Beruflich Dokumente
Kultur Dokumente
Credits
Development, Design, Writing: John Borgese,
Gilbert DuRapau Jr., Matthew Tarulli
Additional Writing: Jonathan Edwards
Editing: James Kwapisz
Cover Art: Leandro Furlanetto
Interior Art: Patricio Clarey, Jonathan
Edwards, Leandro Furlanetto, Leslie Lee, Phillip
Simpson
Layout: Matthew Tarulli
Playtesters: Crista Ceribello, Lane DAlessandro,
Nicole Festa, Michael Miller, Diana Muniz,
Joleen Rega, Jeremy Shaub, Matthew Stanbro,
Chris Uhlig, Modoc
Acknowledgments:
All of our Kickstarter backers for helping this
become a reality.
To our family and friends who shared our
dream through the ups and downs. Your
support and sacrifices can never be thanked
enough.
Table of Contents
Chapter One: Introduction
15
63
111
119
141
265
313
337
369
385
WHAT IS LEGACY?
In Dreamscape: Laruna, players take on the role
of people who have inherited a special kind of magic
called Legacy. This extraordinary magic power was
the byproduct of a mad wizards quest for godhood.
Fortunately for the people of Laruna, the wizard
Alshara was stopped by his apprentice Forenon.
Afterward, Alsharas stolen god-magic was crudely
thrust back into the land and now random people
across Laruna are being born with a fraction of this
power.
Inheriting great power is only the beginning
for the players of Dreamscape: Laruna. This power
manifests in specific ways, mimicking the tendencies
of the many heroes who once wielded it in the past.
WHA
HAT
AT A
ARE
RE KR
REESH
EESH?
When
Whe
Wh
en Als
Alshara
sha
hara
ra created
cre
reat
ated
ed what
wha
at is n
now
ow ccalled
alled
Legacy,
acy
cy,, hee d
designed
esig
ign
ned
d itt ffor
or h
himself.
im
msellf. Hi
Hiss cr
crea
creation
eattion
o
wass never mean
meant
bee in ccontact
other
antt to
ob
onta
on
t ct with
h ot
othe
the
her
lifeforms
forms or the
he land
lan
and
d of
of Laruna
Larru
un
na itself.
itse
it
self
se
lf.
lf
lf.
Because
most
living
creatures
ause of tthis,
his,
hi
s,, m
ost li
ivi
ving
ng creat
tu
urress
cannot
safely
not saf
afelyy ccontain
onta
ntain or ccontrol
onttrol tthe
on
h
he
Legacy
they
are
exposed
to.
The
accy th
hey are ex
xpo
posed
d
e
power
makes
creatures
wer ma
ake
kess those
those cr
thos
crea
eatu
turess
unfortunate
fo
o r tun
n att e enough
e nou
u g h to
o be
exposed
with
Legacy
pose
s d to
to it
it sick
si k w
ith
h Le
L
g cy
ga
DEATH OF HARASHAGAN
Harashagan was a kingly dragon who rallied his
unruly kin together with a skill and zeal unmatched
by any other. Fierce, brave, and proud, Harashagan
was idealized by other dragons and universally
respected. Valiantly, he fought at the doorstep of a
sacred grove and refused to yield to an overwhelming
Titan assault.
Harashagans death had a profound effect on
the dragons. As one of the Skylords, Harashagan
had existed since the beginning. He was unmatched
by anything on the face of Laruna as he had been
born purely by the will of the Elder God. The other
Skylords saw his death as an unacceptable atrocity
and immediately set a plan in motion to change their
war tactics.
United in their grief, the dragons forsook their
protective impulses and scorched the land of Laruna
in half, meeting and exceeding the Titans destructive
ways. Great portions of land were destroyed and
crumbled into the sea. The remaining territory
was divided by a huge barren wasteland, a now
bisecting ashen strip many miles in width and length.
Retreating to the east, the dragons set to work on
creating a brood of their own. The brood would help
keep the Skylords from consistently engaging the
Titans in person, decreasing the possibility of further
losses like Harashagan.
The damage done by the Skylords, however,
gave the Titans and their creators pause. The
THE SUMMIT
Created for the express purpose of being able to
stop the Great War, the Descendants were given both
martial prowess and keen minds by the Elder Gods.
After a sudden initial military onslaught, Descendant
diplomats were sent through both Titan and Dragon
lands to find a way to bring about peace rather than
further destruction. It was through the children of
these terrible warring creatures, the Garaith and the
Ashik, that peace would be found. Even though they
were created for war, both races saw a need for peace,
though each for very different reasons.
A vast floating island was created to hold the
Summit, a grand negotiation between representatives
of the Descendants, Garaith, and Ashik. The Garaith
would speak for their own people, independent of
the dragons they served, and the Ashik would do the
same, forgoing any ties to their Titan masters.
10
11
1
1
12
LARUNA TODAY
In current times, Laruna is a world of conflict.
After a harsh period without magic, people initially
rejoiced the arrival of Legacy. They believed Laruna
was being saved as the mortal races could once again
stand on their own two feet against the many dangers
their world had to offer.
They quickly began turning their stockpiled
arms and military strength against their old rivals.
Conflicts that had been forgotten during the age of
the void immediately flared up. Old hatreds sprung
back to life.
13
14
COMING OF AGE
One thing is certain, Legacy Cearers possess
extraordinary potential. Due to their Legacys ability
to seamlessly integrate new knowledge into the
Cearer, no formal teaching or education is required
for an eventual mastery over god-magic.
Though not compelled in anyway to do so,
Legacy Cearers are instinctively aware of not only
their capabilities but also their ability to steal
Legacy from other bearers as well. Stealing Legacy
strengthens their own power, granting them
progressively more substantial ability and forcing
them to adopt the behaviors of heroes who previously
belonged to their Legacy.
This evolution of power can bring turn even
a lowly peasant into a dominant force in Laruna.
How Legacy Cearers handle their gifts and choose
to develop
devvelop them
m whilee shape
sha
ape
p the lives
livees off countless
countleesss
people
p
eop
ple who
who call
cal
all Laruna
Laru
La
runa
na
a home.
hom
me.
e.
15
16
KINGDOM OF HODRAMEKUS
DRAMEK
KUS
Without question, Hodramekus
kus
u iiss th
the
he
heart and soul of the human kingdoms,
doms
do
m,
standing in defiance of all external
nall
opposition as well as the contraryy
ideology of its fellow neighbors..
A radical, liberal kingdom that
believes every man and woman
of any race must earn their place,
including humans themselves.
s..
Offering a society of freedom an
and
nd
cosmopolitan cultures, Hodramekus
meku
me
us
stands on the edge of the Tyris tol Gry
Grry
and remains locked in a perpetual
u l wa
ua
warr
with the Mesadrin Empire. Citizens
zens ssee
ee
themselves as brave, free thinking,
ing
ng, and
resilient.
IIn
n th
the
h west, the Kingdom of
M
Mo
olshe
Moolsheel
maintains a positive
rela
re
relationship
lati
t
with Lord Hodramek
and
an
d helps to maintain the safety
of the
th forest borders.
Naraffain in particular
find
fi
n the tenets of Hodramekus
finds
abhorrent.
ab
a
b
Open hostilities are
in
ne
inevitable
though current border
positioning
po
p
o
has avoided it thus
far. Ranath has publicly made
fa
ttrade with Hodramekus but
rrefuses to openly accept or
decry
d
their way of life.
Hodramekus is normally at pe
peace wi
with
th Izu
Izumo
umo
in the south and Highland in thee n
north.
orth Me
Mesadrin
esa
s driin
is a constant threat from the east, although there
is an area between Hodramekus and Lowland Post
called the Dead Zone, where no creatures have ever
been reported to enter from the sands side. The Twin
Posts keep wild forest beasts from passing through
and attempt to keep an eye on any entrants from
Akramosh.
17
MAJOR CITIES
HODRAMEKUS (CAPITAL)
Ruler: King Hodramek
Size: Metropolis
Army: Kings personal guard, large
standing army, large militia.
Goods: Arts and crafts,
military training, grain.
SOL
Ruler: Lord Grake Ismarin (Lightbringer)
Size: Large city
Army: Small standing army, large militia.
Goods: Quartz, rare gems.
18
18
19
MINOR CITIES
LAKEVIEW
Ruler: Trade Master Byron
Size: Medium city
Army: Small militia, paid mercenaries.
Goods: Freshwater fish.
WINARD
FAEWOOD
Ruler: Mayor Aldaris
Size: Village
Army: None
Goods: Hides, Makora wood.
IRONSPEAR
Ruler: Lord Brackenstone
Size: Town
Army: Small standing army, large militia.
Goods: Silver.
20
LOWLAND POST
Ruler: Commander Jax
Size: Post
Army: Very small standing army.
Goods: none.
WESTERN POST
Ruler: Commander Blake
Size: Post
Army: Very small standing army.
Goods: none.
KINGDOM OF NARAFFAIN
The founding family of Naraffain can track its
lineage back to the 4th age. When magic was gone
and humans were beset on all sides by vengeful
enemies, the Narafs were a talented, uncompromising
family of smiths who provided innovative and quality
equipment to the masses. Often referred to as the
first family, the Narafs set the tone for the titular
kingdom.
Naraffain is a harsh, militant society that places
human supremacy above all things. Its cities are
populated by slave masters who consider dealing
with non-humans a grave offence. Their buildings are
constructed from stone, made with cold, oppressive
designs.
On the border of A
Agramosh
gram
gr
amos
osh
h an
and thee
western forest. Other ha
h
half
lf of the T
Twin
n
Posts. The Twin Posts
ts send patrols
continuously east and we
west to make
sure no hostiles enterr up tth
through
hrou
ugh
h
the southern border. Like Lo
Lowland
owland
Post, this location consists
ists o
is
off a sm
small
fort and barracks.
21
MAJOR CITIES
FIVE POINTS (CAPITAL)
Ruler: King Molgraine (SoraSomin)
Size: Metropolis
Army: Kings personal guard, large
standing army, large militia.
Goods: Military training, slaves, weaponry.
22
OLD NARAF
Ruler: Lord Antor Serper
Size: Large city
Army: Large standing army, large militia.
Goods: Fish, trade goods.
STONEHOLD
Ruler: Lord Richter
Size: Medium City
Army: Medium standing army, large militia.
Goods: Horses, trade goods.
MINOR CITIES
GREYTOWN
Ruler: Magistrate Bowback Ladsner
Size: Town
Army: Small standing army, medium militia.
Goods: Stone.
RATS POST
Ruler: Slave Driver Rolph
Size: Village
Army: Small standing army.
Goods: Oone.
23
I
In
reece
rrecent
centt
times
tim
ti
mes th
the
he
kingdoms
k
ingd
dom
mss
territory
t rrrit
te
itor
o y ha
has
er
eroded
rod
oded substantially
sub
u sttan
antial
ally
lyy
as the
he precept
pre
r ceptt of
of
glorifying
glor
orif
ifyi
y ng
g worship
wor
orsship
sh p
of the
he Young
You
oun
ng G
Gods
od
ods
taken
severe
has ta
take
ken se
eve
veree hits
hit
its
ts
i other
in
oth
ther ccultures.
ultu
ul
ture
rees..
knights
and
The knig
Th
ight
htts an
nd
sentinels
Highland
sent
n inels off H
ig
ghlan
hland
d
aree cons
considered
a
ar
nsider
ered
ed old
d
fashioned
fa
ash
shioneed relics
reliics by
by
most
m
mo
st other
oth
her
er k
kingdoms,
ingd
dom
ms,,
whose
stringent
whos
wh
osee stringen
entt belief
ef in
in
honor
ho
ono
or and
and duty
d ty is
du
is considered
consideered
too
times.
too
o rigid
rigi
ri
gid
d for
fo
or modern
mo
tim
mes.
CU
USTOMS
STO
OMS A
AND
ND LIIFESTYLE
FESTYL
LE
24
Foremost
Fore
Fo
r mostt amo
among
mong
ng
g H
Highland
ig
ghllan
and cu
customs
ust
s oms a
are
re th
tthe
he
montthly T
monthly
m
Trials.
Trial
alls.
s The
The churches
cch
hurrch
chees of
of the
th
he Young
Youn
ung G
Gods
odss vvie
iee
for thee af
fo
affe
affection
fecti
fe
cttion
on of tthe
he p
public
ubli
lic by hos
hosting
sting
g ccompetitions.
om
omp
mpe
peti
t tion
ns.
These
T
Th
esse ga
g
games
mess us
me
usua
usually
uall
lly testt som
something
om
metthi
h ng tthat
hat iiss sseen
hat
ha
een
n as
a source
so
ource off pr
pri
pride
ide fo
for
or a pa
part
particular
r iccul
ular cchurch,
hurc
hu
rch
rc
h, ssuch
h,
u h as
uc
farmers
farm
rmers gr
grow
growing
win
ng th
tthee la
larg
largest
rgeestt cr
crop
op
p ffor
or Nom
Nomai,
omai
ai, or
or b
bards
ardss
ar
performing
p
pe
rfor
rf
ormiing the
hee m
most
ostt cch
os
chilling
hilling
ng
g rrendition
endittion
on
no
off Ma
M
Marduks
rduk
rd
u s
Wrath.
Wrath The
he T
Trials
rial
ri
als a
are
re a g
great
rea
eatt ssource
ource off en
enjoyment
njo
oym
y entt to
both citizens and visitors, creating a familial sense of
competition between worshipers.
Citizens of Highland keep the Young Gods first
in all aspects of their lives, be it their education,
business, or entertainment. Their ability to do this,
and still create a society and culture that is accepting
of each god and their ethos is perhaps the greatest of
Highlands civil accomplishments.
MAJOR CITIES
JADEHEARTH (CAPITAL)
25
TINESETH
Ruler: Lord Burnhallow
Size: Large City
Army: Medium standing army, large militia.
Goods: Crops, wine.
BIRCHWOOD
Ruler: Master of Mint Griswold
Size: Town
Army: Small standing army, small militia.
Goods: Gold.
26
SUNSTONE
Ruler: Lord Connor Marlowe (Gatekeeper)
Size: Medium City
Army: Medium standing army.
Goods: Fish, ships, transport.
MINOR CITIES
CHILLWINTER
Ruler: Lord Edward Black
Size: Small City
Army: Small standing army, medium militia.
Goods: Furs.
PORT SHEA
Ruler: Mayor Felton
Size: Village
Army: None
Goods: Crops, fish.
27
2
7
NA
ATION
TION O
OF
F RA
ANATH
NATH (H
(HU
UMAN
MAN)
Lead
d
by the Red
d
Circle,
Ranath
centers itss
efforts on
n
evolving
education,
n,
seeking to
o rrise
isee
is
above their
erk
ei
ki
kin
in
and bring
g mort
mortals
rtal
alss
into a golden
age
den a
ag
ge
all on their
ir own
own.
wn. Th
wn
The
Red Circlee ffosters
osters the
he
belief thatt the de
descendants
desc
scen
e da
en
ants
sheltered hu
humans
umans
ns ffrom
rro
om the
th
he
truththee Yo
Young
Y
oun
ung
ng Go
Gods ccant
ant
an
t help
them. They
e sseek
ey
eek be
ee
b
better
t er m
tt
mystical
ysti
ys
tical
understanding
place
Alsharas
ndin
nd
ing
g tto
op
la
ace
c A
lsh
ls
haras
misguided
quest
clearer
d ques
q
qu
ues
estt in a cle
earer ccontext.
onteext.
CUSTOMS
STOMS A
AND
ND LIIFESTYLE
FEST
TYLE
With
h tthe
he m
he
mystic
ysti
ys
ticc ar
a
arts
ts taking center
er
stage in R
Ranaths
anat
an
atth
h s wa
wayy of life, the
people have
avve ta
ttaken
ken
ke
n to app
applying
ply
lying
g their
or ma
magi
gic in
into eve
very
ry ffacet
acet
passion for
magic
every
festyyle
l . Everything
g ffrom
rom
m
of their lifestyle.
their architecture
iteccture to their fest
it
festivals
tiv
i alls
incorporate
a e or
at
or exemplify
exe
x mplify the
the
cultures fascination
f a scc in
fa
inat
a io
ion
n wi
with
h
he
peop
p l e of
ple
pl
o
magic. T
The
people
Ranath bring
bri
r ng
g magic
magi
ag
gic
ic into
int
nto
o
mainstream
am
a
m life
lif
ife
fe and
d ccast
ast
st o
off
the notion
n tthat
hat it iiss so
ha
ssome
me
foreign concept
oncep
ept know
known
wn a
and
nd
mastered only
on
nly by the
the sselect
elec
el
ect
few.
While
l e no
not
o t ev
everyone
v eerr yo
y o nee hass tthe
h e necessary
n ecess
ssar
aryy
skill or ability to accomplish magic of significance,
they are still intimately familiar with it. Festival
and banquets are commonly held in celebration for
significant achievements in magical study. Magical
duels and tournaments are a common form of
entertainment. Combative duels between talented
magicians are an often watched spectacle, drawing
gasps and cheers from the crowd.
28
Huge
Hu
uge
g
cityci
w
wi
wide
de
parties
pa
called
ca
alled
Tan
Tandalars
ndalars
a
are
ree en
eenormous
ormo
or
m us
aff
af
affairs,
fairss, m
fair
mingling
ingl
g in
ng
bril
br
brilliant
illi
liiantt use of magic
i
and
entertainment
for fe
ffeast
astt an
as
nd en
ntert
terttainm
ainmen
entt wi
with
th
cconventional
on
nven
ntion
onal
on
all fare
fare such
su
uch a
ass dances,
dances,
drinking,
brothels.
special
events
drin
dr
nkiing
n , an
and
d br
rothe
heels
l . These
Th e sp
pecia
al ev
even
e ts
aree me
ar
mean
meant
antt to
ob
both
oth be a celebration
celeb
brati
tion
on of
of the
t e
th
wonder
off m
magic,
w
ond
der o
agic, as
as well
weell ass a demonstration
demo
mon
nstr
trat
atiion
o w
of
what
h t sp
ha
ssplendors
leend
dorrs it can
can bring
briing to
to civilization.
civi
ci
v liza
zati
tion
on..
P
Pe
People
eo
op
ple
l ttravel
ravel from
ra
fr m far
far and
and
n wide
wid
de to witness
witne
ittne
n ss
s tthe
he
Tandalarss and
Ta
and they
th y are a consistent
con
onsi
sist
s ent economic
econ
ec
nom
mic
windfall
w
indfall for
for Ranath
Ranath
h season
se
after
er season.
sea
e so
on.
n
MAJOR CITIES
WHITESTONE (CAPITAL)
BRUNWICH
Ruler: Sorcerer Broderick
Size: Large city
Army: Large militia, mages.
Goods: Black market goods, trade goods.
29
SOUTH BRUNWICH
Ruler: Sorcerer Faltean (Descendant)
Size: Large city
Army: Large militia, mages.
Goods: Black market goods, magic items.
30
MINOR CITIES
BECKSARE
Ruler: Minister KrinTok
Size: Town
Army: Small militia.
Goods: Black market goods, magic items.
LARTON
Ruler: Mayor Farkas
Size: Town
Army: None
Goods: Rare Giant goods.
QUEENS GLADE
At the center of the Moolsheel kingdom is a place
sacred to all Fae. The Queens Glade hosts a legendary
pool of silvery water. It is said that when the Skylords
created the Tyris tol Gry, Nomais Titan children
shed tears that created the pool. Surrounding this
pool is a small settlement dominated by the family
of the ruling monarch, and serving as Moolsheels
capital. The glades pool is the center of many magical
ceremonies of importance to the Fae and is said to
have divine healing and transformative properties.
31
FIELDS OF NEVELON
The Fields of Nevalon are considered a strange
and alien place by most inhabitants of Laruna.
Believed to have been the place a the first mighty
titan fell during the great war, it is mysterious land
home to many unnatural occurrences. For those
outside of the area, Nevelon is a place of intrigue
and the everything from the natives to the weather
can be frighteningly peculiar.
The settlers here live a quiet life away from the
action of the larger kingdoms. Known for breeding
exceptional horses, and exporting unique crops, their
biggest threat lies within, as many of their number
have become indoctrinated into the Cult of Mirusen
and similar groups who operate without a significant
authority to stop them. While much of the population
consists of nomadic settlements constantly on the
move, there is one town that seems to have taken a
permanent position in Nevelon, and secretly houses
the leadership of the Cult of Mirusen.
NOTEWORTHY LOCATIONS
TRADE TERRITORIES
A somewhat lawless territory devoted to
free trade of all kinds. This large conglomerate of
merchant towns is lorded over by de facto leader The
Maiden of Maport and her company of mercenaries.
Gangs, guilds, and mercenaries rule the lands
here enforcing only the laws of trade generally
accepted by all participating members of the Trade
Territories. With unmatched economic strength, and
extensive trade routes across the western lands, the
Trade Territories are a strange, lawless force well
known for selling anything and everything someone
could desire.
MAJOR CITIES
MAPORT (CAPITAL)
CAMP KORUM
Ruler: Horse Lord Urugu (Summoner)
Size: Town
Army: Unknown
Goods: Horses, crops.
32
IZUMO NATION
MAJOR CITIES
MUSAKA(CAPITAL)
Ruler: Maester Yu (Soulbender)
Size: Medium city
Army: Unknown
Goods: Combat training, fish.
33
TENGSHA
Ruler: Maester Rin
Size: Village
Army: Unknown
Goods: Unique flowers and creatures.
SHINTAR
Ruler: Maester Fei
Size: Town
Army: Unknown
Goods: Unknown
34
FALLEN ISLE
In times past, the nation of Izumo was often
engaged in violent conflict against their northern
neighbors who would attempt to relegate Izumo to
their island chain alone. The fallen warriors from
these battles were given ceremonial burials on the
Fallen Isle to grant them glory in the afterlife. Many
years after the wars had ended, monk warriors
would venture forth from the temples and travel to
meditate among the honored dead. This practice and
the interaction with the spirits of the island would
eventually lead to the origins of the Soulbenders.
Even today, the Fallen Isle remains a respected
burial ground, where the inhabitants of ShinTar are
regularly sent to maintain the site. Honorable burials
are still possible, should a citizen of Izumo be deemed
worthy to rest among the fallen ancestors. Legend
speaks of ghosts and spirits populating the isle,
but reports of such sightings are quickly shrugged
off by the Maesters of Izumo. In truth, foreigners
are forbidden to step foot on the island, and thus
outsiders can only speculate as to what actually exists
on this haunted isle.
SIILTHIS
LTHIS
Ho m elan
Homeland
Hom
n d to thee
Bara
Ba
raba
bas p
eop
ople
le, Si
S
lltthi
his
is is
i str
ret
etch
ch o f
Barabas
people,
Silthis
stretch
moun
mo
mountainous
u tain
in
nou
o s ice
icce caps that
tha
ha
at were
we once
onc
n e ruled
ruleed by the
the
mighty ice lord of the same name. Strange elementals
and beasts unseen anywhere else in Laruna make
their home amidst the snow, and the Barabas are a
careful and defensive people because of this.
In prior ages their domain stretched west all the
way to the coast, but the arrival of the deathlords
caused them to lose their citadel and lay claim now
only to the expanse from the Egret mountains to the
river of Davin. On the northwestern side of the Egret
mountains, there is a large level surface where a body
of water remains perpetually frozen.
Now called the frozen foyer, this surface
used as a greeting platform for the barabas people
to host merchants from foreign lands. Due to winds
and climate, the paths to the frozen foyer are only
safe twice a year, limited trade on off seasons to the
few talented or crazy enough to reach the location.
During the safe trade seasons, the frozen foyer is full
of merchant camps as they can remain for weeks to
saturate their need for Barabas goods.
UNDEAD KINGDOM
Little is known about the northwestern corner
of Laruna. The Barabas people speak of a limitless
wave of undead who laid siege to their citadel and
live there still. It is a generally accepted belief that
the deathlords are holding dominion over a large
number of dead and plan to someday attack Ranath.
This may be nothing more than wishful thinking
on the part of those who would see Ranath ruined,
but the presence of large numbers of undead is never
questioned, leaving most people to refer to the lands
north of the river Galan as the Undead Kingdom.
AGR
GRAMOSH
RAMOSH SIT
ITE
TE
Agramosh is the place where Ashik gather to
perform The Grand Telling. At the center of the
site are many clusters of large, monolithic stones
which are carved with the stories of past Ashik. As
many Earthborn pass through the area regularly,
the formation of small camps are common, giving
the impression of makeshift settlements scattered
throughout. During the time of the Grand Telling,
large numbers of Ashik make their pilgrimage to the
area and many of their kind consider the event the
greatest part of their year, as it is the closest they get
to formal culture or society that is all their own.
TIRAVAIL
A hill riddled region with plenty of sporadic
grassland, Tiravail is home to many tribes of giants.
These huge humanoid creatures are notoriously fickle,
treating trespassers as friends one moment and food
the next.
The few who have made significant contact with
the tribes tell stories of sophisticated cultures and
even shaman capable of uncanny mystical feats.
Giant tribes are also alleged to have plenty
of capable warriors ready and willing for combat,
though no one knows what threat lies westward
towards the coast that would require such might.
35
36
EPILESIS
The sky-cities lord over a central portion of
the eastern lands and are united as the Epilesis
dominion. The tightly knit descendant society use
these huge floating portions of land as their high
perch from which they keep a watchful eye on
the territory below. Each skycity is an enormous
portion of rock suspended magically in the air, upon
which magnificent descendant structures create an
unassailable and much adored marvel.
Due to each of the sky-cities of Epilesis being
created prior to their surrendering of the Argasheel,
they exhibit certain powerful magical enhancements
that serve their citizens well. First and foremost is
their very existence, these impossibly large portions
of earth will remain floating indefinitely, and the
creators could conceive of no force beyond the Young
Gods themselves bringing them down.
Secondly, the sky-cities are powerfully
enchanted to radiate a magical enhancement
that reaches nearly to the borders of the existing
dominion. This aura of magic subtly enhances any
descendant in its presence, reducing the effort of
flight on their bodies, allowing them to fly for nearly
limitless amounts of time. This grants the military
forces of Epilesis the ability to patrol their territory
from the sky, a practice shared with the public who
take the responsibility of maintaining close watch of
the homeland as part of their civic duty.
37
38
MAJOR CITIES
SOLSTICE (CAPITAL)
Ruler: Lovis Council
Size: Metropolis
Army: Unknown
Goods: Creative works.
SKYSTEAD
Ruler: Lovis Council
Size: Metropolis
Army: Unknown
Goods: Creative works.
WOLESHAR
Ruler: Lovis Council
Size: Large city
Army: Unknown
Goods: Creative works.
39
SILVERWOODS
The southern portion of Autumn Dale is
dominated by beautiful trees that remain in bloom
through all seasons. These trees have thin veins of
shimmering silver that laces their bark and leaves
giving the region its name. Descendants of the nearby
sky-cities make frequent trips to the special forest to
take in both the trees and the strange bioluminescent
flora that gives the area a magnificent aesthetic after
sunset. Recently, several young descendents have
befriended the small group of transparent fleshed
dryads that dwell there. Unusual and magically
alluring, the dryads are an irresistible
attraction
for
rresiistib
ble at
ttra
actio
on fo
or
the descendant youths. Using
unknown
ng unk
nkno
nown
w
wn
methods, the dryads are able to distill
dist
di
stil
illl
il
the silver from the trees and us
use
it to create a sugary drink
called Shimmer. Acting as
a powerful hallucinogenic,,
Shimmer has become a hit,
it,
it
and the forest parties between
een
the dryads and descendants
tss aree
rapidly becoming legend among
mon
ong
g the
sky-city youth.
STARLIGHT PLAINS
The aptly named Starlight
gh
ht
Plains are frequently visited
ed
by mystics and soothsayers
rs
for the bizarre illuminations
ns
that appear on the grass of th
the
he
plains during the night. These
heese
bright, luminescent markings
kin
n gs
differ from night to night, leading
ad
din
ing
g
many astronomers to believee th
they
ey
are a special insight into the g
grand
ra
and
n
design.
During special seasons, large complex designs
are made in the grass, drawing hundreds of visitors
who treat the beautiful sight as romantic cause for
celebration.
40
41
NOTEWORTHY PLACES
WORMWOOD
Ruler: Chemenor
Size: Village
Army: None.
Goods: Makora wood and hide.
42
4
2
DA
ARCO
RCO
OG
GARAIT
ARAITH
TH
Translated as Home of our People,
DarcoGaraith is a tribal nation of dragonmen, divided
into many clans. Covering a large territory, the clans
of DarcoGaraith live hard lives and lord over their
individual regions, each headed by a warlord. Vicious
fighting set the Garaith free and has remained a
central part of their society ever since. Claim and
possession is a fluid thing in these lands as clans are
quick to come to conflict with one another, using
disputes as opportunities to hone skills, demonstrate
valor and revel in the spoils of battle.
It is common to see clan icons or markings on
structures or in specific areas to show ownership of
a particular clan. Individual clans and their icons
are the dominate theme in architectural structures
and attire. Pride in ones clan is commonplace in
DarcoGaraith and the only uniform cultural behavior
across all of the nation.
The generally harsh manner in which the natives
embrace the theory of might is right could threaten
to cripple the nation, but the careful cooperation of
the Warlords keep the clans in line. At the head of
each clan lies a warlord who is responsible for its
territory and ensuring that conflicts with other clans
do not escalate to needless or petty warfare.
43
44
MAJOR CITIES
GREKTASH(CAPITAL)
Ruler: Warlord MekTaga
Size: Metropolis
Army: Large standing army.
Goods: Draconic items, livestock.
RAKTHAWA
Ruler: Warlord KrukGry
Size: Medium city
Army: Large standing army.
Goods: Melee combat training, iron.
SIKKESK
Ruler: Warlord RulThane
Size: Town
Army: Large standing army.
Goods: Enchanted items, Makora wood.
WATCHTOWER
This watchtower was erected to stand watch
for the return of Kyroveshen, a dreadful Skylord
who nearly crushed the garaith after The Summit.
Enchanted by great mages of the time, the tower is
said to be infinitely aware of the skylords presence,
and would serve as warning should he rise again.
Ages later, this tower is in a state of decay,
remaining defiantly through time, but having gone
without use through much of it. It is believed that
Kyroveshen died in the ocean due to war wounds, but
no warlord dare claim or destroy the old watchtower
for fear of he may someday return to finish his war.
45
DRAGONMAW PORT
Ruler: Warlord Rukthar (Shifter)
Size: Small city
Army: Large standing army.
Goods: Fish, trade goods.
DRAGONCLAW POINT
Dragonmaw Port, named after the shape of the
nearby river delta, is the only reliable port city on the
eastern side of the sands. The influx of travellers from
Highland has led this city from the more traditional
mobile layout to a more permanent human style,
exchanging the easily moved tarp and hide covered
buildings for permanent stone structures. The clans
here are wary of foreigners, especially so since
Highland has begun construction of a fortress in
Port Shea. The warlord RukThar of the Merune
clan oversees the comings and goings of foreigners,
leaving most to go about their business, but taking
direct responsibility for any transgressions caused by
the other races when visiting. This generally leads
to a rite of conquest between the warlord and the
traveler, where most travelers simply flee back to the
western continent. Those who take part in the rite,
whether confused as to what it means, or thinking
they can defeat the warlord, find themselves battered
and beaten within moments, and tossed onto the
nearest transport departing for Highland.
THE MOOR
Inter-clan conflicts are common enough in
DarcoGaraith, but the Moor is a harsh reminder of
how important unity among the Garaith truly is. In
recent past, a seer of a dominant clan in the area
called for the warlords to convene so she could warn
them of a great beast who would devour their nation.
Stubbornly, the warlords refused to answer her
call seeing it as her clan showing social dominance
by forcing warlords to answer their call. It proved
terribly unwise as the beast the seer spoke of
stepped from the sea bringing destruction with it. A
tremendous kreesh, it saturated the area that is now
a moor with fetid, stagnant water.
The battle of the Moor was so great a
high warlord was appointed and the survival of
DarcoGaraith was in question.
46
FARANOK
ALSHARAS TOWER
47
ALLEGIANCES
VALE PEAKS
Unguarded and suffering from persistent disuse,
the Vale gate is still active, sitting at the end of a
jagged cliff. No one has ever returned after entering
it, and though several wizards have tried, no one has
been able to determine if there is an active exit point
or where it may be.
A small village of people have had their priest
occasionally bringing criminals to the gate and
pushed through as a form of punishment. They
believe it is safer than exile, as these criminals never
return to sully the village again.
48
KINGDOM OF HODRAMEKUS
Purpose: Serving Hodramekus in an official
capacity means protecting their laws, citizens, and
way of life. Those who serve the crown must heed
the command of King Hodramek and any with station
above him. While in this service, they are expected
to uphold the mekus way of proving they deserve
their station constantly.
Perks: The crown of Hodramekus is loyal and
fair. Those who serve freely and efficiently will
be well rewarded while those who do not will be
punished. As a kingdom Hodramekus is a cultural
and fiscal melting pot with great access to varied
goods and services, all of which are always available
at good prices to those who serve the royal crown.
Drawbacks: Hodramekus as a society has high
standards, people in service of the crown have little
room for error, laziness, or ineptitude. Being removed
from a lofty position is a common enough affair.
Beyond that, the kingdom has many enemies and
those who serve the crown inherit these hostilities
as well.
Enemies: Chief among Hodramekus foes are
the kingdom of Naraffain and the Mesadrin empire.
While the empire is the most heralded of enemies
while still on native soil, Naraffain can prove equally
dangerous to someone who serves Hodramekus. The
Naraffain hatred for non-humans runs deep and its
citizens travel freely to other kingdoms frequently.
A servant of Hodramekus could find themselves on
the wrong end of a sword in a place no where near
either kingdom.
KINGDOM OF NARAFFAIN
Purpose: Most service to the nobility of
Naraffain is done in a martial manner. The kingdom
of Naraffin dreams of a world where humans lord
over the non-humans of Laruna, using them as slaves
for the kingdoms will. Serving their nobility means
obeying their local laws and exemplifying their
ideology in all your dealings. Working to undermine
rival kingdoms or individual non-humans is the ever
present command.
Perks: Within its borders, those who serve
Naraffain enjoy extreme leeway. The local laws are
much more malleable for these individuals, causing
most lesser crimes to be simply overlooked. They
are also typically well paid and supported with
necessary tools or education to ensure they fulfill
their obligations appropriately.
Drawbacks: The whims of the King are absolute.
More so than most kingdoms, Naraffains cruelty and
stern judgments rule supreme, all of which come
from the crown itself. Those enjoying the perks
of servicing the crown must also be subject to the
sometimes savage, unjust, or insane requests of the
crown. Furthermore, the issue of dealing with nonhumans is as non-negotiable as it is lethal. Those
seen or even perceived to be in any way permitting
or assisting non-humans can easily be subjected to
unspeakable punishment.
Enemies: Unsurprisingly, Naraffain has no
shortage of enemies. Those who serve the crown are
clearly aware of just how hated their homeland is
by all non-human kingdoms, making travel to such
places difficult. Human kingdoms with opposing
ideology such as Highland and Hodramekus are
openly unfriendly with Naraffain which can make
trade difficult even in these kingdoms.
MESADRIN EMPIRE
Purpose: The empire and its servants have a
single objective, which is to worship the dark god
Arliman and empower his people. Every servant of
Mesadrin is at first glance allowed to pursue their
selfish desires to the fullest extent, ideally punishing
those who oppose the dark god along the way. The
overriding command however is to strengthen the
empire and cripple its enemies.
Perks: Serving Mesadrin means having the
liberty, expectation even, to leverage your position
for both personal gain as well as service to the empire.
KINGDOM OF HIGHLAND
Purpose: Serving the kingdom of Highland
means putting the sanctity of the Young Gods
above all else, and always acting in a manner that is
becoming of a devout worshiper. Pious behavior and
honoring your god and country is expected, as well
as obeying the command of the king and his counsel
of temple leaders.
Perks: Highland is no longer one of the
premier powers of Laruna in terms of political
influence, but within its territory still reside some
of the most respected and powerful temples to the
young Gods. Among the Highland citizens, religious
zealotry abounds, giving way to perhaps the greatest
advantage to serving the kingdom of Highland
being seen as a parishioner by one of the 7 great
temples. The nobility and crown of Highland are
notoriously strict and demanding of those who serve,
but this is well mitigated by the willingness of temple
parishioners to of extensive aid and a moments
notice, with the commitment and sacrifice that only
a zealot can offer.
Drawbacks: Demand of service can be seem
excessive to those not accustomed to Highland
ways. Payment is menial, criticism is ever present
and no accolades are given for a job well done. All
service is expected to be performed out of dutiful
obligation and devotion, not a desire to accumulate
wealth or glory. It can also prove difficult to navigate
the warring ideologies of the 7 temples at times.
Supporting one can lead to nearly hostile opposition
from the temples scorned.
49
MOOLSHEEL
Purpose: The Fae of Moolsheel seek both the
preservation of their lands and the enlightenment of
the mortal races. Under the direction of their current
queen, they make consistent and significant efforts
towards sharing their knowledge and way of life with
interested mortals in neighboring regions. Those
who serve the queen and her court are expected to
preserve fae customs, protect their lands and punish
those who do neither.
Perks: More so than most societies, the Fae
of Moolsheel are unyielding in their desire to keep
their word. What they promise, they deliver and it is
customary for them to extend such promises to those
who serve Moolsheel consistently and effectively.
Possessing powerful magical gifts, and a reputation
for dwelling in a near paradise, serving Moolsheel
can be a uniquely rewards experience.
Drawbacks: Pledging allegiance to the fae
is never something to be done lightly. They take
mortals words almost as seriously as they take their
own. This can make serving Moolsheel feel like being
shackled if one grows discontent with the Fae courts
desires. Another drawback of serving the court is
their relatively insular view points. They are eager to
help, but only those near their homeland. Moolsheel
rarely concerns itself with outside matters and this
can lead to those who serve finding little aid or
support from the court if they become embroiled in
external concerns.
Enemies: Many outsiders have heard the
legends about Fae magic and frequently turn their
covetous eyes towards anyone who has access to
Moolsheel. In this way, people in service of the court
can find they have secret enemies, plotting quietly
to exploit their personal connection to the Fae court.
Chief among these are greywalkers, fabled dark fae
that stalk their people and devour them whenever
possible. This animosity can of course, spill over to
those who serve the court.
50
EPILESIS
Purpose: The dutiful, honor bound Descendants
of Epilesis take the principle of allegiance seriously
and do not accept such offers lightly. Such an
arrangement is seen as binding contract between
an individual and their society as a whole. They
will expect someone to act with impeccable moral
conduct as well as support their peoples role as guide,
educator and mediator to the other mortal races and
kingdoms.
Perks: Epilesis is a marvel unmatched on
the lowland of Laruna. The highly advanced level
of artistry and excellence in all of their endeavors
gives an ally mighty resources to call upon. Despite
the varied perceptions held about the Descendant
homeland, many people see an agent or servant
of Epilesis as a harbinger of reason and good-will,
making finding a friendly face or spare bed easy even
very far from the skycities.
Drawbacks: As a society, Descendants of
Epilesis are very critical of Mesmulot, watching
the Redeemers with a careful eye. This can breed
hostilities anywhere Mesmulot presence can be found.
It is said that the Descendants do not venture often
or en mass from the sky-cities due to a sacred duty
involving them keeping the eastern lands safe from
unknown horrors. If there is any truth to this, those
who serve the sky-cities are surely expect to aid in
that duty.
Enemies: The empire of Mesadrin is
unequivocally the most visible enemy any ally of
Epilesis must face. The darkspawn are always
watching, looking for opportunities to abduct,
torment, or kill allies of the sky-cities. Further
threats loom in the shattered lands to the south,
and creatures with long enough history or memory
are sure to dislike any ally of the people who once
ravaged the land of Laruna in service of the Elder
God.
DARCOGARAITH
Purpose: The land of the dragonmen exists in
its united state only to show solidarity in the face
of dragons and other nations who would seek to do
them harm.
Perks: Being allied with DarcoGaraith means
pledging allegiance to a clan and its warlord. Even
the lowliest of Garaith tribes are hardened folk with
plenty of capable warriors among them.
NATION OF IZUMO
Purpose: Being in service to the Izumo nation
means abiding by the wishes of the local maesters.
Izumo seeks to unify small villages and towns
scattered off the coast of the isles and give them the
stability and safety needed to enjoy peaceful lives of
introspection and beauty.
Perks: Citizens of Izumo enjoy a fascinating
culture that encourages personal, physical, and
spiritual well being. They possess a quality of life
disproportionately higher than their economic
strength indicates and this alone can attract devotion
and service. Beyond this, service to Izumo can be
as varied and diverse as the several maesters who
lord over its terrain. Having access to the famed
monks and their temple is benefit as well, since
their collective wisdom is well regarded, as are their
healing capabilities.
Drawbacks: Izumos independance is also one
of its weaknesses. Without unified leadership or
purpose, someone is never truly serving Izumo nation,
instead serving either one of the maesters. This leads
to dramatically limited clout or assistance on the part
of the governing body, which can be limited even
further by internal conflict with other villages or
maesters.
RANATH
Purpose: Seeking truth, insight and self
empowerment, Ranath works towards bringing
genuine empowerment to the mortals of Laruna.
This originally centered on human evolution by way
of mystic study, but has over recent years expanded
to include all civilized mortals. The acquisition of
magical knowledge is paramount.
Perks: Renowned for possessing the largest
and most substantial collection of magical text and
material, service to Ranath means gaining potential
access to an unparalleled wealth of mystic resources.
Beyond knowledge and material resources, the guilds
and academies of Ranath teach some of Larunas most
promising wizards and magic adepts, all of whom are
often eager to earn the favor of someone in good
standing with the Red Circle.
Drawbacks: Being subjected to the will of the
Red Circle is a dangerous proposition. They have a
well earned reputation for being willing to sacrifice
anyone and anything in their pursuit of new mystic
wisdom. This can make those who serve them feel
like a disposable resource that is only one unfortunate
assignment away from meeting an untimely end.
Enemies: In a political sense, Ranath and its
servants are in open conflict with no one. This is
a farce the Red Circle carefully protects, when in
actuality there are many groups and individuals
that see their crest as something to be vilified or
destroyed. Naraffain, Highland, and Moolsheel
all have legitimate hatred for Ranath for various
reasons, and the Red Circle is said to have a host of
otherworldly enemies that hunt their ilk because of
their forbidden mystic meddling.
51
GUILDS
Improving ones self interests by banding
together with like minded individuals is core purpose
of being part of guild.
Organization and obligations will change from
guild to guild, but each has members joining a cause
of their own volition with the expectation of being
reward by coin or some special merit accessible only
to members of said guild.
In general, guilds tend to be more cosmopolitan
in their composition, more relaxed in their obligations,
and less intimately bound by shared ethics or honor.
IMMORTALS
Purpose: A self serving entity devoted to
hunting for Legacy as a group.
Perks: Able to tackle bigger threats as a group.
Shelter from any other groups, and a group that is
equally voted not ruled.
Drawbacks: Must answer the call of the
pantheon when commanded. Must partake in any
pantheon wide assignments
Enemies: Members of the immortals from
time to time have escaped dangerous enemies by
joining the guild. These enemies sometimes carry
that animosity over to the Immortals as a group.
Immortals are also seen as self serving and arrogant.
They place their own desires above the and mortal
or kingdom desire.
KIN OF VALHAR
Purpose: Noble warriors who believe that
Legacy is best served facing worthy foes, selling their
power to anyone with coin and need.
Perks: Commanding high fees for their military
assistance, the Kin of Valhar are some of the best
loved mercenaries in Laruna.
Drawbacks: Cant take assignments not
considered noble or noteworthy. Expected to give
life if necessary for a missions completion. Must tithe
to the watcher.
Enemies: Few groups actively see the Kin as
enemies, though those who do usually had such
enmity created when the Kin turned down their
assignment due to inability to pay or because it was
not seen as a worthy cause.
52
AGENTS OF EMOL
Purpose: Destroying Kreesh and eliminating
Nexi and the corrupted is seen as moral obligation.
Agents of Emol dont do it for the money, and dont
care what anyone else wants or feels; they are on
a sacred mission to eliminate all dangerous Legacy
from the world, and have on occasion extended this
mantra to include other Legacy Cearers as well.
Perks: The guild cares nothing for the political
implications of their actions. They are large and
powerful and fulfill a crucial role for free. They thrive
off donations from members and benefactors who see
the value of an uncontrolled watchdog.
This means members can pursue their hunts
with little fear of repercussion and can almost always
count on guild assistance when it is readily available.
Drawbacks: Guild members must meet with an
arbiter who records their accounting of their activities.
This arbiter determines if their deeds are
significant and thusly deserve to retain membership.
They also distribute guild stipend of coin to support
the members hunting efforts.
Enemies: Their disregard for political agendas
and lack of basic respect for borders makes the agents
hated by nobility. At best they are seen as reckless,
unruly soldiers giving no care to the damage they
cause to lives around them. At worst they are insolent
criminals who are enemies to the ruling body they
ignore.
CULT OF MIRUSEN
Purpose: During the Great War, the Titan
Mirusen was known for his insatiable rage. So great
was his anger, that even death could not quell it.
Now a cult has risen in his name and seek to feed
his rage so when he rises from his death-sleep, he
will spare the worthy who helped him avenge his
brothers and sisters. Members must work to betray
and/or kill Legacy Cearers when possible and spill as
much Legacy Cearer or corrupted blood in the Fields
of Nevelon.
Perks: The Cult of Mirusen is tightly knit
and fanatically loyal. Any effort that would bring
appropriate victims to Nevelon will be supported
with whatever limited resources they have at their
disposal. The most devout of their number are said
to inherit forgotten powers as the torpid Titan shares
his knowledge with them. If this is true, having such
assistance could be very valuable.
Drawbacks: Devotion and secrecy are
demanded by the Cult. No one but fellow believers
are allowed to know of the cults existence as the fear
of exposure and prompt annihilation is ever present.
This significantly limits memberships benefits to
covert methods, and all but eliminates its assistance
in public or far from Nevelon.
Enemies: In theory, anyone not a part of the
Cult of Mirusen is its enemy. In practice, so few
know of the cults existence, it operates with relative
impunity.
TEMPLE OF LABODE
Purpose: A small and splintered faith,
parishioners of Labode believe they worship the Elder
God in its true form. Founded sometime after the
arrival of humans, the Temple of Labode was created
after a devout worshiper was visited by a messenger.
This worshipper would go on to be the first
bloody seer; someone who through flagellation,
hears the whispers of the Elder God. Parishioners
believe the Elder God is suffering by watching its
children ruin its creation. They seek to help their
deity by undermining and destroying all worship of
the Young Gods and returning all people to the faith
of the one true god.
Perks: Worshippers of Labode are known for
their exceptional source of secrets. Many believe
there is nothing that the bloody seers dont know or
cant learn. Parishioners can draw on the premise
that knowledge is power, turning to their fellow
worshipers to learn things no one else might know.
Drawbacks: The temple of Labode is small and
scattered. It can be difficult to reliably find members.
Furthermore, those who worship the Elder God as
Labode inevitably go mad over long periods of time.
This causes many to call members of the temple
madmen, even if it is prior to their minds being
ruined with overpowering secrets.
Enemies: While the temple doesnt have much
significant opposition, this is primarily because few
take the madmen seriously. Those faithful to the
Young Gods see them as misguided lunatics and
vastly underestimate just how dangerous some of the
madmens knowledge truly is.
53
54
LIMITHROS
RANK 9 SHADOWMANCER
Born into the Mesadrin empire, Limithros was
a heralded birth to his people. Having inherited the
legacy of the Dark, he was revered for his gifts from
a young age. Subject to a litany of Mesmulot customs,
it was one such custom that started a series of events
that would bring him from a favored child to a hated
traitor.
As a form of reward for service to the temple
of Arliman, young warriors who prove their valor in
battle for the first time are given free reign to feed on
their choice of slaves from the slave pens.
Limithros was by nature a disciplined man,
somewhat uncommon among the mesmulot people.
Unlike many before him, he didnt gorge himself
on all of the most desirable slaves available to him.
Instead, he chose just one and drank only enough to
abate his hunger. After doing so, a perplexed Keeper
approached him.
Her name was Anita, and when Limithros
explained to her that he saw no need to spill more
blood than was necessary, they became fast friends.
55
THE DEALER
Before he was known as the dealer, Ulminoss
was an extraordinary monster hunter. Before Lord
d
Hodramek united the border territories, or Carilantuss
became a legendary bounty hunter, Ulminos foughtt
quietly to keep the people of Laruna safe.
He worked anonymously for years, facing
g
Legacy corruption wherever he could find it.
t.
Countless creatures have been put down by his skilled
d
methods, but a lifetime of facing monsters has taken
n
a toll.
In his later years, Ulminos has become a
collection of scars and old wounds, ranging from thee
ruin of his left eye to the loss of his right arm. Thee
writing was on the wall and Ulminos knew that thee
problem Legacy posed to Laruna would not end with
h
his efforts. He slowly stepped away from the huntss
that had consumed his life and made preparationss
for the future.
Years of monster hunting helped Ulminoss
accumulate an extraordinary list of contacts as welll
as an expert knowledge of dangerous areas, both off
which he combined to become the mysterious man
n
known only as The Dealer.
Devoting himself to crafting Makora weaponry,
y,
Ulminos hid away his former identity in exchangee
for becoming the most sought after arms dealer in alll
of Laruna. Everyone from Legacy bearers to wealthyy
merchants now reach out to do business with thee
Dealer, understanding that this merchant not onlyy
sells elite goods nearly impossible for most to gain
n
access to, he also has the expertise to tell how theyy
should be used.
Years of perfecting both his craftsmanship ass
k,
well as his merchant contracts has been tedious work,
but it put Ulminos in contact with the front lines.
n
Through this business he could keep an eye on
all the major players in what he calls the Legacyy
Wars.
56
KAMIRESHA
RANK 12 STORMBORN
No one born in DarcoGaraith would claim being
a Legacy bearer makes for an easy existence. Much
like her kin, Kamiresha struggled, trained and fought
for the survival and honor of her tribe. Beyond these
ordinary conflicts that all Garaith face, Kamiresha
needed to worry about the jealous gaze of her tribes
warlord.
Though no warlord worth their title would stoop
so low as to execute a helpless child, many would
gladly ensure that a young child never gets the proper
tools they require to pose a genuine threat to the
warlords status. Its this fact that drove Kamireshas
parents to sent her from the homeland and gain
training as well as an education in the western
kingdoms.
Since her parents were successful merchants
among their tribe, Kamiresha enjoyed good living
conditions under a loyal guardian west of the sands.
She trained hard, studied well and eventually served
a mercenary guild of the trade territories. Rapidly, her
reputation made her a highly sought after sellsword
and it seemed she would be destined to reach great
glory in the process.
This all changed when a fellow guild member,
also himself a Garaith, was fatally poisoned in
battle. For six months Tekek had been fighting by
Kamireshas side. Throughout that time he insisted
on calling her by a nickname, Apalana.
Despite her best efforts, she could never pressure
Tekek into explaining the name, but on the day he
was wounded with a poisoned blade, he explained to
Kamiresha that unlike her, he would die with honor.
Her nickname was an old term the Garaith
used for deserters; people who fled the homeland in
cowardice. She never had time to explain the error of
his judgment, for Tekek died shortly after divulging
this truth.
Kamiresha was enraged in a way she hadnt
known possible. All her valorous deeds were
ignored in the eyes of her own people, all because
her parents had sent her away before she was old
enough to choose for herself. Being a deserter was
unacceptable in Kamireshas mind. She had never
willingly run from a hardship and she would never
accept such a title.
Returning to DarcoGaraith put Kamiresha to the
test. Her tribe warlord had changed many times but
it mattered little. She would face them down in trial
by combat and seize control of the tribe herself.
SORCIA
SENTINEL, RANK UNKNOWN
He must never know.
The head of Sorcias House was nothing if not
prudent. He was a calculating and manipulative man
who had brought their once insignificant bloodline
into the spotlight of Mesadrin politics.
When Sorcia was born with the Light Legacy, he
refused to sacrifice her as is often customary. Most
noble houses kill off members born with the Light
Legacy as a testament to their devotion to Arliman,
but by Volaks logic, his house was neither recognized
enough nor strong enough for such a waste of
resource to be necessary.
He did however see that Sorcia would never
survive in Mesadrin under normal circumstance and
so he formed the plot that would shape Sorcias life.
With the Sanction of the Emperor, Volak
organized a project that would raise Sorcia as a
planted traitor in the western kingdoms. She would
be viciously indoctrinated into Arlimans church,
shown the sin of her birthright, and prepared to
infiltrate the enemies of Mesadrin as a means to
attone her existence.
57
58
58
CARILANTUS
RANK 11 SORASOMIN
Carilantus always had a deep rooted hatred for
criminals. Nothing aggravated him more than the
thought of someone committing a crime and getting
away with it. This proved to be an issue during his
early education, as having been born a SoraSomin
thrust him into a role he had no interest in.
In Epilesis, the SoraSomin are revered as a
major factor in the Descendants victory during the
Great War. Their battlefield prowess and combat
master was a triumph and being born with such a
Legacy is considered the highest of honors as well as
the heaviest of burdens for any Descendant.
What this meant for Carilantus was that he
ended up spending far more time studying military
tactics and socializing with bureaucrats instead of
pursuing a career where he could bring evildoers to
justice.
Despite his lack of interest in the much of his
expected tasks, Carilantus did possess an aptitude
for anticipating enemy movements or actions, and it
was this aptitude that made him a hero and set him
on the hunt that would shape his life.
As was often the case, Carilantus spent entire
days discussing kingdom conflicts with an Imperitus
of Epilesis. Giving council to the Imperitus and
learning from them was primary objective of
Carilantus instruction. It was at the end of one such
day that an assassin stepped from the shadows in a
well guarded dining hall and attempted to take the
Imperitus life.
By all accounts, the assassin would have
succeeded had Carilantus not reacted so quickly.
In a flash, he had met the assassins blade with his
own, and they exchanged a brief flurry of strikes
and parries but the assassin vanished back into the
shadows.
The shocked and grateful Imperitus offered
Carilantus a reward, but all Carilantus asked for was
a week off from duties. The request was met with no
small amount of scorn and mockery by Descendant
military officials who saw it as a blatant confirmation
and admittance of laziness. Carilantus however, had
seen the eyes of the assassin. He had felt the outrage
with every blade swing that was turned aside. He
knew the assassin would not accept anything less
than victory. The assassin would come back to finish
his task, and soon.
59
ZENTARU
ARU
U
SUMMONER, RANK
NK
K UN
NKNOWN
KN
NOWN
There are many mysteries
ies
es in
in Laruna
La
and
and
d the
th
th
he
Storyteller uncovers them all.
l. On
O
Once
cee a
an
n ordinar
ordinary
ry m
man
an
n
named Zentaru, he calls no land
and h
home
omee and
nd has b
been
eeen
spotted everywhere from thee fo
forests
ore
restts of A
Autumndale
utum
umnd
dale
alle
to the ice caps of Silthis.
Having been born a Summoner
mmo
onerr in
n the
the capit
capital
tal of
of
Ranath, Zentaru attended thee aca
academy
cade
demy
m ffrom
my
rom a ve
ro
very
ery
r
early age. Gifted with a sharp
arp
r mind
d and
and
d thirst
th
hir
irst
st forr
truth, Zentaru questioned everything.
erytthi
hing
ng. Hi
His pr
prof
professors
ofes
esssors
at the Academy were often divided
vided on
vi
on his
his challenging
cha
hall
llen
engi
ging
n
nature. A quick study, Zentaru
aru frustrated
fru
rust
stra
rate
teed some
som
so
me of
of
them with his incessant need
d tto
o pr
prov
prove
ovve orr cchallenge
ha
all
lleenge
ge
even the most basic of concepts,
pts, but
utt ssome
omee pr
om
prof
professors
ofes
of
e so
es
sors
rss
saw his relentless inquiry ass a refreshing
reefr
fres
eshi
hin
ng sign
sig
gn of
of a
truly inspired mind.
60
61
62
63
64
Human
Culture
Fealty to Sadreen
The Lady of Light urges her worshipers to
nurture and care for life in all its incarnations. Easily
one of the most widespread doctrines among the
human kingdoms, Sadreens faithful are pacifists
at heart, committed to doing no harm to anyone or
anything that hasnt warranted it. They hold the sun
and its life giving light in high regard, and believe
love, life, and happiness are the deitys divine gift to
all humanity.
To maintain good standing in the goddess eyes,
those who have sworn fealty to her must never do
unnecessary harm and be sure to never turn away
those in need, regardless of their race or creed.
Fealty To Nomai
Harmony with the natural world is the
wild mistress sole command. Those who pledge
themselves to the goddess Nomai choose to preserve
the natural world, preventing the societies of mortals
from ravaging it or persecuting those who are native
to it. That being said, not every worshiper of Nomai
lives a life of simplicity away from the cities. In truth,
many of those who worship her adhere to her wishes
by working from within civilization, seeking to steer
society towards a culture that better respects the
native races and creatures who so frequently come
into conflict with humans.
Fealty to Vayne
The Voice of the Elder God, Vayne asks her
worshipers to live lives of understanding and growth.
Learning and discovery are placed above all things
for The Voice, and giving wise counsel, uncovering
mysteries or spreading knowledge all please the deity
greatly. This drives those in her service to academic
livelihoods or positions of significance where their
wisdom can be of use.
Equal to the goddesses affection for wisdom is
her reverence for the Elder Gods wishes. Those who
seek the Voices favor learn to share her respect for
all the Elder God does.
This of course extends to an extremely critical
view of beings possessing Legacy. Typically, this leads
her worshiper to the conclusion that Legacy bearers
should be held to a very high standard, as only a
life of exceptional accomplishment would make the
affront of having the Argasheel acceptable.
65
Fealty To Yarliat
Those who pledge themselves to Yarliat the
Justicar are taking a vow to uphold the will of
authority to the best of their ability. Abiding by
and enforcing the laws of men is expected of his
followers, but the mandate that takes precedence
above all others is to keep the ancient law. These
commandments, said to be followed by the gods
themselves, dictate a code of conduct that demands
people to deal openly and fairly with their kin, bring
violence only to those who deserve it, and punish any
who do not obey these laws.
A typical follower of Yarliat can range the gamut
from a level headed and fair commoner who seeks
only to do the right thing to a driven fanatic who is
utterly devoted to punishing those who live unjustly.
This spectrum of course casts the worship of Yarliat in
different degrees of favoritism from region to region.
Law abiding citizens in most kingdoms will consider
the Justicar as part of any decent societys way of
life, while more unsavory areas will openly scoff at
someone invoking Yarliats name.
Fealty to Madruk
The lord of destruction is known for his mindless
wrath and endless thirst for annihilation. It matters
little to Madruk what it is that falls to ruin, but the
more valued the person, place or thing destroyed, the
greater the deitys amusement. In the end, nothing
matters, as it is all doomed to be reduced to ashes.
66
Fealty to Arliman
Beneath the sleek whispers of vengeance,
corruption and deceit, the dark lord Arliman seethes
with a simple, singular sentiment: Hatred. Outside
of the kingdom of Mesadrin, worship of the darkness
that is this deity is rarely acceptedat least openly.
To those who pledge themselves to this god,
Arliman is a friend in the shadows, giving shelter
when there is none to be had elsewhere. However
peculiar, vicious, or disturbed a persons desires,
Arliman is always there carefully whispering how they
are welcome at his table. As this insidious seduction is
enacted, the hatred one has for anything and anyone
who has hurt them is fueled into an extraordinary fire.
Once having pledged fealty to Arliman, a person
lives a life of self empowerment, ever striving to
satisfy whatever dark desire burns in their heart and
destroy anyone or anything that would stand in their
way.
Fealty to None
This shaping of human society is the largest
influence the Young Gods have over Laruna. While
believers in a specific god may attribute any number
of miracles and acts to their chosen deity, the Young
Gods do not have a literal, active role within Laruna.
Only through the blessings they provide those who
swear fealty to them do the Young Gods influence
mankind.
To a non-believer, all of the Young Gods are
seemingly absent from daily life, leading to a growing
minority of humans who choose not to swear fealty at
all. Those who choose to forsake this blessing can be
seen in human society as anything from free thinkers
to heretics.
Legacy Views
Hubris has become a widely acknowledged flaw
of human nature because of Alsharas Legacy. Many
natives of Laruna find humans whimsical and unfit
for the unique favor they gain with the Young Gods
more so after Alsharas savage treatment of the world.
As in all things, humans are widely divided on their
views of Legacy and how it affects their world. Each
region and kingdom tends to harbor specific views
on how the issue of Kreesh and Nexi should be
handled. In some places, Legacy bearers are treated
as saviors, come to ride the commonfolk of the terror
that plagues them.
In other places, they are held in open contempt
as a byproduct of an ongoing problem. Further
complicating the dynamic of humanitys view of
Legacy is their varied allegiance to the young gods.
In certain lands where a particular god is singularly
worshiped, being a Legacy bearer of renown with
Physical Description
Humans are by far the most diverse of mortal
races when it comes to appearance. The average
adult Human stands at 1.7 meters and may have a
skin color ranging from dark brown to pale white.
Inherent Trait
Adaptable: The brilliance of the human
condition is in the ability to choose. They are capable
of nearly anything and do not have some of the
pre-existing limits other races have.
Humans may increase any one attribute by one
at character creation.
67
Blessing of Sadreen
Blessing of Nomai
68
Blessing of Vayne
Blessing of Yarliat
Blessing of Madruk
Blessing of Arliman
Forsaken
69
DESCENDANT
Once the agents of the Elder God, the
Descendants who populate Laruna are the progeny
of the few who chose to stay behind. When the
Elder God recalled the Descendant army from The
Dreamcatcher, several of the them chose to stay,
sacrificing their Argasheel to remain among the
mortals of a land they had come to love.
Giving up their power has changed the once
godlike entities into a mortal people. Despite their
new existence, the Descendants are a regal, wise, and
somewhat aloof race that has played a pivotal role in
the rise of humanity, as well as shaping Laruna, both
before and after their change.
CULTURE
At the time of their arrival in the third age,
Descendants were a disciplined, unparalleled army in
the service of the Elder God. They wielded Argasheel
with expertise and used this power to wage war
against titans and dragons alike. Countless years have
passed since the Descendants were the undisputed
lords of Laruna, but that fact has not erased their
sense of duty which obliges them to monitor the
humans, and ensure there is never again destruction
at the level seen during the Great War.
70
by design.
gn.
This prevailing
eva
vail
ilin
ing
g
worldview
ieew
gives rise
se tto
o
the widespread
deesp
spre
read
re
ad
prejudices
ces aga
against
gain
inst
stt
the Descendants,
cenda
d ntts,
claiming
them
g the
hem
m to
be overly
lyy arroga
arrogant,
g nt,
self -righteous,
ghte
gh
teous,
and vain.
n.
This
especially
h is iiss es
s pe
p cially
ly
true when
w he
hen
n it
i com
comes
m es tto
o th
the
he
Mesmulot.
ulot
ot.. Th
Thei
Their
e r shar
shared
ared
e and
d
storied past has
as ingrained in both
bo
otth
h
of theirr societies a d
deep
eep
ee
p mi
mis
mistrust.
strusst..
This is no
that
Mesmulot
not to sayy tha
h t Mesm
ha
M
esmul
ulo
ot
and Descendants
escen
enda
dant
n s ca
cann
cannot
nnot
nn
ot g
get
e a
et
along
long
lo
ng
peacefully,
butt no
Descendant
study
ully
ly,, bu
b
no D
escend
ndan
ant ca
can st
stud
udyy
their peoples
without
learning
eop
ple
les
s history wit
tho
hout learn
ning
about thee Whisper War
War, and all of the
sensitive opinions and strong emotions that come
with it.
While it can be said that the hallmark of human
dominion is the sheer area which their presence
covers, Descendant cities are a lesson in efficiency.
Between their slowly growing population and the
use of the sky as their homeland, Descendants
concentrate their populus into much smaller territory
other
tthan
th
an
n o
th races.
addition
IIn add
dit
itio to their
settlement
settlem
se
men
n methods,
Descendants
D
De
scc en
n da
also
clin
cl
cling
i g to
oo
one
n another
more rea
readily
ead
d
than
other race
ot
races
es d
due to the
manner
ma
anner in which
wh
they
ssurvive.
su
rvviv
ive.
e
Unlike oth
the beings,
other
they
th
do no
not
o t require
traditional
traditiona
tr
nall fo
food, instead
su
surviving
urvviving
g via
via an act called
ca
The
Exch
Exchange
han
a ge
ge wher
where
re tw
two
o De
Descendants
es
transfer
transfferr llifeforce
i eforce between
if
betwe
ween
n one
one another.
ano
ot
This
p
pr
processes
ocessess re
rrevitalizes
vitalizes their
th
hei
e r bodies,
bodi
dies
es, a
and gives
them
bond
that
tth
hem a deep bon
nd tha
hat can
ca
an not be
replicated byy other
o her mortals.
ot
mort
rtal
als.
s.
While
W ilee the Exchange
Wh
Ex ch
h an
ang
g e can be
ge
conducted with
co
wi non-Descendants,
non
n-D
- esscend
ndants, it iiss ssaid to be
a deeply dis
dissatisfying
ssa
ati
t sfyying
g exp
experience,
xperie
ienc
ncee leading
lea
ead
d
most
Descendants to only Exchange with outsiders out
of necessity. The Exchange in many ways shapes
Descendant culture, giving rise to their fierce loyalty
to one another, and instinct to nurture others. It has
also lead to Descendant communities being common
throughout Laruna; many Descendants are loathe
to relocate without bringing partners that they can
Exchange with.
71
LEGACY VIEWS
Alsharas Legacy is a constant reminder of a
difficult time for the Descendants. As a people, they
were divided on how to handle Alshara until Forenon
revealed the true purpose of the Towermen.
Alshara filled the Descendants with equal parts
pride and sorrow, much as a child might for their
parent. On one hand, he was aspiring to great things
72
PHYSICAL DESCRIPTION
More so than humans, Descendants have strong,
muscular bodies. Both males and females are on
average a foot taller than humans, which coupled
with their large, nearly body-length wings, gives
them a physically imposing stature. Fully extended,
a Descendants wings are normally twice as wide as
the Descendant is tall.
The skin of a Descendant has a mild shimmer
to it, sparkling faintly in bright light. Tone can range
from sea green to pale blue, though on rare occasions
a Descendant is born with a fair ivory, near human
color.
INHERENT TRAITS
Attribute Bonuses: +1 STR, +1 INT, +10 .ana
EXCHANGE
These beings thrive on communal energy that is
shared amongst them. They do not eat as other races,
instead passing primal essence between each other
to invigorate and re-energize their physical bodies.
This process temporarily heightens the senses of both
parties, as the exchange of energy grants them a keen
subliminal awareness of their partner.
73
Neither Endurance
an
n ce or
Strength can be lowered
below
red
re
d be
b
low
1 in this way. This can
cause
n ca
caus
se a
Descendant to become indefinitely
nd
defin
nit
itel
ey
el
suspended in a weakened
ed
d statee iff
unable to conduct the ex
exch
exchange
cha
ch
ange
g
ge
for extended periods o
off time
time.
i e.
While they wont starvee to death
as a human who was
as d
denied
enied
nourishment would, tthey
h y will
he
ll
become sickly, looking
g h
haggard
ag
a
ggard
and suffering from a general
en
neral
malaise. This Endurancee and
d
Strength loss remains un
unti
until
tl
ti
the Descendant performs
ms
the Exchange, which returns
urns all At
Attr
Attribute
tribute
Points that have been lost
manner
ost in th
this man
nner
after a total of 15 Stamina
na has b
been
een
e drain
drained.
ined.
GLIDE
Descendants are able
blee tto
o use th
thei
their
eirr w
wings
ing
n s tto
o
glide from any height safely
afely
ly to th
the
he gr
grou
ground.
ound
d. Th
The
he
amount of distance a D
Descendant
escendant ca
can
an gl
glide
lid
i e is 3
times the height of the point off ori
origin.
rigi
gin.
n.
74
CHOSEN TRAITS
FLIGHT
Born with particularly strong wings, you are
capable of actual flight.
Effect: You may move through the air at your
normal movement speed. Flying in this way costs 5
Stamina per phase.
ATTUNED
Your heritage grants you a stronger link to
the Argasheel, making it easier to reabsorb Legacy
energy.
Effect: When absorbing Legacy from Kreesh,
Nexi or other Legacy bearers to gain energy, gain an
additional +3 energy.
VESSEL OF POWER
As your ancestors once possessed powerful
magic, so are you built to house vast magical power.
&GGFDU .BOB
FEEDBACK
Your primal essence carries with it a special
potency, giving you the ability to grant another a
boost to their vitality.
Upon completing the Exchange, you may grant
the target an amount of temporary health fortifying
their body. You may spend an amount of stamina
up to your Endurance score giving the target 5x that
amount in temporary health for 1 hour. Feedback
may not be in use on more than one target at a time.
75
Mesmulot
The nocturnal Mesmulot are a cunning, decadent
race of natural predators. Formerly Descendants, they
underwent an extraordinary transformation that saw
them give up their wings and blue-green skin tone
for fangs and a deathly pallor. The aptly named
Darkspawn are an enigmatic blend of dangerous
energy and relentless beauty. More so than any of
the mortal races, the Mesmulot people are seen as
a strange dichotomy, inspiring fear and dread in
countless minds across Laruna, while remaining some
of the most desired consorts anywhere in the land.
History
Sometime during the third age a conflict known
as The Whisper War arose among the Descendants.
Born of opposing sentiments regarding the allowance
of Descendants and humans mating, it created a large
divide among the Descendant hierarchy. The ruling
caste of the Descendants had decreed such unions
against their law and what started as simple arrests
quickly escalated into open warfare.
Over a few years, the entire population of
Epilesis was locked in a sort of civil war, and those
who had opposed the rulers in support of human
unions were steadily losing. In an attempt to evade
annihilation, the outlawed Descendants and their
76
Culture
Acceptance of the Redeemers is far from
universal, but the Mesmulot thirst for life and
notoriously decadent behaviors has gone a long way
to helping make Redeemers a common sight in any
major city or dwelling. With extraordinary quickness
and their undeniable magnetism, Redeemers find
plenty of ways to assimilate themselves into city life.
Thieves, mercenaries and courtesans are all calling
cards for these creatures of passion, giving them
access to the two things all Mesmulot desire; blood
and excitement. Despite their ceaseless
thrill seeking and fascination with
debauchery, Redeemers live to
oppose the empire and the dark god
who betrayed them. They implore
members of the mortal races
to embrace their wild sides
and help the Redeemers
prove Arliman wrong by
having his own children
stand in the light of
Sadreen and the
company of her
children.
77
Legacy Views
Generally Mesmulot of the Redeemers see
Legacy as a plague in the hands of most people. They
are all too familiar with how dangerous the power
of the gods can be when its submitting to the will
of mortals.
Dealing with the dark god Arliman and being
without the Argasheel has created a great deal
of skepticism as to the good of mortals inheriting
Alsharas Legacy.
For themselves however, inheriting Legacy is
seen as a rare and momentous opportunity to earn
the Redeemers recognition and remove some of the
stain the Mesadrin Empire has placed upon their race.
Different Legacies are viewed with little
difference besides the Light and Dark. For Redeemers,
the Light is a circumstantial blessing, while in
Mesadrin it is a crime punishable by death. The
opposite tends to be true for the Dark. Redeemers
lament their own being born with powers commonly
78
Physical Description
Though they claim to have once been
Descendants, the Mesmulot have a physical stature
more like to humans. Sharing similar heights and
weights to humans, they are a fair bit smaller than
Descendants, and unlike either, possess skin tones
that range from pure alabaster to a dark pale grey.
Mesmulot bodies tend to be more lithe than humans
and are remarkably nimble and quick. Beyond their
natural elegance, Mesmulot are a uncommonly
beautiful species by human standards, frequently
claimed to be the dark god Arlimans gift so as to be
better seducers. Natural symmetry and striking color
schemes are their birthright, which they frequently
showcase with provocative attire and elaborate body
tattoos.
Hair colors of white, grey, and black are
most common with the occasional crimson, blue
or dark purple making an appearance. Eye colors
are abnormally bright giving Mesmulot irises a
luminescent appearance. Green, red, violet, and
blue are common, while silver, yellow, and pink are
not unheard of. Said to reflect the particular type of
energy that flows through their body, eye color is a
Inherent Traits
Attribute Bonuses: +1 AGI, +1 CHM, +10
Evasion
Thirst: Unable to exchange energy like the
Descendants who were once their kin, Mesmulot are
instead burdened with a dark thirst for life-force that
they can only absorb through drinking the blood of
other creatures. Well known for both their love of
darkness and their profane beauty, the Mesmulot
slake their thirst on the willing and unwilling alike,
and bear a reputation of fear and fascination wherever
Bite
79
Chosen Trait
House Strodigi (Eye Color: Blue)
80
81
GARAITH
Warlike, ferocious, and competitive, the Garaith
are a savage people who live in a constant state of
conflict. Their powerful bodies, snarling maws and
aggressive behaviors deceive many people into
incorrectly thinking that the Garaith are nothing more
than mindless brutes. While strength and violence
are normal parts of the Garaith lifestyle, they are
much more than the wild animals many of Larunas
inhabitants see them as.
HISTORY
Originally created during the second age as
warrior-slaves for the Dragons, the Garaith won both
their freedom and the continued existence of their
creators during the Summit.
No longer in direct service of their draconic
creators, the dragonmen are now a free folk who live
cruel and harsh lives, be they in their native kingdom
of DarcoGaraith or anywhere else in the lands of
Laruna. Fearless warriors with unmatched ferocity,
the Garaith are some of the most sought after soldiers
in every corner of Laruna.
82
CULTURE
The Summit to end the great war put in place
the foundation of Garaith culture for ages to come.
Seen as their first act of freedom, Garaith believe
that the choice to submit to the Elder God in order
to spare several of their former masters was an act of
extreme loyalty. Beyond sparing their peoples lives,
this act is also perceived as a casting off of chains,
shedding the control of their creators. Having put
an end to the massacre and saving several of their
creators lives, the Garaith asserted their claim to be
treated as kin rather than slaves.
Without their Argasheel, the few surviving
dragons would depend upon the Garaith to protect
them, and thusly treated their former slaves in a new
manner. Not all of the great serpents accepted this
change of course. A few openly opposed, assailing
the Garaith with their newly diminished power. The
conflicts that ensued helped cement the Garaiths
relationship with the dragons who were willing to
be part of the Garaith kingdom, as well as proved to
83
LEGACY VIEWS
Given their focus on strength, it is no surprise
that Legacy is a highly desired inheritance among
the Garaith. Almost every warlord in DarcoGaraith
is a Legacy bearer and being born with any Legacy
could cause a Garaith to suffer delusions of grandeur
from a very early age. Unfortunately, destroying or
killing a Legacy bearer is a source of great pride for
some Garaith and seen as an act of self preservation
for others. Because of this, it is very common for
Legacy bearers to leave the power struggles of
84
PHYSICAL DESCRIPTION
Sharing the majority of their physical details
with their draconic creators, Garaith have large
humanoid bodies with thick musculature. Covered in
dense, leathery skin, Garaith grow boney protrusions
from their body in many places such as arms, legs
or shoulders, that give them natural protection in
combat. Their hands and feet possess short, thick
claws they commonly use as weapons when otherwise
unarmed. Just like a dragon, their heads are large,
sporting reptilian eyes and a big mouth full of razor
sharp teeth. Bone coloring appears in shades of ivory,
brown and black, while skin runs a full gamut of
colors much like actual dragons. Grey,black, green,
red, blue, white and purple are commonly found skin
colors among the Garaith.
INHERENT TRAITS
CLAWS
SPAWN
CHOSEN TRAITS
HARDENED SCALES
You have particularly hard scales, providing
extra protection against physical damage.
Effect: +15 ARM (All)
85
SERPENT BLOOD
FIRE BREATH
MOTION SENSOR
The supernatural senses of your ancestral
forefathers has passed on to you. You have an easy
time tracking movements in your peripheral vision.
Effect:+5 to Reaction
DRACONIC SECRETS
The dragons knew things no other creatures did
and spoke the nuances of magic as fluently as any
language.
Effect: You immediately know the purpose and
source of any magical effect or item viewed. This
functions the same as an Identify spell.
86
CAELBORINS CLAWS
Thee heritage of o
one
ne of the first gre
great
reat w
warlords,
arlo
ar
lo
orrd
ds,
s,
it w
was
ass sai
said
aid that Caelb
Caelborins
borins C
Claws
laws could
d ren
rend
end
d
flesh,
esh,
es
h, iro
iron
ron an
and
d dragon
drragon
on
n scale.
sca
ale
le..
Effect:
Ef
ffe
fect
ct:: You
Your
ou
ur claws gain
ga
aiin
n +2
+2 Threat
Thre
Th
hreat
at and
and
d
ignore
nore up
p to 2
20
0 ARM.
A M.
AR
87
88
ASHIK
CULTURE
LEGACY VIEWS
Ashik hold Legacy in ill regard, perhaps more
so than any other race. For the Earthborn, Legacy
is the power of their makers whom they have little
interest in. Every Ashik sees their true parent as
Laruna herself.
89
90
PHYSICAL DESCRIPTION
Organic life forms made of earth material such
as stone, dirt, gems, or metal, the Ashik are squat,
lumbering people. Their bodies are vastly more
durable than the other mortal races and the precious
gems embedded in their flesh act as a receptor for
magic. Originally meant for absorbing dragon fire,
these special components react when struck by magic,
suffusing the Ashik with unique power dependant on
the material in question.
Their bodies often possess plant life or moss
much in the way humans possess hair and they stand
on average 4 to 5, yet weighing nearly triple as much
as a normal human.
INHERENT TRAITS
Attribute Bonuses: +2 STR, +10 ARM (All),
-1 CHM
Ashik must consume 3 kg of gems or minerals a
day, or they will start to literally lose their mass until
they wither away into nothingness.
CHOSEN TRAIT
It is said that the dragons first showed their
greedy and spiteful nature during the war of the
second age. Territory lost to the titans would routinely
be scorched before being yielded, and legions of
lesser dragon breeds were born to swarm the titans
on the battlefield. Together the titans gave life to the
earth, causing it to rise up and defend Laruna from
dragons and their ever-hungry spawn. Crafted from
the many stones, metals, and gems of the earth, the
Ashik, or Earthborn, were ruthless, devoted soldiers
uniquely qualified to deal with their enemies.
91
RUBY (RED)
SAPPHIRE (BLUE)
EMERALD (GREEN)
Once charged with magic, your emeralds
allow you to harden your stone flesh just as your
predecessors did to repel dragon tooth and claw.
Effect: Gain +10 ARM (All) for one phase
OBSIDIAN (BLACK)
Shimmering obsidian stones lend vigor to your
muscles, granting you the strength to stand toe to toe
with your ancestral draconic enemies.
Effect: Gain +4 STR for one phase
92
DIAMOND (WHITE)
These gleaming white gems convert damaging
forces into energizing vitality that will fuel your
assault where others would fall short.
Effect: Restore 20 Stamina
93
94
UNIVERSAL BACKGROUNDS
EXALTED
DIPLOMAT
Serving your people as a mediator, arbiter or
politician, you have acquired excellent negotiation
skills. Well versed in customs and etiquette, you
know better than most that kingdoms thrive by their
relations, both internal and external.
Diplomat
Attribute Points
30
Academics
Kingdoms
Languages
Religions
Craft
Magic
Melee Combat
Ranged Combat
Skullduggery
Deception
Social
Diplomacy
Negotiation
Survival
Riding
Exalted
Attribute Points
30
Academics
Craft
Magic
Melee Combat
Ranged Combat
Skullduggery
Social
Survival
1
3
95
HIGHBORN
HUNTED
Highborn
Hunted
Attribute
ttr
trib
ibut
u e Points
Attribute
A
At
ttr
trib
ibut
ib
u e Points
32
Academics
Academics
Appraisal
Craft
Kingdoms
Magic
M gic
Ma
Languages
Lan
nguages
Melee
M
elee Combat
el
Craft
Ranged Combat
Magic
Ma
agi
gicc
Skullduggery
Sk
kul
ulld
ldug
ld
ugg
ug
gery
Light
Deception
Melee
Combat
Mele
ee C
ombat
att
Stealth
St
S
ea
altth
Combat
Ranged Com
mbat
Social
Skullduggery
Skulld
ldug
ugge
ge
ery
Negotiation
Nego
goti
tiat
atio
ion
Social
Survival
Diplomacy
Dipl
Di
plom
pl
omacyy
om
Foraging
Fora
Fo
ragi
ra
ging
gi
Leadership
Riding
Survival
Tracking
Additional
Skill
Points:
ddiition
nal Base Sk
kill P
Po
oin
nts:
Additional
Advanced
Points:
ddi
diti
tional Advan
nce
ced
d Skill Poin
nts:
tss
Possessions:
Exotic
clothing,
300
gold
oss
sses
e siion
es
o s:
s E
xoticc clo
othin
ng,
g, 3
00
0
0g
od
ol
Spells:
spell
pells:: 1 Light spel
el
el
96
3
30
0
1
3
Additional
Points:
Additi
tion
on
nal Base Skill Po
oin
nts:
1
Additional
all Advanced Skill Points:
3
Possessions:
Commoners
gold
Pos
sses
e siions:
ons:: C
ommon
ners cclothing,
loth
lo
thin
th
ing,
in
g, 150 g
old
l
None
Spells: Non
ne
INHERITOR
MASTER CRAFTSMAN
Inheritor
Master Craftsman
Attribute
At
ttr
trib
ibut
u e Points
32
2
Attribute
Attr
ribu
ibut
ute Points
32
Academics
Acad
ad
dem
e ics
Academics
Craft
Craf
Cr
aft
Craft
C
Cr
aft
Magic
M gi
Ma
gicc
Magic
Melee
Mellee Combat
Me
Melee
Melee Combat
Me
Ranged Combat
Ranged
Ra
R
an
ng Combat
nged
Skullduggery
Sk
kul
ulld
ldug
ld
u gery
ug
Skullduggery
Sku
Sk
ullld
u
ldug
ugg
ug
gery
y
Sociall
Social
So
ocial
al
Survival
Surv
viv
val
al
Survival
Su
urv
viv
iva
al
al
Additional
Base
Skill
Points:
Add
Ad
diti
tio
onal
on
al B
ase Sk
ase
as
S
k
kil
ill Po
ill
il
P
oin
ints
ints
ts:
8
Points:
Additional Advanced Skill Po
oin
nts::
10
Possessions:
Commoners
100
gold,
Posses
Po
esssions:: Co
C
mm
mon
ners cclothing,
lo
otth
hin
i g,, 10
00 g
olld,
magical
item.
magica
al it
item
em.
Spells: None
ne
Additional
Base
Skill
Points:
Additi
tio
onal
al B
ase
as
e Ski
Sk
kill
ill P
il
oints
t :
ts
2
Additional
Advanced
5
Addition
nal A
dvanced Skill Points:
Additional
Addition
Ad
ona
al C
al
Craft
ra
aft Adv
Advanced
dv
vancced Skilll Po
P
Points:
in
nts:
10
0
Possessions: Co
Commoners clothing, 260 gold,
300 gold of crafting
craf
affting materials
Sp
Spells:
pel
ells:: 1 Sp
Spell
Spel
pelll (a
(any)
(an
ny)
97
MERCHANT
PEASANT
Merchant
Peasant
Attributee Points
32
Attribute
A
At
Attr
ttr
trib
i ut
ib
u e Points
Academics
Academics
Appraisal
Cr
C
Craft
raf
at
Craft
Woodworking
W
Wood
Wo
ood
odworking
Magic
Ma
agic
Magic
Magi
Ma
gicc
Melee Combat
Melee
Me
M
ele
lee Combat
Ranged
Combat
Ra
anged
nged C
o ba
om
at
Ranged
Rang
Ra
ng
ged
e Combat
Com
o bat
Skullduggery
y
Skullduggery
Skulldug
gge
gery
y
Deception
Dece
ept
ptio
ion
io
Stealth
Stea
altth
Social
Social
Soc
cial
Negotiation
Nego
g ti
tia
attion
Survival
Surv
rv
viv
ival
al
Survival
Surviv
i al
iv
Climbing
Clim
mbing
Foraging
F ra
Fo
agi
gin
ng
Riding
Ridi
ing
Skinning
Skin
nning
Tracking
Tra
acking
ac
Additional
Points:
nal Base Skill Po
oints:
Additional
Advanced
Skill
na
al A
dvanced Sk
kill Points:
Possessions:
clothing,
ions: Fine cloth
hing, 700 gold
Spells: None
N ne
No
5
5
Additional Base
e Skill Points:
Additional
Add
ditionall Advanced
Adv
vanced Skill Points:
Poiints
Po
ints
ts::
Possessions: Co
Commoner
gold,
C
ommoner clothing, 10 g
Shortbow, Dagger,
Dag
gger, Cow
gg
Spells: None
N ne
No
98
29
3
3
RITUAL SURVIVOR
ROGUE
Ritual Survivor
Rogue
Attribute
ttr
trib
ibut
u e Points
37
Attribute
A
At
trib
tr
i ut
ib
u e Points
3
32
Academics
Academics
Ac
A
ademicss
Craft
Cra
Craft
af
aft
af
Magic
Magic
Mag
gic
Melee
Me
elee Combat
Melee
Combat
Me
elee Comb
bat
Ranged Combat
One-Handed
On
ne-Handed Piercing
Skullduggery
Sk
kul
ulld
ldug
ld
ugge
ug
g ry
Ranged
Combat
Ra
anged
nged C
o bat
om
Social
Skullduggery
Sk
kullduggery
Survival
Surv
rv
viva
iv
val
al
Deception
Dece
De
ecept
ptio
pt
ion
io
Lockpicking
L ckpi
Lo
pick
c ingg
Pickpocket
Pick
ckpo
po
ocket
cket
ck
e
Stealth
Stea
St
ealt
ea
lth
lth
lt
Social
Soci
So
cial
ci
al
Survival
Surviv
val
Additional
Skill
Points:
dditiional Base Sk
Skil
illl Poi
Po
oin
in
ints:
Additional
Advanced
Skill
Points:
dditional Advan
nced Sk
S
k Poin
kill
in
int
nts
ts:
Possessions:
Commoners
clothing,
ossesssions:: Co
C
mm
mon
nerrss clo
loth
lo
othi
thing, 50
th
0 go
gold
ld
Spells:
pells: None
3
5
Additional
Base
all B
ase Skill Points:
1
Additional
Advanced
Skill
Points:
3
Addi
diti
tion
nal
a Adv
dva
an
anced
an
Sk
killl Points
s:
Possessions:
Commoners
gold
P
Po
oss
sses
ss
e sions: Comm
mon
o ers clothing, 100 gol
Spells:
None
Sp
pellls: No
N
one
n
99
DESCENDANT BACKGROUNDS
IMPERATOR
Well schooled in the arts of battle, you have
served Epilesis and its p
people
p byy upholding
p
g the law
and punishing the wicked.
MINSTREL
An artist of the finest order, you travel the
kingdoms of Laruna sharing your talent for a fair coin,
all the while showing the mortals the greatness of
Descendant culture and arts.
Impera
Imperator
mper
mp
erat
ato
at
tor
to
Attribute Points
Minstrel
Mi
M
instre
in
nstrel
trreel
30
0
32
Academics
demics
Academics
Ac
A
cademics
Craft
ft
A
Appraisal
pprai
pp
aisa
sall
Metalworking
alworkin
ng
Kingdoms
Magic
gic
i
Cr
Craft
Elements
ments
Magic
Melee
Combat
ee C
ombat
Melee
Combat
Me
ele
ee Co
C
mbat
Double-Sided
ble-Sid
ided
id
de Glaive
Ranged Combat
Ranged
Combat
ged C
omba
om
at
Skullduggery
Skul
Sk
ulld
ul
ldug
ld
uggery
Skullduggery
lldugg
gery
Social
Social
ial
Negotiation
Survival
vival
Performance
Seduction
Sedu
ducction
n
Survival
1
Additional Melee Combat
bat Adv
Advanced
van
nced
d Skill P
Points:
oints
tss:
5
Possessions: Glaive,
ive, Descen
Descendant
ndant Armor, 10
100
00 gold
gold
Spells: 1 Spell (Cannot
Canno
ot be D
Dark)
arrk)
a
k
100
0
Attribute
A
At
ttrrib
ttr
ibut
u e Point
Points
ts
ts
Points:
Additional Base Skill Points
s:
3
Additional
Points:
3
Additi
tion
onal
a Advanced Skill
Skiilll Points
s:
Basic
Possessions:
s Ba
asic clothing,
clot
otthiing, melee weapon,
weap
instrument,
120
musical in
nsttrume
m nt, 12
1
20 gold
Spells:
None
Sp
pells: No
one
Prized Apprentice
Wanderer
Prized Apprentice
Wanderer
Attribute Points
28
Attribute Points
32
Academics
Academics
Appraisal
Kingdoms
Kingdoms
Religions
Craft
Craft
Enchanting
Magic
Magic
Melee Combat
Calling
Ranged Combat
Change
Bows
Elements
Skullduggery
Melee Combat
Social
Ranged Combat
Intimidation
Skullduggery
Seduction
Social
Survival
Leadership
Foraging
Negotiation
Skinning
Survival
Tracking
2
Additional Advanced Skill Points:
3
Possessions: Enchanting materials (150g), 100
gold, robes
3
3
101
MESMULOT BACKGROUNDS
COURTESAN
With skills of vast renown and the unparalleled
exotic appeal of your people, you are a highly
successful courtesan.
Youve learned that secrets are of great value
and by selling your services to the right people, you
have risen in prominence
om
min
i en
ence
ce a
and
nd shaped
d yo
yyour
ur the events
of your homeland.
nd.
DARKSTAR
Redeemers are no strangers to the darkness, but
being born with the Legacy of the Dark has caused
others of your kind to see you as a source of constant
mistrust between them and the other mortal races.
Thusly, you often find comfort with the less
savory members of society.
Courtesan
Attribute Points
ts
Darkstar
3
30
Attribute
A
At
Attrib
t but
u e Points
Points
Academics
cademics
Academics
Appraisal
ppraisal
Kingdoms
King
Ki
ngd
doms
Kingdoms
ingdoms
Craft
Cr
C
raf
at
Medicine
Me
edi
dicin
ne
Alchemy
A
lch
hem
my
Craft
raft
Magic
Ma
agic
Magic
M
agic
i
Dark
rk
k
Calling
alling
Melee
Combat
Mele
ee Comb
m at
Melee
Combat
Mel
Me
lee Co
lee
C
mbat
mb
a
(SW) Thorned
(S
Thorn
ned Whip
Ranged Combat
Ranged
Ra
ang
n ed Combat
Combat
Skullduggery
kul
ulld
ldugge
gery
ry
Skullduggery
Sku
Sk
Sku
ullld
l dug
ugge
ge
ery
Deception
eception
Deception
Deceeption
Pickpocketing
ickpockettin
ng
Stealth
Stea
St
ealt
lh
Social
ocial
Social
Sociial
Diplomacy
iplomacyy
Intimidation
Inti
timidatio
ti
tim
on
on
Leadership
eadership
Negotiation
Nego
otiiat
ati n
atio
Negotiation
Negotiat
atiion
Seduction
Seductio
on
Seduction
eduction
Survival
Survival
urv
rviv
i al
0
Additional
Addiitional Base Skill Points:
Additional Base
Skill
Points:
se Sk
Ski
ill Poin
ints
t :
Possessions: Exotic clothing, 300 gold
Spells: 1 Calling
Spell
ng
g Sp
Spel
ll
102
2
28
Additional
Add
dit
itio
onal
all Advanced
Advan
anced
d Skill
Skill Points:
Poin
Po
i ts:
1
1
Possessions:
Poss
sessions: Commoner clothing, alchemy supplies
(100
(100g),
0g)
g , 100 gold
Spells:
Sp
pells
ellls
ls: 1 Dark
ls:
D rk
Da
k Spell
ll
DYING LIGHT
PARAGON
Dying Light
Paragon
Attribute Points
30
Attribute
Attr
trrib
ibut
ute Points
ts
30
0
Academics
A
Ac
Academics
cad
dem
emics
emi
Appraisal
Kingdoms
Kin
Ki
Kingdoms
Kingdoms
Medicine
Medicine
Cr
Craft
rafft
Craft
Magic
Ma
agi
gic
ic
Magic
Combat
Melee Co
ombat
Light
One-Handed Impact
Impacct
Melee Combat
Two-Handed
Two-Hand
nd
ded
d Slashing
Sla
lash
shin
ingg
One-Handed Impact
(SW) Thorned
e Whip
ed
Whi
hp
Ranged Combat
Ranged
Combat
R
Ra
nged
ng
ed C
om
mba
at
Skullduggery
Thrown
T
hrown Weapons
Weapo
pons
po
n
Social
Skullduggery
Skulldug
gge
g ry
y
Leadership
Social
Negotiation
Intimidation
Intimidati
tio
on
on
Survival
Leadership
Leader
rship
Climbing
Survival
Su
urv
rvivall
Foraging
Swimming
Tracking
1
Additional Advanced Skill Points:
ts:
1
Possessions: Commoners clothing,
gold
ng, 100 gol
ld
Spells: 1 Light Spell
Additional
A
Ad
dditio
onal Base
Base Skill Points::
2
Additional
2
Additi
tional Advanced Skill Points:
ti
Possessions:
Commoners
clothing,
100
Po
oss
sses
essi
es
siio s: Co
sion
Comm
mmon
mm
o er
ers cloth
hing, 10
00 gold
gol
old
d
Spells:
Spel
e ls: None
1
103
GARAITH BACKGROUNDS
DISGRACED WARLORD
Your bid for power was thwarted by a rival
warlord and rather than g
granting
g yyou an honorable
death, you ha
have
exiled
DarcoGaraith
ave be
been exile
ed fr
from
om D
arcoG
Garaith
th
h iin
n
disgrace. This
his painful eexistence
xistencee h
xi
has
as d
driven
riven
i
yyo
you
ou to
excellence and
depravity
nd d
ep
pravi
vity
ty in equal parts.
HONOR BOUND
You have taken a vow to vanquish one who
has disgraced your clan. This hunt has lead you into
foreign kingdoms, but has resulted in you learning
a specific set of skills that make you a dangerous
tracker.
Honor Bound
Disgraced Warlord
Attribute Points
oints
3
30
Attribute
Attrib
ib
bute Points
Poin
nts
t
30
Academics
Academ
Academics
mic
i s
Kin
ngdoms
Kingdoms
Kingdoms
ms
Medicine
Medicine
nee
n
Re
Religions
eli
ligion
ns
Craft
Cr
raf
aftt
Craft
Alchemy
Magic
Magi
Ma
gicc
gi
Magic
Combat
Melee Comb
mb
bat
Calling
OneOn
One-Handed
e-Ha
Hand
nded
d IImpact
mpact
Melee
M
elee Co
Combat
omb
m att
Slashing
One-Handed S
l shing
la
Ranged
Ran
nged Combat
Comba
ba
at
Two-Handed
Slashing
Tw
Twoo-H
Ha ded Sla
Hand
la
ash
hin
ng
Bows
ws
Brawling
Skullduggery
Sk
S
kulld
duggery
Weapons
Natural W
eap
pons
ons
Social
Soci
So
cia
al
al
Ranged Combat
Survival
Su
urviv
val
Skullduggery
Skulldug
gge
ery
y
Climbing
Clim
mbi
b ng
Social
Foraging
Fora
agi
g ng
LLeadership
eadership
ip
Skinning
Skin
Sk
in
nning
Survival
Swimming
Swim
mmi
m ng
Tracking
Tr
rac
acki
king
3
Possessions:
Commoner
100
gold,
s: Co
Com
mmoner
er cclothing,
loth
thin
th
ng
g,, 1
00
0g
old,
ol
d,
armor, 3 melee
weapons
elee
el
ee w
eap
ea
pons
nss
Spells: None
ne
Additional
Base
Skill
Addition
nal B
ase Sk
Skil
i l Po
il
Points:
Additional
Additio
on
o
nal
al Advanced Skill Points:
Possessions:
P
Po
ssessiio
on
ns:
s: Co
C
Commoner
mm
mon
ner clothing, 50 gold, bow
bow, 30
arrows,, 30
0 gold
gol
o d worth
wortth of furs
fur
urs
Spells: 1 Calling
Calling Spell
Ca
104
4
1
1
PIT SAVAGE
WHISPERER
Pit Savage
Whisperer
Attribute
Attr
trib
ibut
ib
u e Points
ut
3
34
4
Attribute
A
ttrrib
ibut
u e Points
ut
Poiin
Po
nts
ts
30
0
Academics
Ac
A
Academics
cad
ade
em
mic
ics
Craft
Lang
La
ngua
uages
Languages
Magic
M gic
Ma
Medicine
Medici
in
nee
Melee
Me
e
Combat
att
C
Craft
raft
One-Handed
On
O
nee Handed Impactt
Magic
One-Handed
Piercing
One-Ha
On
e-Han
nd
ded
e Pierci
ing
Change
C
hange
One-Handed
On
O
nee-Ha
H nded Slashing
Dark
Natural
Natu
Na
attu
urra
al W
Weapons
eapons
Elements
Elemen
nts
Ranged
Ran
ng
n
ged Combat
Melee
Mele
Me
lee Combat
lee
Skullduggery
Skul
ulld
lldug
lld
dugg
gery
Ranged
Ra
ang
nged
ed
d Combat
Com
mbat
Social
S cial
So
a
Skullduggery
Sk
kul
u ld
dugge
g ry
Survival
Su
S
urviv
rviiv
rv
val
Social
Soci
So
cial
ci
al
Diplomacy
Survival
Additional
Base
Points:
Additi
ional B
ase Skill Po
P
ints
in
ts:
ts:
ts
1
Skill
Points:
Additional Advanced Sk
kil
ill Po
oints
ttss:
1
Possessions:
Commoners
clothing,
Posssessiion
ons: Common
nerrs clo
otth
hin
ng,
g 100
00 gold,
armor,
arm
mor, 3 melee
mel
elee weapons
weapo
onss
Spells: None
Additional
Additi
tion
onal
a Base Skill Points:
Poin
nts:
2
Additional Advanced Skill
2
Skill Points:
Possessions:
Commoners
Posssession
on
ons
ns: Common
ners cclothing,
loth
lo
thin
th
ing,
in
g, 100 gold, 400
gold
d worth
worth
orrth
h of
of research
researrch
h material
materria
iall
Spells:
Spells
lss: 1 Change
Chan
Ch
ange
an
g Spell,
Sp
pell, 1 Dark Spell, 1 Elements
Spell
Spel
elll
105
1
05
ASHIK BACKGROUNDS
DENIED
You sought approval at the Grand Telling to
create offspring but were denied. You seek to rectify
this oversight by earning a glorious reputation as an
agent for change. Helping the mortals of Laruna learn
how to live in harmony with land and curtail their
rampant destruction will make you a hero at the next
Grand Telling.
Denied
Attribute Points
30
Academics
Appraisal
Ap
ppr
prai
aisa
ai
sall
Kingdoms
Medicine
Me
edicine
Craft
Alchemy
Alch
Al
hem
emyy
Leatherworking
Magic
M
agi
gicc
Combat
Melee Comb
mb
m
bat
a
Ranged
Combat
Ra
Rang
ged
dC
omba
om
b t
Blowguns
ns
ns
Bows
Bo
B
ws
Skullduggery
Social
Diplomacy
Di
ipl
p omacy
Negotiation
Ne
N
gotiatio
on
Survival
Foragingg
Skinning
Trackingg
Tr
Additional
al Base Skill Points:
Additional
Advanced
Skill
al Advance
ce
ed Sk
Skil
i l Points:
5
5
Spells: None
106
6
DRUID
Being born with the Calling legacy is a special
occurrence among the Ashik. Having the power of
nature at your disposal has lead many Ashik to seek
you out for advice, favor or approval. Over time,
you have accrued a fair amount of social accolades,
making dealing with others of your kind pleasant.
Druid
Attribute Points
30
Academics
Kingdoms
Medicine
Reli
Religions
ligions
Craft
Alchemy
Alch
chem
ch
hem
my
Magic
Elem
Elements
men
entts
ts
Calling
Melee
Combat
Mele
ee Co
Com
mbat
att
Ranged Combat
Skullduggery
Sk
kul
ulld
l ugg
gery
Social
So
S
oci
c al
Survival
Su
urvival
Foraging
Additional
Addi
ittiional Base Skill Points:
2
2
Ad
Additional
dditiional A
Advanced
dvanced Skilll Po
Points:
P
oin
intt
in
Possessions:
clothing, 100 gold
Po
P
oss
sses
essions: Commoner clothing
Spells:
Calling
Spell
Sp
pells: 2 Ca
C
llin
in
ng Sp
pelll (1
1 of which must be a
Nature-type
N
atur
urree type sspell),
pelll),
pe
ll 1 Elements
Elements Spell
Sp
KREESH SLAYER
WYRMEATER
Kreesh Slayer
Wyrmeater
Attribute Points
32
Attribute Points
34
Academics
Academics
Craft
Medicine
Metalworkingg
Religions
Woodworkingg
Cra
Craft
aft
Magic
Magic
Ma
agic
Change
Change
Ch
Cha
angee
ange
Melee Combat
bat
Dark
One-Handed Slashin
Slashing
i g
E
El
Elements
em
men
nts
ts
Ranged Combat
mbat
Melee
Combat
M
Me
le
ee Co
C
mbat
Crossbows
Brawling
Br
B
raw
awling
liin
ngg
Skullduggery
ry
Ranged
Ra
an
ng
ged
e Combat
Comba
Social
Skullduggery
Sk
kulld
lld
l ug
u gery
Leadership
Social
So
oci
cial
a
Survival
Survival
S
Su
Surviv
u val
a
Riding
Foraging
F
Fo
raging
1
Additional Advanced Skill
illl Po
Poin
Points:
ints
in
ts::
ts
3
Possessions: Commonerss clothing
clothing,
gold
g, 100 g
g,
olld
o
Spells: 1 Change Spell
Additional
Points:
Addition
on
nal
a Base Skill Points
Ad
Additional
dditiio
on
nal A
Advanced
dvanced Skilll P
Points:
Possessions:
clothing, 75 gold
Po
osssses
essi
s ons: Commoners clo
2
1
Spells:
Spe
ellls
e
l : 1 Change
ge S
Spell,
pell, 1 Da
Dark S
Spell, 1 Elements Spell
1
107
HUMAN BACKGROUNDS
ASSASSIN
You are no common thug, killing peasants for a
few coin. Taking the life of people too dangerous or
prominent for your contractor to deal with is an art
form you have practiced one death at a time.
30
Attribute
At
ttr
t ib
ibute Points
29
Academics
Academics
Appraisal
Appraisal
Kingdoms
Kingdoms
Lang
Languages
nguages
Lang
Language
nguage
Medicine
Craft
Reli
Religions
liigi
gion
ons
on
Ench
Enchanting
chan
ch
anti
an
ting
Craft
Magic
Alch
Alchemy
hem
my
Elements
Elem
El
emeen
em
ents
Magic
Melee
Mel
lee Combat
Dark
Ranged
Combat
Rang
ged C
omb
ba
bat
Combat
Melee Comb
mbat
mb
Skullduggery
Skul
u lduggery
Ranged
Combat
R
Ra
ng
ged
ed C
ombat
Stealth
Stea
St
e lt
lth
h
Blowguns
Blow
ow
wgu
g ns
Social
Bows
Bo
Diplomacyy
Skulldugge
Skullduggery
ery
Intimidation
Deception
n
Negotiation
Negotiatio
on
Lock
Lo
Lockpicking
ckpi
ck
picking
k
Survival
Stealth
S
tealth
Riding
R
iding
Social
all
a
Tracking
Negotiation
N
egoti
eg
gotiat
a ion
n
Survival
Surv
Su
urv
rviv
ival
al
Additional
dditional Base Skill Points:
Additional Advanced Skill Points:
1
0
108
8
Flameguard of Ranath
Assassin
Attribute
ttr
t ib
i ute Points
FLAMEGUARD OF RANATH
Additional
Ad
A
ditional Base Skill Points:
1
Additional
Advanced
Skill
Ad
dditiionall Advan
nced
d Sk
S
ill Points:
1
Possessions: Commoner clothing, 275 gold,
Wand of the Flameguard
Spells: Burn
HEALER
SPY
Healer
Spy
Attribute Points
30
Attribute
Attr
trib
tr
i ut
ib
u e Points
30
Academics
demics
Academics
Ac
A
cad
adem
adem
e iiccs
Medicine
dicine
Kingdoms
K
Kingdo
Ki
i do
omss
Religions
gions
Languages
Langua
ua
ages
gees
Craft
ft
Religions
Re
eli
ligiion
onss
Alchemy
hemy
Craft
Craft
Cr
afft
Magic
gic
gi
ic
Magic
Ma
agi
gicc
Light
ht
Melee Combat
Melee
Combat
le
ee C
ombat
Ranged
Ra
ang
nged
ed Combat
Combat
Ranged
nged Combat
Skullduggery
Skullduggery
u ld
ul
ldug
ugg
gery
Deception
Decept
ptio
ion
n
Social
ial
Lockpicking
Negotiation
oti
tia
atio
on
Stealth
Stea
St
ealt
ea
lth
lt
h
Survival
vival
Social
Foraging
aging
Intimidation
Intimidati
ion
o
Negotation
Seduction
n
Survival
1
Additional Advanced
anced Skill Points:
0
Possessions: Commoners
gold,
mmon
ners cclothing,
loth
lo
thin
th
ing,
in
g, 75 g
old, 200
gold worth of alchemy
materials
chemyy materi
rial
alss
Spells: 2 Light Spells,
pells, 1 Healing Spell
Additional
Addition
on
nal Base Skill Points:
2
Additional
A
dditi
tion
o al
al Advanced
Adv
dvan
ance
an
ced
ce
d Skill
Sk Points:
0
Possessions:
clothing,
Po
oss
s ession
ns: Commoners clothing, Fine cloth
280
0 gold
Spells:
Sp
pel
ells
llss: 1 Chan
Change
ngee S
Spell,
p ll
pe
ll,, 1 Dark
D rk Spell, 1 Elements
Da
Elem
emen
ents
ts Spell
S
1
109
The consistent pounding of hammer on nail reverberated off the chapels high ceiling. Each nail driven meant, potentially a
few more precious minutes to gure out what to do, a few more moments with a loved one, or a few more mere seconds to offer prayer
to Sadreen for help. Muffled only slightly by the wooden barriers being installed over the nely crafted stained glass windows were
the moans, grunts, and growls from the hungry undead roaming the village streets, looking for esh to devour.
Inside the safety of the small building the surviving villagers cowered, offering prayers to the goddess Sadreen to protect them
and their children from the risen dead that had seemingly sprung up and devoured their quiet town. The strongest of them searched
for anything to use as a weapon. They took up candelabras, decorative ornaments, legs from broken chairs. Anything that they could
put between themselves and the hellish dead.
The clergyman of Sadreen, Father Hal, tried to lead them in prayer, but his voice quivered and shook with dread. Finally, he
looked toward the heavens and asked
Goddess Sadreen, is there nothing you will do? Is there no one you will send?
A voice responded, I will help. It was calm, small and echoed through the chapel. Father Hals face contorted in shock. Had
Sadreen answered his call? Was the Goddess repaying all his years of piety and sacrice with heavenly salvation from this dark
curse that befell them?
I can stop them, the voice called again.
Father Hal then realized it was not the voice of his Goddess, but the call of a young girl from the back of the crowd. Alone
she stood, lthy and with hair matted to her face by sweat and tears. Her clothing was torn and she could not have been more than
fteen or sixteen years old.
Father Hals stomach ipped. The overwhelming dread return and he yelled in anger to Sadreen, Why have you forsaken
me, for all I have given for you?
The crowd hushed and the fortication of the chapel halted. The young girl walked to the altar and knelt before it, praying
silently. As she did, the crowd noticed a faint light emanating from just beneath her golden red hair, at the base of her skull.
It was a mark. The mark of Light. Sadreen had not forsaken them. She had sent them a Legacy bearer. The ones who noticed
it cried tears of joy. The others waited with baited breath.
Father Hal approached the young girl. He had not seen her attend worship before and only vaguely recognized her.
What is your name, sweetheart? he asked softly.
She broke her reverie and responded, Valari, Father.
You can help us? he asked.
I believe so. Yes. She responded.
Her eyes had a re in them that was not there moments prior and her frail appearance had dissipated. Though still in the
frame of a young woman, there was a strength about her now; a light that would purify this small village. Valari picked up one of
the broken chair legs and a makeshift shield fashioned from the wood of a chair back and some rope.
A murmur of doubt rippled through the frightened crowd. Could this young woman, this little girl be their savior? She marched
toward the barricaded entrance way.
Looking to the men who stood by she said, Close that door behind me and lock it up tight until the break of day.
They nodded with an acceptance lled with disbelief. That disbelief would soon turn to devotion as Valaris hand and pathetic
wooden weapon began to shine. Her body became a source of Sadreens light and wings of golden ame sprouted from her shoulder
blades.
The savior angel of Sadreen nodded and the men pulled the main entrance open. The villagers shrieked in horror as only darkness
and the ravenous undead awaited her. With a determined ferocity, Valari charged out, weapon of light in hand
. As she raised it high, a purifying sunbeam ripped through the night sky and lit the battleeld for all to see. The undead caught
within shriveled and dropped. Others began to fall to her now mighty weapon. The men of the village slammed the doors behind and
did as she commanded. They locked them up tight so no one was able to come in or out until morning.
110
0
What do I do?
Each step of character creation will end
with a box like this one. That box will
contain a checklist that specifies the exact
decisions you must make during that step,
as well as what information to record.
1
111
What do I do?
Choose from one of five races and record
it on your sheet.
Choose a racial trait and record the
necessary information on your sheet.
Your choice may alter the attributes
and skills you record during steps four
and five, so keep note of your Inherent
Traits.
112
2
What do I do?
Select a background.
This background will be used throughout
the rest of character creation, so keep it
handy.
What do I do?
Select a Legacy Archetype and record it
on your sheet.
Select one Legacy Virtue and record it
on your sheet. Your character may only
ever have one Legacy Virtue.
Your Legacy Archetypes Starting
Benefits will be used during the final
steps of character creation.
What do I do?
Distribute the Attribute points given by
your background. Increase or decrease
them as necessary depending on your
racial traits.
These Attributes can still change, so
either record them in pencil or record
them on a separate piece of paper.
1
113
ADVANCED SKILLS
Within each Base Skill, there are specific skills
that are more detailed, focused, and showcase more
developed knowledge or ability. For purposes of
gameplay, these are called Advanced Skills.
Every Advanced Skill is derived from a Base
Skill. Functionally, this means one cannot have any
points in an Advanced Skill without first having the
same number of points in the corresponding Base
Skill. Base Skills are combined with Advanced Skills
when attempting to use an Advanced Skill, showing
how your knowledge and experience with the basic
fundamentals still directly applies to the usage of the
114
4
What do I do?
Your background sets your skills and
base skills at specific values.
Each background also lists Additional
Skill Points. Use these additional points
to increase the skills of your choice on a
one-for-one basis.
Record your base and advanced skills on
your sheet.
What do I do?
Choose any spells, techniques, abilities,
or equipment that your Background and
Legacy Archetype allows you to choose.
Record your spells, techniques, abilities,
and equipment on your sheet.
What do I do?
What do I do?
What do I do?
1
115
116
6
1
117
Warren peered through a fog so thick that the oil lamps perched on the side of the muddy road were nearly snuffed out. It was
moments after a hard summer rain and the air was heavy, humid, and difficult to breathe. He was begrudgingly following the lead
of his childhood buddy, Tosh, to an old decrepit building and a promise of ferocious bare knuckled sticuffs.
Come on, Warren. Well miss the ghts if we move at your pace, Tosh yelled.
Im coming. My boots are overowing with gods know what. Where in the hells are you leading me?
Tosh sighed audibly, Stop whining. Were almost there.
Finally they came upon it. A small wreck of a place that had smoke and the muted sounds of a hardy group having more fun
than most likely permitted spilling from the boarded up windows. Tosh lead Warren down a set of slippery, moss covered stairs to a
heavy oak door. Tosh knocked three times and the door cracked open with a shrieking groan. A stale air escaped. All Warren could
make out was a lone beady eye peeking out into the night. He wasnt expecting the voice that followed.
The words? it asked in a deep, throaty tone.
The Mesmulot fries in Sol, Tosh answered emphatically.
The door closed.
Warren stared hard at his friend, Good going you dolt, now well never get in. I walked for miles in the downpour for nothing.
I knew I shouldnt have
The door creaked open once again, this time wide enough to let them in. It was dark inside, but the sounds were no longer
dampened. Tosh bolted in but Warren nearly fell over at the sight of the doorman. He wasnt a fat, wine lled drunkard like Warren
imagined, but a massive dragon-like man, with hard scaled skin and a maw that could easily bite a mere human in two.
The Garaith reached out and steadied Warren. His ngers were long, with sharp black claws at their tips, Easy there, kid.
Warren nodded in thanks, still recovering from the shock. The doorman pointed into the darkness toward the sound. Warren
blindly moved forward, almost tripping on the Garaiths powerful tail, but successfully made his way past the black curtain and
into the main area of the pub.
Dozens of patrons from all across Laruna were gathered here to drink, party, gamble, ght and gods know what else. He spotted
Tosh at the bar, already irting with a woman old enough to be his mother.
Other than Tosh and the woman, the bar was populated by those too repulsive or lled with self loathing to nd a companion
with which to share a table. The alcohol owed freely and was poured with precision by a tall man with golden hair and massive wings.
Tosh, excited to see his friend, slung his arm over Warrens shoulder, Hey Warren, this is Viera. Viera said she will get us some
drinks and show us around. Isnt that nice of her?
Sure is, Warren stated nervously.
Warren had never seen a woman quite like her. She made him nervous. Not that the whole place didnt make him nervous, but
her skin was pale, almost gray in pallor and her eyes were dark enough to be mistaken for black and her long hair matched. She
ashed him a wicked smile and he quickly turned away from her.
Over the crowd, he saw what they came for. The pit. The ghts were on and Warren weaved his way through the crowd for
a better look. Two combatants were slugging it out. A bearded man, thick as a tree trunk and a muscular dark skinned man were
beating each other to a pulp. The crowd roared as the ght came to a close with the bearded one planted face down in the dirt, with
a broken nose and mashed in face.
Between ghts, Warren looked around him. There was money changing hands, drinks being downed, girls, shady deals in the
corners, just as Tosh told him there would be. What he couldnt believe was the type of people. Hed never ventured out of Winard,
so when Tosh told him of this place in the capital city of Hodramekus, he drummed up a story to his parents about a camping trip
with Tosh and they set out on the road to the big city.
Warren, deciding to make the most of the night, grabbed a drink off the nearest barmaids platter, took a swig and instantly
coughed it up. It burned, making his eyes water and face twist.
A short fellow seemingly made of rock let out a laugh at Warrens reaction. Warren couldnt help but join in, eventually
laughing so hard that tears came to eyes.
He was nally free.
118
8
1
119
LIFTING
STRENGTH
Strength is a measurement of a creatures ability
to exert force using their body. How much a character
can lift and carry, their physical muscle size, and how
much damage they do when hitting someone are all
determined by their Strength. Strength can be used
on its own when attempting actions like moving
something heavy or breaking down a door. Strength
most commonly affects Melee Combat skills, but can
be used whenever the application of bodily force is
relevant. Having a high Strength allows a character
to better use certain weapons and make their physical
blows more punishing.
The average human (having a Strength of 5) can
lift about 45 kg over his head, while a person with a
10 Strength could lift about 250 kg.
Strength 5: Average Human, Mesmulot
Strength 8: Average Garaith
Strength 16: Manticore
Strength 25: Legendary Lightbringer, Giant
Kreesh, Dragons
Attributes Over 10
In Laruna, there are many creatures whose attributes can naturally go beyond the human limit of 10.
All of the playable races add their Inherent Trait modifier to this limit. In addition, Legacy Cearers are
enhanced with god-magic, capable of turning them into the stuff of legend. You will find many choices
along the Legacy Arc offer an increase to a particular attribute. These increases allow a player to have an
Attribute well beyond human limits and exemplify the idea of being infused with Legacy. A high ranking
Lightbringer who has focused on Strength may have a natural Strength score close to 20. The normal
populace will be quick to recognize such an individual walking amongst them as a wondrous and capable
being, able to lift twice that of the strongest human with minimal effort. This helps to display the rarity
and power of such an individual, and should not be lost when telling a story. Finally, magical spells and
effects may increase attributes beyond their limits as well, and so most mortals will be quick to blame
magic for an occurrence that seems impossible in their mind.
120
0
AGILITY
Agility measures quickness, hand-eye
coordination and flexibility. How capable a creature
is at manipulating their body and how quickly they
can move are both aspects of Agility. Agility can
be used without a skill to rush past a closing door,
squeeze yourself into a tight hiding spot, or quickly
snatch up a fleeing cat. Skills where the quickness
or flexibility of the user is importantbeing able to
punch a moving target or quick-drawing a bow would
all be tested with Agility. Agility is also an important
component of Reaction and Evasion, which measure
how quickly a person can react to outside forces.
Agility 5: Average Human
Agility 6: Average Mesmulot
Agility 15: Griffin
Agility 25: Legendary SoraSomin, Air
Elementals, Mystical Fliers
ENDURANCE
Endurance measures the ability to remain active
over a period of time either mentally or physically.
How much activity a creature can maintain
before giving in to fatigue and how long they can
concentrate on a specific exhausting task are all
limited by Endurance. When running or swimming
long distances, keeping yourself awake, or regaining
your composure after a long burst of intense activity,
Endurance can be used unskilled.
Sometimes the ability to not tire out is the most
important factor when using a skill. Drilling on a
target dummy or spending long hours crafting an
item before your deadline would cause Endurance
to be used for an Ability Test (AT). Endurance is
also used to determine Stamina. While Endurance
is a general measurement of a creatures resistance
against fatigue, Stamina acts as their gas tank,
more directly measuring exactly how long it takes for
them to become completely exhausted. Exhaustion
can cause a multitude of effects, from being so tired
you are unable to think, unintentionally fading off to
sleep, or even passing out.
INTELLECT
A measure of how smart a creature is, Intellect
accounts for a creatures capacity for logical thought,
memory, and abstract thinking. Being able to think
on your feet, solve problems and puzzles, and easily
understand new information are all a part of a
characters Intellect .
Intellect is sometimes tested without a skill
when trying to remember basic pieces of trivia or
information, or coming to a generically logical
conclusion about a situation using the information
that is given. When how much a person knows about
a subject is the dominating factor in success or failure,
Intellect is the attribute mostly commonly used with
a skill. Being able to recall the laws of a specific
kingdom, being able to diagnose a sickness or casting
a spell would all involve using Intellect.
Intellect 2: Werebeast
Intellect 5: Average Human
Intellect 6: Average Descendant
Intellect 10: Celestial Guardian
Intelligence 25: Legendary Sorcerers
1
121
PERCEPTION
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122
2
SKILLS
KINGDOMS
ACADEMICS
Academics covers any topic, general or specific,
that is primarily taught and learned through direct
schooling or study. When used as a Base Skill,
Academics accounts for basic level of knowledge in
common areas of studythe users native language,
mathematics, history, and the basics of political and
philosophical thought. Academics can be used as an
Instant Action to remember a piece of information
that a Larunian could learn throughout their
education. Of course, the education one may receive
on the warfields of DarcoGaraith could vary wildly
from one in the libraries of Epilesis. Academics can
also be used as a basic measurement of how much
study or education a character has.
LANGUAGES
Languages is used to learn, comprehend, speak,
or decipher any language other than your native
tongue. The Languages skill uses Intellect.
To learn a language, characters must study
the language by whatever means available to them.
Studying a language is an Enduring action, with each
AT accounting for one day of study. As you invest
more CAP with your Enduring Action, you become
more familiar with the language you are studying.
Base Success Difficulties to Learn a Language
110: A teacher proficient in the desired
language and your common tongue is
instructing you.
1120: Your teacher is proficient in the desired
language, but not your common tongue.
2130: Youre lacking an instructor but are
constantly surrounded by those who speak the
desired language.
3140: You are attempting to learn the desired
language from a manuscript or writings
41 50: You have scraps of text from an ancient
manuscript or scroll with a dialect no longer
used by the denizens of Laruna.
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123
RELIGIONS
124
4
APPRAISAL
The Appraisal skill quantifies your knowledge
of the value of items or stock, their origin, their
maker, and the demand for such items in the
various kingdoms. The Appraisal skill uses Intellect.
A successful AT can grant varying levels of detail
about the item or stock. Sample CAP adjustments
include identifying a rare or highly valued item
without the use of reference material. An Appraisal
AT is considered an instant action. A player failing an
Appraisal AT may not make an attempt on that item
again for 24 hours.
Base Difficulty is determined by the obscurity
level of an item.
INVESTIGATION
Investigation is the act of a character actively
gathering and piecing together clues to solve a
mystery of some kind. The Investigation skill utilizes
Perception and is a Persistent enduring action, with
each AT accounting for one hour of sleuthing. These
ATs represent the character searching a scene and
possibly questioning witnesses or people in the know.
As you spend more CAP, you become more familiar
with the puzzle, clues, and possible solutions.
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125
MEDICINE
The science of diagnosing and treating wounds
can be used in Laruna to tend to injured allies
determine the origin of poisons and diseases, or care
for the wounded. The use of the Medicine Advanced
Skill is used in conjunction with the Intellect Attribute.
TENDING A WOUND
A player may make a Medicine AT as an instant
action to stop the bleeding of a wound.
The difficulty of a Medicine Base Success is set
by the severity of the wound.
CRAFTING
Crafting is a skill that allows a player to create
items. In Dreamscape: Laruna, Legacy Cearers learn
to use Makora resources that are gathered from Nexi
to create magical items, potions, and enchantments.
Crafting has Advanced Crafting Skills based on the
type of material and kind of objects being made. Full
rules on Crafting can be found in the Crafting section,
starting on page 337.
126
6
MAGIC
MELEE COMBAT
Melee Combat covers the ability to fight at close
range both while unarmed and with melee weapons.
Melee Combat has Advanced Skills based on the
type of weapon being used. Some Melee Combat
Advanced Skills can also be modified by adding the
ability to dualwield those weapons.
Full rules on combat can be found in the
Combat Rules section, starting on page 322 and in
the Equipment section, starting on page 362.
RANGED COMBAT
Ranged Combat covers the ability to fight at long
ranges with weapons such as bows, crossbows, and
slings. Ranged Combat has Advanced Skills based on
the type of weapon being used. Full rules on combat
can be found in the Combat Rules section, found on
page 330, and in the Equipment section, found on
page 364.
SKULLDUGGERY
The Skullduggery Base Skill covers skills
specific to the art of trickery. Skullduggery is most
often used in urban settings and is used to cheat,
steal, and sneak. While not all uses of Skullduggery
are illegal, they are inherently deceptive and
so may lead to moral or legal issues in certain
contexts. More often than not, Skullduggery will
be used with Agility, but sometimes Charm is more
appropriate. Some examples of how the Survival
Base Skill can be expanded with Advanced Skills are:
Deception, Lockpicking, Pickpocketing, and Stealth.
1
127
DECEPTION
LOCKPICKING
DISGUISE
When attempting to disguise your identity, you
must make a Deception AT the first time you interact
with someone you are trying to deceive. The difficulty
of this AT is as listed above and includes the targets
Perception and any relevant difficulty modifiers. This
Deception check must be made once per day you
reestablish the disguise, with the difficulty going up
by +2 each time the disguise is used.
Sample CAP Adjustments
(6c) Strength Adjustment: You goad your
target into doublingdown on their investment
in your gamble.
(10c) Duration Adjustment: Your deception
goes unexamined for an additional day before
anyone involved may attempt to see through it.
128
8
PICKPOCKETING
The ability to remove a small object from
anothers person without them noticing. The most
common goal of pickpocketing is to steal a coin
purse or a particularly valuable item, but any item
that can be held in one hand can be pickpocketed.
Pickpocketing ATs will almost always be made using
Agility. Pickpocketing must be done quickly to be
successful and is an Instant Action. Possible CAP
Adjustments are replacing a stolen object with another
or hiding a pickpocketing attempt particularly well.
HIDING
Stealth is used when a character wishes to
obscure themselves from view. Stealth can only be
used for this purpose if the character is not being
actively observed at the time. When attempting to
hide, a Stealth AT is made against a Difficulty set by
the conditions of the location. Hiding in a particularly
precarious spot may require Endurance ATs or
Stamina expenditure to maintain the hiding spot.
STEALTH
Stealth is the art of remaining unseen. This
Advanced Skill covers both hiding from view and
silently stalking a target. Stealth ATs are made with
the Agility attribute, and are Instant actions.
1
129
REMAINING HIDDEN
INTIMIDATION
SHADOWING A PERSON
When attempting to follow someone without
being noticed, a Stealth AT is made against the
targets Tracking or Perception Defensive AT. Base
Success allows you to maintain a safe distance from
your target for one phase without being detected. An
AT must be made each phase to continue shadowing
the target.
Sample CAP Adjustments
(5c) Duration Adjustment: One additional
phase without needing an AT. May be
purchased more than once.
SOCIAL
The Social Base Skill is used when trying to
learn information or influence the opinion of others
through conversation. Holding a normal conversation
will not require a Social AT, but one may be required
in situations where the wrong act or word could
change the way someone will act.
Knowledge of the Social Base Skill can be
expanded with the Advanced Skills Intimidation,
Leadership, Negotiation, Performance, and Seduction.
Social base skill ATs may be better served than
advanced skills when a specific style of social
interaction may have an unintended effect, such as
trying to intimidate a professional soldier in a bar.
Possible CAP Adjustments are learning new
information about people, ensuring someone
remembers your name, and making a good first
impression.
130
0
INTERROGATION
Intimidation can be used to interrogate enemies
or pull information from others. If your target has
reason to lie to you, a Base Success may get them
to give you information, but an additional CAP
Adjustment costing anywhere from 510 CAP may
be required to ensure they are being truthful.
Strength Adjustments costing 3-6 CAP can
also be purchased to pull an additional piece of
information out of the interrogation target.
INTIMIDATION IN BATTLE
As an IFT action, a character may make an
Intimidation AT against an enemys appropriate
Social Defensive AT. A base success will cause an
enemy to suffer a1 penalty to Defensive ATs against
you for one phase. 5 CAP Duration Adjustments can
be used to make this penalty last additional phases,
and 810 CAP Strength Adjustments can increase the
penalty by an additional -1.
A 1520 CAP Strength Adjustment can cause an
enemy to retreat when appropriate.
LEADERSHIP
Providing others with guidance, coordinating
the efforts of a group of people, and inspiring others
to achieve and exceed their potential are all aspects
of Leadership. A great leader knows when to push
and when to praise and is a vital part of any team.
Leadership greatly depends on a characters Charm,
but Intelligence may be necessary when formulating
plans or knowing what exactly will inspire a person.
Most Leadership ATs will be Persistent Actions,
but in cases where but an inspirational moment is
needed, an Instant Action will suffice. Possible CAP
Adjustments are granting someone a large morale
bonus to their own ATs, coming up with a clever plan
in a short period of time, and making sure a battle
formation stays intact.
Sample Base Success Difficulties
110: Provide guidance or direction to someone
who is already following you
1120: Create and execute a plan with willing
subordinates
2130: Bring former enemies together under a
unified banner for a higher cause
3140: Coordinating a widescale battle plan
PREEMPTIVE PLANNING
Creating a plan of action will vary in difficulty
depending on the amount of factors that are known
going into a situation and the number of people who
have to follow the plan to ensure its execution. Base
success when planning will give everyone involved a
+3 to Reaction, and a +2 to any relevant ATs as long
as the plan is properly followed.
If the plan falls apart, these bonuses can change
to penalties as your followers scramble to adjust to
a new situation. 5 CAP Strength Adjustments can
increase these bonuses by 1 each, or reduce the
potential penalties. 10 CAP Duration Adjustments
can make followers remember complicated plans for
a longer period of time without having to keep any
information recorded.
COORDINATING EFFORTS
Whenever 3 or more people are attempting to
perform the same action, one member can make an
instant Leadership AT to coordinate their efforts.
Successful coordination will grant everyone involved
an AT bonus that can be strengthened by CAP. In
addition, members of a coordinated effort can choose
to give their CAP to another member in lieu of taking
a Base Success on a 2for1 basis.
Example: Charlotte, Kuru, and Landria must
work together to create a barrier against a rivers
rapidly rising tide. They are all making Survival ATs
to push fallen logs, twigs, and rocks together to stop the
rising water. Landria decides to coordinate the effort,
and make a Leadership AT against a difficulty of 15
time is of the essence and the driving rain makes it hard
to collaborate.
1
131
NEGOTIATION
No matter who tells the tale, no telling of the
Great War passes without mention of The Summit.
Warriors and pacifists alike point to The Summit as
a prime example of the power of Negotiation. The
usage of Negotiation can be as simple as two people
coming to a satisfactory business arrangement, to
kingdoms creating diplomatic pacts.
Charm is most often used in Negotiation, but
sometimes Intellect plays a more important role.
Most serious negotiations are Enduring Actions, but
Persistent and Instant Negotiations between two
sidess ccan
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132
1
32
DIPLOMACY
Negotiation can be used to form diplomatic
agreements between two sides of a conflict, whether
those sides are feuding street gangs splitting up
turf or kingdoms establishing trade routes. When
engaging in Diplomacy, each side should make a list
of demands, with each
item on the list having a
CAP value of anywhere from 1o0 CAP, depending
on the value of that item. Both sides then engage in
Enduring Negotiation ATs, with each AT representing
anywhere from one hour to one day of negotiations.
The difficulty of these ATs is set by the opposing sides
Negotiation Defensive AT. Each side invests their
CAP into the items on their demands list, achieving
that demand once theyve invested the full CAP value
of that demand. Either side can gain more CAP by
giving in to a demand, freely granting the opposing
side enough CAP to fulfill a demand. This also grants
the side that gave in half the CAP they granted to
their opponent, to be invested in any way they see
fit. This process continues until either a stipulated
period of time ends or both sides are happy with the
agreement.
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HAGGLING
Negotiation can be used to buy or sell wares at
a higher or lower price, with the difficulty being set
by the seller/buyers Negotiation Defensive AT.
A Base success will increase or reduce the price
by 5 percent, with each 3 CAP Strength Adjustment
increasing or reducing it by another 5, to a maximum
of a 15 percent difference.
PERFORMANCE
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133
SEDUCTION
The prized skill of Mesmulot and other social
hunters, Seduction is the art of introducing desire
into the hearts of others and getting them to act upon
it. Seduction can generate many of the same effects
as Intimidation, Leadership, or Negotiation, but the
results are usually much more intense. Seduction
does have its limits, however, as every person may
have their own inclinations that the seducer is ill
equipped to fulfill. Of course, it is said that there are
some Mesmulot who can get anyone to try anything
at least once.
Seduction can be the Instant Action of a well
placed look or the Persistent Action of working
someone throughout a night. Seduction is a product
of Charm, although there is much to be said for
a particularly Agile Seduction AT. Possible CAP
Adjustments can make a Seduction attempt seem
meaningless to onlookers, reading body language,
and convincing someone to break a vow for the sake
of their desires.
Base Success difficulties are set by the targets
appropriate Social AT.
Sample CAP Adjustments
(5c) Strength Adjustment: Your target ignores
the pain of being fed upon and allows you to
drain 10 more Health damage worth of blood
before trying to pull themselves away.
(8c) Strength Adjustment: In the warm glow
of your pillow talk, the local mayor lets slip
that virtually none of the guards actually watch
the Western Gate as long as they have liquor
to drink.
(20c) Strength Adjustment: The target of your
Seduction becomes obsessed with you. Any
additional Seduction ATs made against them
are against a difficulty of zero, and they will do
everything they can to see you at least once a
day, up to and including following your distinct
orders.
SURVIVAL
The Survival Base Skill is primarily used when
performing outdoor activities that require measured
interaction with the land or its creatures. Persevering
through hostile terrain, judging the success of
spending the night in a forest, or the ability to identify
134
4
CLIMBING
The Climbing skill is used when attempting
to scale difficult surfaces, such as a rock face or an
unsteady rope. Whenever a player finds themself in
such a precarious position with a chance of falling, a
Climbing AT can be made. When making the AT, STR
would be the standard Attribute used in conjunction
with this skill. Particularly hazardous or windy
conditions may allow for AGI to be used instead. A
Climbing AT may be an instant or persistent action.
Sample Base Success Difficulties
110: Climbing a standard rope in normal
conditions
1120: Traversing a steep incline around 45
degrees or a rope in high winds
2130: Scaling a slippery surface such as a
damp rope or slick slope
3140: Making a mostly vertical climb with
some natural handholds
4150: Making a completely vertical climb with
almost no handholds available
Sample Difficulty Modifiers
Using climbing gear: -5
Attached to climbing chain: -5
Carrying excess weight: +5
Carrying another person: +15
TRAVERSING AN AREA
In the case where a player is slowly traversing an
obstacle, Climbing may be rolled as a persistent AT,
where accumulating a total amount of CAP will mean
reaching the other side safely. The amount of CAP
FORAGING
Foraging is used when specifically searching for
plants, roots or other natural materials. While finding
enough twigs to start a campfire in a forest would not
normally require an AT, searching for specific herbs
to cure a poisoned ally might.
Foraging ATs are considered a persistent action
that takes place over the course of at least one hour.
The player may make an AT each hour until they
decide to stop. When making an AT, PER would
be the standard Attribute used in conjunction with
this skill. The Dreamweaver may deem INT more
appropriate, however, in a case where the resource is
located in a very specific location that would require
intimate knowledge of its growth and would not
easily be seen, even with high Perception.
Sample Base Success Difficulties
110: Finding a common herb worth up to 2 sp,
or ingredients to cure a weak poison (2)
1120: Locating ingredients to cure a minor
poison (4)
2130: Harvesting a plank of Makora wood,
locating a rare flower, or ingredients to cure a
moderate poison (6)
3140: Harvesting exceptional quality wood
worth up to 10gp, or ingredients to cure a
strong poison (8)
4150: Locating a very rare material, or
ingredients to cure a deadly poison (10)
Sample Difficulty Modifiers
Lush mystical Forest: -10
Abundant natural forest: -5
Dry terrain: +10
Inhospitable terrain: +20
MINING
Mining is used when attempting to acquire
precious stones and metals from the earth. A player
may make a Mining AT when attempting to extract a
specific metal or gem from a pre-existing mine.
Mining ATs are persistent actions that take place
over the course of at least one hour. The player may
make an AT each hour until they decide to stop.
When making an AT, Strength would be the standard
Attribute used in conjunction with this skill.
The Dreamweaver may deem Intellect more
appropriate, however, in a case where the resource
is located in a very specific point that would require
intimate knowledge of its formation.
Failing a Mining AT still provides one unit of
materials, however the value will be reduced by 50%.
Failing to harvest Makora destroys the material.
Accessing a Mine
It is up to the Dreamweaver to decide how
often a player may mine and how abundant
a particular deposit will be. Under normal
circumstances, a player may not simply walk
into a kingdoms gold mine or dig site and
begin mining away without causing a large
disturbance or alerting a significant amount of
guards.
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PROSPECTING
Locating new sources of materials may be
accomplished via the Mining Advanced Skill.
Discovering new deposits is difficult and can be a
world changing event should a new abundant gold
or diamond mine be discovered within a kingdom.
Making an AT to prospect an area is an Enduring
action that may be done once a day, taking 1 hour to
complete. Deposits may be found in various terrain
throughout Laruna, with the most common locales
being hills, mountain ranges, and underground
cavern systems.
A total of 100 CAP must be accrued for this
enduring action in order for the player to discover a
worthy deposit.
The difficulty of a Prospecting Base Success is
set by the amount of deposits already discovered in
the area.
Sample Base Success Difficulties
010: An unexplored or completely untapped area.
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6
MAKORA METAL
Makora metal is only available in deposits
located near a Nexus, and quantities should be
very limited. A small nexus spawning near a mine
or deposit may only allow extraction of 13 ingots
of the metal, at the Dreamweavers discretion. More
is explained in the Creatures, Kreesh and Corruption
supplement.
Example Materials
Common: Tin, Onyx, Sandstone - Worth 2sp
per bert/unit/slab
Uncommon: Iron, Quartz, Limestone- Worth
5sp per bert/unit/slab
Rare: Copper, Sapphire, Granite - Worth 1g per
bert/unit/slab
Exceptional: Silver, Ruby, Marble - Worth
10gp per bert/unit/slab
Pristine: Gold, Diamond, Jade - Worth 100gp
per bert/unit/slab
RIDING
GALLOP
CANTER
Cantering is the fastest of a horses natural gaits
before they break into a full run, or gallop. A Canter
base success allows a horse to maintain a Canter
for one hour, which costs the horse 25 Stamina and
allows them to move at 16 km per hour. A standard
horse trained as a mount has 100 Stamina.
SKINNING
Skinning is used when attempting to remove
fur or hide from an animal. A player may make a
Skinning AT when attempting to preserve the hide
of an animal for sale or use in crafting. Skinning ATs
are considered a persistent action that takes place
over the course of at least one hour. When making
an AT, INT would be the standard Attribute used in
conjunction with this skill. Values of hides are listed
in the equipment chapter.
The difficulty of a Skinning Base Success is set
by the size of the creature.
Sample Base Success Difficulties
0-10: Small
11-20: Medium
21-30: Large
31-40: Huge
41-50: Giant
Difficulty is modified by the toughness of the
creatures hide:
Sample Difficulty Modifiers
ARM 0-5: -5
ARM 6-10: 0
ARM 11-20: +5
ARM 21-30: +10
ARM 31-40: +20
ARM 41+: +30
Corrupted: +10
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SWIMMING
Like the Climbing Base Skill, Swimming is
used to traverse hazardous terrain, only underwater.
Whenever a player finds themself in such a precarious
position with a chance of drowning or being swept
away by a current, a Swimming AT can be made.
When making the AT, STR is the standard Attribute
modifier used. A Swimming AT may be an instant or
persistent action.
Sample Base Success Difficulties
110: Swimming through still waters
1120: Swimming through choppy waters
against a light current
2130: Swimming through rough waters
against a moderate current
3140: Swimming through swirling waters
against a heavy current
4150: Swimming through a whirlpool
against extreme current
TRACKING
Tracking is the art and science of following a
creature through varied terrain using clues left behind
by its movement. A player may use this advanced skill
when attempting to follow a creature in a natural
environment, when attempting to cover their own
tracks, or when searching for hidden creatures. When
making a Tracking AT, PER is the standard Attribute
modifier used. Tracking is a persistent action.
Sample Base Success Difficulties
or
or
or
or
138
8
Raining: +10
Recent snowfall after tracks have been made: +20
139
Commander! Commander Aalock! the retainer called as he sprinted up the hillside. The boy no more than fteen years
of age came bearing ill news.
What is it, Jeref ?
Out of breath and panting the boy replied, The Garaith sir. Elrathzir is with them.
Aalocks eyes widened and a pit formed in his stomach. In all his years he hoped to the gods that he would never have to face a
Legacy bearer, but the time had nally come. After a moment of utter despair, he clenched his teeth and straightened his back.
Colin? Aalock called out. Another of his retainers, this one a young man came rushing forward. Colin, prepare my horse.
He hurried off.
Aalock added a command, And nd my son.
Where is that damned boy? he muttered.
Down on the battleeld, Aalocks warriors began to fall in droves to the magics of the Garaith Legacy bearer Elrathzir. Their
swords, spears, and arrows were nothing to him. In his right hand, a gnarled wooden staff tted with what seemed to be a still living
eyeball. The massive organ darted around, peering hard at Elrathzirs victims. His left hand shimmered and pulse with violent
energy. Around him, mythical beasts, imps, demon spawn and other atrocities from inconceivable planes of existence performed his
bidding and annihilating Commander Aalocks warriors.
Commander Aalock drew his mighty longsword and rode out onto the battleeld. Scores of Garaith and human alike lay
dead or dying around him as he made for the heart of the battle. Finally, he spotted the Garaith Legacy bearer, but it was already
too late.
Elrathzir made a nal hand motion and in an instant, a ery red portal opened behind him. All on the eld halted and turned
to look. A massive roar came from beyond the portal. It shook Aalocks innards and his eyes watered. He was thrown from his mount
as it reared in terror.
Finally, a massive clawed hand reached through the portal and grasped the edge to pull itself through. The horror that emerged
was unimaginable. It was some dragon/demon hybrid creature covered in horns and bony spikes with aky, burnt, scales that snorted
with earth shaking resonance. It unleashed a ery breath that incinerated Garaith and human alike.
Aalock brought up his shield in defense, but quickly felt the metal bubbling up and melting away. With a weakened voice
he tried to call for a full retreat, but he could no longer hear the sound of his own voice as it was snuffed out by the sheer power of
Elrathzirs demon slave. Despite the silence of Aalocks command, all of his brave warriors who fought that day turned to run. They
were being mercilessly cut down by the Garaith and the demon beast alike.
Commander Aalock lay in defeat with blood dripping from his ears and mouth, his very insides pulverized by the
overwhelming volume of the creature. Finally, a massive Garaith warrior stood above him, readying his axe to grant him passage
to the gods. Aalock looked to the skies. Night had nally come.
No, not night. Shadow. Before he could react, the Garaith above was split in twain by a inky black weapon. Aalock stared in
surprise. He looked around. All across the battleeld, the shadows of his enemies came alive and tore at those who cast them.
The demon spawn too was locked in battle with its own shade and in what seemed like an instant, the battle was won. The
summoned beast and the Garaith all slain by their own shadows. Aalock sat in stunned silence until a hand smacked the shoulder
of his soot covered armor; a hand bearing the mark of a bearer. Aalock looked up, and through tear blurred vision saw the visage of
his son Soran giving him a crooked smirk before moving to dispatch Elrathzir.
The wizard was slowly choking to death on his own blood, his own victorious shadow and Soran standing above him. Through
spurts of crimson uid, Elrathzir spat curses at the Shadowmancer. Soran silently placed the tip of his sword on the wizards breast
and slowly drove it between his rib bones and into his heart.
The day was won.
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0
LIGHT
The light of creation is the heart of the Light
Legacy. The power to heal, restore and protect, this
piece of the Argasheel is said to be what makes the
stars burn so brightly and its power can be used to
restore life or cleanse the world with starfire.
DARK
It is said there is darkness in the absence of the
Elder God, and this darkness has a malevolence. The
Dark legacy is power over corruption, death and the
shadows. Those who once commanded this magic
were known by many names most of which reviled
by their peers.
Necromancers who commanded the dead,
assassins who traveled through shadow, each was a
force of fear in their time before lending their magic
to the Dark legacy.
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141
CALLING
The unknown is a vast concept and the power
to pierce or command it is a significant one. From
beyond the known world, summoners have brought
forth mighty creatures, while gatekeepers bend the
laws of time and space to alter Larunas history.
Together their power fueled the Calling Legacy,
a power to beckon or command the intangible.
CHANGE
The magic of transformation manifests in various
practices and traditions. Alchemists would seek to
change lead to gold while shapeshifters transformed
their bodies into a myriad of weapons.
Often believed to be the most consistent and
unassailable of the five legacies, change is ever
present in all things.
ELEMENTS
Once believed to be the building blocks of the
cosmos, the elements of fire, water, air and earth are
each a primal force of creation. Mastery over these
elements has long been sought by many. Sorcerers
seek such dominance for power, while Sorasomin
took devoted their skill to harnessing them as
weapons.
THE MARK
A mortal born with Legacy will bear a very
distinct mark somewhere upon their body. This mark
is obviously magical in nature and always the same
for a given Legacy.
For this reason, it is nearly impossible for a child
to be born with Legacy and not have such a thing
be known to those present for the birth. The mark
itself can appear on any part of the body, sometimes
leading to them being easily concealed, even after
maturity.
SECRECY
Being a Legacy Cearer can mean a life in the
public eye. Those with the power to change the world
often do, and their names are not easily forgotten.
Different Legacies suffer from varied stigmas
depending on the region the bearer is born in and
the beliefs of the natives.
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2
BEING MARKED
Though being born a Legacy Cearer means
different things to different people, some of the
experiences they endure are constant.
Besides their mark, there are no obvious
differences between an ordinary mortal and a Legacy
Cearer. They can, and often do, live relatively normal
lives in accordance with how their society handles
their inheritance.
The divergence from this normal life takes place
when they first come in contact with other Legacy.
For some it is meeting another Legacy Cearer like
them self, for others it is coming in contact with
corrupted creatures or a nexus.
Regardless of the circumstance, from the
moment a bearer witnesses Legacy outside of their
own, they become fully aware of the fact that Legacy
yearns to rejoin with other Legacy.
What was once part of the Argasheel forever
desires to become united again, thus all who possess
Legacy understand why corrupted and Kreesh are
endlessly hungry. Having been the Argasheels
intended destination, mortal bodies can better
sustain and repress this urge, preventing them from
becoming ravenous monsters in their own right.
For most bearers, their Legacy subtly aches when
in the presence of Legacy outside their own. This
sensation gives the bearer an intuitive understanding
that external Legacy could be absorbed if only it
could be free of whatever possesses it.
This realization is a formative development in
most bearers lives. Depending on their age at the
time it occurs, their upbringing, and their personal
viewpoints, learning that the greatest power on
the face of Laruna can be gathered by force is an
impacting revelation.
Prior to this first contact, Legacy Cearers
could more or less ignore their inheritance with the
exception of the mark they possess. After such an
event, however, specific characteristics manifest,
demonstrating which Archetype their Legacy is
shaped in.
ARCHETYPES
Each of the 5 Legacies lord over large spheres
of influence, but when a mortal inherits their Legacy
at birth a specific source of this power called an
Archetype defines what characteristics they will
inherit.
When Alshara stole the magic of Laruna to
infuse the Argasheel he also took some of the spirit
of each of the magical sources. In the case of the
mortals of vast power used for this process, some of
their abilities, tendencies and even memories were
captured as well. This manifests itself in each new
Legacy Cearer, causing them to inherit very specific
powers as well as a dominant behavioral trait.
Once first contact is made, a bearers Archetype
is fully awakened, giving them immediate awareness
of exactly what they are capable of. This can feel like
someone recalling long forgotten memories, and for
good reason.
That is what is actually occurring; the memories
just arent theirs. The knowledge, skill and awareness
bestowed by a Legacys Archetype is always vague
insofar as the bearer never truly gleams a specific
identity from the memories. They are more like
fragments of understanding, making the bearer
clearly aware of what they can do, or will be able to
do, but without much detail as to how they know this.
In this way a bearer born with the Lightbringer
Archetype who makes first contact would immediately
be aware of what they can (or could) do with the
power of the Light, but they would not normally recall
specifics such as Tyvas the Pure used illuminate to
save travelers from the Mesmulot.
POWER STRUGGLES
Calling forth a Skylord or raising an army from
the dead are earth shaking events that can alter the
course of history, and doing so causes the whole
world to take notice. Such power is a highly sought
after commodity, thrusting Legacy Cearers into the
political and military intrigue of the world whether
they wish it or not. How could a kingdom or nation
expect to keep their territories safe if their enemies
had access to the power only a Legacy Cearer can
possess? This places known Legacy Cearers into the
worlds arms race, causing ruling parties to view them
as either valuable assets or dangerous liabilities.
Due to this influence, Legacy Cearers can
be seen at the top of every powerful kingdoms or
nations infrastructure. Their magical capabilities are
LIMITATIONS
With all that Legacy Cearers can do, it is easy to
assume they are godlike people with limitless power,
but this is far from the truth. Part of surviving as a
bearer is coming to the realization that even Legacy
has its limits.
For one, the bearer is still a mortal and as
such, can die. Many foolhardy bearers have taken
for granted what can be accomplished by generally
inferior forces when they band together.
Beyond their mortality, they are not endless
reserves of power. Energy, .ana and 4tamina will all
deplete with exertion and in time the Legacy Cearer
can find they no longer have the strength to contend
with their enemies. Couple these with the ever
present threat of falling prey to corrupted creatures
or Kreesh, and it becomes clear how Legacy Cearers
have not become the sole power in Laruna.
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143
LIGHTBRINGER
Legacy: Light
DESCRIPTION
Lightbringers
L
ight
htbr
b ingeers use
u the power of the light to stand
vvaliantly
va
lian
li
antly against
agaiinstt the
th darkness. Their powers hone
light
ligh
ht magicc in a number of ways to provide
he
healing
ea
alin for the wounded, protection for
al
the
weak, and justice for the wicked.
th
he w
Noteworthy Lightbringers have
No
N
performed
per
pe
r
miraculous feats that still
live
liv
li
v on as legend.
HISTORY
Before the 6th age of
Laruna, Lightbringers were
members of an order devoted to
the sun goddess Sadreen. The
noble warriors were charged
with answering the calls of the
people and acting as their sword
or shield whenever necessary.
Humble men and women
tirelessly devoted to serving
Sadreens will, the Lightbringers
took no payment from the church.
Instead,
Ins
In
stea
ea local cities or villages needed
only
on
ly to build
bu a shelter and supply donations
at iits
ts door.
doo
oor. In
In time,
t
the church would assign a
newly
ne
ewly anointed
ano
ointted Lightbringer to the shelter and
from
fr
om tthat
hat day
ha
da
ay on the Lightbringer would work
independently
in
ndependenttlyy by serving the peoples needs.
A single token,
tok
ken
e issued by the church, could be
plac
pl
placed
a ed in
n th
the
he contraption outside the shelter.
Once
donated,
O
On
ce d
onatted
on
ed the box would lock, preventing
others
o
ot
hers
he
rs ffrom
rom
md
donating. The Lightbringer would
need
ne
d to co
com
complete
m
mp
the desired task before they
could
have
co
oul
uld ha
hav
vvee tthe donation collected by the
church.
This
church
h. Th
his forced both the petitioner and
Lightbringer
thee Li
th
ight
gh
htbrri
rin
ng to explain their actions to the
church
chur
ch
urch rep
representative,
pre
allowing a third party
t hold
to
hol
old
d both
bo
oth accountable for their actions.
For th
Fo
thee commonfolk, a Lightbringers
presence
was almost uniformly seen as a
pres
pr
esen
e ce w
bles
bl
blessing.
essi
sing. Byy donating tokens which were
144
1
44
Legacy Arc
+1 Ability
+1 Light Spell
+15 Health
+15 Mana
+1 INT
+1 STR
+1 CHM
+15 Stamina
+1 Ability
+2 Light Magic
+1 STR
+1 CHM
+2 M. Combat
Lightbringers Today
Long after the last Lightbringer church was
closed, the promise of a Lightbringer in dark times
remained a part of common folklore. After Argasheel
was restored to Laruna and the Lightbringers
returned, many churches of Sadreen rejoiced.
The Lightbringers were back, and now
universally more powerful than other mortals. Their
presence was also more necessary than ever, now that
the very land itself seemed to be creating monsters
that no ordinary mortal could possibly handle.
Of course, once the first Mesmulot Lightbringer
walked into a Church of Sadreen, all of that changed.
Now, both devout followers and avowed nonbelievers must learn to adapt to the new reality that
the Lightbringer Legacy has not chosen its bearers by
religious belief or pre-existing dedication to a cause,
but instead seemingly at random.
Starting Benefits
Legacy Ability: Sacred Weapon
1 Light Spell
+2 STR, +2 CHM, +2 Light Magic
Legacy Trait
Savior: You have become magically bound to
the Lightbringer traditions of old. You may not refuse
an act of service that is requested of you if made
under the proper conditions.
A request for an act of service must be made
without malice or guile, and come from a place of
genuine need.
This request must be accompanied by a small
token - traditionally a single, low value coin.
145
LEGACY VIRTUES
DAYBREAK
I have lived longer than most mortals here in
Laruna. As one of the last of the Fallen, my Descendant
eyes have been privy to a world of change. Kingdoms
have come and gone, countless wars have been waged,
and the land has shifted endlessly. I thought I had seen
it all. I was wrong. I never imagined seeing night turn
to day in an instant. I didnt think it possible that the
dead could simply get up and walk again; that an entire
armies wounds could mend in seconds. I have never
witnessed such might, even though I once possessed the
"rgahsheel myself. This is truly something new unleashed
upon the world. This is the dawn of a new age.
Kyan the Elder
The Lightbringer summons a giant golden orb
overhead, bathing the entire area in bright, refreshing
sunlight.
Type: Legacy
AT: LR + INT
Cost: 100 Energy
Range: 100m
Duration: Instant/Special
Base Success: All allies in a 100m radius of the
orb are healed for 20 Health. The orb lingers for 2
phases, providing warmth and sunlight.
(1c) Strength Adjustment: +1 Health restored
(4c) Duration Adjustment: +1 phase linger
(10c) Special Adjustment: Invigorate
All allies regain stamina equal to the Health
recovered
(10c) Special Adjustment: Celestial Spirit
All allies regain mana equal to the Health
recovered
(25c) Special Adjustment: Awaken
All deceased allies within the radius are
returned to life at 1 Health; They will then
receive the Health recovery from the base effect
(40c) Special Adjustment: Hand of Sadreen
All allies within the radius have their Health
and Stamina completely restored. All deceased
allies are returned to life at full Health and
Stamina.
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146
RADIANCE
SANCTUARY
Type: Legacy
AT: LR + STR
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: You gain +10 STR and +10 Base
Magic Skill.
(2c) Strength Adjustment: +1 STR
(2c) Strength Adjustment: +1 Base Magic
Skill
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: "SNPSPG-JHIU
You gain ARM (All) equal to STR gained
(10c) Special Adjustment: 4PMBS%JTSVQUJPO
You gain PRO (All) equal to STR gained
(15c) Special Adjustment: 'JFSZ8SBUI
You deal STR damage (Fire) to all enemies
within 3m per phase
(15c) Special Adjustment: "OHFMJD
You form a pair of golden wings, granting flight
at 2x base movement speed
(40c) Special Adjustment: #PEZPG4BESFFO
You gain +10 STR, Armor of Light, Solar
Disruption, Fiery Wrath and Angelic; In
addition, when the effect ends, you violently
expel the sunlight in a 15m radius, causing all
enemies to suffer STR damage (Celestial) and
get knocked back 15m
Type: Legacy
AT: LR + CHM
Cost: 100 energy
Range: 50m
Duration: 3 phases
Base Success: You create a magical aura
extending from your person that cannot be crossed
by mortal creatures or pierced by mundane weapons.
Legacy-bearing creatures and magical weaponry may
pass through at will.
(1c) Range Adjustment: +25m
(2c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Unchained
You may anchor the aura so that it does not
move with you; It may not be moved once
anchored
(10c) Special Adjustment: No Escape
All creatures require your permission to exit the
aura; this permission is granted at will
(10c) Special Adjustment: Resilience
All allies inside the aura gain +25 ARM(All)
and +25 PRO (All)
(20c) Special Adjustment: Resistance is.. possible
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147
LEGACY ABILITIES
ANOINTED
In times of great need, the Lightbringers have been
known to deputize a good soul to help carry out a task.
Some claim to have seen a peasant farmer wielding a
fiery pitchfork, while others claim the town fool rode
bravely into battle on a magnificent divine steed.
The Lightbringer touches any target they deem
worthy, and utters a blessing. The target is infused
with a sliver of the Argasheel, receiving a new power.
Type: Legacy
AT: LR + CHM
Cost: 10 mana
Range: Touch
Duration: 3 phases
Base Success: The recipient gains the use of
one of the Lightbringers known Legacy Abilities or
known Melee Combat skill of the casters choosing
for the duration. If an Advanced Melee Combat
skill is chosen, the recipient receives the Base
Skill as well. The target will make all ATs at the
Lightbringers Legacy Rank, or Melee Combat skill
rating, respectively. Only one target may be Anointed
at any given time.
(1c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 to chosen
Melee Combat Skill
(10c) Duration Adjustment: Deputy
The base duration lasts for 1 hour
(25c) Special Adjustment: Blessed
You may grant both an ability and an offensive
combat skill.
BASTION
For most denizens of Laruna, the sight of a
Lightbringer is extremely comforting. Where he walks,
there is light. Where he speaks, there is justice. Where
he stands, there is protection. Where he acts, there is
hope. Those who cannot defend themselves are quick
to seek the shelter of a Lightbringer.
Effect: The Lightbringer gains a permanent
+1 Endurance. The Lightbringer emits an aura of
protection, granting themself and all friendly targets
within 10m: +8 ARM(All), +8 PRO (All) and +4
RES(All). In addition, any entryway within this radius
(such as a door or gate) takes half damage from all
sources. This effect does not stack.
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8
CONDEMN
If there is one consistency throughout the lands
of Laruna, it is that no mortal wishes to be cursed by
the gods. As an arbiter for Sadreen, the Lightbringer
has some capacity to enact her judgment upon another,
causing several debilitating effects.
The Lightbringer mutters a curse and gestures
at a target. The target dims slightly, as some of the
light in the area is drained away.
Type: Legacy
AT: LR + CHM
Cost: 15 mana
Range: 10m
Duration: 3 phases
Base Success: Condemned targets are slowed,
moving at half their normal movement speed. In
addition, they receive +5 damage (Celestial) from
all Base Strikes or Base Successes that produce magic
damage.
(1c) Range Adjustment: +1m
(4c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 DMG Modifier
(Celestial)
EYES OF JUSTICE
The gaze of the Lightbringer is rightfully feared by
those who have sinned or have malicious thoughts. The
god of justice does not allow his devout servants to be
taken advantage of or treated unfairly. May the eyes
of the Lightbringer light the way for us.
Effect: The Lightbringer gains a permanent +1
PER and +5 Reaction.
Any time the Lightbringer looks upon a target,
they will be able to sense whether the target believes
he is telling the truth. In addition, the Lightbringer
can both sense hidden persons within 15m (although
not necessarily see) and sense hostile intent of anyone
gazing upon him.
GIFT OF LIGHT
RECHARGE
INSPIRE
Whether on a field of battle, or a skirmish in a
small village, the Lightbringers presence is always
a welcome one. Never faltering nor afraid, they are
capable of leading others through great strife, and
instilling determination in their allies. Serving as a
beacon of light in the darkness, they draw out the best
in those around them.
The Lightbringer raises his weapon high and
yells a rallying cry. All allies within range are inspired
and receive the following effects.
Type: Legacy
AT: LR + CHM
Cost: 10 mana
Range: 10m
Duration: 5 phases
Base Success: All allies within 10m receive +2
to all skill-based ATs, +3 bonus Damage (Celestial)
to all Strikes, and +5 RES (Dark)
(1c) Range Adjustment: +1m
(2c) Strength Adjustment: +1 RES (Dark)
(4c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 Celestial
(12c) Strength Adjustment: +1 AT bonus
(15c) Special Adjustment: Fearless
Immune to fear effects for the duration
(20c) Special Adjustment: Zealotry
Allies are inspired further, receiving +25
Temporary Health and +30 Temporary Stamina
for the duration of the effect
RETRIBUTION
Many think of justice as a simple ideal that
can never truly be reached. Those at the end of a
Lightbringers weapon know this to be false. Justice
can have very real effects that are felt directly by the
purveyors of evil.
The Lightbringer chooses a hostile target within
range. That target must direct their aggression
toward the Lightbringer or suffer the consequences.
Type: Legacy
AT: LR + CHM
Cost: 10 mana
Range: 10m
Duration: 3 phases
Base Success: If the target of this spell
successfully strikes someone other than the
Lightbringer for the duration, the Lightbringers next
successful melee strike against them will do +25
damage (Celestial). This effect does not stack.
(2c) Range Adjustment: +1m
(4c) Damage Adjustment: +1 Celestial
(4c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Long Arm
The retribution damage may be added to your
next ranged attack or magical ability
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149
SACRED WEAPON
SUNBEAM
Type: Legacy
AT: LR + CHM
Cost: 10 mana
Range: Weapon
Duration: 1 hour
Base Success: The affected weapon deals +10
damage (Celestial) upon striking a target. This bonus
increases to +20 if the target is undead. In addition,
this weapon can strike incorporeal targets as though
they were solid.
(3c) Strength Adjustment: +1 Celestial, +2
vs undead
(5c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Bonded
You may recall your weapon to your hand as
an IFU action
(15c) Special Adjustment: Divine Authority
Your weapon ignores the first 15 points of a
targets PRO (Celestial)
(20c) Special Adjustment: Weapons of Light
Your weapon now turns into pure light. The
weapons base damage is converted to Celestial
damage. Anyone other than the Lightbringer
attempting to pick up such a weapon takes 20
damage (Celestial)
150
0
Type: Legacy
AT: LR + CHM
Cost: 20 mana
Range: 20m
Duration: Variable
Base Success (Hostile): Targets suffer 25
damage (Celestial) and are blinded, incurring a -2 to
all ATs for two phases
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Celestial
(8c) Duration Adjustment: +1 phase blinded
(10c) Special Adjustment: Afterglow
The target shines faintly and may not hide or
turn invisible for 5 phases
Base Success (Friendly): Targets are healed for
15 health and are illuminated, receiving +3 health
regeneration and +5 PRO (All) for 2 phases
(1c) Strength Adjustment: +1 Health restored
(1c) Range Adjustment: +1m
(4c) Duration Adjustment: +1 phase to
illuminated
(15c) Special Adjustment: Afterglow
The target shines brightly, giving all attackers
a -2 to any M. Combat ATs to hit for 5 phases
War Horse
151
SENTINEL
Legacy: Light
Description
A defensive specialist, the Sentinel
uses protection powers complemented by
arcane attacks to become an unyielding and
enduring fixture in any conflict.
History
The Sentinels can trace their origin
back to an order of eldritch knights who
pledged their service to protecting the
nobility of Highland. During its infancy,
the nobles of Highland frequently
found their lives and the lives
of their family members in
danger. Assassins, such as
the notorious Shadowmancers,
were often put to the task of
eliminating these political
upstarts before their notion
of service to the masses
became widespread.
Because of this
persistent danger, an
order of eldritch knights
pledged their loyalty to
Highland and devoted
their skills to protecting
the nobles and their families.
152
Legacy Arc
+15 Health
+1 Ability
+1 Armor
Technique
+15 Health
+4 Armor
+2 Light Magic
+1 Ability
+4 PRO (All)
+1 Elemental +1 Light Spell
(Arcane) Spell
+2 M. Combat
+3 ARM
+1 Light
(Protection) Spell
Sentinels Today
The Sentinels ability to protect others is
unmatched even among other Legacy bearers. It is
only natural, then, that the Sentinels of today find
themselves in the same role as their namesake. The
fact that such esteemed levels of protection are now
available to more than just the nobility has made
for some interesting bedfellows for enterprising
Sentinels.
Starting Benefits
Legacy Ability: Shield
+2 END, +5 ARM (All), +25 Health
Legacy Trait
Bodyguard: The need to live up to the Sentinel
name is deeply embedded in your heart.
You may not let an ally or an individual you
have deemed as innocent come to fatal harm without
stepping in and trying to protect them.
153
LEGACY VIRTUES
BLESSING OF VIGOR
When a Sentinel issued a draft call, the commoners
would flock to their ranks. Every farmer, pauper or
baker knew that serving in their company would be
rewarded. If victory was achieved they could walk from
the battle with a new lease on life. Stories of commoners
being untouched by plague or surviving a horseback
accident were rampant in small villages.
The Sentinel unleashes a powerful wave of light
and protection from their person, covering all allies
in a faint golden glow.
Type: Legacy
AT: LR + END
Cost: 100 Energy
Range: 100m
Duration: 5 phases
Base Success: All friendly targets within range
gain 100 temporary health for 5 phases. Any damage
done is applied to the temporary health first
(4c) Strength Adjustment: +10 Health
(5c) Range Adjustment: +100m
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Fortitude
All allies gain 100 temporary stamina for the
duration.
(10c) Special Adjustment: Purge
All damage over time effects such as poison
or disease are removed from all allies when
Blessing of Vigor takes effect
(15c) Special Adjustment: Backup Plans
If any ally loses all temporary health, they
immediately gain +10 ARM(All) and +10
PRO(All). This lasts 10 phases
(25c) Special Adjustment: Lasting Strength
The temporary health granted does not fade
until it is lost through damage
154
154
DIVINE PROTECTION
She just wouldnt die. I swear it was a dozen
arrows or so, I even watched an axe head bite so deep
into her breastplate the wielder couldnt pull it out. She
severed his head, wrenched the axe out of her own chest,
and threw it at me! Of course I ran, she cant be killed!
When the Sentinel reaches 1 health, this
ability activates and spends the required Energy
automatically. Effects that deal enough damage to
bring the Sentinels health below 1 are prevented
from doing so when this ability is triggered. Roll the
AT listed below to calculate the effects.
Type: Legacy
AT: LR + END
Cost: 100 Energy
Range: Self
Duration: Special
Base Success: All damage done to the Sentinel
is reduced to 0 for 5 phases
(15c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Clarity
You become immune to any mind altering
effects for the duration.
(15c) Special Adjustment: Purge
All damage over time effects such as poison or
disease are removed from the Sentinel when
Divine Protection expires.
Star Blades
155
LEGACY ABILITIES
ELDRITCH ENHANCEMENT
Even the Sentinel knows that sometimes the best
protection is to simply kill the opposition. If that fails,
they often know a clever spell or two to ensure they, or
their ward, survive the retaliation anyway.
Effect: The Sentinel gains a permanent +1 to
INT and a permanent +1 Legacy bonus to Elemental
Magic. When casting any Protection or Arcane spell,
Alternate Base Successes cost 5 less CAP.
INDOMITABLE
There is no gaining ground with them. You
can not push, press or bully a Sentinel around the
battlefield. Once they lay claim to a patch of dirt, you
could move the skies or the mountains, but I promise
you, the Sentinel will not budge.
Effect: You gain +50 Health and become
immune to any knockback or knockdown effects.
LIFE LINK
The ultimate connection. The Sentinel will know
you like no other. Every pang of pain and every burst
of joy. Sharing life essence is a way of life for the
Descendants, but this particular ability allows other
races to share a taste of the otherworldly process.
The Sentinel pounds against their shield with
their fist twice while gazing at a target within range,
forming a spiritual link.
Type: Legacy
AT: LR + STR
Cost: 20 mana
Range: 5m
Duration: 10 phases
Base Success: The Sentinel and their target
become linked. When the target is hit by a successful
strike, the Sentinel may choose to transfer up to half
the Health damage taken by the target (rounded up)
to themself. This may work in the opposite fashion,
although if the target wishes to take Health damage
for the Sentinel, the Sentinel must agree. This will
not affect unwilling targets. Armor and Protection
values do not apply to this Health transfer, as they
have already been applied at the time of the strike.
156
6
OATHSWORN
A tradition long followed by the fae, being
Oathsworn means being magically connected to another.
Their rage is your rage, their hate is your hate. You
enemies are their enemies, and so it goes.
The Sentinel taps his shield three times, and
spiritually links to an ally or an enemy within sight,
gaining several advantages.
Type: Legacy
AT: LR + STR
Cost: 20 mana
Range: 10m
Duration: 5 phases
Base Success (Friendly): If both the Sentinel
and his ally are engaged with the same enemy,
that enemy suffers an additional -3 penalty to any
Defensive AT made vs the Sentinel or his ally.
(2c) Duration Adjustment: +1 phase
(2c) Strength Adjustment: +1m
(10c) Special Adjustment: Threatened Bond
Any wound penalties suffered by either party
grant the other an equal bonus to defensive ATs
(15c) Special Adjustment: Link Dead
If either party dies, the other immediately
regenerates all lost Stamina and Health, and
gains +5 to STR, AGI and END for 5 phases
SHIELD
A Sentinels shield is their heart and soul. Never
out of reach and always at the ready, this magical relic
protects the Sentinel from all forms of attack.
The Sentinel clenches their fist tightly, conjuring
an elaborate heater shield into their off-hand.
Type: Legacy
AT: LR + STR
Cost: 10 mana
Range: Self
Duration: 1 day
Base Success: A magical
magical heater
heate
ter shield
shieeld
d forms
for
om
mss in
your off-hand with the
h ffollowing
ollo
l wi
wing
ng sstats:
tats:
ta
Weight: 5kg
Block: 6
Cover: 12
PRO "--
+5
her tha
an th
tthee ccaster
asterr attem
empt
ptss tto
o
If someone other
than
attempts
ll fe
feel
e unn
el
natturral
ally
ly hea
avy
pick up the shield,, it wil
will
unnaturally
heavy
nky to
nk
ow
ieeld ffor
o creatures w
or
ith
it
ha
(25kg) and too clunky
wield
with
STR less than 15.
SHIELD BLAST
Anyone whos had the misfortune of being on the
front line of a charge thats met by a phalanx formation
knows the fear of seeing a spear or sword reaching
sharply over a shield towards their body. Just imagine
if they also knew the shield might just burst energy at
themtheyd never charge again.
The Sentinel uses their shield as a focal point
to channel Arcane energy, shooting a blast out from
the center.
Type: Legacy
AT: LR + INT
Cost: 15 mana
Range:
Ra
ang
nge:
e: 1
10m
0m
Duration:
Dura
Du
ati
tio
on: IInstant
nsta
ns
tantt
Success:
An
Base
Ba
se S
uccess
ss: A
n arcane
arca
cane
ne missile
missile shoots
sho
h ots forth
fort
fo
rh
from
m thee center
cen
ente
terr of your
you
ur shield
sh
hieeld and
and
n smashes
sma
masshes
sh into
in
nto a
target,
targ
rgett, dealing
dealling 12
de
2 damage
dam
amag
age (Arcane).
(Arcan
ane)
e .
Strength
Adjustment:
+1
Arcane
(1c) Str
(1c)
tren
engt
gth
h Ad
Adju
just
stme
men
nt:: +
1 Ar
A
ca
ane
Range
Adjustment:
+1m
(2c)
(2
c) Ran
nge Adjus
ustm
men
ent:: +
1m
(8c)
Strength
Adjustment:
+1
(8
8c) S
tren
tr
engt
g h Ad
gt
dju
just
stme
st
me
ent
nt: +
nt:
1 missile
miss
mi
issiile
le
Special
Adjustment:
Arcane
Explosion
((12c)
(1
2c)) Sp
2c
pec
ecia
i l Adju
ia
A
Ad
d ust
stme
men
nt: Ar
Arca
c ne E
ca
xplosi
xp
lo
osi
s on
n
U
Up
Upon
on impact,
impa
pact
ctt, the
th
he missiles
mis
issi
s lees explode,
exp
xplo
lod
de d
de,
dealing
ea
ali
lin
ng h
half
allf
the
damage,
rounded
down,
all
enemies
tth
he da
dama
mage
g , ro
roun
unde
ded
d d
own
wn, to
o a
ll ene
n mi
mies
ess
within
w
wi
itth
thin 2m
2m of the
thee original
ori
rigi
g na
gi
al target
t rg
ta
get
djustme
men
nt:: +
1B
lock
(5c) Strength Adjustment:
+1
Block
stme
ment
n:+
nt
1 da
d
(5c) Duration Adjust
Adjustment:
+1
dayy
dju
just
stme
mentt: Bo
Bond
ded
(10c) Special Adjustment:
Bonded
o r sshield
hield
ld to
o yo
yyour
ur hand ass a
n
You may recall you
your
an
IFU action.
dju
j stment
nt: Immovablee Ob
O
ject
(15c) Special Adjustment:
Object
mmune to
o all knockd
kdow
own and
The Sentinel is immune
knockdown
ts wh
while wi
wiel
eldi
ld ng thi
his
is shield
knockback effects
wielding
this
shield
dju
justme
ment:: Li
ight As a Feather
(20c) Special Adjustment:
Light
uced
uc
ed to 1kg in wei
igh
ght, and
and the
The shield is reduced
weight,
due to B
l ck Rat
lo
tin
ing
g is rreduced
educced
ed
penalty incurred du
Block
Rating
by 5
157
1
57
SPIRITUAL GUARD
TAUNT
Type: Legacy
AT: LR + STR
Cost: 15 mana
Range: 5m
Duration: 1 hour/1 AT
Base Success: Any hostile AT directed towards
the linked target is instead directed toward the
Sentinel. The attacker rolls as normal, but instead
uses the Sentinels appropriate Defensive AT.
Any damage or effects done by the AT, whether
physical or magical, are immediately done to the
Sentinel. Damage is calculated as though the attacker
were striking the Sentinel. Special effects such as
rooting, knockbacks or knockdowns apply as normal,
and take effect at the Sentinels current position.
Once the AT occurs, whether successful or not,
the effect ends. If the Sentinel exceeds a distance of
30m from the target, the effect fades. If the AT causes
the attacker to accrue CAP against the Sentinel, any
unspent CAP accrued is lost.
(2c) Duration Adjustment: +1 hour
(2c) Strength Adjustment: +1m
(2c) Strength Adjustment: +10m link range
(10c) Special Adjustment: Persistence
This ability lasts for two ATs
(20c) Special Adjustment: Stalwart Defender
If the attackers AT was unsuccessful due to the
Sentinels defense, the effect remains in place.
(20c) Special Adjustment: Strength of Spirit
All damage incurred is halved, rounded down,
and then applied to the Sentinel
158
158
Type: Legacy
AT: LR + STR
Cost: 10 mana
Range: 15m
Duration: Instant
Base Success: If the target is engaged in melee
combat with the Sentinel, the target must change
his action this phase to make a single AT against the
Sentinel.
If the target is disengaged and at range from the
Sentinel, the target must either make an attempt to
engage in melee combat with the Sentinel, or use a
ranged AT or ability against the Sentinel.
If the target is engaged with one or more
opponents in melee combat, but not the Sentinel,
the target is distracted by the Sentinel, but remains
engaged in melee with their other opponents. The
target receives a penalty for the remainder of the
phase as though he were defending against the
Sentinel as an additional opponent.
This ability has no effect if the target has already
acted this phase.
(2c) Range Adjustment: +1m
WARD
The blessing of a Sentinel is miraculous. Once
offered, it is said only the gods themselves can pierce it.
The Sentinel traces their hand in the air in front
of a target, placing a magical ward over them.
Type: Legacy
AT: LR + STR
Cost: 20 mana
Range: 1m
Duration: 1 hour or 1 Base Success
Base Success: The next non-Legacy Base
Success directed towards the warded target will fail
and have all damage reduced to 0. Any Legacy type
ability will have its difficulty increased by the ATR
that created the Ward. The target gains +5 ARM (All)
and +5 PRO (All).
(2c) Duration Adjustment: +1 hour
(4c) Strength Adjustment: +1 ARM
(4c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Persistence
The ward lasts for two hostile Base Successes
(20c) Special Adjustment: Polarized
The attacker is knocked back 5m after
attempting their AT, whether successful or not
159
1
59
STARCALLER
Legacy: Light
So
Some
ome
me say
ay tthat
hatt the stars and planets in the sky are
ha
the
h gods
d themselves.
h
l
As they move about in the heavens,
so do the constellations. To chart the movement in the
sky is to know a piece of the gods power. The ancient
Starcallers sought to glean that power long before
Alshara was known to Laruna.
Now, with the Argasheel and the knowledge of
the celestial bodies combined, their abilities reach new
heights in this age of chaos.
DESCRIPTION
The Starcaller changes the fabric of fate by
manipulating and drawing upon the stars in the sky.
HISTORY
Early in human history, learning about the
Young Gods from their Descendant teachers was a
significant part of every man and womans existence.
Possessing a strong free will, humans quickly took
to formulating opinions of their own regarding the
Young Gods, and a small group quickly decided that
they were far more interested in the Elder God than
they were in his children.
+15 Mana
+1 Light Spell
+2 Light Magic
+1 Ability
+1 PER
+2 Light Magic
160
0
+2 R. Combat
+2 M. Combat
+1 INT
+1 Ability
+1 INT
+1 CHM
+1 Spell (Any)
+1 PER
+1 CHM
STARCALLERS TODAY
The concept of the
Grand Design is an integral
part to a Starcallers
Legacy and abilities.
While it may take them
a lifetime to interpret
what they saw, every
Starcaller is granted
a glimpse of the
Grand Design
and their
position in it.
This can lead
to a Starcaller
being obsessed
with fulfilling (or
denying) their
destiny, or it can
exist as a small
tugging reminder
in the back of
their minds.
STARTING BENEFITS
-FHBDZ"CJMJUZ Zodiac of the Eastern Sky OR
Zodiac of the Western Sky
1 Light Spell (Celestial)
+2 PER, +1 CHM, +1 INT, +2 Light
Magic
LEGACY TRAIT
The Design: Try as
they might, Starcallers
must follow the Grand
Design. Whenever making
a significant decision
that has wide-reaching
consequences, a
Starcaller must first
consult
the
stars to
determine
the proper course of
action, spending at
least one night studying
the stars while
considering
the decision.
The Dreamweaver will
then declare if the course of
action is determined to be
part of the Design. Once an
action has been decided to
be a part of the Starcallers
place in the Grand Design
in this way, the Starcaller
must not alter their course.
1
161
LEGACY VIRTUES
COMET OF KISHETH
Before the great war, the comet of Kisheth
streaked across the sky. As Madruks herald, Kisheth
was notorious for announcing his lords arrival, and
being the sign of the bloodshed that would follow.
The Starcaller causes the Comet of Kisheth to
appear in the sky. This comet makes wounds bleed
profusely, dampens healing magic, and causes people
to have violent outbursts with only slight provocation.
Type: Legacy
AT: LR + CHM
Cost: 100 energy
Range: Special
Duration: 2 phases
PERFECT SKY
Base Success: The comet appears and causes
any non-Legacy bearing mortal to become Hostile.
Wounds suffered while the Comet of Kisheth is in
effect are more difficult to heal. Add this virtues
ATR to the difficulty of any AT made to heal them,
including the base difficulty of all healing type spells.
Furthermore, any bleed effect has its potency doubled.
Hostile: This mortal is instilled with the need
for violence and can barely control their anger. Any
provocation that would normally anger the mortal,
regardless of how insignificant, will cause them to
take a CT (50%) which if successful, causes them
to respond to the irritation with violence. This CT
has its chance reduced by 1% for every point of INT
possessed by the mortal affected by Hostile. The
manner of violence must be immediately accessible,
so an unarmed mortal will immediately make
an unarmed attack, even if it is unwise to do so.
Spellcasting, ability use, or other means of violence
may be deemed acceptable at the Dreamweavers
discretion, provided it is a natural method of attack
for the mortal affected by Hostile. Once violence is
initiated in this manner, combat will not stop until
the creator of the provocation is neutralized by being
rendered unconscious, incapacitated, dead, or the
duration ends.
162
162
163
LEGACY ABILITIES
BURNING CROWN OF ABILE (CONSTELLATION)
Long before Alshara and his towerman, Abile
was once considered the greatest mage in the land. He
crafted himself a crown made from the embers of a lava
lord. The crown made him burn anyone he touched,
and fueled his fire magics with great power.
The Starcaller aligns the pattern on their body
to
o for
form
orm the Burn
B
Burning
urn
nin
ing Cr
Crown.
row
wn. A ffiery
iery ccrown
rown
ro
wn ccoalesces
oale
oa
lesc
scess
over
ov
ver the
the
h casters
caste
terss head,
head
he
a , granting
gran
antting some magica
magical
call ef
effe
effects.
fects..
A Starcaller
Sttarca
S
all
ller
e may
er
may only
onl
nlyy havee one
ne Constellation
Con
onst
s el
ella
lati
tion
on
n
active
a ti
ac
tivee a
att a time.
timee.
Type: Legacy
Type:
T
Legaccy
AT:
A
T: LR
R + PER
PER
Cost:
25
C
Co
st: 2
5 mana
man
ma
na
na
Range:
R
Ra
nge
e: Self
Sel
ef
el
Du
Duration:
uratiion
n: 5 phases
pha
hase
sess
164
4
(10c)
((1
10c
0c) Sp
S
Special
eccial A
Ad
Adjustment:
dju
ustm
sttment
nt: Fire Pow
Power
ower
ow
er
Yo
Y
ou g
ga
ain +5
5 to A
Ts made
mad
ade
de to
to cast
cas
ast a Fire
Firree spell
Fi
spelll
You
gain
ATs
DEVOURER (CONSTELLATION)
EVANOR (CONSTELLATION)
Type: Legacy
AT: LR + PER
Cost: 25 mana
Range: Self
Duration: 5 phases
Base Success: You gain + 10 RES (All), +10
PRO "MM
. In addition, you gain Devour: All enemies
within 10m lose 10 mana per phase. You also gain
the natural weapon Tendrils.
Tendrils
AT: Brawling + STR
Threat: 3
%BNBHF STR + 6 (Impact)
(1c) Damage Adjustment: +2 *NQBDU
(2c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 RES (All)
(4c) Strength Adjustment: +1 PRO (All)
(5c) Strength Adjustment: +1 .ana lost
per phase
(5c) Strength Adjustment: +1m range to
Devour
(15c) Special Adjustment: Reflection
All single target magical damage done to you
(after protection) is then reflected back to the
caster
Type: Legacy
AT: LR + PER
Cost: 25 mana
Range: Self
Duration: 5 phases
Base Success: You gain +5 Ranged Weapons
Skill, and deal +10 damage (PJercing) on all Ranged
Weapon Strikes.
(1c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 Ranged
Weapons Skill
(12c) Special Adjustment: Heartstrike
Any weapon you wield changes into Heartstrike
for the duration.
)FBSUTUSJLF (Throwing Spear)
Requirements: STR 4
AT: Thrown Weapons + AGI
Range: 0-25m/26m-50m/51m-100m
%JGGJDVMUZ 15 / 25 / 35
%BNBHF STR + 30 (Piercing)
4QFFE Users STR+15
(1c) Damage Adjustment: +3 Piercing
(8c) Weapon Adjustment: Impale
Target loses use of a limb
(15c) Weapon Adjustment: Broken Heart
Damage is tripled
Return
Heartseeker may return to the users hand as
an IFU action, once per phase.
1
165
KRASHETH (CONSTELLATION)
A dreaded Lucrous Lord, Krasheth was half man
and half beast. He once overran a whole countryside,
devouring countless mortals before being suppressed by
an entire militia force.
The Starcaller aligns the pattern on their body
to form the Krasheth constellation, causing them to
shift into a werewolf-like creature for the duration.
A Starcaller may only have one Constellation
active at a time.
Type: Legacy
AT: LR + PER
Cost: 25 mana
Range: Self
Duration: 5 phases
166
6
HEAVENLY
Extensive study of heavenly bodies and th
the sour
source
rce
of celestial magic grant the Starcaller a bo
bonus when
en
casting spells in that sphere.
Effect: The Starcaller gains a permanent
man
anent +
+1
1 INT
NT
NT
and a permanent +1 Legacy bonus to
o Lightt M
Magic.
agi
gic.
gi
ic..
When casting Celestial or Protection spells,
pells, A
Alternate
lterrna
ate
Base Successes cost 5 less CAP.
ZO
ODIACS
DIA
ACS OF THE
T E EASTERN
TH
RN SKY
The si
The
Th
signs of tthe
hee easte
h
eastern
tern
n ssky
ky exemp
exemplify
mpllify tthe
he
labo
la
b riou
bo
us de
dema
and
ds we m
a e off o
ak
ur b
odies. K
nowi
wing
ng
laborious
demands
make
our
bodies.
Knowing
these
thes
th
ese zo
zzodiacs
diacss well g
gives
ivvess a S
Starcaller
ta
arc
rcal
alle
l r un
unusual
nus
usua
uall ph
p
physical
yssic
i al
a
apti
ap
ptitu
tud
de at a m
oment
nts
s notice.
not
otic
icee.
aptitude
moments
Effect:
E
ffe
ect
ct: You
u receive
recei
eive the
the benefits
ben
nef
efit
i s of one
one of
of the
the
ffollowing
ollow
win
ng zodi
zodiac
diac signs
signs.
ns.. Y
You
ou ma
may sh
shif
shift
ift betwee
between
en th
them
em
o
on
ce p
er phase a
n IIFU
FU
Ua
cttion
io
on, b
ut m
ay onl
nlyy ha
have
ve
once
per
ass a
an
action,
but
may
only
on
one
ne si
ssign
gn
n active at
at a time.
time.
im
me.
CAZAR
Cel bran
Celebrant
Cele
nt of life and good
good fortune.
forrtu
tune
n .
Effe
Ef
f ct: +
4 CH
CHM, M
ay retak
ke a
ny AT o
nce (1)
(1
1)
Effect:
+4
May
retake
any
once
p
pe
perr day.
dayy.
da
EPOCH
Sage, source
sourcce of wisdom
wisd
wi
sdom and pur
purveyor
urve
v yo
ve
or of
o tru
truth.
ruth
th.
Ef
E
ffe
fect
ct:: +4
4 Int,
t, A
ll m
a a expenditures
an
ex
xp
peen
nd
dit
itures
es a
nd
Effect:
All
mana
and
losses
loss
lo
sses
es are
re reduced
red
duc
u ed byy 2,
2, to
to a minimum
miinimum
m of 1.
IVIS
I
GRE
RENN
N
Th pi
The
pion
pioneer;
neer; brave,
bra
rave
ve,, defiant
d fi
de
fiant an
a
and
d ad
adve
adventurous.
enturous.
Effect:
Ef
: +4
4 AGI,
AG
GI,
I +15
5 bonus
bonus when
when resisting
r si
re
sisting
Mind
orr Fear
M nd o
Mi
arr type
typ
ypee spells.
spel
sp
e ls.
Th
The
he hunter,
hunt
hu
nterr, observant
ob
bser
servan
ant and cu
cunn
cunning.
ning.
Effect:
Effe
Ef
f ct
c : +4 PER,
PER
PE
R, +5
+5 Stealth
Stea
St
ealt
lth
h
VER
ERN
N
Toiler
To
oil
iler o
off th
thee field,
fiel
eld
ld,
d, strong
str
trong and
d devo
devoted.
voted.
Effect:
Effect
c : +4
+4 E
END,
ND,
D, A
All
ll sstamina
tamina
ina eexpenditures
xpen
xp
en
ndi
d tu
ture
res an
a
and
nd
losses
are
lo
a
re rreduced
e ucced by 2, to a minimum
ed
miini
n mu
m m off 1.
1.
REEKLAR
K AR
KL
R
Thee prot
T
Th
protector,
tec
ector,
r, defending,
defendingg, car
ccaring
ari
rin
ngg a
and
nd
da
aggressive.
ggrreesssiv
gg
ive.
Effect:
Effffe
ect
ct: +
+4
4S
STR,
TR,
R, +10
+10 ARM
ARM
M (All).
(A
Alll)
l).
167
1
67
DEATHLORD
Legacy: Dark
I se
serve
erv
rvee Ar
Arli
Arliman,
lima
ma the most powerful of all deities. In
h
his name I spread
dd
death, disease, and fear. His enemies
cower before me; They tremble in my wake. When I am
done, all will know the extent of his power. All will bow
to him as the one true
rue
ue ggod.
od..
od
DES
ESCRIPTION
SCRIPTION
Dark warriors
r s wh
w
who
h o wi
w
wield
eld
el
d co
ccorruption
rrr up
rrup
u p ti
t i on
n a
and
nd
n
d
disease on the battlefield,
ttlef
tlle ield
ld
ld,
d suffusing
su
ufffu
ussin
ng th
ttheir
thei
heiir sst
strength
tre
reng
ng
gtth
h
via necromantic arts.
ts
ts.
HIISTORY
STORY
The temple o
off S
Siltis
iilltis
tis wa
ti
wass on
once
nce
ce o
one
ne o
ne
off th
tthe
he
many marvels of Laruna.
La
L
aru
una
na. It
na.
I was
wa
ass a magnificent
mag
agni
gnifi
niifiice
cent
ent
nt
structure; a citadel
dell cconstructed
onst
on
onst
strru
rucctted
ted eentirely
ntirrely
nt
elly of
of
na
nciieentt iice
c elemental
ce
ele
l me
ment
ntta
all
ice. Devoted to an
ancient
arlly
ly g
odli
od
lliike
ke p
ow
weerrs,
s,
said to possess nearly
godlike
powers,
the native humanoids
noiids tto
o tth
the
he re
region
egiion
o
called Barabas w
were
ere we
well
ell vversed
erse
er
seed in
in
the Ice Lords domain.
maiin.
n. T
They
heey h
had
ad shar
sh
shared
har
ared
ed
d
ltis
iss ffor
or ccenturies
or
enttu
en
turiiess w
turi
ih
it
the domain of Siltis
with
the Elemental and
d th
thou
though
ou
ug
gh
h tthey
heyy we
he
w
were
ere a
primitive culture, they
hey le
llearned
earrneed to
to llove
ove
ov
ve an
a
and
d
even worship the Icee L
Lord.
Legends
o d.
or
d. L
egen
eg
en
nds
ds ttell
el
el
stories of how the IIce
cee L
Lord
o d taug
or
taught
ta
aug
ught
htt the
the
he
Barabas many things
ngs fr
ng
from
om m
om
magic
agic
ag
ic tto
o
architecture, but a few
few am
among
mon
o g th
their
heir
people grew jealouss of tthis
hiis b
his
benevolent
ene
nevo
vollent
ntt
n
demi-gods status.
A select group
po
off wa
warr
warriors
rrio
iors
r
turned to a visiting
merchant
gm
erch
cha
ant
who taught them of the
he
Dark Lord Arliman.. Thesee
warriors grew enamoured
mou
ured
with Arlimans teachings
ch
hings
g
and sought to gain
his approval so they
eyy
could displace the Ice
Elemental as lord off
the Barabas people.
e..
168
8
Legacy Arc
+11 A
+
Ability
bility
y
+11 Dark
+
Dark Spell
Spell
+
15 Health
Health
+15
+
15 Mana
Mana
+15
+11 Dark
+
Dark Spell
Spell
+
TR
+11 S
STR
+11 IINT
+
NT
+15
+
155 Stamina
Stamina
+
bilit
+11 A
Ability
+
ark M
+22 D
Dark
Magic
+
TR
+11 S
STR
+
+11 IINT
NT
+
ombat
+22 M
M.. C
Combat
DEATHLORDS TODAY
While all Legacy can be viewed as equal part
blessing and curse, perhaps none exhibit this fact as
much as the Deathlords. All warriors bring death to
their enemies, but only Deathlords are faced with
the actual reality of what that means. It takes an
unusually thoughtful or odd mind to accept that
stealing the life force of an enemy is not far off from
striking them with a sword, making even the most
heroic of Deathlords a frightening presence to behold.
By contrast, their historical relationship with Arliman
make Deathlords prized members of Mesadrin
society; there are even rumors that non-Mesmulot
Deathlords can find themselves accepted parts of the
Mesadrin Empire. Entire orders of Deathlords exist,
who claim that their relationship with Arliman is not
merely historical, rather current affair to this day,
making them valued members of Arlimans temples.
It is not only societys views that make Deathlords
different from others. Regardless of their allegiance
or moral inclinations, Deathlords are by their very
nature intimately familiar with subjects most mortals
endeavor to ignore. For a Deathlord, life and death
is not a romantic concept or a philosophical debate,
it is an ever-present reality.
While some Deathlords may struggle with this
knowledge, many are able to revel in the fact that
for them, death is not a sad end but an empowering
event, as the command over death is by definition the
command over life.
STARTING BENEFITS
Legacy Ability: Blood Drinker
1 Dark Spell
+2 STR, +2 CHM, +2 Dark Magic
LEGACY TRAIT
Dominion: The undead minions of the
Deathlords followed orders without question, leaving
them with an expectation that their commands are to
be followed by any who hear them.
You are unable to accept opposition or insolence.
You must attack those who defy your direct orders or
otherwise actively hamper your efforts.
1
169
LEGACY VIRTUES
PESTILENCE
Disease and death go hand in hand. Spreading
virulent plague amongst his victims, the Death Lord
revels in the suffering he creates. Enhanced with the
Argasheel, this particularly horrific ailment prevents
the body from any form of recovery.
The Death Lord sends out a dark, poisonous mist
from his mouth which settles over a massive area.
Type: Legacy
AT: LR + END
Cost: 100 Energy
Range: 100m
Duration: 1 day
Base Success: A dark mist settles over a 100m
x 100m area. Any living creature spending a phase in
this area becomes afflicted by Death Plague for 5 days.
Death Plague: Victims lose health per day equal
to the number of days they have been infected. For
example: Upon being infected, victims lose 1 health,
on day 2 they lose 2 health, on day 3 they lose 3
health, etc. Up to a maximum of 10 health lost per
day on day 10 and thereafter.
(1c) Duration Adjustment: +1 day to
Pestilence
(1c) Duration Adjustment: +1 day to Death
Plague
(1c) Area Adjustment: +100 square meters
affected
(15c) Special Adjustment: Midnight Terror
The affected area is now expanded to the
entirety of a city, town, village, forest or other
natural enclosure
(15c) Special Adjustment: Virulence
The difficulty of casting healing or dispelling
spells on a target afflicted by Death Plague is
increased by 15.
(20c) Special Adjustment: Contagion
Upon first contact with another humanoid that
is not affected by Death Plague, those affected
by Death Plague have a 20% chance to spread
the disease in a violent explosion
170
0
PLAGUE OF SPIRITS
From the vantage point we watched as an army of
spirits materialized and savaged our army. The screams
of the living were nearly drowned out by the vengeful
curses of the dead. Those whose heart hadnt stopped by
the touch of the spirits were soon put down by steel as
they could barely keep their wits about them, let alone
defend themselves from other undead combatants.
The Death Lord calls upon the Argasheel to pull
trapped spirits down from the clouds, cascading them
onto the battlefield.
Type: Legacy
AT: LR + CHA
Cost: 100 energy
Range: 100m
Duration: 3 phases
Base Success: All enemies in a 100m x 100m
area take 20 damage (Curse) each phase for 3 phases.
(1c) Damage Adjustment: +1 Curse
(2c) Area Adjustment: +100m x 100m
affected
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Deaths Respite
The spirits steal energy from their targets, and
return it to you before heading back to the
clouds; You restore 10 health for every phase
Plague of Spirits is active as long as at least one
target suffers damage from it
(10c) Special Adjustment: Mana Burn
Damage done by this Virtue causes an equal
amount of mana loss to the targets as the spirits
swipe away at their victims souls
UNDEAD HORROR
The thing lumbered toward us from the shadows.
We couldnt quite tell what it was at first. Some thought
it must be a half-giant breed we hadnt encountered
before. The stench in the air grew with every step
toward us. Finally its full form came into the light. A
sickening mass of twisted flesh, bone, and sinew stood
before us. No more, no more will I speak of it. Such
putrescence cannot be contained by words alone.
Corpses in varying states of decay claw their
way out of the ground, merging together into a putrid
amalgamation of decaying bodies, skeletons, rot, and
refuse.
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: 25m
Duration: 10 phases
UNDEAD HORROR
LARGE UNDEAD
STR
25
Health
250
ATTACK
AGI
Stamina
125
END
15
Mana
INT
Reaction
PER
Evasion
CHM
Base Movement
Armor
10
Magic
Protection
10
Melee Combat
10
Resistance
Brawling
10
Fist
Threat: 4 Damage: STR +9 (Impact)
(1c) Damage Adjustment: +3 Impact
Typical Attack Ability Score: 45
1
171
LEGACY ABILITIES
ARLIMANS EMBRACE
The dark god Arliman is considered more closely
connected to the Void than any other deity. With this
connection comes the power to temporarily nullify parts
of the Argasheel. Doing so is universally considered
taboo by magic users, but Arliman has no such
compunctions, and grants his most devout followers
a sliver of this power. Tis quite the uncanny feeling
when one loses the ability to do something that is as
instinctual as breathing...
The Death Lord stares down their target, eyes
glowing red for a moment, as a shadowy spectre
descends and hovers over them.
Type: Legacy
AT: LR + STR
Cost: 10 mana
Range: 5m
Duration: 2 phases
Base Success: The target pays an increased
mana cost of +10 mana for spells and Legacy
Abilities.
(5c) Strength Adjustment: +1 Mana cost
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Essence of the Void
A spell or Legacy ability cast while under the
effects of Arlimans Embrace may not be cast
until again until the duration expires
AURA OF DECAY
The very air around the Death Lord reeks of death.
Plants wilt, animals suffocate, wood warps, and stones
crumble.
Effect: You gain a permanent +1 STR and +1
INT. All enemies within a 10m radius lose 2 Health
per phase. This health cannot be recovered in any
way until the victim has left the aura for at least 1
hour. In addition, plant-life, animals, and objects will
slowly rot, at the Dreamweavers discretion.
BLACKGUARD
The Death Lord is a powerful warrior whose
strength grows even further in the darkness. Beware
when the sun sets, for there are things even worse than
undead lurking in the shadows.
Effect: You gain a permanent +1 STR and +1
INT. When not in the presence of natural or magical
sunlight, you gain +3 STR and regenerate 2 Health
and 4 Stamina per phase.
172
2
BLOOD DRINKER
The Death Lords blade hungers. Each strike steals
life force from its victims. The servants of the dark god
Arliman demand much blood, and their thirst will never
be quenched. Pray you do not come across a Death
Lord, for when they come bearing down, there will be
nothing of you left.
The Death Lord coats their weapon in their
own blood as an offering to Arliman, causing 5
Health damage. A thin black nimbus will surround
the weapon, causing life to be drained with each
successful strike.
Type: Legacy
AT: LR + STR
Cost: 10 mana + 5 Health
Range: Self
Duration: 5 Successful Strikes
Base Success: The affected weapon deals +5
damage (Curse) upon striking a target. In addition,
up to 5 damage is converted to Health for the Death
Lord. You may not restore more Health than total
damage inflicted.
(2c) Strength Adjustment: +1 damage (Curse)
(+1 Health absorbed)
(2c) Duration Adjustment: +1 strike
(12c) Special Adjustment: Poisonous
Your successful strikes now cause poison (10)
for 5 phases. This effect does not stack
(20c) Special Adjustment: Infected
Your successful strikes now cause disease (10)
for 5 phases. This effect does not stack
DARK GIFT
Arliman is generous. He heeds our requests
for power, unlike these pathetic, false gods. All hail
Arliman and his gracious gifts.
Effect: You gain a permanent +1 INT. When
casting any Dark spell, Alternate Base Successes cost
5 less CAP.
DESECRATED GROUND
What the fire did not ruin, th
thee lifeless one did
did.
id. We
few with blood still in our veinss and
an strength
streeng
ngth
th in
in our
arms watched as a simple gesture ccaused
aused de
d
decay
ca
ay to
t ssweep
weep
we
ep
through the village. Our homess ccrumbled,
ru
umbled,
d, o
our
ur lland
and
an
d
turned desolate. Our blood wentt co
ccold,
ld, ourr ar
ld
arm
arms
ms ggrew
rew
w
weak. It was then we knew whatt had
had
d truly befallen
bef
efal
alleen us..
The Death Lord waves their
heir hand, cursing
he
currsi
sing
n a
section of ground before them. T
The
he area transforms
mss
into a cursed wasteland for the duration. W
Wood
ood rots,
s
plants wilt, water turns black, mold gro
grows
rows
w on rock
rock,
k,
and skulls rise from the earth, dotting
terrain.
d tt
do
ttin
ing th
the terrai
in.
n
Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 20m
Duration: 5 phases
Base Success: A 10m x 10m area is afflicted by
desecration. All enemies standing in the area
lose 5 stamina per phase and have their STR
reduced by 1. (To a minimum of 1)
(2c) Range Adjustment: + 1m
(2c) Strength Adjustment: +1 square meter
of area affected
(5c) Strength Adjustment: +1 stamina lost
per phase
(5c) Duration Adjustment: +1 phase
(6c) Strength Adjustment: +1 STR lost
(15c) Special Adjustment: Poison Mist
All Health gains are reduced to 0 while in the
affected area
(20c) Special Adjustment: Death Grip
Skeletal hands will randomly reach out and
grab the ankles of enemies in the area. At the
beginning of every phase, each enemy inside
the area rolls a 20% chance test. If successful,
the target may not move for the turn and incurs
pen
nal
altty to all ATs
AT
A
Ts requiring
requ
uir
irin
i g movement
in
m ve
mo
veme
ment
nt
a -6 penalty
GIF
IFT
T OF
O UN
NDEATH
DEATH
TH
Unfettered
Unfett
Un
ter
ered b
byy th
the li
limi
limitations
miita
t tion
ns of llife
ife or flesh, th
if
thee
Deathlords
Deeathl
hlor
o ds a
are
re rrelentless
elen
el
enttlles
esss wa
w
warlords,
rllor
ords
d , pu
ds
pur
pursuing
rsui
uing
ng the
their
heir
he
ir
twisted
twis
tw
iste
is
ted
d ambitions
ambi
am
bition
o s w
with
ith
th unp
unparalleled
npar
aral
alle
leelleed de
devotion
evo
vottion
on a
and
nd
persistence.
pe
p
erssistenc
nce.
Effect:
Effect
Effe
ct: You
You are
re now classified
classifieed as Undead.
Und
n ea
ead.
d You
u
are n
ar
no
now
ow immu
immune
une tto
op
poison,
oison
o , di
dise
disease,
seas
asee, bleed
da
and
nd ffear
ear
effects.
effe
ef
f ctts. You no lo
fe
long
longer
n er nee
need
eed
d to breathe
breathe,
h , ea
eeat,
t,, o
orr dri
d
dr
drink.
rink.
ink.
Healing
Heeal
alin
in
ng ef
effe
effects
fect
cts no
now
ow d
de
deal
eal
a C
Celestial
e estial d
el
damage
ama
agee in
instead
nst
stea
teea
ad
of rrestoring
estoriing Health.
h. Y
You
ou a
also
llsso rece
re
receive
eceiv
eiivve a p
pe
permanent
erm
r anen
e t
ent
+2
+
2 END.
END
N .
173
1
73
Harvest of Sorrow
Siphon Strength
174
Soul Armor
Unholy Burst
175
SHADOWMANCER
Legacy: Dark
No
Nothing,
oth
hin
ing,
g, a
and
nd no one, is safe. So long as they are
out there,
h
llurking
k
in the dark, anyone who has enemies
needs to worry. Lets face it, who doesnt have enemies?
The question is: does someone want to bring evil to your
door bad enough to pay for it?
If they do, any time you walk down a dark
corridor, or see your own shadow in the corner of your
eye, you better watch out. Shadowmancers serve the
darkness, and the darkness serves them.
DESCRIPTION
With mastery over shadows, the Shadowmancer
is an expert assassin capable of quick and precise
strikes. Enhanced by their ability to terrify, confuse
and escape their enemies, many victims find
themselves dead or dying before they know what hit
them.
HISTORY
When the kingdom of Highland first rose to
prominence, its lofty ideals created shockwaves
across the human kingdoms. The dominion of kings
and lords had been shaken to its core by a group of
Legacy Arc
+2 AGI
+15 Mana
+1 Ability
+1 Dark Spell
+2 INT
+3 Reaction
+3 Dark Magic
+5 PRO
(Celestial)
176
6
+1 Ability +3 Reaction
+1 Dark Spell +3 Dark Magic
+5 PRO
+2 INT
(Celestial)
Shadowmancers Today
Legacy Trait
Starting Benefits
Legacy Ability: Shadow Tendrils
+2 AGI, +1 INT, 1 Dark Spell, +10 Health
177
LEGACY VIRTUES
BETRAYING SHADOWS
The darkness is a part of you. Even if you spurn
it with every fiber of your being, you need only look
behind you to see how the shadow follows you every
step of the way. Just remember that with a single
command the Shadowmancers could turn even your
own darkness against you. Cross them and you may
find your own shadow cutting out your heart.
The Shadowmancer gives life to the personal
shadow of every person in a large area. This shadow
will mindlessly attack the person who cast it until
either they or the person are dead.
Type: Legacy
AT: LR + CHA
Cost: 100 energy
Range: 100m
Duration: 1 phase
Base Success: All creatures in a 100m x 100m
area have their shadows become living enemies with
the statistics listed below. The shadow lasts one phase
and seeks to kill the creature who spawned it.
(1c) Strength Adjustment: +1 Melee Combat
Skill
(3c) Strength Adjustment: +1 any attribute
ENDLESS NIGHT
Old legends speak of a shadow so great that it
blotted out the sky. There was no sun, no moon, not
even a star in the sky. There was nothing but utter
darkness, and within this darkness there was the sound
of screaming. . .
The Shadowmancer unleashes a darkness so
vast that it shrouds an enormous area. Within this
area mortal minds slowly begin to shatter, plagued by
whispers of evil and the sound of blood curdling screams.
Type: Legacy
AT: LR + END
Cost: 100 Energy
Range: 100m
Duration: 5 phases
SHADOW SPAWN
VARIABLE SHADOW CREATURE
178
8
STR
Health
100
AGI
10
Stamina
100
END
Mana
100
INT
Reaction
18
PER
Evasion
18
CHM
Base Movement
10
Armor
20
Magic
Protection
10
Melee Combat
10
Protection
(Shadow)
100
Natural Weapons
Resistance
ATTACK
These living shadows form shadow daggers,
striking their targets ruthlessly.
Shadow Dagger
Threat: 1 Damage: STR +3 (Shadow)
(1c) Damage Adjustment: +2 4IBEPX
Mental Immunity
Shadow Spawn isimmune
to all fear andmind
control effects.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: You gain +20 ARM (All), +5
AGI, and may choose a single ability each phase and
use it as an Instant, Free action which receives +5
CAP with Base Success. All costs for using an ability
in this manner are reduced to zero.
(5c) Strength Adjustment: +1 ARM
(5c) Strength Adjustment: +1 AGI
(6c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Suspended Life
You gain +100 temporary Health
(20c) Special Adjustment: Dreadful Sight
The first time a creature sees the Shadowmancer
using Shadow Demon, they must succeed in a
contested LR AT or become afraid for Shadow
Demons duration. Once afraid, Legacy Bearing
creatures may make a contested LR AT each
phase to break the fear
(40c) Special Adjustment: Dark Lord
You may choose a second ability to use as an
Instant, Free action each phase. This ability has
all costs reduced to zero. The second ability
chosen in a phase must be different than the
first one chosen by Shadow Demon
SHADOW DEMON
What is more terrible than the darkness within
ones own heart? A talented Shadowmancer could
harness that evil and let it reshape their whole being
into an unspeakable monster. Precious few survive
witnessing such an event, and those that do can barely
recount what they saw without trembling at the
memory.
The Shadowmancer becomes suffused with a
terrible dark power that transforms them into a large
demonic entity made completely of shadow.
1
179
LEGACY ABILITIES
BLACKBLOOD
All Shadowmancers let the darkness in, but its
when they choose to let it back out you need to worry.
Maybe they do it to cleanse the soul, maybe its just
to terrify others. Either way, when they start pouring
that black ink from their veins, beware what monster
follows.
By spilling their own blood, the Shadowmancer
creates an inky pool of darkness that rapidly shifts
and solidifies into a Shadow Beast.
DARK MIND
Who can tell what lurks in the mind of one who
has communed with the darkness? Staring into the
kingdom of shadows must leave a mark on a person
and I tell you, diving into such a mind cannot be a
wise endeavor.
Effect: You gain a +25 bonus when resisting
Mind or Fear type spells. Any time a Mind or Fear
spell is resisted, the attacker pays the Mana or
Stamina cost of the spell again, as their energy is
burnt away. If they cannot pay this additional
amount, they will lose Health instead. You also gain
a permanent +1 Intellect.
Type: Legacy
AT: LR + STR
Cost: 20 mana + X health*
Range: 1m
Duration: 3 phases
DISSIPATE
Base Success: You sacrifice a portion of your
own Health, and create a Shadow Beast, whose
statistics are based on the amount of health sacrificed.
*X is the amount of Health sacrificed upon using
Blackblood. This cost is paid immediately upon use
and cannot be prevented in any way.
SHADOW BEAST
LARGE SHADOW MONSTER
180
0
STR
X*/5
Health
3*X*
AGI
X*/4
Stamina
100
END
10
Mana
100
INT
Reaction
AGI+1
PER
Evasion
AGI+1
CHM
Base Movement
AGI
Armor
10
Magic
Protection
100
Melee Combat
Protection
(Shadow)
100
Natural Weapons
Resistance
ATTACK
The Shadow Beast rends its enemies with massive
claws.
Claws
Threat: 4 Damage: STR + 6 (Shadow)
(1c) Damage Adjustment: +2
(3c) Weapon Adjustment: Bleed (3)
Shadow Absorption
All Shadow damage dealt
is absorbed
and converted to Health.
Light Weakness
All Celestial
damage taken is
doubled.
Type: Legacy
AT: LR + END
Cost: 10 mana
Range: Self
Duration: 3 phases
Shadow Weapon
Threat: 2
Damage: LR + 12 (Shadow)
(1c) Damage Adjustment: +2 (Shadow)
SHADOW ASSASSIN
It the midst of combat it can be difficult to
remember that there are dangers other than the foe
before you. Doing battle with a Shadowmancer means
fighting both them and their darkness. Be wary of the
shadow at your their back, and the one at yours.
The Shadowmancer causes a targets shadow to
temporarily animate and deliver a vicious attack with
surprising speed.
Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: 10m
Duration: Instant
Base Success: The targets shadow makes a
Melee Combat AT using your LR + 25 as the Ability
Score. The target is considered surprised for this
attack. The shadow may appear to strike with any
type of weapon but the damage and relevant statistics
are always as below:
181
1
81
SHADOWS CALL
SHAD
HADOW
H
HA
ADOW TE
ENDRILS
ND
DRI
RIL
LS
As the Shadowmancer
er de
delves
elves
lves ffurther
lv
urth
ur
ther
er iinto
ntto th
the
he
darkness, it calls out from a di
dist
distance.
stan
ance
c . It b
beckons
ecko
ec
cko
kons
nss tthem
n
hem
he
m
closer; deeper into the nothingness.
thingn
th
g ess. S
Secrets
e re
ec
rets
ts o
off Da
Dark
ark
magic lie in its depths, awaiting
itingg th
those
hos
o e tw
twis
twisted
iste
teed and
an
n bold
bold
l
enough to explore the abyss.
s.
Effect: When casting Sh
Shadow
had
adow
wa
and
nd
dD
Death
eath
ea
th sspells,
peellls,,
p
Alternate Base Successes cost
cos
ostt 5 less
les CAP.
CAP
A . You
You also
alsso
al
gain a permanent +1 to Intellect.
ntel
elle
el
l ct.
Everyone
E
ver
e yyo
one
ne at so
some
ome
me p
point
oiintt ccomes
omess iin
om
n ccontact
ont
na
acct wi
w
wit
with
ith
th
da
darkness,
ark
rkness
nesss, b
but
ut no
n
nott ever
ev
everyone
verryyo
one
ne ccan
an
n ssay
ayy tthe
he d
he
darkness
a kn
ar
nes
e s
actually
ac
ctu
tually
alllyy rea
reached
each
ea
acch
hed
e o
out
ut tto
ut
o grab
grab
b tthem.
hem
he
em.
m. S
Shadowmancers
ha
ad
do
owm
wman
man
a ce
c rs a
are
ree
known
k
kn
ow
o
wn ffo
for
or ha
h
having
avi
ving
ngg tthe
he d
he
darkness
arrkn
a
rkn
knes
ess la
lash o
lash
out
u w
ut
with
ith
it
h te
ttendrils
nd
ndri
dril
riils
ls
and
bee vic
an
nd gr
grab
grab
ab hold
hol
old of
of ssoon
oon
oo
n to
ob
vvictims.
iccttim
ms.
A shadow
sh
had
do
ow
w or
or source
so
sour
ou cee of
of darkness
dark
da
rkness
s unfurls
unf
nfur
u ls ten
tendrils
ndr
drils
ils
of p
pure
u e sh
ur
sshadow
had
ado
ow
w tthat
hat
ha
at re
rreach
eac
a h ou
out
o
utt to grab a tar
target,
rgeett,
h
ho
holding,
ldiing,
ld
g crushing,
cru
ushin
sh
h ng,
g o
orr ev
even
en
n cchoking
h ki
ho
k ng
g iit.
t.
SHADOWSTEP
We chased the damned
da
assassin
ssassin throug
through
uggh the
th
he to
town
wn
n
square but all it took was thee shadow
shado
dow
w of a market
marrkeett stand
sttan
and
for the bastard to slip into. I saw hi
him
m em
emerge
merrggee ffrom
rom
ro
m th
thee
shadow of a shop sign quite
tee a bi
bit
it away
ayy a
and
nd k
knew
ne in
new
in
my heart we would never catch
atc
t h him.
The Shadowmancer sinks
i ks into
in
int
nto
o a ne
n
nearby
ear
arby
by sshadow
hado
d w
do
and emerges some distance
ce away.
away.
Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 15m
Duration: Instant
Base Success: You mayy pass
pass through
th
hro
roug
ugh
ug
h a shadow
shad
ad
dow
o
within movement range and
nd in
iinstantly
stan
ntly em
emerge
merge ffrom
rom
m
a shadow up to 15m away.
y.
(2c) Range Adjustment:
nt: +1m
+1m
m
(10c) Special Adjustment:
ent: Nightstalker
Niigh
ghtsstalk
ker
e
You may pull a creaturee or object
obj
bjec
ect off your
you
our size
si e
or smaller through the sha
shadow
You
ado
dow wi
with
th yyou.
ou. Y
ou
ou.
Yo
ou
must succeed on a contested
teested STR
ST AT
AT to
to bring
brin
brin
ng
an unwilling victim
182
2
Type:
Ty
yp
pe
e: L
Legacy
eg
gac
acy
AT: L
AT:
LR
R+S
ST
STR
TR
Cost:
15
Cost
t: 1
5 mana
mana
Range:
R
ang
ge
e:: 1
10m
0m
0
m
Duration:
D
Du
ura
rattiio
io
on
n: 3 p
phases
hase
ha
seess
Base
B
Ba
se
e Success:
Succce
essss: T
The
hee ttarget
h
arg
ar
rget is
is grabbed
grabb
rabb
bbe
bed
ed by
by a
shadow
from
nearby
off
sh
had
dow
w ttendril
en
nd
drril
il which
whi
hicch
h sspawns
pawn
pawn
pa
wnss ffr
ro
rom
om
man
ea
arb
by ssource
ourcee o
darkness.
These
tendrils
restrict
movement,
da
arkne
kne
n ssss. Th
T
hesse te
en
nd
driils
l sseverely
eevvver
erel
er
rel
ely rre
ely
estri
ricct m
oveme
em
men
ent,
preventing
p
pr
revven
nttiing
in
ng
g tthe
he target
he
targe
g t from
ge
fro
fro
fr
om
m effectively
efffec
ective
tive
ti
vely evading
eva
vadi
d ng
g attacks
att
t accks
tt
k
defending
itself.
The
grappled
orr d
efendiing
ef
g its
tsel
ellf.. T
hee ttarget
arrge
g t iss cconsidered
on
o
n
nsi
sid
si
dered grappl
g
gr
r pleeed
d
and
all
defensive
ATs
each
an
nd ssuffers
uff
f er
erss -2
- tto
o al
a
ll d
ll
de
efe
fen
nssiivve AT
A
T
Tss for
for ea
fo
ach
ch ttendril
en
ndrril
il
They
not
take
more
than
that
th
at rrestrains
esstrai
a ns
ai
ns tthem.
heem. T
hem
heyy ma
he
may n
may
no
ot tta
ake m
orre tth
han
an a
single
any
direction.
Tendrils
have
health
si
ing
nglle step
ste
t p in
na
ny d
ny
iirreccti
tion
on.. Te
on
end
ndri
rils hav
ve 50
5 h
ealt
ea
ltth
and
d take
takee double
dou
ublle damage
d ma
da
ma
age
g from
ge
fro
rom Celestial
C le
Ce
lest
stia
al sources.
sourcees.
so
Strength
Adjustment:
+1
tendril
((5c)
(5
c) S
c)
trren
e gtth Ad
A
just
ju
sttm
stme
me
ent:
nt: +
1 tte
en
nd
dril
(5c)
Duration
+1
phase
((5
5c)) D
urat
ur
atio
io
on Adjustment:
Adjju
Ad
ust
stme
ment
ent
n:+
1p
ph
ha
asse
Special
Adjustment:
((10c)
(1
10
0c) Sp
0c
0c)
pe
eccial
c Ad
Adju
j sttm
ju
me
entt: Crush
Crus
Cr
ussh
The
target
suffers
5
damage
(Impact)
per
tendril
Th
he tta
arget
arg
ett suf
uffe
uffe
fers
rs dam
rs
mag
ge (I
(Im
mp
pac
actt)) p
e ten
er
en
ndr
dril
il
off ea
phase
are
grappled
byy
at tthe
at
he sstart
he
t rt o
ta
eeach
ach p
ach
hasse tthey
ha
hey a
he
ar
re gr
g
rap
pp
plled
ed b
a Sh
Shadow
S
Shad
had
dow
o Tendril
Ten
ndr
dril
il
((20c)
(2
20c
0c) Sp
S
Spe
Special
pec
ecia
iall Ad
Adj
Adjustment:
dju
just
stme
m nt
me
nt: Choke
Chok
Ch
ok
ke
T
he target
ta
arg
get
et has
hass ttheir
h ir
he
ir air
airr ssupply
up
pp
plly cu
ut of
o
fff (i
(if th
(if
his
is
The
cut
off
this
iss p
osssi
sibl
b ee)) a
bl
nd lloses
osees
os
es 1
0 Stam
S
St
tam
amina
amin
na at tthe
he sstart
he
ta
artt
possible)
and
10
Stamina
o
ach
hp
hasse th
heeyy a
ree gra
rap
pp
p
pleed by
by a S
hado
had
dow
dow
off ea
each
phase
they
are
grappled
Shadow
T
Te
end
driil
Tendril
SMOTHER
SPREADING DARKNESS
Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 10m
Duration: 3 phases
Base Success: The target suffers a -4 penalty to
PER and -2 to all ATs.
(5c) Strength Adjustment: Additional -1
penalty to PER
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Mute
The targets mouth is filled with thick shadow,
rendering them unable to be heard
(15c) Special Adjustment: Mounting Terror
The target enters a state of panic, becoming
afraid for the duration. Legacy Bearing
creatures may make a contested LR AT to resist
this effect
Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: 50m radius
Duration: 3 phases
Base Success: Anyone in the area suffers a -3
PER penalty and has visibility reduced to a 2 meter
range.
(5c) Strength Adjustment: additional -1
penalty to PER
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Fertile Shadows
All shadow spells or Shadowmancer abilities
used within the area of Spreading Darkness
gain +2 CAP with base success
UNNATURAL MOVEMENT
Arlimans children are known for moving with
preternatural quickness. They step away from sword
swings, bolts, even arrows with a discomforting ease.
Effect: You gain a +8 bonus to Evasion and a
permanent +2 to Agility.
1
183
SOUL BENDER
Legacy: Dark
In the
their
heirr ttime,
ime,
im
e, the Soulbenders were troublesome
things.
h
They
h were secretive and vicious. The mere
thought of how they plied their dark power was
unsettling enough, but more so was that they were
renowned for being resourceful and efficient. Whatever
their black hearts desired eventually found its way into
their clutches.
DESCRIPTION
Bending dark magic to varied tasks, the
Soulbender is dangerous foe who is equally
comfortable on the battlefield or solving mysteries.
By capturing souls and keeping them captive,
Soulbenders learn to force them into many purposes
from crafting weapons to divulging secrets.
HISTORY
Off the Southern Isles, the nation of Izumo
fought long and bloody wars against its neighbors.
The dead were buried on a lone island in effigy to
what had been lost. Many years after the wars had
ended, monk warriors would venture forth from the
temples and travel to meditate among the honored
Legacy Arc
+1 Ability
+1 Dark Spell
+1 STR
+1 END
+10 Health
184
4
+1 INT
+15 Mana
+3 Dark Magic
+1 STR
+1 END
+10 Health
+1 Ability
+1 Dark Spell
Soulbenders Today
Modern Soulbenders maintain a strong
resemblance to their historical namesakes. Magics
involving the soul and the afterlife
still remain taboo across the majority of
Laruna, causing them to be distrusted
well beyond the level of any other Legacy
bearer. Even the Mesadrin Empire
looks upon Soulbenders with a
cautious eye. Dead men tell no tales,
and most would prefer to keep it
that way.
While it is now rare to find
Soulbenders organized into an actual
order, Soulbenders know that they are
uniquely alike, as only they hold such
knowledge from beyond the veil.
Starting Benefits
Legacy Ability: Purgatory
+1 STR, +1 END, 1 Dark Spell, +1 Dark Spell
(Curse)
Legacy Trait
Backlash: The captured souls within prevent
restful sleep. Soulbenders can not restore
more than 20 Mana or Stamina each day
via natural methods. They may also
not go more than one day without
holding a soul in purgatory.
185
LEGACY VIRTUES
EXPULSION
The dark energy erupted from within the
Soulbender. It swept across the battlefield and each
person it touched was crippled with unbearable pain.
They screamed and writhed as their souls desperately
tore free of their bodies. In moments, the bodies of those
who had lost their soul rose up and devoured the few
who had survived the curse.
The Soulbender releases stored souls to unleash
a powerful wave of dark energy.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: 100m
Duration: Instant
Base Success: All creatures within range suffer
25 Damage (Curse) plus 15 Damage (Curse) per
soul released. You may choose how many souls to
release. Any non-Legacy bearing creature killed by
this damage becomes an Undead Cannibal, as listed
in the creatures appendix.
(2c) Damage Adjustment: +1 initial damage
(Curse)
(2c) Strength Adjustment: +1 STR to Undead
Cannibal
(2c) Strength
h Adjustment:
Adju
just
s ment
nt:: +10
+10
0 health
healt
l h tto
o
Undead Cannibal
ball
(15c) Special Adjustment:
Adju
ju
ust
s men
nt: Undying
Un
ndyin
ng
Undead Cannibals
bals
lss remain
rem
emai
a n permanently
perm
pe
man
aneentlyy and
and
d
en
nde
d r
rss mental
me
com
o mand
ndss
obey the Soulbenders
commands
Ad
dju
just
stme
ment
n : Soul
Soul Ren
end
d
(20c) Special Adjustment:
Rend
ve any
any healing
healing done
don
onee to
t them
the
hem
All victims have
f, rounded
rou
ound
ded
d down,
down, for
for 5 phases
pha
hasses
reduced by half,
186
6
SOULREAVER
Those who cross a Soulbender know to fear their
Harvester Claw, but what very few know is that the
greatest of them possess a weapon that is far more
threatening.
The Soulreaver is a dark weapon of war that
provides its wielder with a nearly limitless supply of
dark energy and captive souls.
Type: Legacy
AT: LR + END
Cost: 50 energy
Range: Self
Duration: 10 phases
Base Success: A bladeless hilt becomes a vessel
for the Soulbenders power, creating a huge blade of
dark energy, filled by the screams of its victims. While
wielding Soulreaver, the Soulbenders Purgatory has
its maximum soul capacity increased by 5.
(3c) Strength Adjustment: +1 Curse
(8c) Strength Adjustment: +1 Soul capacity
(8c) Special Adjustment: Rend
Slain enemies have their soul split in two,
giving the soulbender two charges
SOULREAVER (2H)
Requirements: None
Thre
Threat:
rea
at: 6
AT: G
AT
Glaives
la
aives
e +S
STR
TR
R
Damage:
Damage
Da
ge:: ST
STR
R + 15 (Cu
(Curse)
Curs
urs
r e)
(1c)
(1
c D
Damage
amag
am
age Adjustment:
Adju
Ad
justtme
m nt
nt:: +
+5
5 Cu
Curse
u
(3c) W
Weapon
eapo
ea
pon Ad
Adjustment:
Adjust
stme
ment
nt: Bleed (4)
TORRENT OF SOULS
Trapped within the Soulbender, souls suffer
unimaginable torment. To be free of such suffering
for even a moment is worth anything. When only
the highest form of bloodshed would do, the great
Soulbenders would release their captives, charged with
dark magic, and ready for violence.
The Soulbender releases all of their captive
souls, transforming them into Shades.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 10 Phases
1
187
LEGACY ABILITIES
BOTTOMLESS PIT
So vast grew the need of the ancient Soulbenders
that they developed better methods for containing the
souls which fueled their magics. Poems spoke of hearts
like bottomless pits, a limitless repository for suffering
and strife.
Effect: Increases the maximum number of souls
held by Purgatory to 5 and allows the Soulbender to
spend 1 soul to restore 10 Health as an IFU action.
FATHOMLESS HUNGER
When the Soulbender is an empty vessel, a deep
and unabating hunger fills the void. The dark magics
that create their soul chamber fill it with a thirst for
life force that must be slaked, and by doing so, lets the
Soulbender be renewed.
Effect: Grants a powerful life steal when below
the maximum soul capacity of Purgatory. You also
gain a permanent +25 Health.
Type: Legacy
AT: LR + END
Cost: 5 mana
Range: Self
Duration: 10 phases
Base Success: Creates the Harvester Claw.
(2c) Damage Adjustment: +1 weapon damage
(Curse)
(2c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Soul Sever
Reducing a targets health to zero with Harvester
Claw adds their soul to Purgatory
(10c) Special Adjustment: Drain Essence
Wounding a target with Harvester Claw causes
them to suffer -4 STR for 1 hour.
(10c) Special Adjustment: Reforge
Upon expiring the soul cost of Harvester Claw
is returned
HARVESTER CLAW
Requirements: None
Threat: 3
AT: Brawling + STR
Damage: STR + 6 (Curse)
(1c) Damage Adjustment: +3 Curse
(3c) Weapon Adjustment: Bleed (2)
LINGERING CORRUPTION
The wounds the Soulbender left were grievous and
unnatural. They could not be healed by any medicine
or magic. They say the wounds carved away part of
a persons soul, something only the gods could ever
replace.
The Soulbender digs into the targets soul when
striking, dealing damage that cant be restored
through normal means.
HARVESTER CLAW
Universally feared for bringing a fate worse than
death, the Harvester Claw is the signature weapon of
the Soulbender. Netherworld energy shapes trapped
souls into a huge wicked claw. Superimposed over the
hand of the Soulbender, this weapon harnesses the
trapped souls hatred and hones it into a weapon of
unequaled malice.
The Soulbender crafts a large claw weapon out
of souls and dark energy that surrounds their hand
in battle, inflicting terrible wounds and curses upon
their enemies.
188
8
Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: Self
Duration: 1 strike
Base Success: All damage done by your next
successful strike is considered Blighted.
STOLEN KNOWLEDGE
The dead know things. They possess secrets that
escape the living and with proper motivation, they can
pass on this knowledge. For a Soulbender, trying to
appease the many desires of the departed is out of the
question. They instead offer release to their captive
souls in exchange for the secrets they horde.
The Soulbender communes with one of the souls
they hold in Purgatory to gain their knowledge.
Type: Legacy
AT: LR + INT
Cost: 25 mana, 1 soul
Range: Self
Duration: 1 hour
PURGATORY
Having your soul be kept in a eternal prison,
trapped in a suspended state of suffering is a terrifying
thought. Worse is to fall victim to the Soulbender who
knows how to break a soul forever. The process instills
them with extraordinary power, but spells oblivion for
the broken soul, now lost.
Effect: Allows the Soulbender to trap the spirit
of the dead and use their torment to generate a
limitless amount of dark energy. They can hold up to
3 souls which each grant +2 to ATs to use curse spells.
These souls may be used to pay the activation cost
of Soulbender abilities instead of paying the mana
cost. A soul may be gained by standing within 1m of
a mortal whose Health is reduced to zero. Trapping
a soul this way costs 20 mana and is a persistent,
untested action.
SHADOW PLAGUED
You need only stop and listen when you are alone
in the dark. There, in the deepest of shadows, whispers
the voice. It speaks of secrets best left unknown, and
woos those who listen down a path of power they
cannot turn back from. Woe to those who go seeking
these voices.
Effect: When casting a Curse or Shadow spell,
Alternate Base Successes cost 5 less CAP. You also
gain a permanent +1 to Intellect and Agility.
SOULBREAKER
While some poor souls are eventually granted
release with certain abilities, the truth is that most
are simply torn asunder and absorbed, fueling the
mind and body of the Soulbender.
Effect: You may spend a soul to grant a +5
bonus to a single attribute for 1 hour. Soulbreaker
may be used on more than one attribute at a time, but
does not stack if used on the same attribute.
189
1
89
EARTHWARDEN
Legacy: Calling
DEESCRIPTION
SCRIPTIION
Laruna has a sad
ad history
his
isttory of suffering
suff
fferin
ng at the
the
hands of her inhabitants.
an
nts
ts. Ti
T
Titans
tans ccrushed
rush
ru
shed
ed h
her
e fforests
er
oressts
or
and leveled her mountains.
unta
un
tain
inss. Dra
Dragons
ago
gonss sscorched
co
orc
rche
h d herr
plains and burned he
her
er sskies.
kiees. Human
Humans
anss mu
murd
murder
rder
e herr
creatures and waste he
bounty.
herr bo
boun
unty
ty.
Is it much a surprise
risse that
tha she
he saw
saw
a fit
it to
to empower
em
champions of her own?
wn? Ea
Eart
Earthwardens
rth
hwarde
denss are
arent
en
ntt savi
saving
ing
n
Laruna from everyone,
theyre
saving
everyone
from
e, th
hey
eyr
re savi
ving
n every
ryon
o e fr
on
rom
o
themselves. How would
u d we survive
ul
ve w
without
ittho
hout
ut h
her?
er??
er
HIST
ISTORY
TORY
In ages past, the druids
dru
dr
uids of
of Farano
Faranok
ok would sele
select
lect
ct
a worthy member among
mon
ong
g their group.
p T
This
his dr
hi
drui
druid
uid
d
would be one who had
ad g
gone
onee to
t great
at llengths
engt
en
gths
h tto
o
protect the wilderness and
nd sshowed
how
ho
wed ex
exem
exemplary
mpllaryy
wisdom in their dealings
lings with outsid
outsiders.
der
ers.
s.
They would go and sit
it before the G
Great
reeat
Tree which would bestow
sto
tow u
upon
pon
n the
them
hem
em a
ate
ten,
n, the d
ruid
id
special fruit. Once eaten,
druid
would be known as an
nE
Earthwarden
arrthwa
ard
rden
en
n
having gained exceptional
ional po
io
power
owe
werr
with nature magics.
Earthwardens would
w ou
uld go
go
forth from Faranok
ok
k a
and
n
nd
choose a domain to
o ssettle
ettl
tlee
in. This domain be
became
beca
came
m
their home and d
despite
espi
pite
t
their power, they neither
neeit
ithe
heer
ruled nor changed
d th
this
is
territory. Instead the
they
h y
kept a watchful eye
on it ensuring thatt it
its
wilderness was kept
ptt
safe and free of
corruptive influences..
Tales of earning an
Earthwardens ire aree co
ccommon
mmon
n
and more than one wi
wise
offender
se off
ffende
der
has fled a territory,, abandoning
ab
bando
doni
ning
ng
their livelihoods in hopes
hop
opes to
o escape
escape
pe
p
retribution.
190
0
Legacy Arc
+11 A
+
Ability
bility
+1
+1 Calling
Calling Spell
Spell
+1
+1 C
CHM
HM
+1
+1 E
END
ND
+
bility
+11 A
Ability
Calling Spell
Spell
+11 Calling
+22 Calling
+
Calling +
+11 C
CHM
+
HM
+
+22 M
M.. C
Combat
ombat
+
ND
+11 E
END
+
+22 R
R.. C
Combat
ombat
+
15 Mana
Man
+15
+15
+
15 Health
Healt
+
Calling
+22 Calling
+
ombat
+22 M
M.. C
Combat
b
+2 R
R. C
Combat
EARTHWARDENS TODAY
For those concerned with Larunas health, the
legacy of the Earthwardens return has come none too
soon. The destructive behaviors of the mortal races
such as war and pillaging have stripped the land
of its resources. More and more castles, cities, and
barracks are altering Larunas natural beauty. Death
and pestilence of both natural and magical means
spread across the land. Even the very same magic
that has blessed the Earthwarden with their gifts has
caused corruptive Nexi and disruptive Kreesh to bring
about their own wicked destruction.
While Nexi and Kreesh are of importance to
every Legacy Cearer, Earthwardens are especially in
tune with the unique problem Nexi present. Every
Nexus is not only a danger to Legacy Cearers, but
also the environment and creatures it corrupts. To
others, such things are a threat, but to Earthwardens
they are a crime and an insult that must be stopped.
Earthwardens do not exist outside of Larunas
society, so while some may find it preferable to
retreat from civilization and return to nature, just
as many can be found in mortal cities. Those who
choose to dwell with others take it upon themselves
to influence change from within society, hoping to
STARTING BENEFITS
-FHBDZ"CJMJUZ Ancient Guardian
1 Calling Spell (Nature type)
+15 Mana, +2 PER, +1 CHM, +1 END
LEGACY TRAIT
Outrage: You are forced to retaliate if someone
harms the land or its natives for any reason other
than personal survival. Retaliation from Outrage
must result in the offender earnestly abandoning their
attempt to do harm, otherwise you must incapacitate
and relocate the offender.
1
191
LEGACY VIRTUES
EARTH ELEMENTAL
While no longer able to summon these protectors
herself, Laruna can rely on the Earthwarden to recall
their spirit, bringing them forth once again. Invoking
the essence of the land into their body, the Earthwarden
becomes a force of pure, rampaging earth.
The Earthwarden shifts into a giant earth
elemental, roughly twice as large as the original
caster. Depending on the environment, this form
may be made up of several large boulders for the
body and head, and small rocks and pebbles for the
hands, or a tightly packed ball of mud or loose gravel
for the entire body. The caster may choose to keep
items held in their hands during the shift. All other
items carried via other means (backpack, belt, etc.)
meld into the new form and become non-functional
until the effect ends. Magical items that grant passive
bonuses still provide their effects.
5ZQF Legacy
AT: LR + END
Cost: 100 Energy
Range: Self
Duration: 3 phases
Base Success: Gain +12 STR, +150 Health,
+10 ARM (All). All Earth type spells gain +10 to
their ATs. You may meld through solid earthen
objects such as dirt, stone, mud or gravel at your full
movement speed.
(2c) Strength Adjustment: +1 Any Attribute
(2c) Strength Adjustment: +1 Base Magic
Skill
(3c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Earthbound
You are immune to any incapacitating effects
(stunned, dazed, paralyzed) and knockback/
knockdown effects
(10c) Special Adjustment: Indestructible
You gain +20 ARM (All)
(30c) Special Adjustment: Earthen Command
Once per phase as an IFU action, you may cause
the earth to rise up in front of an ally, absorbing
an incoming strike
192
2
TREE OF LIFE
The guardians of Laruna have a special bond with
the land and spirits they serve. They once walked side
by side with mystical creatures of the forest, learning
from their wisdom and helping them to defend the
earth. Although those creatures may be long forgotten,
the Earthwardens remember. They use their power
of Calling to invoke the spirit of their former allies,
showing the current age the true might of the Argasheel.
The Earthwarden shifts into a tree-like form,
resembling a mighty oak. This new form will be
roughly 3x the original size of the caster. The caster
may choose to keep items held in their hands during
the shift. All other items carried via other means
(backpack, belt, etc.) meld into the new form and
become non-functional until the effect ends. Magical
items that grant passive bonuses still provide their
effects.
5ZQF Legacy
AT: LR + END
Cost: 100 Energy
Range: Self
Duration: 3 phases
Base Success: Gain +8 STR, +12 INT, +50
Health. All Healing type spells gain +10 to their ATs
and may affect up to three chosen targets with a
single cast. The caster gains a +6 bonus to grappling
a target in melee range as they ruthlessly constrict
their branches around the enemy.
(2c) Strength Adjustment: +1 Any Attribute
(2c) Strength Adjustment: +1 Magic Skill
(2c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Rich Mahogany
Your Nature type spells gain a +10 bonus to
their ATs
(10c) Special Adjustment: Hardened Bark
You gain +10 ARM (All)
(15c) Special Adjustment: Earthgrasp
All successful melee strikes against you cause
roots to strike out and hold the enemy in
place, giving them a -6 to all ATs. This effect
is automatic. The roots have 50 health and last
until destroyed or Tree of Life ends
(40c) Special Adjustment: Fruit-Bearer
Your form will now contain 15 colorful fruits
able to be picked by anyone standing nearby.
Five (5) of each color will spawn. Red fruit
restores 50 Health, yellow fruit restores 50
Stamina, blue fruit restores 50 Mana. Once
picked, they are permanent and never rot
Pounce
Kings Roar
193
LEGACY ABILITIES
ANCIENT GUARDIAN
The Earthwardens will tell you that the land itself
is alive. Most will shrug that off as hogwash. Its just
rocks and dirt. The trees and plants are living of course,
but that isnt quite the same thing is it? After you see
an Ancient Guardian come to life though, your opinion
might be different. Laruna does indeed have its own
defenders. We must take care of Cardespawns dream
lest it deem us unworthy to inhabit it.
The Earthwarden beseeches the aid of an
ancient protector of the land. There may only be one
active ancient guardian at a time.
5ZQF Legacy
AT: LR + CHM
Cost: 20 mana
Range: 50m
Duration: 5 phases
Base Success: A nearby part of the land is
infused with nature energy, coming to life to assist
the caster. This could be a tree, a conglomeration of
earth and rock, bundles of twigs and grass, or any
other combination of plant and earth. The guardian
is sentient and will attempt to help the caster in any
way possible. It cannot speak but will understand the
native language of the caster.
(2c) Range Adjustment: +10m
(2c) Strength Adjustment: +1 any attribute
(5c) Strength Adjustment: Natural Weapons
The guardian gains +6 Natural Weapons
Advanced Skill
ANCIENT GUARDIAN
EARTHBOUND WEAPON
In the hands of an Earthwarden, simple organic
materials such as tree branches or bones can become
deadly melee weapons, imbued with magical energy.
The Earthwarden grasps a large bone, tree
branch, piece of wood, or other organic material of
similar composition and imbues it with nature energy.
The material will grow and shape itself into a magical
club or staff. This may be cast upon a normal wooden
club or staff for the same effect.
5ZQF Legacy
AT: LR + CHM
Cost: 10 mana
Range: Touch
Duration: 1 hour
Base Success: A club or staff is created with the
following statistics:
Requirements: STR 3
Threat: 4
AT: One/Two-Handed Blunt + STR
Damage: STR + 12 (Impact)
(1c) Damage Adjustment: +4 Damage
(18c) Weapon Adjustment: Crush
(25c) Weapon Adjustment: Knockout CT (75%)
LARGE ELEMENTAL
194
4
STR
15
Health
150
ATTACK
AGI
Stamina
100
END
10
Mana
85
INT
Reaction
10
PER
Evasion
10
CHM
Base Movement
Armor
15
Magic
Protection
10
Melee Combat
Resistance
10
Natural Weapons
Fist
Threat: 4 Damage: STR +12 (Impact)
(1c) Damage Adjustment: +4 Impact
Typical Attack Ability Score:
Indomitable
The Ancient Guardian
suffers no wound
penalties.
Mental Immunity
The Ancient Guardian
is immune to mind
control effects.
EARTHBOUND MANTLE
Earthwardens are often found wearing
unconventional garb. At first glance, they may appear
as someone who has simply spent too much time in the
wilderness. Onlookers are quick to learn, however, that
more is there than meets the eye. The Earthwarden is
able to pass some of his nature energy into an animal
skin or a grouping of leaves, enhancing his ability when
worn.
The Earthwarden touches an animal skin, group
of leaves, bones, or other organic material of similar
composition and imbues it with nature energy. The
material will grow and shape itself into a rugged
cloak or mantelet, which can be worn over armor.
This may be cast upon a normal cloak or mantelet
for the same effect.
5ZQF Legacy
AT: LR + CHM
Cost: 10 mana
Range: Touch
Duration: 1 hour
Base Success: A cloak or mantelet is created
with the following statistics:
Hindrance: 0
PRO "MM
5
Bonus to Nature Spell ATs: +2
Weight: 1kg
(2c) Strength Adjustment: +1 PRO (Nature)
(5c) Strength Adjustment: +1 ARM (All)
(5c) Strength Adjustment: +1 PRO (All)
(5c) Strength Adjustment: +1 to Nature ATs
(3c) Duration Adjustment: +1 hour
(15c) Special Adjustment: Deflection
+15 RES (All)
(15c) Special Adjustment: Permanence
The armor retains its power permanently. Any
creature not marked by The Calling attempting
to wear it treats it as an ordinary piece of
clothing
(20c) Special Adjustment: Steward of Calling
Any Kreesh or Corrupted of The Calling Legacy
are hesitant to attack, causing them a -4 to all
ATs directed towards you
EARTH MELD
The Earthwarden shares a symbiotic relationship
with Laruna. Indeed, the earth below takes significant
steps to ensure her protector is safe from harm in
exchange for their services. This special bond allows
the Earthwarden to temporarily become one with the
earth, allowing them to use the land for both offense
and defense.
5ZQF Legacy
AT: LR + END
Cost: 20 mana
Range: Self
Duration: 5 phases
Base Success: The Earthwarden and all of their
possessions sink into the earth below, leaving no
trace. This will effectively disengage the Earthwarden
from combat. They may choose to arise before the
duration ends. While underground, the Earthwarden
will have a general sense of the above ground world
within 5 meters of their location. (Hearing sounds,
detecting footsteps, etc.) Entering and exiting the
earth is considered an IU action.
(1c) Duration Adjustment: +1 phase
(10c) Duration Adjustment: Peaceful Rest
The base duration is changed to 1 day. You may
not purchase Freedom
1
195
LANDS BOUNTY
Laruna always provides for her trusted guardians.
Earthwardens with this ability need not worry for
sustenance or be threatened by beasts when in the wild.
Effect: You gain a permanent +1 to Endurance.
You become immune to naturally occurring poisons.
You may drink from any natural body of water and
treat it as though it were fresh water, regardless of
contamination. You may consume a handful of earth
to satisfy any hunger or need for nutrition. Finally,
non-magical creatures will never attack unless struck
first, or you endanger the lives of their young.
MOTHERS GIFT
Those Earthwardens sufficiently devoted to the
goddess Nomai have received her blessing, receiving
dramatically enhanced control over the land and its
energy.
Effect: The Earthwarden receives a permanent
+1 to Intellect, and +1 to Charm. When casting Earth
or Nature spells, Alternate Base Successes cost 5 less
CAP.
NATURAL ATTUNEMENT
Studying the magics of the wild does not make you
an Earthwarden. No book or scroll can bestow on you
their level of connection to the land or Nomai.
Effect: The Earthwarden gains a permanent
+1 Calling Magic Skill OR +1 Elemental Magic Skill.
Also, choose one Earth or Nature spell you currently
possess. All ATs made to cast this spell gain a +5
bonus. This ability may be taken more than once.
196
196
PATHFINDER
All but the most experienced trackers lose their
way in the mystical forest of Faranok. Their only hope
of finding home again are the Wardens. The Wardens of
Faranok have patrolled their forest for ages. They know
every inch of these woods, every crack and every crevice.
Although many adventurers enter the woods with high
aspirations, they quickly realize they should follow the
Wardens guidance and leave peacefullybefore what
lurks beyond the fog turns its gaze toward them.
Effect: You will always know the cardinal
direction you are heading when outdoors. In addition,
your movement speed is not impaired by any terrain.
You gain the ability: Mark.
MARK
You may mark a target within line of sight as an
IFU action. The very land around you sees this target
as marked and spiritually guides you to their location.
You will always know the direction of the target from
your position, although not necessarily the distance
between. This sense will fade when the target is more
than 5km away, or when a new target is marked.
SACRED GROVE
Earthwardens consider the entire land of Laruna
as home, but some have special ties to a particular
place. Those ties allow for a deeper understanding
of the area as the Earthwarden becomes part of the
ecosystem.
The Earthwarden sanctifies an area of nature
by performing a rite handed down by the goddess
Nomai. They perform this rite by meditating inside
the designated area for 1 hour. This process links
their spirit to the land. Valid areas include: A body of
water, forest, jungle, or desert. Any natural enclosure
such as a cave or cliff could also suffice at the
Dreamweavers discretion. This area becomes a safe
haven for the Earthwarden providing extra magical
prowess, enhanced rejuvenation, and supernatural
awareness.
5ZQF Legacy
AT: LR + CHM
Cost: 50 mana
Range: Self
Duration: 1 week
SPIRIT BOND
As Laruna is the domain of the Earthwarden, so
are all of her creatures. Every type of beast, large or
small, will bow to the Earthwardens command.
The Earthwarden makes eye contact with a
creature, spending one phase to connect to its feral
spirit. If the Earthwarden attempts to bond with
a creature and fails, there is no ill effect. This link
may be released at will. This ability has no effect on
intelligent beings.
5ZQF Legacy
AT: LR + CHM
Cost: 10 mana
Range: 5m
Duration: 1 hour
SUSTENANCE
By combining nature with the power of the
Argasheel and a small sacrifice of their own life force,
the Earthwarden enhances the ability of any plant life
to nurture and heal.
The Earthwarden sprinkles a few drops of blood
over any edible food item and infuses it with the
power of healing. This could be anything from a
piece of bread or chicken leg to a bowl of berries
or a large vegetable. The imbiber must consume the
entire portion to receive the effects.
5ZQF Legacy
AT: LR + END
Cost: 10 mana +5 health
Range: Touch
Duration: 1 day
Base Success: The affected food item will
restore 15 Health when fully eaten.
(2c) Strength Adjustment: +1 Health restored
(5c) Duration Adjustment: +1 day
(15c) Special Adjustment: Bountiful
The food item can now restore health twice,
once for each half eaten.
197
1
97
MIRAGE
Legacy: Calling
Th
The
he tr
trut
truth
uth
h is that deception is exhilarating. Its
more than
h getting your way, more than useful magic.
Its a release unlike any other. Warriors claim that
biting into their enemies flesh with steel is an exultant
feeling, but I tell you, breaching someones mind is the
pinnacle of ecstasy. Its the ultimate display of altering
our world. Changing it to your whims without changing
anything. Its walking the fine line of do and do not.
Its answering without speaking, winning without
competing. Its being a Mirage.
DESCRIPTION
A Mirage is a Calling archetype that uses
illusions to confuse and ravage the minds of their
opponent.
HISTORY
Gremlins have long been a burden to members
of the mortal races. They ply potent illusionary magic
with the exclusive purpose of causing trouble. These
trickster fae live off the frustration, rage and agitation
of their victims. Rakol was infamous to mortals and
gremin alike as the greatest gremlin trickster of his
Legacy Arc
+11 Mind
+
Mind Spell
Spell
+44 RES
+
RES & PRO
PRO
((Mind)
Mind)
+11 A
+
Ability
bility
+
NT
+11 IINT
+
HM
+11 C
CHM
198
8
+11 Calling
+
Callin
ng Spell
Spell
+15
+
15 Mana
Mana
+33 S
Social
+
ocial
+11 A
+
Ability
bility
+1
+1 INT
INT
+1
+1 CHM
CHM
+10
+
10 Ma
Mana
M
an
an
+22 Social
+
Soc
ocia
cia
ia
+4 R
+4
RES
ES
E
S & PRO
P
(Mind)
((M
Min
ind)
d)
MIRAGES TODAY
The power of the Mirage lends itself to social
guile as much as it does combat, leading most
Mirages to live highly social lives. The ability to
appear as someone else is one that can always come
in handy, and many a clever Mirage have mobilized
armies and changed countries with a few well placed
words. Of course, if a Mirages true nature has been
exposed, much of their work will fall apart and their
influence will fade away. This causes such Mirages
to always
the
move,
maintaining
different
wayys bee on th
he mo
move
v , ma
maintain
nin
ing
g di
diff
fferreen
nt
identities
iti
t ess thr
throughout
hrou
oughou
ut th
thee Ki
King
Kingdoms
n do
ng
dom
ms off La
Laruna
Laruna.
n .
na
Mirages
arent
always
M
Mi
rage
ra
ges ar
ren
ent alw
lwayys fr
ffree-roaming
eee-roa
roam
miing ttricksters.
rick
ri
ick
ckst
ster
erss.
In fact,
any
t, a
n spymaster
ny
er
worth
their
will
h th
the
eir saltt w
illl
il
do whatever
hate
tever is iin
n
their powe
power
po
ow r to
get a Mirag
Mirage
ge in
their em
employ,
empl
p oy,
STARTING BENEFITS
Legacy Ability: Duplicate
1 Calling Spell (Mind type)
+2 INT, +1 CHM, +10 PRO (Mind), +10 bonus to
resisting Mind type spells
LEGACY TRAIT
An
Anchor:
nch
chor
or: Mirages ar
aree so ade
adept
ept at d
distorting
p
pe
rcep
ptio
ons an
n Ancho
or iss rrequired
equi
eq
uire
reed to
oh
elp retain a
perceptions
Anchor
help
soli
so
solid
l d grasp of
li
of rreality.
eali
ea
lity
ty. Once
Onc per wee
week,
eek
k, tthe
he M
Mirage
i
ir
must
cr
create
reate
t an Anchor
Anch
chor by
by holding
hold
ding a small
sm
m l personal
perso
pe
item
in their
in
th
heeir hand
han
a d for
f r 24 hours
fo
hou
o rs
r wit
without
itho
hout
ut inte
interruption.
e
This
Th
is A
Anchor
n c ho
hor
m
mu
must
u st rem
remain
e aii n iin their
possession
p
po
ssessi
sion
on att al
all
ll ttimes and
be h
be
held
elld in
n han
hand for at
lleast
le
at o
as
ne hour each day.
one
1
199
LEGACY VIRTUES
ILLUSIONARY ARMY
They crossed the field in purposeful strides, full
confident their thick armor and sharp blades would
chop us up in short order. When I set an army of
nightmares upon them, they quickly realized that they
needed not only fear me, but also the enemies they
couldnt see. What they never understood was that the
enemy they couldnt see was their own minds.
The Mirage creates a horde of nightmarish
illusions, one for each enemy within range.
5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: 100m
Duration: 3 phases
Base Success: All targets within range spawn
a frightening illusionary enemy which will attack
only its target until the duration is over or until
destroyed. The illusion takes the form of the targets
worst nightmares, and copies the stats of the target.
All damage done by the illusion is considered Mind
damage. The Illusion is capable of any weapon use,
spells, or abilities that the target can use.
200
200
MASS RECOLLECTION
Small lies can cause death by a thousand cuts,
but there are times when a small blade will not suffice.
For these situations only a huge warhammer will do.
These are the times where you need tell the whole world
something completely false, and get them to choke on
it. When what actually happened becomes far less
important that what people believe happened, you
know the Mirage has won.
The Mirage enters the minds of all creatures
nearby, changing their memory of a particular event
to suit their needs.
5ZQF Legacy
AT: LR + CHM
Cost: 100 energy
Range: 100m
Duration: Instant
Base Success: All chosen targets within range
will remember a specific event differently than
witnessed, described as you like. You may change
1 major detail and several minor details of an event
that has recently transpired. For example, you may
change the perceived winner of a battle, and the
identities of several of the fighters on the field. You
may convince a small village that it was a random
fire that burned down several houses, as opposed to
an angry mage. You could make your entire party
believe it was the Gatekeeper who stole the pouch
of gold and not you, even if they had caught you in
the act originally. Whatever the case may be, upon
activating this virtue, their minds will change within
moments, as though just coming out of a mental fog.
Altering memories in a way that seems completely
unbelievable will cause the appropriate confusion,
at the Dreamweavers discretion. It was Lotho the
dragon that chained us up down here! I mean, I
know this is the city jail, but I remember that dragon
walking us down here and locking the shackles! Im
not sure how he walked past everyone, or how it even
got into the city. This is really strange.. but Im sure
thats how it happened!
This may only affect major events that have
occurred within 1 week.
(2c) Range Adjustment: +50m range
(15c) Strength Adjustment: Digging Deep
You may alter an event that has occurred up to
1 year prior
(20c) Special Adjustment: Storyteller
You may change several major details of an
event
(30c) Special Adjustment: Best Dreamweaver
Ever
You may recreate the memory in any way you
choose
VANISHING ACT
Being unseen while in plain view is the mark of
a talented illusionist. Moving entire groups of people
unseen in plain view, thats the mark of a Mirage.
The Mirage blankets and area with Illusion
magic, causing all creatures and man-made objects
to disappear from view. The magic is powerful
enough to cloud the minds of anyone outside the
area, leaving them unable to find or interact with
anything inside the area.
5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: 100m
Duration: 1 hour
Area of Effect: 100m x 100m
Base Success: Everything within the area of
effect becomes invisible to the eyes of all onlookers
for the duration. This includes all man-made objects
and creatures. The natural landscape will remain.
Those outside the area of effect will be unable to
see or interact with anything inside the area by any
means. Anyone inside the area of effect can see as
though nothing has changed, and will go about their
normal business. If a creature leaves the designated
area, they will become affected by Vanishing Act, and
be unable to see anything inside. The area of effect
can be made smaller if the Mirage so chooses. This
can be used to hide a single object. If an outside
force attempts to shoot projectile weapons or magical
effects into the invisible area, they may do so, but
will see no visible evidence of what has occurred.
The actual effect of any such attack must be decided
upon by the Dreamweaver with the consideration
that the attacker is effectively blind. Determining
whom or what is hit, as well as the likelihood of a
specific target being struck, is at the Dreamweavers
discretion.
(2c) Range Adjustment: +100m range
(3c) Duration Adjustment: +1 hour
(4c) Size Adjustment: +100m x 100m
(15c) Special Adjustment: Oasis
You may lead other persons into the invisible
area via touch
(30c) Special Adjustment: Safe Haven
You may keep a 10m x 10m area within the
affected area permanently invisible, or until
you use this Virtue again. This particular area
is invisible to those inside the larger area
of Vanishing Act, unless you lead them in
personally via touch
2
201
LEGACY ABILITIES
DECEPTION
Not every problem calls for violent resolution, and
to that end, wearing whatever face you want at any
given time has solved all manner of problems for me.
Showing up to the barracks as a commander did as
much for my militia career as showing up to a brothel
as a Mesmulot did for my sex life.
The Mirage changes their appearance into
another humanoid they have previously encountered.
5ZQF Legacy
AT: LR + CHM
Cost: 15 mana
Range: Self
Duration: 1 hour
Base Success: Your appearance changes to
that of another humanoid. Anyone staring directly at
you when this occurs will be appropriately confused
or outraged, at the Dreamweavers discretion. Any
Legacy bearing creature may take a contested LR AT
to break the illusion upon first viewing, and once
more if you act against the nature of the individual
being represented (if they are familiar enough with
them to notice). Success will break the illusion. You
may end the duration at any time as an IFU action.
(2c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Convincing Talent
You gain +5 to any Social AT made
(20c) Special Adjustment: Copied Mannerisms
All creatures suffer a -8 penalty to any AT made
to see through the ability
DUPLICATE
First I was fighting with one, then there were two.
Two, who were one. Its unacceptably confusing which
is why I refuse to duel with her again.
The Mirage splits into two, creating a duplicate
that seems as real as the caster.
202
202
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: Self
Duration: 5 phases
Base Success: You create a copy of yourself
which spawns within 1m. All of the copys statistics
and skills are equal to of yours, and it may not
cast spells or use Legacy abilities. You have complete
control of the copys actions. Its deals and receives
damage as normal and lasts until killed or its duration
expires.
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Gift of Magic
The copy may now cast spells
(25c) Special Adjustment: Trio
You create two copies
(35c) Special Adjustment: Body Double
The copy now receives your full stats and skills
JUXTAPOSE
SHATTERED MIND
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: Self
Duration: 3 phases
Base Success: You become invisible, moving
1m away in a chosen direction, and immediately
disengage from any melee opponents, leaving an
illusion engaged in your exact place.
Melee opponents continue to fight the illusion
created as though it were the Mirage. Upon a
successful strike, the illusion will slowly disperse.
The Illusion will only attempt to take Defensive ATs
using your relevant skill. It will not attempt to strike
the enemy.
Ranged opponents will fire upon the illusion
only to find their arrow or spell pass through air.
Contact with a projectile causes the illusion to slowly
disburse. Opponents attempting to affect the illusion
with a mental ability or spell will know the truth,
however it will not disperse.
This ability can be used to create an illusory
copy without being engaged in combat.
Both the illusion and the invisibility last for 3
phases before fading.
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: 10m
Duration: Instant
Base Success: Targets suffer 15 damage (Mind)
and become disoriented, incurring a -2 to all ATs for
two phases.
(2c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Mind
(10c) Duration Adjustment: +1 phase to
disoriented
(30c) Special Adjustment: Psychic Blast
The target is knocked unconscious for 2 phases.
Legacy bearing creatures may take a contested
LR AT to resist this effect
203
2
03
STUTTERING ECHO
Lying to someones face and having them accept
the lie as truththats real power. Think of doing that
in battle. Im swinging low! They see youre swinging
high but react as if youre swinging low. True lies, real
power.
The Mirage manipulates the mind of their target,
making themself appear as a blur of moving images.
5ZQF Legacy
AT: LR + CHM
Cost: 15 mana
Range: 10m
Duration: 3 phases
Base Success: Your target suffers a -3 penalty
to all Defensive ATs made versus you.
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 phase
(8c) Strength Adjustment: -1 to Defensive ATs
(15c) Special Adjustment: Confusion
All CAP costs to strike or target a specific part
of your body are increased by 4
(20c) Special Adjustment: Expanded Reach
You may target up to 3 opponents within line
of sight (and within range) to affect when this
ability is used
TEMPTATION
Everybody, regardless of race or creed, has one
thing in common. They all want the things that they
know deep down inside they cannot have.
And I assure you, they all act the same when I
give it to them.
The Mirage enters the mind of a target, and
learns their deepest material desires.
5ZQF Legacy
AT: LR + INT
Cost:
20
mana
Co
ost
st: 2
0m
ana
na
Range:
5m
Rang
Ra
nge:
e: 5m
Duration:
hour
Du
urati
ra
ati
t on
n: 1 hou
o r
TERROR
I had never seen Gragan in such a state. He
was our trusted leader, and never showed fear. I
witnessed him rush headlong into battle dozens of times,
completely fearless. Some might even call him reckless.
Naturally, it was quite a shockand extraordinarily
unnervingto see him fleeing the battlefield with
a terrified look on his face, shortly after the enemy
Mirage split into two.
The Mirage alters the targets emotions and
perception, making them feel a situation is more dire
or wounds are more lethal.
5ZQF Legacy
AT: LR + CHM
Cost: 15 mana
Range: 10m
Duration: 3 phases
204
2
04
TWISTED REALITY
Did he really change places or was that actually
him the whole time? Did I lose track of which was fake
and which was real? Damn it, cant trust my eyes or
my mind.
The Mirage chooses a copy or illusion of himself
within range, and immediately switches places.
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: 20m
Duration: Instant
TWIST OF FATE
Once she figured out who I truly was, she cornered
me in the dungeon. With nowhere to run and no more
tricks to use, she plunged the dagger into my heart,
finally ridding herself of me.
At least, thats what she thought she did. Her
strike wasnt strong enough to kill me, but it was more
than enough to end her own life.
The Mirage magically wills the damage of a
strike against them to also damage their attacker.
5ZQF Legacy
AT: LR + INT
Cost: 30 mana
Range: 5m
Duration: Instant
Base Success: Immediately after taking damage
from a strike, you may use Twist of Fate as an Instant
action to cause your attacker to suffer half of the
damage done to you, rounded down. Doing this will
force you to abandon any declared action stated
during reaction order. If you have already acted this
phase, you cannot take any actions in the next phase
if you use Twist of Fate.
(20c) Special Adjustment: Sweet Escape
You take half the damage of the strike, rounded
up
(30c) Special Adjustment: Painful Irony
The target takes full damage from the strike
(40c) Special Adjustment: Sympathetic Echoes
The target takes full damage from the strike and
you may choose an additional creature within
range to suffer half the damage of the strike
205
2
05
SUMMONER
Legacy: Calling
Th
The
he Summoners
Summ
Su
mmon
onee of old exhibited true mastery over
the
h Calling.
ll
Many of them considered manipulation of
the other Legacies as short sighted and insignificant.
Every other sage, wizard, sorcerer, or wise man had the
same limitation in common: They drew upon powers
within Laruna. The Summoners understood that true
god power does not reside in one world or in one plane.
The call of a deity is answered at unlimited distance.
Relying on ancient knowledge of planar explorers,
they were able to call mystical creatures from worlds
unknown to come to their aid and do their bidding.
DESCRIPTION
Calling forth beings from other worlds, the
Summoner commands powerful creatures in battle
and gains significant personal benefits from their
presence as well.
HISTORY
Summoning powers from beyond Laruna is an
ancient practice that existed from the very first age.
The Titans would themselves call upon their makers,
combining their strength to bring forth mighty
avatars of the Young Gods to join them in battle.
These avatars could only be called briefly, but even
their short-lived presence was enough to alter the
course of events during the war.
After the Great War, a cult of human magi grew
ever curious about the limitations of the Bloodoath
and devoted their studies to reaching for aid beyond
its scope. Eventually they succeeded, coming to the
conclusion that there were great entities of vast
power that lurked in worlds beyond Laruna, and they
would serve the Summoners will if the proper magics
were put into effect.
Throughout the ages, Summoners of various
teachings and creeds have played a part in
influencing Larunas kingdoms and have met with
a wide spectrum of results. In every kingdoms past
there looms a tale of how a mighty force had been
called to Laruna and crushed their enemies. Equally
common however are tales of summons gone awry
that caused outrageous destruction.
206
6
SUMMONERS TODAY
With the appearance of new Summoners across
Laruna, rulers once again seek to employ their talents
in an effort to advance and defend their kingdoms.
With each one comes a chance of finding unique
abilities that have never before been seen. In truth,
the control of a Summoner over their creatures is
more powerful than in ages past, eliminating the fear
of rampaging beasts that could somehow break the
masters call.
Unfortunately, along with this newfound control
is the randomness of the Legacys selection. No longer
are Summoners talented magi specifically groomed
for the task. This has led to more than one occasion
of a lowly thief calling forth mystical creatures to
help steal a kings treasure, or a barbaric marauder
unleashing their beasts to slaughter a village.
When such cases do arise, intelligent leaders are
swift to dispatch overwhelming forces to put both the
Summoner and their pet down, as they never know
what might walk out of the portal next.
STARTING BENEFITS
-FHBDZ"CJMJUZ Faithful Companion, 1 Summon
+2 CHM, +1 INT
LEGACY TRAIT
Payback: Those who answer the call demand
payment. You must burn items of value worth your
Legacy Rank x 100 in gold at the start of each week.
Legacy Arc
+2 Calling Magic
+1 Passive
Ability
+2 CHM
+1 Calling Spell
+10 Mana
+1 CHM
+1 Summon
+1 INT
+1 INT
+1 Calling Spell
+10 Mana
+1 CHM
207
LEGACY VIRTUES
MAGARAITH, THE FIRST DRAGON
Of all the creatures Cardespawn had dreamed,
dragons were one of the most majestic. Both powerful
and intelligent, they quickly became one of the
dominant forces in Laruna.
Magaraith had the honor of being the first. Most
would agree that in addition to being a brilliant piece
of art from the mind of The Creator, Magaraith was
also a well engineered machine of destruction. With a
deadly maw, thick armored scales, and a fiery breath
that could incinerate whole swaths of land in moments,
only the most powerful denizens of Laruna, such as the
Titans,
pose
challenge.
T
Ti
tans, could po
ta
ose a ch
hall
llenge
ge.
The Summoner
Summ
Su
m on
oner
er ttraces
ra
acees th
the pa
patt
pattern
tern fo
forr Ma
M
Magaraith
ag
garaith
calls
his
name.
i tthe
in
h air, an
he
and
d ca
call
llss h
is na
ame
m .
5Z
5ZQF
ZQF L
Legacy
eg
gac
acyy
AT:
CHM
AT
T: LR
R+C
CH
H
HM
Cost: 100
Co
0E
neerg
gy
Energy
Range:
10m
Rang
Ra
nge:
e: 1
0m
0
m
Dura
Du
ati
t on
on:: 1 p
hasee
ha
Duration:
phase
208
2
08
SHARED TRAIT
The Summoner and Magaraith are immune
to all Poison, Disease, Fear and Mind damage and
effects.
PUR
URCHASABLE
URCH
CHA
ASA
ABL
B E SHA
HARED
HAR
RED
D TRA
RAIT
AIT
I : THE
E FIR
IRST
S CRE
REATION
REAT
ATIO
ON
The Su
The
Summoner
Summ
m on
mm
oner
e a
and
n M
nd
Magaraith
agar
ag
araith
th rreduce
edu
ed
uce al
all
ll Ar
Arcane,
rca
cane
nee
Fire,
Fire
Fi
r , Cold
Co
C
olld
d and
and Electricity
Eleectri
riciity
t damage
dam
amag
ge taken
take
k n by hal
half.
alf.
f.
FORCEFUL CALL
SHARED TRAIT
Once every phase, one single target spell or
Legacy ability does not affect the Summoner.
5ZQF Legacy
AT: LR + CHM
Cost: 100 Energy
Range: 10m
Duration: 5 phases
Base Success: You may select any Summon,
whether known or not, and conjure it into Laruna.
This creature may exist simultaneously with another
Summon, allowing you to have two creatures active
at once. Summoning a creature that is already active
will replace it with this new version.
Creatures summoned with Forceful Call will
have access to their ultimate ability and Shared Trait
without need for the Call of the Master or Empathic
Bond ability.
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Full Strength
The Summon has access to all of its additional
abilities
(20c) Special Adjustment: Made Whole
The Summon gains +10 to all ATs made
(30c) Special Adjustment: Rampage
The Summon may use its ultimate ability twice
without being re-summoned
2
209
STR
30
Health
AGI
12
Stamina
300
END
25
Reaction
28
INT
16
Evasion
28
PER
15
Base Movement
12
CHM
18
Melee Combat
10
Armor
25/25/25
Natural Weapons
LR + 10
Protection
LR+25
Resistance
LR+25
PRO (Fire)
100
RES (Elements)
100
FLIGHT
Magaraith can fly at his base movement speed.
MENTAL IMMUNITY
Magaraith is immune to all mind control effects.
DEVOUR
5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: 15m
Duration: Instant
Base Success: A single target within range
is eaten by Magaraith, immediately suffering 50
damage (Acid). The target is unable to act or be
targeted normally while being digested, and suffers
50 additional damage (Acid) for each phase trapped
in Magaraiths stomach. Leaving the stomach is
only possible if Magaraith is killed, dismissed, or
his duration ends, in which case Magaraith fades
away and the victim drops to the ground from their
position. Creatures of giant or colossal size are not
eaten and instead take 50 Damage (Piercing) from
his bite.
210
0
500
5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: Special
Duration: Instant
Base Success: Targets caught in the area take
75 damage (Fire). Targets may roll an Evasion AT to
reduce the damage by the ATR.
(1c) Damage Adjustment: +1 Fire
(25c) Special Adjustment: Scorched Earth
The area of affected earth remains blackened
and smoldering for two phases, and all
creatures inside the area suffer 50 Damage
(Fire) per phase.
STR
28
Health
500
AGI
10
Stamina
300
END
25
Reaction
30
INT
16
Evasion
30
PER
20
Base Movement
10
CHM
12
Melee Combat
10
Armor
25/25/25
Natural Weapons
LR + 10
Protection
LR+25
Resistance
LR+25
PRO (Fire)
100
RES (Elements)
100
MENTAL IMMUNITY
Ortox is immune to all mind control effects.
EARTH SHIELD
Ortox gestures at a target, surrounding them
with a magical barrier.
5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: 20m
Duration: 3 phases
Base Success: The target gains a magical
aura which absorbs 100 points worth of incoming
damage. ARM and PRO values are not applied to this
incoming damage. When this amount has been fully
absorbed, the effect ends. If a creature is immune
to the incoming damage, it is not applied to Earth
Shields total.
2
211
PASSIVE ABILITIES
CALL OF THE MASTER
Not only do Summoners bring forth mythical
beasts from other worlds, they also bring forth the
powers hidden within them. Bringing this power to the
surface is exhausting for the creature and cannot be
done with reckless abandon.
&GGFDU Your summons gain access to their
ultimate ability, which can be used once per summon.
The ultimate ability may not be used in the
phase the summon appears. In addition, upon any
successful summon you may distribute to them 5
additional attribute points in any way you choose.
You also gain a permanent +1 to Charm.
EMPATHIC BOND
The link between the Summoner and the entity it
calls is strange and powerful. Master Summoners are
able to draw upon their link with the creatures they
command to gain great personal power. You need fear
both what their creature will do, as well as what they
themselves might now be capable of
&GGFDU You gain the Shared Trait listed when
a creature is summoned. In addition, you have
complete mental control over any summoned
creature, and may communicate with it telepathically.
You also gain a permanent +1 to Charm.
Faithful Companion
STR
Health
75
AGI
Stamina
65
END
Mana
75
INT
Armor
5/5/5
PER
PRO
LR
CHA
RES
LR
GIFTED VOICE
A summoner with this aptitude has learned to
project their magical voice with greater strength,
allowing them to conjure forth all manner of things
more easily.
&GGFDU When casting a Summoning or Invocation
spell, Alternate Base Successes cost 5 less CAP. You
also gain a permanent +1 to Intellect.
FAITHFUL COMPANION
The master of summoned creatures would not be
complete without a magical servant by their side. These
tiny critters follow the Summoner endlessly, offering
assistance, advice, and sometimes...disruption.
While most are disciplined enough to adhere to
the summoners commands, there have been more
than a few companions whose hijinks have placed
their Summoner in a difficult situation. Even with an
occasional prank and disdain for work, the value of a
Faithful Companion almost always outweighs the cost.
&GGFDU You may call forth a small companion
no larger than the size of a house cat to be your
pet as an IU action. This creature is intelligent and
212
2
CANTRIPS
Return: Teleports to Summoners side instantly.
Cost: 5 mana
Elemental Strike: Deals 3 elemental damage
of any type to a target.
Cost: 5 mana
Phase Shift: Upon taking damage from any
source, may phase out of Laruna for a split
second, ignoring all damage.
Cost: 10 mana
Enhance Attribute: Adds +1 to any of the
Summoners attributes for 10 phases.
Cost: 5 mana
Scare: Frightens other small animals or
familiars away for 1d10 phases. Must succeed
on a contested LR AT to frighten other
companions or magically created servants.
Cost: 10 mana
ENHANCEMENTS
Every Legacy Rank, the Summoner may choose
one enhancement for their companion from the
following list:
+5 Health, Mana, and Stamina
+2 PRO (All)
+2 RES (All)
+2 ARM (All)
TRAITS
Every time the Summoner reaches the 5th node
of their Legacy Arc, they may choose one trait from
the following list for their companion. A trait may
not be chosen twice.
Carry: May carry an item up to 10Kg
Flight: Flies at base movement speed
Genius: +4 INT
Lovable: +4 CHM
Observant: 4 PER
Skilled: Learn an additional cantrip
Speedy: Doubles base movement speed
SUMMONS
Summoners call out to unique creatures from
other worlds, opening a portal to bring a part of their
essence into Laruna. More powerful Summoners
are able to bring forth more of a creatures essence,
making them more deadly, and able to remain longer.
Summoned creatures act on the phase in which
they are summoned, and Reaction ATs are taken as
though a new combatant is entering the fray. Only
one summon may be active at a time, and they
simply fade away once the duration ends, or another
creature is summoned. Summons may be dismissed
as an IFU action. Summoned creatures follow all
commands of the Summoner without hesitation.
2
213
214
4
STR
12
Health
150
AGI
Stamina
100
END
Mana
INT
12
Reaction
11
PER
Evasion
11
CHM
Base Movement
Armor
10/10/10
Fire Manipulation
LR + 10
Protection
LR+5
Resistance
LR+15
PRO (Fire)
100
+100
SHARED TRAIT
HELLISH AURA
FLAME LASH
FREEDOM (ULTIMATE)
5ZQF Unknown
AT: Fire Manipulation + INT (22+LR)
Range: Self
Duration: 5 phases
Base Success: A wall of fire 3m high and 5m
in length and 1m wide shoots out from the Chained
Demon. This ability is not targeted, and a successful
Evasion AT against a difficulty of 12 will avoid
damage as the character moves out of its path.
Anyone coming into contact with Flame Lash suffers
15 damage (Fire) and is set ablaze for 2 phases,
causing them to suffer the same damage per phase.
(1c) Damage Adjustment: +1 Fire
(2c) Size Adjustment: +1m in length
(5c) Duration Adjustment: +1 phase
5ZQF Unknown
Range: 10m
Duration: Instant
AT: Fire Manipulation + INT (22+LR)
Base Success: All creatures within 10m of the
Chained Demon (friend or foe) are blasted by pillars
of flame which form beneath their feet. They are
tossed 5m into the air and take 30 damage (Fire).
Upon landing they are considered prone. Creatures
greater than large size are immune to the knock up
effect.
(1c) Damage Adjustment: +1 Fire
2
215
Health
120
AGI
15
Stamina
100
END
10
Mana
INT
12
Reaction
27
PER
12
Evasion
27
CHM
10
Base Movement
15
Armor
Air Manipulation
LR + 10
Protection
LR+5
Resistance
LR+10
PRO (Sonic)
100
+100
SHARED TRAIT
The Summoner and Jorus may not be bound or
snared by any means, magical or otherwise.
DIVING ASSAULT
Jorus spends one phase flying to appropriate
height. At the beginning of next phase, he streaks
down towards a target within 30m, viciously raking
them with his talons. If Jorus is already flying at a
height of 10m or higher, he does not need to spend
one turn ascending.
5ZQF Unknown
AT: Air Manipulation + AGI (25+LR)
Range: 30m
Duration: Instant
Base Success: The target takes 10 damage
(Slashing).
(1c) Damage Adjustment: +1 Slashing
(25c) Special Adjustment: Grab
Instead of dealing damage, Jorus may grab the
target in his talons, flying up into the air. Jorus
will be able to climb 5m per phase. If the target
is able to do 20 Health damage to Jorus talons,
he will release his grip, dropping the target.
Large size and smaller creatures only.
WING BUFFET
Jorus angles his wings forward, and begins to
flap with great strength while imbuing the wind
currents with air energy. Targets up to 15m in front
of Jorus are hit with the attack. Lasts for 2 phases.
216
6
FAITHFUL MOUNT
Jorus may be ridden by up to 4 medium sized
creatures, or a total weight of 650Kg
without being hindered. Jorus flies at 4x his
base movement speed.
5ZQF Unknown
AT: Air Manipulation (10+LR)
Range: 15m
Duration: 2 phases
Base Success: Any target caught inside the
effect must succeed in a contested STR+LR AT vs
the ATR of Wing Buffet or be pushed to the edge
of the effect and unable to move forward. Anyone
succeeding on this roll moves at half speed. All
targets caught in the effect have all ATs requiring
movement reduced by -4 for the duration.
Health
150
AGI
10
Stamina
100
END
Mana
INT
12
Reaction
18
PER
Evasion
18
CHM
15
Base Movement
10
Armor
5/5/5
Ice Manipulation
LR + 10
Protection
LR+5
Resistance
LR+15
PRO (Cold)
100
+100
SHARED TRAIT
The Summoner and Lilith are Immune to all
Cold damage and effects.
ICE WALL
Lilith gestures and raises her arm upwards,
causing a wall of ice to emerge from the ground.
5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: 5 phases
Base Success: A wall of ice 3m high, 5m in
length and 1m wide rises from the ground at the
targeted location. Dealing 100 Health damage to
any 1m wide section of the wall across its length will
create a hole large enough for large sized or smaller
creatures to pass through. The wall takes double
damage from Fire sources.
(2c) Strength Adjustment: +10 Health needed
(2c) Range Adjustment: +1m in length
(5c) Duration Adjustment: +1 phase
ICE BLOCK
Lilith chooses a target and freezes them in
place for 1 phase. During this time they will be
protected and refreshed by healing waters.
5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: 1 phase
ICE SHARDS
Lilith points towards an enemy, sending a wave of
ice shards flying towards them.
Type: Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: Instant
Base Success: The target takes 10 damage (Cold)
and is chilled for 2 phases causing them to
move at movement speed.
(1c) Damage Adjustment: +1 Cold
(2c) Range Adjustment: +1m
2
217
10
Health
175
AGI
12
Stamina
100
END
Reaction
18
BLADED LIMBS
INT
Evasion
18
PER
Base Movement
12
Threat: 10
AT: Natural Weapons + AGI (27+LR)
Damage: STR + 10 (Slashing)
CHM
Melee Combat
10
Armor
5/8/5
Natural Weapons
LR + 5
Protection
LR+10
Resistance
LR+10
PRO (Acid)
100
+100
SHARED TRAIT
The Summoner may crawl along walls or
ceilings at their base movement speed.
ACIDIC BLOOD
Any time Nevaxirus takes Health damage, all
enemies within melee range take an equal amount
of Acid damage as her blood splashes them. Victims
may make an Evasion AT to reduce the damage by
the result of the ATR.
ACID SPIT
Once per phase, Nevaxirus may select a target
within 10m, and spit forth a large glob of corrosive
acid.
5ZQF Unknown
AT: Natural Weapons (15+LR)
Range: 10m
Duration: Instant
Base Success: The target takes 15 damage (Acid).
218
8
Range: Melee
Duration: Instant
Effect: Targets of large size and smaller are
trapped in a cocoon, disengaged with any melee
opponents, and unable to act. Targets greater than
large are webbed, suffering -4 to STR and AGI for 2
phases.
Targets that are cocooned are trapped inside a
hardened shell which has 50 Health. They may not
be affected in any way until the cocoon is destroyed,
in which case they may re-enter combat as normal.
If the final strike on the cocoon exceeds the total
Health of the cocoon, the excess damage is dealt to
the trapped individual. Should Nevaxirus be killed,
dismissed, or her duration expires, the cocoon will
fade away as well.
STR
20
Health
200
AGI
Stamina
110
END
12
Reaction
14
INT
Evasion
14
PER
Base Movement
CHM
Melee Combat
Armor
12/10/8
Ice Manipulation
LR + 5
Protection
LR+5
Resistance
LR+10
PRO (Mind)
LR+ 30
+ 30
BITE
Threat: 2
AT: Natural Weapons + STR (30+LR)
Damage: STR + 10 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(2c) Weapon Adjustment: Grapple &
Bleed(5)
CLAWS
Threat: 5
AT: Natural Weapons + STR (30+LR)
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(3c) Weapon Adjustment: Bleed(5)
SHARED TRAIT
GORE
Once per phase, Togoras may charge at an
opponent within 10m, goring them with his horns.
AT: Natural Weapons + STR (30+LR)
Range: 10m
Duration: Instant
Base Success: The target takes 12 damage
(Piercing) and is knocked backwards 5m. In addition,
anyone engaged in melee combat with the target is
knocked down. Targets make take an Evasion AT to
reduce the damage by the result of the ATR.
(1c) Damage Adjustment: +1 Piercing
2
219
GATEKEEPER
Legacy: Change
Ma
Manipulation
anipu
pula
lati
tion
on of time and space was once thought
to b
be purely
l the
h d
domain of the gods above. After The
Fall, however, the Descendant mages of Epilesis brought
with them these exotic magics previously unknown
to mortal casters. Those Descendants who mastered
control of time and space were deemed Gatekeepers,
revered for their unique abilities.
DESCRIPTION
Gatekeepers are a Change Archetype that
manipulate time and space to create chaos for their
enemies.
HISTORY
During the Great War, the Descendant army
quickly realized that for their invasion to prove
successful, they would need a more efficient means
of travel. While their wings offered them a great
strategic advantage dealing with dragons and titans,
maintaining large swaths of land under their control
required a more distinct method, giving rise to the
Gatekeepers. These Descendants were devoted to
the magics of time and space, as well as their uses
in warfare. Having been grouped into the Order of
Keepers, they elevated their applications beyond the
simple advantages of combat and invented the first
stable gates in Laruna.
Several of these ancient structures remain today,
and through the ages the Gatekeepers maintained
their stability and ensured that magics of time
and space were never abused to cause widespread
destruction to the land of Laruna. This sacred task
quickly made the Order of Keepers into an isolated
authority, acting as independent enforcers who
safeguarded the gates and hunted down, admonished,
or killed any who abused the space/time continuum
via magic or other means.
Despite the significance of their charge,
Gatekeepers were frequently met with suspicion and
scorn. Being so consistently absorbed in matters far
removed from the awareness or understanding of
ordinary people caused many to see the Gatekeepers
as strange, alien and untrustworthy.
220
0
GATEKEEPERS TODAY
In recent times, the Order of Keepers has been
but a name for those mortals who have been assigned
to physically maintain and guard the gates.
In truth, the name is the only thing that is shared
between the ancient Descendant order and those who
guard the gates today.
The keeping of the Gates has turned into a
widely political manner, with individual kingdoms
exerting their own control and influence on any gates
within their kingdoms. Denying their enemies easy
access into their borders and collecting traveling
fees for the use of these gates are now seen as more
important than any possible existential threat to time
or space.
Of course, now that the Legacy of the
Gatekeepers has returned, that is starting to change.
Gatekeepers are said to gain a strange insight
into the world through the use of their powers, one
that can put them above temporal worries such as
borders or taxes.
That is not to say that all Gatekeepers are
completely removed from society. Just as any other
Legacy, a Gatekeepers reaction to their newfound
power can vary wildly.
Without the level of training and organization
the Order of Keepers provided, Gatekeepers are just
as likely to use their newfound insight for personal
gain as they are a lofty goal.
Legacy Arc
+1 Ability
+2 M. Combat
+2 R. Combat
+15 Mana
+3 Reaction
+1 INT
+1 PER
+1 AGI
+1 Ability
+1 Change Spell
+1 Change Spell
+1 AGI
+1 PER
+2 Change
Magic
Starting Benefits
Legacy Ability: Chrono Shift
+2 INT, +2 PER, +10 Mana
Legacy Trait
Stalwart: Being so connected to the flow
of time, the Gatekeeper cannot abide those
spreading falsehoods about the past. Whenever
in the presence of someone who lies about the past,
they must immediately denounce or correct them. (If
the gatekeeper is aware of the truth.) In addition
the Gatekeeper must always speak the truth when
questioned about past events.
221
LEGACY VIRTUES
BLACK HOLE
There is little in the known world that compares
to the power of a black hole. While this is merely a
magical replica, the forces at work are still creating a
small tear in space-time. Gatekeepers can let loose their
energy upon the world by letting go of their restraint
and showing all the effect of untethered Argasheel.
The Gatekeeper relaxes control of their temporal
energy, allowing it to burst free, and rip a hole in
space.
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: 50m
Duration: 2 phases
Base Success: A Black Hole 5m in diameter
opens at the targeted location. At the time of Black
Holes activation and at the beginning of each
subsequent phase, anyone and anything within 25m
is pulled 5m toward the center of the effect. After the
pull, creatures within 25m of the anomaly take 40
damage(Space). Creatures at 0m from the anomaly
are considered in the center of the Black Hole and
will be unable to act or be interacted with for the
duration.
(1c) Range Adjustment: +1m
(2c) Size Adjustment: +1m diameter to Black
Hole
(4c) Damage Adjustment: +1 Space
(20c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Gravity Well
Creatures within 25m of the anomaly are
unable to move away by normal means and
take all ATs at a -10 penalty
(15c) Special Adjustment: Gravity Bomb
Once the duration expires, the Black Hole
explodes, dealing LR + 20 damage (Time) to
creatures within 25m. In addition, all victims
are thrown backwards 5m, taking 20 damage
(Impact) from the force of the blast
(35c) Special Adjustment: Reaver Spawn
Once the duration expires, a twisted nightmare
from another plane emerges from the remnants
of the black hole This creature will attack
anyone in the immediate area besides the
Gatekeeper. A Violence Reaver can be found
in Appenix II.
222
222
GATE
The origins of Larunian teleportation gates are
due solely to the work of the ancient Gatekeepers. While
the knowledge of permanent gates may have been lost,
those blessed with the Argasheel can still muster the
strength to open a portal large enough and for long
enough that an entire army may walk through.
The Gatekeeper uses their outstretched hand to
carve through reality like a knife. Pulling back the
current position in space like opening a curtain, they
reveal a portal to a new destination.
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: 10km
Duration: 10 phases
Base Success: The Gatekeeper opens a portal to
any location within range that they have previously
visited. The entry point will be directly in front of
the Gatekeeper. The portal will be wide enough for
four large humanoids to walk through per phase. The
exit portal is the same size as the entry portal. Any
creature may use the portal, transporting them and
all of their belongings to the other side instantly.
(1c) Range Adjustment: +10km
(1c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Password Protected
You may choose a single word as a password.
Any creature wishing to use the portal must
speak this word before entry, else they pass
through the space as though nothing happened.
Creatures unable to speak (Animals, pets,
unconscious individuals) may be carried
through by another who has spoken the
password
(15c) Special Adjustment: Free Range
The exit point may be any location in Laruna
where the Gatekeeper has previously visited
(20c) Special Adjustment: Meant for an Army
The width of the portal may now accommodate
100 medium humanoid creatures standing
shoulder to shoulder
(40c) Special Adjustment: Touch of the Cosmos
All creatures passing through the gate are
imbued with remnants from the plane they
passed through in reaching their destination.
They receive +4 to all attributes and move at
double their base movement speed for 5 phases
after exiting
TIME WALK
REVERSE
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: You may choose to either
Accelerate, Slow, or Reverse time as an Instant, Free
action at the beginning of each phase, which will
dictate Time Walks effect for that phase. Each new
phase you are free to choose a new effect, but only
one may be used in any given phase.
ACCELERATE
Causes time to skip forward 5 phases which
immediately reduces the duration of any effect
currently applied to the Gatekeeper. These effects
are treated as if the 5 phases of activity occurred
instantly. For example, a Gatekeeper affected by an
effect that deals 3 (fire) damage for 3 phases would
instantly deal 9 (fire) damage and be completed with
the use of Accelerate.
SLOW
Makes time flow more slowly for the Gatekeeper,
allowing them to ignore the first and second
multiple action penalty incurred during the
phase. In addition, any AT taken that offers
Speed CAP adjustments causes the Gatekeeper
to automatically gain 3 CAP that can be spent
exclusively on Speed CAP adjustments.
2
223
LEGACY ABILITIES
AETHER SHIFT
Mastery of space does not only mean moving
from place to place. Gatekeepers with this ability can
also partially phase themselves to nearby dimensions,
leaving behind only their astral presence in Laruna.
What happens to their bodies is anyones guess, as it is
a well kept secret among them.
The Gatekeeper shifts their place in reality and
attacks their target while ethereal.
Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: 10m
Duration: Instant
Base Success: You may automatically strike
any target within 10m, causing them to lose INT+5
Stamina and Mana. In addition, you suffer -10 to any
Defensive ATs taken this phase as you are disoriented
upon returning to your body.
(3c) Range Adjustment: +1m
(3c) Strength Adjustment: +1 to Defensive
ATs (To a maximum of +0)
(15c) Special Adjustment: Increased Focus
You suffer no defensive AT penalty
(25c) Special Adjustment: Temporal Control
You may make an additional strike to the same
or another target within range
CHANGE OF DESTINY
A little known technique even among
Gatekeepers, Change of Destiny is a powerful tool
when used wisely. Able to change the output of any
damaging strike, a Gatekeeper with this talent holds
all the keys to victory.
The Gatekeeper touches a target, using their
power over change to convert one damage type done
to another.
Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: Touch
Duration: 2 phases
224
4
CHRONO SHIFT
Is the Gatekeeper really moving that fast? Or are
we just moving that slow?
Neither. Time itself is moving differently for him.
Well that just makes him really, really, fast right?
Actually Im not sure, but we better get out of here
before we find out.
The Gatekeeper speeds up time for themself,
allowing them to act outside of the normal flow of
events.
Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: N/A
Duration: Instant
Base Success: Once the current phase has
ended, you act again as though it were a new phase.
No others may act in this phase except to make
Defensive ATs, at a -6 penalty. You may only take a
single action in this phase.
(5c) Strength Adjustment: -1 to defensive ATs
(25c) Special Adjustment: Time Bubble
You may now perform two actions in this phase
RECALL
Although Gatekeepers are known for being
transient, they do often call a particular place home.
Able to bind themselves to a point in space, they may
return with ease, whether an emergency, or simply to
rest.
BIND
The Gatekeeper remains still and focuses
Argasheel onto their point in space, binding their
spirit to the location. They may have only one
location bound at any given time for every 5 Legacy
Ranks possessed.
Type: Legacy
AT: LR + INT
Cost: 15 mana
Range: Special
Duration: Special
Base Success: You create an invisible link to
your current location, which can be used as a point
for Recall. Any new link will replace a previously
existing one, chosen by the caster.
(30c) Special Adjustment: Unbound Soul
This binding does not count towards your total
TEMPORAL ATTUNEMENT
Weaving the threads of time and space is a difficult
and bizarre practice. Diligence and extreme awareness
are necessary for any who hope to master these things,
and both are traits the Gatekeepers have in abundance.
Effect: Choose one Time or Space spell you
currently possess. All ATs made to cast this spell gain
a +5 bonus. You also gain a permanent +1 Legacy
bonus to the Change Advanced Magic Skill. This
ability may be taken more than once.
TIME SENSE
Being able to sense the future gives the Gatekeeper
an unfair advantage in combat situations. Knowing
where his opponents will strike gives him the ability to
simply not be there. The Gatekeeper is able to position
himself in combat to avoid many of the incoming blows
which would otherwise do him harm.
Effect: You gain a permanent +1 to Perception.
Whenever the Gatekeeper is successfully struck in
combat via a melee or ranged attack, take a Chance
Test (20%). On a successful result, the strike does
not take effect.
UNITY
The Gatekeeper attunes to the flow of time,
increasing their awareness of future events. All
Descendants know very wellit is a futile attempt to
surprise a Gatekeeper.
Effect: You gain a permanent +1 PER, +10
Reaction, and +10 Evasion.
RECALL
The Gatekeeper must focus on a linked location
for three phases, after which they teleport to the
location. During this time the Gatekeeper may take
no actions other than Defensive ATs, at a -10 penalty.
Type: Legacy
AT: LR + INT
Cost: 20 mana
Range: Special
Duration: Special
2
225
226
Wormhole
227
MEGALINDIR
Legacy: Change
Th
There
herre is a sspecial
pe
sect of Descendants that believe
the
h winds
d off change
h
can be controlled. The Megalindir
have devoted their training to harnessing the power of
change and expelling its influence onto the battlefield.
When their blades weave through the air, music is
made, and when a crescendo is struck, victory is found.
Foes have been known to become enthralled watching
the Megalindir performsuch is the alluring sight of a
true artist at work.
DESCRIPTION
Combat masters, the Megalindir weave magic
into the motions of their bodies and weapons to affect
the tides of battle. Equally capable of offensive and
defensive measures, the Megalindir use their many
different songs and dances to enhance both their
combat skills and the skills of their allies.
HISTORY
Legacy Arc
+1
+1 Change
Chan
nge Spell
Spell
+11 S
+
Song
ong
+1
+1 C
CHM
HM
+11 C
+
Change
hange S
Spell
pell
+22 M
+
M.. C
Combat
ombat
+
15 Stamina
Staamina
+15
+11 S
+
Stance
tancce
+
HM
+22 C
CHM
+2 A
GI
AGI
228
8
+22 C
+
Change
hange
Magic
M
agic
+11 S
+
Song
ong
+1
+1 C
CHM
HM
+22 M
+
M.. C
Combat
ombat
Change
h nge
ha
ngge M
Magic
+15
+
15 Stamina
Stamina +22 C
MEGALINDIR TODAY
Although Megalindir techniques were never taught
outside of the Descendants, the appearance of this
Legacy has opened the style to any of the mortal races.
The Megalindir were seen as true heroes of history
for the Descendants, a status quo shaken by recent
developments. Many Descendant performers scoff at
the idea of a foreign Megalindir, believing the other
mortal races incapable of the divine grace required
to combine the beauty of performance with the art of
battle. The fact that this scoffing only happens in the
quiet performing halls of Epilesis is testament to the
wrong-headedness of such thinking. Megalindir are
prized leaders and commanders, even among other
Legacy Cearers, as inspiration follows them wherever
they may go. Many veterans of battle in Laruna have
STARTING BENEFITS
Legacy Ability: 1 Crescendo, 1 Song
+2 CHM, +1 AGI, +2 Melee Combat
LEGACY TRAIT
Enthralled: Megalindir see the dance in all
battle and always find it captivating. A Megalindir
must spend at least one phase studying any fighting
that they see unless such a delay would lead to an
imminent attack on the Megalindir.
2
229
LEGACY VIRTUES
ANCESTRAL HYMN
When the Megalindir of old lifted their voices, the
spirits of those who had gone before them would join,
and together their chorus would lift their people, filling
them with ancestral gifts long dormant in their blood.
The Megalindir invokes the ancestral heroes of a
particular race to harmonize a crescendo, the sound
transforming them into a hero of past ages, gaining
several benefits.
Ancestral Hymn replaces any active Crescendo.
Type: Legacy
AT: LR + CHM
Cost: 100 Energy
Range: Self
Duration: 5 phases
Base Success: You transform into a hazy blue
spirit of a hero from prior ages. You choose the race
of the ancestral hero you wish to embody, and receive
their Inherent Traits for 5 phases, adding them to
your own.
Inherent Traits:
Human: +1 to Any attribute
Descendant: +1 STR, +1 INT, +10 mana
Garaith: +3 STR, -1 AGI, +5 ARM (All), +5
Natural Weapons Advanced Skill
Mesmulot: +1 AGI, +1 CHM, +10 Evasion
Ashik: +2 STR, +10 ARM (All), -1 CHM
(10c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Warrior
You gain a +10 bonus to your Melee Combat
Skill
(10c) Special Adjustment: Sage
You gain +10 bonus to your Magic Skill
(10c) Special Adjustment: Hero
You receive two times the Inherent Traits listed,
and may take one Chosen Trait
(20c) Special Adjustment: Legend
You receive three times the Inherent Traits
listed, and may take one Chosen Trait
(30c) Special Adjustment: Myth
You receive four times the Inherent Traits listed,
and receive all Chosen Traits of the selected
race
230
0
CONSTANT MOTION
MAJESTY
Type: Legacy
AT: LR + AGI
Cost: 100 Energy + 15 stamina per phase
Range: Self
Duration: Until Deactivated
Base Success: You gain a stacking bonus of
+2 AGI, +2 to Defensive ATs, and -2 to Multiple
Opponent Penalty each phase this remains active.
15 Stamina is drained per phase. This is
considered an IFT action.
(10c) Special Adjustment: Increasing Speed
Upon a successful strike, you quickly spin
your weapon, striking again. This strike
automatically hits the target, dealing half the
damage of the original strike
(15c) Special Adjustment: Flurry
You may take 1 Instant, Free, Melee Combat AT
per phase against any enemy within 5m
(30c) Special Adjustment: Whirlwind of Death
Once per phase, when you make a Melee
Combat AT against your current target, you
may also take an Instant, Free, Melee Combat
AT against all enemies within 10m
Type: Legacy
AT: LR + CHM
Cost: 100 Energy
Range: 100m
Duration: 5 phases
Base Success: All allies within range become
immune to all fear and mind altering effects, restore
+1 Health and Stamina per phase, and gain +3 to all
ATs made. Enemies within range incur a -4 penalty
to all ATs made targeting the Megalindir.
(3c) Range Adjustment: +100m range
(4c) Strength Adjustment: -1 to ATs targeting
the Megalindir
(4c) Strength Adjustment: +1 Health and
Stamina regenerated per phase
(6c) Strength Adjustment: +1 to allies ATs
(15c) Special Adjustment: Champion
All allies within range will follow any command
given by the Megalindir to the death. Those
who wish to resist must succeed in a contested
LR AT
(20c) Special Adjustment: Awestruck
Any time an enemy wishes to make a hostile AT
towards the Megalindir, they must first succeed
in a contested LR roll
(30c) Special Adjustment: Godly Presence
Profound weakness reduces all enemies STR
by 4 and increases any of their Stamina costs
or losses by 10.
2
231
LEGACY ABILITIES
CRESCENDO
There is a rhythm to battle. Feeling it,
understanding it, is merely the beginning. Guiding that
rhythm, crafting the sound, and reaching the proper
note at the proper time is the artistry.
Effect: You gain the ability to activate a Songs
Crescendo. Once a Song has been active for two
consecutive phases, you may choose to enact the
Crescendo on the third phase or any phase thereafter
as an IFU action, as long as the Song is still active.
Once used, Crescendo may not be used again while
the same Song is active.
STANCES
Stances are the Megalindirs core style of
movement chosen when participating in battle.
Stances can be activated at the start of combat, after
Reaction ATs are taken.
Once activated, the effects are permanent until a
new stance is chosen. Entering a stance is considered
an IFT action that can be taken once per phase on the
Megalindirs turn.
At the Dreamweavers discretion, the Megalindir
may enter a stance prior to combat, in preparation
for an incoming attack.
232
2
Type: Legacy
AT: LR + AGI
Cost: 10 mana
Range: Self
Duration: Until another stance is activated
Base Success: You gain +2 Reaction, +4 to
Defensive ATs, +4 ARM (All), and -4 to M. Combat
ATs.
(4c) Strength Adjustment: +1 to M. Combat
ATs (To a maximum of +0)
(4c) Strength Adjustment: +1 to Defensive
ATs
(5c) Strength Adjustment: +1 Reaction
(5c) Strength Adjustment: +1 ARM (All)
(15c) Special Adjustment: : Stonewall
You may ignore multiple opponent penalties
from up to 2 additional attackers
SONGS
Songs are how the Megalindir release their
Change energy upon the outside world. Any allied
creatures within range are enhanced by their bonuses.
Songs have no effect on the Megalindir, but they
may use the Crescendo of a Song to receive potent
temporary effects. Activating or deactivating a Song
is considered an IFT action that can be done once per
phase on the Megalindirs turn.
When choosing to activate a new Song, any
previous Song is automatically deactivated. Songs
may be freely performed outside of combat, but the
Megalindir must still enact the performance with
their weapons.
SONG OF ACTU
So many years after the battle, I cant recall what
it sounded like. All I remember is how the sound of it
filled me with memories of my time as a boy, when my
mother would bake me sweet biscuits to cheer me up. I
wasnt giving an inch of our soil up, and the song was
a constant reminder of why.
The Megalindirs song causes all allies within
range to perform better when defending on the
battlefield.
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Endure
The Megalindir gains +50 temporary Health
for 2 phases
Base Success: All allies within range gain +2
to any Defensive ATs made.
(2c) Range Adjustment: +1m
(8c) Strength Adjustment: +1 to defensive
ATs
(15c) Special Adjustment: Guided Riposte
Any time a successful Defensive AT is made,
the defender may immediately take an Instant,
Free, Melee Combat AT to strike the attacker.
If successful, the strike does half its normal
damage, rounded up
SONG OF COURAGE
One could go their whole life without hearing
something so beautiful. With that sound in your ears,
death is irrelevant. Things are as they should be, and
we will fear no evil.
The Megalindirs song causes all allies within
range to resist fear effects.
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Unyielding
The Megalindir gains +15 ARM (All) and +15
PRO (All) for 2 phases
Base Success: All allies within range gain a +20
bonus when resisting Fear type spells.
(2c) Range Adjustment: +1m
(4c) Strength Adjustment: +1 RES (Fear)
(15c) Special Adjustment: Focused Mind
In addition, all allies gain an equal bonus to
resisting Mind type spells
2
233
SONG OF FLUIDITY
SONG OF FURY
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Blade Wall
The Megalindir gains +8 to all Defensive ATs
for 2 phases
Base Success: All allies within range remove 3
from their multiple attacker penalty when taking a
Defensive AT.
(2c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 reduction in
penalty
(15c) Special Adjustment:: Aware
All allies gain +5 Reaction
234
234
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Energetic Strike
The Megalindir restores +10 Stamina and gains
+5 to the next Melee Combat AT taken within
2 phases
Base Success: All allies within range regenerate
2 Stamina per phase.
(2c) Range Adjustment: +1m
(5c) Strength Adjustment: +1 Stamina
regenerated per phase
(15c) Special Adjustment: Adrenaline Rush
All allies gain +2 STR and +2 END
Song of Nolok
Soothing Lilt
Spiritual Serenade
235
SHIFTER
Legacy: Change
Th
They
heyy call
call
all me an
a animal. I call them rigid.
Iff there
h is one truth
h in the world, it is that only
the strong survive. Strength, however, is not
based solely on raw power. Adaptation is
the true measure of strength. The ability
to change and overcome any situation,
any foe. I need not fear any circumstance.
I need no weapons or armor. I am the apex
predator.
DESCRIPTION
Making superb use
of bodily
transformation,
the Shifters are
monk-like warriors
who possess
no need for
conventional
weaponry,
instead
changing
their body
into the
weapons
possessed
by many
of Larunas creatures.
HISTORY
Once some of the greatest
monk disciples in all of Izumo,
the Shifters had taken the martial
arts concepts of discipline and
adaptation to unprecedented
lengths. Using a profound
understanding of body and mind,
they mastered transformative magics
that could compliment their unique
combat prowess. These masters rose to
great prominence throughout Izumos history
and passed their knowledge on to select
students.
236
6
Legacy Arc
+1 Shift
+1 END
+2 Natural
Weapons
+1 Passive
Ability
+10 Stamina
+1 AGI
+1 Shift
+1 END
+2 Natural
Weapons
+1 AGI
+1 STR
+1 PER
+1 AGI
+10 Stamina
SHIFTERS TODAY
All Legacy Cearers are granted a level of
understanding of their powers and their Legacy.
Unfortunately for some Shifters, they are not all
granted the discipline and wisdom that would
normally come along with them. Shifters today have
been separated from their historical training which
provided a much needed level of focus.
While todays Shifters are indeed more powerful
than ever, they are more prone to losing their identity
and have a difficult time maintaining the level of
mental balance needed to handle their own lack of
permanency.
Many Shifters have decided to replicate the days
of old, training with mortal monks or living nomadic
lifestyles to learn the wisdom of the road. Those
Shifters who choose not to take such steps are often
especially vicious, as each shift helps bring them
closer to the wild, slowly turning them into more
monster than mortal. Of course, not all of them see
this as a side effect, but rather their own step towards
perfecting the new Shifter way.
STARTING BENEFITS
-FHBDZ"CJMJUZ "OZShift
+2 END, +2 AGI, +10 Stamina
LEGACY TRAIT
Introspection: The shifter requires a period
of meditation each day to help maintain a hold of
their identity. This period of time must be at least
one hour in duration, during which they may not be
interrupted by any outside stimulus.
Ambient noise or sound is acceptable, but being
physically touched in anyway, spoken to, or being
forced to open their eyes will interrupt the meditation.
2
237
LEGACY VIRTUES
IDENTITY SHIFT
Sometimes one becomes lost in the changes. Day
in and day out, a constant shifting of body, a flood of
different feelings and sensations. No one else knows
what it is like to be in constant flux. The power of
change is a magnificent thing, but even with all of my
training, sometimes I lose grasp of who I am. Am I an
animal? Am I a martial artist? Am I a person at all?
The Argasheel speaks to me. It gives me an answer. I
am all of those things. I am none of those things. I am
everyone. I am no one. I am change.
The Shifter spends 5 phases in meditation,
slowly shifting into something new.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: Permanent
Base Success: You may permanently alter your
appearance, changing your facial features as desired.
(5c) Special Adjustment: Unnatural Adjustment
You may choose cosmetic characteristics that
are not normally seen in your chosen race
(green hair, purple eyes, blue skin in humans,
human skin tones for mesmulots, etc)
(5c) Special Adjustment: Altered Form
You may change height/weight and other
physical characteristics
(10c) Special Adjustment: Reassignment
You may change your sex
(15c) Special Adjustment: Malleable
You may redistribute your physical attribute
points
(15c) Special Adjustment: No Boundary
You may change your race; you will lose all
Inherent and Chosen Racial Traits and replace
them with new ones from your selected race
(35c) Special Adjustment: Complete Overhaul
You must recreate your character from scratch,
leaving only the Shifter Legacy Rank intact. Any
skill points, techniques, or spells previously
purchased with experience are converted
back to experience and re-spent after your
Background is chosen
238
8
GUIDED EVOLUTION
The ancient masters had transcended the
limitations of physical bodies, but they were generous.
All who made the arduous journey to their temples in
search of such wisdom were given ample opportunity to
learn. Spreading their wisdom to devotees earned the
ancient masters great admiration and helped evolve
mortals in ways they never thought possible.
The Shifter connects to all allies within a given
area, causing them to change in accordance with the
Shifters will. All participants must be seated around
the Shifter and spend 1 phase in meditation. When
finished, those involved will find their mind and body
changed.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: 5m
Duration: 10 phases
Base Success: The Shifter may reallocate up
to 6 attribute points for all allies within 5m. This
reallocation is chosen once and all allies share the
same result. After the reallocation, all attributes of
affected allies are increased by 1.
(2c) Strength Adjustment: +1 attribute
reallocation
(5c) Duration Adjustment: +1 phase
(12c) Strength Adjustment: +1 increase to all
attributes
(25c) Special Adjustment: Sweeping Change
Affected allies gain the benefit of a single ability
possessed by the Shifter. The AT for this ability
uses the Legacy Rank of the Shifter plus the
appropriate attribute. There can be only one
Sweeping Change in effect on a character at
any given time
(35c) Special Adjustment: Ancient Master
The attribute reallocation becomes permanent
Perfect Body
239
SHIFTS
Seamlessly changing parts of the body from one
to another is the unique talent of the Shifter. Learning
from the creatures of the land, they are capable of
many different natural feats. A Shifter may enact a
shift once per phase as an IFU action. A Shifter may
only maintain one shift at a time, and so enacting a
shift replaces any current shifts. While a shift is in
place, they may use the listed ability as an Instant
action, once per phase.
3HWULFDWLRQ/HYHOV
1 +10 ARM, +10 PRO(All), -2 physical ATs
2 +20 ARM, +20 PRO(All), -4 physical ATs,
movement speed; double weight
3 +30 ARM, +30 PRO(All), -6 physical ATs
4 +40 ARM, +40 PRO(All), -8 physical ATs,
movement speed; triple weight
5 +60 ARM, +60 PRO(All), Petrified
BASILISKS STARE
Type: Legacy
AT: LR + END
Cost: 15 stamina
Range: Self
Duration: Variable
Base Success: The target is afflicted by petrify
(1) and takes 20 damage (Curse). Targets that reach
petrify (5) are fully turned to stone, gaining + 60
ARM (All), +60 PRO (All) and cannot act. Petrify
fades at the rate of 1 level every 3 phases unless
fully petrified, which will last for 1 day, or until
dispelled or decursed. This is considered a curse.
Legacy bearing creatures may roll a contested LR AT
to resist this effect.
(2c) Damage Adjustment: +1 Curse
(30) Special Adjustment: Student of Medusa
Targets remain petrified permanently until
dispelled or decursed
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: You gain +10 Swimming Skill
and may swim at 2x base movement speed when
submerged in water.
(4c) Strength Adjustment: Adaptation
+1 to Swimming
(10c) Special Adjustment: Gills
You may now breathe underwater
(15c) Special Adjustment: Streamlined
Move at 3x base movement when underwater
HYDRA STRIKE
The heads of the hydra are many. As such, the
attacks of the Shifter are many. Strike quickly,
frequently, and without cessation. Then your foe will
know the limits of their defenses.
The Shifter alters their internals to match the
mythical hydra, allowing them to spew forth an
element onto their enemies.
Type: Legacy
AT: LR + END
Cost: 10 stamina
240
0
Range: Self
Duration: Variable
Base Success: You may unleash a breath
weapon, dealing damage to all targets within 3m in
front of you. The type is chosen before making your
AT.
ICE
Targets take 10 damage (Cold)
(1c) Damage Adjustment: +1 Cold
(10c) Special Adjustment: Deep Chill
Targets move at movement speed
FIRE
Targets take 10 damage (Fire)
(1c) Damage Adjustment: +1 Fire
(15c) Special Adjustment: Smolder
Targets catch fire, taking LR + 5 damage (Fire)
per phase for 4 phases
LIGHTNING
Targets take 10 damage (Electricity)
(1c) Damage Adjustment: +1 Electricity
(10c) Special Adjustment: Shocked
Targets suffer -2 to all ATs for 1 phase
IRON BODY
While it may be physically unappealing, covering
the body in hard armored plates has saved more than
one Shifter from certain death.
The Shifter covers the vulnerable parts of their
body with thick armored plates.
Upon shifting to Iron Body, make the AT listed
below to determine the effects. These remain in place
until changing the shift.
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: You gain +15 ARM (All) and
+15 PRO (All). Any Melee Combat ATs are made at a
-5 penalty. In addition, you move at half your normal
movement speed.
MANTICORES CLAW
Sharp and lethal, the Manticores Claw is a
fearsome sight. As a direct extension of the Shifter, their
strikes are fluidAnd significantly faster than wielding
a heavy piece of metal.
The Shifter morphs their hands into large
Manticore claws, capable of rending flesh with quick
strikes.
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: While active, you gain 1 Instant,
Free, Natural Weapons AT per phase, and Manticore
Claws.
MANTICORE CLAWS
Threat: 5
AT: Natural Weapons + STR
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Damage
(3c) Weapon Adjustment: Bleed (4)
2
241
SERPENT STRIKE
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: You gain Serpent Fangs and
Serpent Strike.
SERPENT FANGS
Threat: 5
AT: Natural Weapons + AGI
Damage: AGI + 9 (Piercing)
(1c) Damage Adjustment: +3 Damage
(4c) Weapon Adjustment: Bleed (2)
SERPENT STRIKE
Any time you become engaged with a target,
you may immediately take 1 Instant, Free, Natural
Weapons AT against that target.
All successful melee strikes against an opponent
cause poison (5) which lasts for 3 phases. This effect
does not stack.
(3c) Damage Adjustment: Sharp Fangs
+1 Piercing
(5c) Strength Adjustment: Potency
+1 poison damage per phase
(8c) Strength Adjustment: Extending Arms
+1 threat
(12c) Special Adjustment: Special Venom
Targets affected by your poison are wracked
with pain, suffering -2 to all ATs and losing
stamina equal to the health lost due to poison.
(20c) Special Adjustment: Instant Poison
Your strikes now deal an additional LR +10
damage (Poison). You lose the standard poison
(3) effect
242
2
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success : Your gain +10 Stealth. Any
Melee or Ranged Combat ATs taken against you are
made at a -2 penalty.
(4c) Strength Adjustment: Blur
-1 to ATs
(4c) Strength Adjustment: Blending
+1 Stealth
(15c) Special Adjustment: Exact Duplication
You gain +5 Stealth and are considered
invisible when disengaged and stationary
Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
SHIFT MASTERY
PASSIVE ABILITIES
The passive abilities of a Shifter can enhance
their physical form and give them increased control
over their shifting capabilities.
CHEETAHS SWIFTNESS
Shifters have been known to move at incredible
speeds and with unnerving precision. With no visible
indication, one must assume the use of magic in some
way, albeit undetectable. It is widely accepted that
Shifters do not utilize the same ability to manipulate
magic as a standard mage, so this leads to even more
questions Unless Hmm... Some shifters have been
known to hold limited control over their internal
structures. What if they are able to enact subtle, yet
effective changes to their musculature system? I require
an experienced Shifter for study and dissection. This
may prove difficult. - Antorius, Vaynean Scholar.
Effect: Your base movement speed is doubled.
You also gain permanent +4 to Agility.
2
243
SORASOMIN
Legacy: Elements
Description
By infusing their versatile
Remokin with elemental magic,
SoraSomin blend magic with
martial prowess. At long ranges,
they wield their Remokin as a
bow, firing arrows imbued with
varied elemental attacks. When
the need for close quarter combat
arises, they effortlessly shift the
Remokin into a glaive form.
History
The order of the SoraSomin, or
War Mages, were masters of infusing
their weapons with magic. Members
of this ancient order would practice
seamlessly channeling the destructive
power of the elements into their
specially prepared weapon. Called a
Remokin, this weapon was the pride
of every SoraSomin, able to shift
from a melee glaive form into a
powerful recurve bow in a moment.
In this way SoraSomin served as long
distance artillery, infusing powerful
element magic into their arrows and
casting them down on enemies afar.
244
Legacy Arc
+2 M. Combat
(Remokin)
+2 R. Combat
(Remokin)
+15 Health
+15 Mana
+15 Stamina
+2 M. Combat
(Remokin)
+2 R. Combat
(Remokin)
+1 Ability
+1 Elemental
Spell
+1 Ability
+1 STR
+1 AGI
+1 INT
Of course, this benefit did not extend to nonDescendant SoraSomin. In fact, many Descendant
SoraSomin refuse to use the title for those not of their
race, seeing them as Legacy bearers who happen to
use the same weapon rather than as true SoraSomin.
This has lead to many rivalries and conflicts
between the SoraSomin, with some believing that
the knowledge of how to properly use the Remokin
should be available to all instead of only being the
purview of the Descendants.
If any involved in this schism notice the
dangerous similarities between this conflict and the
one that started the Whisper War, theyve yet to voice
it aloud.
Starting Benefits
Legacy Ability: Mystic Glaive
+1 STR, +1 AGI, +1 INT, +2 Melee Combat
Advanced Skill (Remokin), +2 Ranged Combat
Advanced Skill (Remokin)
SoraSomin Today
Legacy Trait
245
LEGACY VIRTUES
HEARTSEEKER
When Irishintel the Skylord refused to relinquish
her Argasheel during the Great War, she caused many
Descendant casualties. Her exceptional speed and agility
m
ma
made
de llanding
andi
ding
ng ssignificant
ign
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nifi
fica
cant str
strikes
riik
kess aga
against
gain
inst
s h
her
er in co
combat
omb
mba
at
near
ne
nearly
arly im
impossible.
mpossi
mpos
sibl
ble.
e. The
The SoraSomin
Sor
oraSo
omi
m n eventually
even
ev
entu
ual
a ly developed
ed
an
n ele
elegant
egantt solution
sol
olut
ol
utio
ion
n to her eerratic
r at
rr
a ic
i m
movements.
ovvements.. Th
T
They
heyy
created
cr
reate
ted spec
special
cial ar
a
arrows
rows inf
infused
fussed w
with
itth ggr
great
rea
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m
magic
agiic tth
that
hat
a
on
once
nce
c ffired
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ir
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ould
ld ttrack
rra
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c her
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ovveem
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target:
rget: He
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heart.
arrt.
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min
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th
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neent
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nt. Th
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The
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arrow
rro
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becomes
ecome
mees seeking
seek
ek
kin
ing and
and will
w lll make
wi
mak
ke u
un
unnatural
nn
na
atu
tural
movements
m
mo
veme
meent
m
nts to
to find
fin
ind its
its target.
it
targ
ta
rg
get.
5Z
5ZQF
ZQF Legacy
Leg
egac
acy
AT:
LR
AT
T: L
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IN
NT
Cost:
Cost
Co
stt: 1
100
00 energy
00
en
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Range:
Ran
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Duration:
Du
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on
n: Instant
n:
In
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ntt
246
2
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(40c)
Special
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HAILSTORM
When armed forces were in situations without
archer support, a lone SoraSomin could offer a
bombardment of arrows. This capacity offered the
accompanied troops substantial tactical advantages.
The lone SoraSomin didnt betray the ability to unleash
arrow fire as a squad of archers would, and they were
only one mouth to feed instead of many.
The SoraSomin empowers an arrow with
elemental energy and fires it overhead. The arrow
bursts, magically splitting into a hailstorm of arrows,
which rain down over a target area.
5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: Weapon
Duration: Instant
Base Success: A circular area 20m in diameter
is bombarded by incoming arrows. All targets inside
the area take weapon damage x 2 as multiple arrows
reach their mark.
(1c) Range Adjustment: +2m beyond
weapons allowable range
(2c) Size Adjustment: +10m diameter to
affected area
(2c) Damage Adjustment: +1
(15c) Special Adjustment: Fire Burst
The affected area is instead blanketed with fire
arrows; all damage is considered Fire damage.
The area erupts in fire at the beginning of the
following phase, dealing LR + 25 damage
(Fire) per phase for 4 phases to those still in
the original area of effect
(15c) Special Adjustment: Ice Burst
The affected area is instead blanketed with ice
arrows; all damage is considered Cold damage.
The area is frozen in ice at the beginning of
the following phase, dealing LR + 25 damage
(Cold) to all targets remaining in the area as
they are frozen in a block of ice, losing their
actions for the rest of the phase. During this
time they are unable to act, and cannot be
affected by spells or weapons. The ice melts
at the beginning of next phase, and combat
resumes normally
(15c) Special Adjustment: Lightning Burst
The affected area is instead blanketed with
lightning arrows; all damage is considered
Electricity damage.
SHOCKWAVE
Splitting the earth is no small feat of magic. For
a SoraSomin to rip the ground asunder, sending
shockwaves that took armored men clear off their feet,
is a display of skill I hope never to see on the battlefield
again.
The SoraSomin strikes the earth in front of
him with a mighty blow from his glaive, sending out
shockwaves in all directions and causing the ground
to split open.
5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: Weapon
Duration: Instant
Base Success: Shockwaves travel forth from the
SoraSomin, hitting all enemies within 15m for 25
damage (Impact).
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact
(5c) Special Adjustment: Forceful Impact
All enemies hit by the shockwave are knocked
backwards 5m and rendered prone
(10c) Special Adjustment: Elemental Strike
You may choose any or all of the damage done
to be elemental of any type
(15c) Special Adjustment: Chasm
The ground opens up in front of the SoraSomin,
creating a 5m wide chasm approximately 10m
long in any direction the SoraSomin chooses
(20c) Special Adjustment: Getting Technical
You may choose any special effect or special
adjustment from any SoraSomin glaive
technique and add it to the effects of the
shockwave
2
247
LEGACY ABILITIES
MYSTIC GLAIVE
The Remokin of the SoraSomin is magical in
nature, designed by the greatest Descendant mages.
Centuries have been spent attempting to perfect the
creation and enhancement process.
One of the latest steps in its evolution is the
Glaive shift, allowing these ranged warriors to not
only defend themselves when confronted, but go on
the z in melee combat.
&GGFDU The SoraSomin may conjure their
Remokin into their main hand once per day as an
IFU action. Once per phase, as an Instant, Untested
action, they may switch between bow or glaive form
for the cost of 5 mana.
If the Remokin is lost or destroyed, they must
wait 24 hours to resummon it. The Remokin may
hold one Elemental Charge at a time which can be
generated through the use of their various Legacy
abilities. New charges will replace existing ones.
Shifting forms causes the current charge to be lost.
Charges last for a single strike or arrow loosed.
ARCHERY MASTER
Their skill with a bow was unmatched. One
accounting speaks of a SoraSomin firing a bow as
dragonfire swallowed them. The shot soared through
the fire, past the dragon and struck a weak point in a
nearby Skylords scales. It was an impossible shot, yet
the Skylord is dead
&GGFDU You gain a +3 bonus to your Remokin
Bow ATs. In addition, the range is increased by 20m
per category, and the speed rating increased by 5.
You also gain a permanent +1 to Agility.
GLAIVE MASTER
I remember seeing only a flurry of blades. Every
swing was met with a hard counter, every misstep led to
a wound. Such a combination of technique and ferocity
is beyond me.
&GGFDU You gain a +3 bonus to your Remokin
Glaive ATs. In addition, the mana cost to switch
Remokin forms is now 0, and you may summon the
Remokin an unlimited number of times per day. You
also gain a permanent +1 Strength.
ARCANE AMMUNITION
True magic is knowing not how to serve the
elements, rather knowing how to make them serve you.
SoraSomin need not even have arrows to imbue, their
power IS the arrow.
&GGFDU Instead of drawing an arrow from a
quiver, you may draw your bowstring, conjuring a
magic arrow directly into nocked position for the cost
of 2 mana. This arrow adds +5 elemental damage of
the appropriate type to any SoraSomin Legacy ability.
Requirements: AGI 6
AT: Ranged Combat (Remokin) + AGI
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15 / 25 / 35
Damage: 25 (Piercing)
Speed: 25
Requirements: STR 5
AT: Melee Combat (Remokin) + STR
Damage: STR + 15 (Slashing)
Threat: 6
248
8
ARCANIS
The whole process is effortless for a Sorasomin. They
feel magic, breathe it, weave it. An arrow draws back as mere
wood, and fires as something more.
The SoraSomin charges their Remokin with an
Elemental Charge of eldritch energy, causing the next
arrow fired to be empowered by Arcanis. Arcanis may be
used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by an Arcanis empowered
arrow suffer normal arrow damage plus 15 damage
(Arcane).
(2c) Strength Adjustment: +1 Arcane
(10c) Special Adjustment: Conversion
Converts all weapon damage done to Arcane
damage.
AQUANAEA
Water is unique among the elements for being equally
nurturing and destructive. Healing wounds or causing them
to bleed excessively, SoraSomin use water to their advantage
as needed.
The SoraSomin charges their Remokin with an
Elemental Charge of magical water, causing the next
arrow fired to be empowered by Aquanaea. This arrow
may be fired into the air over a target area. The arrow
bursts with energy at the SoraSomins command, raining
down healing waters below. Aquanaea may be used once
per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: 2 phases
Base Success: An area 10m in diameter within the
Remokins range is covered in healing rain, healing all
allies in that area for 5 Health per phase for 2 phases.
Striking a target directly with the arrow delivers healing
rains effects instantly to that target.
(2c) Size Adjustment: +1m diameter
(3c) Strength Adjustment: +1 health recovered
per phase
(10c) Duration Adjustment: Refreshing
+1 phase duration to healing rain
(10c) Special Adjustment: Extinguisher
Healing rain puts out all natural fires in the affected
area, Magical fire is immune to this effect
2
249
EKLARA
Hard, strong, and unyielding. All characteristics of the
earth that the SoraSomin bring effortlessly to the battlefield.
The SoraSomin charges their Remokin with an
Elemental Charge of magical earth, causing the next arrow
fired to be empowered by Eklara. Eklara may be used once
per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: 4 phases
Base Success: Targets hit by an Eklara empowered
arrow suffer normal arrow damage plus 10 additional
damage (Impact). On the following phase the arrow begins
to pulse tremor, damaging all targets within 3m of the
arrow for 10 damage (Impact) for 4 phases.
(2c) Strength Adjustment: +1 Impact
(10c) Duration Adjustment: +1 phase duration to
pulse tremor
(10c) Special Adjustment: Unbalancing
Anyone caught in the pulse tremor becomes
unbalanced, incurring a -2 penalty to all ATs
GLACIANAE
The power of frost can slow down an enemy, hold them
in place, or prepare them for further punishment.
The SoraSomin charges their Remokin with an
Elemental Charge of magical ice, causing the next arrow
fired to be empowered by Glacianae. Glacianae may be
used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by a Glacianae
empowered arrow suffer normal arrow damage plus
10 damage (Cold). In addition, targets have their
movement speed reduced by .
(2c) Strength Adjustment: +1 Cold
(10c) Special Adjustment: Frozen
Targets are rooted in place for 1 phase and receive
a -4 penalty to defensive ATs.
phase.
250
0
LAVA STRIKE
The touch of lava is as excruciating as it is
debilitating. A SoraSomins ability to execute such
control over a volatile element is a testament to their
mastery.
The SoraSomin charges their Remokin with an
Elemental Charge of magical fire, causing the next arrow
fired to be empowered by Lava Strike. Lava Strike may be
used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: 4 phases
Base Success: Targets hit by a Lava Strike
empowered arrow suffer normal arrow damage plus 10
damage (Fire). The target is set Ablaze, suffering 8 damage
(Fire) per phase for the next 4 phases. This effect does
not stack.
(2c) Strength Adjustment: +1 Fire
(3c) Strength Adjustment: +1 damage
(Fire) per phase to Ablaze
(10c) Duration Adjustment: Wildfire
+2 phases duration to Ablaze
SKYFURY
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251
SORCERER
Legacy: Elements
Beefo
Before
fore
re tthe
he rise
ris
i e of Ranath, people thought of
Sorcerers as anyone who practiced magic with the
intent of war, but after Ranath became a nation, people
understood that there was a vast difference between
practicing magics for destructive purpose and being a
true Sorcerer.
The circle of Ranath was a group of genuine
Sorcerers, practitioners of magic in the highest form.
They could bend magic in ways like no other, from
raining destruction upon entire armies to creating
enormous sources of mana. After watching the circle
of Ranath rise to power, all of Laruna learned that
calling a magic practitioner a sorcerer was much like
calling a child with their flute a musician.
DESCRIPTION
Masters of magical destruction, Sorcerers enjoy
prowess and versatility with spells unrivaled by other
archetypes.
HISTORY
Throughout Larunas history there have been
many people who have reached levels of prowess
with magic that caused others to call them Sorcerer.
By modern accounting though, it wasnt until the
Circle of Ranath came to power that people gave an
exact meaning to the term.
The Circle was a group of exceptionally powerful
mortal mages that had taken the study of magic to an
unheard of level of devotion besides that of Alshara
himself. In particular, they excelled at manipulating
raw magic power and the four elements of the world.
They viewed understanding the primal forces as the
true study of magic and displayed its potential in
spectacular fashion. Time and again the Circle had
entire mercenary forces swallowed by the earth,
armies blown away in vast tornados, or villages
drowned in endless flooding.
This flagrant use of destructive power did not go
without earning the Circle enemies. Their conflicts
with the Sentinels of Highland are the stuff of legends,
as are the tales of Shadowmancers hunting them
from darkness of their own sanctums.
Legacy Arc
+1 Spell
+20 Mana
+2 Elemental
Magic
+1 Ability
+2 INT
252
2
+1 Spell
+20 Mana
+2 Elemental
Magic
+1 Ability
+1 Spell
+20 Mana +2 INT
+2 Elemental
Magic
SORCERERS TODAY
Sorcerer Legacy Cearers are viewed with
a level of suspicion and scorn
unmatched by any other Legacy,
save for some of the Dark.
While not everyone has the
same moral compunctions
when it comes to Light or
Dark, everyone has an opinion
on magic. Although there
are those humans who
still view Alshara as a
hero, most of the other
mortal races have a
grim opinion on the
human who brought
such devastation to
Laruna. Is it any
wonder then,
that those who
are most
capable
of following
in Alsharas footsteps
are seen as a potential
threat? Of course, those
same sidelong glances
often turn to pleading
looks once rumors of a
Kreesh start circulating.
STARTING BENEFITS
Legacy Ability: Alsharas Legacy
+2 INT, +15 Mana, +2 Elemental Spells, +1 Spell
(any)
LEGACY TRAIT
Megalomaniac: The quest for power is all
consuming for the Sorcerers. You may not pass
up any opportunity to acquire knowledge
of a spell, possession of a magic item,
or gain Legacy from a Nexus.
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253
LEGACY VIRTUES
ELDRITCH NEXUS
Common wizards were made ever more dangerous
with a Sorcerer at hand. Crafting powerful focal points
of mystic energy, a single Sorcerer could ensure that
even a group of ordinary wizards could draw upon
extensive amounts of power.
The Sorcerer focuses his eldritch energy into a
small area, forming a giant, floating, arcane crystal
which is used as a mana repository. All allied casters
within its range may draw upon the crystal for mana,
using its reserves in place of their own.
5ZQF Legacy
AT: LR + INT
Cost: 100 energy
Range: 100m
Duration: Until Mana is Drained
Base Success: A floating crystal is formed with
containing 300 mana. The crystal is immobile, and
may not be accessed by targets you deem hostile. The
crystal emits a powerful aura approximately 50m
from its base. Any allied caster within the aura may
choose to spend mana from the crystal instead of
their own when casting a spell. A Sorcerer may use
this mana in conjunction with Mana Shield. You may
choose to dispel the Nexus as an IFU action and may
only have one Nexus in existence at any given time.
The Nexus has 500 Health, and its Protection and
Armor is equal to your Legacy Rank.
(2c) Strength Adjustment: +10 mana
(10c) Special Adjustment: Leash
You may attach an ethereal cord to the crystal,
allowing you to move it around. For this purpose
the crystal has a weight of approximately 10kg
and flies at your base movement speed; It must
be pulled along
(10c) Special Adjustment: Psionic Link
All allied casters within range may choose to
have their spells originate from the crystal
instead of their normal origin points
(25c) Special Adjustment: Shield Battery
All allied casters are considered under the
effects of Mana Shield at its base success for
the duration, using mana from the battery as
desired
254
254
Meteor Storm
Power Adjustment
255
LEGACY ABILITIES
ALSHARAS LEGACY3$66,9(
Alsharathe first mortal to harness the power
of the Argasheel. Mortals have always been able to
manipulate mana, but god-magicthis was something
different.
&GGFDU All effects and damage done by
your spells ignore an amount of Protection and
Resistance equal to your Legacy Rank.
BELLUM MAGICA
Boom.
The Sorcerer spends a phase harnessing the
Argasheel, then infuses it into his next spellcast.
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: Self
Duration: Instant
Base Success: Your next spell cast gains 30
additional CAP to be spent on damage adjustments.
(2c) Strength Adjustment: +1 CAP
(30c) Special Adjustment: Harness Master
You may immediately cast a spell after this
ability is used as a Free action. The spell must
be declared at the time you declare Bellum
Magica.
256
6
CONVERSION(PASSIVE)
I learned from a dragon that it is not always
the most powerful Sorcerer that wins, rather the one
who lasts longest. Pit fighters preach of the need for
endurance, but Sorcerers know this all too well.
&GGFDU Whenever you deal spell damage of any
kind, you may convert the first 10 points into mana.
The target of the spell does not take this damage. If
a spell hits multiple targets, you may choose which
targets Conversion affects, but cannot exchange a
more than the total of 10 points. You also gain a
permanent +10 .ana.
EXTENDED REACH(PASSIVE)
Everyone has heard about the long arm of the
law, but its the limitless reach of a damn Sorcerer you
need to be wary of. Ive heard of a young man who
took a gate to the other side of the Tyris tol Gry only
to find a mana prison waiting for him when he set
foot out of the gate. Damn Sorcerers.
&GGFDU Upon a spells Base Success, you receive
5 free CAP to be spent on Range Adjustments.
HIGHER MIND(PASSIVE)
A Sorcerers life is one filled with study of
the arcane. The constant practice of magic and
memorization of tomes gives them enhanced mental
prowess.
&GGFDU You gain a permanent +30 mana and
+1 to Intellect.
MANA SHIELD
Sorcerers are never defenseless. They have been
known to bend their own mystic power into a shield to
protect them from harm. While exhausting, this ensures
that they are never helpless victims of violence.
The Sorcerer surrounds himself with
concentrated mana streams which protect them from
harm.
5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: Self
Duration: 10 phases
Base Success: Half of all damage taken (after
protection and armor) is subtracted from your mana
pool instead of your Health. This may
be deactivated at any time. If
you do not have enough
mana to pay the
cost, it is instead
subtracted from
your Health.
257
2
5
STORMBORN
Legacy: Elements
Description
Empowering their weapons with lightning,
Stormborn are devastating warriors capable of
striking multiple opponents with energy, and
traversing battlefields quickly for tactical superiority.
History
For more than two ages the Fae kingdom of
Moolsheel has been ruled over by a single family.
Their fae bloodline have been called Stormriders
by their people and they command exceptional
ability with lightning and air magics.
As is customary for the Faefolk, outsiders
who perform deeds in service to Moolsheel are
granted legendary gifts as payment. One such
gift was given as a reward to a human warrior
who stood bravely against wild beasts to save a Fae
woman he believe in harms way.
258
Legacy Arc
+15 Health
+30 Stamina
+2 Elemental
Magic
+1 Ability
+3 Resistance
(All)
+2 END
+3 Protection
(All)
+1 Ability
+3 Resistance
(All)
+1 STR
+2 M. Combat
+1 Elemental
Spell
The fae was none other than one of Moolsheels
stormriders and she watched the human nearly give
his life in a vain attempt to save hers. Once he fell,
she dispatched the beasts and tended to his wounds
before bringing him to see her queen.
The Queen of Moolsheel was moved to tears
as her handmaiden recounted the tale of a human
selflessly fighting, and nearly dying, so a strange
fae could live on. When the tale was finished, she
commanded that the human be bathed in the Pool of
Tears and be trained by her stormriders.
He rose from the Pool of Tears as the first of his
kindStormborn. He would be the first in a line of
warriors that would learn how to command the storm
as the fae had and wield its ferocity in battle against
anyone deserving of such ire.
Over the years, the Stormborn lineage bore
many noteworthy warriors, though they did not all
share the nobility of their progenitor. Regardless
of their purpose, Stormborn and their overbearing
presence on the battlefield became the stuff of legend
and many were actively sought after by military
leaders in the hopes of gaining their power.
Starting Benefits
Legacy Ability: Charge
+1 STR, +3 END, +15 Stamina, +2 Melee
Combat
Legacy Trait
Hero: First to battle, Stormborn could never
wait behind their kin. When fighting breaks out, you
may not avoid entering the fray, nor retreat from
battle.
Stormborn Today
Lightning itself has served as a symbol of
uncontrollable power since the beginning of mankind,
and the name Stormborn has given that power
form. The ancient tale of the Queen of Moolsheel
echoes in the mind of the Stormborn as a reminder
that their mighty power is not one to be used lightly.
259
LEGACY VIRTUES
LIGHTNING WEAPON
When we were surrounded by the armies of men,
she reached upwards and called for a lighting bolt from
the sky. In her hand arrived a spear of skyfury. It was
living lightning, and she wielded it with precision and
purpose. She was our queen by birth, but after that
night, she was our queen by victory.
The Stormborn calls down lightning from the
heavens, solidifying it into a godly weapon in their
hands.
5ZQF Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: A one-handed weapon of god
power is created with the following statistics:
Requirements: Stormborn
Weight: None
Threat: 20
AT: LR + STR or AGI
Damage: 25 (Electricity)
(1c) Damage Adjustment: +4 Electricity
(1c) Damage Adjustment: +1 Electricity
(4c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Bonded
You may recall the weapon to your hand as an
IFU action
(15c) Special Adjustment: Divine
Damage from this weapon may not be reduced
by any means
(20c) Special Adjustment Unstoppable Force
This weapon may not be blocked or parried by
non-magical weapons or shields. Opponents
engaging the Stormborn in melee with
mundane weapons are treated as surprised and
their weapon or shield cut in half.
(30c) Special Adjustment: Slayer of Corruption
Any Corrputed or Kreesh of huge size or smaller
hit by this weapon must succeed on a 30%
chance test or lose a limb when struck
260
260
STORMLORD
Deep within the forests of Moolsheel lie the
remnants of the Faerie kingdom. They maintain such
a connection to the elements that their champions are
said to become one with The Storm itself. Even though
their kingdom is no longer the great threat of old, the
power that their warriors wield is still a force to be
reckoned with.
The Stormborn converts their entire body and
all their possessions into a living embodiment of
lightning.
5ZQF Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: The Stormborn gains +5 STR
and +5 AGI. All successful strikes deal +10 damage
(Electricity).
(1c) Damage Adjustment: +1 Electricity
(3c) Strength Adjustment: +1 STR
(3c) Strength Adjustment: +1 AGI
(10c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Unleashed
Lightning shoots outward from your person,
striking all enemies within 10m for your LR+15
damage (Electricity) each phase
(15c) Special Adjustment: Enhanced Chain
All melee strikes hit up to 2 additional targets
within 3m
(25c) Special Adjustment: Purity
You become immune to mortal magic from all
sources, and Legacy-bearing creatures add 10
to the difficulty of their Legacy abilities when
targeting you
(35c) Special Adjustment: EMP
Upon transforming, you release an EMP, which
disables all magical items within 50m for 5
phases
261
LEGACY ABILITIES
CHAIN
Like a vortex of raw electrical energy that dances
across a battlefield, an experienced Stormborn leaves
little in his wake.
&GGFDU All Electricity damage produced by
your abilities and strikes now hit one additional
target within 3m of the original.
CHARGE
One never knows when the Stormborn will choose
to release their violent energy. One thing is for certain
though, those on the receiving end rarely live to tell
the tale.
The Stormborn links their essence to a held
weapon. The weapon appears to coarse with wild
electrical energy. Future strikes will do extra
Electricity damage.
5ZQF Legacy
AT: LR + STR
Cost: 5 stamina
Range: Self
Duration: Until weapon is sheathed or dropped.
Base Success: Your weapon is charged, dealing
10 additional damage (Electricity) with any strike.
(2c) Damage Adjustment: +1 Electricity
(10c) Special Adjustment: Overcharge
You may sacrifice stamina to increase the
damage of a strike at a rate of 2 stamina: 1
damage (Electricity). You must declare this
expenditure at the same time you take your
melee combat AT. Bonus damage gained from
Overcharge may not exceed your Legacy Rank.
(10c) Special Adjustment: Shock Value
Successful strikes cause targets to become
shocked, moving at normal movement speed
for 2 phases.
DISTORTION FIELD
Some Stormborn are able to wrap themselves
ves
es sso
o
tightly in The Storm, they are barely recognizable.
blee. A
humanoid blur in combat, their cocoon is hard to p
pierce,
ierce,
e
magic being torn asunder before it ever reaches
es th
the
target.
The Stormborn focuses their energy to form
rm a
an
n
electrical bubble around themself.
5ZQF Legacy
AT: LR + END
Cost: 15 stamina
Range: Self
Duration: 2 phases
Base Success: You gain +25 RES (All) and
and
an
+10 PRO (All)
(4c) Strength Adjustment: +1 PRO (All)
(4c) Strength Adjustment: +1 RES (All)
(10c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Argashield
You are immune to non-Legacy based magical
cal
damage or effects for the duration
CONDUIT
Not all Stormborn release their energy outwardly.
Some are able to capture the lightning and internalize
it, to great effect. It feeds them, fuels them, and makes
them stronger.
&GGFDU You absorb up to 10 magical damage
of any type per phase, converting it to 10 Stamina.
This is applied before Protection. You also gain a
permanent +1 to Endurance.
262
2
LIGHTNING SPEAR
When confronted with an enemy out of reach, the
Stormborn has several options at their disposal. One
of the more awe inspiring options is that of Lightning
Spear. Forming a bolt of lightning in your hands and
throwing it at an opponent tends to have a jarring
effect when witnessed.
The Stormborn produces a lightning bolt from
their main hand, roughly in the shape of a spear, and
hurls it at a target.
5ZQF Legacy
AT: LR + STR
Cost: 15 stamina
Range: 30m
Duration: Instant
Base Success: The target suffers 20 damage
(Electricity).
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Electricity
(10c) Special Adjustment: Blown Away
The target is knocked back 5m upon impact
(25c) Special Adjustment: Return to Sender
An electrical cord forms, linking you to the
spear. After dealing damage, you may tug the
cord, pulling targets of large size or smaller
into melee range. Legacy-bearing creatures may
make a contested LR AT to resist this effect
5ZQF Legacy
AT: LR + END
Cost: 25 stamina
Range: 10m
Duration: Instant
Base Success: You teleport up to 10m, passing
through a chosen target. The target takes 20 damage
(Electricity). This may be used to disengage from
melee combat.
(2c) Damage Adjustment: +1 Electricity
(2c) Range Adjustment: +1m
(10c) Special Adjustment: Circuit
You may pass through a second target, dealing
of the total damage (Electricity)
THUNDERCLAP
When their hands came together it sounded as if
the world exploded, and afterwards there was nothing.
The roar of battle was gone. The clanking of steel, the
cries of the fallen, even the crackling of lightning, all
gone.
The Stormborn claps their hands together,
sending out a shockwave of deafening sound.
5ZQF Legacy
AT: LR + STR
Cost: 15 stamina
Range: Self
Duration: 2 phases
LIMITLESS
Stormborns are known for their unyielding
stamina and perseverance. They say lightning never
strikes the same place twice. I know that to be a lie, for
I have seen it strike again, and again, and again, and
again.
&GGFDU You gain +20 Stamina and
regenerate 1 Stamina per phase. You also gain a
permanent +2 Endurance.
STORM RIDER
The Stormborns connection to The Storm grows
steadily, ever increasing to the point of mastery. Those
who delve into its depths have learned to become
one with lightning, and are able to unleash it with
devastating effect.
The Stormborn focuses their energy for a
moment, their entire body transforming into electrical
energy within seconds.
UNSHACKLED
Stormborn who spend their time practicing in the
realm of mortal magics will find that their connection
to the Storm is not limited to the Argasheel
&GGFDU When casting any Air spell,
Alternate Base Successes cost 5 less CAP. You
also gain a permanent +2 Intellect.
2
263
264
4
2
265
LIGHT SPELLS
HEAL
Refreshing light energy caresses a target,
restoring them of lost health.
Type: Light, Healing
Cost: 15 mana
Range: 10m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +10 Health
Base Success: The target regenerates 15 Health,
their wounds close, and any bleeding stops.
(1c) Range Adjustment: +1m
REGENERATE
Regenerate will return a body back to its
healthy state in short time.
Type: Light, Healing
Cost: +20 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +10 Stamina
Base Success: The target regenerates 5
Health per phase and any lost limbs or pieces
of body will regrow over the next 5 phases. This
only affects living targets. This effect does not
stack.
(1c) Range Adjustment: +1m
(3c) Strength Adjustment: +1 Health regenerated
per phase
RESTORATION
This powerful touch of Sadreen will return
a target back to its original state, removing all
injury, missing parts, and attribute loss.
ILLUMINATE
A targeted area glows brightly with magical
sunlight.
Type: Light, Celestial
Cost: 10 mana
Range: 20m
Duration: 10 phases
On Hit Enchant: None
Passive Enchant: Illuminate, +10 process difficulty
266
6
FLASH
This spell causes an extremely bright flash
directly in front of the targets eyes, blinding
them momentarily.
Type: Light, Celestial
Cost: +5 mana
Range: 20m
Duration: Instant
On Hit Enchant: Blinded as per spell
Passive Enchant: None
Base Success: The target is blinded and
suffers a -4 penalty to all ATs requiring vision
and their vision range is halved for 3 phases.
Anyone engaged in melee (and on eye level)
with the target will suffer the same effects unless
otherwise prepared. This has no effect on blind
targets or targets without eyes.
(1c) Range Adjustment: +1m
(10c) Strength Adjustment: -1 to ATs
(10c) Special Adjustment: Flashbang
Vision is reduced to 1m for 3 phases
WISP OF LIGHT
A living ball of light forms, assisting the
caster in multiple ways. The wisp is about the
size of a large cantaloupe and flies erratically
through the air.
Type: Light, Celestial, Summoning
Cost: +5 mana
Range: 20m
Duration: 5 phases
On Hit Enchant: Forces invisible creatures to
become visible for 1 phase
Passive Enchant: None
Base Success: A single wisp of light
forms to do your bidding. Each phase you may
command it to perform a different task, its
action taking place immediately after yours each
phase, regardless of reaction order. The Wisp
has a movement range of 50m per phase, and
all of its abilities require it to touch a target to
function. Any task performed by the Wisp uses
the original ATR of this spell, and does not cost
mana.
(Attack!)
The Wisp rapidly flies to a target, performing
Flash as per the spell.
(Heal!)
The Wisp rapidly flies to a target, performing
Heal as per the spell.
(Defend!)
The Wisp rapidly flies to a target, performing
Protect as per the spell.
(Help!)
The Wisp rapidly flies to an area performing
Illuminate as per the spell.
(1c) Range Adjustment: +1m
(4c) Duration Adjustment: +1 phase
(8c) Special Adjustment: Bring a Friend
An additional Wisp is summoned. This may
be purchased more than once
LIFESPRING
With this spell, the caster is able to conjure a
magical font. When touched by a creature, the font
restores a portion of their Health or Stamina.
Type: Light, Healing
Cost: 20 mana
Range: 2m
Duration: 5 phases
On Hit Enchant: +10 Health
Passive Enchant: None
Base Success: A magical font made of light
appears. It is unable to be damaged by any means
other than a dispelling effect. Any creature touching
the font may choose to restore Health or Stamina.
Whichever is chosen is restored at a rate of 5 per
phase for as long as they remain in contact with the
Lifespring.
(1c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 Health or
Stamina restored per phase
(25c) Alternate Base Success: Radiant Healing
(45c) Alternate Base Success: Healing Rain
2
267
RADIANT HEALING
LINGERING SPIRIT
HEALING RAIN
REBIRTH
268
8
RESURRECTION
One of the most sought after powers in all
of Laruna, this feat returns the dead to life.
Cost: +40 mana
Range: Touch
Duration: Instant
Type: Light, Healing
On Hit Enchant: None
Passive Enchant: None
Base Success: A willing, deceased target
that you touch is brought back to life with half
their total Health and Stamina. They will have
no Mana. Wounds will close, poison and disease
will be removed and vital parts and missing
limbs will regrow. Attribute loss and Curses
will remain. The target must not have died from
natural causes and may be dead no longer than
1 year.
(5c) Special Adjustment: Beckon
The target may be dead up to 5 years
(10c) Special Adjustment: Distant Call
The target may be dead up to 25 years
(15c) Special Adjustment: Invigorate
The target is brought back to life with full
Health and Stamina.
DESTINY
Further strengthening of your bond with
the stars, you receive a more influential blessing.
Proof that you are destined for greatness.
Type: Light, Celestial
Cost: +15 mana
Range: Self
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 Leadership skill
Base Success: You may roll twice for each AT
you attempt, keeping the higher of the ATRs.
MOON TOUCHED
Invoking the very heavens to action, the
caster bathes in moonlight and receives a blessing
depending on the phase of the current moon.
2
269
SKYFALL
SHIELD
INVULNERABILITY
A Celestial Guardian may be found on page 405.
PROTECT
A magical barrier of light surrounds the target,
protecting them from physical harm.
Type: Light, Protection
Cost: 15 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 ARM (choose a type)
Base Success: Target receives +10 ARM (All).
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 ARM (All)
(25c) Special Adjustment: Barrier
Once per phase, mundane weapons have their
damage reduced to 0
(25c) Alternate Base Success: Shield
(45c) Alternate Base Success: Invulnerability
270
0
REMOVE POISON
CLEANSE DISEASE
REMOVE CURSE
Curses are among the most difficult things
to purge, but this final step will do so.
Type: Light, Healing
Cost: +25 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 PRO (Curse)
Base Success: The target is cured of any
Curse created with an ATR of 44 or less. Curses
created by Legacy abilities gain +20 to their
ATR for the purposes of Remove Curse.
2
271
SANCTIFY
TEMPLE
HALLOWED GROUND
The caster is now able to bless a small area
with Light, helping to protect those inside against
hostile magic, and thwart the efforts of darkness.
272
2
STARLIGHT
A small shimmering orb of celestial light appears
nearby, granting all who touch it enhanced magical
abilities.
Type: Light, Celestial, Enhancement
Cost: 15 mana
Range: 5m
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Celestial)
STARBURST
This mote of light now carries a charge, able
to be sent forward to explode upon your enemies.
Type: Light, Celestial
Cost: +10 mana
Range: 50m
Duration: Instant
On Hit Enchant: Blinded as per spell
Passive Enchant: +5 Celestial DMG to
Celestial type spells
STARFALL
Full command of the light sends streaking
motes of light down from the sky to burn
your enemies and illuminate the area.
Type: Light, Celestial
Cost: +25 mana
Range: 100m
Duration: 5 phases
On Hit Enchant: -5 PRO (Celestial) for two
phases
Passive Enchant: +1 to Celestial type spell ATs
Base Success: You cause beams of Celestial
light to shoot down from the sky in a 50m wide
circular area, dealing 50 Damage (Celestial) per
phase to all enemies in the area. In addition,
ATs made to hide or turn invisible are done at a
-20 penalty. This may be used indoors, as light
sources will appear overhead and project beams
downward.
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +2m wide area
(1c) Damage Adjustment: +1 Celestial
(10c) Duration Adjustment: +1 phase
2
273
DARK SPELLS
ACID SPIT
This caster projects a glob of caustic acid from
his mouth onto his enemies, splattering them with a
disgusting green ichor.
Type: Dark, Acid
Cost: 12 mana
Range: 5m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Acid)
Base Success: The target takes 10 Damage
(Acid) each phase over the next 3 phases.
(3c) Range Adjustment: +1m
(4c) Damage Adjustment: +1 Acid
(5c) Duration Adjustment: +1 phase
(25c) Alternate Base Success: Acid Cloud
(45c) Alternate Base Success: Acid Rain
ACID CLOUD
By concentrating the acid into an area
outside the body, the caster draws forth the
substance from the surrounding environment,
creating a cloud of the deadly chemical.
Type: Dark, Acid
Cost: +13 mana
Range: 50m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Acid DMG to Acid type
spells
Base Success: A cloud of acid 20m in
diameter and 5m high forms, dealing 15 Damage
(Acid) each phase to all creatures caught within,
and reducing vision range by .
(2c) Range Adjustment: +1m
(2c) Size Adjustment: +1m wide or high
(2c) Damage Adjustment: +1 Acid
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Lingering Burn
Targets that leave the area of effect continue
to take damage as though they were inside, for
two additional phases.
274
4
ACID RAIN
This final step projects a large quantity
of concentrated acid into the clouds above,
creating a devastating pour of acid rain.
Type: Dark, Acid
Cost: +28 mana
Range: 50m
Duration: 10 phases
On Hit Enchant: -5 PRO (Acid) for two phases
Passive Enchant: +1 to Acid type spell ATs
Base Success: Dark clouds form overhead,
causing Acid Rain to fall over a circular area
100m wide. All creatures and objects caught
within suffer 30 Damage (Acid) per phase. This
rain has a devastating effect on the surroundings.
Buildings will begin to melt away, livestock
will perish and fields will become barren and
inhospitable. This may be used indoors as clouds
will form inside structures or caverns.
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +2m wide
(1c) Damage Adjustment: +1 Acid
(5c) Special Adjustment: Lingering Burn
Targets that leave the area of effect continue
to take damage as though they were inside,
for two additional phases.
CAUSTIC BLOOD
This sinister spell combines the power of acid
and transformation to turn the casters blood into a
corrosive acid.
Type: Dark, Acid, Transformation
Cost: 15 mana
Range: Self
Duration: 4 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Acid)
Base Success: Any time you take Health
damage, all creatures within melee range take 1/2 of
that amount as Acid damage as your blood splashes
them. Anyone in melee range may make an Evasion
AT to reduce the damage by the ATR.
SIMMERING RAGE
CRIPPLE
ABOMINATION
Unleashing the ffull
ulll po
ul
powe
power
er of d
death
ea
ath a
and
nd
transformation allowss th
thee ca
caster to
o mo
m
morph
rph
h th
their
heirr
body into a hideous but
but powerful
poweerful
po
ul creature.
cre
reat
atur
ure.
e
Tran
Tr
ansf
sfor
orma
mation
Type: Dark, Death, Transformation
Cost: +30 mana
Range: Self
Duration: 10 phases
On Hit Enchant: None
ne
Passive Enchant: +10
10
0 Health
H alth
He
Base Success: You
You
o gain
gain +5
+5 STR,
STR, +5 END,
END
D,
-2 AGI, and +100 temporary
mpo
p ra
ary Health.
Healt
lth.
h In addition
additiion
ad
you gain the effects of Caustic Bl
Blood.
loo
ood.
d
275
2
75
DECAY
By further draining the life essence out of an
area, you make it completely inhospitable to life.
Type: Dark, Curse, Death
Cost: +10 mana
Range: 50m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Curse DMG to Curse
type spells
Base Success: You desecrate a 10m
wide circular area on the ground, causing it to
drain the life of any living creatures within. All
creatures and objects within the area take 5
unpreventable Health loss per phase. This Health
cannot be recovered in any way until the victims
have left the area for at least 1 hour, or have a
successful Remove Curse spell cast upon them. In
addition, plant-life, animals, and objects in the
area will slowly rot and die, at the Dreamweavers
discretion.
(2c) Size Adjustment: +1m wide area
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 phase
(3c) Strength Adjustment: +1 Health lost per
phase
(15c) Special Adjustment: Energy Sap
Targets lose an equal amount of Stamina per
phase
DISINTEGRATE
This powerful beam of destruction turns
objects and creatures alike to ash.
Type: Dark, Curse, Death
Cost: +35 mana
Range: 20m
Duration: Instant
On Hit Enchant: -5 PRO (Curse) for two phases
Passive Enchant: +1 to Curse type spell ATs
Base Success: The target takes 75 Damage
(Curse). This damage may not be healed unless
the victim is the recipient of a successful
Restoration spell.
276
6
CORPSE
Devotees of Dark magic have long ago found
the concept of death a useful tool in their arsenal. By
forcing the body into a deathlike state, the caster can
ward off dangerous poisons and diseases, or pass for
an actual corpse in the eyes of an onlooker.
Type: Dark, Death
Cost: 10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +5 PRO (Disease)
Base Success: You fall completely lifeless. Your
basic metabolic functions come to a halt, suspending
all poison, disease and bleed effects until you awaken.
(The durations of these effects are not lost). While
in this state you are unable to act, but still sense the
world around you. Only those with a form of magical
detection such as Identify or Truesight will be able to
determine the truth.
(1c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Control
You may end the duration at any time as an
IFU action
(25c) Alternate Base Success: Undeath
(45c) Alternate Base Success: Scourge Master
UNDEATH
Delving deeper into the mysteries of death,
the caster may now alter the energies of their
body so fully as to become Undead.
Type: Dark, Death
Cost: +10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: -10 Stamina
Base Success: You are classified as Undead
for the duration, making you immune to poison,
disease, bleed, fear, and mind effects. You no
longer need to breathe, eat, or drink. Healing
effects will instead deal damage as Celestial
damage.
(2c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Control
You may end the duration at any time as an
IFU action.
(15c) Special Adjustment: Dead Nerves
You suffer no wound penalties.
SCOURGE MASTER
Going beyond Undeath, this effect allows
the caster to gain the benefits of being an
Undead Lord, with increased mastery of Dark
magic, and the ability to have a call for dark
minions answered more readily.
DAMNATION
This spell curses a targets fate, making their
actions take a turn for the worst.
Type: Dark, Curse
Cost: 15 mana
Range: 15m
Duration: 3 phases
On Hit Enchant: Damned as per spell
Passive Enchant: -1 to any AT (choose one)
Base Success: The target is damned and must
roll twice for each AT they attempt, keeping the lower
of the ATRs. This is considered a Curse.
(5c) Range Adjustment: +1m
(10c) Duration Adjustment: +1 phase
(40c) Special Adjustment: Twice Damned
Target rolls 3 times, keeping the lowest ATR
(25c) Alternate Base Success: Enmity
(45c) Alternate Base Success: Death
ENMITY
Type: Dark, Death
Cost: +30 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: -10 Health
Base Success: You take on the form of
a powerful undead, gaining all of the normal
benefits of the Undead trait as well as a +6
bonus to all Dark spell ATs. In addition, when
casting a spell that is both Dark and Summon
type, you receive +10 CAP to be spent on
Strength adjustments whenever gaining Base
Success.
2
277
DEATH
Considered one of the most powerful
curses in Laruna, Death is universally feared
among warriors and mages alike.
Type: Dark, Curse, Death
Cost: +20 mana
Range: 20m
Duration: Special
On Hit Enchant: None
Passive Enchant: +1 to Death type spell ATs
Base Success: The target is doomed and
loses 10 Health per phase until dead. This
damage cannot be prevented by any means,
although constant healing will keep the target
alive. This is considered a Curse.
(1c) Range Adjustment: +1m
(5c) Special Adjustment: Control
You may end this Curse at any time as an IFU
(5c) Special Adjustment: Enslave
You may change the time in-between Health
loss to one hour instead of 1 phase
(10c) Special Adjustment: Slow and Painful
The target suffers a -5 to all ATs and double
wound penalties
(15c) Special Adjustment: Quick But Not Quite Painless
FRIGHTEN
A deep and unnatural groan rips from the
casters lips, startling a target in an unsettling and
abrupt manner.
Type: Dark, Fear
Cost: 10 mana
Range: 5m
Duration: Instant
On Hit Enchant: Frightened as per spell
Passive Enchant: None
Base Success: The target becomes frightened,
suffering a -3 Reaction penalty for 5 phases, and
immediately loses 3 CAP from all persistent ATs they
are currently involved in.
278
8
FEAR
The casters eyes briefly flash with a bright
red glow filling someone with unnatural fear and
panic.
Type: Dark, Fear
Cost: +15 mana
Range: 5m
Duration: 1 phase
On Hit Enchant: Afraid as per spell
Passive Enchant: None
Base Success: The target becomes Afraid
(Status Effect), and makes all Defensive ATs at
a -2 penalty.
(5c) Strength Adjustment: Additional -1
Defensive AT penalty
(10c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Flee
The target must immediately leave in the
complete opposite direction of the caster at
the highest speed possible.
HYSTERIA
The caster screams, filling the targets mind
with irrational panic.
Type: Dark, Fear
Cost: +30 mana
Range: 5m
Duration: 3 phases / 8 hours
On Hit Enchant: None
Passive Enchant: Immunity to Afraid, +20 process difficulty
HAUNTING
The caster causes shifting shadows and minor
spirits to plague the target, disorienting them and
inciting fear.
Type: Dark, Shadow, Fear
Cost: 15 mana
Range: 20m
Duration: 5 phases
On Hit Enchant: Haunted as per spell
Passive Enchant: None
Base Success: The target is haunted and suffers
a -3 penalty to PER, and a -10 RES (Dark).
(5c) Duration Adjustment: +1 phase
(5c) Range Adjustment: +1m
(12c) Strength Adjustment: -1 PER
(12c) Strength Adjustment: -1 to RES (Dark)
(20c) Special Adjustment: Shaken
Any fear type spell used against the target may
gain the benefit of a single special adjustment
for free
(25c) Special Adjustment: Paranoia
(45c) Special Adjustment: Lurker
PARANOIA
The targets anxiety is heightened to
unnatural levels, making them perceive that all
nearby persons are conspiring to kill them.
Type: Dark, Fear
Cost: +10 mana
Range: 20m
Duration: 2 phases
On Hit Enchant: Paranoid as per spell
Passive Enchant: None
LURKER
By preying on a targets fears and using
Dark magic to bring them to life, a living
embodiment of Fear spawns to strike down the
target.
Type: Dark, Shadow, Summoning
Cost: +20 mana
Range: 30m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +1 to Fear type spell ATs
Base Success: The targets shadow comes
to life and attempts to kill them. It assumes
the form of a Violence Reaver and mercilessly
attacks until killed or the duration ends. The
target is considered surprised on the phase the
Reaver spawns. A target may only have one
active Lurker at a time.
A Violence Reaver may be found on page 405
2
279
Shadow Bolt
Shadow Web
280
SHADOW PLAY
Achieving ultimate control over the
shadows allows the caster to grow thick
shadowy tendrils from their hands, using them
to enter the targets orifices and do incredible
damage from within.
Type: Dark, Shadow
Cost: +20 mana
Range: 5m
Duration: Instant
On Hit Enchant: -5 PRO (Shadow) for 2 phases
SPECTRAL MINION
Base Success: The target takes 50 Damage
(Shadow), suffers a -2 to all physical attributes
and bleed (10). Attributes cannot be brought
below 1 in this manner, and this effect does not
stack.
(1c) Damage Adjustment: +2 Shadow
(2c) Range Adjustment: +1m
(5c) Strength Adjustment: -1 All Physical
Attributes
(2c) Special Adjustment: Mute
The targets mouth is filled with thick shadow,
rendering them unable to be heard
(3c) Special Adjustment: Stuck
The target may not move more than one step
in any direction and suffers -4 to all ATs that
require movement
UNDEAD MINION
The caster is able to animate a corpse, causing
a skeleton to rise up and do their bidding.
Type: Dark, Death, Summoning
Cost: 20 mana
Range: 10m
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +1 STR to your undead minions
2
281
DEAD ARMY
DRAIN
WEAKNESS
By placing their hand upon a target, the caster
curses them with dark magic, causing their body to
become weak.
Type: Dark, Curse
Cost: 15 mana
Range: Touch
Duration: 10 phases
On Hit Enchant: Weakness as per spell
Passive Enchant: None
Base Success: Targets are weakened, suffering
-2 STR. Strength cannot be brought below 1 in this
manner. This is considered a Curse.
(1c) Duration Adjustment: +1 phase
(12c) Strength Adjustment: -1 STR lost
(25c) Strength Adjustment: Siphon
You gain the lost Strength.
(25c) Alternate Base Success: Drain
(45c) Alternate Base Success: Lifesteal
282
2
LIFESTEAL
With mastery over draining curses, the
caster may now steal the very life essence from
a target, making it their own.
Type: Dark, Curse
Cost: +25 mana
Range: Touch
Duration: Instant
On Hit Enchant: Drains 1 Health
Passive Enchant: None
Base Success: You steal 20 Health from
the target. You cannot exceed your maximum
Health in this way.
(1c) Strength Adjustment: +2 Health stolen
(10c) Special Adjustment: Essence Thief
You restore half as much mana
(15c) Special Adjustment: Slow Recovery
Target may not regain this health by any
means until 1 hour has passed
CALLING SPELLS
ADAPTATION
The caster is surrounded with a faint natural
green energy that adapts to incoming magical
damage, protecting the caster from further harm.
EMBODY
Type: Calling, Nature, Alteration
Cost: 10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 PRO (choose one type)
Base Success: You gain +10 PRO (All). Once hit
with magical damage, this bonus is doubled towards
that type, but lost to all others. For example, when hit
with Fire based damage, your PRO will change from
+10 PRO (All) to +20 PRO (Fire). Once changed, the
new bonus will remain in place until the spell ends.
(5c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Chameleon
The bonus continues to switch upon taking
damage from different damage types.
(25c) Alternate Base Success: Affinity
(45c) Alternate Base Success: Embody
AFFINITY
EARTH
BOULDER
Once per phase, you may hurl a chunk of earth
at an opponent.
Type: Calling, Earth
AT: Calling + STR
Cost: 15 Stamina
Range: 20m
Duration: Instant
Base Success: The target takes 40 Damage
(Impact). Targets make take an Evasion AT to reduce
the damage by the ATR.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact
2
283
AIR
Your body becomes incorporeal, swirling
with wind magic. You gain the following
statistics:
+4 AGI, Flight at base movement speed,
+5 Air type spell ATs, Incorporeal
p
GUST
Blast a powerful flow of air
ir at
at a target.
targ
rgeet.
Type: Calling, Air
AT: Calling + AGI
Cost: 10 Stamina
Range: 20m
Duration: Instant
FIRE
Your body catches
hes fire, continuously
he
cont
co
n in
n u o u slyy
burning for the duration.
on. Parts
Pa
of your
you
ourr body
body
shift back and forth from
om flesh to
t p
pure
ure fl
flame.
lam
ame.
e.
You gain the following sstatistics:
t tistticcs:
ta
+5 Fire type spell A
ATs,
Ts,, Im
IImmunity
m nity to
mu
o Fi
Fire
ire
Damage
BURNING AURA
You deal 50 Damage (Fire)
Fire) per ph
p
phase
asee to a
as
all
ll
enemies within 3m.
ARM
RMOR
MOR
O
WATER
Your body becomess a transl
translucent
lucen
uccent bl
blue
ue as it
i
shifts mostly into a watery
teery sta
state.
ate. Y
You
o g
ou
gain
a n th
ai
tthee
following statistics:
Water Walking, Water
ater Breathing,
Breat
athi
hing
ng,, +5 Water
Water
type spell ATs
GEYSER
One per phase, createe a po
powerful
owe
werful blast o
off w
water
ater
that emerges under a target, lifting them 5m into the
air, forcing them to land prone.
Mystically
Myst
My
stical
ally
l a
altering
lter
lt
erin
ing
g thee re
resilience
esi
sillien
nce o
off a ma
m
material
terial
al
allo
allows
lows
ws the cas
caster
ste
t r to
o cchange
hangee n
ha
normally
orm
mally o
ordinary
rdin
rd
inar
aryy cl
ccloth
oth
in
into
nto
t p
protective
rote
ro
tect
ctiv
ive armor
arrmo
mor without
withou
ut changing
ch
g its
ts flexi
flexibility,
xibi
b liity
t ,
w
weight,
eig
ight
ht, or appearance.
appeara
anc
n e.
Ty
Type:
ype
pe: Calli
Calling,
ing, Transformation
Tran
ansf
nsf
s orma
mati
tion
on
C
Cost:
ost: 10
0 mana
mana
a
Range:
Rang
Ra
nge:
e: T
Touch
ouch
h
Du
Duration:
ura
ati
t on:: 1 h
hour
ourr
On Hit Enchant: None
Passive Enchant: +1 ARM (choose one type)
Base Success: A single article of clothing gains
+5 ARM (All). A person may not wear more than
one article of clothing empowered with Armor of the
effect on each item will be dispelled.
284
4
BLOCK
Using transformative magic, the caster
changes the consistency of their arm allowing it
to be used as a shield without suffering harm.
Type: Calling, Transformation
Cost: 10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: -1 ARM (choose one type)
for two phases
Passive Enchant: None
Base Success: One of your arms hardens
and functions as a shield with the following stats:
Block Rating: 2*
Cover Bonus: 4
Weight: None
*The penalty to ATs normally suffered from
Block Rating is not applied here.
(2c) Duration Adjustment: +1 hour
(8c) Strength Adjustment: +1 block
(10c) Special Adjustment: Grip
After making a Defensive AT using your
Armshield where your ATR exceeded the ATR
of the acting person, you may take a viselike
grip of the targets weapon reducing its threat
to zero until removed from your grip. Freeing
the weapon is a persistent action requiring a
contested STR AT and a resulting accrual of
5 CAP. If Grip is used on an assailant who is
unarmed or wielding body weapons, the target
suffers 5 Health damage and a -3 penalty to all
ATs each phase that Grip is maintained.
RICOCHET
Altering magic around their hand, the
caster is able to swat a spell directed at them
towards another target.
Type: Calling, Transformation
Cost: +15 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 RES (choose one type)
Base Success: A single target projectile
spell may be redirected to a target of your
choosing within 10m, so long as the casters ATR
for the spell does not exceed 35. Ricochet does
not stack. Recasting it will replace any existing
duration.
(1c) Duration Adjustment: +1 phase
(1c) Strength Adjustment: +1 ATR allowed
for Ricochet
(1c) Range Adjustment: +1m
CHARM
With the aid of this spell, a caster is gifted with
enhanced charisma.
Type: Calling, Mind
Cost: 10 mana
Range: Self
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Seduction skill
Base Success: You gain +3 CHM and are given
5 CAP when purchasing or receiving Base Success
from a Social AT.
(8c) Strength Adjustment: +1 CAP awarded
with Base Success
(10c) Strength Adjustment: +1 CHM
(12c) Special Adjustment: Double Talk
You choose to retake any Social AT in a single
phase that did not yield Base Success
(25c) Alternate Base Success: Beckon
(45c) Alternate Base Success: Dominance
2
285
BECKON
By focusing intently on a specific person, the
caster may send out a mental nudge, compelling
the individual to seek them out.
Type: Calling, Mind
Cost: +15 mana
Range: Within City Limits
Duration: Instant
On Hit Enchant: None
Passive Enchant: +1 CHM
Base Success: You concentrate on a single
friendly target or loved one. The target feels a
strange mental sensation that urges them to
seek you out. At this basic level the individual
will not disrupt their daily life in order to make
way to you. Targets in closer proximity will feel
a stronger sensation. (Those within the same
village or city would be highly likely to head
towards the caster).
(5c) Strength Adjustment: Target may be an
acquaintance or someone you are not familiar
with
(10c) Strength Adjustment: Target may be
an enemy or hostile entity
(5c) Range Adjustment: May reach targets
up to 5 Km away
(10c) Range Adjustment: May reach targets
up to 50 Km away
(15c) Range Adjustment: May reach targets
up to 500 Km away
(20c) Range Adjustment: May reach targets
up to 5000 Km away
(5c) Strength Adjustment: Persuade
Target will accept disruption of daily life to
seek you out, but will not put their lives or
those they love at risk
(10c) Special Adjustment: Compel
Target will risk bodily harm to seek you out,
but will not put their loved ones at risk
(15c) Special Adjustment: Irresistible
Target will stop at nothing to find you, heading
to you as quickly as possible
DOMINANCE
The caster is filled with an aura of power
that gives anyone who looks upon them the
belief that the caster is unassailably powerful.
Warriors will lose heart when seeing the caster,
immediately assuming victory cannot be achieved.
286
6
COMMAND
The caster magically alters the mind of a target,
compelling them to obey a single, simple
command issued by the caster.
Cost: 20 mana
Range: 2m
Duration: 1 phase
Type: Calling, Mind
On Hit Enchant: +5 Mind DMG
Passive Enchant: +5 PRO (Mind)
Base Success: The target must obey a
single, simple command. This command may be
no longer than a single sentence and must be
spoken or communicated to the target in a clear,
understandable manner. The action requested via the
command must be something that could be obviously
satisfied within a single phase of time. Once issued,
the target considers following this command their
single most important objective. The command can
ask anything of the target, however they can not
be asked to do something they are clearly and or
knowingly incapable of doing. This will result in the
command being ignored and the spell being dispelled.
For example, the caster could not ask a target to lift
a mountain over your head, because unless they
possessed both the strength and means to accomplish
it, not to mention the awareness or belief that they
could, they will simply ignore the command.
QUEST
The caster bestows upon a target a specific
quest to be undertaken. This quest becomes an
all consuming obsession to the willing target and
they will work tirelessly to accomplish it, gaining
magical benefits should they do so.
Type: Calling, Mind
Cost: +40 mana
Range: Touch
Duration: 24 hours
On Hit Enchant: None
Passive Enchant: +5 Mind DMG to Mind type spells
PUPPET
Staring intently at a target, the caster
invades their mind, taking complete control over
the targets body.
Type: Calling, Mind
Cost: +20 mana
Range: 5m
Duration: 1 phase
On Hit Enchant: -5 PRO (Mind) for 2 phases
Passive Enchant: +1 to Mind type spell ATs
Base Success: You gain complete control
over a targets body while your own body
remains completely motionless. You also
retain access to your own skills and INT, PER,
and CHM attributes. The STR, AGI and END
attributes of the target are used instead of your
own and you also gain the effects of any physical
traits the target possesses while losing your own
physical traits. All ATs made while controlling
the targets body suffer a -4 penalty due to the
user lack of familiarity with the body itself.
While controlling the targets body, the
caster may use their control to engage in combat
or other risky tasks, but they cannot force the
body to do harm to itself or allow harm to befall
it through inaction, or Puppet will be dispelled.
(4c) Duration Adjustment: +1 phase
(8c) Special Adjustment: Second Skin
Eliminates the AT penalty while using Puppet
2
287
ENTANGLE
The caster calls upon nature to bind and slow
their enemies. When outdoors, roots spring forth from
the earth to surround the targets feet. If indoors or
within a city, there must be some form of vegetation
within range for this to function. This may include
smaller items such as small potted plants or even
broken twigs on the floor. The vegetation will grow
at extreme speed for the duration in order to grasp
at a target.
Type: Calling, Nature
Cost: 10 mana
Range: 15m
Duration: 2 phases
On Hit Enchant: Snared as per spell
Passive Enchant: +5 PRO (Poison)
Base Success: The target is snared and suffers
-3 to all defensive ATs and may not take more
than a single step in any direction. Dealing a total
of 25 Damage will destroy the restraints, however
additional plants will reach out and bind the target
at the start of every phase the effect is in place.
(2c) Range Adjustment: +1m
(8c) Duration Adjustment: Wild Growth
Targets are snared for an additional phase
(15c) Special Adjustment: Thicken
The restraints have 50 Health
(25c) Alternate Base Success: Lashing
(45c) Alternate Base Success: Wall of Thorns
LASHING
Nearby vegetation comes alive to strike out
at a target, tangling their limbs and lacerating
their body. Plant growth follows the same rules
as entangle.
Type: Calling, Nature
Cost: +10 mana
Range: 15m
Duration: 2 phases
On Hit Enchant: +5 Slashing DMG
Passive Enchant: None
Base Success: The target takes 30 Damage
(Slashing) and is snared, suffering -4 to all
Defensive ATs and may not take more than a
single step in any direction.
288
8
WALL OF THORNS
A large mass of thorny roots, vines, and
branches rise up from the ground, forming a
massive wall in an open area near the caster.
If indoors or an urban area, roots will break
through the ground to form the wall. Once the
duration ends, the wall will wilt and crumble
away.
Type: Calling, Nature
Cost: +15 mana
Range: 30m
Duration: 5 phases
On Hit Enchant: +5 Poison DMG
Passive Enchant: None
Base Success: A wall of thorny material
5m high, 15m in length, and 2m wide rises from
the ground at the targeted location. Dealing 200
Damage to any one point in the wall will be
enough to create an opening. Anyone coming
into melee range of the wall (to melee strike,
or if pushed) or who walks through a created
opening will suffer 50 Damage (Slashing) as the
thorn covered vines lash out and viciously maim
the target. Anyone within melee range of the
wall as it forms will also take this damage, but
may roll an Evasion AT to reduce the damage
by the ATR.
(1c) Size Adjustment: +1 Meter long or
wide
(1c) Range Adjustment: +1m
(1c) Duration Adjustment: +1 phase
(1c) Damage Adjustment: +1 Slashing
(10c) Special Adjustment: Poisonous
Creatures taking damage from the wall are
also afflicted with poison (10) for 5 phases.
This effect does not stack
REJUVENATION
REVIVE
LIVING SPIRIT
The caster summons
mons a wisp
wisp of nat
nature
tur
ure to
heal their target. The w
wisp
will
bounce
isp w
is
ill b
ounc
n e to
o nearby
injured allies for the duration.
urratio
urat
ion.
Type: Calling, Nature, Healing,
Healing
g, Summoning
Summo
moning
Cost: +10 mana
Range: 10m
Duration: 4 phases
On Hit Enchant: Healing received
ceiived by ttarget
argeet iss red
reduced
educ
uced
db
byy
1 for two phases
Passive Enchant: +5 S
Stamina
ta
ami
min
na
Base Success: A wisp
p of naturee encircles
enci
en
cirrclees
your target, causing them
em
m to
o rregenerate
egenerate 15 H
Health
ealth
h
and 5 Stamina. At thee startt of every p
phase,
h se, th
ha
the
he
wisp jumps to a new
w ta
target of your
ur cchoosing
hoosin
ng
within 10m, regenerating
ating
ng the sam
same
me amount. If
there are no targets within
ithi
it
h n rrange,
ang
ngee, tthe
he spell eends.
he
nd
ds.
s.
A caster may only havee onee active wi
w
wisp
sp att a time
time.
me..
(1c) Range Adjustment:
ntt: +1m
(1c) Strength Adjustment:
ent: +1
+1 Health
Heal
He
alth
th restored
res
e tored
d
(1c) Strength Adjustment:
ent: +1
+1 Stamina
Stam
St
amina restored
r stored
re
ed
289
2
89
RUNE OF POSSESSION
By drawing a magic rune upon an item, the
caster may assert their mystic claim over the object,
preventing anyone from holding it.
Type: Calling, Invocation, Mind
Cost: 10 mana
Range: Touch
Duration: 1 Hour
On Hit Enchant: None
Passive Enchant: You ignore up to 4 WPs
Base Success: You draw a rune with your finger
while speaking the objects name in a mystic tongue.
This process binds the item to you and any other
creature who touches the object will immediately
suffer 10 damage (Mind) and suffer a -4 wound
penalty for 3 phases. If contact is maintained, the
creature touching the item will take another 10
damage (Mind) at the start of each subsequent phase.
(1c) Duration Adjustment: +1 hour
(2c) Strength Adjustment: +1 Mind
(15c) Special Adjustment: Slippery
If contact is maintained the holder must make
a STR AT against Rune of Possessions ATR or
forcibly drop the item
(25c) Alternate Base Success: Rune of Return
(45c) Alternate Base Success: Rune of Binding
RUNE OF BINDING
Drawing their own personal mark upon an
object allows the caster to attune the object to
their spirit. This process is time consuming and
taxing but once complete, the caster will find
using the object effortless.
Type: Calling, Invocation
Cost: +40 mana
Cast Time: 1 Hour
Range: Touch
Duration: 24 Hour
On Hit Enchant: None
Passive Enchant: +1 to Invocation type spell ATs
RUNE OF RETURN
SUMMON IMP
290
0
SUMMON ELEMENTAL
A more powerful call to outside planes
opens a portal large enough for an elemental of
any type to pass through.
Type: Calling, Summoning
Cost: +10 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Your summons gain +10
Health
Base Success: A standard Elemental of your
choosing appears and will follow your commands
to the death. You may have only one active
Elemental at a time. An Elemental may be found
on page 406.
(1c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 to any of the
creatures attributes
(6c) Strength Adjustment: +10 Health
(8c) Special Adjustment: Mental Link
You may communicate telepathically with the
creature.
ELEMENTAL SWARM
An ear-shattering cry to the heavens calls
forth multiple elementals to come to your
aid. A large portal appears nearby as several
elementals pass through.
WHISPER
This spell allows the caster to speak a short
message into the wind, delivering it to a target at
great distance.
Type: Calling, Mind, Nature
Cost: 10 mana
Range: 10km
Duration: Instant
On Hit Enchant: +5 Mind DMG
Passive Enchant: +5 PRO (Mind)
Base Success: You speak aloud a short message
of no more than 10 words, and envision the target
in your mind. At the beginning of next phase, the
message will be whispered into the targets ear. The
target will feel a small mental nudge or buzzing
in their head just before the message arrives. After
hearing a message, the target may choose to close
their mind off to future messages.
(1c) Range Adjustment: +1km
(1c) Strength Adjustment: +1 Word
(15c) Special Adjustment: Keep It Down
The message is heard at full volume
(25c)
Alternate
Base
Success:
25c
5c)) Altern
nat
ate
e Ba
ase
eS
ucccess:: Telepathy
(45c)
45c
5c) Al
Alternate
lte
t rnat
aeB
Ba
Base
ase
se S
Success:
ucce
c ss: Battlemin
ce
Battlemind
2
291
TELEPATHY
By focusing on the
he conne
connection
neect
ctio
on off two
w m
minds,
in
nds,
the caster may link to ano
another
noth
her ind
individual
div
ivid
id
dua
ual an
and
d
communicate via thought.
ught.
Type: Calling, Mind
Cost: +10 mana
Range: Line of Sight
Duration: 1 hour
On Hit Enchant: None
nee
Passive Enchant: +5
5L
Languages
angu
guages
es ski
skill
kiill
Base Success: Y
You
ou lin
link
nk yo
your
our
u m
mind
i d tto
in
o a
willing target within
n line
line of
of sight.
s gh
si
g t.. You
You
o may
may
ay
mentally communicate
other
The
te tto
o each oth
ther
er ffreely.
reely.
ly T
hee
h
listener will hear all
ll tho
thoughts
houg
ughts in
n the
their
eir
i native
natiivve
language.
(1c) Duration Adjustment:
tment: +
+1
1 hour
ur
(5c) Special Adjustment:
ment:: Link
nk
You may add one addi
additional
within
ditiion
onal target wi
with
th
hin
n
line of sight to the link.
All
persons
within
nk. A
ll perso
sonss w
ithiin th
the
link may communicate
This
ate freely. T
hiss may be
hi
purchased more than
n once
c
(15c) Special Adjustment:
Snoop
tme
m nt: Snoo
oop
You may read the surface
linked
rfa
facee tthoughts
hought
htts off a li
ink
ked
d
target, unbeknownst to tthem
hem
he
m
BATTLEMIND
The caster alters
ers th
er
the
he co
connec
connection
e tion so th
that
hat
participants are instinctively
nstincttiveelyy a
ns
aware
ware of ea
ware
eeach
c
ch
others next move,
e, linki
linking
king
ng m
multiple
ultiplle m
minds
ind
nd
ds
ed ccombat
omb
m att eefficiency.
fficiency.
y.
together for enhanced
Type: Calling, Mind
d
Cost: +20 mana
Range: Line of Sight
ht
Duration: 5 phases
On Hit Enchant: -5 PRO
PRO (Mind)
(Mind
d) for
for 2 ph
phases
phas
a ess
Passive Enchant: +1
+1 to Mind
Mind type
p spell
spe
pell ATs
Base Success: You
You link your m
mind
ind to
in
o up
p to
4 other willing targets.
ts.
s All linked
d targets
t rgets become
ta
beco
be
come
m
instinctively aware of one anoth
anothers
theers movemen
movements
ents
t
and intentions. Forr each lin
linked
inke
k d person
n w
who
ho
attacks the same target
arge
ar
gett be
beyond
eyo
yond thee fir
first,
rst
s , th
thee
target incurs a -8 multiple
ultiiple ta
target
arg
rget penalty
pen
enaltyy iinstead
nstead
ns
a
ad
of the normal -5.
292
2
CHANGE SPELLS
ALTER
This spell utilizes the power of transformation to
make small changes to the casters appearance.
Type: Change, Transformation
Cost: 10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +5 Deception skill
Base Success: You may alter one minor facet
of your appearance into something else. Examples
include: Skin, eye, or hair color, weight, height
(within racial limits), hair length, and muscle tone.
(1c) Duration Adjustment: +1 hour
(10c) Strength Adjustment: +1 change
(25c) Alternate Base Success: Morph
(45c) Alternate Base Success: Shapeshift
MORPH
Channeling an increased level of
transformative magic allows the caster to change
their appearance into any of the five mortal races.
Type: Change, Transformation
Cost: +10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +1 to Socal ATs
Base Success: You may assume the form of
one of the five mortal races. You lose all of your
current racial traits and gain new ones for the
duration.
SHAPESHIFT
Mastery over shapeshifting allows the
caster to completely alter their form into a
creature much larger or smaller than their own.
Type: Change, Transformation
Cost: +25 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 to Transformation type
spell ATs
Base Success: You assume the form of
any creature known to you no more than 1 size
category different from your own. You gain all
physical statistics, traits, natural abilities and
weapons of the creature, but keep your own INT,
PER and CHM ratings. You retain knowledge
of your skills and gain any new skills known to
the creature. Your current Health, Stamina, and
Mana values are changed to that of the chosen
creature. When reverting to your original form,
these values are returned to their levels at the
time of transformation. Being brought to 0
Health while Shapeshifted will cause you to
immediately revert back to your normal form,
and any excess damage taken will be applied
to your Health. Reverting in this way will cause
you to become disoriented and only able to take
Defensive ATs at a -10 penalty for one phase.
You may not assume the forms of Corrupted or
Kreesh.
(1c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 size
category difference
2
293
BLINK
TELEPORT
294
4
PORTAL
This spell opens a link between two places,
allowing creatures to instantly pass through to
the other side.
Type: Change, Space
Cost: +20 mana
Range: 5000m
Duration: 1 hour
On Hit Enchant: -5 PRO (Space) for 2 phases
Passive Enchant: +1 to Space type spell ATs
Base Success: You open a portal to any
location within range that you have previously
visited. The entry point will appear within 5m
of your person. The portal will be wide enough
for one medium sized humanoid to walk
through. The exit portal is the same size as the
entry portal. Any creature may use the portal,
transporting them and all of their belongings to
the other side instantly. The portal works both
ways.
(1c) Range Adjustment: +1000m
(1c) Size Adjustment: +1m width
(1c) Duration Adjustment: +1 hour
(5c) Special Adjustment: Link
You may end the duration at any time
CONTAINER
A container is magically expanded in depth,
allowing it to hold many more times its normal size.
Type: Change, Space
Cost: 10 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: Container as per spell
Base Success: You grant any small size container
of backpack size or smaller the ability to hold 3x its
normal capacity. The outside of the container will
appear completely normal. If the duration expires
without refreshing the spell, the excess contents will
spill out.
LINKED
A gentle nudge of space energies will allow
for two containers to be linked, allowing the
transfer of inventory from one to the other.
Type: Change, Space
Cost: +10 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: Linked as per spell
Base Success: Two small containers of
backpack size or smaller that are within 2m of
each other become spatially linked. In effect, the
space inside each container is the exact same
space. When placing an item into one container,
it is simultaneously placed into the linked
container, and able to be retrieved by another
individual. If both individuals should reach
into their containers at the same time, they will
bump hands and feel each other reaching in
simultaneously. This effect will remain in place
regardless of how far the containers are separated.
If the duration should expire before the spell can
be refreshed, (the containers would need to be
within 2m of each other once again) the items
will have a 50% chance to be in either container.
(1c) Duration Adjustment: +1 day
(3c) Strength Adjustment: + Additional x1
multiplier for capacity
(5c) Special Adjustment: File System
When reaching into the container, the item
you are looking for appears in your hand
(10c) Special Adjustment: Its Dangerous To Go Alone
2
295
SEALED
Expanding the power of space to this
heightened level allows you to seal any portal,
allowing only users with permission access
inside.
Type: Change, Space
Cost: +30 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: +5 Lockpicking skill
Base Success: You may choose any
container, archway, or doorway no larger than
5m high and 5m wide, and seal it off from all
entrants. The opening is not locked, however
any creature attempting to walk through will
find a relatively simple empty room or container
on the other side. You may design this space
however you like, but it must not contain any
harmful effects. (Traps, pitfalls, spiked walls,
etc.)
That room will be unable to be destroyed
by any means, although objects you create inside
will. In addition, the room may not have an exit
other than the one used by the duped individual.
Any doors or windows in your created room
will be sealed and unable to be opened by any
means. You may choose to grant normal access
through this entryway to another creature as an
IFU action. Should a hostile creature decide to
break down the wall surrounding the entryway
from the outside, they will be able enter the
actual room as normal, as this spell only alters
the entry point itself.
The simple room created is in a different
point in space, and so any creatures inside
may not see or interact with anything inside
the actual room or container. Only those with
magical aid such as an Identify or Truesight spell
will be able to determine what is happening,
although creatures watching individuals with
access run through a door only to subsequently
find that room become empty will have an idea.
You may choose to reverse the effect,
and instead enter your false room through
the entryway, using it as a safe space from
aggressors. Access to this false room may be
granted to others as an IFU action.
296
6
IDENTIFY
This spell allows the caster to learn the magical
workings of a particular object, or effects currently
on an individual.
Type: Change, Enhancement
Cost: 10 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Appraisal skill
Base Success: You concentrate on an object for
the phase, learning any relevant parameters. (Spell
that created it, magical effects it causes, charges
remaining, etc.) You may touch a creature to learn
any effects currently on the target.
(10c) Special Adjustment: Origins
You will learn the name of the caster who
created the item or effect
(25c) Alternate Base Success:
cce
Dispel Magic
(45c) Alternate Base Suc
Success:
ucce
ess Void Sphere
DISPEL MAGIC
JUMP
VOID SPHERE
The final tier of magical
c l contro
ca
control
ol of
offers
ffe
ferrs one
n
ne
last layer of protectionarea-wide
are
r a-wide p
prevention.
reve
vent
n io
nt
on.
nsforma
mation
Type: Change, Space, Transformation
Cost: +30 mana
Range: 50m
Duration: 5 phases
On Hit Enchant: Removess all ma
magi
magical
giccal effects
ef
s
as per Dispel Magic spell
Passive Enchant: None
297
2
97
SLOW FALL
By slightly altering the effects of Jump, you
are able to work its magic in reverse. This grants
the ability to slowly drift toward the ground from
great height, without worry of injury.
NIGHT VISION
Type: Change, Enhancement
Cost: +5 mana
Range: Touch
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: Slow Fall, +15 process difficulty
Base Success: The target has any descent
slowed to a moderate pace, gliding back to the
earth at 10m per second. They will land safely
and on their feet. If the effect ends while in midair, they will immediately begin to fall at full
speed.
(1c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Glide
You may control direction and move 3x your
height in distance as you descend
(10c) Special Adjustment: Hover
You may stop descending at will
FLIGHT
CLAIRVOYANCE
298
8
TRUESIGHT
This variation grants the caster the ability
to see things as they truly are.
Type: Change, Enhancement, Transformation
Cost: +20 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Truesight, +30 process difficulty
JUMBLED SPELL
Further disrupting their targets connection
to magic, the caster forces a completely random
spell to form when their victim performs their
next cast.
Type: Change, Transformation
Cost: +15 mana
Range: 20m
Duration: 10 phases
On Hit Enchant: Jumbled as per spell
Passive Enchant: None
Base Success: The target becomes jumbled
and their next spell cast changes at random into
a different spell that they know. The target of
the original cast remains the same. If the target
chosen is beyond the base range of the spell, the
spell will be released at its maximum range in
that direction. Area of effect spells will spawn
with their center on the target that was chosen.
Spells released inappropriately (a Telepathy spell
on oneself, a Resurrection spell on a living target,
a Heal spell cast at the ground) will simply fizzle
out and have no effect. If the target knows no
other spells they suffer a -10 AT penalty to the
current spell.
SHIFTING COMPOSITION
This unusual Change spell alters the targets
connection to magic, causing them some confusion
when attempting to cast their next spell.
Type: Change, Transformation
Cost: 15 mana
Range: 20m
Duration: 10 phases
On Hit Enchant: Confused as per spell
Passive Enchant: +5 Performance skill
2
299
BACKLASH
Warping magic around the target to this degree
has extreme effects, causing the next hostile spell cast
to duplicate and hit the caster as well.
Type: Change, Space, Transformation
Cost: +25 mana
Range: 30m
Duration: 10 phases
On Hit Enchant: +5 Impact DMG
Passive Enchant: None
Base Success: The target suffers from backlash
and their next single target hostile spell cast is cast
both against themself and their intended target. Mind
spells that involve issuing a command or domination
of any type instead cause 50 Damage (Mind) to the
original caster instead of their normal effects, as the
magic causes a devastating feedback loop. Effects on
their intended target are not changed.
(1c) Duration Adjustment: +1 phase
SILENCE
This enchantment renders an area unable
to generate any sound. This includes movement,
speaking, spell effects, and the like.
Type: Change, Transformation
Cost: 15 mana
Range: 20m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Sonic)
TRACELESS
By focusing on the elimination of more than
just sound, the caster becomes magically shielded
from tracking and observation.
Type: Change, Transformation
Cost: +5 mana
Range: Self
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 Stealth skill
Base Success: All physical and mystic
evidence of your presence is masked. This
increases the difficulty of any AT made to
find, track or scry upon you increased by 20.
Additionally, no physical evidence of any kind
will remain from any of your actions while under
the effect of Traceless. Fingerprints, hair, and
even blood will all vanish shortly after leaving
your body.
(1c) Duration Adjustment: +1 phase
(3c) Strength Adjustment: +1 Difficulty to
detection ATs
(15c) Special Adjustment: Phantom
Any non-Legacy bearing creature who
witnesses you while Traceless is active will
forget they saw you once removed from line
of sight
INVISIBILITY
Base Success: A circular area 5m wide centered
at a point within range is prevented from making any
sound. The area may be centered on a moving target,
and will move with the target. Targets inside the area
are immune to Sonic damage.
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 phase
(2c) Size Adjustment: +1 meter wide
(18c) Special Adjustment: Squelch
If Silence is centered on a target, that targets
spells, attacks and abilities which leave the
area of effect remain silent. For example: an
Arcane Burst cast by the target leaving the area
of effect will hit its target and explode silently.
(Although the scream of the victim will be
heard)
300
0
SPEED
QUICKEN
HASTE
The caster alters the flow of time around a
target, causing them to respond more quickly. A
Slow spell will nullify this effect.
Type: Change, Time, Enhancement
Cost: +10 mana
Range: 10m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: Haste, +20 process difficulty
Base Success: The target receives a +4
bonus to Reaction, and the first physical action
taken in a phase is considered a Free action. In
addition, their base movement is doubled.
3
301
TRIP WARD
An invisible trip wire is placed across an
entryway or hallway. When crossed, the trespassers
movement is slowed and the caster alerted to their
presence.
Type: Change, Time, Summoning
Cost: 15 mana
Range: Touch
Duration: 1 day
On Hit Enchant: Net as per special adjustment
Passive Enchant: None
Base Success: An invisible ward is placed on
the ground, guarding an entryway or hallway. Any
creature that walks past the ward is slowed to their
movement speed and the caster is alerted to their
presence.
(1c) Duration Adjustment: +1 day
(5c) Special Adjustment: Alarm
A loud alarm sound of your choosing will
emanate from the ward until you choose to
deactivate it
(10c) Special Adjustment: Net
Any movement boosting effects on the creature
are suspended for 5 phases
(20c) Speed Adjustment: Freeze
The creature is stopped in place for 5 phases.
Any hostile action taken towards it immediately
cancels this effect
(25c) Alternate Base Success: Slow
(45c) Alternate Base Success: Rewind
SLOW
The caster alters the flow of time around a
target, causing them to respond more slowly. For
the victim, the world seems to move at a pace
impossible to catch. A Haste spell will cancel this
effect.
Type: Change, Time, Enhancement
Cost: +5 mana
Range: 10m
Duration: 3 phases
On Hit Enchant: Slow as per spell
Passive Enchant: None
302
2
REWIND
The caster briefly reverses time, returning
a target to their prior place in time and space.
Type: Change, Time, Space
Cost: +20 mana
Range: 10m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +1 to Time type spell ATs
Base Success: The target is rewound and
instantly teleported to the physical location they
were one phase prior to your turn. If this would
place the target inside physical obstruction, they
instead arrive in the nearest unobstructed space.
(10c) Special Adjustment: Loop
Rewind gains a duration of 2 and at the start
of your turn in each subsequent phase, the
effect of Rewind occurs again as if freshly
cast with no CAP adjustments
ELEMENTS SPELLS
ARCANE BLAST
The caster blasts a wave of concentrated magical
energy at the target.
Type: Elements, Arcane
Cost: 10 mana
Range: 20m
Duration: Instant
On Hit Enchant: +5 Arcane DMG
Passive Enchant: +5 PRO (Arcane)
Base Success: The target takes 10 Damage
(Arcane) and loses 5 stamina.
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Arcane
(2c) Damage Adjustment: +1 Stamina lost
(8c) Special Adjustment: Daze
The extreme burst causes the target to be
disoriented and suffer a -2 penalty to all ATs
for one phase
(25c) Alternate Base Success: Cascade
(45c) Alternate Base Success: Nova
CASCADE
Loosening the grip on Arcane energy allows
for a multitude of bursts to emanate from your
person, although directing them is impossible.
NOVA
Re-establishing control over the energy
allows you to form a delayed blast of Arcane
power. A large mass of concentrated Arcane
energy shoots out from your hand, exploding
the following phase.
Type: Elements, Arcane
Cost: +20 mana
Range: 50m
Duration: Instant
On Hit Enchant: -5 PRO (Arcane) for two phases
Passive Enchant: +1 AT bonus to Arcane spells
BARRAGE
Type: Elements, Arcane
Cost: +10 mana
Range: 20m
Duration: 3 phases
On Hit Enchant: Daze as per special adjustment
Passive Enchant: +5 Arcane DMG to Arcane type spells
3
303
BOULDER
A large portion of rock tears free from the
earth before the caster and hurls itself at a target.
Type: Elements, Earth
Cost: +10 mana
Range: 15m
Duration: Instant
On Hit Enchant: None
Passive Enchant: Immunity to knockback effects
FISSURE
The ground beneath the target quickly
tears open, swallowing them, and crushing their
body.
Type: Elements, Earth
Cost: +10 mana
Range: 20m
Duration: Instant
On Hit Enchant: -5 ARM (Impact) for two phases
304
4
BURN
The caster shoots a torrent of fire out from their
fingertips, burning a target.
Type: Elements, Fire
Cost: 10 mana
Range: 10m
Duration: Instant
On Hit Enchant: +5 Fire DMG
Passive Enchant: +5 PRO (Fire)
Base Success: The target takes 15 Damage
(Fire).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Fire
(8c) Special Adjustment: Scorch
Target takes +10 Damage (Fire) from
subsequent Fire sources for 2 phases. This effect
does not stack
(25c) Alternate Base Success: Immolate
(45c) Alternate Base Success: Explode
IMMOLATE
Deadly fire emerges from under a target,
burning them and setting them ablaze.
Type: Elements, Fire
Cost: +10 mana
Range: 10m
Duration: 4 phases
On Hit Enchant: Ablaze as per spell
Passive Enchant: +5 Fire DMG to Fire spells
EXPLODE
The caster shoots a concentrated charge of
magical fire into the targets chest, burning them
upon entry and exploding the following phase.
Type: Elements, Fire
Cost: +15 mana
Range: 15m
Duration: Instant
On Hit Enchant: -5 PRO (Fire) for two phases
Passive Enchant: +1 AT bonus to Fire spells
Base Success: The target takes 50 Damage
(Fire). At the start of the next phase, the target
erupts with fire, dealing 30 Damage (Fire) to
himself and all opponents within 5m.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 Fire
(1c) Damage Adjustment: +2 Fire to Erupt
(5c) Special Adjustment: Scorch
The target takes +10 Damage (Fire) from
subsequent Fire sources for 2 phases. This
effect does not stack
(15c) Special Adjustment: Bombard
Target erupts a second time on the phase
following the first eruption
3
305
CIRCLE OF FIRE
The caster may surround a target with a wreath
of flames that burns anyone who approaches
them.
Type: Elements, Fire
Cost: 10 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: Ignore up to 5 PRO (Fire)
Passive Enchant: +5 PRO (Fire)
Base Success: An immobile wreath of flame
circles a target chosen within range in a 1m radius.
Anyone coming into contact with the wreath suffers
10 Damage (Fire).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Fire
(5c) Size Adjustment: +1m to wreaths radius
(15c) Special Adjustment: Cloak
Circle of Fire instead wraps your target in fire,
moving with the target
(25c) Alternate Base Success: Firefly
(45c) Alternate Base Success: Fireball
FIREFLY
The caster creates a small dragonfly made of
fire who will lash out at any target the cast strikes
with fire damage.
Type: Elements, Fire
Cost: +10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Fire DMG to Fire spells
Base Success: A firefly appears over your
shoulder, darting out to strike any target you deal
Fire damage to. Each time you deal Fire damage,
the same target is struck by the Firefly for 10
damage (Fire), ignoring up to 20 PRO (Fire).
FIREBALL
The caster creates a sphere of flame that
shoots towards a location, exploding on impact.
Type: Elements, Fire
Cost: +20 mana
Range: 30m
Duration: Instant
On Hit Enchant: -5 PRO (Fire) for 2 phases
Passive Enchant: Fire Aura 2m, 5 DMG
Base Success: A an orb of molten rock and
fire explodes in a 10m radius around a point
chosen within range. Targets in the area of
effect take 70 Damage (Fire). Targets may roll
an Evasion AT to reduce the damage by the ATR.
(1c) Range Adjustment: +10m
(1c) Damage Adjustment: +2 Fire
(15c) Special Adjustment: Melt
Targets struck by Fireball suffer Wound
Points equal to the Impact ARM value of any
metal based armor they are wearing for 3
phases unless the armor is removed
GUST
A powerful gust of air is created which strikes a
target, knocking them backwards.
Type: Elements, Air
Cost: 15 mana
Range: 15m
Duration: Instant
On Hit Enchant: +5 Impact DMG
Passive Enchant: +1 movement speed
Base Success: The target takes 10 Damage
(Impact) and is knocked back 10m. The target takes
a STR AT to reduce the distance knocked back by the
ATR (in meters).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Impact
(5c) Strength Adjustment: +1 meter knockback
306
6
CYCLONE
The caster calls forth violent winds to surround
and batter their target.
Type: Elements, Air
Cost: +15 mana
Range: 20m
Duration: Special
On Hit Enchant: None
Passive Enchant: Immunity to knockback effects
TORNADO
The final evolution of Gust summons forth
a powerful Tornado which ravages the area.
Type: Elements, Air
Cost: +35 mana
Range: 60m
Duration: 10 phases
On Hit Enchant: 25% CT to knock prone, up
to large size
Passive Enchant: Ranged Weapon Only: +5
Speed
HARDEN
The casters skin hardens and takes on a greyish
pallor, enhancing their toughness. In addition, this
provides a minor boost in strength, accompanied by
a loss in speed.
Type: Elements, Earth, Protection
Cost: 15 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 ARM (Slashing)
Base Success: You gain +10 ARM (All),
+1 STR, -2 AGI.
(1c) Duration Adjustment: +1 phase
(8c) Strength Adjustment: +1 ARM (All)
(12c) Strength Adjustment: +1 STR
(20c) Special Adjustment: Craggy
Successful weapon strikes made against you
take a CT 20%. Upon success, the weapon
breaks. This has no effect on magical weapons
(25c) Alternate Base Success: Crust
(45c) Alternate Base Success: Earth Spike
3
307
CRUST
This evolved version of Harden creates a
dense layer of earth that surrounds the casters
flesh, absorbing incoming physical damage. Being
struck while under the effects of Crust causes bits
of earth and rock to crumble and fragment off,
however the caster remains unharmed.
Type: Elements, Earth, Protection
Cost: +10 mana
Range: Self
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 Mining skill
Base Success: You gain an earthen crust
which absorbs 100 points worth of incoming
physical damage. Armor values are not applied
to this incoming damage. Magical damage is
not affected. When this amount has been fully
absorbed, the spell ends.
(1c) Duration Adjustment: +1 Phase
(5c) Strength Adjustment: +20 damage
absorbed
(10c) Special Adjustment: Earthbound
You may not be knocked back, up, or down
while this is in effect
EARTH SPIKE
This spell further enhances the casters
control over the earth, causing a giant earthen
spike to protrude from their body when struck.
The caster also gains some control over the
ground nearby, allowing him to cause earthen
hands to rise forth from the ground, protecting
him or his allies.
Type: Elements, Earth, Protection
Cost: +25 mana
Range: Self
Duration: 3 phases
On Hit Enchant: +5 Piercing DMG
Passive Enchant: +1 to Earth type spell ATs
Base Success: You are covered in a layer
of earth as per Crust, which absorbs 200 points
worth of physical damage. When struck in melee
combat, a large earthen spike will spring toward
the attacker, dealing 50 damage (Piercing).
308
8
SPIKE
Impale a target within 30m with an earthen
spike which shoots forth from the ground,
dealing 50 damage (Piercing). Targets may
roll an Evasion AT to reduce the damage by
the ATR.
GUARD
Cause a giant earthen hand to spring up in
front of a target within 30m. This will negate
up to 100 points of incoming damage of any
type. Damage in excess of 100 will pass
through to the target.
This can only be used reactively to prevent a
successful strike or spell. Once the damage is
prevented, the hand immediately sinks back
into the earth.
(1c) Damage Adjustment: +1 Piercing to
Spikes
(3c) Strength Adjustment: +20 damage
absorbed by Crust and Guard
(5c) Duration Adjustment: +1 Phase
(6c) Special Adjustment: Earthbound
You may not be knocked back, up, or down
while this is in effect
ICE SHIELD
The caster causes the moisture in the air to
solidify into an icy shield, roughly the size of a heater
shield.
Type: Elements, Water, Protection
Cost: 10 mana
Range: Self
Duration: 10 phases
On Hit Enchant: +5 Cold DMG
Passive Enchant: +5 PRO (Cold)
Base Success: A square, icy shield forms in your
off-hand with the following stats:
Weight: 5kg
Block: 6
Cover: 12
PRO (All): +8
PRO (Fire, Celestial): +12
PRO (Cold): +20
TOMB
This more powerful adjustment of Shield
freezes a target in a block of ice that incapacitates
them in exchange for mighty defense.
Type: Elements, Water, Protection
Cost: +15 mana
Range: Touch
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 Cold DMG to Water type spells
IMBUE
With this spell the caster may imbue a small
stone with magical energy. Creatures holding the
stone will gain benefits to a particular magic type.
Type: Elements, Arcane
Cost: 10 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: +1 to a chosen spell types ATs
SHATTER
With a subtle change to the stability of the
ice, the caster may cause it to explode, turning
these barriers into offensive weapons. Shatter
may be cast while affected by Tomb, and may be
used on Tombs created by other casters.
Type: Elements, Water
Cost: +25 mana
Range: 30m
Duration: Instant
On Hit Enchant: -5 PRO (Cold) for 2 phases
Passive Enchant: +1 to Water type spell ATs
3
309
MANA GEM
This alteration to imbuing allows the caster
to store mana into a precious gem, granting a
small reserve when needed.
Type: Elements, Arcane
Cost: 5 mana + amount transferred
Range: Touch
Duration: 1 week
On Hit Enchant: Target loses 1 Mana
Passive Enchant: +5 Mana
Base Success: You transfer up to 30 mana
from your own pool into a gem. Pure gems of
particularly high value are more receptive to
holding mana, increasing the amount which can
be transferred based on their value.
Gem worth 1 gp: +5 mana
Gem worth 10 gp: +15 mana
Gem worth 100 gp: +25 mana
Gem worth 1000 gp or more: +50 mana
Once created, any caster may drain the mana
from the gem as an Instant, Untested action.
(1c) Duration Adjustment: +1 week
(1c) Strength Adjustment: +1 mana
transferred
(15c) Special Adjustment: Locked
Only the original caster may drain mana from
the gem.
SPELLSTONE
By mastering the art of magical
transference, this caster has learned how to
place a spell directly into a small precious stone
to be unleashed at any time. The gem must have
a value of at least 100gp.
Type: Elements, Arcane
Cost: +15 mana
Range: Touch
Duration: 1 week
On Hit Enchant: Steals 1 Mana from target
Passive Enchant: None
Base Success: You prepare a precious gem
to receive a spell. You have 5 phases to cast
another spell, infusing it into the gem. If no spell
is cast into the gem within 5 phases, Spellstone
fades, leaving the gem in its original state.
310
0
TEMPEST
SHOCK
The caster reaches out towards a target, shooting
electrical sparks which shock and daze them.
Type: Elements, Air
Cost: 10 mana
Range: 5m
Duration: Instant
On Hit Enchant: +5 Electricity DMG
Passive Enchant: +5 PRO (Electricity)
Base Success: The target suffers 12 Damage
(Electricity) and is dazed, suffering a -2 to all ATs for
the remainder of the phase.
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Electricity
(5c) Strength Adjustment: Disorient
The targets next spell cast within 2 phases costs
5 additional mana
(25c) Alternate Base Success: Chain Lightning
(45c) Alternate Base Success: Tempest
CHAIN LIGHTNING
The caster shoots forth bolts of lightning
from their hand that strike the target and jump
to nearby enemies.
Type: Elements, Air
Cost: +15 mana
Range: 30m
Duration: Instant
3
311
WATER WALKING
By uttering a few elemental blessings, the caster
grants their target the ability to walk atop liquids as
though it were dry land.
Type: Elements, Water, Enhancement
Cost: 10 mana
Range: 10m
Duration:10 phases
On Hit Enchant: None
Passive Enchant: +5 Swimming skill
Base Success: The target may walk across any
body of liquid, including snow, quicksand, lava, etc,
as though it were solid land. This does not grant
immunity to hostile liquids. For example, walking
across lava will still burn the caster, and walking
across a pool of poison may still transmit ill effects. If
cast while underwater, the user may climb as though
walking up stairs until they reach the surface.
(1c) Duration Adjustment: +1 phase
(8c) Strength Adjustment: +1 Additional
target affected
(25c) Alternate Base Success: Bubble
(45c) Alternate Base Success: Whirlpool
BUBBLE
This change to water manipulation creates
an encircling water bubble that protects from fire,
puts out fires and allows water breathing.
Type: Elements, Water
Cost : +10 mana
Range: Self
Duration:10 phases
On Hit Enchant: None
Passive Enchant: Water Walking, +10 process difficulty
312
2
WHIRLPOOL
This final adjustment to Water Walking
allows the caster to step into a natural body
of water and emerge via another.
Type: Elements, Water, Space
Cost: +30 mana
Range: 20Km
Duration: Instant
On Hit Enchant: None
Passive Enchant: Water Breathing, +15
process difficulty
Base Success: You step into a natural body
of water capable of holding your entire body
submerged. You may re-emerge from any other
natural body of water within range that can hold
your body. You will be able to sense available
locations while submerged, choosing to emerge
at any time within the next 10 phases. During
this time you may move and breathe freely in
that body of water.
(1c) Range Adjustment: +5km
(10c) Special Adjustment: Unnatural
You may step into unnatural or man made
bodies of water (as long as they can contain
your full size).
3
313
ABILITY SCORE
The first thing a player must do when their
character wishes to take an action is to determine
what skill they are applying or testing to produce
that action. Once decided, the player will take their
characters chosen skill rating and combine it with the
most appropriate attribute rating to create an Ability
Score.
This Ability Score will be used during the
process to determine just how successful, if at all, the
characters attempt truly is. Once the proper Ability
Score is determined, the player rolls his dice.
To generate an Ability Score when using a Base
Skill, the Base Skill Rating is added to the appropriate
Attribute.
To generate an Ability Score when using an
Advanced Skill, the Advanced Skill Rating is added
to the appropriate Base Skill Rating and appropriate
Attribute.
Other bonuses, such as those provided by Legacy
Ranks, may also apply.
314
4
DIFFICULTY
The difficulty of an Ability Test can be derived
in one of two ways. The first method is having it
assigned a set number by the Dreamweaver, while
the second method is having it generated by an
opposing party.
When a characters only opposition is the
inherent difficulty of what they are attempting to do,
the Difficulty for that Ability Test is a set number
determined by the Dreamweaver.
Level of Complexity
Simple, requires little to no training
Basic, requires rudimentary training
Difficult, requires advanced training
Very Difficult, requires elite level of
training
Extraordinary, possible only for the
best
BASE SUCCESS
A Base Success is when a character has
accomplished just enough of their intended action
for it to be considered successful. For example, a
character may make an AT to swing a pick-axe at
a large rock in a mine. Purchasing base success will
ensure they hit the rock (their intended action) but
will not indicate if they end up with a large chunk
of gold or a fistful of dirt. For this purpose, we must
generate and utilize CAP.
3
315
SPENDING CAP
Once CAP has been awarded to a player, they
may then spend this CAP to show how their efforts
paid off. CAP is spent on CAP Adjustments, which
alter the results of a Base Success.
Most of the time, the Adjustments that can be
purchased are determined by the skill being tested or
the equipment that is being used to conduct the test.
The seven most common kinds of CAP Adjustments
presented in ODAM are:
Strength Adjustments adjust the magnitude of
a base success.
Duration Adjustments make the results of an
Ability Test last longer.
Cost Adjustments alter the resource cost of
achieving base success.
Speed Adjustments reduce the amount of time
it takes to perform a base success.
Damage Adjustments cause attacks to inflict
more damage.
Range Adjustments extend the physical range
that a success can cover.
Weapon Adjustments represent unique effects
created when landing an attack with a specific
weapon.
Multiple Adjustments can be purchased when
spending CAP, and the same Adjustment can be
purchased multiple times unless the Adjustment in
question (or the Dreamweaver) states otherwise.
Example: Tom is attempting to open a small
locked box his traveling partner has left unattended.
Tom makes a Lockpicking (AGI) Ability Test, and has
produced an ATR of 19.
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6
UNDERSTANDING ADJUSTMENTS
At its core, CAP serves as a way of allowing
players to better narrate their characters actions.
Ultimately it is the Dreamweaver who must decide
exactly what takes place in every scene throughout
a story, but CAP gives the player just a bit more
customization that can make all the difference in how
their story plays out. Imagine a swordsman locked in
a climactic duel.
Basic dictation of success or failure with any
given swing of the blade will help the situation
come to a resolution, but add CAP to the story and
suddenly the player acting as the swordsman can
take a much more active hand in how the duel turned
out. As opposed to a tit for tat exchange of attacks
and parries, CAP expenditure will allow the player
to tell just how each action of significance bore fruit.
Did they swing their trusty sword so hard it took
an opponents arm off? Did they opt to strike with a
quick glancing blow, waiting for an opportunity to
present itself so they can deliver a lethal strike? How
about a sorcerer casting a spell at someone who is
just out of the spells normal range? Is the sorcerer
skilled enough to stretch the range of their spell at
the cost of doing considerably more damage? Will
they have to ability to alter the spell in a significant
way and still hit their target?
Take a player whose character is an enchanter
that imbues weapons used to fight a Kreesh. This
player tells the Dreamweaver that over a five month
journey, their character is going to use his enchanting
ability to improve his guildmates equipment.
CHANCE TEST
T
UNSKILLED TESTS
In a situation where a character has to do
something that does not require any specific skill
but instead uses just their innate attributes (such as
applying Strength to break down a door or Intellect
to try to remember directions youve been given), an
Unskilled Ability Test is made. Unskilled Ability Tests
work the same way as any other Ability Test, but use
only one number to determine their Ability Score
the rating of whichever Attribute is being tested.
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17
PHASES
ACTION TYPES
Different situations call for different types of
actions, and each type of action has its own set of
conditions when it comes to making Ability Tests and
spending CAP.
A single action can be either Tested or Untested,
which measures whether or not its outcome is in
question:
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PERSONAL MOVEMENT
Every creature may move a maximum distance
in meters equal to their Agility score within a single
phase. This is referred to as their Base Movement.
Moving in this way is an Untested, Persistent Action.
A character can also choose to forsake all other
actions and run as fast as possible during a phase.
Doing this prevents them from taking any other
actions, but allows them to move a distance equal
to double their Base Movement in meters in a phase.
Running in this manner costs 5 Stamina per phase.
In addition, every character can move a single
meter as an IFU action once per phase. This represents
being able to take a single step in any direction.
JUMPING
A character with a running start may jump a
forward distance in meters equal to their Strength
score. Without a running start, this distance is halved.
A character with a running start may jump in height
a distance in meters equal to of their Strength.
Without a running start, this distance is halved.
FALLING
A character takes 5 Damage (Impact) upon
hitting the ground for every meter they fell.
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OVERWORLD MOVEMENT
GATES
MOUNTED TRAVEL
A properly prepared horse can travel
approximately 40 kilometers in a single day at a
steady pace. This accounts for 8 hours of trotting per
day with sufficient rest and meals. Moving at this
pace costs the horse 10 Stamina per hour. In extreme
cases, horses can also gallop at approximately 40
kilometers an hour, but can only maintain this pace
for an hour or two. Moving at this pace costs 45
Stamina per hour. Moving through rough terrain such
as forests, mountains and swamplands reduce this
speed by half. Horses regain their Stamina at the rate
of their Endurance Attribute per hour.
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FOOD
Each of the mortal races have different
requirements for daily sustenance. For every day
that a human goes without eating and drinking an
appropriate amount of food and water, they suffer 10
points of Stamina damage.
A human who does not have a sufficient amount
of water to drink will die after 3 days, while they can
survive without food for about 3 weeks before dying.
Garaith require about twice as much food as humans
to survive, but only half as much water.
Descendants do not eat or drink, but instead
find their sustenance by absorbing the energy of other
members of the mortal races (See page 73 for more
information on The Exchange.)
Every 24 hours that pass without exchanging
energy with a fellow Descendant or drinking energy
from a different race, the Descendant has their
Endurance reduced by 2 and Strength reduced by 1.
EXTREME TEMPERATURES
Traveling in environments such as deserts or
frozen wastes offer their own unique challenges. If
a character is not properly prepared for the extreme
heat or cold, they suffer 25 Stamina damage a
day, until they collapse from exhaustion. Traveling
through a desert doubles a mortals need for water,
while traveling through frozen tundra halves all
traveling speeds, cumulative with the rough terrain
penalty.
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COMBAT RULES
All great stories revolve around conflict of some
kind, whether it be a young woman trying to make a
life-altering decision, two rivals fighting to gain the
affections of a lover,or nations clashing in a great
war. In most stories, these conflicts are resolved
through some sort of direct competitionmany times
violent in nature. In order to resolve these violent
contests, Dreamscape: Laruna has a system of Combat
Rules that are used to adjudicate over many types of
physical conflicts.
The three types of combat are unarmed, melee,
and ranged. Each of these combat types has its own
unique rules, but there are some things that are
universal to all forms of combat.
In Dreamscape: Laruna, combat is handled
through the use of Ability Tests, similar to how all
other actions are taken.
The primary difference between Ability Tests
used for combat and all others is the definition of
Base Success. While in most cases, taking an Ability
Test causes the player doing so to declare specifically
what it is they are hoping to achieve as a base success,
for combat it is necessary to keep everyone on a level
field and assign a uniform value to any combat-based
Ability Test.
To do this, a Base Success for all combat
purposes is instead called a Base Strike. A Base Strike
is specifically defined as dealing a standardamount of
damage as indicated by the weapon or method used
in the attack.
A Base Strike can either be further adjusted
using CAP, or can be exchanged for Alternate Strikes
that have different costs and effects.
ALTERNATE STRIKES
Some attacks also allow for Alternate Strikes,
which take the place of a Base Strike, replacing its
effects and outcome with completely new ones.
An Alternate Strike requires Base Success be
either earned (through winning an AT) or purchased
using 3 CAP (in the case of a persistent action).
ENGAGING
Most combat in ODAM takes place through a
series of persistent ATs where the participants accrue
CAP against one another. In an effort to have CAP
generation and expenditure handled appropriately,
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DISENGAGING
Any skill use that would be acceptable for a
Defensive AT could also be used to perform an Ability
Test with the intent of Disengaging. There are two
ways to Disengage: Protected and Unprotected.
If a character wants to Disengage, so they can
safely leave combat, they must purchase the Alternate
Strike: Disengage (Protected), which costs (BS + half
the number of CAP accrued against the character),
rounded down.
This allows the character to create an opening
that allows them to safely leave combat. Any CAP
they had previously accrued is lost, as is any CAP that
had been accrued against them.
If a character is attempting to immediately
leave combat with no attempt to protect themself,
they expose themself to the danger of their opponent
immediately pressing their advantage and causing
harm.
Disengaging (Unprotected) is not an Alternate
Strike as the character is making no effort to offer a
safe means of escape. They are simply turning away
from their opponent and fleeing. This action allows
their opponent to immediately make an Ability Test
against them.
This Ability Test is made using the same skill
that had been previously used to accrue the CAP they
currently have against the disengaging character. Its
difficulty is set by the disengaging character, who
makes a Defensive AT using their Evasion Score.
CHARACTER STATES
In Dreamscape: Laruna, there are some universal
states that can be applied to a character, either
through natural circumstance or the results of a spell
or ability. Each state has its own conditions as to
when it is applied and how it affects a character in
that state.
AFRAID
A creature that is afraid can take no actions
other than Defensive ATs until the source of the fear
is removed from their line of sight or the Fear effects
duration has ended.
DISEASED
A creature that is diseased suffers a set amount of
Health damage per phase until the disease is cleansed.
Protection will prevent disease damage as
normal until the character has prevented a total
amount of damage equal to their Protection (Disease)
score.
Any subsequent disease damage will not be
prevented by their Protection and is taken as normal.
A creature must spend at least one phase without
the diseased state for their Protection (Disease) to
apply once again.
EXHAUSTED
A creature that is exhausted receives a -4 to
all ATs and must make a 50% CT at the beginning
of every phase. If this CT fails, the character falls
unconscious.
INCAPACITATED
A character who is incapacitated is unable to
perform any actions.
INCORPOREAL
A creature that is incorporeal is unable to
physically interact with anything in the world,
but may use magic and magical effects as normal.
Incorporeal creatures pass through solid objects such
as doors and walls.
They may only be harmed by magic or magical
effects, or weapons that specifically strike incorporeal
creatures, such as weapons made of Makora. They
may be engaged normally by other incorporeal
creatures.
INVISIBLE
A creature that is invisible cannot be seen by
other creatures, but still makes noise and leaves
tracks as normal.
Certain abilities or spells such as Truesight may
allow a creature to pierce invisibility. The first hostile
strike from an invisible creature considers its target
surprised.
Opponents engaged in melee combat with
invisible creatures receive a -20 to any ATs made to
strike or defend against such a creature.
POISONED
Poison functions as diseased (listed above.) An
important difference is that many poisons will have
a listed duration and may run their course without
needing to be cleansed.
STUNNED
A creature may only make Defensive ATs while
stunned. Some stun effects may also add a penalty
when making those ATs.
SUFFOCATING/DROWNING
A creature may hold its breath for an amount of
phases equal to its Endurace attribute. For each phase
beyond this point, the creature loses 10 Stamina.
Upon reaching 0 Stamina in this way, the
creature falls unconscious and will die within 1
minute if it is not resuscitated.
SURPRISED
There are times during combat when a character
may be the victim of an attack that is exceptionally
quick or well hidden. In these cases, the victim is
surprised and may not protect themselves by making a
normal Defensive AT. Instead, they make a Defensive
AT using their Evasion score, demonstrating their
purely instinctual evasion of a sudden attack.
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DAMAGE
UNAWARE
A creature who is completely ignorant of an
incoming attack, or effectively defenseless is unaware.
A character should only be deemed unaware if they
can in no way be alerted to an attack until it has
already struck.
Care should be taken when declaring a target
unaware as it makes them effectively helpless. An
unaware target may not make ANY Defensive ATs,
though any Armor, Protection, or Resistance they
have will still apply.
STAMINA
DAMAGE TYPES
HEALTH
Health is a number used to represent the
amount of lethal or traumatic damage someone can
take before they die.
Health is set as a standard number by species.
The Health value for the mortal races is 100
points. Legacy Cearers have a base Health of 200,
representing the increased hardiness that a godmagic infused body provides.
Some spells or abilities may grant temporary
Health. Temporary Health cannot be restored in any
way.
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ARMOR
PROTECTION
ARMOR HINDRANCE
Specific sets of armor may also have a
Hinderance penalty. This penalty represents how
difficult it is to move the body while the armor is
worn, and is applied to all ATs taken.
Certain characters may have techniques that
reduce some or all of this penalty.
SHIELDS
Items that are wielded for defensive purposes,
whether an actual shield or a suitable item being
used as one, have a Block Rating. This Block Rating
represents its relative size and efficiency at protecting
the user.
Block Rating is added as a bonus to any
Defensive AT the user takes, but is subtracted as a
penalty to non-Defensive ATs. This penalty shows
how cumbersome using a shield becomes when taking
actions that dont account for its use. Particularly
strong shields may also provide an Armor bonus.
EVASION
Evasion represents a characters natural ability
to avoid incoming attacks or obstacles. A characters
Evasion determines the maximum Speed Rating that
can be dodged for a ranged weapon.
A characters Evasion score may also be used
as a Defensive AT in melee combat in lieu of a Melee
Combat AT.
Finally, Evasion is sometimes used to reduce
damage of certain AoE spells. In this case, the result
of the Evasion AT will reduce damage from such a
spell on a 1 for 1 basis.
RESISTANCE
Resistance offers protection against magical
spells and abilities that have an effect other than
causing damage. When a character has Resistance,
this enables them to make a Defensive AT when they
are the target of a spell or ability that produces an
effect.
If the ATR of the Resistance AT is higher than
the ATR that created the magical effect, that magical
effect is thwarted and does not affect the targeted
character. If the Resistance ATR is lower than the
ATR of the aggressors AT, the targeted character is
affected as normal.
Resistance is divided into subtypes, based on
the five Legacies.
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DEATH
Current Health
Wound Penalty
81+
61-80
-2
41-60
-5
21-40
-10
1-20
-20
HEALING
A character losing Health represents that
character taking a noticeable and significant amount
of damage and as such restoring Health is a slow
process. A creature who spends their recovery time
strictly resting will naturally recover one point
of Health per day. This recovery time must be
spent while under a suitable amount of medical
carea stab wound will assuredly require stitches
or bandaging, while a broken bone may require a
substantial amount of time resting under a medics
care or magical healing.
MAGICAL HEALING
There are many spells and abilities that restore
Health. These abilities only restore Health and stop
bleeding, but will not regrow missing limbs or undo
other permanent changes made to the body as a
result of damage, unless otherwise stated.
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MULTIPLE TARGETS
Combat is not always a one-on-one affair. There
may be times when a group of characters must team
up to face a superior foe, or a character finds himself
surrounded by enemies.
When facing off against multiple enemies, the
only way to accrue CAP against each enemy is to
take multiple ATs. For the purposes of determining
the proper multiple action penalties, each AT made
against a separate target is considered a separate
action.
Example: Syndor is cornered in a dark alley by
three thugs.
Unwilling to surrender his money, he chooses
instead to rely on his excellent Brawling training. Being
first in reaction order, Syndor decides he will strike
out at his three assailants. To do this he must perform
three persistent actions. Even though all three actions
would use his Brawling Ability Score, they would each
prompt their own AT. Since the penalty for taking
multiple actions within the same phase is -10 starting
with two actions taken and -5 per additional action
taken, Syndor would incur a -15 to all three of his
Brawling ATs. Trusting in his training, Syndor takes
and resolves all three ATs with the following results:
1 CAP was accrued against the 1st Thug, 3 CAP were
accrued against the 2nd Thug, and 0 CAP against the
3rd Thug. Syndor now has 2 independent pools of CAP
accrued against 2 of his targets.
UNARMED COMBAT
Unarmed combat makes use of the Brawling
Advanced Skill. Damage inflicted using Brawling is
is applied against the targets Stamina rather than
against their Health. When a characters Stamina is
reduced to 0, further damage is applied to Health
instead. Listed below are the basic statistics for an
unarmed attack. Advanced Skills or Techniques may
have different attacks that produce different effects.
It is possible that a fist weapon such as a claw
can be used to turn a characters Brawling attacks
into lethal damage.
Many creatures who use Brawling or Natural
Weapons may in fact deal lethal damage and will be
listed as such in their description.
UNARMED ATTACK
Requirements: Strength 1
Base Strike Damage: STR (Impact)
(1c) Damage Adjustment: +1 Impact
(5c) Strength Adjustment: Knockout CT (10%)
GRAPPLING
Beyond using simple unarmed strikes, another
basic option in unarmed combat is to grapple with an
opponent. Grappling an opponent allows a character
to physically hold on to them and prevent them from
disengaging or using a melee weapon.
Certain Techniques may require a grapple to be
initiated before being used. Being grappled may also
prevent certain skills from being used. Initiating a
Grapple is an Alternate Strike costing (Base Strike).
Breaking a grapple is an Alternate Base Strike that
costs (Base Strike) and may be done after taking the
he
appropriate AT.
KNOCKOUT
Certain Adjustments have the effect of
Knockout CT (x%). This causes the character being
affected by the Adjustment to make a Chance Test
at that percentage to see if they have been struck
unconscious in combat.
MELEE COMBAT
The usage of any sort of melee weapon falls
under the Base Skill of Melee Combat and its
associated Advanced Skills. A melee weapon can
range from something as simple as a sharpened
stick or a broken glass bottle, to a weapon requiring
specialized training to wield effectively, such as a
rapier or a claymore.
For this reason, every melee weapon has a set of
requirements. If you do not meet these requirements,
you can still use the weapon, but you will not be able
to effectively leverage its threat rating.
THREAT RATING
Just as it sounds, the Threat Rating of a weapon
measures how much of a threat the weapon poses to
an opponent when being used correctly. Many factors
make one weapon more threatening than the other
its size, how easily it can inflict major damage, and
the general danger the weapon itself presents, all
contribute to the weapons Threat Rating.
If a character meets the requirements necessary
for using a particular weapon, they add its Threat
Rating to all ATs made using the appropriate skill
while wielding it.
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WEAPON EFFECTS
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ATTACK PRIORITY
Sometimes situations in a conflict may cause
a character to be more discriminating with their
attacks. While generally, attacks made as a result
of CAP expenditure have their exact effects decided
upon and narrated by the Dreamweaver, there are
times where a prioritization of target areas is desired.
For example, a knight may be facing down an
armored troll. He sees that the monster is wearing
a crude, thick chestplate and decides he shouldnt
bother wasting his efforts trying to cut his way
through it.
To represent this, the character must use Attack
Priority. For the purposes of Attack Priority, a Normal
target is one of comparable size to the attacker. Using
Attack Priority requires the purchase of an Alternate
Strike with a cost that is determined by the size of
the area.
(Base Strike + 5 CAP) Alternate Strike
Attack Priority (Minor)
Any area less than half of a total Normal target
is considered minor. Any CAP Adjustments
purchased for this strike have their CAP cost
increased by 3.
(Base Strike + 2 CAP) Alternate Strike
Attack Priority (Major)
Any area more than half of a Normal target is
considered Major. Any CAP Adjustments
purchased for this strike have their CAP cost
increased by 1.
To continue the example, the knight has chosen
to use Attack Priority on the trolls arms, legs, and
head essentially choosing to attack anywhere other
than the trolls chest.
The Dreamweaver decides that while smaller
than a normal target, the area the knight is using
Attack Priority on is still more than half of a full
target, so it is considered Major.
This means that in order to attack, the knight
must use an Alternate Strike(at a cost of Base
Strike+2 CAP).
DUAL WIELDING
Normal usage of a weapon skill operates under
the assumption that the weapon is the only one
being wielded. Dual Wielding is the art of using two
melee weapons at the same time to provide a more
threatening offense and capable defense.
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MOUNTED COMBAT
RANGED COMBAT
HANDLING DISTRESS
Sometimes being stuck by a powerful blow or
other such catastrophes can threaten to dismount
a rider. Regardless of the source of the distress,
the rider must win an AT vs a difficulty set by the
Dreamweaver based on the severity of the distress.
In the case of being wounded, any source of
damage above 10 will trigger this test, which is an IF
action. The difficulty is set by the amount of damage
dealt beyond ten. Failing this AT results in the rider
being dismounted.
SPEED
In addition to its range levels, ranged weapons
have Speed ratings. This Speed rating is used to
check if it is possible for the projectile to be evaded
or dodged. If a targets Evasion score is equal to or
higher than the weapons Speed, the target makes an
Ability Test using their Evasion score. The ATR of this
test is then added to the difficulty of the attackers AT.
This AT is considered a Defensive Ability test
for purposes of determining multiple action penalties.
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+4 difficulty
+8 difficulty
+12 difficulty
+20 difficulty
+30 difficulty
AOE Effects
Certain ranged weapons or effects may result
in damage that is spread out across an area. When
creating such an effect, the listed range difficulty
applies to hitting a specific point within that range,
spreading the effect throughout the effects listed
Area of Effect.
Since such an effect is spread once a point is hit,
missing the target can still apply the effect.
For every point the ATR is below the required
Difficulty, the point of impact falls short 1m of the
intended destination. This can cause the spread to
affect unintended targets or completely miss the
original target.
Cover Provided
Small
Medium
Large
Extra Large
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MAGIC RULES
CASTING A SPELL
MANA
Mana is a mystical resource spent in order to
fuel spells. Almost every spell and Legacy ability will
have an associated mana cost that must be paid upon
casting. If a character does not have enough mana
to pay this cost, they are unable to cast that spell or
Legacy Ability.
Mana is naturally recovered at a rate equal to
twice the characters INT score per hour of rest. It is
worth noting that all mortals possess a mana pool,
even if they have no knowledge of spell casting.
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MAGIC TYPES
Each spell comes from from one of the five
Legacies: Elements, Calling, Change, Light, and Dark.
This determines the appropriate Advanced Skill used
when casting that spell, and categorizes them for any
other spells or abilities that affect these types.
Each spell is further divided into various SubTypes:
CHOOSING A TARGET
Unless otherwise stated, a creature or object
must be within a characters line of sight to be the
target of a spell or Legacy Ability. For AoE spells or
Legacy abilities, the point of origin must be within
the casters line of sight.
SUMMONING OBJECTS
Some spells and abilities allow a character to
create or summon an object or creature. There must
be enough empty space within range of the spell for
the object or creature to occupy, else the summon
fails.
Summoned creatures act on the phase they are
summoned, and roll Reaction as normal to determine
their place in Reaction order.
Summon durations end after the summoned
creature has taken its turn(s) in reaction order.
This means that a summoned creature with a
one phase duration acts on the phase it is summoned,
and then once more in the next phase (according to
reaction order) before disappearing.
TOUCHING A TARGET
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WILLING TARGETS
A willing target of a spell or ability may choose
to forgo a Resistance AT, effectively reducing their
Resistance to 0
CHARACTER DEVELOPMENT
Just like people in real life, characters evolve
over the course of a story. Their experiences and the
activities they practice or perform on a day to day
basis help them learn and grow.
A new Legacy bearer fresh out of training may
have a solid understanding of their kingdom or order,
but after a lengthy story that has them meet a wide
array of new people, they will likely have acquired a
variety of new knowledge.
This concept becomes increasingly relevant as
stories cover longer periods of time and wider ranges
of experiences.
Certainly a Legacy bearer who had barely
begun learning about Change magic would have
a much deeper knowledge after a story that had
them spending several months working side by
side with his Shifter guildmate; even without trying
they are bound to pick up a thing or two from their
experiences.
This development and persistent learning is
represented by Experience Pointsan abstraction of
just how much a character has learned or evolved
throughout the course of a story.
Awarded at the end of a story, they are spent
by a player to gain new skills and spells or further
develop previously existing ones. Below is a list of
costs giving the amount of Experience Points needed
to acquire something new, or raise an existing rating
by one point.
Base Skill
Advanced Skill
Spells
Techniques
New
5
3
30
As Listed
Raise
Current Rating x 2
Current Rating x 1
n/a
n/a
LEGACY RANK
Unlike most of a characters statistics, a Legacy
bearers Rank isnt raised through the spending of
Experience Points.
Legacy only becomes more powerful by
absorbing other legacy, rather than through any
amount of study or training.
The amount of legacy that has been absorbed for
this purpose is measured in Progress Points.
Progress Points are gained by defeating other
sources of Legacy. This can be accomplished by either
killing Kreesh, corrupted creatures, or Legacy bearers.
Progress Points can also be gained by absorbing the
heart of a Nexus.
If the slain creature has a Legacy Value (LV) or
Legacy Rank that is equal to or above the victorious
character, progress points are awarded.
In order to determine how many Progress Points
are awarded, divide the defeated creatures Rank or
LV evenly by the number of Legacy bearers present
at the time of the creatures death.
RANKING UP
When a Legacy bearer has been awarded a
number of Progress Points equal to 10 times their
current Rank, they have Ranked Up.
Ranking up increases the Legacy bearers
rank by one and advances them by one node along
their Legacy Arc. This allows them to choose a
single benefit from the newly acquired node and
immediately apply it to their character.
When a character Ranks up from the fifth node,
they return to the first node while keeping all of the
benefits of their first trip through the arc.
ENERGY
Sometimes the Legacy absorbed from a fallen
enemy is not substantial enough to award Progress
Points. Whenever a Legacy bearer absorbs Legacy
from a source that has a lower Rank or LV than their
own, they are awarded an equal amount of Energy
instead of the normal amount of Progress Points.
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MAKORA MATERIALS
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HARVESTING MAKORA
Makora material, be it wood, hide, gems, or
metal, is very sensitive to manipulation. Extensive
physical or magical trauma will destabilize the Legacy
within, reducing the material to its normal state.
Thismakes harvesting Makora materials difficult in
most cases.
Only Legacy bearers appropriately skilled in
mining, skinning, or foraging are capable of removing
a piece of Makora material without damaging its
mystical energy. A normal mortal is simply unable
to harness and maintain the power held within.
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Project Types
Plan Multiplier
Project Modifiers
Modifiers are chosen to show what specific
details the result of the crafting project will possess,
such as increased damage on weapons or reduced
hindrance on armor. Like Types, these may
change from one crafting skill to another, but
they will always give clear indication as to what
type of effects the object being made will create,
and will add to the difficulty of creating the plan.
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ALCHEMY
Alchemy allows a character to mix various
ingredients into potent potions, oils, and bombs.
Skilled alchemists are proficient in creating many
different types of deadly potions which can be flung
at their enemies for devastating effect. They are also
capable of creating various enhancement potions,
from concoctions that heal to those which grant flight.
In any case, an experienced alchemist always has a
trick or two up their sleeve for all occasions.
The plan for an Alchemy project is called a
formula.
POOR
A small laboratory with most of the necessary
equipment, although some pieces may not be in full
working order. Often found in the back room of poor
alchemists shop.
A poor alchemy lab provides a -2 modifier to all
Alchemy ATs.
AVERAGE
A relatively clean environment containing all
necessary equipment, in full working order. Usually
the size of an average dwelling, this lab would likely
be funded by a local ruler expecting a supply of
potions, or a successful independent alchemist.
An average alchemy lab provides no modifier to
all Alchemy ATs.
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EXCELLENT
A large, well-stocked laboratory containing all of
the best equipment, and several assistants. This lab
would likely be under the direct watch of a King or
Lord, or the headquarters of an Alchemy Guild.
Excellent labs come in many shapes and sizes. A
laboratory funded by the Red Circle of Ranath would
offer a +10 bonus due to their size and prowess,
while a lab belonging to the Alchemy guild within
the city of Sol might offer a +4 bonus.
It is up to the Dreamweaver to decide just how
lucrative a laboratory location will be in any given
city.
REQUIRED MATERIALS
All alchemical formulae require major and minor
ingredients before a work effort AT can be made.
MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods, such as powders, fillers, and herbs,
that will be used to finish the Alchemy project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.
MAJOR INGREDIENTS
Major ingredients are specific items needed
to create a mix, and have a rarity rating to show
both relative expense and difficulty in acquisition.
Magic can often serve as an alternate ingredient if
the character knows the appropriate spell and their
Magic Ability Score is equal to or greater than the
listed number in parenthesis located on the ingredient
line in the formulas description.
3
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STANDARD FORMULAE
Here you will find a list of standard formulae
that have been tried and tested. The total difficulty,
costs and multipliers are listed. Note that the difficulty
and CAP adjustments shown apply only during the
creation process to determine the formulas effects
when used. Once created, a formulas effects cannot
be altered in any way.
ACID BOMB
Type: Splash
Difficulty: 25
Multiplier: x3
Cost: 90g
Primary Ingredient: Gorix Viper venom
(Uncommon) or Acid Spit (25)
Base Success: The impacted target suffers 16
Damage (Acid). At the start of the next phase, the
target takes this damage again as the acid continues
to dissolve its victim.
(2c) Damage Adjustment: +1 Acid
(8c) Duration Adjustment: +1 phase
DAZZLE BOMB
Type: Splash
Resist: Celestial
Difficulty: 40
Multiplier: x3
Cost: 150g
Primary Ingredient: Celestial Guardian blood
(Very Rare) or Illuminate (50)
Base Success: All targets within 3m of the blast
are stunned and blinded for 1 phase.
(5c) Area Adjustment: +1 meter radius
(6c) Special Adjustment: Sparkles
Bright lights flash sporadically across the vision
of a target causing them to suffer a -2 penalty to
all ATs that require vision for the next 2 phases.
FLASH FREEZE
Type: Splash
Difficulty: 35
Resist: Water
Multiplier: x3
Cost: 70g
Primary Ingredient: Water Elemental flakes
(Rare) or Ice Shield (30)
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PETRIFY
Type: Splash
Resist: Earth
Difficulty: 50
Multiplier: x3
Cost: 240g
Primary Ingredient: Basilisk Eye (Very Rare)
Base Success: All targets within 5m of the blast
become petrified for 1 phase, becoming unable to act,
and gain +60 ARM, +60 PRO(All).
(5c) Area Adjustment: +1 meter radius
(5c) Duration Adjustment: +1 phase
SMOKE
Type: Splash
Resist: None
Difficulty: 15
Multiplier: x3
Cost: 30g
Primary Ingredient: Cloud vapor (Uncommon)
Base Success: All targets within 3m of the blast
suffer -4 Reaction and have their visibility reduced
to 1 meter.
(6c) Strength Adjustment: additional -1
Reaction penalty
(10c) Area Adjustment: +1 meter radius
VENOM CLOUD
Type: Splash
Resist: Poison
Difficulty: 35
Multiplier: x3
Cost: 60g
Primary Ingredient: Death Adder Venom
(Rare) or Remove Poison (40)
Base Success: All targets within 5m of the blast
suffer from Poisoned(5) for 10 phases.
WILDFIRE
Type: Splash
Resist: Fire
Difficulty: 20
Multiplier: x3
Cost: 50g
Primary Ingredient: Fire Elemental flakes
(Rare) or Burn (20)
Base Success: All targets within 5m of the blast
take 15 damage (Fire) and are scorched for 2 phases,
taking +10 Damage (Fire) from subsequent Fire
sources for 2 phases. This effect does not stack.
HEALING POTION
Type: Ingested
Difficulty: 30
Multiplier: x2
Cost: 85g
Primary Ingredient: Okolo flower (Uncommon)
or Heal (25)
Base Success: A single use potion that restores
15 lost Health to the user.
(2c) Strength Adjustment: +1 Health restored
FLIGHT
Type: Ingested
Difficulty: 45
Multiplier: x2
Cost: 70g
Primary Ingredient: Harpy feather (Rare) or
Jump (50)
Base Success: A single use potion that gives
the user the ability to fly at normal movement speed
for 5 phases.
(1c) Duration Adjustment: +1 phase
GROWTH
Type: Ingested
Difficulty: 30
Multiplier: x2
Cost: 60g
Primary Ingredient: Giant blood (Rare) or
Morph (40)
Base Success: A single use potion that causes
the user to grow 1 size category for 2 phases. This
potion only works on a member of the five mortal
races, as the anatomy of other creatures is too foreign
to receive the effects. Becoming a large creature
grants the user +5 STR and causes them to follow
differing size rules accordingly. This does not stack
with other effects that increase size.
INVISIBILITY
Type: Ingested
Difficulty: 40
Multiplier: x2
Cost: 150g
Primary Ingredient: Gremlin tears (Rare) or
Silence (45)
Base Success: A single use potion that turns the
user Invisible for 1 hour. Attacking, using an ability,
or casting a spell will cause the effect to immediately
end.
(5c) Duration Adjustment: +1 hour
(5c) Special Adjustment: Ghost
Leaves no trace of passage
MANA POTION
Type: Ingested
Difficulty: 40
Multiplier: x2
Cost: 125g
Primary Ingredient: Parom flower (Rare)
Base Success: A single use potion that restores
15 lost Mana to the user.
(1c) Strength Adjustment: +1 Mana
Using Potions
Drinking a potion or applying oil to an object is
an IFU action that can be done once per phase.
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STAMINA POTION
Type: Ingested
Difficulty: 30
Multiplier: x10
Cost: 80g
Primary Ingredient: Gloss flower (Rare) or
Rejuvenation (30)
Base Success: A single use potion that restores
15 lost stamina to the user.
(3c) Strength Adjustment: +1 stamina
REBIRTH
Type: Ingested
Difficulty: 50
Multiplier: x2
Cost: 1000g
Primary Ingredient: Phoenix feather (Very
Rare) or Lingering Spirit (50)
Base Success: A single use potion that causes
the user to be Reborn if their health is reduced to
zero within 24 hours. After a full phase of being dead,
you are restored to life at full health in a brilliant
blaze of fire. Any creature within 1m of your body at
this time suffers 30 damage (Fire).
FIRE OIL
Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Fire Elemental flakes
(Rare) or Burn (30)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict +8 damage (Fire).
(8c) Duration Adjustment: +1 Strike
(8c) Damage Adjustment: +1 Fire
ICE OIL
(5c) Duration Adjustment: +24 hours
STONESKIN
Type: Ingested
Difficulty: 20
Multiplier: x2
Cost: 20g
Primary Ingredient: Earth Elemental flakes
(Rare) or Harden (20)
Base Success: A single use potion that gives the
user +10 ARM (All) for 2 phases.
(8c) Strength Adjustment: +1 ARM (All)
(10c) Duration Adjustment: +1 phase
CLAY FACE
Type: Coating
Difficulty: 15
Multiplier: x1
Cost: 100g
Primary Ingredient: Doppelganger blood
(Rare) or Alter (30)
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Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Water Elemental flakes
(Rare) or Ice Shield (30)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict +8 damage (Cold).
(8c) Duration Adjustment: +1 Strike
(8c) Damage Adjustment: +1 Cold
LIGHTNING OIL
Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Air Elemental flakes
(Rare) or Shock (30)
LIQUID PORTAL
Type: Coating
Difficulty: 40
Multiplier: x1
Cost: 250g
Primary Ingredient: Corrupted Change
Creature Eye x 2* (Very Rare) or Portal (50)
Base Success: User must coat a surface such as
a wall, ceiling or floor. One of the creature eyes is
used in the oil. The location of the second eye will be
the marker for the other side of this portal.
You coat a surface, opening a portal to the
other creature eye used in the creation of this oil.
The maximum range for this effect is 5Km. The portal
will be wide enough for one medium sized creature
to walk through. The exit portal is the same size as
the entry portal. Any creature may use the portal,
transporting them and all of their belongings to the
other side instantly. The portal works both ways. The
portal lasts for only one phase.
(2c) Range Adjustment: +1000m
(2c) Size Adjustment: +2m width
(5c) Duration Adjustment: +1 phase
POISONOUS OIL
Type: Coating
Difficulty: 30
Multiplier: x1
Cost: 60g
Primary Ingredient: Manticore Tail venom
(Very Rare)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict Poisoned (1) for 10 phases.
This effect will stack with itself up to a maximum of
Poisoned (5).
(5c) Duration Adjustment: +1 Strike
PROTECTION OIL
Type: Coating
Difficulty: 20
Multiplier: x1
Cost: 80g
Primary Ingredient: Young dragonscale (Very
Rare) or Armor (35)
Base Success: Creates a single application of
oil that can be applied to a piece of armor and lasts
for 1 hour. Armor coated by Protection Oil gains +5
ARM (All).
(5c) Duration Adjustment: +1 hour
(10c) Strength Adjustment: +1 ARM (All)
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ENCHANTING
ATTUNEMENT
ATTUNEMENT LIMITS
Shh!
Environmental Modifiers to Enchanting ATs:
Peace and quiet: +1
Outdoor Ambiance: 0
Noisy -2
Loud Commotion: -4
REQUIRED MATERIALS
All enchanting processes require a specific item
to be enchanted, and a spell to be cast upon the item
before a work effort AT can be made.
MAJOR INGREDIENTS
The only ingredient needed during the
enchanting process is the item to be enchanted. This
can be anything from weapons, armor, and wands to
things like jewelry, hats, and robes.
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SPELL USE
ENCHANTING TYPES
As with any crafting plan, an enchanting process
requires the creator to first choose the desired type.
The three enchanting types are Casts, On Hit, and
Passive, each of which have their own modifiers
for the purpose of determining how they affect the
processes base difficulty.
CASTS TYPE
This places a selected basic spell known to the
enchanter into a wand, which can then be used to
cast the stored spell as an IU action. The spell stored
inside uses your Magic Ability Score at the time of
process creation as its ATR when released. The wand
will contain only one charge.
If your Magical Ability Score is high enough, you
may place Alternate Base Successes into the wand
using the appropriate modifiers.
CASTS MODIFIERS
Cast modifiers alter a wand by adding charges,
increasing the potency of the spell when released,
and allowing you to place Alternate Base Successes
within.
Modifier
+1 to ATR of spell cast
+1 Charge
Alternate Base Success 1
Alternate Base Success 2
Difficulty
+2
+5
+15
+30
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USING A WAND
ON HIT TYPE
RECHARGING A WAND
Any creature with at least 1 skill point in Magic
may restore the charges of a wand by supplying it
with their own mana. As an Instant, Untested, action,
they may transfer mana from their own pool into the
wand on a one for one basis. Once they transfer an
amount of mana equal to the cost of the spell inside,
one charge is restored. The total amount of charges
cannot exceed that set by the original enchantment.
ON HIT MODIFIERS
On Hit modifiers increase the numerical value of
an On Hit enchantment, increasing its potency.
Modifier
+1 to effect value (DMG, etc)
PASSIVE TYPE
This effect is permanent and requires no effort
to use. This enchantment may be applied to any sort
of Makora item, giving the listed bonus to the wearer.
Potential effects are listed within each spell.
Passive Enchanting Type Difficulty
Base Difficulty: 20
Multiplier: x5
PASSIVE MODIFIERS
Passive modifiers increase the value of any
passive enchantments
Modifier
+1 Effect Bonus (PRO, DMG)
+1 Skills/ATs/Attribute bonus
+1 Health/Mana/Stamina
348
8
Difficulty
+2
Difficulty
+2
+10
+2
Enchanting Example
The Sorcerer Raz wishes to create a wand that
casts Burn. Since Burn is one of the three spells he
knows, he can choose the Casts Type to place it into
a wand.
Raz has acquired a wand with an attunement of
+3 from his woodworking friend, so he is ready to begin.
His first step is to create a process and determine
if he is skilled enough to place the magic into the item.
Raz starts by selecting the Casts type, and wants
to add two extra charges. Casts gives a base difficulty
of 12 to the process, and each extra charge modifier
adds +5, giving Raz a total difficulty of 22. Raz takes
1 hour laying out the enchanting process.
He makes his enchanting AT, adding +3 to the
result due to the attunement of this Makora wand. With
an ATR of 30, Raz has successfully met the difficulty of
creating this process. His Elements Ability Score is 18,
and so when Burn is released from the finished wand,
its ATR will be 18.
349
METALSMITHING
REQUIRED WORKSPACE(FORGES)
A forge is a necessity for the creation of any
weapons or armor. A forge can be as simple as a
small shack with a fire pit, anvil, and hammers, or as
complex as a large facility with several anvils, bellows,
and assistants. Depending on the quality and size
of the forge, a bonus is given to any Metalsmithing
related ATs.
POOR
A small forge with only the most basic
equipment, some of which may be bent or dented.
Often found in very small villages and settlements. A
poor forge provides a -2 modifier to all Metalsmithing
ATs.
AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this forge would likely be funded by a local ruler
expecting a supply of weapons and armor, or a
successful independent smith. An average forge
provides a -2 modifier to all Metalsmithing ATs.
EXCELLENT
A large, well-supplied forge containing all of
the best equipment, and several assistants. This forge
would likely be under the direct watch of a King or
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REQUIRED MATERIALS
All Metalsmithing plans require an amount of
Makora metal and minor ingredients before a work
effort AT can be made.
MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as coal, straps, buckles and liners
that will be used to finish the Metalsmithing project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.
WEAPON TYPES
ARMOR TYPES
SMALL
CHAINMAIL
MEDIUM
Battleaxes, Flails, Longswords, Maces,
Morningstars, Rapiers, Scimitars, Short Swords,
Warhammers
Difficulty: 15
Multiplier: x 5
Major Ingredients: 2 Makora Berts
Minor Ingredients: 5g
LARGE
Claymores, Estocs, Glaives, Greataxes, Javelins,
Mauls, Spears
Difficulty: 18
Multiplier: x 6
Major Ingredients: 4 Makora Berts
Minor Ingredients: 10g
WEAPON MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier
+1 Attunement
+1 Damage
+1m Max Range
(Thrown Weapons Only)
+1 Threat
Difficulty
+1
+3
+4
Difficulty: 15
Multiplier: x 9
Major Ingredients: 16 Makora Berts
Minor Ingredients: 10g
SCALE MAIL
Difficulty: 15
Multiplier: x 10
Major Ingredients: 16 Makora Berts
Minor Ingredients: 15g
LAMELLAR ARMOR
Difficulty: 16
Multiplier: x 11
Major Ingredients: 16 Makora Berts
Minor Ingredients: 20g
FULL PLATE
Difficulty: 20
Multiplier: x 13
Major Ingredients: 16 Makora Berts
Minor Ingredients: 100g
ARMOR MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier
Difficulty
+1 Attunement
+1 ARM to one damage type
(No one damage type rating
may be more than 10 points
higher than another)
-1 Hindrance
+1
+1
+10
+10
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ARMOR PIECES
The types listed here represent the smaller pieces of a set that can be individually created.
Chain
Scale
Lamellar
Plate
Difficulty
15
15
16
20
Multiplier
x1
x1
x1
x1
Hindrance
2 Makora Berts
2 Makora Berts
2 Makora Berts
2 Makora Berts
2g
3g
4g
10g
Chain
Scale
Lamellar
Plate
Difficulty
15
15
16
20
Multiplier
x1
x1
x1
x1
Hindrance
2 Makora Berts
2 Makora Berts
2 Makora Berts
2 Makora Berts
2g
3g
4g
10g
Major Ingredients
Minor Ingredients
Type
Major Ingredients
Minor Ingredients
Chain
Scale
Lamellar
Plate
Difficulty
15
15
16
20
Multiplier
x2
x2
x2
x3
Hindrance
-1
-1
-1
-1
3 Makora Berts
3 Makora Berts
3 Makora Berts
2 Makora Berts
3g
4g
5g
25g
Major Ingredients
Minor Ingredients
Chain
Scale
Lamellar
Plate
Difficulty
15
15
16
20
Multiplier
x2
x2
x2
x3
Hindrance
-1
-1
-2
-2
Major Ingredients
3 Makora Berts
3 Makora Berts
3 Makora Berts
2 Makora Berts
Minor Ingredients
3g
4g
5g
25g
352
2
Chain
Scale
Lamellar
Plate
Difficulty
15
15
16
20
Multiplier
x3
x4
x5
x5
Hindrance
-1
-2
-2
-3
Major Ingredients
6 Makora Berts
6 Makora Berts
6 Makora Berts
6 Makora Berts
Minor Ingredients
4g
5g
7g
34g
SHIELD TYPES
The shield type chosen for your plan will
determine the shield you intend to produce. Each
type will affect the plan difficulty and multiplier, as
well as add a minor ingredient cost.
BUCKLER
Difficulty: 8
Multiplier: x 1
Major Ingredients: 2 Makora Berts
Minor Ingredients: 1g
SMALL SHIELD
Difficulty: 10
Multiplier: x 2
Major Ingredients: 4 Makora Berts
Minor Ingredients: 2g
ROUND SHIELD
Difficulty: 12
Multiplier: x 3
Major Ingredients: 6 Makora Berts
Minor Ingredients: 5g
HEATER SHIELD
Difficulty: 14
Multiplier: x 4
Major Ingredients: 10 Makora Berts
Minor Ingredients: 10g
TOWER SHIELD
Difficulty: 17
Multiplier: x 5
Major Ingredients: 14 Makora Berts
Minor Ingredients: 20g
SHIELD MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier
+1 Attunement
+1 Block & +2 Cover
METALSMITHING EXAMPLE
The renowned Lightbringer metalsmith Decima
wants to create a set of Makora full plate armor. His
first step is to create a plan and determine if he is
skilled enough to manipulate the Makora metal.
He heads to a forge in his city, which has
granted him free access. This is an Excellent grade
forge, offering a +5 bonus to Decimas metalsmithing
AT.
A set of full plate has a difficulty of 20, but
Decima wishes to reduce the hindrance of the armor
by 1, and increase its armor rating by +3/+3/+3.
With these modifiers, the base difficulty of his
plan is increased to 39. (+10 for the hinderance, and
+1 for each armor rating increase).
Decima takes 1 hour laying out the forging
plan. He makes his metalsmithing AT, resulting in
a 50. Decima has successfully met the difficulty of
creating this plan. Decima can now make a Makora
full plate armor with less hindrance and increased
armor rating.
Decima now uses the Type multiplier listed to
determine how much CAP must be accrued before
the plan is complete. Decima takes the total difficulty
of the plan (39), multiplies it by the multiplier of 13,
and determines that this plan requires 507 CAP to
complete.
Decima already has the necessary ingredients,
and is prepared to make his first work effort. After
spending one hour on this work effort, Decima
accrues 11 CAP towards the total of 507 needed.
Since this armor is close to the height of Decimas skill
level, he realizes that this will take approximately 47
hours of work to complete at this rate!
Decima works vigorously over the next several
weeks, making a total of 46 more work effort ATs
and finally accrues the 507 CAP needed. The Makora
plate armor has been completed!
Difficulty
+1
+15
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LEATHERWORKING
The process of turning hides into wearables and
armor is covered by Leatherworking. Turning Makora
hides into leather armor and producing Makora cloth
material light enough to be worn as clothing is the
specialty of a Legacy Cearer.
REQUIRED WORKSPACE(WORKSHOP)
A workshop is a necessity for the creation of
leather pieces. A workshop can be as simple as a small
shack with salts, dyes, and scrapers, or as complex
as a large facility with several drying racks, curing
stations, and assistants. Depending on the quality
and size of the workshop, a bonus is given to any
Leatherworking related ATs.
POOR
A small workshop with only the most basic
equipment and supplies, some of which may be worn
out or spoiled. Often found in small villages and
settlements. A poor workshop provides a -2 modifier
to all Leatherworking ATs.
AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of leather, or a successful
independent leatherworker. An average workshop
provides no modifier to Leatherworking ATs.
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EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters of
a Leatherworking Guild. Excellent workshops come
in many shapes and sizes. A workshop funded by the
Horse Lord of Nevelon would offer a +10 bonus due
to their size and prowess with manipulating leather,
while a workshop belonging to the Leatherworking
guild within the city of Sol might offer a +4 bonus. It
is up to the Dreamweaver to decide just how lucrative
a workshop will be in any given city.
REQUIRED MATERIALS
All Leatherworking plans require an amount of
Makora hide and minor ingredients before a work
effort AT can be made.
MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as glue, oils, dyes, and liners
that will be used to finish the Leatherworking project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.
WEAPON TYPES
ARMOR TYPES
SPIKED WHIP
LEATHER ARMOR
Difficulty: 10
Multiplier: x 6
Major Ingredients: 2 Makora Hides
Minor Ingredients: 3g
Difficulty: 10
Multiplier: x 9
Major Ingredients: 12 Makora Hides
Minor Ingredients: 5g
SLING
STUDDED LEATHER
Difficulty: 8
Multiplier: x 3
Major Ingredients: 1 Makora Hide
Minor Ingredients: 5cp
Difficulty: 13
Multiplier: x 10
Major Ingredients: 12 Makora Hides
Minor Ingredients: 15g
WEAPON MODIFIERS
ARMOR MODIFIERS
Modifier
+1 Attunement
+1 Damage
+1m Max Range
(Sling Only)
+1 Speed
(Sling Only)
-1 Difficulty
(Sling Only)
+1 Threat
(Whip Only)
Difficulty
+1
+3
+4
+8
Modifier
+1 Attunement
+1 ARM to one damage type
(No one damage type rating
may be more than 10 points
higher than another)
-1 Hindrance
Difficulty
+1
+2
+15
+10
+10
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ARMOR PIECES
CONTAINER TYPES
Leather
Studded
Difficulty
10
13
Multiplier
x1
x1
Hindrance
Major Ingredients
1 Makora Hide
1 Makora Hide
Minor Ingredients
1g
3g
Leather
Studded
Difficulty
10
13
Multiplier
x1
x1
Hindrance
Major Ingredients
1 Makora Hide
1 Makora Hide
Minor Ingredients
1g
3g
Leather
Studded
Difficulty
10
13
Multiplier
x2
x2
Hindrance
Major Ingredients
2 Makora Hides
2 Makora Hides
Minor Ingredients
2g
4g
Leather
Studded
Difficulty
10
13
Multiplier
x2
x2
Hindrance
Major Ingredients
2 Makora Hides
2 Makora Hides
Minor Ingredients
3g
4g
356
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Leather
Studded
Difficulty
10
13
Multiplier
x3
x4
Hindrance
-1
Major Ingredients
6 Makora Hides
6 Makora Hides
Minor Ingredients
4g
5g
MAKORA SHEATH
Storing a weapon in a Makora sheath for an
extended period of time will cause the infused Legacy
energy to seep into the weapon. Keeping a weapon
in this container for at least one day will grant it a
+1 Damage Bonus. Only one weapon may be stored
in a sheath at a time. The Damage Bonus fades if
the weapon does not return to the sheath within 24
hours, as the concentrated Legacy energy disburses.
Difficulty: 10
Multiplier: x 4
Major Ingredients: 1 Makora Hide
Minor Ingredients: 1g
MAKORA QUIVER
Storing ammunition in a Makora quiver for an
extended period of time will cause the infused Legacy
energy to seep into the ammunition. Keeping ammo
in this container for at least one day will grant it a
+1 Damage Bonus. The Damage Bonus fades if the
ammo does not return to the sheath within 24 hours,
as the concentrated Legacy energy disburses.
Difficulty: 10
Multiplier: x 4
Major Ingredients: 1 Makora Hide
Minor Ingredients: 1g
CONTAINER MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along
with the type, to come up with the difficulty for
your Plan. These modifiers may be taken more
than once.
Modifier
+1 Damage Bonus
Difficulty
+10
WOODWORKING
ROBE
Difficulty: 14
Multiplier: x 6
Major Ingredients: 6 Makora Hides
Minor Ingredients: 20g
TUNIC/PANTS
Difficulty: 14
Multiplier: x 4
Major Ingredients: 4 Makora Hides
Minor Ingredients: 5g
HAT/GLOVES
Difficulty: 14
Multiplier: x 2
Major Ingredients: 1 Makora Hide
Minorr In
IIngredients:
g ed
gr
die
entts: 1
1g
g
POOR
A small workshop with only the most basic
equipment, some of which may not be in full working
order. Often found in small villages and settlements.
A poor workspace provides a -2 modifier to all
Woodworking ATs.
AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of bows or wood products,
or a successful independent woodcarver. An average
workspace provides no modifier to Woodworking ATs.
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EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters
of a Woodcarving Guild.
Excellent workshops come in many shapes
and sizes. A workshop funded by the Queen of
Moolsheel would offer a +10 bonus due to their
size and prowess with manipulating wood, while
a workshop belonging to the Woodworking guild
within the city of Sol might offer a +4 bonus. It is up
to the Dreamweaver to decide just how lucrative a
workshop will be in any given city.
REQUIRED MATERIALS
All Woodworking plans require an amount of
Makora wood and minor ingredients before a work
effort AT can be made.
MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as glue, oils, and strings that will
be used to finish the Woodworking project. While it is
possible for the cost to change based on circumstance,
these ingredients are commonplace enough that both
pricing and availability should be relatively consistent.
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WEAPON TYPES
The type chosen for your plan will determine the
weapons maximum size. The three Weapon types are
Small, Medium, and Large, each affecting the plan
difficulty and multiplier, as well as adding a minor
ingredient cost. Refer to the Equipment chapter to
determine the size category of your weapon choice.
STAFF/STAFF SLING
Difficulty: 12
Multiplier: x 4
Major Ingredients: 3 Planks of Makora Wood
Minor Ingredients: 1sp
CLUB
Difficulty: 12
Multiplier: x 3
Major Ingredients: 4 Planks of Makora Wood
Minor Ingredients: 1sp
SHORTBOW
Difficulty: 10
Multiplier: x 2
Major Ingredients: 2 Planks of Makora Wood
Minor Ingredients: 1g
LONGBOW
Difficulty: 13
Multiplier: x 2
Major Ingredients: 2 Planks of Makora Wood
Minor Ingredients: 2g
LIGHT CROSSBOW
Difficulty: 15
Multiplier: x 6
Major Ingredients: 4 Planks of Makora Wood
Minor Ingredients: 5g
HEAVY CROSSBOW
Difficulty: 20
Multiplier: x 8
Major Ingredients: 6 Planks of Makora Wood
Minor Ingredients: 5g
WEAPON MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier
Difficulty
+1 Attunement
+1
+1 Damage
+3
+4
+1 Speed
(Ranged Weapons Only)
+8
-1 Difficulty
(Ranged Weapons Only)
+10
+1 Threat
(Melee Weapons Only)
+10
MISCELLANEOUS TYPES
JEWELCRAFTING
WAND
Difficulty: 10
Multiplier: x 3
Major Ingredients: 1 Plank of Makora Wood
Minor Ingredients: 1g
MISCELLANEOUS MODIFIERS
Modifier
Difficulty
+1 Attunement
+4
WOODWORKING EXAMPLE
Daemora the SoraSomin woodworker wants to
create a Makora longbow for her traveling companion.
Her first step is to create a plan and determine if she
is skilled enough to manipulate the Makora wood. She
heads to an Excellent grade bowyer, offering a +8 bonus
to Daemoras Woodworking AT. A Makora longbow has
a difficulty of 13, but Daemora wishes to increase its
damage output as high as she can. She thinks she can
safely add +9 damage to the longbow, increasing the
base difficulty to 40 (+3 for each point of damage).
Daemora takes 1 hour laying out the woodworking
process. She makes her woodworking AT, resulting in
GEM PLACEMENT
A Makora gem requires a nest to function, and
so must be placed within another Makora item to
gain its benefits. A jewelcrafter can create specific
accessory pieces to act as this nest, but a Makora
weapon or armor piece may be used as well. Any
Makora piece containing a Makora gem is considered
enchanted, and may not be altered further via
enchanting. A basic gem requires a 25 Attunement
piece as its nest. Gems improved beyond their base
bonuses will require nests with higher Attunement to
function. The increased Attunement requirements are
listed below along with the modifiers. A jewelcrafter
with a total Jewelcrafting Ability Score of at least 20
may safely remove a Makora gem and place it into a
different piece.
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REQUIRED WORKSPACE(JEWELER)
A jeweler is a necessity for the creation of gems
and accessories. A jeweler can be as simple as a small
shack with clamps, magnifiers, and chisels, or as
complex as a large facility with several microscopes,
grinding wheels, and assistants. Depending on the
quality and size of the workshop, a bonus is given to
any Jewelcrafting related ATs.
JEWELERS KIT
A simple collection of chisels, a magnifier, and
polish, able to be carried in a backpack. A jewelers
kit provides a -4 modifier to all Jewelcrafting ATs.
POOR
A small workshop with only the most basic
equipment, some of which may not be in full
working order. Often found in small villages and
settlements. A poor jewelers provides a -2 modifier
to all Jewelcrafting ATs.
REQUIRED MATERIALS
All Jewelcrafting plans require an amount of
Makora gems or metal, and minor ingredients before
a work effort AT can be made.
Minor Ingredients
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as clasps, chains, or polish that
will be used to finish the Jewelcrafting project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.
ATTRIBUTE GEM
AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of jewelry, or a successful
independent jewelcrafter. An average jewelers
provides a -2 modifier to all Woodworking ATs.
EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters
of a Jewelcrafting Guild. Excellent workshops come
in many shapes and sizes. A workshop funded by the
Lovis of Epilesis would offer a +10 bonus due to their
size and prowess, while a workshop belonging to the
Jewelcrafting guild within the city of Sol might offer
a +4 bonus. It is up to the Dreamweaver to decide
just how lucrative a workshop will be in any given
city.
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Difficulty
Nest Attunement
Requirement
+1 Chosen Attribute
+10
12
ESSENCE GEMS
A basic essence gem grants a +10 bonus to the
respective pool.
HEALTH GEM
Difficulty: 20
Multiplier: x 5
Major Ingredients: 1 Makora Gem
MANA GEM
Difficulty: 20
Multiplier: x 4
Major Ingredients: 1 Makora Gem
STAMINA GEM
JEWELCRAFTING EXAMPLE
Difficulty: 20
Multiplier: x 3
Major Ingredients: 1 Makora Gem
Difficulty
Nest Attunement
Requirement
+1 Chosen Attribute
+1
ACCESSORY TYPES
Makora Jewelry is required to holster the power
of a Makora Gem and spread it throughout the
body of an individual. In order to get the required
concentration of Legacy energy, an entire Makora
Bert must be expended in the creation process.
RING/EARRINGS
Difficulty: 10
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 1g
NECKLACE
Difficulty: 12
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 25g
BRACELET
Difficulty: 14
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 25g
ACCESSORY MODIFIERS
Modifier
Difficulty
+1 Attunement
+1
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EQUIPMENT
Equipment in Laruna comes in many forms, and
is the lifeblood of any adventuring Legacy bearer.
All manner of items and supplies can be found in
the metropolises of Larunas kingdoms, although
specialty items, such as those magical in nature might
be reserved for only a few shops throughout the
land. It is up to the Dreamweaver to decide just how
available certain equipment might be, but the general
rule isthe larger the city, the more equipment
available to you.
STARTING EQUIPMENT
Depending on your chosen Background, you will
be allotted a certain amount of starting equipment
and gold. Starting in a city will allow you to purchase
any of the following equipment, at the Dreamweavers
discretion.
CURRENCY
Standard currency in Laruna is divided up into
coins, their value based upon the metal they are made
from. They range in value from lowest to highest:
Copper, Silver, and Gold.
1 Gold Coin = 10 Silver = 100 Copper
When dealing with larger denominations of
currency, the people of Laruna trade in large ingots
of metal called Berts. A Bert is equal to 100x the
number of coins of its respective material.
IMPACT
CLUB
Cost: 15 cp
Weight: 1.3 kg
Requirements: STR 3
Threat: 2
AT: One-Handed Blunt + STR
Damage: STR + 3 (Impact)
(1c) Damage Adjustment: +1 Impact
(40c) Weapon Adjustment: Knockout CT (25%)
FLAIL
Cost: 7 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Blunt + STR
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact
(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout CT (75%)
MACE
Cost: 6 gp
Weight: 1.8 kg
Requirements: STR 4
Threat: 3
AT: One-Handed Blunt + STR
Damage: STR + 6 (Impact)
(1c) Damage Adjustment: +2 Impact
(32c) Weapon Adjustment: Crush
(40c) Weapon Adjustment: Knockout CT (75%)
MAUL (2H)
1 Gold Bert = 100 Gold Coins = 1000 Silver Coins =
10000 Copper Coins
WEAPONS
Cost: 18 gp
Weight: 5.5 kg
Requirements: STR 8
Threat: 7
AT: Two-Handed Blunt + STR
Damage: STR + 15 (Impact)
(1c) Damage Adjustment: +5 Impact
(14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout CT (75%)
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STAFF(2H)
GLAIVE(2H)
Cost: 2 sp
Weight: 1.8 kg
Requirements: STR 3
Threat: 2
AT: Two-Handed Blunt + STR
Damage: STR + 3 (Impact)
(1c) Damage Adjustment: +1 Impact
(40c) Weapon Adjustment: Knockout CT (20%)
WARHAMMER
Cost: 10 gp
Weight: 2.2 kg
Requirements: STR 5
Threat: 4
AT: One-Handed Blunt + STR
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact
(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout CT (75%)
SLASHING
BATTLEAXE
Cost: 8 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 4
AT: One-Handed Slashing + STR
Damage: STR + 9
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate
CLAYMORE (2H)
Cost: 15 gp
Weight: 3.6 kg
Requirements: STR 6
Threat: 6
AT: Two-Handed Slashing + STR
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
Cost: 50 gp
Weight: 4.5 kg
Requirements: STR 7
Threat: 6
AT: Glaives + STR
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
GREATAXE (2H)
Cost: 25 gp
Weight: 5.4 kg
Requirements: STR 8
Threat: 7
AT: Two-Handed Slashing + STR
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
LONGSWORD (2H)
Cost: 10 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Slashing + STR
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate
SCIMITAR
Cost: 12 gp
Weight: 1.8 kg
Requirements: STR 4
Threat: 3
AT: One-Handed Slashing + STR
Damage: STR + 6 (Slashing)
(1c) Damage Adjustment: +2 Slashing
(5c) Weapon Adjustment: Bleed (2)
(32c) Weapon Adjustment: Amputate
(40c) Weapon Adjustment: Decapitate
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SPIKED WHIP
RAPIER
Cost: 8 gp
Weight: .9 kg
Requirements: AGI 4
Threat: 5
AT: Whips + AGI
Damage: AGI + 6 (Slashing)
(1c) Damage Adjustment: +2 Slashing
(5c) Weapon Adjustment: Bleed (2)
PIERCING
DAGGER
Cost: 4 gp
Weight: .4 kg
Requirements: STR 1
Threat: 1
AT: One-Handed Piercing + STR
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing
(3c) Weapon Adjustment: Bleed (1)
ESTOC (2H)
Cost: 20 gp
Weight: 2.2 kg
Requirements: STR 5
Threat: 6
AT: Two-Handed Piercing + STR
Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (4)
METAL CLAWS
Cost: 5 gp
Weight: .4 kg
Requirements: STR 1
Threat: 1
AT: Brawling + STR
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing
(3c) Weapon Adjustment: Bleed (1)
MORNINGSTAR
Cost: 7 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Impact + STR
Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +3 Piercing
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Cost: 8 gp
Weight: .9 kg
Requirements: STR 2
Threat: 4
AT: One-Handed Piercing + STR
Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +3 Piercing
(3c) Weapon Adjustment: Bleed (3)
SHORTSWORD
Cost: 5 gp
Weight: .9 kg
Requirements: STR 3
Threat: 3
Damage: STR + 6 (Piercing)
(1c) Damage Adjustment: +2 Piercing
(3c) Weapon Adjustment: Bleed (2)
SPEAR (2H)
Cost: 12 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 7 (14 when engaged w. mounted combatant)
RANGED WEAPONS
SLING
Cost: 1 sp
Requirements: None
Weight: .4 kg
Range: 0-25m/26m-120m/121m-200m
Difficulty: 15/28/40
AT: Slings + AGI
Damage: 15 (Impact)
Speed: 25
(1c) Damage Adjustment: +1 Impact
STAFF SLING
SHORTBOW
Cost: 25 cp
Requirements: None
Weight: 1.2 kg
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15/25/40
AT: Slings + AGI
Damage: 20 (Impact)
Speed: 30
(1c) Damage Adjustment: +1 Impact
LIGHT CROSSBOW*
Cost: 25 gp
Weight: 1.8 kg
Requirements: None
Range: 0-25m/26m-75m/51m-150m
Difficulty: 10/22/40
AT: Crossbows + AGI
Damage: 20 (Piercing)
Speed: 28
(1c) Damage Adjustment: +1 Piercing
*Reloading requires an IU action.
LONGBOW
Cost: 15 gp
Weight: 1.3 kg
Requirements: None
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15/25/35
AT: Bows + AGI
Damage: 20 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing
Cost: 10 gp
Weight: .9 kg
Requirements: None
Range: 0-25m/26m-75m/76m-200m
Difficulty: 12/28/38
AT: Bows + AGI
Damage: 15 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing
THROWN
THROWING AXE
Cost: 5 gp
Weight: .9 kg
Requirements: STR 3
Range: 0-3m/4m-6m/7m-10m
Difficulty: 10/20/30
AT: Thrown Weapons + AGI
Damage: STR + 10 (Slashing)
Speed: Users Strength + 3
(1c) Damage Adjustment: +1 Slashing
THROWING DAGGER
Cost: 4 gp
Weight: .3 kg
Requirements: STR 1
Range: 0-3m/4m-6m/7m-10m
Difficulty: 10/25/35
AT: Thrown Weapons + AGI
Damage: STR + 6 (Piercing)
Speed: Users Strength + 5
(1c) Damage Adjustment: +1 Piercing
THROWING SPEAR
Cost: 12 gp
Weight: 1.4 kg
Requirements: STR 4
Range: 0-25m/26m-50m/51m-100m
Difficulty: 15/25/35
AT: Thrown Weapons + AGI
Range: 0-25m/26m-50m/51m-100m
Damage: STR + 15 (Piercing)
Speed: Users Strength + 5
(1c) Damage Adjustment: +1 Piercing
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ARMOR
Armor comes in many differing types, from simple boiled leather pieces to a full suit of finely crafted plate
mail. Wearing armor grants a character protection from the three types of physical damage, but can restrict
their movement, depending on the type worn.
Below is a chart showing just how much protection is offered for a typical suit of each armor.
Hindrance represents how much the armor restricts normal movement, and the number listed is the AT
penalty applied to all actions when wearing the armor. Some characters may have specific techniques or abilities
that mitigate some or all of this penalty.
Armor
Leather Armor
Studded Leather
Chain Mail
Scale Mail
Lamellar Armor
Full Plate
Descendant Armor
Armor Rating
(I/S/P)
5/5/5
7/9/7
12/14/14
16/16/18
20/20/20
18/26/24
12/14/14
Hindrance
Cost
Weight
0
-1
-3
-4
-5
-6
-1
15 gp
25 gp
75 gp
100 gp
200 gp
500 gp
n/a
4.5 kg
6 kg
16 kg
18 kg
18 kg
27 kg
4.5 kg
SHIELDS
A shield is held in one hand and increases your defensive ability while in combat. The shields Block Rating
is added to any Defensive ATs made in melee combat, and subtracted from any non-Defensive AT made.
Some characters may have specific techniques or abilities that mitigate some or all of this penalty. The
size of a shields Cover determines how much more difficult the user is to hit with a ranged weapon, and is
added to the attackers Difficulty to hit.
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Shield
Block Rating
Buckler
Small Shield
Round Shield
Heater Shield
Tower Shield
1
2
4
6
10
Cover Bonus
2
4
8
12
20
0
Cost
Weight
3 gp
10 gp
15 gp
30 gp
60 gp
2 kg
3 kg
4 kg
7 kg
20 kg
MISCELLANEOUS ITEMS
Clothing
Cost
1 kg
Commoners
Clothing
1 sp
1.4 kg
Fine Clothing
1 gp
1.8 kg
Exotic Clothing
20 gp
1.8 kg
Nobles Clothing
50 gp
2 kg
Mages Robes
15 gp
1 kg
Supplies
Cost
Weight
50 gp
3 kg
50 gp
2 kg
Backpack
5 sp
2.3 kg
Coil of Rope(25ft)
5 sp
2.3 kg
Torch
5 cp
.5 kg
Arrows(12)
1 gp
1.4 kg
Bolts(12)
1 gp
.5 kg
Sling Stones(12)
1 sp
2.2 kg
Tent
10 gp
9 kg
Sleeping Roll
1 gp
2.2 kg
Bottle
1 sp
.5 kg
Chest
3 gp
9 kg
Climbing Pick
5 gp
2.2 kg
Climbing Supplies
15 gp
4.5 kg
20 gp
.5 kg
Lock
5 gp
.5 kg
1 gp
5 sp
.5 kg
Saddle
5 gp
11 kg
Barding (Leather)
100 gp
9 kg
Barding (Chain)
200 gp
23 kg
Barding (Plate)
2000 gp
45 kg
Barding (Chain)
200 gp
23 kg
Barding (Plate)
2000 gp
45 kg
Crafting Materials
Cost
Weight
Makora Wood
(Plank)
1000 gp
2.5 kg
Makora Metal
(Bert)
5000 gp
5 kg
Makora Hide
(Length)
2000 gp
5 kg
3000 gp
1 kg
Livestock and
Mounts
Cost
Base
Speed
Cow
10 gp
n/a
Sheep
3 gp
n/a
Goat
1 gp
n/a
Pig
2 gp
n/a
Chicken
2 sp
n/a
Mule
5 gp
20
Horse
250 gp
30
Mantu
125 gp
25
Weight
Rags
Quiver
Sheath
.5 kg
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Instruments
Cost
Weight
Drum
5 gp
1.5 kg
Lute
20 gp
1 kg
Harp
25 gp
1.5 kg
Horn
2 gp
1 kg
Violin
40 gp
.5 kg
Trade Goods
Cost
Weight
Bag of Grain
1 sp
5 kg
Barrel of Wine
25 gp
100 kg
Bert of Copper
1 gp
1 kg
Bert of Iron
5 sp
1 kg
Bert of Tin
2 sp
1 kg
Bert of Silver
10 gp
1 kg
Bert of Gold
100 gp
2 kg
Length of Hide
1 sp
2.5 kg
Length of Fur
3 sp
2.5 kg
Karat of Onyx
1 gp
Karat of Quartz
5 sp
Karat of Sapphire
2 sp
Karat of Ruby
10 gp
Karat of Diamond
100 gp
Slab of Sandstone
1 gp
40 kg
Slab of Limestone
5 sp
50 kg
Slab of Granite
2 sp
50 kg
Slab of Marble
10 gp
50 kg
Slab of Jade
100 gp
60 kg
MOUNTS
HORSE
Disobedience: 15
Threat Bonus: 1
Evasion Score: 20
Health: 120
Stamina: 100
Movement Speed in Phase:
MANTU
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8
Disobedience: 20
Threat Bonus: 2
Evasion Score: 15
Health: 200
Stamina: 100
Movement Speed in Phase:
WAR HORSE
Disobedience: 10
Threat Bonus: 1
Evasion Score: 20
Health: 175
Stamina: 100
Movement Speed in Phase:
WILD HORSE
Disobedience: 30
Threat Bonus: 1
Evasion Score: 25
Health: 100
Stamina: 100
Movement Speed in Phase:
RESPONSIBILITIES
Setting up a game session for Dreamscape:
Laruna requires a fair amount of forethought by the
Dreamweaver. They will be responsible for choosing
a suitable story for the playgroup, and designing that
story and all of its elements in an effort to provide an
engaging experience for everyone involved.
The burden of creative thought, managing plot
lines, assuming the role of multiple characters, and
keeping order over the course of the game session
will fall on this person, thus they should possess both
the skills and the desire necessary for these tasks.
Individual players, while only being responsible
for a single character, still share some of the
responsibility of helping a game session be a good
time for everyone. They must come prepared with
their character sheet and any required materials, such
as pen and paper.
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BEING PREPARED
Good planning is a successful Dreamweavers
bread and butter. A large amount of time will most
likely be devoted to preparing a story for any given
game session, but crafting a story is not the only detail
worthy of attention. Understanding approximately
how much time is available for a game session
can help decide whether a desired story needs an
intermission so it may be resumed at a later time, or
if it can be told in its entirety in one session. Such an
estimation can prove invaluable for a game session
because a story that runs too long risks the group
having to end the session at a very awkward moment,
such as in the middle of a battle scene.
Equally unfortunate would be finishing a story
and having little to no preparations in place to
continue, yet having lots of game time to fill.
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ADJUSTMENT COSTS
Once a Dreamweaver has decided what exact
adjustments are going to be offered to a player,
and what specifically each adjustment will do, it
is then time to determine what the cost of each
CAP adjustment should be. After reading through
Dreamscape: Laruna and its many samples you
should have a decent idea already of when a CAP
adjustment should cost few CAP, and when it should
cost many. To help further, use this as guidance: If
the CAP adjustment is altering the result in a way
that is obvious, consistent, and measurable in small
increments keep the CAP cost low (one to three
CAP). If the adjustment is radically changing the
result in some way, or providing a large increment
of improvement, make the CAP cost high (four to
eight CAP).
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SHORT STORIES
Knowing the approximate length of a given story
is important for many reasons. Certain story arcs are
more suitable for quick one-and-done adventures.
Whether told over a single game session, or a small
number of sessions, these stories have less time to
explore certain themes and need to be crafted with
this in mind. These stories often focus on a single
experience and have little or nothing to do with the
ongoing growth of the player characters. Below are
a list of sample story concepts that can suit this short
format.
Citizens in Need: Players become embroiled in
the trouble of a town or village. This place can have
a monster problem that cant be resolved within, or
it can be suffering due to warfare with neighbors.
Regardless of the cause, a Citizens in Need story is
a great simple story arc when the people of Laruna
reach out to the player characters for help. They
may depend on the player characters being heroes,
or even seek to barter for their aid. In Larunas
current tumultuous times, there is always a need for
Legacy Cearers, which makes this story arc a common
occurrence which can effortlessly be used for a single
story.
Band of Brothers: The constant threat of Kreesh
leads many Legacy Cearers to join together. Whether
they are doing it for glory, riches, or power, they
more often than not share a common interest beyond
just survival. Using the kinship between characters as
a motivation to stand together and deal with a threat
is an effective way to tell a Laruna story.
Having a Kreesh, or corrupted creature pose a
danger to one member of a group or guild can make
the motivation of the player characters particularly
focused.
Origin Story: Ideal for a single player or a
small, well connected group of player characters,
telling the tale of how a Legacy Cearer started using
their powers to affect the world at large makes a
great single story. For single players, this can be a
nice introduction to a particular region of Laruna,
simultaneously involving the player in the lives of the
locales, as well as forcing them to depend on their
Legacy powers to deal with a threat. For small groups,
this story can tell how they come together and why
CAMPAIGN
For many play groups, the ability to repeat their
performance as their beloved character is the best
part of playing a role-playing game. Part of this can
be due to the attachment one can feel after seeing
their character through particularly engaging stories,
while another satisfying part of continued play is
evolution of the character. Stories strung together
using the same characters are called campaigns, and
they offer some unique ways for a playgroup to enjoy
Dreamscape: Laruna.
Campaigns allow players to get heavily invested
in the development of their character from a story
standpoint as well as a statistical one.
Over the course of several stories, a character
can see great victories, suffer personal defeats, or
see how their decisions affect the world they live in.
Beyond this, players also get to grow their characters
with experience and Legacy, allowing them to become
ever more powerful.
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CAMPAIGN FORMAT
Campaigns are normally designed to span many
stories, but knowing the method in which this will
happen can help a Dreamweaver choose their stories
wisely. The three most common formats for setting
up a campaign are Serial, Episodic, and Anthological.
Serial: These campaigns are told in a relatively
linear chronological order. Each story tells a small
part of a much larger plot, and one by one they see
this larger plot come to fruition. This is the most
straightforward, conventional campaign format
where a single major plot line is followed linearly
from start to finish. A coming of age tale about a
young Legacy Cearer, starting with their youth and
carrying on story by story until they become a hero
and save the day, would be an example of a Serial
campaign.
Episodic: These open ended plots allow for
stories to serve as isolated, self contained events.
Each story can have a varied amount of time pass
since the last, and the events that take place have
only a basic correlation to the running purpose of
the campaign. An example of an Episodic campaign
could be a group of player characters who are all part
of the same Legacy guild, with each story being an
independent adventure their membership to the guild
causes them to go on. Another example could be a
group of player characters ruling a particular region.
Each story can be one particular event that required
their attention, with their time as rulers being the
ongoing connection.
Anthological: When a plot is so vast that it not
only spans across multiple stories, but across multiple
characters as well, it can be Anthological.
This campaign format can have the same
characters participating in sequential stories for as
long as desired, and when their part of the overarcing plot has run its course, the plot continues
with new characters and a new series of stories. This
can be desirable when the campaign plot is focused
on events that sweep across long periods of time. A
campaign following the rise and fall of a kingdom
would be a good example of an Anthological
campaign.
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CHOOSING A CONCEPT
Once a format has been decided on, choosing
a primary concept for a campaign is the next big
decision. A good Concept will provide a solid theme
for the over-arcing plot, helping keep a central focus
from story to story, and ensure that each individual
story is thematically appropriate for the campaign.
Below are some basic campaign Concepts that can
help you get started.
Savior: Being a hero, or a group of them, can
make for a great campaign concept. Helping others
in need can get players involved in a host of different
issues, from kingdom wide conflicts to monster
hunting. Stories in a Savior campaign can all be
focused on helping the same person or group with
either a single problem, or a multitude of issues.
Bystanders: Sometimes the main characters of
a good story are merely bystanders getting swept up
in events much larger than themselves. The Bystander
campaign links stories together by showing how they
all are part of a momentous event that that is outside
of the player characters influence. For example, a
group of characters might find they live in a city
during a time of great famine, and the stories of their
campaign may tell the many things that happen to
them as they deal with this terrible difficulty.
Personal Growth: Be it a coming of age story
or a tale of vengeance, a Personal Growth campaign
can be emotionally charged and immensely satisfying.
These campaigns follow how a group of characters
change, as well as what they personally accomplish,
shifting focus away from the a specific overarching
plot line.
By pushing the characters into the spotlight,
stories can be constructed with the main objective
being how they elicit responses from the playgroup. A
story for a Personal Growth campaign should always
center on how the events affect the participating
characters.
For example, imagine a Legacy Cearer who has
been at war with the nation of Ranath their whole
life. They may have some strong enmity towards the
nation and its people. In a Personal Growth campaign,
a story might force this character to protect citizens
of Ranath from a corrupted monster.
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Corruption
Monsters
Many creatures inhabit Laruna and not all of
them are friendly. Sometimes the easiest foe to use
in a story is native creature that poses a threat to the
mortal races, or even the Legacy bearers.
When choosing a monster for a story the
Dreamweaver should consider the strengths and
weaknesses of the player characters and make sure
to select a creature that is challenging as an enemy
without being impossible to defeat. The monster
chosen should also have a logical reason for being
at odds with the player characters. This can happen
because of shared territory, predation on the part of
locals or the monster, or outside instigation like a
bounty or hunt.
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KREESH
Everywhere across Laruna people tremble
at the mention of a Kreesh sighting. The powerful
foes can elevate the level of danger in any story,
allowing for widespread destruction or high stakes
decision making. Using Kreesh as a main enemy
for either a story or campaign can be a useful way
to challenge powerful player characters who have
grown comfortable in their ability. They can also
be used to showcase an uncontrollable destructive
force, causing the player characters to act as a form
of damage control in an attempt to ensure the might
of the Kreesh does not ruin entire settlements or kill
innocent bystanders.
More than Monsters: Both Kreesh and
Corrupted can serve a story by being so much
more than a combative enemy. They each possess
significant diversity and afford Dreamweavers many
ways to present drama for their stories.
Kreesh can serve as a simple big baddie
pushing player characters to their combat limits.
As a plot device, they become much more involved.
Consider the effect that a devastatingly powerful
monster can have on the ordinary citizens of Laruna.
They have witnessed or heard about many areas
being destroyed by such monsters and probably hold
a fair amount of fear where the Kreesh are concerned.
This can make a sighting, or imminent attack a great
backdrop for a story, showing the panic and fear felt
by the commonfolk. Furthermore, how the people
reach to the Legacy Cearers can be a significant story
element as well. Many areas are well aware of the
Kreesh tendency to hunt Legacy Cearers, so do the
locals find the player characters saviors, or threats?
Should they be assisted at all cost, or run out of town
to hopefully take their Kreesh problem with them?
Different Kreesh can also serve stories in unique
ways. While they are powerful and dangerous, the
way in which they hunt Legacy can vastly differ.
One might be an enormous monster willing and
able to level a whole city to kill a few Legacy Cearers
residing within, while another can be a cunning and
manipulative tactician, using minions in a scheme
to lure player characters into a trap. Beyond their
combat differences, each Kreesh can have varied
implications on a story as well.
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MORTALS
In a game where players take on the role of
people with god-magic at their disposal, it is easy
to overlook ordinary mortals when searching for
enemies to use in your story. Mortals often take a
back seat to many of the more powerful entities
that call Laruna home, but at times they can make
excellent foes for a story. By banding together,
particularly as large groups or institutions, they can
prove noteworthy opposition. Below are some sample
ways mortals can make for good foes.
Group Pressure: Even with their tremendous
power, Legacy Cearers could not ordinarily stand up
to a whole kingdom or nation on their own; even
they have their limits. This can be exploited by having
the hierarchy in charge of a region pressuring player
characters into deeds they want nothing to do with.
Furthermore, this disagreement could escalate into
actual conflict, where the player characters find they
are unwelcome or even hunted by an entire region.
Wealth and assets can be seized, and friends or family
arrested or persecuted, all in a quest to punish or
destroy the player characters. This presents a unique
situation where the solutions are likely to be tricky
and involved.
Ritual Magic: Plenty of mortals rise to
prominence because of their mastery over magic.
This can have a mortal pose an unusual threat to a
low ranked group of player characters, but even the
greatest of mortal magi will soon pale in comparison
with what Legacy Cearers can achieve. For stronger
groups of player characters, mortal magic users can
pose a significant threat by banding together and
using ritual magic. Certain groups of magic wielders
can learn to pool their abilities creating extraordinary
spells.
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MANAGING ENERGY
A Dreamweaver needs to be aware of the amount
of energy their players characters will potentially be
earning during each story.
CRAFTING
Crafting skills can be an integral part of a
characters design. Dreamweavers should be sure
to account for this when planning stories for such
characters. They will certainly seek to use their
skills to further their own agendas, and with proper
planning, this can be a rewarding experience and
further enrich a story or campaign.
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PROGRESSION
Easily one of the biggest advantages to telling
stories as part of a campaign is the ability for players
to experience progression with their characters. A
demonstration of how their characters change or
evolve from story to story, progression can increase
the attachment a player feels towards their character
and offer a satisfying sensation of accomplishment as
a characters list of deeds grows.
There are several ways progression is
demonstrated in a campaign, and while some of them
are fairly obvious and straight-forward like moving
along the Legacy Arc, others can be more subtle
though no less important.
DUAL PATHS TO GREATNESS: EXPERIENCE AND LEGACY
For characters in Dreamscape: Laruna there are
two different ways for them to improve statistically.
The first method is by gaining experience points,
which are spent to learn things. Spending experience
points can raise skills, learn new spells, or learn new
techniques. The second method is by gaining progress
points by absorbing Legacy. Gaining enough progress
points will cause the character to advance one node
on their Legacy Arc, gaining all the benefits that
come with it. Both of these methods of progression
are significant to the character and the stories they
participate in and should be handled correctly by the
Dreamweaver.
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10XP
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5XP
Enhancing immersion
5XP
8XP
AMASSING WEALTH
Gaining new skills or more Legacy is not the
only way a character progresses. Over the course of
their adventures, a character has the opportunity to
amass wealth in many forms. Everything from large
quantities of coin, land, titles and even rare magical
items can be accumulated throughout a Legacy
Cearers life. These possessions should be viewed as
a significant acquisition as they grant the player the
opportunity to change their world in ways that raw
power cannot.
Treasure, specifically coin, is a significant
possession that affords a player character luxuries:
access to weapons and equipment, workspaces for
crafting, fancy lodging or the ability to buy a home.
Beyond that, riches allow for leverage in trade, hefty
bribes or the capability to employ servants. This can
be a satisfying evolution in a characters existence,
particularly if the acquisition of wealth plays a
significant role in their campaigns main plotlines.
Depending on the desired realism or accuracy
in their stories, Dreamweavers should be mindful of
wealth and its ramifications. In Laruna, much like real
life, money makes the world go round, so characters
who earn coin should be given the opportunity to
enjoy their growing treasure. They should also be
forced to use their coin logically, paying the necessary
upkeep for their holdings, as well as lay out the coin
for living expenses and the sort.
SEEING CHANGES
Changes in the world throughout a campaign
is an often subtle reminder to players of how their
characters have progressed. Seeing the change
in borders or landscape, shifts in power amongst
governments, or evolution and destruction of certain
places of significance all help reinforce the sensation
that the player characters have progressed. These
details give the world a living, organic feel that helps
remind the players that their actions are meaningful,
and more importantly, long lasting.
MOMENTS OF REFLECTION
Some of the most powerful or moving changes
a character can undergo involve intangibles such
as their feelings or point of view. Dismissing the
importance of these types of progression is fool-hardy,
as this component of a characters development is
often closest to its players heart. Did a character
start their campaign a reckless, glory seeking warrior
bent on becoming a legend only to lose their taste
for violence as so many loved ones lost their lives?
A transition like that is meaningful and with a small
amount of attention, a Dreamweaver can use it to
really drive home the sense of progression for a
player.
Try to give opportunities when appropriate for
characters to demonstrate or experience a small bit
of introspection. This need not be a lengthy affair,
maybe it is a brief exchange between friends over
mead at a tavern.
Maybe the character is explaining to child in
a town square why they carry such big weapons.
Perhaps the character is telling a companion how
grateful they are to have fought together, just before
they rush into a seemingly hopeless battle. Planning
for, or forcing, these small scenes can really drive
home the sense of progression for not only the
characters player, but also for all the other players
who took part in the stories along the way.
ENDGAME
Every good story has an ending, and preparing for
this ending is an important job of any Dreamweaver.
First, the Dreamweaver must know when it is time to
bring the curtain down on a campaign. If this finale
was well scripted during the creation of the campaign,
recognizing when the end should occur may not be
an issue, but if it wasnt, then here are some things to
consider when deciding the need to end a campaign.
The urge for something new: Sometimes
members of a playgroup can be whimsical with their
desires or inspiration and their need for a change
should be considered carefully. Ruining a long
standing campaign because some members no longer
share interest in it is not good for anyone.
Letting the Campaign Rest: A long campaign
may not be the current flavor of the week with some
of the playgroup anymore, but that doesnt mean it
may not come back in fashion sometime in the future.
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RESET OR ENDURE
When a campaign has ended and the process
of starting over is underway, a choice must be made
regarding the world of Laruna. Will the playgroup
continue forward, allowing all the changes their
previous campaign has made, or will they effectively
reset the world?
Enduring in the world they helped create
can help a playgroup retain a certain pride and
appreciation for what their previous campaign had
accomplished. Seeing places changed or power
dynamics shifted wont mean anything to their
new characters, but the players can find this small
extension of what they had wrought eases the
campaign.
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What do I do?
This entire chapter is about using the Of Dreams
and Magic core book in conjunction with
Dreamscape:Laruna. For those playgroups who
wish to play exclusively in Laruna, this material
is not relevant, although we encourage you to
read it to help inspire more dramatic and wide
scale campaigns that travel from the Waking
World to Laruna and beyond!
WHAT IS A DREAMSCAPE?
Certain dreams stand out from the norm
because they are not finite, transient events. There
are some dreams that persist and recur, able to be
experienced by many Anima time and again. These
special dreams, known as Dreamscapes, force a
unique experience upon an Anima by having them
enter a dream they have previously visited. Laruna
is one such Dreamscape, and can be entered by an
Anima having a Reflection.
WHAT IS A REFLECTION?
A Reflection happens when an Anima goes
to sleep with the intention of confronting a Bound
Reaver that has been defeated in the Waking World.
While an Anima chooses the battleground when they
first experience their Crux, they do not have the same
luxury when facing a Bound Reaver.
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ENTERING A REFLECTION
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CHARACTER CREATION
Just like with any dream, an Animas identity
completely changes once they are asleep and
dreaming of Laruna. While in Laruna, they have no
memory of their Waking World selves.
From a mechanical point of view, trips into
Laruna necessitate the creation of a whole new
character using Larunas character creation rules and
character sheet. While actually creating a character
to play in Laruna follows the same mechanics, there
are two extra steps in character creation that players
should consider when making a Laruna character that
is the dream of an Anima.
First, and most importantly, is how their
Laruna character concept relates to their Anima or
the situation at hand. When used as a Dreamscape,
Laruna characters are an extension of the Anima
rather than an altogether new character. While
Laruna will bend the Animas identity to properly fit
the dream, some thought should be put into WHY an
Anima may appear in Laruna as a specific character.
There are no hard and fast rules for this process, but
take the following example.
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LARUNAS REAVERS
Every trip into Dreamscape: Laruna has a sole
purpose: to find and defeat a Bound Reaver who
has retreated there. Of course, that does not mean
that Dreamscape: Laruna stories must be one-note or
simple. While Laruna stories can be straightforward
adventures where a group of heroes must defeat a
singular villain, that is only the tip of the iceberg.
CREATURES
Many of the monsters of Laruna can serve as
a Bound Reaver. While a singular gremlin would
make for an underwhelming conclusion of a story,
even a simple creature can serve as a Reaver with
some creativity. For example, a small gremlin who is
able to sneak throughout a small village and attack
innocent townsfolk during the night can be the basis
of a non-combat Laruna story. A Bound Torment
Reaver in this case may not be the actual gremlin, but
instead has manifested as the fear and dread of dead
bodies showing up every night in this small town. In a
case like that, killing the gremlin may not actually be
enough to destroy the Reaver, but rather just be the
first step towards repairing the distrust and paranoia
that has spread within the village.
Of course, a more traditional story of that same
gremlin putting together a small army made of trolls
and skeletons that must be stopped could work just
as well as a Reaver, depending on the tastes of the
play group and the style of ODAM campaign being
played.
CORRUPTION
The story of Laruna is the story of the returned
Argasheel, with Legacy bearers and Corruption being
two opposite sides of that same coin. The corruption
of Laruna by Argasheel is at the core of almost
every conflict dealt with in Laruna. Corruption also
opens multiple avenues for an ODAM story, as it can
provide an easily understandable face of the Bound
Reaver that the Anima are searching for.
A Nexus that must be closed offers many
different opportunities to serve as a Bound Reaver.
A particularly strong creature or group of creatures
may become highly corrupted, serving as a potent
adversary to the Legacy Cearers.
Closing a Nexus is also a natural end to a story,
making it a solid goal of a group trying to destroy a
Reaver. This also has the benefit of heavily increasing
KREESH
Kreesh make for a great one-for-one
representation of a Reaver. Just like Reavers, Kreesh
are large, threatening monsters who require more
than one person to defeat. A campaign that has
characters meet up, grow in power, and finally face
down and defeat a Kreesh can very easily mirror a
Waking World campaign that follows the same story
structure.
Kreesh come in all sorts of shapes and sizes
and can present some unique challenges to a group.
While all Kreesh are agents of pure destruction,
including complications such as collateral damage
from battles, the political intrigue of trying to raise
an army for support, or intense border conflicts that
stall the players movements will make their use more
interesting and varied.
Kreesh are also designed with their own unique
strengths and weaknesses, which can lead to player
groups needing to find additional assistance or
resources to defeat a Kreesh they are ill equipped to
handle.
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EXCESS CONTROL
If an Anima receives enough Control Points to
advance past Control Rank Five, they may start the
rank process over again. In this case, each time the
Anima reaches a new Control Rank, they may choose
an additional Remnant from that Rank to learn.
SAMPLE ANIMUS
Listed below are three examples of Animus
that could be a product of a Crux that takes place
in Laruna.
GATEKEEPER
Manipulation of time and space energy is
both feared and respected by every day Anima. As a
Gatekeeper, your unique abilities give you insight into
the future and a freedom of travel rarely seen outside
of a dream.
PASSIVE ASPECT
Time Mage: You have gained the ability to both
sense and manipulate time, allowing you to perform
feats that leave others baffled. You always seem to
know whats coming, and your companions look to
you for answers.
Visual Changes: Mages robes, clock patterns
or tattoos
Rank One:
Rank Two:
Rank Three:
Rank Four:
Rank Five:
+1 INT, +1 PER,
+2 Shaping, Time Sense
+3 Reaction, +1 INT
+2 Shaping, +2 PER,
Bind
+3 Reaction, +1 INT,
+2 Shaping
+2 PER, Recall
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ANIMUS ABILITIES
ARCANE BURST (RANK 1)
The user blasts a wave of concentrated magical
energy at the target.
Range: 2m
Duration: Instant
Type: Battle, Energy
Base Success: Targets of Arcane burst suffer 10
magical damage and lose 2 Stamina.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 magical damage
(2c) Damage Adjustment: +1 Stamina (8c)
Strength Adjustment: Daze
The extreme burst causes the target to be
disoriented and suffer a -2 penalty to all ATs
the following phase.
BLINK (RANK 3)
The user blinks out of existence for a moment,
reappearing some distance away.
Range: 5m
Duration: Instant
Type: Space, Energy
Base Success: You teleport up to 5m away.
Blinking next to a melee target and initiating combat
within the same phase causes that target to be
surprised. This may be used to teleport past solid
objects, such as walls and doors, even if the area on
the other side is unfamiliar to you. If there is no open
space large enough beyond the barrier, the ability
will fail.
(1c) Range Adjustment: +1m
(8c) Special Adjustment: Guide
You may bring along one willing individual as
long as you can touch them
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REWIND (RANK 4)
The user briefly reverses time, returning a target
to their prior place in time and space.
Range: 5m
Duration: Instant
Type: Time, Energy
Base Success: The target is rewound and
instantly teleported to the physical location they were
one phase prior to your turn. If this would place the
target inside physical obstruction, they instead arrive
in the nearest unobstructed space.
(1c) Range Adjustment: +1m
(10c) Special Adjustment: Loop
Rewind gains a duration of 2 and at the start of
your turn in each subsequent phase, the effect
of Rewind occurs again as if freshly cast with
no CAP adjustments
SHADOWMANCER
At home in the darkness, you are an expert
assassin capable of manipulating shadow to enhance
your ability to terrify, confuse, and escape your enemies.
Many victims find themselves dead or dying before they
know what hit them.
PASSIVE ASPECT
Shadow Dancer (Found in ODAM page 107.)
ANIMUS ABILITIES
SHADOW DAGGER (RANK 1)
The user is able to pull a small dagger made of
shadow out of any source of shadow or darkness. The
dagger will last for up to one phase or a single strike.
Once the duration ends or a target is struck, the dagger
rapidly disperses, leaving no trace of its existence.
PORTAL (RANK 5)
This ability opens a link between two places,
allowing individuals to instantly pass through to the
other side.
Range: 3km
Duration: 1 hour
Type: Energy, Space
Base Success: You open a portal to any location
within range that you have previously visited. The
entry point will appear within 5m of your person.
The portal will be wide enough for one person to
walk through at a time. The exit portal is the same
size as the entry portal. Anyone may use the portal,
transporting them and all of their belongings to the
other side instantly. The portal works both ways.
Range: Touch
Duration: 1 phase
Type: Shadow, Transformation
Base Success: Creates a shadowy dagger with
the following statistics:
Threat: 2
Damage: Strength + 3
(1c) Damage Adjustment: 2 Damage
(3c) Weapon Adjustment: Bleed (3)
(4c) Strength Adjustment: +1 Base Damage
(10c) Strength Adjustment: +1 threat
(15c) Duration Adjustment: +1 phase
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EARTHWARDEN
As a protector of the land, you combine your
attunement to the Earth with magical skill to bring
justice to those who would desecrate it. Harnessing
the power of nature to both strike at enemies and
protect allies, an Earthwarden is always a welcome
sight.
PASSIVE ASPECT
DRUID
Your spirit has become bound with the land itself,
giving you an unbreakable connection to the Earth and
its creatures. The outdoors are your home, and the
night sky your blanket.
Visual Changes: Druidic clothing (leather, furs)
Rank One: +2 END, +2 Shaping, Naturalist
Rank Two: +1 PER, +5 RES, Pathfinder
Rank Three: +2 Shaping, +1 INT
Rank Four: +1 Shaping, +3 END
Rank Five: +2 Shaping, +2 PER, Mark
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n turallly
na
occurring poisons. You
may
um
ay drink ffrom
rom
ro
m any
an
natural body of
water and treat it as
though it were fresh
sh
water, regardless off
contamination. You
u
may consume a
handful of earth
to satisfy any
hunger or need forr
nutrition. Finally,
wild animals will
never attack unlesss
struck first, or you
endanger the lives
of their young.
Pathfinder: You
ou
will always know the
cardinal direction you
hen
n
are heading when
outdoors.
y ourr
In addition, your
is not
no
ot
movement speed is
errain.
impaired by any terrain.
394
4
ANIMUS ABILITIES
ENTANGLE (RANK 1)
The caster calls upon nature to bind and slow
their enemies. When outdoors, roots spring forth
from the earth to surround the targets feet. If
indoors or within a city, there must be some form
of vegetation within range for this to function.
This may include smaller items such as
small potted plants or even broken twigs on the
pavement. The vegetation will grow at extreme
speed for the duration in order to grasp at a target.
Range: 15m
Duration: 2 phases
Dur
Type: Nature
Ba
B
ase Success: Plant life
Base
reaches out and binds
reac
the target, snaring
them for 2 phases.
Targets suffer a -3
to all ATs and are
unable
un
to take more
than
th one step in any
direction.
d
Dealing a
total
to
ota
tall of 25 Damage will
destroy
the restraints
de
es
and
a
an
d remove the effect,
however additional
h
plants
pl
will reach out
and bind the target at
an
the start
stt
of every phase
tth
h effect is in place.
the
(2c) Range
Ad
dj
Adjustment:
+1m
(10c) Special
Adjustment:
Thicken
Adju
us
The restraints
have 50 Health
REJUVENATION (RANK 2)
The caster infuses the target with nature energy,
healing their wounds and restoring some stamina at
an accelerated rate.
Range: 1m
Duration: 2 phases
Type: Nature, Healing
Base Success: The target regenerates 10 lost
Health and 3 Stamina immediately, and 5 additional
Health and 1 Stamina at the start of the next 2 phases.
(1c) Range Adjustment: +1m
(3c) Strength Adjustment: +2 initial Health
regenerated
(7c) Duration Adjustment: +1 phase
(10c)Special Adjustment: Energizing Mist
You may swap the Health and Stamina values
Range: 15m
Duration: Instant
Type: Elemental, Nature, Electricity
Base Success: The target suffers 20 magical
damage and is dazed, suffering a -2 to the next AT
taken within 2 phases. The bolt jumps to the nearest
enemy within 5m of the target, dazing them and
doing one half damage, rounded up.
(1c) Damage Adjustment: +1 magical damage
(1c) Range Adjustment: +1m
(6c) Strength Adjustment: Jumps to one additional target within 5m, dealing half the damage of the
original bolt. May be purchased more than once.
ANCIENT GUARDIAN
(1c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: May link with an avian or fish
STR 15
AGI 4
END 10
HEALTH 200
INT 7
PER 6
CHM 3
STA 100
Fighting 18
(1c) Range Adjustment: +10m range
(2c) Strength Adjustment: +1 any attribute
(5c) Strength Adjustment: Elongated Branches
The guardian gains a +6 bonus to Fighting ATs
(5c) Duration Adjustment: +1 phase
3
395
TRICKSTER
A keen mix of lies and illusions keeps you ahead
of the game, allowing you to deceive your rivals and
maintain the upper hand.
Visual Changes: none
ELEMENTAL ARCHER
Mixing magic and martial prowess, you imbue
your bow with the power of the elements.
Visual Changes: Descendant wings & skin color
Rank One: Summoned Weapon: Remokin,
+10 Weaponry
Rank Two: +2 AGI, Elemental Arrows
Rank Three: +1 AGI, +3 Weaponry, +10 STA
Rank Four: +3 AGI, +5 Weaponry
Rank Five: Archery Master
BATTLE DANCER
You fight with a grace and elegance that inspires
allies and frustrates enemies.
Visual Changes: Unnaturally graceful movement,
faint sounds of music
Rank One: +3 AGI, Battle Hymn
Rank Two: +5 Weaponry. +10 STA
Rank Three: +2 Reaction, Dirge
Rank Four: +2 AGI, +5 any Weaponry
Advanced Skill
Rank Five: +1 END, +2 AGI, +10 STA, +10
Health
396
6
BECKON (RANK 2)
By focusing intently on a specific person, the user
may send out a mental nudge, compelling an individual
to seek them out.
SHOCKER
You are a warrior born of the elements, enhancing
your attacks with magical lightning.
Visual Changes: Electrical pulses coursing through
body, glowing eyes
Rank One: +5 Fighting, +5 Weaponry, Electric Strikes
Rank Two: +3 STR, +10 STA
Rank Three: +2 STR, +3 Weaponry, Lightning Speed
Rank Four: +3 REA, +5 Weaponry, +5 Fighting
Rank Five: +5 END, Passive Regeneration
Range: Self
Duration: 2 phases
Type: Enhancement
3
397
HASTE (RANK 3)
VANISH (RANK 4)
Range: 10m
Duration: 3 phases
Type: Arcane, Transformation
Base Success: The target receives a +4 bonus
to Reaction and the first physical action taken in a
phase is considered a Free action. In addition, their
base movement is doubled.
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 Reaction bonus
(10c) Special Adjustment: Fleet of Foot
Base movement is tripled
(20c) Special Adjustment: Blur
You gain a second Free physical action
Range: Self
Duration: 2 phases
Cost: 10 stamina
Type: Arcane, Transformation
Base Success: The user fades from sight. While
under the effects of Vanish, the user is invisible to
anyone without magical means of detection. If used
in combat, anyone attacking the caster receives a
-10 penalty to hit the user for the phase. The user
will become disengaged with any melee targets at
the start of the next phase. Attacking while invisible
immediately ends the ability, but provides the user
with a +5 Reaction bonus (if applicable) and +5 to
their combat related AT for the phase.
(5c) Strength Adjustment: Slow Fade-In
+1 Bonus to Reaction and AT attempt
(10c) Duration Adjustment: +1 phase
FLIGHT (RANK 5)
Range: 10m radius
Duration: Special
Cost: 8 stamina
Type: Transformation, Arcane
Base Success: All allies within range recover
2 Health and 1 Stamina per phase. The user may
continue the duration for a cost of 5 Stamina. If
continued, each subsequent phase increases the
Health and Stamina gained by 1, to a maximum of 6
Health and 5 Stamina per phase.
(2c) Range Adjustment: +1m
(10c) Strength Adjustment: +1 Stamina
recovered per phase
(10c) Strength Adjustment: +1 Health
recovered per phase
398
8
NEW REMNANTS
Range: 2m
Duration: Instant
Requirements: None
Threat: 3
AT: Fighting + STR
Damage: STR + 6 (Magical)*
(1c) Damage Adjustment: +3 Damage
(4c) Weapon Adjustment: Bleed(2)
*Successful strikes with the Harvesters Claw
drain 10 Health and 4 Strength from the target and
grants them to the user.
3
399
NEW ARTIFACTS
SCALE OF THE JADE SERPENT (RANK ONE)
A small green scale, rumored to have fallen from
the armor of a famous Izumo warrior-monk. It is said
that his armor was the greatest amongst armors, just
as he was greatest among men.
Effect: As long as the scale is in direct skin
contact with the user, they gain +10 Armor and +10
Resistance.
SENTINELS SHIELD
(RANK THREE)
This large heater shield
is engraved with the crest of
the Highland Knights, which
shimmers beautifully in the sunlight.
How and why this shield became
separated from its owner is anyones
guess, but judging by the handful of dents and
scratches, it is obvious the wielder had seen a good deal
of vicious combat. Lined with soft brown fur and fitted
with a worn leather strap, the shield seems comfortable
enough to use and lighter than you would expect.
Effect: By spending 5 Conviction and bracing
with the shield, it casts Arcane Burst as per the ability,
using the shaping score of the wielder.
Protection Rating: 6
Protected Area: Minor
DESCENDANTS TRAVELING
RECEPTACLE (RANK THREE)
The receptacle is an exquisitely made porcelain
vase, approximately 30cm in length. The outside is a
deep blue color, engraved with flourishes of gold and
silver. Atop sits a small lid, which is kept closed by a
simple golden clasp.
400
0
APPENDIX 1: TECHNIQUES
ACADEMICS TECHNIQUES
DEVOUT KIN
You have an intimate knowledge of the idioms
and behaviors used by parishioners of given churches,
allowing you to more readily pass as a fellow worshiper.
Effect: You gain a +6 bonus to any Deception
AT made in an attempt to convince someone you
worship their god, and a +3 to any Social AT made
relating influence them about a religious matter.
Cost: 10 xp
CRAFTING TECHNIQUES
EQUIPMENT MASTERY
Having access to quality work materials is a boon,
but it takes special skill to put these assets to good use.
Effect: You receive double the normal bonus
from any Required Workspace.
JURY RIGGED
You have learned unconventional, yet safe
methods to cut back on the material cost when creating
a chosen item.
Effect: Ignore 50% of the minor ingredient cost
for a single formula, process, or plan.
Cost: 15 xp
UNDER PRESSURE
You have become accustomed to working under
strict deadlines.
Effect: Each work effort AT that succeeds
awards an additional 3 CAP.
Cost: 20 xp
MAGIC TECHNIQUES
ARMOR MASTERY
You have practiced maneuvering in heavy armor,
gaining knowledge of efficient movements and an
increased tolerance to its weight. This technique may
be purchased more than once, stacking up to 5 times.
Effect: Reduces armor hindrance penalty by 1
when casting spells or using Legacy abilities. Cannot
reduce hindrance below zero.
Cost: 15 xp
4
401
MANA EFFICIENCY
HAMSTRING
Cost: 15 xp
SPELL PENETRATION
You have developed a method for ensuring your
magic bypasses the defenses of your opponents.
Effect: Choose one magic damage type. Spells
you cast that inflict this damage type ignore up to 10
points of a targets Protection.
Cost: 20 xp
UNBRIDLED ENERGY
Harnessing extreme bursts of mana is your
specialty, and you have learned an efficient way of
transferring this power into wands.
Effect: When recharging a wand, you restore
two charges instead of one each time you pay the
Mana cost of the wands spell.
Cost: 10 xp
FLUID MOVEMENT
Your speed and finesse is the source of your skill.
Effect: When using One-Handed melee weapons,
you may use AGI instead of STR as a modifier for ATs.
Cost: 10 xp
402
2
OFF-HANDED STRIKE
Holding a second weapon can allow for strikes
from odd angles. Using your primary hand to create
unusual openings in the enemys defense, you are able
to exploit the limitations of wielding a single weapon.
Effect: When dual wielding and taking a
Melee Combat AT against an opponent with a single
weapon, you may spend 1 CAP to have their Melee
Combat Defensive ATs during the following phase
suffer a -3 penalty.
Cost:15 xp
REPEAT EXPOSURE
Softening the opponent before delivering a decisive
blow is crucial.
Effect: After making a successful strike with an
impact weapon, you may spend 10 Stamina and 3
CAP to immediately purchase an additional strike
that will ignore up to 15 ARM. This may only be
done once each phase.
Cost: 20 xp
SHIELD TRAINING
Acclimating to the extra weight of a shield is
necessary if you want to be functional on the battlefield.
You have grown accustomed to its presence and find its
weight less of a hindrance.
Effect: Reduces the AT penalty caused by Block
rating while using a shield by 1. This technique may
be purchased more than once, stacking up to 5 times.
Cost: 15 xp
WEAK POINT
DEAD SHOT
WHIP DISARM
All those nights spent lashing out at combat
dummies have come in handy.
Effect: When wielding a spiked whip, you may
use Alternate Strike: Disarm
DEADLY FOCUS
(BS+8c) Alternate Strike: Disarm
A targets weapon becomes wrapped by your
whip and they must succeed in a contested
STR AT or be forced to drop their weapon.
Opponents who succeed are able to pull their
weapon from the grip harmlessly.
MOUNTED ARCHERY
Cost: 10 xp
BULLSEYE
Required: Dead Shot Technique
Enemies who do not respect your skill with a bow
often find themselves with an arrow through the eye.
Effect: When shooting a bow, you gain the
following weapon adjustment:
(45c) Weapon Adjustment: Bullseye
This strike deals +225 damage and any
additional CAP spent increases damage by 5
per point.
PRECISION
Shooting at an engaged target increases your
Ranged Combat AT difficulty by 2 less than normal.
Cost: 10 xp
PRECISE SHOT
Required: Skilled Shot Technique
With increased focus on your archery training,
you have gained the ability to hit your targets weak
points with increased frequency.
Effect: When shooting a bow, you gain the
following weapon adjustment:
(25c) Weapon Adjustment: Precise Shot
This strike deals +75 damage and any
additional CAP spent increases damage by 3
per point.
Cost: 15 xp
Cost: 20 xp
4
403
SOCIAL TECHNIQUES
SKILLED SHOT
Through much training, you have gained the
ability to strike at the more vulnerable spots of your
targets.
Effect: When shooting a bow, you gain the
following weapon adjustment:
(5c) Weapon Adjustment: Skilled Shot
This strike deals +10 damage and any
additional CAP spent increases damage by 2
per point.
Cost: 10 xp
*Techniques applying to bows may be purchased
separately for Thrown Weapons, Slings and
Crossbows as well.
SKULLDUGGERY TECHNIQUES
BAIT AND SWITCH
You have mastered the art of exploiting someones
attraction while stealing from them.
Effect: You gain +4 bonus to Pickpocketing ATs
when targeting a person who is physically attracted
to you.
Cost: 10 xp
FAMILIAR LIES
Whenever suspected of a crime or wrongdoing, you
know how to manipulate a story so the person accusing
you sees a mutual acquaintance as a suspect instead.
Effect: You may make a Deception AT against a
target who sets the difficulty with a Social AT. Base
Success + 3 CAP allows you to cast a person both you
and the target are familiar with into a suspicious light.
Cost: 10 xp
METICULOUS PLANNING
You spend a great deal of time analyzing every
detail of strategy and planning that some would say
borders on obsession.
Effect: When making a Leadership AT to create
a Preemptive plan, you gain a +5 bonus if able to
spend at least one hour uninterrupted to create the
plan.
Cost: 10 xp
NAME GAME
You know which names are loved and hated by
movers and shakers. You are able to drop the right
name at the right time for added effect.
Effect: Any Social AT made that targets high
society or bureaucrats gains a +4 Bonus.
Cost: 10 xp
UNIFIER
You have a knack for helping people of different
races put aside their problems and find common ground.
Effect: You gain a +4 bonus to any Diplomacy
AT when dealing with racial tensions.
Cost: 10 xp
SURVIVAL TECHNIQUES
HOMELAND
You are intimately familiar with the landscape
of your homeland, knowing the paths less traveled
and locations of specific plants and animals. Chose an
outdoor point for this technique.
Effect: When making a Foraging AT in a location
within 20km of your chosen point, you gain 5 CAP
when awarded Base Success.
Cost: 15 xp
MANHUNTER
Criminals adopt certain stereotypical behaviors
when on the run from the law. You have studied these
behaviors and learned how to use them to better aid
you when following in their footsteps.
Effect: Tracking ATs made to find or follow a
fugitive gain a +6 bonus.
Cost: 10 xp
404
4
LV
10
STR
20
Health
200
AGI
10
Stamina
200
END
20
Mana
INT
Reaction
22
PER
12
Evasion
30
ATTACK
The Violence Reaver strikes out at its opponents
with claw and bite attacks.
Typical Ability Score: 30
CLAWS
Threat: 4
AT: Natural Weapons + AGI
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
BITE
CHM
Base Move
10
15/15/15
Melee Combat
10
Protection
(Celestial)
-10
Natural Weapons
10
Protection
(All Others)
10
Resistance
(All)
Threat: 1
AT: Natural Weapons + AGI
Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Grapple & Bleed (4)
INDOMITABLE
Armor
CELESTIAL GUARDIAN
LV
31
STR
18
Health
250
AGI
10
Stamina
200
END
13
Mana
200
INT
10
Reaction
18
PER
12
Evasion
18
CHM
15
Base Move
10
20/28/26
Magic
12
50
Light
10
Armor
Protection
(Celestial)
SHADOW ABSORPTION
All Shadow type damage dealt is absorbed and
converted to Health. Maximum Health cannot
be exceeded in this way.
ATTACK
The Celestial Guardian strikes down his foes with
a large two-handed sword.
(Typical Attack Score: 48)
CLAYMORE
Threat: 9
Damage: STR +14 (Slashing)
(1c) Damage Adjustment: +2
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate
MENTAL IMMUNITY
Immune to mind control effects.
INDOMITABLE
Protection
(All Other)
20
Melee Combat
15
Resistance
(Light, Dark)
40
2H Slashing
15
Resistance
(All Other)
10
TRUESIGHT
Known Spells
Heal, Remove Poison, Protect
4
405
FIRE ELEMENTAL
STR
15
Health
300
FLAME STRIKE
AGI
15
Stamina
200
END
12
Mana
100
Threat: 2
AT: Natural Weapons + STR (39)
Damage: STR + 6 (Fire)
INT
Reaction
27
PER
12
Evasion
27
CHM
Base Move
15
15/15/15
Magic
Elements
Armor
Protection
(Cold)
Protection
(All Other)
15
Melee Combat
12
Resistance
(All)
15
Natural
Weapons
12
Known Spells
Burn, Circle of Fire
FIRE ATTUNED
IMP
Tiny Demon
A tiny devil with a sharp attitude, this imp has
been forced to serve many masters and is quick
to let you know hes tired of it.
LV
1
STR
Health
100
AGI
Stamina
75
END
Mana
80
INT
Reaction
17
PER
Evasion
17
CHM
Base Move
Armor
Magic
Protection
(Fire)
15
Elements
Protection
(All Other)
Skullduggery
10
Resistance
(All)
Stealth
Known Spells
Burn
Survival
BURNING AURA
This creature deals 30 + INT Damage(Fire) per
phase to all enemies within 5m.
ICE VULNERABILITY
The Fire Elemental may not take a RES AT
against Ice type spells.
FIRE IMMUNITY
406
6
ATTACK
LV
25
ATTACK
The Imp poses no physical threat, but does have
some limited magic at his disposal
(Typical Attack Score: 12)
ELEMENTAL BLAST
Once per phase, the Imp may shoot a bolt of
elemental energy at a target. The Imp may
choose Fire, Cold, Electricity, or Arcane at the
time of use.
Type: Elements, Random
AT: Elements + INT (12)
Cost: 10 Stamina
Range: 10m
Duration: Instant
Base Success: The target takes 5 Damage (Random).
FLIGHT
Flies at base movement speed.
EARTH ELEMENTAL
LV
25
ATTACK
STR
21
Health
300
EARTH STRIKE
AGI
Stamina
200
END
15
Mana
100
Threat: 2
AT: Natural Weapons + STR
Damage: STR + 6 (Impact)
INT
Reaction
19
PER
10
Evasion
19
CHM
Base Move
Armor
22/30/30
Magic
Protection
(All)
10
Elements
Resistance
(All)
15
Melee Combat
12
Natural
Weapons
12
Known Spells
Barrage, Harden
BOULDER
Once per phase, the elemental may hurl a chunk
of earth at an opponent.
Type: Elements, Earth
AT: Natural Weapons + STR (43)
Cost: 25 Stamina
Range: 10m
Duration: Instant
Base Success: The target takes 25 Damage (Impact). Targets may take an Evasion AT to reduce
the damage by the ATR.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact
EARTH ATTUNED
ELEMENTAL IMMUNITY
GHOUL
Medium Undead
This walking corpse is much more powerful
than its Zombie counterparts, having been
granted stronger gifts from its creator.
LV
12
ATTACK
The Ghoul attempts to pummel his victims with
his bare hands, clawing and grappling when possible. The rotting flesh of the ghoul spreads filth
and disease to all targets.
(Typical Attack Score: 32)
STR
12
Health
250
AGI
Stamina
100
END
Mana
INT
Reaction
15
PER
Evasion
15
Threat: 0
AT: Brawling + STR (32)
Damage: STR + 3 (Slashing)
CHM
Base Move
12/14/14
Melee Combat
11
Protection
(All)
10
Brawling
Resistance
(All)
Armor
CLAWS
PLAGUE SPREADER
Upon any successful Base Strike, the victim
receives disease(1). This effect stacks.
4
407
SHADE
LV
12
STR
Health
120
AGI
Stamina
80
END
Mana
100
INT
Reaction
12
PER
Evasion
12
CHM
Base Move
Armor
n/a
Melee Combat
10
Protection
(All)
10
Natural Weapons
10
Resistance
(All)
INCORPOREAL
May pass through solid objects freely. May not physically
interact with anything in the material world. The creature
may only be harmed by magical weapons, effects or other
incorporeal creatures.
SHADE LORD
LV
18
STR
Health
200
AGI
12
Stamina
150
END
12
Mana
200
INT
10
Reaction
24
PER
12
Evasion
24
CHM
Base Move
12
Armor
n/a
Melee Combat
15
Protection
(All)
15
Natural Weapons
15
Resistance
(All)
INCORPOREAL
May pass through solid objects freely. May not physically
interact with anything in the material world. The creature
may only be harmed by magical weapons, effects or other
incorporeal creatures.
DEATH TOUCH
When successfully struck by Wither, the target gains a
Death Counter. Upon reaching 4 Death Counters, the target
dies. If the deceased target was a Legacy Cearer, they lose 1
Legacy Rank.
408
8
ATTACK
The Shades primary attack is Wither, using it
freely when threatened or commanded to do so.
(Typical Attack Score: 26)
WITHER
As an Instant action once per phase, the spirit
strikes the soul of a target within melee range,
dealing unpreventable Health, Stamina, and
Mana loss on a successful AT. Targets may only
use Evasion as a Defensive AT.
AT: Natural Weapons + AGI (26)
Damage: INT + 10
(1c) Damage Adjustment: +1 H/M/S loss
POSSESS
As an IU action, the spirit may enter the body of
a creature, forcing the target to abandon their
action for the phase. This dispels the spirit. The
target may still take Defensive ATs this phase.
Legacy bearing creatures may take a contested
LR vs the Shades PER AT to resist this effect
ATTACK
The Shades primary attack is Wither, using it
freely when threatened or commanded to do so.
(Typical Attack Score: 42)
WITHER
As an Instant action once per phase, the spirit
strikes the soul of a target within melee range,
dealing unpreventable Health, Stamina, and
Mana loss on a successful AT. Targets may only
use Evasion as a Defensive AT.
AT: Natural Weapons + AGI (42)
Damage: INT + 10
(1c) Damage Adjustment: +1 H/M/S loss
POSSESS
As an IU action, the spirit may enter the body of
a creature, forcing the target to abandon their
action for the phase. This dispels the spirit. The
target may still take Defensive ATs this phase.
Legacy bearing creatures may take a contested
LR vs the Shades PER AT to resist this effect
FRIGHTFUL AURA
All non-Legacy bearing creatures attempting to
get closer than 20m must succeed in a contested
INT AT or be unable to approach further. Legacy bearing creatures may take a contested LR
vs INT AT instead. In addition, all spirits within
range receive +2 AGI and +25 Health. This
effect does not stack.
SKELETON
Medium Humanoid
A simple reanimated skeleton, with no mind of
its own.
ATTACK
LV
1
STR
Health
100
SHORTSWORD
AGI
Stamina
75
END
Mana
Threat: 4
AT: One-Handed S. + STR (18)
Damage: STR + 6 (Piercing)
INT
Reaction
10
PER
Evasion
10
CHM
Base Move
12/14/14
Melee Combat
Protection
(All)
1H Slashing
Resistance
(All)
Ranged
Combat
Bows
Armor
SKELETON LORD
Medium Undead
No ordinary skeleton, this creature has been
enhanced with Dark magic, creating a lethal
opponent with command over lesser undead.
SHORTBOW
Range: 0-25m/26m-75m/76m-200m
Difficulty: 12/28/38
AT: Bows + AGI (10)
Damage: 15 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing
ATTACK
LV
12
Clad in full plate armor, the Skeleton Lord attacks with his longsword, attempting to kill any
hostile targets nearby.
(Typical Attack Score: 40)
STR
10
Health
220
LONGSWORD
AGI
Stamina
100
Threat: 5
AT: One-Handed Slashing + STR (40)
Damage: STR + 9 (Slashing)
END
10
Mana
INT
Reaction
15
PER
Evasion
15
CHM
Base Move
18/26/24
Melee Combat
15
Protection
(Shadow,
Curse)
30
1H Slashing
15
Protection
(All Other)
10
Resistance
(All)
20
Armor
HEATER SHIELD
Block: 6
Cover: +12
DEATH COMMAND
All Undead within 20m become slaves to this
creature. Any AT attempting to wrest control
of the undead from the Skeleton Lord has its
difficulty set by the Skeleton Lords Defensive
AT (taken with a skill of 20.)
FRIGHTFUL AURA
All non-Legacy bearing creatures attempting to
get closer than 20m must succeed in a contested
INT AT or be unable to approach further.
Legacy bearing creatures may take a contested
LR vs INT AT instead. In addition, all skeletons
within range receive +2 STR and +25 Health.
This effect does not stack.
4
409
STR
19
Health
300
AGI
Stamina
125
END
15
Mana
100
INT
Reaction
14
Attack
PER
Evasion
14
CHM
Base Move
Armor
70
Melee Combat
12
Protection
(Fire)
75
Natural Weapons
Protection
(Cold)
10
Resistance
(Elements)
50
Protection
(All Other)
25
Resistance
(All Other)
25
Weapons
Bite
Threat: 6
AT: Natural Weapons + STR (39)
Damage: STR + 12 (Piercing)
Legacy Abilities
Slag
Huge
Burning Aura
MOLTEN MEGADON
LV 40 HUGE ELEMENTS KREESH
410
Chosen Traits 75
Inherent Traits 73
INDEX
A
Energy 335
Engaging
Disengaging 322
Equipment 362
Evasion 325
Experience
Costs 335
B
Backgrounds
Ashik 106
Descendant 100
Garaith 104
Human 108
Mesmulot 102
Universal 95
C
CAP 316
Adjustments 316
Spending 316
Chance Test 317
Character States 323
Crafting 337
Alchemy 340
Enchanting 346
Jewelcrafting 359
Leatherworking 354
Metalsmithing 350
Woodworking 357
Creatures 405
D
Damage
Types 324
Descendant 70
G
Garaith 82
Inherent Traits 85
H
Health
Wound Penalties 326
Human 64
Traits 68
K
Kreesh 6
L
Laruna
Ages 7
Noteworthy People 54
Legacy 5, 141
Mark 14
Legacy Archetypes 143
Calling
Earthwarden 190
Mirage 198
Summoner 206
Change
Gatekeeper 220
Megalindir 228
Shifter 236
Dark
Deathlord 168
Shadowmancer 176
Soul Bender 184
Elements
SoraSomin 244
Sorcerer 252
Stormborn 258
Light
Lightbringer 144
Sentinel 152
Starcaller 160
Legacy Rank
Increasing 335
Progress Points 335
4
411
Magic
Durations 333
Types 332
Using 332
Melee Combat
Attack Priority 328
Dual Wielding
Threat 329
Threat 327
Weapon Alternate Strikes 328
Weapon Effects 328
Mesmulot 76
Chosen Traits 80
Inherent Traits 79
Mounted Combat 330
Mounts 368
Multiple Targets
Defending Against 326
Phase 318
Protection 325
Techniques 401
Weapons 362
412
2
Skills 123
Academics 123
Crafting 126
Magic 127
Melee Combat 127
Ranged Combat 127
Skullduggery 127
Social 130
Survival 134
Spells
Calling 283
Change 293
Dark 274
Elements 303
Light 266
Gender/Age:
Height/Weight:
Hair/Eyes:
Name:
Race:
Archetype:
Allegiance:
$
7
7
5
,
%
8
7
(
6
LEGACY ARC
STR HEALTH
AGI STAMINA
END
INT
PER
ENERGY
MANA
LEGACY RANK
EVASION
PROGRESS PTS
REACTION
CHM
GENERAL
Academics
Total
Rating Skill
Att
SKILLS
Bonus Legacy COMBAT
Bonus
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Ranged
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Skullduggery
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Social
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
Survival
ABILITIES
Advanced Skill
Advanced Skill
Advanced Skill
Melee
Advanced Skill
Craft
LEGACY
Total
Rating Skill
MAGIC
Magic
VIRTUE
Total
Rating Skill
Virtue:
Type:
Advanced Skill
AT:
Duration:
Advanced Skill
Base Success:
Energy Cost:
Range:
Advanced Skill
Advanced Skill
CAP Adjustments:
Advanced Skill
SPELLS
Advanced Skill
Advanced Skill
Advanced Skill
Advanced Skill
TRAITS
XP:
BASE MOVE
SPEED:
Weapons, Armor
& Possessions
ARMOR
IMPACT:
PROTECTION:
SLASHING:
PIERCING:
RESISTANCE:
Acid:
Cold:
Electricity:
Poison:
Space:
Arcane:
Curse:
Fire:
Shadow:
Time:
Celestial:
Disease:
Mind:
Sonic:
Light:
Dark:
Calling:
Change:
MELEE WEAPON
Name:
Threat:
AT:
CAP Adj:
MELEE WEAPON
Type:
Name:
Threat:
AT:
CAP Adj:
Damage:
Durability:
RANGED WEAPON
Name:
Threat:
AT:
Range:
CAP Adj:
Type:
Speed:
ARMOR
Name:
Type:
Armor_ Impact:
Protection:
Protection:
POSSESSIONS
GOLD:
Type:
Damage:
Durability:
RANGED WEAPON
Damage:
Durability:
/
Elements:
Name:
Threat:
AT:
Range:
CAP Adj:
Type:
Damage:
Durability:
/
Speed:
SHIELD
AT Penalty:
Durability:
Slashing:
Piercing:
Name:
Type:
Block:
Protection:
Protection:
TECHNIQUES
AT Penalty:
Durability:
Range:
Cover: