Empire of Tyrs Sourcebook
Transcription
Empire of Tyrs Sourcebook
Empire of Tyrs When All Is Lost There Will Be Tears A Mystic Realms® Source Book Version 2014-03-15 Join the Chronicle of Magic, Murder and Madness in a Realm on the Brink of Cataclysm where an Undead Emperor rules a Dying Empire and the World Rages in Revolution. Written by Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. EMPIRE OF TYRS 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. Copyright 20062014 Mystic Realms, Ltd. All rights reserved. Printed in the USA. Mystic Realms, Ltd. Written by: Anton Kukal Illustrated by: Michelle Gish Photos and Map by: Anton Kukal Credits 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. Core Rulebook This book requires you to have the Mystic Realms Core Rulebook. This book contains background information for the world which players must use to create their player characters. All explanations of rules and skills are found in the core rulebook. This book only contains a listing of skills assigned to character types which should be looked up in the core rulebook. Caution Statement 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 theatric event 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 events will be held. 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. Disclaimer 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. Mystic Realms is 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. Official Clubs We 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. We’ll be glad to help you host your first couple of events. There’s no franchise fees or other nonsense to start a club. We 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! Official Character Database Mystic Realms, Ltd. maintains an on-line master database for all official characters. Please contact Mystic Realms to become a member and gain access to the database. The database will allow you to character your character using these source materials as your guide. Only official characters are allowed at events. d l r o o f W T e y h rs T “Cry your tears of rage and shake yours fists in hate, but this is your world. Broken, battered and shattered into fragments by your great grandfathers’ actions and now only held together by the might of the Empire. Dream your deluded dreams of revolution, but know they will only bring greater war, famine, pestilence and death. A divided world of quarreling nations will never find peace. I am Peace. I am Compromise. I am your Emperor.” Tyrs the Terrible Table of Contents Imperial History 1 Skills and Training 7 Starting Skills Occupation Skills 7 7 Epoch of Slavery Epoch of Freedom Epoch of Nations Epoch of Woe Epoch of the Empire 1 2 3 3 5 Skills7 Basic Skills Minor Esoteric Lore Major Esoteric Lore Lore Tomes Learning Skills 7 7 7 8 8 From a Teacher 8 Self-Teaching8 Social Status 8 Malefactor9 Non-Appointed9 Human Denizen Non-Human Denizen 9 9 Human Appointee Non-Human Appointee 9 9 Appointed9 Approved 7,501 10 Affirmed 12, 501 10 Anointed 20,001 10 Citizenship 25, 001 10 Senator11 General Skills 11 Fabricating11 Feats11 Knowledge 11 Occupations 12 Acolyte 13 Ambassador 13 Animator 14 Apothecary 15 Apostle 15 Archer 16 Artificers 16 Assassin17 Barrister17 Beggar 18 Bounty Hunter 18 Burglar 19 Cabalogist 19 Captain20 Commander 20 Constable 21 Destroyer 21 Duelist 22 Elementalist 22 Enchanter 23 Engineer 24 Explorer 24 Forger25 Gladiator 25 Granger 26 Knight 26 Mechanator 27 Musketeer 28 Obliterator 28 Physician 29 Pilot 29 Prostitute 30 Ruffian 30 Scribe 31 Scholar 31 Scout 32 Seer 32 Spy 33 Terrorist 33 Tinkerer 34 Troubadour 34 Vermin Catcher 35 Wrestler 35 People of the Empire 37 Airadin 37 Aquarian37 Beardon38 Canarrin38 Decidiun 39 Elf40 Ghoul 40 Humans41 Aldar41 Darro41 Exton41 Hosten41 Irristan41 Kelluck42 Lyrea42 Sennay42 Forneare42 Wildar42 Klacton 42 Minotaur 43 Oculus43 Orc44 Pythian45 Rakarrin 45 Satyr46 Weetle 46 Life in the Empire 49 Governments49 Imperial 49 Provincial 49 Colonial50 Community 50 Imperial Camp 50 Imperial Law 51 Statutes51 Punishment51 Local Laws 52 Statute of Limitation 52 Court System 52 Imperial Military 53 Imperial Courthouses Community Courts Land Core Sea and Sky Core Knightly Orders Military Groups 52 52 53 53 53 54 Joining54 Creating54 Religion in the Empire 55 Bearers of Light Conventional Orthodox Counters of the Coin 56 56 56 Creation Story Father & Mother Imperial Faiths 55 55 56 Harvestors57 Heart of Humanity 57 Industrialists57 Masters of the World 57 Lesser Faiths God Emperor Disciples Followers of Folly Divine Groups 58 58 58 58 Joining58 Creating58 Politics World Information Magic Nodes 58 63 63 63 Allotrope63 Blight64 Curst64 Execration64 Hallows64 Miasma65 Mana Substances Esoteric Skills 65 65 Compounds65 Glyphs66 Runes66 Traps66 Archways66 Slavery67 Slave Statues Slave Markets Behemoths 67 68 68 Dragon68 Kraken68 Wyrm68 Blast powder 69 Coins69 Communication69 Postal System Mana Mirrors Archway Messenger 69 69 69 Transportation69 Mounts69 Vehicles69 Medical Treatments 70 Mana-Tech70 Machines71 Computers71 Guns71 Other Tech 71 Manufacturing71 Tech Concerns 71 Piracy72 Pirate Brotherhood The Ghost Fleet 72 72 Nature73 Corruptions73 Demonic 73 Necromantic 73 Profane73 Plagues73 Storms73 Inhabitants75 Supernaturals75 Cults75 Cannibal Cults Death Cults Demon Cults Doom Cults 75 76 76 76 Vampyre 76 WyreBeasts77 Bosks77 Totems77 Pagans78 Bearers of the Bark Celestial Spiral Sect Dead One Disciples Divided Circle Flesh Burners Sect of the Sea Sect of the Suns Sky Children Lesser Beings 79 79 79 80 80 80 80 80 81 Cromag81 Ergann81 Imp82 Marynn 82 Saurien82 Troll 82 Beasts82 Carnivorous Worms 83 Crystalteem 83 Fungloid83 Mantid 83 Rat 83 Reanimant 84 Wolves84 Item List 87 Time Line 91 Common Clothing 87 Armor Materials 87 Armor Items 87 Art Object 87 Camping Equipment 87 Climbing Equipment 87 Computers87 Container 87 Doors87 Explosives87 Fine Foodstuffs 87 Locks87 Medical Equipment 87 Navigation Equipment 87 Observation Equipment 87 Protective Gear 87 Restraining Devices 87 Riding Equipment 87 Tools87 Tool Kits 88 Weapons, Melee 88 Wpn. Ranged, Bows 88 Wpn. Ranged Bows (Mtd) 88 Wpn. Ranged Guns 88 Wpn Ranged Guns (Mtd) 88 Wpn Thrown (Reusable) 88 Wpn Thrown (One-Use) 88 Wpn Thrown Wpn Item 88 Composite Weapons 88 Weapon Mod. Add-On 89 Weapon Mod. Upgrades 89 Artifacts89 Artifact Ability Items 89 Artifact Feat Items 89 Artifact Knowledge Items 89 Artifact Armor 89 Mounts89 Personal Vehicles 89 Fortifications89 Epoch of Slavery Epoch of Freedom Epoch of the Nations Epoch of Woe Epoch of the Empire 91 91 91 91 91 Some say the history of this Realm should be written in blood, but for this document I will settle for ink for there has been far too much bloodshed over the past one hundred years. The Empire of Tyrs was born of humanity’s hope, but with dark magic flowing between blighted nodes and tainted flows spreading across the land, there is little peace and too much war. Our realm has become a world where demons sow seeds of destruction, hordes of undead spontaneously rise, ghosts haunt lonely ruins and vampyres hunt the night. Shape-shifters and magic-using beasts lurk in the wild areas. Behemoth dragons, kravkens and wyrms threaten cities everywhere. The lesser beings of the world have never been more numerous; cromags, erganns, imps, marynn, suariens and trolls are a real danger to smaller towns and villages. The very fabric of the realm has become tainted by the violence and hate. Fierce mana-driven storms can destroy whole swathes of civilization. The ground shakes and tidal waves crash against the coasts. Doomsayers predict a cataclysm of epic proportion and prophets speak in hushed tones of the end of times. Many in this world blame humanity. We were once a race of slaves and barbarians, but we fought for our freedom against the cerebrans, leading the entire world into freedom. We created a proud, peaceful Republic and our nation led the world, not as slaves as did the cerebrans, but equals. Peace existed for almost half a millennia until the non-humans sought to carve up our new homeland for their own. Then, humanity fought the world overcoming the hardships of invasion and betrayal in the only manner they could. Our only defense is the Imperial Military and the brave men and women who keep us safe. Mana-powered war machines spewing steam shake the earth as they clank along on clunky metal treads shooting flame and solid shot from their cannon ports. Brass-built underwater-ships prowl the phosphorescent ocean depths seeking enemies in a surreal world of armor-plated fish, glowing seaweed and tentacle creatures. The sky is filled with ponderous airships burning mana-imbued ores and massive, steam-powered locomotives belching smoke and soot pull double-decker troop cars along iron rails that span the width of the Empire. And of course, the undead armies of the Emperor march in unison, rank after rank, in endless column after column, to the beating of the drum and whistling of the pipes. Imperial History The history of the realm is the chronicle of human triumph against constant adversity. Humanity rose from a people of slaves to be the most powerful people in the realm, but their position of power is challenged from every corner of the realm and from those discontents within its own borders. As internal strife threatens to tear the Empire apart, the non-human races of the realm, beaten but not defeated are jealous of human success and move against human civilization whenever possible. Their machinations have been subtle, but political, economic and military movements can only mean that another great war is coming. Epoch of Slavery When the Cerebrans Ruled the World. Three thousand years ago the only powerful race of the realm were the cerebrans. The world was united under their government and was a world of peace and prosperity. The cerebrans are similar in appearance to humans, but with large bald heads covered with various colored veins. They were intelligent, wise and in total control of realm. The seat of the cerebran government was on the central continent which they shared with the humans. The humans lived in the far north and the cerebrans controlled the rest of the land. Cerebran cities were flowing buildings with spires that reached the sky and elegant arches that spanned from spire to spire. Roads flowed with curves looping through the cities in circles that guided one effortlessly to their destinations. Greenery and finery was everywhere in these mana-wrought homes of beautiful construction. Light illuminated the cities at night like kaleidoscopes. Throughout the world the cerebrans lived in their spectacular cities connected by a series of roads and floating sea bridges. Hereditary leaders ruled each of the great cities. These families were strong in magic and excelled in trade and diplomacy. Cerebran homes were sprawling estates of polished stone gilded with gold. Their house had tall towers adorned with beautiful statues and luxurious gardens with trellises and stone benches along cobblestone walks. Since the dawn of recorded history, the cerebrans supported their society by enslaving the world. All the races of the realm were enslaved to the cerebrans who were masters of magic and created many strange and wondrous devices. The cerebrans controlled all knowledge, possessing great magical power. They defended their civilization with an elite force of magic-using soldiers whose wondrous powers keep all others beings in awe. The cerebrans ruled the realm, forcing all to labor in their service while they lived lives of luxury and learning. During this time the humans not enslaved in cerebran homes roamed the northern parts of the central continent as a simple hunter-gatherer people. The rest of the world’s inhabitants were spread out across the globe in lands that suited their temperaments. The orcs lived in lands of flowing magma and spewing lava. The klactons lived in cool caves beneath a boiling desert. The world’s highest mountain was the home of the satyrs. The pythians dwell in a rainforest and the minotaurs dwell along a rocky coast. The elves live in the grasslands while the oculus live on a mist shrouded island. The beardons live were minerals are plentiful the deciduin live where the trees are the tallest. Deep under the ocean is the underwater home of the aquarians and floating high up in the sky is are the sky islands of the airadin. The rakkarrin, canarrin and weetles live together on the world’s smallest continent. 1 Playtesting Draft Version 2014-03-15 - For Members Only History of the Empire The cerebrans were served directly by the humans, who acted as cooks, maid, valets, messengers and other house tasks. The other races were used mostly as a labor force. For example, the klactons were forced to mine, while the elves were forced to farm their grassland homes. The orcs operated founderies pumping bellows and hauling ores so the cereban crafters could make their wonderous magical items. All through this time the cerebran were very careful not to allow the other being be educated. All advanced knowledge especially the disciplines that could lead to the learning of magical skills was kept secret. Epoch of Freedom When Humanity inspired the world to rebel against cerebran rule and lead the world to victory exterminating the cerebran race. While serving as house slaves, a few humans learned to manipulate mana by stealing the knowledge from their cerebran masters. These humans planned a rebellion freely teaching the skills needed to manipulate mana to all who would serve freedom. Humans with the knowledge of magic’s mastery traveled the world recruiting all beings into the rebellion. For years the rebellion fermented in secret as knowledge of magic spread through the world. An enslaved world educated themselves, learning all the disciplines necessary to manipulate the essence of the world. The nomadic humans of the north rose up first against their cerebran masters. They assembled a vast host in their wild lands and declared their freedom with a shout that echoed around the world. The cerebran army marched to meet them and a terrible battle was fought on a large river in the north east of the central continent. The cerebran force was defeated and inspired by the human victory, the world rose up in revolt. Lead by humanity, the realm descended into war. The cerebrans fought to control the world; the world fought to be free. The cerebrans were masters of magic, but the slaves had learned enough to magic to make a difference and the slaves had great numbers on their side. As the years passed, the conflict became a war of attrition. The cerebran soldiers were masters of magic, trained from birth in the arcane disciplines of death. Their skill in weapon-use surpassed any and killing one cerebran 2 solder often took the lives of dozens of revolutionaries. The cerebran soldiers were merciless, slaughtering whole communities, killing males, females and even children, intending to force the world back into submission by grief and loss. The world responded in kind, by slaughtering cerebrans wherever they were found, but the revolutionaries did not kill to force the cerebrans into submission. The world killed the cerebrans to end their race forever. The war had become a desperate struggle. Despite the magical ability and amazing skill of the cerebran soldiers, one by one the wondrous cerebran cities fell. With honor and dignity the cerebrans fought on to the bitter end knowing their fate in those final years. The great cerebran hero-soldiers standing in the streets alone against the raging hundreds, trying in vain not to stem the tide of defeat, for their cause was doomed, but only fighting to give the children cowering behind them a few more breaths of life. The last great battle took place on a plain northwest of the cerebran First City. Here the remnants of the cerebran military made their final stand against the world that had risen up against them. Here the last of the cerebran hero-generals took the field not as leaders, but a common soldiers in the ranks. United they stood as a single solemn line of shining silver armor, emblazon with glowing sigils of power against The army of the world was as it had always been. A raging mass of divergent, arguing folk held together only by their desire to be free. Fur-clad humans from the north, stood side by side with burn scarred orcs from the lands of fire. Elves riding ostritches rode next to pythians soldiers mounted on snakes. Weetles with slingshots, supported aquarians wearing sea-shell armor. The minotaurs had great bull horns on their heads which they used to gore and the beardons tucked their long beards safely behind their heavy steel breast plates. The cat-like rakkarrin cheered with the dog-like canarrins. The tree-leafed decidiuns were thre to heal and the insect like klactons were there kill. Together this mass of difference formed a wild, chanting, screaming hord that would not know defeat. In victory, the world was cruel. The world hunted down the surviving cerebrans and murdered them. Some people spoke out against this terrible act, but most people of the time called the culling a retribution, but it was genocide on a terrible scale. Playtesting Draft Version 2014-03-15 - For Members Only History of the Empire The ghouls, who were hated by cerebran and hunted nearly to extinction, rose up to take revenge against the cerebrans. Long used to hiding in crevices, caves and wild places came out to help the world hunt down cerebrans. The cerebrans had tried to extinguish the ghoul race and now the ghouls paid them back. The ghouls knew all the good hiding places in the realm and they feasted on the cerebrans who tried to hide. The ruins of the cerebrans’ wondrous civilization can be found throughout the world. Occasionally adventurers still stumble on secret caches of cerebran magical artifacts, treasure troves and long forgotten tombs. Epoch of Nations Nations arise throughout the world replacing the cerebran world government. The Non-Humans war with each other. The world, free from cerebran influence, grew into separate nations, divided by race and culture. Throughout the world the humans, orcs, minotaurs, aquarians, beardons, elves, rakkarrin, canarrins, weetles, decidiuns and the klactons established their nations in their traditional homelands. The ghouls, few in number, and without a traditional homeland were unable to claim land and were forced back into the wild, remote places, hiding again throughout the world. Humanity entered a period of rapid growth. The humans, though divided culturally, realized they need to work together. The great heroes of the revolution united their followers into a loose confederation. Town governments linked with other towns of similar cultures to form provinces. The provinces aided one another and in time the ties between the Provinces grew closer and the leaders created the Republic of Humanity where each of the provinces sent representatives to a ruling body called the Senate. Life in the Republic was full of prosperity. The right to Citizenship in the Republic was offered to every man and woman. There was little poverty and no unemployment. Everyone had a productive occupation and wages were fairly set by Unions who assured that each worker had good training. Union leaders worked with governmental leaders to assure national success. The Republic was a glorious time for humanity and they grew in world influence. The cerebrans had been the leaders of world civilization. The collapse of the cerebran political organization created a power vacuum that was filled by the Human Republic. Humans became the traders that brought goods between warring non-human nations. Their cities became necessary centers of commerce that allowed non-humans to trade with each other. This trade made most humans wealthy. While non-humans killed each other, the human politicians became the world arbitrators and the Republic of Humanity enjoyed unbridled success. Two of the biggest non human wars occurred between the orcs and the elves caused by the orcs raiding for food and the minotaurs and the aquarians which focused on the right to travel freely without interference. The satyrs and pythians fought a bloody border war. Epoch of Woe The world attacks the Human Republic desiring the rich lands of the central continent. The battle goes against humanity until a young human officer embraces the forbidden art of necromancy As the republic grew more prosperous many non-humans grew jealous of human success. They felt it was unfair that the humans controlled the entire central continent with vast mineral wealth, fertile lands and the mildest climates. In time the non-humans began to see humanity as manipulative usurpers who sought to replace the cerebran as the leaders of the realm. Coveting human wealth and the resources of the central continent the klactons and the orcs were the first to attack the Humans Republic. They had secretly entered into a treaty known as the Butchers Accord and planned to carve out a section of the Central Continent for their own. They landed armies on the central continent securing the coastline and then moved inland to take key resources from the humans. Seeing the success of the orcs and klactons, the rakarrins, canarrin and weetles entered into their own agreement and landed an army on the central continent. The aridan, beardons, oculus and minotaurs joined in the attack and the last to join in the destruction of the human republic were the dicidiuns. The entire world came against humanity in a war driven by greed and fear. The Republic of Humanity was hard pressed to defend its borders. Assaulted from all sides the lands of humanity 3 Playtesting Draft Version 2014-03-15 - For Members Only History of the Empire were falling fast. The desperate leaders of the Republic began conscripting soldiers throughout the land. Every man and woman was called forth to defend the Republic. The very existence of humanity was at stake and volunteers flooded into training centers, but it was not enough. After fifty years of war most of the Republic was destroyed, its territories carved up by the non-human races and its people enslaved to work for the conquerors. Little remained of the Republic, only a few besieged cities in the Central Continent remained free, but all were besieged. The entrenched Imperial City was a hopeless war zone where the armies of Humanity were making their final stand. Here the last vestiges of Human freedom in the world prayed for salvation. The salvation of humanity was a young man named Tyrs. He was born in the north and joined the army after his parents and siblings were murdered by a band non-humans raiding his farmstead. Tyrs rose to the rank of officer and proved himself a very capable soldier. He was with the army defending the Capital City of the Republic in what the world believed would be the final battle in the war against the beaten republic. The generals defending Capital City lost heart and fled from the ramparts of Cambrous twenty miles south of the capital causing a rout. Tyrs appeared on a black horse leading his unit forward into the retreating soldiers. His troops marched in perfect time singing the Battle Hymn of Humanity. Their armor shone in the sun; their gideons flapped in the wind. He called out to those retreating asking, “To where are you running?” The retreating soldiers paused to watch Tyrs and his force charge a klacton host attempting to ford the River Avarice which bordered the field of Cambrous. The Klactons were caught unprepared. Tyrs slaughtered the Klacton host and the retreating human army returned to the ramparts swearing to follow Tyrs where he would lead. That evening Tyrs ordered a captured ghoul offered to raise the dead corpses of the enemy using the forbidden lore of Necromancy. Tyrs accepted, and that night Tyrs attacked a large non-human army to his front with the ghoul by his side. The non-human army was totally unprepared and the undead ripped through them. Every corpse that fell in battle added one more undead to serve the Republic. The world shouted as one, defiantly condemning the hei4 nous crime of using the black arts, but Tyrs would not stop. He attacked another army and another. Within a week the siege around the Capital City was broken and Tyrs was marching to the aid of other human cities. Human soldiers and resistance fighters from around the Republic flocked to his banners. The old generals of the Republic tried to assume command, but Tyrs would not yield them. He argued that since they had fled the field the army was now his to command. Triumph after triumph saw the undead army growing ever larger. Ghouls came to serve Tyrs, teaching humans how to use the power of Necromancy. Waves of corruption spread out from the horde, darkness blackened the sky, but still Tyrs keep growing the horde, sending parts of it throughout the Empire to free his people. The soldiers demanded that Tyrs be made a general of the army and the leaders of the Republic were forced to confirm his appointment. Tyrs took up this mantel in his cold calculating manner exploiting every avenue to save his people. Tyrs researched the ancient Cerebran inventions and applied them to war. Tyrs turned jets of flame used to boil water on enemy soldiers. He used explosive chemical powders once used to clear stone to shoot fist sized balls of iron from bronze tubes into the massed troop formations of his enemies. But most of all he used necromancy to raise every corpse to fight again. Tyrs would accept no surrender from the non-humans whose armies had plundered humanity. When he defeated them he slaughtered them and ordered his animators to raise the corpses into undead. The use of necromantic magic affected the world. Necromancy was the forbidden dark art - a magic having a corruptive essence - and its use polluted mana nodes turning them into blights. To the world Tyrs was an aberration, but to humanity Tyrs was their savior. Many accepted that it was better to live a free in a harsh in a world, than to live as a slave making the world beautiful for your masters. Tyrs the Terrible the world called him. His name was spoken as a curse by every non-human in the world. But the desperate Senate of the Human Republic invested all military authority in Tyrs. His control of the army was complete. His use of undead and Cerebran inventions for war was terrifying. Victory after victory drove the non-humans back into the Playtesting Draft Version 2014-03-15 - For Members Only History of the Empire sea and made Tyrs the hero of the humanity. The entire central continent was under sole control of humanity. The non-humans were driven from the continent, and the Tyrs took the battle across the seas and established colonies in the territories of the non-humans. The old generals of the Republic tried to murder Tyrs. They killed him and Tyrs was dead, but he rose again, some say embracing the necromancy that guides his armies. In retribution, Tyrs attacked the old generals and executed them for treason over the objections of the Senate. After years of fighting the majority of the non-human nations were substantially beaten. They could not stand up to the massed undead and war machines, but Tyrs continued to kill them and many believed he would have put the world to death if not stopped by his own people. Many humans were tired of war; five generations of bloodshed was enough. The non-humans begged for peace for they were unable to stop the undead armies and mana-driven war machines of Tyrs. Their nations were destroyed, their cities leveled, many feared Tyrs would kill them all as was done to the Cerebrans. Members of the Senate approached Tyrs and requested that he stop his war of genocide. Ultimately, Tyrs and the Senate reached a compromise. War would stop, a large portion of the undead would be laid to rest, the non-hu- man nations would become colonies of the Empire. Not slaves, but free people serving the Empire. The Senate agreed to proclaim Tyrs “Emperor of the Realm” gave him the authority to appointing governs to rule all provinces and colonies and control over the armies. The Senate would control civilian life and the Emperor would provide protection and security. The non-humans ratified the treaty with Humanity, becoming colonies on the same day that the Senate proclaimed the Human Empire founded in the year 1 of the Imperial Calendar. Epoch of the Empire The last of the non-human nations surrender to humantity and Tyrs rules the world. The Epoch of the Empire began with the coronation of Tyrs as Emperor and the division of the government into the Military sector and the Civilian sector. The armies of Tyrs controlled the entire continent and much of the world and all those who fought in the defense of the Republic were granted citizenship in the Empire of Tyrs. Citizenship was a reward to those who defended humanity and they were afforded many privileges not available to those who did not serve. Citizens can vote, hold public office and pay no taxes anywhere in the Empire. The Government was divided into the Civilian Sector which was controlled by the Senate and the Military Sector controlled directly by Emperor Tyrs. Many in this world desire the destruction of humanity. I will not deny that our history has been written in blood, but we have always acted in our defense. The Empire fights a constant war against the world, a war humanity was forced to wage by the non-humans. We hold territories to secure our borders from encroachment. There is no peace for humanity! The war is over, but the battle rage on as unrest continues. The force of law so often goes unheeded. Pirates scour the lawless seas and skies in the search of easy prey, and brigands and burglars abound wherever the law is lax. 5 People always talk about the old Republic as if they remember the good old days, but in truth that noble dream ended in fire and flame more than one hundred years ago when the non-humans invaded our homeland. While it’s true the Empire is not the Republic; it is also true that in this time of war of humanity is to survive we must have the Empire. Life in the Republic was very different from the Life in the Empire. Everyone had the right to Citizenship in the old Republic. Each town elected representatives to their provincial governments and they elected representatives to the Senate. There were no governors lording authority or armies ready to keep the peace. Life in the Republic was prosperity. Everyone who wanted to work was able to find work in an occupation. Powerful benevolent Unions assured that each worker had good training and a fair wage. The most successful and talented people in each occupation came together in their Union to share their skills and improve their occupations. Great advances were made in mana-tech. The Unions were one of the reasons why the Republic became so successful and prosperous. In the Empire the Unions have lost some of their traditional power. Imperial Occupations have also become the only path to citizenship creating a split within each of the Unions. Laws prohibit the use of magical lore by anyone not officially appointed, thus every Union has an underclass of workers who will never advance beyond menial tasks. The Unions can no longer assure a fair wage or even good working conditions for all members. Union leaders are still elected, but much of their power is eclipsed by Imperial Governors who control much of the economy in support of the war efforts and civilian leaders seeking to interfere. There is much friction between Unions and government, a friction that did not exist when the Republic existed. Many of the Unions have turned to clandestine activities in their efforts to help support their members. In this world of strife there have even been armed conflicts between Unions as they fight for control of large government contracts which would allow them to dole out precious jobs. Many remember the Human Republic fondly, criticizing the Empire of Tyrs for all its faults and woes, but one must always remember that if not for the brutality of Tyrs, humanity would be the race of slaves, instead of the rulers of this realm. Blame not Tyrs for the state of this world, because there would have been no Tyrs, if not for the sins of those who attacked the Human Republic. Skills and Training This section will tell you how to prepare for your adventures in the world. Skills A person begins their adventures with 5000 status which represents their life’s experience up to this point and may use this status to improve his or her body and mana or to learn occupation skills, racial abilities or cultural skills. A person may not start off their adventures as a supernatural. Body and mana each cost 300 status; the maximum body is 8 and the maximum mana is 16. The cost of each skill available is listed after the skill in the appropriate section. General and occupation skills are details in the next sections. Racial abilities and cultural skills are detailed in the section on the People. Any status not spent may be saved as unspent status. Starting Skills A person starting out must spend at least 300 status on body, should learn all the basic skills of their chosen occupation and may learn any skill off the general skill list that is appropriate for their background. Occupation Skills The entry for each occupation contains a complete list of all the skills that members of that occupation can learn. Each occupation is divided into Basic Skills, Minor Esoteric Disciplines, and Major Esoteric Disciplines. A person must always learn all the prerequisite skills to a skill before he or she may learn the desired skills (Please see the skill description for each skill in the core rulebook to determine the prerequisites for the desired skill). A person does not need to be part of a Union to follow an occupation, nor do they need to be appointed, approved, or anointed. They may practice any occupation unlawfully as a Malfactor. Basic Skills Every occupation has a list of skills that every member must know. They consist of useful skills, like bandaging, climbing and swimming, as well as, specific basic skills required by that particular occupation. A person must learn all of these skills before they can learn Minor Esoteric Disciplines. These are also the skills that a person must master if they intend to advance in the occupation as an Imperial Appointee. Minor Esoteric Lore Minor Esoteric Lore is the basic magical skills of an occupation. When learning Minor Esoteric Lore a person must be careful to have learned all the prerequisite skills. A person may start their adventures with Minor Esoteric Disciplines only if they learned all the basic skills of an occupation. A person who did not start their adventures with Minor Esoteric Lore may begin learning the Minor Esoteric Disciplines after he or she has learned all of the basic skills. Major Esoteric Lore Major Esoteric Lore is the power skills of an occupation. They require much devotion to learn. Almost all Major Esoteric Lore has prerequisite skills and a person must be careful to have learned all that are required.. A person may only learn Major Esoteric Disciplines after they have accumulated 7,501 status. A person may begin following additional occupations after they have accu- 7 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training mulated 7,501 status. Lore Tomes Lore tomes are books that record the esoteric skills which a person has learned. All skills must be recorded in the Lore Tome even if they are not esoteric. Lore Tomes are magical works containing weaves of mana within the pages, demonstrating the power of performance and perspective, and sharing the drafters own unique vision to the world. Lore tomes are works of art, explaining how skills are performed at the level of action. They do not generally provide the simple elements of use and effect as this is common knowledge to all followers of an occupation, but instead record the personal thoughts of the writer when using skills. They contain underlying philosophies, incantations, precise movements, and other details related to the quality of the performance. This personal lore tome is a repository for all he or she has learned containing personal expression and world view. It is a sacred book filled with musings and imagination that acts as a guide when performing skills. Whenever a person seeks promotion to greater responsibilities within the Empire he or she must present the lore tome to the promoter who will review the lore tome. It is not necessary that every skill be listed, but the tome must present evidence that the person has a solid foundation in their learning. A person without a Lore Tome cannot be promoted. When a person prepares to be accepted as a Citizen they must present their Lore Tome to the Empire for review. The tome must demonstrate principles of mana manipulation, philosophy and understanding unique to the petitioner. Many people refer to their tomes often using them as an aid. Apothecaries will use their tomes when mixing complex compounds. It is common to see entertainers singing from their tomes and hunters setting traps from rough sketches. Forgers and engineers make use of schematics in their tomes, and all the combat occupations record their varied combat techniques and systems within their lore books. Casters of spells, prayers and powers often have the thickest lore tomes as they grapple with the many ways to cast. Learning Skills A person may only learn a skill if he or she has suffi8 cient unspent status, has the proper prerequisite skills to support learning and has achieved any other requirement stated elsewhere in this book . Once the criteria has been met the student may learn the desired skill as follows. From a Teacher A person can learn general skills from anyone with the skill and teach I. All basic occupation skills are general skills and can thus be learned from anyone with the skill and teach I. A person can only learn a esoteric disciplines from a member of their occupation. The teacher must know the skill the student wishes to learn, and have the skill teach II. The time it takes to a teach to teach a skill varies with the teacher and the student and is left up to the participants involved. A group of students may be taught at once by one person, as long as they are all learning the same skill. After a skill is taught, the student must take time to perfect the technique before using the skill. This generally takes one full day of practice for each skill. Persons perfecting a skill cannot adventure and must be in a safe environment. Self-Teaching A person with teach I may self-teach any general skill provided they have a lore tome containing the desired skill. A person following an occupation may self-teach esoteric disciplines if they have teach II and a lore tome containing the desired skill. Union members will have no trouble going to a Union House and reading one of the Lore Tomes kept there for students. All Unions have Union Houses in every major city. If one is practicing an occupation as a Malfactor lore tomes are often very hard to find. Self-teaching takes at least one full day of practice for each skill. Persons self-teaching a skill cannot adventure and must be in a safe environment. Apprentice skills cannot be learned by self-teaching. Social Status The people of the Empire can also be divided into various groups according to their social status within the Empire. According to their social status Imperials live very different life styles. The Citizen has earned a place Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training of power and respect, but is required to participate in the political machines that governs the Empire. The Appointee lives a life of service to the Empire, knowing that at the end of service there will be the reward of citizenship. The Denizen is a free person who is his or her own master who does not have the weighty responsibilities of Appointment and Citizenship. Malefactor Malefactors are the lowest members of Imperial Society. They are humans and non-humans who have illegally learned esoteric skills. Persons who are Malfactors do not need to worry about any of the other levels of society. Malefaction (the act of learning or using skills) is punishable by purgation. Repeat offenders are generally obliterated. Sometimes malefactors with useful skills are enslaved by citizens or appointees instead of purgation. Non-Appointed The non-appointed are members of an occupation cannot us Esoteric Skills. They perform menial tasks. Many are talented persons who do not have the social or political connections to secure an appointment in the Guild. Human Denizen Denizens are freemen who choose not to serve the Empire as Imperial Appointees. Not every person can meet the rigors of Appointment (or stand the hassles), but they can lead very successful and prosperous lives within the Empire. A denizen is every other human who lives and works in the Empire who is not a Citizen or an Appointee. Most denizens follow an occupation. Occupations allow people to perform ordinary feats, set traps and learn the knowledge commonly available to the world. Under Imperial Law, denizens are not allowed to learn esoteric lore. Denizens may learn esoteric lore illegally. Learning esoteric lore illegally is called malefaction. Denizens found knowing malefaction are called Malefactors. Non-Human Denizen Non-human denizen of the Empire are non-humans who have sworn to serve the Empire. They live in much the same way as Human Denizens. They arguably have the same rights as human denizens, but are considered by many humans to inferior. Appointed The appointed members of an occupation are allowed to learn the Minor Esoteric Disciplines of the occupation. They are entrusted with the basic secrets of their occupation. Human Appointee Human Appointees are persons serving the Empire through their Appointments. Only Imperial Appointees can legally learn esoteric lore. Thus, only they are permitted to use extraordinary feats, perform rituals or procedures, mix compounds, fashion many of the more complex items found in the realm, scribe runes, draw glyphs and cast spells, prayers and powers. Most Appointees live in Imperial towns where they perform services to the community. This can be a military authority or a civilian authority. Oftentimes the Appointees will find themselves with conflicting orders from military and civilian leadership and that is just the nature of the Empire. Successfully completing an Appointment is the only way to become a citizen. Appointees usually fulfill their full term of service. An Appointee can officially quit, but all esoteric skills will be purgated from their minds. Desertion is considered one of the worst crimes and Appointees found guilty without mitigating circumstances are generally obliterated. Non-Human Appointee Non-Human Appointees have the same obligations as human appointees. Many accept that their nation was conquered by the Empire and now they are making the nest of a bad situation. If they complete their Appointment they will be given citizenship in the Empire and allowed a voice in the ruling of their colony. Non-humans who are Appointees may still face some prejudice, but most humans respect the non-human’s willingness to serve the Empire. Non-human Appointees often suffer the most criticism from their own people who despise the Appointees and see them as traitors and turncoats. 9 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Approved 7,501 When an Appointee reaches 7,501 status they may be “Approved” to learn the Major Esoteric Disciplines. They must petition a Union Leader who will approve their advancement within the Union. They are entrusted with more weighty responsibilities within their Union and maybe included in the governance of the Union. They have access to learn and master all the skills of the occupation. Appointees are permitted to learn other occupations at this level of status. Affirmed 12, 501 When an approved Appointee reaches 12, 501 status they may be “Affirmed” by a group of at least five Union Leaders. An Affirmed member of the Union is a Union Leader. They may promote an Appointed to Approved status and also commit their vote to advance an Approved Appointee to the Affirmed status. Anointed 20,001 When an Affirmed Appointee reaches 20,001 status they may be “Anointed” by a group of at least seven Union Leaders. If they are members of multiple occupations the seven leaders may be of any of the occupations to which they practice. They are considered hero of the Empire and are called an “Anointed Appointed” and afforded great honors wherever they travel. They do not pay for lodgings. They are given an apartment in the Imperial City and are allowed to attend all meetings of the Senate where they will wear white robes of leadership with a 10 black stole. Citizenship 25, 001 When an anointed Appointee reaches 25,001 status they may apply for Citizenship. As a Citizen they are entitled to lead their local community. They are also provided an estate in the Imperial City and are allowed to attend all meetings of the Senate where they will wear white robes of leadership. Citizens are humans (and theoretically non-humans) who have served the Empire and are afforded a number of benefits, such as participation in the government and freedom from taxes. Citizenship is an honor reserved for those who swear an oath to serve the Empire. All persons seeking citizenship must complete their Imperial Appointment by accumulating 25,000 status in the service of the Empire and 25 Fame Deeds of Renown. Status is earned by adventuring and attending official functions of the Empire. Fame Deeds are actions of Renown credited to the Appointee. Each Infamy Deed counts against the total Fame Deeds. A candidate for citizenship must apply directly to the Senate listing all Fame Deeds. If citizenship is granted the Appointee will be given the official token of citizenship; if citizenship is not granted the Appointee will be given a written explanation of why citizenship was denied. After the Imperial Appointee’s citizenship is confirmed and he may at any time thereafter retire from official ser- Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training vice and enter into business enterprises or other pursuits. After becoming a citizen the person is expected to participate in the government of their local community and are required to attend all posted meetings of citizens. Senator When a citizen retires from adventuring they may become elected to a term in the Senate. Senators will stay in the Imperial City at their estate. They will have a vote on the Imperial Senate and will where the white robes of leaderships and the golden crown of a Senator. General Skills These skills are mundane skills and can be learned by all people. Fabricating The skill to make things is a common thing in the realms. Constructing and manufacturing are mundane methods of fabrication used to build everything from small items, to vehicles, and to castles. constructing - 200, manufacturing - 100. Feats These feats can be learned by almost everyone. They are do not require the expenditure of heroic effort to perform. They are considered mundane and are not regulated by the Empire. critical melee I - 200, critical ranged I - 200, dodge I - 200, evade I - 400, knockback I - 200, parry I - 200, propel I 200, quick aim I - 200, quick load I - 200, strength I - 100, stagger I - 200, stun I - 200, willpower I - 200. Knowledge Instead of providing an alphabetical list of skills, these skills have been broken down into their groups according to their use. The skill to regain feats is not considered Esoteric Lore. While these skills can only be used in mana rich areas, they not proscribed by Imperial Law, because they technically do not manipulate mana directly. Athletic Knowledge: balance - 200, climb I - 100, climb II - 200, coordinate - 200, escape - 200, hold breath - 100, leap - 300, pratfalls - 300, swim I - 100, swim II - 200 Combat Knowledge: armor I - 200, armor II - 200, armor III - 200, armor IV - 200, armor V - 200, armor VI - 200, armor VII - 200, armor VIII - 100, blindfight - 200, compound combat - 400, fatal finish - 100, weapons (shield I) - 300, weapons (shield II) - 200, Commercial Knowledge: commerce - 100, scrounge 200, wealth I - 200, wealth II - 200, wealth III - 200, wealth IV - 200, wealth V - 200 Communicative Knowledge: interrogation - 400, language <additional> - 100, performance - 100, politics 100, psychology - 100, resist interrogation - 200 Medical Knowledge: compound handling - 200, first aid - 100, forensics - 100, medicine - 200, mutilation - 100, resuscitate - 100, splint - 100, surgery - 400, survival - 100 Observation Knowledge: compound sleight - 300, enigmas - 100, extrasensory perceptions - 200, hypnosis - 400, mettle I - 400, mettle II - 200, mettle III - 200, navigation - 100, sense I - 100, sense II - 300, sense III - 200 Social Knowledge: regain feat (appreciation) - 200, regain feat (boasting) - 200, regain feat (calisthenics) - 200, regain feat (combat training) - 200, regain feat (commune) - 200, regain feat (contest mental) - 200, regain feat (contest physical) - 200, regain feat (debate) - 200, regain feat (decadence) - 200, regain feat (divination) - 200, regain feat (examination) - 200, regain feat (feasting) - 200, regain feat (flirting) - 200, regain feat (gossip) - 200, regain feast (grievance)- 200, regain feat (innovate) - 200, regain feat (investigation) - 200, regain feat (jocularity) - 200, regain feat (mediation) -200, regain feat (nefarious rites) 200, regain feat (nostalgia) - 200, regain feat (observation) - 200, regain feat (prayers) - 200, regain feat (procession) - 200, regain feat (revival) - 200, regain feat (scheming) 200, regain feat (stealth practice) - 200, regain feat (stomp) - 200, regain feat (story telling) - 200, regain feat (symbolize) - 200, regain feat (tactical discussion) - 200, regain feat (target practice) - 200, regain feat (theorize) - 200 Study Knowledge: astronomy - 100, biology - 100, chemistry - 100, computers I - 100, computers II - 300, computers III - 200, embalm - 100, geology - 100, history - 100, imaging - 100, law - 100, literature - 100, mathematics 100, military - 100, occult I - 100, occult II - 300, occult III - 200 . physics - 100, teach I - 100, teach II - 100, theology - 100, tracking - 200 Subterfuge Knowledge: bindings - 100, crime - 100, disarm trap - 200, forgery - 200, gambling - 200, gaming - 200, pick locks - 300, pocket pick - 300, pocket place 100, rumors - 100, vermin handling - 100 Technical Knowledge: bindings - 100, electronics I - 100, electronics II - 300, electronics III - 200, explosives I- 200, explosives II - 400, fine arts - 100, maintenance - 400, me- 11 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training chanics I - 100, mechanics II - 300, mechanics III - 200, repair - 100 skills are very different, requiring a larger expenditure of status in order to learn all the required basic skills. Transportation Knowledge: animal handling - 100, ride I - 200, ride II - 100, ride III - 100, vehicles I - 200, vehicles II - 100, vehicles III - 100 All occupations allow for an Imperial Appointment-- the Empire needs dedicated rat catchers, burglars and prostitutes. Generally, a person will join and occupation and only after proving themselves will Union Leaders allow the person to be granted an Imperial Appointment. Each entry describes the duties of a non-appointed person performing the mundane aspects of the occupation, but also describes the duties of an official Imperial Appointee who is expected to develop Esoteric Skills in the service of the Empire. Weapons Knowledge: weapons (body) I - 300, weapons (body) II - 200, weapons (body) III - 200, 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 (gun) I - 200, weapons (gun) II - 200, weapons (gun) III - 200, weapons (gun) IV - 100, weapons (gun) V - 100, weapons (throw) I - 100, weapons (throw) II - 100, weapons (throw) III - 200. Occupations There are many ways for people to make their way in the Empire of Tyrs, but most people choose an occupation. These occupations are closely supervised by powerful Unions who set labor standards and prices throughout the Empire. The Unions are controlled by Citizens who have earned their citizenship through that appointment. Occupations allow people access to Esoteric Lore. Esoteric Lore are powerful skills that represent advanced or specialty training in the occupation. The listed occupations are the only occupations in the world that allow the learning of Esoteric Lore. A person must learn all the basic skills of the occupation before they may begin to learn the Esoteric Lore of the additional occupation(s). People do not need to follow an occupation. Persons who do not follow these occupations may still learn the general skills, but they will not have the ability to learn any Esoteric Skills that are provided through the occupations. The occupations provide the fundamental knowledge necessary to develop the Esoteric Skills listed under the occupation. All people can start their adventures with one occupation. As they adventure people can seek to gain admission to additional occupations by applying to a Union, and convincing Union leaders to accept them. It is easier to switch between similar occupations because the basic skills are similar. When the occupations are dissimilar (for example, a gladiator becoming an apostle) the basic 12 If a person wants to legally learn Esoteric Lore, they must have an Imperial Appointment in an occupation. Imperial Appointments are recorded with the Empire and all Imperial Appointees are expected to act for the protection of the Empire. If a person without an Imperial Appointment learns Esoteric Lore through other means (such as joining a cult) he or she is a malefactor and if caught will likely face purgation or obliteration. A Union can remove a member if that member consistently violates Imperial Law or otherwise harms the reputation of the occupation. Union Leaders will generally give warnings to offenders, but particularly heinous crimes or patterns of antisocial behavior will eventually lead to dismissal. When a person is dismissed from an occupation the Union leaders are permitted to purgate all Esoteric Lore granted by the occupation. During the Epoch of Nations the human republic made great advances in magic and science. While the cerebrans used only magic, the humans embraced aspects of both. Industry flourished in the Human Republic, developing alongside and in conjunction with magical marvels. This lead to the establishment of occupations dedicated to pursuing a certain set of skills. Occupation groups called Unions were established to train members in the highly specialized skills needed to achieve the mastery of magic and science. Every member of an Occupation has a status in the Union that governs the occupation. Each level of status brings the Appointee greater glory, wealth and power, but also places on them a greater responsibility. The advancement from one level to the next is accompanied with a ceremony of advancement. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Acolyte Acolytes are trained religious specialists who deal in the day to day operations of a faith. They handle people, protect temples and work to spread the faith. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed. Acolytes without an appointment care for temples and handle the day to day affairs of their religions. Imperial Acolyte Appointees are responsible for creating and managing their own faiths in the Empire. Imperial Acolytes following Dark Faiths must be careful, because they often suffer prejudice and are commonly declared cults by competing faiths so their enemies can seize their assets. Occupation Skills Feat: parry I - 200. Knowledge: astronomy - 100, balance - 200, biology - 100, climb I - 100, first aid - 100, history 100, occult I - 100, psychology - 100, regain feat (prayers) - 200, resuscitate - 100, splint - 100, swim I - 100, theology - 100, weapons (body) I - 300. Minor Esoteric Disciplines Feats: critical melee II - 200, deflect strike I - 200, dodge II - 400, fend I - 200, fend II - 200, knockback II - 200, parry II - 400, seize I - 400, strength II - 100, strength III - 200, stun II - 200, stun III - 200. Knowledge: grappling 300. Rituals: bolster body - 200, divine allegiance - 200, divine body - 200, divine mana - 200, divine shrine - 200, divine symbol - 200 divine vestment - 300, dome (permeable holy) - 100, embody strengthener (ecclesiastic) - 100, remembrance (eulogy) - 100, restoration - 300, return 200, send dreams - 100, song (hymn) - 100, spiritquest 400, , talisman (bone) - 100, time reducer (idol) - 200, wall (permeable holy) - 100. Major Esoteric Disciplines Feats: critical melee III - 200, deflect strike II - 400, disarm I - 200, dodge III - 400, evade II - 400, feint I - 200, fend III - 400, knockback III - 200, knockback IV - 200, knock out I - 400, knock out II - 400, parry III - 400, pursue II - 400, seize II - 400, strength IV - 200, stun IV - 200, tough I - 400. Rituals: area (holy) - 200, divine altar - 300, divine avatar - 1000, divine beast - 100, divine benevolence - 100, divine bond - 200, divine homage - 100, divine mark - 100, divine prayers - 200, divine reliquary - 300 Ambassador An ambassador is a diplomat sent by one group of people to represent themselves to another. Ambassadors can negotiate deals between the nations of the world or simply represent the interests of two local groups having a dispute. Ambassadors are trained to avoid bloodshed and the members of this occupation have very strict guidelines for their members regarding honesty and neutrality. Non-appointed Ambassadors handle local matters. Imperial Ambassador Appointees travel the realm resolving conflicts between Imperial policy and local residents. They handle the duties of explaining the necessity for a new tax, but also exciting, dangerous missions like trying to convince a community to abandon their homes avoid a coming storm. Occupation Skills Feat: willpower I - 200. Knowledge: commerce - 100, compound handling - 200, crime - 100, fine arts - 100, first aid - 100, history - 100, interrogation - 400, law - 100, navigation - 100, politics - 100, psychology - 100, regain feat (debate) - 200, theology - 100. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: dome (permeable psi) - 100, song (serenade) - 100, subservience I - 1000, wall (permeable psi) - 100. Spells: amnesia - 200, awaken - 200, bewilder 200, damage specific (psi) - 200, compliant - 400, dazzle 200, distract - 200, emotions - 200, enhance weapon - 100, fear - 200, fugue - 200, laughter - 200, protest being - 400, screaming - 200, spook - 200, tremble - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaching sp&p II - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (psi) - 200, subservience II - 200, subservience III - 200, telepath - 500. Spells: aggression - 400, confuse being - 400, cower - 200, dominate being - 600, sleep 400. 13 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Animator Non-appointed Animators specialize in the gathering of corpses and the maintenance of the undead armies serving the Emperor. Non-appointee animators are little more than body collectors with dreams of some day gaining an official appointment and the right to use necromancy legally. Animators are hated by most races of the realm, because necromantic energies warp the heart and mind. All animators struggle against the terrible side effects of their magic, and many succumb to insanity, but the noble ones make the sacrifice to protect humanity, whereas the less noble use the magic for the rush of power and awesome glory of leading armies of undead. In the Empire, the raising of corpses by anyone other than an Animator in military service is prohibited by law and carries a sentence of purgation or obliteration. Imperial Animator Appointees serve in the Imperial military where they raise the dead to reinforce the army. Animators are not allowed to become citizens. When they retire from military service they are given an estate to manage. Sometimes Animators will go renegade, especially after they have spent a few years in the boredom of retirement. Occupation Skills Knowledge: astronomy - 100, biology - 100, climb I - 100, chemistry - 100, crime - 100, fatal finish - 100, first aid - 14 100, forensics - 100, geology - 100, hold breath - 100, military - 100, occult I - 100, regain feat (nefarious rites) - 200, resuscitate - 100, sense I - 100, splint - 100, survival - 100. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: animate undead I - 300, animate undead II - 100, conjure haunter - 100, creation circle - 200, dome (permeable necromantic) - 100, embody construct (revenant) - 200, projectile device (necromantic) - 100, protection - 100, purify blood - 200, restoration - 300, return - 200, song (hymn) - 100, spiritquest - 400, storage (skull) I - 200, visage (undead) - 200, wall (permeable necromantic) - 100, wall (permeable wither) - 100. Spells: animate corpse - 400, animate undead I - 600, damage specific (necromantic) - 200, call corpses - 200, corpses follow 200, control undead - 400 enhance weapon - 100, feign death - 100, heal - 400, purify food and drink - 100, rebuke living being - 200, speaking corpse - 200. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (necromantic) - 200, area (undead) - 300, healing (grave) - 400, storage (skull) II - 200, tap (animating) - 600. Spells: animate undead II - 400, animate undead III - 200, avert all living beings - 600, corpsify - 600, master undead - 200. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Apothecary Apothecaries study the interactions of chemical compounds and material substances. Their knowledge of the interaction of chemicals on body processes is astounding. Apothecaries often work in civilian clinics and/or military hospitals. They can also serve governmental leaders and other important persons within the Empire. Apothecaries without appointments are limited to using basic herbs and plants to cure ailments. Imperial Apothecary Appointees mix and brew magical compounds to heal, cure, manipulate, enhance and deplete body processes. They are also skilled the creation of hazardous materials. Occupation Skills Knowledge: biology - 100, chemistry - 100, compound combat - 400, compound handling - 200, first aid - 100, forensics - 100, geology - 100, medicine - 200, psychology - 100, regain feat (examination) - 200, resuscitate - 100, splint - 100, survival - 100. Major Esoteric Discipline Compounds: curative - 500, hazard - 300, narcotic - 300, poison - 500. Feats: augment sp&p I - 200, breaking sp&p I - 200, catch I - 200, conceal sp&p I - 200, dodge II - 400, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200, willpower II - 400. Rituals: embody construct (golem) - 200, laboratory - 200, purify blood - 200, restoration - 300, return - 200, spirit quest - 400. Spells: attenuate - 100, dispel - 200, harm - 500, heal - 400, mete mana - 200, moving force - 200, purify food and drink - 100, seal source - 100, steal mana - 200, squelch - 200. Major Esoteric Discipline Compounds: disabler - 500, enabler - 500, infection - 300, toxicant - 300. Feats: augment sp&p II - 200, breaking sp&p II - 200, bursting sp&p I - 400, catch II - 200, conceal sp&p II - 200, double sp&p II - 400, evade II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200. Rituals: healing (bunk) - 400, preservation - 100. Spells: injure body - 500, injure mana - 200, mass moving force - 600, shell - 500. Apostle Apostles spread their faith around the world. They are travelers who go into the wildest places in order to convince others to join the faith. They are responsible for spreading religion throughout the realm. Imperial Apostle Appointees are allowed to create their own faiths in the Empire. Religious tolerance is one of the hallmarks of the Empire and so long as the faith does not encourage the violation of Imperial laws the faith will be allowed. Occupation Skills Feat: willpower I - 200. Knowledge: astronomy - 100, biology - 100, enigmas - 100, fine arts - 100, first aid - 100, history - 100, literature - 100, occult I - 100, politics - 100, psychology - 100, regain feat (revival) - 200, resuscitate 100, rumors - 100, splint - 100, swim - 100, theology - 100. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Prayers: attenuate - 100, damage specific (holy or profane) - 200, dispel - 200, enhance weapon - 100, heal 400, mete mana - 200, pass exposure - 200, purify food and drink - 100, seal source - 100, steal mana - 200, squelch - 200. Rituals: bridge - 200, conjure archon - 100, dispelling - 100, divine allegiance - 200, divine body - 200, divine mana - 200, divine shrine - 200, divine vestment - 300, dome permeable (holy or profane) - 100, embody strengthener (ecclesiastic) - 100, projectile device (holy) 100, restoration - 300, return - 200 send dreams - 100, song (hymn) - 100, spiritquest - 400, storage (prayer beads) I 200, talisman (bone) - 100, time reducer (idol) - 200, wall (permeable (holy) - 100. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaking sp&p II - 200, bursting sp&p I - 400, breaching sp&p I - 200, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (holy or profane) - 200, area (pious) - 300, divine altar - 300, divine avatar - 1000, divine beast - 100, divine benevolence - 100, divine bond - 200, divine homage - 100, divine mark - 100, divine prayers - 200, divine reliquary - 300, divine symbol - 200, storage (prayer beads) II - 200, site (monolith) - 200. Spells: shell - 500. 15 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Archer Archers specialize in using bows. They are commonly found in the military of civilian defense forces. Imperial Archer Appointees train the rank and file archers of the Empire. Veteran archers are some of the best shots in the world. Occupation Skills Feat: critical ranged I - 200, dodge I - 200, parry I - 200, quick aim I - 200. Knowledge: climb I - 100, first aid - 100, military - 100, regain feat (target practice) - 200, repair - 100, rumors - 100, splint - 100, survival - 100, swim I - 100, weapons (bow) I - 200 Minor Esoteric Discipline Feats: critical ranged II - 200, critical ranged III - 200, distance drop I - 400, dodge II - 400, double range I - 100, intercept I - 200, limb pierce I - 200, limb pierce II - 400, propel II - 200, propel III - 200, quick aim I - 200, quick aim II - 200, quick load I - 200, quick load II - 200, stagger II - 200, stagger III - 200. Ritual: coloring (camouflage) 200, replenish ammunition - 200, song (war) - 100. Major Esoteric Discipline Feats: concuss I - 400, concuss II - 400, critical ranged IV - 400, distance drop II - 400, dodge III - 400, double range II - 100, intercept II - 400, eye pierce - 600, kill pierce 600, limb pierce III - 400, propel IV - 200, quick aim III - 200, quick load III - 200, strafe I - 600, stagger IV - 200, vocal pierce - 400. Artificers Artificers spend their lives making magical items. Those without Imperial appointments usually work for Appointees gathering materials, cleaning the workshops and doing other menial tasks in the hopes of gaining an appointment. Imperial Artificers often find work in the military or as specialists providing unique items for wealthy citizens. Occupation Skills Fabrication: constructing - 200, manufacturing - 100. Knowledge: biology - 100, chemistry - 100, computers 100, electronics I - 100, electronics II - 300, enigmas - 100, first aid - 100, geology - 100, imaging - 100, mathematics - 100, mechanics I - 100, mechanics II - 300, mechanics III - 100, occult I - 100, occult II - 300, occult III -100, physics - 100, repair - 100, sense I - 100. Minor Esoteric Disciplines Fabricating: fashioning I - 200, fashioning II - 200, fashioning III - 200, fashioning IV - 200, fashioning V - 200 Major Esoteric Disciplines Fabricating: artificing I - 100, artificing II - 100, artificing III - 100 “I wear the armor of my father. Emblazoned with arcane symbols and studded with gems of power, this armor gives me great strength and protects me from harm. It is an artifact created by Imperial Artificers and given to my family by the Emperor. I wear the armor with honor serving the Empire as did my father before me. My sword and shield are his to command.” Imperial Commander of the Second Bar. 16 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Assassin No other occupation is more universally despised then the shadowy killer for hire. Legitimized as an official occupation by Tyrs and used to murder non-human leaders during the Age of Woe many feel that the Assassin’s Union should be disbanded. Non-appointed assassins will sell their services to the cheapest bidder, while Imperial Assassin Appointees can demand high fees for their very selective and personalized methods of killing. The Union is only supposed to accept assignments against legitimate threats to the Empire, but in the Union’s clandestine world lives are bought and sold and no one really knows if any death was truly an accident. Occupation Skills Knowledge: balance - 200, biology - 100, chemistry 100, climb I - 100, crime - 100, disarm trap - 200, escape - 200, fatal finish - 100, first aid - 100, pick locks - 300, regain feat (stealth practice) - 200, rumors - 100, survival - 100, swim - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, critical range II - 200, critical ranged III - 200, elude darkness I - 200, elude woodlands I - 200, evade II - 400, limb cut I -200, limb throw I - 200, pursue I - 200, surprise strike I 200, surprise strike II - 200, surprise strike III - 200, vocal cut - 400, vocal throw - 400. Compounds: hazard - 300, poisons - 500. Powers: awaken - 200, distract -200. Rituals: alertness - 200, coloring (darkening) - 200, conjure guide - 100, dispelling - 100, locate - 200, mask - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100, time reducer (tool) - 200. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Major Esoteric Discipline Feats: assassinate I - 800, assassinate II - 800, elude darkness II - 200, elude woodlands II - 200, eye cut - 600, eye throw - 600, surprise strike IV - 400, waylay I - 400, waylay II - 400, waylay III - 400. Compounds: disabler - 500, narcotics - 300. Rituals: astray - 200, disguise - 200, invisible - 400, transposer - 300. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300 Barrister Barristers are courtroom advocates who prosecute and defend accused criminals or represent clients in non-criminal matters. They are the lawyers of the world. Trained Barristers are the only persons allowed to interpret Imperial Law and serve in judicial positions or represent clients in the Imperial Court. Barristers are one occupation when non-appointees can enjoy great success as litigators using only their natural social and intellectual skills. Imperial Barrister Appointees serve within the Imperial Court system. They train Barristers and serve as Judges. Occupation Skills Feat: willpower I - 200. Knowledge: crime - 100, enigmas - 100, fine arts - 100, first aid - 100, history - 100, interrogation - 400, law - 100, literature - 100, politics - 100, regain feat (investigation) - 200, wealth I - 200. Minor Esoteric Discipline Feats: annoyance I - 100, annoyance II - 100, augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200, willpower II - 400. Rituals: annoyance I - 100, annoyance II - 100, dispelling - 100, dome (impermeable) - 200, dome (permeable energy) - 200, glib voice - 100, storage (crystal) I - 200, wall (impermeable) - 200, wall (permeable energy) - 200. Spells: amnesia - 200, attenuate - 100, awaken 200, damage generic (energy) - 500, dispel - 200, emotions - 200, fear - 200, laughter - 200, mete mana - 200, moving force - 200, pass exposure - 200, purify food and drink - 100, screaming - 200, seal source - 100, spook - 200, squelch - 200, steal mana - 200, taunt - 200, tremble - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: annoyance III - 100, storage (crystal) II, telepath - 500.. Spells: aggression -200, cower - 200, mass moving force - 600, pacify - 200, shell - 500, sleep - 400. 17 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Beggar Beggars survive by asking others for money, food and shelter. They are arguably the lowest class of person in the realm. Begging is allowed throughout the Empire, but some localities establish beg-free areas of the city. Imperial Beggar Appointees are clandestine operators. They travel the underbelly of society searching out malefactors, revolutionaries and criminals. Occupation Skills Feat: dodge I - 200. Knowledge: binding - 100, climb I - 100, commerce - 100, crime - 100, fatal finish - 100, gambling - 200, psychology - 100, regain feat (decadence) - 200, repair - 100, rumors - 100, scrounge - 200, survival - 100, swim - 100, tracking - 200. Minor Esoteric Discipline Feats: critical ranged II - 200, critical ranged III - 200, distance drop I - 400, dodge II - 400, elude darkness I - 200, elude woodlands I - 200, evade II - 400, limb throw I - 200, limb throw II - 400, parry II - 400, propel II - 200, propel III - 200, quick aim II - 200, surprise strike I - 200, surprise strike II - 200. Rituals: coloring (darkening) - 200, conjure guide - 100, dispelling - 100, locate - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100. Major Esoteric Discipline Feats: critical ranged IV - 400, elude darkness II - 200, elude woodlands II - 200, eye throw - 600, kill throw - 600, vocal throw - 400 waylay I - 400. Rituals: astray - 200, mask - 200 18 Bounty Hunter Bounty Hunters apprehend fugitives. Imperial Bounty Hunters Appointees go after criminals that flee the Imperial Courts. They are paid when they bring the accused in for trial. Bounty Hunters follow their own code of conduct within Imperial Law. Occupation Skills Knowledge: binding - 100, climb I - 100, crime - 100, disarm trap - 200, fatal finish - 100, first aid - 100, interrogation - 400, law - 100, pick locks - 300, psychology 100, regain feat (investigation) - 200, rumors - 100, swim I - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, elude darkness I - 200, elude woodlands I - 200, evade I - 400, negate sp&p I - 400, pursue I - 200, quick cast sp&p I - 200, recover I - 200. Rituals: coloring (darkening) - 200, conjure guide - 100, dispelling - 100, locate - 200, mask - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100, time reducer (orders) - 200. Spells: attach - 200, impede melee - 200, impede ranged - 200, impede responses - 200, restrain arm - 200, slow - 200, stop - 200. Traps: door traps - 200, obstacle traps - 400, snare traps - 300. Major Esoteric Discipline Feats: augment sp&p II - 200, conceal sp&p II - 200, double sp&p II - 400, elude darkness II - 200, elude woodlands II - 200, evade II - 400, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: astray - 200, disguise - 200, invisible - 400, transposer - 300. Spells: crush - 200, immobilize arms - 200, immobilize body - 200, immobilize legs - 200, immobilize vocals - 200, petrify - 200. Traps: container traps - 200, hanger traps - 300, pressure traps - 300. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Burglar Cabalogist Burglars break into homes and businesses intending to steal. The gulf between the rich and the poor is great and getting larger every year. Crime in all of the Imperial Cities is on the rise, but the Burglars Union makes sure that thievery never gets out of control. Cabalogists study the tides of dark magic that flow through the realm. Their goal is to prevent the corruption of the world, and maintain the natural order. They specialize in the destruction of undead, conjurations, and demons. Imperial Burglar Appointees ensure that criminal codes are adhered to and that violence does not spill over into upstanding communities. They also steal from foreign countries and those who stand against the Empire. They are sent to rob precious artifacts, scientific documents, artwork, magical items and other things of value. The Imperial Cabalogist Appointee protects the Empire by hunting cultists, harmful secret societies, and creatures spawned by the dark energies of the Dead One. Occupation Skills Feat: evade I - 400. Knowledge: climb I - 100, climb II - 200, commerce - 100, crime - 100, disarm trap - 200, fine arts - 100, first aid - 100, law - 100, pick locks - 300, regain feat (scheming) - 200, rumors - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, deflect strike II - 400, disarm I - 200, elude darkness I - 200, elude woodlands I - 200, evade II - 400, feint I - 100, fend I - 200, knockback II - 200, limb crush I - 200, limb crush II - 400, parry II - 400, riposte I - 200, stun II - 200, vocal crush - 400. Rituals: coloring (darkening) - 200, conjure guide - 100, locate - 200, mask - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100, time reducer (tool) - 200. Traps: container traps - 200, door traps - 200, pressure traps - 300. Major Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, critical melee IV - 400, disarm II - 400, elude darkness II - 200, elude woodlands II - 200. eye crush - 600, feint II - 100, fend II - 200, kill crush - 600, limb crush III - 400, parry III - 400, rend I - 600, riposte II - 400. Rituals: astray - 200, disguise - 200, invisible - 400, transposer - 300. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300. Occupation Skills Knowledge: astronomy - 100, climb I - 100, fatal finish 100, first aid - 100, history - 100, navigation - 100, occult I - 100, regain feat (theorize) - 200, resuscitate - 100, rumors - 100, sense I - 100, sense II - 300, swim I - 100, theology - 100, tracking - 200. Minor Esoteric Discipline Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: dome (permeable energy) - 200, projectile device - 200, purify blood - 200, remembrance (eulogy) - 100, restoration - 300, return - 200, send dreams - 100, song - 100, spiritquest - 400, storage (orb) I - 200, talisman (polished) - 100, wall (permeable energy) - 200. Spells: attenuate - 100, damage generic (energy) - 500, dispel -200, heal - 400, mete mana - 200, pass exposure 200, purify food and drink - 100, rebuke conjuration - 200, rebuke undead - 200, slow conjuration - 400, slow undead - 400, seal source - 100, speaking element - 200, speaking corpse - 200, squelch - 200, steal mana - 200, stop conjuration - 200, stop undead - 200.. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I -200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (energy) - 200, site (monolith) - 200, storage (orb) II - 200, ward (conjuration) - 300, ward (undead) - 300. Spells: avert all conjurations - 400, avert all undead - 400, call corpses 200, destroy conjuration - 300, destroy undead - 300, kill conjuration - 300, kill undead - 300, protest conjuration 400, protest undead - 400, shell - 500. 19 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Captain Captains are military leaders trained to sail ships on the sea or in the sky, but they also serve as land artillery officers. Captains without appointments serve as aides to Appointed Imperial Officers, hoping to garner sufficient distinction to gain their own appointment. Unappointed Captains gain often find employment in the civilian section. Imperial Captain Appointees are generally military officers serving in the Sea, Sky and Artillery Cores of the Imperial Military, but can be assigned to specific non-military duties. A captain will design a specific symbol and uniform for their units. Occupation Skills Feat: critical ranged I - 200, dodge I - 200, willpower I 200. Knowledge: climb I - 100, first aid - 100, law - 100, military - 100, navigation - 100, politics - 100, psychology - 100, regain feat (tactical discussion) - 200, repair - 100, resuscitate - 100, splint - 100, swim I - 100 Minor Esoteric Discipline Feats: critical ranged II - 200, critical ranged III - 200, distance drop I - 400, distance drop II - 400, dodge II - 400, double range I - 100, limb shot I - 200, limb shot II - 400, limb shot III - 400, parry II - 400, propel II - 200, quick aim II - 200, quick load II - 200, stagger II - 200, stagger III - 200, vocal shot - 400. Rituals: alertness - 200, armor clothes- 300, armor hat - 100, bridge - 200, dispelling - 100, embody strengthener (recruit) - 100, military allegiance - 200, military award - 200, military body - 200, military mana - 200, military memorial - 200, military uniform - 300, song (war) - 100. Major Esoteric Discipline Feats: concuss I - 400, critical ranged IV - 400, double range II - 100, eye shot - 600, hero stand - 600, kill shot 600, negate sp&p I - 400, propel III - 200, propel IV - 200, quick aim III - 200, quick load III - 200, Stagger IV - 200, strafe I - 600. Rituals: military armory - 300, military barracks - 300, military code - 200, military mark - 100, military mastery - 100, military retreat - 100, military shield - 200, military standard - 100, military stronghold - 100, military tour of duty - 100, military weapon - 200. 20 Commander Commander lead soldiers into battle. They specialize in melee combat and are found in the Impetial Land Cor leading infantry and cavalry soldiers. Commanders without appointments serve as aides to Appointed Imperial Officers, hoping garner sufficient distinction to gain their own appointment. Unappointed Commanders not serving in the Imperial Military will often organized mercinary companies. A commander will design a specific symbol and uniform for their units. Occupation Skills Feat: critical melee I - 200, parry I - 200, willpower I 200. Knowledge: climb I - 100, first aid - 100, law - 100, military - 100, navigation - 100, politics - 100, psychology - 100, regain feat (tactical discussion) - 200, repair - 100, resuscitate - 100, splint - 100, swim I - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, deflect strike II - 400, disarm I - 200, disarm II - 400, dodge II - 400, eye cut - 600, feint I - 100, feint II - 100, fend I - 200, fend II - 200, knockback I - 200, knockback II - 200, limb cut I - 200, limb cut II - 400, parry II - 400, riposte I - 200, stun II - 200, vocal cut - 400. Rituals: alertness - 200, armor clothes - 300, armor hat 100, bridge - 200, dispelling - 100, embody strengthener (recruit) - 100, military allegiance - 200, military award - 200, military body - 200, military mana - 200, military memorial - 200, military uniform - 300, song (war) - 100. Major Esoteric Discipline Feats: critical melee III - 200, fend II - 200, hero stand - 600, kill cut - 600, knock back III - 200, knock back IV 200, knock out I - 400, limb cut III - 400, negate sp&p I 400, rend I - 600, riposte II - 400, stun III - 200, stun IV - 200. Rituals: military armory - 300, military barracks - 300, military code - 200, military mark - 100, military mastery - 100, military retreat - 100, military shield - 200, military standard - 100, military stronghold - 100, military tour of duty - 100, military weapon - 200. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Constable Constables enforce laws and keep the peace throughout the Empire. Non-appointee constables will generally work as deputies for the Imperial Constable Appointees who act as the leader of civilian police forces. Occupation Skills Feats: dodge I - 200, parry I - 200, willpower I - 200. Knowledge: commerce - 100, enigmas - 100, first aid 100, law - 100, military - 100, politics - 100, psychology - 100, regain feat (tactical discussion) - 200, repair - 100, sense I - 100, splint - 100, tracking - 200 Minor Esoteric Disciplines Feats: critical melee II - 200, critical melee III - 200, critical ranged II - 200, critical ranged III - 200, disarm I - 200, deflect strike I - 200, dodge II - 400, evade II - 400, feint I 100, fend I - 200, knockback II - 200, knockback III - 200, limb cut I - 200, limb shot I - 200, negate sp&p I - 400, parry II - 400, quick cast sp&p I - 200, quick cast sp&p II - 200, stun II - 200, stun III - 200, willpower II - 400. Rituals: alertness - 200, armor clothes - 100, armor hat - 100, bridge - 200, dispelling - 100, dome (impermeable) - 200, dome (permeable energy) - 200, embody strengthener (recruit) - 100, military allegiance - 200, military award - 200, military body - 200, military mana - 200, military memorial - 200, military uniform - 300, song (war) - 100, wall (impermeable) - 200, wall (permeable energy) - 200. Spells: fortitude - 400, mete mana - 200, moving force - 200. Major Esoteric Disciplines Feats: critical melee IV - 400, critical ranged IV - 400 deflect strike II - 400, disarm II - 400, dodge III - 400, fend II - 200, hero stand - 600, knockback IV - 200, knock out I - 400, negate sp&p II - 400, repulse sp&p I - 400, riposte I - 200, stun IV - 200, parry III - 400. Rituals: military armory - 300, military barracks - 300, military code - 200, military mark - 100, military master - 100, military retreat - 100, military shield - 200, military standard - 100, military stronghold - 100, military tour of duty - 100, military weapon - 200. Spells: mass moving force - 600. Destroyer Destroyers are battle mages who specialize in magic that causes damage, injury, and death. They are usually wrathful people, often full of anger and eager to cause destruction. They are the Empire’s whirlwinds of death, crack casters skilled in martial endeavors and usually without fear or conscious. Destroyers seeking Imperial Appointments will often assist Imperial Appointees serving as guards while learning the basic knowledge that will one day allow them to become and Imperial Destroyer. Imperial Destroyer Appointees are often found in military units or assisting civic authorities with remodeling slum neighborhoods. Occupation Skills Feats: willpower I - 200. Knowledge: astronomy - 100, chemistry - 100, climb I - 100, extra sensory perception - 200, fatal finish - 100, first aid - 100, literature - 100, military - 100, occult I - 100, mathematics - 100, regain feat (contest mental) - 200, sense I - 100, sense II - 300, swim I - 100. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Spells: deafen - 200, drain - 200, dull senses - 200, enfeeble - 200, exhaust - 200, fatigue melee - 200, fatigue ranged - 200, fatigue responses - 200, harm - 500, hemorrhage - 400, hobble leg - 400, mute - 400, snuff - 200. Rituals: bridge - 200, dispelling - 100, dome (permeable harm) - 200, projectile device (wither) - 100, storage (crystal) I - 200, time reducer (tool) - 200, wall (permeable harm) - 200 Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, dodge II - 400, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, parry II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Spells: blind - 200, death - 200, forestall - 200, incapacitate - 300, , injure body - 500, injure mana - 200, kill - 400, maim arm - 400, weakness - 200, weary - 200. Rituals: area (harm) - 200, storage (crystal) II - 200, site (monolith) - 200 21 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Duelist Duelists are professional fighters hired by wealthy persons to settle matters of honor or questions of legality. The results of a duel can be used as evidence in legal proceedings. Duelists use swords or pistols. In the Empire the best Duelists gain an Imperial Appointment and are used to settle matters of honor and law between citizens so that the citizens themselves are not injured. This important societal function earns the few who survive their appointment the right to become citizens. Occupation Skills Feats: critical melee I - 200, dodge I - 200, parry I - 200, Knowledge: climb I - 100, fatal finish - 100, first aid - 100, law - 100, military - 100, politics - 100, regain feat (combat training) - 200, repair - 100, resuscitate - 100, sense I - 100, splint - 100, swim I - 100. Minor Esoteric Disciplines Feats: critical melee II - 200, critical melee III - 200, critical ranged II - 200, critical ranged III - 200, disarm I - 200, distance drop I - 400, dodge II - 400, feint I - 200, fend I - 200, limb cut I - 200, limb shot II - 400, parry II - 400, quick aim I - 200, quick aim II - 200, riposte I - 200, stagger II - 200, stun II - 200. Rituals: armor clothes - 300, armor hat - 100, bolster body -200, dispelling - 100, firm grip - 100, polishing rag - 200, invulnerable limb - 400, reinforce shield - 200, reinforce weapon - 200, spiritual (competition) - 100, song (war) - 100. Major Esoteric Discipline Feats: critical melee IV - 400, critical ranged IV - 400, dodge III - 400, eye cut - 600, eye shot - 600, feint II - 400, fend II - 200, kill cut - 600, kill shot - 600, parry III - 400, riposte II - 400. Elementalist Elementalists are mages that specialize in manipulating the four worldly elements of fire, water, air and earth. They create and control elementals. Elements are animated by four elemental powers: earth, air, water and fire. Non-appointed Elementalists work for Appointees doing menial tasks and learning the basic knowledge necessary to use Esoteric Lore. The Elementalist Union is very elitist and limits the number of newly admitted each year. Imperial Elementalist Appointees are often used to support the army or civilian defense forces or in construction projects. Occupation Skills Knowledge: astronomy - 100, biology - 100, chemistry 100, enigmas - 100, first aid - 100, geology - 100, history - 100, mathematics - 100, occult I - 100, politics - 100, physics - 100, regain feat (symbolize) - 200, rumors - 100, scrounge - 200, sense I - 100, splint - 100, swim - 100, theology - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: assemble elemental I - 300, assemble elemental II - 100, creation circle - 200, dome (permeable earth) - 100, dome (permeable heat) - 100, dome (permeable water) - 100, dome (permeable wind) - 100, projectile device (earth) - 100, projectile device (heat) - 100, projectile device (water) - 100, projectile device (wind) - 100, protection - 100, purify blood - 200, restoration - 300, return - 200, spiritquest - 400, tap (assembling) – 600, visage (elemental) - 200, wall (permeable earth) - 100, wall (permeable heat) - 100, wall (permeable water) - 100, wall (permeable wind) - 100. Spells: assemble corpse - 400, assemble elemental I - 600, control conjuration - 400, dam- “Built of iron, wood, sky stone and canvas my ship is sleek and dark. I can feel the trembling of the propeller as machine sprites turn the shaft. I am a sailor of the skies. Most sky ships sail by the wind, but I command a war ship and I can make my own wind. “Forward” I shout and I hear the machine sprites moan, but my forward speed increases. Today I hunt pirates, and maybe tomorrow I’ll find those airadan revolutionaries on their eagle mounts and send them plummeting to their deaths.” Sky Captain 22 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training age specific (earth) - 200, damage specific (heat) - 200, damage specific (water) - 200, damage specific (wind) 200, enhance weapon - 100, heal - 400, purify food and drink - 100, rebuke conjuration - 200, speaking element - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Spells: assemble elemental II - 400, assemble elemental III - 200, conjurate - 600, master conjuration - 200. Rituals: area (conjuration) - 300, area (earth) - 200, area (heat) - 200, area (water) - 200, area (wind) - 200, ward (conjuration) - 300. Enchanter The enchanter is a mage that specializes in enchanting people and objects. Enchanters without appointments are regulated to working for the Enchanter Union in the hopes of learning Esoteric Lore. They will usually work the counters taking orders and keeping inventory. Imperial Enchanter Appointees are usually shop owners who will often supervise a number of non-appointed enchanters. Some Imperial Enchanters find employment in the Military. Occupation Skills Knowledge: astronomy - 100, biology - 100, chemistry 100, commerce - 100, electronics I - 100, enigmas - 100, fine arts - 100, first aid - 100, gaming - 200, geology - 100, literature - 100, mathematics - 100, mechanics - 100, occult I - 100, physics - 100, regain feat (innovate) - 200, repair - 100, sense I - 100. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: adornment (keep sake) - 200, alertness - 200, alter auras - 200, armor clothes - 300, armor hat 100, bolster body - 200, bolster mana - 200, breather - 100, buffing - 200, buoyant item - 100, conjure attendant - 100, coloring (blooding) - 200, death awareness - 200, education - 200, embody construct (golem) - 200, embody construct (marionette) - 200, firm grip - 100, glib voice - 100, heightened sensers - 200, invulnerable limb - 400, locate - 200, lock - 200, polishing rag - 200, projectile device 200, protection - 100, recover item - 200, reinforce shield - 200, reinforce weapon - 200, replenish ammunition - 200, restoration - 300, return - 200, spatial location - 200, talisman (polished) - 100, theft protection - 100, time reducer (tool) - 200, trans-mutation - 200. Spells: attenuate - 100, damage generic (energy) - 500, dispel - 200, fortitude 400, mete mana - 200, moving force - 200, pass exposure - 200, steal mana - 200, squelch - 200. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: bottomless bag - 300, deform - 300, electroshock - 200, pass lore 400. Spells: seal source - 100, shell - 500, mass moving force - 600. 23 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Engineer The engineer is an educated individual who specializes in building, design and operation of machines. The focus of the discipline includes the understanding of machines, and the use of mending and anti-automaton magics. Engineers working towards their appointments will often spend many hours machining parts on lathes and presses. Giant workshops employ hundreds of hopefuls, but only a few of the Engineers actually become Appointed. Once Appointed the Imperial Engineer supervises the massive imperial factories that churn out war machines of the Empire. Occupation Skills Knowledge: biology - 100, chemistry - 100, computers I - 100, electronics I - 100, first aid - 100, geology - 100, mathematics - 100, mechanics I - 100, mechanics II - 300, occult I - 100, physics - 100, regain feat (innovate) - 200, repair - 100, scrounge - 200, sense I - 100, vehicles I - 200. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: bridge - 200, dispelling - 100, dome (impermeable) - 200, dome (permeable energy) - 200, legacy (schematics) -100, projectile device - 200, purify blood - 200, restoration - 300, return - 200 send dreams - 100, song - 100, spiritquest - 400, storage (orb) I - 200, talisman (polished) - 100, wall (impermeable) - 200, wall (permeable energy) - 100. Spells: attenuate - 100, damage (energy) - 500, dispel - 200, fortitude - 400, heal - 400, impede melee - 200, impede ranged - 200, impede responses - 200, protest machine - 400, mete mana - 200, pass exposure 200, purify food and drink - 100, moving force - 200, seal source - 100, rebuke machine - 200, restrain arm - 200, slow machine - 400, speaking machine - 200, steal mana 200, stop machine - 200, squelch - 200. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (energy) - 200,site (recharger) - 200, storage (orb) II - 200, ward (machine) - 300. Spells: assimilate corpse - 400, avert all machines - 400, crush - 200, destroy machine - 300, disrupt machine - 400, immobilize arms - 200, immobilize body 200, immobilize legs - 200, immobilize vocals - 200, kill machine - 300, mass moving force - 600, shell - 500. 24 Explorer Explorers press civilization into the deep wilderness and unchartered areas of the world. They seek out new mineral wealth, undiscovered fertile lands and old ruins. They lead settlers into these areas and help to establish colonies for the Empire. Explorers without appointments do much of the actually looking. In fact the quickest way to an appointment is to make some great discovery. Imperial Explorer Appointees are in charge of exploiting new areas of historical or economic interest. Occupation Skills Knowledge: astronomy - 100, climb I - 100, commerce - 100, crime - 100, disarm trap - 200, fine arts - 100, first aid - 100, law - 100, navigation - 100, occult I - 100, pick locks - 300, regain feat (scheming) - 200, repair - 100, rumors - 100, splint - 100, swim - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, critical ranged II 200, critical ranged III 200, dodge II - 400, deflect strike I - 200, disarm I - 200, distance drop I - 400, double range I - 100, fend I - 200, feint I - 200, knockback II - 200, parry II - 400, propel II - 200, quick aim II - 200, quickcast I - 200, quick load II - 200, limb cut I - 200, limb shot I - 200, strength II - 100, stun I - 200, stun II - 200. Rituals: breather - 100, bridge - 200, conjure guide - 100, death awareness - 200, dome (impermeable) - 200, dome (permeable energy) - 200, dispelling - 100, firm grip - 100, invulnerable limb - 400, locate - 200, polishing rag - 200, smuggle - 200, time reducer (tome) - 200, storage (crystal) I - 200, wall (impermeable) - 200, wall (permeable energy) - 200. Spells: attenuate - 200, dispel - 200, mete mana 200, squelch - 200, steal mana - 200. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300 Major Esoteric Discipline Feats: critical melee IV - 400, , critical ranged IV - 400, disarm II - 400, dodge III - 400, evade II - 400, fend II 200, knockback III - 200, limb cut II - 400, limb shot II - 400, parry III - 400, propel III - 200, stun III - 200. Rituals: alertness - 200, alter auras - 200, area (energy) - 200, bridge - 200, dispelling - 100, dome (impermeable) - 200, firm grip - 100, heightened senser - 200, invisible - 400, projectile device - 200, site(monolith) - 200, spatial location - 200, storage (crystal) -200, transposer - 300, wall (impermeable) - 200. Spells: fortitude - 400, seal source - 200, shell - 500. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Forger Forgers are the item makers of the Empire. They work in vast factories manufacturing weapons, armor and equipment for the soldiers Empire. This is one of the largest Unions and one of the most difficult as well. Hours working on lathes, drill presses and grinding wheels means for exhausting days. Imperial Forger Appointees manage the vast factories of the Empire. They preside over the massive foundries with their thousands of laborers and non-appointed forgers. Occupation Skills Fabricating: constructing - 200, manufacturing - 100. Knowledge: chemistry - 100, commerce - 100, maintenance - 400, mathematics - 100, mechanics I - 100, mechanics II - 300, mechanics III - 200, physics - 100, regain feat (innovate) - 200, repair - 100, scrounge - 200, weapons (crushing) I - 100 Minor Esoteric Discipline Fabricating: fashioning I - 200, fashioning II - 200, fashioning III - 200, fashioning IV - 200, fashioning V - 200. Feats: augment sp&p I - 200, bash I, critical melee II 200, double sp&p II - 200, feint II - 100, fend I - 200, knockback II - 200, limb crush I - 200, limb crush II - 400, negate sp&p I - 400, parry II - 400, strength II - 100, stun II - 200. Powers: form tool - 400, form melee weapon - 400, form ranged weapon - 200, form shield - 200, mend - 600, unbreakabable item - 200, weight decrease - 200. Rituals: dome (impermeable) - 200, embody construct (simulacrum) - 200, reinforce shield - 200, reinforce weapons - 200, wall (impermeable) - 200, work station - 200. Major Esoteric Discipline Feats: Feats: critical melee III - 200, critical melee IV 400, disarm I - 200, fend II - 200, knock back III - 200, knock back IV - 200, knock out I - 400, knock out II - 400, limb cut II - 400, parry III - 400, propel III - 200, riposte II - 400, stun III - 200, stun IV - 200. Powers: drop all - 200, impervious item - 200, weight increase - 400. Gladiator Gladiators fight in local games for the entertainment of the common people. Most are non-appointed gladiators are just bare melee brawlers participating in cruel, bloody spectacles where men and women fight at the bequest of chanting crowds. The Union only advances though truly successful fighters and most who attempt this brutal profession end up crippled or dead long before they reach an Imperial Appointment. A few great fighters have become known throughout the Empire, but most meet tragic ends in the pursuit of glory. Occupation Skills Feats: critical melee I - 200, parry I - 200. Knowledge: climb I - 100, fatal finish - 100, first aid - 100, grappling 300, military - 100, performance - 100, regain feat (combat training) - 200, repair - 100, rumors - 100, splint - 100, survival - 100, swim I - 100, weapon (body) I - 300, weapon (throw) I - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical ranged III - 200, disarm I - 200, deflect strike I - 200, dodge II - 400, - 200, feint II - 100, fend I - 200, knockback II - 200, limb chop I - 200, limb crush I - 200, limb cut I - 200, limb throw I - 200, negate sp&p I - 400, parry II - 400, propel II - 200, quick aim II - 200, seize I - 400, strength II - 100, stun II - 200, tangle limb I - 200, tangle limb II - 400. Rituals: armor clothes - 300, armor hat - 100, bridge - 200, dispelling - 100, dome (impermeable) - 200, firm grip - 100, invulnerable limb - 400, song (bawdy) - 100. Major Esoteric Discipline Feats: critical melee III - 200, critical melee IV - 400, critical ranged III - 200, critical ranged IV - 400, constrict I - 200, disarm II - 200, distance drop I - 400, dodge III - 400, evade II - 400, fend II - 200, knockback III - 200 knockback IV - 200, knock out I - 400, knock out II - 400, limb chop II - 400, limb crush II - 400, limb cut II - 400, limb throw II - 400, parry III - 400, propel III - 200, seize II - 400, seize III - 600, stun III - 200, stun IV - 200, tangle body I - 400. 25 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Granger The Grangers Union admits all farmers or herders and is the largest Union in the Empire. A large majority of non-citizens practice this occupation. Most work communal properties or the properties of a wealthy citizen, but there are a fair number of old money families that own vast estates with hundreds of slaves. Imperial Granger Appointees are those farmers and herders who have an amazing aptitude for agriculture. They travel the land helping farmers and herders improve their holdings. Occupation Skills Knowledge: animal handling - 100, astronomy - 100, biology - 100, climb I - 100, disarm trap - 200, first aid - 100, forensics - 100, geology - 100, navigation - 100, regain feat (commune) - 200, sense I - 100, splint - 100, survival - 100, swim I - 100, tracking - 200, vermin handling - 100 Minor Esoteric Discipline Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, evade II - 400, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: beast skin - 200, call familiar - 200, call vermin - 100, conjure guide - 100, dome (permeable swarm) - 200, empower beast - 200, harden hands (chopping) - 200, harden hands (crushing) - 200, harden hands (cutting) - 200, heightened senser - 200, perimeter - 100, restoration - 300, return - 200, song (beast) - 100, talisman (natural) - 100, wall (permeable swarm) 200. Spells: befriend beast - 400, damage generic (swarm) - 500, heal - 400, protest beast - 400, pass exposure - 200, purify food and drink - 100 rebuke beast - 200, slow beast - 400, speaking beast - 200, stop beast - 200. Traps: obstacle traps - 400, snare traps - 300. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400,evade III - 600, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (natural) - 300, area (swarm) - 200, healing (garden) - 400, morph beast - 300, purify blood - 200. Spells: avert all beasts - 400, beastify - 400, call beasts - 200, command beast - 600, devolve being - 400. Traps: door traps - 200, hanger traps - 300. Knight Knights compete in the tournament circuit, which starts as soon as the spring rains end and lasts until the harvest. The tournaments are gala affairs in which the knights compete in jousting, archery and grand melees on specially prepared tournament fields. Knightly tournaments are the entertainment of the wealthy and privileged, and attendance is often restricted to the upper class. Non-appointed knights will fight in bouts to entertain the masses, sometimes even fighting in gladiatorial matches, but these affairs are looked down on as inferior displays. A true night only fights on a tournament field. Some knights outfit themselves, but many are supported by wealthy patrons. The most famous knights found Knightly Orders. These are teams of knights and other appointees that dress in fancy uniforms and adorn themselves with heraldry. They will fight against other Orders in spectacular clashes. In the Empire all of the best tournaments are only open to the Imperial Knight Appointees and their Orders. Only an Imperial Knight Appointee can found an Imperial Knightly Order which is recognized by the Empire and allowed to participate in the best tournaments. Occupation Skills Feat: critical melee I - 200, parry I - 200. Knowledge: climb I - 100, fine arts - 100, first aid - 100, history - 100, law - 100, literature - 100, military - 100, performance 100, politics - 100, regain feat (feasting) - 200, repair - 100, resuscitate - 100, splint - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, disarm I - 200, dodge II - 400, feint I - 200, fend I - 200, fend II - 200, knockback II - 200, knockback III - 200, limb crush I - 200, limb cut I - 200, parry II - 400, riposte I - 200, strength I - 100, strength II - 100, strength III - 200, stun II - 200, stun III - 200. Rituals: armor clothes - 300, armor hat - 100, dispelling 100, embody strengthener ( recruit) - 100, firm grip - 100, invulnerable limb - 400, military allegiance - 200, military body - 200, military mana - 200, military memorial - 200, military uniform - 300, polishing rag - 200, reinforce shield - 200, reinforce weapon - 200, song (war) - 100. Tend your fields with love and the flows of mana will give you a bountiful harvest. Tend your fields with hate and you will reap what you sow! Imperial Granger 26 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Major Esoteric Discipline Feats: bash I - 200, bash II - 400, critical melee III - 200, critical melee IV - 400, deflect strike II - 400, disarm II - 400, dodge III - 400, feint II - 400, fend III - 400, hero stand - 600, knockback IV - 200, knock out I - 400, knock out II - 400, limb crush II - 400, limb cut II - 400, negate sp&p I - 400, parry III - 400, riposte II - 400, strength IV - 200, stun IV - 200. Rituals: glib voice - 100, military armory - 300, military barracks - 300, military code - 200, military retreat - 100, military shield - 200, military standard - 100, military stronghold - 100, military tour of duty - 100, military weapon - 200. Mechanator The mechanator specializes in the creation and control of machines. These mechanical constructs are powered by the arcane mechanical principles empowered by the forces of physical order. Mechanators seeking appointments will work in Union shops trying to impress Union leaders sufficiently to gain appointments. Imperial Mechanator Appointees specialize in the animation of corpses through mechanical processes. They are primarily used as a cheap labor force, but have been proven effective in military engagements. Occupation Skills Fabricating: fashioning I - 200. Knowledge: biology 100, chemistry - 100, electronics - 100, fatal finish - 100, geology - 100, maintenance - 400, mathematics - 100, mechanics - 100, physics - 100, regain feat (theorize) - 200, repair - 100, sense I - 100, weapons (crushing) I - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: assimilate automaton I - 300, assimilate automaton II - 100, creation circle - 200, dome (permeable acid) - 100, dome (permeable electric) - 100, mana storing (orb) I - 200, projectile device (acid) - 200, embody construct (simulacrum) - 200, projectile device (electric) - 100, protection - 100, purify blood - 200, restoration - 300, return - 200, song (work) - 100, spiritquest - 400, storage (orb) I - 200, visage (machine) - 200, wall (permeable acid) - 100, wall (permeable electric) - 100. Spells: assimilate corpse - 400, assimilate automaton I 600, control machine - 400, damage specific (acid) - 200, damage specific (electric) - 200, enhance weapon - 100, heal - 400, mend - 600, purify food and drink - 100, rebuke machine - 200, speaking machine - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (acid) 200, area (electric) - 200, area (mechanical) - 300, healing (apparatus) - 400, storage (orb) II - 200, tap (assembling) 600. Spells: assimilate automaton II - 400, assimilate automaton III - 200, machinate - 600, master machine - 200. 27 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Musketeer Musketeers train with firearms. The guns of the world operate with explosive powder. Some are muzzle loading, but cartridge pistols are becoming more common. Humans use guns extensively, but many other races do not. The Musketeer Union requires all soldiers and sailors using a musket to become a member. Imperial Musketeer Appointees train the rank and file musket-using soldiers and sailors of the Empire. Veteran musketeers are some of the most accurate marksmen in the world. Occupation Skills Feats: critical ranged I - 200, dodge I - 200, propel I - 200. Knowledge: climb I - 100, fatal finish - 100, first aid - 100, regain feat (target practice) - 200, repair - 100, resuscitate - 100, rumors - 100, splint - 100, survival - 100, swim I 100, weapon (guns) I -100, weapon (guns) II - 100. Minor Esoteric Discipline Feats: critical ranged II - 200, critical ranged III - 200, distance drop I - 400, dodge II - 400, double range I - 100, double range II - 100, intercept I - 200, limb shot I - 200, limb shot II - 400, propel II - 200, propel III - 200, quick aim I - 200, quick aim II - 200, quick load I - 200, quick load II - 200, stagger II - 200, stagger III - 200, vocal shot - 400. Rituals: replenish ammunition - 200. Major Esoteric Discipline Feats: critical ranged IV - 400, concuss I - 400, concuss II - 400, distance drop II - 400, dodge III - 400, eye shot 600, intercept II - 400, kill shot - 600, limb shot III - 400, propel IV - 200, quick aim III - 200, quick load III - 200, stagger IV - 200. Obliterator An obliterator has the power to send a person’s soul into the void. It is universally agreed, by humans and non-humans alike, that the skills of obliteration and purgation should only be learned by government officials. All national governments will purgate individuals who have those skills. All Obliterators work for the Imperial Court. The non-appointed obliterators act as guards and servants to the Appointees as they learn their profession. The sole task of and Imperial Obliterator is to destroy the spirits of criminals punished by the Imperial Court. They commonly purge malefactors of their skills. They often travel with Barristers. Obliterator Appointees can only legally perform an obliteration or purgation with a Writ of Authorization from the Empire. Occupation Skills Knowledge: astronomy - 100, biology - 100, embalm 100, extrasensory perceptions - 200, fatal finish - 100, first aid - 100, interrogation - 400, law - 100, mathematics 100, occult I - 100, regain feat (grievance) - 200, sense I - 100, sense II - 300. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, breaking sp&p II - 200, conceal sp&p I - 200, conceal sp&p II - 200, impacting sp&p I - 200, impacting sp&p II - 200, negate sp&p I - 400, quick cast sp&p I - 200, quick cast sp&p II - 200, recover I - 200. Rituals: afflict I - 100, afflict II - 200, bridge - 200, dispelling - 100, dome (impermeable) - 200, dome (permeable energy) - 200, remembrance (effigy) - 100, send dreams - 100, spiritquest - 400, storage (crystal) - 200, time reducer (tome) - 200, wall (impermeable) - 200, wall (permeable energy) - 200. Spells: anchor spirit - 200, attenuate - 100, damage generic (energy) - 500, dispel - 200, fortitude - 400, mete mana - 200, moving force - 200, pass exposure - 200, seal source - 100, sever soul - 400, shell - 500, squelch - 200 steal mana - 200. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, bursting sp&p I - 400, bursting sp&p II - 400, recover II - 200. Rituals: afflict III - 100, area (energy) - 200, area (spirit bane) - 400, conjure attendant - 100, curse - 200, obliteration - 400, purgation - 600, site (monolith) - 200, storage (crystal) II - 200. Spells: damnation - 400, exodus -200, mass moving force - 600, soul sear - 400, soul wrack - 400. 28 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Physician The Physician’s Union ensures a high standard of care throughout the Empire. Physicians without an appointment care for the sick using mundane medicine and surgical practices. These will be mostly country doctors practicing medicine in small towns or slum doctors working in the many impoverished city areas. The lucky non-appointed will work as attendants to Imperial Physicians. These are on a fast track to their own appointments, whereas the doctors on the country and the slums will likely never advance in the Union. Many Imperial Physicians treat wealthy clients, some serve in the military, and a few travel around trying to bring help the sick wherever they are found. Occupation Skills Knowledge: bindings - 100, biology - 100, chemistry 100, fatal finish - 100, first aid - 100, forensics - 100, history - 100, medicine - 200, mutilation - 100, politics - 100, psychology - 100, regain feat (examination) - 200, resuscitate - 100, sense I - 100, splint - 100, wealth I - 200. Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: dispelling - 100, dome (impermeable) - 200, healing location (bunk) - 400, infirmary - 200, purify blood - 200, restoration - 300, return - 200, spiritquest - 400, storage (crystal) I -200, wall (impermeable) 200. Spells: attenuate - 100, damage generic (harm) - 500, dispel - 200, deafen - 200, dull senses - 200, heal - 400, harm - 500, hemorrhage - 400, mete mana - 200, moving force - 200, purify food and drink - 100, seal source - 100, snuff - 200, squelch - 200, steal mana - 200. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Spells: blind - 200, hobble leg - 400, injure body - 500, injure mana - 200, kill - 400, mass moving force - 600, maim arm - 400, mute - 400, shell - 500. Rituals: site (monolith) - 200, storage (crystal) II - 200, time reducer (orders) - 200, Pilot The pilot drives vehicles which can range from small personal vehicles to the massive war machines and transportation vehicles of the Imperium. This powerful union controls most of the shipping in the world. All vehicles used for commercial purposes in the transportation of goods or people must be operated by a trained pilot. The pilot’s union deals harshly with those who attempt to circumvent this rule. Imperial Pilot Appointees learn espteric lores in order to augment his or her capacity to control, fix and repair the vehicle. Occupation Skills Knowledge: astronomy - 100, climb I - 100, commerce 100, first aid - 100, geology - 100, navigation 100, regain feat (tactical discussion) - 200, repair - 100, rumors - 100, sense I - 100, splint - 100, survival - 100, swim I - 100, tracking - 200, vehicle I - 200, vehicles II - 100 Minor Esoteric Disciplines Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: bridge - 200, dispelling - 100, dome (impermeable) - 200, dome (permeable energy) - 200, legacy (schematics) -100, projectile device - 200, storage (crystal) I - 200, talisman (polished) - 100, wall (impermeable) 200, wall (permeable energy) - 100. Spells: attenuate 100, damage (energy) - 500, dispel - 200, fortitude - 400, protest machine - 400, mend - 600, mete mana - 200, moving force - 200, seal source - 100, rebuke machine - 200, slow machine - 400, speaking machine - 200, steal mana - 200, stop machine - 200, squelch - 200, weight decrease - 200, weight increase - 400. Major Esoteric Disciplines Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (energy) - 200, ascertain - 200, site (recharger) - 200, storage (crystal) II - 200, ward (machine) - 300. Spells: avert all machines - 400, destroy machine - 300, disrupt machine - 400, kill machine - 300, mass moving force - 600, shell - 500. 29 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Prostitute Prostitutes ply the oldest trade known to the realm; they give love for money. From the poorest street-walker to the most exclusive escort, the prostitute can always find ready work. The Prostitute’s Union is a powerful organization protecting prostitutes from harm and taking action when harms occur. With the influence of the Union all prostitutes live very well. The most charismatic prostitutes act as consorts to citizens and other high governmental officials. This kind of success will lead to an Imperial Appointment and all the entitlements thereof. Occupation Skills Knowledge: bindings -1 00, biology - 100, blind fight 200, climb I - 100, commerce - 100, crime - 100, escape - 200, first aid - 100, history - 100, performance - 100, politics - 100, psychology - 100, regain feat (flirting) - 200, rumors - 100, scrounge I - 200. Minor Esoteric Discipline Feats: augment sp&p I - 200, bypass I - 200, conceal sp&p I - 200, double sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200, surprise strike I - 200, surprise strike II - 200. Compounds: narcotics - 300, poison - 500. Rituals: afflict I - 100, alertness - 200, coloring (painting) 200, dance (alluring) - 100, dispelling - 100, dome (impermeable) - 200, smuggle - 200, song (serenade) - 100, stealthy - 100, storage (musical instrument) I - 200, theft protection - 100, time reducer (tool) - 200, wall (impermeable) - 200. Spells: amnesia - 200, awaken - 200, bewilder - 200, compliant - 400, dazzle - 200, distract - 200, emotions - 200, fugue - 200, laughter - 200, taunt - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, bypass II - 400, conceal sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, surprise strike III - 200, surprise strike IV - 400, waylay I - 400, waylay II - 400. Compounds: disabler - 500, toxicant - 300. Rituals: afflict II - 100, afflict III - 100, laboratory - 200, preservation - 100, site (luxurious seat) - 200, storage (musical instrument) II - 200, subservience I - 1000, talisman (polished) - 100. Spells: aggression - 400, confuse being - 400, dominate being - 600, pacify - 200, protest being - 400, sleep - 400. 30 Ruffian The ruffian can be found in many different employs. They are often soldiers or act as bodyguards for important persons or leaders. Sometimes they work in the underworld running protection rackets, intimidate other criminals and generally serve as muscle. Some ruffians take to brigandry. Brigands rob travelers along the highways. Most brigands form into bands and follow a brigand leader. In the wilder areas of the world some of these bands can have three or four score members. Brigands are more common in the rustic provinces of the Empire. Many of the large groups of brigands are rumored to be supported by non-human governments. Often, an Imperial Legion needs to be dispatched to destroy the band of brigands. The Ruffian’s Union is the most disorganized of all the Unions. Imperial Ruffian Appointees serve as press gangs and as intimidating personal body guards for Imperial governmental officials. Imperial Appointees often travel to foreign countries where they operate clandestinely as highway robbers in an effort to disrupt civil affairs within that nation. Occupation Skills Feats: critical melee I - 200, knockback I - 200, parry I - 200, stun I - 200. Knowledge: climb I - 100, fatal finish 100, first aid - 100, military - 100, navigation - 100, regain feat (combat training) - 200, repair - 100, resuscitate - 100, splint - 100, swim I - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, deflect strike II - 400, disarm I - 200, feint I - 200, fend I - 200, knockback II - 200, limb crush I - 200, limb crush II - 400, parry II - 400, riposte I - 200, stun II - 200, vocal crush - 400. Rituals: armor clothes 300, armor hat - 100, coloring (camouflage) - 200, embody strengthener (recruit) - 100, firm grip - 100, invulnerable limb - 400, polishing rag - 200, reinforce shield - 200, reinforce weapon - 200, replenish ammunition - 200, song (war) - 100. Major Esoteric Discipline Feats: critical melee III - 200, critical melee IV - 400, disarm II - 400, eye crush - 600, feint II - 400, fend II - 200, kill crush - 600, limb crush III - 400, parry III - 400, rend I - 600, riposte II - 400. Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Scribe Scribes are found wherever documents need to be copied. In some parts of the world, scribes set printing presses, but in others all documents are copied by hand. They are experts at exactly drawing the letters, and this perfection allows them to store power in drawings. Imperial Scribe Appointees write and copy imperial documents. They specialize in scripting runes of protection and drawing powerful glyphs. Occupation Skills Knowledge: astronomy - 100, climb I - 100, enigmas 100, extrasensory perceptions - 200, fine arts - 100, first aid - 100, history - 100, literature - 100, occult I - 100, politics - 100, regain feat (appreciation) - 200, rumors - 100, sense I - 100, sense II - 300, swim I - 100, theology - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Glyphs: glyph I - 200. Rituals: dispelling - 100, dome (impermeable) - 200, site (lettered post) - 200, talisman (lettered) - 100, time reducer (quill) 200, wall (impermeable) - 200. Scripts: rs&s I - 300, rs&s II - 300, rs&s III - 300. Spells: attenuate - 100, dispel - 200, mete mana - 200, moving force - 200, seal source 100, squelch - 200, steal mana - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, conceal sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200. Glyphs: glyph II - 200. Rituals: engraved shield 200, engraved weapon - 200. Scripts: rs&s IV - 300, rs&s V - 300. Spells: mass moving force - 600, shell - 500. Scholar Scholars are the keepers of the knowledge in the world of the world. They write and read books to preserve and pass on the wisdom of the ages. They preserve knowledge and can place skill in scrolls. Imperial Scholar Appointees are the caretakers of the Imperial Libraries, the researchers and the writers of history. Occupation Skills Knowledge: astronomy - 100, climb I - 100, enigmas 100, fine arts - 100, first aid - 100, geology - 100, history - 100, literature - 100, mathematics -100, occult I - 100, politics - 100, regain feat (theorize) - 200, rumors - 100, sense I - 100, sense II - 300, swim I - 100, theology - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, negate sp&p I - 400, quick cast sp&p I 200, recover I - 200. Knowledge: read sp&p I - 400, read sp&p II - 100, read sp&p III - 100. Rituals: dispelling - 100, dome (impermeable) - 200, education - 400, site (lettered post) - 200, talisman (lettered) - 100, time reducer (quill) - 200, wall (impermeable) - 200. Spells: attenuate - 100, dispel - 200, mete mana - 200, moving force - 200, seal source - 100, squelch - 200, steal mana. Major Esoteric Discipline Feats: augment sp&p II - 200, conceal sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200. Knowledge: read sp&p IV - 100, read sp&p V - 100. Rituals: enscroll sp&p - 200. Spells: mass moving force - 600, shell - 500. “The world is littered with cerebran ruins. They were masters of this world for many millennium and left their mark everywhere. Their mastery of magic allowed them to conceal their burial vaults, secret workshops and private homes from the world. Now ages later we are finding cerebran structures intact and preserved by cerebran magics.” Imperial Explorer 31 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Scout Scouts perform reconnaissance duties. They range out from the main body of a group to gather information about the route ahead. Imperial Scout Appointees are often assigned to a military unit or merchant caravan. Occupation Skills Knowledge: astronomy - 100, bindings - 100, biology 100, climb I - 100, crime - 100, disarm trap - 200, fatal finish - 100, first aid - 100, military - 100, navigation - 100, pick locks - 300, regain feat (stealth practice) - 200, rumors - 100, splint - 100. Minor Esoteric Discipline Feats: critical strike II- 200, deflect strike I - 200, dodge II - 400, elude darkness I - 200, elude woodlands I - 200, evade II - 400, parry II - 400, pursue I - 200, surprise strike II - 200. Rituals: conjure guide - 100, disguise 200, dispelling - 100, locate - 200, mask - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100. Spells: rebuke beast - 200, slow beast - 400, stop beast - 200. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300 Major Esoteric Discipline Feats: disarm I - 200, dodge III - 400, negate sp&p I 400, riposte I - 200, surprise strike I - 200, surprise strike II - 200, surprise strike III - 200, surprise strike IV - 400, waylay I - 400, waylay II - 400. Rituals: astray - 200. Spells: avert all beasts - 400, protest beasts - 400, hurt beast - 200, kill beast - 300. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Seer Seers specialize in divination and scrying. They are often consulted before any important decision can be made. Imperial Seer Appointees serve military or civilian leaders as advisors. Occupation Skills Knowledge: astronomy - 100, chemistry - 100, extra sensory perception - 200, fine arts - 100, first aid - 100, forensics - 100, law - 100, literature - 100, mathematics - 100, occult I - 100, politics - 100, psychology - 100, physics 100, regain feat (theorize) - 200, repair - 100, rumors - 100, sense I - 100, splint - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, breaching sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: adornment (luck charm) - 200, annoyance I - 100, annoyance II - 100, ascertain - 200, conjure attendant - 100, curse - 200, dome (impermeable) - 200, dome (permeable disintegrate) - 200, dispelling - 100, purify blood - 200, remembrance (augury) - 100, restoration - 300, return - 200, send dreams - 100, spiritquest - 400, storage (crystal) - 200, talisman (polished) - 100, time reducer (tome) - 200, wall (impermeable) - 200, wall (permeable disintegrate) - 200. Spells: anchor spirit - 200, attenuate - 100, damage generic (disintegrate) - 500, dispel - 200, heal - 400, mete mana - 200, moving force - 200, purify food and drink - 100, seal source - 100, squelch - 200, steal mana - 200. Major Esoteric Discipline Feats: augment sp&p II - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: annoyance III - 100, area (disintegrate) 200, site (monolith) - 200, seance I - 400, seance II - 200, storage (crystal) II - 200. Powers: mass moving force - 600, shell - 500. 32 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Spy Spies are paid informants. They are generally household servants, military personnel or government administrators, but occasionally a flamboyant figure becomes an unlikely spy. Spies need to learn a unique set of athletic skills, such as how to climb up walls to listen at windows, or to sneak across moats. Imperial Spy Appointees conduct clandestine operations to further the goals of the Empire. Occupation Skills Knowledge: balance - 200, biology - 100, chemistry 100, climb I - 100, crime - 100, disarm trap - 200, escape - 200, fatal finish - 100, first aid - 100, pick locks - 300, regain feat (stealth practice) - 200, rumors - 100, survival - 100, swim - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, double sp&p I - 200, elude darkness I - 200, elude woodlands I - 200, evade II - 400, pursue I - 200, recover I - 200, surprise strike I - 200, surprise strike II - 200, surprise strike III - 200. Compounds: disabler - 500, narcotics - 300. Powers: amnesia - 200, attenuate - 100, awaken - 200, dispel - 200, distract -200, emotions - 200, laughter - 200, mete mana - 200, squelch - 200, steal mana - 200. Rituals: ascertain - 200, alertness - 200, coloring (darkening) - 200, conjure guide - 100, dispelling - 100, locate - 200, mask - 200, pursuance - 200, smuggle - 200, stealthy - 100, theft protection - 100, time reducer (tool) - 200. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Major Esoteric Discipline Feats: assassinate I - 800, augment sp&p II - 200, double sp&p II - 200, recover II - 200, surprise strike IV - 400, waylay I - 400, waylay II - 400, waylay III - 400. Compounds: hazard - 300, poison - 500. Rituals: astray - 200, disguise - 200, invisible - 400, transposer - 300. Spells: aggression - 200, pacify - 200, seal source - 100, shell 500, sleep - 400, taunt - 200. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300 Terrorist Terrorists use acts of violence to compel people to acquiesce to their desires. They often have a political, cultural or religious belief as their motivations. Terrorist are becoming more popular in the world. Imperial Terrorist Appointees conduct terrorist attacks against any group resisting the Empire. Occupation Skills Knowledge: biology - 100, chemistry - 100, climb I 100, crime - 100, disarm trap - 200, escape - 200, fatal finish - 100, first aid - 100, pick locks - 300, politics - 100, psychology - 100, regain feat (grievance) - 200, rumors 100, survival - 100, swim - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical ranged II 200, dodge II - 400, double range I - 100, elude darkness I - 200, elude woodlands I - 200, evade II - 400, parry II - 400, surprise strike I - 200, surprise strike II - 200. Compounds: narcotics - 300. Rituals: alertness - 200, coloring (darkening) - 200, dispelling - 100, locate - 200, mask - 200, smuggle - 200, stealthy - 100, theft protection - 100, time reducer (tool) - 200. Spells: amnesia - 200, awaken - 200, bewilder - 200, compliant - 400, dazzle - 200, distract - 200, emotions - 200, fugue - 200, protest being - 400. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Major Esoteric Discipline Feats: critical melee III - 200, critical ranged III - 200, double range II - 100, surprise strike III - 200, surprise strike IV - 400, waylay I - 400. Compounds: poison 500. Rituals: astray - 200, disguise - 200, invisible - 400, transposer - 300. Spells: confuse being - 400, dominate being - 600. Traps: hanger traps - 300, obstacle traps 400, snare traps - 300 33 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Tinkerer Troubadour The tinkerer likes to work on items. The sphere of their magic includes enhancement of items and item affecting magics. Mechanical computers are all the rage in the world. Troubadours are entertainers. They are proficient jugglers and acrobats who are trained in songs and oral histories of the world. Imperial Troubadour Appointees are specialized entertainers of the Empire. Occupation Skills Occupation Skills Fabricating: Fashioning I - 200. Knowledge: chemistry - 100, commerce - 100, electronics I - 100, first aid - 100, geology I - 100 mathematics - 100, mechanics I - 100, mechanics II - 300, occult I - 100, physics - 100, regain feat (innovate) - 200, repair - 100, rumors - 100, splint - 100. Minor Esoteric Discipline Feats: augment sp&p I - 200, breaking sp&p I - 200, conceal sp&p I - 200, double sp&p I - 200, evade II - 400, impacting sp&p I - 200, negate sp&p I - 400, quick cast sp&p I - 200, recover I - 200. Rituals: adornment (keepsake) - 200, buoyant item - 100, dispelling - 100, dome (permeable disintegrate) - 200, embody strengthener ( laborer) - 100, restore item - 200, talisman (polished) - 100, time reducer (tool) - 200, trans-mutation - 200, work station - 200. Spells: damage (disintegrate) - 500, disable item - 400, disenchant item - 200, deteriorate - 400, find items - 200, form tool - 400, form melee weapon - 400, mend - 600, open lock - 200, unbreakable item. Major Esoteric Discipline Feats: augment sp&p II - 200, breaching sp&p I - 200, breaking sp&p II - 200, bursting sp&p I - 400, conceal sp&p II - 200, double sp&p II - 400,evade III - 600, impacting sp&p II - 200, negate sp&p II - 400, quick cast sp&p II - 200, recover II - 200, repulse sp&p I - 400. Rituals: area (disintegrate) - 200, bottomless bag - 100, bridge - 200, buffing - 200, locate - 200, lock - 200, projectile device - 400, recover item - 200, theft protection - 100, wall (permeable disintegrate) - 200. Spells: alter melee weapon - 200, alter ranged weapon - 200, drop all - 200, form ranged weapon - 200, form shield - 200, fragment 400, impervious item - 200, weight decrease - 200, weight increase - 400. 34 Feats: willpower I - 200. Knowledge: climb I - 100, crime - 100, extrasensory perceptions - 200, fine arts - 100, first aid - 100, history - 100, literature - 100, occult I - 100, performance - 100, politics - 100, psychology - 100, regain feat (story telling) - 200, rumors - 100, swim I - 100, theology - 100. Minor Esoteric Discipline Ballads: anchor spirit - 100, awareness - 100, body healing - 200, conscious - 100, convalesce - 100, corpse call - 200, item fixing - 200, juggernaut - 100, life - 100, miss shots 100, miss strikes - 100, omni-sensing - 100, pass exposure - 100, poison pausing - 100, returning - 100, robustness - 100, shielding - 200, spatial location - 100, stay healthy 100, stop bleeding - 100, strength - 100, unbreakable items - 100.. Feats: deflect strike I - 200, dodge II - 400, negate sp&p I - 400, parry II - 400, surprise strike I - 200, surprise strike II - 200. Rituals: alertness - 200, annoyance I - 100, annoyance II - 100, conjure celestine - 100, dance - 100, dispelling - 100, dome (permeable sound) - 100, embody strengthener (muse) - 100, glib voice - 100, legacy (artistic endeavor) - 100, remembrance (dirge) - 100, send song - 100, song - 100, storage (musical instrument) I 100, time reducer (baton) - 200, wall (permeable sound) - 100. Spells: -damage specific (sound) - 200, enhance weapon - 100, flee sound (boom) - 200 Major Esoteric Discipline Ballads: bolster will - 100, hovering - 100, resist [specific] damage - 200. Feats: disarm I - 200, dodge III - 400, evade II - 400, riposte I -200, stun II - 200, parry III - 400, waylay I - 400. Rituals: annoyance III - 100, area (musical) - 200, area (sound) - 200, storage (musical instrument) II - 200. Spells: mass flee sound (boom) - 600 Playtesting Draft Version 2014-03-15 - For Members Only Skills and Training Vermin Catcher Vermin catchers patrol the streets and sewers of cities and larger towns hunting the rats and other vermin that infest the realm of the world. Rats of all sizes are a major problem. They carry all sorts of disease, and some can be as big as a man. Keeping the rat population down to a manageable level is a constant struggle for the rat catcher. The Imperial Vermin Catcher Appointee is an expert rat catcher who supervises the rat catching of the city. Occupation Skills Feats: dodge I - 200, parry I - 200, Knowledge: climb I - 100, crime - 100, disarm trap - 200, fatal finish - 100, first aid - 100, military - 100, navigation - 100, regain feat (boasting) - 200, repair - 100, resuscitate - 100, sense I 100, splint - 100, swim I - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, deflect strike II - 400, disarm I - 200, dodge II - 400, fend I - 200, feint II - 200, knockback II - 200, knockback III - 200, limb chop I - 200, limb chop II - 400, parry II - 400, riposte I - 200, strength II - 100, stun II - 200, stun III - 200, vocal chop - 400. Rituals: armor clothes - 300, armor hat - 100, bridge - 200, dispelling - 100, firm grip - 100, polishing rag - 200, invulnerable limb - 400, reinforce shield - 200, reinforce weapon - 200, song (bawdy) - 100. Traps: hanger traps - 300, obstacle traps - 400, snare traps - 300. Major Esoteric Discipline Feats: critical melee IV - 400, disarm II - 400, evade I 400, eye chop - 600, feint II - 400, fend II - 200, kill chop - 600, knockback IV - 200, limb chop III - 400, parry III - 400, strength III - 200, stun IV - 200. Traps: container traps - 200, door traps - 200, pressure plate traps - 300. Wrestler Wrestling is the most popular sport in the Empire. Formal meals will almost always include entertainment and a bout of wrestling is an exciting addition to any meal. Wrestlers seeking an appointment work as training partners for Appointed Wrestlers. Wrestling Matches will included exhibition bouts will include up and coming non-appointed wrestlers. Sometimes non-appointed wrestlers will compete in gladiatorial matches or in the home sof less distinguished people, but this practice is frowned on by the Wrestler’s Union and will often ruin a wrestlers chance for appointment. The Imperial Wrestler Appointee is an expert wrestler who entertains in the household of the Citizens, wealth merchants and ancient noble families. Occupation Skills Feats: dodge I - 200, knockback I - 200, parry I - 200, strength I - 100. Knowledge: climb I - 100, fatal finish 100, grappling - 300, first aid - 100, history - 100, regain feat (contest physical) - 200, resuscitate - 100, splint I 100, swim I - 100. Minor Esoteric Discipline Feats: critical melee II - 200, critical melee III - 200, deflect strike I - 200, dodge II - 400, evade I - 400, knockback III - 200, fend I - 200, fling I - 400, knockback II - 200, parry II - 400, seize I - 400, strength II - 100, strength III - 200, stun II - 200, stun III - 200. Knowledge: Grappling - 300. Rituals: bolster body - 200, harden hands (chopping) - 200, harden hands (crushing) - 200, harden hands (cutting) - 200, song (war) - 100. Major Esoteric Discipline Feats: bash I - 200, catch I - 200, catch II - 200, constrict I - 200, deflect strike II - 400, disarm II - 400, dodge III - 400, evade II - 400, feint I - 200, fend II - 200, fling II - 400, knockback IV - 200, knock out I - 400, knock out II - 400, parry III - 400, seize II - 400, strength IV - 200, stun IV - 200, tough I - 400. Rituals: dispelling - 100, invulnerable limb - 400 35 Fifteen difference races of beings share the world of Meredia, each having very different faces and ideologies and each living in their traditional homelands since before the recording of history. The sixteenth race, the cerebrans who once ruled the realm was exterminated by the others and their homelands claimed by humans allowing Humanity to control the largest portion of the realm, the entire central continent. During the Epoch of Nations the human Republic settled the central continent and the vast distances allowed humanity to break down into different cultures. The people in each province have their own styles of dress, mannerism, patterns of speech and their own unique ideology. But each cultural group is woven together into the complex fabric of the Empire and bound together by these desperate times. There are nine provinces of the Empire. Aldar is the wealthiest Province. Exton is the industrial heart of the Empire with sprawling factories. Hosten is a province of hearty farmers and herdsmen. Irristan is the sparely settled desert of shifting sand and sparlking oasis. Kelluck is home to the proud kilt wearing folk who love to celebrate. The province of Lyrea is steeped in traditions of honor and family lineage. The forested lands of Sennay are home to a spiritual people who dwell in pointed, conical tents supported by lengths of wood. The coastal province of Forneare is the home to a sea-faring people. Wildar is the northernmost province and his home to the wild horse clans of the frozen north. The Darro are a wandering people without a Province making their home in caravans of painted wagons. The world is even more diverse than the Provinces and the founding of the Empire has bound the peoples to human rule as colonies. On the largest of the continents is six colonies. The orc lands of flowing magma and spewing lava is called Vulcrea. The klactons live under the deserts of Eremus. The high mountain homes of the satyrs is the colony of Dorsi. The pythians dwell in the rainforests of Lutea. The coastal colony of Labyrin is the home of the minotaurs. The elves live on the grasslands of Arvea. The mist shrouded mountains of islands of Nubisae are where the oculus dwell. The beardons live on the island of Holden and in the colony of Silvae live the deciduin. Deep under the ocean dwell in the underwate colony of Mare dwell the aquarians and high in the sky of Aethrae live the airadin. The smallest of the continents is the colony of Benivus where the rakkarrin, canarrin and weetles shared a common homeland. People of the Empire The Realm of Tyrs is populated by numerous different types of beings which are race races. Since the dawn of time the races of the realm have dwelled in specific geographic areas. tiful sky islands of Aethrae which float three miles above the sea. They use eagles and albatrosses as flying mounts and construct long rope and metal cable bridges to connect their sky islands together. During the Epoch of Slavery the Realm was ruled by the cerebran overlords. The humans lived in the northern part of the Central Continent while the mighty cerebran civilization spanned the southern portion. With the defeat of the cerebran overlords the humans expanded to control the entire central continent. When Tyrs attacked the Airadin during the Epoch of War he used sky ships bristling with cannon and bombed them into submission. The Airadin surrendered when one of their smaller sky islands cracked in half and spiraled down into the sea. The beaten Airadans became scouts for the airships and many still serve today even though they have become Denizens of the Empire instead of slaves. In the Epoch of Nations all of the races rose to prominence, but none were so great as the human republic. This lead to the Epoch of Woe which gave us the Empire. Now all of the subjugated races of the realm exist as colonies of the Empire. Airadin Abilities: fly I - 800, fly II – 600, fly III - 600 Cultural Knowledge: Appearance: Airadins appear similar to humans, but their facial features are more angular and instead of hair they have small feathers. All Airidin have wings protruding from their shoulder blades. Attitude: Airadins are thought to be wise and most will carefully deliberate every decision before committing themselves to action. Perhaps this caution comes from flying where one error of judgment could send them plummeting to the ground. Airadins are sometimes described as aloof and remote. They do not easily share their private thoughts and do not often display emotions, but most are caring individuals. While they may take a long time to make friends, they have a reputation for being fiercely loyal and devoted to their allies. History: Airadins dwell in the clouds living on the beau- Homeland: Aethrae are the Sky Lands, floating islands above the sea. It rarely rains, but vegetation is keep lush and green by the cloud banks rolling through depositing moisture and soaking everything. The skylands are kept aloft by a mineral called eather (or sky stone) that is lighter than air, about as strong as lead and has strong magnetic properties. Imperials mine the sky lands using the mineral to counter weight ironclad sky ships. Aquarian Abilities: aquatic - 100, body increase I - 100, respiration (liquid) - 100 Cultural Knowledge: Appearance: Aquarians are water dwelling beings with humanoid forms and facial features. Their skin has a blue tone and is covered with fine scales. Their hair is a complementary shade of green or blue. Attitude: Aquarians are perceived as intuitive, sensitive, emotional and nurturing, and like a river, they run deep. How an aquarian feels about a subject is often what matters and they usually base their actions on emotion, rather than on logic or intellect. They are attuned to waves of emotion and often seem to have sonar capable of reading another’s mood. This 37 Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm gives them a special sensitivity in relationships. At their best, aquarians are able to bring people together, but at their worst they are able to manipulate and control. Emotional Aquarians are often susceptible to mood swings. One moment they can be calm like the sea, but in the next they can possess the force of torrential rain. Appearance: Beardons have a human-like appearance, but have three to five ridges on their nose and both men and women have abundance of facial hair on their cheeks and chin. The ridges run across the bridge of the nose from cheek to cheek and appear as brown groves with some being deeper than others. Aquarians make good diplomats, because they can take in the feelings of others, process them, and put forth a plan or solution that will be conscientious to all. They also make great artists, often having an appreciation for aesthetic beauty and the ability to recreate that beauty in many forms. Attitude: Beardon are generally highly intelligent beings devoted to invention and construction. They are excellent engineers, craftsmen, miners, smiths and builders, adept at embracing mana-tech. Some Beardons will specialize in one type of building, but most can build using any material at hand. Beardon inventions are often composites of wood, metal, and stone, using each building material for the strengths it will provide to their creation. Aquarian homes are works of art often constructed to incorporate natural items, such as coral, drift wood and sea vegetation creating beautiful shelters that protect from underwater currents, storms and predators. Aquarians generally develop good relations with other sea dwelling species and will often domesticate sharks and other water dwelling beasts. History: The aquarian homeland is deep in the ocean between the central continent and the eastern continent. While the Aquarian did not invade the Republic their constant attacks on human shipping lead Tyrs to attack them. The aquarian believed themselves safe so far underwater, but in the Epoch of Woe Tyrs used large casks of mana-imbued explosive powder with slow burning fuses as depth charges. This attack collapsed the ocean shelf on which the aquarian capital city was built. Their ancient city of cyclopean edifices and towering monoliths collapsed into the deep ocean trench along which it was built. The loss of life was staggering and the aquarian civilization will likely never recover. Many aquarians are still eager for revenge, but all understand that they must remain a colony of the Empire or suffer the wrath of Tyrs. Homeland: Mare is an undersea world light by glowing plankton and luminescent vegetation. Huge coral reefs carefully cultivated for centuries provide homes for the aquarian people. Beardon Abilities: body increase I - 100, mana increase I - 100, mana increase II - 100 Cultural Knowledge: 38 While most beardons are content with their inventive undertakings, there are some who have little patience for invention and building. These beardon have quick tempers and fly into passionate rages, tending to smash more projects than they finish. These beardons often find solace in a military life, where they become brutal killers. History: The small island nation of Holden was the first to succumb to armies of humanity. Tyrs enslaved the inventiveness of the beardons to his cause forcing them to build the war machines his mind conceived. Throughout the Epoch of War the beardon people suffered working day and night to produce machines of war which were commanded by rager beardons. Since the founding of the Empire the beardon people have been able to return to their own pursuits building more than just war machines, but their whole land is carefully supervised by Imperial inspectors who catalogue and control all mana-tech advances. Homeland: Holden is a rocky island of great wealth. Deposits of diamonds, silver, mercury, gold, and many rare and exotic minerals and metals are found in this rocky landscape. Canarrin Abilities: body increase I – 100, body increase II - 100, heightened senses I - 200, heightened senses II - 300 Cultural Knowledge: Appearance: Canarrins are canine-appearing humanoids. They are covered in fur with colors and patterns dependent on their breed. Canarrin faces appear more dog-like than human reflecting the protruding shape and coloring Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm of a dog’s the mouth and nose. The head is fully covered with fur and the ears are depend on the breed and can be long and floppy or erect and pointed. Attitude: Canarrins are often seen as tough, practical and confident, while others claim them to be aggressive and domineering. Either way most will agree that the canarrin no-nonsense attitude and don’t mess with me approach to life makes them good to have as a friend and bad to have as an enemy. Many attribute the canarrin’s hard line posture to their evolution from pack oriented animals. Canarrins typically organize themselves into pack-like communities with a strict hierarchy that requires each member to perform specific duties. This ranking often necessitates a constant need to seek out their rightful place within the social hierarchy. Canarrins are not always rough and ready for a fight. In fact many canarrins earn reputations as being out-going and social, gaining distinction rowdy party-goers and amiable drinking companions. History: The canarrins dwell with the weetles and rakarrins in the nation of Benivus. For many centuries the three races dwelled in peace, but during the Epoch of War the canarrins pushed for the ill-fated invasion of the Human Republic. The bloody conquest of Benivus and the subsequent years of slavery has led to hard feelings between the three groups. As a colony of the Empire the canarrins, rakarrins and weetles struggle to overcome their resentment against each other. Homeland: Benivus is the perfect mixture of deciduous forest, open fields and rolling hills. The canarrin prefer the forests living among the trees, building homes alongside streams and cities in broad valleys. Decidiun Abilities: hindered mover I - 200, hindered mover II 100, hindered mover III - 100, regeneration I - 200, regeneration II – 400, regeneration III - 400 Cultural Knowledge: Appearance: Decidiun are plant humanoids with deciduous leaves growing instead of body, facial and head hair. The broad leaves are shades green, but as a Decidiun ages the leaves will often turn golden or red. Attitude: Decidiun are generally seen as solitary and re- served, preferring to live in small family groups or with close friends. They are often viewed as shy or withdrawn, but when comfortable with their surroundings decidiun are witty and companionable. Sunlight, clean water and fresh air are important to a decidiun and they will always live close to the natural world, adapting to its rhythms and protecting its resources. It’s rare to see a decidiun abusing nature and much more common to see them actively attacking those who would pollute or otherwise damage the environment. Their knowledge of the natural world is often astounding. History: While not a war-like people the decidiuns moved against the humans because they believed Republic was abusing the natural world by over-farming, strip mining, pollution, and so forth. They hoped to preserve the central continent but in the end they brought ruin to their own homeland. When the Tyrs attacked his plan was simply to level the forests and use the wood to build his war machines. The decidiuns were crushed right after the Beardon’s and the ever practical Tyrs shipped the wood across the channel from Silvae to the newly-built factories in Holden. The Decidiuns could not be enslaved to cut down their own forests, so Tyrs brought them onto the continent and used them as agricultural laborers. Decidiuns are the most common non-humans found in the Empire and almost all help to run the Imperial Farms. After the Epoch of War ended many of the Decidiun slaves were freed to return to Silvae where they found much of their homeland had be raped by human axes. The decidiun people harbor deep feelings of loss and tragedy, some blaming them Empire, but others blaming themselves for invading. Homeland: Silvae is a beautiful tree-covered, mist-shrouded island. On sunny days the wind whistles gently through the trees and light reflects through the branches. Even under grey skies and rain the island is beautiful with water dripping down broad leaves and falling with the sound of peace. Of course the parts of Silvae destroyed by the human invasion are jagged torn landscapes of mud, dead butchered branches and jutting rotting stumps. It is a testament to the cruelty of Tyrs and one cannot gaze on the destruction without horror. 39 Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Elf Abilities: mana increase I - 100, mana increase II - 100, mana increase III - 100. Cultural Knowledge: Appearance: Elves are differentiated from humans only by their long pointed ears. In all other respects the two types of beings are physically similar. Attitude: Elven society is full of ancient heritage and traditions. They value their past, reliving it in the form of stories, dances, games and other social activities. Their customs pass from one generation to the next with great reverence, and remain unchanged for hundreds of years. Elves value learning and education and though their culture is rooted in the past, their minds are quick to grasp new concepts. Though they show and aptitude toward magical endeavors they are capable of accepting mana-tech. Many see elves as calculating and manipulative. They are usually careful, meticulous planners, who are eager to debate the benefits and deficits of any decision. Their tendency to be nature leaders often places them in positions to further their own goals and as social beings they come together often among themselves and with other beings. Many are natural diplomats and ambassadors. Their deliberate nature makes them excellent military leaders who embrace strategic planning and bold maneuvering. Elves do not generally exploit the natural world and often get along well with decidiun. Both races often work to protect and enhance their environment by ensuring the world remains rich with vegetation and animal life. History: The elves were the second most powerful race when the Cerebrans ruled the realm and assumed that they would become the new world leaders when the Cerebran rule ended, but the achievements of the human quickly eclipsed the accomplishments of the elves. The humans with the vast resources of the central continent at their disposal become the economic and political leaders. The elves were jealous and many believe that it was the elves who conceived the plan to attack the human Republic and convinced the orcs to join them in the war that would usher in the Epoch of War. Skilled in the arts of magic and ready to embrace mana-tech the elven armies 40 fared well indeed conquering large chunk of the Central Continent and making their orc allies jealous. When the tide of war turned against the non-humans the elves were the first to abandon their newly gained holdings and offer peace to the humans. Tyrs would give no peace to those who he believed to be the architects of the Epoch of War. He invaded the grasslands and the powerful elven nation resisted. Of all the battles, the elven was perhaps the most deadly for both sides. The elves had not yet been defeated when the world bowed before Tyrs, and they grudgingly surrendered knowing peace to be more practical. The elves were the last of the non-humand to became an Imperial colony. The elves hate the Empire. They blame humanity for the state of the world, accusing the humans of causing the formation of demons, the spontaneous rising undead, and all the other ills of the world. Homeland: Arvae is beautiful endless field of swaying golden grass with a sky so wide and blue that it seems to stretch onto eternity. Fluffy white clouds dot the sky and when the wind blows they dance across the heavens taking on the shapes of animals. Although since the Epoch of War there have been an ever increasing number terrible storms that turn the sky black with broiling clouds. Lightening crashes, thunder booms and the winds howl tearing apart the landscape. Sometimes hailstones larger than a man’s hand fall to the ground leaving deep indentations after they melt away. Ghoul Abilities: feeding (body) - 200, body increase I - 100, body increase II - 100 Cultural Knowledge: Appearance: Ghouls are humanoid in appearance with pale white skin and deep shadows under their eyes. Their hair is dark in color, favoring blacks and browns. Red hair in a ghoul is very rare, and blond is even less common than red. Some ghouls like to shave their head. Ghouls are natural necromantic beings. The processes that give them existence flow in opposition to the vitalic energies of living beings. They have all the processes of life, but are not alive. They eat, drink, breathe, and reproduce. Ghouls have children through the union of a male ghoul and female ghoul and babies are born from the female. Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Most people see ghouls a secretive, sneaky and conniving. They are known for their ability to manipulate others and for undermining their enemies through subterfuge. Most ghouls would rather run than fight, but there are aggressive, brutal ghouls who relish in destruction. Ghouls most often live in dark recesses and lonely wild places. They live primitive existences sheltering under trees or in caves when n the wild. In civilized areas they will choose abandoned buildings or sewers. A ghoul’s favorite home is of course a catacomb full of rotting corpses. Ghouls generally travel in packs with groups of families or close friends traveling together. The pack will scavenge for food and supplies sharing and helping each other. Ghouls are happy being hunter gatherers and even happier living off the scraps of another. Begging and stealing seem to be a ghoul’s favorite activities. History: Ghouls have never had a homeland or at least not since the recording of history began. The Cerebrans tried to exterminate the ghouls, but exterminating cockroaches and rats are easier than ghouls and thus ghouls continue to exist in the realm. All other beings look down on the unliving ghouls and treat them as abominations, but Tyrs befriended a ghoul who showed him the power of Necromancy which Tyrs used to save his people and build his Empire. While most humans still hate ghouls and treat them as third class citizens (after the other non-humans), the laws of the Empire afford them the same rights as everyone else. Many ghouls feel that humans owe them much. They argue that “if not for the help of the ghouls Humanity would be slaves,” but most humans would rather not hear this. Homeland: None Humans Humans are versatile and adaptable, and can make their homes in any climate or terrain. They have varied cultures, traditions and ideologies which can be traced back to the time of the early Republic. Aldar Cultural Knowledge: The densely populated Province of Aldar is an area of affluence and wealth. The people of Aldar live in manor huses on sprawling estates wearing velvet and other fineries. The men commonly wear doublets and breeches. The woman wear fancy gowns on formal occasions, but for traveling their wear breeches and waist length jackets. Darro Cultural Knowledge: The Darro are a people without a Province. They are the wanderers traveling the realm in brightly colored caravans of painted wagons pulled by horse and oxen. These caravans are rolling communities with each family having their own wagon. The Darro people dress in brightly colored clothing wearing many colored scarfs and vests with no real desire to have the colors match. They also wears small bells and as much dangling jewelry as they can. Exton Cultural Knowledge: The province of Exton is the industrial heart of the Empire. Great factories and founders are found throughout Exton. Their massive brick structures are soot blackened. The rivers and lakes are filled with pollutions. The people who dwell here wear dark clothing to hide the stains of soot and dirt. Breaches and jackets are are worn by the men and women. Top hats and long black coats are common. Hosten Cultural Knowledge: The province of Hosten is located on the richest farmland in all of the Empire. Understandably, the people of Hosten are mostly farmers and herdsmen. Most of the realm’s agricultural food products come from Hosten as well as its supplies of meat and poultry. Men and women traditionally wear light colored earth toned shirts and breeches. Narrow belts and light colored hooded capes are common. Castles are very common in Hosten. They were built using the stones of the Cerebran civilization the heart of which existed in Hosten. Irristan 41 Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Cultural Knowledge: The people of the Irristan Province are bedouins. The clothing of the bedouins reflect the harsh climate of the desert province. Men and women typically wear long gowns, which are 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. Men usually cover their heads with either with a turban, or a scarf and headband. Women usually wear a veil on their head, and attach gold and silver dowry coins to the front to frame the face. Kelluck Cultural Knowledge: The mountainous province of Kelluck is home to proud independent people who raise sheep and goats and who to drink and to dance. 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. Cultural Knowledge: Lyrea The people of the coastal province of Lyrea are steeped in traditions of honor and family lineage. The province has many rainforests and is very damp, the primary crop is rice. The people of Lyrea generally dress in pants and shirts with overlapping fronts tied at the waist with a belt or held together by cloth frogs. The colors are often bright with much embroidery often displaying dragons, military scenes or floral patterns. Sennay Cultural Knowledge: The plains and forests of Sennay are home to a tough spiritual people who dwell in pointed, conical tents supported by lengths of wood. Their clothing is made from animal skins, primarily mountain sheep and deer. Their clothing consists of a shirt, leggings, breechcloth and moccasins. Ornamentation of the body and clothing is common. Jewelry comprises of fringe pendants, ribbon trim, porcupine quills, bear claw necklaces and earrings, 42 shell earrings and drops and body paint derived from animals, soils, plants and minerals. Forneare Cultural Knowledge: The coastal province of Forneare is a wild land of craggy coastlines with shallow bays and tall oak forests. They are a sea-faring people. Men and women wear heavy thigh length jackets with long sleeves and wide cuffs. They wear tri-corner hats, turned down boots, wide belts and puffy long sleeves shirts. Wildar Cultural Knowledge: The province of Wildar encompasses the wild plains of the north a broad expanse of grass-covered, rolling hills where the winds always blow and the sky is blue and large. In this inhospitable landscape, dwell the Wild People, an ancient culture with a proud heritage and timeworn traditions. The Wild People were never subjugated by the Cerebran who cared little for these roving bands of nomads. The Wild People value their freedom and acknowledge the power of the Emperor only loosely. They understand the benefit of a unified Humanity, pay their taxes, perform their civic duties and generally follow Imperial law when dealing with outsiders, but the Wild People will never surrendered the sovereignty of their clan leaders. They live by their own codes of honor, justice and hospitality. The wild people dress in furs to ward of the icy winds that blow down from the north. They are viewed by many as uncivilized barbarians. In the northern part of the Provence the wilder people travel by horseback and most are nomadic in nature. In the south the wild people have cities with great log forts built on high hills. Klacton Abilities: body increase I, body increase I, body increase I, hide, robust - 500 Cultural Knowledge: Appearance: Klactons of the evolve variety are insect-appearing humanoids with two arms and two legs. Their heads are insect-like with mandibles and antenna. A chitinous shell covers their torso and limbs. Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Attitude: Klacton are a warm-blooded insect-like hive-oriented society. The hives are ruled by fertile queens, who lay eggs to populate the hive. Most klacton larvae grow into a lesser form of klacton that have specialized duties in the hive. These do not have independent thought and perform their hive duties instinctually as part of the hive mentality. However, some larvae can grow into an independent form of klacton, known as evolved klactons. Evolved klactons are intelligent and autonomous; however, they remain emotionally tied to the hive mind, and long periods of separation from the hive may cause feelings of loss, guilt and homesickness. Evolved klactons who operate away from the hive for extended periods of time must learn to overcome these feelings. If enough time passes, evolved klactons will become more independent in thought and can separate completely from the hive mind. History: The klactons never feared the cerebrans, believing their deep tunnels were unassailable. When they war against humanity turned against them the klactons withdrew to their homeland, but Tyrs pursued them. For years the war was at a standstill until the humans developed their own digging machines. Iron clad tunneling vehicles with rotating claws on caterpillar tracks belching smoke and fire and flame chewed their way through rock and soil downward to the queen’s chamber and egg vaults. Whole generation of klacton’s died before even being hatched and these terrible attacks forced the klactons to make peace. Eremus was the last land to become an imperial colony. Homeland: Eremus is a desert of shifting sand dunes and cactus-filled watering holes. Vast herds of foot lone lizards abound eating the cactus as they migrate from oasis to oasis. The lizards are a major food source for the klactons. There is water under the desert and the klactons tunnels reach the water table where they find underground lakes lighted phosphorescent lichens and populated by schools of cave fish. Minotaur Abilities: body increase I -100, body increase II - 100, strength II - 400 Cultural Knowledge: Appearance: Minotaurs have human facial features, brown skin-tones and two sturdy horns growing 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 that provides additional protection from injury. Minotaurs are an honorable race of beings who tend to be solemn, deliberate, calm, persistent and often serious. Minotaurs can also be intolerably stubborn and bull-headed, but this makes them very reliable. A minotaur typically plays by the rules, has a strong moral character and holds others to the same criteria. Judgmental, practical and fastidious, a minotaur is not one to offend. Minotaurs make excellent judges, law enforcers and soldiers. Since minotaurs also have a great love of travel and adventure they make good explorers and surveyors. History: The minotaurs paid heavily for their invasion of the Republic. Tyrs shelled their coast cities to dust with his fleet of iron clad sea ships. The minotaurs retreated inland but the relentless armies of humanity pursued. Homeland: Labyrin is a rocky coastline full high cliffs and maze-like canyons formed by ancient streambeds. Weather patterns moving west from the ocean strike the high mountains and then drain down to the coast creating deep canyons in the high plateau. The minotaurs live in the canyons along the rivers building their beautiful stone homes up the sides of the ancient cliffs. Many of the inland canyons have immense arches spanning the rivers. Oculus Abilities: extra body part (eye) I - 300, heightened senses – 200, heightened senses II - 300, mana increase I – 100, mana increase II - 100 Cultural Knowledge: Appearance: Oculi have a human appearance, marked by a third eye in the center of their foreheads. Attitude: The oculus are seen as peaceful, intellectual thinkers who are well-known for their contributions to art, music, literature and philosophy. They are closely connected to the magical world, highly attuned to mana and the creation of arcane devices. The oculus tend to be a very spiritual people eager to 43 Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm embrace the world as a whole. They build their homes and other structures without sharp angles or straight lines so as not to impede the flows of mana. History: The oculus did not attack the humans, but Tyrs landed an army on the island of Nubisae when large deposits of mana substances were discovered on the mystical isle. Rather than fight the oculus agreed to surrender so long as no undead were brought to the island. Military leaders sent the hordes elsewhere and the oculus withdrew up into the cloud-shrouded mountains leaving the Empire to strip mine for mana substance. The oculus pay homage to the Empire, accepting Imperial Governance, but try to avoid humans as much as possible. Homeland: Nubisae rests on the convergence of ancient and powerful mana flows and because of the sacrifice of the oculus it remains one of the only uncorrupted spots of mana in the realm. The nodes here remain untainted by violence. Necromantic, demonic and profane energies have not polluted the island. This place is one of the few locations left in this tortured realm where storms, earthquakes and other natural catastrophes do not rage out of control. Orc Abilities: body increase I - 100, body increase II - 100, rage - 500 Cultural Knowledge: Appearance: Orcs are green-skinned humanoids. Living in their brutal homeland with constant volcanic eruptions, magma fires, streams of boiling water and bursting vents of steam, many orcs are covered with horrible burn scars. Attitude: Orcs are often seen as a barbaric people, 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. Orcs believe that the strong survive to lead and the weak survive to serve, if they survive at all. Many see orcs as war-like and quarrelsome and there is much truth to this view. The orc is rarely satisfied with his or her lot. As a people the orcs always seem to want more and more. They’re always eager to encroach on their neighbors, but luckily for the rest of the world orcs fight amongst themselves as much as they fight outsiders. 44 Orcs rarely agree with each other. Outsiders view them as a society of stubborn, opinionated individuals, but they see themselves as a free people speaking their minds. It’s very rare to have sufficient unification in orc communities and thus neighboring non-orc communities are able to resist the frequent orc attacks, but of course when orcs do unite under a common leader they are capable of momentous action. Much of the constant bickering is due to a seemingly inbred desire to be better than others. Central to the essence of being an orc is the principle that the strong survive to lead and the weak survive to serve, if they survive at all. Orcs think nothing of taking what they want. Many in their culture do not see this as a criminal act, but instead embrace the taking as their right as the stronger. If a person cannot protect their things they do not deserve to have them. A redeeming aspect to orc culture is that orcs are rarely subtle or underhanded. They are not manipulative, sneaky or dishonorable. They would look down on an orc who would steal a person’s things when the person was absent. A true orc would walk up to the person and take what they want in full view and with their victim’s full knowledge and complete capacity for defense. History: The humans invaded the orc nation with stunning efficiency meeting the wild ferocity of the orc soldier with discipline, training and tactics. No one in the world believed that humans could beat orcs in their own lands, but Tyrs brought his war machines. The orcs threw their blood and flesh against Imperial steel. The orcs unified like they had never unified before, but even this was not enough. The Orcs won many battles, but they could not win the war. Tyrs bombed their population centers into oblivion. He destroyed their farms starving the orc people and eventually the orcs laid down their weapons and the world realized that humanity was destined to become the new overlords. Homeland: Vulcrae is a rough, rocky land of magma spewing volcanoes and bursting geysers of boiling water. Areas of sparse soil cling to ancient lava flows and the sky is full of ashen plumes of smoke and dust. This is a land of dormant volcanoes waiting to explode, of jagged cracked craters and of wide expanses of up jutting razor sharp obsidian slabs. Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Pythian Abilities: body increase I - 100, mush mover I - 200, mush mover II - 100, mush mover III - 100 Cultural Knowledge: Appearance: Despite their lizard-like appearance, pythians are warm-blooded humanoids that walk upright. Their bodies are covered with greenish scales and a brightly colored hair, shades of red or yellow, which crests the top of their heads. side. Rakarrin Abilities: body increase I - 100, dangersense - 400, mana increase I - 100, mana increase II - 100 Cultural Knowledge: Attitude: Pythians are seen by most as reticent isolationists. They often keep to themselves and fiercely repel any transgression into their lands with vigorous enthusiasm. They are not warlike, but are excellent hunters and very capable soldiers. Pythians have a great respect for the elders of their people. They have developed a culture which honors learning and wisdom and gives the educated a revered place in their society. They value wisdom and rarely act rashly. Many pythians are deeply religious, often to the point of becoming overly focused on their religious duties. The a particularly susceptible to religious motivations. Colors are important to most pythians. They normally wear brightly colored clothing which covers most of their bodies. They do not like patterns but favor solid colors. For adornment many pythians attach brightly dyed feathers to their color and their weapons. Headdresses are common, but rarely obscure the face. Pythian do not generally embrace mana-tech. Their villages are built on or close to water. Their homes are made of wood or mud bricks with woven grass roofs. The wooden homes are built on pilings above the water, while the mud houses are built on the bank of lake or rivers. Most pythians prefer simple life style. If left to themselves they will eat a plain diet of fish and collected nuts and berries. Appearance: Rakarrins are cat humanoids, whose bodies are covered in fur with colors and patterns reflecting their pride. Rakarrin faces appear more cat-like than human reflecting the shape of a cat’s mouth and nose. The head is fully covered with fur the pattern of which depends much on the species of cat from which the rakkarrin evolved. History: The pythians suffer under the yoke of Tyrs toiling in diamond mines and . Attitude: Rakarrins typically live nomadic life styles. They are seen by many as artistic dreamers who can never settle down. The enjoy music and dancing and social occasions. Their villages are always on the move, even when they are settled in one place. Homeland: Lutea is a land of damp rainforests, beautiful tropic flows and high waterfalls dropping down into secluded pools. Animal life teems everywhere with monkeys chattering, insects clicking, and the melodious chirping of multicolored song birds. Jungle vines, broad leaved plants and trees towering into the sky with trunks wider than the arm spans of two people standing side to Rakarrins value family and social status, but do not place to much weight on monetary wealth. Traditional rakarrin culture revolves around a family usually called a pride which is essentially a group of mothers, daughters, and sisters, plus their young. Female rakarrins generally hold great social power. The females do not pursue the males, rather, the males come to them to prove their worth and 45 Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm fight for the right to have their offspring born of the pride that the females have built. Rakarrins are known for their graceful athletic ability. They are known to be excellent dancers, runners and acrobats. They are curious people, always wondering and seeking new experiences. To most rakarrins every day is a new opportunity to discover. History: The rakarrins dwell with the weetles and canarrin in the nation of Benivus. For many centuries the three races dwelled in peace, but during the Epoch of War the canarrins pushed for the ill-fated invasion of the Human Republic. The rakkarrin went along with the invasion, sending troops to fight alongside the canarrin. The bloody conquest of Benivus and the subsequent years of slavery has led to hard feelings between the three groups. As a colony of the Empire the canarrins, rakarrins and weetles struggle to overcome their resentment against each other. Homeland: Benivus is the perfect mixture of deciduous forest, open fields and rolling hills. The rakarrin prefer the fields living among the wide prairies, constantly traveling to new locations, where they set up their large tents, build corrals for their animals and enjoy the open air. Satyr Abilities: body increase I, hindered mover I - 200, hindered mover II - 100, hindered mover III - 100, mana increase I - 100, mana increase II - 100 Cultural Knowledge: Appearance: Satyrs are humanoids with short, nubby horns on their forehead heads and fur-covered legs. Male satyrs often grow little chin beards, but female satyrs have no whiskers. Attitude: They are seen as lighthearted people who enjoy feasting and celebrations. They have a passion for storytelling and singing songs. They are often excellent musicians and drummers. Most people embrace satyrs as natural entertainers. Some people see satyrs as overly flirtatious, but this could merely be a misrepresentation of their friendly open manners. People also accuse satyrs of being mischievous. It’s true that some satyrs have a penchant for practical jokes, but this can be said of any people. Satyrs like to laugh and to see others laugh. 46 It’s rare to see a satyr get mad. They’re usually an easy going people and it takes a lot to push a satyr to violence, but once pushed beyond their capacity of tolerance they will fight and can be quite brutal. History: The satyrs never invaded the Republic, but with gold, silver and other wealth to be found in their lands, the humans were bound to come and when the Empire did march their armies north into the satyrs’ mountainous home the heavily armed humans were met by satyrs with musical instruments, instead of weapons. The satyrs played songs, offered food and drink, all the while acting the part of a gracious host welcoming a guest into their land. The satyrs had seen the folly of fighting Tyrs and decided to allow the Empire access to all the minerals they wanted. Tyrs was merciful. He brought in slaves to work the mines and allowed the satyrs to have relative freedom. He even compelled the mining companies to pay for some of what they took. There is a growing resentment among some satyrs and a rebellion may be brewing. The usually peaceable satyrs are unhappy with how their lands are being abused, especially since they took no part in the war against the Republic. They have always been neutral to the Empire. They have given freely to the humans who they see as their guests, but these guests are not being respectful. Homeland: Dorsi is a mountainous land with great mineral wealth. Weetle Abilities: mana increase I - 100, mana increase II - 100, pliant - 500 Cultural Knowledge: Appearance: Weetles are nimble and dexterous humanoids, with shiny black noses and whiskers on an otherwise human-looking face. Extending from their lumbar region is a long vestigial tail. Attitudes: Weetles are often seen as collectors. They fill their pockets and pockets with little items of interest. Books, maps, writing tools and similar things fascinate them. Most weetles can the unique items he or she collects for hours as each has a particular adventure behind it. Many of these items are of obscure origin, in fact the more obscure the better. It is common to find a Weetle running an antique shop or curiosity store. Playtesting Draft Version 2014-03-15 - For Members Only People of the Realm Weetles are also insightful. They will often have truly original thoughts. Many people will seek out a weetle if they need a creative solution to their problem. Some weetle develop remarkable theories that serve as a basis for academic debate, but others have a less serious side and their solutions fall well outside of practicality. Weetles are also well known for their fondness of shiny items, which is more an instinctual attraction than a real desire for wealth. Weetles will often proudly wear their shiniest tokens. 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. karrins in the nation of Benivus. For many centuries the three races dwelled in peace, but during the Epoch of War the canarrins pushed for the ill-fated invasion of the Human Republic. The Weetles objected to the fight and only sent a token force. The bloody conquest of Benivus and the subsequent years of slavery has led to hard feelings between the three groups. The Weetles feel the greatest hostility to the canarrin who they blame for their current suffering. Homeland: Benivus is the perfect mixture of deciduous forest, open fields and rolling hills. The weetles prefer to live in the rolling hills where they dig cozy little homes into the hillsides. History: The canarrins dwell with the weetles and ra- 47 The laws of the Empire may seem inequitable to some and various policies may even be untenable to certain individuals, but the common weal requires that we support the status quo. The survival of all depends on the stability of our government and the unity of our society. The Emperor controls the military might stationed throughout the Empire, while the Senate controls the civilian infrastructure; together, in theory, the Emperor and the Senate provide the checks and balances necessary to allow the Empire to exist without fragmentation. Revolutionaries rage against the Empire seeking a return back to a time when each race was its own nation, but that was a time of war between the nations, a time of bloodshed and pain. National rule was a harbinger of doom and folly. The end of the republic and the great world war was the price of national rule. The Empire will assure peace. In this world where the dead rise, demons spawn and natural catastrophes occur with alarming frequency mana has gone mad! The flows and nodes have all be tainted by violence and war. The only way to save us now it to have peace. The Doom-Sayers predict that our troubles will become worse before they get better. Earthquakes, plagues, volcanic eruptions, tidal waves and worse are coming. Our fate is sealed so say the prophets. There will be naught but destruction and death. The survival of this world lies in the cooperation of the races. The strength of the Empire has always come from the people. From the lofty Citizen to the rabble of society all have their part to play. Supporters of the Emperor, senate supporters, rebellious revolutionaries, non-human agents and even criminals heed my words or it will be too late. We must lay aside our personal differences and join together once again in the common defense or all will be lost. Life in the Empire The Empire of Tyrs is a government driven by political diversity. The Empire is a vast melting pot of beliefs, cultures and ideologies. Geographically, the wild lands of the north are home to the nomadic barbarian tribes who barely acknowledge the Empire. The southern parts of the Empire are dotted with fortified small towns governed by local leaders pay allegiance of the Empire only for its protection. The great heartland of the Empire contains the sprawling industrialized cities of humanity. Life in the main provinces of the Empire is fairly stable. Life in the outer provinces is difficult and sometimes lawless. Life in the colonies is hard and fraught with danger. Governments The Empire is composed of the Imperial City, the original Provinces, a number of additional Provinces added in the years after the Empire was founded and an ever changing number of colonies as the Empire works to expand its reach. Many colonies are destroyed by the enemies of Humanity, but some fail for economic or social reasons. Imperial The Empire is ruled by the Emperor and an elected body called the Senate who meet in the great Imperial City located near the center of the continent. The Emperor serves as the nominal head of the Senate and acts as the chairperson of the Senate when the Senate is in session. The Senate is an elected body of composed of citizens from throughout the Empire. Each province sends four to two Senators to the Senate. Each colony sends two to six Senators. There is always some conflict between the Provincial Senators and the Colonial Senators as the former see the latter as less important. The relationship between the Emperor and the Senate is tenuous at best. The Emperor controls the Imperial Military. The Senate controls the government, its infra- structure and is responsible for collecting taxes, funding agencies, road building, entertainment, construction and so forth. The Senate and Emperor have been at odds since the coronation. There have been a few occasions where the Senators have conspired to overthrow the Emperor and there have been times when the Emperor has openly slaughtered Senators who were suspected of conspiring to undermine his authority, but the balance of power remains. The truth is that the Empire needs both to survive. The Senate maintains society, but the Emperor protects the people. Both sides know that an interruption of the status quo could mean destruction for humanity. Both sides maneuver against each other, but neither can gain the upper hand because there are enough people to realize the truth. Provincial Each Province is ruled by an Imperial Governor who is appointed by the Emperor and serves a five year term. The governor must be a citizen. In addition to controlling the military of the Province the Governor acts as the chairperson of the Provincial Council Every Province has a Provincial Council to handle non-military aspects of governing. Members are called Provincial Councilors and they are elected by residents of the Province each December and serve for three calendar years unless they are removed. A person must be a citizen and a resident of the Province to serve on a Provincial Council. Each Province is represented in the Imperial Senate by Senators who must be confirmed citizens living in the Province. Senators are elected for three year terms by the Councilors of the Province. Each province has four to twelve Senators depending on the population of the Province. 49 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire Colonial The Empire of Tyrs governs the conquered non-human territories as Imperial Colonies. The government of a colony is very similar to that of a Province. An Imperial Governor is appointed by the Emperor and serves a five year term. The governor must be a citizen. In addition to controlling the military of the Colony the Governor acts as the chairperson of the Colonial Council Every Colony has a Colonial Council to handle non-military aspects of governing. Members are called Colonial Councilors and they are elected by residents of the colony each December and serve for three calendar years unless they are removed. A person must be a citizen to serve on the Council. Each Colony is represented in the Imperial Senate by Senators who must be chosen from confirmed citizens living in the Colony. Colonial Senators are elected for three year terms by the Councilors of the Colony. Each Colony has two to six Senators depending on the population of the Colony. Community Each Imperial city, town or village is governed a Citizens Congress. A Citizens Congress is composed of all Citizens who own property in the local area. Citizens are automatically Members of the Congress which will have regular meetings to discuss the health and welfare of their community. The day to day operation of a community is run by nine town officials and answers directly to the Citizens Congress. The Officials are appointed and removed by a majority vote of the Citizens Congress. Officials serve until removed. Officials who are not available to perform their duties must be removed. A Community will have the following officials: Mayor (runs the town meetings), Magistrate (impartially tries crimes), Constable (hunts down criminals, presents evidence against criminals, and carries out sentences of the colonial court), Commander (leads the volunteer militia), Recorder (publishes newspaper for the town) and Chef (supplies the food). The remaining three positions are called Representatives. They are important people who live in the town and are chosen by the Citizen’s Congress for their contributions to the community. 50 Every community must conduct regular meetings to disseminate and discuss information, to set policy and to address concerns of the Denizens. A community meeting is conducted by the Mayor. Decisions are decided by democratic process. Each Official, except the Mayor, is entitled to one vote and each member of the Citizens Congress has one vote. The mayor may only vote to break ties. Each town has an Autocrat who is an agent of the Empire. Autocrats go through extensive training in military, civilian and judicial matters as part of the Autocracy. The Autocrat has the power to veto any decision of the Town Assembly in the name of the Empire. Imperial Camp Imperial camps are the loosest form of government, if they can even be called a government at all. They are nothing more than a conglomeration of tents and pavilions. One or more people get together to found a camp and act as the Camp Organizers. These organizers are the money behind the expedition and they hold much power in the camp. Camp Organizers will appoint five people to handle the issues of camp leadership, security, adjudication, information and food. Long ago camp followers gave slang terms for the five appointed officials. The “Boss” is the person who oversees the camp. The person handling security is called the “Tough,” as in “The Tough will save us!” The “Referee” or “Ref” is the person charged with the task of enforcing Imperial Law. The “Ref” sorts out problems between people in the most effective ways possible. They can hold an ad hoc court and enforce imperial law. Their decisions can be appealed to a Justicon. The person in charge of printing the camp newspaper is called the “Gossip.” And finally everyone’s favorite person is the “Cook” who is responsible for serving tasty camp meals and drinks. Camps form quickly usually in areas of economic interest. The discovery of ancient cerebran ruins, mineral deposits, precious metals, and so forth will cause people to rush to a camp from around the world. Anything creating the possibility for instant wealth, fame or power will draw people. Often camps will grow into towns. Citizens moving into the area will generally organize a Citizen’s Congress which will begin to control aspects of the developing community. Of course the original Camp Organizers will Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire begin to see their power slipping away and there are often violent confrontations between the original founders of the camp and the newly arriving Citizens who bring with them their own retainers and guards. cial uses the political or legal processes of the Empire for personal gain or self interest. Corruption is punished by restitution and purgation. Imperial Law The Empire outlaws the teaching and use of magical skills by all human and non-human denizens within its boundaries. The unlawful use of these skills is called Malefaction and the offenders are called Malefactors. Possessing the knowledge of how to use a magical skill is not criminalized only the teaching and/or actual use of the skill is a crime. The practice of necromancy to cause harm or to create and control undead by any person other than an Animator serving the Imperial Military is criminal. The practice of deamancy to cause harm or to create and control daemons by any person is criminal. Using illegal lore is punished by purgation. Maintaining peace in the Empire is often difficult. There are so many different people with conflicting cultures and ideologies. The administration of the Empire is only possible by an adherence to the legal system. Without a universal respect for the laws the entire Empire would break down into squabbling factions unable to function together. This would mean an end to stable communities and all organized social gatherings. Statutes The vast legal system of the Empire can be distilled down into the following broad-reaching laws. Citizenship All persons will have to earn their Citizenship through Imperial Appointments in the Empire. Wealth and family name no longer guarantee Citizenship. All must earn the right to citizenship by humble service to the greater good. Only Citizens may serve in the Senate. Taxation All Citizens of the Empire shall be excluded from taxation. Imperial Appointees may be taxed at the discretion of the government body levying the tax. Criminal Acts The Empire prohibits violent crimes (murder, robbery and assault), non-violent theft (burglary and fraudulent or deceptive practices) and inchoate crimes (conspiracy or attempted crimes). Imperial law prohibits bribery of government and court officials. Sedition or treasonous acts against the Empire is also criminalized, as is unjust treatment of slaves. All of these crimes are punished by restitution and purgation. Repeat offenders are punished by obliteration. Corruption Government and Court officials are entrusted with preserving the common good. Government and Court officials who fail to perform their duties break this trust and can be charged with criminal neglect of duty. A more serious offense occurs when a government or court offi- Mana-Manipulations Nonhuman Restrictions Nonhumans outside of their traditional homelands must have in their possession official Traveling Papers listing all personal information. These papers allow the nonhuman to legally travel around the Empire. Non-humans who do not have Traveling Papers are subject to relinquishment and/or enslavement by any human discovering unauthorized traveling. The term of enslavement must end when the nonhuman provides Traveling Papers. Supernatural Restrictions All supernaturals must be registered with the Empire and have in their possession official Registration Papers listing all personal information. These papers allow the supernatural to legally exist. Supernatural who do not have Registration Papers are subject to relinquishment and/or enslavement by any human discovering the unauthorized existence. The term of enslavement must end when the supernatural provides Registration Papers. Punishment Imperial Laws are enforced by all local authorities and punishments are meted out as fairly as possible. A justicon or magistrate may assess a fine to pay for court costs of not more than five imperials Restitution requires the victim to be paid back for any losses suffered by the unlawful action. Purgation is the removal of skills. Obliteration is the forcing of an offenders spirit into the Void. Relinquishment allows a human who discovers a 51 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire non-human or supernatural without traveling papers to demand all weapons and valuables from the violator. Enslavement allows a human who discovers a non-human or supernatural without traveling papers to enslave the violator. A slave must be treated well, being given time to eat, rest, and take care of personal needs. Local Laws Local governing bodies are permitted to make up laws within their local areas of control. These laws must be written and publically posted. Local laws may not prohibit an accused from hiring a barrister to help in his defense. During a trial a Barrister is allowed to use all of his skills to the advantage of his client. Statute of Limitation A person who commits a crime is entitled to a speedy arrest and trial. To encourage prompt action all legal systems have a statute of limitations which is a time period for which a person can be charged with an offense. After that time period has elapsed the person cannot be arrested and tried for that crime. The statute of limitations during cerebran times was five years. During the Republic the statute of limitations was dropped to three years, mainly due to the ability of law enforcement to effectually gather the truth though use of magical compellation. The Empire sets the Statute of Limitations to 66 days. This was the amount of time it took Tyrs to capture, try and execute all those responsible for his murder. Thus, if a crime is not discovered within 66 days of the offense charges cannot be brought against the criminal. There is a movement in the government to return the Statute to a three or five year period. Court System There are two kinds of courts in the Empire, the powerful and majestic Imperial Courthouse and the less majestic, often ad hoc, community courts which are established to handle local disputes. Imperial Courthouses The Empire establishes an Imperial Courthouse in every major city in all Provinces and Colonies of the Empire. Imperial Judges are called Justicons. They are always senior barristers with years of judicial experience. Each Justicon is responsible for their entire court, which includes a host of bailiffs, torturers, goalers, informants, 52 executioners, clerks and so forth. Justicons derive their power directly from the laws of the Empire. Their interpretations of the Laws are binding on all persons in the Empire. Their commands on legal matters supercede all authority possessed by senators, governors, democratic councils, consuls and military leaders, even the Emperor must follow Imperial Laws. Imperial Courts are not generally corrupt. Justicons cannot normally be bribed or blackmailed. They are for the most part honest and well-intentioned; however, most zealously prosecute the laws of the Empire and not lenient in their sentencing. Imperial Justicons will hear cases arising in any jurisdiction with the Empire. Community Courts Most towns will have a community court run by a magistrate who is empowered to enforce the laws of the Empire. Every decision of a Community Court magistrate can be appealed to the closest Imperial Justicon. Local courts are not generally corrupt as Magistrates are held liable for any “mistakes” of law though the laws against corruption. Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire Imperial Military The Imperial Military is organized into the Land Core, the Sea Core and the Sky Core. Each has its own designations and military officers. Land officers are called Commanders while sea and sky officers are called captains. There are five ranks in each core. All Cores augment their fighting capacity through inductions into their military units. Most soldiers and sailor are extremely proud of their unit and moral is very high in all of the Cores. The enchanted uniforms provide extra protections, their banners protect them from magics that will disrupt their formations and their physical capacities are increased. Non-human units are common in all the services. Non-humans were conscripted after their nations surrendered to Tyrs and lead by human officers and staff. Since the founding of the Empire non-human officers are becoming more common in the non-human units. The Emperor has great many war machines to support his world-wide conquest. These are all powered by mana-tech and contain enslaved machine sprites. Tanks are iron-clad machines rolling on continuous tracks and possessing a long barreled cannon mounted on a rotating turret. Treads are upright walking machines operated by a man standing in the torso. Artillery cannons larger than buildings can fire shells capable of punching holes into the most powerful spell-wrought walls. Submarines patrol the ocean depths, sea ships secure the ocean’s surface and sky ships sail the air. All battle is dominated by Imperial war machines making resistance against Empire a futile endeavor. Land Core Imperial Commanders are all Appointees. They are ranked by silver bars which indicate their grades and the type of unit they control. An officer with one bar is a called a Commander of the first grade and leads a File which is approximately 100 soldiers. All of these soldiers will be armed with similar weapons. Usually swords and shields, pikes, bows, muskets or cavalry with swords and pisrols or lances. An officer with two bars is a Commander of the second grade and leads Regiment of 1000 soldiers. The regiment is the main fighting unit of the Empire. A regiment will contain ten files with each file being of a certain troop type. Regimental commanders are able to decide the troop composition of their regiment. A Commander of the third grade has three bars and commands a corps of 10000. A fourth grade Commander supervises a Division of 100,000 soldiers. The Empire has seven divisions. This deivisons are used to control brad areas of territory by spreading out the regiments. Five bars designates the Core Commander. Non-appointee Commanders serve as section leaders within a File or as aides to Appointed Commanders. They will work hard to earn their Appointment. Sea and Sky Core The sea and sky core are organized around the ship. Imperial Captains are all Appointees. They are ranked by silver bars which indicate their grades and the number of ships they control. A Ship’s Appointee with one bar is a called a Captain of the first grade and leads his ship. The ship may be a small scout vessel or a massive dreadnaught with hundred of sailors and marines. An officer with two bars is a Captain of the second grade and leads Squadron of 5-10 ships. The squadron is the main fighting unit of the Empire’s Sea and Sky Core. The squadron contains varius types of ships that serve special functions. For example, a squadron will usually contain scout ships, supply ships, carrier ships that launch smaller gun boats, iron clad battle ships bristling with guns and a dreadnaught which is the back bone of the squadron and serves as the squadron captain’s headquarters. A Captain of the third grade has three bars and commands a flotilla of squadrons. A fourth grade Commander supervises a Division a fleet composed of flotillas. The Empire has seven sea fleet and three sky fleets. Five bars designates the Core Commander. Non-appointees serve as junior captains supervising a ship’s departments such as port or starboard gun crews, a ship’s complement of marines and the sailors who raise and lower the sails. All non-appointed junior captains hope to one day gain appointment to a Ship’s Captain. Knightly Orders Knightly Orders are through-backs from cerebran times when the cerebran overlords assigned people to look after certain sections of the world. Under the orders of the cerebran, the knights built fortified castles and trained 53 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire Knightly Orders to protect the lands assigned to them. The cerebrans encouraged competition between these knights in lavish tournaments which became widely attended sporting events. During the Epoc of Nations the knightly tournaments continued with the various nation’s knights competeing against each other in friendly comptetions. During the Epoch of Woe, the Knights enjoyed special treatments. Most Non-human knights respected the human knights with whom they had competed with for many generations. The non-human knights did not let their people sack castles and the castles became refuges for people trying to escape the war. When the Wars turned against the non-humans, the human knights shielded their counterparts from the brutal armies of Tyrs. And so the knightly orders continue, proud and tall, many able to trace their ancient lineage back to the Epoch of Slavery. The Kinghly Order of the Empire still participate in great tournaments, but the tournaments are seen as entertainment for the wealthy. The masses prefer wild combats offered by the gladiators in the coliseums around the realm. Knightly Orders are always lead by a Knight. All the knights serving the knight leading the order are called squire knights or just “squires.” A knight can use the military rituals to provide augmentations to the members of his Order. There are many Orders of Knighthood, but all are devoted chivalry and honor. All true knights follow righteous knightly codes. When a person joins an Order, they must be inducted into the Order. These members must memorize the codes, motto and tenets of the order. They will wear the surcoat and the symbol of the Order and be trained in military procedure and planning as they learn to fight as part of the Order. Military Groups Military leaders in the Empire use a set of esoteric disciplines to create military groups. These powerful skills allow them to augment their soldiers with amazing enchantments. Joining The leader of a military group is at the top of the command structure of the unit. A person may join a military group only if the leader of the military group gives permission. If a military allegiance is performed without the required permission no effect is produced. Creating Only persons with the skill military allegiance (a ritual or procedure) can create a military group. Persons wishing to start a military unit, mercenary company or knightly order are required to submit a one page description of the unit to their communities Autocrat for inclusion in the Imperial records. The description should include a description and drawing of the symbol, a write up of the code and motto, the colors of the uniforms and an outline of the military command structure. The military unit will be approved as long as the paperwork is complete. The creation of the unit takes place at the moment the creator inductions the first member through military allegiance. My life is sweat and tears. Every day I toil in this factory making shoes for the Empire. Every night I go to sleep on my bed of dirty straw with barely another to eat. My body aches and my heart is broken, but I am alive, fed and sheltered, and that is all the law requires. I am property and I should never dream of being anything more, because thoughts of freedom only bring me pain.” Weetle Slave. 54 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire Religion in the Empire All religions contributing to the stability of the Empire are allowed. Those who lead each religion are called Reverends. Under Imperial Law no religion can be practiced unless it is registered with the Empire. Once registered the faith is entitled to land grants for temple complexes and other benefits once it has a sufficient number of followers. Whether they practice a religion or not most people in the world believe the following creation story to be a true factual description of how their world was formed. The name Meredia is the old name for the Realm of Tyrs. The name of the world name was changed by Imperial decree during the coronation of the Emperor. Creation Story The Father and Mother are responsible for the creation of life. The twin realms of Meredia and Maladon were born from the Mother’s womb. Meredia was full of life, but Maladon was born dead. His lifeless body hangs in the night sky above this world. Rain is the mother’s weeping as she mourns the death of her child in her eternal anguish. Maladon’s birth name is never spoken instead he is referred to in whispers as the “The Dead One.” People may whisper, “When the Dead One rises we had best be indoors” or “The Dead One will be full tonight is the militia ready to stand guard.” It is said in the Empire that only Malfactors and madmen will invoke the birth name of Maladon, because doing so can hex the person drawing dark energies to them. The Dead One exudes a negative energy that can be easily harnessed to facilitate evil. His power waxes and wanes, but when he is at her full the world suffers the most; undead spontaneously rise from their graves, arcane beasts become more viscous and can rampage even in civilized areas, the power of hauntings increase and demons spawn from the immoral thoughts and actions more easily. Cultists always hold their dark rites when Maladon is fully facing the realm. Maladon’s energy is not evil, he cannot help his nature. Some say he is responsible for having corrupted the world, but this is not true. Maladon only provides the energy to bring evil into being, it is the immoral actions and thoughts of people in the world who give form to the things that result. If all people were good, Maladon’s energies would wash harmlessly over the world. The duty of laying these Evils to rest falls to the Imperial Appointee. Father & Mother There is only one major religion in the world and its practice dates back to prehistory. All the races of the world have a set of common beliefs regarding the Father and the Mother. The Mother teachers one compassion love and acceptance. The Father teaches strength, courage and fortitude. Both demand good behavior, honor, truth and peace. Of course, the different races put different emphasis on the individual aspects so temples to the Mother and Father often encourage different approaches to life. Followers of the Mother and Father follow a pattern called the Wheel of the Year. This represents the cycle of nature and the seasons. The eight holidays are spread through the Wheel of the Year, representing both the changing of the seasons. Dec 20-23 – The Winter Solstice is the longest night of the year and is the start of winter. Sacrifices, feasting, and gift giving are common elements of Midwinter festivities. Bringing sprigs and wreaths of holly, ivy, mistletoe, yew, and pine into the home and tree decorating are also common during this time. Feb. 2 - Life Day is a celebration of light and life. It is time for purification and spring cleaning in anticipation of the year’s new life. This is the traditional time for pledges and re-dedications for the coming year. Huge bonfire are lighted on Life Day. March 20-23 - The Vernal (or Spring) Equinox is a celebration of burgeoning fertility. Spring has begun in full force, and the world is beginning a cycle of renewal. The egg and rabbit are both traditional symbols of spring. Egg hunting and decorating is a very common tradition. May 1 - Love Day is a celebration of sacred joining. The vast majority of plants are in flower, and for many animals this is mating season. Observances include spring pole dances, bonfires, and making flower wreaths and bouquets. 55 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire June 20-23 - The Summer Solstice is the longest day of the year. This day is day of work, generally lasting from dawn to dusk, this day of work is meant to remind us of the labor of life. July 31 - Harvest Day is the first of the harvest festivals. It is the time to begin to realize the results of our efforts throughout the year. Traditional foods this time of year include berries and bread made from the first grain harvest. Sept 20-23 - The Autumnal (or Fall) Equinox is a second harvest festival. Most of the harvest is in and counted; the people know what they will have to survive through winter. With the first signs of winter beginning to show, people are beginning to finish their tasks for the year. Oct 31 - Death Day marks the end of the harvest for the year. The barriers between the worlds of the living and the dead are thinner than at any other time of the year. Death is a time to celebrate and remember those who have passed on from this world. Imperial Faiths There are seven major religions among the people of the Empire which developed during the Epoch of the Nations and continues today. Each has ideas about the major issues of Imperial government and each is favored by a different element of Imperial society. Both humans and non-humans practice these faiths. Despite the Emperor’s statements condemning the practice, the different religions have become rallying points for various political factions that contend for power within the Empire. Their political differences have become entwined with their doctrinal differences resulting in a deepening rift between factions. Worshiping traditional Imperial faiths will not grant abilities. Bearers of Light The Lightbringers, as they call themselves, preach that the Mother and Father provide day to end the night. They give illumination to remove ignorance and love to end heartache. The Lightbringers believe their purpose is to cleanse Evil and bring love and learning. The Lightbringers will not hesitate to arrive with their burning torches and condemn someone for immorality or Malefaction. 56 The followers of this faith range from simple people to highly educated persons. All are trained in the use of weapons and military tactics. Emperor: The divine defender of morality and right. Senate: The wealthy that are often corrupted by power. Slavery: An acceptable means of punishment for those doing Evil. Non-humans: All must be converted to the Light or burned in the Pyres of Absolution. Undead: The creation of undead is wrong. Demons: A symbol of moral decline within the world that must be rectified. Conventional Orthodox Followers of the Conventional Ways, called Orthodox, see human society as intimately connected to traditional values and morals. Members of this faith see the Empire as one large family. They believe the Mother and Father created humanity to guide the world in a positive direction. This faith is typically followed by lower and middle class working people of the Empire. They are generally conservative persons who have high morals and place great importance on the family unit. Emperor: A father figure who protects the Empire. Senate: The senate mothers the Empire. Slavery: A way to punish crime and the enemies of humanity. Non-humans: We are all part of the family. Undead: A divine judgment on those who ignore tradition. Demons: The embodiment of people’s lack of faith in the Father and Mother. Counters of the Coin Since gold is the metal of the Father and the Mother, those who collect the most of it could be considered the most divine. The Counters of the Coin have long tried to establish trade agreements with non-humans. It is rumored that the Brotherhood of Pirates will not attack ships owned Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire by the Counters of the Coin. Typical followers of this faith are wealthy merchants, powerful Citizens and members of the upper class. Emperor: He should keep the trade routes safer. Senate: They should pass more laws favoring trade. Slavery: Their use lowers the cost to produce goods. Non-humans: Potential customers. Undead: Causes interruptions to trade and commerce. Demons: Distract people from spending money. Harvestors The Harvestors are an agriculturally based religion. They preach that all life on the world is born from the elements and must be nourished and cared for or it will grow wild. Harvestors are concerned with morality and right, but are not overly fond of laws or intrusive governmental policies. As a general rule they prize self-reliance and individual freedom. Typical followers are elementalists, farmers, herders and others who labor to produce food, clothing and products derived from plants or animals. They often use slaves to harvests their corps or produce their wares. The harvestors were created by the canarrin, rakarrin and weetles. Emperor: The divine guardian and defender of humanity. Senate: The voice of the people to be heeded by the Emperor. Slavery: An acceptable necessity for the survival of the Empire. Non-humans: All lands must be protecte. Undead: Terrible, but no threat to the prepared. Demons: Horrors spawned by vice and depravity. Heart of Humanity The Peacemakers favor peaceful solutions rather than advocating the use of violence. They preach that individuals should be given the afforded to opportunity to accept peace. Peacemakers try to establish missionaries in non-human lands. They often end up murdered or as hostages needing rescue by Imperial Servants. Typical followers of the Peaceful Heart are generally highly educated persons especially Civilian Appointees. Emperor: Forced to do terrible things to save his people. Senate: Overly concerned with simple material matters. Slavery: A sad condition, but one from which we can gain spiritual strength. Non-humans: Vast populations of potential converts. Undead: A result of violence in the world. Demons: Corruptions of the soul and enemies to peace. Industrialists The Industrialists believe in mana-guided industry. Massive foundries and factories belching black smoke and consuming vast amounts of natural resources produce mana-driven machines to serve the empire. They predict in time in the future when filament globes will end all darkness and that brass, man-like, mechanical clock-work machines will free people from all work. Typical followers include forgers and mechantors. This faith was created by beardons. Emperor: The architect of industry Senate: Benefactors of the machine. Slavery: A very cheap factory worker. Non-humans: Many are backward and superstitious, but mana-tech will show them the benefits of the Empire. Undead: Wayward magic to be ceased. Demons: Horrors spawned by a world overly reliant on magic. Masters of the World The Masters preach a militaristic world domination. They believe in manifest destiny and that humanity will eventually dominate the entire realm. The Masters base their claims in on ancient grievances when the Cerebran and their Elven allies kept humanity in chains. They argue that when humanity broke those chains humans became a force of righteousness in the world. 57 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire The typical followers of this faith are high-ranking military leaders and government officials. Non-humans following this faith see a need for a strong world government. Emperor: The salvation of the world, whose word must be obeyed. Senate: The Emperor’s best servants, who have a duty to make his plans happen. Slavery: A way to make violent non-humans suitable servants of the Emperor. Non-humans: They need to be guided. Their war-like conflicts in the Epoch of Nations proved they can not have self rule Undead: Undead should be used exclusively by the Imperial Military. Demons: Their energy should be exploited when possible. Lesser Faiths Into this grouping falls the countless religions that do not have large congregations through the Empire or that have been created in the past hundred years. Many of these faiths are practiced locally and have only a few followers. Some non-traditional faiths have become very popular in the Empire. They are created by Apostles who use their divine energies to bestow blessing on their followers. Worshiping non-traditional faiths will not grant abilities. God Emperor Disciples The Emperor appeared among Humans as a sign from the heavens that they are blessed and saved. The blessing they received, has given humanity the mighty Empire and the right to rule the realm. This right carries a weighty responsibility to the world. They must unite all the peoples of the world under one banner to oppose and destroy forever the horrors of the Dead One. Followers of Folly This small sect has been trying to convince the world that in times of prehistory all of the races voluntarily gave the cerebrans control of the world. Before this time, the races of the world were fighting in a bloody world war that seemed to have no end. These battles were pushing 58 the world to the bring of destruction. In a desperate act to save themselves the beings of the world all agreed that the cerebrans, the only race who stayed neutral, would become caretakers of the realm. The cerebran would control all knowledge of magic and work to restore a balance to the mana flows. All of the beings agreed to work under the guidance of the cerebrans to build a Utopian world where no one would go hungry and everyone would have enough to live a pleasant life. Divine Groups Religious leaders in the Empire use a set of esoteric disciplines to create religious groups. These powerful skills allow them to augment their followers with amazing enchantments. Joining The leader of a divine group has total say over membership. A person may join a divine group only if the leader of the divine group gives permission. If a divine allegiance is performed without the required permission no effect is produced. Creating Only persons with the skill divine allegiance (a ritual or procedure) can create their own divine group. Persons wishing to start an Imperial faith are required to submit a one page description of the religion to their community’s Autocrat for inclusion in the Imperial records. The description should included all the pertinent information of the religion, such as the faith’s name, ideology, commands, holidays, colors and symbol. The divine faith will be approved as long as the paperwork is complete. The creation of the faith takes place at the moment the creator performs the first baptism of a member through divine allegiance. Politics The Empire of Tyrs has become divided by various political ideologies. Almost every member of society has an opinion on which point of view is correct and some hold them very strongly. Most average people just have an idealistic leaning, but those who seeking to impact the world will have a greater attachment and be willing to act on their ideologies. Human and Non-humans belong to political factions. Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire “A machine sprite is formed during the creation of mana-tech. The sprite is safely secured within a mana-wrought housing that is augmented with incantations and engraved with symbols of protection. Vehicles and items with machine sprites can be operated safely and will only explode violently if the housing is breeched.” Imperial Forger Politically the people of the Empire are grouped into two main political factions: the Imperialists And Senatists. Diametrically opposed both groups maneuver against each other for power and prestige. Other political factions such as the Abolitionists, Anarchists, Individualist, Purists, and Secessionists increase the complexity of government. Imperialists advocate the destruction of the Senate. They argue that the democratic body acts to harm the unity of the Empire. They blame much of the corruption and the inability to stop cults and Malefactors on the bureaucracies created by the Senate. All Political Factions have secret societies that support them. These societies are often run by powerful citizens who secretly recruit member and solicit funds. Members of Political Factions will receive political missions from local secret societies. Completing these missions will gain the member renown. Purists demand the extermination of all races other than their own. They see other beings as less than themselves and argue that the world will never be peaceful so as long other beings are allowed to walk the realm. They were the prime movers behind the genocide of the Cerebrans. Abolitionist Abolitionists want to free all of the slaves within the Empire. They preach peace and equality between all beings. They blame the Emperor for continued hostilities with the rest of the world and the Senate for allowing commerce in slavery to continue. Anarchist Anarchists want to destroy all world governments. They have allies throughout all of the races. Their goal is to undermine the central government of every nation so that the people can live with each other in peace. They blame the leaders of the national governments for the ills of the world. Individualist Individualists believe that intrusive governmental policies should be avoided at all costs. They are not against the Emperor or the Senate and see the necessity of both, however, they speak out against laws that limit individual freedom. They generally do not like conscription of non-criminals, limits on land use, seizure of personal property or the use of taxes to support people who can’t support themselves. Imperialist Purists Secessionist Secessionists want to withdraw their city, province or colony from the Empire. They believe that taxes, tariffs, military conscriptions and other laws or policies inequitably impact on various areas within the empire. They argue that these areas would be better off standing alone and seeking their own peace with various non-human races. Senatist Senatists advocate restoring the Republic and removing the Emperor. They believe many of the Emperor’s policies are outdated and prevent peace accords with the non-humans. They argue that non-humans would cease their hostilities if humanity became less of a militaristic threat. Some suggest relegating the Emperor to a more religious or spiritual role and assigning control of the military back to Senate; others demand the Emperor’s obliteration at secret rallies. Unaligned The unaligned have no allegiance to a political faction. 59 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire 60 Playtesting Draft Version 2014-03-15 - For Members Only Life in the Empire 61 We are not a sinless people, and kindness is not in the doctrine of the Empire. We have subjugated the world to protect ourselves, but though our armies have conquered those who would have enslaved us there is no peace in this world. The Empire is troubled by the continued violence of rebellion and terrorism. Throughout the Empire the non-humans are aided by human sympathizers who seeking to undermine our government and free the non-human lands from Imperial control. We do not understand why humans would betray out Empire for we believe it is that last hope of a dying world. There have been too many years of hate. Every race has problems with every other race. The years of war have left us with deep prejudices. The elves hate the orcs and the satyrs hate the pythians. Even the three races who were once so close, the rakarrins, canarrins and weetles, blame each other for their defeat and deep rivalries are brewing. The minotaur have always fought the aquarians and the oculi and the beardons disagree over magic and more. There can be no peace without the Empire; there can be no peace with the Empire. It is clear that some non-human nations would renew their wars of conquest if given the opportunity, while others do want to live in peace. There is no easy answer and the non-human question divides humanity. All of the world is troubled by Cultists. In this time of war and suffering many people, both human and nonhuman have embraced demonic entities in hope of gaining power or protection. The Empire has no solution. Murderous villains hide behind happy smiles. The roads are not safe. Resources are stretched thin and everywhere there are bandits and thieves. The Criminal Unions cannot keep crime in check, and the law is just as powerless. Honest people stand aghast, horrified at the state of the world, hoping that things will soon get better, but knowing that each passing year just brings more hardship and decay. Some say the world is dying because of the magic is corrupted, others say that people are corrupted and the magic is only bad because of them. Others say its destiny, that the dark forces of Maladon, the Dead One, has finally overwhelm all that is good and pure. World Information Magic The realm is permeated with magic; invisible currents of mana flow over the realm in ever changing patterns. Mana comes from the sky, sun, moon, stars and also from within the earth. Mana flows through the universe and across the surface of the earth and within every single living thing. But much of the increased mana activity on the world can be related to the presence of the two highly magically charged stars that mark the center of the solar system. The suns are so close together that they almost always appear as one star. Traditional world religion established by the cerebrans worship the suns. The larger is Father and the smaller is Mother. The world is said to be born of their union. The moon is the world’s twin that died in the womb. The presence of two suns affect the mana flows washing over the world. The gravitational pulls and exuded forces cause great natural catastrophes to occur at irregular intervals. Astronomy can be used to detect these stellar mana tides and to predict the possibility of catastrophes. of magic. All of their cities were built to guide and focus mana flows centering them into beneficial pools of energy. This focusing increased the amount of mana present in the world making the land full of energy. When the cerebran civilization was smashed the world lost the knowledge to focus and control mana flows. Cities sprang up around the world that were not built to preserve and protect the flows. This imbalance was not dangerous in itself, because nodes exude a neutral balanced energy and the peace during the early Epoch of Nations allowed the flows to resettle without long lasting detriment or harm to the world. The problems with mana arose when the non-humans began fighting among themselves at the end of the Epoch of Nations and was compounded when they attacked the humans republic. The following centuries of war have poisoned the nodes and flows, tainting the magic of the world. Traditional teaching identifies stars in the sky as other realms, but otherworldly contacts are infrequent because the world is generally inaccessible by interstellar portal travel except in rare moments. Cosmology is used to predict portal openings. Humanity’s violent struggle to gain their independence and the wars fought to stay free has seriously harmed the landscape. The continued inner turmoil within the Empire has tipped the scale towards destruction. The world tetters on the brink. Allotropes are Miasma less common. Hallows are very rare. Blights, Execrations, and Cursts are very common. And many believe a magical cataclysm is happening, and the worst is yet to come. Nodes Allotrope The force of mana permeates all things running like unseen rivers through the landscape. Mana collects in certain areas saturating the plants, beasts, soil, minerals and ore. These points of collection are called Nodes. The tone of nodes 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. Cerebran civilization was designed to enhance the flows Allotropes are nodes connected to the elemental forces of earth, wind, water, and fire. The color of an allotrope varies from medium green, light yellow, medium blue, and red depending on the primary elemental 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 63 Playtesting Draft Version 2014-03-15 - For Members Only World Information can exist. Execration 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 dark grey energies. 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. 64 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 are nodes of holy energy. They are identified by faint silver 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. Playtesting Draft Version 2014-03-15 - For Members Only World Information 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 beige. Miasma 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. Mana Substances Mana imbued substances are used for almost everything in the world. Metals with mana are pounded into iron to give more strength. Spices with mana are added to food to improve the taste. Wood with mana is used burned to get hotter files or used to make more beautiful wood carvings. Mana imbues everything to some degree and those persons with the ability to sense mana can perceive how much is there. Usually the amount of mana in a substance is just a tiny bit, enough to make a small difference, but nothing more. However, when mana concentrates heavily in a substance the substance is give a rating from one to five. In order to use the esoteric skills of compounds, fashioning, glyphs, rituals, runes, and traps the practitioner must have special kinds of mana-imbued substances. Each is a unique ore mined from the ground having a power rating from one to five with five being the most powerful. Each mana substances is uniquely attuned to a specific skill. They can be used for that skill at their power level. They can be used for any other skill at one less their power level. These bases can be readily purchased around the Empire by Imperial Appointees and Citizens. Culfiod - Compound Farium - Fashioning Gerriod - Glyphs Ristium - Rituals Runifiod - Runes Tazium - Traps One more mana substance is known and it is called Al- dium and is the rarest of the mana substances. Aldium is a universal substance and can be used at its listed power level for all skills. However, Aldium is rare and is not readily sold. All base substances deteriorate when moved out of the nodes and flows that created them. Most last less than a week so they must be used quickly. Also care must be taken when mining these ores as removing too much ore too quickly can destroy the node or flow. Esoteric Skills During the Epoch of Nations everyone was allowed to follow any occupation they wanted. The world was highly educated and even the lowest farmer learned a few esoteric skills. During the Epoch of Woe the terrible wars and strife reduced the world down to a dark age. Much learning was lost and the average person had no way to learn esoteric skills. When Tyrs began his conquest of the world he collect all forms of knowledge, because for him knowledge was power. The humans were lucky becuase they had organized skills into Unions and these Unions preserved much knowledge which he used granted onto to Imperial Appointees. While anyone following an occupation can learn esoteric lore after they have learned the required skills, such an act is unlawful in the Empire and they do so at the risk of being labeled a Malfactor. The following esoteric skills are available to people in the realm. Compounds The following is a list of compounds known in the realm of Meredia 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 65 Playtesting Draft Version 2014-03-15 - For Members Only World Information Hazard: acid, cold, demonic, earth, electric, heat, necromantic, vitalic, water, wither, wind Infection: body-loss, compulsion, fungloid, mana-loss, reanimation, rotting, skill-loss Narcotic: altruism, amnesia, bliss, bloodlust, clumsiness, contrariness, extroversion, generosity, greed, hallucination, heroism, histrionics, honesty, introversion, paranoia, remorse, reticence, romance, sleep, stuttering obey and serve effects. RS&S Rank V: Naudhiz - injury (vital & die), Othala - injury (vision), Perdhro - injury (hearing & vocals & smell and taste), Odin - injury (body & mana), Raido injury (limb). Traps The following is a list of traps available to trap setters. Poison: death(day), death(hour), death (minute), destroy form (day), defoliant, insecticide, injure body, injure mana Box Traps: adhesive box, alarm box, damaging box, damaging box (burst), deadly box, destroying box, gas box, injuring box (arms), movement box Toxicant: burn-out, magefare, warfare Door Traps: adhesive handle, alarm door, damaging door handle, damaging door jam, knock-out door jam, gas door jam, injuring door hand, injuring doorstep Glyphs The following is a list of glyphs that may be drawn. 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 Runes There are twenty five runes in the Realm of the Meredia. Twenty four runes are pictured left and the twenty-fifth rune, known as Odi is a circle. It represents the blank rune stone. RS&S Rank I: Ansuz - ritual detection, Dagaz - fatal finish & feeding, Berkana - infections & disease, Kenaz -compel exodus effects, Wunjo -distracted & feinted & stunned effects. 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) & pursuance. 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 Archways In cerebran times the plentiful amounts of mana substances made it economically feasible to use magical archways as a means of instant transportation. These portals constructed in the Epoch of Slavery were used by cerebrans to travel around the realm. They once connected every major cerebran city throughout the world. When the cerebran were defeated they took the secret of the Archways into the void with them. 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). During the final years of the Republic the humans rediscovered how the portals worked and they started using the portals again. The humans did not share this information with the non-humans and this was one more reason for the attack against the Republic. 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 - In modern times the skill to open archways is a closely guarded secret of the Empire and known only to a secret society of humans devoted to humanity, called the Arch 66 Playtesting Draft Version 2014-03-15 - For Members Only World Information Adepts. The members of the society are fanatically loyal to Emperor Tyrs and their only skills in life are to open archways. They are the only ones capable in the world and they are chosen for their loyalty to the Empire and their commitment to keep portal opening a secret. They will go into the Void before disclosing any information on portal use. the Empire of Tyrs is not like the slavery of the cerebran times when whole races were slaves. In the Empire slavery is much more limited. One person owns another person as a piece property. A brand, tattoo or even a magical deformation mark is placed onto a slave and the owner holds matching registration papers for each of his or her slaves. He corruption of the mana flow in the world has made using the Archways are fraught with peril. While always dependant on mana flows during cerebran times the flows were carefully tended and extremely stable. The past 100 years of war has wrecked havoc on the flows and many archways no longer work on regular intervals. The Arch Adepts are able to predict openings but their predictions are not totally accurate. Humans are not allowed to be held as a slave unless they are a malfactor, so most of the slaves are non-humans. However, humans do not own all of the slaves. It is very common for wealthy non-humans to own other non-humans as slaves. Slavery There is no subject in the Empire more controversial and confusing than slavery. The word slavery was the word that destroyed the cerebran civilization, but this word has had different meanings over the millennia. In the much maligned Epoch of Slavery the cerebran overlords ruled the world and all peoples bowed down before the might of cerebran magic. The world called themselves slaves, but there were no papers of ownership and the cerebran overlords did not lay claim to individual persons. Instead, the cerebrans simply dominated the world in total, forcing all to their whim. Every race was given a role to serve the world and each labored for the betterment of all. Of course this denied all the freedom to have any other purpose to their live and it was from this “slavery” that the world rebelled. There was no slavery in the Epoch of Nations, but in the Epoch of Woe when battles raged it was common for the victors in a battle to carry away the vanquished survivors as slaves. Many humans became slaves, but when conflicts arose between the non-humans many non-humans were taken as slaves by other non-humans. When Tyrs began his war many non-human became slaves of the Imperial Military and there are still slave camps today which are used to build military fortifications. Around the Empire there are many factories staffed entirely by non-human slaves as well as farms worked by non-human slaves. While slavery is common in the world, the slavery of While many in the Empire would like to outlaw slavery, there are many in the Empire whose livelihoods are dependent on their slaves. Many labor intensive businesses such as factories, farms, and mining operations are run in part with the use of slaves for the worst jobs. Slave Statues Slavery was a major issue for many and the following represents a compromise between slave holders and abolitionists which left neither side satisfied, but at least allowed for the founding of the Empire. The slave laws in the Empire of Tyrs are as follows: No human shall be held as a slave anywhere in the world (except practicing malefactors as stated below). No non-human may be held as a slave in their traditional homeland. No non-human may be removed from their traditional homeland to be brought into slavery. No non-human with travelling papers shall be brought into slavery. Any person (human or non-human) proven to be a malefactor may be made a slave instead of suffering purgation. A Citizen or Appointee may hold a malefactor as a slave and that slave may be ordered to use their malfaction skills in the service of the Empire. A malefactor whose skills are purgated must be freed if they do not meet the other requirements for being held as a slave. All slaves shall be marked by their owner. The owner of a marked slave must have a legal slave certificate proving ownership of the slave. Any slave whose owner cannot prove ownership through matching of the mark with the production of a legal slave certificate can be freed from slavery. 67 Playtesting Draft Version 2014-03-15 - For Members Only World Information The children of any legally owned slave shall be the property of the slave owner who shall receive a slave certificate at birth and be required to mark the child. Slaves may be sold as property. The sale is effectuated by a transfer of the slave certificate and a remarking of the slave. The new owner’s mark is placed beneath the previous owner’s mark. The slave certificate will show all the transfers of ownership. Slave Markets The slave laws do not allow humans to ever be enslaved. Non-humans can only be made into slave if they are traveling illegally outside of their traditional homeland. But slave markets are very common everywhere in the Empire. This is because slavers illegally raid non-human nations to capture persons and force them into slavery. Ironically, humans are rarely successful at slave raiding. Non-humans are always suspicious of humans and watch them carefully which prevents humans from easily capturing potential slaves. The best slave raiders are non-humans who travel into the lands of other non-humans and carry away unsuspecting persons. The most famous example of slave raiding was the minotaur sea captain who purportedly operated a pleasure ship promising to take non-humans on a cruise to ice fields of Surrland. Charismatic and dashing the minotaur captain easily charmed his patrons. Wealthy non-humans would pay exorbitant amounts of money to go on his promised cruise. Of course, every non-human who boarded the ship was sold as a slave and the minotaur captain moved on to a different port and repeated the scam. Behemoths There is no word that evokes more terror in the realm than the strangled cry of “Behemoth!” These are immense creatures capable of destroying whole cities and ravaging the countryside. They are believed to be evolving because of the corruption of the mana flows. Many people believe that worse creatures are coming, but right now there are only three kinds of behemoths dragons, kraken and wyrms. When a behemoth is sighted in a settled area the villages empty of people who run for their lives, hiding in small groups and trying to make themselves as inconspicuous as possible. Thousands of soldiers and dozens of military 68 vehicles are often dispatched to the location. While the goal is to kill the behemoth, most often the creature can only be driven away, with some believing that the creature merely departed after eating sufficiently. Dragon A sudden flashing shadow flowing across the ground drawing eyes to the sky is generally the first sign of a Dragon’s attack. These large reptilian creatures will swoop down landing in the center of a village destroying homes and feasting on the occupants. Dragons are the scourge of the sky and will not hesitate to snack on airships. Dragon lairs are found on small floating islands of sky stone. Dragons often carry corpses back to their lairs and the meals consume later. Dragon lairs contain great wealth, not because the lizards care about money, but because the gluttonous beasts will digest items of value on their rampages through the villages. Precious metals and gems are not destroyed by stomach acids and pass from the dragon’s bodies. Treasure hunters who don’t mind getting their hands dirty can often find great treasures amid the dung found in a dragon lair. The four common varieties of dragons expel fire, ice, earth or electrical damage from their mouths. These are called elemental dragons and their skin is tinges with the color of their mana capacity. Kraken The kracken is an immense squid that is the terror of the ocean depths. Krakens attack without warning. Ships sailing on calm seas or sleepy coastal villages are suddenly assaulted by this tentacle monstrosity. Capable of pulling ships to the bottom or dragging down towers the kraken is a seemingly unstoppable predator of the sea. Wyrm A slight tremor in the ground is the first indication of a wyrm attack. The tremors will increase, the ground will heave and shake, and moments later the wyrm will burst forth from the ground in a shower of rocks and earth. Wyrms are believed to be attracted to heavy vibrations on the surface. Wagons rolling over cobblestone streets often provoke wyrms into bursting up through the busy intersections and traveling through the streets and build- Playtesting Draft Version 2014-03-15 - For Members Only World Information ings scooping people into their maws. Factories with heavy machinery are also common sites of work attacks with the whole building often being consumed. Blast powder Blast powder was is a creation of Humanity. It uses a mixture of mana-imbued minerals to create a propellant. Humans use blast powder the most of all races. Wealthy humans carry flintlock weapons as a badge of social position and the military makes extensive use of cannons, especially on ships. Blast powder sees its greatest use among the Brotherhood of the Pirates who use its power in their cannons to cripple ships. The pirate’s wealth allows them to purchase blast powder and use it to increase their wealth. Coins The primary coin of the Empire is called the Imperial which is struck in solid gold. Before the founding of the Empire there were many different currency systems. Some cities, every province and all the non-human nations had their own monetary system, but all currency has been standardized into Imperials. It is rare to find coins from local money systems as most have been melted down. Communication The Empire has three means of communication. Two are available to the common person, but the last is only available to Imperial Appointees and Citizens conducting Official Business Postal System The Empire maintains a postal system where letters and parcels can be transported throughout the realm. A Postal Office is located in every major community. Mana Mirrors Mana mirrors are mana-imbued mirrors that are connected to a realm-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 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. Mirrors can also 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. Mana energies allow the linked mirrors to create places where messages and pictures can be posted and read. When a person posts on these sites all people who are members of the site receive the correspondence. Archway Messenger Important letter and parcels can be transported throughout the realm using the Archways. Adepts of the Arch will escort messenger through arches. Transportation Getting around in the empire is easy for the wealth, but not so easy for everyone else. The poor have to make do with walking overland or riding a mount. The rich can hire a vehicle to take them anywhere. All public passenger vehicles are operated by pilots. The Pilots Union prohibits non-union members from operating vehicles and will brutally remove the offender. Mounts Each of the races have a preferred mount. These are the animals available for riding. Aquarians ride sharks, aridans ride eagles, elves ride ostriches, humans ride horses, klactons ride centipedes, orcs ride boars, pythians snakes, satyr goats, oculi ride ravens, and decidiuns ride wolves. Vehicles The Empire of Tyrs makes use of many magical marvels to transport people on land sea and air. Sky ships are ships lined with sky stone and able to fly through the air. Air ships are used by the Imperial Military or by extremely wealthy Citizens. The military uses massive ironclad airships with rails lined with cannon or ballista and held aloft by the use of sky stone. Locomotives run on mana-imbued coal or wood used to feed non-sentient mana forged entities that move the internals of the locomotives. The locomotives travel on iron rails pulling massive two story rail cars. People in the empire refer to these as rails and say “We will be rid69 Playtesting Draft Version 2014-03-15 - For Members Only World Information ing the rails.” Fiery wrecks are common as terrorists and other discontents often pull up rails. The cases holding the machine entities will explode under the incredible pressures created by burning mana-imbued materials. Usually the rails are used for shipping replaceable things such as goods and imperial troops. 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.] Sea Ships travel the oceans which are dangerous places due to frequent storms, pirates and the renegade aquarian. The empire has a large fleet of Submarine Ships to augment its war power. Some of the older submarines have found their way into the private sector being used as pleasure crafts and exploration vessels. There are a few pirates using submarines as well. Spirit Quest: The base chance to spirit quest is dependent on the person’s status total. Less than 7,500 status has 90 percent base chance to spirit quest. 7,501-12,500 status have 80 percent, 12,501-20,000 status have 70 percent, 20,001-25,000 have 60 percent, and greater than 25,001 have a 50 percent base chance to spirit quest. Certain locations and skills will affect this chance. Medical Treatments The field of medicine is surprisingly advanced in the Realm and is blend of herbal lore, anatomical knowledge and mana manipulation. Medicine: Physicians 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. The most advanced respirators will be powered by machine sprites. 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 resuscitated or restored to life if they chose.] Dead persons meeting the above requirements of heroic potential can be resuscitated or restored to life so long as spirit remains in the body. Sometimes resuscitate or restoration, if started within 5 minutes of death, will restore life to a normal person. 70 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. Mana-Tech Mana-tech is the descriptive term describing the science used to create mana-driven machines. While the average person still uses man-power or animal-power to accomplish most tasks the world is moving away from these simple times. Wind blades or water wheels are used for mill work only in the poorer sections of the world, in all other places people can afford to mana-tech. The science of mana-tech is based on the use of conjured machine sprites to move mechanical parts within a machine. Placed safely within a mana-wrought housing these immensely powerful entities will drive pistons, turn wheels and rotate cogs on command. They are semi-sentient and can remember information in the form of data streams. Machine sprites are created by the use of arcane processes. Imperial Appointees wielding estorteric lore create and bind these entities into their housing. Arcane symbols are emblazoned onto the housing and gemstones are used to focus the intensity and power of the sprites. If the mana-wrought housing should break the machine sprite will explode outward destroying itself and all around it. The power of mana is fast becoming the driving force in the world. Mana is being used for more and more every day. The possibilities seem endless. Steam power, water Playtesting Draft Version 2014-03-15 - For Members Only World Information and wind power are seen as primitive methods of machination. The machine sprites can accomplish the tasks with much more precision and strength. The traditional scientific disciplines of astronomy, biology, chemistry, forensics, geology, mathematics and so forth are developed at an exponential rate driven by the Imperial war effort. The social disciplines such as theology, history and law are also changing. The discipline of mechanics is only understood through its interaction with machine sprites. The semi-sentient machine sprites can use basic mechanical principles such as levers, pulleys, screws, springs and gears to maneuver complex machines. Machine sprites can follow simple commands. Machine sprites must receive mana imbued substances to remain in existence. The substances are place into the housing through a special port that does not allow the machine sprite to escape. Machine sprites cannot live outside of the environment of their housing. They are pure mana energy given sentience, form, and power through the arcane processes which place them in their housings. Machines The development of mana-driven machines has proliferated in the Empire. Mana-driven machines started in the imperial military but over the past decade they are expanding into civilian use. Machine sprites are being used to power all sorts of machines from skyships, to submarines, to insect-like metal walkers, to massive rolling tracked vehicles mounting cannons of all sorts. These semi-sentient creations are housed within special cases that prevent their powers from exploding outward. A machine’s wheels are turned by axles that pass through the sprite’s housing. This allows the sprite to turn the wheels forward or backward on command by the operator. Other sprites control the facing of the wheels allowing for turning. The commands are often loudly shouted verbal commands. Complex machines may have hundreds of cases all with entities that act on command to allow the machine to accomplish its task. Computers Computers are machines that house the most intllegent machine sprites. These semi-sentient entities can execute programs. Most mana computers are operated by voice and the machines will speak back to the operator. Simple mana computers function with text communication. Guns Guns are a specially designed form of mana-tech. Basic guns just operate with blasting powder, but recent advances in mana-tech is allowing the creation of multishot weapons. Small machine sprites bound in tiny housings rotate barrels allowing weapons to fire at faster rates. Cheaper versions of these guns sometimes explode. The thin housing allow the scream of the trapped machine spirits to be heard even above the firing of the rounds. Other Tech Mana-driven sound systems are developing which allow music and voice to be transmitted and amplified. Imperial war machines often blare loud instrumental music as they roll over the enemies of the Empire. Mana-based photography is being used to capture moving images with lenses mounted on wooden boxes with a special machine sprite housed inside a mana-wrought gemstone. Manufacturing The Engineers and the Forgers of the Empire are mastering the art of interchangeable parts for use with their mana-tech. The major resources available for manufacturing processes are metals, natural rubbers, hides, wood, stone and natural fibers. Most of the manufacturing in the realm takes place in immense factory cities that belch smoke and poor pollution into the environment. Tech Concerns There are always those who fear progress. Some people do not trust the machine sprites. Others complain about the dangers of explosion. Another common complaint is the drain of resources as the sprites do need to receive a constant supply of mana imbued substances to exist. Perhaps the chief complaint is the cruelty of the tech. These small semi-sentient entities are given life and then forced to work day and night, laboring in the confines of their small housing. When the strain become great the machine sprites can be heard screaming. Their horrible wails of pain will increase as they are forced to comply 71 Playtesting Draft Version 2014-03-15 - For Members Only World Information with the demands of their operator. The life of a machine sprite is a life of endless pain and torture. Sometimes the semi-sentient entities of a machine can develop a gestalt like sentience which will allow the machine to act under its own free will. Many of these machines run amok doing great harm. There have been some instances where machines gaining sentience have come to aid of their operators, but since most machines are driven hard, the sprites are more likely to become brutal killing machines. Piracy The high seas are fraught with peril. Pirates and privateers abound. The shallow waters and rock shores of the obsidian isles make for perfect pirate hideouts. Pirate Brotherhood The brotherhood of the pirates is a multi-racial organization devoted to personal gain through acts of piracy. Members of the brotherhood forsake their own race and nation swearing eternal allegiance to the brotherhood. Members of the brotherhood live by a democratic code whereby captains and officers are elected by the crew and the shares of spoils are divided according to rank on board the ship. The symbol of the pirate brotherhood is the simple skull 72 and crossbones on a black flag. When flown this marks the ship as a predator of merchant shipping and undefended coastal towns. Most pirate captains modify and personalize their own version of the brother’s crest. Every pirate has this symbol of the brotherhood tattooed on their body as proof of allegiance. The brotherhood of pirates mints their own coins which bear the symbol of the brotherhood. By agreement between thieves, these coins are not shaved or counterfeited and can be trusted as holding their full value and as a result honest folk will gladly take these coins. On the few occasions when persons did break the brotherhood’s trust and try to alter the coins the brothers handled the situation in a manner that deterred similar acts. The Ghost Fleet For nearly two hundred years a fleet of ghostly pirate ships have been the scourge of the western seas. Every year the fleet seems to grow larger and the Empire seems powerless to stop its growth. The Republic Navy and now the Imperial Navy has tried to destroy the fleet, but efforts have been met with dismal failure and defeat. When the ships of the Ghost Fleet are encountered the Imperial Navy usually ends up on the losing side unable to stem the tide of undead flowing from the ships hold. The Ghost Fleet is protected by a large bank of billow- Playtesting Draft Version 2014-03-15 - For Members Only World Information ing fog that is laced with powerful necromantic energy. Oftentimes navy personal who are killed will rise up as undead and be pressed into service by the powerful undead captains. Sometimes when the Dark One is full navy ships sent to the bottom have risen again as ghost ships in the fleet. can even appear just like a normal person. Demon worship is very common in the world as people are corrupted by errant flows of demonic mana form in the chaos of battle and the aftermath of sorrow. Small coastal villages and merchant ships are in the most danger. Attacks of the Ghost Fleet always come at night and are preceded by an eerie fog. The necromantic energies surge forward and are quickly followed by the undead crews. Necromancy is a perversion of the natural cycle of death and life and its use leads to the formation of necromantic flows which cause spontaneously rising undead. The large undead armies used by Tyrs has left a landscape littered with Blights and many who die under tragic circumstances are apt to come back as ghosts or even more powerful accursed undead. Cemeteries are abodes of terror where no one goes after sunset. The few survivors of these terrible attacks tell stories of skeletal pirates smelling of the sea, dressed in rotting clothes and armed with rusting cutlasses and flintlock pistols and muskets. They speak of horrible atrocities in hushed whispers with twitches and stammers. Clearly, their minds were ravaged by the horrors of what they witnessed during the attacks. Nature Many agree that the violence in the Epoch of Woe tainted the world. The hordes of undead and people serving demonic forces and evil gods are tearing this world apart. Errant mana energies are spinning out of control affecting the nature throughout the world. The protectors of nature stand against the all the evils of the world,but they can do little to stem the tide. Corruptions Mana flows change the world for either good or ill depending on the type of flows. The violence of the past one hundred years has twisted the mana flows of the world making it so that Meredia lacks sufficient positive mana energies. For example, years ago there was sufficient vitalic energy in the world to be tapped and used to heal, but these skills no longer function as there is insufficient restorative magic to allow such skills to work. Demonic Demons are manifestations of evil malevolence that seek to cause death and destruction. They are drawn to cursts and the corruption caused by the dark mana energies. Demons have varied appearances. Some demons are little more than deleterious clouds of reeking sin, others have red skin, bat-like wigs and walk on hoofed feet and some Necromantic Profane Profane magics embrace the darker aspects of life. In a world of war, many people become discourage, angry and bitter. The loss of loved ones and the accumulations of a life turn people away from good ideals. A population filled with hate gives rise to the kinds of dark thoughts that lead to a profaning of the mana flows. Of course as this leaking corruption spreads others are affect and the cycle of spirals downward toward societal destruction. Plagues Terrible plagues appear throughout the realm. People die of pestilence and flesh consuming disease, but there are other sicknesses that cause true terror. Lycanthropy infections change people into rampaging beasts and reanimating viruses transform the infected into shambling brain eating corpses. Storms The wild flows of mana traveling unseen and undetected through the world give increased power to weather phenomena. The world experiences tremendously powerful rain and snow storms and have a fair number of tidal waves, earthquakes, droughts, whirlpools, tornados and other spontaneous weather conditions on good days. The tidal washes of mana exuded by the twin suns at irregular intervals contribute to these phenomena. These storms make sea travel very dangerous and the wealthy prefer to travel by using portals. 73 Under the appointed Emperor and the elected members of the Senate humanity controls the world, protecting our home through the conquest of those who tried to destroy us. The Empire of Tyrs is the only national power in the realm. All other nations have been forced to become colonies of the Empire. Their own traditional leaders replaced by Imperial Governors appointed by the Emperor. Their populations are kept in line by iron-clad war machines and the endless ranks undead soldiers. Ironically, though our economy drives the world market and our soldiers are stationed around the globe, many warn that the Empire of Tyrs is in dire danger of collapse. Our population is split between those supporting the Emperor and those devoted to the Senate. Many people regret the decision to anoint Tyrs as the Emperor, but just as many still see him as the hero that saved humanity and justify his brutality as necessary for the continued protection of our people. Violence boils just under the surface as friends and families are divided by political loyalties. And there are other factions struggling within the Empire to further their own personal agendas weakening the foundations of our society. These days it seems that too many people are keeping secrets. Despite the efforts of law and righteous citizens, too many decadent people are turning to heretical cults and demon worship, practicing human sacrifice, cannibalism, ritualistic sadism and other heinous rites to gain strange abilities. Too many people are willing to look the other way when crimes are committed, because they do not want to draw attention to themselves and their own questionable dealings. The survival of humanity lies in the cooperation of our race. Where are the cerebrans? Gone. The entire race was exterminated after their fall as overlords. What will become of Humanity should the Empire falter? We must have strength as a people if our children are to survive in this harsh brutal world, but to have strength humanity must be united. From the lofty Citizen to the rabble of society all have our part to play. Supporters of the Emperor, senate supporters, rebellious revolutionaries, non-human agents and even criminals heed my words or it will be too late. We must lay aside our personal differences and join together once again in the common defense. Inhabitants In addition to the major races of people there are many other sentient beings and beasts living in the realm. Supernaturals Supernaturals are people (humans and non-humans) who have gained additional abilities and skills because of a permanent physical change to their true form. No person may begin their occupation as a supernatural being. All persons must become a supernatural in the course of their adventures All beings have a certain set of abilities that they can perform which are innate to their physical form. For example, humans can breath air, walk on two legs, manipulate their environment with their hands. These are the abilities of a “normal” human. When people somehow go beyond what they can normally do they are called “supernatural.” For example, if a human gains the ability to fly he is called supernatural. Supernaturals in the world of The world include cultists or pagans who have learned abilities and people who have changed into vampyres and wyre-beasts. Research by Imperial scholars have determined that supernaturals have additional abilities because of subtle changes to their physical form. These changes can occur through various processes, including a necromantic changes, religious worship and biological mutations. These changes are generally permanent, but in some cases they have been removed. Most supernatural beings are hunted in the Empire. Supernaturals that can prove they bear no animosity to the Empire are allowed to exist, but they must register themselves in the Empire in a fashion similar to non-humans. They are not allowed to be Imperial Appointees, nor can they become citizens. Registers supernaturals may learn estoteric skills, provided the skills they know are listed on their traveling paper. All supernaturals must possess the negative abilities listed under their descriptions. However, the supernaturals must develop the listed positive abilities like normal people learn skills. The negative abilities are listed in italics and must be taken. Cults There is a fine line between legitimate religion and a cult. Generally, the religious leaders of a legitimate faith empower their followers to better themselves, while cults tend to empower only the religious leaders and often at the expense of the cult followers. Legitimate religions support the moral underpinnings of their society, while cults encourage immoral or anti-social activity. Cults in the Empire practice heinous immoral rites which gain them certain abilities. Human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. Mass suicides are common ways to turn cult leaders into Avatars. The cult leaders convince their follows of some impending doom and use their belief to become immortal deities while their congregations goes into the Void. The worship of cults is illegal in the Empire, but sometimes cults masquerade as legitimate religious hiding their decadence from view. It’s often hard to distinguish between the two, but since cultist gain abilities form their heinous practices Imperial Appointees often search for cultists by testing for abilities. For example, many cultists gain the ability to breath water. Appointees will “swim a cultist” by holding them underwater until they die. If the accused breathes water then they are proven to be a cultist. Similarly, invulnerability to fire is a common cult ability so appointees often burn suspected cultists to see if they are injured. Cannibal Cults Members of cannibal cults eat the flesh of other human 75 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants “I love killing elves. They ride right towards me on those stupid birds and I open fire with my big mounted gun. Shock waves vibrate may hands as slugs speed out, the spinning barrels and exploding powder with white smoke everywhere, the high-pitched screaming of machines sprites is like music to my ears. And the best thing ever is watching those birds explode into balls of bloody feathers.” Imperial Gunner and non-human beings. They often believe that consuming the flesh will give them the power of the person they are eating. The cults preach that the end of the world or some other great catastrophe is coming. Their cult practice generally revolves around preparation for this event. Cannibal cults are very social and have a secluded gathering place that is usually a dark cave, remote ruins or even a basement. They decorate their gathering place with the bones of their victims. Some doom cults are mere shams where the cult leader is trying to trick his followers into committing mass suicide to steal their life energy so he may ascend to become an avatar. Members of the Cannibal Cults gain their abilities from eating flesh. The needs to subsist on a continued diet of flesh from human or non-human beings. They cannot maintain their powers. Cult members with multiple abilities must eat from multiple victims each day. Death Cults Members of death cults relish in killing their victims. The slower the death the better. They often use suffocation to kill their victims. They like to cause extraordinary amounts of pain to their victims before they grant the release of death. Members of death cults need to kill specific beasts or beings every day . If they do not satisfy their need for this senseless killing they will not be able to use their abilities. Cult members with multiple abilities must kill multiple victims each day. Demon Cults These are by far the most common cults. Demons form from immoral thoughts and grant their followers all kinds abilities provided they act in the service of the Demon. Demon Cults require the cultist to have a permanent visible deformity or immoral need that must be fulfilled every day or they may not use their abilities. Doom Cults 76 The Cultist Cultists serve dark powers and demons. Cultists can gain abilities from their inhuman practices, such as human sacrifice, especially the sacrifice of innocent infants, children and virgins, is prevalent in many cults. Cannibalism is sometimes found, as well as sexual deviance. Cult members can gain the abilities that their dark practices can offer them, but only after years of devotion. They will gain one physical debility or deformity when they learn their first ability. Cult members who pursue power through abilities can degenerate into crippled, insane persons. Imperial Appointees often search for unregistered cultists by testing for abilities by such methods as “swimming the suspect” or “branding the suspect.” Basic Abilities: debility (sunlight, moonlight or water), deformity (visible physical deformity), increase body I, increase mana I, invulnerability (one type), regeneration I, respiration (water) Vampyre Vampyres are undead supernatural beings that consume the blood of the living. They have retractable pointed canine teeth and dress in the clothing style popular during their life. Those who become vampyres fall under the Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants supernatural registration statute and must register their status and skills and carry papers at all times. The history of vampirism is filled with tales of terror regarding the vampyres unquenchable thirst for blood and their mad rampages through the countryside. During the time of the Cerebrans and the Republic vampyres were hunted by specialized vampyre hunters. When Tyrs gained control of the military these necromantic meta-beings offered him their service and they were allowed to exist so long as they aided the military effort. IN fact some of Tyrs soldiers embraced the augmentations of vampyrisms to gain additional advantage. While they served Tyrs a different side emerged, and people learned that of all the necromantic creatures, vampyres tend to retain most of their humanity. There is a deeply romantic side to the Vampyre. All vampyres experience a deep desire for life, called the Yearning. Most vampyres hate what they have become and yearn to live again. A vampyres feelings are heightened as well as his physical prowess, and they can be very emotional. All vampyres are subconsciously rooted to their past and revere the age in which they lived. They cling to the memories of their life by retaining their dress, behaviors, mannerisms and beliefs. Many try to hold onto morality and struggle against their dark, necromantic nature. A vampyre only becomes a danger when their yearning for life is replaced by an emptiness of the heart. In this condition the vampyre becomes disconnected from the memories of his life and experiences perdition. Perdition is the opposite state of the Yearning where vampyres have no regard for life. Vampyres in Perdition become the vicious killers well known in the folklore of the Empire. WyreBeasts In ancient history people once worshiped beasts drawing from them certain attributes and skills they needed to survive in the world. These primitive people danced around bonfires to the beat of ceremonial drums, drank the blood of beasts and wore on their bodies the pelt of the totem beasts. A some point during this heathen ceremony the spirit of the totem animal would enter their bodies and the pagan would gain the ability to wear the skin of that beast. The traditional wyrebeast mythology tells that eighteen totem beasts came to the people of The world and offered to merge spirits. Shape-shifters of various races do tend to share a common ground, but this is often not enough to make peace. Bosks The beasts were worshiped in magical groves located within a forest or other wooded area, called a bosk. The trees of ancient bosks had faces on them and contained spirits that could speak to the shamans who lead the ceremonies. Every bock contains a totem pole that represents all the wyre-beasts in the local area. When all fifteen beasts are represented in the bosk their circle of the bosk is said to be complete. All aspects of survival will be offered. Totems The following eighteen beasts have offered their totem spirits to beings who seek to become wyre-beasts. Bat: The nocturnal scout, hearing rather than seeing, the bat is a guide through the darkest times. With the founding of the Empire vampyres remain suspected, but being a vampyre is no longer a death sentence, although in some areas they can be killed and the law will turn a blind eye to the muder. The practice of vampyrism is still looked on with disdain, but not so much as before and even a few citizens have explored the life style. Bear: Honorable, proud and capable to inspire, the bear is known for his thoughtful guidance. Classification: undead Coyote: The cunning trickster who always finds a way, the coyote is the ultimate scavenger. Abilities (Additional): debility (sunlight), feeding, increase body I-II, increase mana I-II, need (blood), unaging, vulnerability (holy). Boar: Powerful in short bursts, the boar is known for his unbridled ferocity. Cheetah: Fastest of the animals, the cheetah knows when to run, but also when to fight. Crow: Prophet of death, guide to spirits and the seer of one’s fate, the crow is a dark and foreboding bird. Eagle: Proud, majestic, with sharp eyes, the Eagle em77 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants bodies decisive leadership. Hound: Loyal and protective of loved ones, the hound guards and defends. Hyena: As part of the team the Hyena lives closely with pack mates embracing cohesion and unity. Monkey: Graceful, nimble and quick, the monkey is an agile provider. Lion: A natural, charismatic and courageous leader, the lion inspires action. Owl: As a wise mediator the owl is a voice of reason. Panther: The silent, stealthy, remorseless killer, the panther is secret death hidden in the shadows Rat: Plague bearer, spy, thief, the rat is adept at many things, but master of none. Raven: At home in the tempest, a bird of battle and death, the raven is will fight on long after the cause is lost. Tiger: Strong bones, powerful muscles and sharp teeth and claws, make the tiger an opponent to be feared. Vulture: A scavenger, a survivor against all odds, the vulture has no shame. Wolf: Stealthy and cunning, the wolf is a social beast and ceaseless hunter. WyreBeast Wyrebeasts have gain the ability to shift into the form of certain beasts by worshiping a totem beast. They are closely connected to nature and generally do not live happily in civilized areas. Some wyrebeasts can shift to multiple forms. Those who become wyrebeasts fall under the supernatural registration statute and must register their status and skills and carry papers at all times. The nature of a wyrebeast is a blending of intelligent being and instinctual beast. Both become one mind sharing a singular connection and bleeding into each other. The freedom of running wild and the power of the hunt, competes with the capacity to appreciate reason, art and philosophy. All wyrebeasts must always carry the pelt of the beast which they use to effectuate their transformation. Great groups of wyrebeasts once populated the wild lands of Meredia. In primitive times embracing an animal totem allowed a person to more easily survive in the wild. Becoming a meta being was reserved for the 78 greatest hunters and the heros of the tribes. As the world matured a new agriculture-based city-dwelling lifestyle arose among all the beings of the realm and the wyrebeasts were seen as part of a primitive pre-civilized world. As cities grew it was only natural for conflicts to develop between the wryebeasts and the city dwellers. To a developing world wyrebeasts were seen as a primitive people, throw-backs from older times best forgotten. When the cerebrans began recording history early record show major conflicts with the wyrebeasts as the cerebrans expanded civilization into all areas of the realm. Great battles were fought with primitive wyrebeasts losing almost everyone. Wyrebeasts were hunted into near extinction. During the Epoch of the Nations, wyrebeasts made treaties with most of the newly developing nations which allowed the primitives to embrace the beasts outside of civilized areas. The numbers of wyrebeasts had resurgence, but most people still feared them for being different. With the founding of the Empire wyrebeasts there is a developing conflict with the wyrebeasts as the Empire expands into wild lands seeking resources and settling area that had become primitive again during the year following the cerebran fall. Being a wyrebeast is not against Imperial Law, but there are some Citizens who hunt them for sport and some areas where people will drive them out if they are discovered. The practice of Wyre Worship is still looker on with disdain but not so much as before and even a few citizens have explored the worship of animal totems. Classification: Beast Abilities (Additional): increase body I, skin I-II (<totem beast>). Pagans Pagan practices are the name given to the ancient traditional faiths of the various different races in the world. Mostly everyone honored the Father and Mother and feared the dark apparition of Maladon. But unique practices developed among the ancients which epitomized aspects of their cultures. Into this grouping falls the old faiths practiced by people in ancient times up until the present. Many of these pagan practices are still practiced in secret places through- Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants out the Empire. Most people think they are regulated to the wild lands, but Imperial Appointees and Citizens know they are alive and well in civilized areas. There is a great power in these ancient pagan religions and each can grant abilities to the worshiper. Paganism is permitted in the Empire and so long as a Pagan is registered and carries papers. All of the pagan faith requires one to commit themselves to practicing rites and observing traditions which include honoring the winter and summer solstices and the spring and fall equinoxes. Most pagan faiths worship natural forces found in world. These are earthy practices having ceremonies outside under the sky using monoliths and altars of stone. Rhythmic drumming and loud chanting almost always accompanies practice of these faiths. Pagan faiths have evolved through time and the practices of individual groups within a pagan faith often differ greatly. There is no central person controlling thie faiths and groups will commonly have radically different interpretations of the same idealogy. For example, there are Fleshburners who still practice the sacrifice of people into volcanoes, but must Fleshburners only decorate their own bodies or the bodies of will participants with burn scars. Bearers of the Bark This ancient faith started in the decidiun territories, but has since spread throughout the Empire. While not as popular as many of the other pagan faiths the Bearers of the Bark make up for their lack of numbers with fanaticism. The Bearers of the Bark are religious zealots devoted to protecting old growth forests and secluded wooded glens. They build their homes amid the trees using magic to shape the trees into living homes, never cutting living trees or harming any plant with bark. The Bearers of the Bark seek out woodland spirits worshipping them and honoring them with offerings of soil rich in nutrients and filled with nitrogen which they create by using ancient recipes. The Bearers commune with the nature spirits, asking for advice and performing tasks for the spirits. The Bearers of the Bark are at odd with the Empire’s use of machine sprites. They see the use of these energies as an enslavement of the nature the spirits that exist in the world. The symbol of the bears of the bark is the rough patches of skin and bark armor growing out of their flesh. Long time devotees of the Bark gain tough bark like skin. In time their skin can become hide and act as natural armor. Abilities: deformity (broad leaves tattooed on their skin), hide (represented by body prosthetic), increase body I Celestial Spiral Sect The Celestial Spiral Sect worships the positive movement of mana energy through the world. They teach that all beings and all realms are interconnected though the force of magic. They are a peaceful sect embracing cooperation and opposing charge. They are against the practice worshiping demonic energies as they see this as a base corruption of the realm. Members of the Sect mark their entire bodies with spiraling tattoos which is the symbol of their faith. Massive towering monoliths of stone with a large spiral chiseled into the stone mark locations of ancient power. Long time practitioners of the Celestial Spire gain protections from demonic energy. Abilities: deformity (at least 5 five inch or larger spiral tattoos over torso and limbs), increase mana I, invulnerability (demonic, necromantic, profane) Dead One Disciples This faith originated from the ghouls. The Disciples are said to control the power of Maladon the dead twin of the world and are rumored to be able to channel its negative energies into positive use for the world. The Disciples’ holiest days are when the Dead One fully faces the realm. Old legends claim the caretaking ways of the Disciples helped keep the dark powers of the Dead One in check. Some modern scholars believe if the true practices of the Disciples could be regained the world could be protected again form the energies of the Dead One. This is belief is reinforced by the knowledge that long time Disciples gain the ability to avoid harm from necromantic magic. The Disciples have traditionally been hunted for their use of necromancy, but since Tyrs harnessed the power of necromancy to fuel his armies the Disciples of the Dead One are more tolerated. Disciples of the Dead One tattoo the symbol of the Dead 79 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants One on prominent parts of their body, often the forehead. The symbol of the Dead One is a circular black disk placed in the center with a waxing and waning face placed to either side so the crescents point out. Long time worshipers of the Dead One can protection from necromantic energies. Abilities: deformity (phases of the Dead One tattooed on body or forehead), increase body I, invulnerability (necromantic) Divided Circle The Divided Circle is the ancient pagan faith of humanity. The faith strives balance and neutrality in opposing forces. The symbol is a circle divided into four equal sections by two sinuous lines with the two opposing quarters being black and white. The divided circle represent the endless cycle of existence that is broken into parts. The stages of life are represented by birth, youth, adulthood, and death. The four seasons of spring, summer, winter, and fall. Long time worshipers of the divided circle. Abilities: deformity (symbol tattooed on body), increase body I, increase mana I Flesh Burners This ancient sect originated in orc lands where the orcs live amid the volcanoes. This barbaric sect punishes criminals by throwing them into volcanoes and large bonfires. Old persons will often commit themselves to the fire. All Flesh Burners practice self mutilation of their flesh of their body, face and hands by burning and branding. Long time worshipers of the fire gain the ability to avoid harm from heat. The symbol of the flesh burners is a burning torch. Abilities: deformity (burn scars over body and face), in- crease body I, invulnerability (heat) Sect of the Sea The pagan faith was founded by the minotaurs. Rites of eating sea weed an drinking salt water. Speak charms against summer squalls and winter storms. Ceremonies in this faith must be performed on the water or at least close to the edge of a stream or pond. The ceremonies always have lots of drumming and other noise. The symbol of the sect of the sea is the rippling of waves on the water. Long time devotees gain the ability to breathe water and to avoid harm from water. Abilities: deformity (symbol of the faith tattooed on body), increase body I, invulnerability (water), respiration (liquid) Sect of the Suns Members of the Sun Sect worship the two the suns at the center of the solar system. The revere light above all other things. They see the nighttime as a horror to be banished and work to create bright lights that drive away the darkness They worship in a large stone circle that is oriented to the seasonal movements of the Suns. Their holiest days are when the suns shine the longest and on those rare days when the two suns can be seen as separate entities. The symbol of the sect is two golden circles abutted so that they overlap. Long time worshipers of the sect gain protection from vitalic energy. Abilities: deformity (symbol of the faith tattooed on body), increase body I, invulnerability (vitalic) Sky Children This ancient pagan sect started in the airadin territory, “I will never yield to the Empire. My people are strong. We are mightier than the humans who win battles using their mana-tech and explosive powders. If the humans fought us, steel against steel, we would be the rulers of this realm. I hate the humans. I hate their weakness. I will fight on. Never surrender!” Orc Revolutionary (ranting just before being squashed by an Imperial tank) 80 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants but has become quite popular with sky sailors. The children of the sky worship the ever changing winds. They dedicate their lives to freedom and change. Like the winds there serve they believe people should have the right to change. world resources. So while some may criticize Tyrs for his apathetic stance on lesser beings, others are thankful for his mercy. Ceremonies in this faith must be performed up in the sky. Observances can be performed on floating sky islands or on sky-borne vehicles. The ceremonies always have lots of drumming and other noise. The symbol of the sky children is a fluffy cumulus cloud. Long time devotees of the sky gain a protection from wind energies. Cromags are ferocious human-looking beast-people who live in Nordus. They drift south on flows of ice terrorizing the northern coasts. Cromag settlements are often found deep within the wilderness. Despite their human-like appearance they are easily identified by their long wild long hair and heavy eye brows. Their instinct-driven intellect is just above that of an animal and they are classified as both beings and beasts. Abilities: deformity (symbol of the faith tattooed on body), increase body I, invulnerability (wind) Lesser Beings Lesser beings can be found on every continent living in terrains suitable for their lifestyles. Erganns live underground, imps live in treetops, marynns live in water, sauriens live in swamps, and trolls live in shallow caves or deserted ruins. The cromags live in the frozen north and have a fairly well established civilization that has resisted even the attempts of the cerebrans to settle. None of other lesser beings have homelands and they live in relatively small communities in the remote places. The lifestyles of lesser beings do not generally conflict with each other and it is very common to find them all living in peace. All are peace, except for the cromags, who rarely live in peace with anyone. The cromags are often little more than vicious raiders. Imperials founding towns or camps in remote areas will often find thriving communities of lesser beings coexisting and ready to aid each other against the encroachment of greater beings into their lands. The cromags will fight anyone. Imperial law places all lesser beings in the same category as beasts. Lesser being shave no rights and can be owned by greater beings. There are some local laws against ill treatment of lesser beings passed by various communities living in close proximity to lesser being lairs, but most of these local laws are enforced about as well as laws preventing cruelty to animals. The lack of Imperial laws protecting lesser beings may seem harsh, but the in the Epoch Slavery the cerebran overlords attempted to exterminate all lesser beings because they felt that the lesser beings were a drain on Cromag Cromags use grunts and gestures to communicate, but may learn a few words of a civilized language. They are prone to violence and are extremely territorial. They generally use thrown weapons to initiate an attack, and then charge in with clubs, torches and stone axes. Some cromags are known to resist magic, while others have gained some control of the natural world. Most beast-people can train beasts and are often accompanied by hounds and large mammoth elephants which they use as mounts. Ergann Erganns have mottled pale-white skin. They have round, broad faces with sloping foreheads and bushy eyebrows. Their mouths are filled with thick flat teeth and their bald heads have sharply pointed ears. Erganns have one normal hand with five fingers, but the opposite arm ends in a large digging claw. The claws vary in shape, ranging from a hand with longer nails, to a lobster-like claw, to a shovel-like appendage. Erganns dwell deep underground in subterranean labyrinths. Their diet consists of moss, phosphorescent lichens and cave fish. They train ferrivores, stone beasts and other underground beasts using them for various chores, including construction and defense. Ergann society is divided in castes. The main castes are the priestly and soldier castes. The castes are generally determined by physical characteristics. The size and shape of the claw is important to their society. The closer the claw is to a normal hand, the more likely the ergann is to be accepted into the priestly class; while those with sharp or serrated claws are more likely to become 81 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants soldiers. Some communities will enter into peaceful relationships with Erganns trading surface goods for minerals and metals mined by the Erganns. Imp Imps are red-skinned beings with pointy ears, beady little eyes, short sharp teeth and bat-like wings. They are intelligent, speak using large vocabularies and are very knowledgeable about many things. However, for all their smarts they lack common sense and tend to accumulate a lot of useless knowledge and meaningless facts. Imps are social creatures and prefer living in small groups sharing knowledge and ideas with other imps. However, they do not like to socialize with other beings and are often seen as secretive and rarely trust anyone who is not an imp. Imps are highly magical and very interested in the occult. They are attracted to powerful nodes where they will bask in the flows of mana. Imps love to live in high locations. They will build homes in the tops of tree or up on cliffs. They will fill their homes with libraries of heavy tomes and stacks of ancient artifacts. Marynn Marynns are water dwelling lesser beings who make their homes in lakes, rivers and lagoons. They have dark-blue skin tone with thick knobby scales. Their hands and feet are webbed. Their heads are narrow with large round fish eyes. They have sturdy jaws with many rows of sharp teeth. They have a natural sonar which allows them to sense their environment through emitting sounds. Stereotypical Marynn culture revolves around the religious worship of a single deity. These pious people gather each morning and evening in the square to pray as a group. Daily life revolves around pleasing their god and performing the various duties necessary to feed the community. Tasks are assigned by religious leaders, workloads are shared and all property is communal. Marynns will often work with communities of greater beings trading fish and edible seaweeds for metal tools, weapons and other implements. 82 Saurien Sauriens are bi-pedal lizard-like lesser beings. They have green, scaled skin and a large ridge-like fin down on top their heads. Both of their hands and feet have talons and are webbed. Their heads are long with narrow eyes and sturdy jaws that can unhinge like those of a snake to swallow large prey. Sauriens live in swamps, salt marshes and bogs. Their small communities are by elder tribal leaders who are advised by a wise one. Sauriens are not generally approached by communities of greater beings as the the areas where the sauriens live can provide little natural resources. Tyrs experimented with conscripting saurien into the military. They proved to be formidable fighters, but were unable to exist for long period of time outside of their natural habitate. Troll Trolls are muscular beings with reddish brown skin. They are extremely strong and exceptionally resilient to injury. Trolls living wild form into extended family groupings. They prefer to live in caves or abandoned stone structures. They are sometimes found living under bridges or even in the little-used cellars of a great estate. Trolls communities are common and grow quickly into a formidable force. Enslaved trolls are raised as body guards, construction laborers, gladiatorial combatants and used by the military as special expendable units. Trolls make excellent combatants because of their physical prowess. In addition, they remain fiercely loyal if treated properly. Trolls that are dominated or controlled will always leave their physical form, if ordered against their masters. Trolls are hard workers who enjoy building with their hands, but they do not possess the intelligence necessary to design elaborate structures. As laborers they need supervision to perform complicated tasks, such as leveling, arch building and other more precise forms of construction. Beasts The wild lands are full of strange beasts that have developed magical powers. There are far to many to list here, but the following in a small sampling of the kinds Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants of creatures that populate the Empire and terrorize its inhabitants. Carnivorous Worms These vicious people-eating worms burrow just beneath the surface of the soil. They never live lower than ten feet from the surface. Their lairs are often small hollows just underground. They prefer to live in rich agricultural soil and prey on farm laborers. The footsteps of land-dwelling beings cause vibrations that can be sensed by the worms. The worms follow the vibrations and dig themselves out a short distance away. They attack aggressively, but if their prey is not dispatched quickly they will retreat beneath the surface to recuperate before launching another attack. Crystalteem Crystalteems are animated masses of precious and semi-precious gems connected by articulated crystalline structures, organs formed with rubbery membranes and internal fluids composed of silicon oils. They form deep under the surface in areas of extremely high pressure and heat where they siphon energy needed to survive from their environment. Crystalteems do not eat, breath or reproduce. They do not speak or reason at a high level. They have simple intelligence and a limited awareness. They understand pleasure and pain, but not much else. They are non-aggressive and peaceful until harmed. Crystalteems are motivated by a desire to reach the surface where they bask in the rays of the sun. The light reflecting through their crystal structure is believed to be extremely pleasurable. After a few weeks on the surface the crystalteem begins to dry out and flake apart. Eventually only the gem stones and a fine white powder remain. These nonthreatening life forms are hunted throughout The world for their gem-encrusted forms. When attacked their crystal structure can produce harmful harmonics as well as causing injury when it is struck. Fungloid The realm is full of terrible infections and diseases. Many believe the world is rotting away in sickness and death. The proliferation of fungus field have contribut- ed to this terror. Huge beds of fungus form and must be burned away less they spread fungloid infections capable of wiping out whole communities. Fungloids are beasts and beings that have been transformed by infection or other process. They are identified by the mushroom like stalks sprouting from their arms, legs, or head. As they age, the fungloid will sprout more mushroom-like stalks and will grow in power, often becoming a sentient fungloid with the ability to infect others with the fungloid infection. Fungloids have no memory of their former selves. They are a blank empty slate, devoid of all feelings except the desire to serve the colony. Sentient mushrooms bringing food to the mushrooms in the colony that transformed them. They will not attack other fungloids, but will attack all warm blooded mammals with the intent to bringing their bodies to the mushrooms in the colony that transformed them. Sentient fungloids will often infect beast and beings, supervising groups of fungloids. Mantid The Mantid is a common are arcane insect in the world. Mantids are narrow bodied, green-colored insects with triangular faces and powerful fore claws. They are sometimes called praying mantis because the insect usually holds its front legs as if it were praying. Most mantids live in tropical or warm climates, but can survive in cooler climates. It is not uncommon to find these giant insects in civilized areas. Mantids prey on other insects, including other mantids. Man-sized mantids will attack anything smaller than itself, including animals and people. Mantids generally blend into the vegetation in which they hunt. A mantid uses its arm-like forelegs to grasp and capture its prey. The forelegs have sharp spines and hooks that hold captives. A female mantid will sometimes devour her own mate, but the male is able to continue mating with the female even after his head and brain have been eaten. Female mantids lay their eggs in masses. The eggs can be found attached to trees and shrubs during the winter when leaves no longer hide them. The eggs are light brown and ribbed. Rat 83 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants Rodents are a plague on the world. Imperial cities and larger towns are filled with all sizes of rats ranging from small vermin to man-sized brutes. In the country farmers fear rat swarms that descend on their crops. Cadaver rats live in graveyards, morgues and mausoleums, where they eat dead human flesh. This diet makes them extremely aggressive and causes them to mass into hordes. They are identified by the reddish cast to their eyes. Plague rats are the harbingers of disease. They live in slums, refuse piles and sewers. They are vicious beasts and will not hesitate to attack anyone approaching their lairs. Plague rats are marked by their swollen eyes that drip a yellowish puss. They will transmit a variety of diseases. Water rats dwell along the edges of moving water. They are found on river banks and in sewers. They have blueish membrane which glide down over their eyes and allows them to swim in dirty, moving water with their eyes open. Reanimant The waves of dark energy exuded by the Dead One can cause the reanimation of dead flesh. Reanimants are corpses that are animated by a necromantic infection, which activates the body’s muscles and nervous system after death. They are not intelligent and do not remember their past lives. Reanimants moan constantly and can only speak short phrases. They are driven by an instinctual desire to consume living cranial tissue which contains the neurotransmitters they need to survive. Reanimant bodies continue to rot and, as time passes, appear more corpse-like and have less motor coordination. Older reanimants have mottled skin, shadowed eyes and blueish lips. Reanimants with constant food supplies can survive for up to one month, but eventually they will cease to function. Wolves Wolves are very aggressive and have no fear of civilization. They will hunt any kind of beast or being. Wolves group into large packs and they communicate by howling as they track their prey. Day or night, wolf packs have been known to descend on travelers with unrelenting ferocity. Arcane wolves, such as dire or winter wolves, will sometimes join with normal wolves as the alpha of their pack and the whole pack will rage through settled areas. These wild wolf packs are known to enter homes and pull victims from their beds. “I hear the hull creaking as we drift down deeper and deeper into the undersea chasm, floating through the phosphorescent black surrounded by glowing fish and tentacle things with the water pressure increasing. The arcane symbols inscribed on our hull will only protect us for so long. I’ve silenced the machine sprites, their wailing klaxon cries were only scaring my crew. I have a mission. I will succeed.” Sea Captain 84 Playtesting Draft Version 2014-03-15 - For Members Only Inhabitants 85 When Tyrs the Terrible first conceived the idea of self-powered war machines people thought he was mad. Siege towers needed to be pushed, cannons needed to pulled and ships moved only by the wind, but Tyrs was a visionary. He could see that if magic could create corpses into undead, elementals and machines, then magic could be used to power other things. Bodies he said were just flesh machines. Tyrs gathered the greatest minds of his generation, brilliant engineers, powerful forgers, and mechanators of great repute. He brought in elementalists willing to see beyond the basic forces and seers willing to reduce their visions to practical application. He sought the best in every Union and forced them to contribute to his project. He wanted to bring life to machines as he had brought life to corpses. There is nothing that Tyrs cannot accomplish and he found success in this endeavor like all others. He created semi-sentient entities formed from the essence of mana weaves and called them sprites. These sprites were conjured in magic wrought metal housings and could be used to perform all kinds of work. Wheels could be turned by placing an axle into the housing and ordering the sprite to turn the axle. Wheels got stuck in mud, so Tyrs invented the continuous track with driving sprites all along its length turn the wheels that drove the tracks. Sprites in housings powered propellers in sea ships and underwater submarines. Sky ships were guided by sprites moving wings by levers and pulleys which ran through their sealed housings. Massive locomotives powered by sprites pulled mile long trains of cars. What are sprites you ask? They are two dimensional entities with minimal intelligence. Most can only understand simple commands like forward, backward, left, right, up, down, and stop. Effects that affect machines will the affect sprite through their housing because the spirit senses the world through the housing, but damage will not harm the sprite the mana-wrought housing is impervious to damage. Of course, if the housing is cracked by sufficient force the machine sprite will burst forth with great explosive power and be destroyed. Tyrs is the god of the modern world. Just as the Father and Mother created us. Tyrs created the sprites that usher in our new age. Pay homage to the machine entities. Item List The following is a list of common items found in the Empire of Tyrs. They are readily available and can be possessed by any person. All mana-tech items must have an appropriate appearance. Common Clothing Boots Coat, winter Shirt, dress Shirt, work Shoes Skirt Spectacles Trouser Armor Materials Bark Bone Chitin Leather Metal Armor Items Armor Item, Arm (Left) Armor Item, Arm (Right) Armor Item, Back plate Armor Item, Breastplate Armor Item, Helmet Armor Item, Leg (Left) Armor Item, Leg (Right) Art Object Book Obelisk, 3 feet Obelisk, 4 feet Obelisk, 5 feet Painting Rod Statue Wand Camping Equipment Backpack Fishing Tackle Fire Starting Kit Tent Thick-wall Tent (Mana-Tech) Climbing Equipment Rope Rope, Sturdy Rope, Unbreakable Descender Grappling Hook Piton Ascender Rappel Harness Computers Laptop Computer (Mana-Tech) Tablet Computer (Mana-Tech) Container Container, Normal Container, Sturdy Container, Unbreakable (Mana-Tech) Doors Door Door, Sturdy Door, Unbreakable (Mana-Tech) Explosives Fuse Explosives Depth Charge (Mana-Tech) Focused Bomb (Mana-Tech) Radius Bomb (Mana-Tech) Suicide Bomb (Mana-Tech) Fine Foodstuffs Aphrodisiac Foodstuff Intoxicating Foodstuff Locks Basic Lock Computer Lock Mechanical Lock Occult Lock Medical Equipment Bandage Cane Crutch Poultice Splint Splint, Sturdy Syringe Navigation Equipment Compass Map Sextant Observation Equipment Candles Camera (Mana-Tech) Light Source (Mana-Tech) Spyglass Telescope, Mounted Time Piece Protective Gear Breathing Device (Mana-Tech) Exposure Wear (Mana-Tech) Flotation Device (Mana-Tech) Restraining Devices Ball and Chain Gag Manacle, Arm Manacle, Leg Rope Rope, Sturdy Rope, Unbreakable Stockade Riding Equipment Harness Saddle Tools Axe Bar Battering Ram Block and Tackle Broom Chisel Crowbar 87 Playtesting Draft Version 2014-03-15 - For Members Only Item List Communicator (Mana-Tech) Fire Extinguisher Hammer Handcart Ladder Music Box (Mana-Tech) Parachute Scale Shears Shovel Torch Wrench Writing Implement Tool Kits Construction Tools Laboratory Lock Picking Tools Mechanic’s Tools Occult Paraphernalia Procedural Accouterments Repair Tools Surgical Tools Trap Tools Weapons, Melee Axes: axe, great axe, hand axe, small axe, war axe Axe-Blunt Combos: axe-blunt, great axe-blunt, hand axe-blunt, small axeblunt, war axe-blunt Brooms: broom, big broom, great broom, hand broom Clubs: club, great club, hand club, small club, war club Flexible: weapons (chain, flail, whip) Hammers: hammer, great hammer, hand hammer, small hammer, war hammer Maces: mace, great mace, hand mace, small mace, war mace Poles: bladed staff, blunt staff, blunt/ bladed staff, broom staff, chopping pole arm, crushing pole arm, cutting pole arm, lance, thrusting spear, walking staff. Shields: Striking and Non-Striking. Shield I (non-round held and round held), Shield II (non- round strapped and non-round held), Shield II (round strapped and round held), Shield II (rectangle), Shield II (round) Shovels: shovel, great shovel, long shovel, short shovel, small shovel Swords: sword, great sword, short 88 sword, small sword, war sword Torches: torch, great torch, short torch, long torch Wrench: wrench, great wrench, short wrench, small wrench, long wrench Wpn. Ranged, Bows Bow Bow, Military Bow, Pulley Bow, Short Crossbow Crossbow, Hand Crossbow, Military Crossbow, Pulley Crossbow, Repeater (one handed) Crossbow, Repeater (two handed) Sling Shot Sling Shot, Military Sling Shot, Pulley Wpn. Ranged Bows (Mtd) Ballista, Heavy Ballista, Heavy, Repeater Ballista, Light Ballista, Light, Repeater Ballista, Medium Ballista, Medium, Repeater Catapult Wpn. Ranged Guns Most guns are one-shot muzzle loaded weapons that shoot balls using smoky explosive powers. Multishot weapons mechanical contraptions powered by machine sprites and smoky explosive powder. All guns are made of wood, brass, bronze or other metals. Since they work on mana-tech principles they must be adorned with crystals and/ or arcane symbols. Blow Gun Burst Gun Dart Gun, One-Handed Dart Gun, Two-Handed Hand Gun (1 shot) Hand Gun (5 shot) Military Gun (1 shot) Military Gun (10 shot) Multi-Barrel Gun, Heavy Multi-Barrel Gun, Light Multi-Barrel Gun, Medium Rocket Gun, Heavy Rocket Gun, Light Rocket Gun, Medium Spray Gun (One handed) Spray Gun (Two Handed) Sniper Gun Sub-Automatic Gun (10 shot) Wpn Ranged Guns (Mtd) The common cannon is a one-shot mounted weapon that shoots using explosive powder. Multi-shot mounted weapons mechanical contraptions powered by machine sprites and smoky explosive powder. All guns are made of wood, brass, bronze or other metals. Since they work on mana-tech principles they must be adorned with crystals and/or arcane symbols. Cannon (1 shot) Machine Gun, Heavy Machine Gun, Medium Machine Gun, Light Spray Gun (10 shot) Wpn Thrown (Reusable) Balanced Thrown, Large Balanced Thrown, Medium Balanced Thrown, Small Bola Javelin, Large Shaft Javelin, Medium Shaft Javelin, Small Shaft Lasso Net Natural Thrown, Large Natural Thrown, Medium Natural Thrown, Small Over-sized Object Spirit Tether Wpn Thrown (One-Use) Grenade (3”, 6”, 9”) (mana-tech) Grenade, Impact (3”, 6”, 9”) (mana-tech) Wpn Thrown Wpn Item Atlatl Grenade Launcher Mounted Mortar Sling Composite Weapons Playtesting Draft Version 2014-03-15 - For Members Only Item List Handgun Bal Throwing Hand Gun Short Club Hand Gun Short Sword Military Gun War Club Military Gun Staff Sling Staff Weapon Mod. Add-On Carriage Mounted Weapon Cover Plate Scope Pintle and Mount Turret Weapon Mod. Upgrades Buoyancy Compensator Critical Dam Increaser (Melee) Critical Dam Increaser (Ranged) Damage Dampener Depletor Inertia Increaser (Melee) Inertia Increaser (Ranged) Powered Grip Surprise Dam Increaser Unconscious Upgrade (Melee) Unconscious Upgrade (Ranged) Artifacts The following items are mana-tech items able to be made by artificing. These are the kind of tools used by the cerebrans to augment their great soldiers. These items must be made of shiny expensive-looking materials. They are encrusted with gems and adorned arcane symbols to ensure easy recognized as a magically empowered artifact. They take many days to create. The process will fail if the item is not of sufficient aesthetic appearance. Artifact Ability Items Adhering Bands Bounding Bands Extender Stilts Flight Tubes Hovering Bands Invul (Spec Dam) Disk Life Disk Liquid Tubes Movement Bands Respiration Band Secrets Band Strength Band Wound Block Artifact Feat Items Assassinating Weapon, Melee Killing Weapon, Melee Killing Weapon, Ranged Knocking Out Weapon, Melee Knocking Out Weapon, Ranged Parry Disk Dodge Disk Negate Disk Phase Disk Shell Disk Toughness Disk Artifact Knowledge Items Information Medical Examination Technical Power Items Beast Aversion Beast Dominion Conjuration Aversion Conjuration Dominion Damage Depletion Health Immobilization Injury Item Machine Aversion Machine Dominion Mana Mental Dominion Mental Manipulation Mental Terror Spirit Undeath Aversion Undeath Dominion Artifact Armor Arm Armor Items Back Armor Items Chest Armor Items Head Armor Items Leg Armor Items Mounts Ant, Centipede, Eagle, Boar, Goat, Horse, Lizard, Raven, Rhinoceros, Scorpion, Shark, Snake, Spider, Wolf Personal Vehicles Airboat, Balloon Basket, Bicycle, Boat (Row), Boat (Sail), Broom, Canoe, Chariot, Flying Carpet, Raft, Wooden, Submersible, Wagon Fortifications Fence, Battlement, Gate House, Moat, Pitch Pot, Tower, Trench 89 Many people believe that life as an Imperial Appointee is about going on missions in the service of the Empire, but its so much more than that. Imperial Appointees fill many roles in the Empire, the most important role is that of mediator. An Appointee is the person who bridges the gap between Citizen and Denizen. Since the Empire now allows Non-Humans to become Appointees and Citizens there are those who believe that the Empire will grow to become a world government superior to that of the cerebrans who controlled all without allowing any person a say in their own welfare. The Senate of the Empire is a representative democracy giving power to the people. The Imperial Military can be compared to the cerebran military only by comparison of its differences. Non-humans can serve in the Imperial Military. In fact many of the colonial armies are composed almost entirely of native troops. The leaders of these units are working to become citizens and when they gain this distinction they will represent their lands in the senate. All Citizens live a life of luxury. Most Denizens do not have enough to survive from day to day. There is a great disparity of wealth and many people believe that the next great conflict will be a conflict of class with the poor rising up against the rich. Of course there are many who cannot let go of the non-human versus human conflicts. There are many humans still holding grudges against the non-humans for their brutal invasions more than 100 years ago. And there are many non-humans who harbor a great hatred against Tyrs for his brutal retaliation. These non-humans will never accept the Empire and they continue to fight against every aspect of Imperial rule. Many say the greatest danger to the stability of the Empire comes from a decline in morality. There is a large deviant element within the population. The temples grow empty and brothels and mead halls are full. Time Line Dates before the founding of the Empire count down to the founding of the Empire, whereas the dates after the coronation count upwards Epoch of Slavery Since history was recorded the Cerebran had ruled the world forcing all other races into slavery to their life of luxury. Epoch of Freedom This is when humanity rose up against the Cerebrans and with the help of the non-humans destroyed the Cerebran overlords of the world. 800 first human rebellion is put down by cerebrans 705 The great insurrection occurs 698 the non-human races join in the rebellion 680 the first cerebran city falls 650 central continent is free and human help the non-humans throughout the world Epoch of the Nations All the major beings of the world establish their own governments. The Human Republic lasted for just over 500 years becoming wealthy and powerful. Many non-humans grew envious of the wealth possessed by the Human Republic. 625 human provinces are established 600 human republic founded on central continent 575 the non-human have established their own leadership and government systems Epoch of Woe The republic is torn down and the human people are enslaved, but they are saved by Tyrs who uses undead and mana-tech driven machines to save Humanity. 125 The orcs and klactons attack the republic shattering world peace 123 The rakarrin, canarrin and weetle attack 121 The beardon and oculus attack 120 The aridan and minotaur attack 117 The decidiun attack 85 Trys is born in a northern farmstead 75 Tyrs family is killed by non-human raiders 70 Tyrs joins the resistance 65 Tyrs become officer in the human army 58 Tyrs wins the battle on River Avarice 50 Tyrs free the central continent and brings his army into the non-human lands where he establishes colonies 47 The generals murder Tyrs, but he arises as an undead to continue the war 41 The last orc army is defeated and its capital city fall to Tyrs. 05 The airidins, the last of the non-humans, are defeated and Tyrs orders the occupation of their capital city. 500 the last cerebran is executed 400 wars between non-human nations begin 03 The world begins to hammer out a peace treaty. The non-human nations become colonies of the Empire where its people are free denizens of the Empire. Non-human slaves currently held are to remain property. 200 violence escalates between non-humans Epoch of the Empire 150 terrible war between minotaurs and aquarians 01 Tyrs is crowned Emperor 91 Playtesting Draft Version 2014-03-15 - For Members Only Time Line 07 Gold is discovered on Pyre Island 12 Rebellion in orc lands put down 14 The current year of the Empire The history of the Empire is the story of humanity’s 92 struggle to survive against outside forces and themselves. The tale is full of betrayal, murder and assassination, but also great nobility, sacrifice and devotion. As the greatest achievement of humanity, the Empire of Tyrs is both the best and the worst of humanity. May the glory of the Empire remain.