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By John Borgese, Gilbert DuRapau Jr, and Matthew Tarulli

Credits
Development, Design, Writing: John Borgese,
Gilbert DuRapau Jr., Matthew Tarulli
Additional Writing: Jonathan Edwards
Editing: James Kwapisz
Cover Art: Leandro Furlanetto
Interior Art: Patricio Clarey, Jonathan
Edwards, Leandro Furlanetto, Leslie Lee, Phillip
Simpson
Layout: Matthew Tarulli
Playtesters: Crista Ceribello, Lane 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.

Special Thanks to our ODAM Insiders:


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

Copyright 2016 ODAM Publishing LLC


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

This book is the result of years of hard work and


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

Table of Contents
Chapter One: Introduction

Chapter Two: Kingdoms

15

Chapter Three: The Mortal Races

63

Chapter Four: Character Creation

111

Chapter Five: Attributes & Skills

119

Chapter Six: Legacy

141

Chapter Seven: Spells

265

Chapter Eight: Rules

313

Chapter Nine: Crafting

337

Chapter Ten: Dreamweaving

369

Chapter Eleven: In & Out

385

Red sky, Blood sky


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

Chapter One: Introduction


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

Magic story and provides information to help translate


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

WHAT IS LEGACY?
In Dreamscape: Laruna, players take on the role
of people who have inherited a special kind of magic
called Legacy. This extraordinary magic power was
the byproduct of a mad 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.

One player may take on the role of a person


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

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

Corruption. Over time this corruption will transform


the creature into an entirely new, powerful lifeform
called a Kreesh.
Kreesh are the result of Legacy completely
overwhelming a living creature. Having completely
transformed from their former appearance, a
Kreesh is saturated with Legacy and often extremely
dangerous. Their size or level of intellect may vary
considerably, butt th
the na
nature
re of Le
Legacy
ega
acyy assuress th
they
hey
all have one thing in co
common;
they
all
hunger
omm
mmon; th
hey all
l hu
unge
gerr fo
fforr
the
t e lives
th
liive
ves of Legacy
Legaccy Cearers.
Cea
e re
r rs
rs.
This
has
Laruna
chaos.
While
Th truth
tru
uth h
as sentt L
arun
na iinto
nto cha
aos. Wh
Whil
ilee
il
Legacy
player
have
Le y Cearers,
Ceareers
rs,, su
such
ch as p
layer ccharacters,
haracteers, h
ha
avve
access to wondrous
wond
ndro
rous
us p
power
ower
er b
because
ecau
ause o
off th
their
heiir
Legacy,
dangerous
and
L ga
Le
gacy
cy, Kreesh
Kr
are eequally
qual
ally
ly d
angero
rou
us a
n
nd
actively
hunt
whenever
possible.
Thee
acctively
a
ly h
unt them w
heeneever
ve po
p
ssib
ble.. Th
T
conflicts
Legacy
conf
co
n li
nf
l ct
ctss between
betw
be
ween Leg
egac
eg
acyy Cearers
ac
Cea
eare
rerr
re
rs and
and Kreesh
Kree
eeesh
h
can
areas,
ca
an be devastating
devas
evas
asta
tati
ting
n to
ng
to nearby
nearrby a
near
reeas,,
and
lives
have
d many
many innocent
in
nn
n
noccen
entt li
live
vees ha
h
vee
been
affected
or
lost
amidst
the
beeen aff
ffeccte
ted
d or los
o t am
mid
dst
s the
h
turmoil.
tu
urm
r o
oiil.
l.

THE AGES OF LARUNA


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

Tired of this process, the Elder God returned to


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

The Young Gods would watch over the Elder


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

THE AGE OF PURITY


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

THE AGE OF TITANS


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

alongside their progenitors for dominance over the


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

DEATH OF HARASHAGAN
Harashagan was a kingly dragon who rallied his
unruly kin together with a skill and zeal unmatched
by any other. Fierce, brave, and proud, Harashagan
was idealized by other dragons and universally
respected. Valiantly, he fought at the doorstep of a
sacred grove and refused to yield to an overwhelming
Titan assault.
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

possibility that these creatures not only could, but


would, do such horrendous damage to the Elder
Gods dream was unimaginable. This forced the
Titans to give thought to how they would survive
such ruin and still have a land worth fighting for.
Much like their creators the Titans decided
to breed children for the express purpose of
withstanding dragon-fire and marching unrelentingly
towards victory. Their hope was that an army of
servants resistant to dragon-fire would dissuade the
Skylords from doing such catastrophic damage to the
land as it would no longer benefit their war effort.
When the Titans and their children, the Ashik,
finally marched across the burnt lands to the east
they were greeted by dragons and legions of their
Garaith creations.
The war of the Second Age reached a fevered
pitch that threatened to ruin the last of Laruna,
perhaps even destroying the Dreamcatcher. Filled
with grief, the Young Gods decided they could no
longer risk letting the war continue. They turned to
the Voice and begged the Elder God for assistance.
At the Voices command, the young gods held
the Dreamcatcher to the head of the sleeping Elder
God and watched as an endless host of Descendants
entered Laruna and waged war against titans and
dragons alike.
Armed with seemingly limitless numbers and
the power of the Elder God, the Descendants crushed
both wounded armies, restoring peace to Laruna for
the first time since the beginning of the Second Age.

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

The decision had already been made by the


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

THE AGE OF MAN


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

I have set upon Laruna a people untouched


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

The Descendants Choice


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

10

THE AGE OF ALSHARA


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

Alshara lived a life of privilege and devotion. He


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

and that power was sent to Alsharas primary ritual


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

11
1
1

The Age of the Void


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

12

Alshara was dead and his cult of


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

Years after the fall of Alshara, several of the


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

THE AGE OF LEGACY


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

what they could do seemed instinctual, requiring no


formal training.
In time, these children as well as any born
thereafter with such marks would be known as
Legacy bearers, for it was said they carried a piece
of the Argasheel with themAlsharas Legacy to the
land of Laruna.
This was not the only sign that Argasheel had
returned to Laruna. Strange magical anomalies,
which came to be called Nexi, started appearing. It
is believed that these Nexi are a result of Laruna itself
reacting to the unnatural presence of the Argasheel,
attempting to expel the god-magic. Wherever a
Nexus would appear the nearby environment and any
creatures that came in contact with the Nexus, would
become twisted and corrupted. Those that remained
in contact with a Nexus would eventually become
so corrupted that they changed into completely new
beings: Kreesh. Not only were the Kreesh impossibly
powerful, they also seemed drawn to mortal Legacy
Cearers.
Legacy Cearers quickly banded together out of
necessity to fight off these powerful monsters, but
just as new Legacy bearers were born each day, so
too were new Kreesh.
Legacy Cearers of all five mortal races can now
be found in every corner of Laruna. With the might
of the Gods, they hold great sway over mortal affairs.
Some have come to lead, some have become heroes,
and others succumb to villainy. Many have fallen
at the hands of Kreesh before their Legacy could be
played out in full. This newfound conflict between
Kreesh and Legacy Cearers is at the forefront of all
of Larunas affairs, and is set to define this age and
ages to come.

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

13

Unfortunately the world soon revealed that


there would be unforeseen complications with Legacy.
While kingdoms were busy scrambling for the aid of
legacy bearers in their newly resumed wars over faith,
borders, and ideology, a new threat revealed itself.
The presence of Nexi and Kreesh has been felt
everywhere. Entire towns have been destroyed by the
mighty beasts, and armies have been ruined trying
to suppress them. Furthermore, corrupted creatures
can prove to be difficult problems for many towns
to deal with.
This has given rise to Legacy bearers banding
together into guilds of their own, devoted to
dealing with problems they are uniquely qualified
to handle, these guilds work to close Nexi, weed out
troublesome corrupted creatures and stand against
Kreesh. Kings ransoms have been paid to such guilds
to stop particularly dangerous Kreesh, generating no
small amount of animosity between normal mortals
of some areas and the Legacy bearers they depend
on to survive.
Slowly Legacy bearers are becoming more
commonplace. It has gotten to the point where its
normal to hear of at least a few in every region of
Laruna while several more silently exist concealing
their birthright. Its virtually unheard of to travel
anywhere in the land without witnessing the
ramifications of Legacy.
Now Laruna is a world of conflicts,
t , both
ts
th new
ew
w
and old. Kingdoms vie for power and territory,
rrit
itory, gui
guilds
uild
ldss
one strug
gglles
e
compete for coin and glory, and everyone
struggles
esh
sh.
with the never ending difficulty of Kreesh.

THE MARK OF LEEGACY


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

14

These various receptions lead to significantly


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

COMING OF AGE
One thing is certain, Legacy Cearers possess
extraordinary potential. Due to their 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.

Chapter Two: Kingdoms


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

Similarly, a settlement could be eradicated


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

Approximate City Populations by Size


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

15

West of the Tyris tol Gry

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.

CUSTOMS AND LIFESTYLE


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

BORDER CONFLICTS AND


D RE
ELATIONS
LAT
ATIO
ONS

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

ARMIES AND MILITIA


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

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

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.

After braving the terrain and finding a plentiful


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

THE MESMULOT THREAT


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

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

The city of Sol was originally founded centuries


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

18
18

Mesmulot have long coveted the city of Sol and


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

19

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

Situated on the great Lake Hathis in northern


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

WINARD

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

The village of Faewood serves as the foremost


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

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

Located in the pass between the western hills


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

20

Ruler: Warden Rathburn


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

Ironspear breaks the standard mold of


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

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

Southern border post on the edge of Agramosh


and the Tyris tol Gry. This post consists of a small
fort and a barracks capable of sending out multiple
patrols at once. One half of the Twin Posts.

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

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

CUSTOMS AND LIFESTYLE


People of Naraffain celebrate camaraderie and
achievements that further the kingdoms military
strength. Their festivals celebrate their subjugation
of non-humans and ownership of these slaves is
considered a source of social pride. This spartan
society is always prepared for war, possessing welltrained troops and a large slave force. Their King
rules
rule
ru
es wi
with
ith a
an
n iron ffist,
ist,
t, a
and
nd h
has
a a
as
absolute
bsolute au
bs
authority
uth
t or
o ityy on
alll matters.
al
matter
ma
erss.

On the border of A
Agramosh
gram
gr
amos
osh
h an
and thee
western forest. Other ha
h
half
lf of the T
Twin
n
Posts. The Twin Posts
ts send patrols
continuously east and we
west to make
sure no hostiles enterr up tth
through
hrou
ugh
h
the southern border. Like Lo
Lowland
owland
Post, this location consists
ists o
is
off a sm
small
fort and barracks.

21

BORDER CONFLICTS AND RELATIONS


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

ARMIES AND MILITIA


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

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

22

The city of Five Points is the recently proclaimed


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

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

Old Naraf was the capital of the previous


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

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

Along the southern edge of the Grand River lies


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

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

Magistrate Ladsner is in charge of ensuring a


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

RATS POST
Ruler: Slave Driver Rolph
Size: Village
Army: Small standing army.
Goods: Oone.

Rats Post is the southeasternmost village in the


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

Greytown is in the northeast corner of


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

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

KINGDOM OF HIGHLAND (HUMAN)


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

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.

The name and story of Alshara is an anathema


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

MAJOR CITIES
JADEHEARTH (CAPITAL)

Ruler: King Reginald Marlowe (Sentinel)


Size: Metropolis
Army: Large standing army, large militia.
Goods: Crops, wild game.

BORDER CONFLICTS AND RELATIONS


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

Jadehearth is located along the Tinese River,


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

ARMIES AND MILITIA


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

25

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

While most of Highlands holdings have shrunk


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

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

Many scholars claim that Birchwood is the sole


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

26

His advisors have also urged him to keep a


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

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

With the recent completion of King Marlowes


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

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

Chillwinter fortress stands at the northwestern


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

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

This small fishing village is a strategic resupply


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

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

BORDER CONFLICTS AND RELATIONS


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

With Highland suitably pushed beyond Maport,


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

ARMIES AND MILITIA


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

MAJOR CITIES
WHITESTONE (CAPITAL)

Ruler: Regent Quentin (Sorcerer)


Size: Metropolis
Army: Large standing army,
large militia, mages.
Goods: Magic item, precious stones.

The capital of Ranath is a vast, wondrous city,


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

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

Brunwich is located along the western trade


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

29

When the city council looked to Ranath for


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

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

The city of South Brunwich finds itself in a


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

30

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

Becksare is the site of a magic ritual gone awry.


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

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

Being so near to Giant occupied lands, Larton has


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

KINGDOM OF MOOLSHEEL (FAE)


Ruler: Queen Theris
Size: Large city
Army: UnkOown
Goods: Makora wood, makora hides.

The insular Fae kingdom is lorded over by a


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

CUSTOMS AND LIFESTYLE


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

Day to day life of Fae is largely a mystery


beyond the lands of Moolsheel. Only in recent times
have neighboring people come to learn even the basic
truths of Fae existence.

BORDER CONFLICTS AND RELATIONS


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

ARMIES AND MILITIA


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

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

This allows the natives of Nevelon to maintain


control of their distribution to wealthy nobles or
other nations as the process has proven impossible
to duplicate elsewhere.

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

MAJOR CITIES
MAPORT (CAPITAL)

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

What on the surface passes for a quiet,


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

32

Ruler: Maiden of Maport


Size: Metropolis
Army: Large mercenary army.
Goods: Trade goods, black market goods.

An independant merchant town run by


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

IZUMO NATION

ARMIES AND MILITIA

These fishing villages and nearby isles house


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

The militias of each independent town come


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

CUSTOMS AND LIFESTYLE

MAJOR CITIES

The people of Izumo and its many villages


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

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

BORDER CONFLICTS AND RELATIONS


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

The capital of Izumo Nation is renowned


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

33

Should a supporter of Naraffain be discovered


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

TENGSHA
Ruler: Maester Rin
Size: Village
Army: Unknown
Goods: Unique flowers and creatures.

SHINTAR
Ruler: Maester Fei
Size: Town
Army: Unknown
Goods: Unknown

ShinTar is the second largest island in the


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

34

TengSha is the southeasternmost isle of Izumo


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

FALLEN ISLE
In times past, the nation of Izumo was often
engaged in violent conflict against their northern
neighbors who would attempt to relegate Izumo to
their island chain alone. The fallen warriors from
these battles were given ceremonial burials on the
Fallen Isle to grant them glory in the afterlife. Many
years after the wars had ended, monk warriors
would venture forth from the temples and travel to
meditate among the honored dead. This practice and
the interaction with the spirits of the island would
eventually lead to the origins of the Soulbenders.
Even today, the Fallen Isle remains a respected
burial ground, where the inhabitants of 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

East of the Tyris tol Gry

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.

Finally, the sky-cities have powerful mystic


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

37

CUSTOMS AND LIFESTYLE


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

38

BORDER CONFLICTS AND RELATIONS


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

ARMIES AND MILITIA


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

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

Solstice is the crown jewel of the Epilesis


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

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

Much like Solstice, Skystead is an immaculately


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

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

Located nearest to the Mesadrin Empire,


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

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

MESADRIN EMPIRE (MESMULOT)


Ruler: Emperor Sornimot
Size: Metropolis
Army: Unknown.
Goods: Unknown.

Mesadrin is a sprawling collection of


subter
subterranean
e ranean cities
cities interconnected
in
nte
ter
through a system
underground
This empire is home
of u
nd
der
e ground
nd llabyrinths.
abyy
ab
to a cul
culture
lture
re utt
utterly devoted to the dark god
Arliman.
The bloodthirsty Mesmulot
Ar
rli
liman. T
run an abhorrent kingdom where
ru
other
mortals are treated as little
o
ot
her m
he
more
mo
re tthan cattle, and are frequently
used
ed as slave labor before being
transitioned
into macabre meals.
tra
tr
ans
Devoted
to profane decadence,
Devo
vo
citizens
citi
ci
t ze adhere to Arlimans ethos
with
w
wi
t fervor and embrace desires
th
seen as perverse by the rest of
se
Laruna.
L
The layout of Mesadrin
consists
of a central hub
c
known as The Heart, which
kn
branches
out into various subb
ran
n
cities,
ci
itiess, eeach controlled by a different
Noble
house.
The term city is used
N
No
blee ho
bl
o
loosely,
ass th
the organization more closely
loo
lo
osely,
y, a
large
rresembles
re
seem
mb
ble
less la
larg
rge populated areas connected
winding
by w
i di
in
ding
ng tunnels.
tun
unnels
The
Emperor
The
Th
he Em
mpe
p ror off T
h Heart is chosen collectively
Lords
off each
by tthe
h Lor
he
ord
ds o
ch house, and has complete
authority
over
Empire until death. These
a
uth
thor
o itty ov
ver thee E
houses are allowed to rule their areas with relative
independence however, each having their own
internal politics and distinct reputations for their
bloodlines unique abilities.
A certain degree of treachery and conflict is
expected amongst their kind, even at the highest
levels of political influence, as their dark god would
expect no less. It is however considered disgraceful
and unacceptable to put ones own personal gains
above the will of the Arliman; he demands the
Mesadrin Empire succeed, so those who undermine
this in meaningful ways are to be punished or
sacrificed.

CUSTOMS AND LIFESTYLE


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

BORDER CONFLICTS AND RELATIONS

Deep beneath the sands, tunnels allow large


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

ARMIES AND MILITIA


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

Borders exist largely in the perception of the


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

41

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

A small town on the outskirts of the dreadwood,


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

42
4
2

In the swamps of their small village rests a


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

TYRIS TOL GRY


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

DA
ARCO
RCO
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.

In times of nationwide conflict, the


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

43

44

CUSTOMS AND LIFESTYLE

BORDER CONFLICTS AND RELATIONS

The way of life in DarcoGaraith is dominated by


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

The borders of DarcoGaraith offer little


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

ARMIES AND MILITIA


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

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

The largest city in DarcoGaraith, the capital


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

Among their many boasts and victories over the


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

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

Rakthawa has the privilege of being the second


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

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

The southeastern town of Sikkesk houses the


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

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

45

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

It took the most loyal of all dragons, Yanastaris to


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

DRAGONCLAW POINT
Dragonmaw Port, named after the shape of the
nearby river delta, is the only reliable port city on the
eastern side of the sands. The influx of travellers from
Highland has led this city from the more traditional
mobile layout to a more permanent human style,
exchanging the easily moved tarp and hide covered
buildings for permanent stone structures. The clans
here are wary of foreigners, especially so since
Highland has begun construction of a fortress in
Port Shea. The warlord 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

Travel to this island is reserved for warlords


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

FARANOK

ALSHARAS TOWER

After the Great War began, legends claim the


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

Long has the tower lay in ruin, and only the


truly brave or truly mad climb amidst the crumbled
stone to sift for secrets. Respected magi have long
ago claimed the place a terrible blight that should be
avoided by all sane folk. This of course hasnt stopped
treasure hunters or loremasters from taking a closer
look at the place that once changed Laruna forever.

THE DARK FOREST


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

THE OCEANS OF LARUNA


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

47

MAJOR GATES OF LARUNA

ALLEGIANCES

Mystical means of travel across Laruna exist


by way of the ancient gates, allowing their users to
instantly cross the entirety of the continent.

It is undeniable that Legacy Cearers are at the


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

SOLSTICE & MAPORT


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

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

SOUTHERN TYRIS ISLE & NORTH


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

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.

This allowance is a substantial benefit, especially


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

KINGDOM OF HIGHLAND
Purpose: Serving the kingdom of Highland
means putting the sanctity of the Young Gods
above all else, and always acting in a manner that is
becoming of a devout worshiper. Pious behavior and
honoring your god and country is expected, as well
as obeying the command of the king and his counsel
of temple leaders.
Perks: Highland is no longer one of the
premier powers of Laruna in terms of political
influence, but within its territory still reside some
of the most respected and powerful temples to the
young Gods. Among the Highland citizens, religious
zealotry abounds, giving way to perhaps the greatest
advantage to serving the kingdom of Highland
being seen as a parishioner by one of the 7 great
temples. The nobility and crown of Highland are
notoriously strict and demanding of those who serve,
but this is well mitigated by the willingness of temple
parishioners to of extensive aid and a 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

Enemies: Highland has made Ranath an


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

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

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.

A warlord who is fond of an ally can bring the


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

NATION OF IZUMO
Purpose: Being in service to the Izumo nation
means abiding by the wishes of the local maesters.
Izumo seeks to unify small villages and towns
scattered off the coast of the isles and give them the
stability and safety needed to enjoy peaceful lives of
introspection and beauty.
Perks: Citizens of Izumo enjoy a fascinating
culture that encourages personal, physical, and
spiritual well being. They possess a quality of life
disproportionately higher than their economic
strength indicates and this alone can attract devotion
and service. Beyond this, service to Izumo can be
as varied and diverse as the several maesters who
lord over its terrain. Having access to the famed
monks and their temple is benefit as well, since
their collective wisdom is well regarded, as are their
healing capabilities.
Drawbacks: 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.

Enemies: The isles of the lost are said to house


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

RANATH
Purpose: Seeking truth, insight and self
empowerment, Ranath works towards bringing
genuine empowerment to the mortals of Laruna.
This originally centered on human evolution by way
of mystic study, but has over recent years expanded
to include all civilized mortals. The acquisition of
magical knowledge is paramount.
Perks: Renowned for possessing the largest
and most substantial collection of magical text and
material, service to Ranath means gaining potential
access to an unparalleled wealth of mystic resources.
Beyond knowledge and material resources, the guilds
and academies of Ranath teach some of 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.

CULTS AND ORDERS


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

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

ORDER OF THE TOWER


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

Drawbacks: The versatility and relative secrecy


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

TEMPLE OF LABODE
Purpose: A small and splintered faith,
parishioners of Labode believe they worship the Elder
God in its true form. Founded sometime after the
arrival of humans, the Temple of Labode was created
after a devout worshiper was visited by a messenger.
This worshipper would go on to be the first
bloody seer; someone who through flagellation,
hears the whispers of the Elder God. Parishioners
believe the Elder God is suffering by watching its
children ruin its creation. They seek to help their
deity by undermining and destroying all worship of
the Young Gods and returning all people to the faith
of the one true god.
Perks: Worshippers of Labode are known for
their exceptional source of secrets. Many believe
there is nothing that the bloody seers 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

NOTEWORTHY DENIZENS OF LARUNA


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

LORD KANNER HODRAMEK


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

54

Kanner survived the siege, but few others


did. Disonis fell into ruin amidst the massacre. It
was overrun by Mesadrin forces, while the bulk of
Highlands army sat inactive just a short distance
away.
The fall of Disonis filled Kanner with fire and
he would go on to relinquish his lands and titles
in Highland, instead pledging himself as the self
appointed guardian of the border territories.
As Mesadrin pressed the areas bordering the
Tyris tol Gry, Kanner became a well supported
warlord, answering only to the cries of the desperate,
and pushing back countless incursions.
Eventually, Highlands power diminished until it
could no longer actively defend the border territories.
Even worse was their inability to properly defend Sol
while still keeping their southwestern border safe
from RanBth (an outlaw human kingdom).
Kanner rose to the task and saved Sol from a
dreadful siege that would be studied by military
experts for years to come. It wasnt long before the
entire border territory was swearing fealty to Lord
Hodramek, who inevitably united them as a single
kingdom. A kingdom where citizens get only what
they earn, and need only prove their worth to one
another.

LIMITHROS
RANK 9 SHADOWMANCER
Born into the Mesadrin empire, Limithros was
a heralded birth to his people. Having inherited the
legacy of the Dark, he was revered for his gifts from
a young age. Subject to a litany of Mesmulot customs,
it was one such custom that started a series of events
that would bring him from a favored child to a hated
traitor.
As a form of reward for service to the temple
of Arliman, young warriors who prove their valor in
battle for the first time are given free reign to feed on
their choice of slaves from the slave pens.
Limithros was by nature a disciplined man,
somewhat uncommon among the mesmulot people.
Unlike many before him, he 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.

Over the years, Anita became Limithros lover


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

UNDIMAS THE LIBERATOR


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

55

The garaith in the woods would be one of many.


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

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

56

He quietly assesses the reports of his customers,


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

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.

Dealing with the tribe and its aspiring warlords,


as well as the struggles of maintaining the tribes
territory, placed Kamiresha in a daily cycle of conflict.
At first, she was pleased with the respect and
vindication that came with rising to the lofty position
of warlord. The longer she remained in the position
however, the more meaningless the internal conflicts
of her kin seemed. Kamiresha wanted glory, true
glory. The kind that can only come from a life and
death of meaning.
In the west, as a sellsword, she had witnessed
horrors far worse than any warlord challenger.
Kreesh existed out there in Laruna and she wanted
to put her courage, leadership and combat skills to
real use. After a brief and successful tenure that saw
her defend her status as warlord several times, and
grow the wealth and territory of her tribe, Kamiresha
left DarcoGaraith for the second time.
She knew they would call her Aplana, just as
she knew it would never bother her again. In the west
she assembled a guild of Legacy Cearers like herself,
and together they would find glory in putting down
Kreesh. True glory was given by the self, no one else.
Kamiresha lives a life worth living, even if her own
people dont see it.

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

For her part, Sorcia knew a life of suffering


few members of Mesadrin could ever comprehend.
Rage was the only consort she ever truly knew and
it guided her hand in everything she did. Becoming
a talented assassin, and disciplined Sentinel, her
earliest memories are of blood, betrayal and shame.
There was no peace for Sorcia, just suffering.
When the time came for her to begin life as an
infiltrator, Sorcia felt ready for anything. She was to
be the honor guard of a noble and was fully prepared
to earn his trust, study his familys holdings, and
betray every detail to her handlers in Mesadrin. Her
mission progressed flawlessly, but she soon found
the one thing she hadnt been trained for would
jeopardize everything.
He was no spoiled noble, no simple fool without
a care. He was magnificent. Strong, determined and
beautiful, he was like no man she had ever seen. It
was the hard light in his eyes when he glared at her,
and the strange softness when asked how she felt.
When danger arrived, he stepped in front of her. He
never stood on ceremony, never spoke to her like an
orderly.
Before long, Sorcia became wholly aware that
something was very wrong with her, and it wasnt
until she saw a socialite touch his face at a dinner
fete that she realized what it was.
Now she remains locked in a perpetual state of
fear. No one can know the truth. His kin would never
accept it, and her home would bestow unfathomable
horrors on them both for such a betrayal. She
spurns his kindness to display her wickedness, her
heart screaming in terror. She keeps his guard and
displays the savagery of an animal whenever tested,
swallowing her dread that when she looks upon his
face there will be even a glint of disgust.
Sorcia lives a life of suffering. It makes her time
in Mesadrin droll by comparison. She misleads her
former homeland, deceives everyone around her, and
is constantly afraid of what will happen if the truth
comes out. She loves him, more than anything or
anyone on the face of Laruna, and the only thing
that frightens her more than the thought of what
would happen if she should fail to deceive him, is
what would happen if she succeeds.

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.

A week off would be all the time Carilantus


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

TORAKI THE WANDERER


STARCALLER, RANK UNKNOWN
His kin never quite understood Toraki. He
would take any opportunity to test his skills, but had
no desire for leadership or control. Always to the sky
he would set his gaze, as if listening to some story
that none of them could hear, and perhaps it was
true. He had been born a Starcaller, but any hope
of that proving a boon for his tribe evaporated early.
Torakis parents had violated their warlords
trade laws by selling crafts to rival tribes in exchange
for favors. When presented with the opportunity to
earn absolution by combat, they didnt even have the
spine to attempt it. Instead, they accepted exile to
the northwest border and lived hard lives with their
children, stuck between rival territories.
Their hope for redemption lay squarely on their
special child, Toraki, who seemed ever ready to test
his strength. Someday, they hoped he would rise to a
lofty position and give them a seat of honor in a new
tribe. Toraki had no intentions of helping this happen.

59

What his family could never understand was


that he had been watching destiny in the stars since
he was a boy. Up there in the sky, a star shone
brightly and Toraki knew that it was guiding him
to something perilous and wonderful. The conflicts
of the tribes meant nothing to Toraki and he rarely
felt at peace unless he was on the road, under the
open sky, following his destiny in the stars. He had
seen a great conflict his future, one that even without
understanding, he was certain he needed to prepare
for.
When he finally made his intentions to follow
the stars clear to his family, they finally abandoned
hope of a new tribe and chose to be absorbed into a
relatively small group making a name for itself along
the border. Toraki chose to leave
eavee Da
Darc
DarcoGaraith
rco
o Gara
raith a
and
nd
see where his bright star would
uld br
brin
bring
ing
gh
him.
im.
m.
In the years that followed,
ow
wed, Toraki
To
ora
raki
ki has
has held
d
many jobs, seen many places
many
ces and eearned
ce
arned
d m
anyy
accolades. Meeting difficult challenges
cha
hall
l en
e gess remained
reemai
rem
mained a
prime objective in his journeys,
eyys, and h
hee sp
spent
pent much
time working as a sellsword, a mercenary
mercenary,
y, an
a
and
d even
a military counselor. The timee on
has
given
n th
thee ro
road
ad h
as g
ivven
Toraki a fulfilling life, and honed
honeed him
ho
h m into
hi
in
nto a well
well
ell
rounded warrior.
Still, each night, Toraki llooks
att the b
brilliant
ooks up
u a
rilliantt
star that calls to him and wonders
what
great
conflict
nders w
hatt g
ha
reat co
conf
n lict
it is foretelling. He knows not wh
where
new
her
ere each n
ew
sighting will lead him, nor what dange
danger
awaiting
gerr is a
waittin
ing
g
him at the end of his great journey,
u ney,, b
ur
but
ut h
hee ha
has ever
every
eryy
g and ass fa
farr a
ass nece
essa
saryy
intention of wandering as long
necessary
to find out.

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

60

What none of his teachers or colleagues knew


was that Zentarus need to question was not reserved
only for the Academy. In his spare time, he would
wield his Legacy powers to call forth entities from
beyond Laruna and barrage them with questions
as well. Much of his social life was little more than
establishing relationships with other worldly beings
whom he could trade favors to in exchange for the
only currency that ever mattered to him; answers.
By the time he was nearing graduation, Zentaru
had already earned a reputation for knowing things
no one should know. There wasnt a forgotten ritual
or guarded secret that he didnt seem to know
something about and this eventually earned him a
visit from the Red Circle.

Queleera was as feared a member of the Red


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

When the brief meeting was over, Zentaru could


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

AXLE THE FORSAKEN


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

61

His father told him that someday he would get


a chance to be part of the militia, maybe even serve
as a guard captain, but deep down, Axle knew there
was more to it. Whenever his mother or father would
whisper Til the darkness finds him, he knew they
meant something different for Axle than they did
when the saying was spoken of anyone else in the
village.
In Ashton, miners would say the brief prayer to
wish someone happiness and prosperity in their life,
until the day they die. For Axle, they whispered it
like a ward against evil, and it always worried him.
Despite their fears, he lived a warm and
happy life among the miners, until the day of the
scavenger. During one afternoons work, a miner
found the source of some missing ore, and it turned
out to be a lone Ashik. The Earthborn had been eating
the stored ores waiting for transport and when the
miner confront
confronted
it,
turned
violent.
ted it
t, tthings
t,
hiings tu
turn
rned viole
ent.
Axle,, li
like
ke tthe
he rrest
est off A
es
Ashton,
shton,
sh
n, kne
knew
new
w to a
avoid
void the
roads to the
he ssouth,
outh
t , cl
clo
close
ose to A
Agromosh.
gromo
gr
osh
sh.. Th
T
Thee Ea
Eart
Earthborn
rth
hborn
had no
o lov
love
ve fo
forr hum
h
humans
umans a
and
nd w
were
ere ssavages
ava
vage
g s th
that
hat
at w
would
ould
just ass so
soon
man
ass speak
with
him.
Att lea
least,
oon eeat
att a m
a
a a
an
k wi
ith
th h
im. A
im
east
st,,
this is wh
what
believed.
hat tthe
he vvillagers
illa
il
lag
gers
rs b
elieeve
ved.
d.
Axle,
hee ha
never
given
much
As for Ax
xlee, h
had
d ne
eve
v r gi
ive
ven
nm
uch
h tthought
ho
h
oug
ught
h
to the Ash
Ashik,
but
would
hatred
for
s ik
k, bu
ut wo
ould find
dah
atre
at
tred
d fo
or th
them
eem
m a ffew
ew
nightss lat
later,
when
warband
off Ea
Earthborn
attacked
ater
e , wh
er
hen a warba
band
ba
nd o
E
art
r hb
hbor
o n at
a
ta
ack
cked
ed
Ashton.
n.
gave
everything
hee h
had
night.
Every
He g
avve ev
ever
eryt
ytthi
h ng h
ha
ad th
tthat
hatt n
iig
gh
htt. Ev
E
ery
er
lesson
nh
his
is ffather
athe
at
herr ha
had
ad gi
give
given
veen h
hi
him
im he
he p
put
ut tto
ut
o us
use
se as
a hee
w
th the
he ffew
ew
wm
iliittiia
il
ao
hi
is vi
vill
illlag
agee.. B
thee ttime
imee
stood wi
with
militia
off h
his
village.
Byy th
ghtt was th
gh
thro
ough however,
how
ho
owe
weve
ver,
r, A
shtto
sh
on w
wa
as no
no m
orre.
o
e.
the night
through
Ashton
was
more.
w
ree p
reciou
us fe
ew surv
ssu
urrvvivvo
orrs a
an
nd Ax
A
xle
le w
ass o
nee
n
There we
were
precious
few
survivors
and
Axle
was
one
m.
of them.
n tthe
he yyears
ears tha
ha
hat
at fo
ffollowed,
ollllow
wed
ed, Axle
Ax
A
xle
le eenlisted
nlis
nl
iste
ted iin
n tthe
hee
h
In
that
a and
d wa
w
ivveen a
ad
dm
miissssiio
on due
due tto
du
o tthe
he a
he
ccou
cc
un
ntts
militia
wass gi
given
admission
accounts
rave
ra
veryy d
u in
ur
ng th
tthe
he ffa
all
ll o
As
sh
htto
on
n. O
On
nccee h
had
ha
of his b
bravery
during
fall
off A
Ashton.
Once
hee had
guissheed himself
gu
hims
hi
m el
ms
elf in
in service,
seerrvviiccee, the
tth
he regional
rreeg
giion
ion
onall army
arrm
my
distinguished
ran
anted hi
hiss re
rrequest
equ
ques
est to
to a
llllo
ow
wh
iim
m tto
oa
as
sse
ss
semb
blee a
finallyy g
granted
allow
him
assemble
arme
med ffo
orc
rce fo
forr th
tthe
he sso
ole
le p
urrpo
u
rp
po
ose
se o
ssuppressing
up
pp
prreess
ssin
ng
small ar
armed
force
sole
purpose
off su
shi
hik
k in
incurs
rssio
io
on
n. F
n.
iin
na
allly
ly a
cccceesssiing
ng a
nd
n
d eembracing
mb
m
bra
aci
cing
ng
the Ashik
incursion.
Finally
accessing
and
gacyy p
ow
wer a
fteerr tthe
ft
he d
he
eessttrru
ucctio
tio
ti
on
no
h
is vvi
ill
l ag
ge,,
his Legacy
power
after
destruction
off hi
his
village,
ickly
ly b
ecam
ec
am
me a llo
occa
al le
llegend
eg
geend
nd a
mo
m
on
ng
gn
eeiigh
ghbo
oring
ng
g
he quickly
became
local
among
neighboring
iel
eld
elde
deed h
hi
is Deat
D
De
ea
atth
hllor
ord
rd g
gi
ift
fts iin
n a ccrusade
r sa
ru
s de
towns.. H
Hee wi
wielded
his
Deathlord
gifts
aw
wd
ozeens o
oz
off E
arrth
a
thb
bo
orrn
nd
eessttrro
oyyed
ed.
that saw
dozens
Earthborn
destroyed.

62

In the end, Axle watched as his quest for revenge


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

Chapter Three: The Mortal Races


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

Both Inherent and chosen Traits will be listed,


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

63

64

Human

Culture

Placed upon the face of Laruna by the Elder God,


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

Much of early human culture was derived from


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

While family background, financial status,


allegiances, and geographical upbringing are all
things humans may bond or war over, none of these
are as consistently unifying as a persons chosen
religious fealty.

Fealty to Sadreen
The Lady of Light urges her worshipers to
nurture and care for life in all its incarnations. Easily
one of the most widespread doctrines among the
human kingdoms, 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.

Maintaining natural landscapes, healing land


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

Fealty to Vayne
The Voice of the Elder God, Vayne asks her
worshipers to live lives of understanding and growth.
Learning and discovery are placed above all things
for The Voice, and giving wise counsel, uncovering
mysteries or spreading knowledge all please the deity
greatly. This drives those in her service to academic
livelihoods or positions of significance where their
wisdom can be of use.
Equal to the goddesses affection for wisdom is
her reverence for the Elder 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

In its less laudable interpretations, Legacy is


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

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

This nihilism is at the heart of all who pledge


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

Fealty to Arliman
Beneath the sleek whispers of vengeance,
corruption and deceit, the dark lord Arliman seethes
with a simple, singular sentiment: Hatred. Outside
of the kingdom of Mesadrin, worship of the darkness
that is this deity is rarely 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

access to powers commonly associated with that god


could have that bearer treated with reverence and
awe.
An opposite reaction could also be true if a
region were to exclusively worship Sadreen, and a
Legacy bearer displayed powers of the Dark within
its bordersmagic often attributed to Sadreens rival
god, Arliman.

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

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

67

Blessings and Obligations


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

Blessing of Sadreen

Effect: Once per day a single source of damage


can be reduced to zero.
Obligation: Must not do bodily harm to
someone who has not first done harm to justify
it. Acts of violence, grievous crimes, or emotional
abuse can all be proper justification for doing harm
to another while still maintaining Sadreens blessing.

Blessing of Nomai

Once per day you may enter Feral Form, gaining


+3 to STR, AGI, END, 25 temporary Stamina, and
access to Claws for 5 phases.

Claws (Natural Weapon)

AT: Brawling/Natural Weapons + STR


Threat: 1
Damage: STR + 3 (Slashing)

(1c) Damage Adjustment: +1 Slashing

68

Obligation: Must do no harm to the land or


its wildlife unless necessary for survival. May not
gather material possessions or wealth beyond what is
necessary for survival, unless the resources are to be
used to further Nomais harmonious influence. This
can be done by simply donating excess wealth to a
temple of Nomai or through more direct methods.

Blessing of Vayne

Once per day you may enter an Enlightened


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

Blessing of Yarliat

The first hostile AT made against a target who


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

Blessing of Madruk

You are immune to any hostile Mind or Fear


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

Blessing of Arliman

The first hostile AT made against a target


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

Forsaken

Without undergoing the Rite of Fealty, this


human can not receive the blessings of the Young
Gods, but they are also universally protected as the
gods hope to someday influence them and earn their
worship. Forsaken receive +15 Protection (All), +15
Armor (All).
Obligation: This protection is lost once a human
swears fealty to one of the Young Gods.

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

It is the severity with which Descendants


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

by design.
gn.
This prevailing
eva
vail
ilin
ing
g
worldview
ieew
gives rise
se tto
o
the widespread
deesp
spre
read
re
ad
prejudices
ces aga
against
gain
inst
stt
the Descendants,
cenda
d ntts,
claiming
them
g the
hem
m to
be overly
lyy arroga
arrogant,
g nt,
self -righteous,
ghte
gh
teous,
and vain.
n.
This
especially
h is iiss es
s pe
p cially
ly
true when
w he
hen
n it
i com
comes
m es tto
o th
the
he
Mesmulot.
ulot
ot.. Th
Thei
Their
e r shar
shared
ared
e and
d
storied past has
as ingrained in both
bo
otth
h
of theirr societies a d
deep
eep
ee
p mi
mis
mistrust.
strusst..
This is no
that
Mesmulot
not to sayy tha
h t Mesm
ha
M
esmul
ulo
ot
and Descendants
escen
enda
dant
n s ca
cann
cannot
nnot
nn
ot g
get
e a
et
along
long
lo
ng
peacefully,
butt no
Descendant
study
ully
ly,, bu
b
no D
escend
ndan
ant ca
can st
stud
udyy
their 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

It is a common Descendant expression that


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

LEGACY VIEWS
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

all in the name of bringing humans closer to the


Young Gods.
On the other, he was committing an audacious
blasphemy by seeking to undo the Young Gods will
and break the Bloodoath. In the end, the Descendants
are glad they played a key role in stopping his
madness, though they may never fully erase the guilt
they suffer over their hand in birthing it.
Descendants born with Legacy are revered
among their own people, but thinking this is a
birthright of entitlement and wealth would be
foolhardy. Those who inherit a mark are expected
to uphold the lofty Descendant ideals of duty and
devotion with extreme vigor. Seen by their peers as
blessed with a gift, Legacy bearers are scrutinized
excessively, earning unparalleled glory when their
deeds are praiseworthy, and equally devastating
derision when their deeds are less significant.
Unlike the other mortal races, Descendants
had once possessed the Argasheel in their own right
and thus have no strong prejudices regarding which
mark a person is born with. They dont reflexively
cheer those who inherit the Light, nor do they
systematically fear or detest those who inherit the
Dark. Instead, they see only the merit or flaw in how
the possessor uses their power.

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

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

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

In order to perform the Exchange, a Descendant


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

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.

SIGHT BEYOND SIGHT


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

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

children retreated to large subterranean caverns


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

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

While the existence of Arlimans Whisper is often


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

77

They hope only to show that these hallmarks of


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

Legacy Views
Generally Mesmulot of the Redeemers see
Legacy as a plague in the hands of most people. They
are all too familiar with how dangerous the power
of the gods can be when 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

attributed to Arliman, while those of Mesadrin with


such gifts are heralded as blessed, often leading lives
of opulence and reverence.

Physical Description
Though they claim to have once been
Descendants, the Mesmulot have a physical stature
more like to humans. Sharing similar heights and
weights to humans, they are a fair bit smaller than
Descendants, and unlike either, possess skin tones
that range from pure alabaster to a dark pale grey.
Mesmulot bodies tend to be more lithe than humans
and are remarkably nimble and quick. Beyond their
natural elegance, Mesmulot are a uncommonly
beautiful species by human standards, frequently
claimed to be the dark god 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

very significant physiological detail for Mesmulot, as


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

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

they go. By biting a target mortal, a Mesmulot can


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

Bite

Requires opponent to be grappled


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

Penalty: Every 24 hours that pass without


draining at least 5 Stamina from a mortal causes
the Mesmulots Endurance to be reduced by 2. This
Endurance loss remains until they drain at least 15
stamina from a mortal target, upon which all lost
Endurance is restored. If the Mesmulot has their
Endurance reduced to zero in this manner they die
from malnourishment.

79

Creatures other than mortals, such as animals


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

Chosen Trait
House Strodigi (Eye Color: Blue)

The House of Strodigi is revered for its


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

House Vexton (Eye Color: Red)

Known as the most vicious and bloodthirsty of


the noble houses, the House of Vextons purebloods
create excruciating pain with their bite. Taught

80

to relish the suffering of their prey in Mesadrin, a


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

House Olissa (Eye Color: White)

Those of Pureblood from the House Olissa are


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

House Lotus (Eye Color: Black)

The ancestry of House Lotus can be traced all


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

Effect: Members of House Lotus receive a


permanent +2 AGI. Gain the ability Flight.

house susPirion (eye coLor: green)

The bite of a Pureblood Suspirion fills its


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

house esh (eye coLor: PurPLe)

Being a pureblood of House Esh is


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

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

Glory seeking Garaith have been known to travel


the kingdoms offering their talents as sellswords and
earning considerable fame in the process.

CULTURE
The Summit to end the great war put in place
the foundation of Garaith culture for ages to come.
Seen as their first act of freedom, Garaith believe
that the choice to submit to the Elder God in order
to spare several of their former masters was an act of
extreme loyalty. Beyond sparing their 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

Laruna that the Garaith were no longer slaves. Many


of the dragons the Summit spared were eventually
killed by the Garaith, solidifying the core tenet of
their society that persists into
o tthe
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83

Garaith who travel away from tribes usually


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

LEGACY VIEWS
Given their focus on strength, it is no surprise
that Legacy is a highly desired inheritance among
the Garaith. Almost every warlord in 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

DarcoGaraith behind in hopes of earning power and


glory elsewhere, and avoiding an untimely demise at
the hands of their kin.

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

INHERENT TRAITS

CLAWS

Attribute Bonuses: +3 STR, -1 AGI, +5 ARM,


+5 Natural Weapons Advanced Skill

AT: Brawling/Natural Weapons + STR


Threat: 2
Damage: STR + 6 (Slashing)

SPAWN

(1c) Damage Adjustment: +2 Slashing

Dragonstitans of the elder god. These mighty


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

BITE (REQUIRES OPPONENT TO BE GRAPPLED)


AT: Brawling/Natural Weapons + STR
Threat: 0
Damage: STR+6 (Piercing)
(1c) Damage Adjustment: +2 Piercing

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

85

SERPENT BLOOD

FIRE BREATH

The magic of the mystical dragons flows strong


within your veins. You are granted extraordinary
regenerative properties. Given time, torn flesh, and
broken bone will mend on its own.
Effect: +1 Health regenerated per phase

The might of magical flame still rages within


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

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

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

86

AT: Natural Weapons


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

CAELBORINS CLAWS
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one
ne of the first gre
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reat w
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s,
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Ef
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Thre
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at and
and
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p to 2
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0 ARM.
A M.
AR

87

88

ASHIK

CULTURE

Ashik are a broken, shattered people with no


true unified culture or purpose of their own. Born
from the earth, the Ashik served the titans and fought
valiantly to protect Laruna from dragon fire. Now
without the titans will, they simply exist as de facto
guards of the natural realm. Peaceful and wise, they
feel content with the world in any state so long as the
mortals are not ruining it. Their allegiance is limited
to a primitive culture of trade that revolves around
new stones, gems and metals to devour, as well as
their sharing of knowledge about all forms of life,
which they convey to one another via a storytelling
they call a Telling.
Ashik consumption of inorganic material is seen
as a great honor that they need to earn each day, as
the Ashik understand that this bounty of Laruna is
not limitless. Every Ashik takes a solemn vow that
states how they plan to validate the expense of their
life and earn their place in Laruna. This vow is a
lifelong mandate that gives purpose to their day to
day existence.

For the Ashik, Laruna is more than a place where


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

A Telling consists of 4 parts. They open with


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

In the Telling of New Life, a newly formed


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

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

89

Ashik look at Legacy as something that could


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

90

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

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

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

Each substance was entwined with flesh to


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

91

RUBY (RED)

SAPPHIRE (BLUE)

When your rubies glow red with magic power,


you are able to release flashes of magic fire as you
strike your enemies.
Effect: Next successful strike does +10 Damage
(Fire)

The brilliant blue sapphires embedded in your


body turn deadly magical energy into soothing
streams of mana.
Effect: Restore 20 Mana

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

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

92

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

93

94

UNIVERSAL BACKGROUNDS

EXALTED

Backgrounds serve as a starting history for a


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

Whether born under heralded omens or bearing


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

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

Diplomat
Attribute Points

30

Academics

Kingdoms

Languages

Religions

Craft

Magic

Melee Combat

Ranged Combat

Skullduggery

Deception

Social

Diplomacy

Negotiation

Survival

Riding

Additional Base Skill Points:


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

Exalted
Attribute Points

30

Academics

Craft

Magic

Melee Combat

Ranged Combat

Skullduggery

Social

Survival

Additional Base Skill Points: +5 to any Base


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

1
3

95

HIGHBORN

HUNTED

Born to a family of good financial and political


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

Whether it is due to the Legacy you bear or the


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

Highborn

Hunted

Attribute
ttr
trib
ibut
u e Points

Attribute
A
At
ttr
trib
ibut
ib
u e Points

32

Academics

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

You have a legacy all your own that has resulted


ou b
eing
ng g
iven
iv
en an
n ob
o
ject
je
c o
ct
gr
reea
at sign
gnificance and
in yyou
being
given
object
off g
great
significance
power..

Years of devotion to your craft have caused you


to become
becom
ome a highly
hig
hi
ghly sought after
afte
af
ter professional
prrofessional in
in your
your
u
field.
fi
iel
eld.
d

Inheritor

Master Craftsman

Attribute
At
ttr
trib
ibut
u e Points

32
2

Attribute
Attr
ribu
ibut
ute Points

32

Academics
Acad
ad
dem
e ics

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

Mastering the business of trade has taken you


on many travels. Youve seen numerous places,
experienced many cultures and learned a bit of the
dark deeds that often help a merchant survive in the
land of Laruna.

You have come from lowly beginnings, spending


most of your life toiling on a farm and providing for
your family, enjoying a simple kind of life.

Merchant

Peasant

Attributee Points

32

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

Academics

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

Willingly or otherwise, you took part in a


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

Living in the shadows of the law, you know your


way around an illegal endeavor.

Ritual Survivor

Rogue

Attribute
ttr
trib
ibut
u e Points

37

Attribute
A
At
trib
tr
i ut
ib
u e Points

3
32

Academics

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

Additional Base Skill Poin


Points:
nts:

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

100
0

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

Points:
Additional Base Skill Points
s:

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

Prized Apprentice

Wanderer

You were tutored by the Archmages of Epilesis


in preparation for becoming a lorekeeper or wizard
devoted to the needs of the kingdom.

You were taken from (or left) Epilesis as a


youth and spent your early years in the western
lands, mingling with the varied races and cultures
therein.

Prized Apprentice

Wanderer

Attribute Points

28

Attribute Points

32

Academics

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

Additional Base Skill Points:

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

Additional Base Skill Points:


Additional Advanced Skill Points:

3
3

Possessions: Basic clothing, melee weapon, 10 gold

Spells: 1 Spell (Any)

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

101

MESMULOT BACKGROUNDS
COURTESAN
With skills of vast renown and the unparalleled
exotic appeal of your people, you are a highly
successful courtesan.
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

Born as part of the Mesadrin Empire, you were


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

Rising above the distaste many have for your


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

Dying Light

Paragon

Attribute Points

30

Attribute
Attr
trrib
ibut
ute Points
ts

30
0

Academics

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

Additional Base Skill Points:

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

*Must choose a Light Legacy Archetype

1
103

GARAITH BACKGROUNDS
DISGRACED WARLORD
Your bid for power was thwarted by a rival
warlord and rather than g
granting
g yyou an honorable
death, you ha
have
exiled
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

Additional Base Skill Po


Points:
oin
nts:

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

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

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

Spells: 1 Calling
Calling Spell
Ca

104
4

1
1

PIT SAVAGE

WHISPERER

Placed into slavery at an early age, you have


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

The ancient dragons knew secret words of


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

Pit Savage

Whisperer

Attribute
Attr
trib
ibut
ib
u e Points
ut

3
34
4

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

30
0

Academics

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

Possessions: Commoner clothing, alchemy materials (180


gold), bow, 20 arrows, 100 gold

Spells: None

106
6

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

Druid
Attribute Points

30

Academics

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

When the time of the Telling was upon you,


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

After your birth, your maker took you to a secret


place where you could grow strong. There they fed
you the petrified remains of a long dead dragon in
the hopes it would fortify you for the years to come.

Kreesh Slayer

Wyrmeater

Attribute Points

32

Attribute Points

34

Academics

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

Additional Base Skill Points:


ints:

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

Possessions: Commoner clothing, dagger, bow, 20 arrows,


blowgun, 10 darts, 250 gold

Spells: 1 Dark Spell

108
8

Having served honorably as a member of


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

Flameguard of Ranath

Assassin
Attribute
ttr
t ib
i ute Points

FLAMEGUARD OF RANATH

Additional
Ad
A
ditional Base Skill Points:

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

HEALER

SPY

Being the town healer is a great honor and


responsibility. You have tended to the needs of the
commonfolk, as well as brought mercy to the soldiers
on the battlefield.

Kingdoms pay hefty sums for information


on their rivals, but a Spy has loyalty that cant be
bought with gold. You are a master at gaining access
to people and places, unlocking their secrets by any
means necessary, and reporting this information to
the relevant party.

Healer

Spy

Attribute Points

30

Attribute
Attr
trib
tr
i ut
ib
u e Points

30

Academics
demics

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

Additional Base Skill Po


Points:
oin
nts:

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

Chapter Four: Character Creation


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

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

1
111

PREPARATION: CREATE A CHARACTER CONCEPT

STEP TWO: CHOOSE A BACKGROUND

One of the most important parts of making a


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

The provided character backgrounds serve as a


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

STEP ONE: CHOOSE A RACE


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

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

112
2

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

STEP THREE: CHOOSE A LEGACY ARCHETYPE


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

Each Legacy Archetype also provides a choice


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

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

STEP FOUR: DISTRIBUTE ATTRIBUTES


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

Perception is a measurement of ones intuitive


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

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

1
113

STEP FIVE: DISTRIBUTE SKILLS


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

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

114
4

associated Advanced Skill. Like Base Skills, Advanced


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

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

STEP SIX: SPELLS, TECHNIQUES, AND EQUIPMENT


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

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

STEP SEVEN: APPLY LEGACY BENEFITS

Resistance: A characters Resistances are


equal to their Legacy Rank plus any bonuses
from magical items.
Protection: A characters Protections are
equal to their Legacy Rank plus any bonuses
from magical items.

Every Legacy has a group of Starting Benefits


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

Once you have created and recorded your


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

What do I do?

What do I do?

Apply any Attribute bonuses your


Starting Benefits gives you directly to
your characters Attributes.
Any Skill bonuses from your Starting
Benefits should be filled in the Legacy
Bonus box next to the appropriate skill
on your character sheet.

Follow the formulas to create your


generated attributes.
Remember that your Legacy Starting
Benefits may affect these numbers.

STEP EIGHT: FINISHING TOUCHES

STEP NINE: LEGACY ARC

Once your Attributes and Skills have been


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

The Legacy Arc is an important part of every


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

Health: All Legacy bearers start with 200


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

What do I do?

Choose a bonus from the first node of


your Legacy Arc and apply it to your
character.

1
115

CHARACTER CREATION EXAMPLE


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

116
6

appropriate section of her sheet.


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

Stephanie has raised her


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

Stephanies Survival skill has


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

She fills in her Health as 200 (the default


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

Stephanie feels comfortable with the amount of


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

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

Chapter Five: Attributes & Skills


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

less intelligent than someone with an Intellect of


nine. An Attribute rated as zero is usually a special
case that shows that a character completely lacks a
measurable ability to use that Attributea character
who is completely physically paralyzed would have
an Agility of zero, while someone in a coma would
have a functional Intellect of zero.
Attribute ratings are used in Dreamscape:
Laruna in two ways. First, to measure someones
capacity with that Attribute when performing a task
that requires no specific skill or training. For example,
you need to know how good a characters Endurance
is if they are asked to do as many pushups as possible
in a minute.
Secondly, Attributes are used in conjunction
with skills to determine how good someone is at
performing a specific action. Nothing a creature does
is strictly a matter of study, training, or practice. The
ability to throw a swift kick or achieve a peace deal
doesnt rely solely on your knowledge of brawling or
negotiation, but also your level of Agility or Charm.

1
119

LIFTING

There are six basic Attributes that all characters


and creatures in Dreamscape: Laruna share.

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

A common function of Strength is being able to


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

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

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.

Endurance 5: Average Human


Endurance 12: Werebeast
Endurance 15: Drake
Endurance 25: Legendary Stormborn

INTELLECT
A measure of how smart a creature is, Intellect
accounts for a 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
Perception
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n iiss thee ab
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ilityy to ident
identify
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rsta
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stimulus, either mentally th
through
understanding,
orr
in the literal
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al fform
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or
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ight
h . The
The ab
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p
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ubtl
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both
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and
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s P
Perception.
ercept
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n Per
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n it
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n to tell thee di
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and fire a sho
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Skills
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ills
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Rea
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and Evasion,
Evvassio
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h
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how
ow qu
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quickly
ickl
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person
rson can rea
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Agility
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nts ffor
or the p
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Perception
5:: A
Average
Human
cep
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verrage
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um
Perception
cep
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9:: W
Werebeast
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ast
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12:
2: S
Shade
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cepti
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n2
25:
5 L
5:
Legendary
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Gatekeepers
kee
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CH
HARM
ARM
M
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tt
s, iindividual
n ivid
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charisma,
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Trying
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rm
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rm 15: C
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122
2

SKILLS

KINGDOMS

Skills are learned abilities that allow a character


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

A measurement of how much a character


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

ACADEMICS
Academics covers any topic, general or specific,
that is primarily taught and learned through direct
schooling or study. When used as a Base Skill,
Academics accounts for basic level of knowledge in
common areas of 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.

Sample Bonuses Based on Ability Score


Kingdoms 110: +1 Bonus
Kingdoms 1120: +2 Bonus
Kingdoms 2130: +4 Bonus
Kingdoms 3140: +6 Bonus
Kingdoms 4150: +8 Bonus

LANGUAGES
Languages is used to learn, comprehend, speak,
or decipher any language other than your native
tongue. The Languages skill uses Intellect.
To learn a language, characters must study
the language by whatever means available to them.
Studying a language is an Enduring action, with each
AT accounting for one day of study. As you invest
more CAP with your Enduring Action, you become
more familiar with the language you are studying.
Base Success Difficulties to Learn a Language
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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RELIGIONS

Sample Difficulty Modifiers


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

DECIPHERING AN ANCIENT TEXT


Characters in Laruna may come across ancient
texts or maps written in an old or forgotten language.
The Languages advanced skill gives the player the
ability to slowly decipher its meaning or directions.
Sample Base Success Difficulties
110: An out of date piece based on an earlier
version of the common languages.
1120:: A centuries old manuscript written in
the tongue of a nonmortal race such as Fae.
2130:: A dusty tome written in the tongue of
an extinct creature.
3140:: A map written millennia ago in
magical runes leading to a secret treasure.
4150:: An ancient text written in a forgotten
language that no longer exists in Laruna.
Success indicates the user is able to decipher a
portion of the text or a step forward on a map.
Sample CAP Adjustments
(5c) Strength Adjustment: An additional page
is deciphered or an additional step on a map is
revealed.

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A measurement of a characters knowledge


pertaining to Larunas deities, religious symbols,
worship customs and rituals, and locations of places
of worship.
The amount of knowledge a character has of
Religions can grant a bonus to other ATs that rely on
that knowledge, such as certain Social ATs. Religions
can also be used to identify symbols or temples that
belong to certain religions.
Sample Bonuses Based on Ability Score
Religions o +1 Bonus
Religions 1120: +2 Bonus
Religions 2130:: +4 Bonus
Religions 3140:: +6 Bonus
Religions 4150: + 8 Bonus
Sample Base Success Difficulties
110: Common symbolism used in a major
religion.
1120: Finer points of major religions or basic
information of smaller religions or sects.
2130: Esoteric secrets of a major religion or
in depth knowledge of smaller religions or sects.
3140: Specialized information that would only
be known through specialized study.
4150: Ancient or forgotten knowledge from
rarer religions.

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

Sample Base Success Difficulties


110: Identifying the value of a common item.
1120: Identifying the value of an uncommon item.

2130: Identifying the value of a rare item.


3140: Identifying the value of an exceptional item.

4150: Identifying the value of a unique item.


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

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

Sample Base Success Difficulties


110: The crime or puzzle is fresh and
bystanders are readily available to contribute
information
1120: The crime or puzzle is fresh but no
bystanders are available for questioning
2130: Significant time has passed but the
environment allows for multiple clues to still
be found
3140: The scene of the event has been
tampered with, destroyed, or wiped away.
Clues may be gathered from bystanders who
may or may not recall the event
4150: The trail has gone cold. There is no
one who remembers the event and no clues are
readily evident
Sample CAP Adjustments
(5c) Strength Adjustment: A lead on a
bystander is discovered
(10c) Strength Adjustment: 1 Additional
significant clue is discovered
Investigation Example:
A human body was pulled from the shore of Lake
Hathis by a fisherman and his son. Once reported to
Trade Master Byron of Lakeview, he has his retainers
hire Jak Castleton, a mercenary, to investigate.
Since there is no evident trail to follow and most
clues would have been washed away by the lake waters,
the Dreamweaver sets the Investigation difficulty at
45. Castleton has an Academics skill of 15 and an
Investigation skill of 15, a Perception of 8 and a magic
item that provides a +5 bonus to Perception when
searching for details normally hidden from the naked
eye, giving him a total of 43.
With the corpse laid out before him, Castleton
makes an Investigation AT. With an extraordinarily
lucky roll, his over/under is +9, giving him an ATR of
52. He achieves Base Success and accrues 7 CAP.
The Dreamweaver reveals one significant clue:
the victims neck is broken and there are slight
bruises around his throat. Castleton decides to spend
his additional CAP to find clues about any potential
witnesses or bystanders.
The Dreamweaver reveals that the victim was
carrying a love letter from a woman who resides in
Lakeview. Castleton can now follow up on the lead and
continue his investigation.

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

DIAGNOSING A POISON OR DISEASE


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

LONG TERM CARE


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

Sample Base Success Difficulties

Sample CAP Adjustments

110: Diagnosing Poison or Disease (2) or lower

(5c) Strength Adjustment: +1 Health restored


from the day of rest.

1120: Diagnosing Poison or Disease (4) or lower


2130: Diagnosing Poison or Disease (6) or lower
3140: Diagnosing Poison or Disease (8) or lower
4150: Diagnosing Poison or Disease (10) or lower

Sample CAP Adjustments


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

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

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

Sample Base Success Difficulties


110: Stopping a Bleed (2) or lower
1120: Stopping a Bleed (4) or lower
2130: Stopping a Bleed (6) or lower
3140: Stopping a Bleed (8) or lower
4150: Stopping a Bleed (10) or lower

Sample Difficulty Modifiers


Non-mortal race humanoid:+10
A creature or animal:+20
An extraplanar being: +40

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Alchemy: Uses herbs and rare materials to


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

MAGIC

Magic is a skill that measures a characters


magical knowledge and their ability to cast spells.
Full rules on spellcasting can be found in the Magic
Rules Section, found on page 332. A list of spells can
be found starting on page 312.

Calling: The magical ability to summon


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

MELEE COMBAT
Melee Combat covers the ability to fight at close
range both while unarmed and with melee weapons.
Melee Combat has Advanced Skills based on the
type of weapon being used. Some Melee Combat
Advanced Skills can also be modified by adding the
ability to 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.

Brawling: Hand-to-hand unarmed fighting.


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

Specialty Weapons (SW): Unusual


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

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

Bows: Wielding weapons such as short bows


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

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

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DECEPTION

LOCKPICKING

More than telling a simple lie, Deception


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

Lockpicking is used to open a lock without


the use of the proper key. Picking a lock requires a
set of lock picking tools, and is a Persistent Action
requiring at least two minutes of work . Picking a
lock requires a Lockpicking AT using Agility. Picking
a lock can cause it to be scratched or the inner
workings to be damaged, leaving behind evidence of
the lockpick or rendering the lock unusable. Possible
CAP Adjustments include increasing the speed of the
lock pick and reducing potential damage on the lock.

Sample Base Success Difficulties


110: Using a generic disguise to hide your
identity from a stranger
1120: Conning someone out of a few coins
with a simple bar trick
2130: Disguising your identity among people
who already know your true identity
3140: Disguising yourself as a wellknown
person
4150: Swindling a guild into diverting their
resources into a fake project
The target of Deceptions Perception is added to
this Difficulty.

DISGUISE
When attempting to disguise your identity, you
must make a Deception AT the first time you interact
with someone you are trying to deceive. The difficulty
of this AT is as listed above and includes the 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.

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Sample Base Success Difficulties


110: A simple lock
1120: A standard lock
2130: A quality lock
3140: A complex lock
4150: A mastercraft lock
Sample Difficulty Modifiers
Well crafted, specialized lockpicking tools: +5
Using makeshift tools such as bent nails or
wires: +10
Sample CAP Adjustments
(5c)Speed Duration: Reduces the amount of
time spent by 30 seconds
(10c)Strength Adjustment: You pick the lock
with extra finesse, ensuring that no functional
or visible damage is left on the lock itself.
(15c)Speed Duration: You are able to rake the
lock in one motion and open it instantaneously

PICKPOCKETING
The ability to remove a small object from
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.

Sample Base Success Difficulties


110: A freely visible and freehanging object
worn outside of clothing
1120: An object that can be easily palmed
hidden underneath outerwear
2130: An object that has an obvious weight to
it or is close to the targets skin
3140: An small object that must be searched
for
4150: Extremely small object well hidden
within interior clothing
The target of Pickpockets Perception is added
to this Difficulty.
Pickpocketing involves not having any sort
of prolonged interaction with the target. This can
involve techniques such as brushing past someone
unnoticed, or snatching an item from behind. If a
Pickpocket AT fails by a number larger than the
targets Perception, the target is aware of the attempt.
For example, if the difficulty of stealing an object
is 27 (20 for the base difficulty, 7 for the targets
Perception) and the Pickpocketing ATR is 20, the
target will become aware of the Pickpocket attempt.
Even successful Pickpocketing attempts leave the
target aware that an object is missing a phase after
the item has been stolen. This time can be extended
with a Duration Adjustment, as listed below.

Possible CAP Adjustments are: being able


to hold a hidden position for longer, specifically
blending into your environment, and misdirecting
the attention of someone searching for you.

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

Sample Base Success Difficulties


110: Hiding in a dark room filled with
obstructions
1120: Hiding behind an obstruction such as
a large tree
2130: Hiding in a well traveled or well lit area
3140: Hiding when little cover or shadows are
available
4150: Hiding from a search party in an empty
field during the day

Sample CAP Adjustments

Sample Difficulty Modifiers

(5c) Duration Adjustment: The target is


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

You are able to hide in or under large objects,


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

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

HIDING IN PLAIN SIGHT


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

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REMAINING HIDDEN

INTIMIDATION

This covers the ability to prevent yourself from


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

Sometimes force is necessary, but sometimes


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

SHADOWING A PERSON
When attempting to follow someone without
being noticed, a Stealth AT is made against the
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.

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Sample Base Success Difficulties


110: Bullying someone who is obviously
weaker.
1120: Intimidating someone on equal social
footing.
2130: Intimidating someone with empty
threats, or someone who has no obvious cause
to fear you.
3140: Extracting important information from
an enemy soldier.
4150: Projecting incredible strength that
moves others to follow your explicit commands.
Sample CAP Adjustments
(5c) Duration Adjustment: The target of your
Intimidation remains wary of you and eager to
please for an additional hour
(8c) Range Adjustment: An additional person
who can see and hear your intimidation is
affected the same way as your original target
(15c) Strength Adjustment: Your Intimidation
is so convincing that your target will volunteer
up additional information or assistance, such as
offering you any coins they may have on them,
or telling you a juicy secret in hopes of pleasing
you

INTERROGATION
Intimidation can be used to interrogate enemies
or pull information from others. If your target has
reason to lie to you, a Base Success may get them
to give you information, but an additional CAP
Adjustment costing anywhere from 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

involving many subordinates


4150: Giving a rousing speech to your people
that alters the direction of your kingdom
Sample CAP Adjustments
(3c) Duration Adjustment: The coordinated
efforts of your followers last an additional 3
phases.
(5c) Speed Duration: You are able to quickly
shout out your orders, allowing the benefits of
your Leadership to take effect immediately.
(15c) Strength Adjustment: You boost the
morale of your followers, granting them a
temporary +1 RES (Fear).

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

COORDINATING EFFORTS
Whenever 3 or more people are attempting to
perform the same action, one member can make an
instant Leadership AT to coordinate their efforts.
Successful coordination will grant everyone involved
an AT bonus that can be strengthened by CAP. In
addition, members of a coordinated effort can choose
to give their CAP to another member in lieu of taking
a Base Success on a 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.

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She succeeds and earns 3 CAP, which she spends


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

NEGOTIATION
No matter who tells the tale, no telling of the
Great War passes without mention of The Summit.
Warriors and pacifists alike point to The Summit as
a prime example of the power of Negotiation. The
usage of Negotiation can be as simple as two people
coming to a satisfactory business arrangement, to
kingdoms creating diplomatic pacts.
Charm is most often used in Negotiation, but
sometimes Intellect plays a more important role.
Most serious negotiations are Enduring Actions, but
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132
1
32

having to give up less leverage to achieve a goal, and


haggling the price of an item.
The difficulty of a Negotiation Base Success is
set by the Defensive AT of the target. The targets
Defensive AT should be made with Negotiation, but
other Social skills may also be appropriate.

DIPLOMACY
Negotiation can be used to form diplomatic
agreements between two sides of a conflict, whether
those sides are feuding street gangs splitting up
turf or kingdoms establishing trade routes. When
engaging in Diplomacy, each side should make a list
of demands, with each
item on the list having a
CAP value of anywhere from 1o0 CAP, depending
on the value of that item. Both sides then engage in
Enduring Negotiation ATs, with each AT representing
anywhere from one hour to one day of negotiations.
The difficulty of these ATs is set by the opposing 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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Example: Representatives from Faewood are


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

HAGGLING
Negotiation can be used to buy or sell wares at
a higher or lower price, with the difficulty being set
by the seller/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

The amount of time taken to perform relies


heavily on the nature of the performance. Giving
a rousing battle cry can be an instant action, while
a complicated juggling act may be a persistent
action with each phase accounting for 5 minutes of
performance. Performance ATs mostly use Charm,
but certain kinds of performance such as dance may
use Agility or Strength.
Possible CAP Adjustments are making a
performance especially memorable, being able to
dance for longer periods of time without getting
winded, and including a unique personal signature
in a performance.
Sample Base Success Difficulties
110: A simple song or speech performed in
front of a small audience
1120: A coordinated performance with
another person, or a complicated solo effort
2130: An advanced performance piece in front
of a sizable audience
3140: A highly specialized performance only
possible by a well practiced professional
4150: Performing a highly technical or
coordinated piece for a large audience or an
audience of great important
Sample CAP Adjustments
(5c) Strength Adjustment: Your performance
is inspirational, giving everyone who listens a
+1 bonus to their first AT in the next 24 hours
that requires high morale or inspiration
(8c) Strength Adjustment: Your audience is so
appreciative of your work that they volunteer
to pay for the experience. You earn 10% more
for a paid performance, and earn 100b worth of
tips for any performance where tipping would
be acceptable
(10c) Strength Adjustment: Your performance
was so good that 10% of your audience have
become fans of your work. They will endeavor
to see you perform whenever possible, and you
receive a +10 to all Social ATs when interacting
with them

Whether through dance, song, or oration,


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

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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

plant, animal, and landscape patterns are all part of


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

CLIMBING
The Climbing skill is used when attempting
to scale difficult surfaces, such as a rock face or an
unsteady rope. Whenever a player finds themself in
such a precarious position with a chance of falling, a
Climbing AT can be made. When making the AT, STR
would be the standard Attribute used in conjunction
with this skill. Particularly hazardous or windy
conditions may allow for AGI to be used instead. A
Climbing AT may be an instant or persistent action.
Sample Base Success Difficulties
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

LOSING YOUR GRIP


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

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

needed should be based upon the total distance of


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

FORAGING
Foraging is used when specifically searching for
plants, roots or other natural materials. While finding
enough twigs to start a campfire in a forest would not
normally require an AT, searching for specific herbs
to cure a poisoned ally might.
Foraging ATs are considered a persistent action
that takes place over the course of at least one hour.
The player may make an AT each hour until they
decide to stop. When making an AT, PER would
be the standard Attribute used in conjunction with
this skill. The Dreamweaver may deem INT more
appropriate, however, in a case where the resource is
located in a very specific location that would require
intimate knowledge of its growth and would not
easily be seen, even with high Perception.
Sample Base Success Difficulties
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

Sample CAP Adjustments


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

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

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

1
135

Sample Base Success Difficulties


110: Extracting a unit of common material
1120: Extracting a unit of uncommon material
2130: Extracting a unit of rare material
3140: Extracting a unit exceptional quality
material
4150: Extracting a unit of pristine material
Sample Difficulty Modifiers
Makora: +10
Sample CAP Adjustments
(2c) Duration Adjustment: Time spent
extracting materials is reduced by 10 minutes.
A Mining AT cannot be reduced below a 10
minute duration in this way.
(5c) Strength Adjustment: You extract an
additional unit.

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

Sample Difficulty Modifiers


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

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6

Once a player has accumulated 100 CAP, they


must roll two chance tests. The first chance test
determines the type of deposit discovered:
120%: Nothing Found.
2149%: A deposit of common metal, stone, or
gems worth up to 2sp per unit.
5079%: A deposit of uncommon metal, stone,
or gems worth up to 5sp per unit.
8089%: A deposit of rare metal, stone, or
gems worth up to 1gp per unit.
9095%: A deposit of exceptional metal, stone,
or gems worth up to 10gp per unit.
96100%: A quantity of pristine metal, stone,
or gems worth up to 100gp per unit.
The second chance test determines the total
value of the deposit:
125%: A tiny deposit worth a total of 100gp
2660%: A small deposit worth 1,000gp
6189%: A medium deposit worth 10,000gp
9098%: A large deposit worth 100,000gp
98100%: A motherlode worth 1,000,000gp

MAKORA METAL
Makora metal is only available in deposits
located near a Nexus, and quantities should be
very limited. A small nexus spawning near a mine
or deposit may only allow extraction of 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

All aspects of maintaining position on a mount


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

A gallop is the fastest speed that a horse can


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

Sample Base Success Difficulties


110: Riding on a road or flat, easy terrain
1120: Riding through hilly terrain or roads in
poor conditions
2130: Riding through rough terrain such as
forests or steep hills
3140: Riding through dense terrain such as
deep forests or jungles
4150: Riding through complicated terrain and
bad conditions such as mountains or deep snow
A Riding AT can be made to maximize your
horses performance when travel time is important.
A Riding AT is made against a difficulty set by the
terrain being traveled. Horses can travel at two
different speeds beyond a standard walk or trot: a
canter and a gallop.

CANTER
Cantering is the fastest of a 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

Sample CAP Adjustments


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

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

1
137

The amount of hide produced from skinning a


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

SWIMMING
Like the Climbing Base Skill, Swimming is
used to traverse hazardous terrain, only underwater.
Whenever a player finds themself in such a precarious
position with a chance of drowning or being swept
away by a current, a Swimming AT can be made.
When making the AT, STR is the standard Attribute
modifier used. A Swimming AT may be an instant or
persistent action.
Sample Base Success Difficulties
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

In the case where a player is slowly traversing


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

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

or
or
or
or

BEING STRUCK UNDERWATER


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

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8

SWIMMING OVER DISTANCES

110: Tracking over soft ground such as mud or


snow where deep tracks will be made
1120: Tracking through dense terrain such as
jungle or forests where many signs will be left
2130: Tracking through flat terrain such as
dry grasslands or plains where footprints will
be limited
3140: Tracking over terrain that leaves very
few signs such as through a running stream or
desolate mountains
4150: Tracking over terrain that leaves almost
no signs of passing such as bare rock, or too
many signs such as a heavy populated roadway

Sample Difficulty Modifiers


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

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

Following The Trail


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

Obscuring Your Tracks


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

Searching For Hidden Creatures


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

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.

140
0

Chapter Six: Legacy


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

this means inheriting some of the power (or even


memories) of the heroes whose magic was stolen to
create the Legacy in the first place.

LIGHT
The light of creation is the heart of the Light
Legacy. The power to heal, restore and protect, this
piece of the 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.

1
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.

142
2

Many parents find a need to hide their childs


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

BEING MARKED
Though being born a Legacy Cearer means
different things to different people, some of the
experiences they endure are constant.
Besides their mark, there are no obvious
differences between an ordinary mortal and a Legacy
Cearer. They can, and often do, live relatively normal
lives in accordance with how their society handles
their inheritance.
The divergence from this normal life takes place
when they first come in contact with other Legacy.
For some it is meeting another Legacy Cearer like
them self, for others it is coming in contact with
corrupted creatures or a nexus.
Regardless of the circumstance, from the
moment a bearer witnesses Legacy outside of their
own, they become fully aware of the fact that Legacy
yearns to rejoin with other Legacy.
What was once part of the 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

unrivaled which all but assures that any organization


of significance will have at least one such member
amongst its ruling body.

THEIR PLACE IN THE WORLD


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

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

1
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

freely obtained from the church, they would have


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

Lightbringers Today
Long after the last Lightbringer church was
closed, the promise of a Lightbringer in dark times
remained a part of common folklore. After 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.

This state of affairs has lead to some churches


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

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

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

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.

146
146

RADIANCE

SANCTUARY

No power more so than Radiance portrays the


Lightbringer as a true avatar of his god. Charging
forward, weapon held high, his entire body burning
with lighta truly awe inspiring sight for his allies,
and a supremely intimidating sight for his foes.
The Lightbringer channels the spirit of Sadreen,
converting their entire form, possessions and all, into
a fiery golden angel.

She promised that we would be safe, and I confess,


I didnt believe her. I gripped the hilt of my sword only
for fear that my fellow guardsmen would notice my
hand shaking. We stood outnumbered and watching
the attacking forces pour over the towns flimsy walls,
I thought about how it wouldnt matterwed all be
dead after the first volley of arrows anyway. I watched
that volley break on an invisible shield before us. She
turned to us stone-faced and commanded we march
forward because victory was ours. I charged forward
without thinking. I believed her.
The Lightbringer holds their hands out to the
side, summoning a massive protective aura centered
upon themself.

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

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

Magic weapons and magical effects may not


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

1
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.

148
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)

(10c) Special Adjustment: Damned


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

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

GIFT OF LIGHT

RECHARGE

/PU BMM -JHIUCSJOHFST CFMJFWF NBSUJBM QSPXFTT


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

5IFTVOHSBOUTMJGFUPBMM CVUUPUIF-JHIUCSJOHFS JU


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

INSPIRE
Whether on a field of battle, or a skirmish in a
small village, the 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

1
149

SACRED WEAPON

SUNBEAM

The Lightbringer may be a warrior of little means,


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

The Goddess of the Sun grants the Lightbringer


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

Type: Legacy
AT: LR + CHM
Cost: 10 mana
Range: Weapon
Duration: 1 hour
Base Success: The affected weapon deals +10
damage (Celestial) upon striking a target. This bonus
increases to +20 if the target is undead. In addition,
this weapon can strike incorporeal targets as though
they were solid.
(3c) Strength Adjustment: +1 Celestial, +2
vs undead
(5c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Bonded
You may recall your weapon to your hand as
an IFU action
(15c) Special Adjustment: Divine Authority
Your weapon ignores the first 15 points of a
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

Legends speak of the ancient Lightbringer order


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

Base Success: The target suffers 15 damage


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

151

SENTINEL
Legacy: Light

There are plenty of criminals in the world who


believe they understand cruelty. Many underprivileged
or sick people think they understand hardship. They
are all wrong.

What life has casually thrust upon them, the


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

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

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

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

Over the years this evolved into a deeply


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

Sentinels Today
The 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.

For the nobility, the name Sentinel now has


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

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

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

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.

(20c) Special Adjustment: Second Wind


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

Star Blades

Every man and woman on the field stopped for a


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

Base Success: All allies weapons within range


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

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

(2c) Duration Adjustment: +1 phase


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

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

Base Success (Hostile): The Sentinel ignores up


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

SHIELD
A 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.

(30c) Special Adjustment: Testudo


The shield extends an invisible barrier around
you, rendering you immune to all mundane
projectile weapons. Magical arrows and effects
will pass through as normal

SHIELD BLAST
Anyone 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

These masters of protection are almost always


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

The Sentinels of Highland are experts of


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

Type: Legacy
AT: LR + STR
Cost: 15 mana
Range: 5m
Duration: 1 hour/1 AT
Base Success: Any hostile AT directed towards
the linked target is instead directed toward the
Sentinel. The attacker rolls as normal, but instead
uses the 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

This group of eager minds found answers and


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

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

+1 Ability
+1 INT
+1 CHM

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

Years later, students of Lomorith would come


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

STARCALLERS TODAY
The concept of the
Grand Design is an integral
part to a 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.

Starcallers are also seldom ever lost, as they


have a natural understanding of the position of stars
in the sky, making excellent navigation one of the
more grounded elements of a legacy that often finds
itself above concerns.

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

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

determine
the proper course of
action, spending at
least one night studying
the stars while
considering
the decision.
The Dreamweaver will
then declare if the course of
action is determined to be
part of the Design. Once an
action has been decided to
be a part of the 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

(2c) Duration Adjustment: +1 phase


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

PERFECT SKY
Base Success: The comet appears and causes
any non-Legacy bearing mortal to become Hostile.
Wounds suffered while the Comet of Kisheth is in
effect are more difficult to heal. Add this 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

It is the law of the cosmos that a mortal is born


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

Vision of the Cosmos

The stars and celestial bodies that fill the sky


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

(2c) Duration Adjustment: +1 phase


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

Base Success: Gives instant, powerful insight


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

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

Base Success: You gain Burning Aura: All


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

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

DEVOURER (CONSTELLATION)

EVANOR (CONSTELLATION)

An elemental creature of the Void that was


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

The great hunter who killed Krasheth, as well


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

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

Type: Legacy
AT: LR + PER
Cost: 25 mana
Range: Self
Duration: 5 phases
Base Success: You gain +5 Ranged Weapons
Skill, and deal +10 damage (PJercing) on all Ranged
Weapon Strikes.
(1c) Duration Adjustment: +1 phase
(4c) Strength Adjustment: +1 Ranged
Weapons Skill
(12c) Special Adjustment: Heartstrike
Any weapon you wield changes into Heartstrike
for the duration.
)FBSUTUSJLF (Throwing Spear)
Requirements: STR 4
AT: Thrown Weapons + AGI
Range: 0-25m/26m-50m/51m-100m
%JGGJDVMUZ 15 / 25 / 35
%BNBHF STR + 30 (Piercing)
4QFFE 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

Base Success: You gain 4 points of physical


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

(2c) Duration Adjustment: +1 phase


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

(1c) Damage Adjustment: +4 4MBTIJOH


(3c) Weapon Adjustment: Bleed (4)

MAIDEN OF JASTAL (CONSTELLATION)


The Maiden of Jastal was a human girl so
beautiful that the gods couldnt bear to let monsters
kill her. Every time one came near, it was struck by
moonbeams that burned its flesh away.
The Starcaller aligns the pattern on their body
to form The Maidens constellation, causing them to
shift into a beautiful female of their species for the
duration.

166
6

A Starcaller may only have one Constellation


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

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

THE WELL OF ETERNITY


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

(1c) Strength Adjustment: +1 temporary


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

ZO
ODIACS
DIA
ACS OF THE
T E EASTERN
TH
RN SKY
The si
The
Th
signs of tthe
hee easte
h
eastern
tern
n ssky
ky exemp
exemplify
mpllify tthe
he
labo
la
b riou
bo
us de
dema
and
ds we m
a e off o
ak
ur b
odies. K
nowi
wing
ng
laborious
demands
make
our
bodies.
Knowing
these
thes
th
ese zo
zzodiacs
diacss well g
gives
ivvess a S
Starcaller
ta
arc
rcal
alle
l r un
unusual
nus
usua
uall ph
p
physical
yssic
i al
a
apti
ap
ptitu
tud
de at a m
oment
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.

ZODIACS OF THE WESTERN SKY


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

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

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

IVIS
I

GRE
RENN
N

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

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

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

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

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

These warriors attacked the Temple of Siltis


in a vicious betrayal that killed many of their kin.
Inside the temple, with Arlimans magics, they
enslaved Siltis, massacring many Barabas before they
fled
ed tto
o the eastern
easttern
n mountains.
moun
mo
untainss.
After
offering
A
fter of
ffeeri
ring
n the
the ccaptive
apti
tive
ve Siltis
Siltiis to Arliman,
Arlim
man
n,
warriors
thee su
th
ssurviving
rvviv
ivin
i g warrio
ors were
wer
eree transformed
tran
tr
a sforrme
med into
in
nto
to
mighty
undead
m
mi
ghty u
ndea
ad warlords,
warl
rlo
lords, capable
ca
apa
pabl
be
bl
of ccommanding
om
mma
andin
ng tthe
he deadliest
dead
dli
lies
esst
est
Arlimans
gifts
of A
rlimans
rl
s g
ifts
if
ts and
nd lleading
ead
ea
ding
newly
created
undead
a ne
n
w y cre
wl
eated
d un
nde
dead
ad
d
army
of
Barabas
into
war
a myy Ba
ar
B rabas to war
kingdoms.
with
wi
h neighboring kingd
gdoms..
believed
It is believ
eved
ed that
tha
hat
at
these
Deathlords
th
hesse fi
ffirst
rst De
Dea
athl
hlor
o ds
aree et
eternal,
a
ar
ter
ernal, still
sti
till
ll
lording
lo
ording ov
over the Ice
ce
Citadel,
and
giving
C
Ci
t del, a
ta
nd givin
ing
ng
their
ccommands
co
mma
mm
andss to
o th
heir
eir
undead
llegions
egiions of
of u
ndea
nd
ead
ea
d
minions,
away
m
mi
in
niion
o s,
s, a
way
wa
from
fro
fr
rom
om the
thee
rest
off
rre
est
st o
Larunas
La
L
aru
r na
n s
s
gaze.
ga
g
aze.
zee.

Legacy Arc

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

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

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

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

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

DEATHLORDS TODAY
While all Legacy can be viewed as equal part
blessing and curse, perhaps none exhibit this fact as
much as the Deathlords. All warriors bring death to
their enemies, but only Deathlords are faced with
the actual reality of what that means. It takes an
unusually thoughtful or odd mind to accept that
stealing the life force of an enemy is not far off from
striking them with a sword, making even the most
heroic of Deathlords a frightening presence to behold.
By contrast, their historical relationship with Arliman
make Deathlords prized members of Mesadrin
society; there are even rumors that non-Mesmulot
Deathlords can find themselves accepted parts of the
Mesadrin Empire. Entire orders of Deathlords exist,
who claim that their relationship with Arliman is not
merely historical, rather current affair to this day,
making them valued members of 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.

Everything dies, and no matter the path they


choose, Deathlords are involved in that process in the
most intimate of manners.

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

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

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

(40c) Special Adjustment: Madness


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

PLAGUE OF SPIRITS
From the vantage point we watched as an army of
spirits materialized and savaged our army. The screams
of the living were nearly drowned out by the vengeful
curses of the dead. Those whose heart 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

Base Success: After 2 phases, an undead horror


takes shape, following all commands of the caster.

(40c) Special Adjustment: Hated Remains


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

UNDEAD HORROR
The thing lumbered toward us from the shadows.
We 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

(2c) Range Adjustment: +10m


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

UNDEAD HORROR
LARGE UNDEAD
STR

25

Health

250

ATTACK

AGI

Stamina

125

END

15

Mana

The Undead Horror pummels


targets to death with its giant fists.

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.

DEATH STEED CHARGE


From the Death Lord, there is no escape. With but
a thought he may summon a charging steed underneath
him and chase after his enemies. Only in a dream could
you survive the incoming gallop of death.
The Death Lord gestures at a target and
summons an undead steed (appropriate to race),
which emerges from the earth below, and swiftly
carries the Death Lord to melee range for a strike.
Once the strike is made, the steed sinks back into
the ground.
Type: Legacy
AT: LR + CHM
Cost: 15 mana
Range: 5m20m
Duration: Instant
Base Success: Charge: You immediately enter
melee range with your target and make a Melee
Combat AT at a +3 bonus. This can only be used on
a target that is not within melee range.
(1c) Range Adjustment: + 1m
(6c) Strength Adjustment: +1 to melee AT
(25c) Special Adjustment: Permanency
The creature becomes corporeal
after
effect,
real
al a
fter tthe
he eff
ffec
e t,
granting the Deathbringer a war ssteed
which
tee
e dw
wh
hich
follows all commands to thee death. T
This
hiss st
hi
steed
does not require sustenance o
orr re
rest.
The
Death
est. The Dea
ath
Lord may have only one active
steed
ive ste
eed
d at
a a ttime.
ime.
im
e
This horse has the same attributes
butes as
as a common
comm
mmon
n
War Horse (see page 368).

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

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

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

173
1
73

Harvest of Sorrow

Its not enough that their enemies needed to worry


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

Siphon Strength

Against the Deathlord, even mighty warriors were


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

Base Success: You drain 2 STR from the target.


This cannot reduce a targets STR below 1.

174

(2c) Range Adjustment: +1m range


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

Soul Armor

The Death Lord wraps himself in the sorrow and


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

Unholy Burst

Such was their grasp of dark magic that the


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

Base Success (Undead): Targets are healed


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

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

upstart nobles who believed the vicious oppression


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

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

176
6

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

Shadowmancers Today

Legacy Trait

The more things change, the more they stay


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

Scorn: The Shadowmancers hatred of the


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

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

177

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

(4c) Duration Adjustment: +1 phase


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

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

SHADOW SPAWN
VARIABLE SHADOW CREATURE

178
8

STR

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

Typical Attack Ability Score: 25

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

Base Success: An area in a 100m radius around


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

Type: Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: You gain +20 ARM (All), +5
AGI, and may choose a single ability each phase and
use it as an Instant, Free action which receives +5
CAP with Base Success. All costs for using an ability
in this manner are reduced to zero.
(5c) Strength Adjustment: +1 ARM
(5c) Strength Adjustment: +1 AGI
(6c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Suspended Life
You gain +100 temporary Health
(20c) Special Adjustment: Dreadful Sight
The first time a creature sees the Shadowmancer
using Shadow Demon, they must succeed in a
contested LR AT or become afraid for Shadow
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

(10c) Special Adjustment: Lifesteal


Any time the Shadow Beast deals damage with
a strike, the Shadowmancer restores up to 10
lost Health.

LEGACY ABILITIES
BLACKBLOOD
All Shadowmancers let the darkness in, but 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.

When threatened, a Shadowmancer lets their body


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

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

(2c) Duration Adjustment: +1 phase


(4c) Strength Adjustment: +1 Any attribute

SHADOW BEAST
LARGE SHADOW MONSTER

180
0

STR

X*/5

Health

3*X*

AGI

X*/4

Stamina

100

END

10

Mana

100

INT

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)

Base Success: Your body will allow physical


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

(10c) Strength Adjustment: +1 bonus to


Melee Combat AT

SHADOW ASSASSIN
It the midst of combat it can be difficult to
remember that there are dangers other than the foe
before you. Doing battle with a Shadowmancer means
fighting both them and their darkness. Be wary of the
shadow at your their back, and the one at yours.
The Shadowmancer causes a 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

Being swallowed by the darkness is a terrifying


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

It was more than just shadows, it was alive. This


thick black mist was swallowing the light. Before I knew
it, I couldnt see an enemy until they were standing
before me. I know for certain that battle happened at
midday, but in my mind I remember it being dark as
night.
All light within the area dims until the area is
lit no better than a heavily overcast day. In addition,
smoky shadows spill out from the Shadowmancer
and further cloud vision for anyone else in the area.

Type: Legacy
AT: LR + INT
Cost: 10 mana
Range: 10m
Duration: 3 phases
Base Success: The target suffers a -4 penalty to
PER and -2 to all ATs.
(5c) Strength Adjustment: Additional -1
penalty to PER
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Mute
The 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

dead. Several of these warriors became locked


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

Legacy Arc
+1 Ability
+1 Dark Spell

+1 STR
+1 END
+10 Health

184
4

+1 INT
+15 Mana
+3 Dark Magic

+1 STR
+1 END
+10 Health

+1 Ability
+1 Dark Spell

Those who captured and returned them to the


Izumo nation would be heavily rewarded, but rumors
circulated that the leaders of Izumo merely wanted to
integrate Soulbenders training into their own studies.

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

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

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

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

Base Success: Each soul released is transformed


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

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.

1 Soul below maximum: 3 Health restored


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

Type: Legacy
AT: LR + END
Cost: 5 mana
Range: Self
Duration: 10 phases
Base Success: Creates the Harvester Claw.
(2c) Damage Adjustment: +1 weapon damage
(Curse)
(2c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Soul Sever
Reducing a 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.

Blighted: This damage cannot be healed by


mortal magic. Any Legacy type abilities attempting
to heal this damage add the ATR of the Lingering
Corruption that caused it to their difficulty.
(1c) Cost Adjustment: -1 mana
(5c + 1 Soul) Duration Adjustment: +1 strike
(10c) Special Adjustment: Deathgrip
Efforts to heal or remove Blighted damage suffer
a -6 penalty.
(10c) Special Adjustment: Mark of the
Netherworld
Blighted targets incur +8 damage (Curse) from
any source of curse damage.

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

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

Base Success: You gain +10 to any Academic


AT.
(3c) Strength Adjustment: +1 bonus to
Academic AT
(10c + 1 Soul) Special Adjustment: Forbidden
Knowledge

The bonus granted by Stolen Knowledge may


instead be applied to a Magic AT.
(10c + 1 Soul) Special Adjustment: Forgotten Art

Stolen Knowledge gives you access to a single


spell you dont already know for 1 hour. Take
a CT 75%, which if successful gives you a spell
of your choosing. If the CT fails, the spell is
selected by the Dreamweaver.

SHADOW PLAGUED
You need only stop and listen when you are alone
in the dark. There, in the deepest of shadows, whispers
the voice. It speaks of secrets best left unknown, and
woos those who listen down a path of power they
cannot turn back from. Woe to those who go seeking
these voices.
Effect: When casting a Curse or Shadow spell,
Alternate Base Successes cost 5 less CAP. You also
gain a permanent +1 to Intellect and Agility.

SOULBREAKER
While some poor souls are eventually granted
release with certain abilities, the truth is that most
are simply torn asunder and absorbed, fueling the
mind and body of the Soulbender.
Effect: You may spend a soul to grant a +5
bonus to a single attribute for 1 hour. Soulbreaker
may be used on more than one attribute at a time, but
does not stack if used on the same attribute.

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

Those who earn the genuine trust or appreciation


of an Earthwarden were said to have no cares as the
land would always provide for them. They could walk
unharmed in the thickest forest, find food in barren
fields, and drink clean water from any pond.

EARTHWARDENS TODAY
For those concerned with 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

shine a light on the hardships Laruna suffers. Those


who look upon Earthwardens with the cliched vision
of a dusty old druid hugging a tree do so at their own
folly, as Earthwardens are no mere lambs, but contain
the strength and conviction of lions.

STARTING BENEFITS
-FHBDZ"CJMJUZ Ancient Guardian
1 Calling Spell (Nature type)
+15 Mana, +2 PER, +1 CHM, +1 END

LEGACY TRAIT
Outrage: You are forced to retaliate if someone
harms the land or its natives for any reason other
than personal survival. Retaliation from Outrage
must result in the offender earnestly abandoning their
attempt to do harm, otherwise you must incapacitate
and relocate the offender.

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

The Great Lion

During a time when titans walked the face of


Laruna, a mighty entity stalked the plains. Known only
as The Great Lion, this majestic and golden warbeast
lorded over the lands and punished anyone who dealt
harm to the wildlands. At one time even the children of
the young gods were wary of provoking its ire.
The caster shifts into a massive lion, roughly 20
feet long and 10 feet at the shoulder. Its eyes glow a
bright orange, claws as long as daggers, and a vicious
roar that can disorient the enemy.
Type: Legacy
AT: LR + END
Cost: 100 Energy
Range: Self
Duration: 3 phases

Base Success: Gain +10 STR, +10 AGI, +6


PER, +6 CHM, +100 Health. +6 to all magic ATs.
Gain: Pounce, Kings Roar.

Pounce

Once per phase, you may pounce on a target


within 20m, immediately closing to melee range and
taking a Natural Weapons AT with a +4 bonus.

Kings Roar

Once per phase, you may release a powerful


roar, dazing all targets within 20m, causing a -4 to
all ATs taken for the phase.
(2c) Strength Adjustment: +1 Any Attribute
(2c) Strength Adjustment: +1 Base Magic
Skill
(2c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Aura of Pride
All allies within 20m radius are immune to fear
effects
(15c) Special Adjustment: Fearful Roar
When you use Kings Roar, all enemies within
range must succeed in a contested LV roll or
flee in fear for 1 phase
(20c) Special Adjustment: Great Leap
After using pounce, if the melee AT succeeds in
creating a Base Success, the target is knocked
prone
(30c) Special Adjustment: King of the Jungle
Your Kings Roar now extends to 1km, and lasts
3 phases. In addition, it bestows all allies within
range +2 STR

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%)

This mighty elemental is slow to move but


deadly when angered.

LARGE ELEMENTAL

194
4

(5c) Duration Adjustment: +1 phase


(12c) Special Adjustment: Earthgrab
The Guardian may now cast Entangle
(12c) Special Adjustment: Lifespring
The Guardian may now cast Rejuvenation
(12c) Special Adjustment: Toughness
The Guardian gains +50 Health and +50
Stamina

STR

15

Health

150

ATTACK

AGI

Stamina

100

END

10

Mana

85

The Ancient Guardian pummels


its enemies with its fists.

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.

Once the effect ends, the weapon is treated as


an ordinary weapon of its respective type.
(3c) Damage Adjustment: +1 Impact
(4c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Earthbound
Fortitude
The weapon is indestructible
(15c) Special Adjustment: Crippling Poison
The weapon deals LR+5 Damage (Poison) and
causes the target to lose stamina equal to half
the total damage done, rounded down*
(15c) Special Adjustment: Wound Poison
All targets hit by this weapon have their wounds
infected. They lose 2 Health per phase for 5
phases and wound penalties are doubled for the
duration. This effect does not stack with itself*
(15c) Special Adjustment: Deadly Poison
The weapon deals LR+15 damage (Poison)*
(15c) Special Adjustment: Permanence
The weapon retains its power permanently. Any
creature not marked by The Calling attempting
to wield it treats it as an ordinary weapon
*Only one poison adjustment may be taken per cast.

EARTHBOUND MANTLE
Earthwardens are often found wearing
unconventional garb. At first glance, they may appear
as someone who has simply spent too much time in the
wilderness. Onlookers are quick to learn, however, that
more is there than meets the eye. The Earthwarden is
able to pass some of his nature energy into an animal
skin or a grouping of leaves, enhancing his ability when
worn.
The Earthwarden touches an animal skin, group
of leaves, bones, or other organic material of similar
composition and imbues it with nature energy. The
material will grow and shape itself into a rugged
cloak or mantelet, which can be worn over armor.
This may be cast upon a normal cloak or mantelet
for the same effect.
5ZQF Legacy
AT: LR + CHM
Cost: 10 mana
Range: Touch
Duration: 1 hour
Base Success: A cloak or mantelet is created
with the following statistics:

Hindrance: 0
PRO "MM
 5
Bonus to Nature Spell ATs: +2
Weight: 1kg
(2c) Strength Adjustment: +1 PRO (Nature)
(5c) Strength Adjustment: +1 ARM (All)
(5c) Strength Adjustment: +1 PRO (All)
(5c) Strength Adjustment: +1 to Nature ATs
(3c) Duration Adjustment: +1 hour
(15c) Special Adjustment: Deflection
+15 RES (All)
(15c) Special Adjustment: Permanence
The armor retains its power permanently. Any
creature not marked by The Calling attempting
to wear it treats it as an ordinary piece of
clothing
(20c) Special Adjustment: Steward of Calling
Any Kreesh or Corrupted of The Calling Legacy
are hesitant to attack, causing them a -4 to all
ATs directed towards you

EARTH MELD
The Earthwarden shares a symbiotic relationship
with Laruna. Indeed, the earth below takes significant
steps to ensure her protector is safe from harm in
exchange for their services. This special bond allows
the Earthwarden to temporarily become one with the
earth, allowing them to use the land for both offense
and defense.
5ZQF Legacy
AT: LR + END
Cost: 20 mana
Range: Self
Duration: 5 phases
Base Success: The Earthwarden and all of their
possessions sink into the earth below, leaving no
trace. This will effectively disengage the Earthwarden
from combat. They may choose to arise before the
duration ends. While underground, the Earthwarden
will have a general sense of the above ground world
within 5 meters of their location. (Hearing sounds,
detecting footsteps, etc.) Entering and exiting the
earth is considered an IU action.
(1c) Duration Adjustment: +1 phase
(10c) Duration Adjustment: Peaceful Rest
The base duration is changed to 1 day. You may
not purchase Freedom

Armor Rating : 3/3/3

1
195

(10c) Special Adjustment: Jettison


When you arise, you may choose to do so
violently, spraying dirt and gravel in all
directions from your exit point. Anyone caught
within 2m of your exit will be treated as
surprised by you for the phase
(20c) Special Adjustment: Freedom
You may now move at one half movement speed
while inside the earth. This does not allow the
Earthwarden to move through anything other
than dirt, mud, sand or gravel

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

Base Success: You become connected to a


location with a maximum area of 1 square kilometer.
While standing within the Sacred Grove you have
the cost of any Nature spells Strength adjustments
reduced by 2. CAP adjustments may not be reduced
below 1 in this way. In addition, natural Stamina
and Health regeneration from rest is doubled. Finally,
you are always automatically aware of every sentient
presence within the Sacred Grove and thus can not
be surprised while within its boundaries. Only one
Sacred Grove may be active at any given time.
(2c) Strength Adjustment: +1 square kilometer
(5c) Duration Adjustment: +1 week duration
(15c) Special Adjustment: Eyes of Nature
By spending 1 mana, you may choose to see
through the eyes of any living creature within
the Sacred Grove, granting you vision from the
targets perspective

SPIRIT BOND
As Laruna is the domain of the Earthwarden, so
are all of her creatures. Every type of beast, large or
small, will bow to the 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

Base Success: You link with any mammal,


allowing you to communicate telepathically. In
addition, you may issue single commands as an IFU
action, once per phase. The creature will follow these
commands to the death or until the duration expires.
(2c) Duration Adjustment: +1 hour
(15c) Strength Adjustment: May link with an
avian or fish
(20c) Strength Adjustment: May link with an
insect or arachnid
(30c) Strength Adjustment: May link with a
magical creature
(20c) Special Adjustment: Soul Link
You may inhabit the creatures body for the
duration, assuming complete control of its
actions. Your physical body will remain lifeless
in its current position. If the creature dies while
Soul Link is active, you will immediately snap
back into your body, and become paralyzed for
1 phase

SUSTENANCE
By combining nature with the power of the
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

time. After causing a mighty ritual performed by a


cabal of magi to produce comedic and undesirable
results, Rakol found himself the subject of a large
scale manhunt. In the end the cabal got its revenge
when Rakol ended up their prisoner. One of their
number took a keen interest in the unique illusionary
magics that Rakol had such extreme aptitude for.
Because of this mages interest, Rakol was given a
bargain. He would surrender his magics to the mage
and teach how to use them for a time, and if done
properly, hed be released unharmed.
A magical bargain was struck to ensure both
parties honored their word. Rakol the legendary
trickster gremlin gave up his powers to a young mage
and spent years teaching her how to use them. When
the time passed, the mage honored her word and
released Rakol. His enemies found him shortly after,
and without his magics, he met an unfortunate end.
So began the legacy of the Mirage.
Masters of deception in all its forms, the Mirage
were peculiar students of magic, focusing their
studies on illusions, mind alterations and obfuscation.
Ever elusive, the Mirage were seen as uncontrollable
wild cards that went where they would and did what
they wished, often causing confusion in the process.

Legacy Arc

+11 Mind
+
Mind Spell
Spell
+44 RES
+
RES & PRO
PRO
((Mind)
Mind)

+11 A
+
Ability
bility
+
NT
+11 IINT
+
HM
+11 C
CHM

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,

making those who are willing to settle down


an important part of many governments.

STARTING BENEFITS
Legacy Ability: Duplicate
1 Calling Spell (Mind type)
+2 INT, +1 CHM, +10 PRO (Mind), +10 bonus to
resisting Mind type spells

LEGACY TRAIT
An
Anchor:
nch
chor
or: Mirages ar
aree so ade
adept
ept at d
distorting
p
pe
rcep
ptio
ons an
n Ancho
or iss rrequired
equi
eq
uire
reed to
oh
elp retain a
perceptions
Anchor
help
soli
so
solid
l d grasp of
li
of rreality.
eali
ea
lity
ty. Once
Onc per wee
week,
eek
k, tthe
he M
Mirage
i
ir
must
cr
create
reate
t an Anchor
Anch
chor by
by holding
hold
ding a small
sm
m l personal
perso
pe
item
in their
in
th
heeir hand
han
a d for
f r 24 hours
fo
hou
o rs
r wit
without
itho
hout
ut inte
interruption.
e
This
Th
is A
Anchor
n c ho
hor
m
mu
must
u st rem
remain
e aii n iin their
possession
p
po
ssessi
sion
on att al
all
ll ttimes and
be h
be
held
elld in
n han
hand for at
lleast
le
at o
as
ne hour each day.
one

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

(2c) Range Adjustment: +100m range


(10c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Hero +1
The illusion has +1 to all skills and attributes,
and +25 Health, Stamina and Mana
(20c) Special Adjustment: Panic Stricken
Any target taking more than 50 Health damage
from their illusion becomes stricken with fear
and will attempt to disengage and run from
combat wherever possible until the illusion is
dead or duration has ended
(30c) Special Adjustment: Traumatized
Targets that take more than 75 Health damage
from their illusion become traumatized for 1
hour, suffering a -5 to all ATs and -20 RES
(Fear, Mind)

MASS RECOLLECTION
Small lies can cause death by a thousand cuts,
but there are times when a small blade will not suffice.
For these situations only a huge warhammer will do.
These are the times where you need tell the whole world
something completely false, and get them to choke on
it. When what actually happened becomes far less
important that what people believe happened, you
know the Mirage has won.
The Mirage enters the minds of all creatures
nearby, changing their memory of a particular event
to suit their needs.

5ZQF Legacy
AT: LR + CHM
Cost: 100 energy
Range: 100m
Duration: Instant
Base Success: All chosen targets within range
will remember a specific event differently than
witnessed, described as you like. You may change
1 major detail and several minor details of an event
that has recently transpired. For example, you may
change the perceived winner of a battle, and the
identities of several of the fighters on the field. You
may convince a small village that it was a random
fire that burned down several houses, as opposed to
an angry mage. You could make your entire party
believe it was the Gatekeeper who stole the pouch
of gold and not you, even if they had caught you in
the act originally. Whatever the case may be, upon
activating this virtue, their minds will change within
moments, as though just coming out of a mental fog.
Altering memories in a way that seems completely
unbelievable will cause the appropriate confusion,
at the 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

DOMINION OF THE MIND


Puzzles, illusions, trickerythe Mirage is a
master of such things. The mark of the Calling expands
their mind and gives them unnatural insight into its
workings.
&GGFDU When casting Mind spells, Alternate Base
Successes cost 5 less CAP. You also gain a permanent
+1 to Intellect.

DUPLICATE
First I was fighting with one, then there were two.
Two, who were one. 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

There is no worse feeling in combat than believing


you have your enemy right where you want them, only
to discover it is they who have you at the disadvantage.
The Mirage instantly turns invisible, leaving
behind a copy of himself to trick onlookers. Any
opponents who can see through invisibility are not
affected.

What happened you ask? I dont know, it was as if


my mind had suddenly become detached from my body.
I was in overwhelming pain but somehow not hurt. My
mind had burnt out and left me spiraling.
The Mirage locks eyes with an opponent,
overwhelming their mind with a flood of sensory
input.

5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: Self
Duration: 3 phases
Base Success: You become invisible, moving
1m away in a chosen direction, and immediately
disengage from any melee opponents, leaving an
illusion engaged in your exact place.
Melee opponents continue to fight the illusion
created as though it were the Mirage. Upon a
successful strike, the illusion will slowly disperse.
The Illusion will only attempt to take Defensive ATs
using your relevant skill. It will not attempt to strike
the enemy.
Ranged opponents will fire upon the illusion
only to find their arrow or spell pass through air.
Contact with a projectile causes the illusion to slowly
disburse. Opponents attempting to affect the illusion
with a mental ability or spell will know the truth,
however it will not disperse.
This ability can be used to create an illusory
copy without being engaged in combat.
Both the illusion and the invisibility last for 3
phases before fading.

5ZQF Legacy
AT: LR + INT
Cost: 15 mana
Range: 10m
Duration: Instant
Base Success: Targets suffer 15 damage (Mind)
and become disoriented, incurring a -2 to all ATs for
two phases.
(2c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Mind
(10c) Duration Adjustment: +1 phase to
disoriented
(30c) Special Adjustment: Psychic Blast
The target is knocked unconscious for 2 phases.
Legacy bearing creatures may take a contested
LR AT to resist this effect

(5c) Duration Adjustment: +1 phase


(10c) Special Adjustment: Escape
Your movement speed is doubled for the
duration
(20c) Special Adjustment: Realism
The image becomes solid, and will be dispersed
only after taking 50 Health damage or the
duration expiring. Opponents who can see
through invisibility may move past the solid
illusion and stay engaged as normal, although
any AT made against you this phase is done at
a -3 penalty as they reposition themselves.

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

Base Success: You learn of a targets desire


for an object and use it to create an illusion of such.
Anything small enough to be carried may be created,
from weapons and armor to a cask of wine. The
item may be general or specific in nature, such as a
diamond ring or the wedding ring I lost 15 years
ago by the lake. The object will be an illusion, and
anyone touching it other than the Mirage will find
their hand pass through. The object can be used to
tempt the target into action, giving you a +5 to all
Social ATs made against them. What results from this
interaction is left to the Dreamweavers discretion.
When the duration expires, the illusion will fade
away.
(5c) Duration Adjustment: +1 hour
(20c) Special Adjustment: As Real As It Gets
The object remains solid to all onlookers for
the duration. Weapons, armor and the like will
act as their normal mundane versions. Magical
items and artifacts will produce only illusory
effects
(25c) Special Adjustment: Deepest Secret
You learn the single most desired possession of
the target. When seen, this will grant a +15 to
all Social ATs made against them, and cause
an appropriate reaction of shock and awe. The
target will be extremely inclined to perform
favors to obtain this object
(30c) Special Adjustment: Go Big Or Go Home
You may create an illusion of massive size, such
as the size of a ship or house

TERROR
I had never seen Gragan in such a state. He
was our trusted leader, and never showed fear. I
witnessed him rush headlong into battle dozens of times,
completely fearless. Some might even call him reckless.
Naturally, it was quite a 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

Base Success: The target is put into a


heightened state of nervousness. This should be roleplayed accordingly. The target suffers a -15 penalty to
resisting Fear and Mind type spells. In addition, if the
target has any injuries, they appear worsened. (Cuts
seem deeper, bleeding appears to increase, broken
bones seem more displaced.) All wound penalties are
doubled for the duration.
(2c) Range Adjustment: +1m range
(4c) Strength Adjustment: -1 RES (Fear, Mind)
(4c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Horror
Perceived Horror will extend the duration of all
fear effects if it will last longer than that effect
(20c) Special Adjustment: Fear
The target becomes afraid for the duration.
Legacy bearing creatures may take a contested
LR AT to resist this effect
(25c) Special Adjustment: Overwhelmed
Any damage taken by the target is increased by
LR+10 (Mind)

TWISTED REALITY
Did he really change places or was that actually
him the whole time? Did I lose track of which was fake
and which was real? Damn it, 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

Base Success: You switch position with the


targeted illusion or copy.
(2c) Range Adjustment: +1m
(20c) Special Adjustment: Refresh
The illusion or copy affected by this ability
bility is
restored to its original form, as though iitt were
just cast. (Original duration, Health, etc.)
c.)

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

Because of this, Summoners were often met with


trepidation as their ability presented an extensive risk,
as well as a potentially world saving reward.

SUMMONERS TODAY
With the appearance of new Summoners across
Laruna, rulers once again seek to employ their talents
in an effort to advance and defend their kingdoms.
With each one comes a chance of finding unique
abilities that have never before been seen. In truth,
the control of a Summoner over their creatures is
more powerful than in ages past, eliminating the fear
of rampaging beasts that could somehow break the
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

Base Success: A massive portal opens as you


call forth the spirit of the First Dragon. An earthshattering roar echoes through the air and the ground
trembles as Magaraith makes his entrance.
(2c) Range Adjustment: +1m
(20c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Hungry
Magaraith gains Devour
(20c) Special Adjustment: First Born
Magaraith gains Shared Trait: The First Creation

SHARED TRAIT
The Summoner and Magaraith are immune
to all Poison, Disease, Fear and Mind damage and
effects.

PUR
URCHASABLE
URCH
CHA
ASA
ABL
B E SHA
HARED
HAR
RED
D TRA
RAIT
AIT
I : THE
E FIR
IRST
S CRE
REATION
REAT
ATIO
ON
The Su
The
Summoner
Summ
m on
mm
oner
e a
and
n M
nd
Magaraith
agar
ag
araith
th rreduce
edu
ed
uce al
all
ll Ar
Arcane,
rca
cane
nee
Fire,
Fire
Fi
r , Cold
Co
C
olld
d and
and Electricity
Eleectri
riciity
t damage
dam
amag
ge taken
take
k n by hal
half.
alf.
f.

ORTOX, THE LAST TITAN

FORCEFUL CALL

The last living Titan known to walk Laruna, Ortox


was ancient, wise, and battle-hardened. A master of
defensive prowess, it is no wonder he survived countless
battles where others had fallen.
Even with such power, the children of the Young
Gods were fated to vanish from this world. It is not
known whether Ortox was defeated or simply withered
away from age and grief. More inspired rumors claim
he still walks among the living, disguised as a mortal.
In any case, this bastion of might gave the Titans much
needed strength in their vicious war against the dragons.

While calling the spirit of a powerful creature


is basic knowledge to all Summoners, being able to
maintain two calls at once goes well beyond normal
skill. Talented Summoners who have mastered the
craft have been seen with multiple monsters wreaking
havoc together, each one more deadly than the tame
conjurations of their less practiced brethren.
The Summoner harnesses their Argasheel
for a moment, then unleashes it into a single,
overwhelming call.

The Summoner traces the pattern for Ortox in


the air, and calls his name.
5ZQF Legacy
AT: LR + CHM
Cost: 100 Energy
Range: 10m
Duration: 1 phase
Base Success: A massive portal opens as you
call forth the spirit of the Last Titan. A deep bellow
saturates the air and the land shakes with each step
as Ortox returns to Laruna.
(2c) Range Adjustment: +1m
(20c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Guardian
Ortox gains Earth Shield
(20c) Special Adjustment: Unbreakable
Ortox gains Shared Trait: Shield of the Last

SHARED TRAIT
Once every phase, one single target spell or
Legacy ability does not affect the Summoner.

5ZQF Legacy
AT: LR + CHM
Cost: 100 Energy
Range: 10m
Duration: 5 phases
Base Success: You may select any Summon,
whether known or not, and conjure it into Laruna.
This creature may exist simultaneously with another
Summon, allowing you to have two creatures active
at once. Summoning a creature that is already active
will replace it with this new version.
Creatures summoned with Forceful Call will
have access to their ultimate ability and Shared Trait
without need for the Call of the Master or Empathic
Bond ability.
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Full Strength
The Summon has access to all of its additional
abilities
(20c) Special Adjustment: Made Whole
The Summon gains +10 to all ATs made
(30c) Special Adjustment: Rampage
The Summon may use its ultimate ability twice
without being re-summoned

PURCHASABLE SHARED TRAIT: SHIELD OF THE LAST


The Summoner and Ortox are immune to all
mortal magic damage and effects.

2
209

Magaratih is a massive specimen,


standing 15 meters tall. His scales
take on a greyish-purple hue, save
for a triangular shaped area of
reddish scales that extend from
under his chin, down his neck and
past his underbelly.

MAGARAITH, THE FIRST DRAGON


GIANT DRAGON

STR

30

Health

GIANT CLAW SWIPE


AT: Natural Weapons+STR (50+LR)
Range: 5m
Duration: Instant
Base Success: All targets within a 2m wide area
are struck by Magaraiths claw, suffering STR + 12
damage (Slashing).

AGI

12

Stamina

300

END

25

Reaction

28

INT

16

Evasion

28

PER

15

Base Movement

12

CHM

18

Melee Combat

10

Armor

25/25/25

Natural Weapons

LR + 10

Protection

LR+25

Resistance

LR+25

PRO (Fire)

100

RES (Elements)

100

FLIGHT
Magaraith can fly at his base movement speed.

MENTAL IMMUNITY
Magaraith is immune to all mind control effects.

(1c) Damage Adjustment: +4 Slashing


(10c) Special Adjustment: Tossed
All creatures hit by Magaraiths claw are thrown
back 10m.

(1c) Damage Adjustment: +1 Piercing


(20c) Special Adjustment: Corrosive Acid
Any creature taking 100 Acid damage while in
Magaraiths stomach has a material object on
their person dissolved as well

DEVOUR

FLAMES OF THE FIRST (ULTIMATE)

Magaraith lunges forward, grasping a creature


in his jaws and consuming them whole. A target may
take an opposed Evasion AT to avoid this effect.

Magaraith inhales deeply, then lets loose a


massive wave of flame that blankets the area in front
of him. An area 20m long and 5m wide is covered in
magical fire.

5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: 15m
Duration: Instant
Base Success: A single target within range
is eaten by Magaraith, immediately suffering 50
damage (Acid). The target is unable to act or be
targeted normally while being digested, and suffers
50 additional damage (Acid) for each phase trapped
in 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.

Ortix is a giant earthen humanoid,


standing 15 meters tall. His skin
is made from earth and rock and
swirls with energy. Many stone
protrusions just out from his head
and back, making an intricate
pattern resembling an extravagant
headdress.

ORTOX, THE LAST TITAN


GIANT TITAN

STR

28

Health

500

AGI

10

Stamina

300

END

25

Reaction

30

INT

16

Evasion

30

PER

20

Base Movement

10

CHM

12

Melee Combat

10

Armor

25/25/25

Natural Weapons

LR + 10

Protection

LR+25

Resistance

LR+25

PRO (Fire)

100

RES (Elements)

100

MENTAL IMMUNITY
Ortox is immune to all mind control effects.

EARTH SHIELD
Ortox gestures at a target, surrounding them
with a magical barrier.
5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: 20m
Duration: 3 phases
Base Success: The target gains a magical
aura which absorbs 100 points worth of incoming
damage. ARM and PRO values are not applied to this
incoming damage. When this amount has been fully
absorbed, the effect ends. If a creature is immune
to the incoming damage, it is not applied to Earth
Shields total.

TITANIC RIGHT HOOK


AT: Natural Weapons+STR (48+LR)
Range: 5m
Duration: Instant
Base Success: All targets within a 2m wide
area are struck by Ortoxs fist, suffering STR
+12 damage (Impact).
(1c) Damage Adjustment: +4 Impact
(10c) Special Adjustment: Tossed
All creatures hit by Ortoxs fist are thrown
back 10m.

BIG GUARD (ULTIMATE)


Ortox emits a wave of Legacy energy,
surrounding all nearby allies with a powerful aura
of protection.
5ZQF Legacy
AT: Natural Weapons (20+LR)
Range: 50m
Duration: 2 phases
Base Success: All friendly targets within 50m
of Ortox gain +20 ARM (All) and become immune
to one damage type of the Summoners choice for
the duration.
(20c) Range Adjustment: +50m
(25c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Bigger Guard
Targets become immune to one additional
damage type of your choice.

(1c) Range Adjustment: +1m


(10c) Duration Adjustment: +1 phase
(30c) Special Adjustment: Titan Shield
The aura now absorbs 200 points of incoming
damage

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.

may communicate with you telepathically, although


depending on its attitude, it may wish to present
its thoughts aloud. It will understand and speak
all languages the Summoner knows. The creature
remains permanently in Laruna until killed or
dismissed. If killed, you must wait 1 full day before it
may be summoned again. The creature may be of any
type the Summoner wishes, at the Dreamweavers
discretion. Other than small animals, some possible
choices are:
Dragon Whelp
Imp
Tiny Elemental
Exotic Bird
Pixie/Fairie
Tiny Angel/Devil

EMPATHIC BOND
The link between the Summoner and the entity it
calls is strange and powerful. Master Summoners are
able to draw upon their link with the creatures they
command to gain great personal power. You need fear
both what their creature will do, as well as what they
themselves might now be capable of
&GGFDU You gain the Shared Trait listed when
a creature is summoned. In addition, you have
complete mental control over any summoned
creature, and may communicate with it telepathically.
You also gain a permanent +1 to Charm.

The creature will have these basic stats and


know 1 Cantrip at Rank 1:

Faithful Companion
STR

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

Animal Speak (Passive): May communicate


with any wild animal or magical creature.

ENHANCEMENTS
Every Legacy Rank, the Summoner may choose
one enhancement for their companion from the
following list:
+5 Health, Mana, and Stamina
+2 PRO (All)
+2 RES (All)
+2 ARM (All)

TRAITS
Every time the Summoner reaches the 5th node
of their Legacy Arc, they may choose one trait from
the following list for their companion. A trait may
not be chosen twice.
Carry: May carry an item up to 10Kg
Flight: Flies at base movement speed
Genius: +4 INT
Lovable: +4 CHM
Observant: 4 PER
Skilled: Learn an additional cantrip
Speedy: Doubles base movement speed

SUMMONS
Summoners call out to unique creatures from
other worlds, opening a portal to bring a part of their
essence into Laruna. More powerful Summoners
are able to bring forth more of a 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.

CHAINED DEMON OF STAGOROTH

The Summoner traces the pattern for Azkethian


in the air, and calls his name.
AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases
Base Success: A ring of fire 5m in diameter
forms on the ground near the Summoner. The
Chained Demon of Stagoroth claws its way up and
out from a forgotten level of hell, and into Laruna.
Anyone present within the circle immediately takes
25 damage (Fire).
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Flame On
The Chained Demon gains Flame Lash
(20c) Special Adjustment: Flame On!!
The Chained Demon gains Hellish Aura

JORUS, THE SOARING DREADHAWK


Hailing from the airy peaks of the Elfaar kingdom,
Jorus is a magical beast that countless hunters have
attempted to capture. This unique creature has uncanny
control over the air currents around him, flying near
effortlessly through the skies and keeping his enemies
at bay with powerful windy gusts.
The Summoner traces the pattern for Jorus in
the air, and calls his name.
AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases
Base Success: Jorus descends from above the
clouds at great speed, landing next to the Summoner.
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Aggressive
Jorus gains Diving Assault
(20c) Special Adjustment: Defensive
Jorus gains Wing Buffet

Its dangerous to even speak the name. The


chained demons fury is limitless and whatever deity
saw fit to bind the creature did mortals a great favor.
Even within the bindings that hold it, the chained ones
rage can burn away anyone foolish enough to stand in
his presence. Think carefully before calling for his aid.

2
213

LILITH, THE ICE QUEEN


Hailing from the nearly unknown plane of
Everfrost, the Ice Queen is a magnificent elemental
beauty. She rules over her kingdom with majesty and
grace, using her powers to protect the lands from the
invading fire giants. Let not her looks fool you though,
for she is equally as ferocious as she is stunning when
it comes to defending her people. Unafraid to join her
soldiers in battle, she has led them to many victories
over her enemies.
The Summoner traces the pattern for Lilith in
the air, and calls her name.
AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases
Base Success: A giant ice crystal forms at
the targeted location. Within moments, the crystal
shatters, sending shards of ice flying in all directions,
revealing Lilith at the center. All enemies within 10m
suffer 30 damage (Cold), and may roll a Reaction AT
to reduce the damage by the result of the ATR.
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Defensive
Lilith gains Ice Wall
(20c) Special Adjustment: Nurturing
Lilith gains Ice Block

Base Success: A rapid skittering sound followed


by a shrill screech fills the air as Nevaxirus arrives.
(2c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Caustic
Nevaxirus gains Acidic Blood
(20c) Special Adjustment: Nest Egg
Nevaxirus gains Cocoon

TOGORAS, THE BEHEMOTH


Togoras was once the pet of a ruthless serpent
lord who ruled over his reptilian kingdom with an iron
fist. Captured from a mythical forest of gargantuan
creatures, Torgoras was chained in the castle basement
as a royal trophy, and used to execute a great many
undesirables of the lords choosing. The Serpent
kingdom eventually fell to outside invasion, liberating
Torgoras from his prison. After eating dozens of soldiers
and escaping back to his homeland, he returned to his
original stationKing of Redlark forest.
The Summoner traces the pattern for Togoras in
the air, and calls his name.
AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases
Base Success: A deafening roar blankets the
area, as a magical portal opens to Redlark forest, the
Behemoth King stepping through into Laruna.

NEVAXIRUS, THE GREAT BLADE SPIDER


Nevaxirus, The Blade Spider, the most feared
predator of the ancient forests. Long before humans
walked Laruna, Nevaxirus lay claim to the area which
is now known as the Wildlands. When the land was
new and no race could lay claim to any ground as we
know it today, Nevaxirus hunted and fed as she pleased.
Creature after creature, small or large, fell prey to her
never ending hunger. Armed with vicious acidic poison
and webbing as strong as steel, the Blade Spider is best
avoided at all costs.
The Summoner traces the pattern for Nevaxirus
in the air, and calls her name.
AT: LR + CHM
Cost: 30 mana
Range: 10m
Duration: 5 phases

214
4

(2c) Range Adjustment: +1m


(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Ferocious
Togoras gains Gore
(20c) Special Adjustment: Thick Hide
Togoras armor values are doubled

CHAINED DEMON OF STAGOROTH


LARGE EXTRAPLANAR HUMANOID

The Demon of Stagoroth floats above the


ground effortlessly, its head much like a giant
rams skull, only red in color. Attached below
is its somewhat narrow body, thin spiny
arms crossed in front of its chest, bound by
ethereal chains. Its chest seems to be a nearly
exposed rib cage, with very little of its red flesh
remaining. Anyone in the immediate area can
feel intense heat radiating from its direction.

STR

12

Health

150

AGI

Stamina

100

END

Mana

INT

12

Reaction

11

PER

Evasion

11

CHM

Base Movement

Base Success: The target takes 10 damage (Fire).

Armor

10/10/10

Fire Manipulation

LR + 10

Protection

LR+5

Resistance

LR+15

PRO (Fire)

100

RES (Fire type)

+100

(1c) Damage Adjustment: +1 Fire


(10c) Special Adjustment: Ablaze
The target continues to take the Fire damage
for 2 phases.

Once per phase, The Chained Demon may


select a target within 20m, causing them to
burst into flames.
Type: Unknown
AT: Fire Manipulation + INT (22+LR)
Range: 20m

SHARED TRAIT

HELLISH AURA

The Summoner and the Chained Demon are


Immune to all Fire damage and effects.

All creatures coming within 5m of the Chained


Demon suffers LR+25 damage (Fire) per phase.

FLAME LASH

FREEDOM (ULTIMATE)

The Chained Demon nods, causing a line of fire


to spring forth from its position.

The Chained Demon bursts free from his


ethereal bindings, cackling maniacally. Arms held
out wide, it calls forth demonic flames from its home
dimension, causing huge pillars of flame to erupt
from the ground underneath any individuals nearby.

5ZQF Unknown
AT: Fire Manipulation + INT (22+LR)
Range: Self
Duration: 5 phases
Base Success: A wall of fire 3m high and 5m
in length and 1m wide shoots out from the Chained
Demon. This ability is not targeted, and a successful
Evasion AT against a difficulty of 12 will avoid
damage as the character moves out of its path.
Anyone coming into contact with Flame Lash suffers
15 damage (Fire) and is set ablaze for 2 phases,
causing them to suffer the same damage per phase.
(1c) Damage Adjustment: +1 Fire
(2c) Size Adjustment: +1m in length
(5c) Duration Adjustment: +1 phase

5ZQF Unknown
Range: 10m
Duration: Instant
AT: Fire Manipulation + INT (22+LR)
Base Success: All creatures within 10m of the
Chained Demon (friend or foe) are blasted by pillars
of flame which form beneath their feet. They are
tossed 5m into the air and take 30 damage (Fire).
Upon landing they are considered prone. Creatures
greater than large size are immune to the knock up
effect.
(1c) Damage Adjustment: +1 Fire

2
215

Jorus is a magnificent specimen, resembling a


cross between a hawk and phoenix, with deep
blue feathers and razor sharp talons.

JORUS THE SOARING DREADHAWK


HUGE EXTRAPLANAR MAGICAL BEAST
STR

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

RES (Air type)

+100

SHARED TRAIT
The Summoner and Jorus may not be bound or
snared by any means, magical or otherwise.

DIVING ASSAULT
Jorus spends one phase flying to appropriate
height. At the beginning of next phase, he streaks
down towards a target within 30m, viciously raking
them with his talons. If Jorus is already flying at a
height of 10m or higher, he does not need to spend
one turn ascending.
5ZQF Unknown
AT: Air Manipulation + AGI (25+LR)
Range: 30m
Duration: Instant
Base Success: The target takes 10 damage
(Slashing).
(1c) Damage Adjustment: +1 Slashing
(25c) Special Adjustment: Grab
Instead of dealing damage, Jorus may grab the
target in his talons, flying up into the air. Jorus
will be able to climb 5m per phase. If the target
is able to do 20 Health damage to Jorus talons,
he will release his grip, dropping the target.
Large size and smaller creatures only.

WING BUFFET
Jorus angles his wings forward, and begins to
flap with great strength while imbuing the wind
currents with air energy. Targets up to 15m in front
of Jorus are hit with the attack. Lasts for 2 phases.

216
6

FAITHFUL MOUNT
Jorus may be ridden by up to 4 medium sized
creatures, or a total weight of 650Kg
without being hindered. Jorus flies at 4x his
base movement speed.

5ZQF Unknown
AT: Air Manipulation (10+LR)
Range: 15m
Duration: 2 phases
Base Success: Any target caught inside the
effect must succeed in a contested STR+LR AT vs
the ATR of Wing Buffet or be pushed to the edge
of the effect and unable to move forward. Anyone
succeeding on this roll moves at half speed. All
targets caught in the effect have all ATs requiring
movement reduced by -4 for the duration.

SONIC SCREECH (ULTIMATE)


Jorus unleashes a deafening screech, hitting all
enemies up to 15m in front of him with a sonic blast.
5ZQF Unknown
AT: Air Manipulation (10+LR)
Range: 15m
Duration: Instant
Base Success: All enemies within 15m of the
front of Jorus are blasted by sonic energy, taking
50 damage (Sonic). Targets may roll an Evasion
AT to reduce the damage by the ATR. In addition,
all affected targets lose 1 accrued CAP for every 10
Health lost from the disruption.
(1c) Damage Adjustment: +1 Sonic
(3c) Range Adjustment: +1m

Lilith is a magnificently beautiful woman, standing


approximately 3m tall. Her entire body ranges from light
to dark blue in color, and you have difficulty telling if
she is made completely of ice. She wears a long blue
cloak, and a soft cloth wrap around her chest and thighs.

LILITH THE ICE QUEEN


LARGE EXTRAPLANAR HUMANOID
STR

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

RES (Water type)

+100

SHARED TRAIT
The Summoner and Lilith are Immune to all
Cold damage and effects.

ICE WALL
Lilith gestures and raises her arm upwards,
causing a wall of ice to emerge from the ground.
5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: 5 phases
Base Success: A wall of ice 3m high, 5m in
length and 1m wide rises from the ground at the
targeted location. Dealing 100 Health damage to
any 1m wide section of the wall across its length will
create a hole large enough for large sized or smaller
creatures to pass through. The wall takes double
damage from Fire sources.
(2c) Strength Adjustment: +10 Health needed
(2c) Range Adjustment: +1m in length
(5c) Duration Adjustment: +1 phase

ICE BLOCK
Lilith chooses a target and freezes them in
place for 1 phase. During this time they will be
protected and refreshed by healing waters.
5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: 1 phase

ICE SHARDS
Lilith points towards an enemy, sending a wave of
ice shards flying towards them.
Type: Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: Instant
Base Success: The target takes 10 damage (Cold)
and is chilled for 2 phases causing them to
move at movement speed.
(1c) Damage Adjustment: +1 Cold
(2c) Range Adjustment: +1m

Base Success: A friendly target is surrounded by


an ice barrier with 50 Health. During this time they
are unable to act, and cannot be affected by damage
or magical effects. The barrier may be destroyed,
and takes double damage from Fire sources. If the
final strike on the barrier exceeds the total remaining
Health of the barrier, the excess damage is dealt to
the trapped individual and they are freed. Otherwise,
at the start of the next phase, the barrier melts, and
the ally restores 15 Health.
(2c) Range Adjustment: +1m
(2c) Strength Adjustment: +1 Health restored
(2c) Strength Adjustment: +10 barrier Health

FLASH FREEZE (ULTIMATE)


Lilith expels a massive amount of ice energy from
her person, freezing all enemies in place.
5ZQF Unknown
AT: Ice Manipulation + INT (22+LR)
Range: 20m
Duration: Instant
Base Success: All enemies within 20m of
Lilith are frozen in a block of ice, taking 25 damage
(Cold), and lose their actions for the rest of the phase.
During this time they are unable to act, and cannot be
affected by damage or magical effects. The ice melts
at the beginning of next phase, and combat resumes
normally.
(2c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Cold

2
217

Nevaxirus is a fearsome creature, with razor sharp


blades on each of its legs that extend from its bulbous,
sickly green body. Its large, glowing red eyes gaze
forward in angerthe beast particularly full of rage after
having one of its limbs severed by the legendary hunter
Evanor.

NEVAXIRUS, THE GREAT BLADE SPIDER


LARGE EXTRAPLANAR BEAST
STR

10

Health

175

AGI

12

Stamina

100

END

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

RES (Acid type)

+100

SHARED TRAIT
The Summoner may crawl along walls or
ceilings at their base movement speed.

ACIDIC BLOOD
Any time Nevaxirus takes Health damage, all
enemies within melee range take an equal amount
of Acid damage as her blood splashes them. Victims
may make an Evasion AT to reduce the damage by
the result of the ATR.

ACID SPIT
Once per phase, Nevaxirus may select a target
within 10m, and spit forth a large glob of corrosive
acid.
5ZQF Unknown
AT: Natural Weapons (15+LR)
Range: 10m
Duration: Instant
Base Success: The target takes 15 damage (Acid).

(1c) Damage Adjustment: +1 Acid


(3c) Damage Adjustment: +1m

COCOON (ALTERNATE STRIKE)


Nevaxirus lunges at a target, spins them rapidly,
and sprays them with sticky webbing from her
spinnerets, trapping them in a hardened cocoon.
5ZQF Alternate Strike
Cost: Base Success +10 CAP

218
8

(1c) Damage Adjustment: +3 Slashing


(3c) Weapon Adjustment: Bleed(5)

Range: Melee
Duration: Instant
Effect: Targets of large size and smaller are
trapped in a cocoon, disengaged with any melee
opponents, and unable to act. Targets greater than
large are webbed, suffering -4 to STR and AGI for 2
phases.
Targets that are cocooned are trapped inside a
hardened shell which has 50 Health. They may not
be affected in any way until the cocoon is destroyed,
in which case they may re-enter combat as normal.
If the final strike on the cocoon exceeds the total
Health of the cocoon, the excess damage is dealt to
the trapped individual. Should Nevaxirus be killed,
dismissed, or her duration expires, the cocoon will
fade away as well.

SEVER (ALTERNATE STRIKE) (ULTIMATE)


Nevaxirus lurches up, grappling an opponent
with her secondary legs, then uses her forelegs to
sever an appendage.
5ZQF Alternate Strike
Range: Melee
Cost: Base Success + 6 CAP
Duration: Instant
Effect: The target loses an arm at the elbow or
leg at the knee, and suffers 60 unavoidable Health
damage. Creatures greater than large size will take
damage and be severely injured, but will not lose a
limb, at the Dreamweavers discretion.

TOGORAS, THE BEHEMOTH


HUGE EXTRAPLANAR BEAST

Togoras walks on all fours, the massive beast


standing 3m tall at the shoulder. End to end,
he measures 10m, not including a small 1m
vestigial tail. Limbs as thick as tree trunks, he
boasts a deep violet color, two 1m long black
horns, and an orange mane.

STR

20

Health

200

AGI

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

RES (Mind type)

+ 30

BITE
Threat: 2
AT: Natural Weapons + STR (30+LR)
Damage: STR + 10 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(2c) Weapon Adjustment: Grapple &
Bleed(5)

CLAWS
Threat: 5
AT: Natural Weapons + STR (30+LR)
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(3c) Weapon Adjustment: Bleed(5)

SHARED TRAIT

FEEDING FRENZY (ULTIMATE)

The Summoner and Togoras gain +25


temporary Health and Stamina.

Togoras goes berserk, breaking all bindings and


attempting to devour nearby enemies.
Effect: Any movement impairing effects are
dispelled or removed. Togoras immediately takes
two Instant, Free, Natural Weapons ATs this phase,
striking a single melee target using his claws. Togoras
then takes a Natural Weapons AT using his bite
against the same target. Targets successfully struck
by this bite AT is considered grappled, and may not
move as Togoras chomps down on them. Togoras
will continue to use his bite on the target once every
phase until they are dead, or the AT is not successful,
thus freeing them from his mouth. This ability can
only be used once per summon.

GORE
Once per phase, Togoras may charge at an
opponent within 10m, goring them with his horns.
AT: Natural Weapons + STR (30+LR)
Range: 10m
Duration: Instant
Base Success: The target takes 12 damage
(Piercing) and is knocked backwards 5m. In addition,
anyone engaged in melee combat with the target is
knocked down. Targets make take an Evasion AT to
reduce the damage by the result of the ATR.
(1c) Damage Adjustment: +1 Piercing

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

This sentiment was compounded by the fact that


they would intervene in affairs at their own discretion,
answering to no one, and using only their insight into
the potential dangers of the future as justification.
If a Gatekeeper gave an accounting, they would
say that wars were averted by their actions before a
single person was even killed. Extraplanar invasions
were prevented before they had begun and potentially
cataclysmic errors of judgment were corrected before
any wrongdoing occurred. They would be telling the
truth, of course, but only they would know it.

GATEKEEPERS TODAY
In recent times, the Order of Keepers has been
but a name for those mortals who have been assigned
to physically maintain and guard the gates.
In truth, the name is the only thing that is shared
between the ancient Descendant order and those who
guard the gates today.
The keeping of the Gates has turned into a
widely political manner, with individual kingdoms
exerting their own control and influence on any gates
within their kingdoms. Denying their enemies easy
access into their borders and collecting traveling
fees for the use of these gates are now seen as more
important than any possible existential threat to time
or space.
Of course, now that the Legacy of the
Gatekeepers has returned, that is starting to change.
Gatekeepers are said to gain a strange insight
into the world through the use of their powers, one
that can put them above temporal worries such as
borders or taxes.
That is not to say that all Gatekeepers are
completely removed from society. Just as any other
Legacy, a 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

One thing is true of all


Gatekeepers, however. The rise of
the Kreesh has not allowed them to
remain a neutral force with their own
agenda.
Where once the Gatekeepers spent
their time in judgment of others, they
now join other Legacy bearers in being on
the other side of the hunt, and must make
new alliances if they wish to survive the
corruption that has brought the Kreesh
into Laruna.

Starting Benefits
Legacy Ability: Chrono Shift
+2 INT, +2 PER, +10 Mana

Legacy Trait
Stalwart: Being so connected to the flow
of time, the Gatekeeper cannot abide those
spreading falsehoods about the past. Whenever
in the presence of someone who lies about the past,
they must immediately denounce or correct them. (If
the gatekeeper is aware of the truth.) In addition
the Gatekeeper must always speak the truth when
questioned about past events.

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

To exist in the past, present and future all at


once is an incredible feat only achieved by the finest
Gatekeepers. At a moments notice they could step
forward, backward or hold still in the timestream,
making them a terror to deal with in the battlefield,
and impossible to deal with everywhere else.
The Gatekeeper extends their awareness of the
space-time continuum and loosens their position in it
so they can speed times flow, slow it down, or even
reverse it.

The Gatekeeper leaps backward in time,


returning to the place they were in at the start of
the previous phase. Any effects or damage affecting
the Gatekeeper will be reverted to their status from
the start of the previous phase. This can result in
full avoidance of harmful events that transpired
during the current phase. After using Reverse, the
Gatekeeper will be placed in the exact place and
position they were in at the start of the previous
phase. If this location is somehow obstructed, reverse
will fail to take effect.

Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: Self
Duration: 5 phases
Base Success: You may choose to either
Accelerate, Slow, or Reverse time as an Instant, Free
action at the beginning of each phase, which will
dictate Time 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.

(10c) Duration Adjustment: +1 phase


(15c) Special Adjustment: Advanced Accelerate
Allows you to choose a number of phases to be
skipped forward between 1 and 10. In addition,
a single debilitating effect may be chosen, and
you will only suffer 1 phase worth of its effects
or damage (as opposed to experiencing the
entire duration instantly)
(15c) Special Adjustment: Advanced Slow
Increases awarded CAP for speed adjustments
by 5 and ignores the multiple action penalty for
a third and fourth action
(15c) Special Adjustment: Advanced Reverse
Will trigger reverse if for any reason you fall
unconscious, incapacitated or suffer damage
that would reduce your Health to zero
(25c) Special Adjustment: Master of Eternity
While Time Walk is active, the duration of
any magical effect currently active on you
may be suspended. Doing this effectively puts
the duration on pause, allowing an effect to
persist through Time Walk while not reducing
its phases remaining. Any magical effect you
create from a spell or ability while Time Walk
is active has its base duration doubled

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

Base Success: All magical damage done by the


targets spells or abilities are switched to a type of
your choice. Legacy bearing creatures may make a
contested LR AT to resist this effect.
(2c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Marked By Change
All damage done, including physical weapon
damage, bleeds, poisons and disease is switched
to a type of your choice
(20c) Special Adjustment: Reversed Fate
One magical Protection type may be switched
for another
(30c) Special Adjustment: I Am The Keymaster
One damage type immunity or absorption may
be changed to a type of your choice This may be
applied to temporary effects created by spells,
abilities or other magical sources

CHRONO SHIFT
Is the Gatekeeper really moving that fast? Or are
we just moving that slow?
Neither. Time itself is moving differently for him.
Well that just makes him really, really, fast right?
Actually 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

MASTER OF TIME AND SPACE


Not all heroes are created equal. Only a handful
have ever claimed to master time and space. The
consequences of playing with such things can be felt
all over the land, and many a practitioner have been
torn asunder by their mistakes. Those who would be
called master have come to understand that both of
these cosmic forces are surprisingly just as delicate as
the wings of a butterfly...
Effect: When casting Time and Space spells,
Alternate Base Successes cost 5 less CAP. You also
gain a permanent +1 Intellect and +1 Perception.

RECALL
Although Gatekeepers are known for being
transient, they do often call a particular place home.
Able to bind themselves to a point in space, they may
return with ease, whether an emergency, or simply to
rest.

BIND
The Gatekeeper remains still and focuses
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

Base Success: After 3 phases, you teleport to a


chosen linked location. If the location is has become
blocked by solid objects or is otherwise occupied, you
will end up in the nearest open space to the linked
spot.
(5c) Strength Adjustment: +1 to defensive
ATs(Up to a maximum of +0)
(15c) Strength Adjustment: -1 phase needed

TEMPORAL ATTUNEMENT
Weaving the threads of time and space is a difficult
and bizarre practice. Diligence and extreme awareness
are necessary for any who hope to master these things,
and both are traits the Gatekeepers have in abundance.
Effect: Choose one Time or Space spell you
currently possess. All ATs made to cast this spell gain
a +5 bonus. You also gain a permanent +1 Legacy
bonus to the Change Advanced Magic Skill. This
ability may be taken more than once.

TIME SENSE
Being able to sense the future gives the Gatekeeper
an unfair advantage in combat situations. Knowing
where his opponents will strike gives him the ability to
simply not be there. The Gatekeeper is able to position
himself in combat to avoid many of the incoming blows
which would otherwise do him harm.
Effect: You gain a permanent +1 to Perception.
Whenever the Gatekeeper is successfully struck in
combat via a melee or ranged attack, take a Chance
Test (20%). On a successful result, the strike does
not take effect.

UNITY
The Gatekeeper attunes to the flow of time,
increasing their awareness of future events. All
Descendants know very 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

Visions of the Past

With this ability, Gatekeepers may bear witness


to past events as though they were experiencing those
events themselves. The Descendants have oft used their
Gatekeepers for documentation of historical events, but
occasionally, what one finds in the past can lead to
more questions than answers as the truth is revealed.
The Gatekeeper clears their mind, closes their
eyes, and opens them again to a view of past events.
Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: 1 day*
Duration: 1 hour

Base Success: You are able to peer backwards


into history to see events unfolding in the area
around your location. You will see an overlay of
ghostly images transposed on top of the current
surroundings, as people and animals move about
like normal, and the land and buildings appear as
they once were. You may walk about freely, listen,
and observe, but may not interact with any images
from the past. Persons and objects in the current time
will seem obviously brighter and solid, and thus you
will be able to differentiate them easily. Structures
or obstacles that exist in the current time will still
prevent you from accessing areas that may have once
been open. You may see up to 24 hours into the past,
choosing any point within that period. You may end
the duration at any time.
(1c) Duration Adjustment: +1 hour
(2c) Strength Adjustment: +1 day rewind
(15c) Special Adjustment: Historian
You may see up to 1 year into the past
(25c) Special Adjustment: Ancient Scribe
You may see up to 100 years into the past
(25c) Special Adjustment: Ethereal Form
You may leave your body in a torporous state
for the duration, and walk about freely as
though you were in the past, unobstructed.
While in this state, only a violent disruption,
such as heavy shaking or taking Health damage
will be felt, alerting you to danger

226

Wormhole

The bandit just kept running his mouth. He was


a good three body lengths from us but my Gatekeeper
companion just swiped his sword at the air and the
bandits head rolled cleanly off his shoulders. If they
took me to a court, Id have to say that the Gatekeepers
sword arm somehow appeared behind the bandit to do
the deed, but I know how crazy that must sound.
The Gatekeeper exploits their power over space,
opening up a portal which allows a melee attack to
reach a target some distance away.
Type: Legacy
AT: LR + INT
Cost: 25 mana
Range: 10m
Duration: Instant

Base Success: A single Melee or Ranged Combat


AT is made on a target up to 10m away, causing the
harmful portion of the attack (arrow, blades edge) to
pass through space and exit close enough to strike the
intended target. The target is considered surprised.
Only a single Strike may be purchased with CAP
accrued by this AT. Ranged attacks always use short
range for their AT.
(1c) Range Adjustment: +1m
(25c) Special Adjustment: Bending Reality
You may choose to attack two different targets
within range with this AT. The ATR is used
for both targets, and any purchased CAP
adjustments must be the same

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

Trained extensively in martial combat, these


warriors masterfully blended magic into their
rhythmic fighting styles to produce songs that carried
widespread effects across the battlefield.
To the Megalindir, battle is akin to a musical
production with its own sound, rhythm, and
movement. Through extensive training, each
Megalindir would learn battle songs that set a
tempo to conflict, lacing the sound they produced
with powerful Change magic. These magics turned
middling soldiers into champions, and cowards into
heroes, further enhancing the Descendant army and
any who allied with it.
After the Great War, the Descendants carried
on the tradition of the Megalindir, choosing the most
talented among their young warriors to study the
honored methods. Megalindir were a highly respected
sister order to the SoraSomin, with whom they made
up the core of Epilesis elite fighting force.

When the Descendant army joined the Great


War, they made spectacular use of their peoples
unique skills. One very impressive component of their
success was the Megalindir, or Warsingers.

Legacy Arc
+1
+1 Change
Chan
nge Spell
Spell

+11 S
+
Song
ong
+1
+1 C
CHM
HM
+11 C
+
Change
hange S
Spell
pell

+22 M
+
M.. C
Combat
ombat
+
15 Stamina
Staamina
+15
+11 S
+
Stance
tancce
+
HM
+22 C
CHM
+2 A
GI
AGI

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

at least one story of that time we were all going to die,


until I heard this strange song.

STARTING BENEFITS
Legacy Ability: 1 Crescendo, 1 Song
+2 CHM, +1 AGI, +2 Melee Combat

LEGACY TRAIT
Enthralled: Megalindir see the dance in all
battle and always find it captivating. A Megalindir
must spend at least one phase studying any fighting
that they see unless such a delay would lead to an
imminent attack on the Megalindir.

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

At first her blades were moving quickly, darting


from one foe to another, rending limbs and spilling
blood in such a magnificent pattern we felt her a
maestro. Then movements picked up in pace and we
were taken back in fear at the blurred spiral of death
she had become. Her enemies didnt have time to fear
her.
The Megalindir enters a dance of never ending
motion, where every movement turns them into a
more violent storm of death.
Constant Motion replaces any active Stance.

Scriptures tell of angels that who exist to serenade


the young gods with pleasing songs. The greatest
Megalindir can create such a sound in the midst of
battle and those who hear it are subjected to its divine
power.
The Megalindir unleashes the full might of the
Argasheel in a single, overpowering song.
Majesty replaces any active Song.

Type: Legacy
AT: LR + AGI
Cost: 100 Energy + 15 stamina per phase
Range: Self
Duration: Until Deactivated
Base Success: You gain a stacking bonus of
+2 AGI, +2 to Defensive ATs, and -2 to Multiple
Opponent Penalty each phase this remains active.
15 Stamina is drained per phase. This is
considered an IFT action.
(10c) Special Adjustment: Increasing Speed
Upon a successful strike, you quickly spin
your weapon, striking again. This strike
automatically hits the target, dealing half the
damage of the original strike
(15c) Special Adjustment: Flurry
You may take 1 Instant, Free, Melee Combat AT
per phase against any enemy within 5m
(30c) Special Adjustment: Whirlwind of Death
Once per phase, when you make a Melee
Combat AT against your current target, you
may also take an Instant, Free, Melee Combat
AT against all enemies within 10m

Type: Legacy
AT: LR + CHM
Cost: 100 Energy
Range: 100m
Duration: 5 phases
Base Success: All allies within range become
immune to all fear and mind altering effects, restore
+1 Health and Stamina per phase, and gain +3 to all
ATs made. Enemies within range incur a -4 penalty
to all ATs made targeting the Megalindir.
(3c) Range Adjustment: +100m range
(4c) Strength Adjustment: -1 to ATs targeting
the Megalindir
(4c) Strength Adjustment: +1 Health and
Stamina regenerated per phase
(6c) Strength Adjustment: +1 to allies ATs
(15c) Special Adjustment: Champion
All allies within range will follow any command
given by the Megalindir to the death. Those
who wish to resist must succeed in a contested
LR AT
(20c) Special Adjustment: Awestruck
Any time an enemy wishes to make a hostile AT
towards the Megalindir, they must first succeed
in a contested LR roll
(30c) Special Adjustment: Godly Presence
Profound weakness reduces all enemies STR
by 4 and increases any of their Stamina costs
or losses by 10.

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.

STANCE OF THE ROCK


We look for the pause. Its always there. Sometimes
its a moments hesitation following your clever parry,
sometimes its while theyre pressing on your guard
hoping to catch some breath. When you see it, you will
know that it was your defenses that broke them.
By adopting skillful defensive measures you
become more resilient in combat.

The Dance of Battle


When playing a Megalindir, remember
that songs affect only your allies, and not
yourself. Using the Crescendos of each song
and switching between stances is imperative
to being an effective Megalindir.

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

STANCE OF THE SAGE


Theres something about the movement that
cannot be taught. Once a student becomes aware of
how mystic energies of our world flow, they will soon
after be able to move in sync with them, and harness
the flow for their own purposes.
Moving in patterns that manipulate the flow of
mana, the Megalindir gains benefits to any spell use.
Type: Legacy
AT: LR + AGI
Cost: 10 mana
Range: Self
Duration: Until another stance is activated
Base Success: You gain a +2 bonus to all
Magic ATs, and regenerate +2 mana per phase.
(4c) Strength Adjustment: +1 mana regen
(5c) Strength Adjustment: +1 Magic ATs
(10c) Strength Adjustment: +1 INT
(15c) Special Adjustment: : Rangefinder
You gain 5 additional CAP to be spent on range
adjustments upon any successful spell cast
(15c) Special Adjustment: : Timekeeper
You gain 5 additional CAP to be spent on
duration adjustments upon any successful spell
cast

STANCE OF THE WARRIOR


Pacing and timing. They are each critical to
overcoming an enemy. Know when to push and just
how hard. A novice pulls stings, a minstrel plays a song.
The Megalindir takes a purely offensive battle
stance to maximize aggression.
Type: Legacy
AT: LR + AGI
Cost: 10 mana
Range: Self
Duration: Until another stance is activated
Base Success: You gain +2 AGI, -6 to Defensive
Melee Combat ATs, and 1 Instant, Free, Melee
Combat AT per phase.
(4c) Strength Adjustment: +1 to Defensive
ATs (to a maximum of +0)
(8c) Strength Adjustment: +1 AGI
(25c) Special Adjustment: Flurry
You may now take 2 additional Instant, Free,
Melee Combat ATs per phase

SONGS
Songs are how the Megalindir release their
Change energy upon the outside world. Any allied
creatures within range are enhanced by their bonuses.
Songs have no effect on the Megalindir, but they
may use the Crescendo of a Song to receive potent
temporary effects. Activating or deactivating a Song
is considered an IFT action that can be done once per
phase on the 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

The tempo was relentless, pulsing rapidly through


us. We moved with speed, whirling from one block to
the next. We couldnt stop, the music had us.
The Megalindirs song causes all allies within
range to perform better when being assaulted by
multiple opponents.

The throbbing sound his blade made as in cut


through the air was resonating through my chest. Each
clamor of his blade on anothers was like a second
heartbeat within my own. Before long I was thrumming
with the fury of the sound.
The Megalindirs song causes all allies within
range to regenerate stamina.

Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Blade Wall
The Megalindir gains +8 to all Defensive ATs
for 2 phases
Base Success: All allies within range remove 3
from their multiple attacker penalty when taking a
Defensive AT.
(2c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 reduction in
penalty
(15c) Special Adjustment:: Aware
All allies gain +5 Reaction

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

We were a riot of violence, an orchestra of death.


Every gasp, every scream was part of a greater whole
that filled the air with our desire.
The Megalindirs song causes all allies within
range to perform better when on the offensive.
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Sonic Assault
All enemies within 10m take LR+20 damage (Sonic)

Base Success: All allies within range gain +2


to any M. Combat AT made.
(2c) Range Adjustment: +1m
(8c) Strength Adjustment: +1 to M. Combat
ATs
(15c) Special Adjustment: Precision
Upon a successful strike, all allies gain 3 free
CAP to spend on weapon adjustments

Soothing Lilt

Is it possible for a sound to touch you? I swear I


felt it wash over me, wiping away the aches of my body.
The soft patting of the Megalindirs footsteps, their deep
humming, I felt somehow lighter.
The Megalindirs song causes refreshing winds
to soothe all allies within range.
Type: Legacy
AT: LR + CHM
Cost: 10 mana + 5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Renew
The Megalindir restores 15 Health

Base Success: All allies within range suffer no


penalty from wounds and regenerate 2 Health per
phase.
(2c) Range Adjustment: +1m
(5c) Strength Adjustment: +1 Health
regenerated
(15c) Special Adjustment: Caressing Notes
All allies gain +5 PRO (All)

Spiritual Serenade

The magus had given us all he had to give. He


looked haggard from the experience and could barely
speak. The Megalindirs song had given him a nearly
limitless source of energy, but the old mans body could
go no further.
The Megalindirs song rejuvenates the spirit,
causing all allies within range to regenerate mana.
Type: Legacy
AT: LR + CHM
Cost: 10 mana +5 stamina/phase
Range: 10m
Duration: Until another song is activated
Crescendo: Energize
The Megalindir restores 20 Mana

Base Success: All allies within range regenerate


2 Mana per phase
(2c) Range Adjustment: +1m
(3c) Strength Adjustment: +1 Mana
regenerated
(15c) Special Adjustment: Enlightenment
All allies gain +2 INT and +2 PER

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

Shifters became a heralded sight in battle,


giving rise to the theory that Izumo warriors were
unmatched in all of Laruna. Their numbers grew
and for a time it seemed the monks of Izumo would
finally be recognized as a kingdom of their own.
Before this could come to pass, the
neighboring nation of Narraffain declared
war on Izumo, seeking to enslave their
people and commandeer the nearby fishing
villages.
In the battles that followed, many
Shifters fought bravely and died to
keep Izumo free of Naraffains
oppression. They took to the
battlefields with monstrous shapes
and ravaged the Naraffain
army until it was too
broken to continue its
assault.
Those
Shifters who
survived
redoubled
their studies of
transformation,
mastering their
bodies in ways
that would let
them flawlessly
vanish into foreign
lands, passing
as locals, or
sometimes
even other
species.

Legacy Arc
+1 Shift
+1 END
+2 Natural
Weapons

+1 Passive
Ability
+10 Stamina
+1 AGI

+1 Shift
+1 END
+2 Natural
Weapons

+1 AGI
+1 STR
+1 PER

+1 AGI
+10 Stamina

Secretly they would infiltrate other kingdoms


and gather allies in their plot to bring about the
downfall of Naraffain. Vanishing from the public eye,
the king of Naraffain would continue to believe the
frightening Shifters extinct, while they continued the
war in secret.

SHIFTERS TODAY
All Legacy Cearers are granted a level of
understanding of their powers and their Legacy.
Unfortunately for some Shifters, they are not all
granted the discipline and wisdom that would
normally come along with them. Shifters today have
been separated from their historical training which
provided a much needed level of focus.
While 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

We are created from the minds of the gods.


Depending on whom you ask, they might say we take
on their image. But being a creation means we are
inherently lesser than the creators, no? Alshara was
able to overcome this drawback through his newfound
powers, so why cant I? I am not content to be made
in the image of the gods. I will make myself in my own
image.
The Shifter alters their physical make-up,
pushing it closer to that of the gods above.
Type: Legacy
AT: LR + END
Cost: 100 energy
Range: Self
Duration: 5 phases

(5c) Special Adjustment: Divine Step


You gain Water Walking, and make no sound
when moving
(10c) Special Adjustment: Divine Form
You may turn incorporeal as an IFU action. This
will make you immune to all forms of physical
damage, and disengage you from melee combat.
You may pass through solid objects. If the
duration ends while you are inside an object,
you will be safely pushed outside to the nearest
edge
(10c) Special Adjustment: Godly Health
You gain +100 temporary Health
(10c) Special Adjustment: Godly Stamina
You gain +100 temporary Stamina
(10c) Special Adjustment: Godly Mana
You gain +100 temporary Mana

Base Success: You gain +3 to all attributes,


+10 ARM (All), +10 PRO(All) and +20 RES (All).
(5c) Strength Adjustment: +1 ARM
(5c) Strength Adjustment: +1 PRO(ALL)
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 Any attribute
(5c) Special Adjustment: Divine Sight
You can see in complete darkness

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.

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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

FINS OF THE TAKAR

It is true! Master showed me that an enemy can


be defeated with nothing more than a deadly glare. His
eyes became reptilian and darted towards the assailant.
In moments there was a stone statue standing in place
of the attackers flesh and blood. Such is the power of
the Basilisks Stare.
The Shifter gains Basilisk eyes, and may stare
intently at their target, attempting to convert their
flesh to stone.

Water is often studied for its fluidity and power.


You must be as comfortable amidst its shifting body as
you are on the steady land.
The Shifter morphs their legs into a singular,
large fin, allowing them to propel forward through
the water at great speeds.
Upon shifting to Fins of the Takar, make the AT
listed below to determine the effects. These remain
in place until changing the shift.

Type: Legacy
AT: LR + END
Cost: 15 stamina
Range: Self
Duration: Variable
Base Success: The target is afflicted by petrify
(1) and takes 20 damage (Curse). Targets that reach
petrify (5) are fully turned to stone, gaining + 60
ARM (All), +60 PRO (All) and cannot act. Petrify
fades at the rate of 1 level every 3 phases unless
fully petrified, which will last for 1 day, or until
dispelled or decursed. This is considered a curse.
Legacy bearing creatures may roll a contested LR AT
to resist this effect.
(2c) Damage Adjustment: +1 Curse
(30) Special Adjustment: Student of Medusa
Targets remain petrified permanently until
dispelled or decursed

Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: You gain +10 Swimming Skill
and may swim at 2x base movement speed when
submerged in water.
(4c) Strength Adjustment: Adaptation
+1 to Swimming
(10c) Special Adjustment: Gills
You may now breathe underwater
(15c) Special Adjustment: Streamlined
Move at 3x base movement when underwater

HYDRA STRIKE
The heads of the hydra are many. As such, the
attacks of the Shifter are many. Strike quickly,
frequently, and without cessation. Then your foe will
know the limits of their defenses.
The Shifter alters their internals to match the
mythical hydra, allowing them to spew forth an
element onto their enemies.
Type: Legacy
AT: LR + END
Cost: 10 stamina

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.

(3c) Strength Adjustment: Hardness


+1 ARM, +1 PRO (All)
(4c) Strength Adjustment: Maneuverability
+1 to M. Combat AT penalty (To a maximum of +5)

(20c) Special Adjustment: Resistant Metal


All damage done by mundane weapons is
reduced to 0
(25c) Special Adjustment: Steel Statue
You gain +30 ARM (All) and +30 PRO(All).
You may not take any action other than to
change your shift

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)

(3c) Damage Adjustment: Sharpness


+1 Slashing
(8c) Strength Adjustment: Length
+1 threat
(10c) Special Adjustment: Blinding Speed
You gain an additional Instant, Free, Natural
Weapons AT each phase
(10c) Special Adjustment: Razor Sharp
Your Bleed Weapon Adjustment is increased to
Bleed (6)

2
241

SERPENT STRIKE

SKIN OF THE CHAMELEON

The Blackwater serpent is feared not only for its


poisonous bite, but its ability to strike quickly from a
distance. Learning from this creature, the Shifters arms
become the penultimate snake; extending at range to
strike and poison their target.
The Shifter turns both arms into extendable
serpent heads, capable of delivering a deadly toxin.

When brute force is not the preferred method, the


Shifter has an answer. By studying this magical beast,
The Shifter can enhance their hiding, stalking and
ambush his opponent when the time is right.
The Shifter matches their skin to the
surroundings and blends in with unnatural precision.
Upon shifting to Skin of the Chameleon, make
the AT listed below to determine the effects. These
remain in place until changing the shift.

Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable
Base Success: You gain Serpent Fangs and
Serpent Strike.

SERPENT FANGS
Threat: 5
AT: Natural Weapons + AGI
Damage: AGI + 9 (Piercing)
(1c) Damage Adjustment: +3 Damage
(4c) Weapon Adjustment: Bleed (2)

SERPENT STRIKE
Any time you become engaged with a target,
you may immediately take 1 Instant, Free, Natural
Weapons AT against that target.
All successful melee strikes against an opponent
cause poison (5) which lasts for 3 phases. This effect
does not stack.
(3c) Damage Adjustment: Sharp Fangs
+1 Piercing
(5c) Strength Adjustment: Potency
+1 poison damage per phase
(8c) Strength Adjustment: Extending Arms
+1 threat
(12c) Special Adjustment: Special Venom
Targets affected by your poison are wracked
with pain, suffering -2 to all ATs and losing
stamina equal to the health lost due to poison.
(20c) Special Adjustment: Instant Poison
Your strikes now deal an additional LR +10
damage (Poison). You lose the standard poison
(3) effect

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

WINGS OF THE PHOENIX

EYES OF THE HAWK

Do not be bound by the limits of your legs. Change.


Grow. Adapt. Take the wings of the phoenix and
dominate the sky. Hunt your foe from above.
The Shifter changes their arms into large,
feathery phoenix wings giving them the ability to
take to the skies.

Borrow from the Hawk. It spots prey from great


distances and never loses sight of them. You must watch
your enemies with the eyes of a Hawk. Focused, clear
and determined.
Effect: Your vision range is tripled, and you may
cause your eyes to take the appearance of hawks
eyes at any time. You also gain a permanent +4 to
Perception.

Type: Legacy
AT: LR + END
Cost: 10 stamina
Range: Self
Duration: Variable

SHIFT MASTERY

Base Success : You gain Glide: You are able to


use your wings to glide from any height safely to the
ground. The amount of distance a you can glide is 3
times the height of the point of origin.
(15c) Special Adjustment: Enhanced
Musculature
Gain Flight at base movement speed
(15c) Special Adjustment: Something Borrowed
You gain +20 PRO (Fire)
(25c) Special Adjustment: Free as a Bird
Gain Flight at two times base movement speed
(35c) Special Adjustment: Home in the Skies
Gain Flight at three times base movement speed

PASSIVE ABILITIES
The passive abilities of a Shifter can enhance
their physical form and give them increased control
over their shifting capabilities.

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.

The constant changing of parts is a trying process.


Not all have the stamina or resolve to keep steady. Only
those who have devoted their focus to this constant flux
can truly be called a Shifting master.
Effect: You can now maintain two shifts at
once. You choose which shift to replace if already
maintaining two. You also gain a permanent +2
Endurance.

STRENGTH OF THE BEHEMOTH


Anyone foolish enough to stand before a behemoth
is certain to experience its massive strength in a terrible
way. There have been accounts a the creature battering
a human and launching their body great distances with
a seemingly effortless gesture.
Effect: Your lifting capacity is doubled. You also
gain a permanent +4 Strength.

THE SHIFTING HEART


Shifting is one of the most obvious and flamboyant
uses of the Argasheel. The transformation is easily
recognized. But what of the changes that are not so
obvious? Some Shifters learn how to alter the body on
the inside as well...
The Shifter gains advanced proficiency in
altering their internal structure. They are able to
move critical organs to places much harder to injure,
and reform lost parts with frightening speed.
Effect: You gain a permanent +1 to Endurance.
Any attempted strike made against you targeting a
specific body part has its CAP cost increased by 5. In
addition any bleed effect of (5) or less immediately
ends at the start of a new phase. You may also reform
any lost limbs or body parts due to amputation effects
as an Instant, Untested action for the cost of 20
stamina. This does not restore any lost Health.

2
243

SORASOMIN
Legacy: Elements

There is no more elegant display of


versatility in warfare than the SoraSomin.
Ive watched them rise above their
ranks, releasing volleys of arrows that
upon impact tormented enemy forces with
tremors or explosions. Ive born witness as
they shifted their bows into elegant glaives,
dove into ongoing melee, and shatter their
enemies armor or shields with magic strikes.
Perhaps a Sorcerer has a larger bags of
tricks, but I promise you, there is no
more versatile and effective weapon
in terms of warfare than these rare
battlemages.

Description
By infusing their versatile
Remokin with elemental magic,
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

When the need arose, they merely shifted


their Remokins into war glaives, infused them with
elemental magic once again, and took to the front
lines laying waste to their enemies.
As a sister order to the Megalidir, SoraSomin
operated as a form of special forces for the Descendant
army and continue to do so still for Epilesis. Merging
form and function, these practitioners mastered
the art of shaping elements into practical uses on
the battlefield and were large contributors to the
Descendant armys dominance during the Great War.
Because SoraSomin pride themselves on mastery
of warfare, they train vigorously in their wielding of
glaive and bow. This training of course goes hand in
hand with their practical approach or magic study.
Every effort and technique they master is a means
towards achieving success on the battlefield. Many
believe this leads to unfocused skill, but those who
have worked with SoraSomin in an official capacity
are keenly aware of how dynamic and well schooled
they actually are.

Of course, this benefit did not extend to nonDescendant 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

Once the SoraSomin Legacy reemerged, Epilesis


was quick to act. Epilesis grand histories were a
great boon for Descendant SoraSomin, as they were
quickly able to find manuals and instructions on how
to use their new-found weapons.

Champion: Duty to ones people and homeland


was supreme to the Sorasomin. You must come to
the defense of your chosen homeland when accessible
and you may not take actions against its best interest.
You may not betray fellow members of your race nor
bring harm to them for selfish gain.

245

LEGACY VIRTUES

Base Success: The SoraSomin immediately


takes a Ranged Weapon AT with a +5 bonus and
their arrow deals +5 Damage (Impact).

HEARTSEEKER
When Irishintel the Skylord refused to relinquish
her Argasheel during the Great War, she caused many
Descendant casualties. Her exceptional speed and agility
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246
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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.

The area is charged with electrical energy at the


beginning of the following phase, dealing LR +
15 damage (Electricity) to all targets remaining
in the area for 4 phases and causing them to
suffer -4 to any ATs taken.
(20c) Special Adjustment: The Binding
All targets inside the area are leashed by an
ethereal cord to a nearby arrow with which
has struck the ground. They may not move
more than 1m from their current position for 3
phases without cutting the cord; The cord has
50 Health and is immune to mundane weapons

SHOCKWAVE
Splitting the earth is no small feat of magic. For
a 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.

Remokin (Bow Form)

Remokin (Glaive Form)

Requirements: AGI 6
AT: Ranged Combat (Remokin) + AGI
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15 / 25 / 35
Damage: 25 (Piercing)
Speed: 25

Requirements: STR 5
AT: Melee Combat (Remokin) + STR
Damage: STR + 15 (Slashing)
Threat: 6

(1c) Damage Adjustment: +2 Piercing

248
8

(1c) Damage Adjustment: +5 Slashing


(14c) Weapon Adjustment: Amputate
(20c) Weapon Adjustment: Decapitate

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.

The SoraSomin charges their Remokin with an


Elemental Charge of eldritch energy, causing the
next strike landed to be empowered by Arcanis.
Arcanis may be used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by an Arcanis empowered
strike suffer normal weapon damage plus 20
damage (Arcane).
(2c) Strength Adjustment: +1 Arcane
(10c) Special Adjustment: Conversion: Converts all
weapon damage done to Arcane damage.

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

The SoraSomin charges their Remokin with an


Elemental Charge of magical water, causing the next strike
landed to be empowered by Aquanaea. Aquanaea may be
used once per phase as an IF action. The magical water
courses over the enemies wounds, causing their blood to
run freely.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by an Aquanaea
empowered weapon suffer normal weapon damage plus
10 damage (Impact). In addition, the targets suffers bleed
(2) for 4 phases.
(3c) Strength Adjustment: +1 Impact
(5c) Strength Adjustment: +1 bleed damage
(10c) Special Adjustment: Slippery when Wet
While a target is affected by Aquanaeas bleed effect,
any time that opponent attempts to use their weapon
for attack or defense they take a 20% chance test. If
successful, the target drops their weapon.

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

The SoraSomin charges their Remokin with an


Elemental Charge of magical earth, causing the next strike
landed to be empowered by Eklara. Eklara may be used
once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by an Eklara empowered
weapon suffer normal weapon damage plus 10 damage
(Impact). In addition, you gain +4 ARM (All) for the
duration of the charge.
(2c) Strength Adjustment: +1 Impact
(15c) Special Adjustment: Shattering
Any Defensive AT that exceeds an opponents ATR
by 5 or more causes a CT(50%), which if successful
shatters any non-magical weapon in their main
hand; magical weapons are not affected

GLACIANAE
The power of frost can slow down an enemy, hold them
in place, or prepare them for further punishment.
The 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.

The SoraSomin charges their Remokin with an


Elemental Charge of magical ice, causing the next
strike landed to be empowered by Glacianae.
Glacianae may be used once per phase as an IF
action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by a Glacianae empowered
strike suffer normal weapon damage plus 10 damage
(Cold). In addition, targets are made vulnerable,
taking +5 damage from any Fire based damage
sources for 2 phases.
(2c) Strength Adjustment: +1 Cold
(10c) Special Adjustment: Ice Shield
The SoraSomin gains +10 PRO (Fire, Cold) for the

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

The SoraSomin charges their Remokin with an


Elemental Charge of magical fire, causing the next strike
landed to be empowered by Lava Strike. Lava Strike may
be used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by a Lava Strike
empowered weapon suffer normal weapon damage plus
10 damage (Fire). In addition, the target becomes Lava
Splashed, losing 5 stamina and taking 10 damage (Fire) per
phase for the next two phases. This effect does not stack.
(2c) Strength Adjustment: +1 Fire
(3c) Strength Adjustment: +1 damage (Fire) to
lava splash
(15c) Special Adjustment: Melting Point
Upon being Lava Splashed, targets take a CT(50%),
which if successful, destroys any non magical armor
they are wearing. Magical armor is not affected.

Lightning is the skies way of passing judgment. Beware


the SoraSomin who charges their weapon with it, the verdict
that follows is sure to be punishing.
The SoraSomin charges their Remokin with an
Elemental Charge of magical lightning, causing the next
arrow fired to be empowered by Skyfury. Skyfury may be
used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by a Skyfury empowered
arrow suffer normal weapon damage plus 10 damage
(Electricity). The lightning arcs to the two nearest enemies,
within 10m, dealing 10 damage (Electricity) to each. If
the arrow lands in an inanimate object due to either a
miss or caster choice, the arcing effect will still take place
to nearby enemies.
(2c) Strength Adjustment: +1 Electricity
(10c) Special Adjustment: Spread Fire
Arcs to 1 additional target within 10m of the first

The SoraSomin charges their Remokin with BO


&MFNFOUBM$IBSHFPGmagical lightning, causing the next
strike landed to be empowered by Skyfury. Skyfury may
be used once per phase as an IF action.
5ZQF Legacy
AT: LR + INT
Cost: 8 mana
Range: Weapon
Duration: Instant
Base Success: Targets hit by a Skyfury empowered
strike suffer normal weapon damage plus 10 damage
(Electricity). In addition, targets are stunned, receiving a
-2 to all ATs for 1 phase.
(2c) Strength Adjustment: +1 Electricity
(10c) Special Adjustment: Powerful Jolt
Targets are stunned for an additional phase

2
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

Many people across Laruna still practice magic,


but to call yourself Sorcerer is to put yourself on the
level of the Circle, and inviting all the accolades and
enmity that comes with it.

SORCERERS TODAY
Sorcerer Legacy Cearers are viewed with
a level of suspicion and scorn
unmatched by any other Legacy,
save for some of the Dark.
While not everyone has the
same moral compunctions
when it comes to Light or
Dark, everyone has an opinion
on magic. Although there
are those humans who
still view Alshara as a
hero, most of the other
mortal races have a
grim opinion on the
human who brought
such devastation to
Laruna. Is it any
wonder then,
that those who
are most
capable
of following
in 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.

2
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

(40c) Special Adjustment: Construct Additional


Pylons

The Nexus becomes permanent. You may


recharge it at any time by transferring your
mana into the structure as an Instant, Untested
action. You may deposit any amount of mana
you choose per phase.

Meteor Storm

Weapons have spilled plenty of blood over many


wars, but the raw and overbearing destruction wrought
by Sorcerers in these conflicts cannot be matched.
Many soldiers have watched as meteors fell from the
sky, destroying ramparts, and battering the will of a
defending army until it was as broken and porous as
their city walls.
The Sorcerer calls down multiple flaming
meteors that smash into the ground, causing intense
destruction. The meteors are approximately 3 ft wide
and explode upon impact.
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: 100m
Duration: 2 phases

Base Success: Each phase, two meteors streak


down from the heavens, striking targets of your
choosing. Any target struck by a meteor takes 50
damage (Impact). Targets may roll an Evasion AT
to reduce the damage by the result of the ATR. The
meteor then explodes, dealing 20 damage (Fire) to
all targets within 10m of impact.
(1c) Damage Adjustment: +1 Impact
(1c) Damage Adjustment: +1 Fire
(20c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Elemental Shift
You may choose the type of elemental damage
done by the explosion of the meteors
(20c) Special Adjustment: Swarming
+2 Meteors; You may choose whether they fall
in the first, second or third phase

Power Adjustment

For brief moments, when at their very best,


Sorcerers could tap into the mystic power of the world,
drawing upon arcane energy and effortlessly shaping it
into a desired purpose. At these times a Sorcerer wields
magic as a normal person draws breath.
The Sorcerer taps into the Argasheel, unlocking
the most powerful version of their magics, and
gaining access to knowledge beyond their own.
Type: Legacy
AT: LR + INT
Cost: 100 energy
Range: Self
Duration: 3 phases

Base Success: When casting any spell, all


Alternate Base Successes cost 15 CAP.
(15c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Deeper
Understanding
You may cast any spell in the Elemental Legacy
for the duration
(25c) Special Adjustment: Effortless
One spell per phase is considered a Free action,
allowing for two spells to be cast in a single
phase.

255

LEGACY ABILITIES
ALSHARAS LEGACY 3$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.

ARCANE CRAFTSMAN 3$66,9(


Sorcerers have long plied their trade towards
making trinkets and baubles. Its much like a street
merchant peddling hand-made dolls. Well, if those dolls
could kill you. Or kill your enemies. Or tell you the
future. You know what I mean.
&GGFDU You gain +8 to all ATs made to craft or
alter a magical item. In addition, Type Multipliers for
all Enchanting projects are reduced by 1. Multipliers
may not be reduced below 1 in this manner.

BELLUM MAGICA
Boom.
The Sorcerer spends a phase harnessing the
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.

ELEMENTAL MASTERY 3$66,9(


Harnessing the raw power of the four elements
is a forte of the Sorcerer, allowing them to expand
their knowledge of magic and create extraordinary
devastation.
&GGFDU When casting any Elements
spell, Alternate Base Successes cost 5 less CAP.
You also gain a permanent +1 to Intellect.

ETERNAL ARCANAE 3$66,9(


A Sorcerer with this technique has spent a
significant amount of time bending the streams of
mana around themand keeping them bent, allowing
for spells to stay in place longer.
&GGFDU Upon a spells Base Success, you receive
5free CAP to be spent on Duration Adjustments.

EXTENDED REACH(PASSIVE)
Everyone has heard about the long arm of the
law, but 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.

(2c) Duration Adjustment: +1 phase


(15c) Special Adjustment: Cross the Streams
Single target magic damage absorbed by Mana
Shield is reflected back to the caster
(30c) Special Adjustment: Cocoon
Mana Shield now absorbs 100% of incoming
damage. All damage taken (after protection
and armor) is subtracted from your mana pool
instead of your Health

SPELL ATTUNEMENT 3$66,9(


The way a master swordsman knows his blade,
that is how I know this incantation. I understand its
sound, feel, and sensation in ways others do not. I wield
my magic like he wields his blade - with excellence.
&GGFDU Choose any spell you currently know.
All ATs made to cast this spell gain a +5 bonus. In
addition, you gain +1 to the Advanced
Magic Skill of this spells type. This
ability may be taken more
than once.

257
2
5

STORMBORN
Legacy: Elements

I have felt The Storm my entire


life. It started with a mysterious
tingling sensation whenever I was
angered. Sometimes I would feel numb.
Other times my vision blurred. None of
the medicus could explain my condition. I
thought I was sick. I thought I was dying.
The pains got worse as I aged.
As a young man I often found myself on the
floor, shaking, but unable to move. I felt paralyzed.
One day the pain was too much. I collapsed in
the orchard one last time. I gave in. No more would I
struggle. I was ready to die. It was in that welcoming
moment that it overtook me.
The energy exploded from my body, striking
several nearby apple trees. The trunks severed cleanly.
The pain stopped. I had opened myself to The Storm,
and released it into the world. As I stared in amazement,
the exuberance of freedom washed over me. From that
moment my true life began. My legacy. That is when
I knew The Storm was not my enemy, but my home.

Description
Empowering their weapons with lightning,
Stormborn are devastating warriors capable of
striking multiple opponents with energy, and
traversing battlefields quickly for tactical superiority.

History
For more than two ages the Fae kingdom of
Moolsheel has been ruled over by a single family.
Their fae bloodline have been called Stormriders
by their people and they command exceptional
ability with lightning and air magics.
As is customary for the Faefolk, outsiders
who perform deeds in service to Moolsheel are
granted legendary gifts as payment. One such
gift was given as a reward to a human warrior
who stood bravely against wild beasts to save a Fae
woman he believe in 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.

Few Legacy bearers are capable of the level


of raw destruction that the Stormborn bring to
the battlefield, and harnessing such power is a
difficult task. This has lead to a surprising amount of
Stormborn being slow to anger and trying to live as
peaceably as possible.
Stormborn are by no means pacifists, but it is an
undeniable reality that when a Stormborn unleashes
their power, destruction is inevitable for anything in
their path.

Starting Benefits
Legacy Ability: Charge
+1 STR, +3 END, +15 Stamina, +2 Melee
Combat

Legacy Trait
Hero: First to battle, Stormborn could never
wait behind their kin. When fighting breaks out, you
may not avoid entering the fray, nor retreat from
battle.

Stormborn Today
Lightning itself has served as a symbol of
uncontrollable power since the beginning of mankind,
and the name Stormborn has given that power
form. The ancient tale of the Queen of Moolsheel
echoes in the mind of the Stormborn as a reminder
that their mighty power is not one to be used lightly.

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

Ride the Lightning

To become one with the Storm gives you not only


the ability to strike out at your enemies, but to move
with the speed of lightning as well. As lightning, the
sky is your road, and your destination is wherever
you desire. A Stormborn comes and goes with the
predictability of that which she embodiesmovements
as erratic as a hurricane.
The Stormborn spends 3 phases converting their
body into pure lightning, then launches into the sky.
While in this state they may not be targeted in any
way. During this time they are able to sense both land
and creatures below. The Stormborn may choose
any above ground target or location within range
to descend as a lightning bolt, and instantly reform.
Type: Legacy
AT: LR + STR
Cost: 100 Energy
Range: 16km
Duration: Instant/Special

Base Success: You may travel to any targeted


outdoor location within range, arriving at the
start of the next phase. Upon landing, you may
strike a target of you choice as a lightning bolt,
dealing 30 damage (Electricity).
(1c) Range Adjustment: +16km
(2c) Damage Adjustment: +1 Electricity
(10c) Special Adjustment: Blown Away
Creatures within 10m of your landing point are
knocked backwards 10m
(15c) Special Adjustment: Blast Radius
Your lightning bolt landing now damages all
creatures within 10m of your landing point
(20c) Special Adjustment: World Traveler
You may descend anywhere on the face of
Laruna
(40c) Special Adjustment: Expanded Current
You may travel indoors, landing inside a
building, cave, or otherwise covered area

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

EYE OF THE STORM


We donned our most protective vestments
ts an
and
nd
attempted to traverse the sudden electrical storm.
Step
m. S
tep
te
p
after step we were shocked and numbed by wild en
energy.
nerrgy
gy..
It wasnt long before we reached the center, and
dw
what
hatt
ha
we found was even more shocking than the charged
hargged
d
air that surrounded us; A lone man on his knees,
s, fface
acee
ac
contorted in rage, deep red eyes staring back at us.
The Stormborn summons a large electrical cloud
cloud
d
that extends from their person. All who enter
er this
t is
th
area are tormented with electricity. This ability is n
not
ott
affected by Chain (Passive).
5ZQF Legacy
AT: LR + STR
Cost: 15 stamina
Range: Self
Duration: 3 phases

CONDUIT
Not all Stormborn release their energy outwardly.
Some are able to capture the lightning and internalize
it, to great effect. It feeds them, fuels them, and makes
them stronger.
&GGFDU You absorb up to 10 magical damage
of any type per phase, converting it to 10 Stamina.
This is applied before Protection. You also gain a
permanent +1 to Endurance.

262
2

Base Success: All hostile targets within


10m
n 10
0m
take 10 damage (Electricity) per phase.
(1c) Damage Adjustment: +1 Electricity
(4c) Range Adjustment: +1m
(4c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Electrocute
All enemies inside the area of effect are shocked,
ked,
ke
d,
suffering -2 to any ATs taken.

LIGHTNING SPEAR
When confronted with an enemy out of reach, the
Stormborn has several options at their disposal. One
of the more awe inspiring options is that of Lightning
Spear. Forming a bolt of lightning in your hands and
throwing it at an opponent tends to have a jarring
effect when witnessed.
The Stormborn produces a lightning bolt from
their main hand, roughly in the shape of a spear, and
hurls it at a target.
5ZQF Legacy
AT: LR + STR
Cost: 15 stamina
Range: 30m
Duration: Instant
Base Success: The target suffers 20 damage
(Electricity).
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Electricity
(10c) Special Adjustment: Blown Away
The target is knocked back 5m upon impact
(25c) Special Adjustment: Return to Sender
An electrical cord forms, linking you to the
spear. After dealing damage, you may tug the
cord, pulling targets of large size or smaller
into melee range. Legacy-bearing creatures may
make a contested LR AT to resist this effect

5ZQF Legacy
AT: LR + END
Cost: 25 stamina
Range: 10m
Duration: Instant
Base Success: You teleport up to 10m, passing
through a chosen target. The target takes 20 damage
(Electricity). This may be used to disengage from
melee combat.
(2c) Damage Adjustment: +1 Electricity
(2c) Range Adjustment: +1m
(10c) Special Adjustment: Circuit
You may pass through a second target, dealing
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.

Base Success: All creatures within 10m are


deafened, suffering -4 to all ATs for 2 phases.
(4c) Range Adjustment: +1m
(8c) Duration Adjustment: +1 phase to
deafened
(10c) Damage Adjustment: -1 to ATs
(20c) Special Adjustment: Impact
All creatures within 10m are thrown backwards
to a maximum of 10m away from your position.
Legacy-bearing creatures may make a contested
LR AT to resist this effect. This does not affect
creatures greater than large size.

UNSHACKLED
Stormborn who spend their time practicing in the
realm of mortal magics will find that their connection
to the Storm is not limited to the 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

Chapter Seven: Spells


Magicthe ability to shape the world around
us in impossible ways. Both coveted and feared, it
weaves its way through all points and all creatures.
Magic has existed in Laruna since its creation, with
the Elder God letting some of his essence seep into
the Dreamcatcher to help form this fantastic world.
Like the gods above with their Argasheel,
mortals are able to manipulate the world around
them in astonishing and imaginative ways. Magic
has demonstrated the most laudable and deplorable
intentions of the mortal races, each shaping the
world significantly. In fact, the single most impacting
event of the recent ages was one mortal casting and
incredibly complicated spell.
Today mortal magic is somewhat diminished
from the heights it once knew. After Alshara
drained magic from Laruna, things have never quite
returned to normal. However, in the hands of the
right practitioner (or Legacy bearer), spells and their
applications still cause ramifications felt the world
over.

With sufficient dedication and a proper source of


instruction, any mortal can learn a magic spell. While
Legacy bearers can access this knowledge as their
Legacy grows in power, ordinary mortals search far
and wide for renowned instructors, secret tomes, and
forbidden rituals to help them master the arcane arts.
Magical academies can be found all over
Laruna, taking in students who are willing to devote
themselves and who can afford the price.
Knowledge, specifically of the arcane arts, is
power, and nothing is more coveted by the mortals
of Laruna than power.
While academies and their ilk offer promising
students decent educations, the power hungry
will search far and wide for more prominent and
potentially forbidden sources of magical knowledge.

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

Type: Light, Healing


Cost: +60 mana
Range: Touch
Duration: 10 phases
On Hit Enchant: None
Passive Enchant: +1 to Healing type spell ATs
Base Success: The target regenerates 10%
of their health and stamina per phase and any
lost limbs or pieces of body will regrow over
the next 10 phases. This will completely restore
the body to its original state. Scarring will heal,
bones will set, and vital organs will reform.
Attributes will be restored to their original
values. This may be used on a deceased target
to restore the physical body, however they will
remain dead. This will not remove Curses.

(2c) Strength Adjustment: +1 Health regenerated

(25c) Alternate Base Success: Regenerate


(45c) Alternate Base Success: Restoration

REGENERATE
Regenerate will return a body back to its
healthy state in short time.
Type: Light, Healing
Cost: +20 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +10 Stamina
Base Success: The target regenerates 5
Health per phase and any lost limbs or pieces
of body will regrow over the next 5 phases. This
only affects living targets. This effect does not
stack.
(1c) Range Adjustment: +1m
(3c) Strength Adjustment: +1 Health regenerated
per phase

RESTORATION
This powerful touch of Sadreen will return
a target back to its original state, removing all
injury, missing parts, and attribute loss.

(5c)Special Adjustment: Cleanse


You may remove one poison or disease effect
from the target. This may be purchased more
than once.
(15c)Special Adjustment: Rapid Growth
The effects happen over 5 phases

ILLUMINATE
A targeted area glows brightly with magical
sunlight.
Type: Light, Celestial
Cost: 10 mana
Range: 20m
Duration: 10 phases
On Hit Enchant: None
Passive Enchant: Illuminate, +10 process difficulty

Base Success: A 10m wide area becomes


brightly lit. The light is considered magical sunlight.
Attempting to use this spell in an area covered by
magical darkness requires a successful contested AT
vs the original ATR of the darkness effect. Legacy
abilities gain +20 to their ATR for the purposes of
contesting this light. The effect may be placed on a
moving target, causing it to move with the target.
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +1m wide
(10c) Special Adjustment: Glare
The brightness of the light causes all creatures in the
area to suffer -2 to all ATs requiring vision

(25c) Alternate Base Success: Flash


(45c) Alternate Base Success: Wisp Of Light

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

By concentrating the healing energy into


a single burst, the caster may emit a powerful
healing wave that restores all allies within range.

The use of this spell allows a caster to bind the


spirit to the body, preventing it from departing. This
will keep the target alive for as long as the spirit is
connected.

Type: Light, Healing


Cost: +15 mana
Range: Self
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Medicine skill
Base Success: A radiant burst of light
emanates from your person, healing all friendly
targets within 10m for 20 Health.

Type: Light, Protection


Cost: 30 mana
Range: Touch
Duration: 1 phase
On Hit Enchant: None
Passive Enchant: None
Base Success: While this spell is active on a
target, the target may not be brought below 1 Health
by any means.

(2c) Range Adjustment: +1m range


(2c) Strength Adjustment: +1 Health regenerated

(15c) Special Adjustment: Conversion


Targets gain as much Stamina as Health

HEALING RAIN

REBIRTH

A targeted burst of healing energy shoots


forth from the caster, imbedding itself into
the clouds. For the duration of the spell,
refreshing rain will fall over an area, healing
all allies within.

A caster of this proficiency has learned how


to contain a wandering spirit and place it into a
vessel which grows into a random humanoid.
Type: Light, Healing
Cost: +10 mana
Range: 5m
Duration: Instant/Special
On Hit Enchant: None
Passive Enchant: +10 Health

Type: Light, Healing, Nature


Cost: +25 mana
Range: 50m
Duration: 5 Phases
On Hit Enchant: None
Passive Enchant: +1 to Healing type spell ATs
Base Success: A circular area 20m wide
centered on a point within range is covered in
Healing Rain. All allies inside regenerate 10
Health per phase.
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +1m wide
(1c) Strength Adjustment: +2 Health
regenerated per phase
(2c) Special Adjustment: Cleansing Waters
Targets are cured of Poison (1) each phase
spent within Healing Rain
(3c) Special Adjustment: Purging Waters
Targets are cured of Disease (1) each phase
spent within Healing Rain.

268
8

(15c) Duration Adjustment: +1 phase


(25c) Alternate Base Success: Rebirth
(45c) Alternate Base Success: Resurrection

Base Success: Upon purchasing Rebirth, a


cocoon made of light forms, and you gain the
ability to see nearby spirits of the deceased. You
choose a target spirit within range, placing it into
the cocoon. Over the course of 7 days, this vessel
grows into a random humanoid of the five mortal
races, retaining the memories, knowledges, and
relevant statistics possessed by the spirit when it
was alive. During these 7 days, the vessel remains
stationary, but the caster of this spell may move
it at their normal movement speed as long as it
is within 5m. The light cocoon has 200 Health,
30 ARM (All) and 30 PRO (All), and if destroyed,
the spell is canceled and the spirit released. At
the end of 7 days, an adult humanoid emerges
from the vessel, and begins life as normal. They
will be fully aware of what has transpired. The
individual must choose a new racial trait if their
newfound form is of a different race.

(1c) Range Adjustment: +1m


(10c) Special Adjustment: Chosen Fate
You may choose the race of the targets new
body

RESURRECTION
One of the most sought after powers in all
of Laruna, this feat returns the dead to life.
Cost: +40 mana
Range: Touch
Duration: Instant
Type: Light, Healing
On Hit Enchant: None
Passive Enchant: None
Base Success: A willing, deceased target
that you touch is brought back to life with half
their total Health and Stamina. They will have
no Mana. Wounds will close, poison and disease
will be removed and vital parts and missing
limbs will regrow. Attribute loss and Curses
will remain. The target must not have died from
natural causes and may be dead no longer than
1 year.
(5c) Special Adjustment: Beckon
The target may be dead up to 5 years
(10c) Special Adjustment: Distant Call
The target may be dead up to 25 years
(15c) Special Adjustment: Invigorate
The target is brought back to life with full
Health and Stamina.

New Moon: +15 ARM (All)


Crescent: +3 Light ATs
Gibbous: +30 temporary Stamina
Full Moon: +15 PRO (All)
(10c) Strength Adjustment (New Moon): +1
ARM (All)
(10c) Strength Adjustment (Crescent): +1
Light ATs
(10c) Strength Adjustment (Gibbous): +3
temporary Stamina
(10c) Strength Adjustment (Full Moon): +1
PRO (All)
(10c) Duration Adjustment: +1 phase
(25c) Special Adjustment: Lunarian
You receive an additional blessing of your
choice
(25c) Alternate Base Success: Destiny
(45c) Alternate Base Success: Skyfall

DESTINY
Further strengthening of your bond with
the stars, you receive a more influential blessing.
Proof that you are destined for greatness.
Type: Light, Celestial
Cost: +15 mana
Range: Self
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 Leadership skill
Base Success: You may roll twice for each AT
you attempt, keeping the higher of the ATRs.

MOON TOUCHED
Invoking the very heavens to action, the
caster bathes in moonlight and receives a blessing
depending on the phase of the current moon.

(10c) Duration Adjustment: +1 phase


(15c) Special Adjustment: Blessed
You gain a +1 bonus to the second AT taken
for this purpose

Type: Light, Celestial, Enhancement, Protection


Cost: 15 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Celestial)

(25c) Special Adjustment: The All-Father Is Watching

You may roll 3 times, keeping the highest ATR

Base Success: As long as you are outdoors


and the moon can be seen, you gain the following
blessing, according to the moons phase.

2
269

SKYFALL

SHIELD

With this extremely powerful call to the


stars, Skyfall summons forth a powerful Celestial
entity to come to your aid.

A magical barrier of light surrounds the


target, protecting them from magical harm.

Type: Light, Celestial, Summoning


Cost: +20 mana
Range: 50m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Celestial DMG to
Celestial type spells
Base Success: A shooting star falls to
the earth, dealing 30 Damage (Celestial) to
all enemies within 10m. Those affected may
take an Evasion AT to reduce the damage by
the ATR. At the start of next phase, a Celestial
Guardian emerges from the crater to aid you in
your endeavors.

Type: Light, Protection


Cost: +10 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 PRO (choose a type)
Base Success: Target receives +15 PRO
(All).
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Bounce
Magical damage reduced by Shield strikes a
target of your choice within 10m

INVULNERABILITY
A Celestial Guardian may be found on page 405.

(1c) Damage Adjustment: +1 Celestial


(1c) Range Adjustment: +1m
(3c) Strength Adjustment: +1 to any
of the Celestial Guardians attributes
(10c) Duration Adjustment: +1 phase

PROTECT
A magical barrier of light surrounds the target,
protecting them from physical harm.
Type: Light, Protection
Cost: 15 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 ARM (choose a type)
Base Success: Target receives +10 ARM (All).
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 ARM (All)
(25c) Special Adjustment: Barrier
Once per phase, mundane weapons have their
damage reduced to 0
(25c) Alternate Base Success: Shield
(45c) Alternate Base Success: Invulnerability

270
0

This enchantment places a barely


perceptible shield around the target, that
shimmers faintly when struck. The shield
completely protects them from a single damage
type.
Type: Light, Protection
Cost: +30 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 to Protection type spell
ATs
Base Success: The target has all damage
from a damage type of your choice reduced to 0.
(8c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Reflect
Half of the original damage amount is done
back to the attacker

REMOVE POISON

CLEANSE DISEASE

The soothing touch of Sadreens will nullifies


poison, removing its effects from the body.

With slight alteration, the touch of the sun


goddess cleanses more harmful ailments.

Type: Light, Healing


Cost: 15 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 PRO (Poison)
Base Success: The target is cured of poison (1).
(5c) Strength Adjustment: Additional poison (1)
removed

(25c) Alternate Base Success: Cleanse Disease


(45c) Alternate Base Success: Remove Curse

Type: Light, Healing


Cost: +5 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 PRO (Disease)
Base Success: The target is cured of
disease(1).
(5c) Strength Adjustment: Additional
disease(1) removed

REMOVE CURSE
Curses are among the most difficult things
to purge, but this final step will do so.
Type: Light, Healing
Cost: +25 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 PRO (Curse)
Base Success: The target is cured of any
Curse created with an ATR of 44 or less. Curses
created by Legacy abilities gain +20 to their
ATR for the purposes of Remove Curse.

(1c) Strength Adjustment: +1 to ATR able


to be removed
(10c) Strength Adjustment: You remove an
additional Curse

2
271

SANCTIFY

TEMPLE

This spell allows the caster to bless any object


with Sadreens protection.

With this powerful enchantment, any


mundane structure is filled with the power of
Sadreens blessing. Inhabitants will be resistant
to magic, protected from darkness, and
enhanced with the Light.

Type: Light, Protection


Cost: 15 mana
Range: Touch
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +5 PRO (Shadow)
Base Success: An object or armor is enchanted
with +5 PRO (All) for the duration. Any single
creature holding the object or wearing the armor
gains the bonus. This bonus does not stack for
creatures holding multiple Sanctified objects.
(5c) Duration Adjustment: +1 hour
(10c) Strength Adjustment: +1 PRO (All)
(25c) Special Adjustment: Lights Blessing
Object gains +20 PRO (Curse, Shadow)
(25c) Alternate Base Success: Hallowed
Ground
(45c) Alternate Base Success: Temple

HALLOWED GROUND
The caster is now able to bless a small area
with Light, helping to protect those inside against
hostile magic, and thwart the efforts of darkness.

Type: Light, Protection


Cost: +10 mana
Range: 50m
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +5 Religions skill
Base Success: Choose a 10m wide circular
area centered on a point within range. All allies
standing in the area receive +10 PRO (All). All
ATs made to cast Dark spells in the area have
their difficulty increased by 5.
(1c) Size Adjustment: +1m wide
(5c) Strength Adjustment: +1 PRO (All)
(5c) Duration Adjustment: +1 hour
(8c) Strength Adjustment: +1 difficulty for
Dark spells and abilities
(20c) Special Adjustment: Lights Hope
All allies in the affected area regenerate 1
Health per phase

272
2

Type: Light, Protection


Cost: +45 mana
Range: Touch/Special
Duration: 1 day
On Hit Enchant: None
Passive Enchant: +5 PRO (Curse)
Base Success: The caster blesses a
structure the size of a castle or smaller. The
structure reduces all damage taken by half.
Creatures inside the structure receive the
following effects: Allies receive +20 PRO (All)
and +20 ARM (All). All ATs made to cast Dark
spells in the area have their difficulty increased
by 10.
(5c) Strength Adjustment: +1 PRO (All)
(5c) Duration Adjustment: +1 day
(10c) Strength Adjustment: +1 difficulty for
Dark spells and abilities
(10c) Special Adjustment: Lights Hope
All allies in the affected area regenerate 1
Health per phase
(15c) Special Adjustment: Holy Place
Hostile creatures may not enter via any
means without a successful contested
Magic (Any) AT vs the ATR which created
Temple. Magical effects and projectiles will
not be hindered in this way. Legacy bearing
creatures greater than Rank 10 are immune
to this effect.

STARLIGHT
A small shimmering orb of celestial light appears
nearby, granting all who touch it enhanced magical
abilities.
Type: Light, Celestial, Enhancement
Cost: 15 mana
Range: 5m
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Celestial)

Base Success: An orb of light roughly 1m in


diameter appears at shoulder height. Any creatures
who touch the orb receive a +3 bonus to all Celestial
type spell ATs for 2 phases. This effect does not stack.
(1c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(15c) Strength Adjustment: +1 AT bonus
(10c) Special Adjustment: Bright
This bonus is now granted to Healing and
Protection type spells
(20c) Special Adjustment: Friend to All
This bonus may be applied to an additional
magic type of your choosing
(25c) Alternate Base Success: Starburst
(45c) Alternate Base Success: Starfall

STARBURST
This mote of light now carries a charge, able
to be sent forward to explode upon your enemies.
Type: Light, Celestial
Cost: +10 mana
Range: 50m
Duration: Instant
On Hit Enchant: Blinded as per spell
Passive Enchant: +5 Celestial DMG to
Celestial type spells

STARFALL
Full command of the light sends streaking
motes of light down from the sky to burn
your enemies and illuminate the area.
Type: Light, Celestial
Cost: +25 mana
Range: 100m
Duration: 5 phases
On Hit Enchant: -5 PRO (Celestial) for two
phases
Passive Enchant: +1 to Celestial type spell ATs
Base Success: You cause beams of Celestial
light to shoot down from the sky in a 50m wide
circular area, dealing 50 Damage (Celestial) per
phase to all enemies in the area. In addition,
ATs made to hide or turn invisible are done at a
-20 penalty. This may be used indoors, as light
sources will appear overhead and project beams
downward.
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +2m wide area
(1c) Damage Adjustment: +1 Celestial
(10c) Duration Adjustment: +1 phase

Base Success: The target suffers 35 Damage


(Celestial) and is blinded, suffering a -2 penalty to
all ATs requiring vision for 2 phases.
(1c) Range Adjustment: +1m
(1c) Strength Adjustment: +1 Celestial
(10c) Special Adjustment: -1 to ATs requiring
vision

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.

(6c) Duration Adjustment: +1 phase


(25c) Special Adjustment: Potency
Creatures in melee range take the full amount
of damage done to you as Acid damage
(25c) Alternate Base Success: Simmering Rage

(45c) Alternate Base Success: Abomination

(2c) Duration Adjustment: +1 phase


(2c) Strength Adjustment: +1 STR or END
(2c) Strength Adjustment: +10 temporary Health

(6c) Special Adjustment: Belch


You gain the use of Acid Spit at no mana cost
as an Instant, Free, action, once per phase

SIMMERING RAGE

CRIPPLE

A slight twist to the transformation infuses


this effect with death magic, causing the caster to
gain increased strength at the cost of their own
health.

This beam of Dark energy causes the target to


become hobbled and lose some of their motor skills.

Type: Dark, Death, Transformation


Cost: +10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Intimidation skill
Base Success: Upon casting and each
subsequent phase, you
10
Health
and
gain
u lose 1
0 Heal
lth
t a
nd ga
ain
n
+1 STR. This Health loss
los ccannot
annot be
b prevented,
preevented
d,
and may not be healed
d un
unti
until
t l th
the
he duration
on eexpires.
xpires.
xp
(4c) Duration Adjustment:
ment
nt:: +1
1 phasee
(5c) Special Adjustment:
Control
ent: Cont
ntroll
You may end the duration
ass an
ation at anyy time a
IFU action.
(15c) Special Adjustment:
Second
Wind
mentt: Seco
me
ond W
ind
d
When the duration expires,
regain
piire
pire
res,
s, yyou
ou re
ega
ain
n ha
half
lf tthe
he
health that was lost

Type: Dark, Curse


Cost: 15 mana
Range: Touch
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 PRO (Curse)
Base Success: The target becomes crippled and
suffers -2 AGI and moves at movement speed. AGI
cannot be brought below 1 in this manner. This is
considered
Curse.
co
ons
nsiider
ered
ed a Cur
u se.
(5c)
(5c D
Duration
urration Adjustment:
u
Adju
Ad
jusstme
ment
nt:: +1
+1 phas
phase
se
(12c)
Strength
Adjustment:
( 2c
(1
2 ) St
tre
reng
ngth
th Adj
djus
ustm
tmen
ent:
t: -1
-1 AGI lost
lost
(25c)
Strength
Adjustment:
(25c
(2
5 ) St
Stre
rength
th A
djus
ustm
tment:: Siphon
S phon
Si
n
You
duration
Y u gain
Yo
ga n the
the lost
los
o t Agility
Agil
Ag
ilit
ityy for
fo
or the
th
he du
d
ra
ati
tion
on
(25c)
Alternate
Success:
(25c
(2
5c) Al
Alt
ternate Ba
Base
se
e Suc
ucce
c ss
ce
ss:: Decay
(45c)
(45c
(4
5c) Al
Alte
Alternate
tern
rnate B
Base
ase
eS
Success:
ucce
uc
cess
ss:
s: Disintegrate

ABOMINATION
Unleashing the ffull
ulll po
ul
powe
power
er of d
death
ea
ath a
and
nd
transformation allowss th
thee ca
caster to
o mo
m
morph
rph
h th
their
heirr
body into a hideous but
but powerful
poweerful
po
ul creature.
cre
reat
atur
ure.
e
Tran
Tr
ansf
sfor
orma
mation
Type: Dark, Death, Transformation
Cost: +30 mana
Range: Self
Duration: 10 phases
On Hit Enchant: None
ne
Passive Enchant: +10
10
0 Health
H alth
He
Base Success: You
You
o gain
gain +5
+5 STR,
STR, +5 END,
END
D,
-2 AGI, and +100 temporary
mpo
p ra
ary Health.
Healt
lth.
h In addition
additiion
ad
you gain the effects of Caustic Bl
Blood.
loo
ood.
d

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

(1c) Range Adjustment: +1m


(1c) Damage Adjustment: +3 Curse
(5c) Special Adjustment: Ashes to Ashes
The target loses the use of a limb of your
choice
(20c) Special Adjustment: Dust to Dust
The target is utterly destroyed. Legacy
bearing creatures are immune to this effect.

CORPSE
Devotees of Dark magic have long ago found
the concept of death a useful tool in their arsenal. By
forcing the body into a deathlike state, the caster can
ward off dangerous poisons and diseases, or pass for
an actual corpse in the eyes of an onlooker.
Type: Dark, Death
Cost: 10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +5 PRO (Disease)
Base Success: You fall completely lifeless. Your
basic metabolic functions come to a halt, suspending
all poison, disease and bleed effects until you awaken.
(The durations of these effects are not lost). While
in this state you are unable to act, but still sense the
world around you. Only those with a form of magical
detection such as Identify or Truesight will be able to
determine the truth.
(1c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Control
You may end the duration at any time as an
IFU action
(25c) Alternate Base Success: Undeath
(45c) Alternate Base Success: Scourge Master

UNDEATH
Delving deeper into the mysteries of death,
the caster may now alter the energies of their
body so fully as to become Undead.
Type: Dark, Death
Cost: +10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: -10 Stamina
Base Success: You are classified as Undead
for the duration, making you immune to poison,
disease, bleed, fear, and mind effects. You no
longer need to breathe, eat, or drink. Healing
effects will instead deal damage as Celestial
damage.
(2c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Control
You may end the duration at any time as an
IFU action.
(15c) Special Adjustment: Dead Nerves
You suffer no wound penalties.

SCOURGE MASTER
Going beyond Undeath, this effect allows
the caster to gain the benefits of being an
Undead Lord, with increased mastery of Dark
magic, and the ability to have a call for dark
minions answered more readily.

(1c) Duration Adjustment: +1 hour


(5c) Special Adjustment: Control
You may end the duration at any time as an IFU action.

(10c) Special Adjustment: Dead Nerves


You suffer no wound penalties
(15c) Special Adjustment: Grave Master
Spells of both Dark and Summon type have
their mana cost reduced by 15 to a minimum
of 1

DAMNATION
This spell curses a 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.

This curse marks a target as an enemy,


increasing damage from all sources.
Type: Dark, Curse
Cost: +10 mana
Range: 15m
Duration: 5 phases
On Hit Enchant: Hexed as per spell
Passive Enchant: +1 Curse DMG added to all DMG taken

Base Success: The target is hexed and


suffers +10 Damage (Curse) any time they take
damage from any source. This is considered a
Curse.
(5c) Range Adjustment: +1m
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: +1 Curse from all
sources

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

The targets Health loss per phase is doubled

FRIGHTEN
A deep and unnatural groan rips from the
casters lips, startling a target in an unsettling and
abrupt manner.
Type: Dark, Fear
Cost: 10 mana
Range: 5m
Duration: Instant
On Hit Enchant: Frightened as per spell
Passive Enchant: None
Base Success: The target becomes frightened,
suffering a -3 Reaction penalty for 5 phases, and
immediately loses 3 CAP from all persistent ATs they
are currently involved in.

278
8

(8c) Strength Adjustment: +1 CAP lost


(10c) Strength Adjustment: -1 reaction
penalty
(15c) Special Adjustment: Shaky
The target also suffers a -10 penalty to any AT
that requires fine motor skills
(25c) Alternate Base Success: Fear
(45c) Alternate Base Success: Hysteria

FEAR
The casters eyes briefly flash with a bright
red glow filling someone with unnatural fear and
panic.
Type: Dark, Fear
Cost: +15 mana
Range: 5m
Duration: 1 phase
On Hit Enchant: Afraid as per spell
Passive Enchant: None
Base Success: The target becomes Afraid
(Status Effect), and makes all Defensive ATs at
a -2 penalty.
(5c) Strength Adjustment: Additional -1
Defensive AT penalty
(10c) Duration Adjustment: +1 phase
(20c) Special Adjustment: Flee
The target must immediately leave in the
complete opposite direction of the caster at
the highest speed possible.

HYSTERIA
The caster screams, filling the 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

Base Success: The target becomes Afraid


(Status Effect), and makes all Defensive ATs at a
-6 penalty. In addition, the target must attempt
to flee from the caster for 3 phases.
The target also becomes Panicked for 8
hours. The target will suffer from elevated panic
levels causing them to be unable to regenerate
Stamina naturally.

They will lose 10 Stamina each hour and


will immediately lose 50 Stamina if affected by
any Fear effect other than Frighten, Fear, or
Hysteria.
(3c) Duration Adjustment: +1 phase of fleeing
(3c) Strength Adjustment: +1 hour of Panicked

(12c) Special Adjustment: Catatonic


If while under any of the effects of Hysteria,
the target is reduced to zero Stamina,
they slip into a catatonic state, becoming
completely unaware of their surroundings,
losing 2 INT and 50 Health permanently

HAUNTING
The caster causes shifting shadows and minor
spirits to plague the target, disorienting them and
inciting fear.
Type: Dark, Shadow, Fear
Cost: 15 mana
Range: 20m
Duration: 5 phases
On Hit Enchant: Haunted as per spell
Passive Enchant: None
Base Success: The target is haunted and suffers
a -3 penalty to PER, and a -10 RES (Dark).
(5c) Duration Adjustment: +1 phase
(5c) Range Adjustment: +1m
(12c) Strength Adjustment: -1 PER
(12c) Strength Adjustment: -1 to RES (Dark)
(20c) Special Adjustment: Shaken
Any fear type spell used against the target may
gain the benefit of a single special adjustment
for free
(25c) Special Adjustment: Paranoia
(45c) Special Adjustment: Lurker

PARANOIA
The 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

Base Success: The target is made paranoid


and sees all nearby individuals as potential
threats. The target rolls a CT 50% for each person
within 5m (and subsequently for each person who
comes within 5m for the duration.) If successful,
the target treats that individual as though they
are attempting to kill them and will respond
accordingly. Fight or flight is the standard
response, but these events could be roleplayed to
their conclusion, at the Dreamweavers discretion.
(5c) Duration Adjustment: +1 phase
(5c) Range Adjustment: +1m
(15c) Special Adjustment: Madness
A failed CT for Paranoia always results in a
fight reaction and the target is filled with
madness induced rage gaining +4 STR and
suffering -4 PER. Once attacking a target they
will continue until the target is dead or the
duration ends

LURKER
By preying on a 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

(2c) Duration Adjustment: +1 phase


(2c) Range Adjustment: +1m
(2c) Strength Adjustment: +1 to any of the
Reavers Attributes
(5c) Special Adjustment: Cant Outrun Your Shadow

Disengagement effects do not function


against this creature. It instantly appears at
the targets location, regardless of movement.

2
279

Shadow Bolt

The caster shoots a bolt of congealed shadow


towards a target.
Type: Dark, Shadow
Cost: 15 mana
Range: 20m
Duration: Instant
On Hit Enchant: +5 Shadow DMG
Passive Enchant: +5 PRO (Shadow)

Base Success: The target takes 15 Damage


(Shadow) and suffers a -1 PER penalty for the phase.
PER cannot be brought below 1 in this manner.

(2c) Range Adjustment: +1m


(2c) Damage Adjustment: +1 Shadow
(12c) Strength Adjustment: -1 PER
(15c) Special Adjustment: Mute
The targets mouth is filled with thick shadow,
rendering them unable to be heard
(25c) Alternate Base Success: Shadow Web
(45c) Alternate Base Success: Shadow Play

Shadow Web

By altering the shadows composition, the


caster causes the inky blackness to become sticky,
hindering their targets movement.

Type: Dark, Shadow, Water


Cost: +10 mana
Range: 20m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Shadow DMG to Shadow
type spells
Base Success: The target takes 25 Damage
(Shadow) and suffers a -1 PER penalty for the
phase. PER cannot be brought below 1 in this
manner. In addition, the target is webbed,
suffering -2 AGI and slowed to movement
speed for 2 phases.

280

(1c) Damage Adjustment: +1 Shadow


(2c) Range Adjustment: +1m
(12c) Strength Adjustment: -1 PER
(7c) Special Adjustment: Mute
The targets mouth is filled with thick shadow,
rendering them unable to be heard
(15c) Special Adjustment: Stuck
The target may not move more than one step
in any direction and suffers -4 to all ATs

SHADOW PLAY
Achieving ultimate control over the
shadows allows the caster to grow thick
shadowy tendrils from their hands, using them
to enter the 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

Base Success: As long as there is a humanoid


corpse within range, a skeleton will arise from the
body. Partially decayed corpses will have their flesh
drop away and turn to ash. The creature follows
all simple vocal commands from the caster to the
death. It cannot speak or otherwise communicate
with anyone other than the caster. After 1 hour, the
enchantment fades, returning the animated body to a
simple corpse. A Skeleton may be found on page 409.
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 hour
(10c) Strength Adjustment: +1 STR OR AGI
OR +5 Health
(10c) Strength Adjustment: Grant Intelligence
Gives the creature an INT of 3 and allows it to
act on its own accord. The creature will always
attempt to help the caster with its actions
(20c) Strength Adjustment: Horde
You may animate two creatures at once
(25c) Alternate Base Success: Spectral Minion
(45c) Alternate Base Success: Dead Army

Passive Enchant: +1 to Shadow based spell ATs

SPECTRAL MINION
Base Success: The target takes 50 Damage
(Shadow), suffers a -2 to all physical attributes
and bleed (10). Attributes cannot be brought
below 1 in this manner, and this effect does not
stack.
(1c) Damage Adjustment: +2 Shadow
(2c) Range Adjustment: +1m
(5c) Strength Adjustment: -1 All Physical
Attributes
(2c) Special Adjustment: Mute
The 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

With this spell, you may summon a shade to


haunt your enemies.
Type: Dark, Death, Summoning
Cost: +5 mana
Range: 10m
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +1 INT to your undead minions

Base Success: You summon a nearby


tormented shade to do your bidding. The creature
follows all vocal commands from the caster to
the death. It will communicate using any known
languages from its original life. After 1 hour, the
enchantment fades, returning the spirit back to
its origins. A Shade may be found on page 408.
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 hour
(3c) Strength Adjustment: +1 Any Attribute
(3c) Strength Adjustment: +1 Natural
Weapons Skill
(15c) Strength Adjustment: Horde
You may summon two creatures at once.

2
281

DEAD ARMY

DRAIN

With this spell, you may summon a small


contingent of skeletons and shades which bow
to your will.

This enhanced curse now allows the caster to


steal stamina directly from a target, re-energizing
their own body.

Type: Dark, Death, Summoning


Cost: +35 mana
Range: 30m
Duration: 1 hour
On Hit Enchant: None
Passive Enchant: +20 Health to your
undead minions

Type: Dark, Curse


Cost: +10 mana
Range: Touch
Duration: Instant
On Hit Enchant: Drains 1 Stamina
Passive Enchant: None

Base Success: You summon 5 nearby


tormented shades and 5 skeletons to do your
bidding, as per Undead Minion and Spectral
Minion. Each group is headed by a single
commander of their type. A Skeleton Lord may
be found on page 409. A Shade Lord may be
found on page 408.
(1c) Range Adjustment: +1m
(1c) Duration Adjustment: +1 hour
(5c) Strength Adjustment: +1 Skeleton or
Shade
(10c) Strength Adjustment: +1 Skeleton
Lord
(15c) Strength Adjustment: +1 Shade Lord

WEAKNESS
By placing their hand upon a target, the caster
curses them with dark magic, causing their body to
become weak.
Type: Dark, Curse
Cost: 15 mana
Range: Touch
Duration: 10 phases
On Hit Enchant: Weakness as per spell
Passive Enchant: None
Base Success: Targets are weakened, suffering
-2 STR. Strength cannot be brought below 1 in this
manner. This is considered a Curse.
(1c) Duration Adjustment: +1 phase
(12c) Strength Adjustment: -1 STR lost
(25c) Strength Adjustment: Siphon
You gain the lost Strength.
(25c) Alternate Base Success: Drain
(45c) Alternate Base Success: Lifesteal

282
2

Base Success: You steal 10 stamina from


the target. You cannot exceed your maximum
stamina in this way.
(8c) Strength Adjustment: +1 Stamina stolen
(8c) Special Adjustment: Touch of Weakness
Targets suffer -2 STR. Strength cannot be
brought below 1 in this manner. This is
considered a Curse.
(15c) Special Adjustment: Essence Thief
You restore half as much mana

LIFESTEAL
With mastery over draining curses, the
caster may now steal the very life essence from
a target, making it their own.
Type: Dark, Curse
Cost: +25 mana
Range: Touch
Duration: Instant
On Hit Enchant: Drains 1 Health
Passive Enchant: None
Base Success: You steal 20 Health from
the target. You cannot exceed your maximum
Health in this way.
(1c) Strength Adjustment: +2 Health stolen
(10c) Special Adjustment: Essence Thief
You restore half as much mana
(15c) Special Adjustment: Slow Recovery
Target may not regain this health by any
means until 1 hour has passed

CALLING SPELLS
ADAPTATION
The caster is surrounded with a faint natural
green energy that adapts to incoming magical
damage, protecting the caster from further harm.

(5c) Duration Adjustment: +1 phase


(10c) Strength Adjustment: +1 AT bonus
(15c) Special Adjustment: Repository
You may store up to three bonus charges for
each spell type

EMBODY
Type: Calling, Nature, Alteration
Cost: 10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 PRO (choose one type)
Base Success: You gain +10 PRO (All). Once hit
with magical damage, this bonus is doubled towards
that type, but lost to all others. For example, when hit
with Fire based damage, your PRO will change from
+10 PRO (All) to +20 PRO (Fire). Once changed, the
new bonus will remain in place until the spell ends.
(5c) Duration Adjustment: +1 phase
(10c) Strength Adjustment: +1 PRO (All)
(15c) Special Adjustment: Chameleon
The bonus continues to switch upon taking
damage from different damage types.
(25c) Alternate Base Success: Affinity
(45c) Alternate Base Success: Embody

The caster enchants their body with


a powerful spell, invoking the spirit of an
elemental upon contact with that element type.
Type: Calling, Nature, Invocation
Cost: +20 mana
Range: Self
Duration: 5 phases
On Hit Enchant: -1 PRO (choose one type) for 2 phases

Passive Enchant: +1 to Nature type spell ATs


Base Success: Upon touching one of the
four main elements you may choose to become
a pseudo elemental of that type.
(10c) Duration Adjustment: +1 phase
(10c) Special Adjustment: True Elemental
Earth: Immune to Slashing, Piercing damage.
Air: Immune to Electricity Damage. Fire:
Absorb Fire damage. Water: Immune to Cold
damage

AFFINITY

EARTH

The caster is filled with an increased


understanding of the flow of magic, allowing
them to turn incoming damage into fuel for their
subsequent spells.

You grow 1m in height, take on a rocky,


earthen appearance and gain the following
statistics: +6 STR,+20 ARM (All), +5 to Earth
type spell ATs. You can also move through earth
at base movement speed.

Type: Calling, Nature, Alteration


Cost: +10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Foraging skill
Base Success: Any time you take magic
damage of a specific type, you gain a +3 bonus
to your next spell AT for a spell of that type. You
can only receive one bonus charge per damage
type. If the duration ends before you release the
bonus into a spell, the bonus is lost. Once you
release the bonus from one spell type, you may
regain that bonus again for the duration if hit
with that spell type again.

BOULDER
Once per phase, you may hurl a chunk of earth
at an opponent.
Type: Calling, Earth
AT: Calling + STR
Cost: 15 Stamina
Range: 20m
Duration: Instant
Base Success: The target takes 40 Damage
(Impact). Targets make take an Evasion AT to reduce
the damage by the ATR.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact

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

Type: Calling, Water


AT: Calling + AGI
Cost: 20 Stamina
Range: 10m
Duration: Instant
Base
Ba
ase
s Success:
Succe
ess
s : T
The
he target
targe
g t takes
take
kess 20 Damage
Dam
mage
age
addition
are
knocked
into
(Impact). In
na
d itio
dd
on th
tthey
ey a
re k
no
ock
ked up 5m
m int
nto
nt
o
the air, disenga
disengaging
gagi
ging
g tthem
hem
he
m fr
from com
combat.
omba
at.
t Upo
Upon
on la
landing,
and
din
ing,
g,
they take 25
2 Dam
Damage
mag
age (I
(Impact) a
and
nd a
are
re co
considered
onsiide
d re
r d
prone. Hugee or llarger
pr
arge
ar
gerr ccreatures
rea
eaturess ta
take
ke iinitial
nitia
al dam
damage
am
mag
agee
but are
are not
no
ot thrown
th
hrown
n into the
th
he ai
air
air.
r.
((1c)
1c) Range Adjustment:
Adj
djusstment: +1m
+1m
m
(1c)
c) D
Damage
am
mag
ge Adjustment:
A justment
Ad
nt: +1 Initial
Init
In
itia
i l Damage
Dam
mage
(Impact)
(Impa
act))

Base Success: The target


targe
gett takes
takees 30 Damage
ta
Damage
(Impact) and is knocked ba
back 10m
10m.
m. The ta
targ
target
rget tak
takes
akes
a STR AT to reduce the distance
stancee kn
k
knocked
ocked
d ba
back
ack b
byy th
the
result of the ATR (in meters).
ers
rs).
(1c) Range Adjustment: +1m
+1m
(1c) Damage Adjustment:
t: +1 Impact
I pact
Im
ct

FIRE
Your body catches
hes fire, continuously
he
cont
co
n in
n u o u slyy
burning for the duration.
on. Parts
Pa
of your
you
ourr body
body
shift back and forth from
om flesh to
t p
pure
ure fl
flame.
lam
ame.
e.
You gain the following sstatistics:
t tistticcs:
ta
+5 Fire type spell A
ATs,
Ts,, Im
IImmunity
m nity to
mu
o Fi
Fire
ire
Damage
BURNING AURA
You deal 50 Damage (Fire)
Fire) per ph
p
phase
asee to a
as
all
ll
enemies within 3m.

ARM
RMOR
MOR
O
WATER
Your body becomess a transl
translucent
lucen
uccent bl
blue
ue as it
i
shifts mostly into a watery
teery sta
state.
ate. Y
You
o g
ou
gain
a n th
ai
tthee
following statistics:
Water Walking, Water
ater Breathing,
Breat
athi
hing
ng,, +5 Water
Water
type spell ATs
GEYSER
One per phase, createe a po
powerful
owe
werful blast o
off w
water
ater
that emerges under a target, lifting them 5m into the
air, forcing them to land prone.

Mystically
Myst
My
stical
ally
l a
altering
lter
lt
erin
ing
g thee re
resilience
esi
sillien
nce o
off a ma
m
material
terial
al
allo
allows
lows
ws the cas
caster
ste
t r to
o cchange
hangee n
ha
normally
orm
mally o
ordinary
rdin
rd
inar
aryy cl
ccloth
oth
in
into
nto
t p
protective
rote
ro
tect
ctiv
ive armor
arrmo
mor without
withou
ut changing
ch
g its
ts flexi
flexibility,
xibi
b liity
t ,
w
weight,
eig
ight
ht, or appearance.
appeara
anc
n e.
Ty
Type:
ype
pe: Calli
Calling,
ing, Transformation
Tran
ansf
nsf
s orma
mati
tion
on
C
Cost:
ost: 10
0 mana
mana
a
Range:
Rang
Ra
nge:
e: T
Touch
ouch
h
Du
Duration:
ura
ati
t on:: 1 h
hour
ourr
On Hit Enchant: None
Passive Enchant: +1 ARM (choose one type)
Base Success: A single article of clothing gains
+5 ARM (All). A person may not wear more than
one article of clothing empowered with Armor of the
effect on each item will be dispelled.

284
4

(5c) Duration Adjustment: +1 hour


(10c) Strength Adjustment: +1 ARM (All)
(25c) Special Adjustment: Attuned
The targets clothing may be worn with one
other target of Armor without having the spell
effects dispelled. If a third piece is introduced,
all targets will have Armor dispelled as normal
(25c) Alternate Base Success: Block
(45c) Alternate Base Success: Ricochet

BLOCK
Using transformative magic, the caster
changes the consistency of their arm allowing it
to be used as a shield without suffering harm.
Type: Calling, Transformation
Cost: 10 mana
Range: Self
Duration: 1 hour
On Hit Enchant: -1 ARM (choose one type)
for two phases
Passive Enchant: None
Base Success: One of your arms hardens
and functions as a shield with the following stats:
Block Rating: 2*
Cover Bonus: 4
Weight: None
*The penalty to ATs normally suffered from
Block Rating is not applied here.
(2c) Duration Adjustment: +1 hour
(8c) Strength Adjustment: +1 block
(10c) Special Adjustment: Grip
After making a Defensive AT using your
Armshield where your ATR exceeded the ATR
of the acting person, you may take a viselike
grip of the 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

Type: Calling, Mind


Cost: +30 mana
Range: 10m
Duration: 10 Phases
On Hit Enchant: None
Passive Enchant: Engaged opponents suffer
-1 to combat ATs
Base Success: Anyone within 10m is
dominated and suffers a -4 to any AT made
against you. They also may not spend more
than 5 CAP on adjustments for any given action
directed towards you.
(6c) Strength Adjustment: -1 to ATs
(6c) Range Adjustment: +1m
(15c) Special Adjustment: Dejected
Anyone who fails an AT against you suffers
double the AT penalty on all subsequent ATs
until either Dominance ends or they succeed
in an AT against you.

COMMAND
The caster magically alters the mind of a target,
compelling them to obey a single, simple
command issued by the caster.
Cost: 20 mana
Range: 2m
Duration: 1 phase
Type: Calling, Mind
On Hit Enchant: +5 Mind DMG
Passive Enchant: +5 PRO (Mind)
Base Success: The target must obey a
single, simple command. This command may be
no longer than a single sentence and must be
spoken or communicated to the target in a clear,
understandable manner. The action requested via the
command must be something that could be obviously
satisfied within a single phase of time. Once issued,
the target considers following this command their
single most important objective. The command can
ask anything of the target, however they can not
be asked to do something they are clearly and or
knowingly incapable of doing. This will result in the
command being ignored and the spell being dispelled.
For example, the caster could not ask a target to lift
a mountain over your head, because unless they
possessed both the strength and means to accomplish
it, not to mention the awareness or belief that they
could, they will simply ignore the command.

The second type of command that may not be


given is one that causes immediate harm to the target
or places them in obvious danger. Commanding a
target to go and punch a monster in the face will
be immediately ignored because of the obvious risk
to the targets physical well being.
If given a suitable command, a target will devote
all of their efforts to fulfilling the command in the best
way they know how. For more complicated goals, this
may involve the target applying their intellect to find
ways to satisfy their command, resulting in various
possible outcomes. This effort will be continued until
the task is completed, or Command is dispelled or
expires.
(5c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Conditioned
The target suffers a -15 to RES (Calling) for 1 hour

(25c) Alternate Base Success: Quest


(45c) Alternate Base Success: Puppet

QUEST
The caster bestows upon a target a specific
quest to be undertaken. This quest becomes an
all consuming obsession to the willing target and
they will work tirelessly to accomplish it, gaining
magical benefits should they do so.
Type: Calling, Mind
Cost: +40 mana
Range: Touch
Duration: 24 hours
On Hit Enchant: None
Passive Enchant: +5 Mind DMG to Mind type spells

Base Success: A single willing target accepts


a Quest. This quest is a mission or assignment
given to the target by the caster which once
agreed upon, binds the target into a magical
agreement that compels them to pursue their
quests objective. For this purpose, the target will
consider their quest the single most important
objective in their life with the exception of
survival. Any sacrifice will be made if it is clear
to the target how such an action will bring them
closer to fulfilling their Quest. Only death is
unacceptable in the pursuit a satisfying a quest
and only if the death would not immediately
fulfill the quests objective.
While under the effects of Quest, the target
receives +10 to the first 3 ATs in each 24 hour
period made towards completing their Quest.

Should the Quest be completed before its


duration ends, the target is immediately filled
with a powerful surge of accomplishment that
restores any lost Mana or Stamina as well as
granting them +25 RES (Calling) for 24 hours.
(3c) Duration Adjustment: +24 hours
(8c) Strength Adjustment: +1 additional AT
bonus per 24 hour period
(10c) Special Adjustment: Offering
The Caster may offer access to any one of their
spells as payment for a completed Quest. The
target may then use the selected spell once
within 7 days of completing the quest. The
spell will be cast as if done so by Quests caster.

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

Dealing a total of 50 Damage to the


restraints will destroy them, but additional plants
will reach out and bind the target at the start of
every phase the effect is in place.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Slashing
(8c) Duration Adjustment: Wild Growth
Targets are snared for an additional phase
(10c) Special Adjustment: Thicken
The restraints have 100 Health

WALL OF THORNS
A large mass of thorny roots, vines, and
branches rise up from the ground, forming a
massive wall in an open area near the caster.
If indoors or an urban area, roots will break
through the ground to form the wall. Once the
duration ends, the wall will wilt and crumble
away.
Type: Calling, Nature
Cost: +15 mana
Range: 30m
Duration: 5 phases
On Hit Enchant: +5 Poison DMG
Passive Enchant: None
Base Success: A wall of thorny material
5m high, 15m in length, and 2m wide rises from
the ground at the targeted location. Dealing 200
Damage to any one point in the wall will be
enough to create an opening. Anyone coming
into melee range of the wall (to melee strike,
or if pushed) or who walks through a created
opening will suffer 50 Damage (Slashing) as the
thorn covered vines lash out and viciously maim
the target. Anyone within melee range of the
wall as it forms will also take this damage, but
may roll an Evasion AT to reduce the damage
by the ATR.
(1c) Size Adjustment: +1 Meter long or
wide
(1c) Range Adjustment: +1m
(1c) Duration Adjustment: +1 phase
(1c) Damage Adjustment: +1 Slashing
(10c) Special Adjustment: Poisonous
Creatures taking damage from the wall are
also afflicted with poison (10) for 5 phases.
This effect does not stack

REJUVENATION

REVIVE

The caster infuses the target with nature energy,


healing their wounds and restoring some stamina at
an accelerated rate.

The caster invokes the spirit of a recently


deceased ally to return to their body. Any
bleeding or vital parts must be healed before
the target is revived else they will immediately
perish. The target must be dead no longer than
1 day, and must not have died from natural
causes.

Type: Calling, Nature, Healing


Cost: 15 mana
Range: 10m
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: 1 extra Health restored by rest
Base Success: The target regenerates 15
Health and 5 Stamina, and 5 additional Health and
2 Stamina at the start of the next 2 phases.
(1c) Range Adjustment: +1m
(2c) Strength Adjustment: +1 initial Health
restored
(2c) Strength Adjustment: +1 initial Stamina
restored
(10c) Duration Adjustment:
ment: +
+1
1 phas
phase
ase
ent:
en
t En
Energizing M
istt
is
(15c)Special Adjustment:
Mist
You may swap the Health
lth
lt
h an
a
and
d St
Stamina va
valu
values
lues
e
(25c) Alternate Base Succe
Success:
cess: Living Spirit
(45c) Alternate Base Succe
Success:
ess
s : Revive

Type: Calling, Nature, Healing, Invocation


Cost: +35 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +1 to Invocation type spell ATs

Base Success: The target is returned to life


at 1 Health, Stamina and Mana.
(5c) Special Adjustment: Beckon
Thee ta
Th
target
arg
gett m
may
ay b
bee dead
dea up
up to
t 1 week
weeek
((10c)
(1
0c)) Spec
0c
Special
ciall Ad
Adju
Adjustment:
just
stme
ment: Di
Dist
Distant
stan
a tC
Call
all
T
Th
Thee ta
target
arg
rget may b
bee de
dead
d
ad up
p to 1 month
mon
onth
th
((15c)
(1
5c)) Sp
5c
Specia
Special
al Ad
Adju
Adjustment:
justme
ment
ntt: In
IInvigorate
vigora
ratee
T
Th
Thee ta
targets
arg
rget
ets
s b
body
odyy re
od
rege
regenerates
gene
nerates
ra
lost
st lim
limbs,
mbs,
wounds,
brought
with
half
closes w
ound
nds, and
d iiss brough
ghtt back
gh
kw
itth ha
alf
thei
their
e r ttotal
ota
tal He
Health
H
alth
th and
and Stamina
Sta
tami
m na
mi

LIVING SPIRIT
The caster summons
mons a wisp
wisp of nat
nature
tur
ure to
heal their target. The w
wisp
will
bounce
isp w
is
ill b
ounc
n e to
o nearby
injured allies for the duration.
urratio
urat
ion.
Type: Calling, Nature, Healing,
Healing
g, Summoning
Summo
moning
Cost: +10 mana
Range: 10m
Duration: 4 phases
On Hit Enchant: Healing received
ceiived by ttarget
argeet iss red
reduced
educ
uced
db
byy
1 for two phases

Passive Enchant: +5 S
Stamina
ta
ami
min
na
Base Success: A wisp
p of naturee encircles
enci
en
cirrclees
your target, causing them
em
m to
o rregenerate
egenerate 15 H
Health
ealth
h
and 5 Stamina. At thee startt of every p
phase,
h se, th
ha
the
he
wisp jumps to a new
w ta
target of your
ur cchoosing
hoosin
ng
within 10m, regenerating
ating
ng the sam
same
me amount. If
there are no targets within
ithi
it
h n rrange,
ang
ngee, tthe
he spell eends.
he
nd
ds.
s.
A caster may only havee onee active wi
w
wisp
sp att a time
time.
me..
(1c) Range Adjustment:
ntt: +1m
(1c) Strength Adjustment:
ent: +1
+1 Health
Heal
He
alth
th restored
res
e tored
d
(1c) Strength Adjustment:
ent: +1
+1 Stamina
Stam
St
amina restored
r stored
re
ed

(10c) Duration Adjustment:


stm
tmen
ent:: +1
1 phasee

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

(1c) Duration Adjustment: +1 hour


(1c) Range Adjustment: +1km
(15c) Special Adjustment: Return
By spending 5 mana, the item can be teleported
back to its previous location as an IFU action

RUNE OF BINDING
Drawing their own personal mark upon an
object allows the caster to attune the object to
their spirit. This process is time consuming and
taxing but once complete, the caster will find
using the object effortless.
Type: Calling, Invocation
Cost: +40 mana
Cast Time: 1 Hour
Range: Touch
Duration: 24 Hour
On Hit Enchant: None
Passive Enchant: +1 to Invocation type spell ATs

Base Success: Any AT made using the


target of Rune of Binding gains a +8 bonus.
(5c) Duration Adjustment: +24 hours
(10c) Strength Adjustment: +1 bonus
(10c) Special Adjustment: Awareness
You possess an instinctive awareness of the
target objects location at all times.

RUNE OF RETURN

SUMMON IMP

By drawing a magic rune upon an item,


the caster links their spirit with the item and is
thereafter able to recall the object to their hand.

A small portal opens nearby, a tiny imp walking


through to do your bidding. The imp is approximately
30cm tall, having a devilish appearance and red, blue
or green skin. The Imp speaks and understands the
same languages as the caster.

Type: Calling, Invocation, Summoning


Cost: 10 mana
Range: 1km
Duration: 1 Hour
On Hit Enchant: None
Passive Enchant: Item may be Recalled as per
spell

Type: Calling, Summoning


Cost: 10 mana
Range: 5m
Duration: 1 hour
On Hit Enchant: Deal 5 unpreventable DMG to summons

Passive Enchant: None


Base Success: You imbue an item no larger
than 1m in length and weighing no more than
10 kg. This item may be recalled to your hand at
any time as an IFU action that may be performed
once per phase.

Base Success: A small imp appears and will


follow your commands to the death. You may have
only one active Imp at a time. An Imp may be found
on page 406.
(1c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 to any of the
Imps attributes

290
0

(6c) Strength Adjustment: +10 Health


(10c) Special Adjustment: Mental Link
You may communicate telepathically with the
creature
(25c) Alternate Base Success: Summon Elemental

(45c) Alternate Base Success: Elemental Swarm

SUMMON ELEMENTAL
A more powerful call to outside planes
opens a portal large enough for an elemental of
any type to pass through.
Type: Calling, Summoning
Cost: +10 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Your summons gain +10
Health
Base Success: A standard Elemental of your
choosing appears and will follow your commands
to the death. You may have only one active
Elemental at a time. An Elemental may be found
on page 406.
(1c) Range Adjustment: +1m
(6c) Strength Adjustment: +1 to any of the
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.

(1c) Range Adjustment: +1m


(2c) Strength Adjustment: +1 to any of the
creatures attributes
(2c) Strength Adjustment: +10 Health
(5c) Special Adjustment: Mental Link
You may communicate telepathically with the
creature

WHISPER
This spell allows the caster to speak a short
message into the wind, delivering it to a target at
great distance.
Type: Calling, Mind, Nature
Cost: 10 mana
Range: 10km
Duration: Instant
On Hit Enchant: +5 Mind DMG
Passive Enchant: +5 PRO (Mind)
Base Success: You speak aloud a short message
of no more than 10 words, and envision the target
in your mind. At the beginning of next phase, the
message will be whispered into the targets ear. The
target will feel a small mental nudge or buzzing
in their head just before the message arrives. After
hearing a message, the target may choose to close
their mind off to future messages.
(1c) Range Adjustment: +1km
(1c) Strength Adjustment: +1 Word
(15c) Special Adjustment: Keep It Down
The message is heard at full volume
(25c)
Alternate
Base
Success:
25c
5c)) Altern
nat
ate
e Ba
ase
eS
ucccess:: Telepathy
(45c)
45c
5c) Al
Alternate
lte
t rnat
aeB
Ba
Base
ase
se S
Success:
ucce
c ss: Battlemin
ce
Battlemind

Type: Calling, Summoning


Cost: +30 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +1 to Summoning type spell ATs

Base Success: Three Elementals of


differing types of your choosing appear and
will follow your commands to the death. You
may have only three active Elementals at a time.
Elementals may be found on pages 406 & 407.

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

(3c) Duration Adjustment: +1 phase


(10c)
Special
Adjustment:
(1
10cc) S
pec
ecial Ad
dju
ust
stme
m nt
me
nt:: Link
You
one
additional
You may
may add on
ne ad
add
diti
tion
onal
al ttarget
a ge
ar
get within
in
n
line
lin of
of sight
sigh
si
ghtt to the
the link
lin
ink

CHANGE SPELLS
ALTER
This spell utilizes the power of transformation to
make small changes to the 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

(1c) Duration Adjustment: +1 hour


(10c) Strength Adjustment: You may retain
either the inherent or chosen trait from your
original race

2
293

BLINK

TELEPORT

The caster blinks out of existence for a moment,


reappearing some distance away.

After closing their eyes a visualizing the


destination, the caster and all objects on their
person are instantly transported to the said
destination. The caster must have personally
visited this location prior to the cast.

Type: Change, Space


Cost: 20 mana
Range: 10m
Duration: Instant
On Hit Enchant: +5 Space DMG
Passive Enchant: +5 PRO (Space)
Base Success: You teleport up to 10m away.
Blinking next to a melee target and initiating combat
within the same phase causes that target to be
surprised. This may be used to teleport past solid
objects, such as walls and doors, even if the area on
the other side is unfamiliar to you. If there is no open
space large enough beyond the barrier, the spell will
fail.
(3c) Range Adjustment: +1m
(15c) Special Adjustment: Guide
You may bring along one willing creature up to
large size as long as you can touch them
(25c) Alternate Base Success: Teleport
(45c) Alternate Base Success: Portal

Type: Change, Space


Cost: +10 mana
Range: 5000m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Space DMG to Space
type spells
Base Success: You disappear from your
current location and reappear at the target
destination. If the location has changed since the
last time it was visited (redesigned, area filled
with large debris), then you appear in the closest
nearby spot which would not place you inside an
object. If you attempt to travel beyond the base
range of the spell and fail to accrue enough CAP
to reach your destination, you will travel in the
direction of your intended destination, but only
go a distance equal to what was purchased. This
will place you in a random spot in that direction,
left up to the Dreamweaver.
(1c) Range Adjustment: +1000m
(5c) Special Adjustment: Guide
You may bring along one willing creature up to
large size as long as you can touch them. This
adjustment may be purchased more than once.
If you bring more than one target, all must be
linked via touch.

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.

(1c) Duration Adjustment: +1 day


(5c) Strength Adjustment: + Additional x1
multiplier for capacity
(10c) Special Adjustment: File System
When reaching into the container, the item you
are looking for appears in your hand
(25c) Alternate Base Success: Linked
(45c) Alternate Base Success: Sealed

LINKED
A gentle nudge of space energies will allow
for two containers to be linked, allowing the
transfer of inventory from one to the other.
Type: Change, Space
Cost: +10 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: Linked as per spell
Base Success: Two small containers of
backpack size or smaller that are within 2m of
each other become spatially linked. In effect, the
space inside each container is the exact same
space. When placing an item into one container,
it is simultaneously placed into the linked
container, and able to be retrieved by another
individual. If both individuals should reach
into their containers at the same time, they will
bump hands and feel each other reaching in
simultaneously. This effect will remain in place
regardless of how far the containers are separated.
If the duration should expire before the spell can
be refreshed, (the containers would need to be
within 2m of each other once again) the items
will have a 50% chance to be in either container.
(1c) Duration Adjustment: +1 day
(3c) Strength Adjustment: + Additional x1
multiplier for capacity
(5c) Special Adjustment: File System
When reaching into the container, the item
you are looking for appears in your hand
(10c) Special Adjustment: Its Dangerous To Go Alone

You may link an additional container within


2m of the others

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

(1c) Duration Adjustment: +1 day


(5c) Special Adjustment: Sensor
You will be aware when any creature passes
through the entryway or reaches into your
container
(12c) Special Adjustment: Trapped
As an IFU, you may cause the doorway to shut
and become locked, and will only be opened
by dealing 300 points of damage. If there
is no door in place due to the enchantment
being placed on an archway or other open
portal, a steel door will materialize. This does
not affect containers.

IDENTIFY
This spell allows the caster to learn the magical
workings of a particular object, or effects currently
on an individual.
Type: Change, Enhancement
Cost: 10 mana
Range: Touch
Duration: Instant
On Hit Enchant: None
Passive Enchant: +5 Appraisal skill
Base Success: You concentrate on an object for
the phase, learning any relevant parameters. (Spell
that created it, magical effects it causes, charges
remaining, etc.) You may touch a creature to learn
any effects currently on the target.
(10c) Special Adjustment: Origins
You will learn the name of the caster who
created the item or effect
(25c) Alternate Base Success:
cce
Dispel Magic
(45c) Alternate Base Suc
Success:
ucce
ess Void Sphere

DISPEL MAGIC

JUMP

Once mastering the ability to identify spells


and effects, the caster is now able to unwind the
power that made them.

This enhancement grants a creature the ability


to jump great distances in a single bound.

Type: Change, Transformation


Cost: +10 mana
Range: 20m
Duration: Instant
On Hit Enchant: Removes 1 magical effect as per spell

Type: Change, Enhancement


Cost: 10 mana
Range: Touch
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 Climbing skill

Passive Enchant: None


Base Success: You remove a single magical
effect from a creature, place, or object that was
created with an ATR of 24 or lower. Legacy based
effects and objects gain +20 to their ATR for the
purposes of Dispel Magic.
(1c) Strength Adjustment: +1 to ATR able
to be dispelled
(8c) Special Adjustment: Unwind
You may remove an additional
onal
al eeffect
ffectt

VOID SPHERE
The final tier of magical
c l contro
ca
control
ol of
offers
ffe
ferrs one
n
ne
last layer of 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

Base Success: The target has their jump


distance tripled for the duration. This does not assist
the target in landing in any way.
(2c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Leap
Jump distance is quadrupled
(10c) Special Adjustment: Bound
Jump distance is quintupled
(15c) Special Adjustment: Vault
att 8x jjump
distance
Jump
Ju
pa
u p di
um
d
sttan
ance
ce
(20c)
Special
Adjustment:
(20c
(2
0 ) Sp
pecial Adju
just
stme
m nt: Surge
Surge
att 1
10x
distance
Jump
Ju
mp a
0x jump
mp d
istanc
ncee
(25c)
Special
Adjustment:
((2
25c
5 ) Sp
pec
ecia
iall Ad
Adju
just
stme
ment
nt:: Touch
To
ouch The
Th
he Sky
Sky
distance
Jump at 20
Ju
20x ju
jump
p dis
sta
tance
Alternate
Base
Success:
((25c)
(2
5c)) Al
Alte
ern
rnat
ate Ba
eS
uccce
cess
s : Slow Fall
ss
(45c)
(45c
(4
5c) Al
Alt
Alternate
ternate Ba
Base
se
e Suc
Success:
ucce
cce
ess
ss:: Flight

Base Success: You create


create a 50m wide
i
bubble of negative energy
erg
rgy which
whic
wh
ich
h makes
m kes
ma
spellcasting difficult. All cr
creatures wi
w
within
tth
hin
i tthe
he
bubble receive -8 to all spell
ll A
ATs
Ts and m
must
usst sp
sspend
end
en
d
10 additional mana for every
veery
ry sspell
p ll ccast.
pe
ast.
t Iff th
tthey
ey
cannot pay this cost, the spell
pell fizzles.
(1c) Size Adjustment: +2m
2m wide
(1c) Duration Adjustment:
nt: +1 phas
phase
asee
(1c) Strength Adjustment:
nt: +2 ma
mana cost
per spell
(1c) Strength Adjustment:
ment: -1
1 spel
spell
ll AT
T
penalty
(10c) Special Adjustment:
Lockdown
nt: Lo
ock
ckdown
Creatures must succeed on
contested
Magic
n a co
cont
ntes
este
ted Ma
M
gicc
gi
AT against the ATR which
hich
h ccreated
reat
re
ateed Vo
Void
oid
Sphere in order to cast anyy sp
spell.
pelll.

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.

(10c) Speed Adjustment: You move at triple


base movement
(15c) Speed Adjustment: You move at
quadruple base movement

NIGHT VISION
Type: Change, Enhancement
Cost: +5 mana
Range: Touch
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: Slow Fall, +15 process difficulty
Base Success: The target has any descent
slowed to a moderate pace, gliding back to the
earth at 10m per second. They will land safely
and on their feet. If the effect ends while in midair, they will immediately begin to fall at full
speed.
(1c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Glide
You may control direction and move 3x your
height in distance as you descend
(10c) Special Adjustment: Hover
You may stop descending at will

FLIGHT

Type: Change, Enhancement, Transformation


Cost: 10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Night Vision, +10 process diff.
Base Success: You are able to see normally in
complete darkness. Your eyes will glow a faint blue
for the duration.
(1c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Color Shift
Your eyes may glow any color you choose
(10c)Special Adjustment: Stealthy
You may remove the glow from your eyes
(25c) Alternate Base Success: Clairvoyance
(45c) Alternate Base Success: Truesight

By combining time and space energies, this


enchantment allows the affected individual
fly through the air at great speed.

CLAIRVOYANCE

Type: Change, Enhancement, Time, Space


Cost: +20 mana
Range: Touch
Duration: 10 phases
On Hit Enchant: Flying creatures up to large
size lose Flight for 2 phases
Passive Enchant: Flight, +30 process difficulty

Type: Change, Space, Enhancement


Cost: +10 mana
Range: 2000m
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Tracking skill

Base Success: The target can fly at double


base movement for the duration. If the
ability ends while still in the air, the target
immediately begins to drop and take falling
damage as normal. They may carry no more
than if they were on land.
(1c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Savior
You can carry another individual up to large
size without burden

298
8

This spell confers upon the caster the ability to


see in low light conditions.

By manipulating space, the caster is able to


extend their vision well beyond normal bounds.

Base Success: You may shift your vision to


a point within range, observing the area freely
for the duration. The point must be in a place
you have previously visited, or in a recognizable
area, such as behind a wall or door, or a place
you have somehow seen (perhaps on a map or in
a painting). During this time your body retains
its other senses. Those able to see invisibility
or spirits will be able to observe your spectral
form hovering in the air, however they may not
interact in any way.

(1c) Range Adjustment: +1000m


(1c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Clairaudience
You may hear sounds at the targeted location
(but no longer around your body)

TRUESIGHT
This variation grants the caster the ability
to see things as they truly are.
Type: Change, Enhancement, Transformation
Cost: +20 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Truesight, +30 process difficulty

Base Success: You may see in total


darkness. Naturally hidden creatures glow
faintly to you, revealing their presence. You are
able to pierce magical invisibility and illusory
effects of ATR 44 or lower. Legacy abilities gain
+20 to their ATR for the purposes of piercing
their effects.
(1c) Strength Adjustment: +1 to ATR able
to be seen
(1c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Ethereal Sight
You are granted vision of spirits
(10c) Special Adjustment: Detect Lie
You are able to detect when someone is lying
to you

(1c) Duration Adjustment: +1 phase


(6c) Strength Adjustment: -1 penalty
(10c) Special Adjustment: Mana Leak
The targets spell costs an additional 5 mana
(25c) Alternate Base Success: Jumbled Spell
(45c) Alternate Base Success: Backlash

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

(1c) Duration Adjustment: +1 phase


(10c) Special Adjustment: Funnel
The spell must be from the same Legacy type
(15c) Special Adjustment: Twist
The spell must be from a different Legacy type.

Base Success: The target is confused and their


next spell AT taken receives a -2 penalty.

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)

(25c) Alternate Base Success: Traceless


(45c) Alternate Base Success: Invisibility

TRACELESS
By focusing on the elimination of more than
just sound, the caster becomes magically shielded
from tracking and observation.
Type: Change, Transformation
Cost: +5 mana
Range: Self
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: +5 Stealth skill
Base Success: All physical and mystic
evidence of your presence is masked. This
increases the difficulty of any AT made to
find, track or scry upon you increased by 20.
Additionally, no physical evidence of any kind
will remain from any of your actions while under
the effect of Traceless. Fingerprints, hair, and
even blood will all vanish shortly after leaving
your body.
(1c) Duration Adjustment: +1 phase
(3c) Strength Adjustment: +1 Difficulty to
detection ATs
(15c) Special Adjustment: Phantom
Any non-Legacy bearing creature who
witnesses you while Traceless is active will
forget they saw you once removed from line
of sight

INVISIBILITY
Base Success: A circular area 5m wide centered
at a point within range is prevented from making any
sound. The area may be centered on a moving target,
and will move with the target. Targets inside the area
are immune to Sonic damage.
(2c) Range Adjustment: +1m
(2c) Duration Adjustment: +1 phase
(2c) Size Adjustment: +1 meter wide
(18c) Special Adjustment: Squelch
If Silence is centered on a target, that 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

This spell renders a target or object


invisible. While invisible, the user may move
and act freely, but attacking, using an ability,
or casting a spell will cause the effect to end.
Type: Change, Transformation
Cost: +5 mana
Range: Touch
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: Invisibility, +35 process
difficulty
Base Success: The target fades from sight.
All possessions worn or carried by an individual
are also made invisible.

(3c) Duration Adjustment: +1 phase


(5c) Strength Adjustment: An additional
target that you can touch is turned invisible.
This may be purchased more than once
(15c) Special Adjustment: Stalker
Attacking, using an ability, or casting a spell
will not break the invisibility

(3c) Duration Adjustment: +1 phase


(3c) Strength Adjustment: +1 Reaction
bonus
(10c) Special Adjustment: Fleet of Foot
Base movement is tripled
(20c) Special Adjustment: Blur
You gain a second Free physical action

SPEED

QUICKEN

This spell increases the movement speed of a


target. A Slow spell will nullify this effect.

The caster increases their speed to profound


levels, making the world around them seem
to move at a slower pace.

Type: Change, Time, Enhancement


Cost: 15 mana
Range: Touch
Duration: 10 phases
On Hit Enchant: +5 Time DMG
Passive Enchant: +5 PRO (Time)
Base Success: The targets movement speed is
doubled.
(3c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Traveler
Duration is increased to 1 hour
(15c) Special Adjustment: Fleet of Foot
Base movement is tripled
(25c) Special Adjustment: Strider
Move at 5x movement speed
(25c) Alternate Base Success: Haste
(45c) Alternate Base Success: Quicken

Type: Change, Time, Enhancement


Cost: +20 mana
Range: Self
Duration: 5 phases
On Hit Enchant: -5 PRO (Time) for 2 phases
Passive Enchant: +1 to Time based spell ATs
Base Success: You receive a +10 bonus
to Reaction, +25 Evasion, and have your total
multiple opponent penalty reduced by 10 (To a
maximum of 0).
(2c) Strength Adjustment: +1 Reaction
(2c) Strength Adjustment: +1 Evasion
(5c) Duration Adjustment: +1 phase

HASTE
The caster alters the flow of time around a
target, causing them to respond more quickly. A
Slow spell will nullify this effect.
Type: Change, Time, Enhancement
Cost: +10 mana
Range: 10m
Duration: 3 phases
On Hit Enchant: None
Passive Enchant: Haste, +20 process difficulty
Base Success: The target receives a +4
bonus to Reaction, and the first physical action
taken in a phase is considered a Free action. In
addition, their base movement is doubled.

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

Base Success: The target is slowed and


receives a -4 penalty to Reaction and any physical
action taken incurs a multiple action penalty as
if they were taking one additional action within
the phase. (Although they may cast spells or use
Legacy abilities that do not require movement
as normal.) In addition, their base movement is
halved.
(5c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: -1 penalty to
Reaction
(10c) Special Adjustment: Turtled
Base movement is reduced to 1/3
(20c) Special Adjustment: Snailed
Targets gain a second action penalty,
increasing to -15 to perform a single physical
action

REWIND
The caster briefly reverses time, returning
a target to their prior place in time and space.
Type: Change, Time, Space
Cost: +20 mana
Range: 10m
Duration: Instant
On Hit Enchant: None
Passive Enchant: +1 to Time type spell ATs
Base Success: The target is rewound and
instantly teleported to the physical location they
were one phase prior to your turn. If this would
place the target inside physical obstruction, they
instead arrive in the nearest unobstructed space.
(10c) Special Adjustment: Loop
Rewind gains a duration of 2 and at the start
of your turn in each subsequent phase, the
effect of Rewind occurs again as if freshly
cast with no CAP adjustments

ELEMENTS SPELLS
ARCANE BLAST
The caster blasts a wave of concentrated magical
energy at the target.
Type: Elements, Arcane
Cost: 10 mana
Range: 20m
Duration: Instant
On Hit Enchant: +5 Arcane DMG
Passive Enchant: +5 PRO (Arcane)
Base Success: The target takes 10 Damage
(Arcane) and loses 5 stamina.
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Arcane
(2c) Damage Adjustment: +1 Stamina lost
(8c) Special Adjustment: Daze
The extreme burst causes the target to be
disoriented and suffer a -2 penalty to all ATs
for one phase
(25c) Alternate Base Success: Cascade
(45c) Alternate Base Success: Nova

CASCADE
Loosening the grip on Arcane energy allows
for a multitude of bursts to emanate from your
person, although directing them is impossible.

NOVA
Re-establishing control over the energy
allows you to form a delayed blast of Arcane
power. A large mass of concentrated Arcane
energy shoots out from your hand, exploding
the following phase.
Type: Elements, Arcane
Cost: +20 mana
Range: 50m
Duration: Instant
On Hit Enchant: -5 PRO (Arcane) for two phases
Passive Enchant: +1 AT bonus to Arcane spells

Base Success: You place an arcane bomb


at a point within range. It appears as a 1m wide
glowing white ball with a blue tinge. On your
turn on the next phase, it explodes, dealing 60
damage (Arcane) and 15 stamina loss to all
creatures and structures within 20m, knocking
back all creatures 10m away from the center of
the explosion.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 Arcane
(1c) Damage Adjustment: +1 Stamina lost
(10c) Special Adjustment: Precision
You may choose to detonate the blast up to
5 phases after placement

BARRAGE
Type: Elements, Arcane
Cost: +10 mana
Range: 20m
Duration: 3 phases
On Hit Enchant: Daze as per special adjustment
Passive Enchant: +5 Arcane DMG to Arcane type spells

Base Success: Each phase, a random


opponent within 20m is struck by three Arcane
missiles, each dealing 15 Damage (Arcane) and
3 Stamina loss. You may not cast Cascade again
until its duration has expired.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Arcane per missile

(2c) Damage Adjustment: +1 Stamina lost


per missile
(8c) Special Adjustment: Daze
The burst causes the target to be disoriented
and suffer a -2 penalty to all ATs for one phase
(15c) Duration Adjustment: +1 phase

Fractured pieces of earth and stone lift from the


ground before the caster and speed towards a target,
bombarding them at high velocity.
Type: Elements, Earth
Cost: 15 mana
Range: 15m
Duration: Persistent
On Hit Enchant: +5 Impact DMG
Passive Enchant: +5 ARM (Impact)
Base Success: The target takes 10 Damage
(Impact) and is hindered, suffering -3 AGI and -3
PER. Barrage may be maintained by paying 5 mana
at the start of a subsequent phase. If maintained, the
target continues to suffer the penalty to AGI and PER,
as well as taking damage again during the casters
turn. AGI and PER may not be brought below 1 in
this manner.

3
303

(1c) Range Adjustment: +1m


(2c) Damage Adjustment: +1 Impact
(8c) Damage Adjustment: -1 to AGI and PER
(25c) Alternate Base Success: Boulder
(45c) Alternate Base Success: Fissure

BOULDER
A large portion of rock tears free from the
earth before the caster and hurls itself at a target.
Type: Elements, Earth
Cost: +10 mana
Range: 15m
Duration: Instant
On Hit Enchant: None
Passive Enchant: Immunity to knockback effects

Base Success: The target takes 25 Damage


(Impact) and must succeed in a constested
Evasion AT against Boulders ATR or be knocked
prone. Creatures greater than large size are
immune to this effect.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Impact
(20c) Damage Adjustment: Shatter
A limb is crushed, becoming useless until
healed by magical means

FISSURE
The ground beneath the target quickly
tears open, swallowing them, and crushing their
body.
Type: Elements, Earth
Cost: +10 mana
Range: 20m
Duration: Instant
On Hit Enchant: -5 ARM (Impact) for two phases

Passive Enchant: +1 to Earth type spell ATs


Base Success: The target takes 25 Damage
(Impact) and must succeed in a contested
Evasion AT vs Fissures ATR or be trapped in
the earth. If successful, they only have their
lower body pinned by the earth. This incurs a
-8 penalty to any AT that requires movement,
and the target may not move from their current
location. If failed, they are swallowed by the
earth and become buried. This leaves them
unable to move or breathe, and they will
suffocate if not freed from the earth.

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Digging out of the earth is a persistent


action that requires a STR AT against a difficulty
of 20 and an accumulation of 10 CAP.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 Impact
(10c) Damage Adjustment: Crushed
If the target succeeded their Evasion AT, their
lower legs are crushed, making standing or
movement requiring legs impossible. If they
failed their Evasion AT, their chest is so
compressed they suffocate even faster, losing
twice as much Stamina every phase

BURN
The caster shoots a torrent of fire out from their
fingertips, burning a target.
Type: Elements, Fire
Cost: 10 mana
Range: 10m
Duration: Instant
On Hit Enchant: +5 Fire DMG
Passive Enchant: +5 PRO (Fire)
Base Success: The target takes 15 Damage
(Fire).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Fire
(8c) Special Adjustment: Scorch
Target takes +10 Damage (Fire) from
subsequent Fire sources for 2 phases. This effect
does not stack
(25c) Alternate Base Success: Immolate
(45c) Alternate Base Success: Explode

IMMOLATE
Deadly fire emerges from under a target,
burning them and setting them ablaze.
Type: Elements, Fire
Cost: +10 mana
Range: 10m
Duration: 4 phases
On Hit Enchant: Ablaze as per spell
Passive Enchant: +5 Fire DMG to Fire spells

Base Success: The target takes 30 Damage


(Fire), and is set Ablaze, taking 5 Damage (Fire)
for the next 4 phases.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Fire
(2c) Damage Adjustment: +1 Fire to Ablaze
(8c) Special Adjustment: Scorch
The target takes +10 Damage (Fire) from
subsequent Fire sources for 2 phases. This
effect does not stack
(8c) Special Adjustment: Wildfire
+2 phases to Ablaze duration

EXPLODE
The caster shoots a concentrated charge of
magical fire into the 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

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CIRCLE OF FIRE
The caster may surround a target with a wreath
of flames that burns anyone who approaches
them.
Type: Elements, Fire
Cost: 10 mana
Range: 5m
Duration: 5 phases
On Hit Enchant: Ignore up to 5 PRO (Fire)
Passive Enchant: +5 PRO (Fire)
Base Success: An immobile wreath of flame
circles a target chosen within range in a 1m radius.
Anyone coming into contact with the wreath suffers
10 Damage (Fire).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Fire
(5c) Size Adjustment: +1m to wreaths radius
(15c) Special Adjustment: Cloak
Circle of Fire instead wraps your target in fire,
moving with the target
(25c) Alternate Base Success: Firefly
(45c) Alternate Base Success: Fireball

FIREFLY
The caster creates a small dragonfly made of
fire who will lash out at any target the cast strikes
with fire damage.
Type: Elements, Fire
Cost: +10 mana
Range: Self
Duration: 5 phases
On Hit Enchant: None
Passive Enchant: +5 Fire DMG to Fire spells
Base Success: A firefly appears over your
shoulder, darting out to strike any target you deal
Fire damage to. Each time you deal Fire damage,
the same target is struck by the Firefly for 10
damage (Fire), ignoring up to 20 PRO (Fire).

FIREBALL
The caster creates a sphere of flame that
shoots towards a location, exploding on impact.
Type: Elements, Fire
Cost: +20 mana
Range: 30m
Duration: Instant
On Hit Enchant: -5 PRO (Fire) for 2 phases
Passive Enchant: Fire Aura 2m, 5 DMG
Base Success: A an orb of molten rock and
fire explodes in a 10m radius around a point
chosen within range. Targets in the area of
effect take 70 Damage (Fire). Targets may roll
an Evasion AT to reduce the damage by the ATR.
(1c) Range Adjustment: +10m
(1c) Damage Adjustment: +2 Fire
(15c) Special Adjustment: Melt
Targets struck by Fireball suffer Wound
Points equal to the Impact ARM value of any
metal based armor they are wearing for 3
phases unless the armor is removed

GUST
A powerful gust of air is created which strikes a
target, knocking them backwards.
Type: Elements, Air
Cost: 15 mana
Range: 15m
Duration: Instant
On Hit Enchant: +5 Impact DMG
Passive Enchant: +1 movement speed
Base Success: The target takes 10 Damage
(Impact) and is knocked back 10m. The target takes
a STR AT to reduce the distance knocked back by the
ATR (in meters).
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Impact
(5c) Strength Adjustment: +1 meter knockback

(2c) Damage Adjustment: +1 Fire


(2c) Duration Adjustment: +1 phase
(8c) Special Adjustment: Burrow
Firefly strikes once, after which it burrows into
the flesh of the target struck, remaining there
until its duration expires. At the start of each
phase after the initial strike, the target suffers
Fireflys damage ignoring up to 40 PRO (Fire)

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6

(15c) Special Adjustment: Controlled Burst


You may choose the direction the target is
pushed by the knockback portion of this spell
(25c) Alternate Base Success: Cyclone
(45c) Alternate Base Success: Tornado

CYCLONE
The caster calls forth violent winds to surround
and batter their target.
Type: Elements, Air
Cost: +15 mana
Range: 20m
Duration: Special
On Hit Enchant: None
Passive Enchant: Immunity to knockback effects

Base Success: The target is thrown 10m into


the air, immediately taking 20 Damage (Impact)
from the blast. The target is then held above the
ground for the following phase, unable to act,
as a deadly vortex of wind batters them for an
additional 20 Damage (Impact). At the beginning
of the next phase, the target falls to the earth,
taking 50 Damage (Impact) from the drop. While
suspended by the vortex, outside forces may not
interact with the target. Creatures bigger than
Large size are not thrown into the air and may
be interacted with normally, but are still blasted
by winds, taking the Impact damage of the spell.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 initial Damage
(Impact)
(25c) Special Adjustment: What Goes Up
Instead of being held in the air for a phase,
the target takes initial damage and is thrust
15m into the air, and the spell ends. Creatures
unable to slow their fall take 75 Damage
(Impact) from the drop. (Large targets and
smaller only)

TORNADO
The final evolution of Gust summons forth
a powerful Tornado which ravages the area.
Type: Elements, Air
Cost: +35 mana
Range: 60m
Duration: 10 phases
On Hit Enchant: 25% CT to knock prone, up
to large size
Passive Enchant: Ranged Weapon Only: +5
Speed

Base Success: A mini-tornado forms at


a point within range. The tornado destroys
everything in its path, tearing through structures
and tossing creatures and debris through the
air. The base of the tornado is 15m wide and
it travels at a speed of 10m per phase. Any
creature caught inside suffers the effects of
Cyclone, including creatures up to Huge size.
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +2 initial
Damage (Impact)
(15c) Special Adjustment: What Goes Up
Instead of being held in the air for two
phases, the target takes initial damage and
is thrust 20m into the air, and the spell ends.
Creatures unable to slow their fall take 100
Damage (Impact) from the drop. (Huge
targets and smaller only).

HARDEN
The 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

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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

Attackers may roll an Evasion AT to reduce


the damage by the ATR. Once per phase as an
IFU action, you may either:

SPIKE
Impale a target within 30m with an earthen
spike which shoots forth from the ground,
dealing 50 damage (Piercing). Targets may
roll an Evasion AT to reduce the damage by
the ATR.

GUARD
Cause a giant earthen hand to spring up in
front of a target within 30m. This will negate
up to 100 points of incoming damage of any
type. Damage in excess of 100 will pass
through to the target.
This can only be used reactively to prevent a
successful strike or spell. Once the damage is
prevented, the hand immediately sinks back
into the earth.
(1c) Damage Adjustment: +1 Piercing to
Spikes
(3c) Strength Adjustment: +20 damage
absorbed by Crust and Guard
(5c) Duration Adjustment: +1 Phase
(6c) Special Adjustment: Earthbound
You may not be knocked back, up, or down
while this is in effect

ICE SHIELD
The caster causes the moisture in the air to
solidify into an icy shield, roughly the size of a heater
shield.
Type: Elements, Water, Protection
Cost: 10 mana
Range: Self
Duration: 10 phases
On Hit Enchant: +5 Cold DMG
Passive Enchant: +5 PRO (Cold)
Base Success: A square, icy shield forms in your
off-hand with the following stats:
Weight: 5kg
Block: 6
Cover: 12
PRO (All): +8
PRO (Fire, Celestial): +12
PRO (Cold): +20

(1c) Duration Adjustment: +1 phase


(4c) Strength Adjustment: +1 PRO (Cold)
(10c) Strength Adjustment: +1 PRO (Fire,
Celestial)
(15c) Special Adjustment: Temperature Control

You are immune to the negative effects of


extreme temperatures while holding the shield
(25c) Alternate Base Success: Tomb
(45c) Alternate Base Success: Shatter

TOMB
This more powerful adjustment of Shield
freezes a target in a block of ice that incapacitates
them in exchange for mighty defense.
Type: Elements, Water, Protection
Cost: +15 mana
Range: Touch
Duration: 2 phases
On Hit Enchant: None
Passive Enchant: +5 Cold DMG to Water type spells

Base Success: The target is tombed and


surrounded by an ice barrier with 200 Health.
During this time they are unable to act, and cannot
be affected by damage or effects. The barrier may
be destroyed, and takes double damage from Fire
and Celestial sources. If the final strike on the
barrier exceeds the total remaining Health of the
barrier, the excess damage is dealt to the trapped
individual. When the duration expires, the barrier
melts away.

Base Success: You cause your Ice Shield or


Tomb to explode, causing the following effects:
Ice Shield: The shield explodes outwardly
towards an opponent you choose within 30m,
hitting them with a blast of ice. This deals 40
damage (Cold), and slows their movement
speed by for 1 phase.
(1c) Damage Adjustment: +2 Cold
(1c) Range Adjustment: +1m
(15c) Special Adjustment: Shear
Shards of ice slice the opponent, causing bleed (5)
Tomb: Ice shards spray in all directions, dealing
50 Damage (Cold) to all enemies within 30m.
Victims make make an Evasion AT to reduce the
damage by the ATR.
(1c) Damage Adjustment: +2 Cold
(1c) Range Adjustment: +1m

IMBUE
With this spell the caster may imbue a small
stone with magical energy. Creatures holding the
stone will gain benefits to a particular magic type.
Type: Elements, Arcane
Cost: 10 mana
Range: Touch
Duration: 1 day
On Hit Enchant: None
Passive Enchant: +1 to a chosen spell types ATs

(2c) Strength Adjustment: +10 Health


(10c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Defrost
You may end the duration at any time as an
IU action

SHATTER
With a subtle change to the stability of the
ice, the caster may cause it to explode, turning
these barriers into offensive weapons. Shatter
may be cast while affected by Tomb, and may be
used on Tombs created by other casters.
Type: Elements, Water
Cost: +25 mana
Range: 30m
Duration: Instant
On Hit Enchant: -5 PRO (Cold) for 2 phases
Passive Enchant: +1 to Water type spell ATs

Base Success: You choose a magical sub-type


and infuses it into a small stone. The stone must be
at least the size of a marble, and you must know a
spell which uses the type of magic you wish to infuse.
Creatures holding the stone on their person gain a
+1 AT bonus to casting a spell of that type. Stones
granting the same magical bonus do not stack.
(5c) Duration Adjustment: +1 day
(12c) Strength Adjustment: +1 AT bonus
(8c) Special Adjustment: Tailor
The bonus may be imbued into an article of
clothing
(25c) Alternate Base Success: Mana Gem
(45c) Alternate Base Success: Spellstone

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MANA GEM
This alteration to imbuing allows the caster
to store mana into a precious gem, granting a
small reserve when needed.
Type: Elements, Arcane
Cost: 5 mana + amount transferred
Range: Touch
Duration: 1 week
On Hit Enchant: Target loses 1 Mana
Passive Enchant: +5 Mana
Base Success: You transfer up to 30 mana
from your own pool into a gem. Pure gems of
particularly high value are more receptive to
holding mana, increasing the amount which can
be transferred based on their value.
Gem worth 1 gp: +5 mana
Gem worth 10 gp: +15 mana
Gem worth 100 gp: +25 mana
Gem worth 1000 gp or more: +50 mana
Once created, any caster may drain the mana
from the gem as an Instant, Untested action.
(1c) Duration Adjustment: +1 week
(1c) Strength Adjustment: +1 mana
transferred
(15c) Special Adjustment: Locked
Only the original caster may drain mana from
the gem.

SPELLSTONE
By mastering the art of magical
transference, this caster has learned how to
place a spell directly into a small precious stone
to be unleashed at any time. The gem must have
a value of at least 100gp.
Type: Elements, Arcane
Cost: +15 mana
Range: Touch
Duration: 1 week
On Hit Enchant: Steals 1 Mana from target
Passive Enchant: None
Base Success: You prepare a precious gem
to receive a spell. You have 5 phases to cast
another spell, infusing it into the gem. If no spell
is cast into the gem within 5 phases, Spellstone
fades, leaving the gem in its original state.

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0

Infusing the gem: Once Spellstone has


prepared the gem, you may cast any spell,
placing it into the gem. Record the ATR used to
cast this spell.
Appearance: The color and brightness
of the gem will change based upon the spell
infused. Gems infused with Elements magic
will glow red. Those infused with Calling will
glow green. Change gems glow blue, Light gems
glow white or yellow, and Dark infused gems
are black. Higher ATRs upon creation will cause
the gems to glow much more brightly than lower
ATRs.
Using the Spellstone: Any creature may
unleash a spell from a Spellstone as an IU action.
The ATR used for the spell upon its release is the
ATR used when it was placed into the gem. No
mana is consumed upon use. Once the spell is
released, the gem returns to being ordinary. All
effects of the spell are determined as though
the creature cast it themselves, unless they are
unaware of the spell within.
Spellstone use by uninformed users:
Creatures coming across Spellstones will have
no knowledge of the spell contained inside
(other than its Legacy) without the use of an
Identify spell (and those unfamiliar with magic
in general may not realize their purpose at
all.) Spells may still be released from the gems
by uninformed users. The user has the choice
to direct the spell towards themself, another
individual, object or area, their effects taking
place whether beneficial or detrimental. Any
excess CAP generated by the spell in this case
is lost or spent at the Dreamweavers discretion.
If the target chosen is beyond the base range
of the spell, the spell will be released at its
maximum range in that direction. Area of effect
spells will spawn with their center on the target
that was chosen. Spells released inappropriately
(a Telepathy spell on oneself, a Resurrection
spell on a living target, a Heal spell cast at the
ground) will simply fizzle out and have no
effect. The original creator of a Spellstone will
always know what spell resides within.
(1c) Duration Adjustment: +1 week
(10c) Special Adjustment: Roulette
The color of the gem becomes random
(10c) Special Adjustment: Locked
Only the original creator may release the spell
from the gem

Base Success: The target suffers 30 Damage


(Electricity) and is dazed, suffering a -2 to all ATs
for the remainder of the phase. The bolt jumps to
an additional enemy within 10m, doing one half
damage, rounded up (but does not daze them.)
(1c) Range Adjustment: +1m
(1c) Damage Adjustment: +1 Electricity
(6c) Strength Adjustment: Jumps to one
additional target within 10m. This may be
purchased more than once. Does half damage
of the original bolt

TEMPEST

SHOCK
The caster reaches out towards a target, shooting
electrical sparks which shock and daze them.
Type: Elements, Air
Cost: 10 mana
Range: 5m
Duration: Instant
On Hit Enchant: +5 Electricity DMG
Passive Enchant: +5 PRO (Electricity)
Base Success: The target suffers 12 Damage
(Electricity) and is dazed, suffering a -2 to all ATs for
the remainder of the phase.
(1c) Range Adjustment: +1m
(2c) Damage Adjustment: +1 Electricity
(5c) Strength Adjustment: Disorient
The 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

A large, violent storm is summoned over


the area, striking down upon your enemies
relentlessly. Extreme wind, rain, snow, and hail
pours down, making it very difficult to function
in a normal capacity.
Type: Elements, Air
Cost: +40 mana
Range: 100m
Duration: 10 phases
On Hit Enchant: -5 PRO (Electricity) for 2 phases

Passive Enchant: +1 to Air type spell ATs


Base Success: A 100m x 100m area is
blanketed by Tempest. All creatures inside have
their vision reduced to 10m, suffer a -8 to all
ATs, and take 20 Damage (Impact) per phase.
Ranged weapon use inside the area is made
impossible. At the beginning of each phase,
you may choose to strike any target within the
area with a lightning bolt, dealing 40 Damage
(Electricity).
(1c) Range Adjustment: +1m
(1c) Size Adjustment: +10m x 10m size
(1c) Damage Adjustment: +2 Impact
(1c) Strength Adjustment: +2 Electricity to
Lightning bolt.
(5c) Special Adjustment: Whiteout
Vision of all creatures inside Tempest is
reduced to 3m
(10c) Special Adjustment: Torrent
Magical effects that allow for Evasion ATs are
also thrown off course, giving targets a +15
to their Evasion AT to reduce damage

On Hit Enchant: Deals 5 Electricity DMG to the


target and two additional targets within 3m
Passive Enchant: +5 Electricity DMG to Air type spells

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WATER WALKING
By uttering a few elemental blessings, the caster
grants their target the ability to walk atop liquids as
though it were dry land.
Type: Elements, Water, Enhancement
Cost: 10 mana
Range: 10m
Duration:10 phases
On Hit Enchant: None
Passive Enchant: +5 Swimming skill
Base Success: The target may walk across any
body of liquid, including snow, quicksand, lava, etc,
as though it were solid land. This does not grant
immunity to hostile liquids. For example, walking
across lava will still burn the caster, and walking
across a pool of poison may still transmit ill effects. If
cast while underwater, the user may climb as though
walking up stairs until they reach the surface.
(1c) Duration Adjustment: +1 phase
(8c) Strength Adjustment: +1 Additional
target affected
(25c) Alternate Base Success: Bubble
(45c) Alternate Base Success: Whirlpool

BUBBLE
This change to water manipulation creates
an encircling water bubble that protects from fire,
puts out fires and allows water breathing.
Type: Elements, Water
Cost : +10 mana
Range: Self
Duration:10 phases
On Hit Enchant: None
Passive Enchant: Water Walking, +10 process difficulty

Base Success: A large water bubble forms,


circling around you for the duration.
Each phase as an IFU, you may choose one
of the following:
Water Breathing: You call the bubble to
surround your head or an allys head, giving
breathable air for as long as it remains.
Water Shield: The bubble expands and
completely surrounds you or an ally, granting
+30 PRO (Fire), and allowing passage through
any non-magical flame unharmed.

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2

Extinguish: You send the bubble toward


a source of flame, where it rains down magical
water. A 2m wide area of fire may be extinguished
per phase in this manner. In addition, you may
have the bubble rain water over any large sized
creature or smaller with a Fire Aura, nullifying
its effects while the bubble remains in place. The
bubble may travel no further than 10m away
from you.
(1c) Duration Adjustment: +1 phase
(1c) Strength Adjustment: +1m bubble range
(4c) Strength Adjustment: +1 Bubble

WHIRLPOOL
This final adjustment to Water Walking
allows the caster to step into a natural body
of water and emerge via another.
Type: Elements, Water, Space
Cost: +30 mana
Range: 20Km
Duration: Instant
On Hit Enchant: None
Passive Enchant: Water Breathing, +15
process difficulty
Base Success: You step into a natural body
of water capable of holding your entire body
submerged. You may re-emerge from any other
natural body of water within range that can hold
your body. You will be able to sense available
locations while submerged, choosing to emerge
at any time within the next 10 phases. During
this time you may move and breathe freely in
that body of water.
(1c) Range Adjustment: +5km
(10c) Special Adjustment: Unnatural
You may step into unnatural or man made
bodies of water (as long as they can contain
your full size).

Chapter Eight: Rules


RULES
Role playing games allow people to tell and
experience great stories in a unique way where each
person involved has a direct effect on the course of
the story through the actions their characters take.
To make sure that every player has a fair shake
when attempting to contribute, rules are needed to
adjudicate the result of those characters actions.
In Dreamscape: Laruna, characters are created
and given statistics to show how capable they are at
the things they try to do. The provided rules are then
used to test these statistics in order to see how well
theyve succeeded at their efforts, if at all.
Basically, whenever a player tries to do
something, dice are rolled to represent how above
or below their average performance any particular
attempt ends up being. Then, if successful at their
attempted action, they are given the ability to explain
the nuances of how their intent came to fruition.
Below, were going to take a look at each

individual concept and mechanic in depth so that


you can properly understand how to use everything
that Dreamscape:Larunas rules have to offer when
telling your own stories.

HOW IT ALL WORKS


Any time a character attempts to take an
action where the outcome is in question, the player
is going to make an Ability Test. The Ability Test
is made by rolling two ten sided dicean Over die
(positive), and an Under die (negative). The results
of the two dice are combined and then added to the
relevant Ability Score in question.
This Ability Score is the rating of the most
appropriate skill combined with the rating for the
most relevant Attribute. This result is compared
against a difficulty, which if exceeded will indicate
success. If success is achieved, the amount by which
this difficulty is exceeded will be given to the player
as a form of currency called CAP, which they spend to
specifically adjust the outcome of their desired action.

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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.

ROLLING THE DICE


All die rolls are made using two ten sided dice.
One die, referred to as the Over die, represents how
far above (or Over) a characters base level of ability
they can perform. Similarly, the second die (the
Under die) represents how far beneath (or Under)
a characters base level of ability they can perform.
When a roll is required, a player rolls their Over
die and Under die simultaneously to achieve a result
that ranges from -9 to +9. It is important that these
dice are distinguishable from one another (such as
being different colors) and each die is identified as
the Over or Under die before being rolled. When
rolling, the numbers on the face of the Over die are
POSITIVE, and the numbers on the face of the Under
die are NEGATIVE.
To determine the result of this roll, the player
simply combines the two values (one positive and
one negative) and the result is referred to as their
Over/Under. Keep in mind that if the number on the
Under die is larger than that of the Over die, your
Over/Under will be a negative value.
Example: Tom is asked to make a roll. Tom has
declared that his white ten sided die will be his Over
die and that his black die will be his Under die. Tom
rolls a 7 on his white Over die and a 3 on his black
Under die. Tom then combines these values (7 and -3)
to determine his Over/Under, which is a 4. Had Tom

314
4

rolled a 3 on his white Over die and a 7 on his black


Under die, the result would be a -4 (3 + -7).

SHATTERS AND CHOKES


Normally, the values of the Over die and
Under die are combined to produce an Over/Under.
But what if the Over and Under dice turn up the
same number? When this happens, there are three
possibilities.
If both dice show a ten, a Shatter has been
produced. This represents a character going above
and beyond their normal level of ability and achieving
fantastic success. When a shatter is rolled, the Over/
Under for that roll is a 12.
Conversely, if the Over and Under dice both
show a one, the character has chokeda disastrous
result which sets the Over/Under for that roll to a
NEGATIVE twelve (-12).
Finally, if the face value of the Over and Under
dice are the same, but not a one or a ten, the character
has performed exactly in line with their ability and
their Over/Under is zero.

ABILITY TEST RESULT


The second part of determining any actions
outcome is combining your Over/Under with your
Ability Score. This produces an Ability Test Result
(or ATR).
Example: Continuing the previous example, Tom
has rolled his dice and generated an Over/Under of
4. This Over/Under is added to his Academics (INT)
Ability Score, which is 15. This produces an Ability Test
Result of 19.
After the Ability Test Result is calculated, this
ATR is compared to the difficulty of the test to
determine how successful the attempted action was.

DIFFICULTY
The difficulty of an Ability Test can be derived
in one of two ways. The first method is having it
assigned a set number by the Dreamweaver, while
the second method is having it generated by an
opposing party.
When a 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.

In these cases, there is not a second party


attempting to stop, slow, or prevent the characters
success,and the only challenge is to see whether their
performance is good enough to succeed at what they
are trying to do.
Examples of Ability Tests that use a difficulty
are: climbing a rope, shooting a bow, or racing on
a horse. The number that is chosen as the difficulty
represents the general ability level one must have to
complete the chosen task consistently.
Example: Marco is practicing his Brawling by
punching a stuffed straw target for 3 minutes. The
Dreamweaver decides the difficulty for this task is
8, as keeping your punches consistent and accurate
over 3 minutes takes some ability, but can be done by
someone without advanced training. Marcos Brawling
(Strength) ATR is a 9,which is then compared to the
set difficulty of 8.
Difficulty
0-10
11-20
21-30
31-40
41-50

Level of Complexity
Simple, requires little to no training
Basic, requires rudimentary training
Difficult, requires advanced training
Very Difficult, requires elite level of
training
Extraordinary, possible only for the
best

DEFENSIVE ABILITY TEST


When a characters attempt at doing something
is being contested by another character, the difficulty
is not a set number. Instead, it is determined by a
Defensive Ability Test made by the target.
A Defensive Ability Test is in most ways identical
to a normal AT, with the exception being that its
ATR serves the sole purpose of setting a difficulty for
another characters Ability Test. This demonstrates
how a characters active opposition is determining
how difficult a given action is. CAP is NOT accrued
by a Defensive Ability Test.

Example: Marco has decided to step up his


training and start sparring with his guild-mate Brian.
When squaring off, Marco makes a Brawling (Strength)
Ability Test against Brian.
Brian then makes a Defensive Ability Test to set
the difficulty for Marco. Brian makes his Defensive AT
and gets an ATR of 12. This means the difficulty for
Marcos Brawling AT is now 12.
Most of the time, a characters Defensive Ability
Test will use the same skill as the one being used by the
character acting against them. But this is not always
the case. For instance, if one character has only the
Melee Combat Base Skill but gets into a sword fight
with a trained swordsman then that swordsman would
be using their Longsword Advanced Skill as their
Defensive AT.
A Defensive Ability Test represents a characters
efforts to intelligently defend themselves, and so an
appropriate Skill must be used to make it. Thus, a
character could not choose to use their Crafting skill
to make a Defensive AT while in the middle of a fight.

ABILITY TEST OUTCOME


Now that the Ability Test has generated an ATR,
it can be compared to the difficulty to determine
what the outcome of the intended action actually is.
In the event where the ATR is less than or equal to
the difficulty, the characters efforts are insufficient
to produce a Base Success.
Should the players ATR exceed the difficulty,
their efforts are sufficient to produce a Base Success,
and are said to have won the Ability Test.

BASE SUCCESS
A Base Success is when a character has
accomplished just enough of their intended action
for it to be considered successful. For example, a
character may make an AT to swing a pick-axe at
a large rock in a mine. Purchasing base success will
ensure they hit the rock (their intended action) but
will not indicate if they end up with a large chunk
of gold or a fistful of dirt. For this purpose, we must
generate and utilize CAP.

3
315

COMPETITIVE ACTION POINTS


Competitive Advantage Points (or CAP for
short) show how well a character has performed at
an Ability Test. CAP is generated by comparing the
final result of an Ability Test to that tests difficulty.
When these two numbers are compared, any
positive difference between the ATR and the difficulty
is awarded to the player as CAP.
Example: While sparring, Marco and Brian have
both made their relevant ATs, with Marcos ATR being
a 15 and Brians Defensive ATR being a 12. Because
Marco exceeded his ATs difficulty by three, he is
awarded 3 CAP.

SPENDING CAP
Once CAP has been awarded to a player, they
may then spend this CAP to show how their efforts
paid off. CAP is spent on CAP Adjustments, which
alter the results of a Base Success.
Most of the time, the Adjustments that can be
purchased are determined by the skill being tested or
the equipment that is being used to conduct the test.
The seven most common kinds of CAP Adjustments
presented in ODAM are:
Strength Adjustments adjust the magnitude of
a base success.
Duration Adjustments make the results of an
Ability Test last longer.
Cost Adjustments alter the resource cost of
achieving base success.
Speed Adjustments reduce the amount of time
it takes to perform a base success.
Damage Adjustments cause attacks to inflict
more damage.
Range Adjustments extend the physical range
that a success can cover.
Weapon Adjustments represent unique effects
created when landing an attack with a specific
weapon.
Multiple Adjustments can be purchased when
spending CAP, and the same Adjustment can be
purchased multiple times unless the Adjustment in
question (or the Dreamweaver) states otherwise.
Example: Tom is attempting to open a small
locked box his traveling partner has left unattended.
Tom makes a Lockpicking (AGI) Ability Test, and has
produced an ATR of 19.

316
6

The Dreamweaver sets the difficulty of this Test


at 16the boxs lock is finer than usual, and Toms
character does not know when his partner will return.
The Dreamweaver also tells Tom that it will take
5 minutes to attempt to open the lock. Tom compares
his Ability Test Result of 19 to the difficulty of 16. Since
Tom exceeded his ATs Difficulty, he is granted a Base
Success and generated 3 CAP. Prior to the AT being
made, the Dreamweaver decided that Tom can choose
to either speed up his attempt at the rate of 1 minute
per CAP (a 1c Speed Adjustment), or he can examine
the box further (a 3c Strength Adjustment).
Toms character is more concerned with not getting
caught than anything else, so Tom decides to spend his
3 CAP on 3 Speed Adjustments, allowing him to open
the box in 2 minutes instead of 5. Tom gets to peek
into the box and lock it back up with no one the wiser.

UNDERSTANDING ADJUSTMENTS
At its core, CAP serves as a way of allowing
players to better narrate their 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.

Such a situation would normally be resolved by


making a sort of wish list that would eventually be
given a yes or no stamp of approval.
Instead, CAP allows the enchanter to tell exactly
how all of his efforts paid off. Was he interested in
enchanting a sword to deal ice damage? If so he
could have spent some CAP to add that adjustment
to his result. Did he instead want the sword to have
a magically enhanced edge to create more severe
bleeding effects? Did he earn enough CAP to make
both adjustments, or did he find that he wasnt
capable of accomplishing both?
These examples show just how much richer
her the
exchange between a player and their Dreamweaver
weaverr
can be, giving the player the chance to better dictatee
their characters actions.

CHANCE TEST
T

UNSKILLED TESTS
In a situation where a character has to do
something that does not require any specific skill
but instead uses just their innate attributes (such as
applying Strength to break down a door or Intellect
to try to remember directions 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.
Since
S
inc
ncee Attributes
At
are normall
normally
ly rrated
ate
ted
d from
om
m1
1-10,
10,,
the
th
he di
difficulty
diff
ffic
icul
ulty
ty of Unskilled
Un
nsk
s illle
led
d Ability Te
Tests sshould
hou
oulld
ld also
als
l o
g
ge
generally
nera
ne
rally ra
range
ang
ge from
m1
1-10.
-10.
-1
0. IIn
n additi
addition,
tion, al
all
ll pe
penalties
enalt
na
alt
ltie
iess
ie
are
a
re redu
reduced
uceed by halff (round
(rounded
nded dow
down)
wn) when
nm
making
aki
kin
ng
ng
an U
Unskilled
n ki
ns
kill
l ed
dA
Ability
bility Test.
Tes
est.
t A character
characteer may also
o make
makee
an U
Unskilled
nski
ns
kill
lled
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Ability
bili
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ty Test if tthey
heyy do nott h
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have
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appl
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ski
kill to
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use.
e.

A chance test is a special test made to determine


ermine
if a particular event has taken place. For this purpose,
both the Over and Under die will represent different
ifffe
ferrent
nt
%a
nd
values in an effort to yield a result between 1%
and
he ttens
ens
100%. To do this, the Over die will represent the
column and the Under die will represent thee sing
single
gle
digit column. These values are combined to produce
rodu
uce
a percentage value.
ance of
This value is then compared to the chance
the event in question taking place. If the value
ue iiss
equal to or below the percentage chance of thee event
nt
taking place, then the event has occurred. If the
he value
is above the percentage chance of the event ta
taki
taking
king
ng
place, the event has not occurred.
Example: Jasons character has an ability
ty thats
tha
ats
effect changes based on whether or not it is raining.
rai
aini
ning.
As tracking the weather through a storys
s time
line is typically a detail unworthy of attention,
on,, the
Dreamweaver decides a Chance Test is called fo
for.
r. The
story takes place on one of Izumos wettest islands,
and
n s,
nd
s so
o
the Dreamweaver states there is a 40% chance
that
nce th
hat
it is raining. Jason rolls a chance test and ggets
etss a 3
et
on his Over die and a 7 on his Under die. This
is giv
gives
ves
him a result of 37%, which is below the 40% ch
chance,
chan
nce
ce,
indicating that it is raining.

317
3
17

PHASES

PART TWO: DECLARATION OF ACTIONS

Regardless of the type of story being told,


measurements of time are necessary to keep track
of events. This becomes especially important during
combat or other competitive scenes.
For scenes of this nature, Dreamscape: Laruna
uses a basic increment of time call a Phase. A Phase
is a non-specific measurement of time, generally
ranging between approximately 5 to 15 seconds.
This range can be altered significantly to satisfy
the needs of the Dreamweaver. This mutability allows
for better control by the Dreamweaver to narrate the
story in the most appropriate manner possible.
Phases are broken up into 3 basic parts used to
help keep track of the order of events during crucial
portions of the story.

Once Reaction Order is established, all


characters must declare all their intended actions for
the phase, starting with the character who has the
lowest position in Reaction order and working up the
list, ending with the character who had the highest
position in the Reaction order.
Before declaring any actions, a player may
choose to delay their actions. If they do so, they may
choose any position below their own in the Reaction
Order. This remains their position until the end of
the phase.

PART ONE: REACTION ORDER


The first part of a phase is the establishment
of Reaction Order. Reaction Order determines what
order the actions of a phase occur in. To establish
Reaction Order, characters will be using their
Reaction Score to make a unique form of Ability Test.
Any time where the sequence of events is
significant and in question, a Reaction Ability Test is
made to start a new phase. Making a Reaction AT is
similar to a normal Ability Test, with the differences
being that CAP is not generated and the ATR is not
compared to a difficulty. Instead, the ATR is compared
to the Reaction ATR of all other participants in the
phase.
A Reaction order is then established by declaring
the highest Reaction ATR as first, followed by the
next highest ATR being declared second, and so on,
until all ATRs are assigned a position in the Reaction
Order. Once a Reaction Order is determined, it
remains the same unless there is a need to reestablish
the order of events.
A new combatant entering a battle is a good
example of why Reaction would be re-tested. When
Reaction is re-tested in this way, Reaction Order is
re-established and all participants who have not yet
acted may do so in accordance with this new order.

PART THREE: RESOLUTION


Finally, all actions being taken are resolved
according to Reaction order, starting with the
character that has the highest position and ending
with the character that has the lowest position.
Resolving a characters actions includes making
any applicable ATs, spending CAP, or accounting
for the effects of any untested actions being taken.
Once all actions are resolved, and each character has
had their turn in the Reaction order, the phase is
considered over.

ACTION TYPES
Different situations call for different types of
actions, and each type of action has its own set of
conditions when it comes to making Ability Tests and
spending CAP.
A single action can be either Tested or Untested,
which measures whether or not its outcome is in
question:

Tested Actions A Tested Action is a


standard action where the outcome is in
question and requires an Ability Test for that
outcome to be determined.
Untested Actions - Some actions do not
have their outcomes in question, and thus
do not require an Ability Test.

Whether they are Tested or Untested, the


amount of time an action takes determines if the
action is Instant, Persistent, or Enduring.

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8

Instant Actions are just as they sound


instant. They take place at a specific moment
in a phase.

Persistent Actions take place over the


duration of a phase and can possibly
continue on into subsequent phases. A
persistent action is considered to be ongoing
throughout the entirety of the phase from
the moment the action begins until it is
ended by completion or other circumstances.

Unlike resolving a normal Ability Test, when


attempting a Persistent Action, certain unique rules
apply.
Persistent actions can not be attempted multiple
times to accomplish the exact same goal within a
single phase. When making a Persistent AT, CAP does
not have to be spent in the same phase it is generated.
Instead, it can be carried over into subsequent phases.
Similarly, the Base Success granted by winning
an Ability Test does not have to be used in the same
phase it is granted. It instead can be exchanged for
3 CAP, which can then be carried into subsequent
phases. Base Success can be purchased for 3 CAP,
even if it has not been granted by winning an AT.
Being that CAP Adjustments always adjust a Base
Success; in order for CAP adjustments to be used,
Base Success must first have either been granted by
winning an AT, or purchased with CAP.

Enduring Actions are similar to Persistent


Actions in that they take place over the
duration of a phase and continue into
subsequent phases. Where they differ is that
unlike Persistent Actions, Enduring Actions
retain their accrued CAP even after the
current AT is completed. This action may
be resumed at a another timehours, days,
or even weeks later, continuing to accrue
CAP towards a specific goal. Most crafting
actions are considered Enduring actions.

TAKING MULTIPLE ACTIONS


If a player wishes to take more than one action
in a single phase, they may do so. Splitting your
attention this way is challenging and causes each
Ability Test taken during that phase to be subject to a
penalty. In a phase where two actions are attempted,
each AT is taken at a -10 penalty. Additional
actions may be taken in the same phase with the
Dreamweavers permission, with each action beyond
the second increasing the penalty to all ATs in the
phase by -5.

When making multiple ATs in a single phase,


CAP is gained, accrued, and spent separately for each.
It is important to also remember when declaring
multiple actions that the Dreamweaver must decide if
it is suitable for the character to even do so, with the
most significant limiting factor being time. Any given
phase is only a few seconds long so regardless of
incurred penalties, there simply may not be enough
time to do everything desired in a single phase.
An exception to this rule is when an action is
free. A Free Action is an action that does not count
toward the multiple action penalty in a phase.
Generally speaking, free actions are ones that do not
require much, if any, concentration.
Throughout this book, you will find that some
actions have their types abbreviated. Most commonly
used are IFU (Instant, Free, Untested) actions, IFT
(Instant, Free, Tested) actions, and IU (Instant,
Untested) actions.

PERSONAL MOVEMENT
Every creature may move a maximum distance
in meters equal to their Agility score within a single
phase. This is referred to as their Base Movement.
Moving in this way is an Untested, Persistent Action.
A character can also choose to forsake all other
actions and run as fast as possible during a phase.
Doing this prevents them from taking any other
actions, but allows them to move a distance equal
to double their Base Movement in meters in a phase.
Running in this manner costs 5 Stamina per phase.
In addition, every character can move a single
meter as an IFU action once per phase. This represents
being able to take a single step in any direction.

JUMPING
A character with a running start may jump a
forward distance in meters equal to their Strength
score. Without a running start, this distance is halved.
A character with a running start may jump in height
a distance in meters equal to 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.

3
319

OVERWORLD MOVEMENT

GATES

A properly prepared traveler can walk


approximately 32 kilometers in a single day. This
accounts for about 8 hours of focused walking per
day with sufficient rest and meals. Moving at this
pace costs 10 Stamina per hour. This pace can be
quickened to approximately 40 kilometers a day by
engaging in a forced march, which accounts for 8
hours of marching at a cost of 15 Stamina per hour.
Moving through rough terrain without roads,
such as forests, mountains, and swamplands reduce
this distance by half.

Gates allow for instantaneous transmission


to other parts of the world. Each gate in Laruna is
linked to a single sister-gate in another location. Gate
locations, their accessibility, and where they lead can
be found in the Kingdoms Chapter.

MOUNTED TRAVEL
A properly prepared horse can travel
approximately 40 kilometers in a single day at a
steady pace. This accounts for 8 hours of trotting per
day with sufficient rest and meals. Moving at this
pace costs the horse 10 Stamina per hour. In extreme
cases, horses can also gallop at approximately 40
kilometers an hour, but can only maintain this pace
for an hour or two. Moving at this pace costs 45
Stamina per hour. Moving through rough terrain such
as forests, mountains and swamplands reduce this
speed by half. Horses regain their Stamina at the rate
of their Endurance Attribute per hour.

320
0

FOOD
Each of the mortal races have different
requirements for daily sustenance. For every day
that a human goes without eating and drinking an
appropriate amount of food and water, they suffer 10
points of Stamina damage.
A human who does not have a sufficient amount
of water to drink will die after 3 days, while they can
survive without food for about 3 weeks before dying.
Garaith require about twice as much food as humans
to survive, but only half as much water.
Descendants do not eat or drink, but instead
find their sustenance by absorbing the energy of other
members of the mortal races (See page 73 for more
information on The Exchange.)
Every 24 hours that pass without exchanging
energy with a fellow Descendant or drinking energy
from a different race, the Descendant has their
Endurance reduced by 2 and Strength reduced by 1.

Neither Endurance or Strength can be lowered below


1 in this way. This can cause a Descendant to become
indefinitely suspended in a weakened state if unable
to conduct the exchange for extended periods of time.
While they wont starve to death as a human
who was denied nourishment would; they will
become sickly, looking haggard and suffering from
a general malaise. This Endurance and Strength loss
remains until the Descendant performs the Exchange,
which returns all Attribute Points that have been lost
in this manner after a total of 15 Stamina has been
drained.
Mesmulot do not need to eat or drink, but must
drink the blood of a member of the mortal races once
per day. (See page 79 for rules on how Mesmulot
feed.) Every 24 hours that pass without draining at
least 5 Stamina from a mortal causes the Mesmulots
Endurance to be reduced by 2.
This Endurance loss remains until they drain at
least 15 Stamina from a mortal target, upon which all
lost Endurance is restored. If the Mesmulot has their
Endurance reduced to zero in this manner they die
from malnourishment. Creatures other than those of
the mortal races, such as animals, may be drained in
the same way but this will not stop the normal loss of
Endurance. Instead, it will reduce the loss from 2 to
1. Additionally, draining creatures other than mortals
will prevent the Mesmulot from losing their last point
of Stamina in this manner, suspending them in their
weakened state until they are able to feed from a
mortal and restore their lost Endurance.

Ashik live off the land, consuming organic


and inorganic materials such as rocks, stones, and
gems. Every Ashik must consume at least 3 pounds
of earthen material per day. Every 24 hours that
pass without consuming earthen material causes
the Ashiks Endurance to be reduced by 2. This
Endurance loss remains until they eat, upon which
all lost Endurance is restored. If the Ashik has their
Endurance reduced to zero in this manner they die
from malnourishment.

EXTREME TEMPERATURES
Traveling in environments such as deserts or
frozen wastes offer their own unique challenges. If
a character is not properly prepared for the extreme
heat or cold, they suffer 25 Stamina damage a
day, until they collapse from exhaustion. Traveling
through a desert doubles a mortals need for water,
while traveling through frozen tundra halves all
traveling speeds, cumulative with the rough terrain
penalty.

3
321

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,

322
2

one of the first things that must be handled is the


clear defining of whether or not someone is in a
persistent combat. To do this it is necessary to define
when a character is Engaged in combat.
Any character who currently has CAP accrued
against them via a persistent combat skill AT is
considered Engaged. Should a character have an
enemy take a Fighting AT against them, as soon as
that enemy has generated even one point of CAP
(whether or not that CAP is spent), they have now
caused the character to be Engaged.
While Engaged, a character may not travel far
distances or simply exit combat.
Once Engaged, a character remains so until
circumstance forcibly changes this status or they
actively Disengage.

DISENGAGING
Any skill use that would be acceptable for a
Defensive AT could also be used to perform an Ability
Test with the intent of Disengaging. There are two
ways to Disengage: Protected and Unprotected.
If a character wants to Disengage, so they can
safely leave combat, they must purchase the Alternate
Strike: Disengage (Protected), which costs (BS + half
the number of CAP accrued against the character),
rounded down.
This allows the character to create an opening
that allows them to safely leave combat. Any CAP
they had previously accrued is lost, as is any CAP that
had been accrued against them.
If a character is attempting to immediately
leave combat with no attempt to protect themself,
they expose themself to the danger of their opponent
immediately pressing their advantage and causing
harm.
Disengaging (Unprotected) is not an Alternate
Strike as the character is making no effort to offer a
safe means of escape. They are simply turning away
from their opponent and fleeing. This action allows
their opponent to immediately make an Ability Test
against them.
This Ability Test is made using the same skill
that had been previously used to accrue the CAP they
currently have against the disengaging character. Its
difficulty is set by the disengaging character, who
makes a Defensive AT using their Evasion Score.

Though the Disengaging character is not actively


using their skill to defend themself, they will still seek
to evade danger rather than allowing themselves to
be attacked with absolutely no regard for their own
safety.
After this Ability Test is made, any CAP
accrued can be used to either purchase Alternate
Strike (Press), costing (Base Strike + 3 CAP), which
causes the Disengage attempt to fail, keeping both
characters Engaged, or spent on strikes as per normal
use of the skill.

CHARACTER STATES
In Dreamscape: Laruna, there are some universal
states that can be applied to a character, either
through natural circumstance or the results of a spell
or ability. Each state has its own conditions as to
when it is applied and how it affects a character in
that state.

AFRAID
A creature that is afraid can take no actions
other than Defensive ATs until the source of the fear
is removed from their line of sight or the Fear 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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323

DAMAGE

UNAWARE
A creature who is completely ignorant of an
incoming attack, or effectively defenseless is unaware.
A character should only be deemed unaware if they
can in no way be alerted to an attack until it has
already struck.
Care should be taken when declaring a target
unaware as it makes them effectively helpless. An
unaware target may not make ANY Defensive ATs,
though any Armor, Protection, or Resistance they
have will still apply.

The ultimate goal of any kind of attack is to


cause damage to an opponent. The base damage
and damage adjustments done by an attack are
determined by the weapon or method used. When
damage is done it is immediately removed from the
opponents current remaining Health.
There are multiple types of Damage, with each
type being prevented or reduced by the appropriate
Armor or Protection type of the same name.

STAMINA

DAMAGE TYPES

Stamina is a pool that represents how much


energy a character has. Many Techniques and Abilities
have a Stamina cost based on how exhausting it is
to perform them.
In addition, there are Strikes and other effects
that may reduce a characters Stamina when they are
affected by them.
When a characters Stamina pool is reduced to 0,
they must immediately make a 50% CT. If this Test
is failed, they are rendered unconscious and unable
to act. If the Test is passed, the character remains
conscious but becomes exhausted.
Stamina is naturally recovered at a rate equal
to the characters Endurance score per hour of rest.

HEALTH
Health is a number used to represent the
amount of lethal or traumatic damage someone can
take before they die.
Health is set as a standard number by species.
The Health value for the mortal races is 100
points. Legacy Cearers have a base Health of 200,
representing the increased hardiness that a godmagic infused body provides.
Some spells or abilities may grant temporary
Health. Temporary Health cannot be restored in any
way.

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4

Impact: Blunt force trauma, such as a strike


from a mace.
Slashing: A slicing or cutting, as done by
swords and claws.
Piercing: Puncturing a target, as with a
spear or sharp teeth.
Acid: A corrosive liquid which eats through
a target.
Arcane: Non-elemental energy created
through magical strikes.
Celestial: A brilliant heavenly energy
originated from the gods.
Cold: Damage dealt by freezing temperatures
and ice magic.
Curse: A twisted, dark energy that harms
the soul.
Disease: Naturally or magically occurring
diseases that injure the body.
Electricity: Electrical energy such as a
Stormborns aura or lightning bolt spell.
Fire: Intense burning damage that sears
flesh.
Mind: A mental strike that ravages a targets
mind.
Poison: Any type of physical or magical
poison that deteriorates the body for a time.
Shadow: Damage that assaults the body
with energies from the netherworld.
Sonic: Deafening sound-based damage,
such as a harpies screech.
Space: Pure space energy that tears apart
the very fabric of a material body.
Time: Damage done as a targets place in
reality is distorted, disrupting its position in
the space-time continuum.

ARMOR

PROTECTION

Armor shows how much defense a creature has


against physical damage. A characters Armor score
reduces the amount of physical damage taken from
any source, on a one for one basis. Armor is further
divided into three subtypesImpact, Piercing, and
Slashing. A character may have a higher or lower
Armor score of a specific type than their overall Armor
score. If so, that score is used instead of the overall
Armor score. Additionally, any armor that only covers
certain parts of the body only provide their damage
reduction to the areas that are protected.

Protection shows how susceptible a character


is to magical damage. Protection is divided into
subtypes based on specific magic damage types, and
reduces the amount of damage taken on a one for
one basis. It is possible for Protection to be a negative
value, which indicates an increase in damage taken
from magic sources of that type.
Protection has no bearing on any magical effects
that accompany a spell or ability that does damage.
Example: Alex has 20 Protection (Fire) and 20
Protection (Arcane). He is struck by a Fire spell which
does 50 Damage (Fire). Alex reduces that damage by
20, suffering 30 Health damage.
In anticipation of another strike, Alex casts a spell
which increases his Protection (Fire) by 10. That same
Fire spell would now do 20 Health damage instead.
In our next example, a ruthless Sorcerer wishes to
devastate Alex with Arcane power. The Sorcerer weaves
a curse upon Alex, reducing his Protection (Arcane) by
30. This changes Alexs Protection (Arcane) to -10.
When Alex is blown away by the Sorcerers next
Arcane missile for 20 Damage (Arcane), he instead
takes 30 Health damage, due to the negative Protection
score increasing the damage output.

ARMOR HINDRANCE
Specific sets of armor may also have a
Hinderance penalty. This penalty represents how
difficult it is to move the body while the armor is
worn, and is applied to all ATs taken.
Certain characters may have techniques that
reduce some or all of this penalty.

SHIELDS
Items that are wielded for defensive purposes,
whether an actual shield or a suitable item being
used as one, have a Block Rating. This Block Rating
represents its relative size and efficiency at protecting
the user.
Block Rating is added as a bonus to any
Defensive AT the user takes, but is subtracted as a
penalty to non-Defensive ATs. This penalty shows
how cumbersome using a shield becomes when taking
actions that 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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325

HEALTH AND WOUND PENALTIES

DEATH

Getting injured in combat does more than simply


decrease a characters Health total. Enough injury can
bring additional penalties to any AT the character
may make. These penalties represent the distracting
effects of pain as well as the physical limitations some
injuries create. The following is a chart showing the
penalties incurred at certain Health totals.
These penalties replace one another and do not
stack.

When a creatures Health is reduced to zero,


they are dead and cannot be returned to life except
through magical means.

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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6

MULTIPLE TARGETS
Combat is not always a one-on-one affair. There
may be times when a group of characters must team
up to face a superior foe, or a character finds himself
surrounded by enemies.
When facing off against multiple enemies, the
only way to accrue CAP against each enemy is to
take multiple ATs. For the purposes of determining
the proper multiple action penalties, each AT made
against a separate target is considered a separate
action.
Example: Syndor is cornered in a dark alley by
three thugs.
Unwilling to surrender his money, he chooses
instead to rely on his excellent Brawling training. Being
first in reaction order, Syndor decides he will strike
out at his three assailants. To do this he must perform
three persistent actions. Even though all three actions
would use his Brawling Ability Score, they would each
prompt their own AT. Since the penalty for taking
multiple actions within the same phase is -10 starting
with two actions taken and -5 per additional action
taken, Syndor would incur a -15 to all three of his
Brawling ATs. Trusting in his training, Syndor takes
and resolves all three ATs with the following results:
1 CAP was accrued against the 1st Thug, 3 CAP were
accrued against the 2nd Thug, and 0 CAP against the
3rd Thug. Syndor now has 2 independent pools of CAP
accrued against 2 of his targets.

DEFENDING AGAINST MULTIPLE TARGETS


Defending yourself against multiple targets is
challenging. To represent the increasing difficulty
of dealing with multiple attackers, each time an
additional Defensive Ability Test is made beyond
the first in a phase, a -5 penalty is applied for each
Defensive Ability Test already taken.
Example: Eric has finally said the wrong thing to
the wrong person at the tavern he frequents. Having
offended multiple people throughout the night, three
drunken ruffians decide theyre going to teach Eric a
lesson. They all make Brawling Ability Tests against
Eric. Eric is fully aware of all three attackers and is
preparing to defend himself against their attack.

Erics Defensive Brawling AT against his first


attacker is made normally, the second is made at a -5
penalty, and the third is made at a -10 penalty. Eric
can only focus enough to use the entirety of his ability
to fend off one attacker, and each subsequent attacker
finds it easier and easier to build CAP against Eric.

UNARMED COMBAT
Unarmed combat makes use of the Brawling
Advanced Skill. Damage inflicted using Brawling is
is applied against the 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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327

WEAPON EFFECTS

WEAPON ALTERNATE STRIKES

Beyond just dealing damage, each individual


weapon may cause specific effects, such as a wooden
club increasing the likelihood of a knockout, or a
dagger causing a puncture wound that bleeds heavily.
These weapon effects are applied via CAP
adjustments, each of which are listed as part of
the weapons statistics. Here are a few of the most
common weapon effects:

Some techniques allow for Alternate Strikes,


which take the place of a Base Strike, replacing its
effects and outcome with completely new ones.

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8

Bleed: While many types of damage can


cause incidental blood loss, the Bleed
effect refers specifically to a potentially
life threatening occurrence. When listed
as a weapon effect, the term Bleed will be
followed by a number in parenthesis. This
number is the amount of Health damage
the recipient suffers each phase due to
blood loss. Once created, a Bleed effect will
continue to cause damage until the wound
is either properly tended or healed.
Amputation: This weapon effect will
cause a non-essential limb to be removed
from the victim if the weapon is physically
large enough to do so. Amputation deals
70 damage and gives the victim a Bleed
(10) effect. In addition, missing a limb may
cause penalties to any ATs made where this
loss is a factor.
Crush: This weapon effect deals 70 damage
and physically crushes a limb or body part
beyond normal repair. Wounds created in
this manner may require magical healing
to restore the area to functional order. If
conventional medical treatment is deemed
possible, the wound takes triple the normal
amount of time to heal and is permanently
damaged. The exact nature or extent of
the lingering damage is determined by the
Dreamweaver.
Decapitation: An essential limb is removed
from the victim if the weapon is physically
large enough to do so. Typically this refers
to the head, but in cases where the victim
may be something other than human, this
effect will remove the most significant limb
possible, if one even exists. In most cases,
this strike renders the victim dead.

ATTACK PRIORITY
Sometimes situations in a conflict may cause
a character to be more discriminating with their
attacks. While generally, attacks made as a result
of CAP expenditure have their exact effects decided
upon and narrated by the Dreamweaver, there are
times where a prioritization of target areas is desired.
For example, a knight may be facing down an
armored troll. He sees that the monster is wearing
a crude, thick chestplate and decides he 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).

Any additional adjustments purchased will also


cost 1 more CAP than normal. The good news for the
knight is that now any strikes he makes will be sure
not to clink ineffectively off the trolls breastplate.
There are certain situations where a player may
want even more specific control over their attacks.
The most common circumstance is an attack to a very
specific location on a target.
A bowman may decide for flair or necessity
that only shooting their target in the eye will suffice.
In this case, the character is targeting such a small
area that they would need to use the Specific Attack
Priority Alternate Strike.
(Base Strike + 20 CAP) Alternate Strike
Attack Priority (Specific)
This strike lands in the exact spot declared. It is
up to the Dreamweaver to decide exactly what
effect this has in the narrative.
In order to use this Alternate Strike, the user
must state their intent to use it while declaring
their actions for that phase, and before making the
appropriate AT.
For persistent actions, if this intent is declared,
any CAP previously accrued is reduced by half
(rounded down.)

DUAL WIELDING
Normal usage of a weapon skill operates under
the assumption that the weapon is the only one
being wielded. Dual Wielding is the art of using two
melee weapons at the same time to provide a more
threatening offense and capable defense.

DUAL WIELDING AND THREAT


When Dual Wielding, a second weapon can
create more threat for the user, but only if they are
properly trained to take advantage of using both
weapons at once. If a character uses a Melee Combat
Advanced Skill that focuses specifically on Dual
Wielding (such as Dual Short Swords), they gain
the threat benefit of both weapons by adding each
weapons threat rating together.
If a character does not possess a requisite dual
wielding skill, they gain no threat benefit from either
weapon. When Dual Wielding, all Base Strikes use
the weapon in the characters primary hand. However,
dual wielding also gives a player access to two unique
Alternate Strikes:

(BS +1c) Alternate Strike: Off-Hand Strike


The character chooses to strike using their
off-hand weapon instead of their primary,
and deals damage as per that weapons
normal base strike.
(BS + 6c) Alternate Strike: Dual-Strike
The character strikes with their primary and
offhand weapons simultaneously, dealing
the damage of each weapons Base Strike
combined.

Wielding two weapons at once has both bonuses


and drawbacks. The trade-off of being able to strike
with two weapons is the loss of control over either
specific weapon. Due to this, no CAP Adjustments
other than Damage Adjustments can be purchased
while Dual Wielding.

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329

MOUNTED COMBAT

RANGED COMBAT

When entering combat on a mount, the rider


makes a IFT action using their Riding skill for the AT.
The difficulty for this AT is set by the Disobedience
score of the mount. For every 6 CAP accrued as a
result of this AT, the rider may increase the mounts
Threat bonus by 1 or Evasion score by 2.
These values remain until combat has ended,
the rider dismounts, or either the rider, or mount,
are rendered incapacitated.
A rider may not receive any of these bonuses if
they are wielding a 2 handed weapon.

Unlike unarmed or melee combat, ATs for


ranged combat are made against a difficulty, and are
always Instant actions. The difficulty to use a ranged
weapon is determined by the weapon itself and the
range at which it is being used.
Ranged weapons have three range levels: short,
medium, and long. Each range level lists a minimum
distance and a maximum distance a target may be
from the shooter to be considered within that range
level. All three distinct range levels have their own
difficulty. To decide the difficulty of a ranged AT,
determine what range the target falls into and use
the corresponding difficulty.

HANDLING DISTRESS
Sometimes being stuck by a powerful blow or
other such catastrophes can threaten to dismount
a rider. Regardless of the source of the distress,
the rider must win an AT vs a difficulty set by the
Dreamweaver based on the severity of the distress.
In the case of being wounded, any source of
damage above 10 will trigger this test, which is an IF
action. The difficulty is set by the amount of damage
dealt beyond ten. Failing this AT results in the rider
being dismounted.

SPEED
In addition to its range levels, ranged weapons
have Speed ratings. This Speed rating is used to
check if it is possible for the projectile to be evaded
or dodged. If a 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.

The Advantages of Mounted Combat


Riding into battle on a mount is a common desire for most warriors, as being mounted offers significant
tactical advantages in combat.
Some of these advantages vary from mount to mount, such as a horse granting land speed, while a griffin
would enable flight.
Speed: It is easy to overlook the significance of traveling further faster when in combat, but doing so
would be foolhardy. Using a mounts speed, riders can engage unprepared forces, quickly leave dangerous
confrontations, or flat out flee a larger enemy. A mounts speed gives the rider a tactical advantage that
if used intelligently, can be devastating.
Threat: Wielding a weapon while mounted gives increased leverage and forces enemies to contend with
attacks coming from difficult angles. Combine this with the body size and presence of a mount, and the
rider finds they are more imposing or threatening than when on foot.
Evasion: Different mounts enjoy different levels of agility. Some may prove to be better at avoiding
damage than their riders, granting the rider an improved level of safety as they wade into battle.

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0

Firing Into Cover

Firing while Mounted

Firing a ranged weapon at a target behind some


kind of cover is much more difficult than doing so
when the target is out in the open.
Whenever making an AT to use a ranged weapon
against a target in cover, the difficulty used for the
AT is increased based on how much of the target is
obstructed.

All Ranged Combat ATs made while mounted


receive a -5 penalty. All other benefits from being on
a mount still apply.

Small cover (15%):


Medium cover (25%):
Large cover (50%):
Extra Large cover (75%):
Maximum Cover (90%):

+4 difficulty
+8 difficulty
+12 difficulty
+20 difficulty
+30 difficulty

Firing into a Melee

AOE Effects
Certain ranged weapons or effects may result
in damage that is spread out across an area. When
creating such an effect, the listed range difficulty
applies to hitting a specific point within that range,
spreading the effect throughout the 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.

If a target of a ranged attack is engaged in melee


combat, they are considered to be behind cover. The
size of the cover offered to them depends on the
number of melee targets they are engaged with.
Number of
Engagements
1
2
3
4

Cover Provided
Small
Medium
Large
Extra Large

Any Ranged Combat ATs that miss their target


due to this extra cover require a CT 50% to be made.
(This percentage can increase due to size or number
of opponents that might obstruct the target at the
Dreamweavers discretion.)
If this CT fails, a creature the original target was
engaged with is hit by the ranged attack instead.

331

MAGIC RULES

CASTING A SPELL

Magic in Laruna is performed by manipulating


mana to produce a wide variety of effects. This can
be accomplished by using spells, which can be cast by
any creature with sufficient training, or through the
use of Legacy Abilities, which can only be performed
by Legacy bearers.

To cast a spell, a character must make an AT


using their Magic Ability Score.
Each spell in Laruna belongs to a specific Legacy:
Elements, Calling, Change, Light, Dark. These 5
Legacies also each have a corresponding advanced
skill that is used whenever casting a spell within that
Legacy.
The corresponding advanced skill will be added
to your Magic Base Skill and INT to comprise the
Magic Ability Score. Other bonuses, such as increases
from your Legacy Rank or magical items may also
apply.
Casting a spell is an Instant, Tested action with
a difficulty of 0. The accrued CAP is then spent on
any adjustments as desired.
Only one Legacy Ability, Virtue, or Spell may be
used per phase.

MANA
Mana is a mystical resource spent in order to
fuel spells. Almost every spell and Legacy ability will
have an associated mana cost that must be paid upon
casting. If a character does not have enough mana
to pay this cost, they are unable to cast that spell or
Legacy Ability.
Mana is naturally recovered at a rate equal to
twice the 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.

USING A LEGACY ABILITY


To use a Legacy Ability, a character must make
an AT using their Legacy Ability Score. Your Legacy
Ability Score is equal to your Legacy Rank plus the
appropriate attribute listed in the ability description.
Using a Legacy Ability is an Instant, Tested
action with a difficulty of 0. The accrued CAP is then
spent on any adjustments as desired.
Legacy Abilities and Virtues cannot normally be
resisted by any creature, unless otherwise specified.
Only one Legacy Ability, Virtue, or Spell may be
used per phase.

USING A LEGACY VIRTUE


To use a Legacy Virtue, a character must make
an AT using their Legacy Ability Score. Your Legacy
Ability Score is equal to your Legacy Rank plus the
appropriate attribute listed in the virtues description.
Legacy Virtues are fueled by Energy, which
is gained by slaying Corrupted creatures. (More
information on Energy can be found in the Character
Progression Rules.)
Using a Legacy Virtue is an Instant, Tested
action with a difficulty of 0. The accrued CAP is then
spent on any adjustments as desired.
Only one Legacy Ability, Virtue, or Spell may be
used per phase.

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2

ALTERNATE BASE SUCCESS


All spells list two Alternate Base Successes.
Although Alternate Base Successes cost CAP, they are
different from normal CAP Adjustments. Unlike a CAP
Adjustment, an Alternate Base Success completely
replace the Base Success that is normally granted by
the original AT.
This also means that the CAP Adjustments
listed for the original Base Success can no longer be
purchased. Alternate Base Successes have their own
CAP Adjustments and may have their own additional
mana costs, ranges, durations, and types.

MAGIC TYPES
Each spell comes from from one of the five
Legacies: Elements, Calling, Change, Light, and Dark.
This determines the appropriate Advanced Skill used
when casting that spell, and categorizes them for any
other spells or abilities that affect these types.
Each spell is further divided into various SubTypes:

Elements: Fire, Earth, Water, Air, Arcane


Calling: Invocation, Mind, Nature, Summoning
Change: Transformation, Enhancement, Time, Space
Light: Celestial, Healing, Protection
Dark: Acid, Curse, Death, Fear, Shadow

While these spell types dont have any specific


rules of their own, other abilities, items, spells and
effects may reference them when applying a bonus
or penalty.

SPELL AND ABILITY DURATIONS


Spells and abilities that have listed durations
are active past the moment of Base Success. Their
effects continue for a number of phases equal to their
duration.
For example: If a spell or ability has a duration
of two phases, it would immediately take effect upon
Base Success, continue throughout the next phase,
and then end on the casters turn in the following
phase. Spell and ability durations end at the same
place in Reaction Order as they first came into effect.
Unless otherwise stated, recurring damage and effects
of these spells take place at the start of each phase.

CHOOSING A TARGET
Unless otherwise stated, a creature or object
must be within a 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

(If the characters Melee Combat Ability Score


is 0, they instead make the AT using Agility.) Since
all that is required for a target to be touched is for
a hand to make contact, any ATs made to touch a
target receive a +15 bonus, with base success causing
the target to be touched.
The target of an AT made for the purposes of
touching may make a Defensive AT using Evasion, or
any Melee Combat skill that is deemed applicable by
the Dreamweaver.

RESISTING MAGICAL EFFECTS


When a character has Resistance, this enables
them to make a Defensive AT when they are the
target of a spell or ability that produces an effect
other than dealing damage.
The Magic AT of the aggressor is made as
normal and Base Success and CAP Adjustments are
purchased. At this point, a character may make a
Defensive AT using their appropriate Resistance
Score, with its difficulty being the ATR responsible
for creating the magical effect.
If this Defensive AT is successful, the spell or
abilitys effects do not have any effect on the resisting
character. If the Resistance AT is not successful, the
effects take place as normal. If a spell or ability deals
both damage and has an effect, the effect may be
resisted, but the damage still takes place.
Example: Alexa wants to use the Shock spell
on Vincent, who has a Resistance (Elements) of 10.
Alexa first makes her Magic (Elements) Ability Test as
normal, rolling her Ability Score of 15. Alexas ATR
is a 16, which grants her Base Success and 16 CAP.
Shock has several CAP adjustments. Alexa purchases
the Special Adjustment disorient for 5 CAP, and spends
her 11 remaining CAP on Damage Adjustments. This
causes Shock to deal 23 Damage (Electricity), as well
as daze and disorient her target. Before the effect
takes place, Vincent makes a Resistance AT, rolling his
Resistance (Elements) of 10 against a difficulty of 16
(Alexas original ATR). Vincent gets extremely lucky
and produces a result of 17, meaning that he is able to
resist the daze and disorient effects of Shock, but still
suffers the damage. Had Vincents ATR been a 16 or
lower, he would have been affected by both the damage
and the additional effects.

Many Magical Abilities require their target to


be touched in order for their effects to be created. In
order to touch an unwilling target, a Melee Combat
(Brawling) AT is made as an Instant action.

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333

MAGICAL EFFECTS THAT AFFECT MULTIPLE TARGETS


Some spells and abilities can affect more than
one target, or affect multiple targets within a set
distance range. When using a spell or ability against
multiple targets, the process remains mostly the same.
The appropriate AT is taken as normal, and
if successful, Base Success is granted. Each target
without Resistance is then affected by the spell or
ability and all of its purchased CAP Adjustments.
Any target who has Resistance may then make
their Resistance AT to see if the magical spell or
ability had an effect on them.
Note that a Resistance AT applies only to the
specific target with Resistance, and does not adjust
the original Magic Ability Test in any way.
Example: Paul is in a room with three targets:
Andrew, Michael, and Frank. Paul decides to cast
the spell Charm, a Mind type spell. Paul makes his
Magic (Calling) AT as normal and produces an ATR
of 42, which grants
him
42
ants hi
im Base Success and 4
2 CAP.

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4

Paul purchases the Alternate Base Success Dominance


for 40 CAP and a Strength Adjustment for 2 CAP.
Andrew the non-Legacy bearing peasant does not have
Resistance, so he is immediately affected by Dominance.
Michael has a Resistance (Mind) of 25 and Frank has
a Resistance (Mind) of 35, which allows them both to
make Resistance ATs.
Michael produces a Resistance ATR of 27, which is
lower than Pauls ATR of 42, meaning he is also affected
by Dominance. Frank makes his Resistance AT and has
a result of 43, meaning he has resisted Dominance and
does not suffer any effects from that spell.

WILLING TARGETS
A willing target of a spell or ability may choose
to forgo a Resistance AT, effectively reducing their
Resistance to 0

CHARACTER DEVELOPMENT
Just like people in real life, characters evolve
over the course of a story. Their experiences and the
activities they practice or perform on a day to day
basis help them learn and grow.
A new Legacy bearer fresh out of training may
have a solid understanding of their kingdom or order,
but after a lengthy story that has them meet a wide
array of new people, they will likely have acquired a
variety of new knowledge.
This concept becomes increasingly relevant as
stories cover longer periods of time and wider ranges
of experiences.
Certainly a Legacy bearer who had barely
begun learning about Change magic would have
a much deeper knowledge after a story that had
them spending several months working side by
side with his Shifter guildmate; even without trying
they are bound to pick up a thing or two from their
experiences.
This development and persistent learning is
represented by Experience 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

Example: Steven has played his first story and


has received 2 experience points. Steven decides to
spend some of his experience to reflect how Korcel has
changed throughout this story.
First and foremost, Korcel has been put into more
than one situation where he had to handle a bow, so
Steven thinks Korcel should have a Ranged Combat
Skill of 3.
Steven spends  points to raise Ranged Combat to
1 (as it costs  experience points to learn a new skill,)
 experience pointT to raise Ranged Combat to 2,
and finally  experience points to raise it to 3.

Steven has spent  experience points, giving him


a Ranged Combat score of 3 (which he records on his
character sheet) and 1 experience points remaining.
Steven spends 10 of the remaining 1 experience
points to increase his $BMMJOH BO BEWBODFE TLJMM

from a 10 to an 11, and saves the remaining .

LEGACY RANK
Unlike most of a 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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335

KNOWING WHEN TO BREAK THE RULES


It is important to note that the Dreamweaver is
the final arbiter in all things. Rules ultimately lay a
foundation of understand that help everyone, players
and Dreamweaver alike, participate on equal footing.
This allows people to make sensible decisions,
immersing their thoughts in the fantastic tale they are
all creating. Reality and stories however, can never be
perfectly represented with rules or a math equation.
Because of this, the Dreamweaver must know when it
is appropriate to ignore the limitations of the printed
rules.
Breaking the rules should by no means be
a whimsical affair. If it is done without care or
thought, players will before long feel they have no
understanding of what is true, thus losing some of
their immersion and enjoyment.
Instead, Dreamweavers should see breaking
the rules as an opportunity to not let mathematical
representation somehow limit or ruin the story they
are trying to tell. Using good judgment in this matter
will go far, and help players feel they are participating
in a real, living story that transcends the limits of a
rulebook.
Having fun and crafting a memorable story
should always take top priority at the game table, so
after taking significant liberties with breaking game
rules, the Dreamweaver may wish to discuss their
decision after the action or scene is over. The players
can often substantiate any choices made and help a
Dreamweaver know when such changes are wise and
productive in the future. After all, crafting a great
story is in many ways a collaborative effort.

336
6

Chapter Nine: Crafting


CRAFTING

MAKORA MATERIALS

The art of creating useful equipment is a delicate


process, requiring specialized knowledge and a great
deal of time. Whether the character is hoping to craft
the finest swords in the land or seeking to place the
power of fire in a wand, crafting is the base skill used.
Crafting is further divided into several advanced skills:

Legacy can sometimes warp materials that are


exposed to a Nexus. This process laces wood, ore,
gems, and creatures with a portion of Legacy power,
making them extremely suitable for Enchanting.
Because of this, Makora materials are highly desired
everywhere in Laruna, and many foolhardy treasure
seekers have explored the areas near a Nexus trying
to secure some for their own profit.
Unfortunately for them, such acquisitions are
rare, and often found dangerously close to creatures
corrupted by the same Nexus energy that makes the
Makora so lucrative. Scholars continually debate just
how Makora resources are formed, as materials are
only occasionally transformed by Legacy, even when
in the presence of a powerful Nexus.

Alchemy: The creation of potions and oils


for a variety of results.
Enchanting: Weaving magic into items to
enhance or change their effects.
Leatherworking: Turning Makora hides
into wearable leather armor and producing
Makora cloth material light enough to be
worn as clothing.
Metalsmithing: Shaping Makora metal into
different weapons and armor.
Woodworking: Carving Makora wood into
various forms such as staves, bows and
arrows.
Jewelcrafting: Creating Makora accessories
and gems.

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337

HARVESTING MAKORA
Makora material, be it wood, hide, gems, or
metal, is very sensitive to manipulation. Extensive
physical or magical trauma will destabilize the Legacy
within, reducing the material to its normal state.
Thismakes harvesting Makora materials difficult in
most cases.
Only Legacy bearers appropriately skilled in
mining, skinning, or foraging are capable of removing
a piece of Makora material without damaging its
mystical energy. A normal mortal is simply unable
to harness and maintain the power held within.

CRAFTING WITH MAKORA


Like harvesting, utilizing Makora materials
for the purposes of crafting is an impossible task
for anyone but a Legacy bearer. Techniques for
preserving the Legacy energy of Makora during the
entire crafting process are well-studied, allowing for
subtle manipulation of the material without damaging
the delicate structure of the trapped energy. Skilled
crafters from within the ranks of Legacy bearers are
a rare and valuable commodity, even amongst their
own.

CRAFTING PROCESS OVERVIEW


Using a Crafting skill is a three part process:
1) Create Plan/Formula/Process: A single AT is
made representing an hour of work to create a plan
and set the parameters for the item to be created.
The associated difficulty is determined by the selected
attributes of the item (its Type and Modifiers).
Success on this AT means the character is skilled
enough to create a blueprint for an items creation,
and work efforts may proceed. Failure indicates the
proposed item is too complex to be created at the
current level of skill.
2) Determine CAP Required: Once a plans
difficulty is determined and successfully met by a
Crafting AT, the amount of CAP needed to complete
the project must be determined. This is accomplished
by taking the plans multiplier and applying it to the
plans total difficulty. A plans multiplier is set by the
Type chosen during its production. See below for
details on types and plan multipliers.
3) Work efforts: Once the plan is successfully
created and the total CAP needed is determined, work
effort ATs may be made against the original difficulty
of creating the plan. Each AT taken represents an
entire hour of working on a crafting project. This is an
enduring action, thus any CAP accrual is maintained
and may be added to a running total until the total
CAP needed for the project is acquired. Once the
total amount needed for the project is met the item
is completed successfully. Failing a work effort AT by
more than five causes a loss of CAP equal to the the
difference between the AT and the difficulty. If the
CAP total for a project would be reduced below zero
in this manner, the project is ruined and all materials
are destroyed in the process.

How much is too much?


Crafting Makora items and creating powerful potions is meant to be a special thing. Dreamweavers should
take care when allowing their players to create large quantities of these magical items. An entire play group
wielding +5 threat weapons, wearing enhanced armor, and carrying 20 potions each could easily get out
of hand and create a balance headache for the Dreamweaver. Remember: All crafted items require special
ingredients, time, and money. Clever distribution of Makora materials and personal wealth to players will
help to control just how many advantages they can create for themselves.

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8

Project Types

Plan Multiplier

Any crafting project starts with making a plan,


and every plan starts by choosing a type. A projects
Type gives an idea of what kind of object is being
created. Types will vary based on the crafting skill
in question, but regardless of which crafting skill
is being used, the Type selected for the plan will
set a starting difficulty and a plan multiplier. Next,
modifiers can be chosen.

The plan multiplier is applied to the total


Difficulty of the plan being attempted. The
resulting number is the amount of CAP that must
be accumulated via work efforts before the project
is complete.

Project Modifiers
Modifiers are chosen to show what specific
details the result of the crafting project will possess,
such as increased damage on weapons or reduced
hindrance on armor. Like Types, these may
change from one crafting skill to another, but
they will always give clear indication as to what
type of effects the object being made will create,
and will add to the difficulty of creating the plan.

339

ALCHEMY
Alchemy allows a character to mix various
ingredients into potent potions, oils, and bombs.
Skilled alchemists are proficient in creating many
different types of deadly potions which can be flung
at their enemies for devastating effect. They are also
capable of creating various enhancement potions,
from concoctions that heal to those which grant flight.
In any case, an experienced alchemist always has a
trick or two up their sleeve for all occasions.
The plan for an Alchemy project is called a
formula.

REQUIRED WORKSPACE (LABS)


An alchemy laboratory is a necessity for the
creation of any mixtures. A simple field kit is sufficient
for a traveling adventurer, but a well-stocked lab will
contain all of the essential equipment and devices
required to make the alchemy process much easier.
Beakers, tubes, compressors, and the like are
considered a staple of most laboratories. Depending
on the quality and size of the lab, a bonus is given to
any Alchemy related ATs.

ALCHEMY FIELD KIT


A simple collection of tubes, weights, and
measuring devices, able to be carried in a backpack.
An Alchemy Field Kit provides a -4 modifier to
all Alchemy ATs.

POOR
A small laboratory with most of the necessary
equipment, although some pieces may not be in full
working order. Often found in the back room of poor
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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0

EXCELLENT
A large, well-stocked laboratory containing all of
the best equipment, and several assistants. This lab
would likely be under the direct watch of a King or
Lord, or the headquarters of an Alchemy Guild.
Excellent labs come in many shapes and sizes. A
laboratory funded by the Red Circle of Ranath would
offer a +10 bonus due to their size and prowess,
while a lab belonging to the Alchemy guild within
the city of Sol might offer a +4 bonus.
It is up to the Dreamweaver to decide just how
lucrative a laboratory location will be in any given
city.

GAINING ACCESS TO A LAB


Field Kits are regularly available at apothecaries
and alchemy shops in any major town or city. Gaining
access to an established lab can be trickier.
If the player does not have the resources to build
or maintain their own lab, it is possible to rent the
use of one.
It is up to the Dreamweaver to decide whether
a simple contribution of coin will be sufficient, or if
a more involved task may be necessary.

REQUIRED MATERIALS
All alchemical formulae require major and minor
ingredients before a work effort AT can be made.

MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods, such as powders, fillers, and herbs,
that will be used to finish the Alchemy project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.

MAJOR INGREDIENTS
Major ingredients are specific items needed
to create a mix, and have a rarity rating to show
both relative expense and difficulty in acquisition.
Magic can often serve as an alternate ingredient if
the character knows the appropriate spell and their
Magic Ability Score is equal to or greater than the
listed number in parenthesis located on the ingredient
line in the formulas description.

Uncommon: Difficult to come across, may


require a special trader for purchase. Typically only
found in big cities, in the hands of select traders.
Average price: 250g to 500g.
Rare: Not reliably accessible anywhere.
Circumstance plays a large factor in availability and
typically can only be personally acquired through
great risk. Average price: 750g to 2,000g.
Very Rare: Special, sometimes unique
ingredients that will rarely be accessible for
traditional purchase. These ingredients are typically
put to use shortly after acquisition.
Attempting to trade for such a resource almost
always comes with an additional price beyond the
exchange of coin, such as performing a personal
favor or completing a task. Average price: 5,000g to
10,000g + favors.
Spells: Casting a spell and infusing it into a
formula may take the place of a major ingredient.
When this is possible, a spell and difficulty will be
listed on the formulas major ingredient line. The
caster is required to cast this spell once per work
effort AT, stretching the effects of the spell out over
the entire hour of work.
No Magic AT is needed as long as the characters
Magical Ability Score meets the minimum amount
listed. If the character does not have the required
magical skill, they must make a Magic AT in an
attempt to meet the difficulty, in addition to their
work effort AT. Failure means the work effort is
ruined and the hour is lost.

USING CAP WITH ALCHEMY


When making an AT to create a formula, the
difficulty must be met in order to proceed with work
efforts as normal. However, unlike other crafting
disciplines, any additional CAP gained on this AT may
be used to enhance the effect of the final product.
CAP adjustments are listed below for each of the
standard formulas.

ALCHEMY ITEM TYPES


Alchemy can be used to make 3 separate types
of potion: splash, ingested, and coating.
Splash type potions are meant to be thrown at or
towards their target to deliver their effects. For those
potions that produce effects that can be resisted, a
Resist type is listed.
Ingested type potions deliver their effects once
imbibed.
Coating type oils are meant to be spread across
the surface of an object such as a weapon or the
users face in order to receive their effects.

THROWING SPLASH POTIONS


Throwing a splash potion uses a Thrown
Weapons AT, and the container has the following
statistics:

ALCHEMY SPLASH BOMB


AT: Thrown Weapons + STR
Range: 0-10m/11m-20m/21m-30m
Difficulty: 15/25/40

Crafting and Mana


When a spell is cast during the Alchemy or Enchanting process, mana is spent as normal. Using magic
this way is a low stress endeavor, allowing mana to regenerate as it would when the character is at rest.
In most cases, this allows the enchanter to cast a single spell over the course of a one hour work effort
without worry of depleting their mana pool. With a high enough Intellect attribute, there should be ample
time for the character to regenerate the entire amount spent.
In the case where a spells mana cost exceeds the characters mana regeneration per hour, care should
be taken that a lengthy 10 hour crafting session doesnt leave the overzealous crafter completely tapped
and spiritually exhausted. These powerful enchantments could indeed leave a character with little to no
mana, and in quite a bind should battle break out!

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341

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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2

Base Success: All targets within 5m of the blast


are Frozen for 2 phases. Evasion and Reaction suffer
a -8 penalty, Defensive ATs suffer a -3 penalty and
movement speed is reduced by 10, to a minimum of 1.
(6c) Area Adjustment: +1 meter radius
(10c) Strength Adjustment : Evasion, Reaction
and Defensive AT penalties increased by 1

PETRIFY
Type: Splash
Resist: Earth
Difficulty: 50
Multiplier: x3
Cost: 240g
Primary Ingredient: Basilisk Eye (Very Rare)
Base Success: All targets within 5m of the blast
become petrified for 1 phase, becoming unable to act,
and gain +60 ARM, +60 PRO(All).
(5c) Area Adjustment: +1 meter radius
(5c) Duration Adjustment: +1 phase

SMOKE
Type: Splash
Resist: None
Difficulty: 15
Multiplier: x3
Cost: 30g
Primary Ingredient: Cloud vapor (Uncommon)
Base Success: All targets within 3m of the blast
suffer -4 Reaction and have their visibility reduced
to 1 meter.
(6c) Strength Adjustment: additional -1
Reaction penalty
(10c) Area Adjustment: +1 meter radius

VENOM CLOUD
Type: Splash
Resist: Poison
Difficulty: 35
Multiplier: x3
Cost: 60g
Primary Ingredient: Death Adder Venom
(Rare) or Remove Poison (40)
Base Success: All targets within 5m of the blast
suffer from Poisoned(5) for 10 phases.

(5c) Duration Adjustment: +1 phase


(6c) Area Adjustment: +1 meter radius

WILDFIRE
Type: Splash
Resist: Fire
Difficulty: 20
Multiplier: x3
Cost: 50g
Primary Ingredient: Fire Elemental flakes
(Rare) or Burn (20)
Base Success: All targets within 5m of the blast
take 15 damage (Fire) and are scorched for 2 phases,
taking +10 Damage (Fire) from subsequent Fire
sources for 2 phases. This effect does not stack.

(5c) Duration Adjustment: +1 phase


(15c) Special Adjustment: Huge
User gains 2 size categories, becoming a huge
creature and gaining +10 STR.

HEALING POTION
Type: Ingested
Difficulty: 30
Multiplier: x2
Cost: 85g
Primary Ingredient: Okolo flower (Uncommon)
or Heal (25)
Base Success: A single use potion that restores
15 lost Health to the user.
(2c) Strength Adjustment: +1 Health restored

(2c) Damage Adjustment: +1 Fire


(6c) Area Adjustment: +1 meter radius

FLIGHT
Type: Ingested
Difficulty: 45
Multiplier: x2
Cost: 70g
Primary Ingredient: Harpy feather (Rare) or
Jump (50)
Base Success: A single use potion that gives
the user the ability to fly at normal movement speed
for 5 phases.
(1c) Duration Adjustment: +1 phase

GROWTH
Type: Ingested
Difficulty: 30
Multiplier: x2
Cost: 60g
Primary Ingredient: Giant blood (Rare) or
Morph (40)
Base Success: A single use potion that causes
the user to grow 1 size category for 2 phases. This
potion only works on a member of the five mortal
races, as the anatomy of other creatures is too foreign
to receive the effects. Becoming a large creature
grants the user +5 STR and causes them to follow
differing size rules accordingly. This does not stack
with other effects that increase size.

INVISIBILITY
Type: Ingested
Difficulty: 40
Multiplier: x2
Cost: 150g
Primary Ingredient: Gremlin tears (Rare) or
Silence (45)
Base Success: A single use potion that turns the
user Invisible for 1 hour. Attacking, using an ability,
or casting a spell will cause the effect to immediately
end.
(5c) Duration Adjustment: +1 hour
(5c) Special Adjustment: Ghost
Leaves no trace of passage

MANA POTION
Type: Ingested
Difficulty: 40
Multiplier: x2
Cost: 125g
Primary Ingredient: Parom flower (Rare)
Base Success: A single use potion that restores
15 lost Mana to the user.
(1c) Strength Adjustment: +1 Mana

Using Potions
Drinking a potion or applying oil to an object is
an IFU action that can be done once per phase.

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STAMINA POTION
Type: Ingested
Difficulty: 30
Multiplier: x10
Cost: 80g
Primary Ingredient: Gloss flower (Rare) or
Rejuvenation (30)
Base Success: A single use potion that restores
15 lost stamina to the user.
(3c) Strength Adjustment: +1 stamina

REBIRTH
Type: Ingested
Difficulty: 50
Multiplier: x2
Cost: 1000g
Primary Ingredient: Phoenix feather (Very
Rare) or Lingering Spirit (50)
Base Success: A single use potion that causes
the user to be Reborn if their health is reduced to
zero within 24 hours. After a full phase of being dead,
you are restored to life at full health in a brilliant
blaze of fire. Any creature within 1m of your body at
this time suffers 30 damage (Fire).

Base Success: Creates a single application of oil


that when applied to the face, allows a person to alter
their physical details for one hour as per the Alter
spell. Once applied the target has 3 phases to choose
desire alterations before the effect expires.
(5c) Duration Adjustment: +1 hour
(10c) Special Adjustment: Malleable
An additional adjustment may be made. Can be
taken more than once.

FIRE OIL
Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Fire Elemental flakes
(Rare) or Burn (30)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict +8 damage (Fire).
(8c) Duration Adjustment: +1 Strike
(8c) Damage Adjustment: +1 Fire

ICE OIL
(5c) Duration Adjustment: +24 hours

STONESKIN
Type: Ingested
Difficulty: 20
Multiplier: x2
Cost: 20g
Primary Ingredient: Earth Elemental flakes
(Rare) or Harden (20)
Base Success: A single use potion that gives the
user +10 ARM (All) for 2 phases.
(8c) Strength Adjustment: +1 ARM (All)
(10c) Duration Adjustment: +1 phase

CLAY FACE
Type: Coating
Difficulty: 15
Multiplier: x1
Cost: 100g
Primary Ingredient: Doppelganger blood
(Rare) or Alter (30)

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4

Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Water Elemental flakes
(Rare) or Ice Shield (30)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict +8 damage (Cold).
(8c) Duration Adjustment: +1 Strike
(8c) Damage Adjustment: +1 Cold

LIGHTNING OIL
Type: Coating
Difficulty: 10
Multiplier: x1
Cost: 50g
Primary Ingredient: Air Elemental flakes
(Rare) or Shock (30)

Base Success: Creates a single application of oil


that may be used on a weapon and lasts for 5 strikes.
While in effect, all strikes dealt with the coated
weapon inflict +8 damage (Electricity).
(8c) Duration Adjustment: +1 Strike
(8c) Damage Adjustment: +1 Electricity

LIQUID PORTAL
Type: Coating
Difficulty: 40
Multiplier: x1
Cost: 250g
Primary Ingredient: Corrupted Change
Creature Eye x 2* (Very Rare) or Portal (50)
Base Success: User must coat a surface such as
a wall, ceiling or floor. One of the creature eyes is
used in the oil. The location of the second eye will be
the marker for the other side of this portal.
You coat a surface, opening a portal to the
other creature eye used in the creation of this oil.
The maximum range for this effect is 5Km. The portal
will be wide enough for one medium sized creature
to walk through. The exit portal is the same size as
the entry portal. Any creature may use the portal,
transporting them and all of their belongings to the
other side instantly. The portal works both ways. The
portal lasts for only one phase.
(2c) Range Adjustment: +1000m
(2c) Size Adjustment: +2m width
(5c) Duration Adjustment: +1 phase

POISONOUS OIL
Type: Coating
Difficulty: 30
Multiplier: x1
Cost: 60g
Primary Ingredient: Manticore Tail venom
(Very Rare)
Base Success: Creates a single application of
oil that may be used on a weapon and lasts for 5
strikes. While in effect, all strikes dealt with the
coated weapon inflict Poisoned (1) for 10 phases.
This effect will stack with itself up to a maximum of
Poisoned (5).
(5c) Duration Adjustment: +1 Strike

PROTECTION OIL
Type: Coating
Difficulty: 20
Multiplier: x1
Cost: 80g
Primary Ingredient: Young dragonscale (Very
Rare) or Armor (35)
Base Success: Creates a single application of
oil that can be applied to a piece of armor and lasts
for 1 hour. Armor coated by Protection Oil gains +5
ARM (All).
(5c) Duration Adjustment: +1 hour
(10c) Strength Adjustment: +1 ARM (All)

ALCHEMY USE EXAMPLE


Morrow wants to create a potion before heading
into battle. His first step is to choose a formula and
determine if he is skilled enough to successfully mix
the ingredients. Morrow decides the fight could
be particularly deadly, and so chooses the Healing
Potion as his desired item.
He heads to the alchemy lab in his city, which
has granted him free access. This is an Average grade
lab, offering no bonus to Morrows Alchemy AT.
This particular formula has a difficulty of 30,
and Morrow takes 1 hour laying out the mixing
process. He makes his Alchemy AT, resulting in a 35.
Morrow has successfully met the difficulty, and has
gained 5 CAP.
Morrow uses this additional CAP to increase
the effects of his formula, adding +2 Health restored
to the eventual finished product. Morrow can now
make a Healing Potion which restores 17 Health. He
then uses the formula multiplier listed to determine
how much CAP must be accrued before the potion is
complete. Morrow takes the difficulty of the formula,
multiplies it by the multiplier of 2, and determines
that this formula requires 60 CAP to complete.
Morrow already has the necessary ingredients, and is
prepared to make his first work effort. After spending
one hour on this work effort, Morrow accrues 5 CAP
towards the total of 60 needed. Since this potion
is close to the height of his skill level, he realizes
that this will take approximately 12 hours of work
to complete at this rate! Morrow works vigorously
over the next 2 days, making a total of 11 more work
effort ATs and finally accruing the 60 CAP needed.
The healing potion is now complete.

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ENCHANTING

ATTUNEMENT

Weaving magic into items is a difficult and


rewarding practice called Enchanting. The Enchanting
skill allows a magic user to bind spells to items in
ways that produce a myriad of mystic effects.
Magic wands and fiery weapons are classic
examples of Enchanting productions, but more
uncommon things such as a golems and portals are
also possible with special techniques.
The plan for an Enchanting project is called a
process.

This represents how much magical alteration


an item can accept. Mundane weapons and armor
possess no Attunement and cannot be enchanted.
Only Makora items are specifically attuned
to accept the flow of magic, giving them a base
Attunement of 25. It is possible to increase the
attunement of Makora items beyond their base level
using the other crafting disciplines.
The total Attunement an item has is the
maximum process difficulty that may be attempted
when it is being enchanted.

REQUIRED WORKSPACE (NONE)

ATTUNEMENT LIMITS

Enchanting is unique among the crafting


disciplines in that it does not require a specific
workspace.
Enchanting may be performed anywhere with
the same level of proficiency, as long as the area is
relatively peaceful. Attempting to enchant an item in
a loud or distracting area may incur a penalty.

There is a limit to how much magic can properly


coexist on a single person at one time. Carrying an
amount of enchanted items that bring your total
Attunement above your maximum Attunement
level causes an overload of magic. This disrupts
all enchantments, and removes any bonuses or
effects from the items carried. Any item that is on
your person, whether worn, wielded, or sheathed is
counted towards your Attunement total, but only if
it is enchanted.
This Attunement limit begins at 50, and grows
by 10 for every Rank a Legacy bearer possesses, to a
maximum of 300 Attunement at Rank 25.
Example: Morrow is a Rank 2 Legacy bearer,
giving him a maximum Attunement limit of 70. He
wears a pair of enchanted chain gloves, and wields
an enchanted longsword. Each piece has no extra
Attunement, giving them a base Attunement of 25 each.
This gives Morrow a total of 50 Attunement on his
person. He comes across a basic ring of Cold Protection,
which also has 25 Attunement. Excitedly, Morrow puts
on the ring, bringing the Attunement total of his items
to 75. Since Morrows maximum is 70, the magic of all
three pieces overloads, suspending the enchantments on
all items. Morrow removes the ring in disappointment,
giving it to his companion instead. Looks like Morrow
will have to wait until Rank 3 before wearing all three
pieces at once!

Shh!
Environmental Modifiers to Enchanting ATs:
Peace and quiet: +1
Outdoor Ambiance: 0
Noisy -2
Loud Commotion: -4

REQUIRED MATERIALS
All enchanting processes require a specific item
to be enchanted, and a spell to be cast upon the item
before a work effort AT can be made.

MAJOR INGREDIENTS
The only ingredient needed during the
enchanting process is the item to be enchanted. This
can be anything from weapons, armor, and wands to
things like jewelry, hats, and robes.

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6

SPELL USE

ALL SALES ARE FINAL

Enchanting weaves spells into objects and as


such, requires a user to have access to the spell that
grants the effect desired for their project.
The spell chosen for enchanting will be cast
repeatedly throughout work efforts, so the enchanter
must have repeat access to the spell generating their
desired modifiers.
Spells with possible enchanting effects have a
line in their description showing what bonuses or
effects may be placed into an item when using that
spell in the enchanting process.
The caster is required to cast this spell once per
work effort AT, stretching the effects of the spell out
over the entire hour of work. No Magic AT is needed
as long as the characters Magical Ability Score meets
the minimum amount required to cast the spell.
If the character does not have the required
magical skill, they must make a Magic AT in an
attempt to meet the difficulty, in addition to their
work effort AT. Failure means the work effort is
ruined and the hour is lost.

Once an Enchanting process is complete, and an


item has successfully been enchanted, the effects are
permanent and the item may not be enchanted again.

Magical Ability Score Requirements


Basic Spell: 1
Alternate Base Success 1: 25
Alternate Base Success 2: 40

ENCHANTING TYPES
As with any crafting plan, an enchanting process
requires the creator to first choose the desired type.
The three enchanting types are Casts, On Hit, and
Passive, each of which have their own modifiers
for the purpose of determining how they affect the
processes base difficulty.

CASTS TYPE
This places a selected basic spell known to the
enchanter into a wand, which can then be used to
cast the stored spell as an IU action. The spell stored
inside uses your Magic Ability Score at the time of
process creation as its ATR when released. The wand
will contain only one charge.
If your Magical Ability Score is high enough, you
may place Alternate Base Successes into the wand
using the appropriate modifiers.

Casts Enchanting Type Difficulty


Base Difficulty: 12
Multiplier: x2

BY OUR POWERS COMBINED


By working with a partner, an enchanter may
gain access to spells they do not know themselves. As
long as their partner has at least 1 rank in Enchanting
and spends the full hour with them during all work
effort ATs, the enchanter may attempt to enchant an
item with the other individuals spell.
The partner must be able to meet the Magical
Ability Score requirements and cast the spell as
normal.

CASTS MODIFIERS
Cast modifiers alter a wand by adding charges,
increasing the potency of the spell when released,
and allowing you to place Alternate Base Successes
within.
Modifier
+1 to ATR of spell cast
+1 Charge
Alternate Base Success 1
Alternate Base Success 2

Difficulty
+2
+5
+15
+30

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USING A WAND

ON HIT TYPE

Any creature may unleash a spell from a wand


as an Instant, Untested action. The ATR used for the
spell upon its release is the creators Magic Ability
Score at the time the process was created. No mana
is consumed upon use, as it comes entirely from the
wand itself.
Once the spell is released, the wand returns to
being ordinary. All effects of the spell are determined
as though the creature cast it themselves, unless they
are unaware of the spell within.

This enchants a melee or ranged weapon,


causing it to deliver special effects upon a successful
strike. Potential effects are listed within each spell.
On hit spell effects use your Magic Ability
Score at the time of process creation as their ATR
when being resisted. On hit debuffs do not stack.
On Hit Enchanting Type Difficulty
Base Difficulty: 20
Multiplier: x5

RECHARGING A WAND
Any creature with at least 1 skill point in Magic
may restore the charges of a wand by supplying it
with their own mana. As an Instant, Untested, action,
they may transfer mana from their own pool into the
wand on a one for one basis. Once they transfer an
amount of mana equal to the cost of the spell inside,
one charge is restored. The total amount of charges
cannot exceed that set by the original enchantment.

ON HIT MODIFIERS
On Hit modifiers increase the numerical value of
an On Hit enchantment, increasing its potency.

Modifier
+1 to effect value (DMG, etc)

WAND USE BY UNINFORMED USERS


Creatures coming across wands will have no
knowledge of the spell contained inside without the
use of an Identify spell. A spell may still be released
from the wand by uninformed users. The user has the
choice to direct the spell towards themself, another
creature, object, or areatheir effects taking place
whether beneficial or detrimental. Any excess CAP
generated by the spell beyond Base Success is lost in
this case, or spent at the Dreamweavers discretion.
If the target chosen is beyond the base range of the
spell, the spell will be released at its maximum range
in that direction. Area of effect spells will spawn with
their center on the target that was chosen. Spells
released inappropriately(A Telepathy spell on oneself,
a Resurrection spell on a living target, a Heal spell
cast at the ground) will simply fizzle out and have
no effect. The original creator of a wand will always
sense what spell resides within and how many
charges remain.

PASSIVE TYPE
This effect is permanent and requires no effort
to use. This enchantment may be applied to any sort
of Makora item, giving the listed bonus to the wearer.
Potential effects are listed within each spell.
Passive Enchanting Type Difficulty
Base Difficulty: 20
Multiplier: x5

PASSIVE MODIFIERS
Passive modifiers increase the value of any
passive enchantments
Modifier
+1 Effect Bonus (PRO, DMG)
+1 Skills/ATs/Attribute bonus
+1 Health/Mana/Stamina

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Difficulty
+2

Difficulty
+2
+10
+2

Enchanting Example
The Sorcerer Raz wishes to create a wand that
casts Burn. Since Burn is one of the three spells he
knows, he can choose the Casts Type to place it into
a wand.
Raz has acquired a wand with an attunement of
+3 from his woodworking friend, so he is ready to begin.
His first step is to create a process and determine
if he is skilled enough to place the magic into the item.
Raz starts by selecting the Casts type, and wants
to add two extra charges. Casts gives a base difficulty
of 12 to the process, and each extra charge modifier
adds +5, giving Raz a total difficulty of 22. Raz takes
1 hour laying out the enchanting process.
He makes his enchanting AT, adding +3 to the
result due to the attunement of this Makora wand. With
an ATR of 30, Raz has successfully met the difficulty of
creating this process. His Elements Ability Score is 18,
and so when Burn is released from the finished wand,
its ATR will be 18.

He can now begin making a wand which has three


charges of Burn. Raz uses the Type multiplier listed
to determine how much CAP must be accrued before
the process is complete. He takes the total difficulty of
the process (22), multiplies it by the multiplier of 2,
and determines that this process requires 44 CAP to
complete.
After spending one hour on his first work effort,
he accrues 8 CAP towards the total of 44 needed. Since
this is a relatively simple wand for Raz, he realizes
that this will take approximately 6 hours of work to
complete at this rate.
Raz works vigorously over the next day, making
a total of 5 more work effort ATs and finally accruing
the 44 CAP needed, creating a wand of Burn with an
ATR of 18 and three charges.

349

The process of heating metals to shape them


towards several purposes, Metalsmithing covers the
production of everything from metallic weapons such
as swords and daggers, to metallic armors such as
chainmail and plate mail.

Lord, or the headquarters of a Metalsmithing Guild.


Excellent forges come in many shapes and sizes.
A forge funded by the King of Naraffain would offer
a +10 bonus due to their size and prowess, while
a forge belonging to the Metalsmiths guild within
the city of Sol might offer a +4 bonus. It is up to the
Dreamweaver to decide just how lucrative a forge will
be in any given city.

FORGING ENHANCED WEAPONS AND ARMOR

GAINING ACCESS TO A FORGE

In Dreamscape: Laruna, Legacy Cearers are


capable of bringing out the innate magical properties
of Makora metal during the smithing process,
allowing them to create weapons and armor that are
superior to store bought pieces. When a character
attempts to create such an item, start by using the
base statistics for the chosen weapon or armor listed
in the Equipment chapter. Any bonuses applied in the
crafting process are added to these base numbers to
create an enhanced Makora weapon or armor as the
final product.

If the player does not have the resources to


build or maintain their own forge, it is possible to
rent the use of one. It is up to the Dreamweaver to
decide whether a simple contribution of coin will
be sufficient, or if a more involved task may be
necessary.

METALSMITHING

REQUIRED WORKSPACE(FORGES)
A forge is a necessity for the creation of any
weapons or armor. A forge can be as simple as a
small shack with a fire pit, anvil, and hammers, or as
complex as a large facility with several anvils, bellows,
and assistants. Depending on the quality and size
of the forge, a bonus is given to any Metalsmithing
related ATs.

POOR
A small forge with only the most basic
equipment, some of which may be bent or dented.
Often found in very small villages and settlements. A
poor forge provides a -2 modifier to all Metalsmithing
ATs.

AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this forge would likely be funded by a local ruler
expecting a supply of weapons and armor, or a
successful independent smith. An average forge
provides a -2 modifier to all Metalsmithing ATs.

EXCELLENT
A large, well-supplied forge containing all of
the best equipment, and several assistants. This forge
would likely be under the direct watch of a King or

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REQUIRED MATERIALS
All Metalsmithing plans require an amount of
Makora metal and minor ingredients before a work
effort AT can be made.

MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as coal, straps, buckles and liners
that will be used to finish the Metalsmithing project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.

MAJOR INGREDIENTS: MAKORA METAL


Makora metal is formed when a Nexus releases
some of its Legacy energy into nearby metal deposits.
When this happens, the substance is transformed into
Makora, losing all properties of the original metal.
In its new form, this material is stronger, heavier,
and more durable. A specific quantity of metal will
be transformed, and so any given deposit may only
have a handful or less of Makora berts capable of
being mined. More information on quantities may
be found in the Corruption chapter. Only a
Legacy Cearer will be able to extract the Makora
infused metal, and a failed attempt will cause it to
revert back to its original form as the Legacy energy
is violently expelled.

WEAPON TYPES

ARMOR TYPES

The type chosen for your plan will determine the


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.

The armor type chosen for your plan will


determine the armor you intend to produce. Each
type will affect the plan difficulty and multiplier, as
well as add a minor ingredient cost. The final product
is considered a full set of 5 pieces, which protects the
entire body.

SMALL

CHAINMAIL

Claws, Daggers, Throwing Axes, Throwing


Daggers
Difficulty: 12
Multiplier: x 4
Major Ingredients: 1 Makora Bert
Minor Ingredients: 3g

MEDIUM
Battleaxes, Flails, Longswords, Maces,
Morningstars, Rapiers, Scimitars, Short Swords,
Warhammers
Difficulty: 15
Multiplier: x 5
Major Ingredients: 2 Makora Berts
Minor Ingredients: 5g

LARGE
Claymores, Estocs, Glaives, Greataxes, Javelins,
Mauls, Spears
Difficulty: 18
Multiplier: x 6
Major Ingredients: 4 Makora Berts
Minor Ingredients: 10g

WEAPON MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier
+1 Attunement
+1 Damage
+1m Max Range
(Thrown Weapons Only)
+1 Threat

Difficulty
+1
+3
+4

Difficulty: 15
Multiplier: x 9
Major Ingredients: 16 Makora Berts
Minor Ingredients: 10g

SCALE MAIL
Difficulty: 15
Multiplier: x 10
Major Ingredients: 16 Makora Berts
Minor Ingredients: 15g

LAMELLAR ARMOR
Difficulty: 16
Multiplier: x 11
Major Ingredients: 16 Makora Berts
Minor Ingredients: 20g

FULL PLATE
Difficulty: 20
Multiplier: x 13
Major Ingredients: 16 Makora Berts
Minor Ingredients: 100g

ARMOR MODIFIERS
Modifiers will determine how you choose to
manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.
Modifier

Difficulty

+1 Attunement
+1 ARM to one damage type
(No one damage type rating
may be more than 10 points
higher than another)
-1 Hindrance

+1
+1
+10

+10

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351

ARMOR PIECES
The types listed here represent the smaller pieces of a set that can be individually created.

Gauntlets (Coverage: Hands, lower arms)


Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x1

x1

x1

x1

Hindrance

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

Boots (Coverage: Feet, lower legs)

Pauldrons (Coverage: Shoulders, upper arms)


Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x2

x2

x2

x3

Hindrance

-1

-1

-1

-1

3 Makora Berts

3 Makora Berts

3 Makora Berts

2 Makora Berts

3g

4g

5g

25g

Major Ingredients
Minor Ingredients

Helms/Coifs (Coverage: head, eyes, neck)


Type

Chain

Scale

Lamellar

Plate

Difficulty

15

15

16

20

Multiplier

x2

x2

x2

x3

Hindrance

-1

-1

-2

-2

Major Ingredients

3 Makora Berts

3 Makora Berts

3 Makora Berts

2 Makora Berts

Minor Ingredients

3g

4g

5g

25g

Cuirass/Hauberk (Coverage: Chest, back, upper legs)


Type

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.

CRAFTING ENHANCED LEATHER ARMOR


In Dreamscape: Laruna, Legacy Cearers are
capable of bringing out the innate magical properties
of Makora hides during the Leatherworking process,
allowing them to create leather armor that is superior
to store bought pieces. When a character attempts to
create such an item, start by using the base statistics
for the chosen armor listed in the Equipment chapter.
Any bonuses applied in the crafting process are added
to these base numbers to create an enhanced Makora
armor as the final product.

REQUIRED WORKSPACE(WORKSHOP)
A workshop is a necessity for the creation of
leather pieces. A workshop can be as simple as a small
shack with salts, dyes, and scrapers, or as complex
as a large facility with several drying racks, curing
stations, and assistants. Depending on the quality
and size of the workshop, a bonus is given to any
Leatherworking related ATs.

POOR
A small workshop with only the most basic
equipment and supplies, some of which may be worn
out or spoiled. Often found in small villages and
settlements. A poor workshop provides a -2 modifier
to all Leatherworking ATs.

AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of leather, or a successful
independent leatherworker. An average workshop
provides no modifier to Leatherworking ATs.

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4

EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters of
a Leatherworking Guild. Excellent workshops come
in many shapes and sizes. A workshop funded by the
Horse Lord of Nevelon would offer a +10 bonus due
to their size and prowess with manipulating leather,
while a workshop belonging to the Leatherworking
guild within the city of Sol might offer a +4 bonus. It
is up to the Dreamweaver to decide just how lucrative
a workshop will be in any given city.

GAINING ACCESS TO A WORKSHOP


If the player does not have the resources to
build or maintain their own workshop, it is possible
to rent the use of one. It is up to the Dreamweaver
to decide whether a simple contribution of coin
will be sufficient, or if a more involved task may be
necessary.

REQUIRED MATERIALS
All Leatherworking plans require an amount of
Makora hide and minor ingredients before a work
effort AT can be made.

MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as glue, oils, dyes, and liners
that will be used to finish the Leatherworking project.
While it is possible for the cost to change based on
circumstance, these ingredients are commonplace
enough that both pricing and availability should be
relatively consistent.

MAJOR INGREDIENTS: MAKORA HIDE


Makora hides are formed when a Nexus releases
some of its Legacy energy into nearby animals or
creatures. When this happens, the creature becomes
corrupted, and its hide is infused with Makora, losing
all properties of the original hide. In its new form,
its hide is stronger, heavier, and more durable. The
size of the creature determines the number of hides
able to be obtained, as defined by the Skinning skill.
Only a Legacy Cearer will be able to skin a corrupted
creature, and a failed attempt will destroy the hide.

WEAPON TYPES

ARMOR TYPES

The type chosen for your plan will determine


the weapon you choose to craft. Slings and Whips
may be crafted with the Leatherworking skill, and
which one you choose will affect the plan difficulty
and multiplier, as well as add a minor ingredient cost.

The armor type chosen for your plan will


determine the armor you intend to produce. Each
type will affect the plan difficulty and multiplier, as
well as add a minor ingredient cost. These types are
considered a full set, which protects the entire body.

SPIKED WHIP

LEATHER ARMOR

Difficulty: 10
Multiplier: x 6
Major Ingredients: 2 Makora Hides
Minor Ingredients: 3g

Difficulty: 10
Multiplier: x 9
Major Ingredients: 12 Makora Hides
Minor Ingredients: 5g

SLING

STUDDED LEATHER

Difficulty: 8
Multiplier: x 3
Major Ingredients: 1 Makora Hide
Minor Ingredients: 5cp

Difficulty: 13
Multiplier: x 10
Major Ingredients: 12 Makora Hides
Minor Ingredients: 15g

WEAPON MODIFIERS

ARMOR MODIFIERS

Modifiers will determine how you choose to


manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.

Modifiers will determine how you choose to


manipulate the Makora to push the piece beyond
normal limits. Add all modifiers together, along with
the type, to come up with the difficulty for your Plan.
These modifiers may be taken more than once.

Modifier
+1 Attunement
+1 Damage
+1m Max Range
(Sling Only)
+1 Speed
(Sling Only)
-1 Difficulty
(Sling Only)
+1 Threat
(Whip Only)

Difficulty
+1
+3
+4
+8

Modifier
+1 Attunement
+1 ARM to one damage type
(No one damage type rating
may be more than 10 points
higher than another)
-1 Hindrance

Difficulty
+1
+2
+15

+10
+10

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355

ARMOR PIECES

CONTAINER TYPES

The types listed here represent smaller pieces


that can be individually created.

The container types listed here represent smaller


pieces that can be specifically created for the purposes
of Enchanting.
In addition, crafting these pieces from Makora
hides give them special magical properties. Each type
will affect the plan difficulty and multiplier, as well
as add a minor ingredient cost.

Gloves (Coverage: Hands, lower arms)


Type

Leather

Studded

Difficulty

10

13

Multiplier

x1

x1

Hindrance

Major Ingredients

1 Makora Hide

1 Makora Hide

Minor Ingredients

1g

3g

Boots (Coverage: Feet, lower legs)


Type

Leather

Studded

Difficulty

10

13

Multiplier

x1

x1

Hindrance

Major Ingredients

1 Makora Hide

1 Makora Hide

Minor Ingredients

1g

3g

Pauldrons (Coverage: Shoulders, upper arms)


Type

Leather

Studded

Difficulty

10

13

Multiplier

x2

x2

Hindrance

Major Ingredients

2 Makora Hides

2 Makora Hides

Minor Ingredients

2g

4g

Helms/Coifs (Coverage: head, eyes, neck)


Type

Leather

Studded

Difficulty

10

13

Multiplier

x2

x2

Hindrance

Major Ingredients

2 Makora Hides

2 Makora Hides

Minor Ingredients

3g

4g

Cuirass/Hauberk (Coverage: Chest, back, upper legs)


Type

356
6

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

MISCELLANEOUS CLOTH TYPES

WOODWORKING

The miscellaneous types listed here represent


smaller pieces that can be specifically created for
the purposes of Enchanting. The Makora hide is
processed in such a way that a very thin, cloth-like
material remains, usable for making clothing. Each
type will affect the plan difficulty and multiplier, as
well as add a minor ingredient cost.

The process of turning Makora wood into bows,


arrows, staves and wands is covered by Woodworking.
Drawing forth the Makora to enhance these weapons
is the specialty of a Legacy bearer.

ROBE
Difficulty: 14
Multiplier: x 6
Major Ingredients: 6 Makora Hides
Minor Ingredients: 20g

TUNIC/PANTS
Difficulty: 14
Multiplier: x 4
Major Ingredients: 4 Makora Hides
Minor Ingredients: 5g

HAT/GLOVES
Difficulty: 14
Multiplier: x 2
Major Ingredients: 1 Makora Hide
Minorr In
IIngredients:
g ed
gr
die
entts: 1
1g
g

CARVING ENHANCED WEAPONS


In Dreamscape: Laruna, Legacy bearers are
capable of bringing out the innate magical properties
of Makora wood during the Woodworking process,
allowing them to create bows, and wooden weapons
that are superior to store bought pieces.
When a character attempts to create such an
item, start by using the base statistics for the chosen
armor listed in the Equipment chapter. Any bonuses
applied in the crafting process are added to these
base numbers to create an enhanced Makora weapon
as the final product.
REQUIRED WORKSPACE(BOWYER/WOODCARVERS HUT)
While there is no specific need for a workspace
when it comes to carving wood, a well-stocked
Bowyer or Woodcarver will contain all of the essential
measuring tools and equipment required to make the
woodworking process much easier. Workbenches,
saws, glue, and bow strings are considered a staple
of most bowyers and woodcarvers. Depending on the
quality and size of such a workspace, a bonus is given
to any Woodworking related ATs.

POOR
A small workshop with only the most basic
equipment, some of which may not be in full working
order. Often found in small villages and settlements.
A poor workspace provides a -2 modifier to all
Woodworking ATs.

AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of bows or wood products,
or a successful independent woodcarver. An average
workspace provides no modifier to Woodworking ATs.

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EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters
of a Woodcarving Guild.
Excellent workshops come in many shapes
and sizes. A workshop funded by the Queen of
Moolsheel would offer a +10 bonus due to their
size and prowess with manipulating wood, while
a workshop belonging to the Woodworking guild
within the city of Sol might offer a +4 bonus. It is up
to the Dreamweaver to decide just how lucrative a
workshop will be in any given city.

GAINING ACCESS TO A WORKSHOP


If the player does not have the resources to
build or maintain their own workshop, it is possible
to rent the use of one. It is up to the Dreamweaver
to decide whether a simple contribution of coin
will be sufficient, or if a more involved task may be
necessary.

REQUIRED MATERIALS
All Woodworking plans require an amount of
Makora wood and minor ingredients before a work
effort AT can be made.

MINOR INGREDIENTS
Easily accessible or unremarkable ingredients
are listed as a total Cost. This shows the common
price of goods such as glue, oils, and strings that will
be used to finish the Woodworking project. While it is
possible for the cost to change based on circumstance,
these ingredients are commonplace enough that both
pricing and availability should be relatively consistent.

MAJOR INGREDIENTS - MAKORA WOOD


Makora Wood is formed when a Nexus releases
some of its Legacy energy into nearby trees. When
this happens, the tree and its bark is infused with
Makora, losing all normal properties. In its new
form, the wood from the tree is stronger, heavier,
and more durable. A specific quantity of wood will
be transformed, and so any given area may only have
a handful or less of Makora wood capable of being
harvested. Only a Legacy Cearer will be able to extract
the Makora infused wood, and a failed attempt will
cause it to revert back to its original form.

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8

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

+1m Max Range


(Ranged Weapons Only)

+4

+1 Speed
(Ranged Weapons Only)

+8

-1 Difficulty
(Ranged Weapons Only)

+10

+1 Threat
(Melee Weapons Only)

+10

a 41. Daemora has successfully met the difficulty of


creating this plan. Daemora can now make a Makora
longbow that deals +9 damage. Daemora now uses the
Type multiplier listed to determine how much CAP must
be accrued before the longbow is complete. Daemora
takes the total difficulty of the plan (40), multiplies it
by the multiplier of 2, and determines that this plan
requires 80 CAP to complete. Daemora already has
the necessary ingredients, and is prepared to make her
first work effort. After spending one hour on this work
effort, Daemora accrues only 1 CAP towards the total
of 80 needed. Since this longbow is so difficult to make,
Daemoras realizes that this will take approximately 80
hours of work to complete at this rate! Daemora does
not wish commit two weeks to making this longbow
and rethinks her plan. She decides to create a simpler
Makora longbow that requires less manipulation of the
Makora energy, forcing her to start the process from
the beginning.

MISCELLANEOUS TYPES

JEWELCRAFTING

Those skilled in Woodworking may craft


intricate wands, and the Makora wood used will
allow them to hold a great deal more magical energy.

The process of refining Makora gems


and creating Makora accessories is covered by
Jewelcrafting.

WAND
Difficulty: 10
Multiplier: x 3
Major Ingredients: 1 Plank of Makora Wood
Minor Ingredients: 1g

MISCELLANEOUS MODIFIERS
Modifier

Difficulty

+1 Attunement

+4

WOODWORKING EXAMPLE
Daemora the 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

CRAFTING AND USING MAKORA GEMS


In Dreamscape: Laruna, Legacy bearers are
capable of bringing out the innate magical properties
of Makora gems during the Jewelcrafting process.
These gems grant a bonus to a core attribute, or
Health, Stamina and Mana pools. Gems giving a
bonus to the same attribute or pool do not stack.

GEM PLACEMENT
A Makora gem requires a nest to function, and
so must be placed within another Makora item to
gain its benefits. A jewelcrafter can create specific
accessory pieces to act as this nest, but a Makora
weapon or armor piece may be used as well. Any
Makora piece containing a Makora gem is considered
enchanted, and may not be altered further via
enchanting. A basic gem requires a 25 Attunement
piece as its nest. Gems improved beyond their base
bonuses will require nests with higher Attunement to
function. The increased Attunement requirements are
listed below along with the modifiers. A jewelcrafter
with a total Jewelcrafting Ability Score of at least 20
may safely remove a Makora gem and place it into a
different piece.

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REQUIRED WORKSPACE(JEWELER)
A jeweler is a necessity for the creation of gems
and accessories. A jeweler can be as simple as a small
shack with clamps, magnifiers, and chisels, or as
complex as a large facility with several microscopes,
grinding wheels, and assistants. Depending on the
quality and size of the workshop, a bonus is given to
any Jewelcrafting related ATs.

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.

MAJOR INGREDIENTS: MAKORA GEMS


A Makora gem is formed when a Nexus releases
some of its Legacy energy into a nearby geode.
When this happens, the gem is infused with Makora,
becoming much more brilliant and receptive to magic.

ATTRIBUTE GEM

AVERAGE
A relatively well-maintained environment
containing all necessary equipment, in decent
condition. Usually the size of an average dwelling,
this workshop would likely be funded by a local
ruler expecting a supply of jewelry, or a successful
independent jewelcrafter. An average jewelers
provides a -2 modifier to all Woodworking ATs.

EXCELLENT
A large, well-supplied workshop containing
all of the best equipment and supplies, and several
assistants. This workshop would likely be under the
direct watch of a King or Lord, or the headquarters
of a Jewelcrafting Guild. Excellent workshops come
in many shapes and sizes. A workshop funded by the
Lovis of Epilesis would offer a +10 bonus due to their
size and prowess, while a workshop belonging to the
Jewelcrafting guild within the city of Sol might offer
a +4 bonus. It is up to the Dreamweaver to decide
just how lucrative a workshop will be in any given
city.

GAINING ACCESS TO A JEWELER


If the player does not have the resources to
build or maintain their own jeweller, it is possible to
rent the use of one. It is up to the Dreamweaver to
decide whether a simple contribution of coin will be
sufficient, or if a more involved task may be necessary.

360
0

A basic attribute gem grants +1 to a chosen


attribute at the plan creation step.
Difficulty: 20
Multiplier: x 8
Major Ingredients: 1 Makora Gem

ATTRIBUTE GEM MODIFIERS


Modifier

Difficulty

Nest Attunement
Requirement

+1 Chosen Attribute

+10

12

ESSENCE GEMS
A basic essence gem grants a +10 bonus to the
respective pool.

HEALTH GEM
Difficulty: 20
Multiplier: x 5
Major Ingredients: 1 Makora Gem

MANA GEM
Difficulty: 20
Multiplier: x 4
Major Ingredients: 1 Makora Gem

STAMINA GEM

JEWELCRAFTING EXAMPLE

Difficulty: 20
Multiplier: x 3
Major Ingredients: 1 Makora Gem

ESSENCE GEM MODIFIERS


Modifier

Difficulty

Nest Attunement
Requirement

+1 Chosen Attribute

+1

ACCESSORY TYPES
Makora Jewelry is required to holster the power
of a Makora Gem and spread it throughout the
body of an individual. In order to get the required
concentration of Legacy energy, an entire Makora
Bert must be expended in the creation process.

RING/EARRINGS
Difficulty: 10
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 1g

NECKLACE
Difficulty: 12
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 25g

BRACELET
Difficulty: 14
Multiplier: x 7
Major Ingredients: 1 Makora Bert
Minor Ingredients: 25g

ACCESSORY MODIFIERS
Modifier

Difficulty

+1 Attunement

+1

Elena the Soulbender jewelcrafter has come


across a Makora gem and decides to fashion it into
a Health gem.
Her first step is to create a plan and determine if
she is skilled enough to manipulate the Makora gem.
She heads to a jeweler in her city, which has granted
her free access. This is an Average grade jeweler,
offering no bonus to Elenas Jewelcrafting AT.
A Makora Health gem has a difficulty of 20,
but Elena wishes to increase its Health bonus by
+10. The +10 Health modifier adds +10 to the base
difficulty, increasing it to 30.
Elena takes 1 hour laying out the jewelcrafting
plan. She makes her jewelcrafting AT, resulting in
a 45. Elena has successfully met the difficulty of
creating this plan. Elena can now make a Makora
gem that increases Health by 20.
Elena now uses the Type multiplier listed to
determine how much CAP must be accrued before
the gem is complete. Elena takes the total difficulty
of the plan (30), multiplies it by the multiplier of 5,
and determines that this plan requires 150 CAP to
complete.
Elena takes her gem to the jeweler and is
prepared to make her first work effort. After spending
one hour on this work effort, Elena accrues 15 CAP
towards the total of 150 needed.
She wants this gem as soon as possible, and
spends a grueling 9 hours over the next day making
9 more work effort ATs, completing the Health gem.
After calculating the Attunement needed, Elena
finds that this gem will require a 35 Attunement item
as its nest. (25 Base, 10 from modifiers)
Luckily, Elena has a Makora ring from a previous
jewelcrafting project and inserts the gem with ease,
gaining +20 to her Health when she puts it on!

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EQUIPMENT
Equipment in Laruna comes in many forms, and
is the lifeblood of any adventuring Legacy bearer.
All manner of items and supplies can be found in
the metropolises of 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

1 Silver Bert = 10 Gold Coins = 100 Silver Coins =


1000 Copper Coins
1 Copper Bert = 1 Gold Coin = 10 Silver Coins =
100 Copper Coins

WEAPONS

Cost: 18 gp
Weight: 5.5 kg
Requirements: STR 8
Threat: 7
AT: Two-Handed Blunt + STR
Damage: STR + 15 (Impact)
(1c) Damage Adjustment: +5 Impact
(14c) Weapon Adjustment: Crush
(20c) Weapon Adjustment: Knockout CT (75%)

Weapons are split into two basic categories:


Melee and Ranged. Melee weapons are further
divided into Impact, Slashing, and Piercing, based
on what type of damage they inflict upon an enemy.
Ranged weapons are divided into Projectile and
Thrown, depending on its method of attack.
The notation 2H indicates this weapon
requires two hands to wield.

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STAFF(2H)

GLAIVE(2H)

Cost: 2 sp
Weight: 1.8 kg
Requirements: STR 3
Threat: 2
AT: Two-Handed Blunt + STR
Damage: STR + 3 (Impact)
(1c) Damage Adjustment: +1 Impact
(40c) Weapon Adjustment: Knockout CT (20%)

WARHAMMER
Cost: 10 gp
Weight: 2.2 kg
Requirements: STR 5
Threat: 4
AT: One-Handed Blunt + STR
Damage: STR + 9 (Impact)
(1c) Damage Adjustment: +3 Impact
(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout CT (75%)

SLASHING
BATTLEAXE
Cost: 8 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 4
AT: One-Handed Slashing + STR
Damage: STR + 9
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate

CLAYMORE (2H)
Cost: 15 gp
Weight: 3.6 kg
Requirements: STR 6
Threat: 6
AT: Two-Handed Slashing + STR
Damage: STR + 12 (Slashing)
(1c) Damage Adjustment: +4 Slashing
(5c) Weapon Adjustment: Bleed (4)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate

Cost: 50 gp
Weight: 4.5 kg
Requirements: STR 7
Threat: 6
AT: Glaives + STR
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate

GREATAXE (2H)
Cost: 25 gp
Weight: 5.4 kg
Requirements: STR 8
Threat: 7
AT: Two-Handed Slashing + STR
Damage: STR + 15 (Slashing)
(1c) Damage Adjustment: +5 Slashing
(5c) Weapon Adjustment: Bleed (5)
(18c) Weapon Adjustment: Amputate
(25c) Weapon Adjustment: Decapitate

LONGSWORD (2H)
Cost: 10 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Slashing + STR
Damage: STR + 9 (Slashing)
(1c) Damage Adjustment: +3 Slashing
(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate

SCIMITAR
Cost: 12 gp
Weight: 1.8 kg
Requirements: STR 4
Threat: 3
AT: One-Handed Slashing + STR
Damage: STR + 6 (Slashing)
(1c) Damage Adjustment: +2 Slashing
(5c) Weapon Adjustment: Bleed (2)
(32c) Weapon Adjustment: Amputate
(40c) Weapon Adjustment: Decapitate

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SPIKED WHIP

RAPIER

Cost: 8 gp
Weight: .9 kg
Requirements: AGI 4
Threat: 5
AT: Whips + AGI
Damage: AGI + 6 (Slashing)
(1c) Damage Adjustment: +2 Slashing
(5c) Weapon Adjustment: Bleed (2)

PIERCING
DAGGER
Cost: 4 gp
Weight: .4 kg
Requirements: STR 1
Threat: 1
AT: One-Handed Piercing + STR
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing
(3c) Weapon Adjustment: Bleed (1)

ESTOC (2H)
Cost: 20 gp
Weight: 2.2 kg
Requirements: STR 5
Threat: 6
AT: Two-Handed Piercing + STR
Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (4)

METAL CLAWS
Cost: 5 gp
Weight: .4 kg
Requirements: STR 1
Threat: 1
AT: Brawling + STR
Damage: STR + 3 (Piercing)
(1c) Damage Adjustment: +1 Piercing
(3c) Weapon Adjustment: Bleed (1)

MORNINGSTAR
Cost: 7 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 5
AT: One-Handed Impact + STR
Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +3 Piercing

(4c) Weapon Adjustment: Bleed (3)


(24c) Weapon Adjustment: Crush
(30c) Weapon Adjustment: Knockout CT (75%)

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Cost: 8 gp
Weight: .9 kg
Requirements: STR 2
Threat: 4
AT: One-Handed Piercing + STR
Damage: STR + 9 (Piercing)
(1c) Damage Adjustment: +3 Piercing
(3c) Weapon Adjustment: Bleed (3)

SHORTSWORD
Cost: 5 gp
Weight: .9 kg
Requirements: STR 3
Threat: 3
Damage: STR + 6 (Piercing)
(1c) Damage Adjustment: +2 Piercing
(3c) Weapon Adjustment: Bleed (2)

SPEAR (2H)
Cost: 12 gp
Weight: 2.7 kg
Requirements: STR 5
Threat: 7 (14 when engaged w. mounted combatant)

AT: Two-Handed Piercing + STR


Damage: STR + 12 (Piercing)
(1c) Damage Adjustment: +4 Piercing
(3c) Weapon Adjustment: Bleed (4)

RANGED WEAPONS
SLING
Cost: 1 sp
Requirements: None
Weight: .4 kg
Range: 0-25m/26m-120m/121m-200m
Difficulty: 15/28/40
AT: Slings + AGI
Damage: 15 (Impact)
Speed: 25
(1c) Damage Adjustment: +1 Impact

STAFF SLING

SHORTBOW

Cost: 25 cp
Requirements: None
Weight: 1.2 kg
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15/25/40
AT: Slings + AGI
Damage: 20 (Impact)
Speed: 30
(1c) Damage Adjustment: +1 Impact

BOWS AND CROSSBOWS


HEAVY CROSSBOW*
Cost: 40 gp
Weight: 3.6 kg
Requirements: None
Range: 0-100m/101m-200m/201m-300m
Difficulty: 10/22/35
AT: Crossbows + AGI
Damage: 30 (Piercing)
Speed: 30
(1c) Damage Adjustment: +1 Piercing
*Reloading requires an IU action.

LIGHT CROSSBOW*
Cost: 25 gp
Weight: 1.8 kg
Requirements: None
Range: 0-25m/26m-75m/51m-150m
Difficulty: 10/22/40
AT: Crossbows + AGI
Damage: 20 (Piercing)
Speed: 28
(1c) Damage Adjustment: +1 Piercing
*Reloading requires an IU action.

LONGBOW
Cost: 15 gp
Weight: 1.3 kg
Requirements: None
Range: 0-30m/31m-120m/121m-250m
Difficulty: 15/25/35
AT: Bows + AGI
Damage: 20 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing

Cost: 10 gp
Weight: .9 kg
Requirements: None
Range: 0-25m/26m-75m/76m-200m
Difficulty: 12/28/38
AT: Bows + AGI
Damage: 15 (Piercing)
Speed: 25
(1c) Damage Adjustment: +1 Piercing

THROWN
THROWING AXE
Cost: 5 gp
Weight: .9 kg
Requirements: STR 3
Range: 0-3m/4m-6m/7m-10m
Difficulty: 10/20/30
AT: Thrown Weapons + AGI
Damage: STR + 10 (Slashing)
Speed: 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

Alchemy Field Kit

50 gp

3 kg

Jewelers Field Kit

50 gp

2 kg

Backpack

5 sp

2.3 kg

Coil of Rope(25ft)

5 sp

2.3 kg

Torch

5 cp

.5 kg

Arrows(12)

1 gp

1.4 kg

Bolts(12)

1 gp

.5 kg

Sling Stones(12)

1 sp

2.2 kg

Tent

10 gp

9 kg

Sleeping Roll

1 gp

2.2 kg

Bottle

1 sp

.5 kg

Chest

3 gp

9 kg

Climbing Pick

5 gp

2.2 kg

Climbing Supplies

15 gp

4.5 kg

Lock picking Tools

20 gp

.5 kg

Lock

5 gp

.5 kg

1 gp

5 sp

.5 kg

Saddle

5 gp

11 kg

Barding (Leather)

100 gp

9 kg

Barding (Chain)

200 gp

23 kg

Barding (Plate)

2000 gp

45 kg

Barding (Chain)

200 gp

23 kg

Barding (Plate)

2000 gp

45 kg

Crafting Materials

Cost

Weight

Makora Wood
(Plank)

1000 gp

2.5 kg

Makora Metal
(Bert)

5000 gp

5 kg

Makora Hide
(Length)

2000 gp

5 kg

Makora Cloth (Bolt)

3000 gp

1 kg

Livestock and
Mounts

Cost

Base
Speed

Cow

10 gp

n/a

Sheep

3 gp

n/a

Goat

1 gp

n/a

Pig

2 gp

n/a

Chicken

2 sp

n/a

Mule

5 gp

20

Horse

250 gp

30

Mantu

125 gp

25

Weight

Rags

Quiver

Sheath

.5 kg

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367

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

368
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Disobedience: 20
Threat Bonus: 2
Evasion Score: 15
Health: 200
Stamina: 100
Movement Speed in Phase: 

WAR HORSE
Disobedience: 10
Threat Bonus: 1
Evasion Score: 20
Health: 175
Stamina: 100
Movement Speed in Phase: 

WILD HORSE
Disobedience: 30
Threat Bonus: 1
Evasion Score: 25
Health: 100
Stamina: 100
Movement Speed in Phase: 

Chapter Ten: Dreamweaving


When getting ready to play Dreamscape: Laruna,
its important to remember the most important thing
is to have fun! With that in mind, role playing games
offer players unique advantages that allow players
to have fun in ways normally unavailable in other
mediums.
The playgroup is responsible for all aspects of
their game sessionsthe mood, the subject matter,
the pacing. Stories can be told among friends over a
meal, by a campfire, or even across the globe by way
of video chat. Meanwhile, the stories themselves can
be everything from a humorous tale of how a rag-tag
group of adventurers saved the day, to a frightful
episode where characters come face-to-face with vile
evil and its terrible acts.
This exceptional flexibility allows players to tell
a limitless number of stories and change the subject
matter as often as desired. With this versatility,
however, comes certain responsibilities for everyone
involved.

RESPONSIBILITIES
Setting up a game session for Dreamscape:
Laruna requires a fair amount of forethought by the
Dreamweaver. They will be responsible for choosing
a suitable story for the playgroup, and designing that
story and all of its elements in an effort to provide an
engaging experience for everyone involved.
The burden of creative thought, managing plot
lines, assuming the role of multiple characters, and
keeping order over the course of the game session
will fall on this person, thus they should possess both
the skills and the desire necessary for these tasks.
Individual players, while only being responsible
for a single character, still share some of the
responsibility of helping a game session be a good
time for everyone. They must come prepared with
their character sheet and any required materials, such
as pen and paper.

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They are also expected to do their part in


keeping the game session enjoyable, which can
mean coordinating their actions and efforts with the
Dreamweaver (both in and out of game) as well as
aiding the storys progress, even if this only means
not being a distraction during scenes that do not
involve the players character.

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.

KNOWING THE RULES


Coinciding with being prepared, having taken
the time to read and fully understand the rules of
Dreamscape: Laruna can go a long way towards
keeping a good story moving. Having to stop an
important scene just to look up a rule or have lengthy
debate about how something should be handled is
terrible for the flow of the story.

USE CAP WISELY


Learning how CAP works is one thing, being
able to use it cleverly is another. It is assumed that
any action being tested is one where the outcome is
in question, but beyond that a Dreamweaver must
supply proper CAP adjustments to give the player
meaningful options.
In doing so, they empower a player to more
precisely narrate their characters actions as well as
help the player feel that the action being tested had
very real and mutable consequences. When preparing
a story, key activities should be highlighted in the
Dreamweavers mind.

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Situations like disarming a trap, seducing


royalty, singing a sonnet, or performing a horseback
chase can all be scripted events of importance to a
story. In these cases a Dreamweaver should plan
ahead what specific CAP adjustments will be provided
for a particular action.
Preparing the CAP Adjustments ahead of time
ensures they will be optimal for the storys purpose
and not leave an opportunity for good game play
untapped.
Just how should one go about creating CAP
adjustments for an Ability Test? Adjustments are
given types that give a general idea of how they
impact the action being tested. Looking at these
adjustment types is a great place to start.
Speed: Referring to how quickly an action
can be completed, a Speed CAP adjustment can be
of particular importance during a scene where the
players are under pressure to accomplish something
quickly. Trying to pick a lock before getting caught by
a guard, stealing important documents before militia
arrive, or completing a puzzle with time to spare are
all events where a Speed CAP adjustment would be
both expected and pivotal.
Duration: Adjusting how long a result can
be maintained, this CAP adjustment is great for
situations where the length of a performance is
significant to the story. Imagine a singer trying to
hold a note long enough to impress, or a dancer
remaining still in a complex pose. These situations
give rise to a player wishing to determine just how
long they could successfully maintain their desired
action, so giving them a Duration CAP adjustment
would be perfect.
Strength: Usually adding some form of specified
contribution or detail that makes an improvement
to the overall success. These adjustments can cover
many things but any action where just how well
something was done, or what the fine points were of
how it was done, is in question, Strength adjustments
are used to provide answers.
A character designing a complex map would
use Strength adjustments to determine exactly how
accurate the final product was, just as a caster causing
a magical explosion would use them to determine
exactly how much damage was inflicted.

As for specific details altering the success as


opposed to purely amplifying it, imagine a composer
creating their next great symphony. A Strength
adjustment could be used to add a dramatic
crescendo, or an extremely somber portion, allowing
the player to decide exactly what kind of symphony
their character actually created.
Range: Indicating the distance across which an
action spanned, these adjustments can be used to
account for things like how far an alchemy bomb
was thrown, or how long a spell can travel before
fizzling out. Any time the distance of an action is of
significant importance, Dreamweavers should be sure
to offer Range adjustments to the player.

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).

CAP ON THE FLY


Many times in a story, a Dreamweaver will
have players making Ability Tests that were not
planned for, probably because the action taken is
not a focal point of the storys plot. In these cases,
the Dreamweaver will not have a lot of time to
decide just what CAP adjustments to offer for the
AT. With frequent use, it will become second nature
to a Dreamweaver to come up with CAP adjustments,
their costs, and their effects on the fly. Eventually
it should be fairly obvious what to choose, but in
the meantime, here are a few questions you can ask
yourself as a Dreamweaver to help you decide what
to do.
Is this a strictly Pass or Fail situation?: Not
every AT requires CAP adjustments. Some situations
are only tests of whether something did or did not
happen.

Does the character need CAP adjustments for


an AT to determine if they remember someone? Not
necessarily. If for purposes of the story the only thing
needed or desired is yes or no, pass or fail, then it
is probably better to not use CAP adjustments at all.
What are the key factors of the action
being tested?: Determining which details matter
most significantly, such as how quickly something
is accomplished, or how well it is done, can guide
you into choosing the most relevant types of CAP
adjustments to offer. Time of the essence? Offer a
Speed adjustment. Need to know how far something
will reach? Offer a Range adjustment. Try to limit the
adjustments offered to only the important aspects of
an actions success.
Are the details of the result significant?:
Keeping the nature of the test in mind, quickly think
if there are any specific details you would want the
player to actively work towards. A player may come
up with several of these suggestions on their own.
For example, if a player is making a metalworking
AT to create an elegant sword, they may tell the
Dreamweaver things they wish to include in the
design, such as a jeweled pommel or an engraved
blade.
Each of these details could easily be their own
CAP adjustment, and the Dreamweaver could provide
a few more that even the player hadnt initially
thought of.
Becoming comfortable with when and how to
use CAP adjustments will open many doors for the
Dreamweaver and their players. Actions can take on
a great level of specificity that ensures the players
are fully engaged, always having their desires well
represented, and Dreamweavers can create insightful,
captivating mechanisms for great storytelling.

TOOLS OF THE TRADE


A key part of telling a great story is the
participants ability to be fully immersed in it. A
Dreamweaver should look for little, often simple,
details they can apply to help players get lost in the
story they are a part of. Some of this will be handled
in the actual narrative of the story. Vivid descriptions,
expressive mannerisms, or colorful depictions of
characters can all help this cause, but sometimes
details outside of the narrative can make all the
difference.

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Music: Playing music at the right volume can


provide an excellent backdrop for any story. Using
energetic rock and roll during a battle or somber
classical music for a funeral can help the players
more vividly imagine a particular scene. Just be sure
not to let the music playing or the act of switching
tracks become a distraction, or its sure to defeat the
purpose.
Props: Visual or tangible representations can
go a long way in bringing a story to life. Handing
a player a strange necklace to represent one their
character just acquired can strongly affect a players
ability to connect with their characters situation. A
scene taking place in the dark may be better enjoyed
with dim lighting or by candle light. After all, a ghost
story is always much less frightening when told
during the day. As with any storytelling technique,
always be wary not to let these details overshadow
the story, as even a relevant distraction can do more
damage than good if not managed well.
Handouts: Discreetly passing important
information to players can work wonders. Perhaps
your goal is to heighten paranoia for the other players
during a scary scene. Maybe you just dont want to
have to pause a key scene to divulge info to a player.
Whatever the reason, preparing material in a handout
ahead of time can really help a Dreamweaver out.
This can also be very helpful by using images or art
to better convey something of importance to a player
since, as they say, an image is worth a thousand
words.

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DREAMWEAVING FOR LARUNA


At its core, Dreamscape: Laruna is a game about
people born with extraordinary power, and what
they choose to do with it. They live in a fantastic
world full of magic, creatures, and conflict, and are
given unique abilities that may dramatically affect
everything around them. There are plenty of ways
to craft exciting stories in Laruna for a game group,
but before a Dreamweaver embarks on the journey
of creating a thrilling experience, they should settle
some basic preliminary discussion with the players
who will participate.

CHOOSING THE RIGHT FEEL


Understanding what players want from their
game experience is key to telling a successful story.
Laruna gives ample opportunity to tell stories of
varied moods and themes, so choosing should be
a matter of consensus between the players and the
Dreamweaver.
Typically the easiest place to begin is the desired
mood or feel of a story. Are the players looking for
a high action adventure with great heroics and big
battles? Do they want to participate in the political
strife of Larunas many kingdoms and be the hands
that change the world?

Maybe they want to take part in a story of dark


magics and grim consequences? Once an agreement
is met regarding the storys feel, the Dreamweaver
will have some crucial guidance for the storys
formation process.

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

they choose to cast their lot with one another to deal


with a particularly big problem.
Nexus: The discovery or arrival of a Nexus can
make for an easy story, as they are responsible for
causing plenty of trouble. By causing corruption, a
Nexus can push player characters into dangerous
confrontations, corrupting nearby creatures and
causing locals to panic. Particularly greedy player
characters may seek to deal with a Nexus for the
potential gain of Legacy power or even the rare
Makora materials that may be found nearby.
Kreesh: Best suited for more advanced
characters, the threat of a big monster is a classic
fantasy story arc that can be trimmed down to a short
affair. Since Kreesh actively seek out Legacy Cearers
to consume, it is possible that some unfortunate
player characters happen to be near such a beast
when it decides to add them to its dinner menu.
Choosing a Kreesh that is of appropriate difficulty
as well as one that suits the level of complexity for a
short story, will go a long way towards making this
story arc enjoyable.

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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The kingdom can far outlive a group of


characters, allowing for new stories centering on
differently player characters to help tell more of the
kingdoms tale.

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.

Do they begrudge doing it? Does their heart


soften seeing the peoples suffering at the hands of a
beast? In this way a Personal Growth campaign would
be less of as One heros quest to defeat monsters,
instead being more How fighting monsters changed
a heart.
Glory Seekers: Being heroic, doing awesome
things, and saving the day, is a lighthearted, straight
forward campaign concept that is as versatile as it is
exciting. Stories for this campaign are geared towards
putting the player characters in different scenarios
that give them the opportunity to triumph over their
enemies and be spectacular, even if not necessarily
noble. Plots can span multiple stories or be short oneshot adventures, but they will all serve the purpose
of players getting to watch their characters become
legends.
Conquest: The accumulation of power can be
the central theme of a campaign, allowing stories to
focus on how the player characters seek to strengthen
their individual or collective power-base. This can
take the form of evolving their legacy powers,
amassing riches, or rising to a position of prominence
in a region. Conquest campaigns are empire building
endeavors where players seek to push their characters
into ever growing levels of success and status, with
each independent story showing a significant step in
the process.

CHOOSING A BEGINNING AND AN END


In order to keep a group of stories cohesive, it
is usually a good idea once you have a format and
concept chosen to decide both where the campaign
will begin and where it will probably end.
For Serial formats, this can be very straight
forward. Crafting a good opening story that will
bring the cast of characters together and cement their
connection to the campaigns major plot line should
be the first task.
After that, as a Dreamweaver you may want to
decide where this plot line ends up. Knowing this will
help you decide how many stories should occur on the
way to this destination, as well as give you a metric
by which to judge when you should slow certain parts
of the plot down versus speeding them up. Players
will often cause many changes to any given stories
plans, which can be part of the fun of any tabletop
rpg, as it demonstrates the true freedom afforded
to a playgroup. Knowing the relative end point of a
campaign however, helps a Dreamweaver know how
to guide them via story back to the intended finale.

For Episodic campaigns, the finale may be more


of a singular event or story that can happen at any
time. Knowing what this is ahead of time allows the
Dreamweaver to put that finale into effect whenever
desired and ensure a lengthy series of stories get the
deserving finale as opposed to being left hanging, or
worse, knowing it should end but having no clever
way to do so. With a finale episode in mind from the
beginning, a Dreamweaver can include a build up of
clues throughout each previous story to help set the
stage for this final story, helping it to be a deservingly
dramatic finish.
For Anthological campaigns, crafting a finale
can be more complicated. As the cast may be in
question, the finale has to be more loosely designed,
demonstrating more of an end sequence, typically
some monumental event that would bring to a close
the plot line in focus. While it may not be possible to
know exactly what characters might be participating
at the time the final story is played, knowing at least
what event will bring in the curtain for the campaign
can help the Dreamweaver guide everything from the
characters created for the final stories, to ensuring
each previous story has helped build something that
will subsequently be affected by the finale.

USING PERSONAL PLOTS


Campaigns are protracted affairs that involve
many game sessions all strung together. This affords
the opportunity to have players spend some time and
energy on personal plot lines that would otherwise be
ignored in short stories. Using personal plotlines is a
great way to keep each individual player emotionally
invested in their character. These plotlines need not
have any significant connection to the major events
of a campaign, but they can help breathe life into a
given character. Some important things to keep in
mind about using personal plots in your campaign:
Try to connect a player to their character: A
hero who hunts corrupted creatures is plenty of fun,
but one who does so because they are trying to erase
the disgrace of their past is much more engaging.
By using a simple plot you can have the events and
actions that involve a character mean so much more
to the player. Take the time to create small ways
to develop and involve these personal details and a
player with feel the emotional highs and lows of the
campaigns stories much more readily.
Involve others when possible: A personal plot
does not need to exclude other players from being
involved.

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In fact, the opposite can enhance every players


experience and allow the player characters to
become much more connected. Use personal plots
as an excuse to involve other player characters when
possible by having it serve as the centerpiece of a
story.
Imagine the hero who hunts corrupted creatures
to erase their disgraceful past coming face to face
with someone who wishes to punish them for their
former life. After several stories of fighting alongside
the other player characters they may find the idea of
an outsider seeking to punish their new companion
as unacceptable, causing further bonding and a
potentially dramatic combat sequence. Events
like this can take on a life of their own, enriching
everyones experience.
Dont let them become divisive: While a good
personal plot can make a good story outstanding, a
poorly handled one can be destructive. Ideally, a
personal plot should connect players to their character
without impeding the main story or detracting from
other players and their experiences.
Always try to make any personal plot function
as something that can evolve either with the entire
group actively involved, or a minor distraction from
the main game play. The last thing a Dreamweaver
wants from a personal plot is for its character to
be more invested in it than they are in the major
plotline, causing them to seek less involvement with
their playgroup.

CROSS STORY COMPONENTS


As you craft each story for a campaign, try to
involve cross story components whenever possible.
Since campaigns allow for longer periods of time, a
Dreamweaver will want to use this opportunity to
build the significance of a campaigns major plotline.
Using story components that carry over from story to
story can help drag out the play groups thirst for a
finale, working their interest into a crescendo by the
time the finale arrives.
These story components need not be specifically
tied to the campaigns major plotline either. Take for
example a player character who earns the hatred
of a local lord. Having that lord cause problems in
subsequent stories keeps the players immersed in the
ramifications of their actions and when they finally
no longer have to deal with this lord, the sensation
is all the sweeter.

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GIVE THE CAMPAIGN LIFE


Dreamscape: Laruna can have players telling
wildly different stories, but one thing will invariably
be true, they inevitable all involve large scale affairs.
Even if a particular campaign focuses exclusively on a
small village, that story will inevitably feel the effects
of the world at large. Legacy Cearers have a profound
affect on the world and no matter the scope of a
campaign, this should be showcased.
Because of this, its important to take the
opportunity to breathe life into a campaign. Large
scale battles, kingdom wide politics, saving a town
from destructionthey all have much more meaning
when the players care about the world and their place
in it. Between crushing enemies and amassing power,
a Dreamweaver should find little ways to immerse
the players in a real world with a life of its own.
This can be done with simple narrative or tiny
scenes that show how the state of the land affects the
people around the player characters, or by having the
characters visit previous locations and demonstrating
what may or may not have changed in their time
away.
Here are some small ways you can give your
campaign life and make Laruna feel like a real place.

Have a town crier shout about war status in


foreign lands
Show impoverished people begging outside
a temple
Have militia or shopkeepers address the
player characters by name
Let a merchant offer the characters a
discount on account of their deeds
Have the character be recognized in a place
they are trying to pass through quietly
Show people who were once kind to the
characters in a new lifestyle, be it better or
worse

Events like these help players connect with


Laruna and allow them to better understand
and experience their characters viewpoints and
motivations. These details can make all the difference
in taking a good story to the next level.

Conflicts and Villains

Corruption

Every good story or campaign needs a good


antagonist. Dreamscape: Laruna has plenty of
potential villains and knowing them can help a
Dreamweaver choose which one best serves their
needs.

As Legacy bearers progress in their power,


native creatures will less frequently pose a suitable
threat for their stories. At this point, Corruption
becomes a great source of opposition. Via corruption
an ordinarily easy foe can become both unpredictable
and dangerous.
As their corruption level rises, even a foe
normally well beneath a Legacy bearers notice can
pose a danger. Of course corruption normally has a
Nexus to blame for its existence and this can lead to
a whole host of difficulties for player characters to
overcome. A single corrupted creature could make
a for a good antagonist, but a Nexus can provide
several corrupted creatures, each at varied level of
power.
In their low ranks, a group may find dealing
with a corrupted goblin shaman difficult, but as they
increase in power, they may require the goblin and
its whole tribe be corrupted to pose a suitable threat.

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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A huge monster that has been spotted in the


countryside can lead a kingdom or nation into
preparing for war, causing smiths to ramp up
production of weaponry, traveling merchants to
depart for safe territory, and farmers to leave their
fields unattended. All of these things can play integral
parts in a story in their own right, having entire tales
being told about the effects of a Kreesh who hasnt
even arrived yet.
Corrupted Places and Things: As with Kreesh,
corruption can also serve as a great story element
beyond its combat implications. Nexi have far
reaching effects on their area which offer ample
story elements. First is the inevitable corruption of
creatures nearby. This can pose all kinds of issues
for native folk in the area such as violence towards
livestock, reduction in trade merchant activities, or
increased Legacy Cearer presence. Second are the
coveted Makora materials often found at Nexus sites,
causing many enterprising Legacy Cearers to fight
over the perceived spoils.
PROPER THREAT: THE TRUTH BEHIND LEGACY VALUE
Dreamweavers should take particular note of
the Legacy Value of each enemy they use in their
stories. This number is meant to serve as a basic
guideline for how difficult it would be for a group
of Legacy Cearers, but it is not the only thing to
consider. Legacy Value cannot account for certain
details, particularly the exploitation of an enemys
strengths and weaknesses.
For example, imagine a group of player
characters whom, when combined, exceed a Kreeshs
LV of 40. This normally indicates they should be able
to emerge victorious in battle with the Kreesh. Keep
in mind: the Legacy Value is just a guide, and does
not account for specific strengths, weaknesses, or
tactics that may be employed by either the players
or the creature itself. Now lets assume this Kreesh
with an LV 40, is extremely heavily armored, and
its only true weakness is Fire damage. Despite what
the Legacy Value indicates, if the group of Legacy
Cearers are all very melee focused characters with
little to no access to fire damage, the Kreesh may
prove exceptionally difficult, maybe even invincible.
Accounting for this is a necessary task for any
Dreamweaver. Understand what the characters in
your story are capable of, and use Legacy Value
as a guide. Look carefully at the capabilities of the
enemies you select so you can better understand what
type of challenge they will pose for your players.

Forcing a character who deals predominantly


Celestial damage to square off with an enemy who
is immune to such damage can in its own way make
for an excellent story arc. Does the character have
to flee and find help? Will they resort to new and
clever tactics to stop the enemy? Are they pushed
into doing things they wouldnt ordinarily do so they
can achieve victory? Any and all of this can be great
story material, but forcing such an event by accident
could be disastrous.
Accidentally killing characters because the
Dreamweaver didnt realize they would not be able
to exploit the enemys weaknesses is bad story design
and can easily happen if you use only the Legacy
Value to decide if an opponent is suitable or not.

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.

In this way, the mortals can create powerful


magics that can rival some of what a Legacy Cearer
can do.
Politics: Violence is not the only struggle in
Laruna. Player characters can have many affiliations,
such as their allegiance, that cause them to place
great value on places or people. A group of players
hoping to see their native city or region rise in
stature may find a noteworthy enemy in the shape
of opposing politicians. Are they able to secure the
necessary trade agreements so their hometown can
enjoy a rich lifestyle? Do they risk war for their fellow
citizens when border disputes arise? Are they able to
remain in good standing with the regions ruling body
so they can have an influence in how their homeland
is handled?

UNUSUAL CONFLICTS: THE FORMLESS FOE


A storys conflict need not always involve an
actual person or creature. Sometimes the difficulties
players will face can be trying to solve a less tangible
problem or need. Below are some examples of
difficulties that make great story antagonists, despite
not being a literal villainous entity.
Allies: The need for allies to face a campaigns
impending danger can take the center stage for a story
and prove to be a faceless conflict in its own right.
Performing favors to earn friendships, negotiating
alliances, or searching for noteworthy personnel can
all be great story tasks.
Agendas: Furthering an agenda can be a story
conflict without an actual specific enemy. Trying to
accomplish parts of an important plan can be a fun
story, absent of much combat, but still very much full
of tension or difficulty.
Resources : The need for food, farmland, coin
or Makora can take center stage for a story and
provide player characters with a chance to brainstorm
clever solutions. This can offer a pleasant diversion
from fighting with monsters, or sideline that as a
concurrent task.

TYING IT ALL TOGETHER


With a format and concept in mind, and an
antagonist chosen, the Dreamweaver needs a story
idea to flesh out and get things rolling. Ideally, a
story, be it a standalone or part of a campaign,
should be chosen with the player characters in mind.
Select something suitably rewarding for the cast of
characters who will be participating.

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If the three player characters are all socialites


using their powers to transform their small village
of origin into an economic powerhouse, it might
be unwise to have their first story be one that
thrusts them into war in a far off land. If a suitable
antagonist has been chosen, plenty of story ideas
should stem from that decision alone. Try to let the
player characters, the antagonist, and the desired
theme of your game experience guide you towards a
suitable story idea.
Once an idea is selected, take the time to plan
out how the desired events in the story will unfold
and preemptively set up the necessary names
and descriptions of people and places the player
characters will encounter. This cannot only help the
Dreamweaver be more fluid with their narrative, but
may come in handy should the players deviate from
the desired course.

STORY HOOKS BY CONFLICT OR VILLAIN


Hired Help: The people of a town raise money
to hire a the characters to deal with a monster
problem. Players could be known by deed/reputation
or associated with a legacy guild. The monster could
be dangerous or even corrupted depending on the
desired difficulty.
Hunted: The players find evidence of being
hunted by something. Could be a corrupted creature
who seeks their Legacy for its own, or an old enemy
that seeks revenge.
Abduction: Its not often Legacy Cearers find
themselves captives. Being ambushed by a particularly
clever plan or overpowering force can be the start of
a wild story where players begin confused and at a
disadvantage.
Favors for a Friend: At some point in their lives,
even Legacy Cearers have need of outside assistance.
This can mean asking a talented craftsman for service,
or asking someone in a position of power for a favor.
Either way, the request may be met with an equally
significant demand, causing the players to embark
on a dangerous task suited only for people of their
strength.
Impending Doom: Word of a Kreesh sighting
can be terrifying for an area. This can spread panic far
and wide, reaching the ears of nearby Legacy Cearers.
The players could be moved to help the people of the
area by standing guard against the oncoming Kreesh.
This can make for a particularly emotional tale if the
players are given time to become friendly with the
locals.

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When the big monster heads to their doorstep,


players might feel sorrowful of the destruction it will
bring.
Exploring a Nexus: Learning of a suspected
Nexus can tempt a group of Legacy Cearers into
action. This can be in hopes of gaining power from
it or obtaining Makora materials, or in the case of
mindful characters, a chance to shut a problem down
before it grows any worse.
Trouble at Home: Loved ones left behind can
fall victim to many hardships from mundane issues
like poverty, famine or trouble with law, to mystical
issues like creature attacks or evil sorcery. Word of
such problems can find way to a player characters
ears and cause them and their friends to rush to the
distressed partys side.
Safe Passage: A merchant or diplomat is looking
to make a journey through dangerous terrain. Players
must rise to the occasion out of obligation or a desire
for favor and reward.

HANDLING LEGACY VIRTUES


One of the most difficult parts of being a
Dreamweaver is accounting for player action.
Part of the fun of tabletop rpgs are their limitless
potential, but this comes with the added complication
of a Dreamweaver having to be prepared for the
whatever the players whimsically decide to do next.
Fortunately, a solid grasp of the game rules, as well
as an adequate understanding of the setting can make
improvision reasonably easy for a Dreamweaver.
Good preparation will limit this challenge, but
Dreamscape: Laruna empowers player characters with
Legacy Virtues, and they can have significant impact
on even a well planned story.
Giving players extraordinary power gives them
license to make more meaningful changes to their
stories and game world, but it can also complicate
matters for a Dreamweaver without proper
precaution.
Thankfully, Legacy Virtues require a specific
resource to use, and its acquisition is possible only
with a willing Dreamweaver.

MANAGING ENERGY
A Dreamweaver needs to be aware of the amount
of energy their players characters will potentially be
earning during each story.

This resource, once enough is accumulated,


will allow their players to extraordinary things, and
that needs to be taken into account. Otherwise, a
Dreamweaver could have their storys entire plot
undermined by a single players decisions. While this
isnt always a bad thing, it is certainly something that
should be planned for.
By being aware of which Legacy Virtues the
players have access to, a Dreamweaver can actively
slow or expedite the amount of energy the players
gain in a given scenario to accommodate their plans.
Telling a story that might be ruined if a single use of
a Virtue could undermine the drama? Just slow down
the players access to energy accordingly.

PLAN FOR VIRTUE


Though players have the ability to choose
potentially any action at any given moment, the truth
is, their actions are considerably more predictable
than that. By looking at the upcoming challenges
a Dreamweaver plans to introduce in a new story,
they can get a pretty reasonable estimation of when
a Legacy Virtue might be used. Players will be aware
of how significant the expenditure of energy is,
since they eagerly anticipated gathering enough of
it in the first place. They will look for meaningful
opportunities to use their great power, and a wise
Dreamweaver will give them just that. After all, what
good is having fantastic magic if you never have the
chance to use it?
Anticipate Virtue use when crafting stories.
Take note of players whose characters have enough
energy to use their Virtue and account for that
possibility during the story. Serving players an ideal
opportunity to use the greatest of their gifts can give
them a tremendous feeling of satisfaction, so look at
Virtues as an opportunity to let players do amazing
things, rather that seeing them as an uncomfortable
difficulty to be managed. Remember, energy assures
a Dreamweaver they will never be surprised with
Virtue use.

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.

Indulge players: Crafting may only be


significant to a small portion of the play group, but
Dreamweavers should seek to indulge these players
and give them ample opportunity utilize their crafting
skills as well pursue exciting materials along the way.
By planning in advance, a story can give crafting
characters the chance to meet merchants who sell
goods they may require, take interest in facing
creatures that may yield rare resources, or even be
extra conscious of their coin intake to further their
crafting desires.
Concurrent interests, not distractions: Equally
important to allowing players the chance to pursue
their crafting wishes, is not letting a few players and
their interests overcome the rest of the game groups
interest, or the storys primary purpose. Scratching
the crafting itch for some players should always be
managed by a Dreamweaver as a plotline that runs
parallel to the ongoing story. Take careful measure
not to let the quest for materials, need for coin, or
search for good workspace overshadow everything
else in a story, or you run the risk of having some
players happy, while others are left in the dust.
Always on the Lookout: Characters interested
in making use of their crafting skill will always be
on the lookout for opportunities such as using great
workspaces or harvesting quality materials. Because
of this a Dreamweaver can offer such opportunities
as an incentive for the player to follow along the
desired story paths. Think of it as a carrot and the
stick, with the players being ever eager to chase the
next big find in hopes it will let them craft something
wonderful. Be sure to let the players suspicions prove
true now and then, so they can reap the rewards of
always looking out for these opportunities.
Unique Items: Crafting special or unique
items can be very exciting for players, but they must
depend on the Dreamweaver to do so. First they
require the technique to produce these special items,
then they will require the necessary components as
is always the case. Dreamscape: Laruna offers several
crafting techniques that give players options for
special items, but it is likely a creative player will
inevitably have ideas of their own. Dreamweavers
should to to embrace this ingenuity and work with
their crafting players to create new Techniques that
are acceptable for their story. Once an appealing new
technique has been decided on the Dreamweaver can
then decide how it is to be learned or introduced.
Does the player need to do extensive research, maybe
making an enduring Academics AT, to discover this
method? Does the character have to seek out a master
craftsman who is reported to know this special

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technique, and if so, what will they need to do to


convince this person to teach them? This joint effort
to include personalized concepts will keep the player
engaged and thoroughly invested in the progression
of the story.

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.

EXPERIENCE AND CHARACTER DEVELOPMENT


In any story, seeing a character develop is one of
the most rewarding parts of the experience and this
is even more so for the players who are responsible
for that characters creation and actions.
At the end of every story, experience points
(XP) are awarded to players to represent how much
their have grown over its duration. Deciding exactly
how much experience to give should be based on
the goals of the story or campaign. The scope of the
stories should help guide the Dreamweaver in making
such a decision.

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For more epic or grandiose tales, players may


require more XP per session to fulfill the needs of
the campaign. Below is a list of the baseline amounts
of XP typically awarded after a story as well as XP
awards granted for various reasons.
Short story (1 session)

10XP

Medium story (2-3 sessions)

25XP

Long story (4 or more sessions)

50XP

Outstanding roleplay

5XP

Enhancing immersion

5XP

Completing a significant objective

8XP

These values represent a baseline for the


purposes of character development and should be
increased or decreased to meet the needs of the
campaign. For campaigns where it is preferable to
show a snapshot of the characters lives, reduced
XP can be preferable so these characters dont evolve
into something unsuitable for the subsequent stories.
During a campaign that places large amounts of time
or activity between each story, increasing XP awards
can ensure that there is a strong sense of progression,
allowing the players characters to tackle increasingly
difficult scenarios.

HOW TO HANDLE DOWNTIME


Using XP to develop a character generally
assumes they are spending their off time practicing
the increased skill or technique, but large portions
of time passing between stories may require special
XP awards to showcase how that time was spent
and how much growing the character did because
of it. In between stories, or even during a single
one, it is possible for large periods of time to pass
where the player characters may have remained
active or otherwise benefited from the pause in the
storys action. This period where characters are not
participating in the main story plot, and are passively
narrating how they spent large periods of time is
referred to as downtime.
Choosing an XP value to award for any given
downtime is far too specific a situation to estimate
here as it can range wildly in amount based on both
the time granting it, as well as the overall campaign
design of the Dreamweaver.
A Dreamweaver should be sure to discuss
carefully with the players what their characters will
be doing during the downtime and help them spend
any XP awarded accordingly.

It may be preferable to have the players spend


this XP immediately upon receiving it to better
demonstrate the cause and effect of the actions
they chose to take during downtime. Otherwise a
Dreamweaver runs the risk of a player saving the XP
and spending it on something completely unrelated
and nonsensical.

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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Rather than actually ending a campaign, it


can be wise to just bring the story to a good resting
point. This should be thought of as an intermission,
preferably done at a time between stories where
time away will not distort the a plot or challenge
the playgroups memory. This can leave a loved
campaign in a suspended state of stasis so when the
time is right, the group can pick up right where they
left off.
Power Creep: Legacy Cearers can over time
become fantastically powerful. This can be rewarding
and satisfying, but once sufficiently ranked, it limits
stories to tales that would be befitting of their stature.
This can prevent telling lower key stories as such
affairs could be beneath the characters concern.
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384
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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
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Chapter Eleven: In & Out


Traveling to and from Dreamscapes is a core
component of any ODAM story. In this chapter we
will address all of the necessary details on how to
handle this mechanism such as when a Dreamscape
may be entered, what happens when you go in, and
how players are affected once they return to the
Waking World.

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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When a Bound Reaver is defeated in the Waking


World, they exist solely in the dreams of the Anima
they are bound to. The Reaver uses this dream
as a battleground to prevent their bound Anima
from defeating them before they have a chance to
rematerialize in the Waking World. It is unknown
why Reavers choose the battlegrounds that they do,
and there is seemingly nothing an Anima can do to
control or influence that decision.

will draw them inside. Any outside Anima who enter


the Reflection are then bound to the dreamer, and
may not leave until the Reflector wakes up. This
stipulation means that the choice to assist another
Anima in their endeavor is a risk not to be taken
lightly.Once a Reflector has entered a Reflection, they
(along with any other Anima who have become bound
to them) will return to it each time they sleep until
they are defeated or the Bound Reaver is destroyed.

ENTERING A REFLECTION

WHAT HAPPENS TO MY BODY?

An Anima who has defeated their Bound Reaver


in the Waking World can choose to Reflect in order to
confront that Reaver in their sleep. All that is required
to do this is for the Anima to make the conscious
decision to Reflect, and they will find themselves
within their Reflection once they are asleep.
If an Anima does not wish to confront their
Reaver in this way, they may avoid Reflecting entirely,
and after 24 hours the Reaver will re-manifest in
the Waking World. This will of course force them to
confront the Reaver in the Waking World once again,
putting their lives and their loved ones at risk.
Reflecting Anima may be assisted by others in
their chase. Those who wish to help must Dreamwalk
and make physical contact with the Reflector, which

As with anyone dreaming, the body of a


Reflecting Anima lay in slumber. While Reflecting
does not always disrupt an Animas sleep schedule,
they enter reflections with the knowledge that they
may not awaken in a normal amount of time. In fact,
there are rumors of Anima who have entered them
only to never wake up again. The unpredictability of
entering a Reflection is usually met with precaution.
Many Anima attempt to keep bodyguards posted near
them during a Reflection, for both protection and
ensuring uninterrupted sleep, and for the opposite
to rouse them should they remain sleeping for too
long. Covens are highly valued in this task, and
certain members play specialized roles in guarding
their Reflectors, considering it a great honor.

This effect is even more pronounced


in those who follow Anima into a Reflection.
Following someone in this way leaves an Animas
body effectively helpless, as they are unable to be
awakened by any means other than the Reflector
waking up.
Even more troublesome is the fact that an Anima
will immediately fall asleep at the same time as the
Reflector to which they are bound.
This necessitates coordination between Anima
to ensure that everyones resting bodies remain safe,
and that a participant in the Reflection does not have
the misfortune of falling asleep while driving a car or
fighting off a MOX attack.

WAKING UP WHILE IN A REFLECTION


When the Reflector awakens, for whatever
reason, the Reflection immediately stops for all
involved. This can be a jarring experience, particularly
to a character who was in the middle of a melee
about to dodge a sword blow.
Since outside Anima who have entered a
Reflection are bound to the Reflector, they cannot
wake up or be woken up until the Reflector does.
This can lead to serious issues for Anima who are in a
Reflection that is not their own as they are no longer
in control of their own sleep schedules.
It is possible, of course, for the Reflector to go
right back to sleep, and all participants can pick up
exactly where they left off.

PASSAGE OF TIME IN LARUNA


While it is persistent, Laruna is still just a dream,
meaning that when it comes to the relationship
between the Waking World and Laruna, very few
rules apply. Epic stories that take place over years in
Laruna may only require a single nights sleep in the
Waking World, while a tense negotiation where every
hour matters may play out over a series of weeks.
This fluidity of time also applies when outside
Laruna. When reflecting back into Laruna, it is up to
the Dreamweaver to determine how much time has
passed. If the play group is going to be using the same
characters, the simplest answer would be to say that
no time has passed in Laruna. This would leave all of
the characters in the same relative position, and does
not require exploring what the players characters
may have been doing.
When entering Laruna, characters are
automatically granted the proper memories and

knowledge that a resident of Laruna would have,


allowing them to seamlessly fit into the world.

DEATH IN A REFLECTION OF LARUNA


Most times, when the character having the
Reflection is killed, they will immediately wake in a
panic, pulling all those who entered their Reflection
out with them. When this happens, the Reaver has
won, and the Anima will no longer be able to enter
that Reflection to chase them down. Soon after, the
Reaver will be able to manifest in the Waking World,
starting the cycle of pain and nightmares all over
again.
The Reaver receives 10 Conviction for this
victory, and each Anima involved in the Reflection
receives 50 Nightmare.
Since death in Laruna is not always permanent,
a Reflector dying does not always instantly end the
dream. At the Dreamweavers discretion, they may
allow the player to remain in Laruna for a time, in
the hopes that his companions make an attempt to
resurrect the character. In fact, dying in such a way
may be an integral part of actually defeating the
Reaver, depending on the context of the reflection.
If a character bound to the Reflector has been
killed, they will remain dead in Laruna until the
Reflector wakes up.
Their spirit will remain close to their body, and
they may be resurrected as normal. In the event that
the deceased characters spirit is destroyed, they
will simply go dark and not remember anything
after that point once they wake. The Anima will also
receive 25 Nightmare.
At this point, the Anima is no longer bound to
the Reflector. If they choose to re-join the Reflection,
they must find the Reflectors body and Dreamwalk
into their dream once again. If they decide to do so,
they will emerge in Laruna as a new character.

ANIMA AND LARUNA


A powerful Astean construct, Laruna is widely
known by Anima as being a fantastical place full of
magic and wonder. Wildly different than our own
world, experiences in Laruna often leave a lasting
impression on the Anima who are able to remember
what has transpired while they were there. Wielding
great magics and fighting mythical beasts are a staple
of Larunian conflict, and Anima who enjoy such
power and high stakes often look forward to traveling
there.

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Combating monstrous threats are not the only


appeal of Laruna however, as some Anima revel
in the ways of a medieval world and the politics
within. Childhood dreams of knighthood and dragonslaying can truly be realized in such a place, making
Laruna a veritable wonderland for the now grownup Anima who still cling to their fantasies of old.
Kings and queens, merchants and explorers, mages
and warriors - all of these identities are possible for
Anima, and so individuals Reflecting to Laruna will
find no shortage of friends offering to enter with
them to help, if only for another chance to explore
this beautiful, mystical world.
Not all Anima find excitement and pleasure in
Laruna. For every Anima who is a king, there are 100
more who are hunted as dishonorable Mesmulot of
the Dark Legacy. For every Anima who is a Queen,
there are 100 more who are a fledgling Legacy
bearers being chased by a vicious Kreesh. While the
opportunity to travel into Laruna is most often met
with a tantalizing twinge of excitement, there are
enough Anima who see it as an overly dangerous
landscape that should be treated with great caution.
Furthermore, those who are forced to travel there to
defeat their Bound Reaver understand that there is
a specific purpose to their journey, and many lives
could hang in the balance.

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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8

Jacob and his coven have been struggling with


a newly awakened Anima who has seemingly been
tormented by a Reaver. No matter what Jacob does,
he cannot seem to figure out exactly what is going on,
and always feels one step behind. Jacob is ordinarily
a strong, gruff man whose Animus is an Angelic
Commander, but this recent case seems be getting the
better of him. When it finally comes time to destroy
this Reaver, Jacob falls asleep and finds himself in
Laruna.
Will he manifest as a strong and gruff Garaith,
an exaggerated fantasy version of his real world
personality?
Perhaps he becomes a Lightbringer, recalling the
holy mission he found himself on in his Crux? Maybe
he appears in Laruna as something entirely different.
What if Jacobs mind holds on to his confusion and
frustration when it comes to dealing with this Reaver?
Jacob could end up being a wise but frail Descendant
Gatekeeper, finally able to access the wisdom and
knowledge he needs to catch up with this Reaver.
Another possibility to consider is if Jacob has
been to Laruna before. Since Dreamscapes have a
level of persistence to them, Jacob could enter Laruna
as a character not directly related to his current
predicament. He may appear as the rash Ashik
Stormborn that he first dreamed of the very first time
he was in Laruna.
These are all decisions that must be made
between both the players and the Dreamweavers.
Perhaps Jacobs Ashik character would vastly
overpower the other players and the Reaver they are
chasing, and so would be an inappropriate choice for
the story being told. Maybe Jacobs player wants to
try something completely new, so he works with his
Dreamweaver to fit an unusual new concept into the
existing story. Since Anima characters do not have any
kind of active control over how they will manifest in
Laruna, Anima players should understand that dream
sequences in ODAM are meant for specific purposes
and may require higher levels of collaboration with
a Dreamweaver and other players.
The second aspect to consider when creating
a Dreamscape: Laruna character is the related
Animas Control within Laruna. Since Dreamscape:
Laruna already has its own character advancement
mechanisms, Control is best used whenever creating
a new character to be used within Laruna.
When making a Dreamscape: Laruna character,
Control is used to increase that characters Legacy
Rank by one for each rank in Control (Laruna) the
Anima has.

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

the Legacy Rank of those who close the Nexus,


making for a great cliffhanger. Players can finish their
current ODAM and Laruna stories by closing a Nexus,
and then look forward to coming back to Laruna with
even more power, helping to make a return to Laruna
a highly desirable event.

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.

SHADOW OF THE DOUBT


Using a creature, corruption, or Kreesh as a
reaver is a useful, overt way to draw players into
a Laruna campaign, but it is not the only option
available. All Laruna stories should have Legacy at
their core, but that doesnt mean that a Reaver must
take the form of a corrupted creature.
Legacy bearers themselves can also be used
as Reavers. Legacy bearers can absorb energy from
one another, so it is not unheard of for them to
come into direct conflict. These conflicts can be
simple - a power hungry Legacy bearer seeking to
kill others of their kind to absorb their power makes
for a fairly straightforward villain. They can also be
more nuanced, if a Legacy bearer is truly fighting for
something that makes them both sympathetic and
antagonistic.

3
389

A Sentinel who feels she must protect her


kingdom from the inevitable Kreesh a band of new
Legacy bearers will bring to her doorstep is not so
clearly a villain. Having to face off against a fellow
Legacy bearer in a conflict where no side is right
also mirrors many Waking World campaigns, where
the battle between belief and doubt often transcends
traditional morality.

ENDING THE REFLECTION


Reflections of Laruna all have a very specific
purpose: to find and defeat the Bound Reaver who
has pulled the Anima there. Once the Anima have
done so, they awaken from the reflection, granting
them newfound Control, and most importantly,
memories of their experiences.
Every night a character wakes up from a
Reflection in Laruna, they receive 1 Control (Laruna)
Progress.
All Anima who participate in defeated a Bound
Reaver in Laruna receive 5 Control (Laruna) Progress
when the Reflection is over.
The Reflector also has all of their Nightmare
Score converted to Rank Progress.

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

Bind: You focus onto a spot, binding your spirit


to the location. You may only be bound to one spot
at any given time. Being within 30m of your binding
point grants you +2 Reaction and +2 AGI.

390
0

Recall: You may focus intently for one full phase


and spend 5 Conviction to return to a binding point
within .5 km of your current location . If the location
is has become blocked by solid objects or is otherwise
occupied, you will end up in the nearest open space.
Time Sense: Whenever you are 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.

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.

VISIONS OF THE PAST (RANK 2)


The user clears their mind, closes their eyes, and
opens them again to a view of past events.
Range: 1 day*
Duration: 1 hour
Type: Time, Energy

Structures or obstacles that exist in the current


time will still prevent you from accessing areas that
may have once been open. You may see up to 24
hours into the past, choosing any point within that
period. You may end the duration at any time.
(1c) Duration Adjustment: +1 hour
(2c) Strength Adjustment: +1 day rewind
(8c) Special Adjustment: Historian
You may see up to 1 month into the past
(12c) Special Adjustment: Ethereal Form
You may leave your body in a torporous state
for the duration, and walk about freely as
though you were in the past, unobstructed.
While in this state, only a violent disruption,
such as heavy shaking or taking Health damage
will be felt, alerting you to danger

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

Base Success: You are able to peer backwards


into history to see events unfolding in the area
around your location. You will see an overlay of
ghostly images transposed on top of the current
surroundings, as people and animals move about like
normal, and the land and buildings appear as they
once were. You may walk about freely, listen, and
observe, but may not interact with any images from
the past. Persons and objects in the current time will
seem obviously brighter and solid, and thus you will
be able to differentiate them easily.

3
391

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

FEARSOME GAZE (RANK 2)


(1c) Range Adjustment: +1km
(1c) Size Adjustment: +1m width
(1c) Duration Adjustment: +1 hour
(5c) Special Adjustment: Link
You may end the duration at any time

The users visage changes into a nightmarish


appearance and their eyes briefly flash with a bright red
glow, filling someone with unnatural fear and panic.
Range: 10m
Duration: 1 phase
Type: Fear
Base Success: The target becomes Afraid
(Status Effect), and makes all Defensive ATs at a -1
penalty.

392
2

(5c) Strength Adjustment: Additional -1


Defensive AT penalty
(10c) Duration Adjustment: +1 phase
(15c) Special Adjustment: Flee
The target must immediately leave in the
complete opposite direction of the caster at the
highest speed possible

SHADOW TENDRILS (RANK 4)


A shadow or source of darkness unfurls tendrils of
pure shadow that reach out to grab a target, holding,
crushing, or even choking it.
Range: 10m
Duration: 2 phases
Type: Shadow

SHADOW PORTAL (RANK 3)


(Found in ODAM page 119)

Base Success: The target is grabbed by a


shadow tendril which spawns from a nearby source of
darkness. These tendrils severely restrict movement,
preventing the target from effectively evading attacks
or defending itself. The target is considered grappled
and suffers -2 to all Defensive ATs for each tendril
that restrains them. They may not take more than a
single step in any direction. Tendrils have 25 Health.
(5c) Strength Adjustment: +1 tendril
(5c) Duration Adjustment: +1 phase
(6c) Special Adjustment: Crush
The target suffers 8 damage per tendril at the
start of each phase they are grappled by a
Shadow Tendril.
(10c) Special Adjustment: Choke
The target has their air supply cut off (if this is
possible) and loses 10 stamina at the start of
each phase they are grappled by a tendril.

SPREADING DARKNESS (RANK 5)


The user causes all light within an area around
them to dim until the area is lit no better than a
heavily overcast day. Shadows will thicken, lamp bulbs
will become less bright, and windows will darken. In
addition, smoky shadows spill out from the user and
further cloud vision for anyone else in the area. This
will have no effect when used in direct sunlight.
Range: 10m radius
Duration: 2 phases
Type: Shadow
Base Success: Anyone in the area suffers a -3
PER penalty and has visibility reduced to a 2 meter
range.
(2c) Range Adjustment: 1m
(5c) Duration Adjustment: +1 phase
(10c) Special Adjustment: Fertile Shadows
All shadow abilities used within the area of
Spreading Darkness gain +5 CAP with base
success.

3
393

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
Naturalist: You
ou
u become
bec
eco
omee immune
i munee to
im
to naturally
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

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.

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

(15c) Duration Adjustment: Wild Growth


Targets are snared for an additional phase

CHAIN LIGHTNING (RANK 4)


The user calls down lightning from the skies that
strikes the target and jumps to nearby enemies.

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

SPIRIT BOND (RANK 3)


The user makes eye contact with a creature,
spending one phase to connect to its feral spirit. If the
user 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.
Range: 5m
Duration: 10 phases
Type: Nature
Base Success: You link with a mammal,
allowing you to communicate telepathically. In
addition, you may issue single commands as an IFU
action, once per phase. The creature will follow these
commands to the death or until the duration expires.

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 (RANK 5)


The user beseeches the aid of an ancient protector
of the land from another world. There may only be one
active ancient guardian at a time.
Range: 50m
Duration: 5 phases
Type: Nature, Summoning
Base Success: A nearby part of the land is
infused with nature energy, coming to life to assist
the user. 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 user.

ANCIENT GUARDIAN
(1c) Duration Adjustment: +1 phase
(5c) Strength Adjustment: May link with an avian or fish

(10c) Strength Adjustment: May link with an


insect or arachnid
(10c) Special Adjustment: Soul Link
You may inhabit the creatures body for the
duration, assuming complete control of its
actions. Your physical body will remain lifeless
in its current position. If the creature dies while
Soul Link is active, you will immediately snap
back into your body, and become paralyzed for
1 phase

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

NEW PASSIVE ASPECTS


STAR PROPHET
You have found your path amongst the stars and
may use their light to further your destiny.
Visual Changes: Celestial skin, zodiac tattoos
Rank One: +2 Shaping, +1 Perception, Horoscope

Rank Two: +5 Conviction, +1 Shaping


Rank Three: +2 Intellect, Zodiac Ivis
Rank Four: +1 Shaping, +2 PER
Rank Five: +3 Shaping, Zodiac Cazar
Horoscope: +1 to any Attribute and +3 to any
Base Skill
Zodiac Ivis: Immune to Fear Effects.
Zodiac Cazar: Once per hour, you may retake
any AT and choose which result to keep.

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

Battle Hymn: All allies within 20m receive a +4


to all Fighting or Weaponry ATs.
Dirge: All enemies within 20m receive a -2 to
Reaction and a -4 to any Fighting or Weaponry ATs
that target the user.

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

REMOKIN (BOW FORM)


Range: 0-80m/81-180m/181-400m
Difficulty: 10/20/30
Damage: 20 (magical)
Speed: 30
Rate of Fire: Single
Ammo: Special*

Rank One: +2 CHM, +3 Social, Mental Immunity

Rank Two: +1 INT, Copycat


Rank Three: +5 any Social Skill, Divided Mind
Rank Four: +2 CHM, +3 Social
Rank Five: +3 CHM, +1 AGI, +1 Shaping
Mental Immunity: Immune to illusions and mind
effects
Copycat: As an instant untested action, you may
assume the appearance of any individual within sight
Divided Mind: The first psionic ability used in a
phase is considered a free action

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

(1c) Damage Adjustment (Single): +5 Damage

*The Remokin automatically fashions arrows out


of arcane energy when its bowstring is drawn. The
Remokin can not run out of ammo and all damage
done is magical.
Elemental Arrows: Once per phase, you may
apply an elemental effect to the Remokins arrows.
Earth: Earth Arrows do an additional +5
magical damage
Water: Water Arrows produce a Bleed (2) effect.
Air: Air Arrows have a Speed of 50
Fire: Fire Arrows cause a painful burning,
causing the target to suffer a -2 WP.
Archery Master: You gain an additional +3 to
all ATs using your Remokin, and the range of the
weapon is increased by 20m per category.

Base Success: Your jump distance is tripled for


the duration. This does not assist in landing in any
way.
(2c) Duration Adjustment: +1 phase
(5c) Special Adjustment: Leap
Jump distance is quadrupled
(10c) Special Adjustment: Bound
Jump distance is quintupled
(15c) Special Adjustment: Vault
Jump at 8x jump distance
(20c) Special Adjustment: Surge
Jump at 10x jump distance

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

Electric Strikes: Enemies hit with your strikes


must pass a 15% CT or become shocked for one
phase, and are only able to make Defensive ATs.
Lightning Speed: The first physical action taken
in a phase is considered a free action
Passive Regeneration: 1 Health is regenerated at
the start of every phase

NEW ANIMUS ABILITIES


JUMP (RANK 1)
This ability causes a break in the Doubt around
the users legs, granting them the power to jump great
distances in a single bound.

Range: Within City Limits


Duration: Instant
Type: Mind
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 their way to you. Targets
in closer proximity will feel a stronger sensation.
(Those within the same building would be highly
likely to head towards the user). The sensation will
fade after 24 hours have passed.
(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 individual
(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

Range: Self
Duration: 2 phases
Type: Enhancement

3
397

HASTE (RANK 3)

VANISH (RANK 4)

The user alters the flow of time around a target,


causing them to respond more quickly.

Vanish causes the user to completely disappear


from view, rendering them invisible for a time. While
invisible, the user may move and act freely, but
attacking or using an ability will cause the spell to
break.

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

SOOTHING SERENADE (RANK 4)


The user infuses a small area with refreshing
magical energy by replicating a melodic, peaceful sound.
This can be done by playing an instrument, singing,
humming, and the like. All allies in the area regain
health and stamina at an increased rate. This does not
affect the user.

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

Harnessing the magical energies around them, the


user is able to propel themselves through the air at
great speed.
Range: Self
Duration: 10 phases
Type: Arcane, Transformation
Base Success: The user can fly at double base
movement for the duration. If the ability ends while
the user in still in the air, they immediately begin to
drop and take falling damage as normal. The user can
carry no more than they could if they were on land.
(4c) Duration Adjustment: +1 phase
(8c) Special Adjustment: Savior
User can carry another individual without
burden
(10c) Speed Adjustment: User moves at triple
base movement

NEW REMNANTS

Range: 2m
Duration: Instant

THE TELLING (RANK ONE)


The mighty Ashik of Laruna gather once a year
to tell tales of their strength and take on sacred vows
that guide their lives. While it is an extremely rare
occurrence, lying at a Telling is one of the few things
an Ashik can do that will find them excised from the
Ashik community. The user exerts this pressure on an
individual they are conversing with, making them
unable to tell a direct lie to the user.
Range: Self
Duration: Instant
Base Success: The user asks another a simple
yes or no question. The person in question is unable
to lie or avoid the question, and must answer yes
or no to the best of their knowledge.

WATER WALKING (RANK TWO)


Some of the flashier mages of Ranath would take
to walking across the water of the Grand River in an
effort to scam traveling merchants unfamiliar with the
territory. Accompanying stories ranged from the mages
being cursed to be unable to walk on land unless a
kind stranger offers up a precious gem, to promises of
a magical item that could make entire trade carts float
above the ground, to simple attempts to impress pretty
girls entering the big city for the first time.
Range: Self
Duration: 5 phases
Base Success: The user may slowly walk across
any body of water, moving at half of their normal
movement speed.

Base Success: The user emits a blast of magical


flame, dealing 10 magical damage to anyone within
a 2 meter radius.
(3c) Range Adjustment:+1 Meter
(1c) Damage Adjustment: +1 magical damage
(15c) Special Adjustment: Lingering Flame
Burning Crown deals an additional 10 damage
to all targets the phase after it is used.

TOWER OF SOL (RANK 4)


To the humans of Laruna, there is no greater
monument than the Tower of Sol. This artificial sun
raised high in the sky warms the skin and hearts of the
citizens of Sol, keeping them safe from the Mesadrin
threat.
Range: 10m
Duration: 5 phases
Base Success: A 10m radius around the user is
filled with the holy light of Sol. Any Anima within this
radius receive a +5 to ARM and RES. Any Reavers
attempting to enter this light immediately suffer 5
magical damage.
(3c) Range Adjustment:+1 Meter
(3c) Strength Adjustment: +1 to ARM or RES

HARVESTERS CLAW (RANK 5)


No singular weapon, spell, or ritual is as feared
or reviled as the Harvesters Claw. More than just a
deadly weapon, the Harvesters Claw is an implement
of suffering that most would agree does not belong on
an honorable battlefield.

(3c) Duration Adjustment: +1 phase


Base Success: Creates the Harvesters claw.

BURNING CROWN OF ABILE (RANK 3)


This constellation grants those with magical
abilities increased power. Being born when the
Burning Crown is visible in the night sky is said to be
an auspicious omen, and many magical rituals and
celebrations are planned around its appearance. The
Starcallers of Laruna channel the power of the Burning
Crown to scorch their enemies around them, and the
user is able to expend that same power in a singular
burst.

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.

HEART OF THE ASHIK (RANK TWO)


An ancient stone said to be the fossilized heart of
one of the first Ashik to be created by the titans. The
Heart of the Ashik is about the size of a baseball and
holds the vague shape of a heart. A faint red glow can
be seen when activated.
Effect: Spending 5 Conviction
to activate, the Heart of the
Ashik bestows its power to
the user, granting their
next successful strike +10
magical damage.

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

Effect: By opening the receptacle and breathing


deeply, the user instantly restore 10 Stamina and 5
health. This effect can be used once per day.

ENCHANTED GOLD PIECE (RANK FOUR)


This small gold coin is emblazoned with the
image of a crowned man on one side and a glowing
crystal on the other, with the words Kvdgvmvkvn,
Hvsrdvm vn thv Nvsdn stamped around the edges.
Effect: Once per day can be flipped. Heads
gain 5 Conviction, Tails lose 5 Conviction (and gain
5 Nightmare).

MAKORA PENDANT (RANK FOUR)


This beautiful pendant is fastened with gold chain,
and contains a gem that seems to shift colors at
random. The gem is about 2.5 cm long, with
well carved facets that prominently reflect
light, giving it a brilliant glow. Made by a
famous Larunian craftsman as a gift for
the Maiden of Maport, the pendant has
become unbound in the Waking World,
altering its effects without provocation.
Effect: Depending on the current
color of the gem, the following
bonuses are granted to the wearer. The
color randomly changes once per day.
Red: +25 Temporary Health
Green: +15 RES
Blue: +15 Temporary Conviction
Gold: +1 Health regenerated per phase
Black: Take all ATs twice, keeping the
lowest. The pendant may not be removed
by any means while this effect is in place.
Clear: None

WAND OF THE FLAMEGUARD (RANK FIVE)


A beautifully crafted wand with a finely carved
wooden shaft and an oblong orange crystal attached
to its end. Taken from the belt of a passed out mage
who had too much wine, this wand is slightly warm to
the touch and has a pulsing energy that you can sense
within.
Effect: By spending 5 Conviction and pointing
it at a target, the wand casts Burn as per the ability,
using the Shaping score of the wielder.

APPENDIX 1: TECHNIQUES

Techniques represent specific feats or tricks a


character is capable of due to their level of proficiency
in an appropriate skill.
These specific Techniques can be passive or
require active use. Techniques are purchased with
Experience Points, which each technique listing its
cost.

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

SPLASH EXPERT (ALCHEMY)


You have spent some time researching the most
efficient methods of combining ingredients to get the
largest explosions out of your work.
Effect: When creating Splash type potions, base
formula difficulty is reduced by 5.
Cost: 10 xp

SPLIT CAST (ENCHANTING)


You have perfected a method that creates wands
which cast their spells at one additional target.
Effect: When Enchanting a wand, you gain the
modifier Split.

FRIEND OF THE LAW


You have earned a rapport with the militia and
lawmen of a region (chosen at acquisition), making
escaping minor criminal offenses possible.
Effect: You may take a Kingdoms AT against a
difficulty of 25 to avoid penalty or incarceration for a
minor criminal offense. Major criminal offenses may
also be avoided, although this subject to circumstance
and the Dreamweavers discretion.
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

Split: May be applied to any single target spell


placed within a wand. This causes the wand to cast its
stored spell at an additional target within range. This
will consume one additional charge from the wand
at the time of use. Split increases the Enchanting
process difficulty by 12.
Cost: 20 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

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401

MANA EFFICIENCY

HAMSTRING

Your constant toying with mana streams has paid


off. You have learned how to manipulate mana with
great efficiency.
Effect: Allows you to spend for a Special
adjustment, Mana Efficiency, when casting any spell.

You have practiced disabling a targets legs to


prevent them from escape.
Effect: When wielding a one-handed slashing
weapon, you may use Alternate Strike: Hamstring.

(2c) Special Adjustment: Mana Efficiency


The cost of this spell is reduced by 5 Mana. A
spells Mana cost may not be reduced below 1
in this manner. This may be used one per spell
cast.

(BS+8c) Alternate Strike: Hamstring


A target that has been hamstrung cannot move
any further than 1 meter per phase. Hamstring
specifically targets the legs, and may be made
ineffective by appropriate leg armor.
Cost: 10 xp

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

MELEE COMBAT 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 taking a Melee Combat AT. Cannot reduce
hindrance below zero.
Cost: 15 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

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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

You have studied armored opponents and know


where the most vulnerable places are for a good
puncture wound.
Effect: When wielding a one-handed piercing
weapon against a target wearing armor, any strike
landed using Attack Priority (minor) inflicts +20
damage and causes Bleed (2).
Cost: 20 xp

Required: Precise Shot Technique


You have refined your accuracy to such a point
that you land critically injuring strikes to unprepared
opponents.
Effect: When shooting a bow, you gain the
following weapon adjustment:

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

(35c) Weapon Adjustment: Dead Shot


This strike deals +140 damage and any
additional CAP spent increases damage by 4
per point.
Cost: 20 xp

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.

Blocking out the pain, you see nothing but the


target.
Effect: You ignore up to 5 Wound Penalties
when making a Ranged Combat AT.
Cost: 10 xp

MOUNTED ARCHERY
Cost: 10 xp

RANGED COMBAT 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 taking a Ranged Combat AT. Cannot reduce
hindrance below zero.
Cost: 15 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.

You have practiced the skill of shooting a bow


while riding atop a mount.
Effect: Reduces the penalty incurred by shooting
bows from a mount by 3.
Cost: 10 xp

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

APPENDIX II: CREATURES


VIOLENCE REAVER

Large Extraplanar Shadow Beast


An evil shadow creature spawned from another
plane, the Violence Reaver attacks its target
mercilessly until defeated.

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

Large Extraplanar Humanoid


A mighty being fallen from the heavens, this
warrior is both fearsome in combat and a
versatile healer.

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)

Suffers no wound penalties.

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

Suffers no wound penalties.

Resistance
(Light, Dark)

40

2H Slashing

15

Resistance
(All Other)

10

As per Base Success of the Truesight spell. The


Guardian has an Ability Score of 50 for the
purposes of piercing invisibility and illusion
effects.

TRUESIGHT
Known Spells
Heal, Remove Poison, Protect

4
405

FIRE ELEMENTAL

Large Extraplanar Humanoid


A creature borne of pure fire, this elemental
leaves charred destruction in its wake.

Whether through spell use or melee attacks


combined with its aura, the Fire Elemental seeks
to turn its enemies to ash.
(Typical Attack Score: 39)

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

(1c) Damage Adjustment: +4 Fire


(3c) Special Adjustment: Ablaze
The target is set ablaze for 2 phases causing
them to suffer 10 + INT damage (Fire) per
phase. Does not stack.

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

Upon a Fire spell Base Success, this creature gains +5 CAP


to spend.

406
6

ATTACK

LV
25

This creature is immune to all Fire damage and


effects.

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).

(1c) Range Adjustment: +1m


(1c) Damage Adjustment: +1 Damage

FLIGHT
Flies at base movement speed.

EARTH ELEMENTAL

Large Extraplanar Humanoid


This amalgamation of living rocks and earth is
better left undisturbed.

LV
25

The Earth elemental bludgeons his opponents to


death with fists and magic.
(Typical Attack Score: 43)

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

(1c) Damage Adjustment: +4 Impact


(3c) Special Adjustment: Rocked
Target is dazed, taking a -3 to all ATs for 2
phases. Does not stack.

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

Upon an Earth spell Base Success, this creature gains +5 CAP


to spend.

This creature is immune to all Earth type spell


effects, knockdown, and knockback effects.

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

(1c) Damage Adjustment: +2 Slashing

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

Medium Undead Spirit


A tormented soul of the deceased whose spirit
never made it into the heavens.

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

Medium Undead Spirit


A powerful undead spirit, given command of
lesser souls to assault the enemy.

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

Armed with a short sword, shortbow, and


chainmail, the skeleton mindlessly follows the
orders of its master.
(Typical Attack Score: 18)

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.

(1c) Damage Adjustment: +2 Piercing


(3c) Weapon Adjustment: Bleed (2)

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

(1c) Damage Adjustment: +3 Slashing


(5c) Weapon Adjustment: Bleed (3)
(24c) Weapon Adjustment: Amputate
(30c) Weapon Adjustment: Decapitate

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

This creature will attempt to bite


its foes or melt them into liquid.

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)

(1c) Damage Adjustment: +5 Piercing


(3c) Weapon Adjustment: Grapple & Bleed (4)

Legacy Abilities
Slag

The Megadon shakes itself like a wet dog,


spraying molten lava over all creatures in range.
AT: LV + INT (43)
Cost: 30 mana
Range: 10m
Duration: Instant

A large reptilian creature with


molten stone for skin, practically
immune to physical strikes.

(Typical Attack Score: 39)

Huge

Due to its huge size, the


Molten Megadon suffers a -10 to all
Melee Combat ATs when fighting
medium-sized creatures
(the players.)

Base Success: All creatures within 10m suffer


25 Damage (Fire) on impact, then suffer the same
amount of damage (Fire) at the start of the following
phase. Victims may take an Evasion AT to reduce the
damage by the ATR. After using Slag, the Molten
Megadon may not use Slag again in the following
two phases.
(1c) Damage Adjustment: +1 Fire
(5c) Special Adjustment: Excess
Slag is everywhere, causing -5 penalty to all
Evasion ATs for the remainder of this combat.
This effect does not stack.

Burning Aura

Extreme heat radiates from the Molten Megadon,


dealing 30 damage (Fire) to creatures within 3m at
the start of each phase.

MOLTEN MEGADON
LV 40 HUGE ELEMENTS KREESH
410

Chosen Traits 75
Inherent Traits 73

INDEX
A

Ability Score 314


Ability Test 314
Ability Test Result (ATR) 314
Chance Test 317
Defensive 315
Difficulty 314
Shatters and Chokes 314
Unskilled 317
Actions
Taking Multiple 319
Types 318
Armor 366
Hindrance 325
Shields 325
Ashik 88
Chosen Traits 91
Inherent Traits 91
Attributes 119
Agility 121
Charm 122
Endurance 121
Intellect 121
Perception 122
Strength 120

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

Ranged Combat 330


AOE Effects 331
Cover 331
Firing into Melee 331
Reaction 318
Resistance 325
Resisting Magic Effects 333

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

Att Bonus Legacy


Bonus

Melee

Advanced Skill

Craft

LEGACY
Total
Rating Skill

MAGIC
Magic

VIRTUE
Total
Rating Skill

Att Bonus Legacy


Bonus

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

PROTECTION & RESISTANCE

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:

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