mana energy oscillates in the visible spectrum when it is used by skills to produce effects. The following colors are used to represent types of mana energy: acid - dark green, 124 cold - cyan (light blue), demonic - maroon, earth - medium green, electric - dark yellow, heat - red, holy - silver/white, necromantic- purple/black, profane - silver/black, sound lime (light green), vitalic - purple/white, water - medium blue, wither - brown, wind - light yellow. Mana energy that coalesce into a generic damage causing permeable force is a swirling rainbow of red/green/blue, while an impermeable force is represented by solid white. Mana Nodes The force of magic, called mana, collects in areas called Nodes. These areas are very rare and hard to find. Nodes exude a neutral balanced energy when they form, but the nature of the energy will change with their environment. Nodes surrounded by good, wholesome activities will develop a positive demeanor, whereas nodes that are exposed to dark thoughts or violence develop negative energies. All nodes can develop properties. Guildsmen with sense can determine these properties with a quick examination. Some nodes will heal or cause wounds by exposure, others will resurrect the dead or even create undead. The effects are generally in line with their type and how they were created. The following is a list of the nodes found in the realm of the five. Hallows and neutral nodes are very common, allotropes less common, blights, execrations and miasmas are uncommon, and cursts are very rare. Allotrope Allotropes are nodes connected to the elemental forces of earth, wind, water, and fire. The primary colors of an allotrope vary from medium green, light yellow, medium blue, and red depending on the elemental force and state of the force. Allotropes are often associated with natural places (waterfalls, volcanos, rock formations) and natural calamities (eruptions, earthquakes, floods). They can also interact with various kinds of beasts. The name allotrope comes from the different physical forms in which an element can exist. Blight Nodes where the primal energy is necromantic are called blights. These nodes exude a spooky, pernicious energy that makes the world seem dreadful, dying place. The trees and plants are often dead, or dying. There are plenty of insects, living and dead, with insect husks all around. Blights attract undead who can usually remain in a blight unaffected by daylight. Blights are identified by faint purple and black sparkles, flecks or lines. They form from dark thoughts or acts derived from anger, lust, jealousy, hate and so forth. Generally, death is involved in the creation of a blight. Mass murders will trigger commonly trigger blights, sometimes a killing by a jealous lover or even a tragic accident will create a blight. Curst A curst is a node infused with demonic energy. The primary color of a curst is maroon. Cursts are associated with nightmarish visions and chaotic thoughts. They exudes feelings of chaos, oppression and wantoness. Cursts can develop from hedonist or decadent activities, as well as psychotic violence and extreme brutality. They are gathering places for insane persons, criminals and demon worshipers. Execration Execrations are nodes of profane energy. They are identified by faint silver and black sparkles, flecks or lines. These nodes exude a dangerous force that compels people to prejudice, denunciation and the complete detestation of others. People entering an Execration feel subtle anger and growing hate. Execrations can be used to motivate people against others. Dark faiths will use them for religious buildings. Immoral military leaders will give briefings on Execrations to raise the bloodlust of their troops to uncontrollable levels. The landscape almost always exudes a loathing power. The name execration come from the pronouncement of great loathing and hate created by the unholy energy. Hallows Hallows a nodes of holy energy. They are identified by faint silver and white sparkles, flecks or lines. These nodes exude a peaceful energy that makes the world around them seem to sparkle with goodness. People entering hallows feel a great reverence. Hallows are often used for religious buildings and cemeteries, hence the term hallowed ground. The landscape almost always feels serene. The name hallow comes from the feelings of peace and love created by the holy energy. Miasma Miasmas are negative energy nodes where the primary mana flow is withering magic. These are areas of enervation, sucking the life out of people. The light in a miasma is never bright enough and everything has a withered appearance. A miasma is often marked by gnarled trees, browning grass, the smell of stagnation and a feeling of loss. The primary color of a miasma is brown. Miasma 125 form from acts derived from guilt, sorrow, fear, unrequented love and so forth. Miasmas commonly form over time. The feelings of an abused woman or child, the betrayal of cherished trust, or unfulfilled desires can all help turn a node into a miasma. Neutral Neutral nodes are balance nodes having equal proportions of all types of magic. They have small sparkles, flecks of lines of every color of magic. Neutral nodes produce no feelings in the observer or changes to the landscape. History During the First and Second Ages all of the Nodes in the world were hallows. The world was a good, wholesome places, created by the holy energies of the Five. At the end of the Second Age, when the Crystal City of Evermoore fell and bloodshed and death covered the land almost all of the Hallows were polluted by the hatred. Negative nodes formed throughout the realm. The use of necromancy and unholy magics to create undead and dark gods aided the development of blights and execrations. Maismas formed and allotropes were very common. The cult of shivakas sprung up in the shadows, their ancients turning nodes into cursts and attempting to bring shivakas into the world. In the Third Age, called the Age of Death, these dreadful mana energies swept the realm, evolving the beasts of the world into magical monstrosities that could use magical powers. Rats grew to become cadaver rats and crows became storm crows. Terrible creatures, such as these and others, were a plague on the world. It was a terrible time, when everyone suffered the wayward flows of mana. When Guildhall overthrew the Orc Empire and restored order to the world one of the great tasks was to return the perverted nodes back to Neutral nodes or Hallows. Their first edicts were to stop the use of certain magics that increased the proclivity of harmful nodes. When the Clerics Guild was formed they were denied the use of unholy energy and the divine avatar ritual was not allowed. The necromancers guild was allowed to raised undead, but could not group them into necromantic orders. Also, the necromancers were not allowed to use pure necromantic energies in combat, instead they studied withering magics. As the Fourth Age, the Age of Order settled in, the peace of Guildhall slowly renewed even the darkest blight. By the end of the first mellenia of the Age of Order there were not many dangerous nodes left in the Realm of the Five. All of the dark places had been cleansed by good feelings and peace. In 996 A.O. the clerics guild gained the ability to create divine avatars when the Herald of Grotar was freed from imprisonment by the Guildsmen of Evermoore. Over the next ten years the Guildsmen of Evermoore recovered more lost lore. In 1010 A.O. guild skills were substantially expanded. The clerics guild gained the use of profane magic The necromancers guild gained the power to group their undead into necromantic orders. Many fear the addition of these excluded magics into the guild charts will bring danger to the realm again, but others disagree and claim the right to learn all magics no matter how harmful or dangerous. To them right to learn is more important than the right to use, because the right to use can and will be legislated by governments to control its affects. Only time will tell if these magics cause the age to change bringing forth the Fifth Age and the end of all. Spirits All living things have spirits. A spirit gives form to the physical body. Spirits need a body to anchor them to this world and when the physical body dies most spirits will leave the world and go to a place between the realms. The place were spirits go after death is called the Void. Religion The gods of the Realm of the Five are not all powerful beings. They are not omnipotent or infallible and they do not have abilities and powers that are greater than those common to the realm. They can even be killed. Even the creators Noctis, Lumina, Solnus, Karthis and Natallis came into this world as slow-aging mortals. Although they may have had great power before they were born into the realm after they took physical form they were constrained in the same ways as mortals. They did not have unlimited knowledge and suffered from the same shortcomings as do all creatures. In time, the creators were supplanted by the new gods. These new gods were created by a powerful ritual which drew spiritual energy from living people who participated in the ceremony and had the powers, abilities, knowledge and beliefs of all those who were consumed in their creation. These forms were called Avatars. Treatment of Religion The gods are merely creations of faith. The theoretical 126 strength of any god is dependent on the followers of the religion. A god without worshipers has no power at all. The Divine Avatar ritual may be used to give a god physical form, but these beings are limited by the world in which they dwell. Their skills and abilities are no different from those possessed by normal people. The rituals of Clerics and Druids dealing with gods will work the same way, no matter who or what god, faith or religion they serve. Divine groups must have a consistent ideology or belief system, but beyond that characters are free to create whatever concepts they wish to worship so long as it remains within the spirit of the game and does not involve prohibited acts. Joining Divine Groups: A character cannot baptize or be baptized into a divine group unless the High Priest of the divine group gives permission. Divine baptisms performed without the required permission do not create an effect ingame. Creating Divine Groups: Clerics and Druids can create their own religions, faiths and gods if they have the skill Divine Baptism. Deities do not have a physical form, unless that deity is a person who has convinced others he is a god or the god is a divine Avatar created in-game by the Divine Avatar ritual Clerics and Druids are encouraged to create their own divine groups and many of these Guilds’ more powerful rituals will only work on persons who are baptized into their faith. Clerics and Druids wishing to start their own faith are are required to submit a one page description of the religion, faith or god to their charter sponsor for approval. Generally for approval a Cleric or Druid needs to write down all the pertinent information of the religion, to include the god’s name, ideology, commands and holidays. It will be approved as along as it is consistent with the spirit of Guildhall. After the divine group is approved, the high priest can authorize the baptism of members into an officially approved Guildhall religion or faith. The creation of the religion takes place in-game at the moment the player character performs the first baptism ritual. The Gods of the Realm There are primarily two groups of gods: The Old Gods and the New Gods. The Old Gods where the creators of the realm. Noctis, Lumina, Karthis, Solnus and Natallis came into the Realm taking mortal form and living among their children. They were worshiped until the beginning of the Age of Death, when three of the New Gods rose up to destroy them. The new gods were created during the end of the Age of Life when the peoples of the realm began to turn away from the teachings of the Five. During the Age of Death most people worshiped pantheons of gods and many New Gods were created. During the early part of the Age of Order people blamed religion for the destruction of the realm. The followers of Xanadu hunted New Gods and after the last was killed, religion became little more than ideologies to believe in. By the end of first millennia of the Age of Order, the Divine Avatar ritual was re-discovered and people once again considered using the Divine Avatar ritual to create New Gods. The Way of the Five The Way of the Five was laid down by Noctis, Lumina, Karthis, Solnus and Natallis during the Age of Life. It was the first religion of the realm. It was worshiped during the Age of Life and has continued to be worshiped throughout history. The Way of the Five teaches balance, harmony, freedom, law, and love. It asks its worshipers to live together in peace, accepting the differences which make each of us unique and trying to resolve conflicts without the need for violence. The symbol of the Way of the Five was the pentagram. Each pentagram was the color representing Natallis, Lumina, Noctis, Solnus or Karthis depending on whom the wearer served or worshiped. Natallis. The followers of Natallis serve the natural world and celebrate its marvels. They worship in sacred groves deep within the woodlands. She is the patron of farmers, huntsmen, Druids and Rangers. Her color is brown. Her symbols are the oakleaf, the tree or the earth. In the Age of Life, her Sworn Servants were called Warders. Her physical form died during the fall of Evermoore Lumina. The followers of Lumina celebrate life, accepting the journey from childhood to old age as part of the cycle of life. They value death as giving meaning to life. They worship in beautiful temples which face the rising sun, 127 often connected to temples of Noctis. She is the patron of children, peacemakers, and Clerics of life and goodness. Her color is yellow. Her symbols are the sun, the dove, the wind or light. In the Age of Life, her Sworn Servants were called Beaconers. Her physical form died in the final weeks of the Age of Life. Noctis. The followers of Noctis accept death as the end of the natural cycle of life, which allows for youth again when one is reborn. They celebrate life as a time for love and the forming of meaningful relationships. They worship in beautiful temples which face the setting sun, often connected to temples of Lumina. He is the patron of poets, dreamers, leaders, the elderly and Necromancers. His color is white. His symbols are the moon, the quill, the skull or a shadow. In the Age of Life his Sworn Servants were called Reavers. Noctis vanished after the fall of Evermoore. Solnus. The followers of Solnus celebrate order, truth and justice. They worship along riverbanks and on high ground. He is the patron of magistrates, soldiers with a just cause, Wizards and Cavaliers. In the Age of Life his Sworn Servants were called Crusaders. His color is blue. His symbols are the scales of balance, the crossed sword and shield, silver chalice or water. His physical form died during the fall of Evermoore. He was slain by Grotar beneath the gates of the Crystal City. Karthis. The traditional followers of Karthis celebrate freedom, individual expression and positive change, but after the fall of Evermoore the followers became more concerned with the darker side of chaos and the entropy of the world. While Karthis was once celebrated in the streets during festivals and fairs, after the Fall of Evermoore he was generally worshiped only in solemn places. He was once the patron of jesters and fools, but in the Age of Order he was seen as the harbinger of the black robed zealots who dwell in the desert which bears his name. His servants were once called Jesters, but after the Fall became known as Illriggers. The Illriggers traveled the Realm killing those who caused the fall. The color of Karthis is red. His symbols are the chaos star, ruby chalice, ruby dagger, flaming sword, jesters cap and fire. The physical form of Karthis was believed to have been destroyed in the battle of Ash Shir, but prophesy foretells of his return to usher in the Age of Chaos. The New Gods During the end of the Age of Life and the early Age of Death a ritual was performed by thousands of people to actually bring their god into physical form. The religious followers gave of themselves by sacrificing their lives so the god could be formed of flesh and blood. The knowledge to perform this ritual was lost to the world, primarily through the actions of Xanadu and the Order of the Rack who believed that the world was better off without the gods. However, near the end of the first millennia of the Age of Order three fishermen discovered the artifact prison holding the Herald of Grotar. The Herald of Grotar returned the knowledge of this ritual to the world. The following is a list of the prominent new gods from history. All were either slain, destroyed or faded from the world by the middle of the Age of Order. Ansaki: Ansaki was the revered god of the Pythians, who led his people against the Five. He was a god of wisdom who realized that destroying Evermoore was a terrible mistake. He ended his own life, sacrificing it so that his people could gain his wisdom. He died in the year 196 Age of Death. He is worshiped at the tops of great stone temples, where followers must climb thousands of steps to reach the summit. On the altars sacrifices are made to the wisdom of Ansaki. Ansaki is the wind moaning across the bayous and rustling the leaves of the willows and swamp oaks. Ansaki’s symbol is the sycamore tree. Eldin: Eldin was created in Holt as the first god of the Humans. He was a product of his time, created to wage war on the Orcs and free Humans from the tyranny. The Humans who created Eldin had a great hatred of other races, especially the Orcs. The Eldinite religion falsely relates that Eldin slew Grotar, but was stabbed in the back by a traitor as he left the field in the Battle of the Foothills. Eldin died in the year 31 of the Age of Order. The following of Eldin has always been strong in Holt. The Soldiers of Eldin are often derisively referred to as Blood Soldiers, because of their white surcoats emblazoned with the symbol of Eldin, a red cross, known as the Blood Cross. The religion teaches Eldin is the one true god and that humans are the greatest race. While the Church of Eldin is strongest in Holt, it has followings in several other Human nations. Most notable is the Highlands, but they also have a small following in Dale, Asgarn, Lundelle and even Mongoria. With the exception of Lundelle, they have no real power beyond their spiritual position in the areas they inhabit. 128 Eveya: Eveya was the new god of the Elves, whose short and tragic life would change the race forever. Eveya and her unborn child, later named Unity, were created by Elves led by Allyssandra Silverleaf, who was a Sworn Servants of Natallis, near the end of the Age of Life. Eveya was known as the Goddess of the Harvest. She preached that honest work produced good crops. Her worshipers were not only farmers and herders, but also craftsmen and laborers who embraced her philosophy which they adapted to mean honest work for honest pay. Eveya taught the working castes to be content and happy for the ability to build and create was the greatest gift of all. Unity was born and then murdered in his crib. His death started the Elven civil war, which ended with the defeat of the working class and death of Eveya. She died in the year eight of the Age of Death. Grotar: Grotar was the god of the Orcs, adopted by the Ogres and Goblins. He teaches that Orcs are the greatest of all races and should dominate the realm. His worship was prevalent in the Age of Death, but fell out of favor during the Age of Order until it experienced a resurgence of popularity at the end of the first millennia. Grotar and Eldin fought a great battle during the Age of Order, killing each other in the Battle of the Foothills. Grotar’s symbol is the Orc Fist of Power. He died in the year 31 of the Age of Order fighting Eldin in the Circle of Challenge. Minos: Minos is the god of the Minotaurs whose exact nature is unclear. Some say he was created as an Avatar by Minotaur soldiers near the end of the battle of Evermoore, others say he mysteriously appeared out of the mists in order to lead the Minotaurs to safety. A small sect of Minotaurs believe Noctis sent Minos to save them in reward for their loyalty for they were the only race of greater beings who marched to the aid of the Five and the Humans of Evermoore. The form of Minos is that of a towering Minotaur wearing black plate armor and wielding a huge two-handed sword. After the Fall of Evermoore, he led the Minotaurs to the Isle of Minos, laying waste to all that stood in their way. He was killed by Orcs and Pythians on the beach as his people escaped to the Isle of Minos. He died in the year nine of the Age of Death. Shivakas: Shivakas was a bulky winged monstrosity who sat on a pile of skulls. His followers are mostly commoners who believe that by eating the hearts of Guildsmen they can gain immortality. The worship of Shivakas is outlawed in the Realm of the Five. It is not known when Shivakas was created. Although worship of Shivakas became popular in the middle of the Age of Death, there were true rumors of his worship in earlier times. There is even some doubt that he actually existed or that he was a new god, because some suggest he was a being from another realm, or even a demon. Tharkana: Her form was of a giant female Klacton. She was the goddess of the endless northern wastelands of ice which bear her name. Tharkana was a harsh goddess for a harsh climate. She demanded complete reverence from her followers and drove them with a single minded goal to find a new homeland. She died in the year twenty-four of the Age of Death, murdered by her own people. Xanadu: Xanadu was known as the Slayer of the Gods or the Mistress of Pain and Pleasure. Her changing form was that of the most beautiful woman imaginable by the person in her presence. She was created in the Age of Death by disillusioned followers of Noctis who blamed much of the state of the world on the new gods and the religions of false prophets. Xanadu was created to destroy the new gods and all who serve them. Her task was to cleanse the realm of all new gods and destroy the lore used to create them. .Xanadu saw the new gods as usurpers who destroyed the Age of Life for their own goals. She believed that in a world without gods mortals could more easily find their own path in life. Xanadu seduced the priests of other gods into her bed and then slew them in passion’s embrace, snapping their spines with her powerful legs. Her followers preach that more than one thousand false prophets fell to her wicked charms. She is credited with destroying the knowledge of the ritual used to create new gods and giving the world to mortals. Followers of Xanadu preached that each person should place their faith in themself. The religion teaches that mortals do not need gods to lead them. They teach that life is meant to be lived not in the service of a deity, but in the service of one of the prime paths: pleasure, pain or death. Each path seeks to understand one of these aspects of living, but the religion believes that all three make up the sum life. A follower of Xanadu will explore and indulge these three aspects to get the most out of his life. The symbol of Xanadu is a torture rack, and her followers claim that Noctis will set Xanadu free if the ritual to create new gods is used in the realm again. Xanadu was served by the militant group the Servants of the Rack, who were dedicated to the destruction of new gods and of all those capable of creating them. After the release of the Herald of Grotar in the Age of 129 Order, the ritual to create new gods was once again available to the realm. The worship of Xanadu experienced a resurgence among the mundanes and many clerics have cautiously chosen not to learn the divine avatar ritual. Military Orders Cavaliers and necromancers can create military orders. These military organizations trace their chain of command from the leader, a First Cavalier or First Necromancer, to the lowest ranking member. Strong ties bind the order giving members powerful protections and significant advantage. Cavaliers create Heraldic Orders which draw power from life energy. The chain of command is usually supported by charisma, glory, pride, honor, love or other positive emotions. Necromancers are able to create Necromantic Orders which seem on the surface to be similar to the Heraldic Orders of cavaliers, but they are very different. Necromantic orders draw power from the energy of unlife. Undead members are bound by magical servitude, and the chain of command is usually supported by terror, violence, revenge, hatred, prejudice or other negative emotions. A Heraldic Order taking to the field is a glorious sight with banners flying in the wind, polished weapons and armor glinting in the sun and countless marching men and woman their voices raised in song and righteous smiles on their faces. Whereas a Necromantic Order taking to the field is terrible to behold with the endless multitude of marching dead, the moans echoing through the night, the rusty armor and weapons dull in the moonlight and the tattered banners hanging limp in air that reeks of the grave and death. Joining Orders: A person cannot induct or be inducted into an order unless the First Cavalier or First Necromancer of the Order gives permission. Inductions performed without the required permission do not produce an effect. Creating Orders: Cavaliers and Necromancers can create their own Orders if they have the skill military allegiance. Cavalier and Necromancers are encouraged to create their own Order. Generally, to create an Order they need to write down all the pertinent information of the Order (heraldic code, motto, colors, and symbol) and submit a one page description to the Charter Sponsor for approval and entrance into the Orders of Guildhall. After the Order is approved, members can be officially inducted and benefits will be granted. The Order will be approved as along as it is consistent with the spirit of Guildhall. Heraldic Orders Cavaliers lead the armies of Guildhall and receive leadership training as the core of their apprenticeship. After Cavaliers complete their apprenticeship they earn the right to be called “Ser”. They are the only people in the realm who are called by military title Ser. The title Ser applies to men and women sets the Cavalier apart from all others military titles. All Cavaliers should belong to a Heraldic Order. There are many Orders in the land and all of these value chivalry and honor. A Cavalier may choose to follow one of the Orders of Guildhall by petitioning to the “First Cavalier” who is the leader of the Order. He is supported by “Cavalier Commanders.” Only Cavaliers may hold these positions within an Order. A Cavalier may freely change Orders. It is usual for a Cavalier to change Orders many times throughout his life. There is no dishonor in it. To change Orders, the Cavalier merely announces his desire, resigns his place in the old Order and then petitions into the new Order. Although most Cavaliers choose an Order, a Cavalier can remain unsworn, but this is rare. These Cavaliers are called Black Cavaliers, because of their black surcoats and shields. They are often looked down upon by their brethren and are often challenged to combats of Honor. Wearing the black infers the Cavalier believes that other Orders are not good enough for him. A Black Cavalier cannot gain the benefits of a Heraldic Order. Generally a Heraldic Order contains commoner soldiers and other Guildsmen. The commoner soldiers make up the backbone of a fighting order. They are usually trained by warriors and lead by low ranking cavaliers. A military organization cannot fight without support services. They need healers, battle mages, enchanters, scouts, and someone to make the weapons. Heraldic Orders are primarily military organizations, but they also represent the social standing of the cavalier. A Cavalier with a large group of retainers is much more valuable to his liege. The goal of every Cavalier is to induct members into his Order. These are the forces that he will command on the battlefield. When a non-cavalier joins an Order, they must be inducted into the Order. These members must memorize the codes tenets and wear the surcoat and the symbol of the Order. They are then trained in military procedure and planning and learn to fight as part of the Order. They may then gain 130 the benefits of being a member of the Heraldic Order. Orders fight and train as military units, under the command of the Cavaliers. The same organizational strategy is used for both large and small Orders. The First Cavalier maintains personal command assisted by his Cavalier Commanders, while lower ranking Cavaliers compose the officer core. Warriors work with the officer core to lead and train the fighting units. Other Guildsmen within the Order work with the officer core, but generally maintain control over their spheres of influence, such as the healing circles, supply lines, scouting and espionage. There are more than a thousand active Orders within Guildhall and this number changes daily. Almost every nation, town and even some wealthy persons have their own local orders. Guildhall maintains a complete roster of all Orders and their First Cavaliers. The following is a list of the larger national and worldwide orders in the realm. Some of these Orders will have local branches lead by a First Cavalier of that community. There is sometimes slight variation of doctrine between branches, but if the deviation becomes too great the leaders of the Order will review the local branch. Order of Andor: The Order of Andor are sworn to the King and Queen of Andor. Their symbol is a white dove in flight, as such, they are often called the Knights of the Dove. Though their symbol appears to be one of peace, they are a battle-hardened lot, due to their constant wars with the Pythians. Their primary color is light blue and secondary color is white. There motto is: “All for one, one for all.” They are based in Andor. Order of Ansaki: The Pythians founded this Order in the Age of Order to right the wrongs of the Age of Death. The Order is devoted to serving the wisdom of Ansaki. They rarely leave the fens and most in Guildhall consider them religious fanatics. The symbol of the Order of Ansaki is a Cypress Tree. Their colors are green and brown. Their motto is: “The wise walk with weapons.” Their Tenants are: “Wisdom, Warfare and Watchfulness.” They are based in the Ansaki Fens. Order of the Black Hand: The Order of the Black Hand traces it lineage back to ancient times when Mortis and his Reavers traveled the countryside searching for those who would betray the Five. Mortis was the Black Hand of Noctis. Following the fall of Evermoore, Mortis, his Reavers and the Reaversworn continued their war against those who served the new gods. The Order of the Black Hand grew directly out of these conflicts. The Order has survived down into the Age of Order and continues to remain powerful. Its membership is secretive and elitist, but members are rumored to be in every city. The symbol of the Order is a black open hand on a white field. Its colors are black and white. They are based on High Peak. Order of the Dale: The Order of the Dale traces its roots back to the Age of Death. Many warders fled to the fertile fields of the Dale, where they served in the town militias. These town militias grew in strength and when the armies of Guildhall marched against the Orcs the banners of the Order of the Dale was there with them. During the Age of Order the members traveled the Dale training town militias and caring for the forests. Their colors are green and yellow. Their symbol is the mythical unicorn. They are based in the Dale. Order of the Fist: This Order was founded by the Herald of Grotar in the final years of the Age of Life. It is an ancient Order filled with the power of tradition. During the Age of Death the Order of the Fist kept the Empire strong. After the defeat of Grotar, the Order fell on hard times. For many years, it was nothing more then drunkards dreaming about past glories. However, when the Herald of Grotar was returned to the world its membership blossomed. Within a short time two powerful Orcs, General Brock and later Colonel Crimson, the Hero of the North, rebuilt the Order and the Order of the Fist was once again a mighty force in the realm. Their colors are red and green on a grey field. Their symbol is the Fist of Grotar. Their motto is: “Fist of Grotar. Fist of might.” Their Tenants are: “Power, Glory, Discipline, Honor and Death.” They are based in the Forlorne Mountains at the Temple of Grotar. Order of the Five: The Order of the Five was born in the final days of Evermoore. It grew from the guards of Evermoore recruited by Aradawn to defend the Crystal City. When it became clear that the Orcs, Pythians and Klactons intended war, Aradawn created the Order of the Five. They were dedicated to defending the Way of the Five. The symbol of the Order is the traditional symbol of the five, the Pentagram. The colors of the Order are red, yellow, blue, brown and black pentagrams depending on the god of dedication on a white field. Their motto is “Defending the Dream.” The Order is based in the Town of Evermoore. Order of Guildhall: This Order is one of the largest in the realm. These Cavaliers are sworn directly to Guildhall. The knights of Guildhall do not receive grants of land. Rather, they and their retainers travel the realm defending 131 Guildsmen and commoners alike from evil and injustice. Their symbol is the crest of Guildhall. Their primary color is Brown and secondary color is black. Their motto is “For the Glory of Guildhall.” Their Tenants are: “Order, Justice, Fraternity, Hospitality, Truth, Honor and Love.” They are based on the Isle of Lore. Order of Holt: The Order of Holt owes its fealty to the King of Holt. The Order has two factions. The first are the traditional Cavaliers of Holt, the second are those Cavaliers of Holt who have sworn service to the deity called Eldin. The traditional symbol of the Order of Holt is a black cross, but the worshipers of Eldin choose to wear a red cross. The former are known as the Followers of the Iron Cross, while the latter are called the Followers of the Blood Cross. Their primary color is white and secondary colors are black or red. Order of Karthydia: The Order of Karthydia was founded by Thanos and the Illriggers of Karthis. Its membership is dedicated to the heralding of the Age of Chaos. The symbol of the Order is the star of chaos overshadowed with the pentagram and the words, “In this sign we conquer.” The colors are black and red. The Order of Karthydia has a number of supplemental Order, the largest being the Ruby Chalice Sect. The high priests of the desert belong to this secretive Order. Another is the dangerous Ruby Dagger Sect. This supplemental order is a mysterious brotherhood of assassins. Both the ruby chalice and the dagger were used by Karthis in the ceremony he performed before going to face the invading armies at Ash Shir. The symbols of these supplemental orders are the ruby chalice or dagger flanked by two chaos stars. The motto of the Order of Karthydia is “In this sign we conquer.” They are based in the Karthydian Desert. Order of the Rack: The Order of the Rack was formed by the Goddess Xanadu to aid in her mission to rid the world of gods. They were a brutal Order dedicated to their task refusing to be deterred even by Guildhall. When the last new god was slain and Xanadu vanished from the realm, the Order of the Rack disbanded having completed their task. They will, however, return to resume their bloody work should new gods once again walk the realm. The symbol of the Order is the torture rack. Their code is: “Death to the gods and let mortals lead the way.” Necromantic Orders Necromancers are not military leaders in the fashion of Cavaliers. They do not earn the honorific title, Ser. They specialize in the manipulation of unlife which leads to the creation of undead, which can be grouped into magically servile military units. While living people maybe recruited to serve with the necromancer and his horde of undead, the magic that ties necromantic orders together is very different than a heraldic order. The necromantic order arises not by the inspiration of the leader, but through the erosion of the follower’s will. The necromantic order is created to bind the living and dead together through subtle necromantic compulsion. The heraldic order inspires concepts of chivalry and honor, while the necromantic order with its hordes of shambling undead, tortured souls and trapped spirits is often viewed as creating terror, hatred and tyranny. Necromancers leading hordes of undead across the land is not the image that Guildhall seeks to portray, so it is unlikely that Necromancers and their tainted orders will ever gain a legitimate military role in Guildhall. This lore is considered very dangerous which was why Necromancers were not allowed to legally create necromantic orders until 2010 A.O. when political maneuvering within Guildhall reorganized the syllabi of all thirteen guilds. Concessions were made, bribes offered and backroom deals concluded to allow the Necromancers this lore by the narrowest of margins. Many Guildsmen were furious with this grant of power to the Necromancers, and the danger it poses to the world. They fear the blighting of magic again, and with legitimate concern. It is a proven fact that large groupings of undead will harm the world. Many believe that the mad march of death conducted by Demandred and Morgodia against the Orcs did as much harm to the world as the attack on the Five by the Orcs, Klactons, and Pythians. All scholars agree that the death march compounding the blighting of the realm during the Age of Death. Every Commoner Government in the realm has laws against the rising of undead armies. These commoner laws have been upheld as legal by the Council of Lore and the Courts of Guildhall. Laws that prevent necromancers from creating undead for personal protection have been repeatedly been struck down by Guildhall. Necromancers may use their lore, but the raising of necromantic armies is illegal in every commoner nation throughout the realm and necromancers who do so risk local prosecution that will be allowed by the Courts of Guildhall. 132 The long existing loophole in this prohibition is that land owned by Guildhall is exempt from all Commoner Law. Thus, necromancers can create their Necromantic Orders legally in places controlled by Guildhall provided they do not become large enough to create a necromantic haze or begin to corrupt the world. The necromancer’s other option is to establish his Order in areas without people or in areas without a strong commoner government. The latter is troublesome, often resulting in conflict and the eventual prosecution of the necromancer, or more often the death of the objecting Commoners. Order of the Lash: The Order of the Lash was created in Lundelle but quickly spread to other nations, and despite prosecutions by commoner governments the Necromantic Order continues to grow. The members have sercret clandestine meetings and conceal their undead soldiers in catacombs and cypts in almost every nation. Violent clashes with commoner authorities have erupted, tarnishing Guildhall’s reputation. To become a member of the Order one must be whipped to death. Dead commoners are raised as soldiers with their families receiving payments until they are destroyed in combat, whereas Guildsmen are restored to life and become officers. The symbol is a brown whip with thirteen lashes in a blood red field. Their colors are brown and red. The code is: “You cannot beat us down.” The motto is: “Hear the whips crack!” The Eternal Spirits When the Five created the realm, they chose certain spirits to serve them and gave them the power to be reborn to the realm. These eternal spirits were gathered by the Five and bonded in pairs to each other and to one of the Five. These eternal spirits were called the Five-Sworn and they would be reborn through the Ages in service of the realm. The Five taught their sworn servants how to do wondrous things by manipulating mana to heal, create and enchant. Each of the five groups were given names; the Beaconers served Lumina, the Jesters served Karthis, the Reavers served Noctis, the Crusaders served Solnus, and the Warders served Natallis. Throughout the Age of Life the Five-Sworn traveled the realm ensuring peace and prosperity to the land. When their physical bodies died, these eternal spirits would be reborn back into the realm and continue their work. Each life, after certain ceremonies were performed, the reborn souls would remember their past and learn from their mistakes and successes. The eternal spirits would walk through the Ages in the service of the Five. These spirits would remain constant in a changing world and would forever keep the world in balance so the peace of the Age of Life would never end. The dream seemed perfect, but the Five-Sworn did not have the vision of their gods. They were mortals who could not overcome their own lusts and desires. At the end of the Age of Life some of the Five-Sworn turned from the Way of the Five and followed their own paths. There was discord between the Servants of the Five. A great war was caused by the actions of the eternal spirits and they turned this realm from life to an Age of Death. One thousand years later, it was the same eternal spirits who having learned from their mistakes gathered together to create Guildhall. United again, they ended the death and turned the ages to a time of order. The same eternal souls are reborn to walk the realm as it rushes toward the Age of Chaos. They are the heros of this world and will rise to positions of power and prominence. The actions of the eternal spirits will either destroy or save this realm. The creators are gone, but their dream remains reborn in the eternal spirits who are the legacy of the Five. It is their burden to keep the realm alive and they are drawn to great locations around the realm. Locations of Power where decisions were pivotal decisions made, and events ripple out. Places throughout the realm, many of them forgotten, where flows of mana connect to form powerful nodes capable of changing history. Geographic The following is a description of what the average person in the realm would know to be true about a particular place in the realm. Ansaki Fens The Ansaki Fens, once call the Southern Swamp, is the ancestral home of the Pythians. It was named after their god, who was given physical form near the end of the Age of Life. The Fens are a huge expanse of swampy marshland and tropical rainforest. Elder Trees Valley The Elder Trees Valley is a large forested area. The Elder Trees River rolls gently through the valley. Its waters flow from High Peak. Along the river, in the valley, dwell the Elves. The forest of the Elder Trees Valley was once composed of huge trees which stood hundreds of feet tall. 133 When the Orcs invaded much of the old growth forest was burned. Now only a few groves of these ancient trees remain. Beneath the valley is a great system of caverns and tunnels located in the roots of the trees. This is called the Underrealm. It was created by the goddess Eveya so the Deep Elves would have a home after they were banished from the Elder Trees Valley. servants of the ancient god Natallis. If this is true, it may explain the uncommon fertility of the Dale. Fertile Valley The Fertile Valley is the land located between the west and south ranges of the Forlorne Mountains. The valley was named by the Rakkarrins who settled there during the Age of Life. The nobles are the hereditary rulers of the land but they have no real power. They are at the mercy of the corporations who have arisen to control this industrial nation. Noble families are hired by corporations to rule towns and provide legitimacy to the governments. Nobles are forbidden to have their own soldiers. Rather the corporations pay mercenary companies to serve the nobles and act as a police force. However, the mercenary companies are often as corrupt as the corporations who pay them. The Five Kingdoms The Five Kingdoms were founded during the Age of Life as the Human followers of the Five settled on the eastern edge of the realm. These lands were plundered during the Age of Death, but rebuilt after Guildhall succeeded in pushing back the Orcs. Holt: Holt is the northernmost of the Five Kingdoms and possesses a powerful military. Its fortified keeps defend the Five Kingdoms against the hordes of Goblins and Ogres dwelling in the Forlorne Mountains. Its military is the largest and best trained of any nation in the realm. The Capital of Holt is Dresden. At the end of the first millennia of the Age of Order, Holt is ruled by an elderly king. His eldest son, Justin, heir to the throne, is a radical worshiper of Eldin. There is a great fear that if Justin took the throne, he would march the Legions of Holt to reclaim the Highlands, thereby causing a war between the Northern Confederation and the Five Kingdoms. The Kings second eldest son, Lewis, is engaged to marry Christiana, the beautiful daughter of Ser Garth, the Lord of Iron Keep and the First Knight of the Order of Holt. Dale: The Dale is a rich and fertile land located to the south of Holt. Its capital is a large village named Greenfield. The Dale has no standing army of its own, but each town has a small volunteer garrison. The Order of the Dale patrols the western border, providing warning and supporting the towns who are targeted by Orc sorties into the Dale seeking to raid their food stores. At the end of the first millennia of the Age of Order the Dale is ruled by Queen Elisabeth. She has a niece, Elaine, whom she is grooming for the throne. They are the last of their line, which has stretched back from before the Age of Death. Rumors abound that the Queen and her niece are Coventry: Coventry is the most central of the Five Kingdoms. It is often called the land of thieves. There is corruption everywhere. Its Capital is usually Bristol, but this can change, as does everything in this nation. The corporations were founded early in the Age of Order by moderately wealthy family groups. They began to exert influence on trade and shipping and invested heavily in manufacturing. Through devious ploys, schemes, propaganda and false advertising they were able to upset the nobles, remove all taxation and rise to prominence in the nation. One thousand years later, these corporations have become wealthy beyond the dreams of their owners. They are so powerful that they control all aspects of life. Each family of investors zealously guard their wealth and positions on the boards of directors of their corporations. Lundelle: Lundelle is located south of Coventry and is called the Land of a Thousand Gods. The people of Lundelle have a god for everything and every situation in life. They build large temples, expending large amounts of time and effort worshiping their many gods. As one would expect there are many Clerics in Lundelle. They work for the religious rulers helping to spread the word of whichever god is currently in fashion. The Clerics provide the miracles necessary for the rulers to stay in power. Andor: Andor is the southernmost of the Five Kingdoms. It has a large army and fights limited skirmishes with the Pythians of the Ansaki Fens. Despite its conflict with the Pythians, Andor is the most stable of all Kingdoms. It is ruled by a King and a Queen and a large court of nobles. The people of Andor are proud and place great weight on culture. Their nobility are refined well dressed and quite 134 wealthy. they would do well to visit the Hollow Hills. At the end of the first millennia of the Age of Order Andor is ruled by King Louis IX and his wife Queen Carlotta. They are well-respected leaders, who work hard to encourage trade with the Pythians and to support world peace. King Louis IX is a vocal supporter of Guildhall in a time when Guildhall’s power appears to be waning amongst the mundane nobles. High Peak High Peak is the tallest mountain in the Forlorne Mountains and the realm. Legends say that on the top of the mountain there is a garden where the Five dwelled with all of the races of the realm before they traveled out into the world. On its east face, there was rumored to be a secret fortress which was used by Mortis to launch his attacks against the Orcs during the Age of Death. Forlorne Mountains The Forlorne Mountains are a vast mountain range covering a quarter of the land mass of the realm. They are home to many different creatures. North Range: The North Range of the Forlorne Mountains are the ancestral home of the Orcs who lord over the hordes of Goblins and Ogres. In the heart of the mountains is the fabled Temple of Grotar. West Range: The West Range is the traditional home of the Beardons. The Beardon capital city is an immense fortress called Glittersum Hall. East Range: The East Range is a dark place of wild jagged peaks and deep caverns give plenty of hiding spots to the Kravynn and Trolls who moved there after the Fall of Evermoore. Flame and ice hounds appeared there during the Age of Death. The flame hounds are very common on the lower peaks, while ice hounds run free on the snowy tops. Kravynn have been known to domesticate both beasts. South Range: The South Range of the Forlorne Mountains is barren and dusty on the west. These crags are occupied by desert dwelling Humans. The eastern face of the mountains is muddy and wet and is the traditional home of a number of Rakkarin cultures. Great Plains The Great Plains are a broad expanse of grasslands nestled between the Elder Trees Valley and the Karthydian Desert. The plains were settled by the nomadic Plainspeople during the Age of Life. They are also home to a vast number of large herbivores, as well as predatory species. Hollow Hills The Hollow Hills are the traditional home of the Weetles. It is a large area of gentle rolling grass-covered hills in which the Weetles dig their homes and shops. The holes are usually grouped into towns called shires by the Weetles. If one is looking for antiques or other curiosities High Peak was once guarded by Dragons, the greatest of all animals, but after the imprisonment of Mortis and the defeat of his Reavers the dragons were hunted for their skins, teeth and bones. Despite the efforts of the Order of Evermoore, the last Dragon was slain near the end of the first millennia of the Age of Order. The High Peak of the Age of Order is merely a bleak and barren monument to what was once a glorious age and a beautiful dream. Climbing to the top is said to be impossible. Isle of Minos This is the home of the Minotaurs. The island is surrounded on all sides by cliffs. There are only a few harbors with beaches where ships can be landed. The Minotaurs have created a powerful civilization on the island. Sprawling cities surround the few harbors. The interior of the island is temperate and filled with lush vegetation. With the mountainous interior of the island are numerous dwellings and even smaller villages that have grown up around mining facilities. Karthydian Desert The Karthydian Desert was named after the god Karthis. In the desert, the sands are always changing, shifted by the ceaseless blowing of the wind. Life there is harsh and demanding. The Ruins of Ash Shir are a holy site where pilgrims travel to each year. It marks the final battle between Karthis and an invading army of Orcs and Pythians. In that battle Karthis transformed himself into a god of fire and consumed the army with flame. He was never seen again. The Obsidian Tower was built in the Age of Death by Thanos and his followers. During the Age of Order it served as a holy site, but after the return of Thanos it became home to the red robed Karthydians who prepare for the Age of Chaos. 135 Northern Confederation Although referred to as a Confederation, it can hardly be called anything more than a loose agreement not to wage war on each other and instead conduct it against others. The barbarian nations of the north, Asgarn, Eiren, Mongoria and sometimes the people of the Highlands work together for their mutual benefit against the Five Kingdoms. Plains of Tharkana The cold and icy windswept plains of the north are the home of the Klactons. In this desolate place the wind howls continually and snow blows almost year round. During the summer the days are long, but in the heart of winter the darkness settles in for what seems to be an eternity. Economics As the influence and power of Guildhall increased in the early days of the Fourth Age, it became apparent that a system of currency was needed. Guildhall began printing silver and gold coins. These coins became known as 'shields' and 'crowns' because of their design. The silver coins are the 'shields' and the gold coins are the 'crowns'. Karthydian Desert: Cloth, glass, rugs Northern Confederation Asgarn: Fish, whale oil Eire: Potatoes, turnips, carrots Highlands: Wool, mutton, cheese Mongoria: Paper, tea, silk, spices Klactons Plains of Tharkana: Ice Minotaurs Isle of Minos: Chocolate, marble, molasses, lead Orcs Forlorne Mountains: Weapons, wood, wool Pythians Ansaki Fens: Coffee, mahogany, oranges, shells, sugar cane Rakkarins: Fertile Valley: Hides, honey, woven baskets Weetles Hollow Hills: Berries, rugs, trinkets Two silver shields are equal in value to one gold crown. Calendar As Guildhall continued to expand, its Guildsmen carried these coins to the furthest reaches of the realm. There are still a few other kinds of coins in the realm, but they are not used as currency and Guildhall is actively melting them down into their standardized currency. Primary Exports Beardons West Ranges: Iron ore, silver, gold, diamonds, emeralds, jewelry, weapons and armor, beers Elves Elder Trees Valley: Baked goods, herbal medicines, wood carvings, nuts, wines Sea: Fish, salt, shell fish, ropes Underrealm: Silver, quartz, rubies Humans Five Kingdoms Andor: Wine, fruit, perfumes Coventry: Manufactured goods Dale: Corn, grain, pork, beef Holt: Maple syrup, minerals, silver, wood Lundelle: Apples, cherries, cotton Great Plains: Furs, jewelry, leather, pottery The Guildhall calendar is divided into 12 standard months January, February, March, April, May, June, July August, September, October, November and December. There are 365 days in the standard year. Recorded history is divided into Four Ages. The Ages are represent by descriptive word, but also by the following symbols. First Age- I, Second Age - II, Third Age - III, Fourth Age - IV, and the Fifth Age will be written as V. Dates are written with the day followed by the month, followed by the year and then the symbol of the Age. Holidays and Celebrations Holidays and celebrations are especially important to commoners. Commoners living in small villages usually live a life of toil and labor. Their only break from this endless drudgery is in their holidays. This also is a time of matchmaking, when the young people from the village get to know each other, and parents can assess potential mates for their children. Guildhall Inns celebrate holidays when their Market Days fall close to the Holiday. 136 January 1: First Day This holiday celebrates the first day of the new year. It is marked by lengthy parades, feasting and grand displays of pyrotechnics. Many of the townsfolk wear elaborate costumes in these parades. Often, individual cultures will also serve traditional meals designed to bring luck throughout the coming year. The Celts are especially noted for their First Day feast, often consisting of Ham and Cabbage. January 20: Founders’ Day This day is celebrated as the traditional signing of the Constitution which formed Guildhall in the realm. In some towns this is marked by the Guildsmen reaffirming their allegiance to Guildhall by publically reciting the Guildhall Oath. Guildsmen make pilgrimages to the Isle of Lore where huge masses, in honor of order, are offered by Clerics. February 2: Eldinmas Eldinmas is a traditional Holt holiday. The day is marked by daylong pageants recalling Eldin’s life: his birth, victory over Grotar, and finally his death. Great fires are lit in the center of Holt towns, and each family carries home a candle lit from this fire “to spread the light of Eldin.” This is the traditional day for inductions into the Order of Eldin. Families with members in the Order will also present them with new Eldinite tabards and regalia on this day. February 15: Lovers’ Day This is a special evening where lovers celebrate their commitment to each other. It is traditionally marked by long walks, candlelight dinners and secret trysts. Relationships begun on this evening are thought to have extra passion and last longer than relationships begaun on other days. It is traditional to give flowers and other small tokens to friends and lovers on this day. Festival of Love: The Festival of Love takes place during the February Market Days. The Festival includes a lavish feast, entertainment and a Lover’s Ball close to the hour of midnight. Love Tokens are small gifts given by people to those who they have a romantic interest in. Notes with the gift leave clues to their identity often in poems and set up clandestine meetings at certain times during the Market Days. Xanadu’s Tryst: Followers of Xanadu honor their goddess on an evening during Febuary. The clergy of Xanadu entice lovers into their clandestine festivals where the visitors experience the paths of pleasure, pain and death held sacred by the worshipers. Adults only please! March 21: Spring Equinox (The Five) The Equinoxes are especially sacred to followers of the Way of the Five who see the balance of all five coming together on these days. During the Spring Equinox, Solnus can be seen in the balance between day and night. Karthis makes himself known in that this balance lasts for one night only and soon day and night will be unequal and changing again. Natallis makes her presence known through the change from winter to spring, and Lumina is responsible for the new growth and life that arrives. Even Noctis plays a part as the deaths due to winter are remembered and mourned. Followers of the Five celebrate with festivals and by telling stories of the Five. Scavenger Hunt: Gypsies celebrate this holiday by decorating eggs with bright colors and hiding them for their children to find. This custom has been adopted by many cultures as the Gypsies traveled through the realm. In place of eggs people sometimes hide things important to their cultures. For example, The Plainspeople hide arrows, the Weetles hide shiny objects and the people of the Dale hide baskets of food. April 1: Fool’s Day (Karthis) This is traditionally a day of harmless pranks and fun. It was proclaimed by Karthis during the Age of Life. Fool’s Day is never an excuse to break Guildhall Law. May 1. May Day (Natallis) The spring festival is marked by Spring Pole Dancing and feasts held in honor of Natallis or other nature gods. Spring Pole Dancing: Spring Pole Dancing is the traditional celebration of Spring. Natallis is worshiped by selecting a tree which is cut down stripped of branches. The participants then dance and weave ribbons around the trunk. In some towns the Spring Pole is preserved from year to year, to prevent needless destruction of forest. The decorated pole is left on display through the Month of May. At the end of the month the pole is carefully unwrapped and the Spring Pole is hidden away until the celebration the following year. June 1: The Festival of Sallis (Sea Elves) On the Festival of Sallis, the leader of each Sea Elven vessel says a blessing over the water. This is believed to give the water magical healing properties, as well as to placate the water to ensure smooth sailing. The Sea Elves make wreaths of flowers to toss into the water, in 137 remembrance of the dead. All able Sea Elves make a point to swim in the water, and babies and the sick and aged are anointed with water pulled from the sea. Many Sea Elves also save vials of this blessed water, believing it a charm against future bad luck and illness. June 21: Summer Solstice (Lumina and Noctis) The longest day of the year, the Summer Solstice is used to worship the union of Lumina and Noctis. Some villages plan evening celebrations and dances using Lumina’s light. This day also has a solemnity to it, for while the days afterwards grow shorter and darker heading toward Noctis’ winter. Grand tournaments of martial skill are often held on this day. August 2: Harvest Day (Nattalis) This holiday is used to mark the beginning of the fall season, and the start of the Harvest. It is a daylong celebration marked by song and dance along with games. Traditional games include sack races, feats of strength, particularly throwing farm tools like axes, and baking contests. The celebrants thank Nattalis for her bounty, and ask for her aid in surviving the coming winter. This holiday is especially celebrated by Low Elves, some of whom choose this as a day to worship Eveya. September 21: Fall Equinox (The Five) The Equinoxes are especially sacred to followers of the Way of the Five who see the balance of all five coming together on these days. During the Fall Equinox, Solnus can be seen in the balance between day and night. Karthis makes himself known in that this balance lasts for one night only and soon day and night will be unequal and changing again. Nattalis makes her presence known through the change from fall to winter, and Noctis is seen through the dying of the leaves. Lumina is thanked for the hope of new life come Spring. Followers of the Five may hold festivals in their honor, or organize tournaments and competition days. Masked Ball: Almost every community has a masked ball during their September Market Days. The Masked Ball begins close to midnight and everyone who attends wears sculpted masks made of pOrcelain, paper-mache, leather, feathers or similar material. October 31. The Hallow Eve (Noctis) The Hallow Eve is a time to remember the dead. Many commoners believe that this is the one night of the year they can see and speak with the spirits of their ancestors. They leave out food for them, and often speak to them in the hopes their dearly departed can hear. Some Guildsmen still retain a similar belief, and seek to remember those who have gone Beyond on this night. Jack-O-Lantern Carving: After the destruction of Evermoore, Goblins began carving pumpkins to keep away the restless spirits of those slain in the siege who still wandered the Forlorne Mountains. The tradition spread throughout the Realm and many cultures carve Jack-OLanterns during the Hallow Eve. Dead-Rising: During the month of October the veil between the world of the living and dead is the weakest. Sometimes necromantic energies can give rise to the spontaneous animation of corpses so all bodies must be carefully embalmed during this season. Sometimes spirits can even slip from the void back into their bodies. November 15: Burrow Day (Weetles) On Burrow Day, all the Weetles in a family will sit down together at a great meal to celebrate the successful harvest. The Weetles will often give thanks for the food and for good fortune during the year, as well as share wishes for the future. A Weetle without any family will inevitably be taken in by another Weetle family, as they celebrate their sense of community. This is also the last big gathering before winter sets in; then many commoner Weetles will spend most of winter napping and saving their energy for the busy spring ahead. Many other races have adopted their own version of this Weetle holiday. December 21: Winter’s Solstice (Lumina and Noctis) The largest celebration of the Yule season occurs on the winter solstice which is shortest day of the year. The Five celebrated it to acknowledge that spring will be coming again and that soon life will be reborn. The days will begin to get longer, and this is seen as part of the union between Noctis and Lumina. This is a time for midnight masses and bardic festivals to honor the Lord and Lady of Evermoore. Decorated Yule Trees: During the Age of Life the great Boulevard of Evermoore was a tree-lined street. Each year, during the season of Yule, the Five and their servants would decorate these trees with lights. The people of Evermoore and the Realm then hung symbols representing their families, groups, nations and so forth on these trees. The whole world came together for the lighting, singing, dancing and feasting that accompanied the festival. When lit the lights reflected off of the crystal walls of Evermoore and the whole city became a prism rebounding light which 138 could be seen across the realm. This practice continues today in most towns who decorate a Yule tree in their town square. Some people even have them in their homes. Yule Dance: Almost every community has Yule Dance during their December Market Days. The Yule Dance begins close to midnight. Kringle of Karthis: Not long after the Orcs shattered the Crystal City and General Takar became the first Dreadlord of Evermoore there was a Servant of Karthis who remained in the foothills of the Forlorne Mountains. He did not flee to the desert with Karthis, but rather he stayed behind to keep the traditions of the Five alive. He was a big man, with a deep laugh and a flowing white beard. Each year in the season of Yule, he would dress in a heavy red coat, with a floppy red hat and carry a huge sack of toys for all children, Human and Orc who dwelled in the Orc-occupied city of Evermoore. He traveled from rooftop to rooftop to avoid Orc patrols. He entered the homes through the chimneys. His tradition continues to this day and is practiced throughout the realm. People dress up in his costume and give gifts to children throughout the season of Yule. 139 pursuance. Economics, Skills & Equipment Money Guildhall controls all currency. There are only two kinds of coins printed on the Isle of Lore. The silver coins are called shield and the gold coins called crowns. Two silver shields are equal in value to one gold crown. People in remote areas generally use barter as forms of payment. Nations are not allowed to print their own coins. Base Substances Mana imbued base substances are rare in the Realm of the Five and the sale is completely controlled by Guildhall. Base substances form when flows of mana settle in various minerals and plants, after these materials are moved the mana begins to seep out of them leaving behind mundane material. Powder is used for rituals, ink is used for glyphs and runes, materials is used for trap setting and item fashioning and catalysts make compounds. All four of these substances are specially prepared by Guildhall. Only Guildhall has the secret recipes and equipment to collect and prepare base substances. Base substances with a power rating of 1-3 can be purchased at Guildhall Supply; base substances with a power rating of 4 & 5 are not readily available. RS&S Rank III: Sowulo -compound (poison or narcotic) effect, Teiwaz -compound (disabler or hazard) effect, Uruz- damage, [specific], Laguz - feat (all surprise feats), Mannaz - feat (swallow/seize). RS&S Rank IV: Hagalaz- any trap effect, Thurisaz - no responsive feats effect, Jere - restrain effects & turn to statue, Isa - immobile effects & turn to statue, Gebo - obey and serve effects. RS&S Rank V: Naudhiz - injury (vital), Othala - injury (vision), Perdhro - injury (hearing & vocals & smell and taste), Odin - injury (body & mana), Raido - injury (limb). Communication Guildsmen need to communicate with each other between market days. All Guildsmen have access to the following communication devices. Postal System: Guildhall maintains a postal system where letters and parcels can be transported throughout the realm. Boxes are located along major highways and in every community. Mana Mirror: Mana mirrors are mana-imbued mirrors that are connected to a world wide web of mana energies. Some mirrors are large and sit on desks, while others are small handheld mirrors. The smaller mirrors are very fragile and easily lost. The mirror has many different applications. Mirrors can be used to have voice only conversations. They can be used to send textual messages, or even to have face to face conversations depending on the capabilities of the mana mirror. Runes There are twenty five runes in the Realm of the Five. Twenty four runes are pictured left and the twenty-fifth rune, known as Odi is a circle. It represent the blank rune stone. There are sites created in the world wide web of mana energies that the mirror can access where messages and pictures are posted and read. When a person posts on these sites all people who are members site receive the correspondence. RS&S Rank I: Ansuz - ritual detection, Dagaz - fatal finish & feeding, Berkana - infections & disease ,Kenaz compel exodus effects,Wunjo -distracted & feinted & stunned effects. Mirrors can be used to store information, such as books. They can also be used to capture images reflected in the mirror, some have the capacity to capture moving images. RS&S Rank II: Eihwaz -any glyph effect, Elhaz -flee effect, ,Inguz -counters generic damage from falling up to 25 feet, Ehwaz - move effects, Fehu - feat (pursue) & The following is a list of compounds known by the Alchemist of Guildhall. Compounds 140 Curative: anti-narc, antidote, coagulate, cure disease, dispel, energy, free thought, regrowth, vitality Disabler: anti-regen, atrophy, blindness, deafness, disinfectant, disorient, fatigue, insulate, irritant, lame, lethargy, mana bane, mind mute, nausea, softness, solidify, slicken, surface stay. Enabler: adhesion, ambulate, anchor spirit, dangersense, fortitude, heightened senses, hover, insight, invisibility, oxygenate, spatial location Hazard: acid, cold, earth, electric, heat, wither Infection: body-loss, compulsion, mana-loss, rotting, skill-loss Narcotic: altruism, amnesia, bliss, bloodlust, clumsiness, contrariness, extroversion, generosity, greed, hallucination, heroism, histrionics, honesty, introversion, paranoia, remorse, reticence, romance, sleep, stuttering Poison: death(day), death(hour), death (minute), destroy form (day), defoliant, insecticide, injure body, injure mana Toxicant: burn-out, magefare, warfare Glyphs The following is a list of glyphs that may be drawn by Guildsmen. Glyphs I: deafen, drain mana, drain body, lame, move [direction], maim, mute Glyphs II: blind, destroy beast, destroy conjuration, destroy machine, destroy undead, kill Glyphs III: destroy being, destroy formation, destroy items, destroy weapons, nullify Medical Treatments The field of medicine is surprisingly advanced in the Realm of the Five and is blend of herbal lore, anatomical knowledge and mana manipulation. Medicine: Commoners can practice successful medicine. By using natural herbs, bleeding the sick and chemical remedies the physician can heal most mundane diseases. The can also treat arcane infections (see cure rating below). Surgery: The surgeon can perform complex surgeries affecting the limbs and organs within the chest cavity. These procedures require the necessary tools and machines. For example, most advanced surgeries require a respirator and these would be made with cloth bellows and wooden parts. Psychology: Psychological treatments are diverse and reflect a deep understanding of cognitive processes. Life Granting Skills: Bringing a person back to life is not easy. Sadly, most people stay dead. Only persons with strong connect to the realm are able to be restored to life. These are people with heroic potential, strong beliefs and/or unwavering devotions. [All player characters have heroic potential and are thus able to be restored to life if they chose.] Dead persons meeting the above requirements of heroic potential can be resuscitated within 15 minutes of death or restore life with magical means so long as spirit remains in the body. Sometimes resuscitate, if started within 3 minutes of death, will restore life to a normal person. Exodus: Most spirits go into the void immediately after exodus, and it is very rare for a spirit to be able to stay in the realm. These are people with heroic potential, strong beliefs and/or unwavering devotions. [All player characters have heroic potential and are thus able to remain in the realm as spirits if they chose.] Spirit Quest: The base chance to spirit quest is dependant on the persons rank. Commoners, apprentices and Rank 1 Guildsmen have 90 percent base chance to spirit quest. Rrank 2 Guildsmen have 80 percent, rank 3 have 70 percent, rank 4 have 60 percent, and rank 5 have a 50 percent base chance to spirit quest. Certain locations and skills will affect this chance. Cure Rate: The cure rate for a compound infections is either 50 percent chance, 75 percent chance or 100 percent chance. When a compound is made the creator selects how hard it is to cure. There are terrible natural infections and diseases in the realm that are much harder to cure. The Void Plague that swept the realm in 1008-09 Age of Order is a good example. Technology The Realm of the Five is slow to make technological progress. During the Age of Life most creation was done with lore. After the fall of Evermoore, the art of fashioning 141 with mana was lost and people began to make items through mundane processes. These mundane processes were perfected during the later Age of Death as the world was moving toward Order. The advent of Guildhall lead to stable economies which created a market for goods. In this Age of peace mana was once again mastered and scientific advances were made, but by the first millennia of the Age of Order uncertainty in the world deterred further advances. Transportation The common method of overland transportation is walking or oxen-drawn carts. There are no horses. Old pictures show a horse-like animal called a unicorn, but such animal is believed to have become extinct in the Age of Death. Transportation on rivers is generally accomplished by sailing rafts or small galleys, while full-rigged sailing ships are used for ocean travel. Power The people of the Realm of the Five have learned to harness the power of wind, water and steam, but the most common form of power used is mana. Most people still use man-power or animals to accomplish most tasks. The windmill is generally used for millwork. Steam is still uncommon and is primarily used by Beardons and the industrial centers of Coventry. Mana is used by Guildsmen. Knowledge The learned people of the Realm of Five have a deep understanding of their realm. The traditional scientific disciplines of astronomy, biology, chemistry, forensics, geology, mathematics and so forth, are highly developed, as are the social disciplines such as theology, history and law. The Realm of the Five has no knowledge of computers or photography. The knowledge of electronics and mechanics are limited to simple circuits and basic machines using levers, pulleys, screws, springs and gears. Manufacturing The Realm of the Five has not mastered the art of interchangeable parts. The manufacturing processes generally require each part to be made separately to ensure proper fit. The materials available for use also limit the kinds of items to be manufactured. The major resources available for manufacturing processes are metals, natural rubbers, hides, wood, stone and natural fibers. Most of the manufacturing in the realm is performed by mundanes using common skills. steel weapons and either plate or chain armor, but other less advanced technologies are still common in some parts of the realm where crude stone weapons, bronze weapons and leather armor are used. Heavy weapons, the ballistae and catapults, are used against troops. Castles are the primary method of defense, however, large siege engines and towers can effectively breech their walls. Mana is used to create explosive traps and bombs. Calvary is not generally used. Occasionally large, aggressive animals (such as boars) are used for mounted warfare, but they are too dangerous and expensive for most forces to keep in suitable numbers. Traps The following is a list of Traps approved for use by the Guilds of Guildhall. Box Traps: adhesive box, alarm box, damaging box, damaging box (burst), deadly box, destroying box, gas box, injuring box (arms), movement box Door Traps: adhesive handle, alarm door, damaging door handle, damaging door jam, knock-out door jam, gas door jam, injuring door hand, injuring doorstep Hanger Traps: capture body hanger, damaging hanger, deadly hanger, eye snag hanger, knock-out hanger, spiked hanger, strangling hanger, tongue trap hanger Obstacle Traps: adhesive strand, alarm, caltrop, damaging strands, pit, pit spike, razor wire Pressure Plate Traps: adhesive plate, damaging plate, damaging plate (burst), deadly plate, destroying plate, gas plate, injuring limb plate, trap door plate Snare Traps: capture body snare, damaging snare, deadly snare, gas snare, injuring arm snare, injuring leg snare, knock-out snare, spiked snare Equipment The following is a list of equipment used in the Realm of the Five. Mana-Imbued Supplies catalysts (compounds) inks (glyphs, runes) materials (fashioning, traps) powders (rituals and procedures) Military The majority of the soldiers in the Realm of the Five use 142 General Gear boots coat, winter shirt, dress shirt, work shoes skirt spectacles trouser backpack blanket roll flashlight candle canteen case, map pick shovel door, sturdy Locks basic lock mechanical lock Medical Equipment bandages crutches and canes poultice splint splint, sturdy syringe surgical kit Navigation Equipment Armor breast plate back plate bracers greaves helmet compass map sextant Observation Equipment spyglass telescope time piece Armor Materials quilted cloth leather heavy steel mail heavy steel plate Restraining Devices ball and chain gag manacles, arm manacles, leg stockade Box box, normal box, sturdy Tools Camping Equipment fishing tackle fire starting kit tent thick-wall tent Climbing Equipment climbing rope climbing rope, sturdy descender grappling hook pitons ascender rappel harness Door door, normal bar battering ram block and tackle chisel, sturdy crowbar, sturdy hammer, sturdy lock picking tool kit music box rope rope, sturdy scale shears, sturdy torch Tool Kits construction tools laboratory lock picking tools mechanics tools 143 repair tools surgical tools trap tools Weapons, Melee axes (axe, great axe, hand axe, small axe, war axe) axe-blunt combo (club, great axe-blunt, hand axe-blunt, small axe-blunt, war axe-blunt) clubs (club, great club, hand club, small club, war club) hammers (hammer, great hammer, hand hammer, small hammer, war hammer) mace (mace, great mace, hand mace, small mace, war mace) poles (bladed staff, blunt staff, blunt/bladed staff, chopping pole arm, crushing pole arm, cutting pole arm, thrusting spear, walking staff) swords (sword, great sword, short sword, small sword, war sword) shield I (buckler) shield II (crescent) shield II (kite) shield II (round) shield II (teardrop) Weapons, Ranged bow bow, military bow, pulley bow, short crossbow crossbow, ballista, heavy (M) crossbow, ballista, light (M) crossbow, hand crossbow, military crossbow, pulley sling shot sling shot, catapult, break model (M) sling shot, catapult, burst model (M) sling shot, pulley Weapons, Ranged Ammunition arrows for bow quarrels for crossbow balls (stones) for sling cold, electric, & heat arrows cold, electric, & heat quarrels cold, electric, & heat balls (stones) Weapons, Ranged (Throwing) bal. throwing weapon, large bal. throwing weapon, small compound container glaive javelin, thick shaft javelin, thin shaft rock, large rock, small sling spirit tether 144 0 Solnus and Karthis build the Crystal City of Evermoore as a wedding gift to Noctis and Lumina. Time Line The Myth of Creation 36 The Servantors enter the realm for the first time and begin to enslave the people. Destiny moves . . . The Five Elements awaken. The Five name themselves. The Five create the realm. The Five give life and death to the realm. Flora and Fauna are created. 40 The Shaggottes enter the realm for the first time and Noctis slays their leader after it attempts to kill Lumina. 45 The Five-Sworn build the Realm Spire to protect against other worldly creatures. The realm spire needs to be recharged every seventy-five to one hundred years. Lesser Beings Lumina and Noctis create the Kravynn. Natallis and Karthis create the Tibbyrrs. Karthis and Noctis create the Gremlins. Noctis and Karthis create the Goblins. Noctis and Solnus create the Ogres. Solnus and Natallis create the Trolls. 50 Massive migrations begin from the Garden of the Gods as the children of the Five move out to settle portions of the realm. 51 Minotaurs choose to dwell in the Valley of the Rainbows. Greater Beings The Five give equally of themselves to create the Humans. The People of the Ancient Path leave High Peak as the first blood is spilt in the realm from violence against another. The Five create the Orcs. The Five create the Elves. The Five create the Klactons. The Five create the Pythians. The Five create the Weetles. The Five create the Minotaurs. The Five create the Rakkarins. First Age The Age of Nature The Five enter into the Realm and show their children the meaning of a virtuous life. They create a world of peace and love where all beings live together in the Garden of the Gods. Humans create the Chalice, the first item conceived and created by a mortal beings in the realm. Each of the Five drink from the Chalice blessing it with holy powers. The Five teach arcane lore to those who swear service to the Way of the Five. They are called Five-Sworn and they will be rebirth through the Ages in the service of the Five. Recorded time starts with the founding of the City of Evermoore and begins the next age. Second Age 54 Humans settle in the eastern part of the Realm, while Orcs claim the Forlorne Mountains. 55 Elves settle the western forests of the Elder Trees Valley and the Beardons settle in the western ranges of the Forlorne Mountains. A smaller group of Humans claim a portion of the Western Plains. 57 Weetles settle the Hollow Hills of the southeast and Rakkarrins settle the Fertile Valley of the southwest. 58 Pythians settle the southern swamps and tropical rainforests. Humans expand north laying claim to the mountainous highlands and the isles of the northeast. 60 A small group of humans move into and claim the desert of the southeast. 63 The slow-moving Klacton queens are forced to settle in the only remaining part of the realm and are disappointed by what they receive for their home. 1000 The coronation of Noctis and Lumina as the Lord and Lady of the realm. 1001 The humans of the east adopt a feudal system to govern their lands. Each nation selects a king who agrees to unite their nation with the other nations thereby forming the Five Kingdoms. 1007 The leaders of the Highland cities elect the first High 145 King of the Human Highlands. 1008 The various peoples north of the Highlands unite into a country called Mongoria and name an Emperor to govern themselves. 1012 Orcs institute the Circle of Challenge as a method for determining governmental leadership and settling legal disputes. They are the last race to proclaim leaders and declare themselves as a nation. 1997 Rumors of the Cult of Shivakas are heard. The Five search for the winged, horned creature that entered their realm, but find nothing. Many people turn to worshiping this entity whose priests promise magical powers and the gift of immortality. 1998 Tensions between the mining and the crafting Beardons break into a physical confrontation. Miners use their tools as weapons as the Crafters try to dig their own mines after miners refuse to supply raw materials without a greater share of the profits. The realm is horrified as this conflict develops into a potential civil war, but the FiveSworn intercede to prevent open hostility. 2000 The Five celebrate two thousand years of civilization, but the festivities are marred by the Cult of Shivakas. 2001 It is revealed that the Cult of Shivakas is trying to use the flows of mana in the realm to create a powerful manifestation of the dread demon god. 2002 The Five-Sworn move against the Cult of Shivakas exposing its lies. The priests of Shivakas are captured, but Shivakas is never found. The cult following quickly disappears, but its impact on the realm remains. A Prelude to the Fall 2990 After three thousand years under the peaceful guidance of the Five some of the races are discontent. Their populations have swelled and their cities are crowded. Food is not as plentiful as it once was. There is no room for expansion as all land has been claimed and some find the old ways of peace and love outdated. Instead of honoring the Five they start to gather power to themselves for their own reasons. 2995 Aradawn (Beaconer) and Selene (Beaconer) are married. Their wedding reception is often cited as the last time all of the Five-Sworn gathered in peace and love. the Five and worship Grotar, the ‘true’ god of the Orcs who preaches might as right and grants power to the strong. The Pythians and Klactons begin worshiping their own ‘true’ gods. Aradawn and Selene try to resolve conflict between Northern Confederation and Five Kindoms over the Asgarn sea raiding. Allysandra (Natallis), Thelandria (Solnus) and other Elves try to resolve the brewing trouble between the segmented levels of their society. After confronting Harog and on the road home, Mortis says attacked by a group of Orcs who killed a scholar traveling with him. The truth, which was never revealed, was that Mortis killed the Orcs in anger and then killed the scholar himself to hide his crime. 2996 Harog begins calling himself the Herald of Grotar and announces that he has created a ritual that can be used to create a god. The Orcs build a temple to Grotar in the heart of the Forlorne Mountains. The Herald preaches that Grotar will come soon to break of the yoke of the Five’s tyranny. Demandred discovers necromantic magic and uses it to animate a dead corpse. The Five are outraged and Demandred is banished. His wife, Morgodia, goes with him into exile. 2997 The Five have a great conference with the FiveSworn. They cannot agree on what is to be done about the new gods. The Guard of Evermoore is created and Aradawn (Beaconer) is chosen over Mortis of Noctis for the position of Captain of the Guard. Aradawn seeks a peaceful resolution in keeping with the Way of the Five. Mortis is insulted. He sees Aradawn as unwilling to do what needs to be done. Mortis desires to kill all those who defile the Five by creating their own gods and to purify the realm of their derision. Harog calls a meeting of non-humans which is attended by many. He gives out the ritual to create new gods. An alliance between Orcs, Pythians, and Klactons is forged when the Harog offers these races the ritual to bring their own gods into the world. All three races begin to organize their people into a military force. Rumors of other religions arise. The Orcs move away from 146 to war. 2998 Harog creates Grotar. The Pythians create Ansaki and the Klactons create Tharkana Eveya, the pregnant goddess of the Harvest, is created by a group of working Elves who feel the need for a religion to touch their own simple lives. Mortis becomes the Black Hand of Noctis as he openly travels the land slaying those who choose to worship new gods, causing a rift between the Reavers and the other Servants who favor peaceful solutions. Eveya, gives birth to Unity, a male Elf child who is prophesied to end the caste system, thereby making all Elves equal. 2999 The clouds of war hang heavy on the horizon. Unity, the child of Eveya is murdered in his crib. The Elven people are embroiled in a great civil war. A group of Elves leave the forest to escape the bloodshed and will later become known as the Sea Elves. Lumina began seeing visions in her reflecting pool. She spoke often of the Fall of Evermoore and the shattering of the Crystal City. She became more despondent as the situation grew more grave. Noctis was fraught with worry and distracted from his duties when the realm needed him the most. The brothers bickered, sometimes fighting in earnest over what was to be done. Natallis preached balance urging both tolerance and limitation. The body of Lumina was found floating in her reflecting pool by Selene (Beaconer) the wife of Aradawn. Lumina had transferred her power to Solnus so that he could defeat Grotar. Noctis became mad with grief and refused to see petitioners. He secretly left the city with Mortis and the body of Lumina. He traveled to High Peak and attempted to undo what Lumina had done. Harog was sent by Grotar to speak with Noctis, but was prevented from entering the palace by Aradawn under orders to admit none. Harog attempted to force his way past and in what became the catalyst for the end, Aradawn slew his former friend, the Herald of Grotar. As Harog died he whispered, “Tremble Old One Grotar comes . . .” It was said that these words echoed over the lake of Evemoore and rattle through the Forlorne Mountains calling the Orcs The Fall of Evermoore For his crimes, Meave (Crusader) and other Five-Sworn imprisoned the body of the Herald of Grotar within an artifact box intended to prevent his rebirth into the world. Outraged over the fate of the Herald of Grotar, the three most powerful nonhuman races united against Evermoore and the Five. The Orcs, chanting “Tremble Old Ones, Grotar comes,” led hordes of goblins and ogres from the Forlorne Mountains. They were joined at the gates of Evermoore by armies of Pythians and Klactons. All three armies laid siege to the Crystal City. The Highlands respond to the call for allies from Evermoore, but their march was blocked at the east pass by a host loyal to the New Gods. Many highlanders are slain and they are forced to return to the Highlands. The elves did not aid the Five for they were embroiled in a terrible Civil War. The Five Kingdoms and the Beardons did not send aid, they were bought with promises of gold or other concessions. Despite the best efforts of Aradawn and the Order of the Five, the arrival of the non-human armies caused panic in the city. Compounding this was the fact that Noctis could not be located and many of the people felt abandoned. Karthis did not understand the magnitude of the situation. He ordered his Jesters to begin a great festival and they held the greatest party ever, the ill-advised “Siege Day Festival.” They did not participate in the preparations for defense, because they did not, perhaps could not, understand the meaning of war. As the Jesters danced through the streets and along the walls, ringing bells, blowing horns and scattering confetti, the armies gathered outside the Crystal City. Solnus conferred with Aradawn and the defense of the city was planned. Solnus would take the field with the army and attempt to fight Grotar. Solnus believed that if he could defeat Grotar, the non-humans would withdraw. Aradawn was against the plan, he favored a peaceful surrender and suggested they offer his own life for the slaying of the Herald. The arrival of Gantor (Reaver) at the head of a large group of Minotaurs assured that Aradawn’s plan for a peaceful resolution would not be considered. The Minotaurs had come to the mutual defense of Evermoore as their lands in 147 the Valley of the Rainbows had been promised to the Klactons by Grotar. They sought to make a stand together with the city of Evermoore. The ever loyal children of Noctis, the Kravynn, also vowed to fight for the city which had sheltered them and the god who was their father. One by one, the Kravynn tossed away the implements of their servile jobs and picked up clubs and table knives with which to fight. The Rakarrins and Weetles sent small groups, but neither were a people capable of war. The kravynn who worked in the city as street sweepers, butler, valets and cooks picked up weapons to defend the dream. Natallis gathered her chosen followers in the wooded grove where she opened a letter given to her by Lumina. The letter read simply, “Do you believe me now?” After reading the letter, she wept and then carefully burned the pages. She then performed the ceremony that gave her essence to Solnus. The Orcs, Klactons and Pythians attacked and the defenders and their allies fought long and hard. The battle lasted many days and each days fighting would begin with Grotar calling out the Five to fight in the Circle of Challenge. Aradawn died on the west wall defending the breach. He was the last man standing in the gap against an army of Orcs. He held the breach until his sword shattered and was then overrun. It was said that steel would break before the will of Aradawn. Selene reached the wall in time to see Aradawn’s sword shatter and watch as he was dragged down and slain. She tried to get to his body, but she was captured by Takar (Solnus) an mighty Orc general who was fulfilling a pledge. In the palace, the Jesters stood by as Karthis cradled his dying brother in his arms. Those watching say that as Solnus died something changed in Karthis. The god of laughter stood and tossed away his hat. He would never again play the Fool. His Sworn Servants, from that day forward, would be called Illriggers. Those who saw him after that day say the Karthis they knew had died with his brother. The god of tricks, who loved to laugh and play, had grown dark and embittered. He had become a god of vengeance and entropy, awaiting the coming of his Age. Karthis burned a fiery path through the invading armies and led the survivors from the shattered Crystal City into the desert that would later bear his name. Finally, Solnus came forward on the field and the whole world seemed to stop as the gods faced each other. They stood beneath the gates of the Crystal City for what seemed an eternity. Solnus had the combined power of Lumina and Natallis. Solnus whispered, “I do not wish to kill you. There can still be peace” Grotar, filled with the power of thousands, laughed, “And that is why you shall die!” Grotar struck down Solnus and the world was changed forever. The bodies of the Beaconers, Crusaders, Warders, Reavers, and Jesters who died at Evermoore were hung on crosses that reached from the shattered city of Evermoore to the Temple of Grotar. Karthis and his Jesters realized too late that a siege was no reason to have a party. People speak in hushed whispers that Karthis was wearing a party hat with bells and blowing a horn as he watched his brother fall. They say the horn fell from his hands and he rushed from the wall to his brother’s side. Karthis carried Solnus from the field into the empty palace. Third Age The fighting raged. Gantor died in battle trying to hold the gae as Karthis walked past with tears raining down his face. Meave along with the heroic Mail (Crusader) died in the fighting on the eastern wall. Brianna (Warder) died in the grove. Selene and a few other prisoners were being brought to Grotar, but they were rescued by Demandred and Morgodia. Shortly after Selene gave birth to twins, a girl and a boy. The Rise of the Orcs 1 Orcs officially claim Evermoore as their city and place it under Orc rule. General Takar is named the first Dreadlord of Evermoore. Tharkana expresses her displeasure and demands that the Klactons be given the Valley of Rainbows as previously agreed. Rumors that the Klactons are massing on their borders sends an Orc army to the north where is begins to construct a series of fortifications. A massive Klacton host marches on the Orcs. Countless 148 hordes of insect-like Klactons flow like a tide over the greenskins. The Orcs are driven back by the endless multitudes of Klactons. The Fist of Grotar strikes the Plains of Tharkana creating the Seven Days of Darkness. Astronomers claim it was a meteor strike, but the Orcs consider the destruction as a sign that the realm was meant to be ruled by them. The Klactons are in complete disarray. Many of the brood queen directing the lesser Klactons are killed and their army crumbles, but Tharakana will not accept defeat. The lines stagnant and the war become a bloody battle with Klactons dying by the thousands on the walls of Orc fortifications. name. 3 The civil war within the Elven land ends with the traditionalists as the victors. The defeated are given the choice of banishment or service. Some agreed to become a working class, while the others were banished to live in tunnels beneath the forest roots created by the passing of the goddess Eveya from the Realm. All Elves adopt facial tattoos to mark their place in society. Tharkana continues the Klacton’s war against the Orcs. She will not stop even though it is destroying her people. Orcs take control of the Hollow Hills after the Weetles surrender to the rule of the Dreadlords without a fight. There is a great troll uprising in the Five Kingdoms which cripples their industry and military. Trolls leave their service and make a new home in the east range of the Forlorne Mountains. The Orcs destroy an army of plains people and lay waste to the Fertile Valley. The rakkarin refuse to surrender, but some flee to the desert and continue a guerilla war against the Orcs. 2 The Orcs break their treaty with the humans of the Five Kingdoms and attack the Dale. The peaceful farming nation is conquered in less than a week by the Orcs. The remaining Five Kingdoms attempt a peaceful solution, not wanting to believe that the Orcs truly desired to conquer the realm, but this gives the Orcs time to resupply with food from the Dale. 4 Tharkana is slain by evolved Klactons who sided with the discontented Hive-Queens tired of seeing the best of their broods sent of to die in an impossible war. Peace is made with the Orcs and Grotar is recognized as the nominal ruler of the Klacton lands. The Orcs are now free to begin their conquest of the remainder of the Realm. The Orcs attack Coventry which quickly falls adding its industrial might to the Orc war machine. Holt, Andor and Lundelle unite in an effort to defeat the Orcs. Initial defeats soon give way to promising gains as the freshly trained human troops, aided by small groups of rakarrins and Weetles and humans from the north press the Orcs. Mortis and his Order of the Black Hand lay waste to the Orcs supply trains lowering morale. Selene and other FiveSworn survivors aid the humans. The Pythians launch a surprise attack on Andor while Andorian armies are north fighting the Orcs. Andor’s capital is taken and the Andorian army crumbles. In rapid succession the armies of Lundelle and Holt are defeated by the Orcs who spend the next few months destroying all resistance to their rule in the Five Kingdoms and obliterating all references to the Five. The year end with the death of Minos. The new god of the Minotaurs is slain by Orcs and Pythians as he protects his people’s escape to the Isle which would later bear his Grotar negotiates a treaty with the Beardons and they agree to supply the Orcs with weapons and supplies during their campaign against the Elves who remain loyal to the Way of the Five. The Underrealm becomes a true second realm as the Elven tunnels beneath the roots are expanded to meet the hives of the Klactons and the mines of the Beardons. The Underrealm stretched across the entire northwest portion of the realm and developed its own trade and government. 5 Demandred and Morgodia begin their march to the Temple of Grotar. Demandred magically binds Mortis to his will. Selene and other Five-Sworn march with the army, but are horrified by Demandred’s necromantic power. Mundane animals begin to grow larger and some develop extraordinary powers. The Seven Days Darkness, the use of mana for violence and Demandred’s necromantic horde twisted the flows of mana beyond tolerance producing a host of dangerous creatures, and horrible storms of errant mana. 149 The army of the dead reaches the Temple of Grotar, but is surprised by priests of Grotar who have created holy magics. Demandred releases Mortis and send the surviving Five-Sworn away to safety. Demandred and Morgodia make their final stand with the undead to give the others time to flee. In the end, they are standing back to back, him with his magic, and she with her blade, a top a pile of Orc corpses until they were overwhelmed. 6 The Elven campaign begins. The Elven forests are so tenaciously defended by the Elves that the Orcs adopted a scOrched earth policy to destroy them. Their goal was to burn the ancient Elder Trees that provided the Elves’ defensive bastion. Seeing the devastation of the forest, the Deep Elves agreed to aid the Orcs both to save their forests and on the promise that rule will be returned to them. Beardon units join the Deep Elves in their attempt to oust the High Elves from power. 7 The high and Low Elves are conquered by the combine might of the Deep Elves, beardons and Orcs from without. The defeat the elves of the Elder Trees Valley is complete and the elven senate is disbanded. The Deep Elves are betrayed and a Dreadlord is placed in charge of the valley. Much of the old growth forest is felled by the Orcs to make fortresses and siege engines to be used in wars in other parts of the realm. Damage is so severe in some sections that many of the Elves can no longer walk among the branches of the trees. The Deep Elves rebel because the rule of the valley was not passed to them as agreed. The Deep Elves are defeated on the surface. The Orcs begin their conquest of the Elven Underrealm. Many High and Low Elves are pressed into fighting the Deep Elves. The Deep Elves are forced to surrender and acknowledge Grotar as the absolute ruler of the Elder Trees Valley. 8 Sharu Kinslayer becomes second Orc Dreadlord of Evermoore. He works secretly to protect the Way of the Five and their teachings of lore. Under the protective shadow of Sharu Kinslayer a group of Humans founded the secretive Order or Evermoore. They are entrusted to remain in Evermoore and to protect all that belonged to the Five, including the dragons of Highpeak. Mortis is trapped and defeated in the East Pass of the Forlorne Mountains. Many of his followers are slain. Mortis escapes and fades from the forefront of history. 10 Grotar negotiates a second alliance with the Pythians to invade the Karthydian desert and to destroy Karthis. Ansaki does not support the plan, but the Pythians participate as Ansaki does not forbid it. Orcs moved north concentrating their efforts against the northern Human nations. Edinburgh in the Human Highlands is taken by the Orcs. Inverness, the last free city of the Highlands, is conquered by the Orcs. The High King is killed in a final glorious charge. Such was his heroism that the Orcs allowed the king’s corpse to be carried from the field and placed in the crypt of kings. MacBean clan fades into the remotest Highlands swearing that they will never rest until the High King is restored to the throne. 11 Mongoria falls to the Orcs. Throughout the war the child-emperor leads his troops into battle. Following his defeat he takes his life ending his dynasty. The Isles of Eiren and Asgarn surrender to the Orcs who now hold most of the realm. 13 After three years of preparation a huge army of Orcs, Pythians and enslaved Klactons attempt an ill fated attack into the Karthydian desert. They are destroyed by Karthis in a mysterious battle at the city of Ash Shir. Orcs seek to expand their empire. Grotar meets Ansaki and Ansaki cedes away Andor and swears fealty to the Orcs on the promise that the Orcs not plunder the Ansaki Fens. The Pythians are not happy with Ansaki’s decision, and he begins to die. Ansaki orders the construction of an immense tomb in the heart of the swamp. His people’s lack of faith is weakening him. 15 Ansaki’s tomb is finished and he dies passing his knowledge to his people who gain his wisdom and understand his decisions. Overwhelmed by their love for him the Pythians begin building temples to Ansaki. Their goal is to build one hundred temples in one hundred years. The March of Thanos 500 After 500 years of Orc rule, the world chaffs under the 150 yoke of Orc tyranny. Followers of the Five worshiping in secret, begin reaching out to each other. 525 Thanos is born in the Karthydian desert. When he was born a priest had a vision that in the Age of Chaos Thanos would lead the army of Karthis to victory. 550 Mortis and a thousand Knights of the Black Hand ride from obscurity to burn Orc government buildings throughout the realm. Grotar and the Orcs hunt for Mortis and his men across the Realm, but do not find them. Followers of the Five come out of hiding and join with the black hand. Uprising appear throughout the realm, but the Orcs quickly put them down. 559 Thanos becomes well known throughout the Karthydian desert for preaching that the time for mourning had ended and that the Five should be avenged. 565 Thanos unites many of the desert clans and convinces them to where the red. “Under the star of Karthis We Shall Conquer” becomes the motto of the Karthydian Empire. 571 The armies of Thanos surged forth, liberating the Fertile Valley. The plains people join the beduin host. Andor is retaken. A revolt occurs in Holt. The whole Northen Confederation rises up. 572 Thanos marched to Evermoore, driving the Orcs up the Valley of the Rainbows. 975 Once more the realm chaffs under the tyranny of the Orcs. Followers of the Five begin to gather again. The speak of Age turn and Eternal souls being reborn. 980 Follows of the Five begin to reconstruct lost lore. Magical skills used by the Fivesworn in the Age of Life are being rediscovered. 983 The Humans create Eldin to free Humans from the Orc Empire and to ensure that humanity is never again bent under the will of another race. He was a warrior god, with an indefatigable spirit and unyielding will. 990 The League of Guilds is formed by the reborn souls of those sworn to the Five. Five Guilds are initially created: Warlocks, Clerics, Wizards, Druids and Cavaliers. Their members are mostly Humans, Minotaurs, Weetles and Elves, with a lesser number of Rakkarrins. The other races are admitted only on an individual basis. The members travel the land looking for lost Lore. 991 Mortis is found and convinced to aid in the creation of Guildhall. He reforms the Order of the Black Hand and gives his knowledge to Guildhall. 992 Bards Guild is formed with the help of the Van Dorn Family and is admitted into the League of Guilds. The Guild of Cavaliers help develop the Warriors Guild to specialize in melee combat and the Rangers Guild to specialize in military scouting and insurrection. 573 Thanos laid siege to the City of Evermoore building massive stone fortifications outside of Evermoore. The world learns of the Prophecy of Thanos. They believes he will gain victory of the Orcs. 993 The Artisans are admitted to the League of Guilds. 574 Grotar travels south with a mighty army and Thanos is defeated. His soldiers die almost to a man and were entombed by a few survivors in the fortification that in later years became known as the Tombs of Thanos. 997 Rogues are admitted to the League of Guilds. 575 Following the defeat of Thanos, the rebellion in Holt is put down and the Orcs solidified their empire through brute force. Thousands die under the Orc sword beginning the darkest time in the history of the realm. Anyone even suspected of speaking out against the Orcs is tortured and killed. 995 The Runecasters and Alchemists are admitted to the League of Guilds. 999 Necromancers are admitted as an eleventh hour entry. They argued their admission very persuasively, “If you don’t let us into your league, you’ll have to fight every enemy twice, if you ever want to unite the realm.” Fourth Age 0 The founding of Guildhall on the Sea of Lore. Guildhall was portrayed to the Orcs as a society of merchants, scholars, and tradesmen. Hundreds of rebels come to the island to secretly learn lore. Mortis again disappears into obscurity. 2 Xanadu, the slayer of the gods, is created using the The League of Guilds 151 essence of Noctis. Over the next few decades she hunts down all persons capable of creating new gods. Asgarn, Mongorian, Eiren and portions of the Highlands pledge mutual support. 3 Guildhall, the armies of Eldin and a host of Minotaurs march forth to begin the Wars of Order. 26 The Klactons are admitted as general members into Guildhall and their armies join with the armies of Guildhall. The War of Order drags on. The Orders of Guildhall and Eldin are formally organized. 4 Beardons betray their Orc masters for general entrance into Guildhall. All across the realm people rebel. 28 The Orcs face the united might of the realm, but they refuse to surrender. They vigorously defend the Forlorne Mountains despite being invaded from all sides. 5 The followers of Xanadu create the Order of the Rack to search out and destroy all with knowledge of creating a true avatar of a new god. 31 The final battle is fought near the town of Evermoore. Eldin faces Grotar in the Circle of Challenge and kill each other. 12 The last Orc fortification in the Five Kingdoms falls to the Armies of Order. The beginning of the Purges in the Five Kingdoms, which last for a decade. A dark and bloody time when persons suspected of being Orc sympathizers are tortured and slain by the nobles who are reasserting their authority. The deaths of Eldin and Grotar is the official ending of the Wars of Order. Peace was signed between the Orcs and the armies of Guildhall. 15 The Pythians are granted general admission to Guildhall in exchange for sharing the vast knowledge of lore contained in their libraries. The Guilds are greatly improved with this knowledge. The Order of Ansaki is created and Pythian soldiers march against the Orcs. 20 The Wars of Order continue as the armies of Guildhall and Eldin push into the Highlands. Many of the Highlanders embrace Eldin and welcome the armies of Holt. Many Highland nobles swear allegiance to the King of Holt and fight side by side with Eldinites to drive out the Orcs. One of the more colorful of the Highlanders to take arms in the name of Eldin is Rastan MacVayne. He chose as his banner the Eldinite Cross with a flayed Orc hung on it. 23 The Orc Dreadlord Nuntor Grack peacefully surrenders the Citadel on the condition that his family and his soldiers and their families be allowed to dwell in the Highlands as expatriates. He denounces Grotar and the destruction of the Age of Life. He claims his troops will fight against other Orcs to help free the Highlanders. With the help of Nuntor Grack, who proclaims himself a worshiper of the Five, the northeast is laid open for the armies of Highlanders, Eldinites and Guildhall. 24 Mongoria, Eire and Asgarn are freed from Orc rule. Mortis was betrayed and imprisoned by the High Priestess of Eldin and her preachers after he and his Reavers aid in the defeat of the Orcs 50 The last person with the knowledge to create a new god, Slyvar Slithe, a Pythian temple priest is slain by Xanadu and the Order of the Rack. The world is declared to be a world of mortals. 53 Xanadu disappears. Her followers say that she will return again if the New Gods are reborn and religion threatens the realm. 98 Highlander Robert McCrum attempts to claim the throne of High King of the Highlands, but finds little support. 101 Civil War in the Highlands occurs between Highlanders who worship Eldin and support the King of Holt against those who wish a return of a Highlander High King. The MacBean clan is largely responsible for its instigation. Guildhall steps in to stop the war before it spreads to involve Holt, which could then escalate to involve the Northern Confederation and Five Kingdoms. The Highland Council is formed of nobles and the Highland Council is proclaimed the official ruling body of the Highlands. This council is composed of all influential nobles. It is made clear that the Highlands are not ruled by Holt. 25 The Northern Confederation is born as the nations of 152 125 The Klactons attack the Orcs. For twenty years the frozen north is awash with bloodshed as a large brood of Klactons throw themselves against Orc fortifications. The Orcs are pressed back, but are able to eventually defeat the Klactons. Skirmishes would continue over the next one hundred years. The hatred between these two races solidified in this time. declares war on Asgarn and threatens to invade the isle if coastal raiding is not immediately stopped and reparations made. 196 One thousand years after Ansaki’s death the Pythians begin construction of new Temples to honor Ansaki. Their population has expanded and more villages are needed. They begin to build villages on the outskirts of the Fens. 262 Some anti-Holt Highlander clans attack Holt supporting the treaty of the Northern Confederation which binds the Asgarns, Highlanders, Mongorians and Eirenmen together. The Highlands erupt in a civil war as those Highlanders friendly to Holt and Eldin begin to fight with those who are not. 211 Beginning of the border skirmishes between Andor and the Pythians. It is revealed that the Pythians have been capturing Andorians to use a sacrifices in their blood rites. 235 Andor constructs the Swamp Line. A series of walls and fortifications garrisoned by the Order of the Dove were created under the pretense of stopping Pythian raids beyond the swamp, but in reality they were a starting point for Andorian attacks into the swamp. The fortifications exacerbate the hostilities. 236 The Pythians destroy one of the border keeps and Andor invades the swamp. Their army suffers a crushing defeat and the Pythians launch an invasion of Andor. Lundelle sends a large contingent of troops to aid Andor. 240 The Andorian-Pythian Conflict officially begins as Pythians sack numerous cities in Andor. 245 As the northern Five Kingdoms agree to send troops to aid Andor. Guildhall intercedes to stop the fighting. Guildsmen on both sides force their leaders to cease continued aggression and sign a treaty. 250 The Asgarn people begin raiding the coastline of the Five Kingdoms with increased frequency. Certain Highlander clans begin raiding the properties held by highlanders who support Eldin. There are some raids into the northern portions of Holt. 260 The Five KIngdoms frustrated by increased Asgarn raiding appeal to Guildhall. Guildhall attempts to settle the dispute, but the Asgarn Guildsmen are unable to censor their people who believe sea raiding to be their cultural heritage. 260 Asgarn sea raiding continues throughout the coast of the Five Kingdoms. The Five Kingdoms, lead by Holt, 261 The powerful Holt military invades the isle of Asgarn for the purpose of eliminating the threat to world wide shipping. 263 The invasion of Asgarn begins to falter as Holt must defend their own borders from Mongoria and their holdings in the Highlands. The Five Kingdoms send troops to support Holt and the war escalates. 265 Guildhall intervenes and a treaty is signed ending war. The treaty forbids sea raiding by Asgarn and requires the Asgarn government to make reparations and punish sea raiding. The treaty stops the foighting between the Northern Confederation and the Five Kingdoms, but the battle in the Highlands continues as Highlanders fight Highlanders. 270 Holt suddenly sends troops into the Highlands. The King of Holt insists that this is not an invasion, but that he has been invited by Highlander nobles who are seeking his aid against their countrymen who are persecuting them. Before the world can react the two pronged invasion, from the north and south, supported internally by loyalist Highlanders sends the Free Clans who fought against Holt reeling and within a few months the Highlands are substantially controlled by Holt. 271 The Free Highland council continues to direct guerrilla efforts against Holt and the loyalist Highlanders. 275 The Free Highland’s Council is disbanded, but the MacBean clan continue to fight. Duke of Inverness Robert McCrum claims High Kingship in a final effort to unit the clans. He receives little support. Holt subdues the last resistance. The Highland clans who accepted the King of Holt are allowed to rule their own lands. Clans refusing to accept Holt rule are governed by appointees of the Holt Crown who are generally loyalist 153 Highlanders. disgrace by its last member, the elderly Ser Penta Halcion. By the end of the year only the MacBean clan continues to fight. 510 Depressed economy of the Valley of Rainbows drives people from Evermoore into bigger cities. 276 The nations of Eire, Mongoria and Asgarn pressure for the occupation of the Highlands to be ended. Holt withdraws its military, but the country remains in the hands of those loyal to Holt. 967 The Roasted Dragon Inn closes in Evermoore. Everyone believes that Evermoore will fade into memory. 287 After years of lobbying the other members of the Northern Confederation a number of Highlanders rebel against Holt rule. They are supported by Confederation troops who cross into the Highlands from Mongoria. Holt is hard pressed to keep the Highlands and issues a call for aid from the Five Kingdoms. 288 Coventry, Lundelle, Andor and the Dale send troops. The Highlands become a battle ground. 969 Al’tar Shariz is born in the Karthydian desert, the son of the bandit leader Siad Shariz. 986 Al’tar Shariz is accepted into Guildhall as an apprentice Cleric where he befriends Isabella, an apprentice Bard, and Winston a young wizard researching the history of the realm. Also apprenticing at this time, was Gorefang and Darius Ry’aln. Teaching at the school was Doctor Willet Ivy. 293 Guildhall stops all shipments of supplies to the nations involved in the fighting. All Guildsmen in these societies demand that the mundane leaders cease hostilities. 987 A number of hive-queens lead their hives in a Klacton attack on the Orcs. These Klacton hive-queens refuse Guildhall’s orders to cease hostilities. When the evolved Klactons attempt to stop the hive-queens, they are slain. The hive-queens press a vicious war on the Orcs. 293 The Order of Guildhall is organized to lead a standing army of mixed heritage which will fight to support Guildhall and keep the peace of the Realm. It is based in the Valley of the Rainbows. Guildhall is powerless to intercede as trade sanctions are ineffectual. Klactons have little need of base materials. They fight using wave tactics and keep coming until they are dead. 294 Hostilities cease under threat of force by Guildhall. The nobles who control their nations realize that they cannot stand up to a Guildsmen supported military. The Peace of Guildhall was established. Altar Shariz completes his apprenticeship and returns to the desert where he becomes a Cleric of Karthis and wears the Black Robes of Mourning as is the custom of the priests. The Highlands were to remain in control of Holt because there were a larger number of Eldinite Highlander nobles who wanted to remain loyal to Holt. 990 Colonel Coal Crimson becomes the hero of the north, when he lures the main Klacton army in a dead end valley and grinds them to pulp. He is honored by the Orc High Council and when they offer him a reward for his actions, he responds affronting the civilized council, “Orcs are born for battle, reward me not with your trifles or your titles, but send me north where I am needed to be an Orc.” Clan MacBean, the Black Watch, Highland centric heraldic orders and others fade into the remotest Highlands. 300 Guildhall has finally achieved domination of the realm and all nations are forced to coexist peacefully or cede their autonomy to Guildhall. Guildhall law takes precedent over all other laws. However, national laws may still be enforced so long as they do not conflict with those of Guildhall. The realm was ordered in the name of peace and that peace lasted for six hundred years. 504 The last Dragon was skinned and eaten in the Roasted Dragon Inn at Evermoore. The ancient Order of Evermoore, protector of the dragons, is disbanded in Many Orcs hear this story. Among them is a Gorefang a young Orc warrior who travels to join Crimson. He distinguishes himself and rises quickly in the ranks of Crimson’s army. Al’tar Shariz mentors an orphan child named Raheed who is in the care of the Karthydian Church. Aftering discovering the boy is arcane, Al’tar sends Raheed to Guildhall for training as a Druid. 154 992 Doctor Willet Ivy first discovers that the protect aura or shield around the realm is weakening. He brings his findings to the Council of Lore, but his papers are lost in the bureaucratic shuffle. leaders of the Orc detachment in Forlorn Mountains outside Evermoore and then amubushes and murders all the Guildmaster of Evermoore who are coming to attend the treaty signing. 994 Al’tar Shariz becomes the youngest Loremaster in the history of the realm. In August Dr. Willet Ivy, a renowned researcher, comes to investigate the appearance of the strange water monsters. Working closely with Charter Sponsor Al’tar Shariz and the town of Evermoore, Dr. Willet identified these creatures as shaggottes an ancient threat from another realm. This proves his theory that the shield around the world is weakening. 995 Al’tar Shariz is named High Priest of the Karthydian Faith. Many see him as too young to hold the position but he quickly moves to win over his opposition. Gorefang is transferred to the capital city as an aid to General Tuskar, the wealthiest and most powerful of the Orc generals. 996 Loremaster Al’tar Shariz convinces the Council of Lore to reopen the Inn at Evermoore. Isabella the Gypsy Bard is appointed as Innkeeper. Mistress Rinan Romanovpov of the Runecasters, Master Winston the Wizard and Master Anon Fayne of the Necromancers help organize the Community Guild Council and ratify the town charter which formally opened the Inn. 997 A magical box containing the spirit of the Herald of Grotar is dredge up from the Lake of Evernoore. In April the Herald of Grotar is freed and spiritquested in the Inn of Evermoore by a cleric named Vorath. Al’tar Shariz arrives too late to prevent the return of the Herald. On that evening he tells the Guildsmen of Evermoore that they had just witnessed the first step in the end of all. His words were not understood and he would spend the rest of the millennia trying to explain to the world the dangers of the Fifth Age. The Guildsmen of Evermoore meet with the Herald of Grotar during the May Market Days. While the Herald of Grotar is making a speech urging peace he is murdered. It was later suspected, but never proven, that Guildmaster Anon Fayne, High Priest of Xanadu, hired the assassin to kill the Herald to prevent the Herald from bringing Grotar back into the world. Gorefang, a young warrior with the Orc army vows revenge. For the rest of the year, Gorefang continues to attack the Guildsmen of Evermoore because he feels that the Orc High Council is going to let those who attacked the Herald of Grotar go unpunished. Gorefang is declared an outlaw by the Orc High Council. 998 In March the Guildsmen of Evermoore discovered the presence of another group of otherworldly beings called the Servantors who were agents of the Tyranti. In May Peter DeBay become the first apprentice of the Inn at Evermoore when he apprentices to the Cavalier’s Guild. Gorefang continues to attack the Guildsmen of Evermoore in an effort to obliterate those who attacked the Herald of Grotar. He appears to be recruiting large number of Orcs, goblins and ogres to his banner. Despite attempts by the Orc High Council to bring him to justice, many Orcs in the Orc Confederation see him as a hero. Throughout the year Gorefang grows in power and then in December Gorefang did the unthinkable. He launched a surprise attack on the Orc High Council when they were gathered for the traditional Yule Feast at the Temple of Grotar. The entire Orc High Council and one hundred of the most powerful tribal chieftains were in attendance were taken hostage. In June Peter DeBay, the eldest son the merchant Edward DeBay, accompanies a group of Guildsmen to kill a horrible monster in the ruins of an old town meeting hall. In December 998 the Guildsmen of Evermoore discovered that the Servantors were building a temple to the Tyranti. Inside this temple, the Servantors would open a portal which would allow the Servantors and Tyranti to enter into the realm in mass. The realm would be enslaved or destroyed. The shaggottes aided the Guildsmen to destroy the temple. In July the Orc High Council instructs the Orcs to cease their attacks on the Inn at Evermoore. Gorefang refuses to comply with the Orc High Council. He overthrows the 999 Gorefang’s actions dooms the Orc people to a bloody civil war that rages throughout the year. Both sides seek the Orc Scepter of Rule which found its way to Evermoore. 155 Two Orc armies descend on Evermoore. General Crimson led the army in support of Gorefang, while General Brock remains loyal to the Council. In April General Crimson slaughters the Guildsmen of Evermoore, but fails to recover the Scepter of Rule. Al’tar Shariz suggests to the Guildmasters of Evermoore that they send the Scepter of Rule to Guildhall for safekeeping. The scepter arrives at the Isle of Lore by secret courier. Loremaster Al’tar Shariz is elected to the Council of Lore as one of the five Cleric Keepers of the Council. The fame he has achieved as Charter Sponsor of Evermoore has catapulted him into the world spotlight. Fortress. Day and night the fortress rang with the fall of hammers as the smiths labored to make the weapons needed for his war. Agents of Thanos began portraying Al’tar Shariz as a dog loyal of Guildhall and not to the people of the desert. Research by Doctor Willet Ivy aided by the Guildsmen of Evermoore prove the existence of the Realm Spire. A device created by the Five to seal off the realm from otherworldly attack. 1003 Shaggottes and Tyranti via for control of the Realm of the Five both offering the Guildsmen of Evermoore empty promises. 1000 Without the Scepter of Rule the Orc civil war continued to rage. Neither side could get the upper hand. Some suggest that Gorefang was using the civil war to bleed out a perceived weakness in the Orc people. Others believe Al’tar Shariz duped the Guildmasters into sending the Scepter to Guildhall to prolong the war in hopes of destroying the Orc’s ability to make war. Raheed, the young protégé of Al’tar Shariz, takes over as Charter Sponsor of Evermoore. In July the Church of Cultivation was officially founded by the Primary Cultivator, former Shaggothologist Zappan. The church gained a number of converts amidst the poor and street peoples, but often ran afoul of local authorities as rumors of mind control and physical intimidation fueled investigations by local authorities. 1004 The Guildsmen of Evermoore kill the nexus shaggotte with whom they were negotiating. The shaggottes vow to destroy the realm. 1001 By the start of the year it was clear that Gorefang was going to win the Orc civil war. Guildhall did not want to see a totalitarian regime rule the Orcs, but there was little to be done. Over the protests of Al’tar Shariz, Guildhall returned the Scepter to Evermoore with instructions to give it to one of the sides. In June after three hours of deliberation, the Guildmasters of Evermoore voted to give the scepter to General Crimson the agent of Gorefang. Gorefang, Outlaw of Evermoore, is named Emperor of the Reborn Orc Empire and pardoned for all crimes against Evermoore by the Council of Lore. The Chief Justice of the Court of Guildhall resigns in protest. The Orc Empire has lost more than half its fighting force. It is in no position to make war on the world. It will be more than a decade before the Orcs are a threat to the world. 1002 Thanos begin assembling an army at the Obsidian Thanos continues building his Army of Karthis. Everyday more black robed Karthydians take the red. As a priest of the black robes, Al’tar Shariz campaigns against Thanos, but is seen as a puppet of Guildhall. Ser Agrivar Brightblade murders Al’tar Shariz at the Inn of Evermoore on 20 November in an ill gotten plan to save the realm. He unwittingly sets in motion a series of events that would lead to the rise of the Karthydian Empire. Al’tar Shariz flees Evermoore defying the order of the Guild Council. He is charged with Contempt and the Magistrate of Evermoore places a bounty on his head. Fighting at the compound leaves Guidlmen dead at the hands of Al’tars bediun guards. He is a criminal in the eyes of Guildhall. The Council of Lore removes Al’tar as Cleric Keeper Al’tar Shariz escapes his pursuers and reaches safety in the desert where he gathers his followers around him. Thanos seeing Al’tar in politic trouble openly threatens Al’tar Shariz. His red robes attack and burn Temples of Mourning when the black robes dwell. In December, the Guildsmen of Evermoore refuse a treaty with the Tyranti, even though the Shaggottes are going to destroy the Realm. 1005 The inn at Evermoore is attacked by Tyranti force Soldiers 20 February and the Guildmasters surrender the 156 inn. The Guildsmen of Evermoore are divided into groups of those who serve and those who labor. The Guildsmen are forced to help build a machine that create a shield that will protect the realm from Shaggotte attack. marching with Thanos. He is embraced by both armies and Thanos and Numia have no choice but to join Al’tar as underlings. Guildhall surrenders to the Tyranti force Soldiers one week later. The All-Seeing Eye of the Tyranti is hung over the Crest of Guildhall in the Chambers of the Council of Lore. Raheed, arrives reborn as the Blood Scorpion, with a massive army of crimnals and killers. He swears his allegiance to Al’tar Shariz, and taking the robes of red he swears revenge on Guildhall and especially on those in Evermoore who treated him so callously. In March, a group of Guildsmen from Evermoore attack the Tyranti and kill the technicians building the shield. The Tyranti, unable to complete the shield without their technicians are forced to abandon the realm. Their rule over Guildhall is very short-lived. Over the summer and early fall the Guildsmen of Evermoore struggle to find another way to locate the Realm Spire. Thanos see Al’tar popularity increasing again marches to war. Al’tar’s army of black robes is hopelessly outnumbered by Thanos who commands countless zealots ready to die for the Age of Chaos. Raheed resigns as Charter Sponsor and goes to the desert where he intends to help Al’tar Shariz fight Thanos. While in the desert, trapped by a sand storm, Raheed begins to lose hope, but saves himself by riding a giant sand scorpion to water. At the death mines of Kavan Sanse, Raheed frees the prisoners if they will ride with him The criminals, having faced death in the mines, are accepted as riders by the sand scorpions. The Guildmen of Evermoore fail to find the Realm Spire. It is believed that a Guildsman of Evermoore stole one of the items, a small brown ring, that was needed to find the spire and save the realm. Thano’s massive army catches up to Al’tar Shariz who smalled encampment is almost completely encircled. In June the shaggottes attempt to destroy the realm. The Elder Trees Valley is struck by massive bomb dropped from a portal. The shaggotte attack kills more than one quarter of the high and low elven populations. The valley is in ruin. A day later, Thanos marches out to meet Al’tar Shariz. He intends to personally kill Al’tar and add his troops to his army. Instead, Al’tar Shariz walks onto the field wearing red robes. Behind him the sky is blood red and filled with fire light reflected from the burning of the Elder Trees Valley thousands of miles away. By fleeing Guildhall Justice and defending the Sword of Karthis Al’tar Shariz has proven himself to many beduins In October the Guildsmen of Evermoore finally succeed and re-activate activated the Realm Spire which prevents portals form opening to the realms. The world is saved. 1006 The new year opened with a terrible tragedy. The Deep Elves attack the High and Low Elves and civil war engulf the Elder Trees Valley. The Deep Elves, safe in the underrealm, were not really affected by the shaggotte attack and they planned to rule their surface dwelling brethern. After a few months of civil war, Marlia Ry’aln leads the Deep Elves to victory over the High and Low Elves. The New Elven Order persecutes anyone who objects to the totalitarian rule of the Deep Elves. Reports of war-time atrocities horrify the realm. Around the world Commoners blame Guildhall for the destruction of the Elves and the troubles in the world. Prince Justin of Holt, Jarl Gunther of Asgarn and other self-serving Commoner leaders ally with Marlia Ry’aln to promote the destruction of Guildhall. Allies of Guildhall, like the Queen of the Dale, the corporations of Coventry and the priests of Lundelle remain loyal to Guildhall. Siad Shariz brings down the bandit leaders from the high desert and they swear allegiance to Al’tar Shariz. 1007 In May the Guildsmen of Evermoore travel to the Elder Trees Valley and attack Marlia Ry’aln and the leadership of the New Elven order as they meet with other Commoner Leaders to plan the destruction of Guildhall. They are aided by Darius Ry’aln son of Marlia and after a great battle, Marlia is captured along with many of the leaders of the New Elven Order. 157 In June Kendric Kane is appointed the head of the Guildhall Historical Society and comes to Evermoore to begin researching the Fall of Evermoore. In September he conducts a seance where he meets the spirit of a young woman named Celeste. Al’tar Shariz brings the sultans under his power by marrying Esmeralda the daughter of the wealthiest man in the Karthydian Desert. In November Kendric Kane aided by the Guildsmen of Evermoore find the Hat of Karthis. The hat is placed on display in Guildhall and Kendric Kane becomes one of the most famous people in the realm. In December Ser Abraxas, a knight of the Black Hand arrives in Evermoore. He is attempting to organize a group of Kravynn into a fighting force and asks the Guildsmen of Evermoore help him recover a Kravynn lore tome. To the horror of all, the tome contains obliteration and other powerful skills. 1008 The year opens with Al’tar Shariz being crowned Emperor of the Karthydian Desert. He is now in command of the most powerful nation in the realm. In August a strange plague starts appearing around Evermoore. Purple blotches form on the skin followed by death. The plague soon spread throughout the world. In October Kendric Kane announces to the Council of Lore that his seances has caused a tear in the void and that a Void-Thing of dark essence could potentially enter our realm and consume all life. Rumors are confirmed that Kendric Kane is in love with a spirit that has taken the form of an accursed undead. The spirit’s name is Celeste and she helps the Guildsmen of Evermoore find the Sword of Aradawn which will be needed to slay the Void-Thing. 1009 In February the Void-Thing enters the realm and begins sucking magic from the world. The Guildsmen of Evermoore defeat the Void Thing, but not before the flows of mana are heavily disrupted. Many lore skills cease to work. The tear in the Void is closed and the world is saved. Celeste remains on this side of the breach and Kendric Kane takes a one year sabbatical from his position as Chairman of the Guildhall Historical Society to show her the wonders of the realm. In February a Kravynn army marches toward Evermoore. The force originated in the Western Range of the Forlorn Mountains where they had been hiding since the Age of Death. They came to recover the lore tome and learn its knowledge. The Guildsmen of Evermoore spend the year repairing damage done to the realm, destroying creatures that slipped into the world during the tear and searching for information that could repair the damage to the world. The Guildsmen of Evermoore struggled to defeat the Kravynn. In the end, the tome is destroyed and the Kravynn army withdraws back to the Western Range of the Forlorn Mountains. In October the Guildsmen of Evermoore travel back into the Shadows of the Mist to a time after the Fall of Evermoore and recover lore which provides the key to repairing the damage to realm. After a series of new discoveries during the spring and summer Kendrick Kane is acknowledged as the greatest historian in the realm, but rumors begin to circulate that he is conducting seances to gain his information. 1010 The information discovered in the past by the Guildsmen of Evermoore allows the Loremasters to rewrite all of the guild syllabi ushering Guildhall into a shining new age. 158 159