Mystic Realms® Glory of Guildhall Source Book

Transcription

Mystic Realms® Glory of Guildhall Source Book
Mystic Realms
®
Glory of Guildhall
Source Book
Version: 2012-01-20
THIS COPY IS FOR MEMBERS ONLY
PLEASE DO NOT DISTRIBUTE
A Role Playing Game Supplement
Created by Anton Kukal
MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN, GUILDHALL and all Mystic Realms
characters, character names, and the distinctive likenesses thereof are trademarks of Mystic Realms, Ltd. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the
express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. © 2011 Mystic Realms, Ltd. All rights reserved. Printed in the USA.
Mystic Realms, Ltd.
CREDITS
W ritten by: Anton Kukal
Playtesting: Rosemary Auge, Ken Butler, Patrick Clewell,
Christopher Diehl, Drew Forman, Bobbi J. Kukal, Jennifer
Gannon, Noah Gershkowitz, Lee M . Lewis, Sean McGarry,
W alter McCord, Vince McDonald, Scott A. Melzer, W illiam
Seligman, Genna Schnorrbusch, Jarod Thomas, Amy
W ojciechowski.
Reproduction or translation of any part of this work, beyond that
permitted by Section 107 or 108 of the United States Copyright
Act, without permission of the copyright owner is unlawful.
Requests for permission or further information should be
addressed to Mystic Realms, Ltd. at mysticrealms.com.
CAUTION STATEM ENT
Always exercise caution when playing Mystic Realms. Players
must ensure that no physical harm comes to them or others while
playing, and should also be careful that their game does not
disturb or alarm those who are not participants and may not
understand the hobby. Players are encouraged to contact local
authorities to establish procedures to inform them of when and
where their games will be played. Stage properties, specifically
weapons, should never be carried in public places. Many
jurisdictions severely prosecute persons wielding weapons,
including toy guns, and jail time may be mandatory in these
weapon and/or firearm offenses.
DISCLAIM ER
The author and publisher will not be held responsible for any
action, intentional or other, committed while playing Mystic
Realms or derived from the content of this book. The author and
publisher make no specific warranties as to the safety of these
rules and encourage players to use their own common sense when
playing this game.
Mystic Realms is a game for entertainment purposes only.
Reader discretion is advised. All similarities between themes,
characters, plots, and persons living or dead are strictly
coincidental and do not reflect reality. All ceremonial, ritual,
religious and occult elements in this book are fictional and
intended for entertainment purposes only. Please do not sacrifice
your neighbor’s pet to your imaginary dread god and, if you do,
be advised that the author and the publisher will not be held
responsible.
ABOUT THE AUTHOR
Anton Kukal started live-action roleplaying in the early 1980s,
long before the term live-action was ever used to describe the
hobby. His first attempt at writing a rules system used crumpled
balls of paper to cast spells, padded broom-handle swords, and
garbage can-lid shields. The goal was to hunt monsters through
the woods behind his house as imagined medieval heroes.
Anton wanted more from this developing hobby and for the next
fifteen years he worked to create a rules system that would blend
theatrics and game mechanics to totally simulate every aspect of
the imagination. The first draft of the Mystic Realms rules was
published in 1995, the second in 2002, and the most recent in
2010.
The current Mystic Realms rules system allows players to do
almost anything their imagination devises in a way that is
balanced, fair, and extremely playable, but, more importantly to
Anton, dedicated to encouraging theatric performance in the
participant.
Anton has written the Mystic Realms Live-Action! rules, as well
as a companion Dice-Play! system. He’s written the Mystic
Realms W riter’s Guide to teach game administrators how to make
their LARP a more interactive theatric experience. And he’s
written the source materials for many of the Mystic Realms
worlds. He also is the author of over a dozen novels and
countless short stories most of which are set in the game worlds
of Mystic Realms.
Anton’s goals are to bring Live-Action! roleplaying into
acceptance as a mainstream performance hobby. He hopes to
show people the value of a theatric based rules system where
participants entertain each other as part of a creative community
of friends. If asked why he started Mystic Realms, he’ll tell you
simply, “I wanted to bring people together.”
Anton lives with his wife and three children in a small blue house,
on a wooded lot, in the middle of a long country lane. You’ll find
him at his desk, typing away, hard at work, creating the next new
adventure.
OFFICIAL CLUBS
W e want you to have as much fun as possible while playing
Mystic Realms. If you’re interest in starting an Official
Production Club please contact us at mysticrealms.com. Our
dream is to create interconnected groups of people sharing cast
costumes, weapons, knowledge, and experience. W e’ll be glad
to help you host your first couple of events. There’s no franchise
fees or other nonsense to start a club. W e started in our
backyards and we want to help you and your friends get started,
as well. Soon you’ll be renting sites with a hundred new friends,
and having the time of your other lives!
Table Of Contents
Historical Overview. . . . . . . . . . . . . . . . . . . . . 2
The Awakening. . . . . . . . . . . . . . . . . . 2
World Creation. . . . . . . . . . . . . . . . . . 2
The Five Ages . . . . . . . . . . . . . . . . . . . 5
Guildhall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Guilds . . . . . . . . . . . . . . . . . . . . . . . 12
Game of Guilds. . . . . . . . . . . . . . . . . 14
Founding of Guildhall. . . . . . . . . . . . 15
Guild Members. . . . . . . . . . . . . . . . . 15
Structure of Guildhall. . . . . . . . . . . . 16
Guild Life.. . . . . . . . . . . . . . . . . . . . . 16
Guild Hierarchy. . . . . . . . . . . . . . . . . . . . . . . 18
Rank. . . . . . . . . . . . . . . . . . . . . . . . . . 18
Changing Guilds. . . . . . . . . . . . . . . . 21
Guild Ceremony. . . . . . . . . . . . . . . . . . . . . . . 22
Ceremony of Apprenticeship. . . . . . . 22
Ceremony of Initiation.. . . . . . . . . . . 23
Ceremonies of Journeymaking. . . . . 23
Ceremony of Mastery. . . . . . . . . . . . 23
Guild Lore.. . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Guild Syllabi. . . . . . . . . . . . . . . . . . . 25
Learning Skills.. . . . . . . . . . . . . . . . . 25
Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Artisan.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Bard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Cavalier.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Cleric.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Druid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . 38
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Rogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Runecaster.. . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Warlock.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Wizard.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Governance of Guildsmen. . . . . . . . . . . . . . . 52
Council of Lore. . . . . . . . . . . . . . . . . 52
Community Governance. . . . . . . . . . 52
Luminary Positions. . . . . . . . . . . . . . 53
Meetings.. . . . . . . . . . . . . . . . . . . . . . 55
Justice of Guildhall. . . . . . . . . . . . . . 59
Commoners. . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Culture. . . . . . . . . . . . . . . . . . . . . . . . 67
Prejudices.. . . . . . . . . . . . . . . . . . . . . 67
Laws.. . . . . . . . . . . . . . . . . . . . . . . . . 68
Occupations. . . . . . . . . . . . . . . . . . . . 68
Commoner Nations. . . . . . . . . . . . . . . . . . . . . 71
Beardon. . . . . . . . . . . . . . . . . . . . . . . 71
Elf.. . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Human. . . . . . . . . . . . . . . . . . . . . . . . 80
Klacton.. . . . . . . . . . . . . . . . . . . . . . 110
Minotaur. . . . . . . . . . . . . . . . . . . . . 113
Orc. . . . . . . . . . . . . . . . . . . . . . . . . . 115
Pythian. . . . . . . . . . . . . . . . . . . . . . . 118
Rakkarin.. . . . . . . . . . . . . . . . . . . . . 120
Weetle. . . . . . . . . . . . . . . . . . . . . . . 122
General Information. . . . . . . . . . . . . . . . . . . 124
Magic. . . . . . . . . . . . . . . . . . . . . . . . 124
Spirits.. . . . . . . . . . . . . . . . . . . . . . . 126
Religion. . . . . . . . . . . . . . . . . . . . . . 126
Military Orders. . . . . . . . . . . . . . . . 130
The Eternal Spirits. . . . . . . . . . . . . . 133
Geographic.. . . . . . . . . . . . . . . . . . . 133
Economics. . . . . . . . . . . . . . . . . . . . 136
Calendar. . . . . . . . . . . . . . . . . . . . . . 136
Holidays and Celebrations. . . . . . . . 136
Economics, Skills & Equipment. . . . . . . . . . 140
Money. . . . . . . . . . . . . . . . . . . . . . . 140
Base Substances . . . . . . . . . . . . . . . 140
Runes. . . . . . . . . . . . . . . . . . . . . . . . 140
Communication. . . . . . . . . . . . . . . . 140
Compounds. . . . . . . . . . . . . . . . . . . 140
Glyphs. . . . . . . . . . . . . . . . . . . . . . . 141
Medical Treatments. . . . . . . . . . . . . 141
Technology. . . . . . . . . . . . . . . . . . . 141
Traps. . . . . . . . . . . . . . . . . . . . . . . . 142
Equipment. . . . . . . . . . . . . . . . . . . . 142
Time Line. . . . . . . . . . . . . . . . . . . . . . . . . . . 145
First Age. . . . . . . . . . . . . . . . . . . . . 145
Second Age. . . . . . . . . . . . . . . . . . . 145
Third Age.. . . . . . . . . . . . . . . . . . . . 148
Fourth Age. . . . . . . . . . . . . . . . . . . . 151
Two thousand years ago the realm was torn asunder as the Old Gods fell and the New
Gods rose up. For a millennia the world bled, until Guildhall ended the destruction,
turned the Age, and brought peace to the world again. The Glory of Guildhall is the
dream that represents the rebuilding of a shattered world and the end hatred, prejudice
and animosity.
We live in the Fourth Age, known most often as the Age of Guildhall or the Age of Order,
and sometimes by the religious among us as the Age of Solnus. We live in a time of peace
and prosperity under the shining star of Guildhall. Guildhall continues to defend the
realm preventing war, tyranny and injustice. Members of Guildhall are called
Guildsmen. They are devoted to a way of life that values cooperation, fraternity and
mutual respect. They are champions of right, defenders of morality and heros to the
common person. Only a Guildsman can wield the power of magic. The common person,
commoners as they are called, are unable to learn even the simplest magical
manipulation.
The prophecies tell that the Fifth Age, also called the Age of Karthis or the Age of Chaos,
will be the end of all we love. During this Age, the Reborn Eternal Souls will once again
be drawn to places of ancient power where the ley lines of magic intersect and there, like
a rock tossed into a lake, their actions will ripple out to affect the world. Evermoore is
such a place. There, and in similar places, the Reborn Eternal Souls will impact the
future, just as their actions impacted the past.
Our future is written in our past. It is a cycle of life and death, until finally the ultimate
end does come. Heros will arise to battle those who would destroy, but one day the
actions of some will trigger the Final Age, and Karthis will consume this world in fire
and flame. All that is here will be gone. Nothing of our existence will survive.
I have sacrificed all to prevent the end. Will you do the same? The world needs heros
again.
Al’tar Shariz, Loremaster of the Guild of Clerics
Former Charter Sponsor of Evermoore
Emperor of the Karthydian Desert
1
Historical Overview
Solnus and Karthis were as different as fire and water, but
were connected by the unbreakable bonds of sibling love.
Solnus offered the laws of the universe; physics,
mathematics and gave consistency to her dream. Karthis,
offering change, varied the laws just enough so that
everything was unique in its own right.
The Awakening
In the beginning there were five elements: Earth, Air, Fire,
Water and Spirit. These five elements swirled into
individual consciousness. They took individual names and
forms, but collectively they were known simply as the Five
Gods. Later, they were called the Old Gods.
Lumina and Noctis were lovers. She offered the idea of a
sun and day light. He suggested a period of darkness lit by
a silvery moon. Together they designed the sunset and
sunrise making these beautiful to behold as a special time
for lovers. Lumina and Noctis, working together, gave the
world its greatest gift, the cycle of life and death.
Natallis: Earth became Natallis. Her form was a human
female of plain beauty. She had long reddish-auburn hair
adorned with leaves and flowers. She was curious,
inquisitive and playful. Her thoughts moved the gods to
create the realm. She gave the world Nature.
Lumina: Air became Lumina. Her form was a human
female of stunning beauty. She had long blond hair, the
color of sunshine, and carried herself with elegance and
poise. She was patient, trusting and loving of all. She was
called the goddess of light and day. She gave the world
Life.
Solnus created the oceans and rose the earth from its
depths. Karthis shaped majestic mountains which Solnus
covered in snow; Karthis carved valleys which Solnus
filled with lakes and streams. Karthis created a swirling
desert of ever-changing sands. He made storms that caused
lightning to strike and thunder to rumble. He let the rain
fall in torrents and made every snowflake different. Solnus
formed minerals, gems and precious metals.
Noctis: Spirit became Noctis. In his youth, he was a
pensive dreamer and poet. His form was a human male
with a slim build, dark hair and intelligent caring eyes, but
after the death of Lumina his form became that of a
crooked, skeletal man shrouded in robes of black. He was
then called the god of darkness and night. He gave the
world Death.
Natallis created flowers, forests and grass-covered prairies.
She filled the skies with birds and the oceans with fish.
The forests and prairies were filled with animals. The
realm was suffused with the sounds of life.
Solnus: Water became Solnus. His form was a powerful
man with chiseled facial features and eyes that portrayed
a serious heart that was true to justice and right. He was
solid in his beliefs and dedicated to honor. He gave the
world Order.
The Lesser Beings
The Five viewed the world with fascination, but each
wanted to give more of themselves to the world. They
wanted to create beings in their own image. They desired
to create beings who could feel, reason, remember and
communicate.
Karthis: Fire became Karthis. His form was a handsome
human male with an athletic build. In his youth, he was
remembered for his carefree smile and easy-going manner.
He was the trickster, the fool, the jester of the realm, but
after the death of his brother his form became burning fire
and he was reborn as a god of vengeance. He gave the
world Chaos.
Noctis and Lumina working together created the first
beings call Kravynn. Noctis loved the Kravynn and called
them his beloved children. The Five continued working in
pairs to create other beings, but all were lacking in some
capacity. Collectively, these creations became know as
lesser beings.
Cyclops: Cyclops are easily identified because they
possess only a single eye located in the center of their
forehead. They are strong, gentle and very caring, but so
lacking in their capacity to reason that they often hurt those
around them by their blundering stupidity and lack of depth
perception. Solnus and Lumina created the Cyclops
World Creation
After eons of nothingness, Natallis conceived the idea of
filling the empty void in which the Five existed. She
convinced the others to aid her in the creation of a realm
where the Five could give physical form to all they
conceive.
2
intelligence necessary to design elaborate structures.
Trolls need careful supervision if they are to perform
complicated tasks, such as leveling, measuring and other
more precise forms of construction.
Goblins: Goblins are a dark green-skinned race. They are
generally sly and sneaky, but are also greedy and will lie,
cheat and steal to gain things which they desire. Goblins
often seem cowardly and will generally avoid a direct
physical confrontation. However, as part of a large group
they become emboldened. They are often led by Orcs,
who easily force them into servile rolls. Noctis and
Karthis created the Goblins.
Trolls were created by Solnus and Natallis and were the
last of the lesser races created in the Realm of the Five.
During the time of the Five they provided much of the
labor force needed for the construction of the city of
Evermoore and other human cities. As the Age of Life
came to a close they were trained as body guards and
soldiers, which continued to be their primary use during
the Ages of Death and Order.
Following the Troll
Uprising in the first years of the Age of Death, most Trolls
fled into the East Range of the Forlorne Mountains.
Gremlins: These orange-skinned beings have dome-like
heads with little mouths and beady eyes. They are trickster
creatures who delight in playing pranks, however, their
antics are extremely dangerous.
Gremlins have no
understanding of when a joke goes too far and their
favorite pranks are falling logs, man-catcher traps, trip
ropes near cliffs, spiked pits dug on common trails and
exploding boxes.
Karthis and Lumina created the
Gremlins and they caused much confusion and unintended
harm. Even Karthis, who found humor in all things, was
not amused.
Tibbyrrs: Tibbyrrs possess yellow-skin and large eyes
that rise above their low sloping foreheads. Their mouths
are entirely too large for their faces and their noses are far
too small. Tibbyrrs are generally lazy and refuse to
perform any kind of work. They hate living in cities or in
groups larger than their immediate family. They often live
by themselves near small ponds or river banks where they
bask in the sun and live on fish. Tibbyrrs are territorial and
once they establish ownership over a place, they may
become violent if encroached. Natallis and Kartis created
the tibbyrrs.
Kravynn: Noctis and Lumina created the Kravynn, who
were the first sentient beings of the Realm of the Five.
Kravynn have brown skin, round, wrinkled faces and thinlipped mouths with long fangs. Their ears are too large
and their fingernails always seem in need of cutting.
Kravynn, like their creators, feel emotions deeply. They
are an expressive, passionate race. When they are
emotionally content Kravynn can be passive, loving
beings, but at the slightest notion of insecurity they have
the potential to become suddenly aggressive. In this state,
they are exceedingly dangerous.
Greater Beings
After the Five, acting in pairs, failed to create a race of
beings in their image, Lumina suggested that they share
equally of themselves and attempt to forge a perfect being.
Under Lumina’s guidance, the Five joined together to
create a race of mortal beings having equal parts of all five
of the elements. This race was called the humans.
While Noctis walked the realm, he cared for his children
and they were peaceful beings that contributed to society,
but after the fall of Evermoore the Kravynn, left to their
own devices degenerated into beings of violence.
The gods were happy and they rejoiced for a time, but each
still felt the world was lacking. The realm was so big and
could hold so much more, so the five gods agreed to create
additional races which each possessed varying attributes of
each. These new races were vastly different from the Five
in both form and temperament.
Ogres: The Ogres are a light green-skinned race. They
are harsh bullies who dominate the weaker beings around
them through force. They are concerned with immediate
gratification of their desires, which causes them to be
impulsive and unpredictable. Ogres are not very intelligent
and are easily manipulated. They are often led by Orcs.
Noctis and Solnus created the Ogres.
Collectively these are called greater beings because each of
these beings was self sufficient, inventive and adaptive to
their environment. They possessed the ability to reason
and develop distinct individual personalities. Some of the
greater beings could develop the ability to manipulate
mana.
Trolls: Trolls are muscular beings with reddish brown
skin and long wild hair. They are extremely strong and
very tough. Trolls are happiest when they are able to use
their strength for building. They are hard workers who
enjoy working with their hands, but do not possess the
The Garden of the Gods was full and the beings dwelt
together, but the Five could see that each was different and
3
that they could not agree on how best to live in their world.
Noctis and Lumina suggested that they should enter the
word to care for their children to ensure that all lived
harmoniously in peace and love. The others agreed, and
the Five were born into the world to ensure harmony for
all.
in the hive. These Klactons do not have independent
thought, but perform their hive duties instinctually as part
of the hive mentality. However, some larvae can grow
into an independent form of Klacton which is truly
sentient. These rare humanoids are known as evolved
Klactons. They have two arms and two legs, but their
whole body is covered with chiton and their faces are
insect-like. The Five contributed to the creation of the
Klactons in the following order: Solnus, Natallis, Noctis,
Lumina, Karthis
Beardon: The Beardons appear similar to Humans except
that they have three to five ridges on the bridge of their
nose and both males and females are distinguished by the
presence of facial hair on the chin and
cheeks. Beardons measure their social
standing by the length of their carefully
groomed beards and some Beardons have
beards that reach down to their waist.
Beardons are highly intellectual beings
devoted to invention, construction and
education. They are excellent engineers,
builders and craftsmen. While most
beardÌons are content with their inventive
undertakings, there are some who have
little patience for invention and building.
These have quick tempers and fly into
passionate rages. Invariably they smash
more projects than they finish. These
beardÌons often find solace in a military
lifestyle. The Five contributed to the
creation of the beardÌons in the following
order: Solnus, Natallis, Lumina, Noctis,
Karthis.
Minotaur: Minotaurs have human
facial features, but their skin is dark
brown in color. Two sturdy horns grow
from either side of their forehead.
Generally the males have larger horns
than the females. Minotaurs have sturdy
physiques and make powerful fighters.
They also have a thick hide which
provides additional protection from
injury. Minotaurs are generally proud,
noble, honorable beings; they do not lie,
steal or cheat. The Five contributed to
the creation of the Minotaurs in the
following order: Noctis, Lumina,
Natallis, Solnus, Karthis
Orc: Orcs have a physique similar to
humans except that they are greenskinned and generally more muscular.
They are often seen as barbaric and as
having a reputation of being quick to
anger and ferocious in their capacity for violence, but
beneath these casual observations one can discern a rich
culture filled with stories of heroism and honor. Life as an
Orc has its rules; the strong survive to lead and the weak
survive to serve, if they survive at all. The Five contributed
to the creation of the Orcs in the following order: Noctis,
Karthis, Solnus, Natallis, Lumina.
Elf: An elf looks very much like a
normal Human with pointed ears. Elven society is full of
ancient heritage and tradition. They value their past,
reliving it in the form of stories, dances, games and other
social activities. Their customs are passed from one
generation to the next with great reverence and remain
unchanged for hundreds of years. Elves value learning and
education. Though their culture is rooted in the past, their
minds are quick to grasp new concepts. The Five
contributed to the creation of the Elves in the following
order; Lumina, Solnus, Natallis, Karthis, Noctis
Pythian: Despite their lizard-like appearance, Pythians are
warm-blooded humanoids who walk upright as humans do.
Their well-muscled bodies are covered with greenish
scales and a lizard-like tail, Body hair is red or blue.
Pythians have a great respect for the elders of their people.
They value wisdom and rarely act rashly. Many rythians
are deeply religious. The Five contributed to the creation
of the Pythians in the following order: Natallis, Solnus,
Noctis, Lumina, Karthis.
Human: Humans are the most numerous beings in the
Realm of the Five. They are adaptable beings and have
varied cultures, traditions and ideologies. Each of the Five
contributed equally to the creation of the Humans.
Klacton: Klactons are insect-beings who possess a hiveoriented society. The hives are ruled by fertile queens,
who lay eggs to populate the hive. Klacton larvae grow
into many forms of Klacton which have specialized duties
Rakkarin: Rakkarins are cat humanoids. Their bodies are
covered with fur, the color and patterns of which depend
4
on the particular culture of the rakkarin. Rakkarin faces
appear more catlike than human and also reflect their
culture. Rakkarrins typically live a nomadic lifestyle and
tend to be excellent hunters. They value family and social
status. They are well known for their grace and athletic
ability. The Five contributed to the creation of the
rakkarrins in the following order: Natallis, Karthis,
Lumina, Noctis, Solnus.
Age of Nature
The First Age has been called the Age of Nature. In this
time the Five came to live among their children in the
Garden of the Gods, which was on the highest peak in what
was later to be called the Forlorne Mountains. During the
Age of Nature life was full and joyous. The races lived as
one with each other and the plants and animals. The birth
of the Five into the realm brought the power of mana into
the world and with their entrance, the realm was truly
alive.
Weetle: Weetles are nimble and dexterous humanoid
beings, with shiny black noses and whiskers on an
otherwise human-looking face. Extending from their
lumbar region is a long vestigial tail. Weetles are
inquisitive and intellectual. They are collectors of items of
academic interest such as books, maps, writing, tools and
so forth. Weetles are also well known for their fondness
for shiny items, which is more an instinctual attraction than
a real desire for wealth. The Five contributed to the
creation of the Weetles in the following order: Karthis,
Natallis, Solnus, Lumina and Noctis.
The first age was a time of great learning. The Five wished
to share their knowledge and powers with their children.
They preached the Way of the Five, the first religion of the
realm which taught all to believe in balance and to live in
love with each other and the world of nature. It mandated
that all conflicts be resolved by verbal discourse with an
equitable decision reached by compromise. Violence was
forbidden and crime was nonexistent. It was a time of
plenty where all were content.
It was in this age the Five began to teach those who
understood and served the ideologies of the Way of the
Five to manipulate the power of mana. These blessed few
were called the Five-Sworn. They were the servants of the
Five. In the beginnings of time the Five-Sworn took an
oath to the Five to forever guard the realm and to ensure
that it continued in the Way of the Five.
The Five Ages . . .
After the time of creation, historians of the realm divided
time into Ages. The first age predates all recorded history
and information about events is derived primarily from
legends and fables. It was called the Age of Nature and its
beginnings were when the five gods were born into the
realm.
The beginning of the second age, the Age of Life, began
when the races descended from the Garden of the Gods and
went out into the world. Each race of beings chose a part
of the world to call their own. The unified realm was filled
with peace for three thousand years as the Five ruled from
the city of Evermoore.
For their oath, the spirits of the Five-Sworn were bound to
the realm and would be reborn. These eternal souls are the
guardians of the realm and their actions control the passing
of the ages. The Five-Sworn were grouped according to the
god whom they served. The Beaconers served Lumina, the
Reavers served Noctis, the Crusaders served Solnus, the
Warders served Natallis and the Jesters served Karthis.
The beginning of the third age, the Age of Death, was
marked by a great war that consumed the realm. The Age
lasted only one thousand years, but it almost ended all life
in the realm. In this time of terror and unbalanced magic,
strange creatures evolved, such as hounds that spit fire or
ice, vermin with deadly bites and a host of other arcane
creatures. The teachings of the Five were almost lost.
At the end of the Age of Nature, the people of the realm
had grown too numerous to remain in the Garden of the
Gods and so it was decided that they should go forth into
the realm. One by one the races left the Garden and each
was charged to follow the Ways of the Five, to keep the
peace and to exist in harmony with their neighbors.
The Five led the Five-Sworn to the Valley of the
Rainbows. It was here where the first city was created by
the brothers as a wedding gift to Lumina and Noctis. This
was the city of Evermoore and its beauty was never to be
equaled. Its walls were built of colored crystal and its
spires touched the sky.
The fourth age, the Age of Order, was marked by the
founding of Guildhall and the rebirth of civilization. The
glorious institution of Guildhall united the world in peace
and established order throughout the realm.
The prophesied fifth age, the Age of Chaos, will mark the
end of peace and the ultimate destruction of the realm in
fire and flame.
Age of Life
5
The Second Age has been called the Age of Life. In this
time the races of the realm went out into the world to live
and grow. They found places suitable to their temperament
and made their own cities fashioned after the city of
Evermoore.
fun game it will be for you to find them again.” Karthis
looked for his children across the realm, but never found
them. As the years passed, the gremlins were forgotten
except for a myth which foretold of their return before the
Age of Chaos.
The Humans, the oldest people and most numerous, settled
in the plains of the east, the highlands and isles of the
northeast and the western plains. The elves settled in the
forests of the west and the beardons settled in mountains of
the west. The Pythians traveled to the tropical swamps and
rainforests of the south. The Orcs went north into the
mountains, bringing the goblins and ogres. The Weetles
moved into the hills of the southeast where they lived in
small burrows. The rakkarrins dwelled in the southwest
region which included an expanse of plains, tropical
forests, mountains and portions of the great desert. The
Klactons, being the slowest and the least numerous of the
races, were forced to travel to the coldest tundra in the far
north, making their homes in the caves of ice and snow.
The trolls liked to build. They were happiest when
supervised. During the Age of Life, they labored to build
the human cities of the realm. They also traveled with the
Five-Sworn as porters, but in the latter part of the age when
unrest became widespread they were trained as protectors
and then as soldiers. Trolls took to using weapons as easily
as they once used building tools.
The first half of the second age was a time of peace and
prosperity as the races continued to follow the Way of the
Five. The Five-Sworn traveled the realm helping all those
in need. They settled disputes, kept the laws of the Five
and established governments so that all people could
continue to live in peace. At the greatest point of the Age
of Life, Noctis and Lumina were crowned the Lord and
Lady of the realm.
The lesser beings were given homes amongst the greater
beings. The goblins and ogres traveled with the Orcs. The
Orcs promised to keep them safe and put them to good use.
The goblins and ogres started out as servants, but became
more like slaves, working to avoid the whip.
From Evermoore Noctis and Lumnia ruled the nations of
the realm. The Age of Life promised an eternity in a world
without crime, war or needless death. For a time the dream
was a reality, but somehow the dream faltered. The Way
of the Five was discarded by many who sought to rule
themselves with their own codes, faiths and ideologies.
The peace of the realm could not be kept and the age ended
in bloodshed and war.
The kravynn stayed with Noctis in Evermoore. He worked
hard to help the kravynn control their passions. And give
them a purpose in life. The kravynn became the caretakers
of the Crystal City, a task which they cherished. They
happily fulfilled duties such as butlers, maids, messengers,
civil servants, street sweepers, lamp lighters and so forth.
They took great pride in their jobs and enthusiastically
performed them.
Many try to blame the Fall of Evermoore on the Five Gods,
because there is no denying that the Five moved on to live
their own lives. It is true that the Five grew distant from
the needs of their peoples, but the people of the realm had
their teachings. They could have followed the Way of the
Five forever maintaining a world of life, but instead chose
to discard the teachings.
The tibbyrrs entered the forests and made their homes by
small ponds and on river banks, where they made simple
homes of sticks and mud. They enjoyed swimming, eating
fish and laying in the sun.
It was true that the Five were distracted from the needs of
the realm. They had their own concerns. It was said that a
jealousy smouldered between the brothers as both Solnus
and Karthis both loved Natallis and she was torn between
the two. It was also said that Lumina and Noctis
experienced troubles of their own, as lovers often do.
The gremlins were too disorganized to lay claim to any
part of the realm and since their pranks caused much
turmoil, no other race allowed the gremlins to be close.
They wandered the realm causing endless problems for the
Five-Sworn. One day, during the Age of Life, the world
suddenly discovered that the gremlins were gone. They
seemed to have vanished without a trace, but they were not
missed by any, save Karthis. The god of tricks accused his
brother, Solnus, of taking them away. Under his brother’s
persistent questioning Solnus would merely shrug his
shoulders and say, “And if I did hide them, what a fine and
The truth of the situation was that petty persons with
dreams of their own power, decided to spread unrest
through the realm. These petty persons no longer wished to
follow the Way of the Five. They were rabble-rousers who
campaigned for their own vanity and gain, under the
6
pretense of doing good for all.
who was like them. Tharkana had power over all of the
hives and united their society as one. The hive-queens and
their evolved Klactons lost all control of their hives.
Where the Way of the Five gave power to everyone
equally, the malcontents wanted to collect power for
themselves. They were small and petty of mind and could
not grasp the glory of a peaceful world where all were
entitled to an equal share. They sought to unseat the Five
and re-make the world in their own image.
The Pythians created Ansaki, the Spirit of the Swamp. He
embodied all life that came before him and had the wisdom
of the Ages. His form was that of an ancient Pythian, who
appeared older then time itself. Ansaki was wise, but not
wise enough to foresee the horrendous effects that the fall
of Evermoore would have on his people and the realm. He
never forgave himself or his people for the role they
played.
The rabble-rousers began to rally people to their selfserving causes corrupting the people to their own ends by
using lies and untruths. These malcontents became the
leaders of their peoples and preached the downfall of the
Five.
The elves created Eveya, pregnant goddess of the Harvest.
She was to give meaning to the toils of the working Elves
and settle the unrest growing between the ruling castes and
those below. Instead she became the mother of Unity, the
child whose death would divide the elves in bloodshed and
hate.
Many of the races decided to create their own paths, but
none more so than the Orcs, Pythians and Klactons who
completely abandoned the teachings of the Five. As these
races began to make their own laws which violated the
teachings of the Five, the Five-Sworn tried to stem this
tide, by bringing the world back to balance, harmony,
freedom, law, and love
With the creation of the New Gods, the Age of Life could
not be saved. The concept of war was created by the Orcs
and for the first time armies were raised. Both sides turned
to violence as both had strong convictions.
The rabble-rousers, having tasted power, were not willing
to be swept aside. Worse was that many of the Five-Sworn
were lured away by promises of their own greatness. These
wayward Five-Sworn contributed to the fall as they broke
their sacred oaths sworn so long ago.
The Five did not see the failing of their dream until it was
too late. Those races who turned away from the Five
created new gods to better fulfill their own selfish needs.
The first major conflict to erupt occurred in the elven
lands. The elves were divided into a caste system
separating the population into the rulers, the intellectuals,
the professionals and the laborers. There were many elves
at all levels of the caste system who were unhappy with the
strict adherence to the system which developed in the later
part of the Age of Life.
The New Gods were created through the use of a powerful
ritual in which thousands gave up their lives and spirits to
form the physical bodies of these avatars. The new gods
had tremendous power because they came from the
combined essences of those who created them.
The goddess Eveya was created by the elves of the lower
castes who worked the fields and tended the beasts. The
elven senate, many of whom remained true to the Five and
favored the caste system, narrowly passed an edict which
outlawed the worship of the goddess Eveya.
These new gods reflected the feelings of their creators and
possessed the same aspirations and lusts as the peoples
who created them. The first, foremost and most powerful
of the new gods, was Grotar of the Orcs.
Eveya had a child. This child, named Unity, was to bring
all Elves together and abolish the caste system. The child
was murdered in its crib by the dagger of an outspoken
Senator who was against the worship of Eveya. The
Senator denied the deed, but was none the less condemned
for the crime. The Elven struggle blossomed into a civil
war consuming all of the Elven people, except a few who
chose to leave the homelands on ships in search of a
peaceful existence. Blood was shed as the Elves turned on
each other.
Grotar was brought into the realm by his Herald, Harog
(Reaver). The impact of this new god was terrible and
would prove the undoing of all that the Five knew, loved
and taught.
The next was Tharkana, the goddess of the Klactons. The
Klactons, not being able to identify with their creators,
brought into existence through their belief an insect god
A schism formed in the Five-Sworn. The first group was
lead by Aradawn (Beaconer) who believed that the various
7
peoples of the realm should be allowed to rule themselves
as they desired. Aradawn refused to condemn the creation
of new gods as a sacrilege. He felt that as long as these
Avatars did not violate the peace of the Five, they should
be allowed to exist within the realm.
The Herald of Grotar was slain and became a martyr. The
Orcs, Klactons and Pythians marched against Evermoore.
The Age of Life ended when their combined armies
destroyed the Crystal City.
Lumina and Natallis gave their energies to Solnus, but
Grotar slew Solnus and the city fell. Karthis fled to the
desert that bares his name and Noctis went insane cared for
by Reavers in the catacombs under Evermoore. The
essences of Solnus, Natallis and Lumina entered the realm.
Mortis (Reaver) who was later to be called the Black Hand
of Noctis, saw the creation of Avatars as a betrayal of the
Five. He believed that Noctis and Lumina should be more
than the nominal rulers of the realm and he refused to
acknowledge any government that did not derive its power
from the Five. He began a clandestine campaign to destroy
any who tried to usurp the power of the Five through the
creation of Avatars or national governments which failed
to support the Way of the Five.
Age of Death
The Third Age has been called the Age of Death. The
beginning of the Third Age is marked by the fall of
Evermoore. It was a time of tremulous upheaval and world
change for the worst. Grotar had a plan to rule the realm
and dispensing of the Five was merely the first step. It was
not until the Fist of Grotar smashed the realm and plunged
it into the Seven Days of Darkness that this horror was
truly realized.
The Five taught only helpful lore. However, near the end
of the Age of Life, the teachings of the Five was perverted
to use for war. The people of the realm learned to summon
beings of power, such as elementals, archons and spirit
beings. Advances were made in the control and use of the
elements to enable the spontaneous creation of fire and ice
and their use as a weapon. The darkest skill created was by
Demandred (Reaver) who discovered necromancy which
was the use of unlife energy. He was tried as a blasphemer
by Meave (Crusader), stripped of his Five-Sworn honors,
and banished.
The Klactons desired the Valley of the Rainbows as their
home now that the Minotaurs were driven from it. Grotar
refused to yield Evermoore to them and placed one of his
own generals as ruler of the valley as the Orcs hoped to
benefit from pastureland of the valley. The Klactons under
the iron fisted rule of their goddess Tharkana threatened
war against the Orcs. Before the Klacton armies could
march against the Orcs, the great Fist of Grotar, a meteor,
struck the plains of Tharkana, sending clouds of dust and
debris across the sky that blocked out the light for seven
whole days.
The Crystal City became a place of fear as rumors spread
that the Orcs, Klactons and Pythians were training armies.
A guard was raised for the city of Evermoore and Aradawn
was chosen over Mortis to lead it. This strained the
relationship between the Five-Sworn of Lumina and Noctis
who thereafter had difficulty working together.
The Klacton homeland was in ruins and the survivors
started their war against Grotar, but they were soundly
defeated in almost every battle. Tharkana became obsessed
with the destruction of Grotar. Her madness was
destroying the Klacton people by keeping them in a war
they could not win. This eventually caused her demise as
the hive-queens and evolved Klactons slew her for the
good of their race. Shortly thereafter, the Klactons made
peace with the Orcs and acknowledged Grotar as ruler of
the Plains of Tharkana. The Klactons were a broken people
and would not recover for more than a thousand years.
As tensions escalated the city guard was transformed into
a militia. In time, Aradawn, using lore newly created by he,
Icarianus (Reaver) and others, founded the Order of the
Five to lead the militia of Evermoore. The Order of the
Five was created for defense and its motto was “Defending
the Dream.” The leadership of the Order came from those
Five-Sworn still loyal to the Five.
Lumina was found dead in her reflecting pool. Some cried
murder, others claimed her death was suicide. Noctis was
overcome with grief. Harog the self proclaimed Herald of
Grotar demanded an audience with Noctis. His way was
blocked by Aradawn. Harog tried to push past Aradawn
and the two childhood friends fought to the death. As he
died the Herald whispered, “Tremble Old Ones Grotar
comes.”
A great troll uprising occurred in the Five Kingdoms.
Trolls were commonly used as laborers and guards, but
during the uprising they fled the Five Kingdoms to dwell
in the east range of the Forlorn Mountains.
The Orcs took the Seven Days of Darkness as a sign that
Grotar should rule the realm. After the darkness the Orc
8
dreadlords betrayed their treaty with the Five Kingdoms
and led their armies against the humans. The Dale was
quick to fall as it had no army to defend itself. The
remaining Five Kingdoms offered stern resistance, but a
surprise attack on Andor by the Pythians doomed them.
The Orcs conquered the northern four kingdoms and the
Pythians seized Andor.
military officers and respected professionals.
Those defeated in the elven homeland broke into two
factions. The first group unable to bear separation from
their forest home, agreed to remain in the homelands and
become the working classes who were the bakers, farmers,
soldiers and laborers of the society. They became known
as the Low Elves.
The wandering gypsies of the Five Kingdoms, who still
followed the Way of the Five, were captured by the Orcs
and forced to live in camps. Seeing the fate of the Five
Kingdoms, the beardons and Weetles accepted the rule of
Grotar rather than fight his armies.
The elves who refused high elf rule accepted banishment,
but the goddess Eveya interceded. She could not bear to
see her worshipers cast out into the shattered realm. She
offered to voluntarily give up her life if the elves who
refused to accept high elf rule, would be allowed to live
under the roots of the trees they loved so dearly. These
elves became known as the Deep Elves and they dwelled
in a vast network of tunnels under the roots of the forest.
The rakkarins and plainspeople refused to surrender and
were conquered by the Orcs. Their decentralized natures
made it impossible for them to unite and put up organized
resistance. They were forced to conduct guerilla style
raids. The Orcs responded by placing the plainspeople onto
reservations where they were forced to labor for the Orcs.
The rakkarins who refused to live in captivity were slain.
By the end of the Age of Life there were few rakkarrins
left in the world. The largest was a group who fled into the
northern Karthydian desert to escape the Orcs.
The Minotaurs who were driven from the Valley of the
Rainbows wandered the realm searching for a new home.
They were lead by their own new god, Minos, who came
to them during the fall of Evermoore. Minos had a vision
of a perfect place where the Minotaur people would
forever be safe. His obscure vision revealed that when the
Minotaur people were ready the mists would part and
reveal their new home. His people reached the Isle of
Minos, but he slain.
The civil war continued in the land of the elves. Those who
remained loyal to the Way of the Five and favored the
caste system fought against those who favored religious
freedom and the abolishment of the caste system. The latter
group was beaten by the traditionalists.
The Orcs continued to expand their Empire. It was a
terrible time for the realm, millions died in war and famine.
The Orc dreadlords ruthlessly sought total domination of
the realm.
The defeated elves were given a choice; serve the victors
as a working class or leave the elven homelands. Because
of this ultimatum the elven race broke into cultural
factions. Each of the factions adopted colored tattoos
which were placed on all children at birth to mark their
culture and their family within the culture.
The only interruption in their expansion occured when
Demandred and Morgodia led an army of undead against
the Orcs. They reached the Temple of Grotar before being
defeated.
During the Age of Death weaves of errant magical energy
burned the tattoos into the souls of all elves. Ever since
that time all elves are born with these images on their
faces.
The forces of magic were used in hatred and anger on a
large scale and this changed the world. Mana nodes and
flow became corrupted. The beasts changed. Hounds
became capable of breathing fire and ice and insects grew
to enormous sizes. The forests became places of fear and
horror.
The group of elves who had refused to participate in the
war against their brethren became known as the sea elves.
They traveled the oceans of the realm in a vast armada of
ships. They lived as traders and vowed not to return to the
Elder Trees Forest until wounds of war had healed and the
elves could live as one people again.
A huge army of Orcs, Pythians and enslaved Klactons
attempt an ill fated attack into the Karthydian desert. The
army reaches the city of Ash Shir. Karthis and a small
group of followers waited in the town square. When the
invaders reached the god of chaos, their entire army was
destroyed in a fiery explosion that leveled the city. The
desert was never again invaded. Many believe that the
The victorious elves in the homeland became known as
High Elves. They were the ruling class, the educators, the
9
Karthis perfromed a powerful ceremony. His essence
entered back into the world, but the spirit of all those in the
city were bond up in his magics. Four of the Five old gods
were now gone from the realm.
which was later named the Sea of Lore. The purpose of
Guildhall was to recover and organize the lore that was
developed during the Age of Life. The Humans, Elves,
Weetles, Minotaurs and Rakkarrins were the original
founders of Guildhall.
Alliances were made and broken as wars were waged
against every race. By the middle of the age the only free
areas were portions of the deepest Underrealm, the heart of
the Ansaki Swamp, the Karthydian desert, and the Isle of
Minos. All other races were ruled by the Orcs and their
iron-fist empire.
In the beginning the founders of Guildhall portrayed
themselves as merchants, healers and teachers. The Orcs
paid little attention to their activities. The building of a
school on the Sea of Lore was allowed by the local
Dreadlord, Bumgar Narr.
Nearly one thousand years later, the first step toward
ending the Age of Death occurred when a group of
adventurers gathered in Evermoore to research and
reorganize the teachings of the Five. It is said that these
were the Five-Sworn reborn in the service of the Five and
their dream. They would change the Ages, ending the Age
of Death, and giving the world an Age of Order.
Guildhall was portrayed to the Orcs as a society of
merchants, scholars, and tradesmen. On the surface the
school taught basic subjects, but in special classes students
learned guild skills, such as healing, runic lore, elemental
magic and the fashioning of items.
The members of Guildhall were careful to keep weapons
and weapon training confined to secret bases in the
Karthydian desert and on the Isle of Minos. Bumgar Narr
had no idea that the school was teaching skills which
would later form the basis of the armies that would end the
Orc Empire.
These adventurers grew in number and divided the
recovered lore into specialized groups, or guilds. The
members of the five original guilds called themselves
Clerics, Druids, Warlocks, Wizards, and Cavaliers
depending on the types of skills they possessed. In time
more lore was recovered and additional guilds were
formed. These individual guilds were united into the
League of Guilds which later became Guildhall.
Guildhall began training the men and women who would
organize and lead the armies of the realm. Under the guise
of traders, the Guildsmen traveled the realm selling their
wares. In actuality they were recruiting a rebellion. The
wealth earned from their trading funded the war effort
clandestinely developing throughout the realm.
At the same time the League of Guilds was being
organized, the Humans of Holt created a new god of their
own. His name was Eldin and he was formed by resistance
forces who had fought against Orc occupation throughout
the Age of Death. His symbol was the symbol of Holt, the
Iron Cross, but covered in blood. The Blood Cross, as it
was known, became a symbol to rally the Human race.
Suddenly the Orc Empire was under siege. The armies of
Guildhall marched from the south, while the armies Eldin
came from the north. These armies were supported in
almost every nation by resistance groups and independent
military units, such as the Order of the Rack and the
Knights of the Black Hand. The Karthydians sent soldiers
to aid Guildhall, as did the Klactons and Phythians. The
world raged in battle as the Orcs would not surrender
meekly.
After one thousand years of war, famine, and death, a
renaissance began with the founding of Guildhall and the
introduction of thirteen Guilds into the realm.
Age of Order
The Fourth Age is called the Age of Order, or more
commonly the Age of Guildhall. The founding of Guildhall
marked the beginning of the Fourth Age.
During this time a group of Humans created, Xanadu, the
slayer of gods using the life essence of Noctis who they
found insane in the catacombs of Evermoore.
Thirteen Guilds signed the charter. The Necromancers
Guild was the last to join. They forced their acceptance
into Guildhall under threats that they would resist
Guildhall if they were not admitted with equal standing.
Xanadu systematically seduced and killed those with the
knowledge to create new gods, and even gods themselves.
Xanadu was trying to give the world back to the mortals.
After years of war, the armies of Guildhall and their allies
had driven back the Orcs and freed the world. Grotar and
Guildhall was built on a large island in the great inland sea
10
Eldin killed each other in the last decisive battle in the
foothills of the Forlorne Mountains near the ancient town
of Evermoore.
by any great event. It is said that one day the Guildsmen
will look around and realized that the world they ordered
had been wiped away. They will look around and see that
there are few loyal Guildsmen in their world. They will
wonder why people do not visit their towns anymore and
the same old faces is all they see. They will wonder why
the great dream died and only then will they realize that
they were the ones who destroyed it.
Guildhall helped to reestablish the territories, which had
existed before the Age of Death and dispersed peace
throughout the world. With the spread of peace came
increased trade. The masters of the guilds, as they
predicted, became wealthy beyond their dreams. As the
realm was ordered, other races were allowed to join the
guilds. The last to be admitted were the Orcs.
The prophets have seen that the Age of Chaos will be
heralded by the Guildsmen themselves. They will covet
power to themselves at the expense of others. They will no
longer meet and discuss their differences with words, but
turn to violence and then to hate. They will become full of
themselves and they will stop teaching the initiates the
fraternity and laws of Guildhall. They will harm each other
for reasons of race, religion, avarice or power. They will
forget that they are brothers. They will cast aside their
laws. And they will turn on each other. Their world will
fall to chaos and the end will be near.
In fifty years all the remaining new gods had been
destroyed and the world was delivered to the hands of
mortals. The followers of Xanadu deserve much credit in
ensuring that gods could not be returned to the realm by
slaying those with knowledge to create them.
The Guildsmen breathed a sigh of relief. The gods no
longer had physical form and religion would not be used to
motivate the armies of the world as the Clerics and Druids
controlled religious power. Leadership would fall to
Guildhall and the mundane rulers of each land and not to
devout relisgious fanatics.
The magic will fade from the world and lore will be lost.
The amassed armies of commoners will march and in this
maelstrom there will be no place for the arcane. One by
one the towns of the realm will falter and fall. The world
will be consumed in entropy and the dream that was will be
no more, leaving nothing but a mundane world devoid of
the magic that once existed.
Age of Chaos
The Fifth and Final Age will be called the Age of Chaos.
It is a time of entropy and ultimate destruction. It is the
absolute end of the realm, but also a time of rebirth when
the cycle begins anew and the Five form a new world from
nothingness again.
In the final days of the realm, Karthis, the god of chaos
will return to wreak his vengeance. The realm will be
consumed in fire and flame and all that was will be but a
distant memory.
The prophets say that the Age of Chaos will not be marked
11
Guildhall
violence. And once a determination is made the members
of Guildhall act together for the good of all, even if they do
not agree with the majority. This unity is how Guildhall
maintains itself in the face of impossible odds.
At its height of power in the Realm of the Five,
Guildhall was a powerful, fraternal organization of
men and women, called Guildsmen, who fought to
maintain the Age of Order. Guildhall was a bulwark
against the Age of Chaos and the Guildsmen were
champions of right and defenders of morality.
Guildhall was the dream that represented the
rebuilding of a shattered world and the end hatred,
prejudice and animosity which existed in the Age of
Death.
The members of Guildhall are bound to each other by
ceremonies which run deeper than obligations of blood and
pledges of marriage. The vows that a Guildsmen makes to
the Hall are stronger than any imaginable to the mundane
person.
Guildhall seeks out the bravest, strongest and most
intelligent persons in the realm. Only the best will become
members of Guildhall. To be a part of Guildhall, to learn
the lore it offers, is the greatest achievement of a lifetime,
but with it comes great moral responsibility.
It was said in the Age of Order that all roads lead to
Guildhall. Guildhall was more than a fortress on an
island in the Sea of Lore. It was a way of life that
valued cooperation, fraternity and mutual respect.
Though Guildhall was built of granite and layered
with silver and gold, it stood for so much more than
power and wealth. Its foundation was of brotherhood
and its mortar was of love. There was no evil that
Guildhall could not overcome as long as its members
held true to the dream.
Guilds
Thirteen Guilds comprise Guildhall: the Guild of Artisans,
the Guild of Alchemists, the Guild of Bards, the Guild of
Cavaliers, the Guild of Clerics, the Guild of Druids, the
Guild of Necromancers, the Guild of Rangers, the Guild of
Rogues, the Guild of Runecasters, the Guild of Warlocks,
the Guild of Warriors and the Guild of Wizards.
After the Five Gods were destroyed by the combined might
of the Orcs, Klactons and Phythians, the Orc Empire rose
up to control the realm. The Orcs sought to eradicate
everything the Five stood for. They stamped out all
learning, denied all education and enslaved the world
under the iron fisted rule of Grotar, god of the Orcs. The
realm suffered one thousand years of oppression and
persecution.
Each Guild has its own idiosyncracies and politics, but
they mesh together and balance with each other bonded in
their devotion to Guildhall and the knowledge that only
through their unity can they preserve the realm.
Alchemists
Alchemists seek to understand the essence of existence.
They are philosophers, physicians, and naturalists. Their
studies in anatomy allow them to perform surgery that
sutures wounds, replaces injured body parts and resuscitate
corpses. Their studies of the natural world includes herbs,
minerals and the interactions of mystic forces on all things.
Their diligent research has the given the Guild secret
recipes to create a diverse number of compounds. In battle,
the alchemist can use their compounds to confuse and
destroy the enemy, or to enhance and augment their allies.
Other Guilds stereotype Alchemists as more involved in
their studies and philosophies than the outside world;
Alchemists reply that their world affords them a greater
understand of the world.
One thousand years ago, a group of idealistic heros joined
together and formed the heart a rebellion that would end
the tyranny of the Orcs. These heros created the institution
of Guildhall which became the guiding light that led the
world out of the Age of Death and into an Age of Order.
Guildhall is a democratic entity where majority rules, but
all voices are heard. Matters are discussed before general
assemblies and a unified course of action is chosen by open
vote. The politics that go on behind the scenes is often
complicated as Guilds and Guildsmen move to block each
other for their own advantages. This politic intrigue is
called “The Game of Guilds.”
Artisans
Artisans work with raw materials, such as wood and iron
ore, using the power of mana to fashion items in a short
The politics of Guildhall can often get heated, but the Laws
of Guildhall are honored by all and prevent any serious
12
time period. They can create simple tools, weapons and
armor in minutes. Their studies in construction and
engineering allow them to fashion doors and machinery. In
battle, they can remain behind the lines fashioning
weapons and mending equipment. However, if the front
line falls, the artisans are formidable fighters, and also
have the power to subtly affect items. Other Guilds
stereotype Artisans as devoted more to the esthetics of
their creations than the practicality of their use; Artisans
reply that functionality itself should be beautiful.
Druids
Druids are skilled in dealing with the natural world. They
are shamans of the earth, sky and water. They can heal,
restore injured limbs and resurrect corpses. They have
diverse rituals that can turn beings into beasts, allow a
person to breathe water, and even crate impenetrable walls
and domes. Their unique prayers embody the power of the
natural world. They can call forth the wrath of nature, or
speak with and command the flora and fauna. In battle,
Druids are often scouts slipping through the woods, but its
just as common to find them helping just behind the front
lines. In both cases their healing skills are often in great
need. Other Guilds stereotype Druids as being withdrawn
and overly concerned with the natural world; Druids reply
that keeping nature in balance preserves the world.
Bards
Bards are entertainers. They manipulate the world through
song and create spectacular effects with their voice.
Flamboyant and talented, they can make subtle narcotics
and deadly poisons. They are able to perform rituals to
amuse, delight and enhance the benefits of their songs.
They are handy with a weapon, but much more skilled in
just getting away. In battle, bards can rely on their fighting
skills as well as their powers to manipulate sound energy
and control the minds of others. Other Guilds stereotype
Bards as flirtatious carousers; Bards reply with a shrug
drinking their wine and smiling.
Necromancers
Necromancers are skilled in dealing with death. Their
admission into Guildhall was of necessity, for they have
the power to raise corpses into undead servants. The
necromancers are fond of saying, "if the armies of
Guildhall fail in life, then they will triumph in death."
Necromancers also have offensive spells that disable their
enemies by defeating life energies. In battle, it is the
traditional task of the necromancer to raise and control the
corpses of both friend and foe to fight for the cause. In
these more civilized and less desperate times, the corpses
of allied Guildsmen are not raised without permission.
Other Guilds stereotype Necromancers as disloyal;
Necromancers reply “We are the loyalist Guild, by
necessity of course, because if Guildhall should fall the
Commoners would hunt us to extinction. It’s in the
Necromancer’s best interest to preserve Guildhall.”
Clerics
Clerics lead the worshipers. They provide religious
services and guidance for the followers of their faith. They
have rituals to provide protection, restore injured limbs and
resurrect corpses. They also have prayers affecting the
emotions and minds and the capability to destroy undead.
In battles, clerics are often healers and motivators, but
should the situation warrant they can use their prayers to
call down the awesome power of their god to smite their
enemies. Other Guilds stereotype Clerics as controlling or
fanatics, or even controlling fanatics; Clerics reply that
faith is its own reward and those without faith could never
understand.
Rangers
Rangers are woodsmen who develop extraordinary skills in
dealing with nature. They have the ability to command
animals and powerful rituals to conceal themselves and
others. They can silence a sentry with a single strike and
escape from areas. They are excellent fighters, specializing
in ranged combat. In battle, they are the chief scouts who
gather information and report it back to the leaders. They
are the eyes and ears of the army. They work with others to
ambush and harass the flanks, and often dispatch the
enemy scouts before they can report. Other Guilds
stereotype Rangers as loners and individualists; Rangers
reply that each person should be self-sufficient so the
person can better serve the group.
Cavaliers
Cavaliers command armies, leading divergent groups of
Guildsmen to protect the tenets of Guildhall. They
specialize in the tactics and strategy that mean the
difference between victory and death. The focus of the
cavalier is on developing effective leadership skills.
Though they have powerful rituals that unify and protect
fighting forces, true success in this trade does not depend
on swinging a sword, but on developing into a charismatic
individual. In battle, the Cavaliers are the leaders of the
engagement. Other Guilds stereotype Cavaliers as vain
glory hounds; Cavaliers reply that shining armor, polished
weapons and wind-flapping pennants emblazoned with
heraldic symbols bring glory to all Guildhall.
Rogues
Rogues are the stealthy agents of Guildhall, dashing covert
operatives who can be found at every level of commoner
13
government. They are highly skilled, well-connected
individuals whose aptitude for espionage enable them to
gather influence, broker power and negotiate backroom
deals. They are not thieves or murderers and vehemently
resent such accusations, but do admit to supervising
commoner criminal enterprises for the good of the realm.
In battle, they most often work alone or in small groups.
They mix with the enemy forces in an attempt to kill the
opposing leaders. More than one battle has been won by
the single stoke of a rogue’s blade. Other Guilds stereotype
Rogues as untrustworthy; Rogues reply that trust is earned.
Wizards are all-purpose spell casters and enchanters. They
have varied spells focusing on mind control, mana
manipulation and immobilization. In battle, wizards may
use their spells against their enemies, augmenting them
with their powerful magical feats. Other Guilds stereotype
Wizards as intellectuals with little common sense; Wizards
reply that thinking on a higher intellectual plane often
means that others will misunderstand your thoughts.
Game of Guilds
The “Game of Guilds” is the name for the political
wrangling that permeates the institution of Guildhall. Some
Guildsmen say that if you’re not a player, you’re being
played. The Game of Guilds encompasses a broad range of
political elements including
controlling elected
community positions, forging alliances with Commoner
groups for personal benefit, and limiting the power of other
Guildsmen while creating voting blocks of your own allied
Guildsmen.
Runecasters
Runecasters deal with fate and destiny. They scribe runes
that provide protection from many dangers. They also have
rituals that can tell the future, discover secrets and
communicate with those who have passed on. They are
also quite adept at using weapons. In battle, there is equal
chance they may be found in the rear, drawing runes, or
fighting on the front lines. Other Guilds stereotype
Runecasters as meddling in destiny; Runecasters reply that
foreknowledge is forewarned.
Every community of Guildsmen has positions of power
which convey status, prestige and power to those who gain
them. Since Guildhall is a democratic organization these
positions are always up for grabs. Power-plays are
common in communities as people covet these positions.
Warlocks
Warlocks are the masters of elemental magic. They wield
the four powers in battle and bloodshed, and are the
preeminent war-mage. The power of Warlock’s Guild is
immense. Their substantial skill in weapons and combat
oriented spells which injure and destroy command respect.
In battle, Warlocks are on the front lines fighting side by
side with the troops, using their powerful spells to destroy
the enemy. Other Guilds stereotype Warlocks as
aggressive, secretive, and ritualistic; Warlock are too busy
attending their clandestine meetings to reply.
Guildhall is a complex web of interconnected cultures who
harbor long standing grudges against each other. It is not
uncommon for a Guildsmen to vote against a proposal
because it was put forth by a person he or she does not like.
While everyone agrees that this type of behavior does not
meet the shining standard of fraternal unity it still exists as
an unavoidable by product of almost every sentient being’s
nature.
Warriors
Warriors concentrate their skills on weapon use. Their
combat prowess is unmatched. They can learn to use
almost any weapon and the sheer number of powerful
combat feats can overwhelm any defender. They have been
known to shrug off the effects of magic and use their
massive blows to rend through the thickest armor. Warriors
embody the unstoppable might of Guildhall. In battle, the
Warriors are the ones who often carry the day. Rarely
getting the glory, they are the first to fight and the first to
die, but on their backs every victory is carried. Other
Guilds stereotype Warriors as being dumb lugs who are out
of their element in the politics of Guildhall; Warriors don’t
have to reply, because no one dares tell them this to their
face.
Commoners have a vast amount of resources that
Guildsmen can tap once they build relationships with the
Commoner. Commoners want Guildsmen to help them in
everything from advice on growing crops to protection
from marauding brigands. Having an influential Commoner
as your groups ally can provide many benefits ranging
from simple silver to important information about dangers.
By 1010 the Age of Order Guildhall has become permeated
with herald military orders sworn to Commoner nations
and divine followings devoted to Commoner religions.
Many of these groups look out for the interests of their
constituents, which create political conflict in Guildhall.
But even with all that is at stake, the Game of Guilds rarely
turns violent and never turns deadly. Some people say its
because the Laws of Guildhall are strict. But all those who
Wizards
14
play “The Game of Guilds” know that violence is the sign
of a poor player. Only chumps use violence to “win” the
Game of Guilds (if such a thing is even possible); a true
player only needs wits, charms and daring.
The last guild to be admitted were the Necromancers. They
had perverted the teachings of Noctis and created a
dreadful lore which was hated in all the civilized realm.
However, it was out of necessity that they were admitted.
The Necromancers had vowed that if they were not given
equal standing and recognized as a legitimate institution,
they would side against the League and offer their services
to the Orcs. Practicality carried the vote, because all saw
that the alternative was to fight every enemy twice.
Founding of Guildhall
Guildhall was founded in the Realm of the Five at the
beginning of the Age of Order. It began as a gathering of
those who remembered the old ways and who traded to
each other knowledge of the Five. This knowledge had
either been passed down in their family or rediscovered in
ancient ruins. This knowledge was the Lore taught by the
Five in the Age of Life.
The League, with its full complement of thirteen guilds,
moved its headquarters to a more defensible position on an
island in the Sea of Lore and created a school where they
taught mundane subjects openly, but in secret they taught
ancient lore to those dedicated to destroying the Orc
Empire.
The group, led by the Nameless Knight and others,
gathered in Evermoore. These persons were believed to be
the descendant reborn souls devoted to the Five. The
Nameless Knight claimed that he was given the idea of
Guildhall from the spirit of Lumina who came to him amid
the ruins of old Evermoore. He revealed to the group a plan
to organize the learning of lore skills into systematic
Guilds. The Guilds would be organized into a league and
when they were strong enough they would create an
institution to be called Guildhall.
They formally named their institution Guildhall people
from throughout the realm came to learn what it meant to
be a Guildsman. Each of the thirteen trades laid claim to a
certain collection of lore skills. This collection of skills,
called a Guild Syllabus, allowed a man or woman to
manipulate mana.
When following a Guild Syllabus a person begins to master
one collection of knowledge to the exclusion of other
knowledge. This specialization allows a guild member to
excel in his or her pursuit. Only through this specialization
could a person develop their body, mind and spirit to a
sufficient level that allowed them to perform the seemingly
magical activities of a Master.
The initial group was mainly Humans, Elves, Minotaurs
and Weetles, with some Rakkarrin. In the year 990 of the
Age of Death they formed the League of Guilds. In the
beginning, there were only five Guilds. They called
themselves Clerics, Druids, Warlocks, Wizards, and
Cavaliers. The first four used the force of mana to cast
spells and prayers, whereas the last used force of arms.
In time, others came with knowledge and their skills were
grouped into additional Guilds. The Van Dorn family,
famous entertainers of the Age of Life, taught the lore of
ballads and helped found the Bard’s Guild.
In a few years Guildhall was strong enough to challenge
the Orc Empire and began openly teaching lore. When the
Orc Empire attacked Guildhall was ready, and with the aid
of the Eldinites and the followers of Xanadu, the
Guildsmen won the Wars of Order and brought the realm
out of the Age of Death.
The Cavalier’s Guild split, dividing into those who wanted
to train soldiers and concentrate on individual combat and
those who wanted to concentrate less on weapon use and
specialize into strategy and tactics used to lead armies in
battle. The former became known as the Warriors, where
the latter retained the name of Cavaliers. The Rangers
broke off from the Warriors because they saw a need for
scouting units which specialized in woodland craft.
All the members of Guildhall are Arcane. Arcane people
are those born with the spark of magic. Only arcanes can
learn the weaves and patterns of mana necessary to follow
a Guild.
Guild Members
Commoners, as those without the spark are called, cannot
manipulate mana and are therefore not accepted into
Guildhall as Guildsmen.
Over the next three years the Artisans, Runecasters and
Alchemists formed Guilds of their own. The need for
intelligence gathering and political espionage allowed the
Rogues Guild to enter the league as professionals with very
particular skills.
Being arcane means that a person has a strong connection
between their body, mind and spirit. A person is either
born arcane or commoner. Only an arcane can become an
15
apprentice to Guildhall.
where they live as how they choose to live.
Most people bring their children to local Guild Councils at
an early age so that they can be tested. There are also
special Guildsmen called Seekers who search for arcanes.
Only a small percentage (less than one percent) of the
world is arcane.
Typical Guildsmen: Eighty to ninety percent of
Guildsmen will live in large cities where their lives will be
governed by politics and economy. Political appointments
and the ability to make business decisions will determine
the rate of their advancement and ultimately their ability to
earn status in the eye of their peers.
Structure of Guildhall
The headquarters of Guildhall is located on an island in the
Sea of Lore. During the first week of each month the
elected Councillors of each Guild meet in a general
assembly to discuss the business of Guildhall.
Their apprenticeship is a structured classroom environment
where their lessons are taught by a headmaster. They
generally progress through their studies as a group and are
promoted as a class.
The Isle of Lore contains the best schools which Guildhall
has to offer. To be accepted as an apprentice on the Isle of
Lore was a great honor and usually meant that the person
was destined to go far in the politics of Guildhall.
Initiates generally go to work for Senior Journiates who
manage Trade businesses. In time they will learn enough to
open their own business and if they have the talent, they
will grow wealthy and powerful.
Great Halls: Every large city has a local hall of guilds
and its own local Community Council of Guildmasters.
The local meeting places are called Great Halls and are
beautifully crafted with high vaulted ceilings and a rich
elegance which inspired envy in all. Within the large cites
the individual Guilds control the universities and act as
institutions of higher learning. Each Guild erects its own
Guild building within the walls of the city. These immense
fortified structure are grand displays of wealth and power
with each Guild trying to build bigger than the others. No
Guildsmen may harm another within the sanctity of a Great
Hall.
Guildsmen in cities manage businesses related to their
Trades. Clerics and Druids run religions, Runecasters work
as seers, Warriors train soldiers and Cavaliers lead them.
Rangers scout for armies or manage woodland preserves.
Alchemists and Artisans run their shop or even chains of
shops. Necromancers tend to the dead and live eccentric
lives.
All of the Trades do something with their lore that can
make them a living, but those Guildsmen who can excel
will become wealthy beyond the commoners imagination.
Only nobles and the owners of Coventry corporations
come close to experiencing the wealth possessed by Senior
Journiates and Masters of Guildhall. The ten wealthiest
people in the realm have always been Guildsmen.
Inns: In the smaller towns there is often a lack of
resources. Small town Guilds do not have the finances to
support their own individual structures or a Hall of Guilds.
Guildhall, sensitive to the plight of small town Guildsmen,
erects and maintains structures called Inns.
Much of a typical city-living Guildsman’s life is spent
progressing in his or her Guild. Businesses are expanded
by taking risks, making contacts and sometimes by sucking
up. Status is earned by a Guildsman’s success. Most cityliving Guildsmen reach mastery around the age of thirtyfive.
These Inns are owned by Guildhall and act as centers of
commerce and education for those in remote areas. The
Inns are run by Innkeepers who are hired by Guildhall on
the recommendations of a Charter Sponsor.
A typical city-living master commonly moves to the
suburbs where he may purchase a manor house with many
rooms and lots of land. Most city masters made fortunes
as a Senior Journiate and retire to their estates to raise
families and manage their businesses away from the hustle
and bustle of the city center. Most of their day to day
business decisions are made by their trusted lower ranking
Guildsmen who will one day branch out on their own to
become masters with their own fortunes.
Inns serve as a gathering point for the Guildsmen in the
local community who often attend monthly Markey Days
with adventuring, feasting and entertainment. The laws of
Guildhall protect the sanctity of the Inn and no Guildsman
may harm another within the sanctity of an Inn.
Guild Life
A persons experience in Guildhall depends as much on
16
Once a week the city-living master will travel into the city
to meet at the Hall of Guilds where he and the other
Guildsmen in the city make the deals that drive their
national economy and politics.
intervention. They often live near an Inn where they go to
frequent Market Days and meet with other Guildsmen.
These Guildsmen retain the bold spirit of Guildhall and are
recognized as adventurers. They may never earn the
monetary wealth or gain the political power of their city
living counterparts, but they will often advance through the
ranks much more quickly as they live audacious lives, full
of adventure and glory.
Atypical Guildsmen: The remaining ten to twenty percent
of Guildsmen are those who live on the fringes of society.
They are adventurous spirits who decline to participate in
the bureaucracies of the larger cities.
An atypical Guildsmen who adventures frequently and
becomes well-known by his peers can easily achieve
mastery in three to five years, sometimes sooner.
A few live inside the cities refusing to participate in
commerce or business, but most gravitate to the smaller
towns and out of the way places. Many offer their services
to people who would never afford the price of Guildsmen
17
Guild Hierarchy
The Guildmaster assigns the duties of the Guild members
at Market Days according to their ranks. All Guild
members should report to their Guildmasters at the start of
the gathering. Most of the duties will include information
gathering, substance recovery and communications with
other Guilds on pressing matters.
The old Master stood in front of the blackboard and
wrote incantations on the slate surface in chalk with
powerful strokes. He explained, “You will need to
include nine syllables within your verbals. The
intonations of each syllable must be precisely spoken
as words of invocation or magic will not be
manipulated and your mana will be wasted.”
Rank Title
Generally, a person will identify themselves to others as a
member of their Guild. But on formal occasions or when
introducing themselves to a member of their own Guild the
Guildsmen will generally announces his or her full rank by
stating “I am a [rank title] [guild name].” For example, “I
am an Initiate Rogue,” “I am a Junior Journiate Wizard,”
or “I am a Master Cavalier.”
In the classroom sat twenty-one Apprentices. They
listened as attentively as possible for students of their
age and copied the Master’s incantations onto their
parchment pages. Each one longed for the day they
would be promoted to an Initiate and become full
members in the Hall of Guilds. Some even dreamed of
becoming a Master and teaching others the ways of
Guildhall.
Rank
A Guildsmen’s rank is determined by how much status has
There is a hierarchy of the membership in each guild. At been spent on learning trade skills. This total does not
the bottom are the apprentices, then initiates, then the include status used to learn mana, body and non-guild
journey making levels, and finally one reaches the high skills. Consult the chart to see the amount of spent guild
skill status needed for each rank.
rank of master. The hierarchy
The amount in each rank interval
denotes a level of learning
is also shown. A character who
Guild
Guild
and provides privilege. Once
reaches the end of a rank may
Rank
Status
Interval
a p e r s o n b e c o me s a
not learn additional skills until
Apprentice
0-2,500
2500
Guildsman, he or she is
they are promoted to the next
Initiate
2,501-7,500
5000
entitled to all its benefits. All
rank.
Jr. Journiate
7,501-12,500 5000
Guildsmen are above the
Journiate
12,501-20,000 7500
common person.
A character may learn a skill as
Sr. Journiate 20,001-25,000 5000
long as his current status total is
Master
25,001-30,000
5000
Guildhall is often viewed as a
under the amount for the rank.
Loremaster
30,000
n/a
family. All members are
This is true even if the status cost
bonded to each other by the
for the desired skill pushes him
oaths of Guildhall. The
into the next rank, but he must be
Apprentices are the children who need to learn the ways of
promoted
before
he
can
learn additional skills. For
Guildhall. The Initiates are discovering their place in the
example,
Harker
is
a
Rogue.
He has 7400 status and is of
world. The Journiates are making their way through the
ranks toward mastery of their Guild. Their task is to defend the Initiate rank. He wishes to learn a new skill that costs
Guildhall and protect the realm. And the Masters are the 400 status. He may learn this skill and will end up with a
fathers and mothers of the Guildhall family. Their task is status total of 7800. He may not learn additional skills until
he is promoted to Junior Journiate Rank.
to teach the apprentices and to guide the community
When a Guildsman reaches the end of the rank, he must be
promoted to the next rank before he can learn additional
skills. The promotion to a higher rank requires that the
Guildsmen participate in the appropriate Ceremony of
Promotion. The Ceremonies of Promotion are powerful
arcane traditions that allow a Guildsmen’s progression to
the next rank by infusing their body, mind and spirit with
Five Ranks
All Guilds have five ranks: Initiate, Junior Journiate,
Journiate, Senior Journiate and Master. All Guildsmen
must pass through these five ranks on the way to mastery
of their Guild.
Responsibility
18
power. The ceremony must be properly performed or a
character will be unable to learn additional skills. Only a
Master of their Guild with teach II can make a promotion.
If there is no qualified Master in the community, then a
Promoting Master must be sent from Guildhall.
Becoming an apprentice requires a unanimous vote of the
local community council who must be thoroughly familiar
with the candidate. A Master of the Guild must bring the
candidate before a formal meeting of the community
council for an official vote.
Before a Guildsman can be advanced in rank, he must
fulfill the status requirements by having sufficient status.
A candidate desiring promotion must approach a Master in
their Guild with Teach II who will teach them about the
responsibilities of their next rank and discuss future skills
that will suit their goals and temperament. They will then
arrange for a time and place for the Ceremony of
Advancement that will include the Guildsmen’s friends
and family. Guildsmen are encouraged to recognize the
achievements of their fellows with lavish feasts and
entertainment.
After receiving approval from the community council the
candidate must go through the Ceremony of
Apprenticeship. Only after passing through the ceremony,
will the apprentice be considered a Guildsman.
During the apprenticeship, a person is taught the basic
skills and theories of the Guild. The apprenticeship gives
the student a foundation on which all other lore is taught.
Guildsmen must know basic aid skills. They must know
how to climb and swim. The reason why Guildsmen can
learn so much more than the average person is because of
the technical foundations taught during the apprenticeship.
The promotion to Master is much more involved and
requires the candidate be brought before the community.
The promotion must be approved by unanimous decision
of the local Guild Council and ratified by Guildhall. Please
see the section on the Master Rank for more information.
Apprentices often find it difficult to understand why they
have to learn the basic skills and cannot rush right to the
powerful skills they want, but, eventually, they see that the
basic skills are necessary for them to perform the more
powerful initiate skills.
A guildsmen must remain at a rank for at least thirty days
before being promoted to a new rank.
The Guild syllabi were designed to enable Guildsmen to
maximize the skills they can learn in the shortest amount
of time, while protecting them from destroying the
connection between the body and spirit which allow the
manipulation of mana.
Apprentice
An arcane commoner may attempt entry into Guildhall.
Generally this is done at a very early age; most
apprenticeships begin at ten years of age and last until at
least sixteen. When an apprenticeship is complete the new
Guildsman goes out into the world to ply his or her trade.
Apprentices are required to wear a simple brown robe to
signify their station. Throughout their apprenticeship
period they are required to perform menial tasks for the
members of their guild. However, apprentices are never
demeaned or abused. Apprentices are treated respectfully,
despite the duties they perform because one day they will
be full brother and sisters in Guildhall.
Sometimes in outland areas, arcane commoners may go
undiscovered. When an arcane commoner in an outland
area seeks admittance to apprentice they must come before
the local Guild Council. If accepted, the apprenticeship
period is a minimum of one year, but the period can be
longer if the apprenticeship skills are not learned within
that time.
The minimum period of apprenticing is one calender year,
but some apprenticeships can last for many years. In large
cities where classes of apprentices are trained together the
normal time period for apprenticeship is four years. After
the apprentice has spent at least one year performing
menial duties and has learned the required 25 status worth
of Apprentice skills the apprentice may be promoted to the
Initiate Rank. The Apprentice must then undergo the
Ceremony of Initiation.
All Guildsmen must apprentice to their particular Guild.
However, only the best candidates will be accepted as an
apprentice to Guildhall. It is the duty of every Guildsmen
to ensure that only those with good and noble character are
admitted to Guildhall.
No apprenticeship is given lightly. Candidates are heavily
tested before being accepted and only the best are allowed
to proceed into an apprenticeship.
Initiate
After an apprentice learns to manipulate mana in
accordance with the methods of his guild, he is promoted
19
to the initiate level of the guild and undergoes the
Ceremony of Initiation where the brown robes of the
apprentice are removed and the apprentice is given a
candle representing the light of learning.
After a Guildsman has passed through each of the
Journiate ranks, he may then become a Master. A Master
is viewed as one who has learned all of the defining skills
in the Guild and is beginning to explore the philosophical
underpinnings of the Guild.
The Guildsman may begin learning Trade lore. As the
Initiate gains status within the guild, he will be taught more
skills.
It is often said that Journiates learn one or two of the
powerful defining skills of a Trade, whereas Senior
Journiates are generally recognized to have learned all of
these skills, but a Master is one who understands these
skills. They not only learn the skills, but possess an
awareness of how the skills combine within the essence of
the Trade. The pursuit of understanding and enlightenment
is what defines the Master.
The Initiate Rank should build on knowledge learned
during the apprenticeship. The goal of an Initiate is to learn
a broad base of useful skills in the trade. An initiate wants
to explore the trade and see the path that he or she wants to
follow within the trade.
When the Initiate has sufficient status, he may be promoted
to the next level through the Ceremony of Journey Making.
There are very few masters in each community, as it takes
a tremendous amount of commitment and work to achieve
such status. Masters are given a high regard and a great
deference, because they control advancement in the Guild.
Journiate
The next three ranks are generically called the Journiate
ranks within the Guild. As an Inititate the Guildsman has
proven himself competent, but has a long journey before he
becomes a master.
Master have a great responsibility. A Guildsmen must be
a master to learn the skill Teach II. Only a master with
Teach II can promote a Guildsman. Many masters cease
adventuring and devote their time to helping the next
generation become good members of their Guilds. Masters
are the caretakers of the Guild and zealously guard Guild
lore and other secrets.
The Junior Journiate Rank is a rank where the Guildsmen
begins to decide on which rank restricted skills begin to
work toward. All of the trades have rank restricted skills
and there are various pre-requisite skills that need to be
learned as one works toward them.
Becoming a Master requires a unanimous vote of the local
community council who must be throughly familiar with
the candidate. A candidate for mastery must be tested to
see if his or her heart is still true to the ideals of Guildhall.
Each Guildmaster must be informed of candidacy in time
for them to speak with and test the individual. It is
customary to announce a candidate for mastery before the
community gathering takes place and to present him or her
at the start of the gathering. This gives each Guildmaster
time to meet with and talk to the candidate in a one-on-one
situation.
Journiate Rank marks the halfway point to Mastery. Its
also at this rank where a Guildsman begins to learn the
rank restricted skills of the trade. These are the power
skills that define the Guild.
At the Senior Journiate Rank the Guildsman will generally
finish learning the defining skills within the trade and
begin to learn the Trade’s more esoteric skills. His or her
understanding of the Trade will grow as the Senior
Journiate begins preparation for the test of mastery.
Master
Mastery is not awarded to all Guildsmen. Candidates must
be heavily tested, both in character and skill, and only the
best should be allowed to proceed to Mastery.
The vote for mastery must be made during an official
meeting of the Guildmasters Council that takes place on a
full Market Day. This advancement must be approved by
unanimous vote of all local Guild leaders, whose approval
cannot be unreasonably withheld.
Mastery is not a right, but a privilege. Any Guildsmen who
does not hold the tenants of Guildhall close to his or her
heart should not be promoted. The community decides who
should or should not be a Master. However, the Courts of
Guildhall do hold jurisdiction over community decisions
when they are unfairly made.
Approval can be withheld for various reasons including
unrepentant, repeated breaches of the law while moving
through the ranks and failure to conduct oneself in a
manner serves the interests of the Community or Guildhall.
A denial of promotion to Mastery can be directly appealed
to the Court of the Shields.
20
After receiving local Guild approval the candidate for
Mastery must wait at least one month before the ceremony
can be performed. During this time Guildhall will review
the candidates record, and either affirm or deny the local
vote.
required by the Council so long as the Guildman is a
Guildsman in good standing.
The Guildsman must cease to practice all skills of his old
Guild and devote all energies to understanding the manause of the new Guild. All skills of the previous Guild are
lost when the character begins his apprenticeship. Status is
not lost and the character is allowed to learn apprentice
skills from the new Guild.
When a candidate is approved for mastery the entire
community must come together a the public mastering
ceremony which includes, feasting, entertainment and
concludes with the ceremony. The candidates friends are
responsible working with the Innkeeper to hosting this
affair.
After the new apprentice learns all apprentice lore and
after the passing of one year’s time the Guildsman may be
promoted to Initiate Rank. Following this promotion, the
Guildsman is entitled to spend his status to learn skills up
to the Junior Journiate rank and receive their promotion.
After spending the require month at the current rank, they
may rank up on the following month if they have sufficient
status to learn all of the skills.
Lore Master
A Lore Master is a guildsman who has learned all the
skills. A Loremaster is eligible to be elected to the Council
of Lore. A character that serves on the Council of Lore is
retired until his term as a Councillor of Lore is completed.
The Guildsmen must adhere to advancements which must
be recognized by their Guild during Market Days or other
large official gatherings of Guildmen.
Changing Guilds
A Guildsman can change his Guild by apprenticing to the
new Guild for a minimum of one year. The change is
announced to the local Guild Council, but no vote is
21
Guild Ceremony
the very fiber of Guildhall.
The Ceremonial Hall on the Isle of Lore was filled to
capacity with spectators. Thousands of occupied
chairs ran in rows on both side of a wide isle.
Spectators stood shoulder to shoulder in the isle that
ran along the outer walls.
Arcane persons outside of Guildhall cannot learn skills
because the ceremonies are the mana focusing events that
allow advancement through a Trade syllabi. Status, rank
advancement and the ties of unity within Guildhall
interrelate to enable advancement.
Above, the massive arched ceiling was lost in the
shadows cast by a thousand flickering mana-filled
bulbs screwed into chandeliers that hung from
massive chains. At a level with the chandeliers was a
balcony that ran the length of the building. The
balcony was packed to capacity.
A person who forsakes Guildhall can no longer advance
through the ranks, and will eventually lose their Trade
skills. Only the Comedy of the Damned and a rare few
people have been able to retain their skills to a full degree
after leaving Guildhall or being forced out by banishment.
Who Performs: The ceremonies of promotion are
performed by the Guildmaster of the Guild. If no
Guildmaster is present that any Guildsman with the skill
Teach II can promote. In cities promotions are performed
monthly in the cities’ Hall of Guilds. In smaller towns and
Inns promotions are generally made after the Guildmasters
meeting.
Seven Apprentices walked down the center isle. They
wore their brown robes proudly and held their unlit
candles before their bellies with both hands. They
were the last Apprentices in the Class of 1000 to
receive their promotion to Initiate. The Guilds were
always promoted in order of their traditional entrance
in Guildhall. Cavaliers first. Necromancers last.
Basic Elements: Guildsmen have specific ways of
performing ceremonies. The basic required elements of
each ceremony include (1) the swearing of the Oath of
Guildhall to bid the candidate as a brother or sister of that
rank, (2) symbolic actions that represent progression into
that rank (see following descriptions), and (3) the
ceremony must be performed in public before the
candidates friends, family and/or peers.
Standing to the left and right of the dais were the
newly appointed Initiates of the other Guilds who
stood with beaming smiles. The held their burning
candles, heedless of the wax that dripped onto their
finger. In front of the raised dais on which stood the
thirteen Masters was a pile of their discarded brown
robes.
The specific basic elements that must be part of the
ceremonies for each rank is stated below, but so long as
these required elements are preserved every Master is free
to personalizes the ceremonies to any degree. In essence,
the Ceremonies can be added to and personalized by the
performer, but the basic elements of oath, symbolism and
publicity must always remain.
The seven Apprentices came forward to form a line in
front of the Master Necromancer. He was an ancient
Loremaster, the skin of his face was pulled so taunt he
almost looked like a skeleton. But his voice was
powerful when he spoke, “Today is your day-of-days
. . .”
Ceremony of Apprenticeship
Elaborate ceremonies are the heart of Guildsmen culture,
and these ceremonies have great effect on the status of the
person involved. They are the oldest traditions of
Guildhall and they find their roots in the teachings of the
Five gods who created the realm.
This ceremony brings a person into Guildhall. It is often
call the Ceremony of the Candle or sometimes called less
formally as “the Robing”
Before this ceremony can be performed the candidate for
apprenticeship must have his apprenticeship be validated
by a unanimous vote of local Guild leaders of the
Community Council. Following the vote, the local guild of
the applicant’s proposed trade must adopt the applicant as
These traditional ceremonies are the events that allow the
Guildsmen to manipulate the mana flows of the next rank.
The ceremonies unlock a Guildsman’s arcane potential.
They have been passed down from the founding and are
22
an apprentice.
Legends say the Nameless Knight who aided in the
founding of the League of Guilds carried forth the first
candle which was given to him by the spirit of Lumina.
This ceremony is performed by the local Master in
cooperation with the character’s friends and family.
Ceremonies of Journeymaking
The basic elements of the Ceremony of Apprentice
requires the candidate be dressed in the simple brown
robes of an apprentice and stand before his friends, family
and/or peers. The candidate swears the Oath of Guildhall
and promises to learn the basics of his Trade and perform
all tasks set before him or her. The candidate is given an
unlit candle, which he or she must accept.
These three ranks represent the Guildsman’s journey
toward knowledge and eventual mastery of the trade. In
each of the ceremonies the candidate swears the Oath of
Guildhall before his friends, family and/or peers while
holding the candle given to him as an apprentice and
lighted as an initiate. The candidate is required to
publically state the deeds he has done to better his
community and serve his peers.
The robes mark the apprentice. Wearing the brown robes
teaches humility and impresses on the apprentice the need
to live simply and forego material wealth. Most
importantly the brown robes shows they are willing to
serve.
Ceremony of Mastery
This is the final level within each Guild. The Guildsman
has passed through all ranks to reach the esteemed position
of master, a rare and wonderful accomplishment, requiring
years of training and devotion.
A Guildsman should never quest for power; power is an
empty promise that leads one into the Comedy of the
Damned. A Guildsman should strive for unity within
Guildhall and unity with the world. They will one day be
in service to the realm.
The advancement ceremony is lead by a Master, but is
performed with the candidate’s closest friends and family
who take an active part in the Ceremony by making
speeches and telling stories. It is generally hosted by the
Hall of Guilds or the Inn if in remote areas.
The unlit candle represents their ignorance and the
ignorance of the world as it was during the Age of Death.
Their goal in the apprenticeship is to find the light of
knowledge.
The Ceremony of Mastery is often set apart from other
promotions taking place after entertainment or at another
time when all can gather without interruption.
Ceremony of Initiation
The traditional Ceremony of Mastery is an inspiring
accolade to the achievement of the candidate. The host
convenes all local Guildmen and the ceremony is often
attended by commoner residents of the community as well.
This ceremony occurs after serving as an apprentice for at
least one year and after the Apprentice has learned all of
their apprentice skills. This ceremony is performed by the
local Masters in cooperation with the character’s friends
and family.
The Candidate stands before his friends, family and/or
peers while holding the candle given to him as an
apprentice and lighted as an initiate. Unlike the Journey
making ceremonies the Guildsmen does not recount his
own deeds. Instead, the guests assemble to Remember the
Journey of the Candidate and to honor his deeds.
The traditional ceremony revolves around the removal of
the apprentice robes and the lighting of the candle. The
Oath of Guildhall is sworn by the Initiate.
The removal of the robe allows the Initiate to shed his time
of servitude. The robe is no longer necessary, because all
that the robe represented on the outside has now been
transferred into the heart of the person. A Guildsman has
a humble heart, and he or she is willing to serve the realm.
Guildsmen step forward to recount the life of the
candidate. Each speaker recounts some tale involving the
Candidate. It could be a funny anecdote or a tale of great
heroism. The tales should symbolize the character of the
candidate and demonstrate his or her devotion to the
community, the world and Guildhall.
The unlit candle is then lighted, and this represents the
knowledge gained during the apprenticeship. On a larger
scale the light symbolizes light of Guildhall that led the
world out of the Age of Death, a light that is carried by
every single Guildsmen.
After all have spoken in remembrance the candidate makes
the Walk of Mastery. The guests precede the Candidate
23
from the place of gathering and then the Candidate holds
his candle representing the light of learning which was
initially lit at the conclusion of his apprenticeship.
family.
The Candidate walks through two lines of Guildsmen who
are holding their own candles and singing the hymms of
Guildhall. At the end of the walkway the new master goes
out into the world and the ancient Ceremony is complete.
After the Ceremony there is often food, dancing and
general celebration supplied by the Candidates friends and
24
Guild Lore
The Guild syllabi contains a complete list of all the skills
that the Guildsman in that Guild can learn.
The Oath of Guildhall
I swear the oath of blood, life and soul
My loyalty shall be to my Guild
and to Guildhall first, above all else.
I shall serve my brother and sister Guildsmen
in both life and death.
The Laws of Guildhall
shall be the laws of my heart and mind.
For now and through all eternity
I pledge this blood, this life and this soul
to the greater glory of Guildhall
And all that we represent in
Love, Truth, Honor
and Eternal Fraternity.
Pre-requisite Skills: Many skills requires a Guildsman to
learn a pre-requisite skill before learning more advanced
skills (See core rulebook).
Rank Restricted Skills: Every Guild has a list of rank
restricted skills. Only a Guildsman of that rank may learn
the skill.
Learning Skills
A Guildsman may learn any skill off their Guild syllabi
provided he has learned the prerequisite skills and has
sufficient rank if the skill is a rank restricted skill. Please
see the skill listing in the core rule book for required prerequisite skills and refer to the trade syllabi for a list of
rank restricted skills.
A Guildsman begins with 5000 status and may use this
status to improve their body and mana or to learn Guild
skills, racial abilities or cultural skills. Body and mana
each cost 300 status; the maximum body is 8 and the
maximum mana is 16. The cost of each Guild skill is listed
after the skill on the Guild Syllabi. Cultural skills for are
detailed in the see section on Commoner Nations. Any
status not spent at character creation may be saved as
unspent status.
Apprentice Skills: Every Guild has a list of skills that
every Guildsmen must know. They consist of useful skills,
like bandaging, climbing and swimming, as well as,
specific basic skills required by that particular Guild.
Characters must learn all of these skills before they can
learn other guild skills.
A starting Guildsman must spend at least 300 status on
body and must first learn all Apprentice skills (2500 status)
before they may begin learning the trade skills.
Initiate Skills: Once a Guildsman is promoted to the
Initiate Rank the majority of the Guild Syllabi is available
for learning.
Most Guildsmen begin their adventuring as an Initiate of
their Guild, having just completed their apprenticeship and
recently been promoted to the Initiate Rank. However, a
person can elect to start their adventuring as a Candidate
for Apprenticeship (see Arcane Commoner) or as an
Appointed Apprentice who is in the process of learning all
apprentice skills. Guildsmen who begin adventuring as less
than an Initiate Rank must go through rank promotions.
Journiate Skills:
Journiate skills require greater
experience to learn, and a Guildsman must have achieved
the Journiate Rank in their Guild before they can begin
learning these skills.
Master Skills: These skills are very hard to learn and often
require a lifetime of devotion.
Guild Syllabi
25
Alchemist
"As I entered his laboratory, a burning, sour smell assaulted my nose.
My eyes adjusted to the dim candlelight, and I realized the odor must
be from the steaming brew bubbling over a small fire on a table.
Brightly colored liquids filled tubes and strange objects could be seen
in jars around the room. I was a little frightened, but I was desperate.
I approached the aproned man and told him my need. He patted my
hand and turned to his vials. In a bowl above a candle, he quickly
mixed many powders. Adding a liquid created a puff of smoke and a
bang. He poured the contents of the bowl into a vial and handed it to
me. As I gave him my grandmother's broach, he explained that I was
to put the potion in Willie's soup and the fever and cough would soon
go away."
Compounds
curative 500, disabler 500, enabler 500, hazard 300, infection 300,narcotic 300, poison 500, toxicant 300
Feats
catch I 200, catch II 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged
II 200, critical ranged III 200, critical ranged IV 400, dodge I 200, double range I 200, fend I 200, limb
cut I 200, limb throw 200, negate I 400, parry I 200, quick aim I 200, quick aim II 200, quick cast I 200,
strength I 100, stun I 200, willpower I 200, willpower II 400
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce
100, compound combat 400, compound handling 200, compound sleight 300, coordinate 200, disarm
trap 200, embalm 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, gaming 200,
geology 100, history 100, hypnosis 400, law 100, leap 300, literature 100, mathematics 100, mechanics
I 100, medicine 200, mutilation 100, occult I 100, physics 100, politics 100, psychology 100, regain feat
(examination) 200, repair 100, resuscitate 200, rumors 100, scrounge 200, sense I 100, sense II 300, sense
III 200, splint 100, surgery 400, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles
I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600,
weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100,
weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting)
II 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300
Powers
26
anchor spirit 200, dispel 200, drain mana 200, fortitude 400, heal 400, mete mana
drink 100, shell 500, squelch 200
200
, purify food and
Procedures
alter auras 200, bolster body 200, bolster mana 200, breathe water 100, bridge 200, buoyant item 100,
call vermin 300, death awareness 200, deform 100, dispelling 100, dome (impermeable) 200, education
200, electroshock 200, enclosure (gaseous) 400, firm grip 100, glib voice 300, heightened senses 200,
infirmary 200, invulnerable limb 400, laboratory 200, pass lore 200, preservation 100, protection 100,
purify blood 200, regain feat 200, restoration 300, return 200, sending (thoughts) 100, spatial location
200, spirit activity (therapy) 100, spiritquest 400, summon construct (golem) 200, tap (healing) 200,
telepathy 500, transmutation 200, wall (impermeable) 200, weight 200
Apprentice Skills
Compounds: hazard 300
Knowledge: biology 100, chemistry 100, climb I 100, compound combat 400, compound handling
200, first aid 100, geology 100, history 100, regain feat (examination) 200, sense I 100, splint 100, swim
I 100, weapons (chopping, crushing or cutting) I 100, weapons (throw) I 100
Procedures: restoration 300
Journiate Skills
Feats: negate I 400
Compounds: enablers 500, infection 300
Glyphs: rank III 200
Knowledge: wealth III 400
Powers: squelch 200
Procedures: passlore 400
Master Skill
Knowledge: teach II 100, wealth V 600
Procedures: enclosure (gaseous) 400, telepathy 500
27
Artisan
"I see him, bent over his forge, his thick muscles roll as he pumps the
bellow to heat the steel held over burning coals. A tall powerful man,
his chest the width of a barrel, sweat trickles between his shoulders as
his hammer pounds the anvil. His powerful torso is supported by treetrunk legs that ripple as he squats to dip the new blade into water. The
rising steam mists his long beard and ash smudged face. Then thick,
dexterous fingers wield a razor-sharp knife to shape an ornate handle
for the master crafted sword. He proudly caresses the weapon as a
piece of art, knowing it bears the sweat of his effort and a piece of his
soul. He is an Artisan, the finest crafters in the land, and his items will
fetch prices far above the rest."
Fabricating
brewing 100, constructing 200, cooking 100, fashioning I
fashioning IV 300, fashioning V 300, manufacturing 100
300
, fashioning II 300, fashioning III 300,
Feats
bash I 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200,
disarm I 200, dodge I 200, feint I 200, fend I 200, knockback I 200, knockback II 200, knockback III 200,
knockback IV 200, knock out I 400, limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200,
parry II 400, strength I 100, strength II 100, strength III 200, stun I 200, stun II 200, stun III 200, stun IV
200, willpower I 200
Knowledge
binding 100, blindfight 200, chemistry 100, climb I 100, commerce 100, coordinate 200, crime 100,
disarm trap 200, enigmas 100, fatal finish 100, fine arts 100, first aid 100, geology 100, history 100, law
100, mathematics 100, mechanics I 100, navigation 100, occult I 100, physics 100, pick locks 300, politics
100, regain feat (innovate) 200, repair 100, rumors 100, scrounge 200, sense I 100, sense II 300, sense III
200, shield I 300, shield II 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, vehicles I
200, wealth I 200, wealth II 200, wealth III 400 , wealth IV 400, wealth V 600, weapons (bow) I 200,
weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping)
III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons
(cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons
(throw) II 100, wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear
armor V 300
Rituals
armor arms or legs 100, armor head 100, armor torso
28
100
, assemble elemental I
300
, assemble
elemental II 100, bolster body 200, bolster mana 200, bottomless bag 300, bridge 200, buffing 200,
buoyant item 100, dispelling 100, dome (impermeable) 200, earthworks 400, firm grip 100, lock 200,
polishing rag 200, recover item 200, regain feat 200, reinforce shield 200, reinforce weapon 200,
replenish ammunition 200, restore item 200, spirit adornment (keepsake) 200, summon construct
(simulacrum) 200, summon spirit strengthener (laborer) 100, tap (mending) 400, theft protection 100,
time reducer (tool) 200, wall (impermeable) 200, weight 200, workbench 200
Spells
damage (pulverize) 500, deteriorate item 400, disable item 400, disenchant item 200, drop all 200,
enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance
weapon (heat) 100, find items 200, form tool 400, form melee weapon 400, form ranged weapon 200,
form shield 200, fragment item 400, mend 600, mete mana 200, open lock 200, weight decrease 200,
weight increase 400
Traps
box traps 200, door traps 200, pressure plate traps 300
Apprentice Skills
Fabricating: fashioning I 300
Feats: critical melee I 200, parry I 200
Knowledge: chemistry 100, climb I 100, commerce 100, disarm trap 200, first aid 100, history 100,
mathematics 100, mechanics I 100, regain feat (innovate) 200, repair 100, sense I 100, swim I 100,
weapons (chopping, crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100
Rituals: restore item 200
Journiate Skills
Fabricating: fashioning IV 300, fashioning V 300
Feats: knock out I 400, negate sp&p I 400, parry II 400
Knowledge: wealth III 400
Spells: disenchant item 200, fragment item 400, weight increase 400
Master Skill
Fabricating: manufacturing 100
Knowledge: teach II 100, wealth V 600
29
Bard
"Upon entering the Inn, a hypnotizing voice drew my attention to the far
corner of the room. My eyes fell upon a Bard perched atop the table. He
sang "The Serpent's Lair," a song about a group of inexperienced
adventurers who stumbled on dragon gold and met a tragic fate. His
song poured forth accompanied by the melodies of his harp strummed
by talented hands. At the songs end, the crowd erupted into applause
and threw their coins into the hat resting at his feet. I approached as he
flung his multi-colored cloak over his shoulder and picked up his hat
filled with the weight of coin. I offered him a glass filled with wine, and
his sharp, clear blue eyes met mine. He accepted the drink with a wide
smile. Later, he played for me a different tune."
Ballads
absorption 300, anchor spirit 100, awareness 200, body healing 200, bolster will 200, conscious 100,
convalesce 200, corpse call 200, courage 200, heightened senses 100, hovering 300, item fixing 200,
juggernaut 200, life 300, miss shots 300, miss strikes 300, pass exposure 100, poison pausing 100, resist
[specific] damage 200, restfulness 300, spatial location 100, stay healthy 100, stop bleeding 100,
strength 200, truth song 300
Feats
breaking sp&p I 200, bursting sp&p I 400, catch I 200, conceal sp&p I 200, critical melee I 200, critical
ranged I 200, deflect strike I 200, dodge I 200, double sp&p I 200, elude darkness I 200, elude
woodlands I 200, fend I 200, impacting sp&p I 200, negate sp&p I 400, parry I 200, quick cast sp&p
I 200, recover I 200, strength I 100, stun I 200, surprise strike I 200, surprise strike II 200, willpower I
200
Knowledge
animal handling 100, balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100,
climb II 200, coordinate 200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine
arts 100, first aid 100, gambling 200, gaming 200, history 100, hypnosis 400, law 100, leap 300, literature
100, mathematics 100, navigation 100, occult I 100, performance 200, pick locks 300, pocket pick 300,
pocket place 300, politics 100, psychology 100, read ballad I 400, read ballad II 200, read ballad III
200, read ballad IV 100, read ballad V 100, regain feat (story telling) 200, repair 100, rumors 100, sense
I 100, sense II 300, sense III 200, splint 100, survival 100, swim I 100, swim II 200, teach I 100, teach II
100, theology 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400,
wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons
(chopping) II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100,
weapons (cutting) II 100,weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear
armor II 300
30
Rituals
alertness 200, conjure celestine 100, dance 100, dispelling 100, dome (permeable sound) 100,
enclosure (musical) 200, enclosure (sound) 200, enscroll ballad 200, glib voice 300, mana item
(musical instrument) I 200, mana item (musical instrument) II 200, purify blood 200, regain feat 200,
sending (song) 100, song 100, spirit activity (festival) 100, spirit legacy (artistic endeavor) 100, spirit
remembrance (dirge) 100, summon spirit strengthener (muse) 100, time reducer (baton) 200, wall
(permeable sound) 100
Spells
aggression 400, attenuate 100, awaken 200, bewilder 200, blast (sound blast) 200, confuse being 400,
dazzle 200, dispel 200, distract 200, dominate being 600, emotions 200, enhance weapon (sound) 100,
flee sound (boom) 200, fugue 200, laughter 200, mass flee sound (boom) 600, mete mana 200, pacify
being 400, sleep 400, squelch 200
Apprentice Skills
Ballads: awareness 100, stay healthy 100, stop bleeding 100, strength 100
Feats: dodge I 200
Knowledge: chemistry 100, climb I 100, crime 100, fine arts 100, first aid 100, history 100, literature
100, politics 100, regain feat (story telling) 200, rumors 100, sense I 100 , survival 100, swim I 100,
theology 100, weapons (chopping, crushing or cutting) I 100
Rituals: dance 100, spirit remembrance (dirge) 100, song 100
Journiate Skills
Ballads: bolster will 200, hovering 300, resist [specific] damage 200, restfulness 300
Feats: negate I 400, waylay I 400
Knowledge: wealth III 400
Spells: pacify being 400, sleep 400
Rituals: enscroll ballad 200
Master Skill
Ballads: absorption 300
Knowledge: teach II 100, wealth V 600
Spells: dominate being 600, mass flee sound (boom) 600
31
Cavalier
"His armor flashed like polished silver as he stood shining in the midday
sun. The picture he made standing there, straight and tall with his helmet
off and hair waving in the breeze was enough to take any girl's breath
away. His eyes caught mine and my heart skipped a beat. He smiled and
strode towards me, back straight, head held high with power and
confidence emanating from him with every step. He was a Cavalier of the
old code. Honor, Justice, Courage and Truth were the tenets of his
Order. He bent to one knee and grasped my fingers lightly. He touched
my hand to his lips, and my heart pounded in my chest. He looked up at
me then, and asked if I would be his lady for the tournament ... how could
I refuse?"
Feats
critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400, critical ranged
I 200, critical ranged II 200, deflect strike I 200, deflect strike II 400, deplete mana I 200, disarm I 200,
disarm II 400, dodge I 200, feint I 200, feint II 400, fend I 200, fend II 200, fend III 400, hero stand 600,
kill crush 600, kill cut 600, knockback I 200, knockback II 200, knockback III 200, knockback IV 200,
knock out I 400, limb chop I 200, limb crush I 200, limb crush II 400, limb cut I 200, limb cut II 400,
negate sp&p I 400, parry I 200, parry II 400, parry III 400, quick cast sp&p I 200, strength I 100,
strength II 100, strength III 200, strength IV 200, stun I 200, stun II 200, stun III 200, stun IV 200,
willpower I 200, willpower II 400
Knowledge
animal handling 100, astronomy 100, balance 200, binding 100, biology 100, blindfight 200, climb I 100,
commerce 100, coordinate 200, fatal finish 100, fine arts 100, first aid 100, gaming 200, history 100,
interrogation 400, law 100, leap 300, mathematics 100, military 100, navigation 100, occult I 100, politics
100, psychology 100, regain feat (tactical discussion) 200, repair 100, resuscitate 200, rumors 100, sense
I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, swim I 100, survival 100, teach I
100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400,
wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow)
IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons
(crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100,
weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100,
wear armor I 300, wear armor II 300, wear armor III 300, wear armor IV 300, wear armor V 300
Rituals
armor arms or legs 100, armor head 100, armor torso 100, dispelling 100, dome (impermeable) 200,
firm grip 100, military allegiance 200, military armory 300, military award 200, military barracks 300,
military body 200, military code 200, military mana 200, military memorial 200, military retreat 100,
32
military shield 200, military standard 200, military stronghold 100, military tour of duty 100, military
uniform 300, military weapon 200, perimeter 100, polishing rag 200, regain feat 200, spirit activity
(competition) 100, summon spirit strengthener (recruit) 100, wall (impermeable) 200
Spells
awaken 200, dispel 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon
(electric) 100, enhance weapon (heat) 100, fortitude 400, mass moving force 600, mete mana 200,
moving force 200
Apprentice Skills
Feats: critical melee I 200, deflect strike I 200, parry I 200, strength I 100
Knowledge: climb I 100, first aid 100, history 100, military 100, navigation 100, politics 100, regain feat
(tactical discussion) 200, repair 100, sense I 100, splint 100, swim I 100, weapons (chopping, crushing
or cutting) I 100, wear armor I 300
Rituals & Procedures: military allegiance 200
Journiate Skills
Feats: deplete mana 200, kill crush 600, kill cut 600, knock out 400, negate sp&p I 400, parry III 400
Knowledge: wealth III 400
Spells: fortitude 400
Master Skill
Knowledge: teach II 100, wealth V 600
Spells: mass moving force 600
33
Cleric
"If you could only learn to know my god as I do? If you would open
your heart to him, he will show you the meaning of life and you will
never fear death again. He is a god of love who embraces those who
embrace him. All the things my god has to offer will be yours, if only
you follow him with faith. A simple baptism and his blessings can be
yours. Swear your allegiance and you can have the benefit of his
protection and his healing. You can marry in his name and be forever
joined with the one you love. It is time to convert. Join with me and
become his children, for he is the one true god. Worship him with me for
I am a Cleric of Guildhall, and I shall lead you to eternal salvation in
his name."
Feats
augment sp&p I 200, augment sp&p II 200, conceal sp&p I 200, double sp&p I 200, double sp&p II
400, impacting sp&p I 200, negate sp&p I 400, quick cast sp&p I 200, quick cast sp&p II 200, recover
I 200, recover II 200, recover III 200, willpower I 200, willpower II 400
Knowledge
astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce 100, embalm 100,
enigmas 100, fatal finish 100, fine arts 100, first aid 100, gaming 200, history 100, law 100, literature 100,
navigation 100, occult I 100, politics 100, psychology 100, read sp&p I 400, read sp&p II 200, read
sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat (prayer) 200, repair 100, rumors 100,
sense I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100, theology 100,
vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons
(chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100,
weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, wear armor I 300
Prayers
amnesia 200, anchor spirit 200, attenuate 100, avert all undead 400, awaken 200, bewilder 200, blast
(holy blast) 200, blast (profane blast) 200, compliant 400, confuse being 400, damnation 400, dazzle
200, destroy undead 200, dispel 200, dominate being 600, drain mana 200, enhance weapon (holy) 100,
enhance weapon (profane) 100, fugue 200, heal 400, kill undead 300, manipulate being 400, mete
mana 200, moving force 200, pacify being 400, pacify undead 400, purify food and drink 100, rebuke
undead 200, seal source 100, sever soul 400, shell 500, slow undead 400, speaking corpse 200, squelch
200, stop undead 200
Rituals
ascertain 200, conjure archon 100, conjure bane 100, curse 200, death awareness 200, dispelling 100,
divine allegiance 200, divine altar 300, divine avatar 400, divine benevolence 100, divine body 200,
34
divine bond 200, divine homage 100, divine mana 200, divine mark 200, divine prayers 200, divine
reliquary 300, divine shrine 200, divine symbol 200, divine vestment 300, dome (permeable holy) 100,
dome (permeable profane) 100, enclosure (holy) 200, enclosure (pious) 300, enclosure (profane) 200,
enclosure (spirit-bane) 400, enscroll sp&p 200, mana item (prayer beads) I 200, mana item (prayer
beads) II 200, obliteration 400, purgation 600, regain feat 200, requiem 400, restoration 300, return 200,
sending (dreams) 100, spirit activity (revival) 100, spirit remembrance (eulogy) 100, spiritquest 400,
summon spirit strengthener (ecclesiastic) 100, tap (healing) 200, time reducer (idol) 200, wall
(permeable holy) 100, wall (permeable profane) 100, ward (undead) 400
Apprentice Skills
Knowledge: climb I 100, first aid 100, history 100, occult I 100, regain feat (prayers) 200, rumors 100,
sense I 100, splint 100, swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100
Rituals & Procedures: divine allegiance 200, restoration 300, tap (healing) 200
Spells, Prayers & Powers: dazzle 200, heal 400
Journiate Skills
Feats: willpower II 400
Knowledge: wealth III 400
Prayers: avert all undead 400, pacify being 400, shell 500, pacify undead 400
Rituals: enscroll sp&p 200, requiem 400
Master Skill
Knowledge: teach II 100, wealth V 600
Prayers: kill undead 300, dominate being 600
Rituals: divine avatar 400, obliteration 400
35
Druid
"She spends her days walking the woods with a long knotted stick taller
than herself. You can find her, occasionally, in the deep woods where
she lives. She is often surrounded by a menagerie of woodland creatures
that she calls her friends. When I met for the first time she was kneeling
to speak to a new sapling, coaxing it to grow with gentle words of
inspiration. I’ve loved her since that moment, but I’m to afraid to tell.
She lets me walk with her, but we rarely speak. She is shy, perhaps a
little self-conscience around people, but she'll do anything to bring a
smile. Once, when I was sad, she made a field spring with wild flowers
so the beauty would lighten my heart."
Feats
augment sp&p I 200, augment sp&p II 200, breaking sp&p I 200, breaking
sp&p II 200, conceal sp&p I 200, double sp&p I 200, double sp&p II 400, elude woodlands I 200,
impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, pursue I 200, quick cast sp&p I 200,
recover I 200, recover II 200, willpower I 200
Knowledge
animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, climb II 200,
enigmas 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, geology 100, history 100, hold
breath 100, law 100, leap 300, mathematics 100, navigation 100, occult I 100, physics 100, politics 100,
read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p V 100, regain feat
(commune) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100, survival 100,
swim I 100, swim II 200, teach I 100, teach II 100, theology 100, tracking 200, vehicles I 200, vermin
handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons
(chopping) I 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100,
weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300
Prayers
anchor spirit 200, attach 200, attenuate 100, avert all beasts 400, beastify 400, befriend beast 400,
command beast [amphibian, fish and reptile] 200, command beast [arachnid, insect and worm]
200, command beast [avian] 200, command beast [fungi, mold and plant] 400, command beast
[mammal] 200, damage (swarm) 500, declaw 200, destroy beast 200, dispel 200, heal 400, immobilize
arms 200, immobilize body 200, immobilize legs 200, immobilize vocals 200, impede melee 200,
impede ranged 200, impede responses 200, kill beast 300, mete mana 200, pacify beast 400, pass
exposure 200, purify food and drink 100, rebuke beast 200, restrain arm 200, seal source 100, shell 500,
slow beast 400, speaking beast 200, squelch 200, stop beast 200
Rituals
36
alertness 200, astray 200, beast skin 200, breathe water 100, bridge 200, call familiar 200, call vermin
300, conjure guide 100, dispelling 100,divine allegiance 200, divine altar 300, divine beast 100, divine
benevolence 100, divine body 200, divine bond 200, divine homage 100, divine mana 200, divine
shrine 200, divine symbol 200, dome (impermeable) 200, dome (permeable swarm) 200, earthworks
400, empower beast 200, enclosure (natural) 300, enclosure (swarm) 200, enscroll sp&p 200, healing
location (flower patch) 400, heightened senses 200, mana item (stone) I 200, mana item (stone) II
200, morph beast 300, perimeter 100, purify blood 200, regain feat 200, restoration 300, return 200, spirit
remembrance (effigy) 100, spiritquest 400, talisman (natural) 100, tap (healing) 200, time reducer
(scepter) 200, wall (impermeable) 200, wall (permeable swarm) 200
Apprentice Skills
Knowledge: biology 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (commune)
200, sense I 100, swim I 100, theology 100, survival 100, weapons (chopping, crushing or cutting) I
100
Prayers: heal 400, speaking beast 200
Rituals: restoration 300, return 200, tap (healing) 200
Journiate Skills
Knowledge: wealth III 400
Prayers: avert all beasts 400, command beast [avian] 200, immobilize body 300, pacify beast 400,
pass exposure 200, shell 500, squelch 200
Rituals: astray 200, enscroll sp&p 200, morph beast 300
Master Skill
Knowledge: teach II 100, wealth V 600
Prayers: beastify 400, kill beast 300
37
Necromancer
"I saw him standing in the cemetery, draped in robes of midnight velvet,
surrounded by candles and reeking of burning incense. His pasty white
face was barely visible under the folds of his dark hood. The tails of his
cape fluttered in the chill night air and the candles cast their flickering
light on tombstones glinting beneath the silver moon. White wisps of fog
rolled along the ground and collected at his feet. He reached into a
pouch and retrieved a small vial of powder. He sprinkled the corpse
before him and murmured words of magic which I could not hear
clearly. Then, he shouted in a hoarse, grating voice "Arise! Arise.
ARISE!" The corpse rose and I trembled with fear. This priest of the
dead, this servant of the damned, had created an undead before my
terrified eyes. I ran for my life..."
Feats
augment sp&p I 200, conceal sp&p I 200, dodge I 200, double sp&p I 200, double sp&p II 400, elude
darkness I 200, impacting sp&p I 200, impacting sp&p II 200, negate sp&p I 400, parry I 200, quick
cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, willpower I 200
Knowledge
animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, crime 100,
disarm trap 200, embalm 100, fatal finish 100, fine arts 100, first aid 100, forensics 100, geology 100,
history 100, interrogation 400, law 100, mathematics 100, military 100, mutilation 100, navigation 100,
occult I 100, politics 100, physics 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p
IV 100, read sp&p V 100, regain feat (nefarious rites) 200, repair 100, rumors 100, sense I 100, sense
II 300, sense III 200, splint 100, survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles
I 200, vermin handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600,
weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons
(crushing) I 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (throw) I 100, wear
armor I 300
Rituals
animate undead I 300, animate undead II 100, call familiar 200, call vermin 300, conjure haunt 100,
death awareness 200, deform 100, dispelling 100, dome (impermeable) 200, dome (permeable wither)
100, enclosure (undead) 300, enclosure (wither) 200, enscroll sp&p 200, healing location (grave) 400,
mana item (skull) I 200, mana item (skull) II 200, military allegiance 200, military body 200, military
mana 200, military mastery 100, military retreat 100, military standard 200, military tour of duty 100,
protection 100, regain feat 200, restoration 300, return 200, sending (dreams) 100, site of mana (grave
stone) 200, spirit adornment (fetish) 200, spiritquest 400, summon construct (revenant) 200, talisman
(bone) 100, tap (animating) 600, tap (healing) 200, time reducer (tome) 200, visage (undead) 200, wall
38
(impermeable) 200, wall (permeable wither) 100
Spells
anchor spirit 200, animate corpse 400, animate undead I 600, animate undead II 400, animate undead
III 200, attenuate 100, avert all living beings 600, avert all undead 400, blast (wither blast) 200, call
corpses 200, control undead 400, corpses follow 200, corpsify 600, death 200, dispel 200, enhance
weapon (wither) 100, enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200, fatigue
responses 200, fear 200, feign death 100, heal 400, hemorrhage 400, hobble leg 400, incapacitate 300,
maim arm 400, master undead 200, mete mana 200, rebuke living being 200, rebuke undead 200, seal
source 100, shell 500, speaking corpse 200, spook 200, weary 200
Apprentice Skills
Knowledge: biology 100, climb I 100, first aid 100, forensics 100, history 100, occult I 100, regain feat
(nefarious rites) 200, rumors 100, sense I 100, swim I 100, theology 100, weapons (chopping, crushing
or cutting) I 100
Rituals: animate undead I 300, restoration 300, return 200
Spells: speaking corpse 200, spook 200
Journiate Skills
Feats: dodge I 200, parry I 200
Knowledge: wealth III 400
Rituals: enscroll sp&p 200
Spells: avert all undead 400, enfeeble 200, hobble leg 400, maim arm 400, shell 500
Master Skill
Knowledge: teach II 100, wealth V 600
Spells: avert all living beings 600, corpses follow 200, master undead 200
39
Ranger
"My arrow missed the deer by almost three hands. It bolted and dashed
through the knee-high white snow. I cursed softly, my family was
starving and I'd missed the shot. The deer was almost to the woodline
when it was struck in mid-stride by an arrow loosed from behind my
position. An impossible shot! I turned around to see the archer, his
green and brown clothing blended perfectly with the evergreen foliage
dotted with freshly fallen snow. As he stood, I realized he was only a
few feet from me. He strode past me, walking without a word to his kill.
He pulled the arrow from the carcass, turned to me and said, "You need
this more than I." I blinked in astonishment and he was gone. My
family had food and we would survive the winter. We had been saved
by a Ranger of Guildhall."
Feats
catch I 200, catch II 200, critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged
II 200, critical ranged III 200, critical ranged IV 400, distance drop I 400, dodge I 200, dodge II 400,
double range I 200, elude woodlands I 200, elude woodlands II 200, evade I 400, eye pierce 600, feint
I 200, fend I 200, kill pierce 600, kill throw 600, knockback I 200, knockback II 200, limb chop I 200,
limb crush I 200, limb cut I 200, limb pierce I 200, limb pierce II 400, limb throw I 200, limb throw II
400, negate sp&p I 400, parry I 200, propel I 200, propel II 200, propel III 200, pursue I 200, pursue II 400,
quick aim I 200, quick aim II 200, quick aim III 200, quick load I 200, recover I 200, strength I 100,
strength II 100, stun I 200, surprise strike I 200, surprise strike II 200, vocal pierce 400, waylay I 400,
willpower I 200
Knowledge
animal handling 100, astronomy 100, balance 200, binding 100, biology 100, blindfight 200, chemistry
100, climb I 100, climb II 200, coordinate 200, crime 100, disarm trap 200, fatal finish 100, first aid 100,
forensics 100, geology 100, history 100, hold breath 100, interrogation 400, law 100, leap 300, military
100, navigation 100, occult I 100, pick locks 300, politics 100, pratfalls 300, regain feat (target practice)
200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100,
survival 100, swim I 100, swim II 200, teach I 100, teach II 100, tracking 200, vehicles I 200, vermin
handling 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow)
I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons (bow) V 100,
weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons
(crushing) I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100,
weapons (cutting) II 100, weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100,
wear armor I 300, wear armor II 300, wear armor III 300
Rituals
40
astray 200, beast skin 200, breathe water 100, bridge 200, call vermin 300, conjure guide 100, dispelling
100, dome (impermeable) 200, empower beast 200, perimeter 100, regain feat 200, replenish
ammunition 200, stealth 100, wall (impermeable) 200
Spells
destroy beast 200, kill beast 300, mete mana 200, pacify beast 400, pass exposure 200, rebuke beast
200, slow beast 400, speaking beast 200, stop beast 200
Traps
hanger traps 300, obstacle traps 400, snare traps 300
Apprentice Skills
Feats: critical melee I 200 or critical ranged I 200, parry I 200
Knowledge: astronomy 100, biology 100, climb I 100, disarm trap 200, first aid 100, history 100,
navigation 100, regain feat (target practice) 200, sense I 100, splint 100, survival 100, swim I 100,
tracking 200, weapons (bow) I 200, weapons (chopping, crushing, or cutting) I 100, weapons
(chopping, crushing, or cutting) II 100 or weapons (throw) II 100, weapons (throw) I 100
Journiate Skills
Feats: eye pierce 600, kill pierce 600, kill throw 600, negate sp&p I 400, waylay I 400
Knowledge: wealth III 400
Rituals: astray 200
Spells: pacify beast 400, pass exposure 200
Master Skills
Knowledge: teach II 100, wealth V 600
Spells: kill beast 300
41
Rogue
"The rock in my side woke me as I turned in the night. Opening my eyes,
I was startled to see a figure, clad fully in black, silently making its way
across my camp. My bones turned cold when I recognized the face. He
came from the Guild. . . the Guild of Rogues. I laid very still, so as not
to attract his attention. I knew the reason for his visit. He stood over
Snake, who was deeply asleep across the embers from me. Steel glinted
in the moonlight before slicing throat and windpipe. Not a sound
escaped the dying lips. I had warned Snake to give the Guild its cut. The
shadowy form disappeared into the darkness and I breathed again. I
was not his target, but I slept no more that night."
Compounds
narcotic 300, poison 500
Feats
assassinate 800, bypass I 200, bypass II 400, catch I 200, catch II 200, conceal sp&p I 200, critical melee
I 200, dodge I 200, dodge II 400, elude darkness I 200, elude darkness II 200, elude woodlands I 200,
evade I 400, eye cut 600, feint I 200, negate sp&p I 400, parry I 200, parry II 400, pursue I 200, quick aim
I 200, quick cast sp&p I 200, riposte I 200, strength I 100, strength II 100, stun I 200, surprise strike I
200, surprise strike II 200, surprise strike III 200, surprise strike IV 400, vocal cut 400, waylay I 400,
waylay II 400, willpower I 200
Knowledge
balance 200, binding 100, biology 100, blindfight 200, chemistry 100, climb I 100, climb II 200,
commerce 100, compound combat 400, compound handling 200, compound sleight 300, coordinate
200, crime 100, disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100 , first aid 100,
forgery 200, gambling 200, history 100, interrogation 400, law 100, leap 300, mechanics I 100, navigation
100, occult I 100, pick locks 300, pocket pick 300, pocket place 300, politics 100, pratfalls 300,
psychology 100, regain feat (stealth practice) 200, repair 100, rumors 100, scrounge 200, sense I 100,
sense II 300, sense III 200, shield I 300, splint 100, survival 100, swim I 100, swim II 200, teach I 100,
teach II 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400,
wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons
(crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100,
weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300
Rituals
alertness 200, alter auras 200, astray 200, bottomless bag 300, bridge 200, death awareness 200, disguise
200, dispelling 100, enclosure (darkness) 300, heightened senses 200, invisibility 400, locate 200, lock
42
, mask 200, purify blood 200, pursuance 200, regain feat
stealth 100, theft protection 100, transpose 300
200
200
, smuggle
200
, spatial location
Spells
awaken 200, dazzle 200, distract 200, dull senses 200, find items 200, mete mana
drink 100, speaking corpse 200
200
200
,
, purify food and
Traps
box traps 200, door traps 200, hanger traps 300, obstacle traps 400, pressure plate traps 300, snare
traps 300
Apprentice Skills
Feats: dodge I 200, surprise strike I 200, surprise strike II 200
Knowledge: biology 100, climb I 100, crime 100, disarm trap 200, first aid 100, history 100, pick locks
300, politics 100, regain feat (stealth practice) 200, repair 100, rumors 100, sense I 100, swim I 100,
weapons (chopping, crushing or cutting) I 100, weapons (throw) I 100
Journiate Skills
Feats: dodge II 400, eye cut 600, negate sp&p I 400, parry II 400, riposte I 200, waylay I 400
Knowledge: wealth III 400
Rituals: mask 200, transpose 300
Master Skills
Feats: assassinate 800
Knowledge: teach II 100, wealth V 600
Rituals: disguise 200, invisibility 400
43
Runecaster
"I had been sitting in the outer room for some time, when a man entered
through the beaded doorway. I recognize the freshly drawn symbols on
his arms. They were magical Runes of power drawn as protections and
given to him from the woman within. I am not here for that service. I
need to see what lies ahead to help me with some decisions I have to
face. A sultry voice beckons me. I enter and lay my coins on the table.
The beautiful dark haired woman reaches for my hand and caresses my
palm. She closes her eyes and inhales deeply, straining the bright flimsy
cloth covering her bodice. Her bracelets jingle as she turns my hand
over and begins telling me how my life could be."
Feats
critical melee I 200, critical melee II 200, critical ranged I 200, dodge I 200,
dodge II 400, double sp&p I 200, elude darkness I 200, elude woodlands I 200, feint I 200, fend I 200,
limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400, pursue I 200, recover I 200,
strength I 100, stun I 200, surprise strike I 200, surprise strike II 200, waylay I 400, willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
astronomy 100, balance 200, binding 100, biology 100, chemistry 100, climb I 100, commerce 100,
compound combat 400, compound handling 200, compound sleight 300, coordinate 200, crime 100,
disarm trap 200, enigmas 100, escape 200, fatal finish 100, fine arts 100, first aid 100, forensics 100,
forgery 200, gambling 200, history 100, hypnosis 400, law 100, leap 300, literature 100, mathematics 100,
navigation 100, occult I 100, pick locks 300, pocket pick 300, politics 100, read rune I 400, read rune
II 200, read rune III 200, read rune IV 100, read rune V 100, regain feat (divination) 200, repair 100,
rumors 100, sense I 100, sense II 300, sense III 200, shield I 300, splint 100, swim I 100, teach I 100, teach
II 100, theology 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth
V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (chopping) I 100, weapons (chopping)
II 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons
(cutting) II 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300
Rituals
afflict I 100, afflict II 200, afflict III 200, ascertain 200, assemble elemental I 300, assemble elemental
II 100, curse 200, dispelling 100, dome (impermeable) 200, education 200, engraved shield 200,
engraved weapon 200, enscroll rune, script & sigil 200, firm grip 100, locate 200, lock 200, protection
100, regain feat 200, return 200, seance I 400, seance II 200, sending (dreams) 100, site of mana (lettered
post) 200, spirit activity (fortune telling) 100, spirit adornment (lucky charm) 200, spirit
44
remembrance (augury) 100, summon spirit strengthener (soothsayer) 100, talisman (lettered) 100,
time reducer (quill) 200, voices I 100, voices II 200, voices III 200, wall (impermeable) 200, ward
(conjuration) 300
Runes
rank I 300, rank II 300, rank III 300, rank IV 300, rank V 300
Spells
assemble corpse 400, attenuate 100, avert all conjurations 400, control conjuration 400, destroy
conjuration 200, dispel 200, kill conjuration 300, master conjuration 200, mete mana 200, pacify
conjuration 400, rebuke conjuration 200, seal source 100, shell 500, slow conjuration 400, speaking
element 200, squelch 200, stop conjuration 200
Apprentice Skills
Feats: dodge I 200, parry I 200
Knowledge: astronomy 100, chemistry 100, climb I 100, fine arts 100, first aid 100, history 100,
literature 100, navigation 100, occult I 100, pick locks 300, regain feat (divination) 200, sense I 100,
swim I 100, theology 100, weapons (chopping, crushing or cutting) I 100
Runes, Scripts & Sigels: rank I 300
Journiate Skills
Feats: negate I 400, parry II 400, waylay I 400
Glyphs: rank III 200
Knowledge: wealth III 400
Rituals: enscroll rune 200, seance I 400
Runes: rank IV 300, rank V 300
Spells: avert all conjurations 400, pacify conjuration 400, squelch 200
Master Skills
Knowledge: teach II 100, wealth V 600
Rituals: seance II 200
Spells: kill conjuration 200, master conjured creation 200
45
Warlock
"I was out too late one night and got lost in the woods. Mind you, I
was still a small boy and with a child's curiosity, I approached a light
I saw burning in the woods. When I could see clearly, my heart
skipped a beat. Thirteen red-robed figures, men and women, standing
in a pentagram of searing flames. A twig snapped beneath my feet and
one of them turned in my direction. His hair was jet black and pulled
back off his face. His eyes, just as dark, chilled me to the depths of my
soul. "Who's there," he asked, menacingly. Before I could move, a ball
of fire shattered the tree next to where I was standing covering me
with burning embers. Warlocks at their secret mid-night sabbat! I ran
in terror. I don't know how I got home alive, but I know I'll never walk
those woods again at night."
Feats
augment sp&p I 200, breaking sp&p I 200, breaking sp&p II 200, bursting sp&p I 400, conceal sp&p
I 200, critical melee I 200, critical melee II 200, deplete mana I 200, deplete mana II 400, dodge I 200,
double sp&p I 200, double sp&p II 400, feint I 200, fend I 200, impacting sp&p I 200, impacting sp&p
II 200, knockback I 200, limb crush I 200, limb cut I 200, negate sp&p I 400, parry I 200, parry II 400,
quick cast sp&p I 200, quick cast sp&p II 200, recover I 200, recover II 200, strength I 100, stun I 200,
willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
astronomy 100, binding 100, biology 100, blindfight 200, climb I 100, coordinate 200, disarm trap 200,
enigmas 100, fatal finish 100, first aid 100, forensics 100, gaming 200, history 100, law 100, leap 300,
literature 100, mathematics 100, military 100, navigation 100, occult 100, physics 100, politics 100,
psychology 100, read sp&p I 400, read sp&p II 200, read sp&p III 200, read sp&p IV 100, read sp&p
V 100, regain feat (debate) 200, repair 100, rumors 100, sense I 100, sense II 300, sense III 200, splint 100,
survival 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles I 200, wealth I 200, wealth II
200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200 ,
weapons (bow) III 200, weapons (chopping) I 100, weapons (chopping) II 100, weapons (crushing)
I 100, weapons (crushing) II 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons
(cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II
300
Rituals
armor arms or legs 100, armor head 100, armor torso
46
100
, assemble elemental I
300
, assemble
elemental II 100, bolster body 200, bolster mana 200, call familiar 200, dispelling 100, dome
(impermeable) 200, dome (permeable cold) 100, dome (permeable earth) 100, dome (permeable
electric) 100, dome (permeable heat) 100, enclosure (cold) 200, enclosure (earth) 200, enclosure
(electric) 200, enclosure (heat) 200, enscroll sp&p 200, firm grip 100, invulnerable limb 400, mana
item (orb) I 200, mana item (orb) II 200, regain feat 200, wall (impermeable) 200, wall (permeable
cold) 100, wall (permeable earth) 100, wall (permeable electric) 100, wall (permeable heat) 100
Spells
attenuate 100, blast (cold blast) 200, blast (earth blast) 200, blast (electric blast) 200, blast (heat blast)
200, blind 400, deafen 200, death 200 , dispel 200 , drain mana 200, dull senses 200, enhance weapon
(cold) 100, enhance weapon (earth) 100, enhance weapon (electric) 100, enhance weapon (heat) 100,
enfeeble 200, exhaust 200, fatigue melee 200, fatigue ranged 200, fatigue responses 200, fortitude 400,
hemorrhage 400, hobble leg 400, incapacitate 300, kill 400, maim arm 400, mete mana 200, moving
force 200, mute 400, pass exposure 200, seal source 100, shell 500, snuff 200, squelch 200, weakness 200,
weary 200
Apprentice Skills
Feats: parry I 200
Knowledge: astronomy 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (debate)
200, repair 100, rumors 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping,
crushing or cutting) I 100, weapons (chopping, crushing or cutting) II 100
Spells: dispel 200, drain mana 200, fatigue melee 200, fatigue ranged 200
Journiate Skills
Feats: parry II 400
Glyphs: rank III 200
Knowledge: wealth III 400
Rituals: enscroll sp&p 200
Spells: blind 200, enfeeble 200, fortitude 400, shell 500, squelch 200
Master Skills
Knowledge: teach II 100, wealth V 600
Spells: kill 400
47
Warrior
"With both legs broken, I lay on the battlefield, hopelessness
surrounding me. I know I am doomed when the feral Kravynn gaze upon
me, laughing. Suddenly, with a powerful roar, Gavin rises from beneath
a pile of bodies. His huge fists grab the closest weapon, a mighty two
handed hammer. He swirls it in wild arcs above his head as the Kravynn
descend upon him snapping and snarling. He wields the hammer
smashing bone and sinew. His eyes are mad with fury and hate. His
body is bathed in blood and sweat and his grip slides on the haft of the
hammer, yet he does not stop until the last one falls. Exhaustion pulls at
his body and his great chest heaves. Again, we are all that is left. We
bind our wounds as well as possible, and then he lifts me onto his
shoulders, because a Warrior will never leave a comrade behind."
Feats
bash I 200, critical melee I 200, critical melee II 200, critical melee III 200, critical melee IV 400,
critical ranged I 200, critical ranged II 200, critical ranged III 200, critical ranged IV 400, deflect
strike I 200, deplete mana I 200, disarm I 200, distance drop I 400, dodge I 200, dodge II 400, dodge III
400, double range I 200, feint I 200, feint II 400, fend I 200, fend II 200, kill chop 600, kill crush 600, kill
cut 600, kill throw 600, knockback I 200, knockback II 200, knockback III 200, knockback IV 200,
knock out I 400, limb chop I 200, limb chop II 400, limb crush I 200, limb crush II 400, limb cut I 200,
limb cut II 400, limb pierce I 200, limb throw I 200, limb throw II 400, negate I 400, parry I 200, parry
II 400, parry III 400, propel I 200, quick aim I 200, quick aim II 200, quick load I 200, rend I 600, riposte
I 200, strength I 100, strength II 100, strength III 200, strength IV 200, stun I 200, stun II 200, stun III 200,
stun IV 200, vocal throw 400, willpower I 200
Knowledge
balance 200, binding 100, biology 100, blindfight 200, climb I 100, coordinate 200, crime 100, disarm trap
200, fatal finish 100, first aid 100, forensics 100, history 100, law 100, leap 300, military 100, navigation
100, politics 100, pratfalls 300, regain feat (combat training) 200, repair 100, resuscitate 200, rumors 100,
sense I 100, sense II 300, sense III 200, shield I 300, shield II 200, splint 100, survival 100, swim I 100,
teach I 100, teach II 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth
IV 400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons
(bow) IV 100, weapons (bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100,
weapons (chopping) III 100, weapons (crushing) I 100, weapons (crushing) II 100, weapons
(crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100, weapons (cutting) III 100,
weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear armor III
300, wear armor IV 300, wear armor V 300
Rituals
48
armor arms or legs 100, armor head 100, armor torso 100, bolster body 200, dispelling 100, firm grip
100, perimeter 100, polishing rag 200, regain feat 200, reinforce shield 200, reinforce weapon 200,
replenish ammunition 200
Spells
awaken 200, enhance weapon (cold) 100, enhance weapon (earth) 100, enhance weapon (electric)
100, enhance weapon (heat) 100, fortitude 400, mete mana 200
Apprentice Skills
Feats: critical melee I 200, critical melee II 200, parry I 200, strength I 100
Knowledge: climb I 100, first aid 100, history 100, military 100, regain feat (combat training) 200,
repair 100, rumors 100, sense I 100, splint 100, survival 100, swim I 100, weapons (chopping, crushing
or cutting) I 100, weapons (chopping, crushing or cutting) II 100, weapons (throw) I 100, wear
armor I 300
Journiate Skills
Feats: dodge III 400, kill crush 600, kill chop 600, kill cut 600, kill throw 600, knockout 400, parry III
400, riposte I 200
Knowledge: wealth III 400
Spells: awaken 200, fortitude 400, mete mana 200
Master Skills
Feats: rend I 600
Knowledge: teach II 100, wealth V 600
49
Wizard
“The cloaked woman knelt before a circle of blue candles. The center of
the circle was dominated by a crystal wand engraved with gold etchings.
With her hood back, the wind swept through her long blond hair as she
raised her arms towards the heavens. I could hear the melody of her low
chant in the breeze, but could not make out the words. A halo of light
began at her fingertips and traveled up her bared arms. When she
touched the wand, it too began to glow, its crystals filling the air with a
prismatic spray of light. Her chanting increased its tempo and the lights
from the wand began gyrating with her invocations. I became dizzy and
had to shield my eyes. When she was done, she sat back fatigued. The
wand continued to glow for a few minutes before returning to its normal
state. I wondered what amazing feat it could now perform."
Feats
augment sp&p I 200, augment sp&p II 200, breaching sp&p I 400, breaking sp&p I 200, breaking
sp&p II 200, breaking sp&p III 400, bursting sp&p I 400, conceal sp&p I 200, conceal sp&p II 200,
double sp&p I 200, double sp&p II 400, double sp&p III 400, dodge I 200, impacting sp&p I 200,
impacting sp&p II 200, impacting sp&p III 400, negate sp&p I 400, negate sp&p II 400, parry I 200,
quick cast sp&p I 200, quick cast sp&p II 200, quick cast sp&p III 200, recover I 200, recover II 200,
recover III 200, repulse sp&p I 400, willpower I 200
Glyphs
rank I 200, rank II 200, rank III 200
Knowledge
animal handling 100, astronomy 100, binding 100, biology 100, chemistry 100, climb I 100, commerce
100, crime 100, enigmas 100, fatal finish 100, fine arts 100, first aid 100 , forensics 100, gaming 200,
geology 100, history 100, law 100, literature 100, mathematics 100, mechanics I 100, navigation 100,
occult I 100, physics 100, politics 100, psychology 200, read sp&p I 400, read sp&p II 200, read sp&p
III 200, read sp&p IV 100, read sp&p V 100, regain feat (theorize) 200, repair 100, rumors 200, sense
I 100, sense II 300, sense III 200, splint 100, swim I 100, teach I 100, teach II 100, theology 100, vehicles
I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (bow) I 200,
weapons (bow) II 200, weapons (chopping) I 100, weapons (crushing) I 100, weapons (crushing)
II 100, weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300
Rituals
ascertain 200, bolster mana 200, bridge 200, buoyant item 100, call familiar 200, conjure attendant 100,
dispelling 100, dome (impermeable) 200, dome (permeable energy) 200, education 200, enscroll
sp&p 200, glib voice 300, invisibility 400, lock 200, mana item (crystal) I 200, mana item (crystal) II
50
, pass lore 200, perimeter 100, projectile device 400, regain feat 200, return 200, sending (thoughts)
100, site of mana (monolith) 200, subservience I 600, summon construct (marionette) 200, talisman
(polished) 100, time reducer (book) 200, wall (impermeable) 200, wall (permeable energy) 200
200
Spells
amnesia 200, attach 200, attenuate 100, awaken 200, bewilder 200, confuse being 400, damage (energy)
500, dazzle 200, dispel 200, dominate being 600, drain mana 200, fugue 200, immobilize arms 200,
immobilize body 200, immobilize legs 200, immobilize vocals 200, impede melee 200, impede
ranged 200, impede responses 200, manipulate being 400, mass moving force 600, mete mana 200,
moving force 200, open lock 200, pacify being 400, petrify 200, restrain arm 200, seal source 100, shell
500, squelch 200
Apprentice Skills
Feats: negate sp&p I 400
Knowledge: astronomy 100, climb I 100, first aid 100, history 100, occult I 100, regain feat (theorize)
200, sense I 100, swim I 100, weapons (chopping, crushing or cutting) I 100
Rituals: dispelling 100
Spells: dazzle 200, dispel 200, fugue 200, mete mana 200, impede melee 200
Journiate Skills
Feats: dodge I 200, parry I 200
Glyphs: rank III 200
Knowledge: wealth III 400
Rituals: enscroll sp&p 200, subservience I 600
Spells: immobile body 400, pacify being 400, shell 500, squelch 200
Master Skills
Feats: breaching sp&p I 400
Knowledge: teach II 100, wealth V 600
Spells: dominate being 600, mass moving force 600, petrify 300
51
Governance of Guildsmen
Guildhall is run by a democratic process where majority
rules. The principles of democracy and freedom were
created by the Five as a compromise between the
governments proposed by Solnus and the absence
proposed by Karthis. Democratic systems of governance
were used during the Age of Life, but fell out of fashion
as the Age wore on. The last vestige of democracy was
ended when Evermoore and the dreams of the Five were
crushed under the weight of war.
Leadership in Guildhall is derived from popular vote and
is not a matter of rank. All Guildsmen are considered
equal, no matter what their status, rank or position. The
ideology of Guildhall gives freedom to every Guildsman,
so long as he does not harm his neighbor.
Sadly, Guildhall is often seen by some, as a large
bureaucracy devoted to economic gain. While a few
Guildsmen may abuse the noble teachings of Guildhall
for their own gain, the majority of Guildsmen are trying
to do the right thing.
Council of Lore
Guildhall is governed by a ruling council composed of
five elected representatives from each of the thirteen
guilds. The elected body is called the Council of Lore
and its voting members are referred to as Councillors. Its
non-voting members are all Loremasters. All of the
voting representatives are considered equal and have an
equal vote. Loremasters are allowed comment, but not
vote. The Council of Lore meets regularly in Guildhall
on the Isle of Lore. Elections for the next year are held
in the Fall.
Keeper of the Crown and Shield: The Keeper of the
Crown and Shield presides over the Council of Lore. He
has no vote. The Keeper of the Crown and Shield is
elected from general membership of all the guilds. He
does not need to be a master. It is required that he or she
be a Guildsman in good standing. The Keeper holds his
office for three years. Elections are held in the late fall
for the following calendar year.
Councillors of Lore: In each guild, there are five
persons elected to the Council of Lore. They are the
leaders of their respective guilds and represent the
interests of their Guild. They are called Councillor and
are elected for five year terms by democratic elections.
Elections are staggered so that one leader is replaced
each year. During their term, it is their duty to uphold the
principles of Guildhall.
Loremaster: A guildsmen who has learned all of the
skills of their Guild are called Loremasters. They are
granted a non-voting seat on the Council of Lore.
Community Governance
Every community no matter how small has a group of
Guildsmen who meet regularly to discuss important
matters.
Community Councils: Community Councils serve to
organize the efforts of Guildsmen within a city or
county. Community Councils are composed of locally
elected officials called Guildmasters. If there are not
enough Guilds in a location to warrant representation
through a Guildmaster Council, then the Guildsmen
organize into a democratic council where everyone has
a single vote and majority rules.
A Community Council holds regular meetings at which
they discuss current events and set policy for their
community. Elections are held yearly in late fall for the
upcoming year or when necessary to fill vacancies.
Guildhall expects that local Guildsmen have the
experience and dedication to handle their local concerns.
Guildhall should not be contacted for day to day matters
as local Guildsmen must solve local concerns by
themselves. Guildhall has learned from experience that
it is harmful to meddle in local politics.
The one exception to this is that if local Guildsmen are
breaking Guildhall law by harming Guildsmen and the
local Community Council is unable to deal with them.
The Council as a last effort may request help from
Guildhall through the Innkeeper and Charter Sponsor.
There is no crime more against the spirit of Guildhall
than when brother turns against brother outside the
democracy of Guildhall. This crime is still punished with
the ferocity of old. The Justices and their terrible
Inquisitors and Enforcers can be summoned to arrest and
try the offenders. If the problem rests with the leaders of
the community, then their town charter will be revoked
and Guildhall shipments will cease.
Charter Sponsor: Every Inn has a charter sponsor who
helps to maintain and insure that all of the laws of
Guildhall are followed. He may overrule decisions of the
52
Mayor and the Community Council when they conflict
with the edicts of Guildhall, impede the governance of
the Inn or threaten the safety of the community.
He works very closely with the Innkeeper to ensure that
the Inn runs smoothly. He must also ensure that there is
a Community Council meeting and that proper protocol
is followed. He encourages a healthy relationship with
the commoners and he ensures Guildsmen have access to
teaching during market days.
The charter sponsor is the town’s liaison to Guildhall.
However, a charter sponsor’s main duty is to encourage
the Inn to resolve issues without involving Guildhall.
The Charter Sponsor may never speak for Guildhall, but
he may interpret its laws and give his own opinions as to
what course of action would be best for the town in light
of the goals of Guildhall. He should facilitate a solution
which is congruous with the spirit of Guildhall and
which promotes the common good.
that the market day runs smoothly.
Non-elected Positions
The following positions are appointed by Guildhall
through the Charter Sponsor. These positions are
necessary to supervise the work that goes into running an
Inn.
Innkeeper: The Innkeeper, or Hallmaster in larger
cities, is entrusted by Guildhall with the care and
maintenance of the local meeting place. He or she is
directly responsible for ensuring the laws and ideologies
of Guildhall are followed by all those who make use of
the facilities over which he or she has been entrusted.
The Innkeeper is appointed by Guildhall through the
charter sponsor.
It is the Innkeepers job to ensure that service
requirements are being followed by everyone who
attends the Market Days. They work closely with the
cook and Registrar.
To enforce the laws and charters, a charter sponsor has
control over the shipments of supplies to the Inn.
Supplies will not be shipped to a town which does not
follow and enforce the laws of Guildhall. If cessation of
shipments to the town does not return lawfulness, he may
summon the judicial powers of Guildhall. Should this
fail, the Inn must be closed.
The Inn must be a safe place to be. Small children and
people with medical issues will be in attendance at some
Market Days. The space inside the walls of an Inn is
their refuge from combat and danger. No Guildsman may
break this prohibition.
Local Policies and Laws: A Community Council has
the power to enact fair policies and laws for the benefit
of all local Guildsmen, so long as these policies do not
violate the Laws of Guildhall and have a rational
relationship to some governmental purpose.
An Innkeeper has the full authority of Guildhall to give
orders and issue mandates in time of need to protect the
Inn or Hall. Any person who does not heed the mandates
of an Innkeeper is subject to prosecution under
Disturbing the Peace of the Inn if the mandates are
proven to be required to protect the safety or sanctity of
the Inn.
For example, Community Councils can fix fines for
persons leaving trash around their community, and they
can declare military action against groups threatening
their community.
The Community Council has the power to enforce its
decisions through the Contempt law which means that
any policy or law they make must be punished as a
second degree crime or lower.
The power of a Community Council ends at the edge of
their community.
An important task of the Innkeeper is welcoming new
persons to the town. Innkeepers must approach visitors
and introduce them to their Guildmasters and to other
important town persons. A visitor to a town will return
only if he is made to feel welcome. It is the task of the
Innkeeper to facilitate the return of these visitors. The
Innkeepers are running a business and their task is to
ensure that Inns run at a profit. New persons must be
made to feel welcome.
Luminary Positions
Cook: The cook is responsible for supervising the
kitchen. The cook is appointed by Guildhall through the
Charter Sponsor.
The Luminary positions are important community
positions that are held by Guildsmen. Some of them are
members of the Community Council, while others ensure
Sutler: The sutler is responsible for supervising
Guildhall supply. The sutler has no vote on the
53
Community Council.
Registrar: The registrar is responsible for checking late
arrivals into the Market Days. The registrar is appointed
by Guildhall through the Charter Sponsor.
Elected Positions
The elected positions are chosen by their Guilds as in the
case of Guildmasters, or by the Community Council as
in the other positions.
Guildmasters: Each guild will have a democratically
elected Guildmaster whose primary duty is to represent
that Guild in the Community Council. The secondary
duty is to welcome new members into the community
and help them with understanding local events.
Guildmasters must be outgoing friendly persons who are
devoted to fostering strong unity in their Guild and
community.
The Guildmaster is elected by the local members of that
guild. Every member is entitled to vote in the election.
An apprentice cannot be a Guildmaster. The Guildmaster
is responsible for the day to day operation of the guild in
that town. They also take an active role in the
ceremonies of advancement, coaching their members
through the tests given before the ceremonies.
A Guildmaster must get to know every member of his
guild and must keep them appraised of what is happening
in the community. It is very important that a Guildmaster
approach new persons in town. Guildmasters are the
leaders of the community and their efforts will do much
to ensuring that new persons return to the town.
Mayor: The mayor is the town leader. He is elected by
the Community Council to preside over the inhabitants
within the local area and to handle the day to day
operations of the town. He is the liaison between the
mundanes and Guildsmen. He has no vote on the
Council, but he is the coordinator of the Council’s
activity.
Scribe: The scribe shall write down all the happenings
of the meeting and shall distribute them at the next
meeting to members and also to Guildhall. The scribe
will also publish a monthly newspaper to inform all of
events happening in the local community. The minutes
of all meetings shall be kept and submitted to Guildhall
each year. The scribe is elected by the Community
Council.
Warlord: Some towns located in frontier locations or on
crossroads, may find it necessary to provide a military
leader. The warlord must be a Cavalier, chosen by the
Cavalier’s Guild and presented to the Community
Council. The warlord has no vote on the council, but he
serves in an advisory capacity on military matters.
A warlord shall facilitate military actions by consulting
with the local Guild leaders and other influential
Guildsmen. The warlord shall develop a plan based on
these consultations and brief all persons involved before
conducting any military engagement. No organized
group of Guildsmen may march into an armed
engagement without being completely informed as to the
cause of the conflict.
The warlord’s powers are limited to commanding those
Guildsmen who wish to join in the common defense.
Conscription of Guildsmen into a fighting force is
unlawful.
A Cavalier must assume the role of warlord. Cavaliers
are held to a special standard denoted by the title “Ser”
to which every cavalier is entitled. The position of
Warlord requires additional training inherent in the
essence of the Cavalier and not fully reflected in the
syllabi. For example, the skill to form heraldic military
units alone does not grant the skill to lead armies whose
composition is made of many different military and
divine groups, as well as cultures and personalities.
If there is no Cavalier present at the Market Days, the
position of Warlord, may fall to a Necromancer who is
chosen by the Community Council, or in lieu of choosing
a Necromancer, the Community Council may establish
a committee of at least three Guildsmen of different
Guilds to act as Co-Warlords for the common defense.
Magistrate:
The magistrate is elected by the
Community Council to interpret law, to try cases and
sentence the guilty. His authority comes directly from
the laws of Guildhall. Magistrates have full control over
the community court system. They may name acting
prosecutors and sheriffs, but these positions must be
ratified by the community council.
When a complaint is filed with the magistrate, he must
act on it expediently and ensure that the laws are
followed. Failure to impartially try a crime and to ensure
that the guilty is punished is a crime against the sanctity
of Guildhall and is considered treason. He has no vote on
the Community Council, but serves in an advisory
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capacity on legal matters.
Prosecutor: The community prosecutor is responsible
for pressing complaints against persons who perform
criminal acts. Prosecutors help victims draft complaints
and represent them in legal proceedings. Prosecutors
work closely with the magistrate and the sheriff. Large
communities elect prosecutors, but any member of the
community skilled in law can act as a prosecutor. He has
no vote on the Community Council.
Sheriff: The sheriff is the strong arm of the law. He acts
on warrants issued by the magistrate to bring alleged
criminals before the court. A sheriff is empowered to
deputize persons to aid him in the arresting of a criminal.
The Sheriff has no vote on the Community Council.
Meetings
Community Council must conduct a meeting at every
market day at the time specified in their Charter in which
the Guildsmen meet in that month. All members of the
council are expected to attend or send an appointed
representative if they cannot.
Community Council meetings are open to the public and
must be conducted in an easily accessible place. Any
Guildsmen who wishes to speak on a matter must be
allowed a reasonable amount of time to convey his point.
Guildhall is founded on the principles of democracy and
every voice must be heard.
A special meeting of the Community Council may be
called but timely notice must be given to all members,
including the Charter Sponsor and Innkeeper. If notice is
not given then all business conducted is invalid.
Order: The order of business shall be: Opening and
Call to Order, Approval of the Minutes, Old Business,
New Business and Closing. The business of the meeting
cannot be waived, changed, or skipped without consent
of the Charter Sponsor.
Timeliness: The Community Council meeting must start
on time or fines shall be levied against all persons who
arrive late. The fine shall not exceed one silver shield per
minute. If a Guildmaster is late each member of his or
her guild may be fined. Fines may be accessed at that
time or the fine may be levied between months. Fines
may be issued by the Mayor, Innkeeper, or Charter
Sponsor. Fines are paid to Guildhall, unless there is a
pressing danger to the community and then the Charter
Sponsor may allow fines to be used to support military
actions taken by the Warlord.
Voting: There must be a full meeting of the Community
Council before a vote may be called. Each Guild,
through their Guildmasters, and the interests of the
Community, through the Innkeeper, must be represented.
Each Guildmaster is entitled to one vote and all
deadlocks are broken by the Innkeeper. The Innkeeper
and Charter Sponsor can overrule decisions of the Mayor
and the Community Council when they conflict with the
edicts of Guildhall or impede the governance of the Inn
or the safety of the community.
A motion may be made and seconded by anyone on the
community council. A vote on day to day town business
may be called on a seconded motion, and passed by a
majority vote. All special business requires a two thirds
vote of the community council. Approval of persons into
Guildhall as apprentices requires a unanimous vote of
the council.
Results: When a course of action is discussed before a
general assembly and decided on by open vote the
members of Guildhall are expected to act together for the
good of all, even if they do not agree with the majority.
Decisions of a Community Council cannot be ignored by
Guildsmen and are enforced under the laws of Guildhall
as Contempt.
Division of Labor
It takes a lot of work to run an Inn or Hall and Guildhall
expects all Guildsmen to contribute their share to the
running of the Inn. Guildhall does not make a profit from
the operation of an Inn. It is financially impossible for
Guildhall to hire persons to sit at the Guildhall Supply
position or to operate the kitchen. If these services are to
exist they must be staffed by members of the community.
Guildsmen are expected to work together to ensure that
their Inn functions.
Charters
All Inns are under the protection and support of
Guildhall. To retain this status they must comply with
their charters and enforce Guildhall law. An Inn that
does not function in accordance with this charter will not
receive supplies of base substances or components from
Guildhall. Inns that fall to lawlessness or allow
Guildsmen to perpetuate violence on other Guildsmen
will quickly be closed. The peace of the Inn and
brotherhood of all Guildsmen is paramount.
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Article 1. Objective
The objective of this Charter is to establish a Guildhall
supported Inn with all rights and entitlements thereof.
The Inn shall be a place of sanctuary where Guild lore
may be taught and studied without interference,
persecution or prejudice. The peace of the Inn shall be
complete and there shall never be violence or harmful
lore used on or around its grounds.
B. The position of Guildmaster is chosen by 2/3 vote of
the Guildsmen of that particular Guild to terms of not
more than one year. If a Guildmaster misses more than
two community meetings in a row or three community
meetings in their term they must resign their position.
They may be removed from their appointment by a 2/3
vote of the members of their Guild only for good cause.
The Inn shall be a place where Guildsmen may practice
their professions and sell their wares without tariffs,
duties, and taxes imposed by the rulers of the lands
within the realm.
C. The citizens of the community may through petition
bring an action to remove a Community Council member
for good cause. A petition must be signed by at least one
third of the members present from each Guild. After the
petition is presented to the Council there must be a
majority vote of all council members to remove.
The laws of Guildhall shall take precedence over all
common law and the rights of each Guildsmen shall be
enforced by the Inn and the Community Council
convened for its governance.
D. Failure to attend one council meeting, conducting
criminal acts, refusing to act in the interests of the
community, are all examples of good cause for which a
council member may be removed.
Article 2. Governance
Section 1.
The Inn and its surrounding community shall be
governed by a Community Council of local Guildsmen
who shall convene at a full day's market.
E. The positions of Innkeeper and Charter Sponsor are
appointed by Guildhall. They may be removed at any
time by action of Guildhall.
Section 2. Composition of the Community Council
A. The Community Council shall be composed of the
Innkeeper and Charter Sponsor.
B. The Community Council shall also be composed of a
Guildmaster or other representative of each individual
guild present in the community. These voting members
of the Council must be Guildsmen in good standing and
may not be apprentices.
C. The Community Council shall be supported by a town
Mayor, Scribe, Magistrate, Prosecutor and Sheriff. These
administrative non-voting positions may be held by
Guildsmen and apprentices in good standing.
D. A person may not hold more than one position in any
one Community Council.
Section 3. Selection and Removal of Members
A. The position of Mayor, Magistrate, Prosecutor,
Sheriff, and Scribe are elected by 2/3 vote of the
Guildmasters to terms of not more than one year. If they
miss more than two community meetings in a row or
three community meetings in their term they must resign
their position. They may also be removed from their
appointment by a 2/3 vote of the Council for good cause.
Section 4. The Duties of Members
A. Innkeeper The Innkeeper shall retain complete
authority over the Inn and shall be the representative of
Guildhall.
The Innkeeper does not vote on the Community Council.
An Innkeeper is appointed or removed by Guildhall on
the recommendation of the Charter Sponsor.
The Innkeeper shall insure that the Inn remains a place
where Guildsmen may conduct business under the
protection of Guildhall. The Innkeeper shall encourage
people to keep the Inn clean, tidy and trash-free. The
Innkeeper is empowered to levy fines on those who leave
trash around the Inn.
The Innkeeper shall ensure that new persons to the town
are welcomed into the community. The Innkeeper shall
ensure that their lodges are comfortable and shall explain
all the service requirements regarding the kitchen and
guild supply.
B. Guildmasters The individual Guildmasters or their
representatives shall represent the interests of their
respective guilds. They must prepare stipend lists in
order to get their monthly stipends. A Guildmaster must
keep his people informed of events happening in the
realm.
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Each Guildmaster is required to seek out members of
their Guild at the beginning of the gathering who are new
to their community. The Guildmaster must orient new
persons to the Inn and answer any questions they may
have about their Guild’s role in the community.
position of Warlord, may fall to a Necromancer who is
chosen by the Community Council, or in lieu of choosing
a Necromancer, the Community Council may establish
a committee of at least three Guildsmen of different
Guilds to act as Co-Warlords for the common defense.
C. Mayor The mayor shall preside over all council
meetings. A mayor may not act without approval of the
community council. If there is no Mayor in the town an
acting mayor must be appointed by the Community
Council or the Innkeeper will preside over the meeting.
Section 5. Meetings of the Community Council
A. All Guilds with members at the gathering must be
represented at the Community Council. If the
Guildmaster is not present at the gathering, the Guild
must elect an acting Guildmaster to represent the
interests of the Guild.
D. Magistrate The Magistrate shall be the interpreter of
the Laws and judicial officer of the community. The
magistrate shall advise the council on all matters legal.
The magistrate must introduce himself to new persons to
the town to ensure that they know the laws of the
community and who to go to if they should be the
victims of a crime.
E. Prosecutor A prosecutor enforces the laws of
Guildhall and the edicts of the Community Council
within their local jurisdiction. The prosecutor will ensure
that criminal complaints are filed and properly brought
before the court. The prosecutor shall assist the
magistrate in orienting visitors to the town’s legal
system.
F. Sheriff The Sheriff shall issue criminal complaints
and bring parties before the court. The sheriff shall assist
the magistrate in orienting new persons to the town’s
legal system.
G. Scribe The Scribe shall write down all the
happenings of the meeting and shall distribute them at
the next meeting to members and also to Guildhall. The
scribe will also publish a monthly newspaper to inform
all of events happening in the local community.
H. Warlord: The Warlord must be a Cavalier, chosen
by the Cavalier’s Guild and presented to the community
council. The Warlord’s powers are limited to
commanding those Guildsmen who wish to join in the
common defense.
Conscription of Guildsmen into a fighting force is
unlawful. However, all Guildsmen who march to war
with a Warlord agree to follow the orders of the Warlord
and his or her chain of command. Failure is punishable
by Contempt.
If there is no Cavalier present at the Market Days, the
B. The Community Council must conduct a meeting in
the Inn at 7:00 pm on the first full day of the Market. A
special meeting of the Town Council may be called but
timely notice must be given to all members including the
Charter Sponsor.
C. The order of business shall be: 1. Opening, 2.
Approval of the Minutes, 3. Old Business, 4. New
Business, 5. Closing.
D. All motions shall be seconded before discussion. If
seconded, they shall be afforded full discussion.
Following a full discussion there shall be an open vote.
Vote by secret ballot is unlawful.
E. The Community Council must recognize any
Guildsmen in good standing desiring to speak on a
matter. The speaker must be afforded a reasonable time
to convey his ideas, however, he may not unduly delay
the meeting. A reasonable time is commonly accepted to
be a one minute speech. Rebuttals are generally not
permitted. Each Guildman present at the assembly may
speak once on a topic.
F. The Charter Sponsor must be afforded liberal
speaking privilege and may not be silenced by the
Community Council.
G. The Community Council need not recognize nonGuildsmen unless a member of the Community Council
requests that they be allowed to speak.
H. A member of the council who is late may be fined by
the members of the council, Mayor, Innkeeper or Charter
Sponsor.
Section 6. Voting
A. All members of the Community Council or their
representatives must be present for the vote or they will
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be treated as abstaining.
B. Each Guild receives one vote. The Innkeeper is
empowered with the authority to break all deadlocks
should they arise. The Mayor, Magistrate, Scribe,
Prosecutor, and Sheriff and other town positions do not
vote.
C. All day to day business may be conducted by majority
vote. Other business requires a 2/3 vote of the
Community Council or nine members voting for the
motion if no Guildmaster abstains. Approval of
important business requires a unanimous vote. For
example, approving the minutes only requires a majority
vote, while entering into a treaty with a foreign land
would require a 2/3 decision.
D. Abstentions from the vote are not counted in the total
vote needed to decide a motion. For example, if four of
the thirteen Guildmasters abstain, leaving only nine
voting members only six votes for the motion will be
needed to carry a motion requiring a 2/3 vote and nine
for a unanimous vote.
E. The Innkeeper or Charter Sponsor may overrule any
decision of the community council when they conflict
with the edicts of Guildhall, the governance of the Inn or
threaten the safety of the community.
Section 7. Community Contribution
A. Guildhall recognizes the contribution of members of
the Community Council by awarding increased status.
B. Recognition will be offered only for successful
completion of the duties to the individual who
undertakes that service.
C. Recognition is given after the completion of the
Community Council meeting. Recognition will not be
awarded if a valid meeting is not properly convened in
accordance with this Charter.
D. All Luminary Positions receive one contribution
award for their successful completion of their duties.
Guildhall will review records and revoke the award of
status if it is found that person has not complied with the
requirements of their position.
E. Contribute received as an award for duties of the
Community Council does not excuse the Guildsman
from Service described below in Section 8.
E. Recognition is only awarded to a community which is
in good standing with Guildhall and which has full
participation in the Community Council by every officer
and Guild.
Section 8. Service Contribution
A. All Guildsmen who attend the monthly market shall
volunteer at least one hour of service to the inn helping
either in a kitchen or supply position.
B. If an Inn fails to properly staff the kitchen or to serve
meals the charter of the Inn will be revoked. Sufficient
volunteers must be found to adequately maintain the
kitchen.
C. Guildhall recognizes the contribution of members by
awarding status. Guildsmen receive one contribution
award for one hour of successful completion of their
duties.
D. Guildhall will appoint a cook and supplier to oversee
service. The Cook shall have authority over the kitchen
to ensure that sufficient meals are served at the
appointed times. The Supplier shall open Guildhall
Supply for trade during the appointed times.
E. Guildhall will appoint a registrar. The registrar shall
ensure that all Guildsmen who attend the Market Days
properly admitted and settled in.
Section 9. Charter Sponsor
A. Guildhall shall appoint a charter sponsor to aid the
Innkeeper and Community Council.
B. The charter sponsor shall be well versed in the laws
of Guildhall, the operation of the Inn and the governance
of a community under this charter.
C. The charter sponsor shall not speak for Guildhall,
however, a charter sponsor may provide an opinion as to
the proper course of action under the laws and goals of
Guildhall.
D. The charter sponsor is granted sweeping power to
ensure that the laws of Guildhall are followed. These
powers include control over Guildhall shipments, access
to judicial enforcers and closing of the Inn.
Section 10. Revocation of Charter
A. Failure to follow the Laws of Guildhall and/or the
failure to follow the Community Charter will result in
the revocation of an Inn's Charter.
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B. A written warning shall be issued and the Inn shall be
given a defined period of time to remedy the situation.
C. Failure to remedy the situation shall result in the
closing of the Inn and the cessation of all base
substances, monies, and other resources derived from
Guildhall to the Guildsmen in that local area.
Justice of Guildhall
The Courts of Guildhall are powerful bastions of
tradition steeped in formality. The Justice of Guildhall is
swift and brutal and, within the Courts, there is a strict
adherence to the black letters of the law. In the
traditional court there is little room for compassion or
plea bargaining. It is based on an Inquisitorial practice
whereby the accused may be subject to any method of
interrogation. The guilty are punished with finality in an
effort to protect the innocent.
Voices of the victims call,
Seeking Justice from the Hall.
Punish them one thousand times,
Retribution for their crimes.
A child’s rhyme reflecting Guildhall’s attempts
to aid the common person who was victimized by crime.
History
The brutality of Guildhall justice was born out of
necessity. The Age of Death and early Age of Order
were filled with corruption left over from a decadent
Orc Empire. The shining world Guildhall sought to
create could not be created without tremendous social
change. After the armies were done fighting, the courts
became the front line against destroying the injustices
left behind by the Orc Empire. Corrupt officials and the
most vile of criminals were tried for their crimes, but
courts had to contend with lying under oath, bribing of
witnesses and a thousand other measures set to thwart
justice and maintain the abuses of the Age of Death.
Guildhall, in an effort to promote peaceful world change,
used the courts to cleanse society of the criminal
element. The times required brutal measures and
Guildhall passed the Judiciary Resolution which created
the Court system and the strict Judicial Code of
Guildhall.
In the early days of the Age of Order corruption in the
lower levels of the judicial system was common. Sheriffs
and magistrates were sometimes manipulated by local
strongmen. Guildhall passed the First Amendment to the
Judiciary Act which made it a crime of the first decree to
inhibit or manipulate the court system as a member of
the judiciary. No longer could local leaders influence
court officers as the Inquisitors of Guildhall’s higher
courts investigated all suggestions of malfeasance by
local court officials with the greatest vigor.
Through the efforts of the courts, Guildhall became a
shining bastion of democracy and rose to its height of
glory in the Age of Order. The Courts remained to
ensure that Guildsmen did not prey on other Guildsmen.
These somber and powerful institutions await the filing
of a written complaint to ensure that the guilty are
punished and the innocent are avenged.
The goals of the justice system are deterrence,
retribution and restitution. Through strict authority,
quick action and harsh punishments, the court of
Guildhall seeks to deter criminals from acting against
other Guildsmen and if they do the court seeks to have
the criminals not only be punished with extreme
retribution but to compensate the victim for his loss
through restitution. Guildsmen learned quickly not to
prey on each other and to talk out their differences,
rather then to allow them to escalate to bloodshed.
Jurisdiction
The Courts of Guildhall ensure justice for all Guildsmen.
The Courts of Guildhall have jurisdiction over all
matters involving Guildsmen and ignore all national
boundaries. If any person has harmed or has a grievance
with a Guildsmen the case may be heard before the
Courts of Guildhall.
Court of the Sword: This court is the local court and is
found in every community. It is composed of a
Magistrate, a Prosecutor, and a Sheriff and his Deputies.
These positions are often elected by the local
Community Council. The Magistrate is the local
judiciary, but his actions are considered actions of
Guildhall. He is bound by Guildhall Law and is
responsible for misapplications of that law. His main
duty is to form the court and preside over the resolution
of the pending action. The Prosecutor, in days of old
called an Inquisitor will investigate crimes and prosecute
at criminal trials. The Sheriff, with the aid of his
deputies, brings the accused to justice and ensures that
Justice is carried out.
The local courts are entrusted with a sacred duty to
uphold the laws of Guildhall and are responsible for
resolving day to day problems. It is through their actions
that the weak are protected from the strong and that
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justice is done. It is a grave responsibility and the highest
honor to be a magistrate.
shall be given to the Charter Sponsor who will forward
the matter to the Court of the Shield.
In certain circumstances it is not uncommon for
Guildhall to establish a special magistrate to handle
specific similar cases. These Magistrates often travel the
realms, accompanied by their Inquisitors and Enforcers
trying cases wherever the offenses are committed.
All sentences of purgation, obliteration and banishment
must receive the acquiescence of the higher court before
they may be carried out. Sentences of purgation and
obliteration may be carried out between the Market Days
by agents of Guildhall.
An honest and fair trial is assured at the local level and
local Magistrates always conduct themselves to be above
reproach. The appellate courts do not tolerate
Magistrates who do not follow the letter of the law.
Failure to punish the guilty is seen as the most terrible
crime and the Magistrate, Prosecutor, Sheriff and all
parties involved will be investigated by appellate
inquisitors to ensure that the guilty are punished. Any
form of chicanery will be punished to the limits of the
law. The voices of the victims call for justice and the
Circuit Justices ensure that the guilty are punished.
In criminal cases, the victim, the prosecutor (on behalf of
the community) or the accused may appeal. In civil
cases, either party may appeal. In reviewing the appeal
the higher courts will uphold the verdicts of a lower
court unless there is a clear error of law.
Court of the Shield: The Appellate Court of Guildhall
is composed of thirteen Justices. These Justices of the
Shield are selected from each of the trades by the
Council of Lore. They serve a particular geographic area
riding what is called a circuit as they travel from town to
town handling appeals. Serving each of the Justices of
the Shield are five Inquisitors who are each served in
turn by five Enforcers. These Justices do not try cases,
but they review cases heard before the Court of the
Sword. They send their Inquisitors and Enforcers to find
the facts. Parties are expected to file legal briefs
outlining the facts supporting their positions, however,
the Inquisitors are quick to conduct their own
investigations. The facts are collected and the Justice
writes a legal opinion based on those facts and issues an
order remanding, reversing or affirming the decision of
the magistrate.
Questions of law can best be answered by the Charter
Sponsor who is permitted to contact the Courts of
Guildhall for advice.
Court of the Crown: This court is the highest court of
Guildsmen in the Realm. It is composed of Five Crown
Justices. They are the final arbiters of the laws of
Guildhall. Theoretically, a decision of a Justice of the
Shield can be appealed to the Court of the Crown.
Appeals
Any decision made in a lower court may be appealed to
the next higher court. Appeals to a higher court are made
after the final verdict is issued, but before the sentence is
carried out.
When appealing the ruling of a local court the appeal
Appeals generally occur when the magistrates acts with
favoritism to a party. Magistrates who let a guilty person
off too lightly, condemn the innocent or purposely
misapply the law will be judged as guilty of Conspiracy
Against Guildhall which is a first degree crime.
Court Rules
Local Magistrates must enforce the laws of Guildhall in
their Jurisdiction, but they may also enforce their own
local laws. The Court of Guildhall will uphold local law
if there is a rational relation to a legitimate government
end.
A Magistrate who properly convenes a court is permitted
the use of inquisitorial methods to determine the veracity
of the claims. These methods may even be used against
Guildsman.
All decisions of a Magistrate are directly reviewed by
Circuit Justices. Appeals from a local court, by a
Guildsman, are appeals of right and cannot be blocked
by a local magistrate.
If a local magistrate fails to prosecute or does not adhere
to the letter of Guildhall law in crimes involving
Guildsmen, he will be charged under the First
Amendment to the Judiciary Act and face penalties of
the first degree. This court rule functions to discourage
local favoritism or back room dealing. Magistrates and
all court officials must be fair and impartial.
Before a court will act, the aggrieved party must file a
written complaint. The complaint must state the facts in
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a manner sufficient to show that a crime had been
committed. When a complaint is properly filed the
Magistrate must act on it. If a local Magistrate fails to act
the aggrieved party should file the complaint with the
Community Council. If the magistrate still fails to act the
complaint may be sent to the Court of the Shield.
When a local court receives a complaint it issues the
Sheriff and his Deputies a warrant to bring the parties to
the court. If the Sheriff is unable to complete his
assignment, a reward will be offered and all Guildsmen
are expected to join in the hunt. If the hunt fails, then the
accused may be tried in absentia. An accused who has an
opportunity to appear at his trial, but chooses not to
appear, may not appeal to the circuit court.
Pre-Trial Procedure
The following are the trial procedures for use by
Magistrates and Justices in trying cases involving
Guildsmen.
The primary mission of the Court of Guildhall is to
protect the innocent and punish the guilty. The use of
witnesses supplemented by the fundamentals of
inquisitorial justice assures the veracity of the charges.
All trials must be conducted in public. The court and
trial procedure contained herein are used for both civil
and criminal complaints.
Filing the Complaint
Before a court may take action a person must file a
formal complaint in writing to the local judicial
authority. Any Guildsman who is aggrieved may file a
formal complaint with the Court of Guildhall. This
complaint must include a written petition requesting a
Guildhall Circuit Justice to convene the trial.
the action.
If a party to the action fails to present himself, the
Judicial officer may use the sheriff and deputies to
compel the party to attend. The judicial office may also
post a reward for the capture of those persons eluding the
Law of Guildhall.
Trier of Facts
The magistrate or justice, shall weigh all facts and make
an impartial decision based on the facts presented in
open court. There is no right to a jury in criminal cases.
Persons accused of crimes against Guildsmen shall face
the justices of Guildhall and shall be afforded with all
rights of appeal, but a jury shall not be convened. There
is still a right to a jury in civil cases. A majority vote of
the jury is sufficient to determine liability in a civil trial.
Pretrial Discovery
Before the trial the parties, under supervision of the
court, conduct a pretrial investigation to determine
appropriate facts.
In a criminal case the sheriff, under the guidance of the
prosecutor, is required to investigate and gather
evidence in criminal cases. The inquisitorial system
discovers the truth through the use of Lore. Interrogation,
domination and hypnotism are all acceptable methods to
discern the truth. The court may test not only the
defendant, but witnesses and the accuser. The truth must
be found and the guilty must be punished.
In a civil case parties must generally conduct discovery
of facts without the use of lore. Civil cases often involve
complex issues that are a result of misunderstandings
between the parties. The court’s goal is to resolve the
situation equitably. The only time when lore use may be
appropriate in a civil trial is in cases where intentional
torts are alleged or in situations of fraud or other lying.
The form of the Complaint shall contain the names of
both parties, the charges or allegations, the
circumstances of the charges or allegation, the name of
the injured party, the damages to the injured party, and
all other matter pertinent to the charges or allegations in
question.
After the investigation all persons with information
become witnesses for the trial. A list of witness names to
be called by both sides is prepared and exchanged by the
parties. A list of all evidence to be presented at trial is
prepared and exchanged by the parties.
Judicial Action Following the Filing
Once the complaint is filed the Magistrate or the Justice
shall then set a time and place for pre-trial discovery and
the trial.
Criminal Trials
The following is an abbreviated version of the conduct
of a criminal trial. Justice must be performed publically,
but it must not become a public spectacle.
The party bringing the action must give notice to all
other parties, witnesses, or persons otherwise involved in
Call to Order
The court is called to order by the Magistrate. All
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present must keep quiet. Anyone who fails to keep quiet
after a warning may be charged with contempt. A trial
must be conducted in an organized fashion.
Call of the Case
The case is then announced so that all present know the
parties before the court. Example: "We are gathered
here to decide the case of the people versus _______. I
am Magistrate ________.”
Reading of the Charges
The charges are read so that all present know the matter
to be decided. Example: "_______ is charged with: The
Murder of _____ a Guildsman. A crime of the first
degree under the laws of Guildhall."
Pleading
The accused parties are asked by the magistrate to plead
guilty or not guilty to the charged offenses. There is no
need to have a defense attorney present. The laws of
Guildhall are simple in their execution.
If a plea of guilty is voluntarily entered, the magistrate
gives sentence immediately without the need for
continuation of the trial. The magistrate may sentence a
crime as one degree lower if the guilty plea is entered
before open court as long as the victim is in agreement.
This is known as plea bargaining and is the
recommended method for resolving disputes.
If the plea of not guilty is entered, the trial proceeds and
if the criminal is found guilty he must suffer the full
extent of the law.
Presentation of Evidence
Both sides make their case by presenting evidence and
calling witnesses. The court may call witnesses or
present evidence. If the defendant has had the truth
extracted through interrogation or otherwise that
individual will testify as to what he learned from the
criminal during the process. The defendant usually
presents his evidence last. The magistrate must keep
order during this process and persons not involved in the
proceedings are not allowed to interrupt.
Closing statements
Both sides will make closing statements.
Sentencing
The Magistrate or Judge deliberates and passes sentence
on the guilty. A person found guilty of a crime must be
given a sentence as dictated by the laws of Guildhall.
A person found guilty on more than one count or more
than one crime must receive punishment for each of
them, unless the crimes are merely lesser variant of the
main charge under which circumstances they merge. For
example, robbery necessarily includes the crime of
assault and battery, and if the accused is found guilty of
both, they would merge on sentencing to the higher
crime. However, crimes such as burglary and murder do
not merge, because they have nothing in common.
Crimes and Punishments
The crimes of the realm are divided into four categories:
the crimes of the first degree, the crimes of the second
degree, the crimes of the third degree and the crimes of
the fourth degree. Each of these crimes has mandatory
penalties. If a Guildsman is found guilty of a crime of a
certain degree, he must be sentenced according to the
level of his crime.
The following is an abbreviated listing of the more
important crimes of the realm and their punishments.
Included are cases interpreting the law. They set
precedent which must be followed.
Some crimes are made more severe if committed in an
Inn or other structure owned and/or operated by
Guildhall. From the dawn of Guildhall, no Guildsman
will harm another person in a Guildhall structure. Inns
are places of safety and learning, where the business of
Guildsmen and of Guildhall is conducted without fear or
apprehension. Inns are the core of the community and a
representation of all the good which Guildhall has
brought to the world, as such are protected under the
laws of Guildhall.
Almost every degree requires a term of mandatory
service to the community. This term of service must be
in the kitchen or at the guild supply if those services are
provided at the gathering. If not they should be required
to perform some other useful community service. The
term of service should be one to five hours and the
criminal shall gain no benefit for this service. A criminal
that fails to follow the judgement of the court shall face
contempt.
Crimes of the First Degree
The crimes of the first degree are generically called
felonies. Guildsmen committing such acts betray the
principles of Guildhall and are punished harshly.
The mandatory punishment of the first degree are
purgation of 500 to 1000 status. This may be followed
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by execution, embalming, and spiritquest for the first
conviction. The magistrate may stipulate that the
spiritquest be performed without ritual bonuses.
Along with these punishments the criminal is required to
pay court costs and restitution to the victim. They must
also be subject to a term of public service to the
community to which there is no other benefit to the
criminal. In addition, they must be fined and suffer the
confiscation of their property.
On the second conviction there is the additional penalty
of a mandatory banishment of one to three months. A
banished criminal is not allowed to attend gatherings of
Guildsmen. On any subsequent conviction the
banishment will become permanent. Obliteration is
reserved for the most heinous of criminals.
Murder
A person shall not directly or indirectly cause the
death or spiritquesting of another Guildsman.
The felony of murder encompasses the actual act of
slaying another and also the act of causing another to be
slain. Causing death through the use of treachery, traps,
or other such methods are included in this definition.
Hiring persons, convincing or otherwise tricking or
compelling another through words or lore to directly or
indirectly cause the death of another is murder. Causing
death through the placement harmful lore, such as
poisons, glyphs, harmful barriers and so forth, in
common areas is murder.
Self-defense is the only acknowledged justification for
the act of murder. To qualify the person must be in a
situation where there is no other option, but to cause the
harm which may result in the death or spiritquest of
another.
Robbery
A person shall not steal or otherwise remove or
control the will, physical form or possessions of a
Guildsman through the use of force or lore.
The felony of robbery encompasses theft accomplished
through intimidation or the application of force. force is
defined broadly so as to include all lore and the
application of physical or mental influence upon the
victim. The taking of mana, mind, and/or body from a
Guildsmen through the use of lore has been found to
constitute robbery. This would include the use of a
Guildsmen’s corpse for any purpose requires permission
of the deceased. The violence of a robbery may often
escalate to the crime of murder. To deter armed thefts,
the criminal is punished more harshly for the use of
force.
Kidnaping
A person shall not hold a Guildsmen against his will
through the use of intimidation, force or lore.
The felony of kidnaping encompasses all forms of
imprisonment accomplished through intimidation or the
application of force. force is defined broadly so as to
include all lore and the application of physical or mental
influence upon the victim. The use of lore to control a
Guildsman’s will has been found to constitute kidnaping.
Conspiracy against Guildhall
A person shall not conspire with another to break the
laws of Guildhall or to manipulate the Court systems.
The crime of conspiracy encompasses all plots to break
the laws of Guildhall or to circumvent its effectual
administration of justice. To be accused of the crime of
conspiracy, the conspirators must commit at least one
definitive act which proves their intent to violate the law.
All members of a conspiracy are guilty of any crimes
committed by fellow members in the furtherance of the
conspiracy. Magistrates or other court officials who
show favoritism at trail or who fail to enforce the laws of
Guildhall run afoul of this law.
Harm within the walls of an Inn or Hall.
A person shall not commit acts of harm (direct and
indirect) or violence within the walls of an Inn or
Hall.
The Inn must be a safe place to be. Small children and
people with medical issues will be in attendance at some
Market Days. The space inside the walls of an Inn is
their refuge from combat and danger. No Guildsman may
break this prohibition, except to directly defend their
own person from direct physical harm. Under certain
circumstances the Charter Sponsor can lift this
prohibition. If the Charter Sponsor is not present the
Innkeeper or a person appointed by the Charter Sponsor
can lift the prohibition.
This crime includes all combat, swinging weapons or
casting in practice or anger within the walls of the Inn
even against an enemy of Guildhall. It also includes the
use of poison or other indirect harms against anyone in
the Inn. Placing compounds in food or setting up traps or
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harmful barriers or glyphs are breaches of this law.
Using lore to break up an argument within the walls of
an Inn is also a breach of this law. Only the Charter
Sponsor (Innkeeper or appointee if the Charter Sponsor
is absent) can authorize violence in the Inn, even to
break up a fight. Two people wrongfully doing violence
to each other will cause less harm to children, people
with medical issues and breakable objects than twenty
people rushing to stop the fight which can easily expand
the limited combat to others taking sides against others.
The crime of battery encompasses the use of actual force
or lore against a Guildsman. This is broadly defined and
at a minimum would include the administration of
poisons, casting of spell or prayers or placing of glyphs
and traps, in such a manner as to effect the person of
another Guildsmen.
Conversion or Theft from an Inn
A person shall not steal the property of a Guildsman
while in an Inn or other structure owned and/or
operated by Guildhall.
Criminals and wanted felons can take shelter in the Inn,
and this law will make them untouchable until authority
is granted by the Charter Sponsor (Innkeeper or
appointee if the Charter Sponsor is absent) to make their
arrest. Such authority should be withheld until all
children and persons with medical disabilities are made
safe, and all breakables are put away. If this is not
possible, the glorious peace of Guildhall is more
important than the apprehension of a single criminal who
will be captured as soon as he or she leaves the building.
The crime of conversion encompasses the unauthorized
removal, destruction, use of a Guildsman's property
without the permission of or against the wishes of the
owner in an Inn or other structure owned and/or operated
by Guildhall.
This law does not include harms done in the performance
of rituals or ceremonies (such as ritualistic murder of
recipients) so long as there is no actual physical combat
or dangerous physical exertions. The expression of
cultural activities (such as flesh-eating) is also permitted
even if they may seem odd or strange, so long as they do
not pose a danger. The Inn is a melting pot of costumes
and beliefs and the peace of Guildhall protects the right
of all to act and speak.
Persons who break community laws or ignore court
judgments are guilty of contempt. Any person
accompanying a Warlord into battle is under the
authority of the Warlord.
All the resources of Guildhall will be used to prosecute
persons who break this sanctity and even enemies of
Guildhall are not foolish enough to break these
violations.
All orders of the court in the pursuit of justice must be
heeded and the Court has the power to enforce its
judgements through the Contempt law. A common
contempt situation arises when the court attempts to
gather evidence. A court has the power to order
interrogation, domination, hypnotism or any other
method in the pursuit of justice and persons must accept
these methods or face contempt charges from the court.
Crimes of the Second Degree
The crimes of the second degree are less severe than the
crimes of the first degree. The mandatory punishments
for crimes of the second degree are purgation of no more
than 500 status, payment of court costs and restitution to
the victim. The magistrate must also sentence the
criminal to a term of public service to the community
which must be rendered immediately to which there is no
other benefit. In addition, there may be a fine and the
confiscation of property.
Assault and Battery
A person shall not directly or indirectly cause
physical harm to a Guildsman.
Contempt
A person shall not ignore or impede an order of the
Court, Community Council or a Warlord leading in
a military engagement.
A Community Council has the power to enact fair
policies and laws for the benefit of all local Guildsmen,
and has the power to enforce its decisions through the
Contempt law.
Disturbing the Peace of an Inn
A person shall not cause harm to another person, nor
may a person disrupt the enjoyment of another
person’s life while in or around an Inn or other
structure owned and/or operated by Guildhall.
The crime, disturbing the peace of an Inn, is a broad
reaching prohibition against disrupting the festivities,
noise at late periods or littering. Common violations of
this Law are: Littering around the Inn, placing barriers,
64
traps and other harmful locations around the outside of
the Inn (unless authorized by Innkeeper for common
defense in times of war); being noisy after posted sleep
time, catcalling or harassing performers. The Innkeeper
is empowered to issue mandates that will preserve the
safety and security of the Inn and those within.
Performing consensual rituals that involve the shedding
of blood or even death of participant has been found
permissible provided the participants clean up after
themselves. Failure to clean up is punishable. Torturing
a person within the walls of an Inn has been found to
violate this laws. Obliterating an enemy of Guildhall
within or in close proximity to an Inn has been found to
violate this law as many believe obliteration taints an
area.
Obstruction of Justice
A person may not prevent the judicial process of
Guildhall from determining the truth of the matters
brought before it.
The obstruction of justice is a crime of a general nature
which encompasses any hindrance of a judicial officer in
his pursuit of the truth. It is very serious as it subverts the
cohesion and unity which makes Guildhall strong.
Perjury
A person shall not perjure testimony presented in a
judicial proceeding.
The crime of perjury encompasses the telling of lies,
untruths or partial truths by a witness or the accused
while under oath in a judicial proceeding. This would
also include the filing of a false complaint.
Crimes of the Third Degree
The crimes of the third degree are the least severe of the
crimes, but are still treated seriously. The primary
punishment is payment of court costs and restitution to
the victim. The magistrate may also require public
service to the community with no other benefit. In
addition there may be a fine and the confiscation of
property.
Conversion or Theft
A person shall not steal the property of a Guildsman.
The crime of conversion encompasses the unauthorized
removal, destruction, use of a Guildsman's property
without the permission of or against the wishes of the
owner.
Disturbing the Peace
A person shall not disturb a Guildsman's enjoyment
of life.
The misdemeanor of disturbing the peace includes noise
at late period and supporting consensual duels performed
in public areas.
Harboring a criminal
A person shall not aid or offer aid to an alleged or
known criminal.
The misdemeanor of harboring a criminal encompasses
acts of giving a suspect or proven criminal shelter, food,
water, or aid of any kind.
Crimes of the Fourth Degree
The crimes of the fourth degree prohibit certain unfair
trade practices amongst Guildsmen. They were
incorporated into the Judicial Act by its second
amendment. In general, Guildsman and their agents are
prohibited from acting to inhibit free trade.
The primary punishment is payment of court costs and
restitution to the victim. The magistrate may also require
public service, the confiscation of property and fine.
A person may not set the price of a service so as to
cause undue hardship on the community.
A Guildsman may not charge unconscionable or
outrageous prices for their merchandise. Most of the time
the market will protect against this, but in some
situations it may be possible for a Guildsman or group of
Guildsman to gain an unfair advantage over the
community. Charging unconscionable or outrageous
prices hurts the reputation of Guildhall and in general
benefits no one but the select few who seek to gain an
advantage due to the hardship and misfortune of others.
This commonly occurs when there is only one capable
person in a local area and he seeks to inflate his prices
because of a high demand.
A person may not create trade agreements, alliances,
or contracts between guilds to the exclusion of other
guilds or Guildsmen.
Guildhall was founded on the principles of unity and
equality. Guildhall has lasted nearly one thousand years
and has survived each crisis by presenting a united front
and by requiring one hundred percent equality between
all guilds and their members. Trade agreements,
65
alliances, and contracts between guilds weaken this unity
by sowing seeds of distrust and suspicion.
The selling of mana containing substances or
components by an entity other than Guildhall is
prohibited.
Guildhall supplies all mana-imbued substances for use
by Guildsmen. Guildhall retains this monopoly by
common accord of all Guilds. It was decided that instead
of taxes on all goods produced or income earned by
Guildsmen, Guildhall would maintain a monopoly on all
substances so as to cover its operating expenses without
the cumbersome method of taxation.
Competition in the production and sale of substances
would cause inflation and lead to unnecessary tension
between individual Guilds and their Guildsmen. It would
also required Guildhall to institute a general tax. As such
all production and sale is strictly controlled by Guildhall.
Non-Guildsmen are not allowed to sell or trade mana
containing substances. Guildsmen may sell or trade
excess mana containing substances, but may not
establish a business dealing in such. Only Inns and Halls
will sell mana containing substances as a business.
The selling of mana containing substances by
individuals for greater than the current market value
is prohibited.
Guildhall supplies all base materials for use by
Guildsmen. Guildsmen may only sell them for current
market value which is set by Guildhall. This is to prevent
an unscrupulous Guildsman from attempting to buy out
a supply of a particular substance in an effort to make a
profit from his fellow Guildsmen.
The breaking of a signed written contract between
Guildsmen is prohibited.
All Guildsmen who enter into an agreement must honor
that agreement or be prepared to make restitution for the
loss incurred by the breaking of that agreement should
they fail to honor it.
66
Commoners
Commoners comprise more than ninety-nine percent of the
world population. The term Commoner is a slang term
meaning “common” person, derived from the fact that
commoners have non-magical spirits and cannot
manipulate magic. They are unable to learn any of the
magical skills that exist in the realm, and are not accepted
into Guildhall.
these groups are self-serving, aggressive to their commoner
neighbors and contrary to the precepts of Guildhall.
The governments of the realm have traditionally been ruled
by Commoners. Many of these Governments see Guildhall
as an archaic institution that should be dismantled. The
removal of Guildhall would give world power completely
to the Governments of the world. That past 100 years has
seen a slow ebb of Guildhall’s dominance of world affairs.
Most Guildsmen see the world as Guildhall’s struggle to
keep the realm in the “Age of Order” as commoner nations
and other forces seek to tear it apart. For them Guildhall’s
goal is to maintain peace and prevent the commoners and
their petty bickering from ushering in the Fifth Age which
is the foretold destruction of the world.
During the Age of Life commoners administrated the realm
for the Five. Many of these became people of power,
wealth and influence. As the millennia passed the
Commoners developed noble or prestigious families who
controlled cultural groups. Governments grew and nations
formed with Commoner rulers.
Culture
On a local level the Guildmasters Council juggles
alliances, metes out justice and generally tries to keep
Order within their area of control. Just like the Council of
Lore tries to keep Order in the world at large.
Almost every person in the Realm of the Five is raised to
follow a certain cultural identity. These cultures are highly
developed and form the basic viewpoints of a person.
Much of the world’s interaction is a representation of how
these cultures clash with one another.
After the Orc Empire conquered the realm the nobles and
prestigious families were forced into servitude, but after
the end of the Age of Death, Guildhall looked to the
Commoners to administrate the realm, and Guildsmen
reestablished Commoner Governments to rule the nations
again as they did in the Age of Life.
Guildsmen are strongly influenced by their cultural
identities. Their view of the world often depends heavily
on their upbringing. When Guildsmen gather the different
cultures are bound to clash and chaff, but this conflict is
what makes Guildhall strong.
Each Guidlsmen strives to represent their cultural point of
view, but in the end all Guildsmen acquiesce to the right of
the majority to rule. The different cultures will plot, argue
and plan to sway the vote, but once the vote is made, all
Guildsmen know the only way to protect Guildhall and
their lifestyle is to follow the chosen course in a unified
fashion. They believe, “When you’re only a small
percentage of the world, you must be united when you
act.”
The Fourth Age returned the prestigious commoner
families to power within their nations, however, their
authority was eclipsed by the efforts of Guildhall to retain
order in the realm. All Nations had to obey the Laws of
Guildhall and the Council of Lore influenced world
politics to keep the peace.
Guildhall can exert tremendous pressure on a nation
through trade restrictions or outright trade blockades. This
did not mean that the rulers of the many kingdoms and
countries were without authority, it merely meant the
commoner rulers had to pay heed to Guildhall if they
wanted to stay in power. Many commoners are unhappy
with this limit on their power.
Some Guildsmen do not have a cultural identity. This is
more common with humans than with non-humans who
almost always retain their culture. Oftentimes, Guildsmen
without a culture begin their studies at a young age and/or
are taught by Guildsmen of different cultures. In this case,
they do not develop the cultural identity. They are not
limited in how they speak or dress, but they gain no
cultural skills.
The world political situation is reflected locally around
Guildhall Inns where Commoner opinion is often split.
Many Commoners seek Guildsmen help, but oftentimes
there are groups of Commoners who resent Guildhall
presence and actively oppose the Guildsmen. Generally,
Prejudices
For a thousand years the Age of Death laid waste to the
67
world. Every nation suffered and during that time the
people of every nation blamed other nations for their
suffering. When Guildhall ordered the world, the peace
they gave the world was one that precluded outright war,
but not even the Glory of Guildhall could erase the
prejudices that arose between people.
Players must learn the histories of their cultures and bring
that culture into their roleplayed at events. The character’s
roleplay should not embrace a hostile manner, but instead,
the roleplay should promote positive interaction by raises
issues and questions that lead to greater roleplaying.
The game is much more interesting when red robed
Karthydians, militant Orcs, radical Edinites, worshipers of
Shivakas and so forth all sit together at the Guildmasters
meeting trying to vote on some aspect troubling the
community.]
War: The major military conflicts of the realms are :
Followers of the Ancient Path and Asgarns, Andorians and
Pythians, Orcs and Holt, Northern Confederation and Five
Kingdoms, Orcs and Karthydians, Elves against Elves, and
Klactons and Orcs. And many people still blame Orcs,
Klactons and Pythians for the Age of Death.
Laws
Commoner nations can pass their own laws. These laws
may not interfere with the rights of Guildsmen to use their
lore unless the enacting body can so a legitimate
government interest serve by the law. Over the years, the
courts of Guildhall have permitted commoner government
to make many laws.
Stereotypes: There are general prejudices against people
as well. For example, Weetles are seen as thieves of shiny
objects, people form Coventry as seen as schemers,
people from Lundelle are viewed as religious frantics, and
Orcs are aggressive bullies. There is a lot of truth to these
general stereotypes within the commoner population and to
some extent even among Guildsmen.
For example, Andor has a law that forbids any Pythian,
including Pythian Guildsmen, to carry a weapon in Andor.
This law was allowed to stand even though it interferes
with the right of Pythian Guildsmen because it serves the
public good of Andor whose people kill armed Pythians on
sight for atrocities committed against them for centuries.
Religious: The are many religions that are in direct
conflict. For example, the worship of Eldin is clearly at
odds with the Worship of Grotar. The two gods killed each
other at the start of the Age of Order. The insanity of the
Cult of Shivakas gives everyone pause, and who can
rationalize the Traditions of Xanadu with the skills
recently added to the Cleric’s Chart!
The most recent example of national laws being upheld
were laws forbidding the formation of necromantic orders
and the practice of unholy faiths. Every commoner nation
has enacted laws that prevent necromancers from creating
necromantic orders. Every commoner nation, except
Lundelle, has enacted laws to prevent the practice of faiths
using unholy magics. Guildhall permitted the commoner
laws as there is substantial evidence that both necromantic
and unholy magics encourage the creation of blights.
Guildsmen
Guildsmen are supposed to transcend their commoner
prejudices, but this is not always possible for a person.
While Guildsmen swear their oath to Guildhall, most still
have their national identity and retain all of their cultural
views and habits so in each person there always exists a
struggle.
Commoner laws never apply on the Isle of Lore, Sea of
Lore, or in or on the grounds of any officially chartered Inn
or Hall. No commoner government may arrest, prosecute
or otherwise interfere with a Guildsmen on these
properties, unless officially permitted to do by order of the
local ruling body of Guildsmen or Guildhall itself.
Guildsmen are educated enough to know their prejudices
exist and to lay them aside for the common good, but that
never stops the quibbling that always exists in any
gathering of Guildsmen. No one can fully transcend their
up bringing. Every Guildsmen has a personal preferences
and those preferences often arise from the culture in which
they were raised, the religions they follow and the friends
they have now.
Occupations
Most commoners in the Realm of the Five have an
occupation, which represents how the character earns his
livelihood. The following are just a few of the countless
possible occupations. The skills these possess would
logically support their choice of occupation.
[NOTE: Playing a character in the Realm of the Five,
requires the player to embrace the culture and history of
their character. Much of the interaction that occurs
between characters in the Realm of the Five finds its basis
in historical events and the developed prejudices.
68
like the outlawed faith of Shivakas to laughable
doomsayers who preach the Age of Chaos has come.
Baker: A baker usually lives in the city or along a main
highway. A baker makes not only bread, but cookies,
cakes, rolls, pastries and so forth.
Soldier: A soldier spends his life learning the use of
weapons. The average soldier lives with his unit in a
military encampment. If he is lucky, he is stationed in the
city were he dwells in the relative comfort of the barracks.
If not, he will be stationed in a small boring border keep or
worse, assigned to border patrols as a roving unit. Officers
generally have better lodgings, but there is a clear
difference between the lodging of a mundane officer and
those of a Guildsman.
Brewer: The brewer finds his living in the production of
beverages. Brewers are usually located on the outskirts of
a city or village where they can have access to both the
materials needed for their brews and a customer base.
Sometimes a wealthy brewer with a large operation will
have a small shop located in the center of town from which
he distributes his product.
Entertainer: Entertainment is a popular business and
every street corner can become a stage. Wandering
entertainers travel the realm performing all sorts of acts
ranging from sleight of hand shows to recitals of poetry.
Smith: The mundane smith can make items and weapons
of exquisite quality. Since a smith must spend hours or
days on a single item he has the time to place his heart and
soul into his work. The mundane smith is a true artist and
many of the greatest works are forged by his hand.
Headsmen: In the early days of the Age of Order, the
headsmen was a very lucrative occupation. There were
many criminals to be dealt with and every good-sized
village needed a headsmen.
Thief: The thief makes his living by stealing from others.
He knows better than to steal from Guildsmen, so he
confines his activities to preying on other mundanes.
Thieves are a varied lot, but most individuals specialize in
specific criminal activities. Burglars burglarize structures,
brigands raid remote homes or even villages, highwaymen
rob travelers, pirates rob those on the sea and so forth.
Physician: The are many types of mundane physicians
ranging from midwives to faith healers to actual commoner
doctors who specialize in herbal remedies, rudimentary
surgery and other practices such as use of leeches or
phrenology.
Woodsman: The woodsman is one with the land. He is
often a hunter, trapper or fisherman.
Preacher: Anyone with a special connection to the divine
can find followers in the Realm of the Five. Preachers
spread all sorts of beliefs. They range from dangerous cults
69
Non-Occupation Skills
binding 100, climb 100, fatal finish 100, first aid 100, history 100, law 100, politics 100, repair 100, splint 100, swim I 100,
teach I 100, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV 400, wealth V 600, weapons (chopping)
I 100, weapons (crushing) I 100, weapons (cutting) I 100, weapons (throw) I 100, wear armor I 300
Occupation Skills
Compounds
poison 500
Fashioning
brewing 100, construction 400, cooking 100, fashioning I 300, fashioning II 300, fashioning III 300, manufacturing 100
Feats
critical melee I 200, critical melee II 200, critical ranged I 200, critical ranged II 200, deflect strike I 200, dodge I 200,
fend I 200, knockback I 200, knockback II 200, parry I 200, quick aim 200, quick load 200, strength I 100, stun I 200,
surprise strike I 200, surprise strike II 200, willpower I 200
Knowledge
animal handling 100, astronomy 100, bindings 100, biology 100, chemistry 100, climb I 100, commerce 100, compound
combat 400, compound handling 200, compound sleight 300, coordinate 200, crime 100, disarm trap 200, enigmas 100,
fatal finish 100, fine arts 100, first aid 100, geology 100, history 100, interrogation 400, law 100, literature 100, mathematics
100, mechanics 100, medicine 200, military 100, mutilation 100, navigation 100, occult 100, pick locks 300, pocket pick
300, politics 100, repair 100, resuscitate 100, rumors 100, scrounge 200, shield I 300, shield II 200, splint 100, survival 100,
swim I 100, teach I 100, theology 100, tracking 200, vehicles I 200, wealth I 200, wealth II 200, wealth III 400, wealth IV
400, wealth V 600, weapons (bow) I 200, weapons (bow) II 200, weapons (bow) III 200, weapons (bow) IV 100, weapons
(bow) V 100, weapons (chopping) I 100, weapons (chopping) II 100, weapons (chopping) III 100, weapons (crushing)
I 100, weapons (crushing) II 100, weapons (crushing) III 100, weapons (cutting) I 100, weapons (cutting) II 100,
weapons (cutting) III 100, weapons (throw) I 100, weapons (throw) II 100, wear armor I 300, wear armor II 300, wear
armor III 300, wear armor IV 300, wear armor V 300
Traps
box traps 200, door traps 200, hanger traps 300, obstacle traps 400, pressure plate traps 300, snare traps 300
70
Commoner Nations
other supplies, who in turn created a product which was
sold. The mining beardon soon felt inadequately
compensated for their services.
Beardon
Beardons are a highly intelligent race devoted to creation
and building. They are excellent engineers, inventors,
craftsmen, miners and metal smiths.
They saw the engineers as living an easy life drawing,
devising and designing. They also saw the crafters growing
rich from trading that which was produced from the
miner’s ores. The miners wished to establish trade
contracts of their own and sell their rich ores to others
directly. The miners refused to labor unless they were
given access to the surface races and freedom to establish
their own contracts.
Beardons have a human-like appearance, but have three to
five ridges on their nose and an abundance of facial hair on
both men and women. Traditionally social status is
dependant on the length of their beards and prominent
beardon will almost always have beards over six inches in
length.
The beardon nation is located in the West Range of the
Forlorne Mountains. Each of their cities is a marvel to
behold and an example of the ingenious construction skills
of the beardon people. Fortresses seem to hang off cliffs
and are connected to each other by cables on which
traverse steam powered gondolas. Beneath the surface are
labyrinths of carved stone with immense rooms and
vertically sliding passageways. Gilded tunnels lead down
to mines reaching deep into the earth where the purest of
ores are found. The beardon mines connect to the tunnels
of the Klactons and Deep Elves. Together this vast network
of passageways comprise the Underrealm.
The crafting beardon responded by attempting to dig new
mines and have outsiders collect the ore. The engineer
beardon were stuck in the middle and divided as to who
was in the right. The nobles tried to intercede, but neither
side responded to their attempts at mediation.
No one knows who struck the first blow. The crafters
accuse the miners, and the miners place the blame on the
crafters. Both sides used their tools as weapons and struck
down each other. For the first time in the realm there was
armed conflict with the use of weapons to harm others as
the beardon raged on each other.
While beardon are hardworking, intelligent and witty, they
are sometimes prone to quick tempers. While most beardon
are content to invent, build and experiment, there are those
who cannot spend the hours in tedious construction of
ingenious devices. Since the miners strike, those beardon
without the ability to control this temper are forced to join
the military and hone their rage to a powerful frenzy.
Beardon battle-ragers are some of the fiercest warriors in
the realm.
The beardon nobles sent word to the Five requesting help.
The Five were quick to respond and sent their Five- Sworn
to solve the problem. The presence of the Five-Sworn
immediately shamed both sides into ending the violence.
The Five-Sworn’s solution was to place both groups on an
equal footing. They gave the beardon miners sole custody
of the mines and forbade the crafters from operating new
mines. They established a plan to divide profits from all
labor equally among the two sides which would be
moderated by the nobles.
Historical Perspective: From the dawn of time, the
beardon have been divided into three main professions; the
miners, who worked the underground, the crafters who
worked in the upper cities and the engineer class who are
the ingenious designers that provide inventions for both
groups. Each group has there own leadership based on
merit, but the noble leaders of each community come from
those beardon who initially founded the city.
The Five-Sworn Five then separated the most violent of the
combatants from each faction and placed them together
into a group. This group was to be a police force to ensure
there was no further violence. The beardon nobles were
given control of this force. Traditionally any beardon who
could not control his raging temper was cast out of his
faction and placed into the Rager Society which later
became a military force.
During the Age of Life the miners became discontent
because they had little access to the surface which was
primarily controlled by the crafting beardon. The miners
made their living by trading the rich mineral deposits found
deep within the realm to the crafting beardon for food and
While the Five-Sworn hoped their solution would bring
peace and understanding to the beardon people, their plan
failed because the crafting beardon continued to treat the
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miners as an underclass isolating them in their mines.
Although payment was fair under the plan and conditions
for the miners steadily improved, their feelings of
resentment festered through the years. The miners grew to
dislike the Five for meddling in their affairs.
The mining, crafting and engineer factions have their own
leadership which is based on merit. These leaders meet
regularly with the leaders of the government and other
factions to set policy and moderate disputes.
Military: The beardon lands are defended by the beardon
army whose membership comes from all three societies.
Each city has an independent fighting force who is directly
controlled by the king of that city. The military is
composed entirely of battle-ragers. Those beardon who
cannot control their tempers are forced out of their society
and into the army.
When the new gods grew in power and Grotar threatened
the beardon people for their continued allegiance to the
Five, the mining beardon, entered into an alliance with the
Orcs. Surrounded by Orcs and threatened from within the
craftsmen and engineers capitulated rather than fight. The
nobles were forced to sign a treaty in which the beardon
agreed to help the Orcs conquer the realm. The city kings
and their battle-raging militias marched off to join the Orc
armies.
Beardons prefer to take the offensive when fighting. While
they spend most of their time garrisoning fortresses near
cities and maintaining defenses, when called on to fight,
their strategy is to engage the enemy as often as possible.
Soldiers, since they often carry multiple weapons, are
cross-trained in several different specialties. Their archers
use crossbows more often than bows, since they are easier
to fire in narrow underground tunnels. They also make
heavier use of artillery than most cultures, often using
engines in the field to cut off an enemy's retreat, so they
can finish them off. Civilian beardon don't join the regular
army, but some serve as the police and militia within the
cities.
The treaty enslaved the beardon people. The beardon
militias were in the field fighting for the Orcs, while those
at home labored to produce weapons and equipment. The
beardon could never produce enough and the Orc armies
needed more for which they paid less. When the beardon
people complained, Dreadlords and Orc troops were used
to force labor from the Beardon. In time the relationship
declined into that of master and slave. The beardÌons
suffered greatly.
The beardon’ hatred of the Orcs grew over the centuries. In
time this hatred replaced the beardon animosity toward
each other. The miners, crafters and engineers began to
secretly work together to aid the other races oppressed by
the Orcs. When Guildhall was formed, the armies of the
beardon were one of the first to flock to its banners.
Weapon: The beardon war hammer is the weapon of
choice for both civilian and rager beardon. The mining and
crafting beardon use the hammer in everyday work, while
the rager beardon specialize in combat. The hammer is
made entirely out of metal and is a double-headed war
hammer with two cylindrical hammerheads on either side
of the metal shaft.
During the Age of Order, there were a few conflicts
between the various classes of beardon. Their time as
slaves of the Orcs had bonded them into one people. The
mining beardon were paid a fair price for digging out
metals and precious stones. The beardon craftsmen
resumed their traditional positions as manufacturers and
were satisfied with fair profits. The engineers worked
closely with the miners and crafters and the nobles ensured
that their kingdom was prosperous and fair.
Warfare: In battle the beardon rely on heavy armor and
their traditional weapon, the mighty war hammer. They are
also supplemented by ingenious heavy weapons, devised
by their battle-raging engineers.
Religion: Beardons of the Age of Order are generally
polytheistic and have developed a belief in many deities
who control different aspects of their lives. The most
popular are Bestlain, the god of building and invention,
husband of Namare; Namare, the goddess of travel and
trade, loving wife of Bestlain; Arkan, the God of Battle.
Worship of the Five is almost totally absent from the
beardon.
Government: The beardon people are lead by ancient
kings who can trace their lineage back to the time of the
Five. The kings rule over a city and the mines below it.
The king and all of the Beardon nobles hold their positions
because of their ancestors who helped in the design and
construction of the home city. All governmental officials,
including judges and important military leaders are
appointed by the city kings.
Guildsmen: Beardons prefer to be artisans, warriors, and
alchemists. As Guildsmen they are not allowed to hold
positions in the civil government or in the military.
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Members of the royal family who travel to Guildhall are
disinherited of their standing. However, it is very common
to find Guildsmen as advisors to leaders, especially in the
Beardon military. Guildsmen are also very important in
maintaining the close relations between the Beardon
professions. The act as intermediaries and help enforce fair
contracts.
Rager Beardon
The battle-raging beardon live apart from other beardon.
They dwell in barracks and train in the use of weapons.
They are able to work themselves up into a fierce battle
rage which makes them terrible opponents to face in battle.
They will often bite their own lips and pull out their hair
(but never their beards) in these frenzies, if combat does
not immediately occur.
Civilian Beardon
All beardon who are not part of the military are civilian
beardon. These beardon have learned to control their
volatile temper and channel it into productive pursuits.
They wear heavy armor and carry numerous weapons.
They have been known to break their weapons in combat
because of the sheer fury of their attacks.
Mining beardon dwell in the deepest reaches of the
Realms. The mining beardon make their living by trading
the rich mineral deposits found deep within the realm to
the crafting Beardon for food and other supplies. Their
intricately carved tunnels of their home are lit by strange
phosphorescent lichens. They live on a diet of blind cave
fish and colorless plant growths and the occasional food
traded for their ores. They have created wondrous cities
with all sorts of inventive devices. They have boxes that
travel in shafts and moving stairs used to travel up and
down. Their mining equipment does almost all the work.
Huge steam shovels and hydraulic hoses mine miles of
tunnels each day.
Beardon
Classification: being (greater)
Body: 8
Mana: 16
Abilities: increase body I - 100, increase mana I - 100,
increase mana II - 100
Beardon Appearance
Beardons have three to five ridges on their nose. The
ridges run across the bridge of the nose from cheek to
cheek. They appear as brown groves, some are deeper than
others. All beardon, male and female, have a growth of hair
on their checks and chin. Rager beardon must wear armor
and carry multiple weapons
Crafting beardon generally live on the surface in sprawling
cities that travel up the sides of the mountains. They are
primarily manufacturers who use the ore mined by their
brethren to produce wonderful products which are exported
throughout the realm. They have amazing manufacturing
processes which do much of the work of production.
Presses drive out interchangeable parts, which are
assembled by steam powered mechanical arms. A crafter
is able to transfer his skill into his machines.
Civilian Beardon Cultural Skills
Knowledge
blindfight - 200, geology - 100, mathematics - 100,
mechanics I - 100, regain feat (theorize) - 200, region lore
- 100, weapon cultural (Beardon war hammer) - 0
Rituals & Procedures
buffing - 200, dance (inspirational) - 100, restore item 200, spatial location - 200
Engineer beardon are the greatest planners and inventors.
The tools they design have enabled the crafting and mining
beardon to produce their numerous masterpieces. The
engineering beardon make a profit from royalties made on
inventions used by the mining beardon and crafting
beardon in their work.
Rager Beardon Cultural Skills
Knowledge
blindfight - 200, military - 100, regain feat (stomp) - 200,
region lore - 100, weapon cultural (Beardon war hammer)0
The nobles are the ancestral rulers of the cities. They all
come from family lines who designed and built the original
cities. The purer the blood the more powerful the position.
Those with strong blood can become kings and diplomats,
while those with weak blood often end up being simple
customs officials or tax collectors. The nobles run their
vast cities by taxing the income of all beardon.
Rituals & Procedures
buffing - 200, polishing rag - 200, reinforce weapon - 200,
restore item - 200, song (war) - 100
Elf
Elves are a cultured people, advanced and dignified in all
aspects. They look very much like humans except that all
Elves have pointed ears and little facial hair.
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Their society is full of heritage and ancient wisdom. They
tie themselves to these traditions, keeping them alive
through the ages. Whether these customs are simple
stories or complex dances, they remain almost unchanged
as they are passed down through the generations.
and as soldiers. The best of them acted as guards and
military advisers to the Senate. They spent their time on
the trunks of the Elder Trees where they could see both the
upper branches and the roots.
The Enrulara was the caste of craftsmen. Elves of this caste
acted as maker of refined goods. The merchants also
belonged to this cast. The members of this caste spend a
great deal of time on the roots of the trees in their
workshops. They were also the most likely to travel
outside of the Elven lands.
Elves also value learning and education. Their minds are
quick to grasp abstract concepts. They are adept at
philosophy and games of strategy. They can be powerful
magic-users, but their quick minds also allow them to excel
at the technical facets of weapon use.
The ancestral home of the Elves is in the Elder Trees
Valley where they made their homes amongst the ancient
old growth trees which stood hundreds of feet tall. There
are many other smaller elven communities in the realm, but
all Elves see the Elder Trees Valley as their people’s true
home.
The Fallanara were those Elves who formed the general
laborers of Elven society. They lived and worked on the
ground. They were the farmers and the herdsmen. They
made up the largest part of Elven society.
Although all Elves once favored the caste society, as time
passed the caste system grew stricter and movement
between castes became very limited. There was much
social unrest especially in the lower levels. The Elven civil
war was really fought between those who wanted to
maintain the traditional ways and those revolutionaries
who worked for change and an end to the strict caste
system. However, the catalyst for the war was religious in
nature. It was the murder of a child that caused the Elves
to shed each other’s blood.
Historical Perspective: In the Age of Life, the Elves were
one people without cultural divisions. The cultural division
of the elven people was a result of a terrible civil war,
which is often represented as between those Elves who
followed the Five and those who wanted to create new
gods. But this is truly an oversimplification and fails to
acknowledge the real roots of the conflict.
In ancient time all Elves organized themselves into five
castes: Rathusala, Glarinvala, Aratuna, Enrulara and
Fallanara. At first these castes were voluntary and merely
a way to divide society into productive groupings, but by
the end of the Age of Life these castes had become strictly
enforced by many Elves in all castes. Each caste looked
with disdain on Elves of the other castes.
Near the end of the Age of Life, using the ritual discovered
by the Herald of Grotar a group of working caste Elves
lead by Allyssandra Silverleaf (Natallis) created the
Goddess Eveya. Eveya came into being pregnant with a
child. Allyssandra acted with the permission of Natallis.
Eveya was to assist Natallis in maintaining nature and was
known as the Goddess of the Harvest.
The Rathusala was the ruling caste and dwelled in the
highest branches of the Elder Trees which they rarely left
and never walked on the ground. The Elves of the
Rathusala caste were the only ones able to become
members of the ruling body of the Elven nation called the
Therusian or simply the Senate. Elves of this caste who did
not become members of the Senate became lesser
government officials.
Eveya preached that honest work produced good crops.
Her worshipers were not only farmers and herders, but also
craftsmen and laborers who embraced her philosophy
which they adapted to mean honest work for honest pay.
Eveya taught the working castes to be content and happy
for the ability to build and create was the greatest gift of
all.
Although Natallis favored Eveya there was discord in the
city of Evermoore. Noctis, Lumina and Solnus were
furious with Natallis for allowing the creation of Eveya.
They believed the creation of any god usurped the
authority of the Lord of Evermoore. Noctis demanded that
Eveya and her child be sent to Evermoore.
The Glarinvala was the caste of advisers, philosophers,
intellectuals and holy persons. The very best of their caste
were called on to serve the Senate. Others were teachers
and religious leaders. The members of this caste dwelt on
the lower branches of the great Elder Trees.
The Aratuna was the caste of hunters, later becoming the
caste of soldiers. They served as guards to the Rathusala,
Thelandria El’Mere (Solnus) carried the Lord’s demand to
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the Therusian of which she was a member. The Therusian
was the ruling body of the Elves composed of the most
influential families of the ruling caste. On the urging of
Thelandria El’Mere, Avaricean Kilsek (Solnus) and others
in the Therusian voted to outlaw the worship of Eveya and
extradite the goddess to Evermoore.
pain and horror of the Breaking of the Elves that the tattoos
would become a part of permanent their appearance.
The victorious Elves in the homeland became known as
High Elves. They were the ruling class, the educators, the
military officers and respected professionals. Those
defeated in the Elven homeland broke into two factions.
The Low Elves, unable to bear separation from their forest
home, agreed to remain in the homelands and become the
working classes who were the bakers, farmers, soldiers and
laborers of the society.
Before the resolution of the Therusian could be carried out,
Eveya gave birth to her child. He was named Unity as it
was hoped he would unite all Elves by ending the strife
between the castes. The followers of Eveya were
supported by revolutionaries who rejected the caste system.
They refused to allow Eveya and her child to be seized and
extradited to Evermoore.
The Deep Elves accepted banishment, but the goddess
Eveya interceded. She could not bear to see her worshipers
cast out into the shattered realm. She cast a powerful
ceremony and used her essence to create a home for the
Deep Elves under the roots of the trees they loved so
dearly.
Perhaps the sides could have worked things out as Elves
are not prone to violence. They were by nature a peaceful
people who valued life and its pleasure, but the child of
Eveya, Unity, was found murdered in his crib. The
personal dagger of Thelandria El’Mere was found to be the
murder weapon. Thelandria had been very much against
the worship of Eveya and in favor of her seizure. Despite
Thelandria’s refusal to admit guilt, all evidence confirmed
that she had the deed done.
Those Elves who had refused to war on their brethren and
left the homelands on forested ships became known as the
Sea Elves. They traveled the coasts of the realm living as
peaceful traders to await the day that all Elves will once
again become brothers and dwell in the forest together in
love and harmony.
She was tried for her crimes in a court lead by Meave
(Solnus). Prosecuting her was her childhood friend,
Allyssandra Silverleaf and Belgos Freth (Noctis), a leader
of the radical faction of the revolution. Avaricean Kilsek,
one of the Silver Archers, provided her legal defense.
Thelandria El’Mere, unable to dispute the damning
evidence, was convicted by the court and executed by
Belgos Freth.
From the onset, these new cultural divisions were very
strict. Facial tattoos, always popular with Elves to mark
caste and family distinctions, were formally adopted by
each culture to separate themselves from the others. The
tattoos show the victors, the vanquished, the banished and
the expatriate. These tattoos were placed on children at
birth.
The execution of Thelandria by Belgos ignited the conflict
that developed into a full fledge battle which divided the
Elves in a brutal civil war. Elves slaughtered Elves until
both sides exhausted their resources and could not continue
the fight. A whole generation was lost to bloodshed.
The Elves existed peacefully as the world changed around
them. They were safe within their forests for almost one
hundred years until Grotar turned his might toward the
fertile valley of the Elder Trees River. At first, the Orcs
suffered crushing defeats as the Elven archers decimated
them from the protection of their trees. Then the Orcs
changed their tactics. By using incendiary siege weapons
designed and built by their Beardon allies, the Orcs burned
the ancient groves. City by city fell, but still the Orcs paid
a terrible toll.
The nominal victors were the traditionalists who were
primarily the members of the ruling castes and their allies.
The Elven Senate ordered Avaricean Kilsek to hunt down
and kill Allyssandra Silverleaf for the creation of Eveya
which started the civil war. He caught up with her near the
city of Evermoore and Allyssandra was executed by the
Silver Archers.
The Deep Elves sent emissaries to the Orcs offering to aid
them, if the forests would be spared and the Deep Elves
would be allowed to rule in the name of Grotar. The Orcs
accepted the terms and the Deep Elves attacked. The
combined might of the Orcs and Deep Elves quickly
subdued the remaining cities.
The defeated Elves were given a choice; serve the victors
or leave the elven homelands. It was at this point in their
history that the elven race broke into its clear cultural
factions marked by magical facial tattoos. Such was the
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However, the Orcs did not appoint Deep Elves as rulers of
the Elder Trees Valley. Rule was given to Dreadlords who
chopped down much of the forests to use as fortifications
and siege engines. The betrayed Deep Elves attacked the
Orcs, but were soundly defeated on the surface. The Orcs
began to conquer the Underrealm. To do this they
impressed low and High Elves into their armies and sent
them into the Underrealm. The Deep Elves were defeated.
In 1006 the Deep Elves, lead by the charismatic Marlius
Ry'aln, launched a terrible surprise attack on the surface
dwelling Elves. Caught almost completely unaware, the
Deep Elves lightning fast attacks overran most of the Elder
Trees Valley. In a few months the Deep Elves controlled
all of the major cities and towns.
Marlius created the New Elven Order, a solution that
would place Deep Elves as the leaders of all Elves. Those
high and Wood Elves who did not submit were placed into
concentration camps. Hundreds were being killed every
day, their skins sew into clothing and their bones used for
tools and decorative carvings.
The Orc Empire was a dark and terrible time for all Elves
and they turned to helping one another despite their
cultural and philosophical differences. While under Orc
rule, the High Elves were forced to do almost all of the
menial governmental positions. They collected the taxes,
issued permits and performed many trivial duties. Many of
the High Elves were slain as they had no real skills useful
to the Orcs. Philosophers and educators had no place in the
Empire. The Low Elves by contrast were forced to
continue to do their professions, but for the gain of the
Dreadlords. They made all of the weapons and armor. They
also made fine furniture, wine, and other luxury items for
the Dreadlords to export. The Deep Elves were used to
mine for ore. Those who caused trouble were slain.
Darious Ry’aln, son of Marlius and the leader of a faction
of Deep Elves who resisted the New Elven Order, helped
a group of Guildsmen reveal the atrocities to the world.
After Marlius was captured by Guildhall, the world came
to the aid of the surface Elves and peace was restored to
the Elder Trees Valley.
The Elven government was changed to a democratic
system where all Elves were represented. Arysta El'mere
was elected President of the Elves and she named Darius
Ry'aln as general of the unified military. Eighty Speakers
(twenty for each culture) were elected to the Senate. Four
of them were from the area of Evermoore: high- Illiane
Silverleaf, sea elf - Rain Whitesquall, deep elf- Dagros
Bloodbright, low elf - Amberdawn Mapleleaf. The
Speakers served their two year term with distinction.
Arysta is much loved and respected; she is likely to be
elected for a number of consecutive four year terms
It was during the Age of Death that the facial tattoos of the
Elves became permanently imprinted onto elven faces. The
tattoos once applied to the face at birth, became a
permanent part of elven culture. The marks appear on an
elven child as a faint outlines at birth and the color deepens
during early childhood in accordance with their culture.
The Orcs ruled the Elder Trees Valley for almost nine
hundred years, until the Elves and Guildhall’s army
defeated the Orcs at the second battle of the Elder Trees
Valley.
After so much fighting it turned out that most Elves did not
want to give up the way they lived. The high and Low
Elves shared the valley, welcoming any elf who wished to
settle within, but most Deep Elves decided to return to the
underrealm and most Sea Elves returned to the ocean. The
only difference in the culture is that now all consider
themselves united as one Elven people with four very
separate ways of life.
The Age of Order saw a rebuilding of Elven society. The
Low Elves were the most numerous of all Elves. They
controlled almost all of the knowledge of business,
industry, mercantile professions, building and labor. They
returned to their traditional professions and resumed their
working class positions. The High Elves returned to ruling
the Elven lands. They reconvened the Senate and
completed a revival of Elven philosophies and arts.
Governments: The Elven homeland was and is ruled by a
democratic organization called the Therusian. Each local
province sends representatives to the Therusian. The
Therusian meets in the branches of a great tree on an island
in the center of the Elder Trees River. The Deep Elves and
Sea Elves have organized their governments around
familiar groupings. In 1008 all Elves united into a
representative democracy.
The surface Elven culture rebuilt their society, but neither
the high nor the Low Elves forgot the treachery of the
Deep Elves. Many Deep Elves accepted this, ashamed that
they had sided with the Orcs who in turn betrayed them
and destroyed the forest, but some did not and this was to
cause the second terrible Elven Civil War.
Military: The Elves have a small but highly trained
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military composed mostly of skirmisher and regular units.
They are adept with the long bow and sword. Further,
every elf is trained in the use of the bow when they are
young to ensure that if the Elven lands are invaded there
will be a large militia ready to defend the valley. These
troops are led by a mix of elven officers.
Kilthasta, deity of destruction, worshiped by Deep Elves;
Analthaya, deity of conspiracies, worshiped by Deep
Elves; and Iflanaris, deity of unity worshiped by all. The
worship of the Five, especially Natallis, is still popular
with some Elves. Among the Low Elves there are still
many who follow the teachings of Eveya.
Low Elves are usually armed with a bow and paired
swords, with the bow being their primary weapon. They
group together and fire their arrows in great volleys. They
do not usually wear armor.
Guildsmen: Elves who become Guildsmen often find it
difficult to return to their homelands. There is racial
tension and resentment between certain Elven factions.
Elves who pledge themselves to Guildhall learn to
transcend these prejudices and see them for the petty
ignorance that they are. Those Guildsmen who do return
earn an excellent living selling their lore, but they are seen
as outsiders. They are often employed by high-ranking
officials, but most often open up their own shops or
military groups to support Elven communities. They are
allowed in the military only as advisors to their commoner
leaders.
High Elves serve as heavy troops, armed with sword,
shield and expensive beautiful armor. They will begin the
battle by firing their bows, but then pass the bows to
servants and engage the enemy.
Deep Elves are skirmishers. They try to break up an enemy
army, drawing groups out from the main army, then
engaging them with lines of troops wielding crossbows
firing in turns. In addition to their traditional small
crossbows, they often carry stabbing weapons such as
spears and narrow-bladed swords, which are good for
fighting underground in tunnels.
Deep Elf
Deep Elves live below the ground under the roots of the
mighty trees which make up the Elven forest. Their tunnels
connect to the deeper Klacton and Beardon tunnels in what
has become known as the Underrealm.
Sea Elf ships are very large, but surprisingly
maneuverable. When an enemy attacks them, Sea Elves
prefer to stay in motion, keeping the enemy from getting
close enough to board them. They fire ballista to cripple
the enemy ship and then sail away. Sea elf soldiers are
mostly artillerymen, but are also armed with small bladed
weapons and crossbows, which are easy to use on a ship.
The Deep Elves organize themselves into groups called
Steads. Rule of the Underrealm is based on a hierarchal
system giving rule to the thirteen most powerful and
prestigious of the Steads. This group is called the Ruling
Circle. A Stead is voted on or off by the members of the
council. Thus, placements on the council are constantly
changing and shifting with each new alliance.
Weapon: Elves have always prized the bow. When they
split into four cultures, the Deep Elves needed a small hand
weapon to use in the Underrealm and they favored a metal
hand cross bow. The High and Low Elves retained the use
of the more traditional single stave wooden bow with
decorative engravings. The Sea Elves, who need to defend
their ships, chose to specialize in the use of the light
ballista. The mounted crossbows are often made from the
bones and sinew of great sea mammals.
The leaders of these Steads are females in deference to the
goddess Eveya who created their home. Each person in the
Stead serves in a specific capacity such as defense,
intelligence, commerce, agriculture, services, religion,
manufacturing and sewage.
Each member of a Stead is allowed to attempt to enter any
position in the Stead. When a deep elf comes of age, he
picks which occupation he will belong to and failing to
gain admittance one must test for another position. The
most politically talented members of each occupation
become its leaders, and advise leader of the Stead.
Religion: The Elves of the Age of Order are generally
polytheistic and have developed a belief in many deities
who control different aspects of their lives. Some of the
most powerful religions to develop revolve around the
following deities; Atharuana, deity of leadership and
reason, worshiped by High Elves; Adarillin: deity of the
hunt, worshiped by low and High Elves; Quarulak: deity of
advisers, time and memory, worshiped by High Elves;
Sallis, deity of the waves, worshiped by Sea Elves.
Those Deep Elves who do not find a position by early
teens are expelled from their Stead. They may sometimes
find work as mercenaries or laborers in other Steads, but
many leave their homeland to wander the Underrealm or
surface worlds.
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Deep elf culture is rich with tradition. Deep Elves use a
paste to darken their faces, which they believe creates a
spiritual connection to the shadows in which they dwell.
The connection allowed them to remain hidden in the
shadows.
Though a few hold a great bitterness toward the High
Elves, there are many more who are content to work their
jobs and enjoy the beauty of the forest. In fact, many Low
Elves have opened their own shops on rented land and with
the aid of high elf investors. These Elves are happy to work
and take great pleasure in its rewards.
Dance among the Deep Elves is a solemn expression of
their banishment into the darkness of the Underrealm. The
dance is performed with small glowing lights or candle
globes held in the hands or attached to their bodies at the
joints. The traditional dance is composed of slow whirling
movements set to the haunting sound of wind instruments,
in later years the dance became faster and various
instruments were used as accompaniment.
In recent years Low Elves have become some of the
wealthiest Elves, but generally the life of a low elf is
characterized by a frugal lifestyle filled with many warm
relationships.
Low Elves have a deep feeling of community and family
and will always work together to help each other through
hard times. Information is quickly passed through the tightknit community. Low elf gossip is mostly confined to
political, business and world information.
High Elf
High Elves generally view themselves as the only true
Elves. The High Elves are traditionalists who often seem
aloof and snobbish. They are inherently a leisure class who
perform little or no real work. They survive on taxes, rental
income and investments.
Low Elves revere the earth and have a special spiritual
bond to it. They enjoy carpentry, gardening, brewing,
farming and animal husbandry.
The High Elves are the leaders of the Elven homelands.
They make up the membership in the Senate and hold all
lesser government positions. They are the officers of the
military and intellectuals.
Dancing is very important to the low elf. Their traditional
dances are often performed in lines or squares and are
usually accompanied by string instruments.
Sea Elf
Sea Elves live aboard a fleet of beautiful ships off the
western coast of the realm. Their ships are built from metal
and driftwood, because they refuse to cut down live trees
for wood. While their ships look delicate, they are
extremely agile and very fast. They can outrun and outfight
any ship they encounter. They use bronze for metal tools
and weapons, because it does not rust like iron.
There are only a few trees left capable of being dwelt in,
but generally the High Elves dwell in these trees. Their
homes are luxurious and comfortable. High Elves spend
much of their time relaxing and most have a favorite
armchair in which they read or recline.
Social occasions are genteel gatherings. Lavish balls and
formal dances are a favorite of the High Elves and are held
to mark occasions of state. To be invited to a prestigious
dance is a great honor and shows social standing. Fancy
dress is required and strict rules of etiquette are followed.
Since their culture is based on individual ships, each ship
is a separate community. The ship community is called a
Lihar. A ship is run by a council of Elves, called a Ship
Council. The Ship Council is composed of the leaders of
various shipboard groups called Hedeths. On the ship,
everyone is assigned to a Hedeth or ship’s department.
A slightly less involved social affair is the traditional
beverage tasting. High Elves gather to taste the various
wines made from the berries of the Elder Trees Valley. The
tasting is less important that the accompanying discussions
and business interactions.
The choice of which Hedeth to join happens when a sea elf
comes of age; the Hedeths include navigation,
maintenance, signaling, supply, oars and many other more
particularized groupings. Children are allowed to test for
any position on the ship and the best are then groomed for
the position. Those who fail to procure a position become
oarsmen. Elders spend time mending sails or doing other
easy labor.
When friends gather in social engagements it is extremely
common to find them playing all sorts of parlor games,
such as charades, pantomime and other interpersonal group
games.
Low Elf
The Low Elves are generally seen as down to earth.
Day to day operations are supervised by the members of
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the Ship Council. The most important positions on the
Council are those who command the Wind Hedeth and the
Wave Hedeth. The Mistress of the Wind, almost always
the women, decides the placement of the sails. Equal in
power, but having a different sphere of control is the
Master of the Waves, who is almost always a man, who
controls the steering.
harpoons which line the upper deck.
Elf
Classification: being (greater)
Body: 8
Mana: 16
Abilities: increase mana I - 100, increase mana II - 100,
increase mana III - 100
The Sea Elves’ ships travel separately and they do not have
a centralized government. News is passed from ship to ship
and there is no need for laws outside of each ship’s rules.
All Sea Elves help and protect one another as a matter of
course.
Elf Appearance
All Elves have pointed ears and have intricate fine-lined
designs on their upper cheeks and/or around their eyes.
They are magical markings that became a permanent part
of Elven culture in the Age of Death. The color demotes
the cultural division of the elf. Deep Elves have black,
High Elves have silver, Low Elves have brown, and sea
elves have blue markings.
When there is a matter of grave importance affecting all
Sea Elves a meeting of ships will be called and those
present will elect a Voice to go forth and speak the
collective will of the people. Voices are only elected for a
short time and only for one concern. Once that concern is
ended the Voice loses all authority to bind the sea elf
people, until a new Voice is selected.
Deep Elf Cultural Skills
Knowledge
blindfight - 200, regain feat (scheming) - 200, region lore
- 100, weapon cultural (deep elf hand crossbow)- 0
When ships meet on the seas there are often great
festivities. The ships are lashed together and dances are
held. The young Elves interact and if a connection is made
an elf can elect to join their lover’s ship. If the relationship
doesn’t work out, the family maroons the joining elf on an
isle where another ship may eventually pick them up. Most
relationships work out.
Rituals & Procedures
alertness - 200, bolster mana - 200, dance (alluring) - 100,
perimeter - 100, spatial location - 200, spirit coloring
(darkening) - 200
High Elf Cultural Skills
Knowledge
climb II - 200, fine arts - 100, gaming - 200, regain feat
(contest mental) - 200, region lore - 100, weapon cultural
(high elf bow)- 0
Sea Elves are very secretive. Guildhall has been aware of
them since the start of the Age of Order, but has had little
contact with them. Only a few have come to the Isle of
Lore as sea Elves generally have expressed little interest in
the politics of the mainland.
Rituals & Procedures
bolster mana - 200, call familiar - 200, dance (formal) 100, site of mana (luxurious seat) - 200
Dance among the Sea Elves is a festive occasion
celebrating their lifestyle. They perform a graceful dance
that honors the wind. The dance is performed with white
scarves that are whirled around the body in circuitous
motions as the body is moved to the rhythm of a drum. The
goal of the dancer is to keep perfect time with the drummer
who varies the tempo. This is symbolic of the oar driven
ship. The scarves represent the sails reflecting the power of
the wind.
Low Elf Cultural Skills
Knowledge
biology - 100, climb II - 200, occult - 100, regain feat
(gossip) - 200, region lore - 100, weapon cultural (low elf
bow) - 0
Rituals & Procedures
bolster body - 200, dance (beast) - 100, pursuance - 200,
replenish ammunition - 200, song (beast) - 100
The open seas are dangerous places. Storms often wash
items overboard and the Sea Elves have learned to ensure
that the important items can be made to float. There are
also many large sea creatures which dwell in the deep
oceans. All Sea Elves learn how to throw a harpoon and
one of the young’s first ship duty is to sharpen the
Sea Elf Cultural Skills
Knowledge
astronomy - 100, bindings - 100, hold breath - 100,
navigation - 100, regain feat (story telling) - 200, region
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lore - 100, rumors - 100, swim II - 200, weapon cultural
(sea elf ballista) - 0
Ancient Path
The Followers, as they call themselves, practice a religion
known as the Ancient Path, which commands them to, “Be
as the beasts and live as they dwell.” To outsiders they
appear wild and animal-like. Some would even say they
were downright uncivilized, but this would be inaccurate.
Although they emulate beasts, they have a rich and unique
culture which has allowed them to exist as an unconquered
people for thousands of years.
Rituals & Procedures
bolster body - 200, breathe water - 100, buoyant item - 100,
dance (graceful) - 100
Human
The humans were the first race created and contained equal
parts of all five gods. With this equality, they were the
most diverse of all races and the most adaptable. More than
half of the Realm of the Five and most of the best areas of
farmland were settled by humans.
Historical Perspective: Their story begins in the early
time of creation, before even the Age of Nature. The Five
had created the animals, the lesser beings, such as kravynn,
goblin and so forth, and also the humans. This was a time
before the races of other greater beings were created. The
lesser beings and the humans dwelled on High Peak in the
Garden of the Gods and it was forbidden to leave the
mountain.
The vast differences between human cultures makes it
difficult to describe humanity in a general nature. While
other races have general history, humans defy
generalization. Because of their diversity there are humans
which exist by eating the flesh of their enemies, humans
who have developed an industrial society filled with
corruption and decadence, humans who have built a
peaceful farming nation which fails to maintain its own
military, humans who live in the desert and have devoted
their culture to avenging deeds done to their people two
thousand years before and humans with a society based on
the worship of a multitude of gods the most powerful of
which is determined by success in the gladiatorial pit.
A group of humans desired to leave High Peak and travel
into the world. When they made their attempt, they were
stopped by those who kept the dictates of the Five. One of
those who wished to leave struck a heavy blow on the
leader of those who were blocking the path. The blow
killed the man and his blood flowed onto the sacred ground
that had never before been soiled with violence.
Those who wished to leave fled the mountain and made a
great journey through the realm. They spent many years
wandering and suffering from the guilt over what they had
done. They learned to survive in the harsh wilderness by
becoming part of the natural world. They wore the pelts of
animals and took on the aspects of their totem beasts.
Each culture has its own unique historical perspective and
maintains its own individual governments and social
structure. Each culture must be described in turn as
generalizations are impossible.
Finally, the diversification of humanity is so great that it is
possible for a human character to be devoid of culture. A
human that moves around a lot or who has not been raised
as a member of a particular belief system, would be lacking
in culture. These humans are known as generic humans.
They have no culture, no cultural skills and no costume
requirements. However, generic humans must be careful
not to confuse participants by adopting the costume
requirements or accents of any specific culture. Generic
humans should be visible as what they are, persons lacking
in a particular culture.
They searched the realm for the furthest point, far away
from the shadow of High Peak. They came to the eastern
most part of the realm and settled on what would later
become known as the Isle of Asgarn. On asgarn they lived
in relative harmony with each other and their surroundings.
They lived in caves, used stone implements and prayed to
the beasts and other natural events.
Their world was undisturbed until the Age of Life when
the newcomers came. These were humans who would call
themselves asgarns and claim the island as their own.
Classification: being (greater)
Body: 8
Mana: 16
At first, the followers observed the newcomers with awe
watching from a distance as they built their cites on the
coasts, but in time these newcomers began to encroach on
their lands in the foothills and mountains. Food became
scarce as the asgarns settled in the foothills. The Followers
attacked these settlements and carried off all the people
The following is a list of the human cultures as known in
the Realm of the Five.
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and feasted on their flesh in their great underground halls.
their strength, intelligence and their ability to lead.
Soon the newcomers stopped settling in the foothills and
there were many years of peace. But then the great war was
fought between the asgarns and the Orcs, which the
asgarns lost and the settlements began moving toward the
mountains once again.
Military: There is no centralized military or formal
training. Each child learns to fight when he is young with
club and stone. If their territory is threatened, the whole
people will unite under the most powerful dominant males
and defend their lands.
The followers attacked these new settlements, but the Orc
dreadlords were not deterred by a few burned villages.
They moved their military might into the mountains and
the Followers were forced to defend their homes. The Orcs
dispelled the myths surrounding the Followers of the
Ancient Path and revealed them to be humans in the guise
of animals.
Ancient path followers see war, when they must fight, as
a different kind of hunt. Some of the tribe will morph into
beasts, and recruit aid from the beasts of the area. The rest
is led by the hunters, who split the tribe into small groups
to find the enemy. Once the enemy is located, the
priestesses plan how the tribe will deal with them.
While the entire tribe can use the traditional club, they all
learn other weapons, such as spears, knives and axes.
Thrown weapons are usually carried by hunters, along with
bigger melee weapons. Bows are status symbols, used only
by experienced hunters and priestesses.
Throughout the Age of Death and the Age of Order the
Followers have continued to lose ground. When the Orcs
were defeated, the asgarns continued to encroach inland.
Though the Followers still win battles because of their
ferocity and knowledge of the terrain, the powers of the
asgarn Guildsmen have pushed them back into the deepest
inland portions of the Isle. A series of fortifications
prevents the Followers from entering the regions held by
asgarns. Food is scarce and life is hard. The Followers pray
to the beasts for guidance.
Weapon: The traditional weapon of the Ancient Path is a
wooden war club. The weapon has an animal claw, talon or
other totem image carved into the hand grip.
Religions: The ancient path instructs one to “Be as the
beasts and live as they dwell.” Much of the religion is
based on the emulation of beasts in nature. Each person
chooses an animal totem to emulate for that period in his
or her life. Changing totems is common. Different tasks
require different beasts as guides. Throughout life one may
have many animal totems as he progresses through life’s
changes. Strength of the body and of the mind is highly
prized and encouraged in this religion which focuses on
survival in a harsh environment. The leaders are the
strongest and they compel all to be the best. Nature claims
the weak and the sickly, only the strong survive.
Government: The followers are a loose confederation of
tribes. The tribes take their names from the locations where
they dwell. Each tribe is generally ruled by a priestess who
communes with the earth and a massive male leader who
leads the men in hunts and battles. In times of great
invasions, all of the tribes will unite into one great host of
people.
The priestess leads the religious and social aspects of life,
which are often intricately linked. She is seen as the holy
mother of the tribe. The priestess is assisted by lesser
priestesses who are viewed as her daughters. Together
these women supervise their tribe. Their many duties
include distributing portions of food, funeral rights,
marriages, births and negotiations with other tribes and
outsiders. Complicated rites consulting the earth and
relying on the wisdom of the beasts determine who
becomes the religious leaders.
Communal gatherings are very common with these
primitive people. In these gathering the Followers sing
together emulating the sound of beasts. Roars, howls and
growls blend together in a cacophony of sound.
The followers of the Ancient Path eat the flesh of their
enemies as they believe it makes them stronger by taking
their enemies strength. This rite simulates the feasting of
an animal on its kill. The priestess distributes the food and
the strongest eat first. The rest of the pack then eats. The
choicest sections are always saved for their holy persons
who eat last.
The men of the tribe are led by a dominant male authority
figure. In times of battle he serves as a war chief, when not
actively fighting he supervises the hunt. The hunt has great
importance to the Followers and much of the male activity
is devoted to finding food and giving it to the priestess for
division amongst the tribe. The male leaders are chosen for
In ancient times, the followers learned to exist as animals
81
so they could survive during their journeys through the
realm during the Age of Nature. The worship of the ancient
path has been unchanged since the time of the sojourn from
the creator’s garden.
Kingdoms to be settled. People crossed the river from
Lundelle and settled the lands, which were mostly
unpopulated except for the rakkarrins. At first there was
tension between the rakkarrins and the andorians, but the
Five-Sworn interceded and established the western
boundary for the kingdom of Andor.
The followers also have a powerful ritual which they use
to wear the skin of a beasts. The old people in this society
do not die of old age. Rather, they wear the skin of an
animal and go off into the woods to spend the remainder of
their days in peace. It is common when the Followers are
threatened to have the woods literally come alive with
animals aiding them.
Andor was conquered by the Pythians in the Age of Death
and was later ceded by treaty to the Orcs. For a brief time,
Andor was liberated from the Orc Empire by the
Karthydian army lead by Thanos on his way to Evermoore.
The Karthydians confiscated the food stores and
conscripted many of the peasants. A famine spread across
Andor claiming the lives of many. After Thanos was
defeated by Grotar the Orcs quickly retook Andor whose
people were harshly punished.
The people of the ancient path are very superstitious and
make talismans to ward of bad luck and other mysterious
harms.
Andor was ultimately freed from Orc tyranny during the
early part of the Age of Order. The nobles regained their
traditional holdings and life in Andor returned to much like
it was during the Age of Life.
Guildsmen: The first members of the ancient path came
to Guildhall to learn in the year 980 of the Age of Order.
They were initially declined apprenticeships, but later were
“civilized” enough to be admitted into Guildhall. It took
these early followers many years to become initiates as
they had much to learn. Since that time many of the most
promising young Followers have been sent to Guildhall
and have learned to be Guildsmen. A few have carried the
knowledge of lore back to their people, but these are seen
as outsiders. Having been “civilized” they have trouble
adapting and even accepting the culture of their people.
They usually leave their homelands and return to the
continent where they search for answers.
There has been a long-standing border war with the
Pythians who dwell to the southwest in the Ansaki Swamp.
The conflict arose after the defeat of the Orc empire and
regarded the exact placement of the border. A wide strip of
marshland was claimed by both nations.
The conflict began in earnest in the year one hundred and
ninety-seven of the Age of Order after a group of Andorian
nobles who were hunting ducks were slaughtered by
Pythian soldiers.
Ancient Path Appearance
Followers of the Ancient Path dress to emulate animals.
They wear fur tabards and animal headdresses.
The continual border skirmishes resulted in the building of
the Swamp Line, a series of walls and fortifications
garrisoned by the Order of the Dove. The purported
purpose of the keeps was to stop the Pythian expansion
beyond the swamp, but more often than not the keeps
served as a starting point for Andorian hunting parties with
a military escort into the contested swamp land.
Ancient Path Cultural Skills
Knowledge
biology - 100, navigation - 100, regain feat (feasting) - 200,
region lore - 100, tracking - 200, weapon cultural (ancient
path war club) - 0
The fortifications exacerbated the hostilities. The Pythians
retaliated by destroying one of the border keeps and in the
year 240 Andor invaded the swamp. The Andorian army
suffered a crushing defeat. On the heels of their success,
the Pythians launched an invasion of Andor. In support of
Andor, Lundelle sent a large contingent of troops.
Rituals & Procedures
beast skin - 200, dance (beast) - 100, empower beast - 100,
return - 200, song (beast) - 100, talisman (natural) - 100
Andorian
Andorians dwell in the Kingdom of Andor which is the
southernmost of the Five Kingdoms. Andor lies on fertile
lands and is best known for its pleasant wines and artistic
culture.
By 243 the Pythians were on their way to conquering
Andor. The swamp lines had been breached and the
Pythians were pouring into the interior of Andor. Holt sent
troops to aid Andor and the remaining of the Five
Historical Perspective: Andor was the last of the Five
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Kingdoms mobilized for war.
Government: Andor is a hereditary feudal system. It is
ruled by a king, queen and a large court of nobles. Andor
is divided into a number of Duchies which are ruled by
Dukes in the name of the king. Each of the Dukes have a
host of Barons and Baronets as vassals under them. The
king has the power to remove or replace his nobles if they
displease him or fail to perform as vassals, but generally,
the government of Andor is very stable and most families
retain their land and serve the king.
Guildhall interceded to stop the Andorian-Pythian War by
ordering all Guildsmen to cease support for the armies. The
Guildsmen on all sides yielded to the dictates of the
Council of Lore and refused to fight. They forced the
mundane leaders on both sides to cease their aggression.
The power of Guildhall was felt throughout the realm as
the mundanes were forced to sign a peace treaty
reestablishing the borders to their original state. The
mundanes of both sides were dissatisfied and retaliatory
raids continued. It was only through the continual
intercession of Guildsmen that another war did not break
out along the border.
Military: Their military consists of garrisoned castles.
Each garrison is lead by the noble who rules that castle.
Each noble has his own crest and the garrisons are mostly
heraldic orders serving the lord of the castle. Often the
lords of smaller castles may be cavaliers or warriors. Even
if the lord of the castle is not a Guildsman, it is common
for one of his younger sons to be a cavalier and actually
lead the troops in battle. The Order of the Dove is directly
sworn to the King of Andor.
The conflict died down during the middle of the Age of
Order. Andor even began trading with the Pythians and by
the year 900 of the Age of Order the Andorian border
keeps had been allowed to fall into disrepair.
Andorians defend their country through a system of
fortifications. They generally maintain more troops than
are necessary to defend their fortresses and cities. When
they come under siege, the extra troops are quietly sent out
of the fortress to begin harassing the enemy. The army
contains mostly of fencers armed with rapiers and
bucklers and men-at-arms in heavy armor with great
swords. In the field, these are augmented with a mix of
crossbows and cutting polearms, with their rapiers as
backup weapons. Garrisons usually contain guards armed
with chopping polearms. Artillery is usually kept in
fortresses or used to besiege them.
Culture: The people of Andor are proud and place great
weight on their royalty. Their nobility are refined, welldressed and quite wealthy. The peasants are content and
live well.
The northern part of Andor is filled with villas surrounded
by gently rolling Orchards and fields of grape vines. The
south western part of Andor remains more heavily
fortified. The border between Andor and the Ansaki
Swamp is protected by a series of powerful keeps.
Andorian nobles love to hunt small game and fowl. During
the fall months much of their time is spent in this sporting
pursuit. Andorians raise many breeds of dogs which are
specialized for the purposes of hunting.
Weapon: The traditional weapon learned by many
andorians is the rapier. The rapier is a sword with a straight
blade and a swept or basket-like hilt.
Romance is a large part of andorian life. Reading poetry
and singing love songs is very common, as is romantic
evenings where couples share grapes, chocolates, wines
and other fine fares. It is common for lovers to profess the
depth of their feeling for each other in long orations when
they are to be separated for any period of time.
Religion: The people of Andor are not overly religious.
Having felt the yoke of religious ferver under the rule of
the Pythians, Orcs and Karthydians the people of Andor
are leery of religion. Those who do follow religions are
more prone to follow faiths which encourage betterment of
the individual’s life, rather then religious devotion. The
church of Xanadu is particularly strong in Andor. The
Andorian people believe in the interpretation of dreams
and make talismans to ward of nightmares.
Oftentimes, andorians gather in small social groups for
decadent evenings of food, drink and flirting. Drunkenness
and obnoxious behavior is unacceptable at these affairs.
Attendees are on their best behaviors to impress their
social peers. After a long night of decadence the Andorian
has many home remedies cleanse the blood and remove
hangovers.
Guildsmen: Cavaliers and warriors can accumulate some
political power. As Andor relies on its strong military and
it is common for a cavalier or warrior to be placed as a lord
of a small border castle, especially in the southwest. This
lord is a vassal to the king and rules in his name.
83
behaved as beasts, descending in packs, with amazing
ferocity. At first the Orcs dismissed them as a mob military
force and they predicted an easy victory.
Andorian Appearance
Andorians wear white shirts with full sleeves, pants and
short vests, doublets or musketeer tunics. They speak with
a Modern Earth French accent.
However, the animal-like humans possessed the
intelligence and cunning of men making them very
dangerous foes. The Orcs were unable to gain a substantive
foothold in the interior and suffered horrendous defeats
causing countless conscripted Asgarns to lose their lives.
Andorian Cultural Skills
Knowledge
enigmas - 100, fine arts - 100, gaming - 200, literature 100, regain feat (decadence) - 200, region lore - 100,
rumors - 100, weapon cultural (andorian sword) - 0
During the Age of Order, Asgarn regained its
independence, but continued the profitable practice of sea
raiding and piracy. In the year 260 Holt frustrated by
increased raids by asgarn sea raiders appealed to Guildhall
to intercede on their behalf. Asgardians Guildsmen were
unable to convince the mundane Asgarn leaders to stop the
ship captains from raiding.
Rituals & Procedures
purify blood - 200, send dreams - 100, song (serenade) 100, spirit activity (orations) - 100, talisman (polished) 100
Asgarn
The Asgarns are seafaring traders and sometimes raiders.
They inhabit the coastal regions of the island that bears
their name.
Two years later continued frustration with Asgarn led Holt
to declare war on Asgarn for the purpose of eliminating the
threat to sea trade. Holt launched their invasion during the
next spring. Initial inroads were quickly made during that
year, but in the following year the Highlanders attacked
Holt. The Highland attack was loosely predicated on the
Northern Confederation treaty signed with the Asgarns
years before. Holt’s invasion of Asgarn began to falter.
Historical Perspective: The first asgardian settlers
arrived on the Isle during the early years of the Age of
Life. At first the asgardians were content to live on the
fertile coasts, but as their population grew they attempted
to settle the interior of the Isle. They founded towns on the
foothills of the mountains that make up the interior of the
Isle. The people in these towns would suddenly disappear
and no explanation could be found. Even the Servants of
the Five were at a loss to explain what had happened. The
asgardians believed that mystical beasts ventured forth
from the mountains when the mists came down from their
peaks. The asgarns learned not to settle in the interior of
their Isle.
In the year 265 of the Age of Order the Five Kingdoms
sent troops to aid Holt against the Highlanders and
declared war on Asgarn. Guildhall feared the war would
expand to include half the realm as Mongorians and Eirens
prepared for war.
Guildhall declared a cessation to all violence and
instructed the Guildsmen of each nation to force the
mundane leaders to sign a treaty ending the war. The treaty
forbid sea raiding by Asgarns and required the Asgarn
government to make reparations and punish sea raiders.
The Asgarns were defeated by the Orcs and placed under
the rule of numerous Dreadlords, who encouraged sea
raiding and piracy against those nations who were not yet
part of the Orc Empire. Sea raiding replaced fishing as a
way of life for many Asgarns.
During the Age of Order, the people of Asgarn continued
to attack the Followers of the Ancient Path. The battles of
the Age of Death had left a bitter legacy of hatred between
these two peoples. The influx of Guildsmen to Asgarn in
the Age of Order reduced the ability of the Followers to
hold their lands against the Asgarns.
Of all the barbarian peoples, the Asgarns fared best under
Orc rule. It was during this time that population growth
pushed the Asgarns from the coastal region into the
mountains again. Again the settlements began to disappear,
but myths would not stop the Orcs. The Orcs forced
soldiers into the interior to hunt for the cause of the
disappearances.
By the year 999 of the Age of Order, only the most inland
mountains remained populated by the primitives and a
series of forts kept them from entering the regions held by
the Asgarns.
The Orcs discovered that the asgarns were sharing their
island with a primitive race of animal-like humans. These
humans lived in caves and wore the skins of animals. They
Culture: Asgarns make their living primarily on the
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water, whether as fishermen or sea-faring merchants.
However, most Asgarns do some form of farming, but this
is mostly of agricultural crops. Their primary source of
sustenance is seafood, although some Asgarns further
inland will raise cattle and pigs. Asgarns also keep sheep
which they use for their wool. In appearance the men
traditionally dress in tunics and breeches, but this is
supplemented by warmer fur cloaks.
very powerful person can send a ship full of men halfway
around the realm to sack a town, so the further out one
goes to hit a target, the braver the men must be, and the
richer their leader must be.
Sea raiding also led to the invasion of Asgarn by the Five
Kingdoms during the Age of Order. Following the
cessation of hostilities, the Asgarn government agreed to
cease raiding, but there still are a few ships that conduct
raids. These are mostly against the southern Five
Kingdoms and Pythians, but raids have been conducted as
far away as the Elven communities on the Elder Trees
River. The Asgarn government’s position is that these
ships should be treated as common pirates.
The women have adopted a manner of dress which consists
primarily of long tunics, over which an apron is worn. This
apron consists of two rectangles (one in front, one in back)
attached over the shoulders with fibula. This allows the
women to change the front of the apron when it becomes
worn. Sleeves were also fitted, as long sleeves over an
open flame can be deadly.
Sea raiding is still popular in tales, but better coastal
fortifications and larger navies have actually made sea
raiding very difficult and unprofitable. By the last century
of the first millennia in the Age of Order, almost all Asgarn
sea captains made their living by trading goods, with only
the occasional act of piracy.
Most Asgarns are also noted for their long hair, which is
often braided and pinned into intricate styles. Asgarn
jewelry and embroidery contains many animal motifs.
Asgarns wear earrings, bracelets, brooches and hair pins.
Asgarns live in small villages concentrated along
waterways, although villages can sometimes be found up
to half a day's walk inland. Most Asgarns refuse to go into
the interior of their Island, and until the people of the
Ancient Path were discovered, many horrible rumors had
sprung up about animalistic "flesh-eaters" which
effectively held the asgarns back. Asgarn homes are often
built of stone and timber with wooden roofs. There is often
a formal fireplace, particularly in larger homes, and the
roof of an Asgarn home is augmented with stylized animal
heads.
Government: The Asgarn people are ruled by a single
king. Below the king stand the chiefs of each city, called
Jarls. These are usually related to the king by blood or
marriage. Under the Jarls are the rulers of each village,
called Hersar. The Hersar are usually minor relatives of the
Jarls who are given rulership of a village in exchange for
loyalty. A group of seers, diviners and wise men are
commonly consulted before the leaders make important
decisions.
Military: The Asgarn’s armies are split into two groups.
The Huskarls are professional, standing armies and the
Fyrd is a militia force of farmers, herders and craftsmen
who defend local villages. In times of war the Huskarls
will lead the Fyrd.
Any Asgarn worth his salt will own a boat, even if it's just
a small fishing vessel. Asgarn children grow up with "sea
legs" and grown Asgarns owe their economy to this
enterprise. The ship of a wealthy Asgarn is quite
comfortable. There is a large deck with plenty of room for
working and at least one mast. These ships traditionally
have a "longboat " appearance, pointed in the bow and
stern with a figure on the prow. Asgarns do have a hold
below which could be used in cases of inclement weather,
but most Asgarns are used to rough seas, and it is a mark
of skill and bravery to ride out any storm above deck.
The Asgarn excel at launching and defending against
amphibious attacks. They often transport their armies by
ship, and most battles are fought on the beach. Typically,
the Fyrd forms a defensive position and the Huskarls attack
that position until one it breaks. While they carry their
axes, most Asgarn troops prefer to have some other kind of
weapon, as a symbol of wealth or status. Most of the Fyrd
carry spears, and the wealthier ones own a shield. Huskarls
always carry a shield and usually a hatchet. Rich ones own
a sword. All Asgarn have a few thrown weapons, which
they throw just before engaging the enemy. Important
Huskarls and noblemen throw hammers.
Sea raiding was a practice among the Asgarns that
developed during the Age of Death. Raids served several
important social functions. Generally, it gave the eager,
well-trained fighters valuable experience they may not be
able to get at home. Sea raiding allowed a display of
heroics and battle deeds important to their culture. Only a
Weapon: The traditional weapon of the Asgarn is the
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Asgarn war ax, a double-headed war ax with narrow heads
and long, bearded blades.
storytelling.
Asgarn Appearance
Asgarns wear long tunics, cloth breeches and heavy wool
cloaks. Their helmets are often conical with riveted bands
or winged.
Religion: Asgarns have developed an extensive pantheon
of gods and goddesses, most relating to the harsh
environment in which they live. The Asgarn pantheon
became popular in the Age of Death. According to the
religion a group of gods dwell in Asgard, which is located
in the heavens. Much of their religion is found in stories
relating to the gods interactions with each other and the
realm.
Asgarn Cultural Skills
Knowledge
astronomy - 100, hold breath - 100, navigation - 100,
regain feat (boasting) - 200, region lore - 100, rumors 100, swim II - 200, weapon cultural (asgarn war ax) - 0
The most commonly worshiped gods within this pantheon
are Odin, god of magic, inspiration, battle and ruler of the
gods of Asgard; Frigga, queen of the heavens, Wife of
Odin; Thor, god of sky and thunder, protector of the law
and community, son of Odin; Baldur, god of beauty, son
of Odin; Loki, a trickster companion of the gods; Hel, the
goddess of Death, Queen of Niflheim, daughter of Loki;
Njord, god of sea and ships, father of Freyr and Freyja;
Freyr, goddess of fertility; Freyja, god of fertility.
Rituals & Procedures
breathe water - 100, buoyant item - 100, song (war) - 100,
spirit activity (orations) - 100, spirit coloring (blooding) 200
Bedouin
Bedouins are found in the Karthydian desert. The desert
was named after the god of Chaos. Life in the desert is
hard and its people have grown strong. Limited resources
and stiff competition ensures that the Bedouin people are
a hearty culture.
Asgarns are very concerned with fate, and often this view
leads to an enthusiasm for dangerous situations. Since they
believe one's life is preordained, one should meet each
challenge with gusto for hesitance will not matter. Asgarns
also believe in an afterworld called "Valhalla" where the
brave dwell forever. Asgarns in Valhalla fight all day, feast
all night, and get up and do it all over again. Some Asgarns
also believe in a violent end of the world called
"Ragnarok", but some have postulated that this is a
misbegotten memory of the Fall of Evermoore.
Historical Perspective: During the Age of Life the
inhospitable desert was home to a small group of human
bedouins. After the fall of Evermoore, Karthis led the
refugees of the shattered crystal city into the desert to
escape the armies of Grotar, Tharkana and Ansaki. Karthis
founded five great cities and those cities were led by his
Sworn Servants. Karthis had each person trained in the use
of weapons and began building an army to reconquer the
realm in the name of the Five. The desolate place became
know as the Karthydian Desert.
Marriage among Asgarns is often a marriage among equals,
although some marriages take place for economic reasons.
A father who has lost his sons may encourage a match to
gain a strong son-in-law to aid his sea-going enterprises.
Asgarn children are treated well, but are put to work at a
young age, often learning to tie knots or hoist sails, as well
as cleaning and preparing the day's catch.
The hammers of the smiths rang day and night for half a
century and in that time refugees had changed from a
tattered group to a bitter battle hardened people. The
Karthydians had carved a home and began laying the
groundwork for their war of vengeance. The Orcs and their
allies saw the danger and marched a great army into the
desert. It was larger than the army that destroyed the
Crystal City. Karthis did not yet have the population to
defend against such an invasion.
Guildsmen: Generally the people of Asgarn revere
religious leaders and place a great stock in those who can
read the fates. Clerics are usually very wealthy from
offerings to their gods. Since many Asgarn religious sites
are located in the wilderness, Druids often tend these sites
between observances. Runecasters have a good deal of
political power, because the superstitious Asgarn consult
them before a sea voyage, battle, journey or any other time
they get nervous. Warriors and Cavaliers are respected as
examples of courage and skill in battle, and Bards are
respected for their mastery of poetry, music and
The army reached the city of Ash Shir. Karthis, and a small
group of heros were waiting in the city. When the invaders
reached the god of chaos, their entire army was destroyed
in a fiery explosion that leveled the city. The desert was
never again invaded.
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The records of the time relate that Karthis told his people
that this was not yet his Age and he would have to pass
from this world to give those of the desert a chance to
prepare for the coming of his Age. The prophecy claims
that Karthis will return at the onset of his Age at the head
of a great host and will march from the ruins of Ash Shir
with an army that will conquer the world. The ruins are a
sacred place and each year thousands of Karthydians make
a pilgrimage to its ancient stones.
transformed itself into a cultured civilization flourishing in
the arts. Ambitious sultans led their cities to prosperity and
wealth.
In the year 998 of the Age of Order, a group of adventures
in Evermoore led by the famous historian Alexander
Brinken discovered and opened the crypt of Thanos.
Thanos and his war leaders were released into the realm.
They were in the form of undead creatures draped in
bandages and swaths of white cloth. After conversing with
those who released him, Thanos left Evermoore and
traveled to the Karthydian desert where he began preaching
of Karthis and the coming of his Age.
In the year 565 of the Age of Death, a Karthydian named
Thanos came to power in the desert. The Karthydians had
continued to build its armies and to prepare for the Age of
Chaos, but Thanos did not wish to wait for Karthis. He
used a prophecy which stated that he would be at the head
of the army of the desert that would turn the Age to
mobilize the Karthydian people.
In a few years, he began to undo all that had been built in
the desert. His words attracted young people looking for a
purpose in life. They came to his banner as moths to a
flame. By the year 1000 of the Age of Order, Thanos had
built temples in every major city and convinced many of
the old Karthydian priests to wear the robes of red and
declare the Age of Chaos at hand.
He declared that the time for mourning was ended and
they should discard their robes of black for robes of red.
He convinced an entire people to follow him into war. He
built the Obsidian Fortress as his palace and trained an
army. “In Hoc Signo Vinkimus” became the motto of the
armies of chaos who marched beneath the banner of an
eight pointed star behind the pentagram of the Five.
Shortly thereafter, Al’tar Shariz, the head priest of the
Karthydian faith denounced Thanos. He declared the
words of Thanos false and demanded that all priests
wearing red robes leave the populated areas. The common
working people supported Al’tar Shariz as they feared
what was happening in the desert would only lead to a war
and sanctions by Guildhall. There were a few minor riots,
but most people were happy to see the radical red-robed
priests vanquished.
The armies surged forth, Andor was taken from the Orcs
and made part of the Karthydian Empire. Thanos turned to
the north. In the year 573 of the Age of Death Thanos
attempted to retake the city of Evermoore. He laid siege to
the city but was defeated by Grotar and the army of the
north. His soldiers died almost to a man. Thanos died
fighting Grotar and his body was prepared according to his
own special instructions. He was wrapped in strips of
white linen and entombed with the bodies of his war
leaders. It was prophesied that he would return to prepare
for the coming of Karthis.
In the year 1002 of the Age of Order, Thanos began
assembling an army at the ancient Obsidian Fortress. Day
and night the fortress rang with the fall of hammers as the
smiths labored to make the weapons needed for his war. He
planned to unit the desert by force.
The failure of Thanos was a great blow to the Karthydian
people and the world saw them as fanatics. Following the
defeat of Thanos, the Karthydian’s influence over desert
culture waned. The worship of Karthis declined as did the
interest in his war of vengeance.
Agents of Thanos began portraying Al’tar Shariz as a dog
loyal of Guildhall and not to the people of the desert.
Al’tar was a Loremaster and sat on the Council of Lore, the
argued that he could not be loyal to Karthis. Black robes
began losing favor with the people, and the radical
doctrines of the Red Robes were gaining recognition
despite the effort of Al’tar.
By the beginning of the Age of Order, the majority of
desert dwellers had given up the old Karthydian traditions
and called themselves Bedouins. Many bedouins joined
with Guildhall to defeat the Orcs.
By 1004 Thanos had assembled a huge army of red robe
fanatics eager to bring forth the Age of Chaos, and Al’tar
Shariz’s popularity had reached an all time low. When
Al’tar is summoned to the Inn at Evermoore to give the
sacred Sword of Karthis to Guildhall all believe that his
time as a high priest of the desert was ended.
The fortified cities founded by Karthis became centers of
trade and huge open air markets drew people from all over
the realm. By the middle of the Age of Order the desert had
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Ser Agrivar Brightblade murdered Al’tar Shariz at the Inn
of Evermoore on 20 November and took the Sword of
Karthis for Guildhall. Al’tar Shariz was quickly restored to
life. The Inn was in confusion. The Guildsmasters argued.
Ser Agrivar was being detailed. Everyone was shouting!
And Al’tar picked up the Sword of Karthis and walked out
the Inn.
vanguard of this army reinterpreting the Prophecy of
Thanos by saying to the gathered armies, “Thanos will now
march at the head of the victorious Army of Karthis.”
Thanos, politically outmaneuvered, had no choice but to
agree.
In 1006 Al’tar Shariz secured the loyalty of the bandit
bedouin clans in the wild desert. They gave their pledges
of loyalty to the Ruby Chalice.
Al’tar was spotted leaving the Inn and forced to run into
the woods. He was chased by some of the Guildsmen of
Evermoore, but Raheed and other Guildsmen of Evermoore
came to his aid. Al’tar was able to avoid capture, though
many Guildsmen were killed in the fighting.
In December 1007 Al’tar Sharize married Esmerlda the
daughter of the most powerful sultan of the desert. It was
a political move that gained him the backing of the sultans
even though he wore the red robes of Chaos.
A bounty was placed on Al’tar’s head by the Guildmasters,
and the Magistrate of Evermoore issued a warrant for his
arrest. A battle at the Guildhall Compound left Ser Bronn
of the Order of Guildhall and others dead. They were killed
by Al’tar’s guards for attempting to execute the warrant.
Al’tar and his entourage fled through the Valley of
Rainbows towards the Karthydian Desert. A week later by
official vote the Council of Lore removed Altar Shariz as
Cleric Keeper.
On the first day of 1008, the former Charter Sponsor of
Evermoore, the former Cleric Keeper and discredited
Loremaster, Al’tar Shariz was crowned Emperor of the
Karthydian desert. He is now the master of the largest army
in the realm, an army whose sole purpose is to destroy the
world in fire and flame when Karthis returns.
Culture: Bedouins are nomads, and their name literally
means "desert dweller.” They wander the desert looking
for grazing land, for the Bedouins make their living as
herders of goats, sheep and cattle. Bedouins place great
emphasis on family lineage and live by clan groups. An
alliance of tribes is called an "ashira" and it is among these
lines that warfare is usually divided. Each tribe has a
hereditary territory and the boundaries of these are often
marked by small piles of stones.
Al’tar Shariz reached the desert and was proclaimed a hero
by the people. His flight captures the imagination of the
desert as the beduins compare Al’tar bloody flight pursued
by bounty hunters and Guildsmen to Karthis fleeing the
Orcs after the fall of Evermoore.
Thanos saw public opinion swaying back to Al’tar and
believed that he could wait no longer to unite the desert
under his banner. Thanos marched his army against the
Al’tar Shariz whose own small army of black robes is
hoplessly out numbered.
The Bedouins make their homes in tents made of textiles
woven from goat hair. These tents are quite roomy with
many carpets and curtains to divide the tent into different
rooms. Tassels are commonly hung everywhere as they are
a sign of wealth (wool to spare).
In June 1005 the two armies met, but before the battle
could commence Al’tar Shariz walks onto the field
wearing red robes. Behind him the sky is blood red and
filled with fire light reflected from the burning of the Elder
Trees Valley thousands of miles away.
The clothing of the Bedouins reflect the harsh desert
climate and are usually of a light-colored striped fabric,
unless the Bedouin is traditional Karthydian which
requires black or red. Men typically wear a long gown,
which is either open down the front, or split to the waist
and again at the ankles for mobility. This is ornamented
with braid, and worn over a tunic and wide pantaloons. The
head is covered, either with a turban, or a scarf and
headband. Women wear a long dress with wide sleeves and
belted at the waist, with hand embroidery down the front
and seams. Women usually wear a veil on their head, and
attach gold and silver dowry coins to the front to frame the
face. Women also show their wealth in their bracelets and
anklets. For winter wear, women add a hip-length jacket.
By fleeing Guildhall Justice and defending the Sword of
Karthis Al’tar Shariz has proven himself to many beduins
marching with Thanos. Al’tar reminds everyone that only
a high priest of the Karthydian Faith can read the signs of
Karthis. He calls on the oaths of the Ruby Chalice which
cannot be denied. And he sways the masses with words and
charisma.
Al’tar is embraced by both armies and Thanos and Numia
have no choice but to join. Al’tar offers Thanos the
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Bedouins value hospitality and generosity, and go so far as
to leave the clothes of the deceased on the grave for a
needy traveler to use. Bedouins are also very concerned
with honor, and any perceived violation of honor can lead
to fighting. This honor is also tied into kinship. Any
Bedouin is required by tradition to avenge a family
member, and in some cases a clan will disown a member in
order to avoid unnecessary bloodshed.
Sultans.
Military: Bedouins are fierce fighters, although the
disputes are usually over land and territory. It is considered
very bad form for a Bedouin to graze his/her livestock in
another's pasture, and such an insult could lead to a fight.
Most warfare in the desert consists of raids along trade
routes or of more wealthy neighbors. Some rich Bedouins
have gone so far as to create their own armies to defend
their possessions.
Bedouins are also well-known for their harem system, but
the reality does not usually live up to the myth. The
Bedouins divide space into male and female, and the harem
is the women's space. This space would include not just the
wives of the Bedouin male, but also children, sisters, aunts,
even his mother. The number of wives any given Bedouin
has is in reality very small, for tradition holds that all
wives must be provided for equally, and a nomadic desert
existence is not one of vast wealth.
Each city has a military loyal to its Sultan, but the size of
the desert and the nomadic nature of the clans preclude the
formation of a centralized military. Generally, each clan
has a certain amount of land, and is responsible for keeping
it free of intruders. The clan teaches every child to fight at
an early age. Since resources are scarce there is much
conflict between clans, but these conflicts rarely produce
death. These nomad desert fighting groups are organized
by clans and led by the sheik.
Belly dancing evolved in the harem among the women as
a way to prepare women for childbirth. The rolling and
swaying of the hips and stomach mimic the actions of the
body during childbirth, and by practice, women can control
their childbirth. Belly dance also was used as a form of
worship, both among men and women, and was usually
performed in same-sex environments. Although the dance
looks sensual due to its rolling movements, seduction is not
its purpose. Many Bedouin men also perform movements
associated with belly dance. The earthy movements of the
center of the body celebrate life in a very harsh and
demanding environment. The dance reaffirms the survival
of the culture.
When fighting each other, the Bedouins fight openly, face
to face, with each warrior testing his strength against an
enemy warrior. Since the desert keeps the tribes more or
less uniformly small, the odds are almost never
overwhelming, nor would any tribe stoop to hiring
outlander mercenaries.
However, when fighting intruders not of the desert people
ambushes are frequently used. The intruders have not
proven themselves worthy of honorable combat. There are
rarely prisoners of such wars. The desert dwellers often
dispense with such intruders by laying false paths or
setting ambush points.
The idea of ritual purification is very important to
Bedouins. They have strict rules about cleanliness and
purity, particularly living in the desert where water is
scarce. The Bedouins will do everything they can to
cleanse themselves, using water or even fine white sand to
obtain this.
Government: Rural dwelling Bedouins are organized into
familiar clans and are nomadic in nature. Bedouins divide
up by rank, and nobility or commoner status is usually set,
although there is some upward mobility based on sagacity
or courage. The tribe is headed by a "sheik,” who works
with the elders to decide when and where a tribe will
move.
City armies tend to be better-organized than nomads. They
are usually armed with spears and shields or small bows,
backed up with a scimitar. Nomads mostly fight with
scimitars paired with a buckler, shield or knife. City troops
patrol the roads leading into the city, rooting out ambushes
by nomads. Nomads defend sources of food and water and
raid caravans traveling between cities. Nomad bands are
often hired as scouts or auxiliaries by city armies. All
Bedouin armies use the same basic strategy, fOrcing the
enemy away from easily reached oases, wear them down
through lack of food and water, then finish them when
they're weak.
There are a number of immense walled desert cities. These
cities were built by Karthis and his followers when they
fled into the desert after the fall of Evermoore. They have
become centers of trade and commerce. They are ruled by
Weapon: Bedouins favor a slashing style of swordplay
and their cultural weapon of choice is the scimitar which
is a sword with a slight curved blade and a single hand
guard small cross brace.
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- 200, region lore - 100, rumors - 100, survival - 100,
theology - 100, weapon cultural (bedouin sword) - 0
Religions: Within the Bedouin people is a very powerful
religious sect who worship Karthis, the god of chaos, who
call themselves Karthydians. They wear only black desert
garb. They believe that wearing black in the hot desert sun
will make them stronger from suffering the heat. The black
is said to be for mourning all the dead of Evermoore. No
other sect or clan dares to wear black robes in the desert.
Rituals & Procedures
armor head - 100, dance (alluring) - 100, healing location
(stone circle) - 400, spirit activity (orations) - 100
Coventry
The people of Coventry are mostly poor and much of their
effort is spent attempting to better their lot in life.
However, the corporations which run the whole of
Coventry make it impossible for the average person to
escape the slums and workhouses which he is born into.
Among the Karthydians are those who are feared more
than the rest. The return of Karthis is prophesied in the
coming of the Age of Chaos and the radical members of
this faith prepare for a war of vengeance to repay the realm
for the destruction of Evermoore. They fester like an
infected wound keeping alive an ancient song of hate and
vengeance. These wear robes of red.
Historical Perspective: When Coventry was first settled,
its people were drawn to the manufacturing of products.
The monarchy and noble families made an effort to entice
skilled craftsmen to Coventry. The Age of Life saw
Coventry become famous for its production of beautifully
crafted household and personal items.
As the millennia turned their numbers grew exponentially
because of the return of a mythical hero known as Thanos.
The citizens of Evermoore unearthed and released him
from his tomb. The red robed Karthydians preach that the
time of mourning is past and the black robes should be cast
aside in favor of the red, which stand for the blood of the
usurpers that will be shed in the coming of the Age of
Chaos.
After Coventry was invaded by the Orcs, its nobles were
unseated and the Orcs increased Coventry’s focus on
production. The Orcs had a great need for manufactured
products, especially those of a military nature. The
conquered people of Coventry were forced to work in
factories building war materials. Coventry became a
sprawling industrial center. Its cities were filled with
factories, work houses and slum housing.
Being nomadic in nature, it is common for Bedouins to
make religious pilgrimages. These pilgrimages are often
strictly followed religious processions where fasting,
chanting and praying is common.
Among the Bedouins there is the folk tradition of ancestor
reverence, worship of gods, and fear of the "jinn," evil
spirits who work to subvert the Bedouin’s lifestyle. These
folk beliefs are not considered real religions.
After the defeat of the Orcs, the workhouses and factories
remained and gave rise to powerful corporations. These
corporations pooled funds to create monopolies on certain
produced goods. The noble families never regained power.
They remained poor and those who complained
disappeared. The nobles who remain are merely employed
by the corporations to legitimize various aspects of their
operations. The investors, the owners and the operators
who ran the corporations became rich and powerful, while
everyone else remained a pauper.
Guildsmen: The Guildsmen of the desert dwell primarily
in the cities where they can make an excellent living
selling their wares at the open air markets. Guildsmen can
rise to prominent positions within their society. In the year
1000 of the Age of Order, Guildhall passed a resolution
preventing red-robed Karthydians into apprenticeships,
unless they renounce their war of vengeance and remove
their robes.
Initially, Coventry produced weapons for Guildhall during
the Wars of Order. Guildhall owed the corporations huge
debts. The repayments of these debts where used to retool
the factories and workhouses. By the middle of the Age of
Order most of the realms manufacturing was performed in
Coventry. Every conceivable product could be turned out
in vast quantities using factories and cheap labor. By the
year 1000 of the Age of Order, the corporations and their
owners had become the richest powers in the realm.
Bedouin Appearance
All Bedouin must dress in light colored desert garments,
except traditional Karthydians who must wear either all
black or all red.
Bedouin Cultural Skills
Knowledge
astronomy - 100, commerce - 100, regain feat (procession)
Culture:
90
The general population of Coventry are
primarily poor and spend their lives in workhouses
laboring for the corporations. Their tasks include
manufacturing, shipping and secretarial. During periods of
economic slumps unemployment is often high and street
people are common. Such is the power of the corporations
that even beggars must be licenced.
to get better organized, with the troops learning the skills
they need for their assigned jobs. Over time, the more
experienced troops can accumulate a large amount of skill
with a wide variety of weapons. They all carry throwing
knives, often several hidden in their clothes, for
emergencies or for a surprise attack.
Officers of the corporations hire employees as spies to tell
them secrets of other corporations or to keep tabs on
people with whom they work in their own corporation for
a few extra coins a week. The money people make above
their salaries is usually kept hidden rather than being spent
noticeably, because the people know that as they watch
others, others watch them. Everybody tries to ferret out
some juicy morsel of information to sell to somebody
willing to pay for it. The identities of people employed by
the boss’ rivals or superiors are especially prized, as are
minor elements of their plans or secrets.
Weapon: The people of coventry always have small knives
on their persons. Most learn to throw these knives at an
early age. The coventry throwing knife is a small balanced
thrown weapon.
Religion: While religion is not a thing of great concern to
people in Coventry, there are enough people willing to
make at least an outward showing of belief to make it
worthwhile for priests to live here. The priests tend to ally
themselves with a corporation. Corporations generally own
the buildings that act as temples, putting their names and
symbols on the outside, and leasing or renting them to
priests of the more popular religions, who in turn charge
money to those who attend their services to pay for the use
of the temple.
Political activity in Coventry is full of bribery, spying,
murder, intimidation, blackmail, side-switching and
general duplicity on many fronts. Nobody in this society
does anything for free; they always make sure they gain
something from their actions. While most of what happens
daily in Coventry is technically illegal, a standoff exists in
which almost everyone possesses some damning
information about almost everyone else. The laws are so
weak and fuzzy that the only thing keeping regular people
in line is fear that they will accidentally interfere with the
plans of someone more powerful than themselves.
Guildsmen: Guildsmen are employed in all aspects of the
corporations from research and design to military
commissions. Guildhall tolerates the corporations as the
corporate leaders are not foolish enough to go too far in
their pursuit of wealth that they challenge the peace of
Guildhall. The few chief executive officers who are so
foolish usually have a remarkably unpleasant (for
Coventry) “accident.” As a result, the brutal politics of
Coventry stays confined to mundanes, and the occasional
hired Guildsman killing mundanes. Guildhall’s dominance
over the commerce of the realm coexists with that of the
corporations.
Government: The industrial kingdom of Coventry is
dominated by merchant corporations, all maneuvering to
gain control of the main cities, trade routes and political
offices. Governance of cities and towns are by publically
elected officials, whose campaigns are financed by the
corporations they serve.
Coventry Appearance
The men and women of Coventry dress in dark clothing.
Vests, jackets with tails and top hats are common for the
men. Pants almost always have suspenders. Plain dresses
or dark slacks for the women. They speak with a Modern
Earth Cockney accent.
Military: Each town maintains numerous militia groups,
generally made up of free-roaming mercenary companies
who contract with the town council for a while and who
move on when a better offer appears. Theoretically, the
militia groups are subordinate to the elected officials, but
they are paid for by the corporations who maintain the real
control. Often the militia groups rob and intimidate rivals,
protect allies, swing elections for one side or another, and
try to stay alive long enough to be paid.
Coventry Cultural Skills
Knowledge
crime - 100, disarm trap - 200, pocket pick - 300, regain
feat (scheming) - 200, region lore - 100, scrounge - 200,
weapon cultural (coventry throwing knife) - 0
As most of their armies are made up of mercenaries,
individual Coventry troops bounce from army to army.
When an army forms, the troops come in with whatever
equipment they have. As they earn more money, they begin
Rituals & Procedures
armor head - 100, locate - 200, song (bawdy) - 100
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Government: The Dale is a hereditary monarchy.
However, rule passes through the daughters and all power
is vested in the Queen. When the Queen dies, her eldest
daughter is crowned. Some towns are still ruled by
hereditary lords, but as these ancient families die off,
leaders are elected by the population and supervised by the
Order of the Dale.
Dale
The Dale is located on the richest farmland in all of the
realm. Understandably, the people of the Dale are mostly
farmers and herdsmen. Most of the realm’s agricultural
food products come from the Dale as well as its supplies of
meat and poultry.
Historical Perspective: The Dale was one of the first parts
of the Realm to be settled by the humans. It was said that
Natallis and her Warders led the people to it and blessed
the ground so that it would always provide for those who
respected and loved it. Dalesmen have always been
protective of their soil and have carefully nurtured the
animals living on it.
Military: The Dale does not have a military, but relies on
Holt and Lundelle to protect it from Orc and Asgarn raids.
Each town has a small militia. The militia is not well
equipped and functions primarily as skirmishers. Every
person in the Dale is trained to use a bow at an early age.
The militia is trained by members of the Order of the Dale.
The Order of the Dale is completely loyal to the Queen and
is responsible for keeping the country unified. They serve
many important nonmilitary functions as in solving
disputes and advising local leaders.
The Dale was the first of the Five Kingdoms to be
conquered by Grotar during the Age of Death. And
throughout the age the people of the Dale labored to feed
the armies of the Orc Empire.
Dale soldiers always carry their bows, but maybe half of
them use it as a primary weapon. They all carry one or two
small weapons, usually resembling tools. Troops not
serving as archers usually carry a buckler. The Order of the
Dale arms its troops with shields and swords, and their
archers carry extra quivers of arrows. Dale soldiers mostly
act as support troops for the armies from Holt and
Coventry that help defend their country. If they have to
fight, they usually act as flankers for the main army made
up of their allies.
This fertile land has always been coveted by its neighbors.
During the Age of Life, both Holt and Coventry attempted
to secure portions if it, but through deft political
maneuvering of the Queen, staunch resistence by its
people and the intercession of Guildhall, the Dale has
maintained its borders.
Since the times of the Empire, the Orc people have seen
the rich farmland of the Dale as a place of plunder. It is
common for small groups of outlaw Orcs to sneak into the
Dale and steal foodstuffs which they sell in the Forlorne
Mountains at a great profit. The Order of the Dale is ever
vigilant, but each year homesteads are burned and honest
hardworking people lose their lives.
Weapon: The people of the Dale are well-known for their
archery. The weapon of choice is a wooden bow engraved
with animals, plants or woodland scenes.
Religion: The people of the Dale are not overly religious.
Many people worship the natural world and the cycle of
the seasons. They make talismans of wood, stone, bark or
other natural materials to ward of bad omens and ill luck.
Culture: The people of the Dale are not materialistic.
They work their land to make a living and ask for nothing
more. They are not an ambitious people. They are content
to watch the seasons turn, to live and laugh with friends
and loved ones and to grow old in the same house which
they were born in.
The worship of Natallis has remained very strong in the
Dale. Some people in southern Dale are seduced by the
religions of Lundelle, while some in the north worship
Eldin.
The people of the Dale are very social and gather often for
festivals, carnivals and religious rites. It is where young
people meet and fall in love, where political leaders are
chosen, how news is passed and when gods are honored.
Guildsmen: Guildsmen find the ambivalence toward
wealth frustrates their ability to make a profit. Rangers are
commonly employed to patrol the forests and religious
trades can always find worshipers, but there is almost no
need for Warriors and Cavaliers, unless they are part of the
Order of the Dale and in the service of the Queen.
The people of the Dale have four large ceremonies which
honor the seasons and a number of minor ceremonies
related to nature and village life. These traditional
community gatherings form the backbone of social and
religious activity in the Dale.
Dale Appearance
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The people of the Dale wear knee-length tunics and short
hooded capes. Their clothing is generally brown or green
in color.
was the word gadje, which was used to refer to all nongypsies.
During the Age of Death, Gypsies were often imprisoned
by the Orcs who did not wish to allow groups free
movement through their Empire. Those Gypsy caravans
which continued were a pale comparison to the large
wagon trains of the Age of Life. The end of the Orc
Empire and the turning of the Age saw a resurgence of
Gypsy culture, but the splender of the Age of Life has not
been regained. There is some suspicion associated with
Gypsies and in some places persons are not as welcoming
to their caravans.
Dale Cultural Skills
Knowledge
geology - 100, regain feat (gossip) - 200, region lore - 100,
tracking - 200, weapon cultural (dale bow) - 0
Rituals & Procedures
empower beast - 100, healing location (flower patch) - 400,
replenish ammunition - 200, song (bawdy) - 100, talisman
(natural) - 100
Culture: The Gypsies are wanderers. They travel the
realm in brightly colored caravans going wherever the
spirit moves them. These caravans consist of painted
wagons pulled by oxen. There is a seat in front for the
drivers to ride, although while on the move most able
Gypsies will walk with the wagons, especially to keep the
livestock moving.
Gypsy
Gypsies have been called a laughing people, a dancing
people, a trickster people, a wandering people, and regard
themselves as a free people, all of which are generally
accurate labels. Aside from the stereotypes, gypsies are
nomadic merchants and entertainers. They travel the realm
in caravans of brightly painted wagons selling wares and
entertaining wherever they go.
The wagons are large and often made entirely out of wood,
with a wide door that folds down in back, to provide a
stairwell entrance into the wagon. There are often stained
glass windows worked into the sides of the wagon to allow
light and ventilation into the wagon. Most Gypsies sleep
inside their wagons. They are filled with clothing, bedding,
food and cooking supplies. Although the inside of a wagon
seems cramped, they are very economically packed, for the
entire belongings of a Gypsy family (mother, father and
children) will fit into one wagon.
Sometimes late at night their campfires will be seen
burning in the woods. People will hear their lively music
and their voices will rise in song. If they go to investigate,
they may be invited to join in the feasting, dancing and
storytelling. There are many wagons and much business is
conducted amid the entertainment. Wares are sold, fortunes
are read and it is a veritable circus, but the next day the
gypsy caravan will be gone and the ashes of their fires will
be cold. Their joy of life is matched by a wanderlust
possessed by no other race or culture in the Realm of the
Five.
The primary social arena for Gypsies is the area within the
caravan circle. This is where the food is cooked, the
children play, the chores are done, and relationships are
formed. At night, this is the happiest place, for the people
will join together to sing, dance and play music.
Historical Perspective: In the Age of Life, the Five gave
the world to the races. The races were told to go forth and
find a home. Many of the races were afraid, including the
humans, but not all of them. One group, which later
became known as the Gypsies, leapt at the chance to leave
the mountain and explore the realm. They were the first to
enter the world during the Age of Life, but instead of
claiming the best portions, they chose instead to travel
through all of it. This wanderlust has remained constant to
the present day.
Gypsy caravans are usually made up of kin groups and do
not usually stay long in one place. No one is required to
stay with the group; there are no kings or queens. The spirit
of the Gypsy is very individualist, although most Gypsies
retain a strong connection to their family.
Gypsies are generally xenophobic and the only outsiders
who are allowed into a Gypsy caravan are those who have
long cultivated an honest, trustworthy relationship with the
family. While it takes a long time to earn a Gypsy's loyalty,
those who do will find them willing to give all to help a
friend.
Gypsy culture has remained relatively unchanged since the
Age of Life. During the later Age of Life Gypsies became
more isolationists. They developed their slang and manner
of speaking. While all gypsies still speak the common
tongue of the realm, they have added considerable words
to it. For example, the word gypsy was created by them as
93
Anyone who is not a Gypsy is a gadje; a more polite term
used by some gypsies is giorgio. A few Gypsies keep away
from gadje entirely, while others allow contact with gadje
for the purposes of commerce. Most Gypsies are not so
paranoid and will deal with gadje on a multitude of levels.
In all discourse, though the gadje must be aware that even
is he is a friend or lover, he is still an outsider.
The nomadic nature of the Gypsies often bring them into
contact with obscure knowledge and information. As a
culture Gypsies value learning and the oral traditions
which they use pass down their ancient stories. Gypsies are
well known for their ability recall this wealth of
information at opportune times.
In some parts of the realm, Gypsies possess a bad
reputation. They are accused of being thieves and
baby-stealers, and consequently have been the object of
persecution during some of their history. However,
Gypsies are slowly gaining status as they maintain
prolonged contact with outsiders.
A Gypsy is always colorfully dressed and wears many bells
and as much dangling jewelry as they can. Long ago,
gypsies dressed their children in brightly colored clothing
and put bells on them so they could be easily found if they
got lost. Over time the style of dress has shifted to the
adults. Gypsy clothing is bright and colorful. It also can be
very noisy, as Gypsies like to supplement their attire with
bells and coins. Men frequently wear full trousers, a tunic
with full gathered sleeves, and often a brightly colored or
patchwork vest. Men also wear scarves on their heads, and
a bright sash around their waist. Women usually wear a
tunic top with full sleeves, and a full, many-colored skirt,
sometimes exposing the midriff. Women also wear a hip
scarf, often fringed, and a scarf or kerchief over their hair.
Both men and women wear copious amounts of jewelry,
the noisier the better.
Government: The Gypsies have no centralized
government. They normally travel in groups called
kumpania, or companies. A kumpania is an alliance of
households. Within each kumpania there can be several,
vistas, or clans of people. In turn within each vista there
can be one or more familiya, or extended family. The
vistas are loosely organized into various natsia, or nations.
Within a Gypsy wagon there is one leader, the Baro. The
Baro decides where the kumpania travels. If some gypsies
want to travel in a different direction, or if the kumpania
has grown too large to travel in reasonable safety, a new
kumpania will be formed and pick its own Boro.
Another element common in Gypsy culture is the love of
children. The task of caring for and raising children is
shared among the entire clan. Gadje children are often
attracted by the Gypsy life and run away to join the
Gypsies. The Gypsies care for these children and make
them part of the clan. This practice has led to the myth that
Gypsies will kidnap children and is the cause of Gypsy
persecution.
In large bands or at large gatherings, decisions are usually
made of a group of elders. The "kris" is made up of elders
and is presided over by the "krisnitori" who holds the
highest judicial authority.
Gypsy society has many traditions, but few laws. Gypsies
possess both a strong sense of freedom and a strong sense
of community. The two combine to form a general
principle: You can do whatever you like as long as you do
not harm the clan.
Fortune telling is common to all Gypsies. They possess a
certain acumen that allows them to foretell the future by
certain forms of divination. Cartomancy, palmistry, and
rune stones are just a few of the many ways Gypsies can
intuit the future.
On rare occasions where it seems as though a law was
broken or a tradition violated, a kris can be formed to
determine judicial action. The kris serves as a legal
council. The Baro will help organize the kris and enforce
its decision but a Baro cannot be one of the judges.
To cross a Gypsy is considered by many races in the realm
to be extreme bad luck. Indeed, Gypsies possess the power
to extract vengeance upon the person who affronted them.
The Gypsy Curse has a justified reputation as something
one does not wish to encounter.
Most of the time, when an issue comes up it does not
require the formality of a kris. A divano is an informal
legal meeting, usually combined of the heads of the
families that are affected by the issue. A divano is not so
much a formal legal proceeding as it is a party with a
purpose. Gypsies come together and talk loudly until a
consensus is reached.
Dance among the Gypsies is a sacred expression of life and
survival. Traditional dances involving the entire group
clasping hands are remnants of thanksgiving dances from
the times when Gypsies were persecuted. The whirling and
leaping associated with Gypsy dance is a celebration of an
individual’s joy at just being alive.
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trade their close-knit families and life in the wagons, for a
life in the cities or on the battlefield. Generally, Gypsies
who become Bards, Rogues and Runecasters fair better,
but even these often give up the Guildsmen lifestyle and
return to travel with their caravans.
Military: Gypsies have no traditional enemies and usually
fight only when necessary to protect the group. They prefer
to pack up and ride away before trouble starts, but if they
can't, most will fight.
Gypsies carry sabres and have a surprising skill with
setting up impromptu fortifications. Gypsies circle their
wagons and place barrels, boxes and even piles of rocks in
the spaces between the wagons. They will hole up inside
their circle and wait until they can safely break camp and
move out.
Gypsy Appearance
Gypsies must wear colorful, often clashing clothing and
lots of jingling jewelry and bells. They speak with a
Modern Earth Russian Accent.
Some Gypsy bands apparently do not believe in warfare at
all, preferring to behave nonviolently, even when
threatened.
Gypsy Cultural Skills
Knowledge
astronomy - 100, occult - 100, regain feat (flirting) - 200,
region lore - 100, scrounge - 200, weapon cultural (gypsy
sword) - 0
Weapon: The traditional weapon of the Gypsies is saber,
a sword with a slight curved blade and cross guard.
Rituals & Procedures
curse - 200, dance (expressive) - 100, send dreams - 100,
smuggle - 200, spirit activity (fortune telling) - 100,
talisman (polished) - 100
Religion: Traditional belief among some Gypsies hold
that the world is composed of two halves, "Del" being the
good half, and "Beng" being the bad. They are opposites,
and everything in the world is divided into one of the two
groups. Some Gypsies are so isolationist that everything
non-Gypsy falls into the "bad" category.
Highlander
Highlanders are humans who live in the high mountains
north of Holt. They are a proud and noble people
extremely loyal to their clans.
Unlike much of the realm, many Gypsies continued to
worship the Way of the Five even after the fall of
Evermoore. By the Age of Order some caravans developed
new religions, one of which was the worship of Amora, the
wandering goddess of love. Generally, Gypsies are
attracted to religions that share their values of freedom,
loyalty, community and pleasure.
Historical Perspective: During the fifty-eighth year of
the Age of Life, humans expand north, laying claims to the
mountainous highlands and to the isles of the northeast.
Two years later Edinburgh was settled in the southern
highlands and became a very prosperous trade city. Almost
a decade later Inverness was settled the north and the
territory was officially named the Highlands.
Marriage among the Gypsies usually is arranged for
economic improvements. A dowry is usually exchanged. It
is possible for a Gypsy to marry a non-Gypsy, a "giorgio,"
but the children are inevitably raised as Gypsies. Children
among the Gypsies enjoy a high amount of freedom, but
they also are integral to the band. Children will work as
soon as they are old enough, and even assist in the care of
younger siblings.
The leaders of the Highland cities elected the first High
King in the year one thousand and seven of the Age of
Life. For one thousand years the Highlands was a peaceful
place of steep green hills, bubbling streams and haunting
pipe music. The clans dwelled in harmony, following the
Way of the Five.
When the Orcs, Pythians and Klactons marched on
Evermoore, the human Highlanders responded to the call
for help from Evermoore. The High King marched a
mighty host to the aid of the stricken city, but their path
was blocked at the east pass by an Orc army. A great
battle was fought in the pass as the Highlanders attempted
to break through. Many were slain and they were forced to
return to the Highlands.
Mourning among the Gypsies lasts a fairly long time, and
it is common for a family to hold a "pomana" which is a
feast held on the anniversary of a loved one's death. This
occasion is celebrated with food, song, and dance, but also
with wishes of peace and happiness for the deceased.
Guildsmen: Gypsies who become Guildsmen sometimes
regret the decision, especially those who choose trades
such as cavaliers, wizards and warlocks. These Gypsies
In the second century of the Age of Death the Orcs moved
95
north concentrating their armies on the Highlands.
Edinburgh was taken by the Orcs followed by many other
cities. In the year one hundred and fifty-nine of the Age
of Death Inverness, the last free city of the Highlands, was
conquered by the Orcs. The High King was killed in a
final glorious charge and such was his heroism that the
Orcs allowed the king’s corpse to be carried from the field
and placed in the Crypt of the Kings of the Highlands.
The Highlands did not become a land of peace, but became
a land divided by the beliefs of its people. There were
Highlanders who wished to restore the High King and
many who swore fealty to the King of Holt during the War
against the Orcs. These two sides could not reach a
compromise and it was inevitable that civil war would
occur in the Highlands.
The Highlanders who worshiped Eldin and support the
king of Holt fought against those who wished a return of a
Highlander High King. The MacBean clan is largely
responsible for its instigation. There are several anti-Holt
pretenders who attempted to claim the position of High
King, but their efforts were put down by Holt or ended
because of internal feuds.
The Highlanders continued to resist the Orcs. One of the
most famous clans, the MacBean, moved into the remotest
Highlands and swore they would never rest until the High
King was restored to the throne and the Highlands are
cleansed of outsiders. Other clans and organizations such
as the Black Watch and the Order of the Highlands helped
in this cause.
Guildhall stepped in which lead to the formation of the
Highland Council which is a democratic body composed of
prominent nobles. The Highland Council was proclaimed
the official ruling body of the Highlands and its first act,
by a narrow margin, was to proclaim the Highlands
independent from Holt. However, those nobles who have
sworn fealty to Holt may continue to serve as vassals to the
King of Holt and represent Holt’s interests in the Highland
Council so long as they do not interfere with the newly
formed Council.
The Age of Death was a terrible time for the highlanders.
The yoke of the Orcs chaffed heavily on the free and
independent people. When hope came to the world, in the
form of Guildhall, they were quick to seize it. Almost
immediately revolutions appeared throughout the
Highlands. The southern Highland nobles families were
quick to swear fealty to Holt in exchange for military
protection and support.
The Highlands became free city by city, until in the
twentieth year of the Age of Order the armies of Guildhall
and Eldin push into the Highlands in mass. Many of the
Highlanders embrace Eldin and welcome the armies of
Holt. They fought side by side to drive out the Orcs.
Certain Highlander clans begin raiding the properties held
by Highlanders who remain loyal to the King of Holt. The
situation came to a head when the Highland Council voted
to support the Asgarns against the Holt invasion upholding
mutual defense agreement within the Northern
Confederation. This vote caused the Highlanders who were
sworn to the King of Holt to withdraw from the council.
One of the more colorful of the Highlanders who took up
arms in the name of Eldin was Rastan MacVayne. He
chose as his banner the Eldinite Cross with a flayed Orc
hung on it.
Free Highlanders, as they call themselves, attacked the
Highlanders who served the king of Holt. This expands
into an actual invasion of Holt as Highlanders joined with
Mongorian troops heading south. As trouble developed on
the continent, Holt’s invasion of Asgarn began to falter.
The Five Kingdoms sent troops to support Holt and attack
Asgarn.
Three years later, the Orc leader, Nuntor Grack, peacefully
surrenders the Citadel on the condition that his family be
allowed to dwell there. He denounces Grotar and the
destruction of the Age of Life. He claims his troops will
fight against other Orcs to help free the Highlanders.
With the help of Nuntor Grack, who proclaimed himself a
worshiper of the Five, the northeast was laid open for the
armies of Highlanders, Eldinites and Guildhall. The Orcs
could not retreat quickly enough from these areas.
The war began to escalate, but Guildhall interfered and
caused an end to the war. The treaty forbid sea raiding by
Asgarn and requires the Asgarn government to pay
reparations and to punish sea raiders. It is silent on the
Highland-Holt issue which continues to fester.
After Mongoria, Eiren and Asgarn were freed from Orc
rule, they join with the human Highlands to create the
Northern Confederation. These four nations pledged to
support and aid one another should the Orcs invade again.
In the year 270 of the Age of Order, Holt, citing the
continued border conflicts and persistent attacks against
worshipers of Eldin within the Highlands, suddenly
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invades the Highlands. The MacVayne clan in the north
who were stanch worshipers of Eldin allowed a huge
landing of Holt troops. These troops, augmented by loyalist
Highlanders swept down on the undefended northern
Highlands burning crops and cities.
Guildsmen supported military. Under the terms of the
Guildhall truce, the Highlands were to remain in control of
Holt because there were a large number of Eldinite
worshiping Highlander nobles who wanted to remain loyal
to Holt. A military truce was established, but that did little
to stop the small scale skirmishes which continued
sporadically throughout the Age of Order.
The army of the Free Highland which was on the southern
border was caught between the MacVayne and Holt army
of the North and a second larger Holt army moving up
from the south. The Free Highland army was demoralized
and unable to get supplies. Throughout the winter many
died of starvation and by the next spring Holt controlled
the Highlands. The nations of the Northern Confederation
were hesitant to get involved in what they saw as a second
Highland Civil War.
The Highlanders were relatively peaceful until the final
century of the first millennia of the Age of Order. A fairly
major incident took place when William McNamara, Duke
of Inverness, banded some Highland nobles together and
fought a brief, but bloody, war with Holt on the boarders
of Inverness and Holt occupied Highland territory. William
was killed and on his death bed he claimed to be King of
the Highlands.
In 275 of the Age of Order the Free Highland’s Council
was officially disbanded. The Highland clans who accepted
the King of Holt were allowed self rule, while the clans
who refused to swear fealty to the King of Holt were
governed by appointees of the Crown. Only the MacBean
clan continued to fight, but they had retreated deep into the
wild Highlands from where they launched sporadic raids
against those who supported Holt.
There were isolated incidents such as Duke McNamara,
over the next eight hundred years, then in nine-hundred
and ninety eight of the Age of Order the Highland Duchy
of Inverness revolted against the King of Holt.
Inverness was declared an independent Highland nation.
Teirnan MacStewart, one of the rebellion’s leaders,
reestablished the Free Highland Council. The Council was
immediately recognized as a legitimate government by the
Northern Confederation and accepted into the
Confederation.
Ten years later a number of expatiate Highlander nobles
convinced the nations of Eire, Mongoria and Asgarn to
honor the Northern Confederation Treaty. Diplomats from
the northern nations pressured Holt to end the occupation
of the Highland, but the king of Holt refused.
Field Marshall Talbot, the commander of Holt’s forces in
the Highlands, was not in the Highlands during the start of
the rebellion. He was pursing a contingent of rebel
highlanders. Field Marshall Talbot caught up with the
rebels in the City of Evermoore, but was killed by its
citizens as he attempted to apprehend the Highlanders.
Talbot’s death left the Holt forces leaderless for a short
time allowing the Highlanders to defeat the garrison. The
Duke of Inverness, who was appointed by the King of Holt,
and his family were killed.
Two years later a number of northern Highlander clans,
including the MacStewarts and MacFinns, rebelled against
Holt rule. They were supported by troops from the
Northern Confederation. In response, Holt issued a call for
aid from the Five Kingdoms. Coventry, Lundelle, Andor
and the Dale send troops. The Highlands became a battle
ground, which threatened to engulf the realm as the
Pythians attacked Andor while the bulk of its army was
away fighting in the Highlands.
General Vlad replaced Field Marshal Talbot and Holt
attempted to retake the lands, but it suffered a crushing
defeat at the hands of the Free Highlanders lead by Teirnan
MacStewart and his allies. After this defeat the Northern
Confederation began to make preparations for war. The
King of Holt appealed to the leaders of the Five Kingdoms.
Guildhall stopped all shipments of supplies to the human
nations fighting in the Highlands and to the Pythians who
invaded Andor. The Council of Lore demanded that the
mundane leaders cease hostilities. The Order of Guildhall
was reorganized to lead a standing army of mixed heritage
which would fight to support Guildhall. It was based in the
Valley of the Rainbows in the town of Evermoore.
Guildhall interceded and forced all parties to allow the
Highlands to decide their own fate. Holt and the Northern
Confederation were prevented from sending troops into
the Highlands. In November 999 of the Age of Order,
Guildhall opened an Inn at Inverness to enforce the troop
Hostilities ceased under threat of force by Guildhall. The
mundane leaders grudgingly accepted Guildhall’s terms as
they believed that a mundane army could not defeat a
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embargo.
the highlanders is tied to this family honor. Traditionally,
men and women dress very similarly. Both sexes wear
kilts, which are pleated "skirts" made from a tartan or plaid
pattern. However, men's kilts reach to their knees, whereas
women's skirts were lower. On top, men and women
usually wear a light-colored tunic, often with puffy sleeves.
The kilt is made from wool, and the tunic from linen. The
kilt is traditionally made form one long, double wide piece
of fabric, pleated about the waist and hoisted over one
shoulder. The piece of the kilt going over the shoulder is
referred to as the "plaid." The plaid goes over the shoulder
opposite of the sword arm, in order to make fighting easier.
This kilt serves as a blanket when out in the hills tending
the flocks.
Shortly thereafter, renegade mundane soldiers of the Order
of Holt, both Iron and Blood Cross, lamenting the death of
Field Marshall Talbot in Evermoore, and fearing the
presence of Guildsmen at Inverness, attempted to seize
control of the Inn to ensure that it could not be used by
allies of the Free Highlander Council. The local Guildsmen
defeated the attack to ensure the opening of the Inn.
A year later the Guildsmen of Inverness aided in the defeat
of sizable Holt army lead by General Vlad. The fate of the
Inverness territory continued to hang in a precarious
balance. The Free Highland Council battled the loyalists,
such as Lord Byron MacVayne, who remained devoted to
ending the rebellion and returning Inverness to Holt.
The pattern of the kilt does not denote a specific clan as
many outsiders believe. In the Age of Life, clans claimed
patterns similar to those worn in other parts of the
Highlands. Further, as families spilt, died out or merged
into one during the Age of Death it became impossible to
know which patterns were original and which were
retained or changed. Clans have been known to switch
tartans or to have more than one tartan to represent the
different bloodlines of their clans. Since no one can agree
as to whom would have which pattern, it is generally
accepted that no clan may claim a particular pattern as
their own.
The dream of a free Inverness ended in bloodshed and
death. Holt attacked suddenly with an overwhelming force.
The Guildsmen of Inverness were defeated in a bloody
battle that raged for most of the night. The next day, the
main part of the Holt army met the Army of Free Inverness
It was a sunny Sunday afternoon with a fresh fallen snow
blanketing the vast field. The Highlanders were soundly
defeated.
In a smaller engagement that night, Deadalus, a
Necromancer from Lundelle and leader of the Order of
Damnation, led a sortie against invading Holt soldiers. This
was the first time in almost eight hundred years that
undead were used in a large scale military engagement.
Deadalus won the battle, but his victory was mostly
overlooked in the larger defeat and overall the loss of the
Free Highlands.
Most Highlanders wear a brooch to hold back their plaids,
or to close their kilt, and sometimes this brooch is formed
into the clan crest. Most Highlanders wear footwear made
of leather, usually worked into a high boot.
The rocky terrain of the Highlands lends itself to raising of
livestock. To supplement the herds of sheep and goats,
Highlanders dig out small communal plots of earth to plant
vegetables and grain.
Holt soldiers swarmed through the territory. Prince Justin’s
clandestine master stroke was effective in pacifying the
population. The fighting was over so quickly that the
Northern Confederation had no time to mobilize. Guildhall
objected, but it was clear nothing less than a huge regional
war would dislodge Holt. Guildhall closed the Inn at
Inverness.
A Highland village consists of small stone houses. These
have thatched roofs and are often built into the side of a
mountain or hill. The village consists of these small
homesteads, with a house centered and the pasture land
surrounding in the hills. Villages might be built in a valley
or on a flat hilltop, to provide a defensible position.
Culture: Highlanders are very proud people, and their
kinship ties are very important. Ones clan is traced through
the parents, and an individual views himself as part of
several different family units. Apart from their immediate
brothers and sisters, there is also the complex ties of
cousins, parents' cousins, and ties by marriage.
Military: Fighting among the Highlanders usually was
organized by Clan. However, rather than ties of loyalty,
Highlanders owed fealty based on family ties. Family
honor was very important, and blood feuds could go on for
years, with one side or the other skirmishing every few
years.
Hospitality is very important and family honor is
sacrosanct. By the Age of Order, even the very clothing of
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The Highlanders are fierce fighters, and sometimes paint
themselves blue, using a plant called woad that produces a
green dye. The woad has a strong spiritual significance.
Furthermore, the Highlanders use a bagpipe instrument,
which they play in war. If played correctly, bagpipes can
create beautiful music, but if not could very easily scare
someone unfamiliar with their sound. The Highlanders use
a battle cry for their clan.
constant attacks from the Orcs, aggressive sea raiding from
Asgarn and frequent guerilla attacks from the Highlands.
As a result Holt is a strong militaristic society whose
people dwell in fortified cities.
Historical Perspective: Holt was settled during the
human migration to the eastern portion of the realm. The
rural communities developed into a prosperous group of
trade cities, because of rich deposits of ore and other
minerals found in Holt.
Highlanders are well-known for their guerrilla tactics,
which stem from their intimate knowledge of the natural
land around them. The Eldinites in particular have learned
this lesson the hard way, often chasing a small group of
Highlanders into an ambush.
Shortly after Noctis and Lumina were crowned as the
rulers of the realm, the kingdom of Holt elected one of its
influential leaders, Karl Rictor, to the position of a
hereditary monarch unifying the cities into the nation of
Holt. King Rictor was instrumental in binding the five
human nations into the Five Kingdoms. This was
accomplished in the year one thousand and one of the Age
of Life. During the next thousand years Holt prospered as
did all of the Five Kingdoms.
Weapon: The claymore, a war sword with a long straight
blade and cross guard, is the chosen weapon of the
Highlands.
Religion: The clan of the Highlander takes on a religious
significance. Children from a young age learn about their
ancestors, and the deeds of famous relatives are often sung
during community gatherings. Kinship is very important
for the Highlanders, in fact the pledge of two members of
different clans to become kin can have the same value as a
marriage between two people. Each clan has members
who study the natural world and provide wisdom to the
chiefs. They also teach of the clan’s history.
When the non-humans threatened war, the Five Kingdoms
did not send aid to Evermoore. The King of Holt signed a
nonaggression treaty with Grotar. The Orcs paid one
wagon load of gold to each of the leaders of the Five
Kingdoms in exchange for their promise to stay neutral.
The gold did not stop the Orcs from attacking the Five
Kingdoms and in the sixth year of the Age of Death the
kingdom of Holt fell to the Orcs. The King of Holt was
dragged from his throne and buried alive under the gold
coins he received from the Orcs.
Guildsmen: Highlanders who become Guildsmen are
often suspect by their clan. Their oath to Guildhall often
clashes with the desires of their clan leaders . Guildsmen
who return to the Highlands must prove themselves to their
clans, which is not always an easy thing to do.
For a thousand years Holt suffered under Dreadlord rule,
but it was the creation of Eldin by the citizens of Holt that
helped enabled the realm to throw off the yoke of the Orcs.
Holt was the first Kingdom to free itself and its armies
joined with those of Guildhall to end the Orc Empire.
Highlander Appearance
All Highlanders where kilts and speak with a Modern
Earth Scottish accent.
Rituals & Procedures
armor torso - 100, bolster body - 200, bolster mana - 200,
perimeter - 100, spirit activity (fraternity) - 100, spirit
coloring (woading) - 200
Holt troops were the first into the Highlands. They fought
the Orcs and recruited Highlander nobles to their cause.
Many of these Highlander nobles swore fealty to the newly
crowned King of Holt and were baptized to Eldin.
Highlanders and Eldinites fought side by side to free the
northern human nations from the Orc Empire. By the year
twenty-four of the Age of Order Mongoria, Eire and
Asgarn were freed from Orc rule by the effort of Holt and
Guildhall.
Holt
The people of the Holt dwell in the northernmost of the
Five Kingdoms. Throughout their history they have faced
During the Age of Order Holt has been in numerous wars
with its neighbors. The first major engagement was a
bloody war with Asgarn. The war was predicated on the
Highlander Cultural Skills
Knowledge
occult - 200, regain feat (stomp) - 200, region lore - 100,
tracking - 200, weapon cultural (highlander war sword) - 0
99
basis of the Asgarn’s continued raiding of Holt’s costal
villages. Holt invaded Asgarn and had great initial success.
These gains were disrupted when a large group of
Highlanders who, in adherence to the articles of the treaty
binding the northen human nations into a mutual defensive
confederation, attacked nobles sworn to Holt both in the
Highlands and on the border.
Holt was forced to defend its own borders and their attack
on Asgarn began to falter. The Five Kingdoms responded
by sending troops to aid Holt, while Mongoria and Eire
prepared to enter the war on the side of Asgarn and the
Highlands.
Intercession by Guildhall averted war, but does not
alleviate the strain within the territory. A treaty was signed
which requires the Asgarn government pay reparation and
to prosecute its ships that sea raid, however, the treaty is
silent on the situation in the Highlands.
The situation in the Highlands came to a head when the
Eldinite Highland nobles appealed to the King of Holt for
assistance against their countrymen. Holt launched a
surprise invasion, justified by the continued border
conflicts and persistent attacks on Eldinites within the
Highlands.
The invasion devastated the army of the Free Highlands.
The MacVayne clan, who were worshipers of Eldin,
allowed a landing of Holt troops in the undefended north.
These troops, augmented by loyalist Highlanders swept
down through the Highlands to the south. The army of the
Free Highland was on the southern Holt border and was
caught between this army and a second army moving up
from Holt.
The Free Highland army was demoralized and unable to
get supplies. Throughout the winter many died of
starvation and by the next spring Holt controlled the
Highlands. With the total defeat of the Free Highland
Army, the nations of the Northern Confederation were
hesitant to get involved in what they saw as a second
Highland Civil War.
In 275 of the Age of Order the Free Highland’s Council
was officially disbanded. The highland clans who accepted
the King of Holt were allowed self rule, while the clans
who refused to swear fealty to the King of Holt were
governed by appointees of the Crown.
In year 998 of the Age of Order the Highland Duchy of
Inverness successfully rebelled against Holt’s rule. The
Duchy was recognized by the Northern Confederation as
a free and independent nation. The King of Holt did not
wish to risk another war and feared the intercession of
Guildhall. In a speech to his people, the old King claimed
he did not wish to further exacerbate the unstable political
situation. He pointed out that the Orcs were uniting into a
new Empire and humans can ill afford to fight humans. He
closed by exclaiming, “There will be plenty of fighting for
all in the Age of Chaos, thank Eldin I will not live to see it.
My last days on this realm will be ones of peace.”
It is rumored that his son Justin, a radical follower of Eldin
eagerly awaits his father’s death. Justin has publicly
denounced the rebellion of Inverness and has pointedly
disagreed with his father’s position. He even went so far as
to suggest that Holt could confront the entire Northern
Confederation.
In addition to their conflicts with the Asgarns and the
Highlanders, Holt has had a long standing border war with
the Orcs. Constant conflict exists as the border was never
agreed on and rich mineral deposits exist in the foothills
claimed by both races.
Culture: Minerals, precious metals and gemstones provide
the economic base for the western portion of Holt which
borders the Forlorne Mountains where the rich ore deposits
are found The eastern part of Holt is primarily concerned
with trade and fishing.
Holt’s constant struggles with its neighbors has created a
society based largely of military endeavors. The entire
society is structured around a defensive posture. All of
their cities are heavily fortified and garrisoned. Immense
keeps exist along its northern and western borders. These
keeps serve as strong points against the aggressive actions
of the Orcs and highlanders.
The people of Holt are fiercely proud of their heritage and
will not hesitate to defend their nation, king and god. Much
of the population has some form of military training. Even
small villages and mining towns are fortified and have a
militia which trains regularly.
Since most people live behind protective walls almost
every home has a small garden and a lawn. The lawns
provide space for entertaining. Holt people are very fond
of lawn games such as hitting balls with mallets through
rings and throwing old horseshoes around stakes. The
lawns can be used as supplemental gardens if a siege is not
quickly lifted. The gardens are practical for supplying food
during sieges which are unfortunately common among the
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outlying towns.
The people of Holt love to compete in mental contests and
competitive games. During the warmer months lawn games
and team sports are very popular, but during the winter
months the people of Holt will play strategy and board
games.
high-ranking members of the Edlinite clergy. The church's
leadership tends to be made up of members of the nobility.
A Bishop is the equivalent of a Graf, and an Archbishop is
the equivalent of a Herzog. These nobles are vassals of the
King, but they can have lower ranking nobles under them.
The men dress in shirts and breeches. The women often
wear long dresses with wide sleeves. Hoodless capes with
armholes are very popular. The people of Holt generally
wear solid colors and have very little personal adornments.
Military: Their military consists of garrisoned fortresses.
Each garrison is led by the noble who rules that fortress.
The entire garrison is composed of soldiers sworn to the
Heraldic Orders of Holt. There are two main orders, the
Order of Holt, known as the Iron Cross and the Order of
Eldin, known as the Blood Cross.
The theater is very popular and all of the major cities have
many playhouses located in a separate district. The
Comedy of the Damned performed its first show in the City
of Dresden. Many prominent nobles were killed as well as
numerous high-ranking Guildsmen.
Each noble family of Holt provides troops to the king's
army from the peasants they rule, and also maintains its
own household military order. Most of these orders are
created to defend the land or city that nobleman rules, as
well as any fortifications under his direct control.
Government: Holt is a hereditary monarchy. The King
rules from the city of Dresden. The land is divided into
Counties, which are further divided into Baronies. Under
the Barons are Baronets. This feudal structure is strong in
Holt. The land is tied together with ties of fealty and
religion.
Noblemen from regions controlled by leaders of the
Church of Eldin provide forces to the Order of Eldin rather
than the Order of Holt.
The title given to their king is Konig. The lowest form of
nobility in Holt is the Edler (Baronet) who rules a small
estate. The Freiherr (Baron) supervises several Edlers. The
Graf (Count) supervises the Freiherrs. A Herzog (Duke) is
a high-ranking nobleman with several Grafs under him.
Herzogs are all the vassals of the King, where the lower
ranking nobles are able to be vassals of the higher ranking
ones. A Furst (Prince) is the ruler of an independent city.
Several cities in Holt, including the oldest ones, are ruled
as territories separate from the land around them.
While Holt is currently a hereditary monarchy, it was
originally an elected monarchy. During the Age of Life, the
cities were all independantly ruled by leaders called Fursts.
The Fursts of the original cities of Holt would elect each
new Konig. After the king's funeral, the Kurfursts
(Prince-Electors) gather in the royal palace to hold the
formal election. They spend a few days holding a wake for
the late king, then officially elect the new king. Over time,
another custom grew up. The Konig could make a last
request before dying. The Konigs began to use it to name
a successor, which the electors would honor. Thus, the
democratic nature of Holt was lost.
The Church of Eldin wields considerable political power
in Holt. Nearly a quarter of the country is ruled by
Each unit of Holt troops has its own catapult. The troops
are usually armored, and armed with a variety of weapons.
They use a combination of shields, polearms and bows and
crossbows.
When under siege, most of the garrison locks itself inside
and holds its ground, while a group of soldiers moves out,
fortifies a location nearby and sends word to neighboring
communities. The enemy has to split its focus, attacking
both positions.
When on the offensive, Holt troops fight defensively. They
march into enemy territory, find a defensible position and
fortify it. They force the enemy to attack them, and once
the enemy gives up, they set up somewhere else and start
the cycle again.
Weapon: Massive fortifications keep the cities of Holt
safe from Orc attacks and Highlander uprisings. Each
family owns a catapult that they maintain and operate in
times of need. They bring their catapults to the walls of
their town to add to the ones stationed on the walls by the
local garrison. Almost every person is trained to operate
the catapults that are mounted on these fortifications. The
weapon is a mounted solid shot catapult.
Religion: The worship of Eldin has always been strong in
Holt. The people of Holt generally worship Eldin to some
degree or another. Worship of other faith, while tolerated
101
during the early part of the Age of Order became
increasingly less open in the latter part of the Age of
Order. As the world seems to rush to Chaos, the people of
Holt cling to their faith in Eldin and pray that he will return
to protect all humans.
Guildsmen: Cavaliers and warriors can accumulate some
political power. As Holt relies on its strong military it is
common for a cavalier or warrior to be placed as a Junker
(Lord) of a small border castle.
Most Junkers, having been appointed by the Konig, are
members of the Order of Holt. Those Junkers appointed by
a nobleman other than the Konig are members of that
noble's order.
In regions governed by the Church of Eldin, Clerics and
Druids are often given command of a small castle and are
named Abt (Abbot).
After several years of service, a Junker or Abt can be
named an Edler, and granted the right to form a Military
order.
A Cavalier who is the son or grandson of another Cavalier
is given the title of Ritter (Hereditary Knight).
Holt Appearance
The men of Holt generally wear shirts and breaches. They
often wear plate armor (especially breastplates) even to
social functions. The women of Holt wear long dresses
with wide sleeves. They speak with a Modern Earth
German accent.
Holt Cultural Skills
Knowledge
gaming - 200, military - 100, psychology - 100, regain feat
(contest mental) - 200, region lore - 100, theology - 100,
weapon cultural (holt catapult) - 0
Rituals & Procedures
bolster body - 200, bridge - 200, perimeter - 100, song
(war) - 100, spirit activity (fealty) - 100
Kelt
The Kelts dwell on the beautiful Isle of Eiren, which is an
eternally green, seemingly magical place of bubbling
brooks, rolling green meadows and hilltops ringed by
standing stones.
The Isle of Eiren is not a land of monetary wealth, but its
people possess a wealth of spirit that surely outweighs their
meager financial situation. The Kelts delight in dancing,
singing and other communal activities. They are a
passionate people, brave in combat and bold in bed, or so
the saying goes.
Historical Perspective: The Isle of Eiren was settled by
the Kelts during the early part of the Age of Life. The Isle
was a magical place of green pastures, rolling mists and
lots of cool rain. The Kelts, like the rest of the realm,
enjoyed the Age of Life as a period of peace, where their
culture grew and defined itself into an exuberant
community oriented heritage.
The Fall of Evermoore and the subsequent expansion of
the Orc empire galvanized a military prowess in these
people. By the time the Orcs began their invasion of Eiren,
the Kelts were prepared. The Orc’s battle to take Eiren was
one of the bloodiest in the history of the Empire’s
expansion.
Initially the style of warfare chosen by the Kelts spread
terror through the Orc armies. The Kelts used mighty war
drums and blew animal-headed battle horns. The eery notes
of war harps preceded their battle charges, which reached
the Orc lines which such force and impact that the
demoralized invaders broke and ran. For years the Orcs
could not gain a foothold on Eiren and the Keltic soldiers
gained a fierce reputation of individual bravery and combat
skills.
In time the Orc war leaders learned to overcome the
psychological effects of the Keltic battle tactics. The crack
of the whip and threat of a coward’s death, drove the Orc
armies onto the beaches. The Kelts were outnumbered as
the Orcs pressed the populations of a conquered world
against them. The last Keltic city fell in the year twohundred and thirteen, but many partisans continued to fight
long after.
When the light of Guildhall illuminated the Age of Death,
the Kelts were ready to fight. The Orcs were driven from
their Isle and the Kelts returned to their way of life. Eager
to dance and sing in the open air, their cities were rebuilt
stripping away the presence of the Orcs. One hundred
years after the close of the Age of Death, not a single Orc
fortress or other structure remained. The stones had been
used to build homes for the surging population.
The remote Isle of Eiren enjoyed one thousand years of
peace, which was marred only by two events; the conflicts
between the Asgarns and the Five Kingdoms and the great
famine of 550 of the Age of Order.
102
In dealing with the Asgarn-Holt conflict, the Eiren
government sent volunteer troops, but they refused to send
their regular standing army. The High King saw sea raiding
as piracy and would not lock his country in a war with the
Five Kingdoms premised on the unlawful acts of Asgarn.
The famine was not so easy to solve. It lasted almost ten
years and was responsible for countless deaths. During this
time many Kelts traveled to the Five Kingdoms to find
work and food. Guildhall was instrumental in the relief
effort which brought an end to the famine and the Keltic
people have a great love for Guildhall.
Culture: Although Kelts are renowned as fierce warriors,
they spend most of their time farming. The primary
livestock raised by the Kelts are sheep, cattle, and pigs.
Along with food, sheep are used for their wool, which is
the primary component of Keltic textiles. The Kelts raise
crops of wheat and barley, and flax from which they spun
linen thread, later woven into textiles. The Kelts have
carefully preserved their woodlands, for Eiren does not
have vast forests, and the wood that does exist needs to be
maintained for homes and firewood, fences and plows.
The Kelts live in small villages, although some towns
could comprise a market or religious center. Houses are
circular, with wattle (mud) walls built around a timber
framework, and thatch roofs. Walls are made of stone
where sufficient stone was available, and the floors are
usually dirt, strewn with scented herbs to cut down on
odors. Some villages also have hill forts, which are
massive earthworks built entirely by physical labor. In
times of attack, the entire village could retreat into the hill
forts.
Marriage among the Kelts is considered to be a partnership
of equals, although most Kelts trace their heredity through
their mother's line.
The Kelts pride themselves on their generosity, and use
gifts to maintain their place in the hierarchy. They value
eloquence, courage, and success in war. The Kelts are
great feast-holders, and along with the revelry and
festivity, feasts often have ceremonial or religious
overtones. Seating was in formal order of status. Some
feasts often have mock combats and other strength
contests, but all feasts have a satirist whose carefully
placed pun could damage a reputation.
Keltic men generally have long hair and often use a
limestone paste to give a spiky ferocious appearance in
battles. Keltic women also wear their hair long and often
braid it into intricate patterns or hold it up with hairpins or
scarves.
Clothing is made from wool and linen. Men wear
long-sleeved tunics and breeches made of brightly dyed
wool. Clothing is often embellished with gold thread and
elaborate embroidery. Over their clothing men wear cloaks
made of coarse wool, often in a striped or checkered
pattern. These cloaks are held with iron or brass pins
decorated with coral. The tunic is belted, and the Kelts are
very concerned that they not grow pot-bellied or unable to
clasp their belts. Men wear brooches, as well as tOrc armor neck-bands. These indicate rank, as well as serving as a
religious symbol.
Keltic women wear a style dress that was made with two
long rectangles of cloth, laced up the sides, and fastened at
the shoulder. Keltic women frequently wear anklets so
their dresses are short enough for these to be seen, as well
as making sure the skirts do not drag in the mud. Shoes are
leather. They wear delicate tOrc necklaces and bracelets.
Government: Government among the Kelts is usually
along clan lines. Each family group has a chieftain, and the
council of chieftains elects a “High King." Each of the
lesser chieftains will swear loyalty and fealty to the High
King and will fight for him if their help is requested. When
the High King dies it is the responsibility of the nature
priest to decide who will be the next king. These nature
priests are considered the spiritual leaders of all Kelts.
Kings are chosen only from royal Keltic bloodlines, but the
priests commune with the natural world to see who would
make the best king.
Military: The Kelts value courage, and the fighting
displays are meant to over-awe the enemy before any
combat actually took place. Helmets with crests and bizarre
figures are designed to intimidate. Fighting is divided
along clan lines. There is no a standing army and when a
campaign is done, the Kelts go back to their farms. The
Kelts often have a recognizable clan symbol. This standard
serves as both a rallying point as well as an identifier. It
also has religious connotations, as some Kelts even swear
oaths before the standard.
War is a complex affair. Battle usually begins with the
issuing of challenge in single combat between champions.
The Kelts then begin to recite their ancestry and boast of
their prowess to intimidate the enemy. Furthermore, big
drums and huge war harps are used to make strange noises
in order to psychologically overpower the enemy. The
noise from a battlefield would be terrific. There are battle
103
songs, clan war cries, and even a carnyx, an animal headed
battle horn. The soldiers prefer javelins, round shields and
swords, and often fight in loose formation.
The Kelts have a military organization, called the Fianna,
which is lead by relatives and allies of the High King. For
a young Kelt, a quick way to earn prestige is to join the
Fianna. The Fianna is as much a territorial police force as
a standing army. They generally travel the isle during the
summer and winter with the High King. If there is coastal
raiding or other problems the Fianna quickly travel to the
affected area.
War between Kelt communities tends to be a formal,
symbolic affair. All the challenges, noise and war cries are
aimed toward either driving the enemy away or taking the
enemy's standards.
When fighting against outsiders, individual communities
band together under the leadership of their king and the
Fianna. Their armies march from all directions toward the
landing site, hoping to engage them at the beach or close to
it. Groups from farther away will usually wait an extra day
or two to march, in order to stagger their arrivals, to keep
a steady stream of their forces falling on the enemy.
Weapon: The traditional weapon of the Kelt is a short
wooden throwing spear that resembles a thin shaft javelin.
Religions: Following the fall of Evermoore the Kelts
developed their own faiths. Many of their present
mythological figures arise from stories of imagined heros
of the Age of Death, such as the fierce battle woman
Morrigan, the warrior Lugh and the forger Dagda. These
mythical persons from the Age of Death have seen their
worship grow over the years as they epitomize what it
means to be a Kelt.
The Kelts also believe that the barrier between the worlds
of the living and the dead is very thin, and as such religion
permeates all aspects of Keltic life. The natural world is
regarded as divine, with sacred groves, lakes, and springs
considered holy. Kelts also believe in an afterworld, their
own version of the Beyond, called Tir-Na-Og, which was
where prominent warriors went when they died.
The Kelts perform private and public ceremonies for good
harvest, good fortune, relief from disease and redress of
wrongs. They also gather for votive offerings and public
sacrifices.
Circles and spirals are strong components of Keltic art, and
this circular shape was reflective of the Kelt’s view of the
world. They believe in a cycle of life, death, and rebirth, as
well as the circle of the seasons, and the tOrc represents
their connection to this world. They are also well known
for their knot work designs of interwoven lines.
The Kelts also had a system of writing called Ogham
script. This was similar to the runic system of Guildhall in
that it had straight-line combinations to represent phonetic
sounds. The symbols are carved in stone along a roadside
or sacred place, and usually used by religious figures. The
Ogham script consists of a long line axis, sliced with
perpendicular or slanted lines representing the sounds.
Guildsmen: The Guild of Druids are considered to be
possessed of great natural wisdom and are consulted by the
nature priests. Many druids can even become nature priests
themselves, but since their loyalty is first to Guildhall they
never rise high in the mundane hierarchy. Kelt Cavaliers
and Warriors may find service in the Fianna, but they must
have noble blood and take an oath to the High King. Other
trades are found, but the rural nature and poor economy of
Eire make it hard for Guildsmen to do much business and
those who choose to conduct business in Eiren do so
because of a love of the land and not of wealth.
Kelt Appearance
Kelts wear colored pants and tunics with fur-trimmed
hems. A woman’s tunic will generally be longer than a
males. Both sexes wear tOrcs around their neck or arms.
Kelts speak with a Modern Earth Irish accent.
Kelt Cultural Skills
Knowledge
biology - 100, commerce - 100, gambling - 200, occult 100, regain feat (jocularity) - 200, region lore - 100,
weapon cultural (kelt javelin) - 0
Rituals & Procedures
bolster body - 200, reinforce shield - 200, spirit activity
(festival) - 100, spirit adornment (tOrc) - 200
Lundelle
Lundelle is called the Land of a Thousand Gods, and in
many ways the statement is correct. The common folk of
Lundelle enthusiastically embrace different religions.
Historical Perspective: When Lundelle was first settled
its people were strict worshipers of the Five. They
appointed a clergyman, Lazarus Septus, as their nominal
leader. They were the last human nation to agree to join
the Five Kingdoms. The Age of Life saw Lundelle become
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famous for its strict adherence to the Way of the Five, but
as the Age came to a close, the people of Lundelle had
begun to drift away from the faith.
The religious leaders saw religion as a tool for gaining
personal wealth and power. The leaders began by subtly
changing the scriptures of the Five to fit their own
purposes. They began tithing the people.
When the Sworn Servants of the Five began to interfere,
the leaders of Lundelle were quick to support the creation
of New Gods. They allied themselves with the Orcs and
accepted the wagon of gold eagerly. They declined even to
acknowledge the Fives request for help and showed not a
bit of concern when the Crystal City was shattered. Life in
Lundelle went on without pause as the priests were quick
to invent new faiths to replace the Way of the Five which
was so easily stamped out by the Orcs, Pythians and
Klactons.
The conquest of Lundelle came as a complete surprise to
the religious leaders, who thought they were secure in their
treaty. The prayers of the people went unanswered as the
Orc armies subjugated the nation by force. The Orcs
allowed the religious leaders to live as long as they kept
the masses in line. They tolerated their religions as long as
none were placed before the worship of Grotar.
It was during the Age of Death that the gladiatorial games
became popular. Orcs from all over the realm would take
holiday in Lundelle to watch the lavish spectacles.
Hundreds were slaughtered during each contest as the
Dreadlords sent their gladiators into battle.
The liberation of Lundelle allowed the people of Lundelle
raise an army to fight alongside Guildhall. The leaders of
this army returned to find their country run by the same
kind of people who allowed its conquest by the Orcs. The
military leaders created the Pretorian Guard to ensure that
the religious leaders did not harm the country again by
their ambitious folly.
deposits of iron, and wood comes from the southern
portion of the Valley of Rainbows.
The cities generally do not have walls or have outgrown
them. The architecture makes use of the arch and the pillar.
The cities are very clean with wide streets. Bath houses are
very common. Brothels and Temples occupy the same
streets.
A powerful way that churches recruit followers is through
gladiatorial games. The masses love to watch the lavish
spectacles. The churches field their best gladiators who
fight in the name of their faith and people flock to the
temples of the victors. Every town, no matter how small
has a fighting pit. The largest cities have great coliseums,
where thousands come to watch the gladiators fight.
Almost all land in Lundelle is owned by the military or the
churches. Persons of the faith are given land to work in
accordance with their commitment to the religion. Persons
belonging to the military are garrisoned in towns devoted
to housing the legion.
Government: The military state of Lundelle is on its face
a theocracy ruled by its most powerful religious leader,
called the Pontifex Maximus. However, this religious
leader is held in power by the Preatorian Guard which
controls the powerful military of Lundelle and holds sway
over the Holy Assemblage.
Each of the churches of Lundelle have representation in the
Holy Assemblage based on the number of active followers.
A member of the assembly is called a Pontifex. The
temples compete with each other to acquire worshipers in
many cities, towns and villages. A yearly census precedes
the meeting of the Holy Assemblage which last from late
fall to early spring. The Holy Assemblage is presided over
by in an elected official known as the Pontifex Maximus.
Culture: The people of Lundelle are very likely to attend
any religious services they can find that is new and unique.
They may have a favorite god, which they will worship if
no others interest them, but they switch deities as the
situation warrants.
Military: The Preatorian Guard is composed of highly
trained soldiers who do not serve any religion and are lead
by Preatorats. The Preatorats are individuals of great
wealth and influence who are appointed by the Holy
Assemblage. A Preatorat holds his position for life. The
leaders of the Preatorian Guard are the most powerful men
in Lundelle as they appoint the generals of the army of
Lundelle.
The people of Lundelle work at a variety of occupations.
In the interior there are villas surrounded by vast Orchards
and grazing land. The coast provides access to trade and
fishing. The East Range of the Forlorne Mountains has rich
The army of Lundelle is extremely powerful and divided
into legions having cohorts of highly trained well-armored
troops. These soldiers are loyal to their unit commanders,
called centurions. They are commanded by generals who
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have curried favor with the leaders of the Preatorian
Guard.
The Praetorian army and the city armies use the thrusting
spear as their main weapons. Their troops wear heavy
armor and carry a large shield, a small sword and javelins.
They also take a number of engines, especially ballistas,
into the field. Each temple has its own troops, which are
armed and trained to act as auxiliaries to the main armies.
In time of war, the Praetors have the right to call up city
and temple units to assist them. The Praetorians and the
city units fight in a line of phalanxes, with some phalanxes
fighting, then being replaced by others so the first group
can rest.
The Preatorian Guard is publically sworn to defend the
person of the Pontifex Maximus. Ironically they will
conspire to remove and replace the Pontifex Maximus
when his religion falls out of favor with the masses.
Weapon: The traditional weapon of Lundelle is the
thrusting spear. These spears have a wooden back end that
is fitted only a long metal shaft on which the blade is
attached.
Religion: The people of Lundelle will worship almost
anything. There are far too many religions to even list the
many faiths created.
Guildsmen: One would assume from the religious nature
of Lundelle that Clerics Druids and Necromancers would
simply take over the country, but this has not happened due
to the power of the Preatorian Guard. They are careful to
keep the interests of the state ahead of any particular
religion. Further, the wealthy mundanes who start the
religions are very careful to recognize the services of the
Guildsmen, but not to allow them to advance into positions
of power. There are strict laws prohibiting Guildsmen from
practicing religion unless they belong to one of the
thousands of approved Lundelle Temples. Guildsmen are
thus, regulated to performing the day to day menial tasks
for which they are paid considerable sums of money.
Cavaliers and warriors find constant employ as do Rogues
as the Preatorian Guard is always arranging the destruction
of one temple in favor of another and the temples attempt
to defend themselves.
Lundelle Apperance
The people of Lundelle wear flowing robes, togas, and
other gown-like clothing. When dressed for war they wear
metal lamelle armor and open faced helmets that protect
the cheeks.
Lundelle Cultural Skills
Knowledge
regain feat (revival) - 200, region lore - 100, theology 100, weapon cultural (lundelle thrusting spear) - 0
Rituals & Procedures
bolster mana - 200, curse - 200, healing location (bath) 400, song (hymn) - 100, spirit activity (revival) - 100,
talisman (religious) - 100
Mongorian
The Mongorians have evolved into a culture where duty,
loyalty and honor are paramount and actions speak louder
than words.
Historical Perspective: The Mongorians are a group of
humans who, near the beginning of the Age of Life, made
an exodus to the north eastern region of the realm.
Originally they were nomadic tribes in the west and a city
dwelling society along the coast.
The nomadic tribes, lived on the steppes of the Forlorne
Mountains. They were a hardy people who carved out their
home on the rugged terrain, where food was scarce and life
was harsh. By comparison, the city people dwelling along
the coast had an ample food supply. Their civilization grew
around prosperous cities.
Within both groups of Mongorians there arose a number of
prominent families who divided Mongoria into provinces.
These provinces were on the brink of open conflict when
the Five interceded by establishing the position of
Emperor.
During the Age of Life, the provinces were unified into
one country under a hereditary Emperor who dwelled in
the Imperial City which was built in the center of the
country. The Emperor was responsible for ensuring peace
between the nomads and the coastal dwellers. Trade was
established for the mutual benefits of both parties.
When the Fist of Grotar smashed the world and plunged it
into the Seven Days Darkness, the Mongorians began to
prepare for the inevitable invasion. Their territories
bordered the Orc lands and the Emperor ordered that his
leaders organize and prepare for war. During this time, a
military elite developed and the Imperial War Academy
was formed to train military leaders in personal combat as
well as tactics and strategy. The school focused on
integrating both spiritualism and martial prowess.
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The school trained military leaders called Samarai. The
Samarai followed strict codes of personal honor and their
loyalty to the Emperor was unquestionable. They learned
to command troops, as well as mastering individual combat
skills. Their training also included education in artistic
endeavors, history and theology. Their focus on spiritual
development created soldiers of unparallel excellence.
The school also trained members of a clandestine
organization who became known as Ninja. The Ninjas
were daring operatives who conducted espionage across
the realm in the name of the Emperor.
After the Five Kingdoms fell, the Emperor began the
construction of a great wall which was to fortify Mongoria.
It was never finished. The first Orc troops entered
Mongorian territory before the wall was completed.
The Orcs suffered many initial defeats. The Mongorian
Samurai was the best disciplined soldier in the realm at the
time. Their skill with the sword and the bow was
legendary. Their initial victories gave hope to the realm
that the Orc expansion could be stopped. However, the
initial victories of the Samurai fueled their incessant pride.
The military system, which found its strength in personal
honor and sacrifice caused their society to fracture.
The Samarai refused to ask each other for help and even
refused to accept aid when offered. The codes demanded
that individuals seek personal honor and caused schisms
between the units which the Orcs where able to exploit.
The Mongorians were slowly conquered until the Imperial
City was besieged. The city fell in the and there were many
stories told of the heroic final deeds of its citizens.
The young students of the Imperial War Academy refused
to surrender their school. The building had a low wall and
towers. They managed hold against the Orcs for nearly
three weeks before being overtaken. There was not a single
survivor.
The head teacher of the Academy of Swords, a part of the
Imperial War Academy, ordered his students to escape the
city and carry on his teachings. In an effort to allow them
time to escape, he stepped onto the field and challenged the
Orcs to face him in single combat. He managed to defeat
forty-seven of them before the Orc general accepted the
challenge. The battle was long, easily longer than all of the
other fights combined, and at its conclusion the Orc
general defeated the sword master. However, the sword
master’s sacrifice allowed many of the finest students to
escape. These students would pass on the knowledge of the
Master.
The Emperor of Mongoria was but a child. He was eight
years old when the Orcs first began the invasion.
Following the fall of the Imperial City, he took his own life
rather than live with defeat. This ended the First Imperial
Dynasty.
Mongoria was subjugated, much like the rest of the world.
However, not all of them gave up hope, especially the
Ninja who recruited membership from all levels of society
and continued a clandestine war against the Orcs.
When the armies of Guildhall and Eldin rose against the
Orcs, the Mongorians began their revolt. Everyone who
could fight aided the cause and when the Age of Death
came to a close the remaining heads of each family met on
the bloodied Plains of Courage to discuss the future of the
Mongorian Empire.
On the field, a new emperor was selected from the
descendants of the Imperial Dynasty and an age of
rebuilding began.
Culture: Mongorians remain a people with a great sense
of personal honor. Each member of the society generally
knows his place and is content. Mongorians value spiritual
enlightenment and peace more than monetary wealth. To
them, being a Samurai is no different from being a farmer,
as both have its good points and bad points. Mongorians
generally do not waste energy on what could be. Rather,
they accept that each has his place in life and the most
important thing is to seek a balance in themselves.
Mongorians value their families and have great respect for
their parents. Each prominent Mongorian family has
special swords which they pass down through each
generation. This practice originated in the beginnings of
the Age of Death when members of almost all prominent
Mongorian families attended the Imperial War Academy.
These blades have special decoration on the hilts to mark
each family name. Two swords are often carried. One is
long from the father’s family, while the second is shorter
from the mother’s family. A parent who disowns a child
will often give a broken sword which is symbolic of the
action.
Mongorians generally dress in pants and shirts with
overlapping fronts tied at the waist with a belt. The colors
are often bright with much embroidery. The steppe people
generally where furs and round pointed helmets
107
Government: The land of Mongoria is ruled by an
Emperor. He is granted his power by divine right and all
things in Mongoria belong to him. The provinces are ruled
by governors who are granted their authority directly from
the emperor. However, in practice these governors are
generally the heads of the most powerful families in the
area. In the western portions of Mongoria the provincial
leaders are called Khans.
The Emperor maintains a more direct control by use of
Imperial magistrates who travel the land settling disputes
and dispensing justice in the Emperor’s name. In addition,
members of the Emperor's family are often considered to
speak with his authority and it is common for his family to
handle some of his affairs.
Military:
The Mongorians have a well-organized
Imperial army. Each province has a garrison of Imperial
soldiers to defend it and Imperial officers to administer it.
Along with the Imperial troops each province has its own
militia which is commanded by the provincial leader. Other
nobles and less powerful families may have small units
serving them.
Mongorian officers commonly fight with swords, and their
troops wield swords, bows or polearms. Shields are not
common, nor is heavy armor. Mongorians prefer light
armor and great mobility.
Weapon: The Mongorian war sword is a slightly curved
two handed war sword with a square or round hilt. It is
often called a katana or diado.
Religion: Mongorian religion is heavy concerned with the
body, mind and spirit. They generally worship principles
and ideas and when individual deities are worshiped they
are often serving only to represent a concept. Mongorian
faiths can focus on bodily control, altered states of
consciousness and can even delve into mysticism.
Guildsmen: The three priestly Guilds, Clerics, Druids and
Necromancers, are considered valuable to the common
people; Clerics serve in temples in the towns and cities,
Druids tend shrines in the wilderness and Necromancers
wander the land communing with the ancestral spirits
venerated by the Mongorians. Cavaliers and Warriors often
serve Samurai and if they are Mongorian are sometimes
given the title themselves. Alchemists, Runecasters,
Warlocks and Wizards are often children of the prominent
families, and serve as an itinerant class of philosophers and
intellectuals. Bards, Rogues and Artisans usually come
from less prominent families.
Mongorian Appearance
Coastal Mongorians wear pants and shirts with overlapping
flaps tied at the waist or held closed with cloth frogs, while
the steppe people wear furs and leather.
Mongorian Cultural Skills
Knowledge
enigmas - 100, fine arts - 100, regain feat (meditation) 200, region lore - 100, weapon cultural (mongorian war
sword) - 0
Rituals & Procedures
enclosure (tranquil) - 400, purify blood - 200, reinforce
weapon - 200, spirit activity (fealty) - 100, spirit
remembrance (eulogy) - 100
Plainspeople
The Plainspeople are a spiritually strong and esoterically
proud culture who dwell on the great plains which exist to
the south of the Elder Trees Valley. They are known as
independent thinkers, superb hunters and trackers and
fierce fighters. Although they are primarily nomadic, they
would settle at a winter camp which is chosen for
protection and availability of essentials.
Historical Perspective: During the Age of Life the
Plainspeople settled in the plains of the west. Their views
of the world quickly diverged from the worship of the Five.
Though keeping the best teachings of peace, brotherhood
and individual freedom, they recognized more of the spirit
world and came to acknowledge the Five as a single entity
far away from their home and then later in the spirit world.
During the Age of Death, the Plainsmen resisted Orcish
rule. Their proud heritage valuing individual rights and
freedom was in stark contrast to the Orcs desire for an
empire controlled by fortifications. Many tribes were
wiped out during numerous conflicts with the green skins
and in the end the Plainspeople were forced to live under
Orc rule in slave cities ruled by Dreadlords.
Life in these cities was harsh. The Plainspeople were
forced to work the land as farmers and to hunt the
mastodon to extinction for the Orcs. Much of their
nomadic lifestyle was lost as their culture faded in the
millennia of captivity. However, when Guildhall marched
to free the world the Plainspeople eagerly joined with the
fledgling organization to overthrow their masters.
With the Age of Order came some measure of peace for the
Plainsmen. They have returned to the old ways and their
numbers have steadily increased. Despite their growing
108
numbers, the Plainspeople are still independent and
isolationist. They did not seek to join Guildhall and were
left relatively alone in the plains. It was not until the year
998 in the Age of Order that the first Plainspeople came to
Guildhall.
Culture: Among the Plainsmen there are literally dozens
of different tribes, each with its own particular
understanding of the general beliefs discussed below.
Sometimes larger tribal groups will break apart, because it
is easier to provide for fewer people. These smaller groups
range out over the land spreading the beliefs of the tribe
and intermarrying with members of other tribes.
During the Age of Life their primary food source was the
mastodon. The mastodon provided most of the essentials
needed by the tribe. It was food. Its hide was used for
clothing, tipis, moccasins, quivers, medicine bags, shield
and drums. Hair from the mastodon was used for pillows,
ropes, medicine balls and ornaments. Horn provided cups,
spoons and ladles. From the bones the plains people made
needles, awls, knives and shovels. Sinew was used as
thread. Even the mastodon’s stomach was used as a water
container and a cooking pot. Both women and men took
part in the butchering of the mastodon. During the Age of
Death the great mastodon was used by the Orcs as a beast
of war and became extinct.
The shelter used by the Plainspeople is known as a tipi. It
consists of three or four main poles strapped with sinew,
with as many as two dozen supporting poles in between. It
is covered with decorated animal skin, painted with visions
or events from the owner’s life. The tipi has a base
diameter of approximately fifteen feet and is erected off
center for more headroom. The door usually faces east.
The space inside the tipi is organized carefully. The places
of greatest respect are at the rear of the tipi, and this is
where the sacred objects and elderly are seated. A fire ring
is located in the center and it has a small smoke flap on the
roof. It is considered rude to walk between someone and
the central fire. The tipi’s circular form is representative of
the plain’s people view of the world. The circle represents
continuity with the past, present and future as well as the
circle of life.
Clothing is made from animal skins, primarily mountain
sheep and deer. Men’s clothing consists of a shirt,
leggings, breechcloth and moccasins. Women wear dresses
covering them from chin to feet, knee high legging and
moccasins. Ornamentation of the body and clothing is
common. Jewelry comprises of fringe pendants, ribbon
trim, pOrcupine quills, bear claw necklaces and earrings,
shell earrings and drops and body paint derived from
animals, soils, plants and minerals.
Dogs are used as beasts of burden to pull a travois which
was constructed from three poles forming a triangle with
a leather lattice-work bottom.
The Plainspeople are devoted to maintaining harmony with
the Sacred Powers. The sacred powers provide “medicine,”
spiritual and supernatural gifts, which guide one in
hunting, war and healing.
Plainspeople generally have strong family ties and a great
respect for children and the elderly.
Courtship is a complex affair because it unites not only the
young couple but also their families. Frequently, a young
man or woman plays courtship songs on a flute. Marriage
is celebrated with a ceremony and a feast.
Government: The Plainsmen are a widely dispersed
people, and have no central government to speak of. Each
tribe is made up of several smaller groups and each
generally has a chief, a spiritual leader, known as a wise
man or medicine man, and a group of elders to advise the
chief and guide him along the path of his predecessors. The
emphasis is on the rights of the individual over the group.
Tribal councils have no absolute authority and the
individual can do as he wishes. Chiefs lead only by
example and hold their positions based on personal
persuasion.
The Plainspeople often hold large celebrations called pow
wows where they meet to discuss issues of importance to
the tribe. As well as important for tribal government, it is
an important social occasion and possesses religious
significance.
Warfare: Warfare consists primarily of harassment
through raiding parties. The actual killing of the enemy is
secondary to displays of bravery. The practice of counting
coups was very popular, the object being to hit the enemy
with a specially prepared coup stick without being struck
themselves.
Warfare is considered the most direct way to achieve
prestige. Each tribe develops a special soldier society,
which serves as both as a combatant force against other
tribes and a method of internal control.
They make use of bows, and tend to fight with hand-axes,
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or tomahawks. The shield has a warfare purpose, but also
possesses a greater spiritual purpose. The shield is painted
with symbols believed by the owner to provide powerful
protective medicine. The shield can not be handled without
the owner’s permission or allowed to touch the ground. It
is hung on a special tripod until needed.
Military: The Plainspeople in general have no organized
military and their diverse tribal structure prevents
long-term cooperation. When a single tribe is threatened,
all able-bodied males go to battle, generally under the
leadership of the chief. They tend to fight face to face, but
are not above using ambushes when the situation calls for
it. When several tribes face a common threat, the chiefs
will elect an individual to lead their people. He is
supported and advised by the chiefs, as well as the tribal
wise man.
Weapon: The plains people are well known for their use
of a throwing axe called a tomahawk. It has a wooden
handle and a metal head. The plainsperson throwing axe is
a large balanced throwing weapon.
Guildsmen: Guildsmen are very rare among the
Plainspeople. Generally they are respected and honored,
but some Plainspeople view them as outsiders who have
forsaken their culture for that of another. Clerics,
Runecasters, Alchemists and Druids can usually rise to
become medicine men of the tribe. Warriors and Rangers
are viewed as great hunters and heroes, and many become
chiefs of tribes. Warlocks and Wizards are viewed as
Mystics, and are regarded with great superstition.
Necromancers are rare among the Plainsmen, and are
feared for their mastery of the dead.
Plains People Appearance
Plains people wear buckskins or brown suede clothing. The
men and women both wear pants, but women do also wear
long dresses. Their clothing decorated with beads, fringe
and feathers. The beads are often sewn in patterns or
symbols.
Plains People Cultural Skills
Knowledge
regain feat (debate) - 200, region lore - 100, tracking - 200,
weapon cultural (plains person throwing ax) - 0
Religion: The Plainspeople believe in the “Sacred
Powers.” These powers are everywhere and in all things.
Each thing in nature symbolizes something about mankind
and these abilities could be transferred from the natural
world to the human through imitation, meditation,
exemplary life and faith. The Sacred Powers communicate
to humans through the natural world.
Rituals & Procedures
beast skin - 200, dance (expressive) - 100, send song - 100,
spirit activity (orations) - 100, spirit adornment (fetish) 200, spirit coloring (painting) - 200, talisman (woven) 100
The Plainspeople see spirits in all things living and
nonliving. These spirits can provide guidance and lend
their power often called “medicine.”. These spirits are
perfect, but humans are flawed. However, by being a good
person they can receive the blessing of these sacred
powers. The transferred energy could be placed into a
medicine bundle. Medicine bundles are beneficial to the
possessor as they provide a connection to the world. They
consist of small bags carrying fossils, skins of animals,
human hair, stones, beads, feathers, quills or any small
token with significance to the possessor.
Klactons are an insect-appearing humanoid race with a
hive-oriented society. Each hive is ruled by a fertile Queen
who lays the eggs which populate the hive. These eggs
hatch into larvae which grow into the many specialized
forms of Klactons. Each of these fulfills express duties in
the hive and develop physical bodies suited to their tasks.
There are workers, soldiers, breeders, matrons, and a host
of other specialized Klactons. These Klactons do not have
independent thought, but perform their hive duties
instinctually as part of the hive mentality.
Klacton
Plainspeople seek guidance from the spirits though a vision
quest. The vision quest is when the seeker looks for
“medicine.” Usually a vision quest is sought, but
occasionally they occur spontaneously. A vision quest is
brought about through ritual preparation, such as sweats,
purification, fasts, incense burning, bathing and prayers.
On the vision quest, the seeker will search for truth,
guidance or other revelation which the spirits will provide
for him.
There is one form of particularized Klacton larvae which
can grow into an independent being. These Klactons are no
longer mere insects, but have become sentient. They are
known as evolved Klactons. They are capable of
manipulating mana and may become Guildsmen.
All evolved Klactons have two arms and two legs, which
clearly set them apart from their insect brethren. However,
they retain their antenna and large round multifaceted eyes.
A chitinous shell covers their head, torso and long bones
110
and short fur often appears on their joints. Their exact look
depends on their particular hive.
Evolved Klactons are intelligent and autonomous,
however, they remain emotionally tied to the hive
mentality. Being separated from the hive often causes
evolved Klactons to experience feelings of loss and
separation. Evolved Klactons who operate away from the
hive for extended periods of time, must learn to overcome
these feelings. If enough time passes an evolved Klacton
will become more independent in thought and can
completely separate from the hive mentality.
The non-evolved Klactons make up the majority of the
hive and there are many forms of non-evolved Klactons,
but generally all non-evolved Klactons have six
appendages, two antenna and large round eyes and a thick
chitinous layer. Some non-evolved Klactons have wings
which allow them to fly. Their exact look depends on their
particular hive and their function. These non-evolved
Klactons cannot become Guildsmen and are limited in their
intellectual ability to performing their specific task. These
Klactons are part of the hive mentality and have little freewill. They are incapable of common speech and act by
instinctual purpose or under the telepathic directions of the
hive Queen.
Klacton hives are generally built underground. Intricate
tunnel networks are constructed by specialized burrowing
Klactons. The Queen is usually located in the largest
chamber, surrounded by her egg fields which are tended by
specialized matrons. Evolved Klactons usually have their
own chambers, while other Klactons dwell communally. If
away from the hive, Evolved Klactons will dwell in
basements, storm sewers, dungeons and underground
tunnels.
Historical Perspective: When the world was given to the
people, the first Queen could not search for a home. She
was slow and her people could not leave her side. Though
she desired good land, she could not move to claim it and
soon much of the world was settled. She appealed to the
Five, but each race had settled their part by being the first
to lay claim and little land remained. There was naught the
Five could do except grant to them the only place left
which was the frozen north lands. With great sorrow and
a feeling that she was cheated, the first Queen led her
people from the Garden of the Gods.
The slow ponderous march was a great hardship for the
Queen. She almost died many times, but she knew that the
survival of her race depended on her. She clung to life
with every fiber of her being and in time they reached the
Frozen Plain. In the harsh cold, many died, but enough
lived to burrow into the icy earth. Once beneath the ground
they were able to survive.
The Queen began to lay her eggs and these larvae grew to
be more tolerant of the cold. When the first hive had grown
strong, other queens were hatched and they moved out to
form other hives, which then formed others. The Klacton
civilization grew strong.
It was with the coming of Tharkana that the hives came
together as one. Tharkana appeared as an immense
evolved Klacton. She had the powers of a hive-queen, but
had these powers over all Klactons. The hive-queens
bowed to her for she could control the workers and soldiers
of their hives. The hive-queens were powerless to resist.
Tharkana constantly spoke her hatred of the Five. She tore
open old wounds and spoke of a world denied to her
people. With sweet words or promises of power she
swayed the independent evolved Klactons to her cause.
Through force of will and strong-armed politics she forged
the Klacton civilization into an army and marched with the
Orcs to destroy Evermoore.
Grotar had given Tharkana his promise that the Valley of
the Rainbows would be offered to the Klacton people after
the Five were vanquished, but the fall of Evermoore saw
no changes to the Klacton lot. Grotar’s promise was empty
and the Orcs took control of the valley.
Their armies returned home to the frozen north victorious,
but it was an empty victory. Many of their people had died
and they had gained nothing. Tharkana brooded over
Grotar’s betrayal.
Tharkana turned her eyes to the Forlorne Mountains. She
began massing troops for an invasion. The hives were
emptied of non-evolved Klactons and they swept over the
Orc like an endless tide. Then, the Fist of Grotar smashed
into the plains of Tharkana, destroying much of Klacton
civilization.
Tharkana and most of the Hive-Queens survived, but the
workers and warriors on or close to the surface died. Many
of their egg beds were destroyed by collapsing tunnels. The
rebuilding of Klacton civilization would take many
centuries.
Tharkana, beset with grief and anger, was obsessed with
destroying the Orcs. Each brood of born to the hive-queens
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followed her into battles and were defeated by the Orcs.
Instead of taking time to build and train Tharkana wasted
their best on foolish ill-planned attacks. Tharkana would
not listen to reason and the hive-queens were unhappy.
The hive-queens grew tired of the constant battles. Their
smashed civilization would not recover if Tharkana
continued her war. Though they hated the Orcs, the hivequeens were cautious and wanted to strike when victory
was assured. The Orcs were conquering the realm and had
many resources. The other races of the Underrealm had
even pledged their support to Grotar.
The hive-queens wanted peace so that their people could
recover, but Tharkana had become enraged. Once she
courted all with her sweet words, but now she exuded
hatred and bitterness. It was easy for the hive-queens to
turn the evolved Klactons away from her. One day while
moving to engage the Orcs, a group of evolved Klactons
tricked Tharkana into a ravine and buried her beneath an
avalanche of ice and snow.
After the death of Tharkana, the Hive-Queens reasserted
their control over their hives. The hive-queens negotiated
peace between the Orcs and the Klactons. While this peace
has been broken by both sides on numerous occasions, it
has never become a full a war.
Culture: Each non-evolved Klacton has a specialized duty
to perform for the hive. They are not capable of
independent thought, but rather perform their tasks on an
instinctual level guided, if necessary, by the intelligence of
the hive-queen or evolved Klactons.
Evolved Klactons are loyal to the interests of their hives
and their hive-queens. They are usually seen as messengers
between hives or explorers. Often they are sent to become
Guildsmen and bring these skills back to the hive.
Klactons have the ability to create a mental linking of ideas
and feelings. Pictures, visions and emotions are passed.
This connection is called connotation. Evolved Klactons
share this ability to some degree, but most must converse
to fully communicate.
Klactons, including evolved Klactons, can also send
visions over great distances. This ability is called trancing
or thought sending.
Military: Klacton military is composed of specialized
fighting Klactons. These non-evolved Klactons generally
have six legs and strong mandibles. Often the first set of
legs ends in sharp cutting claws or pinchers. They are able
to detect those who do not belong in their hive area and
will engage them fiercely. Specialized scouting Klactons
will lead the fighters away from the hive and use scents
and telepathic commands to maneuver and mass the
fighters.
Evolved Klactons provide a powerful level of command for
this simplistic method of attack. Evolved Klactons
generally travel with the hordes of fighting Klactons to
provide exacting leadership and with their presence the
Klacton fighting force is capable of amazingly complex
military engagements.
All evolved Klacton troops are trained to direct
non-evolved troops, though only a few per unit are
assigned to do the job. Their armies are divided into
offensive and defensive units. Evolved troops on offense
usually carry a lot of glaives. Evolved troops on defense
usually carry swords, shields and cutting polearms, plus a
couple of glaives. Offensive armies will drive their
non-evolved soldiers toward the enemy, supporting them
with ranged attacks. Defensive armies flood the tunnels
with non-evolved soldiers augmented by evolved fighters,
and sweep the tunnels clean of invaders.
Weapon: The traditional weapon of the Klactons is the
obsidian crafted throwing glaive. It is a circular bladed
throwing weapons, made of the black obsidian rock and
forged metal and is one of the sharpest weapons in the
realm. The glaive is a small throwing weapon.
Religion: Religion does not mean much to a Klacton.
While outsiders continue to refer to Tharkana as a god, to
the non-evolved Klactons Tharkana was merely a superior
controlling force. The evolved Klactons, even if they
understood the notion of godhood, would not have
accepted the concept into their way of life. For them
nothing is greater then the hive and the hive revolves
around the hive-queen. Tharkana, merely represented
Klacton society bound into one hive. She was followed for
the betterment of all Klactons. However, when the HiveQueens saw their own hives being destroyed by Tharkana’s
struggles their calls were answered by the actions of their
evolved Klactons.
Guildsmen: Guildsmen who return to the hive serve a
specialized duty comparative with their Guildsmen
training. However, these evolved Klactons never are able
to return completely to hive life. Development of mana use
and constant exposure to the individualism of Guildhall
invariably leaves its imprint on the Klacton.
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Klacton
Classification: being (greater), beast (insect)
Body: 8
Mana: 16
Abilities: hide I - 300, hide II - 300, hide III - 300, increase
body I - 100, increase body II - 100
Klacton Appearance
Evolved Klactons are humanoid in form having two arms,
two legs, a head and torso. Klactons are generally black,
brown or maroon, but other shades of red-brown are
sometimes seen. Their torso and limbs are covered with a
chitinous shell. Their heads are bug-like often having
mandibles and/or antenna. All exposed skin closely
matches the color of their chiton.
Klacton Cultural Skills
Knowledge
blindfight - 200, climb II - 200, enigmas - 100, geology 100, occult - 100, regain feat (procession) - 200, region
lore - 100, weapon cultural (glaive) - 0
Rituals & Procedures
bolster body - 200, education - 200, send thoughts - 100
Minotaur
Minotaurs dwell primarily on the Isle of Minos. They are
a proud, noble, and honorable race. Generally, a Minotaur's
word is his life. They do not usually lie, steal or cheat.
Many people see them as sullen and withdrawn, and some
say angry and bitter. This is to be expected. They were
once stalwart supporters of the Five and have paid the
greatest price of all races, almost total genocide. The
Minotaurs sided with the humans in the war against the
rebelling races. The Orcs, Pythians, and Klactons beat
them badly at the Battle of Evermoore. Following their
devastating defeat a great Minotaur, called Minos, led the
race in a search of a promised land, given to Minos in a
vison from Solnus. Refusing to forsake the Ways of the
Five, the Minotaurs were hunted throughout the realm.
Finally, Minos lead them off the mainland to an island in
the sea. Although Minos was slain before reaching the Isle,
the Isle was given his name and the Minotaurs live there as
a miliary society.
Historical Perspectives: In the Age of Life Minotaurs
dwelled north of the city of Evermoore in the foothills of
the Forlorne Mountains. They were peaceful farmers,
living in the shadow of the Five whom they worshiped as
their creators and leaders. They were especially close to
Noctis, who was their primary creator.
At the end of the Age of Life, they defended Evermoore
against the Orcs, Pythians and Klactons. They and the
Kravynn were the only ones who stood with the people of
the Five. Using their farm implements as weapons, they
fought and died, refusing to give an inch of ground. In the
aftermath of bloodshed and death, a hero arose, whose
power was that of a god. His name was Minos and he
gathered of the shattered remains of his race and led them
away from the ashes of the fallen city.
Minos had received a prophecy that told him that when his
people were ready an island would rise from the sea to be
there home. To prepare his people, Minos led them on a
nine-year sojourn to see the realm and seek the holy place
seen in his vision. A place where his people would be
protected by great cliffs and swirling mists. Where the
might of Grotar could never reach and where they would
be free.
For two years they traveled, hunted by the Orcs, Pythians,
and Klactons. Their society changed from an agriculturally
based people to a militarized society, whose every member
learned to fight at the earliest of age.
The sojourn of Minos is a story of legendary proportion.
Minos had a vision in which he led his people to an island
surrounded in mist, with high cliffs and mountains. In his
vision this became the home of the Minotaurs where they
lived unconquered during the coming Age of Death.
During the sojourn, there were six major battles in which
the Minotaurs escaped from armies nearly five times their
size.
The sojourn took the Minotaurs in a sweeping circle
through the realm. From Evermoore they moved east, into
the Dale, pursued by the Dreadlord Hunraptra. A battle
was fought in the Dale, but Minos escaped across the river
and into Holt. He with his people through Highlands and
they escaped into the wild lands of Mongoria.
Another battle, saw the Minotaurs flee west and sneaking
through the heartland of the Orc empire passing within a
days journey of the Temple of Grotar. They entered into
the frozen Plains of Tharkana and struggled southward
through the snow.
A vicious battle was fought against the beardon, but the
Minotaurs escaped into the Elven Forest. Minos and his
people stayed with the Elves one year, but political
pressures forced them out. Minos and his people were once
more on the run. On the Great Plains Dreadlord Hunraptra
caught up with Minotaurs who turned to fight aided by the
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Bedouins of the desert and an army of plains people. The
Orcs were defeated and Minos sent Hunraptra’s head to
Grotar.
The Minotaurs passed into the Karthydian Desert where
they were welcomed by the followers of Karthis. Minos
spent a short time restingr with the Karthydians, but
rumors told of an island off the south east coast drew him
east.
Minos lead his people through Andor, but found his way
blocked by an Orc army. Minos turn south, passing close
to the Ansaki Fens. A Pythian army moved to meet him.
He slid between the two armies racing for the coast where
he was to meet a flotilla of Sea elf ships who would bring
his people to the Isle they sought.
When they reached the beach, Minos saw the mists of the
Southern Seas part and way off in the distance an island
rose from the water. The Island was the one of his vison.
Six Sea elf ships appeared on the horizon, but it would take
many time to load all of his people.
The Orc and Pythian armies were drawing close.
Minos strode forward with his vanguard of hardened
soldiers. They would defend the shore, while the rest of
their people escaped on the ships. Through the night and
the next day Minos and his vanguard held the Orcs and
Pythians at bay.
The ships were loaded and Minos turned to his vangard
and spoke, “When I had my vison I saw that island,” he
pointed off in the distance. “But I also knew that I would
never set foot on its shores. Go now to the boats I alone
will hold this beach for your escape. You will be needed to
protect the island. Be strong and stay free. Remember the
Way of the Five.”
The soldiers of the vangard withdrew and the God of the
Minotaurs faced the army alone. In the fading twilight
Minos fell. He never set foot on the island of his vision,
but his people did and there they grew strong and
powerful.
The Minotaurs retained the organization which Minos laid
out for them during the sojourn. They were subject to
repeated Orc attacks during the Age of Death, but the Orcs
never achieved a foothold on the Isle. Following the
founding of Guildhall, the Minotaurs sent a large army to
aid Guildhall.
Culture: A Minotaur does not become part of the adult
society until they marry. During early childhood, the child
is under the tutoring of the respective parent. It is the job
of the parent to teach values and basic skills. When they
reach late childhood they are sent to schools and educated.
The schools are divided by sex. The males and females
learn to develop their skills separately. Following puberty,
the schools begin having social functions where the young
Minotaurs are expected to find a life mate. When they find
a mate, the Minotaur pair is married and they leave the
school and earn their place in their society.
Minotaurs generally marry for life. When they marry the
male and female become as one, each complementing the
other in all aspects of their life. They test for a place in
their society as a unit. In the combat groups, the male and
female fight side by side.
Minotaurs who do not find a life mate are extremely rare.
Those who voluntarily separate from their mate are even
more rare. Most Minotaurs who lose their mate follow
shortly thereafter, such is the bond of love between the
two. So entwined are their lives that neither can survive
without the other.
Minotaurs revere athletic skill and physical prowess. Both
males and females compete frequently in athletic contests,
such as wrestling, foot races and various team sports. Once
a year an Isle-wide Olympics is held in the spring. These
games are hosted by a different city each time and
represent the coming together of a whole people.
Minotaur society is served by civilized Kravynn and
Trolls. The Kravynn perform all of the menial or servile
tasks. They wash clothes, cook food, sweep the streets and
so forth. The Trolls provide much of the labor for
construction of homes and other building projects.
Minotaurs provide a supervisory function.
During the Age of Order, the Minotaurs developed a small
but highly efficient navy. All ships are built to be capable
of both trading and fighting. The ships are each assigned a
berth by the members of the Great Rotunda and are very
competitive. Young Minotaurs serve on ships as part of
their schooling. By this traveling the young Minotaurs are
exposed to the world’s vast culture.
Government: The Minotaurs are ruled by a democratic
council of the leaders of each town. The towns are called
simply barracks. The Great Rotunda is located in the heart
of the Isle. The leaders of each barrack meet in the circular
chamber. The males sit in a half circle facing the females.
In the center is an arena where disputes are settled, during
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the meetings. All decisions are made by democratic vote.
Males and females are completely equal within the society
in all respects.
Military: Each Minotaur belongs to a military group
having either a service and support function or a combat
function. The service and support groups are varied having
tasks, such as logistics, engineering, education, and police
functions.
The combat groups are divided into types of soldiers,
scout, heavy, skirmisher and archer. The service and
support groups contain Minotaurs as its leadership, but all
actual work is performed by Kravynn servants. The combat
groups are only open to Minotaurs. If a Minotaur cannot
demonstrate sufficient aptitude to enter the combat groups,
the Minotaur is given a position in the support services.
In a combat unit, each member of a pair of life mates are
armed with different weapons. Minotaurs often train in
multiple fighting styles, so they can switch weapons
depending on the situation.
The army's primary purpose is defense. Once the barracks
are secured, the rest of the army marches out to hold back
the invaders, weakening them until they reach the barracks.
Despite the fact that Minotaurs must compete to enter
combat units, the support units are not inferior forces. They
help defend the barracks, they command Kravynn, and they
keep the combat troops in the field supplied and able to
fight.
Weapon: The traditional weapon of the Minotaurs is a
massive mace, called the sojourn mace, also called the
Mace of Minos. The Minotaur great mace has a smooth
ball on the end of a shaft.
Religion: Minotaurs have always been followers of the
Five, but in the middle of the Age of Death it became
increasingly popular to deify Minos.
Guildsmen: Most Minotaurs who become Guildsmen go
to Guildhall go before they come of age. Sometimes when
their mate dies they will also go, but mostly they learn their
trade and return as Guildsmen who never marry. Their role
in the society is separate and apart from the normal culture.
Guildsmen Minotaurs have their own governing body
which has a voice, but not a vote on the Council of Minos.
Minotaur
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: hide I - 300, increase body I - 100, strength II 400
Minotaur Appearance
Minotaurs have two horns protruding from their upper
forehead heads. Their skin is medium brown in color. Most
of their face matches the color of their body, but their chins
are often a lighter shade of brown.
Minotaur Cultural Skills
Knowledge
commerce - 100, hold breath - 100, navigation - 100, regain
feat (feasting) - 200, region lore - 100, swim II - 200,
weapon cultural (Minotaur great mace) - 0
Rituals & Procedures
bolster body - 200, bolster mana - 200, breathe water - 100,
buoyant item - 100, spirit activity (orations) - 100
Orc
Orcs have a physique similar to humans except they are
green-skinned and generally more muscular. The Orcs of
the realm of the Five generally live in the Forlorne
Mountains, although there remain a few Orc villages in the
Realm which were left over from the days of the Orc
Empire.
Orcs are quick to anger and ferocious in their capacity for
violence. When left to their own devices arguments are
settled by bloodshed and leadership is determined by force.
Orcs value physical strength and are extremely aggressive.
Historical Perspective: The Orcs settled in the Forlorne
Mountains and were the first of the non-human races to
question the Way of the Five. In time the Orcs created their
own god, Grotar, who lead them to victory against the
Five. They shattered the Crystal City of Evermoore and
ushered in the Age of Death.
The Orcs believe that the Seven Days of Darkness was
caused by the Fist of Grotar. They saw the meteor strike
the realm and took it as a sign from their god that they
were to be given the world. In the time following the Seven
Days Darkness, the Orcs conquered most of the civilized
realm.
It was a dark time where each city was ruled by an Orc
Dreadlord. The Dreadlords warred against one another
constantly. There were always battles between Dreadlords
who used the local populations as levied troops or victims.
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Mercenaries and brigands were common during this
lawless time. The roads could not be traveled at night by
honest folk. Plagues and famine ran rampant in the cities.
Grotar ruled this terrible world from his throne in the
Temple of Grotar. The Order of the Fist was the Hand of
Grotar in the realm. They traveled through the Empire
keeping the Dreadlords in line, collecting taxes and
ensuring that no one stepped too far out of line.
With the founding of Guildhall, the creation of Eldin and
the unification of the races against the Orcs, not even the
might of Grotar and the Order of the Fist could stand up to
the entire realm.
The power of the Orcs was broken during the War of
Order. Grotar and Eldin slew each other in the famous
battle in the foothills of the Forlorne Mountains which
occurred near the city of Evermoore.
The defeated Orcs were forced to democratically elect a
High Council to rule their nation. They turned to
agriculture and mining for sustenance. In time many Orcs
became accustomed to this lifestyle. They grew fat and
wealthy. Under the Orc High Council, life was good and
peace existed for almost one thousand years. However,
population increases and an ever widening gulf between
the wealthy and the poor, lead to conflict which was to
break into civil war.
It started when the Herald of Grotar was released back into
the world during the spring of 997 of the Age of Order in
the town of Evermoore. Freed from his eternal prison, the
Herald began to preach the old ways to the Orc people. His
stated aim was to prepare the Orcs for the return of Grotar.
The Orcs began to change their society back to its roots.
A hero to the common Orc arose in the little known name
of Gorefang. Gorefang became famous when he refused to
accept a forced peace settlement after the Herald of Grotar
was assassinated by Guildsmen of the town of Evermoore.
The High Council attempted to seize Gorefang, but he
eluded capture and began forming an army near the town
of Evermoore.
Events escalated into open conflict which started a two
year civil war that resulted in the destruction of the Orc
High Council and the rebirth of the Empire. Gorefang was
named Emperor and was supported by the Order of the
Fist. The Orcs were once again a military power and many
of the old ways were reinstated.
In the Orc Empire, Dreadlords run each city and the Circle
of Challenge was reinstated as the preferred means of
settling disputes. Guildhall without a standing army was
powerless to stop the transition. The Loremasters could
only wait patiently, hoping that the Guildsmen leaders of
Orc society will remember their oaths to the hall and not
bring the realm to war.
Culture: Despite their barbarous appearance, Orcs have
a rich culture filled with stories of heroism and honor. Life
as an Orc has its rules, and even if civilized men shirk from
Orc custom, the rules function adequately to govern this
aggressive race. The strong survive to lead and the weak
survive to serve, if they survive at all. In this one maxim
much of Orc society is revealed.
The life of the traditional Orc is simple and all know their
place, which is inferior to another who can best them in the
Circle of Challenge. Orcs value strength and physical
prowess. At first, the Circle of Challenge was a way to
privately settle personal grudges, but during the latter part
of the Age of Life Orcs drifted from the teachings of the
Five. The Orcs came to believe that might makes right and
the strongest among them should rule.
As the realm moved close to war, the Circles of Challenge
became a means for determining who was better suited to
lead the war bands. By the time the Orcs had begun to
establish their Empire, the Circle of Challenge was in
widespread use in all facets of Orc life from determining
leadership, settling disputes, arranging marriages and so
forth.
Soldiers and priests have positions of prominence while all
others fulfill the duties needed to continue their
community. Their society is mostly divided into tribes
organized by family relations. Each tribe generally has a
chief who leads in battle and a religious leader who
resolves intertribal disputes.
Orcs generally do not need to perform household duties or
manual labor. Every Orc family has a number of Goblins
and Ogres dwelling with them to perform menial work.
These green-skinned races look to the Orcs for guidance
and leadership.
After the fall of the Orc Empire, in the Age of Order, the
circle fell to disuse. The Orc High Council, under the
guidance of Guildhall, replaced traditional Orc rule by the
strong with democratic elections. A bureaucratic
administrative and judicial system completed their
government.
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Orcs adapted to this new way of life by working as
farmers, herders, miners, merchants and so forth, but Orcs
still remembered the days of the Empire. While the stone
rings marking the Circles of Challenge became overgrown,
the Orcs labored through the Age of Order.
The Orc Civil War, as the millennia changed, created a
resurgence of traditional Orc culture. Plowshares and
shovels were traded for weapons of war. The Orc High
Council was disbanded and a new Emperor was declared.
Dreadlords rose to power in the cities and the Circle of
Challenge was reinstated for resolving specific offenses
and legal disputes.
Government: The rustic country dwelling Orcs have a
society that is mostly divided into tribes. Each tribe has a
chief and wise-ones who support him. There are bands of
fighting Orcs in each tribe.
In the Age of Order, before the days of the Empire’s
Rebirth, a governor was appointed by the High Council to
run each city. Under the reborn Empire, Orc cities are ruled
by Dreadlords. These Dreadlords often earn their place
through trial by combat and hold them by military force.
Each Dreadlord has a staff of Orc wise men and priests to
support them. The Dreadlords have immense armies with
well equipped soldiers.
Each of the Dreadlords swears allegiance to the Emperor.
The Emperor of the Orcs is maintained in position by the
Order of the Fist and the Priests of Grotar. Through
religious and military might the Dreadlords are cowed to
the will of the Empire. The Emperor is nominally the
strongest Orc in the realm.
The Orcs are the absolute rulers of the Forlorne Mountains.
In the Orc homelands, all Goblins and Ogres will follow
any command given to them by an Orc without hesitation,
unless they are already under orders by another Orc.
Military: Orc soldiers are heavily trained for war. They
learn to use most if not all weapons, and most importantly,
they all learn to command Ogres and Goblins. The army
has a precise chain of command, and everyone knows who
takes over next when a leader dies. This often surprises
their enemies, who expect to destroy their army by taking
out the commander, and find the next person in line taking
over immediately.
The Orc army is vast, and comprises users of every weapon
and fighting style. They know they can ill afford to ignore
any way to win a battle. Their traditional battle axe is
considered significant, and many Orcs prefer to use it in
close combat.
The Orc military is divided into Fists composed of five
units of approximately one hundred members. Almost all
Orc units are augmented by Ogres and Goblins who fill out
their fighting force. By combining the physical strength of
the Ogre with the dangerous stealth of the Goblin the Orc
battle line is almost unbeatable in combat. The Orcs also
make heavy use of archer units, mounted weapons and
field fortifications. Warfare is almost a religion to the Orcs
and their military leaders are arguably the best the world
has to offer.
Weapon: The Orc axe is an double bladed axe with semicircular axe heads on both sides of the shaft.
Religion: There is one religion for the Orcs and it is the
worship of Grotar. Other religions, though tolerated under
the High Council, are disallowed to Orcs under the Reborn
Empire. All Orcs in the Forlorne Mountains bow before the
Fist of Grotar or are broken by his might. Orcs will
generally allow the worship of other gods as long as they
acknowledge the might of Grotar.
Guildsmen: Orcs value Guildsmen. They understand
their power and welcome them as it brings greatness to the
Orc people. Guildsmen Orcs are ever more frequently
placed at odds with their oaths to Guildhall. The reborn
Empire will be forced to invade its neighbors. Despite
claims to the contrary, the Orc Empire cannot support itself
internally. As its army continues to expand, the fields are
left unplowed. The Empire will have to march for food or
face starvation.
Orc
Classification: being (greater)
Body: 8
Mana: 16
Abilities: hide I - 300, increase body I - 100
Orc Appearance
Orcs have green skin.
Orc Cultural Skills
Knowledge
military - 100, regain feat (stomp) - 200, region lore - 100,
rumors - 100, survival - 100, theology - 100, weapon
cultural (Orc ax) - 0
Rituals & Procedures
bolster body - 200, reinforce weapon - 200, song (war) -
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100, spirit activity (competition) - 100, spirit coloring
(blooding) - 200
Dreadlords or were murdered in the country by bandits or
mutinous military units. Those who did not die by violence
died of disease.
Pythian
Pythians are a race of intelligent, warm-blood humanoids
who walk upright on their hind legs. They have green
scaled skin and a reddish fin or coloring down the center of
their heads, running from the forehead to the nape of the
neck. Their long fingers often end in sharp nails, however,
Pythians often cut these nails to better handle weapons and
nets.
Ansaki beheld the full horror of his people’s situation
when Grotar demanded that Andor be ceded to them as it
had remained in relative order under the care of Ansaki.
Ansaki surrendered Andor without a fight and swore fealty
to Grotar in echange for a treaty that the Orcs would never
invade the Fens. Grotar only promised that if Ansaki ceded
Andor, the Fens would not be invaded on that day.
Historical Perspective: The Pythians settled in the
tropical swamp later called the Ansaki Fens. In the end of
the Age of Life they joined with the Orcs to make war on
the Five. Their god Ansaki, the god of wisdom, was
created shortly before the march to Evermoore. Pythians
are not naturally warlike but they, like the rest of the realm,
were caught up in the bloodshed of the Age.
Ansaki accepted the agreement and ceded Andor to the
Orcs. The young Pythians were furious and wanted war
with the Orcs, but Ansaki knew it was a war his people
could not win. The Orcs held the realm and all of its
resources.
In the Age of Death, when the Orcs waged war on the
northern Five Kingdoms, the Pythians attacked and
conquered Andor. Ansaki agreed to send his people into
battle against the Karthydians. He realized that Karthis was
a threat. The god of chaos was mad with vengeance and
had to be destroyed. In the end, thousands of Pythians
would die only to ensure that Karthis would become a
martyr to the desert people. The god of chaos was stronger
dead than alive. Ansaki watched the desert fester in hate.
Ansaki grew to hate Grotar and the age they had ushered
in. The more he learned of the past, the more he realized
what he had done. The Way of the Five was a path to
peaceful coexistence that had kept the world in harmony
for thousands of years. Ansaki grew to believe that it was
the Orcs’ lust for power that had lead them all astray.
Everything the Five had built was a gift to the people of the
world, but it was all wiped away when the Crystal City was
shattered.
In the place of the Five and their way of peace,
brotherhood and love was a culture of death, bloodshed
and pain. Instead of the benevolent Lord and Lady of
Evermoore, the world was ruled by petty tyrants in an age
of decline and death. Ansaki realized that he and his
people had betrayed the Way of the Five only to wish it
back again. The god of wisdom learned he was a fool.
Ansaki became more despondent as he watched the Orc
Empire grow. The Orc government fostered little culture
and no formal education. Death was everywhere. People
starved in the city streets under the iron rule of the
The actions of Ansaki at Evermoore weighed heavily on
his mind. He was created to destroy the tyranny of the
Five, but had learned that the Five were not the enemy they
were believed to be. His real enemies were the tyrants who
came to power by playing on his people’s misperceptions
and naiveness.
Ansaki did not wish to see another war and he intended to
stop his people’s preparations. During the traditional
Spring Festival, Ansaki spoke to his people of his
realizations. He laid bare to them the wisdom he had
learned. He implored his people not to attack the Orcs until
the world was ready to rebel against them. He then
sacrificed his own life in front of his people, saying that his
knowledge would pass to the eldest, so they could be as
wise as he. The elders already respected became the most
revered of their society.
The Pythians kept the peace with the Orcs, but when
Guildhall was formed, the Elders and the Young joined
together in agreement that the Pythians would march
against the Orcs. From the swamps came a vast host of
Pythians seeking vengeance for the Orc’s trickery and
deceit.
Following the defeat of Grotar and the fall of his Empire,
the elders sought an age of peace, but border disputes with
its northern neighbor, the human kingdom of Andor,
caused problems for the Fens. The conflict began over the
exact placement of the border and concerned a wide strip
of marshland which was claimed by both nations.
The conflict began in earnest in the year one hundred and
ninety-seven of the Age of Order after a group of Andorian
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nobles trespassing on contested land were killed by the
Pythian soldiers. A series of minor conflicts escalated into
a bloody war which only ended when Guildhall intervened
and settled the dispute.
Culture: Pythians developed a culture which honors
learning and wisdom. They value their elders and give
them a sacred place in their society. Over time they became
fiercely isolationist and repel any transgression into their
lands vigorously. Outsiders are rarely welcomed.
Their villages are built on water. Buildings are made of
wood and woven grass that rest on top of great floating
piles of reeds. Some Pythians also build on drier land and
these live in buildings built of mud bricks and straw.
All Pythian tribes build great stone temples to their god
Ansaki. These temples rise out of the jungles dwarfing all
around it. The largest have more than ten thousand steps
leading up the face of the great temple. The interior of
these temples are filled with scrolls and books. They
contain the wisdom of the Ages and the written words of
Ansaki. A temple is ruled by the high priest of the temple.
Pythians who live close to the coastal waterway survive
primarily on fish and fowl. Those who live more inland
will supplement their diet with vegetables grown in small
gardens and animals hunted in the swamp lands. Trade
between inland and coastal villages is very common, but
trade with the outside world is not.
All Pythians learn to use a bladed spears at a young age.
The swamps are home to many dangerous predators and
young Pythians must learn to protect themselves or perish.
The young Pythians do most of the gathering and hunting
to feed their families. They often go out in small groups
and divide their catches at the end of the day. Small
vegetable gardens are mostly tended by the elderly.
Athletic contests are very important to the Phythians.
Pythains will engage in tournaments with their bladed
spears, but they will also have footraces and swimming
contests.
Pythians retain their own currency of polished
semiprecious stones which are found in the swamps and
pearls common to the coastline.
Coastal Pythians normally wear brightly colored clothing
which covers most of their bodies. They do not like
patterns but favor solid colors. Inland Pythians prefer dark
colors which will camouflage themselves in the swamps
and make hunting easier.
Government: The Pythians are ruled by the eldest of their
people who form a village counsel. The oldest council
member is the leader of the council. There is also a
powerful priest class which holds sway over temples and
other holy places of worship. He is charged with the duty
of bringing forth the wisdom of the temples so that it may
guide the village elders in their decisions.
Military: Each village has a band of trained combatants
whose sole purpose is to defend the village. In times of
war, the entire tribe, except the very young or old can be
mobilized. This host will be lead by the band of trained
combatants who will serve as its commanders.
The temples are guarded by elite religious warriors who
are fanatical in their devotion to their god. These temple
guards are often elaborately armored and colorfully
costumed with feather shoulder and head dresses. Each
temple unit has a particular color scheme and pattern that
sets them apart from others.
Weapon: The traditional weapon of the Pythian is the
cutting pole arm. The Pythian weapon has a wooden shaft
with a thin, flat blade of forged metal on one end.
Religion: The main religion of the Pythians is the worship
of Ansaki. Ansaki is seen as the wisdom of the ages. He
reflected all of the knowledge that has ever been learned.
His sacrifice spread this learning to his people and started
the reverence of knowledge. His temples are built
throughout the swamp and are places of great learning and
reverence.
Traditions: There is a tradition of sacrifice which was
started by Ansaki in the Age of Death. A person who
believes that he possesses wisdom and desires to give that
wisdom to his people will go to a temple and the scribes
will write down his life and all he has learned. The
sacrifice will then walk up the steps to be killed and have
his body burned so that his essence will float on the air to
be breathed by all.
This practice was expanded by the priests during the years
following Ansaki’s sacrifice. The priests saw knowledge
slipping away from the world and they sought to preserve
it. Pythian priest units would travel the realm searching for
those with ancient wisdom. These they captured and
sacrificed on their temples. During the height of this
practice hundreds were consumed each month. The temple
priests amassed a large amount of knowledge which they
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passed on to Guildhall during the Age of Order.
Pythians commonly were a small bone fragment of a revere
ancestor around their necks as a talisman. They believe this
talisman gives them knowledge and protects them from
harm.
Guildsmen: Traditionally, Pythian Guildsmen who
remained in the Ansaki Swamp found their place in society
in the service of the village elders. There were few
Guildsmen in the temples because the temple priests
demanded utter devotion and many Guildsmen found it
difficult to serve two masters. As the Age of Order wore
on, many Pythian Guildsmen began to join the temples and
place the needs of their culture above their oaths to
Guildhall.
Pythian
Classification: being (greater), beast (reptile)
Body: 8
Mana: 16
Abilities: hide I - 300, hide II - 300, increase body I - 100,
mush mover I - 200, mush mover II - 100, mush mover III 100
Pythian Appearance
Pythians are lizard-looking humanoids. Their skin is light
green with fine edged black scales. They have red or green
colored hair. All Pythians have a lizard-like tail that is at
least 18 inches long and always visible. Coastal Pythians
wear tabards of brightly colored cloth, while those of the
swamps prefer earthy tones such as brown and green.
Pythian Cultural Skills
Knowledge
regain feat (contest physical) - 200, region lore - 100, swim
II - 200, tracking - 200, weapon cultural (Pythian polearm)
-0
Rituals & Procedures
education - 200, healing location (sunning spot) - 400,
spirit activity (competition) - 100, talisman (bone) - 100
Rakkarin
Rakkarins are cat humanoids. Their bodies are covered
with fur, the color and patterns of which depend on the
particular pride of the Rakkarin. Rakkarin faces appear
more catlike than human and also reflect their pride.
Rakkarrins typically live a nomadic lifestyle and tend to be
excellent hunters. They value family and social status.
They are well known for their grace and athletic ability.
Rakkarrins have various fur patterns depending on their
particular species. The names of the most common species
are the Pumrani, Cheeteer, Tigra, Panthri, Jagga, Cougri
and Lyon. Rakkarin generally live a nomadic existence
traveling in smaller family groups and gathering with other
Rakkarrins during certain festivals throughout the year.
Historical Perspective: During the Age of Life the
Rakkarrins settled primarily in the plains to the west of
Andor and to the north of the Ansaki Fens. Some of the
prides populated the jungles to the south and the western
mountain ranges which bordered the plains. A few even
found their way into the eastern parts of the desert.
Rakkarrins enjoyed the splendor of the hunt and the peace
afforded by the Way of the Five. They honored Lumina
and Natallis reverently. Although they were aggressive
hunters, they never took more than they needed to survive
and always shared with their fellows who had less.
The Rakkarrins led a peaceful existence. Even where their
territories encroached on others they were always careful
to remain unobtrusive. The Pythians allowed them to share
their jungles and the Andorians welcomed them as friends
who protected their livestock from predators.
Then disaster struck during the Age of Death. Orcs poured
into the plains and hunted the Rakkarin for sport. The
loosely organized and peaceful Rakkarrins were overrun.
Orc fortifications rose on the plains and their crops were
planted. The Rakkarrins did not have the military
knowledge or the numbers to wage war or conduct sieges.
They could not oust the Orcs from their homeland and they
faded back into the remotest regions.
After it became popular within the Orc Empire to fight
Rakkarin in matches for the entertainment of the
spectators, a renewed interest in the Rakkarrins surged up
and the reclusive cat people were sought out and captured.
Orc hunters crisscrossed the plains searching for them. The
Rakkarrins survived by escaping into the bordering
jungles, deserts and mountains. Both the Karthydians and
the Pythians sheltered the peaceful Rakkarrins.
When Guildhall was founded, the Rakkarrins came
forward to help. Their numbers were few, but they served
as scouts and guides. In time the armies of Guildhall drove
the Orcs from the plains and most of the Rakkarrins
returned to their homeland.
The gathered Rakkarrins built a huge city on the border of
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the desert and plains and mountains, which they called the
Fertile City. At the Fertile City the Rakkarrins attempted to
recover their way of life. The city grew and the Rakkarin
population increased. Soon the first of the prides left to
seek out their ancestral hunting grounds.
While most Rakkarin dwell nomadically on the vast plains
a number of the larger prides have founded cities. Though
many are small, often no more than villages they serve as
a unifying force throughout the land of the Rakkarrins.
Each year many Rakkarrins make a pilgrimage to the
Fertile City. This is considered a devout procession and the
Rakkarrins will fast, anoint their hides with holy oils and
perform other honorific observances.
Culture: In traditional Rakkarin culture a pride is
essentially a group of mothers, daughters, and sisters, plus
their cubs. The females do not flock to the male that is
strongest. Rather, the males come to them to prove their
worth and fight for the right to have their offspring born of
the pride that the females have built.
The duties of child rearing naturally fall to the females, as
do those of hunting. Females are therefore very deadly,
physically capable creatures, working as a unit to take
down prey much larger than themselves.
When a male takes dominance of a pride of females, he
serves the purpose of protecting the prides hunting territory
from competitors. The male of the pride changes from time
to time as challenges are won and lost. The male can often
be seen wandering the pride lands to patrol the territory.
The heart of the pride is the group of females. They
therefore have the authority to determine where the pride
will hunt in the coming seasons, as they have the skill to
judge whether the territory is viable for hunting. This gives
them profound power over trade and politics, as they will
determine who their neighbors are for several months at a
time.
Rakkarin females form partnerships of two or more, which
will generally last throughout their entire lives. These
bonded groups of females own property and pursue
business interests together. They pass wealth to their own
daughters, nieces, and younger sisters. And they also take
a husband as a group.
The traditional gender roles of pride culture are still
loosely observed, though not necessarily enforced, to this
day in Rakkarin society. The adherence to the ancient roles
varies depending on the community and many modern
rakkarins have monogamous relationships.
Government: The males supervise defense, patrol the
lands and create and enforce the laws under which they
exist. However, their thrones, armies, and great tombs are
built on borrowed coin it could be said, for the males own
nothing. Wealth, property, and estate are all inherited
through the female lineage, mother to daughter, sister to
sister, and so on. They allocate funds for expansion and
construction, feed and arm the militia. The females also
hold judicial power. They sit in judgement in criminal
trials, and have the power to challenge the validity of a
particular law should circumstances call the law into
question.
Military: While the Rakkarrins are generally a peaceful
people, they will never again be caught unaware. They
retain a standing army based in the Fertile City. This
military unit is composed of members of almost every
pride. It is customary for young Rakkarrins to pilgrimage
to the Fertile City after they pass from childhood. At the
city they learn to fight as a soldier in the Rakkarin military.
The Rakkarin military is generally composed of light
skirmishing units, called claws. These units are highly
mobile and completely self-sufficient when on the march.
Their primary weapons are small weapons, such as short
swords or daggers. Their tactics are to confuse and
disorganize their enemy, by using quick probing attacks to
the flank and rear.
As ranged weapons they throw small darts which fall from
the sky like a swarm of stinging bees. The narrow dart
points could easily prick through joints in armor and slits
in visors.
Weapon: Rakkarin are often light travelers, and they
generally prefer easily concealable weapons. When they
were hunted by the Orcs they took to carrying a small dart
which could be easily poisoned. The Rakkarin throwing
dart is a small balanced thrown weapon. Poisoning is not
common these days. The dart has become the preferred
hunting weapon for small game and almost every child
learns the weapon.
Religion: The Rakkarrins have always honored the sun.
When relaxing, a Rakkarin likes nothing better then to lay
in the plains basking in the days warmth. After the fall of
Evermoore and the death of Lumina the Rakkarrins turned
to the worship of the Sun. For them the sun was a
representation of Lumina. When the Orcs were defeated
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and the Rakkarrins returned to the plains to build their
Fertile City, it was decided the city was to be dedicated to
the Sun.
poor people. He brutalized the Weetle people, conducting
a campaign of terror to force every trinket from their
Weetle nests.
Guildsmen: Rakkarin Guildsmen who choose to dwell on
the nomadic plains are given no weight amongst their
people. If they can hunt they are welcomed as hunters. If
not, they are required to fulfill traditional duties within the
family. Rakkarin Guildsmen are more often found in the
Fertile City. Here they are the military leaders and the
merchant class. They sell their wares to the nomadic
families who pilgrim to the city and to commoner merchant
caravans that trade with the Rakkarin peoples.
Being the Dreadlord of the Hollow Hills was not a
particular prestigious position and many of the Dreadlords
continued to oppress the Weetles as if to make up for their
own inferiority as Orcs.
Rakkarin
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: hide I - 300, danger sense - 200, increase mana
I - 100
Rakkarin Appearance
Rakkarins are humanoids. Their cheeks, nose and ears have
a distinct cat-like look. Their skin is covered with the
pattern of a traditional cat, such as tiger, leopard and even
calico cat. Different Rakkarin cultures are distinguished by
the color and patterns of their skin. Their heads are covered
with fur instead of hair.
Rakkarin Cultural Skills
Knowledge
balance - 200, climb II - 200, regain feat (flirting) - 200,
region lore - 100, tracking - 200, weapon cultural (rakkarin
throwing dart) - 0
Rituals & Procedures
dance (graceful) - 100, healing location (lair) - 400, song
(serenade) - 100
Weetle
Weetles are nimble and dexterous humanoid beings, with
shiny black noses and whiskers on an otherwise humanlooking face. Extending from their lumbar region is a long
vestigial tail.
Historical Perspective: During the Age of Life the
Weetles made their home in the Hollow Hills. They lived
peacefully in the hills until the Orcs invaded.
In the third year of the Age of Death the Dreadlord Vicyth
Kag accepted the peaceful surrender of the Weetles. He
was a ruthless leader demanding tribute and wealth from a
When Guildhall began the adventurous Weetles were quick
to lend a hand. Through the efforts of inquisitive Weetle
explorers much lore was recovered.
Culture: In the Hollow Hills most Weetles live in small
communities where everyone knows each other. These
communities are called shires.
By nature of their small communities, they have strong
family bonds. Weetle families are very close, tight-knit
groups which generally share a nest. Nests consist of a
number of short tunnels connecting various rooms. Often,
an entire extended family will live in a network of tunnels
and cozy nests.
Weetles generally have an inquisitive, easy-going nature.
They, for the most part, feel the constant fighting for
wealth, land and pride is silly, and try to stay away from it
at all costs, figuring there is more than enough for
everyone.
Weetles enjoy traveling and love adventures. They are
natural explorers and spelunkers. Their spirits remain high
even in the most adverse conditions, because they
understand that getting to a place is at least half of the fun.
While Weetles enjoy traveling, they love coming home just
as much. Most Weetles, when they come of age, make their
first journey from the Hallow Hills into the wide world.
This journey is symbolizing of achieving adulthood and
when they return they will build their own nest in the shire.
Weetles are often quite intellectual. They collect items of
interest such as books, maps, writing tools and so forth. A
Weetle can sit and discuss the unique items he collects for
hours as each has a particular adventure behind it. Many of
these items are of obscure origin and if asked the Weetle’s
cerebral nature provides remarkable theories as a basis for
academic debate. It is common to find a Weetle running an
antique shop or curiosity store. The Hollow Hills are full
of them.
Weetles are also well known for their fondness of shiny
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items, which is more an instinctual attraction than a real
desire for wealth. Weetles will often wear their shiniest
token as a talisman to give them luck and to ward of ills.
A Weetle's nest, or stash, is an extremely personal thing
and the starting of one’s own nest is a sign of maturation,
while sharing one's nest with another is the equivalent of
a pledge of marriage.
Government: There is no centralized government in the
Hollow Hills. Each of the shires generally elects a mayor
and a sheriff. While there is almost no crime in the Hollow
Hills, the sheriff is usually responsible for greeting
outsiders and bringing them to the mayor. The mayor will
generally speak for the shire after consulting with the more
influential members of the community. The mayor will
also settle disputes between Weetles. To the Weetle,
government is a very informal thing.
not an overly religious people.
Guildsmen: Weetle Guildsmen are well respected in the
Hallow Hills. Generally, Weetle Guildsmen will often
travel more than the average Weetle, but almost always
retire back to their ancestral home to live out their final
days amongst family and friends.
Weetle
Classification: being (greater), beast (mammal)
Body: 8
Mana: 16
Abilities: increase mana I - 100, increase mana II - 100,
pliant - 500
Weetle Appearance
Weetles have black noses and whiskers. They also have
fur covered tails that are at least 18 inches long and always
visible.
Military: The Hollow Hills have no military.
Weapon: The traditional weapon of the Weetles is the
Weetle slingshot. The cultural weapon is a slingshot made
entirely of wood that shoots small pebbles picked up from
the meandering brooks of the Hollow Hills.
Religion: Weetles have many different religions, but are
Weetle Cultural Skills
Knowledge
climb II - 200, escape - 200, regain feat (gossip) - 200,
region lore - 100, scrounge - 200, survival - 100, swim II 200, weapon cultural (Weetle sling shot) - 0
Rituals & Procedures
site of mana (nest) - 200, talisman (polished) - 100
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General Information
Magic
Magic exists in the Realm of the Five, but only a few
people out of every ten thousand can access its power.
These people are sought out by Guildhall and trained to
follow a Guild. Only by careful and diligent study can the
secrets of magic be unlocked. Common mundane persons
are not able to use magic.
Magic Lore
Guildsmen can perform rituals, mix compounds, sing
ballads, draw runes of the elder futhark, scribe glyphs, cast
spells and prayers, set traps and fashion items. Each of
these groups have their own specific skills and Guilds
specialize in each to varying degrees. Internal mana is used
to sing ballads and cast spells and prayers, while all of the
other lore requires specially prepared base substances.
The common skills of the realm have always been known.
Healing, hunting and other skills necessary for survival
were taught to all even during the times of the Five Gods.
A small, very limited group of magical skills were taught
by the Five to the Five Sworn. These skills included basic
healing, immobilization sp&ps and item creation. The lore
was defensive and constructive.
The skills of restoration and spiritquest were not known
during the Age of Life . Heraldic orders did not exist and
there was only one driving group “The Way of the Five.”
None of the harmful skills existed; blast sp&ps, raising
undead, and the all the injurious paths of magic were
totally unknown to this peaceful world.
Near the end of the Age of Life, when the Orcs, Klactons
and phythians became dissatisfied with the status quo
many Five Sworn on both sides began researching skills
that could be used against each other in battle. Many of the
skills of battle possessed by Guildsmen owe their creation
to this dark time period.
This knowledge entered the world and ultimately lead to
the destruction of Evermoore, and one thousand years of
destruction known as the Age of Death. This was a time of
death where blighted magics tore the world apart. In this
time of violence and death, survival was all that mattered
and the skills that destroyed the world became harder to
learn. The education necessary for these advanced skills
was impossible and the knowledge was lost.
After one thousand years of upheaval the world began to
right itself. Guildhall was founded to end the Age of Death.
In the beginning the Guilds had less than 15,000 status
worth of skills. The lore was simple and the Guild Syllabi
contained mostly healing and defensive skills. The Age of
Order dawned and it was a time of Law and Order.
For almost 1,000 years there were no changes to the
Syllabi, but then in 996 of the Age of Order fishermaen
dredeged a ritually sealed box from the Lake of
Evermoore. The Divine Avatar ritual was reintroduced into
the world by the Herald of Grotar who was release from
the box.
Also in 996 Guildsman Altar Shariz founded the Inn at
Evermoore. Guildsmen came to the Evermoore Market
Days and through their investigations many more
discoveries were made. Thanos, Mortis and other beings of
legend were released into the world. Lore was found, the
first major discovery was the lore of Heraldic Orders
which was added to the Cavaliers Guild in 1999, but much
more would follow.
In 1002 of the Age of Order, because of these discoveries,
the Guild syllabi were expanded. This revision added in
many new skills, but left out many of the more
controversial skills.
Eight years later, in 1010 a second major expansion
occurred. This revision removed the strict hierarchies of
learning, creating almost total freedom to learn skills at
one’s own pace and to specialize if desired in a single path
within the Guild’s learning. Many of the skills formerly
restricted to Mastery were lowered to the Journiate rank
and new more powerful skills were developed to be Master
skills. Each Guild gained in power and the sheer volume of
skills increase exponentially.
But there was much debate, many of the skills of violence
and death were added to the Guild syllabi. Many who
remembered the history of the realm cried out in fear and
objection, but their reservations were voted down. The lore
was added to the syllabi with the understanding that so
long as Guildsmen remained true to the ideals of Guildhall
the dangerous lore would never bring ruin to the world.
Colors of Mana
Mana energy oscillates in the visible spectrum when it is
used by skills to produce effects. The following colors are
used to represent types of mana energy: acid - dark green,
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cold - cyan (light blue), demonic - maroon, earth - medium
green, electric - dark yellow, heat - red, holy - silver/white,
necromantic- purple/black, profane - silver/black, sound lime (light green), vitalic - purple/white, water - medium
blue, wither - brown, wind - light yellow. Mana energy that
coalesce into a generic damage causing permeable force is
a swirling rainbow of red/green/blue, while an
impermeable force is represented by solid white.
Mana Nodes
The force of magic, called mana, collects in areas called
Nodes. These areas are very rare and hard to find. Nodes
exude a neutral balanced energy when they form, but the
nature of the energy will change with their environment.
Nodes surrounded by good, wholesome activities will
develop a positive demeanor, whereas nodes that are
exposed to dark thoughts or violence develop negative
energies.
All nodes can develop properties. Guildsmen with sense
can determine these properties with a quick examination.
Some nodes will heal or cause wounds by exposure, others
will resurrect the dead or even create undead. The effects
are generally in line with their type and how they were
created.
The following is a list of the nodes found in the realm of
the five. Hallows and neutral nodes are very common,
allotropes less common, blights, execrations and miasmas
are uncommon, and cursts are very rare.
Allotrope
Allotropes are nodes connected to the elemental forces of
earth, wind, water, and fire. The primary colors of an
allotrope vary from medium green, light yellow, medium
blue, and red depending on the elemental force and state of
the force. Allotropes are often associated with natural
places (waterfalls, volcanos, rock formations) and natural
calamities (eruptions, earthquakes, floods). They can also
interact with various kinds of beasts. The name allotrope
comes from the different physical forms in which an
element can exist.
Blight
Nodes where the primal energy is necromantic are called
blights. These nodes exude a spooky, pernicious energy
that makes the world seem dreadful, dying place. The trees
and plants are often dead, or dying. There are plenty of
insects, living and dead, with insect husks all around.
Blights attract undead who can usually remain in a blight
unaffected by daylight.
Blights are identified by faint purple and black sparkles,
flecks or lines. They form from dark thoughts or acts
derived from anger, lust, jealousy, hate and so forth.
Generally, death is involved in the creation of a blight.
Mass murders will trigger commonly trigger blights,
sometimes a killing by a jealous lover or even a tragic
accident will create a blight.
Curst
A curst is a node infused with demonic energy. The
primary color of a curst is maroon. Cursts are associated
with nightmarish visions and chaotic thoughts. They
exudes feelings of chaos, oppression and wantoness. Cursts
can develop from hedonist or decadent activities, as well as
psychotic violence and extreme brutality. They are
gathering places for insane persons, criminals and demon
worshipers.
Execration
Execrations are nodes of profane energy. They are
identified by faint silver and black sparkles, flecks or lines.
These nodes exude a dangerous force that compels people
to prejudice, denunciation and the complete detestation of
others. People entering an Execration feel subtle anger and
growing hate. Execrations can be used to motivate people
against others. Dark faiths will use them for religious
buildings. Immoral military leaders will give briefings on
Execrations to raise the bloodlust of their troops to
uncontrollable levels. The landscape almost always exudes
a loathing power. The name execration come from the
pronouncement of great loathing and hate created by the
unholy energy.
Hallows
Hallows a nodes of holy energy. They are identified by
faint silver and white sparkles, flecks or lines. These nodes
exude a peaceful energy that makes the world around them
seem to sparkle with goodness. People entering hallows
feel a great reverence. Hallows are often used for religious
buildings and cemeteries, hence the term hallowed ground.
The landscape almost always feels serene. The name
hallow comes from the feelings of peace and love created
by the holy energy.
Miasma
Miasmas are negative energy nodes where the primary
mana flow is withering magic. These are areas of
enervation, sucking the life out of people. The light in a
miasma is never bright enough and everything has a
withered appearance. A miasma is often marked by gnarled
trees, browning grass, the smell of stagnation and a feeling
of loss. The primary color of a miasma is brown. Miasma
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form from acts derived from guilt, sorrow, fear,
unrequented love and so forth. Miasmas commonly form
over time. The feelings of an abused woman or child, the
betrayal of cherished trust, or unfulfilled desires can all
help turn a node into a miasma.
Neutral
Neutral nodes are balance nodes having equal proportions
of all types of magic. They have small sparkles, flecks of
lines of every color of magic. Neutral nodes produce no
feelings in the observer or changes to the landscape.
History
During the First and Second Ages all of the Nodes in the
world were hallows. The world was a good, wholesome
places, created by the holy energies of the Five. At the end
of the Second Age, when the Crystal City of Evermoore
fell and bloodshed and death covered the land almost all of
the Hallows were polluted by the hatred.
Negative nodes formed throughout the realm. The use of
necromancy and unholy magics to create undead and dark
gods aided the development of blights and execrations.
Maismas formed and allotropes were very common. The
cult of shivakas sprung up in the shadows, their ancients
turning nodes into cursts and attempting to bring shivakas
into the world.
In the Third Age, called the Age of Death, these dreadful
mana energies swept the realm, evolving the beasts of the
world into magical monstrosities that could use magical
powers. Rats grew to become cadaver rats and crows
became storm crows. Terrible creatures, such as these and
others, were a plague on the world. It was a terrible time,
when everyone suffered the wayward flows of mana.
When Guildhall overthrew the Orc Empire and restored
order to the world one of the great tasks was to return the
perverted nodes back to Neutral nodes or Hallows. Their
first edicts were to stop the use of certain magics that
increased the proclivity of harmful nodes. When the
Clerics Guild was formed they were denied the use of
unholy energy and the divine avatar ritual was not allowed.
The necromancers guild was allowed to raised undead, but
could not group them into necromantic orders. Also, the
necromancers were not allowed to use pure necromantic
energies in combat, instead they studied withering magics.
As the Fourth Age, the Age of Order settled in, the peace
of Guildhall slowly renewed even the darkest blight. By
the end of the first mellenia of the Age of Order there were
not many dangerous nodes left in the Realm of the Five.
All of the dark places had been cleansed by good feelings
and peace.
In 996 A.O. the clerics guild gained the ability to create
divine avatars when the Herald of Grotar was freed from
imprisonment by the Guildsmen of Evermoore. Over the
next ten years the Guildsmen of Evermoore recovered
more lost lore. In 1010 A.O. guild skills were substantially
expanded. The clerics guild gained the use of profane
magic The necromancers guild gained the power to group
their undead into necromantic orders.
Many fear the addition of these excluded magics into the
guild charts will bring danger to the realm again, but others
disagree and claim the right to learn all magics no matter
how harmful or dangerous. To them right to learn is more
important than the right to use, because the right to use can
and will be legislated by governments to control its affects.
Only time will tell if these magics cause the age to change
bringing forth the Fifth Age and the end of all.
Spirits
All living things have spirits. A spirit gives form to the
physical body. Spirits need a body to anchor them to this
world and when the physical body dies most spirits will
leave the world and go to a place between the realms. The
place were spirits go after death is called the Void.
Religion
The gods of the Realm of the Five are not all powerful
beings. They are not omnipotent or infallible and they do
not have abilities and powers that are greater than those
common to the realm. They can even be killed.
Even the creators Noctis, Lumina, Solnus, Karthis and
Natallis came into this world as slow-aging mortals.
Although they may have had great power before they were
born into the realm after they took physical form they were
constrained in the same ways as mortals. They did not have
unlimited knowledge and suffered from the same
shortcomings as do all creatures.
In time, the creators were supplanted by the new gods.
These new gods were created by a powerful ritual which
drew spiritual energy from living people who participated
in the ceremony and had the powers, abilities, knowledge
and beliefs of all those who were consumed in their
creation. These forms were called Avatars.
Treatment of Religion
The gods are merely creations of faith. The theoretical
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strength of any god is dependent on the followers of the
religion. A god without worshipers has no power at all.
The Divine Avatar ritual may be used to give a god
physical form, but these beings are limited by the world in
which they dwell. Their skills and abilities are no different
from those possessed by normal people.
The rituals of Clerics and Druids dealing with gods will
work the same way, no matter who or what god, faith or
religion they serve. Divine groups must have a consistent
ideology or belief system, but beyond that characters are
free to create whatever concepts they wish to worship so
long as it remains within the spirit of the game and does
not involve prohibited acts.
Joining Divine Groups: A character cannot baptize or be
baptized into a divine group unless the High Priest of the
divine group gives permission. Divine baptisms performed
without the required permission do not create an effect ingame.
Creating Divine Groups: Clerics and Druids can create
their own religions, faiths and gods if they have the skill
Divine Baptism. Deities do not have a physical form,
unless that deity is a person who has convinced others he
is a god or the god is a divine Avatar created in-game by
the Divine Avatar ritual
Clerics and Druids are encouraged to create their own
divine groups and many of these Guilds’ more powerful
rituals will only work on persons who are baptized into
their faith.
Clerics and Druids wishing to start their own faith are are
required to submit a one page description of the religion,
faith or god to their charter sponsor for approval. Generally
for approval a Cleric or Druid needs to write down all the
pertinent information of the religion, to include the god’s
name, ideology, commands and holidays. It will be
approved as along as it is consistent with the spirit of
Guildhall.
After the divine group is approved, the high priest can
authorize the baptism of members into an officially
approved Guildhall religion or faith. The creation of the
religion takes place in-game at the moment the player
character performs the first baptism ritual.
The Gods of the Realm
There are primarily two groups of gods: The Old Gods and
the New Gods.
The Old Gods where the creators of the realm. Noctis,
Lumina, Karthis, Solnus and Natallis came into the Realm
taking mortal form and living among their children. They
were worshiped until the beginning of the Age of Death,
when three of the New Gods rose up to destroy them.
The new gods were created during the end of the Age of
Life when the peoples of the realm began to turn away
from the teachings of the Five. During the Age of Death
most people worshiped pantheons of gods and many New
Gods were created.
During the early part of the Age of Order people blamed
religion for the destruction of the realm. The followers of
Xanadu hunted New Gods and after the last was killed,
religion became little more than ideologies to believe in.
By the end of first millennia of the Age of Order, the
Divine Avatar ritual was re-discovered and people once
again considered using the Divine Avatar ritual to create
New Gods.
The Way of the Five
The Way of the Five was laid down by Noctis, Lumina,
Karthis, Solnus and Natallis during the Age of Life. It was
the first religion of the realm. It was worshiped during the
Age of Life and has continued to be worshiped throughout
history.
The Way of the Five teaches balance, harmony, freedom,
law, and love. It asks its worshipers to live together in
peace, accepting the differences which make each of us
unique and trying to resolve conflicts without the need for
violence.
The symbol of the Way of the Five was the pentagram.
Each pentagram was the color representing Natallis,
Lumina, Noctis, Solnus or Karthis depending on whom the
wearer served or worshiped.
Natallis. The followers of Natallis serve the natural world
and celebrate its marvels. They worship in sacred groves
deep within the woodlands. She is the patron of farmers,
huntsmen, Druids and Rangers. Her color is brown. Her
symbols are the oakleaf, the tree or the earth. In the Age of
Life, her Sworn Servants were called Warders. Her
physical form died during the fall of Evermoore
Lumina. The followers of Lumina celebrate life, accepting
the journey from childhood to old age as part of the cycle
of life. They value death as giving meaning to life. They
worship in beautiful temples which face the rising sun,
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often connected to temples of Noctis. She is the patron of
children, peacemakers, and Clerics of life and goodness.
Her color is yellow. Her symbols are the sun, the dove, the
wind or light. In the Age of Life, her Sworn Servants were
called Beaconers. Her physical form died in the final
weeks of the Age of Life.
Noctis. The followers of Noctis accept death as the end of
the natural cycle of life, which allows for youth again
when one is reborn. They celebrate life as a time for love
and the forming of meaningful relationships. They worship
in beautiful temples which face the setting sun, often
connected to temples of Lumina. He is the patron of poets,
dreamers, leaders, the elderly and Necromancers. His color
is white. His symbols are the moon, the quill, the skull or
a shadow. In the Age of Life his Sworn Servants were
called Reavers. Noctis vanished after the fall of
Evermoore.
Solnus. The followers of Solnus celebrate order, truth and
justice. They worship along riverbanks and on high
ground. He is the patron of magistrates, soldiers with a
just cause, Wizards and Cavaliers. In the Age of Life his
Sworn Servants were called Crusaders. His color is blue.
His symbols are the scales of balance, the crossed sword
and shield, silver chalice or water. His physical form died
during the fall of Evermoore. He was slain by Grotar
beneath the gates of the Crystal City.
Karthis. The traditional followers of Karthis celebrate
freedom, individual expression and positive change, but
after the fall of Evermoore the followers became more
concerned with the darker side of chaos and the entropy of
the world. While Karthis was once celebrated in the streets
during festivals and fairs, after the Fall of Evermoore he
was generally worshiped only in solemn places. He was
once the patron of jesters and fools, but in the Age of
Order he was seen as the harbinger of the black robed
zealots who dwell in the desert which bears his name. His
servants were once called Jesters, but after the Fall became
known as Illriggers. The Illriggers traveled the Realm
killing those who caused the fall. The color of Karthis is
red. His symbols are the chaos star, ruby chalice, ruby
dagger, flaming sword, jesters cap and fire. The physical
form of Karthis was believed to have been destroyed in the
battle of Ash Shir, but prophesy foretells of his return to
usher in the Age of Chaos.
The New Gods
During the end of the Age of Life and the early Age of
Death a ritual was performed by thousands of people to
actually bring their god into physical form. The religious
followers gave of themselves by sacrificing their lives so
the god could be formed of flesh and blood.
The knowledge to perform this ritual was lost to the world,
primarily through the actions of Xanadu and the Order of
the Rack who believed that the world was better off
without the gods. However, near the end of the first
millennia of the Age of Order three fishermen discovered
the artifact prison holding the Herald of Grotar. The Herald
of Grotar returned the knowledge of this ritual to the
world.
The following is a list of the prominent new gods from
history. All were either slain, destroyed or faded from the
world by the middle of the Age of Order.
Ansaki: Ansaki was the revered god of the Pythians, who
led his people against the Five. He was a god of wisdom
who realized that destroying Evermoore was a terrible
mistake. He ended his own life, sacrificing it so that his
people could gain his wisdom. He died in the year 196 Age
of Death.
He is worshiped at the tops of great stone temples, where
followers must climb thousands of steps to reach the
summit. On the altars sacrifices are made to the wisdom of
Ansaki. Ansaki is the wind moaning across the bayous and
rustling the leaves of the willows and swamp oaks.
Ansaki’s symbol is the sycamore tree.
Eldin: Eldin was created in Holt as the first god of the
Humans. He was a product of his time, created to wage war
on the Orcs and free Humans from the tyranny. The
Humans who created Eldin had a great hatred of other
races, especially the Orcs. The Eldinite religion falsely
relates that Eldin slew Grotar, but was stabbed in the back
by a traitor as he left the field in the Battle of the Foothills.
Eldin died in the year 31 of the Age of Order.
The following of Eldin has always been strong in Holt. The
Soldiers of Eldin are often derisively referred to as Blood
Soldiers, because of their white surcoats emblazoned with
the symbol of Eldin, a red cross, known as the Blood
Cross. The religion teaches Eldin is the one true god and
that humans are the greatest race.
While the Church of Eldin is strongest in Holt, it has
followings in several other Human nations. Most notable
is the Highlands, but they also have a small following in
Dale, Asgarn, Lundelle and even Mongoria. With the
exception of Lundelle, they have no real power beyond
their spiritual position in the areas they inhabit.
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Eveya: Eveya was the new god of the Elves, whose short
and tragic life would change the race forever. Eveya and
her unborn child, later named Unity, were created by Elves
led by Allyssandra Silverleaf, who was a Sworn Servants
of Natallis, near the end of the Age of Life. Eveya was
known as the Goddess of the Harvest. She preached that
honest work produced good crops. Her worshipers were
not only farmers and herders, but also craftsmen and
laborers who embraced her philosophy which they adapted
to mean honest work for honest pay. Eveya taught the
working castes to be content and happy for the ability to
build and create was the greatest gift of all. Unity was born
and then murdered in his crib. His death started the Elven
civil war, which ended with the defeat of the working class
and death of Eveya. She died in the year eight of the Age
of Death.
Grotar: Grotar was the god of the Orcs, adopted by the
Ogres and Goblins. He teaches that Orcs are the greatest of
all races and should dominate the realm. His worship was
prevalent in the Age of Death, but fell out of favor during
the Age of Order until it experienced a resurgence of
popularity at the end of the first millennia. Grotar and
Eldin fought a great battle during the Age of Order, killing
each other in the Battle of the Foothills. Grotar’s symbol is
the Orc Fist of Power. He died in the year 31 of the Age of
Order fighting Eldin in the Circle of Challenge.
Minos: Minos is the god of the Minotaurs whose exact
nature is unclear. Some say he was created as an Avatar by
Minotaur soldiers near the end of the battle of Evermoore,
others say he mysteriously appeared out of the mists in
order to lead the Minotaurs to safety. A small sect of
Minotaurs believe Noctis sent Minos to save them in
reward for their loyalty for they were the only race of
greater beings who marched to the aid of the Five and the
Humans of Evermoore. The form of Minos is that of a
towering Minotaur wearing black plate armor and wielding
a huge two-handed sword. After the Fall of Evermoore, he
led the Minotaurs to the Isle of Minos, laying waste to all
that stood in their way. He was killed by Orcs and Pythians
on the beach as his people escaped to the Isle of Minos.
He died in the year nine of the Age of Death.
Shivakas: Shivakas was a bulky winged monstrosity who
sat on a pile of skulls. His followers are mostly commoners
who believe that by eating the hearts of Guildsmen they
can gain immortality. The worship of Shivakas is outlawed
in the Realm of the Five. It is not known when Shivakas
was created. Although worship of Shivakas became
popular in the middle of the Age of Death, there were true
rumors of his worship in earlier times. There is even some
doubt that he actually existed or that he was a new god,
because some suggest he was a being from another realm,
or even a demon.
Tharkana: Her form was of a giant female Klacton. She
was the goddess of the endless northern wastelands of ice
which bear her name. Tharkana was a harsh goddess for a
harsh climate. She demanded complete reverence from her
followers and drove them with a single minded goal to find
a new homeland. She died in the year twenty-four of the
Age of Death, murdered by her own people.
Xanadu: Xanadu was known as the Slayer of the Gods or
the Mistress of Pain and Pleasure. Her changing form was
that of the most beautiful woman imaginable by the person
in her presence. She was created in the Age of Death by
disillusioned followers of Noctis who blamed much of the
state of the world on the new gods and the religions of
false prophets. Xanadu was created to destroy the new
gods and all who serve them. Her task was to cleanse the
realm of all new gods and destroy the lore used to create
them.
.Xanadu saw the new gods as usurpers who destroyed the
Age of Life for their own goals. She believed that in a
world without gods mortals could more easily find their
own path in life. Xanadu seduced the priests of other gods
into her bed and then slew them in passion’s embrace,
snapping their spines with her powerful legs. Her followers
preach that more than one thousand false prophets fell to
her wicked charms. She is credited with destroying the
knowledge of the ritual used to create new gods and giving
the world to mortals.
Followers of Xanadu preached that each person should
place their faith in themself. The religion teaches that
mortals do not need gods to lead them. They teach that life
is meant to be lived not in the service of a deity, but in the
service of one of the prime paths: pleasure, pain or death.
Each path seeks to understand one of these aspects of
living, but the religion believes that all three make up the
sum life. A follower of Xanadu will explore and indulge
these three aspects to get the most out of his life.
The symbol of Xanadu is a torture rack, and her followers
claim that Noctis will set Xanadu free if the ritual to create
new gods is used in the realm again. Xanadu was served by
the militant group the Servants of the Rack, who were
dedicated to the destruction of new gods and of all those
capable of creating them.
After the release of the Herald of Grotar in the Age of
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Order, the ritual to create new gods was once again
available to the realm. The worship of Xanadu experienced
a resurgence among the mundanes and many clerics have
cautiously chosen not to learn the divine avatar ritual.
Military Orders
Cavaliers and necromancers can create military orders.
These military organizations trace their chain of command
from the leader, a First Cavalier or First Necromancer, to
the lowest ranking member. Strong ties bind the order
giving members powerful protections and significant
advantage.
Cavaliers create Heraldic Orders which draw power from
life energy. The chain of command is usually supported by
charisma, glory, pride, honor, love or other positive
emotions. Necromancers are able to create Necromantic
Orders which seem on the surface to be similar to the
Heraldic Orders of cavaliers, but they are very different.
Necromantic orders draw power from the energy of unlife.
Undead members are bound by magical servitude, and the
chain of command is usually supported by terror, violence,
revenge, hatred, prejudice or other negative emotions.
A Heraldic Order taking to the field is a glorious sight with
banners flying in the wind, polished weapons and armor
glinting in the sun and countless marching men and woman
their voices raised in song and righteous smiles on their
faces. Whereas a Necromantic Order taking to the field is
terrible to behold with the endless multitude of marching
dead, the moans echoing through the night, the rusty armor
and weapons dull in the moonlight and the tattered banners
hanging limp in air that reeks of the grave and death.
Joining Orders: A person cannot induct or be inducted
into an order unless the First Cavalier or First
Necromancer of the Order gives permission. Inductions
performed without the required permission do not produce
an effect.
Creating Orders: Cavaliers and Necromancers can
create their own Orders if they have the skill military
allegiance. Cavalier and Necromancers are encouraged to
create their own Order. Generally, to create an Order they
need to write down all the pertinent information of the
Order (heraldic code, motto, colors, and symbol) and
submit a one page description to the Charter Sponsor for
approval and entrance into the Orders of Guildhall. After
the Order is approved, members can be officially inducted
and benefits will be granted. The Order will be approved
as along as it is consistent with the spirit of Guildhall.
Heraldic Orders
Cavaliers lead the armies of Guildhall and receive
leadership training as the core of their apprenticeship.
After Cavaliers complete their apprenticeship they earn the
right to be called “Ser”. They are the only people in the
realm who are called by military title Ser. The title Ser
applies to men and women sets the Cavalier apart from all
others military titles.
All Cavaliers should belong to a Heraldic Order. There are
many Orders in the land and all of these value chivalry and
honor. A Cavalier may choose to follow one of the Orders
of Guildhall by petitioning to the “First Cavalier” who is
the leader of the Order. He is supported by “Cavalier
Commanders.” Only Cavaliers may hold these positions
within an Order.
A Cavalier may freely change Orders. It is usual for a
Cavalier to change Orders many times throughout his life.
There is no dishonor in it. To change Orders, the Cavalier
merely announces his desire, resigns his place in the old
Order and then petitions into the new Order.
Although most Cavaliers choose an Order, a Cavalier can
remain unsworn, but this is rare. These Cavaliers are called
Black Cavaliers, because of their black surcoats and
shields. They are often looked down upon by their brethren
and are often challenged to combats of Honor. Wearing the
black infers the Cavalier believes that other Orders are not
good enough for him. A Black Cavalier cannot gain the
benefits of a Heraldic Order.
Generally a Heraldic Order contains commoner soldiers
and other Guildsmen. The commoner soldiers make up the
backbone of a fighting order. They are usually trained by
warriors and lead by low ranking cavaliers. A military
organization cannot fight without support services. They
need healers, battle mages, enchanters, scouts, and
someone to make the weapons.
Heraldic Orders are primarily military organizations, but
they also represent the social standing of the cavalier. A
Cavalier with a large group of retainers is much more
valuable to his liege. The goal of every Cavalier is to
induct members into his Order. These are the forces that he
will command on the battlefield.
When a non-cavalier joins an Order, they must be inducted
into the Order. These members must memorize the codes
tenets and wear the surcoat and the symbol of the Order.
They are then trained in military procedure and planning
and learn to fight as part of the Order. They may then gain
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the benefits of being a member of the Heraldic Order.
Orders fight and train as military units, under the command
of the Cavaliers. The same organizational strategy is used
for both large and small Orders. The First Cavalier
maintains personal command assisted by his Cavalier
Commanders, while lower ranking Cavaliers compose the
officer core. Warriors work with the officer core to lead
and train the fighting units. Other Guildsmen within the
Order work with the officer core, but generally maintain
control over their spheres of influence, such as the healing
circles, supply lines, scouting and espionage.
There are more than a thousand active Orders within
Guildhall and this number changes daily. Almost every
nation, town and even some wealthy persons have their
own local orders. Guildhall maintains a complete roster of
all Orders and their First Cavaliers.
The following is a list of the larger national and worldwide
orders in the realm. Some of these Orders will have local
branches lead by a First Cavalier of that community. There
is sometimes slight variation of doctrine between branches,
but if the deviation becomes too great the leaders of the
Order will review the local branch.
Order of Andor: The Order of Andor are sworn to the
King and Queen of Andor. Their symbol is a white dove in
flight, as such, they are often called the Knights of the
Dove. Though their symbol appears to be one of peace,
they are a battle-hardened lot, due to their constant wars
with the Pythians. Their primary color is light blue and
secondary color is white. There motto is: “All for one, one
for all.” They are based in Andor.
Order of Ansaki: The Pythians founded this Order in the
Age of Order to right the wrongs of the Age of Death. The
Order is devoted to serving the wisdom of Ansaki. They
rarely leave the fens and most in Guildhall consider them
religious fanatics. The symbol of the Order of Ansaki is a
Cypress Tree. Their colors are green and brown. Their
motto is: “The wise walk with weapons.” Their Tenants
are: “Wisdom, Warfare and Watchfulness.” They are based
in the Ansaki Fens.
Order of the Black Hand: The Order of the Black Hand
traces it lineage back to ancient times when Mortis and his
Reavers traveled the countryside searching for those who
would betray the Five. Mortis was the Black Hand of
Noctis. Following the fall of Evermoore, Mortis, his
Reavers and the Reaversworn continued their war against
those who served the new gods. The Order of the Black
Hand grew directly out of these conflicts. The Order has
survived down into the Age of Order and continues to
remain powerful. Its membership is secretive and elitist,
but members are rumored to be in every city. The symbol
of the Order is a black open hand on a white field. Its
colors are black and white. They are based on High Peak.
Order of the Dale: The Order of the Dale traces its roots
back to the Age of Death. Many warders fled to the fertile
fields of the Dale, where they served in the town militias.
These town militias grew in strength and when the armies
of Guildhall marched against the Orcs the banners of the
Order of the Dale was there with them. During the Age of
Order the members traveled the Dale training town
militias and caring for the forests. Their colors are green
and yellow. Their symbol is the mythical unicorn. They are
based in the Dale.
Order of the Fist: This Order was founded by the Herald
of Grotar in the final years of the Age of Life. It is an
ancient Order filled with the power of tradition. During the
Age of Death the Order of the Fist kept the Empire strong.
After the defeat of Grotar, the Order fell on hard times. For
many years, it was nothing more then drunkards dreaming
about past glories. However, when the Herald of Grotar
was returned to the world its membership blossomed.
Within a short time two powerful Orcs, General Brock and
later Colonel Crimson, the Hero of the North, rebuilt the
Order and the Order of the Fist was once again a mighty
force in the realm. Their colors are red and green on a grey
field. Their symbol is the Fist of Grotar. Their motto is:
“Fist of Grotar. Fist of might.” Their Tenants are: “Power,
Glory, Discipline, Honor and Death.” They are based in the
Forlorne Mountains at the Temple of Grotar.
Order of the Five: The Order of the Five was born in the
final days of Evermoore. It grew from the guards of
Evermoore recruited by Aradawn to defend the Crystal
City. When it became clear that the Orcs, Pythians and
Klactons intended war, Aradawn created the Order of the
Five. They were dedicated to defending the Way of the
Five. The symbol of the Order is the traditional symbol of
the five, the Pentagram. The colors of the Order are red,
yellow, blue, brown and black pentagrams depending on
the god of dedication on a white field. Their motto is
“Defending the Dream.” The Order is based in the Town
of Evermoore.
Order of Guildhall: This Order is one of the largest in
the realm. These Cavaliers are sworn directly to Guildhall.
The knights of Guildhall do not receive grants of land.
Rather, they and their retainers travel the realm defending
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Guildsmen and commoners alike from evil and injustice.
Their symbol is the crest of Guildhall. Their primary color
is Brown and secondary color is black. Their motto is “For
the Glory of Guildhall.” Their Tenants are: “Order,
Justice, Fraternity, Hospitality, Truth, Honor and Love.”
They are based on the Isle of Lore.
Order of Holt: The Order of Holt owes its fealty to the
King of Holt. The Order has two factions. The first are the
traditional Cavaliers of Holt, the second are those
Cavaliers of Holt who have sworn service to the deity
called Eldin. The traditional symbol of the Order of Holt is
a black cross, but the worshipers of Eldin choose to wear
a red cross. The former are known as the Followers of the
Iron Cross, while the latter are called the Followers of the
Blood Cross. Their primary color is white and secondary
colors are black or red.
Order of Karthydia: The Order of Karthydia was
founded by Thanos and the Illriggers of Karthis. Its
membership is dedicated to the heralding of the Age of
Chaos. The symbol of the Order is the star of chaos
overshadowed with the pentagram and the words, “In this
sign we conquer.” The colors are black and red. The Order
of Karthydia has a number of supplemental Order, the
largest being the Ruby Chalice Sect. The high priests of the
desert belong to this secretive Order. Another is the
dangerous Ruby Dagger Sect. This supplemental order is
a mysterious brotherhood of assassins. Both the ruby
chalice and the dagger were used by Karthis in the
ceremony he performed before going to face the invading
armies at Ash Shir. The symbols of these supplemental
orders are the ruby chalice or dagger flanked by two chaos
stars. The motto of the Order of Karthydia is “In this sign
we conquer.” They are based in the Karthydian Desert.
Order of the Rack: The Order of the Rack was formed by
the Goddess Xanadu to aid in her mission to rid the world
of gods. They were a brutal Order dedicated to their task
refusing to be deterred even by Guildhall. When the last
new god was slain and Xanadu vanished from the realm,
the Order of the Rack disbanded having completed their
task. They will, however, return to resume their bloody
work should new gods once again walk the realm. The
symbol of the Order is the torture rack. Their code is:
“Death to the gods and let mortals lead the way.”
Necromantic Orders
Necromancers are not military leaders in the fashion of
Cavaliers. They do not earn the honorific title, Ser. They
specialize in the manipulation of unlife which leads to the
creation of undead, which can be grouped into magically
servile military units.
While living people maybe recruited to serve with the
necromancer and his horde of undead, the magic that ties
necromantic orders together is very different than a
heraldic order. The necromantic order arises not by the
inspiration of the leader, but through the erosion of the
follower’s will. The necromantic order is created to bind
the living and dead together through subtle necromantic
compulsion.
The heraldic order inspires concepts of chivalry and honor,
while the necromantic order with its hordes of shambling
undead, tortured souls and trapped spirits is often viewed
as creating terror, hatred and tyranny. Necromancers
leading hordes of undead across the land is not the image
that Guildhall seeks to portray, so it is unlikely that
Necromancers and their tainted orders will ever gain a
legitimate military role in Guildhall.
This lore is considered very dangerous which was why
Necromancers were not allowed to legally create
necromantic orders until 2010 A.O. when political
maneuvering within Guildhall reorganized the syllabi of all
thirteen guilds. Concessions were made, bribes offered and
backroom deals concluded to allow the Necromancers this
lore by the narrowest of margins.
Many Guildsmen were furious with this grant of power to
the Necromancers, and the danger it poses to the world.
They fear the blighting of magic again, and with legitimate
concern. It is a proven fact that large groupings of undead
will harm the world. Many believe that the mad march of
death conducted by Demandred and Morgodia against the
Orcs did as much harm to the world as the attack on the
Five by the Orcs, Klactons, and Pythians. All scholars
agree that the death march compounding the blighting of
the realm during the Age of Death.
Every Commoner Government in the realm has laws
against the rising of undead armies. These commoner laws
have been upheld as legal by the Council of Lore and the
Courts of Guildhall.
Laws that prevent necromancers from creating undead for
personal protection have been repeatedly been struck down
by Guildhall. Necromancers may use their lore, but the
raising of necromantic armies is illegal in every commoner
nation throughout the realm and necromancers who do so
risk local prosecution that will be allowed by the Courts of
Guildhall.
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The long existing loophole in this prohibition is that land
owned by Guildhall is exempt from all Commoner Law.
Thus, necromancers can create their Necromantic Orders
legally in places controlled by Guildhall provided they do
not become large enough to create a necromantic haze or
begin to corrupt the world.
The necromancer’s other option is to establish his Order in
areas without people or in areas without a strong
commoner government. The latter is troublesome, often
resulting in conflict and the eventual prosecution of the
necromancer, or more often the death of the objecting
Commoners.
Order of the Lash: The Order of the Lash was created in
Lundelle but quickly spread to other nations, and despite
prosecutions by commoner governments the Necromantic
Order continues to grow. The members have sercret
clandestine meetings and conceal their undead soldiers in
catacombs and cypts in almost every nation. Violent
clashes with commoner authorities have erupted, tarnishing
Guildhall’s reputation. To become a member of the Order
one must be whipped to death. Dead commoners are raised
as soldiers with their families receiving payments until
they are destroyed in combat, whereas Guildsmen are
restored to life and become officers. The symbol is a
brown whip with thirteen lashes in a blood red field. Their
colors are brown and red. The code is: “You cannot beat us
down.” The motto is: “Hear the whips crack!”
The Eternal Spirits
When the Five created the realm, they chose certain spirits
to serve them and gave them the power to be reborn to the
realm. These eternal spirits were gathered by the Five and
bonded in pairs to each other and to one of the Five. These
eternal spirits were called the Five-Sworn and they would
be reborn through the Ages in service of the realm.
The Five taught their sworn servants how to do wondrous
things by manipulating mana to heal, create and enchant.
Each of the five groups were given names; the Beaconers
served Lumina, the Jesters served Karthis, the Reavers
served Noctis, the Crusaders served Solnus, and the
Warders served Natallis.
Throughout the Age of Life the Five-Sworn traveled the
realm ensuring peace and prosperity to the land. When
their physical bodies died, these eternal spirits would be
reborn back into the realm and continue their work. Each
life, after certain ceremonies were performed, the reborn
souls would remember their past and learn from their
mistakes and successes.
The eternal spirits would walk through the Ages in the
service of the Five. These spirits would remain constant in
a changing world and would forever keep the world in
balance so the peace of the Age of Life would never end.
The dream seemed perfect, but the Five-Sworn did not
have the vision of their gods. They were mortals who could
not overcome their own lusts and desires.
At the end of the Age of Life some of the Five-Sworn
turned from the Way of the Five and followed their own
paths. There was discord between the Servants of the Five.
A great war was caused by the actions of the eternal spirits
and they turned this realm from life to an Age of Death.
One thousand years later, it was the same eternal spirits
who having learned from their mistakes gathered together
to create Guildhall. United again, they ended the death and
turned the ages to a time of order.
The same eternal souls are reborn to walk the realm as it
rushes toward the Age of Chaos. They are the heros of this
world and will rise to positions of power and prominence.
The actions of the eternal spirits will either destroy or save
this realm.
The creators are gone, but their dream remains reborn in
the eternal spirits who are the legacy of the Five. It is their
burden to keep the realm alive and they are drawn to great
locations around the realm. Locations of Power where
decisions were pivotal decisions made, and events ripple
out. Places throughout the realm, many of them forgotten,
where flows of mana connect to form powerful nodes
capable of changing history.
Geographic
The following is a description of what the average person
in the realm would know to be true about a particular place
in the realm.
Ansaki Fens
The Ansaki Fens, once call the Southern Swamp, is the
ancestral home of the Pythians. It was named after their
god, who was given physical form near the end of the Age
of Life. The Fens are a huge expanse of swampy marshland
and tropical rainforest.
Elder Trees Valley
The Elder Trees Valley is a large forested area. The Elder
Trees River rolls gently through the valley. Its waters flow
from High Peak. Along the river, in the valley, dwell the
Elves. The forest of the Elder Trees Valley was once
composed of huge trees which stood hundreds of feet tall.
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When the Orcs invaded much of the old growth forest was
burned. Now only a few groves of these ancient trees
remain. Beneath the valley is a great system of caverns and
tunnels located in the roots of the trees. This is called the
Underrealm. It was created by the goddess Eveya so the
Deep Elves would have a home after they were banished
from the Elder Trees Valley.
servants of the ancient god Natallis. If this is true, it may
explain the uncommon fertility of the Dale.
Fertile Valley
The Fertile Valley is the land located between the west and
south ranges of the Forlorne Mountains. The valley was
named by the Rakkarrins who settled there during the Age
of Life.
The nobles are the hereditary rulers of the land but they
have no real power. They are at the mercy of the
corporations who have arisen to control this industrial
nation. Noble families are hired by corporations to rule
towns and provide legitimacy to the governments. Nobles
are forbidden to have their own soldiers. Rather the
corporations pay mercenary companies to serve the nobles
and act as a police force. However, the mercenary
companies are often as corrupt as the corporations who pay
them.
The Five Kingdoms
The Five Kingdoms were founded during the Age of Life
as the Human followers of the Five settled on the eastern
edge of the realm. These lands were plundered during the
Age of Death, but rebuilt after Guildhall succeeded in
pushing back the Orcs.
Holt: Holt is the northernmost of the Five Kingdoms and
possesses a powerful military. Its fortified keeps defend the
Five Kingdoms against the hordes of Goblins and Ogres
dwelling in the Forlorne Mountains. Its military is the
largest and best trained of any nation in the realm. The
Capital of Holt is Dresden.
At the end of the first millennia of the Age of Order, Holt
is ruled by an elderly king. His eldest son, Justin, heir to
the throne, is a radical worshiper of Eldin. There is a great
fear that if Justin took the throne, he would march the
Legions of Holt to reclaim the Highlands, thereby causing
a war between the Northern Confederation and the Five
Kingdoms. The Kings second eldest son, Lewis, is engaged
to marry Christiana, the beautiful daughter of Ser Garth,
the Lord of Iron Keep and the First Knight of the Order of
Holt.
Dale: The Dale is a rich and fertile land located to the
south of Holt. Its capital is a large village named
Greenfield. The Dale has no standing army of its own, but
each town has a small volunteer garrison. The Order of the
Dale patrols the western border, providing warning and
supporting the towns who are targeted by Orc sorties into
the Dale seeking to raid their food stores.
At the end of the first millennia of the Age of Order the
Dale is ruled by Queen Elisabeth. She has a niece, Elaine,
whom she is grooming for the throne. They are the last of
their line, which has stretched back from before the Age of
Death. Rumors abound that the Queen and her niece are
Coventry: Coventry is the most central of the Five
Kingdoms. It is often called the land of thieves. There is
corruption everywhere. Its Capital is usually Bristol, but
this can change, as does everything in this nation.
The corporations were founded early in the Age of Order
by moderately wealthy family groups. They began to exert
influence on trade and shipping and invested heavily in
manufacturing. Through devious ploys, schemes,
propaganda and false advertising they were able to upset
the nobles, remove all taxation and rise to prominence in
the nation.
One thousand years later, these corporations have become
wealthy beyond the dreams of their owners. They are so
powerful that they control all aspects of life. Each family
of investors zealously guard their wealth and positions on
the boards of directors of their corporations.
Lundelle: Lundelle is located south of Coventry and is
called the Land of a Thousand Gods. The people of
Lundelle have a god for everything and every situation in
life. They build large temples, expending large amounts of
time and effort worshiping their many gods.
As one would expect there are many Clerics in Lundelle.
They work for the religious rulers helping to spread the
word of whichever god is currently in fashion. The Clerics
provide the miracles necessary for the rulers to stay in
power.
Andor: Andor is the southernmost of the Five Kingdoms.
It has a large army and fights limited skirmishes with the
Pythians of the Ansaki Fens. Despite its conflict with the
Pythians, Andor is the most stable of all Kingdoms. It is
ruled by a King and a Queen and a large court of nobles.
The people of Andor are proud and place great weight on
culture. Their nobility are refined well dressed and quite
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wealthy.
they would do well to visit the Hollow Hills.
At the end of the first millennia of the Age of Order Andor
is ruled by King Louis IX and his wife Queen Carlotta.
They are well-respected leaders, who work hard to
encourage trade with the Pythians and to support world
peace. King Louis IX is a vocal supporter of Guildhall in
a time when Guildhall’s power appears to be waning
amongst the mundane nobles.
High Peak
High Peak is the tallest mountain in the Forlorne
Mountains and the realm. Legends say that on the top of
the mountain there is a garden where the Five dwelled with
all of the races of the realm before they traveled out into
the world. On its east face, there was rumored to be a
secret fortress which was used by Mortis to launch his
attacks against the Orcs during the Age of Death.
Forlorne Mountains
The Forlorne Mountains are a vast mountain range
covering a quarter of the land mass of the realm. They are
home to many different creatures.
North Range: The North Range of the Forlorne Mountains
are the ancestral home of the Orcs who lord over the
hordes of Goblins and Ogres. In the heart of the mountains
is the fabled Temple of Grotar.
West Range: The West Range is the traditional home of
the Beardons. The Beardon capital city is an immense
fortress called Glittersum Hall.
East Range: The East Range is a dark place of wild jagged
peaks and deep caverns give plenty of hiding spots to the
Kravynn and Trolls who moved there after the Fall of
Evermoore. Flame and ice hounds appeared there during
the Age of Death. The flame hounds are very common on
the lower peaks, while ice hounds run free on the snowy
tops. Kravynn have been known to domesticate both
beasts.
South Range: The South Range of the Forlorne
Mountains is barren and dusty on the west. These crags are
occupied by desert dwelling Humans. The eastern face of
the mountains is muddy and wet and is the traditional
home of a number of Rakkarin cultures.
Great Plains
The Great Plains are a broad expanse of grasslands nestled
between the Elder Trees Valley and the Karthydian Desert.
The plains were settled by the nomadic Plainspeople
during the Age of Life. They are also home to a vast
number of large herbivores, as well as predatory species.
Hollow Hills
The Hollow Hills are the traditional home of the Weetles.
It is a large area of gentle rolling grass-covered hills in
which the Weetles dig their homes and shops. The holes
are usually grouped into towns called shires by the
Weetles. If one is looking for antiques or other curiosities
High Peak was once guarded by Dragons, the greatest of
all animals, but after the imprisonment of Mortis and the
defeat of his Reavers the dragons were hunted for their
skins, teeth and bones. Despite the efforts of the Order of
Evermoore, the last Dragon was slain near the end of the
first millennia of the Age of Order.
The High Peak of the Age of Order is merely a bleak and
barren monument to what was once a glorious age and a
beautiful dream. Climbing to the top is said to be
impossible.
Isle of Minos
This is the home of the Minotaurs. The island is
surrounded on all sides by cliffs. There are only a few
harbors with beaches where ships can be landed. The
Minotaurs have created a powerful civilization on the
island. Sprawling cities surround the few harbors. The
interior of the island is temperate and filled with lush
vegetation. With the mountainous interior of the island are
numerous dwellings and even smaller villages that have
grown up around mining facilities.
Karthydian Desert
The Karthydian Desert was named after the god Karthis. In
the desert, the sands are always changing, shifted by the
ceaseless blowing of the wind. Life there is harsh and
demanding.
The Ruins of Ash Shir are a holy site where pilgrims travel
to each year. It marks the final battle between Karthis and
an invading army of Orcs and Pythians. In that battle
Karthis transformed himself into a god of fire and
consumed the army with flame. He was never seen again.
The Obsidian Tower was built in the Age of Death by
Thanos and his followers. During the Age of Order it
served as a holy site, but after the return of Thanos it
became home to the red robed Karthydians who prepare for
the Age of Chaos.
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Northern Confederation
Although referred to as a Confederation, it can hardly be
called anything more than a loose agreement not to wage
war on each other and instead conduct it against others.
The barbarian nations of the north, Asgarn, Eiren,
Mongoria and sometimes the people of the Highlands work
together for their mutual benefit against the Five
Kingdoms.
Plains of Tharkana
The cold and icy windswept plains of the north are the
home of the Klactons. In this desolate place the wind
howls continually and snow blows almost year round.
During the summer the days are long, but in the heart of
winter the darkness settles in for what seems to be an
eternity.
Economics
As the influence and power of Guildhall increased in the
early days of the Fourth Age, it became apparent that a
system of currency was needed. Guildhall began printing
silver and gold coins. These coins became known as
'shields' and 'crowns' because of their design. The silver
coins are the 'shields' and the gold coins are the 'crowns'.
Karthydian Desert: Cloth, glass, rugs
Northern Confederation
Asgarn: Fish, whale oil
Eire: Potatoes, turnips, carrots
Highlands: Wool, mutton, cheese
Mongoria: Paper, tea, silk, spices
Klactons
Plains of Tharkana: Ice
Minotaurs
Isle of Minos: Chocolate, marble, molasses, lead
Orcs
Forlorne Mountains: Weapons, wood, wool
Pythians
Ansaki Fens: Coffee, mahogany, oranges, shells, sugar
cane
Rakkarins:
Fertile Valley: Hides, honey, woven baskets
Weetles
Hollow Hills: Berries, rugs, trinkets
Two silver shields are equal in value to one gold crown.
Calendar
As Guildhall continued to expand, its Guildsmen carried
these coins to the furthest reaches of the realm. There are
still a few other kinds of coins in the realm, but they are
not used as currency and Guildhall is actively melting them
down into their standardized currency.
Primary Exports
Beardons
West Ranges: Iron ore, silver, gold, diamonds, emeralds,
jewelry, weapons and armor, beers
Elves
Elder Trees Valley: Baked goods, herbal medicines, wood
carvings, nuts, wines
Sea: Fish, salt, shell fish, ropes
Underrealm: Silver, quartz, rubies
Humans
Five Kingdoms
Andor: Wine, fruit, perfumes
Coventry: Manufactured goods
Dale: Corn, grain, pork, beef
Holt: Maple syrup, minerals, silver, wood
Lundelle: Apples, cherries, cotton
Great Plains: Furs, jewelry, leather, pottery
The Guildhall calendar is divided into 12 standard months
January, February, March, April, May, June, July August,
September, October, November and December. There are
365 days in the standard year.
Recorded history is divided into Four Ages. The Ages are
represent by descriptive word, but also by the following
symbols. First Age- I, Second Age - II, Third Age - III,
Fourth Age - IV, and the Fifth Age will be written as V.
Dates are written with the day followed by the month,
followed by the year and then the symbol of the Age.
Holidays and Celebrations
Holidays and celebrations are especially important to
commoners. Commoners living in small villages usually
live a life of toil and labor. Their only break from this
endless drudgery is in their holidays. This also is a time of
matchmaking, when the young people from the village get
to know each other, and parents can assess potential mates
for their children.
Guildhall Inns celebrate holidays when their Market Days
fall close to the Holiday.
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January 1: First Day
This holiday celebrates the first day of the new year. It is
marked by lengthy parades, feasting and grand displays of
pyrotechnics. Many of the townsfolk wear elaborate
costumes in these parades. Often, individual cultures will
also serve traditional meals designed to bring luck
throughout the coming year. The Celts are especially noted
for their First Day feast, often consisting of Ham and
Cabbage.
January 20: Founders’ Day
This day is celebrated as the traditional signing of the
Constitution which formed Guildhall in the realm. In some
towns this is marked by the Guildsmen reaffirming their
allegiance to Guildhall by publically reciting the Guildhall
Oath. Guildsmen make pilgrimages to the Isle of Lore
where huge masses, in honor of order, are offered by
Clerics.
February 2: Eldinmas
Eldinmas is a traditional Holt holiday. The day is marked
by daylong pageants recalling Eldin’s life: his birth,
victory over Grotar, and finally his death.
Great fires are lit in the center of Holt towns, and each
family carries home a candle lit from this fire “to spread
the light of Eldin.” This is the traditional day for
inductions into the Order of Eldin. Families with members
in the Order will also present them with new Eldinite
tabards and regalia on this day.
February 15: Lovers’ Day
This is a special evening where lovers celebrate their
commitment to each other. It is traditionally marked by
long walks, candlelight dinners and secret trysts.
Relationships begun on this evening are thought to have
extra passion and last longer than relationships begaun on
other days. It is traditional to give flowers and other small
tokens to friends and lovers on this day.
Festival of Love: The Festival of Love takes place during
the February Market Days. The Festival includes a lavish
feast, entertainment and a Lover’s Ball close to the hour of
midnight. Love Tokens are small gifts given by people to
those who they have a romantic interest in. Notes with the
gift leave clues to their identity often in poems and set up
clandestine meetings at certain times during the Market
Days.
Xanadu’s Tryst: Followers of Xanadu honor their
goddess on an evening during Febuary. The clergy of
Xanadu entice lovers into their clandestine festivals where
the visitors experience the paths of pleasure, pain and
death held sacred by the worshipers. Adults only please!
March 21: Spring Equinox (The Five)
The Equinoxes are especially sacred to followers of the
Way of the Five who see the balance of all five coming
together on these days. During the Spring Equinox, Solnus
can be seen in the balance between day and night. Karthis
makes himself known in that this balance lasts for one
night only and soon day and night will be unequal and
changing again. Natallis makes her presence known
through the change from winter to spring, and Lumina is
responsible for the new growth and life that arrives. Even
Noctis plays a part as the deaths due to winter are
remembered and mourned. Followers of the Five celebrate
with festivals and by telling stories of the Five.
Scavenger Hunt: Gypsies celebrate this holiday by
decorating eggs with bright colors and hiding them for
their children to find. This custom has been adopted by
many cultures as the Gypsies traveled through the realm.
In place of eggs people sometimes hide things important to
their cultures. For example, The Plainspeople hide arrows,
the Weetles hide shiny objects and the people of the Dale
hide baskets of food.
April 1: Fool’s Day (Karthis)
This is traditionally a day of harmless pranks and fun. It
was proclaimed by Karthis during the Age of Life. Fool’s
Day is never an excuse to break Guildhall Law.
May 1. May Day (Natallis)
The spring festival is marked by Spring Pole Dancing and
feasts held in honor of Natallis or other nature gods.
Spring Pole Dancing: Spring Pole Dancing is the
traditional celebration of Spring. Natallis is worshiped by
selecting a tree which is cut down stripped of branches.
The participants then dance and weave ribbons around the
trunk. In some towns the Spring Pole is preserved from
year to year, to prevent needless destruction of forest. The
decorated pole is left on display through the Month of
May. At the end of the month the pole is carefully
unwrapped and the Spring Pole is hidden away until the
celebration the following year.
June 1: The Festival of Sallis (Sea Elves)
On the Festival of Sallis, the leader of each Sea Elven
vessel says a blessing over the water. This is believed to
give the water magical healing properties, as well as to
placate the water to ensure smooth sailing. The Sea Elves
make wreaths of flowers to toss into the water, in
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remembrance of the dead. All able Sea Elves make a point
to swim in the water, and babies and the sick and aged are
anointed with water pulled from the sea. Many Sea Elves
also save vials of this blessed water, believing it a charm
against future bad luck and illness.
June 21:
Summer Solstice (Lumina and Noctis)
The longest day of the year, the Summer Solstice is used to
worship the union of Lumina and Noctis. Some villages
plan evening celebrations and dances using Lumina’s light.
This day also has a solemnity to it, for while the days
afterwards grow shorter and darker heading toward Noctis’
winter. Grand tournaments of martial skill are often held
on this day.
August 2: Harvest Day (Nattalis)
This holiday is used to mark the beginning of the fall
season, and the start of the Harvest. It is a daylong
celebration marked by song and dance along with games.
Traditional games include sack races, feats of strength,
particularly throwing farm tools like axes, and baking
contests. The celebrants thank Nattalis for her bounty, and
ask for her aid in surviving the coming winter. This holiday
is especially celebrated by Low Elves, some of whom
choose this as a day to worship Eveya.
September 21: Fall Equinox (The Five)
The Equinoxes are especially sacred to followers of the
Way of the Five who see the balance of all five coming
together on these days. During the Fall Equinox, Solnus
can be seen in the balance between day and night. Karthis
makes himself known in that this balance lasts for one
night only and soon day and night will be unequal and
changing again. Nattalis makes her presence known
through the change from fall to winter, and Noctis is seen
through the dying of the leaves. Lumina is thanked for the
hope of new life come Spring. Followers of the Five may
hold festivals in their honor, or organize tournaments and
competition days.
Masked Ball: Almost every community has a masked ball
during their September Market Days. The Masked Ball
begins close to midnight and everyone who attends wears
sculpted masks made of pOrcelain, paper-mache, leather,
feathers or similar material.
October 31.
The Hallow Eve (Noctis)
The Hallow Eve is a time to remember the dead. Many
commoners believe that this is the one night of the year
they can see and speak with the spirits of their ancestors.
They leave out food for them, and often speak to them in
the hopes their dearly departed can hear. Some Guildsmen
still retain a similar belief, and seek to remember those
who have gone Beyond on this night.
Jack-O-Lantern Carving: After the destruction of
Evermoore, Goblins began carving pumpkins to keep away
the restless spirits of those slain in the siege who still
wandered the Forlorne Mountains. The tradition spread
throughout the Realm and many cultures carve Jack-OLanterns during the Hallow Eve.
Dead-Rising: During the month of October the veil
between the world of the living and dead is the weakest.
Sometimes necromantic energies can give rise to the
spontaneous animation of corpses so all bodies must be
carefully embalmed during this season. Sometimes spirits
can even slip from the void back into their bodies.
November 15: Burrow Day (Weetles)
On Burrow Day, all the Weetles in a family will sit down
together at a great meal to celebrate the successful harvest.
The Weetles will often give thanks for the food and for
good fortune during the year, as well as share wishes for
the future. A Weetle without any family will inevitably be
taken in by another Weetle family, as they celebrate their
sense of community. This is also the last big gathering
before winter sets in; then many commoner Weetles will
spend most of winter napping and saving their energy for
the busy spring ahead. Many other races have adopted their
own version of this Weetle holiday.
December 21:
Winter’s Solstice (Lumina and Noctis)
The largest celebration of the Yule season occurs on the
winter solstice which is shortest day of the year. The Five
celebrated it to acknowledge that spring will be coming
again and that soon life will be reborn. The days will begin
to get longer, and this is seen as part of the union between
Noctis and Lumina. This is a time for midnight masses and
bardic festivals to honor the Lord and Lady of Evermoore.
Decorated Yule Trees: During the Age of Life the great
Boulevard of Evermoore was a tree-lined street. Each year,
during the season of Yule, the Five and their servants
would decorate these trees with lights. The people of
Evermoore and the Realm then hung symbols representing
their families, groups, nations and so forth on these trees.
The whole world came together for the lighting, singing,
dancing and feasting that accompanied the festival. When
lit the lights reflected off of the crystal walls of Evermoore
and the whole city became a prism rebounding light which
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could be seen across the realm. This practice continues
today in most towns who decorate a Yule tree in their town
square. Some people even have them in their homes.
Yule Dance: Almost every community has Yule Dance
during their December Market Days. The Yule Dance
begins close to midnight.
Kringle of Karthis: Not long after the Orcs shattered the
Crystal City and General Takar became the first Dreadlord
of Evermoore there was a Servant of Karthis who remained
in the foothills of the Forlorne Mountains. He did not flee
to the desert with Karthis, but rather he stayed behind to
keep the traditions of the Five alive. He was a big man,
with a deep laugh and a flowing white beard. Each year in
the season of Yule, he would dress in a heavy red coat,
with a floppy red hat and carry a huge sack of toys for all
children, Human and Orc who dwelled in the Orc-occupied
city of Evermoore. He traveled from rooftop to rooftop to
avoid Orc patrols. He entered the homes through the
chimneys. His tradition continues to this day and is
practiced throughout the realm. People dress up in his
costume and give gifts to children throughout the season of
Yule.
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pursuance.
Economics, Skills & Equipment
Money
Guildhall controls all currency. There are only two kinds
of coins printed on the Isle of Lore. The silver coins are
called shield and the gold coins called crowns. Two silver
shields are equal in value to one gold crown. People in
remote areas generally use barter as forms of payment.
Nations are not allowed to print their own coins.
Base Substances
Mana imbued base substances are rare in the Realm of the
Five and the sale is completely controlled by Guildhall.
Base substances form when flows of mana settle in various
minerals and plants, after these materials are moved the
mana begins to seep out of them leaving behind mundane
material. Powder is used for rituals, ink is used for glyphs
and runes, materials is used for trap setting and item
fashioning and catalysts make compounds. All four of
these substances are specially prepared by Guildhall. Only
Guildhall has the secret recipes and equipment to collect
and prepare base substances.
Base substances with a power rating of 1-3 can be
purchased at Guildhall Supply; base substances with a
power rating of 4 & 5 are not readily available.
RS&S Rank III: Sowulo -compound (poison or narcotic)
effect, Teiwaz -compound (disabler or hazard) effect,
Uruz- damage, [specific], Laguz - feat (all surprise feats),
Mannaz - feat (swallow/seize).
RS&S Rank IV: Hagalaz- any trap effect, Thurisaz - no
responsive feats effect, Jere - restrain effects & turn to
statue, Isa - immobile effects & turn to statue, Gebo - obey
and serve effects.
RS&S Rank V: Naudhiz - injury (vital), Othala - injury
(vision), Perdhro - injury (hearing & vocals & smell and
taste), Odin - injury (body & mana), Raido - injury (limb).
Communication
Guildsmen need to communicate with each other between
market days. All Guildsmen have access to the following
communication devices.
Postal System: Guildhall maintains a postal system where
letters and parcels can be transported throughout the realm.
Boxes are located along major highways and in every
community.
Mana Mirror: Mana mirrors are mana-imbued mirrors
that are connected to a world wide web of mana energies.
Some mirrors are large and sit on desks, while others are
small handheld mirrors. The smaller mirrors are very
fragile and easily lost.
The mirror has many different applications. Mirrors can be
used to have voice only conversations. They can be used to
send textual messages, or even to have face to face
conversations depending on the capabilities of the mana
mirror.
Runes
There are twenty five runes in the Realm of the Five.
Twenty four runes are pictured left and the twenty-fifth
rune, known as Odi is a circle. It represent the blank rune
stone.
There are sites created in the world wide web of mana
energies that the mirror can access where messages and
pictures are posted and read. When a person posts on these
sites all people who are members site receive the
correspondence.
RS&S Rank I: Ansuz - ritual detection, Dagaz - fatal
finish & feeding, Berkana - infections & disease ,Kenaz compel exodus effects,Wunjo -distracted & feinted &
stunned effects.
Mirrors can be used to store information, such as books.
They can also be used to capture images reflected in the
mirror, some have the capacity to capture moving images.
RS&S Rank II: Eihwaz -any glyph effect, Elhaz -flee
effect, ,Inguz -counters generic damage from falling up to
25 feet, Ehwaz - move effects, Fehu - feat (pursue) &
The following is a list of compounds known by the
Alchemist of Guildhall.
Compounds
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Curative: anti-narc, antidote, coagulate, cure disease,
dispel, energy, free thought, regrowth, vitality
Disabler: anti-regen, atrophy, blindness, deafness,
disinfectant, disorient, fatigue, insulate, irritant, lame,
lethargy, mana bane, mind mute, nausea, softness, solidify,
slicken, surface stay.
Enabler: adhesion, ambulate, anchor spirit, dangersense,
fortitude, heightened senses, hover, insight, invisibility,
oxygenate, spatial location
Hazard: acid, cold, earth, electric, heat, wither
Infection: body-loss, compulsion, mana-loss, rotting,
skill-loss
Narcotic: altruism, amnesia, bliss, bloodlust, clumsiness,
contrariness, extroversion, generosity, greed, hallucination,
heroism, histrionics, honesty, introversion, paranoia,
remorse, reticence, romance, sleep, stuttering
Poison: death(day), death(hour), death (minute), destroy
form (day), defoliant, insecticide, injure body, injure mana
Toxicant: burn-out, magefare, warfare
Glyphs
The following is a list of glyphs that may be drawn by
Guildsmen.
Glyphs I: deafen, drain mana, drain body, lame, move
[direction], maim, mute
Glyphs II: blind, destroy beast, destroy conjuration,
destroy machine, destroy undead, kill
Glyphs III: destroy being, destroy formation, destroy
items, destroy weapons, nullify
Medical Treatments
The field of medicine is surprisingly advanced in the
Realm of the Five and is blend of herbal lore, anatomical
knowledge and mana manipulation.
Medicine: Commoners can practice successful medicine.
By using natural herbs, bleeding the sick and chemical
remedies the physician can heal most mundane diseases.
The can also treat arcane infections (see cure rating
below).
Surgery: The surgeon can perform complex surgeries
affecting the limbs and organs within the chest cavity.
These procedures require the necessary tools and
machines. For example, most advanced surgeries require
a respirator and these would be made with cloth bellows
and wooden parts.
Psychology: Psychological treatments are diverse and
reflect a deep understanding of cognitive processes.
Life Granting Skills: Bringing a person back to life is
not easy. Sadly, most people stay dead. Only persons with
strong connect to the realm are able to be restored to life.
These are people with heroic potential, strong beliefs
and/or unwavering devotions. [All player characters have
heroic potential and are thus able to be restored to life if
they chose.]
Dead persons meeting the above requirements of heroic
potential can be resuscitated within 15 minutes of death or
restore life with magical means so long as spirit remains in
the body. Sometimes resuscitate, if started within 3
minutes of death, will restore life to a normal person.
Exodus: Most spirits go into the void immediately after
exodus, and it is very rare for a spirit to be able to stay in
the realm. These are people with heroic potential, strong
beliefs and/or unwavering devotions. [All player characters
have heroic potential and are thus able to remain in the
realm as spirits if they chose.]
Spirit Quest: The base chance to spirit quest is dependant
on the persons rank. Commoners, apprentices and Rank 1
Guildsmen have 90 percent base chance to spirit quest.
Rrank 2 Guildsmen have 80 percent, rank 3 have 70
percent, rank 4 have 60 percent, and rank 5 have a 50
percent base chance to spirit quest. Certain locations and
skills will affect this chance.
Cure Rate: The cure rate for a compound infections is
either 50 percent chance, 75 percent chance or 100 percent
chance. When a compound is made the creator selects how
hard it is to cure. There are terrible natural infections and
diseases in the realm that are much harder to cure. The
Void Plague that swept the realm in 1008-09 Age of Order
is a good example.
Technology
The Realm of the Five is slow to make technological
progress. During the Age of Life most creation was done
with lore. After the fall of Evermoore, the art of fashioning
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with mana was lost and people began to make items
through mundane processes. These mundane processes
were perfected during the later Age of Death as the world
was moving toward Order. The advent of Guildhall lead to
stable economies which created a market for goods. In this
Age of peace mana was once again mastered and scientific
advances were made, but by the first millennia of the Age
of Order uncertainty in the world deterred further
advances.
Transportation
The common method of overland transportation is walking
or oxen-drawn carts. There are no horses. Old pictures
show a horse-like animal called a unicorn, but such animal
is believed to have become extinct in the Age of Death.
Transportation on rivers is generally accomplished by
sailing rafts or small galleys, while full-rigged sailing ships
are used for ocean travel.
Power
The people of the Realm of the Five have learned to
harness the power of wind, water and steam, but the most
common form of power used is mana. Most people still use
man-power or animals to accomplish most tasks. The
windmill is generally used for millwork. Steam is still
uncommon and is primarily used by Beardons and the
industrial centers of Coventry. Mana is used by Guildsmen.
Knowledge
The learned people of the Realm of Five have a deep
understanding of their realm. The traditional scientific
disciplines of astronomy, biology, chemistry, forensics,
geology, mathematics and so forth, are highly developed,
as are the social disciplines such as theology, history and
law. The Realm of the Five has no knowledge of
computers or photography. The knowledge of electronics
and mechanics are limited to simple circuits and basic
machines using levers, pulleys, screws, springs and gears.
Manufacturing
The Realm of the Five has not mastered the art of
interchangeable parts. The manufacturing processes
generally require each part to be made separately to ensure
proper fit. The materials available for use also limit the
kinds of items to be manufactured. The major resources
available for manufacturing processes are metals, natural
rubbers, hides, wood, stone and natural fibers. Most of the
manufacturing in the realm is performed by mundanes
using common skills.
steel weapons and either plate or chain armor, but other
less advanced technologies are still common in some parts
of the realm where crude stone weapons, bronze weapons
and leather armor are used. Heavy weapons, the ballistae
and catapults, are used against troops. Castles are the
primary method of defense, however, large siege engines
and towers can effectively breech their walls. Mana is used
to create explosive traps and bombs. Calvary is not
generally used. Occasionally large, aggressive animals
(such as boars) are used for mounted warfare, but they are
too dangerous and expensive for most forces to keep in
suitable numbers.
Traps
The following is a list of Traps approved for use by the
Guilds of Guildhall.
Box Traps: adhesive box, alarm box, damaging box,
damaging box (burst), deadly box, destroying box, gas box,
injuring box (arms), movement box
Door Traps: adhesive handle, alarm door, damaging door
handle, damaging door jam, knock-out door jam, gas door
jam, injuring door hand, injuring doorstep
Hanger Traps: capture body hanger, damaging hanger,
deadly hanger, eye snag hanger, knock-out hanger, spiked
hanger, strangling hanger, tongue trap hanger
Obstacle Traps: adhesive strand, alarm, caltrop, damaging
strands, pit, pit spike, razor wire
Pressure Plate Traps: adhesive plate, damaging plate,
damaging plate (burst), deadly plate, destroying plate, gas
plate, injuring limb plate, trap door plate
Snare Traps: capture body snare, damaging snare, deadly
snare, gas snare, injuring arm snare, injuring leg snare,
knock-out snare, spiked snare
Equipment
The following is a list of equipment used in the Realm of
the Five.
Mana-Imbued Supplies
catalysts (compounds)
inks (glyphs, runes)
materials (fashioning, traps)
powders (rituals and procedures)
Military
The majority of the soldiers in the Realm of the Five use
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General Gear
boots
coat, winter
shirt, dress
shirt, work
shoes
skirt
spectacles
trouser
backpack
blanket roll
flashlight
candle
canteen
case, map
pick
shovel
door, sturdy
Locks
basic lock
mechanical lock
Medical Equipment
bandages
crutches and canes
poultice
splint
splint, sturdy
syringe
surgical kit
Navigation Equipment
Armor
breast plate
back plate
bracers
greaves
helmet
compass
map
sextant
Observation Equipment
spyglass
telescope
time piece
Armor Materials
quilted cloth
leather
heavy steel mail
heavy steel plate
Restraining Devices
ball and chain
gag
manacles, arm
manacles, leg
stockade
Box
box, normal
box, sturdy
Tools
Camping Equipment
fishing tackle
fire starting kit
tent
thick-wall tent
Climbing Equipment
climbing rope
climbing rope, sturdy
descender
grappling hook
pitons
ascender
rappel harness
Door
door, normal
bar
battering ram
block and tackle
chisel, sturdy
crowbar, sturdy
hammer, sturdy
lock picking tool kit
music box
rope
rope, sturdy
scale
shears, sturdy
torch
Tool Kits
construction tools
laboratory
lock picking tools
mechanics tools
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repair tools
surgical tools
trap tools
Weapons, Melee
axes (axe, great axe, hand axe, small axe, war axe)
axe-blunt combo (club, great axe-blunt, hand axe-blunt,
small axe-blunt, war axe-blunt)
clubs (club, great club, hand club, small club, war club)
hammers (hammer, great hammer, hand hammer, small
hammer, war hammer)
mace (mace, great mace, hand mace, small mace, war
mace)
poles (bladed staff, blunt staff, blunt/bladed staff, chopping
pole arm, crushing pole arm, cutting pole arm, thrusting
spear, walking staff)
swords (sword, great sword, short sword, small sword, war
sword)
shield I (buckler)
shield II (crescent)
shield II (kite)
shield II (round)
shield II (teardrop)
Weapons, Ranged
bow
bow, military
bow, pulley
bow, short
crossbow
crossbow, ballista, heavy (M)
crossbow, ballista, light (M)
crossbow, hand
crossbow, military
crossbow, pulley
sling shot
sling shot, catapult, break model (M)
sling shot, catapult, burst model (M)
sling shot, pulley
Weapons, Ranged Ammunition
arrows for bow
quarrels for crossbow
balls (stones) for sling
cold, electric, & heat arrows
cold, electric, & heat quarrels
cold, electric, & heat balls (stones)
Weapons, Ranged (Throwing)
bal. throwing weapon, large
bal. throwing weapon, small
compound container
glaive
javelin, thick shaft
javelin, thin shaft
rock, large
rock, small
sling
spirit tether
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0 Solnus and Karthis build the Crystal City of Evermoore
as a wedding gift to Noctis and Lumina.
Time Line
The Myth of Creation
36 The Servantors enter the realm for the first time and
begin to enslave the people.
Destiny moves . . .
The Five Elements awaken.
The Five name themselves.
The Five create the realm.
The Five give life and death to the realm.
Flora and Fauna are created.
40 The Shaggottes enter the realm for the first time and
Noctis slays their leader after it attempts to kill Lumina.
45 The Five-Sworn build the Realm Spire to protect
against other worldly creatures. The realm spire needs to
be recharged every seventy-five to one hundred years.
Lesser Beings
Lumina and Noctis create the Kravynn.
Natallis and Karthis create the Tibbyrrs.
Karthis and Noctis create the Gremlins.
Noctis and Karthis create the Goblins.
Noctis and Solnus create the Ogres.
Solnus and Natallis create the Trolls.
50 Massive migrations begin from the Garden of the Gods
as the children of the Five move out to settle portions of
the realm.
51 Minotaurs choose to dwell in the Valley of the
Rainbows.
Greater Beings
The Five give equally of themselves to create the Humans.
The People of the Ancient Path leave High Peak as the
first blood is spilt in the realm from violence
against another.
The Five create the Orcs.
The Five create the Elves.
The Five create the Klactons.
The Five create the Pythians.
The Five create the Weetles.
The Five create the Minotaurs.
The Five create the Rakkarins.
First Age
The Age of Nature
The Five enter into the Realm and show their children the
meaning of a virtuous life. They create a world of peace
and love where all beings live together in the Garden of the
Gods.
Humans create the Chalice, the first item conceived and
created by a mortal beings in the realm. Each of the Five
drink from the Chalice blessing it with holy powers.
The Five teach arcane lore to those who swear service to
the Way of the Five. They are called Five-Sworn and they
will be rebirth through the Ages in the service of the Five.
Recorded time starts with the founding of the City of
Evermoore and begins the next age.
Second Age
54 Humans settle in the eastern part of the Realm, while
Orcs claim the Forlorne Mountains.
55 Elves settle the western forests of the Elder Trees
Valley and the Beardons settle in the western ranges of the
Forlorne Mountains. A smaller group of Humans claim a
portion of the Western Plains.
57 Weetles settle the Hollow Hills of the southeast and
Rakkarrins settle the Fertile Valley of the southwest.
58 Pythians settle the southern swamps and tropical
rainforests. Humans expand north laying claim to the
mountainous highlands and the isles of the northeast.
60 A small group of humans move into and claim the
desert of the southeast.
63 The slow-moving Klacton queens are forced to settle in
the only remaining part of the realm and are disappointed
by what they receive for their home.
1000 The coronation of Noctis and Lumina as the Lord
and Lady of the realm.
1001 The humans of the east adopt a feudal system to
govern their lands. Each nation selects a king who agrees
to unite their nation with the other nations thereby forming
the Five Kingdoms.
1007 The leaders of the Highland cities elect the first High
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King of the Human Highlands.
1008 The various peoples north of the Highlands unite
into a country called Mongoria and name an Emperor to
govern themselves.
1012 Orcs institute the Circle of Challenge as a method
for determining governmental leadership and settling legal
disputes. They are the last race to proclaim leaders and
declare themselves as a nation.
1997 Rumors of the Cult of Shivakas are heard. The Five
search for the winged, horned creature that entered their
realm, but find nothing. Many people turn to worshiping
this entity whose priests promise magical powers and the
gift of immortality.
1998 Tensions between the mining and the crafting
Beardons break into a physical confrontation. Miners use
their tools as weapons as the Crafters try to dig their own
mines after miners refuse to supply raw materials without
a greater share of the profits. The realm is horrified as this
conflict develops into a potential civil war, but the FiveSworn intercede to prevent open hostility.
2000 The Five celebrate two thousand years of civilization,
but the festivities are marred by the Cult of Shivakas.
2001 It is revealed that the Cult of Shivakas is trying to use
the flows of mana in the realm to create a powerful
manifestation of the dread demon god.
2002 The Five-Sworn move against the Cult of Shivakas
exposing its lies. The priests of Shivakas are captured, but
Shivakas is never found. The cult following quickly
disappears, but its impact on the realm remains.
A Prelude to the Fall
2990 After three thousand years under the peaceful
guidance of the Five some of the races are discontent.
Their populations have swelled and their cities are
crowded. Food is not as plentiful as it once was. There is
no room for expansion as all land has been claimed and
some find the old ways of peace and love outdated. Instead
of honoring the Five they start to gather power to
themselves for their own reasons.
2995 Aradawn (Beaconer) and Selene (Beaconer) are
married. Their wedding reception is often cited as the last
time all of the Five-Sworn gathered in peace and love.
the Five and worship Grotar, the ‘true’ god of the Orcs
who preaches might as right and grants power to the
strong. The Pythians and Klactons begin worshiping their
own ‘true’ gods.
Aradawn and Selene try to resolve conflict between
Northern Confederation and Five Kindoms over the Asgarn
sea raiding.
Allysandra (Natallis), Thelandria (Solnus) and other Elves
try to resolve the brewing trouble between the segmented
levels of their society.
After confronting Harog and on the road home, Mortis says
attacked by a group of Orcs who killed a scholar traveling
with him. The truth, which was never revealed, was that
Mortis killed the Orcs in anger and then killed the scholar
himself to hide his crime.
2996 Harog begins calling himself the Herald of Grotar
and announces that he has created a ritual that can be used
to create a god. The Orcs build a temple to Grotar in the
heart of the Forlorne Mountains. The Herald preaches that
Grotar will come soon to break of the yoke of the Five’s
tyranny.
Demandred discovers necromantic magic and uses it to
animate a dead corpse. The Five are outraged and
Demandred is banished. His wife, Morgodia, goes with
him into exile.
2997 The Five have a great conference with the FiveSworn. They cannot agree on what is to be done about the
new gods.
The Guard of Evermoore is created and Aradawn
(Beaconer) is chosen over Mortis of Noctis for the position
of Captain of the Guard. Aradawn seeks a peaceful
resolution in keeping with the Way of the Five.
Mortis is insulted. He sees Aradawn as unwilling to do
what needs to be done. Mortis desires to kill all those who
defile the Five by creating their own gods and to purify the
realm of their derision.
Harog calls a meeting of non-humans which is attended by
many. He gives out the ritual to create new gods. An
alliance between Orcs, Pythians, and Klactons is forged
when the Harog offers these races the ritual to bring their
own gods into the world. All three races begin to organize
their people into a military force.
Rumors of other religions arise. The Orcs move away from
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to war.
2998
Harog creates Grotar.
The Pythians create Ansaki and the Klactons create
Tharkana
Eveya, the pregnant goddess of the Harvest, is created by
a group of working Elves who feel the need for a religion
to touch their own simple lives.
Mortis becomes the Black Hand of Noctis as he openly
travels the land slaying those who choose to worship new
gods, causing a rift between the Reavers and the other
Servants who favor peaceful solutions.
Eveya, gives birth to Unity, a male Elf child who is
prophesied to end the caste system, thereby making all
Elves equal.
2999 The clouds of war hang heavy on the horizon. Unity,
the child of Eveya is murdered in his crib. The Elven
people are embroiled in a great civil war. A group of Elves
leave the forest to escape the bloodshed and will later
become known as the Sea Elves.
Lumina began seeing visions in her reflecting pool. She
spoke often of the Fall of Evermoore and the shattering of
the Crystal City. She became more despondent as the
situation grew more grave. Noctis was fraught with worry
and distracted from his duties when the realm needed him
the most. The brothers bickered, sometimes fighting in
earnest over what was to be done. Natallis preached
balance urging both tolerance and limitation.
The body of Lumina was found floating in her reflecting
pool by Selene (Beaconer) the wife of Aradawn. Lumina
had transferred her power to Solnus so that he could defeat
Grotar.
Noctis became mad with grief and refused to see
petitioners. He secretly left the city with Mortis and the
body of Lumina. He traveled to High Peak and attempted
to undo what Lumina had done.
Harog was sent by Grotar to speak with Noctis, but was
prevented from entering the palace by Aradawn under
orders to admit none. Harog attempted to force his way
past and in what became the catalyst for the end, Aradawn
slew his former friend, the Herald of Grotar. As Harog died
he whispered, “Tremble Old One Grotar comes . . .” It was
said that these words echoed over the lake of Evemoore
and rattle through the Forlorne Mountains calling the Orcs
The Fall of Evermoore
For his crimes, Meave (Crusader) and other Five-Sworn
imprisoned the body of the Herald of Grotar within an
artifact box intended to prevent his rebirth into the world.
Outraged over the fate of the Herald of Grotar, the three
most powerful nonhuman races united against Evermoore
and the Five. The Orcs, chanting “Tremble Old Ones,
Grotar comes,” led hordes of goblins and ogres from the
Forlorne Mountains. They were joined at the gates of
Evermoore by armies of Pythians and Klactons. All three
armies laid siege to the Crystal City.
The Highlands respond to the call for allies from
Evermoore, but their march was blocked at the east pass by
a host loyal to the New Gods. Many highlanders are slain
and they are forced to return to the Highlands.
The elves did not aid the Five for they were embroiled in
a terrible Civil War. The Five Kingdoms and the Beardons
did not send aid, they were bought with promises of gold
or other concessions.
Despite the best efforts of Aradawn and the Order of the
Five, the arrival of the non-human armies caused panic in
the city. Compounding this was the fact that Noctis could
not be located and many of the people felt abandoned.
Karthis did not understand the magnitude of the situation.
He ordered his Jesters to begin a great festival and they
held the greatest party ever, the ill-advised “Siege Day
Festival.” They did not participate in the preparations for
defense, because they did not, perhaps could not,
understand the meaning of war. As the Jesters danced
through the streets and along the walls, ringing bells,
blowing horns and scattering confetti, the armies gathered
outside the Crystal City.
Solnus conferred with Aradawn and the defense of the city
was planned. Solnus would take the field with the army
and attempt to fight Grotar. Solnus believed that if he
could defeat Grotar, the non-humans would withdraw.
Aradawn was against the plan, he favored a peaceful
surrender and suggested they offer his own life for the
slaying of the Herald.
The arrival of Gantor (Reaver) at the head of a large group
of Minotaurs assured that Aradawn’s plan for a peaceful
resolution would not be considered. The Minotaurs had
come to the mutual defense of Evermoore as their lands in
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the Valley of the Rainbows had been promised to the
Klactons by Grotar. They sought to make a stand together
with the city of Evermoore.
The ever loyal children of Noctis, the Kravynn, also vowed
to fight for the city which had sheltered them and the god
who was their father. One by one, the Kravynn tossed
away the implements of their servile jobs and picked up
clubs and table knives with which to fight.
The Rakarrins and Weetles sent small groups, but neither
were a people capable of war. The kravynn who worked in
the city as street sweepers, butler, valets and cooks picked
up weapons to defend the dream.
Natallis gathered her chosen followers in the wooded grove
where she opened a letter given to her by Lumina. The
letter read simply, “Do you believe me now?” After
reading the letter, she wept and then carefully burned the
pages. She then performed the ceremony that gave her
essence to Solnus.
The Orcs, Klactons and Pythians attacked and the
defenders and their allies fought long and hard. The battle
lasted many days and each days fighting would begin with
Grotar calling out the Five to fight in the Circle of
Challenge.
Aradawn died on the west wall defending the breach. He
was the last man standing in the gap against an army of
Orcs. He held the breach until his sword shattered and was
then overrun. It was said that steel would break before the
will of Aradawn.
Selene reached the wall in time to see Aradawn’s sword
shatter and watch as he was dragged down and slain. She
tried to get to his body, but she was captured by Takar
(Solnus) an mighty Orc general who was fulfilling a
pledge.
In the palace, the Jesters stood by as Karthis cradled his
dying brother in his arms. Those watching say that as
Solnus died something changed in Karthis. The god of
laughter stood and tossed away his hat. He would never
again play the Fool. His Sworn Servants, from that day
forward, would be called Illriggers.
Those who saw him after that day say the Karthis they
knew had died with his brother. The god of tricks, who
loved to laugh and play, had grown dark and embittered.
He had become a god of vengeance and entropy, awaiting
the coming of his Age. Karthis burned a fiery path through
the invading armies and led the survivors from the
shattered Crystal City into the desert that would later bear
his name.
Finally, Solnus came forward on the field and the whole
world seemed to stop as the gods faced each other. They
stood beneath the gates of the Crystal City for what seemed
an eternity. Solnus had the combined power of Lumina and
Natallis. Solnus whispered, “I do not wish to kill you.
There can still be peace” Grotar, filled with the power of
thousands, laughed, “And that is why you shall die!”
Grotar struck down Solnus and the world was changed
forever.
The bodies of the Beaconers, Crusaders, Warders, Reavers,
and Jesters who died at Evermoore were hung on crosses
that reached from the shattered city of Evermoore to the
Temple of Grotar.
Karthis and his Jesters realized too late that a siege was no
reason to have a party. People speak in hushed whispers
that Karthis was wearing a party hat with bells and blowing
a horn as he watched his brother fall. They say the horn fell
from his hands and he rushed from the wall to his brother’s
side. Karthis carried Solnus from the field into the empty
palace.
Third Age
The fighting raged. Gantor died in battle trying to hold the
gae as Karthis walked past with tears raining down his
face. Meave along with the heroic Mail (Crusader) died in
the fighting on the eastern wall. Brianna (Warder) died in
the grove.
Selene and a few other prisoners were being brought to
Grotar, but they were rescued by Demandred and
Morgodia. Shortly after Selene gave birth to twins, a girl
and a boy.
The Rise of the Orcs
1 Orcs officially claim Evermoore as their city and place
it under Orc rule. General Takar is named the first
Dreadlord of Evermoore.
Tharkana expresses her displeasure and demands that the
Klactons be given the Valley of Rainbows as previously
agreed. Rumors that the Klactons are massing on their
borders sends an Orc army to the north where is begins to
construct a series of fortifications.
A massive Klacton host marches on the Orcs. Countless
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hordes of insect-like Klactons flow like a tide over the
greenskins. The Orcs are driven back by the endless
multitudes of Klactons.
The Fist of Grotar strikes the Plains of Tharkana creating
the Seven Days of Darkness. Astronomers claim it was a
meteor strike, but the Orcs consider the destruction as a
sign that the realm was meant to be ruled by them.
The Klactons are in complete disarray. Many of the brood
queen directing the lesser Klactons are killed and their
army crumbles, but Tharakana will not accept defeat. The
lines stagnant and the war become a bloody battle with
Klactons dying by the thousands on the walls of Orc
fortifications.
name.
3 The civil war within the Elven land ends with the
traditionalists as the victors. The defeated are given the
choice of banishment or service. Some agreed to become
a working class, while the others were banished to live in
tunnels beneath the forest roots created by the passing of
the goddess Eveya from the Realm. All Elves adopt facial
tattoos to mark their place in society.
Tharkana continues the Klacton’s war against the Orcs.
She will not stop even though it is destroying her people.
Orcs take control of the Hollow Hills after the Weetles
surrender to the rule of the Dreadlords without a fight.
There is a great troll uprising in the Five Kingdoms which
cripples their industry and military. Trolls leave their
service and make a new home in the east range of the
Forlorne Mountains.
The Orcs destroy an army of plains people and lay waste to
the Fertile Valley. The rakkarin refuse to surrender, but
some flee to the desert and continue a guerilla war against
the Orcs.
2 The Orcs break their treaty with the humans of the Five
Kingdoms and attack the Dale. The peaceful farming
nation is conquered in less than a week by the Orcs. The
remaining Five Kingdoms attempt a peaceful solution, not
wanting to believe that the Orcs truly desired to conquer
the realm, but this gives the Orcs time to resupply with
food from the Dale.
4 Tharkana is slain by evolved Klactons who sided with
the discontented Hive-Queens tired of seeing the best of
their broods sent of to die in an impossible war. Peace is
made with the Orcs and Grotar is recognized as the
nominal ruler of the Klacton lands. The Orcs are now free
to begin their conquest of the remainder of the Realm.
The Orcs attack Coventry which quickly falls adding its
industrial might to the Orc war machine. Holt, Andor and
Lundelle unite in an effort to defeat the Orcs. Initial
defeats soon give way to promising gains as the freshly
trained human troops, aided by small groups of rakarrins
and Weetles and humans from the north press the Orcs.
Mortis and his Order of the Black Hand lay waste to the
Orcs supply trains lowering morale. Selene and other FiveSworn survivors aid the humans.
The Pythians launch a surprise attack on Andor while
Andorian armies are north fighting the Orcs. Andor’s
capital is taken and the Andorian army crumbles.
In rapid succession the armies of Lundelle and Holt are
defeated by the Orcs who spend the next few months
destroying all resistance to their rule in the Five Kingdoms
and obliterating all references to the Five.
The year end with the death of Minos. The new god of the
Minotaurs is slain by Orcs and Pythians as he protects his
people’s escape to the Isle which would later bear his
Grotar negotiates a treaty with the Beardons and they agree
to supply the Orcs with weapons and supplies during their
campaign against the Elves who remain loyal to the Way
of the Five.
The Underrealm becomes a true second realm as the Elven
tunnels beneath the roots are expanded to meet the hives of
the Klactons and the mines of the Beardons. The
Underrealm stretched across the entire northwest portion
of the realm and developed its own trade and government.
5 Demandred and Morgodia begin their march to the
Temple of Grotar. Demandred magically binds Mortis to
his will. Selene and other Five-Sworn march with the
army, but are horrified by Demandred’s necromantic
power.
Mundane animals begin to grow larger and some develop
extraordinary powers. The Seven Days Darkness, the use
of mana for violence and Demandred’s necromantic horde
twisted the flows of mana beyond tolerance producing a
host of dangerous creatures, and horrible storms of errant
mana.
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The army of the dead reaches the Temple of Grotar, but is
surprised by priests of Grotar who have created holy
magics. Demandred releases Mortis and send the surviving
Five-Sworn away to safety. Demandred and Morgodia
make their final stand with the undead to give the others
time to flee. In the end, they are standing back to back, him
with his magic, and she with her blade, a top a pile of Orc
corpses until they were overwhelmed.
6 The Elven campaign begins. The Elven forests are so
tenaciously defended by the Elves that the Orcs adopted a
scOrched earth policy to destroy them. Their goal was to
burn the ancient Elder Trees that provided the Elves’
defensive bastion.
Seeing the devastation of the forest, the Deep Elves agreed
to aid the Orcs both to save their forests and on the
promise that rule will be returned to them. Beardon units
join the Deep Elves in their attempt to oust the High Elves
from power.
7 The high and Low Elves are conquered by the combine
might of the Deep Elves, beardons and Orcs from without.
The defeat the elves of the Elder Trees Valley is complete
and the elven senate is disbanded.
The Deep Elves are betrayed and a Dreadlord is placed in
charge of the valley. Much of the old growth forest is
felled by the Orcs to make fortresses and siege engines to
be used in wars in other parts of the realm. Damage is so
severe in some sections that many of the Elves can no
longer walk among the branches of the trees.
The Deep Elves rebel because the rule of the valley was
not passed to them as agreed. The Deep Elves are defeated
on the surface. The Orcs begin their conquest of the Elven
Underrealm. Many High and Low Elves are pressed into
fighting the Deep Elves.
The Deep Elves are forced to surrender and acknowledge
Grotar as the absolute ruler of the Elder Trees Valley.
8 Sharu Kinslayer becomes second Orc Dreadlord of
Evermoore. He works secretly to protect the Way of the
Five and their teachings of lore.
Under the protective shadow of Sharu Kinslayer a group of
Humans founded the secretive Order or Evermoore. They
are entrusted to remain in Evermoore and to protect all that
belonged to the Five, including the dragons of Highpeak.
Mortis is trapped and defeated in the East Pass of the
Forlorne Mountains. Many of his followers are slain.
Mortis escapes and fades from the forefront of history.
10 Grotar negotiates a second alliance with the Pythians
to invade the Karthydian desert and to destroy Karthis.
Ansaki does not support the plan, but the Pythians
participate as Ansaki does not forbid it.
Orcs moved north concentrating their efforts against the
northern Human nations. Edinburgh in the Human
Highlands is taken by the Orcs.
Inverness, the last free city of the Highlands, is conquered
by the Orcs. The High King is killed in a final glorious
charge. Such was his heroism that the Orcs allowed the
king’s corpse to be carried from the field and placed in the
crypt of kings.
MacBean clan fades into the remotest Highlands swearing
that they will never rest until the High King is restored to
the throne.
11 Mongoria falls to the Orcs. Throughout the war the
child-emperor leads his troops into battle. Following his
defeat he takes his life ending his dynasty.
The Isles of Eiren and Asgarn surrender to the Orcs who
now hold most of the realm.
13 After three years of preparation a huge army of Orcs,
Pythians and enslaved Klactons attempt an ill fated attack
into the Karthydian desert. They are destroyed by Karthis
in a mysterious battle at the city of Ash Shir.
Orcs seek to expand their empire. Grotar meets Ansaki and
Ansaki cedes away Andor and swears fealty to the Orcs on
the promise that the Orcs not plunder the Ansaki Fens. The
Pythians are not happy with Ansaki’s decision, and he
begins to die.
Ansaki orders the construction of an immense tomb in the
heart of the swamp. His people’s lack of faith is weakening
him.
15 Ansaki’s tomb is finished and he dies passing his
knowledge to his people who gain his wisdom and
understand his decisions. Overwhelmed by their love for
him the Pythians begin building temples to Ansaki. Their
goal is to build one hundred temples in one hundred years.
The March of Thanos
500 After 500 years of Orc rule, the world chaffs under the
150
yoke of Orc tyranny. Followers of the Five worshiping in
secret, begin reaching out to each other.
525 Thanos is born in the Karthydian desert. When he was
born a priest had a vision that in the Age of Chaos Thanos
would lead the army of Karthis to victory.
550 Mortis and a thousand Knights of the Black Hand ride
from obscurity to burn Orc government buildings
throughout the realm. Grotar and the Orcs hunt for Mortis
and his men across the Realm, but do not find them.
Followers of the Five come out of hiding and join with the
black hand. Uprising appear throughout the realm, but the
Orcs quickly put them down.
559 Thanos becomes well known throughout the
Karthydian desert for preaching that the time for mourning
had ended and that the Five should be avenged.
565 Thanos unites many of the desert clans and convinces
them to where the red. “Under the star of Karthis We Shall
Conquer” becomes the motto of the Karthydian Empire.
571 The armies of Thanos surged forth, liberating the
Fertile Valley. The plains people join the beduin host.
Andor is retaken. A revolt occurs in Holt. The whole
Northen Confederation rises up.
572 Thanos marched to Evermoore, driving the Orcs up
the Valley of the Rainbows.
975 Once more the realm chaffs under the tyranny of the
Orcs. Followers of the Five begin to gather again. The
speak of Age turn and Eternal souls being reborn.
980 Follows of the Five begin to reconstruct lost lore.
Magical skills used by the Fivesworn in the Age of Life are
being rediscovered.
983 The Humans create Eldin to free Humans from the
Orc Empire and to ensure that humanity is never again bent
under the will of another race. He was a warrior god, with
an indefatigable spirit and unyielding will.
990 The League of Guilds is formed by the reborn souls of
those sworn to the Five. Five Guilds are initially created:
Warlocks, Clerics, Wizards, Druids and Cavaliers. Their
members are mostly Humans, Minotaurs, Weetles and
Elves, with a lesser number of Rakkarrins. The other races
are admitted only on an individual basis. The members
travel the land looking for lost Lore.
991 Mortis is found and convinced to aid in the creation
of Guildhall. He reforms the Order of the Black Hand and
gives his knowledge to Guildhall.
992 Bards Guild is formed with the help of the Van Dorn
Family and is admitted into the League of Guilds.
The Guild of Cavaliers help develop the Warriors Guild to
specialize in melee combat and the Rangers Guild to
specialize in military scouting and insurrection.
573 Thanos laid siege to the City of Evermoore building
massive stone fortifications outside of Evermoore. The
world learns of the Prophecy of Thanos. They believes he
will gain victory of the Orcs.
993 The Artisans are admitted to the League of Guilds.
574 Grotar travels south with a mighty army and Thanos is
defeated. His soldiers die almost to a man and were
entombed by a few survivors in the fortification that in
later years became known as the Tombs of Thanos.
997 Rogues are admitted to the League of Guilds.
575 Following the defeat of Thanos, the rebellion in Holt
is put down and the Orcs solidified their empire through
brute force. Thousands die under the Orc sword beginning
the darkest time in the history of the realm. Anyone even
suspected of speaking out against the Orcs is tortured and
killed.
995 The Runecasters and Alchemists are admitted to the
League of Guilds.
999 Necromancers are admitted as an eleventh hour entry.
They argued their admission very persuasively, “If you
don’t let us into your league, you’ll have to fight every
enemy twice, if you ever want to unite the realm.”
Fourth Age
0 The founding of Guildhall on the Sea of Lore. Guildhall
was portrayed to the Orcs as a society of merchants,
scholars, and tradesmen. Hundreds of rebels come to the
island to secretly learn lore.
Mortis again disappears into obscurity.
2 Xanadu, the slayer of the gods, is created using the
The League of Guilds
151
essence of Noctis. Over the next few decades she hunts
down all persons capable of creating new gods.
Asgarn, Mongorian, Eiren and portions of the Highlands
pledge mutual support.
3 Guildhall, the armies of Eldin and a host of Minotaurs
march forth to begin the Wars of Order.
26 The Klactons are admitted as general members into
Guildhall and their armies join with the armies of
Guildhall. The War of Order drags on.
The Orders of Guildhall and Eldin are formally organized.
4 Beardons betray their Orc masters for general entrance
into Guildhall. All across the realm people rebel.
28 The Orcs face the united might of the realm, but they
refuse to surrender. They vigorously defend the Forlorne
Mountains despite being invaded from all sides.
5 The followers of Xanadu create the Order of the Rack to
search out and destroy all with knowledge of creating a
true avatar of a new god.
31 The final battle is fought near the town of Evermoore.
Eldin faces Grotar in the Circle of Challenge and kill each
other.
12 The last Orc fortification in the Five Kingdoms falls to
the Armies of Order. The beginning of the Purges in the
Five Kingdoms, which last for a decade. A dark and bloody
time when persons suspected of being Orc sympathizers
are tortured and slain by the nobles who are reasserting
their authority.
The deaths of Eldin and Grotar is the official ending of the
Wars of Order. Peace was signed between the Orcs and the
armies of Guildhall.
15 The Pythians are granted general admission to
Guildhall in exchange for sharing the vast knowledge of
lore contained in their libraries. The Guilds are greatly
improved with this knowledge. The Order of Ansaki is
created and Pythian soldiers march against the Orcs.
20 The Wars of Order continue as the armies of Guildhall
and Eldin push into the Highlands. Many of the
Highlanders embrace Eldin and welcome the armies of
Holt. Many Highland nobles swear allegiance to the King
of Holt and fight side by side with Eldinites to drive out
the Orcs.
One of the more colorful of the Highlanders to take arms
in the name of Eldin is Rastan MacVayne. He chose as his
banner the Eldinite Cross with a flayed Orc hung on it.
23 The Orc Dreadlord Nuntor Grack peacefully surrenders
the Citadel on the condition that his family and his soldiers
and their families be allowed to dwell in the Highlands as
expatriates. He denounces Grotar and the destruction of the
Age of Life. He claims his troops will fight against other
Orcs to help free the Highlanders. With the help of Nuntor
Grack, who proclaims himself a worshiper of the Five, the
northeast is laid open for the armies of Highlanders,
Eldinites and Guildhall.
24 Mongoria, Eire and Asgarn are freed from Orc rule.
Mortis was betrayed and imprisoned by the High Priestess
of Eldin and her preachers after he and his Reavers aid in
the defeat of the Orcs
50 The last person with the knowledge to create a new
god, Slyvar Slithe, a Pythian temple priest is slain by
Xanadu and the Order of the Rack. The world is declared
to be a world of mortals.
53 Xanadu disappears. Her followers say that she will
return again if the New Gods are reborn and religion
threatens the realm.
98 Highlander Robert McCrum attempts to claim the
throne of High King of the Highlands, but finds little
support.
101 Civil War in the Highlands occurs between
Highlanders who worship Eldin and support the King of
Holt against those who wish a return of a Highlander High
King. The MacBean clan is largely responsible for its
instigation.
Guildhall steps in to stop the war before it spreads to
involve Holt, which could then escalate to involve the
Northern Confederation and Five Kingdoms.
The Highland Council is formed of nobles and the
Highland Council is proclaimed the official ruling body of
the Highlands. This council is composed of all influential
nobles. It is made clear that the Highlands are not ruled by
Holt.
25 The Northern Confederation is born as the nations of
152
125 The Klactons attack the Orcs. For twenty years the
frozen north is awash with bloodshed as a large brood of
Klactons throw themselves against Orc fortifications. The
Orcs are pressed back, but are able to eventually defeat the
Klactons. Skirmishes would continue over the next one
hundred years. The hatred between these two races
solidified in this time.
declares war on Asgarn and threatens to invade the isle if
coastal raiding is not immediately stopped and reparations
made.
196 One thousand years after Ansaki’s death the Pythians
begin construction of new Temples to honor Ansaki. Their
population has expanded and more villages are needed.
They begin to build villages on the outskirts of the Fens.
262 Some anti-Holt Highlander clans attack Holt
supporting the treaty of the Northern Confederation which
binds the Asgarns, Highlanders, Mongorians and Eirenmen
together. The Highlands erupt in a civil war as those
Highlanders friendly to Holt and Eldin begin to fight with
those who are not.
211 Beginning of the border skirmishes between Andor
and the Pythians. It is revealed that the Pythians have been
capturing Andorians to use a sacrifices in their blood rites.
235 Andor constructs the Swamp Line. A series of walls
and fortifications garrisoned by the Order of the Dove were
created under the pretense of stopping Pythian raids
beyond the swamp, but in reality they were a starting point
for Andorian attacks into the swamp. The fortifications
exacerbate the hostilities.
236 The Pythians destroy one of the border keeps and
Andor invades the swamp. Their army suffers a crushing
defeat and the Pythians launch an invasion of Andor.
Lundelle sends a large contingent of troops to aid Andor.
240 The Andorian-Pythian Conflict officially begins as
Pythians sack numerous cities in Andor.
245 As the northern Five Kingdoms agree to send troops to
aid Andor. Guildhall intercedes to stop the fighting.
Guildsmen on both sides force their leaders to cease
continued aggression and sign a treaty.
250 The Asgarn people begin raiding the coastline of the
Five Kingdoms with increased frequency.
Certain Highlander clans begin raiding the properties held
by highlanders who support Eldin. There are some raids
into the northern portions of Holt.
260 The Five KIngdoms frustrated by increased Asgarn
raiding appeal to Guildhall. Guildhall attempts to settle the
dispute, but the Asgarn Guildsmen are unable to censor
their people who believe sea raiding to be their cultural
heritage.
260 Asgarn sea raiding continues throughout the coast of
the Five Kingdoms. The Five Kingdoms, lead by Holt,
261 The powerful Holt military invades the isle of Asgarn
for the purpose of eliminating the threat to world wide
shipping.
263 The invasion of Asgarn begins to falter as Holt must
defend their own borders from Mongoria and their
holdings in the Highlands. The Five Kingdoms send troops
to support Holt and the war escalates.
265 Guildhall intervenes and a treaty is signed ending war.
The treaty forbids sea raiding by Asgarn and requires the
Asgarn government to make reparations and punish sea
raiding.
The treaty stops the foighting between the Northern
Confederation and the Five Kingdoms, but the battle in the
Highlands continues as Highlanders fight Highlanders.
270 Holt suddenly sends troops into the Highlands. The
King of Holt insists that this is not an invasion, but that he
has been invited by Highlander nobles who are seeking his
aid against their countrymen who are persecuting them.
Before the world can react the two pronged invasion, from
the north and south, supported internally by loyalist
Highlanders sends the Free Clans who fought against Holt
reeling and within a few months the Highlands are
substantially controlled by Holt.
271 The Free Highland council continues to direct
guerrilla efforts against Holt and the loyalist Highlanders.
275 The Free Highland’s Council is disbanded, but the
MacBean clan continue to fight. Duke of Inverness Robert
McCrum claims High Kingship in a final effort to unit the
clans. He receives little support.
Holt subdues the last resistance. The Highland clans who
accepted the King of Holt are allowed to rule their own
lands. Clans refusing to accept Holt rule are governed by
appointees of the Holt Crown who are generally loyalist
153
Highlanders.
disgrace by its last member, the elderly Ser Penta Halcion.
By the end of the year only the MacBean clan continues to
fight.
510 Depressed economy of the Valley of Rainbows drives
people from Evermoore into bigger cities.
276 The nations of Eire, Mongoria and Asgarn pressure
for the occupation of the Highlands to be ended. Holt
withdraws its military, but the country remains in the hands
of those loyal to Holt.
967 The Roasted Dragon Inn closes in Evermoore.
Everyone believes that Evermoore will fade into memory.
287 After years of lobbying the other members of the
Northern Confederation a number of Highlanders rebel
against Holt rule. They are supported by Confederation
troops who cross into the Highlands from Mongoria. Holt
is hard pressed to keep the Highlands and issues a call for
aid from the Five Kingdoms.
288 Coventry, Lundelle, Andor and the Dale send troops.
The Highlands become a battle ground.
969 Al’tar Shariz is born in the Karthydian desert, the son
of the bandit leader Siad Shariz.
986 Al’tar Shariz is accepted into Guildhall as an
apprentice Cleric where he befriends Isabella, an
apprentice Bard, and Winston a young wizard researching
the history of the realm. Also apprenticing at this time, was
Gorefang and Darius Ry’aln. Teaching at the school was
Doctor Willet Ivy.
293 Guildhall stops all shipments of supplies to the nations
involved in the fighting. All Guildsmen in these societies
demand that the mundane leaders cease hostilities.
987 A number of hive-queens lead their hives in a Klacton
attack on the Orcs. These Klacton hive-queens refuse
Guildhall’s orders to cease hostilities. When the evolved
Klactons attempt to stop the hive-queens, they are slain.
The hive-queens press a vicious war on the Orcs.
293 The Order of Guildhall is organized to lead a standing
army of mixed heritage which will fight to support
Guildhall and keep the peace of the Realm. It is based in
the Valley of the Rainbows.
Guildhall is powerless to intercede as trade sanctions are
ineffectual. Klactons have little need of base materials.
They fight using wave tactics and keep coming until they
are dead.
294 Hostilities cease under threat of force by Guildhall.
The nobles who control their nations realize that they
cannot stand up to a Guildsmen supported military. The
Peace of Guildhall was established.
Altar Shariz completes his apprenticeship and returns to
the desert where he becomes a Cleric of Karthis and wears
the Black Robes of Mourning as is the custom of the
priests.
The Highlands were to remain in control of Holt because
there were a larger number of Eldinite Highlander nobles
who wanted to remain loyal to Holt.
990 Colonel Coal Crimson becomes the hero of the north,
when he lures the main Klacton army in a dead end valley
and grinds them to pulp. He is honored by the Orc High
Council and when they offer him a reward for his actions,
he responds affronting the civilized council, “Orcs are born
for battle, reward me not with your trifles or your titles, but
send me north where I am needed to be an Orc.”
Clan MacBean, the Black Watch, Highland centric heraldic
orders and others fade into the remotest Highlands.
300 Guildhall has finally achieved domination of the
realm and all nations are forced to coexist peacefully or
cede their autonomy to Guildhall. Guildhall law takes
precedent over all other laws. However, national laws may
still be enforced so long as they do not conflict with those
of Guildhall. The realm was ordered in the name of peace
and that peace lasted for six hundred years.
504 The last Dragon was skinned and eaten in the Roasted
Dragon Inn at Evermoore. The ancient Order of
Evermoore, protector of the dragons, is disbanded in
Many Orcs hear this story. Among them is a Gorefang a
young Orc warrior who travels to join Crimson. He
distinguishes himself and rises quickly in the ranks of
Crimson’s army.
Al’tar Shariz mentors an orphan child named Raheed who
is in the care of the Karthydian Church. Aftering
discovering the boy is arcane, Al’tar sends Raheed to
Guildhall for training as a Druid.
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992 Doctor Willet Ivy first discovers that the protect aura
or shield around the realm is weakening. He brings his
findings to the Council of Lore, but his papers are lost in
the bureaucratic shuffle.
leaders of the Orc detachment in Forlorn Mountains
outside Evermoore and then amubushes and murders all
the Guildmaster of Evermoore who are coming to attend
the treaty signing.
994 Al’tar Shariz becomes the youngest Loremaster in the
history of the realm.
In August Dr. Willet Ivy, a renowned researcher, comes to
investigate the appearance of the strange water monsters.
Working closely with Charter Sponsor Al’tar Shariz and
the town of Evermoore, Dr. Willet identified these
creatures as shaggottes an ancient threat from another
realm. This proves his theory that the shield around the
world is weakening.
995 Al’tar Shariz is named High Priest of the Karthydian
Faith. Many see him as too young to hold the position but
he quickly moves to win over his opposition.
Gorefang is transferred to the capital city as an aid to
General Tuskar, the wealthiest and most powerful of the
Orc generals.
996 Loremaster Al’tar Shariz convinces the Council of
Lore to reopen the Inn at Evermoore. Isabella the Gypsy
Bard is appointed as Innkeeper. Mistress Rinan
Romanovpov of the Runecasters, Master Winston the
Wizard and Master Anon Fayne of the Necromancers help
organize the Community Guild Council and ratify the town
charter which formally opened the Inn.
997 A magical box containing the spirit of the Herald of
Grotar is dredge up from the Lake of Evernoore.
In April the Herald of Grotar is freed and spiritquested in
the Inn of Evermoore by a cleric named Vorath. Al’tar
Shariz arrives too late to prevent the return of the Herald.
On that evening he tells the Guildsmen of Evermoore that
they had just witnessed the first step in the end of all. His
words were not understood and he would spend the rest of
the millennia trying to explain to the world the dangers of
the Fifth Age.
The Guildsmen of Evermoore meet with the Herald of
Grotar during the May Market Days. While the Herald of
Grotar is making a speech urging peace he is murdered. It
was later suspected, but never proven, that Guildmaster
Anon Fayne, High Priest of Xanadu, hired the assassin to
kill the Herald to prevent the Herald from bringing Grotar
back into the world. Gorefang, a young warrior with the
Orc army vows revenge.
For the rest of the year, Gorefang continues to attack the
Guildsmen of Evermoore because he feels that the Orc
High Council is going to let those who attacked the Herald
of Grotar go unpunished. Gorefang is declared an outlaw
by the Orc High Council.
998 In March the Guildsmen of Evermoore discovered the
presence of another group of otherworldly beings called
the Servantors who were agents of the Tyranti.
In May Peter DeBay become the first apprentice of the Inn
at Evermoore when he apprentices to the Cavalier’s Guild.
Gorefang continues to attack the Guildsmen of Evermoore
in an effort to obliterate those who attacked the Herald of
Grotar. He appears to be recruiting large number of Orcs,
goblins and ogres to his banner. Despite attempts by the
Orc High Council to bring him to justice, many Orcs in the
Orc Confederation see him as a hero.
Throughout the year Gorefang grows in power and then in
December Gorefang did the unthinkable. He launched a
surprise attack on the Orc High Council when they were
gathered for the traditional Yule Feast at the Temple of
Grotar. The entire Orc High Council and one hundred of
the most powerful tribal chieftains were in attendance were
taken hostage.
In June Peter DeBay, the eldest son the merchant Edward
DeBay, accompanies a group of Guildsmen to kill a
horrible monster in the ruins of an old town meeting hall.
In December 998 the Guildsmen of Evermoore discovered
that the Servantors were building a temple to the Tyranti.
Inside this temple, the Servantors would open a portal
which would allow the Servantors and Tyranti to enter into
the realm in mass. The realm would be enslaved or
destroyed. The shaggottes aided the Guildsmen to destroy
the temple.
In July the Orc High Council instructs the Orcs to cease
their attacks on the Inn at Evermoore. Gorefang refuses to
comply with the Orc High Council. He overthrows the
999 Gorefang’s actions dooms the Orc people to a bloody
civil war that rages throughout the year. Both sides seek
the Orc Scepter of Rule which found its way to Evermoore.
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Two Orc armies descend on Evermoore. General Crimson
led the army in support of Gorefang, while General Brock
remains loyal to the Council.
In April General Crimson slaughters the Guildsmen of
Evermoore, but fails to recover the Scepter of Rule. Al’tar
Shariz suggests to the Guildmasters of Evermoore that they
send the Scepter of Rule to Guildhall for safekeeping. The
scepter arrives at the Isle of Lore by secret courier.
Loremaster Al’tar Shariz is elected to the Council of Lore
as one of the five Cleric Keepers of the Council. The fame
he has achieved as Charter Sponsor of Evermoore has
catapulted him into the world spotlight.
Fortress. Day and night the fortress rang with the fall of
hammers as the smiths labored to make the weapons
needed for his war. Agents of Thanos began portraying
Al’tar Shariz as a dog loyal of Guildhall and not to the
people of the desert.
Research by Doctor Willet Ivy aided by the Guildsmen of
Evermoore prove the existence of the Realm Spire. A
device created by the Five to seal off the realm from
otherworldly attack.
1003 Shaggottes and Tyranti via for control of the Realm
of the Five both offering the Guildsmen of Evermoore
empty promises.
1000 Without the Scepter of Rule the Orc civil war
continued to rage. Neither side could get the upper hand.
Some suggest that Gorefang was using the civil war to
bleed out a perceived weakness in the Orc people. Others
believe Al’tar Shariz duped the Guildmasters into sending
the Scepter to Guildhall to prolong the war in hopes of
destroying the Orc’s ability to make war.
Raheed, the young protégé of Al’tar Shariz, takes over as
Charter Sponsor of Evermoore.
In July the Church of Cultivation was officially founded by
the Primary Cultivator, former Shaggothologist Zappan.
The church gained a number of converts amidst the poor
and street peoples, but often ran afoul of local authorities
as rumors of mind control and physical intimidation fueled
investigations by local authorities.
1004 The Guildsmen of Evermoore kill the nexus
shaggotte with whom they were negotiating. The
shaggottes vow to destroy the realm.
1001 By the start of the year it was clear that Gorefang
was going to win the Orc civil war. Guildhall did not want
to see a totalitarian regime rule the Orcs, but there was
little to be done. Over the protests of Al’tar Shariz,
Guildhall returned the Scepter to Evermoore with
instructions to give it to one of the sides.
In June after three hours of deliberation, the Guildmasters
of Evermoore voted to give the scepter to General Crimson
the agent of Gorefang.
Gorefang, Outlaw of Evermoore, is named Emperor of the
Reborn Orc Empire and pardoned for all crimes against
Evermoore by the Council of Lore. The Chief Justice of
the Court of Guildhall resigns in protest.
The Orc Empire has lost more than half its fighting force.
It is in no position to make war on the world. It will be
more than a decade before the Orcs are a threat to the
world.
1002 Thanos begin assembling an army at the Obsidian
Thanos continues building his Army of Karthis. Everyday
more black robed Karthydians take the red. As a priest of
the black robes, Al’tar Shariz campaigns against Thanos,
but is seen as a puppet of Guildhall.
Ser Agrivar Brightblade murders Al’tar Shariz at the Inn of
Evermoore on 20 November in an ill gotten plan to save
the realm. He unwittingly sets in motion a series of events
that would lead to the rise of the Karthydian Empire.
Al’tar Shariz flees Evermoore defying the order of the
Guild Council. He is charged with Contempt and the
Magistrate of Evermoore places a bounty on his head.
Fighting at the compound leaves Guidlmen dead at the
hands of Al’tars bediun guards. He is a criminal in the eyes
of Guildhall. The Council of Lore removes Al’tar as Cleric
Keeper
Al’tar Shariz escapes his pursuers and reaches safety in the
desert where he gathers his followers around him. Thanos
seeing Al’tar in politic trouble openly threatens Al’tar
Shariz. His red robes attack and burn Temples of Mourning
when the black robes dwell.
In December, the Guildsmen of Evermoore refuse a treaty
with the Tyranti, even though the Shaggottes are going to
destroy the Realm.
1005 The inn at Evermoore is attacked by Tyranti force
Soldiers 20 February and the Guildmasters surrender the
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inn. The Guildsmen of Evermoore are divided into groups
of those who serve and those who labor. The Guildsmen
are forced to help build a machine that create a shield that
will protect the realm from Shaggotte attack.
marching with Thanos. He is embraced by both armies and
Thanos and Numia have no choice but to join Al’tar as
underlings.
Guildhall surrenders to the Tyranti force Soldiers one week
later. The All-Seeing Eye of the Tyranti is hung over the
Crest of Guildhall in the Chambers of the Council of Lore.
Raheed, arrives reborn as the Blood Scorpion, with a
massive army of crimnals and killers. He swears his
allegiance to Al’tar Shariz, and taking the robes of red he
swears revenge on Guildhall and especially on those in
Evermoore who treated him so callously.
In March, a group of Guildsmen from Evermoore attack
the Tyranti and kill the technicians building the shield. The
Tyranti, unable to complete the shield without their
technicians are forced to abandon the realm. Their rule
over Guildhall is very short-lived.
Over the summer and early fall the Guildsmen of
Evermoore struggle to find another way to locate the
Realm Spire.
Thanos see Al’tar popularity increasing again marches to
war. Al’tar’s army of black robes is hopelessly
outnumbered by Thanos who commands countless zealots
ready to die for the Age of Chaos.
Raheed resigns as Charter Sponsor and goes to the desert
where he intends to help Al’tar Shariz fight Thanos. While
in the desert, trapped by a sand storm, Raheed begins to
lose hope, but saves himself by riding a giant sand scorpion
to water. At the death mines of Kavan Sanse, Raheed frees
the prisoners if they will ride with him The criminals,
having faced death in the mines, are accepted as riders by
the sand scorpions.
The Guildmen of Evermoore fail to find the Realm Spire.
It is believed that a Guildsman of Evermoore stole one of
the items, a small brown ring, that was needed to find the
spire and save the realm.
Thano’s massive army catches up to Al’tar Shariz who
smalled encampment is almost completely encircled.
In June the shaggottes attempt to destroy the realm. The
Elder Trees Valley is struck by massive bomb dropped
from a portal. The shaggotte attack kills more than one
quarter of the high and low elven populations. The valley
is in ruin.
A day later, Thanos marches out to meet Al’tar Shariz. He
intends to personally kill Al’tar and add his troops to his
army. Instead, Al’tar Shariz walks onto the field wearing
red robes. Behind him the sky is blood red and filled with
fire light reflected from the burning of the Elder Trees
Valley thousands of miles away.
By fleeing Guildhall Justice and defending the Sword of
Karthis Al’tar Shariz has proven himself to many beduins
In October the Guildsmen of Evermoore finally succeed
and re-activate activated the Realm Spire which prevents
portals form opening to the realms. The world is saved.
1006 The new year opened with a terrible tragedy. The
Deep Elves attack the High and Low Elves and civil war
engulf the Elder Trees Valley. The Deep Elves, safe in the
underrealm, were not really affected by the shaggotte
attack and they planned to rule their surface dwelling
brethern.
After a few months of civil war, Marlia Ry’aln leads the
Deep Elves to victory over the High and Low Elves. The
New Elven Order persecutes anyone who objects to the
totalitarian rule of the Deep Elves. Reports of war-time
atrocities horrify the realm.
Around the world Commoners blame Guildhall for the
destruction of the Elves and the troubles in the world.
Prince Justin of Holt, Jarl Gunther of Asgarn and other
self-serving Commoner leaders ally with Marlia Ry’aln to
promote the destruction of Guildhall.
Allies of Guildhall, like the Queen of the Dale, the
corporations of Coventry and the priests of Lundelle
remain loyal to Guildhall.
Siad Shariz brings down the bandit leaders from the high
desert and they swear allegiance to Al’tar Shariz.
1007 In May the Guildsmen of Evermoore travel to the
Elder Trees Valley and attack Marlia Ry’aln and the
leadership of the New Elven order as they meet with other
Commoner Leaders to plan the destruction of Guildhall.
They are aided by Darius Ry’aln son of Marlia and after a
great battle, Marlia is captured along with many of the
leaders of the New Elven Order.
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In June Kendric Kane is appointed the head of the
Guildhall Historical Society and comes to Evermoore to
begin researching the Fall of Evermoore. In September he
conducts a seance where he meets the spirit of a young
woman named Celeste.
Al’tar Shariz brings the sultans under his power by
marrying Esmeralda the daughter of the wealthiest man in
the Karthydian Desert.
In November Kendric Kane aided by the Guildsmen of
Evermoore find the Hat of Karthis. The hat is placed on
display in Guildhall and Kendric Kane becomes one of the
most famous people in the realm.
In December Ser Abraxas, a knight of the Black Hand
arrives in Evermoore. He is attempting to organize a group
of Kravynn into a fighting force and asks the Guildsmen of
Evermoore help him recover a Kravynn lore tome. To the
horror of all, the tome contains obliteration and other
powerful skills.
1008 The year opens with Al’tar Shariz being crowned
Emperor of the Karthydian Desert. He is now in command
of the most powerful nation in the realm.
In August a strange plague starts appearing around
Evermoore. Purple blotches form on the skin followed by
death. The plague soon spread throughout the world.
In October Kendric Kane announces to the Council of Lore
that his seances has caused a tear in the void and that a
Void-Thing of dark essence could potentially enter our
realm and consume all life.
Rumors are confirmed that Kendric Kane is in love with a
spirit that has taken the form of an accursed undead. The
spirit’s name is Celeste and she helps the Guildsmen of
Evermoore find the Sword of Aradawn which will be
needed to slay the Void-Thing.
1009 In February the Void-Thing enters the realm and
begins sucking magic from the world. The Guildsmen of
Evermoore defeat the Void Thing, but not before the flows
of mana are heavily disrupted. Many lore skills cease to
work.
The tear in the Void is closed and the world is saved.
Celeste remains on this side of the breach and Kendric
Kane takes a one year sabbatical from his position as
Chairman of the Guildhall Historical Society to show her
the wonders of the realm.
In February a Kravynn army marches toward Evermoore.
The force originated in the Western Range of the Forlorn
Mountains where they had been hiding since the Age of
Death. They came to recover the lore tome and learn its
knowledge.
The Guildsmen of Evermoore spend the year repairing
damage done to the realm, destroying creatures that slipped
into the world during the tear and searching for
information that could repair the damage to the world.
The Guildsmen of Evermoore struggled to defeat the
Kravynn. In the end, the tome is destroyed and the
Kravynn army withdraws back to the Western Range of the
Forlorn Mountains.
In October the Guildsmen of Evermoore travel back into
the Shadows of the Mist to a time after the Fall of
Evermoore and recover lore which provides the key to
repairing the damage to realm.
After a series of new discoveries during the spring and
summer Kendrick Kane is acknowledged as the greatest
historian in the realm, but rumors begin to circulate that he
is conducting seances to gain his information.
1010 The information discovered in the past by the
Guildsmen of Evermoore allows the Loremasters to rewrite
all of the guild syllabi ushering Guildhall into a shining
new age.
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