If your character isn’t going be a “Magic User” of some sort, you don’t have to read this chapter all. In fact, not
reading it will probably increase your enjoyment, as it will make magic more mysterious and more interesting. All
an ordinary person needs to know about magic is contained in Chapters One, Two, and Three.
What is Magic?
Very few inhabitants of the Exile world can answer this question well, for magic is the lifeblood of the Exile world.
Anything with passion, spirit, artistry, effort or emotion is, in a way magical- from a deadly blow of a warrior's
sword, to a great work of art, to a powerful spell. Mana is magic, and since all people and things have Mana, it is
very hard to pin down. Mostly folk simply shrug, and say “It’s magic.” Others reject the term “magic” altogether,
seeing no real distinction between things that are “magic” and “ordinary.” A few quotes:
“Magical energy springs from deep in the earth, from the power of the molten rock that lies beneath the feet. The
Magical cycles derive from the turning of the world, and thus changes in the inferno below. The fire of the sunlight
is ultimately magic as well, that which nourishes all life. All magic stems from these two sources, or from their
absence, like ice or darkness.”
Werman Haroldshire, paraphrasing the Combustus Extraordinus
“Magic, as it is called, is simply another aspect of divine power, tapped by Mortals. The difference is one of scale.
All beings have spirit, all beings have power, to a greater or lesser degree. Power and Understanding together form
magic, just as strength and skill give success in battle. One is nothing without the other. To see a tree grow from a
single acorn is to witness magic as surely as to see the wrath of the greatest mage. Life, spirit, Mana, will, karma,
divinity, emotion, all these are aspects of the one truth that separates us from base matter. This must be
Common Church of Light teaching
“Magic is no more nor less than Knowledge. Consider a smith. He manipulates objects and forces to produce
something neither you nor I could- a sword, a horseshoe, whatever. Yet we do not call this magic?! We could learn
to be smiths, and smiths could learn to be mages. A sorcerer is simply a person who understands many forces and
powers not commonly known or manipulated.”
Travais of Northumbria, from “On Magic”
“Magic simply is. Expect it to work, but not the same way every time. Learn its rules, but don’t be surprised when
there are exceptions. Every school of magic has its own understanding, and the best one depends on where you’re
standing. Study hard, stay alert, and keep a sharp blade for when spells fail.”
Quote from Goodwife Almandee’s Advice for Young Persons
“Magic is a tool, and often there are better tools to use. The common people tell tales of a mage creating a feast out
of thin air and the like. Poppycock! Magic is ephemeral- what it creates has little substance. Magical fire will burn
the living, but will not start a camp fire. A mage might conjure an illusion of a feast, but it would not feed you- else
all would learn magic and nothing else. Magic can kill, 'tis true enough, but a battle axe kills just as well and much
more reliably. No, magic is a delicate tool, best applied with a razor wit to circumstances best suited to it….”
Rambling of Professor Kelmar of Sanction
Creating Magical Characters
There are basically two ways to create a magic using character:
You can choose to buy an Adept Gift during character creation. This gives your character an inborn gift for magic.
There are three types of Adepts: Mentalists, Seers, and Empaths. You must take an Adept Gift at start- it is nearly
impossible for characters to acquire such gifts during play. Mentalists have telepathic powers, Seers can see the
future and commune with the spirit world, and Empaths have the power to heal. To learn more about these abilities,
consult the Adept section of this chapter.
You can learn to cast spells. Anyone who has a teacher and the free skill points can purchase a spellcasting skill.
Spells are broadly divided into two categories: Cantrips and Rituals.
Cantrips are spells learned by rote, practiced over and over again, simplified until a mage can cast them with just a
short incantation. You have the power to cast a cantrip as often as you have the Mana for it. Only the most useful of
spells are turned into cantrips.
Rituals are lengthy and involved spells that are cast much less frequently. These require components and have a
roleplaying challenge that you must complete when casting the spell. Since they take so long to cast, rituals are cast
in advance, and "stored" until ready for use.
The Rule of Good Taste
Exile encourages the drama and excitement of role-playing magic use- magic is much more interesting and complex
than simply pointing at people and blasting them. BUT, magic is a somewhat touchy subject, for the simple reason
that some people (unlike the author) believe in it. And some of those who believe in it think it’s inherently evil. All
Exile magic is of course wholly imaginary, and anyone who thinks otherwise shouldn’t be playing the game. None
the less, all role-playing of spell casting should be rated PG, completely free of real life religious references,
animal sacrifice, pentagrams, etc. Beanbags flying around is one thing- chanting and scribing runes is another
(much more likely to concern people), and anyone not sensitive to the concerns of others and following this rule will
be disinvited. “Real Life” magical beliefs and rituals can be used for inspiration but should NEVER be
directly copied. Do not buy a book of Wicca religious practices and use them in the game- that is completely
Magic and Armor
The working of magic requires freedom of movement, and more importantly, nothing to divert the flows of Mana.
To use any skill, spell, or ability in this chapter you must have both hands free, and both arms free to move-
weapons must be sheathed or put down, they cannot be tucked under an arm. Wearing ANY physical armor is also
detrimental to magic use- the physical barrier and defensive enchantments of a strong suit of armor make it
impossible to cast Cantrips while wearing even one point of armor. Rituals and other magical skills are NOT
affected by armor.
Some skills described in this chapter require “Concentration.” This requires you to remain with your eyes closed
for a certain amount of time before using the ability. During this time you are very vulnerable- it is good to have
friends to keep your enemies at bay. Many mages will want to develop a chant or incantation that is timed to the
correct length of time, so as not to have count “one one thousand” over and over again. If you take damage, suffer a
Purge Magic effect, or are forced to move your feet in some way, the concentration is broken, though this does not
use up any Mana.
Once the concentration period is finished, the magic is ready to use. You must remain with your feet planted until
you actually throw the packet and/or call the effect. You can remain this way for as long as desired, but if you take
damage, Purge Magic, or move your feet, the magic is wasted AND the Mana is lost.
Magic and Incantations
Some skills have an incantation you must say to use that skill. If you are somehow prevented from speaking- usually
by the Silence effect, you cannot use that skill. Note that even while silenced, you can still call effects of magic-
these are “out of game” and don't represent actual speech. Only if an incantation is called for will you be prevented
from using your magic.
Magic and Damage
It’s impossible to work magic while someone is beating you about the head and shoulders with a metal implement.
Taking damage while using any skill in this chapter causes the spell or ability to fail. You should not call the effect
of the magic. Thus, if you take damage while saying the incantation for a cantrip, or the effect of a ritual, the spell is
Cantrips are minor spells that are learned by heart and can be cast as often as desired. The term “spell” is used
interchangeably for both Cantrips and Rituals, and rules that apply to “spells” apply equally to both.
In order to use a cantrip, you must have a skill that allows you to cast it, and you must have learned that specific
cantrip, and copied it into your spell book (see below). Once this is done, you may cast it as often as desired, IF you
have enough Mana points to do so. Each time you cast a cantrip, it uses a certain number of Mana Points, as shown
in the description of the cantrip. To use it, you simply say the incantation, call the effect, and throw packets (if
Example of Cantrip Use
Name: Burning Blast; Mana: 1; Type: MP; Incant/Effect: “I call forth a burning blast- One Fire.”
Berthold the Fire Mage has learned the Burning Blast cantrip. Discovering several Kargad spies lurking in an
alley, the impetuous Berthold decides to attack. He has three Mana points remaining at the moment. He sheaths his
sword so his hands are free. His is not wearing armor, so his magic use is not hindered. Stepping out of the
shadows, he shouts: “I call forth a burning blast- One Fire!” and throws the packets. Each enemy struck will take
one point of fire damage. Now he has 2 Mana points left, and can cast other spells, or Burning Blast again, or draw
his sword and fight hand to hand.
In order to learn additional spells beyond those your character starts with, you must have a spell book. You must
provide the "physrep", the actual book itself. A simple blank journal works fine, but it can be almost anything - a
scroll, a tapestry, as long as there is a way to write down new spells in it. Your spell book is well defended with
enchantments and cannot be stolen.
You may add up to three new spells, rituals or cantrips, to your spell book each event. These can be copied from
ancient tomes, taught to you by NPCs, or copied from other spell books- with or without permission. Spell books
cannot be stolen or destroyed, but they can be opened and read (though some mages encode theirs).
You start the game knowing 4 spells from each list you are able to cast, (you can swap cantrips for rituals if desired),
and should write them in your spell book, which is a red stickered item. You should show your spell book at your
first check in to get the red sticker.
Types of Spells- Cantrips and Rituals
There are several different types of cantrips and rituals. The “type” mostly determines the number of packets you
throw when you cast the spell.
Packet spells are the most basic form spell. You say the spell incant, state the effect, and throw a beanbag spell
packet. You must throw immediately after saying the effect. If necessary, you can take a pitching step before hurling
the spell packet. You should never throw with excessive force at a target at close range, of course. If you miss with
the packet, the Mana and spell are wasted.
A fist spell conjures several packets, which you hold in one hand in a “spell fist.” You can hold the packets to throw
them when needed, but you cannot cast any new spells, or the remaining fist packets are wasted.
The effect of a fist spell is written something like this:
1 Damage by fire (x5) - meaning 5 packets that do one fire damage each. OR
1 damage by fire/2 damage by fire/3 damage by fire, which would mean 3 packets, doing 1, 2, and 3 points of
damage by fire.
Taking damage does not end a fist spell. Being struck by Purge Magic does, however.
Burst (Mass Packet)
A mass packet spell allows you grab as many packets as you can and throw them all at once, immediately upon
ending the spell, while calling the effect. Remember that people do not take any greater effect from being hit by one
packet than they do from getting smacked by five packets, but such spells are great for blasting groups or tricksy
foes that are hard to hit. You MUST throw at least 3 packets when using this spell.
A storm spell allows you to continue calling the spell effect and throwing packets for as long as your feet remain
planted in the same spot and you do not take any damage. When you move your feet or take damage, the spell ends.
A Purge Magic effect on you also ends the storm.
Caster spells work only on the person who cast the spell. Generally they will say “Enhancement by X” or
“Protection by X” after saying the incantation. If you have a shield or other protection against the trait of the spell
(“X”), it fails. For example, if you had a shield verses ice up, and wanted to cast an “Enhancement by Ice” spell, you
could not, because the shield would protect you against your own spell!
You may only have one Enhancement and one Protection spell working at one time. What effect the spell will have
is described in the spell notes. You do not have to state the effect when casting the spell.
Caster spells generally end when the Mana cycle changes, if the spell description does not state a shorter duration.
To cast a touch spell, you must tap a willing player with a spell packet after saying the effect. If you want to use
such a spell on someone hostile in combat, you may throw the packet, but only at someone at arm’s length (3-4 feet
Voice spells cause an effect “By Voice.” Since the spell affects everyone who hears it, there is no need to indicate a
To cast a gesture spell, you must point at a target that can clearly see you. You call the effect and they take it.
Sometimes it helps to get their attention first. Don't expect this sort of spell to work well on an opponent 100 feet
away, at night, who is engaged on melee. If someone is honestly unaware of you, they cannot be targeted by this sort
of spell. Saying "by gesture" is optional, but helps to get the point across.
You may not use people’s real, out of game names. “Hey, Bob McDonald!” is not acceptable.
Gesture spells are limited in confusing, mixed up combat situations, when many people are shouting and running
about. Those who wish to use such spells need to accept this. If you don’t clearly get your target’s attention, there is
no guarantee that anyone will know that your spell was cast on him or her.
Special spells are, well, unusual. Consult the spell notes.
Rituals are a different, older form of magic than Cantrips. Cantrips are evolved from particularly popular and
Casting rituals requires that you are literate. There are ways to cast rituals without being literate, but they are
difficult, and Northumbrian mages don't bother with them, since it’s much easier to learn to read.
A ritual is cast in advance of need, and then unleashed at the proper moment. It is said that as early spell casters
developed the first rituals, they found that they were much more useful if they could “hold” them until the proper
moment, not completing the last moment of the spell until they were ready.
Rituals are cast in two steps:
Part One: The ritual itself. To cast any ritual you must have the ritual in your spell book. This will describe how to
cast the ritual, both in and out of game, and also lists the ritual’s effects.
Each ritual scroll will instruct you on what you must do to cast the spell. Every ritual has an element of challenge,
danger, or artistry required to work that magic. Otherwise, rituals would consist of the same dreaded “five minutes
of roleplaying” over and over again, and get very boring fast.
The in game part of the ritual scroll will include a variety of instructions, illustrations, etc. At the bottom of the
scroll, however, it will show the out of game information on the ritual- the compo, and effects. To cast the ritual you
must spend the appropriate Mana, and make note of the appropriate effect for when you unleash it.
Most rituals require components of various sorts, usually the eight Elemental Components. These are consumed
when used, unless the scroll states otherwise (the physical prop- if any- can be turned in or dropped at the Wall of
Once cast, the ritual is ready to be unleashed. You are now carrying the spell inside of you, and can do so as long as
YOU MAY ONLY HAVE ONE RITUAL PREPARED AT A TIME (but see the Spell Matrix skill).
Some ritual magic carries with it risks - these are described in the text of the ritual.
Part Two: Unleashing the ritual. This is the simple part. You simply make sure both hands are free, call the effect,
and throw the packet. Theoretically, you are completing the last moments of the spell, so it is good form to make a
mystic gesture or two. For example, if Berthold had happened to have a Rending Fire ritual pre-cast before battle, he
could, as they rushed at him, shout “Disintegrate by Fire!” and throw a packet at the leader. No incantations are
required to unleash a ritual.
Rituals can be stored from one event to another, however you must write a note to this effect and put it in
your envelope at check out.
The Spells and Magical Skills
Fire Lore I Variable MP
The lore of Fire has been associated with Northumbria since its founding, and has often dueled with the Ice Magic
favored by Kargad. Fire lore is destructive and difficult to control but very powerful. Fire Lore I allows you to cast
any of the spells on the Fire Lore cantrip list, and any fire lore ritual. Your knowledge is incomplete however, and
you must add one to the Mana cost of all spells on the list. Some fire lore spells require Nethramancy to use (at
least one level). These are marked with a *. Fire lore has more spells and rituals than other schools only because it is
well known to Northumbrians, having once been taught in special academies.
Fire Lore Spells
Name Mana Type Incant/Effect
Spark 0/1 Packet "I call forth a spark". 1
damage by fire. You get to
cast this cantrip once per
combat for no mana cost.
Conflagration 2 Packet "I call forth a
Conflagration. 2 Fire".
This spell allows you to
throw 5 "2 Fire" packets,
but you must throw all of
them as quickly as
Warmth 1 Packet “I call forth the power of
fire to warm you” Purge
Maiming Fire 3 Packet "With fire I maim your
limbs" Sever (designate a
limb) by Fire.
Burning Blast 1 Burst “I call forth a burning
blast.” 1 Fire.
Inferno 2 Burst “I call forth an inferno.” 3
Blazing Fist 3 Fist “I call forth a Blazing
Fist.” 1 Fire (x6)
Fire Storm 3 Storm “I call forth a Fire Storm.”
Scorch 5 Voice “I call forth Shadizier’s
fury to scorch you” 1 Fire
Fire Finger 0/1 Touch “I call forth Shadizier’s
Wrath.” 2 Fire. The first
time you cast this spell in
each combat is free.
Burning Hand 3 Touch “I call forth fire to smite
you” 8 Fire.
Fire's Mark 1 Touch "I mark you with the
Scorn of Shadizier"
Affliction, Mark of Fire.
Can only be cast on a
Cauterize 2 Touch "With fire I cauterize your
wounds". Tend and
knockout by fire. Special-
Can only be cast on an
unmoving or willing
Fires of Pain 2 Gesture "I call forth fire to wrack
you with pain." Subdue
and Torment by magic.
Kindle 0 Special “With power of fire, I
kindle this (Item).” Regain
Hunting Fire* 3 Voice "I call forth Flame Sprites
to hunt my enemies." By
my voice, 1 Damage to
Spirits by Magic.
Seeking Flame* 2/3 Gesture “I call forth seeking
Flame" 2 Damage by
Magic. This spell costs
only 2 Mana if you add
"to spirit", otherwise 3.
Fire Lore II Variable MP
Allows you to cast Fire Lore Cantrips at their normal cost.
Ice Lore I Variable MP
The lore of ice is known mostly the Incanari, who do not concern themselves that it is associated with Kargad. They
learned their powers from the Snow Queen, whom they consider pure in all things. Ice magic is not as destructive as
fire, but is more precise.
Ice Lore I represents a student's knowledge, and you must add one to the casting cost of all spells.
Name Mana Type Incant/Effect
Hail Stone 0/1 Packet “I call forth a Hail Stone.”
2 Ice. The first time you
cast this spell each combat
Ice Bolt 2 Packet “I call forth an Ice Bolt.” 5
Soothing Cold 1 Packet “I call forth the power of
ice to sooth you” Purge
Freezing Blast 2 Burst "I call forth a Freezing
Blast". Subdue by Ice
Ice Darts 2 Fist “I call forth ice darts” 2
Ice Claw 1 Touch "I pierce you with claws
of Ice". 3 Ice
Ice Aura 1 Touch “I call forth ice to shield
you.” Shield vs fire.
Frost Bite 2 Touch "I suffuse your digits with
ice." Affliction, Frostbite.
Can only be cast on a
Ice Weld 1 Touch "I weld your weapon with
Ice". Purge Shatter for 5
minutes only. This will
temporarily restore a
Chill 2/3 Gesture "I chill you to the bone".
Slow by Magic. Costs 2
Mana if cast "to spirit", 3
Icy Footing 2 Gesture “I turn your footing to ice
beneath you” Trip by
Soothing Cold 4 Touch "With the Snow Queens
blessing, I sooth your
Ice Lore II Variable MP
Allows you to cast ice lore cantrips at the normal cost.
Druidic Lore I Variable MP
Druidic lore is the lore of living things, of the sky and earth. It is very old. Unlike other magics there are no schools
of druidic lore. This magic can only be learned as an apprentice of one knowledgeable in it. Its practitioners are
usually, but not always, followers of the Old Faith or Deirdre. Druidic Lore I is an apprentice skill - as such you
must add one to the casting cost of all cantrips.
Druidic Cantrip Mana Type Incant/Effect
Entangle 1/2 Packet “I call upon nature’s
spirits to bind my foes.”
Alternately, you can cast
this spell for 2 points,
allowing you to throw 3
physical root packets in
Nature's Course 2 Packet “I call upon nature’s
spirits to warp wood and
rust steel” Shatter
(weapon) by Magic.
Gust of Wind 2 Packet “I call forth a gust of wind
to buffet you.” Disengage
and Disarm by Force.
Sooth 1 Packet "With nature's aid I calm
you". Purge Frenzy.
Bind 2 Packet "I call upon nature's spirits
to awaken trees to snare
you." Physical Bind. Can
only be cast at targets
within 5' of a tree.
Sleet 2 Burst “I call upon nature’s
spirits to bring sleet!” 1
Heat Metal 2/3 Gesture "I call forth spirits of fire
to inhabit your blade."
Disarm by magic. Costs 2
Mana if cast "to spirit", 3
Season’s Balance 4 Voice “I call upon nature’s
spirits to restore the
season’s balance.” Purge
Fire and Ice by Voice.
Turn Animal 2 Gesture “I call upon nature’s
spirits to ward off wild
things.” Avoidance to
Animal by magic.
Release 1 Gesture "With nature's aid I free
you". Purge Physical
Heat Armor 2/3 Gesture “I call upon nature’s
spirits to heat your armor”
3 Damage by Magic (can
only be cast on a target
obviously wearing metal
armor.) Costs 2 mana if
cast "to spirit", 3
Archer's Bane 1/2 Gesture "With nature's anger I
warp wood." Shatter Bow
by Magic. Costs 1 mana if
cast "to spirit", 2
Purify 2 Touch "With nature's aid I
cleanse your blood" Purge
Silver Arrows 3 Touch "With nature's aid I silver
your quiver" Enhancement
by Magic. Forsooth, all
your arrows do silver
damage for 15 minutes.
Shocking Grasp 2 Touch "Shocking Grasp!" 3
Aid Animal 1 Touch "With nature's aid I
minister to beasts" Heal
Animal by Magic.
Stone Root 3 Caster "I call upon nature's spirits
to root me to stone"
Protection by Magic. As
long as the caster does not
move their feet, one of
which must be on or
touching a large rock, s/he
is immune to all "by
weapon" effects. Being hit
still stops spellcasting
Merge with Tree 1 Caster "With nature's aid I merge
with wood". Protection by
magic. As long as the
caster remains unmoving
and in body contact with
the chosen tree, s/he is
immune to all "by
Poison Shield 1 Touch "With nature's aid I
defend you against
toxins." Shield vs Poison.
Earthroot 2 Caster. "With nature's aid I root to
earth." Protection by
magic. As long as the
caster does not move
his/her feet, s/he calls
"resist" to all "by weapon"
effects that do not do at
least 2 points of damage.
Getting hit still stops you
from casting spells
Druidic Lore II Variable MP
Allows you to cast druidic lore spells at normal cost.
These cantrips generally come with other, mundane job skills, and are spells used in everyday circumstances. Since
their users are not proper spell casters, they cannot add more mundane cantrips in the usual way (a spell book) - the
ones you start with are the only ones you can have unless you take another skill that gives a mundane cantrip. There
is no "mundane cantrips" skill as such.
Cantrip Mana Type Incant/Effect
Light 2 Packet “I call forth Radiance to
dazzle you.” Subdue by
Sooth the Bees 2 Packet “I call upon the spirits of
the hive to soothe you.”
Charm Insect by Magic.
Spark 1 Packet “I call forth a spark.” 1
Animal Friendship 3 Packet “I call upon the spirits of
wood and valley to calm
you” Charm Animal.
Roundup 3 Packet “I call upon the spirits of
the field to hold you.”
Root by Magic.
Sterilize 2 Packet “I call forth steam to burn
away infection.” 5
Damage to Disease by
Repose 4 Touch “I call forth spirits of
slumber.” Knockout by
Stormguard 2 Touch “I call upon the spirits of
the sky to protect me.”
Shield vs Lightning.
Steady Footing 1 Touch “I call upon the spirits of
the sea to steady you.”
Shield vs Trip
Plague Precaution 2 Touch “I call forth a barrier
against plague.” Shield vs
Chillbane 2 Touch I call forth the bane of
chills.” Purge Ice.
Soothing Waters 2 Touch “I call forth cool waters to
sooth you.” Purge Fire.
Dogspell 2 Storm “I call upon the spirits of
the road to drive back the
mangy pack.” Turn Dog
Warm Glow 4 Gesture “With mystic skill I weave
a charm of first
impressions” Charm by
will. When you cast this
spell YOU are also
charmed by the target of
your spell, which limits its
usefulness. Can only be
cast on members of your
Bottled Laughter 2 Voice “With mystic skill I
Compel You to Laugh by
Magic by Voice.”
Beggar’s Savior 2 Touch “I call upon the spirits of
the road to protect you
from harm.”Shield vs
Misery’s Company 1 Voice “With mystic skill I”
Compel you to perceive
me as wretched, maimed,
and diseased by Will.
Windmaster 3 Voice “I call forth a great wind.”
Disarm thrown weapons,
arrows and bolts by Voice.
Pest Bane 3 Voice “I call upon the household
spirits to smite pests!” 1
Damage to Vermin (or
insects) by Voice.
Freedom Hex 2 Caster “I weave a hex to protect
me from entanglement.”
Shield vs. physical.
Bladesharp 1 Caster “I call upon spirits of the
workshop to hone my
edge.” Enhancement by
Magic. Allows you to call
“2 Damage” on your next
swing with a bladed
Fire Resistance 3 Caster “I call forth armor against
heat.” Protection by
Hot Water 3 Gesture “I heat the water in your
blood.” 1 Damage by
Water by Gesture.
Knife Call 2 Special “With mystic skill I call
my trusty knife to me.”
Mend 2 Special “I call upon the household
spirits to mend this item.”
Purge Shatter by Magic.
Voice of Command 4 Gesture “With the voice of
command I” Compel You
to _________ (any short
action) by Will
Knots 2 Gesture “With mystic skill I knot
your boot laces!” Trip by
Magic by Gesture.
Hex Against Accidents 2 Touch “I call forth magic to
protect you from crushing
harm.” Shield vs.
Boneset 2 Touch “I call upon the hearth
spirits to set your limb.”
Celestine Magic Variable MP
Note: Only ELVES may start with this skill.
Celestine Magic is an old Elven magic, taught to most Elven children as a form of self defense. Celestine Magic is a
package deal- by learning this skill, you gain access to ALL the cantrips listed. Celestine Magic is taught by the
“Invisible School,” though what exactly this is is unclear to non-elves. Some say it is a group of teachers, some a
method of teaching, some a spell, some an actual place elves travel to study. Celestine Magic is a fairly complete
school, emphasizing defense.
Note also that this skill gives ability to cast at normal cost unlike other first level skills, and gives elves a great
advantage in magic.
Cantrip Mana Type Incant/Effect
Magic Missile 1 Packet “With the power of the
Elvenstar I call forth a
magic missile” 3 Damage
Pin 2 Packet “With the power of the
Elvenstar I trap you where
you stand” Root by
Disarm 2 Packet “With the power of the
Elvenstar I smite you with
dropsy” Disarm by Magic.
Hold Portal 4 Storm “With the power of the
Elvenstar I hold this
portal” Avoidance by
Shield Magic 2 Touch “With the power of the
Elvenstar I defend you
against magic." Shield vs
Blade Shield 3 Touch “With the power of the
Elvenstar I shield you
from blades” Shield vs
Allows you to create your own rituals. You must draft your own ritual scroll, carefully describing the spell and the
components, incantations, etc. leaving the effect. blank. Then you submit it to the Exile staff along with a between
events action to research it. You will get the scroll back, sealed. When you are ready to attempt the ritual, you break
the seal and try to cast the spell. There may be negative effects, however you MUST attempt to complete the ritual.
When determining the effect your ritual has, the staff will weigh how well thought out your ritual is (according to
the Exile system of magic), and how cool it seems. Remember that all rituals must contain an element of challenge,
and any ritual not adhering to the rule of good taste will automatically fail. Then the staff will roll on the following
chart to get a rough feel of how successful it was:
1-2 Failure- The ritual is very costly to cast, has a minor effect, does something strange, or has side
3-4 Partial Success- The ritual isn't that powerful, but could be useful.
5-6+ Success!- A viable ritual has been created.
Each attempt to create a ritual uses one Between Events Action.
After trying out a ritual, you can submit a new version, which will give you another roll on the chart at +1 for each
Dabbling also allows you to cast rituals from any school, if you have a copy of one.
Nethramancy I Variable MP
Nethramancy is the other half of the spellcasting world. Where Elementalism and Druidic magic are concerned with
natural powers, Nethramancy deals with the Astral Realm, with death, with calculations and precise formulae, with
time, and (often) with things better left undisturbed. Nethramancy is viewed with distrust by most folk, and with
good reason. Nethramantic experiments gone awry have unleashed terrible evil into the world. Northumbrians often
study Nethramancy however, because it is through an understanding of dark magic that it can be most easily
countered. Nethramancy is not inherently evil…
Learning Nethramantic spells is not quite as easy as those of other schools, which can most often be supplied by a
friendly spellcaster. Many Nethramantic spells are Spirit Pact spells - you cannot take the spell without making an
alliance with a spirit of some sort - or binding it to your will. Thus another Nethramancer cannot simply allow you
to copy the spell - that would anger their spirit ally, and would do no good anyway, since the spirit would not come
to you. To gain the spells marked with an * below, you must seek out the correct sort of spirit and make the bargain
during game. The good news is that the spirit will usually grant you the entire set of spells at once. The bad news is
that there is always a price…
Allied spirits can rarely follow you on long journeys across water. Thus you cannot start with any spirit pact spells at
the beginning of a campaign until you have made a spirit pact with the local entities.
Another aspect of Nethramancy is the Rule of Names. Knowing your name allows a Nethramancer to set their spirits
on you directly, rather than having to guide them. Spells with (name) in the incant can only be cast if you know the
target's name (or nickname will do). This results in many folk being unwilling to give their names to suspicious
Nethramancy I is only the first step - thus you must add 1 to the casting cost of all spells.
Name Mana Type Incant/Effect
Unmaking 2 Gesture "With temporal mastery I
unmake you" - 1 Damage
Shadowguard* 4 Caster "Guard me, my shadow"
Protection by magic.
Grants the caster the
ability to call "parry by
shadow" 4 times in one
combat, no weapon
required, and does not
have to be an attack from
the front. Can only be
used at night or indoors
Shadowseek* 1 Voice "Seek the living my
shadow" Detect Living.
Can only be used at night
Shadowstrike* 1 Packet "To my hand my shadow"
1 damage and Subdue by
Shadow. Unusable in
Shadow* Assassin 3/5 Gesture "Slay (name) my shadow"
Doom by Magic. Costs
only 3 Mana if cast "to
spirit". Unusable in
Shadowsavior* 3 Caster "Take me away, my
Shadow" Protection by
magic. The caster
becomes a spirit and can
walk one hundred steps
AWAY from danger (you
cannot use this to get into
a guarded area), calling
"no effect" to everything
but purge magic and "to
Curse of Destruction 3 Gesture "With temporal mastery I
weave the power of Fate
to destroy you, (name)."
Curse you to take double
damage from all attacks
Winged Knife of Ebon 1 Packet "Imahail Nadroneth" - 2
Erich* damage by weapon.
Dark Flock of Ebon 2 MP "Imahail Icarnoeth" - 2
Erich* damage by weapon
Knife Storm of Ebon 4 Storm "Imahail Nadroneth
Erich* Imahail Icarnoeth" - 2
damage by weapon.
Punish 1 Gesture "By the power of the
Nether I punish you" -
Torment spirit (or name)
Halt 2 Gesture "By the power of the
Nether I halt you" - Root
Spirit (or name) by Magic
Grip 3 Gesture "By the power of the
Nether I grip you" - Bind
Spirit (or name) by Magic
Hold 4 Gesture "By the power of the
Nether I hold you" -
Paralyze Spirit (or name)
Tackle Maggot* 1 Touch "I bind a crawling spirit to
you." Affliction Tackle
Time Shield 1 Touch "I grant you a shield
meddling." Shield vs.
Lesser Time Stop 3 Voice "With temporal mastery I
distort time and space."
By my voice, slow by
time. (does not affect the
River of Time 2 Voice "With temporal mastery I
restore the river of time."
Purge time by voice.
Stasis 2 Caster "With temporal mastery I
step aside from the mortal
realm" Places the caster in
stasis for one minute.
Only a Purge Time will
have any effect on the
caster during that time,
though s/he cannot move.
Aging 2 Gesture "With temporal mastery I
hurl years upon you".
Weakness by time by
Curse of Unlife 2 Gesture "With temporal mastery I
cut you off from
rejuvenation." Curse you
to take no effect from
"heal" for one half hour,
Death 4 Packet "By the power of the
nether, I unmake you
(name) " Slay Living by
Magic Shield 1 Touch "With understanding of
the Nether I protect you."
Shield vs. Magic.
Dispel Magic 1 Touch "With understanding of
the Nether I unmake
Ancestor Guides* 4 Caster "Ancestors aid me in
battle." Enhancement by
magic. The Nethramancer
gains the "Warcraft" skill
for one battle
Ancestor Protects* 4 Caster "Ancestors Protect Me in
battle" Protection by
magic. The Nethramancer
gains 3 uses of the "parry"
skill for one battle.
Ancestor's Wisdom* 1 Caster "Ancestors speak to me."
Allows the caster to read
one flag of any color.
Astral Perception 2 Caster "With understanding of
the Nether I perceive
Enhancement by magic.
Allows the caster to read
blue flags for one cycle.
Nethramancy II Variable MP
Allows you to cast at normal cost.
Necromancy Variable MP
Necromancy is the study of magic concerned with life, death, and unlife. It offers the quickest, easiest, most morally
questionable route to power for one who meddles in the dark arts. It is a powerful tool in creating undead (which
few Northumbrians would do), or defeating them.
Many Nethramancers shun Necromancy entirely, but it is common for mages of a certain sort to practice both.
Nethramancy has only one level, and allows you cast spells at normal cost.
Necromantic rituals make frequent references to a “Countess,” who is considered the founder of this school of
magic. They are simple in some ways. A set of goblets, wands daggers, sword or other blades, and pure water are
the only tools required. These are manipulated to form different patterns, and short incantations are intoned. The
tricky bit is that Necromantic rituals are performed BLIND, either blindfolded, or using an eyeless ritual mask. If the
water is spilled, the ritual fails and it will also backlash in some interesting way…
Cantrip Mana Type Incant/Effect
Necromancer’s Greeting 0/1 Gesture “I greet you with agony.”
Subdue by Pain by magic.
The first casting of this in
each battle is free.
Silence of the Grave 2 Packet “I summon dark power to
make you mute.” Silence
Command Undead 2 Packet “I summon the power of
the Countess to control the
Turn Undead 2 Storm “I summon dark power to
turn back the unliving”
Repel to Undead.
Smite Undead 1 Packet “I summon dark power to
smite the unliving” 5
Damage to Undead by
Face of Death 2 Gesture “I summon dark power to
show you your death.”
Three Damage by Fear.
Breath of the Tomb 1 MP “I summon forth the
breath of the tomb” 1
Damage by Poison.
Wither Limb 2 Packet “I summon rot to wither
your limb” Sever (specify
limb) by Magic.
Rot 0/1 Packet "I summon dark power to
rot you" Two damage by
disease. First casting in
each battle is free.
Darkness 3 Voice “I summon the Darkness
of Death to blind you all!”
Subdue by Magic by
Speak with Dead 2 Touch “I summon dark power to
give voice to the dead”
Speak to Dead by Magic.
Animate 1 Fist “I summon dark power to
let the dead walk”
Animate Dead by Magic
Expose the Living 1 Voice " I summon dark power to
expose you" Torment
living by voice.
Gather Magical Component 0 MP
You are skilled at gathering magical components useful in rituals and creation of alchemical substances, and
valuable to crafters. Even if you cannot use them yourself, you can often sell them to others. Though the
components you find are of many different types, in game terms each is aligned to one of the Eight Elements - Fire,
Water, Earth, Air, Life, Death, Time and Chaos.
At the start of each event, you are given five small slips of paper, such as might used to label a magic component.
You must provide the phys-rep for each component you gather- usually you can use a bottle, box or bag, that the
component is theoretically inside. Other components are naturally occurring things that you can actually harvest.
In order to “Activate” a component, you must ACTUALLY FIND IT, or manufacture it. There is only one
limitation- you can only harvest ONE component of each of the following types per SEASON. This is because even
though in game terms all fire components are the same, large amounts of the same substance aren't that useful to
You find a place with an Echo. Once per season, you can go there, shout a bit, and harvest a Time component.
You slay a Kargad Minotaur. You can harvest one Earth component from it. Another person with the Gather
Magical Component skill can do the same.
You need earth from a crossroads, harvested at midnight. On Friday night you can go to a given crossroads to
harvest it. Saturday at night, you could NOT go to a DIFFERENT crossroads as you already have that component.
After harvesting, you must label the tag with a short description (whatever you want- in code if you like) and the
component type. A list of the components commonly known is shown below- you may discover more during the
course of the game.
Water Pinecone of unusually large size
Earth White quartz
Chaos Tears of Laughter
Water Tears of a Maiden
Death Old bones- found or from a tomb or grave, cannot be harvested fresh
Fire Hair of a brave enemy, given freely
Time An Echo
Earth Bone from a creature larger than human size- a Kargad Minotaur, or the like.
Death Dirt from a crossroads, dug up at midnight
Chaos Blood scraped from a weapon used in treachery
Fire Ashes of burned scrolls containing knowledge with no copies in the area.
Water Bones from a serpent or serpent-like creature such as a C'Torian or Dragonspawn.
Air Leaves hurled into the air by a powerful breeze.
Life Four Leafed Clover
Chaos Leaf Gall
Time Ashes of a scroll containing a personal secret never told
Earth Red Stone
Time Spider web
Earth Worm of unusual size.
Death Mushroom that has never seen the sun
Fire First Blood drawn by a person who has never fought before
Time Spiral cut from parchment
Fire The last ember of a large
Time Ashes from a scroll containing the numbers 1 to 100, written in a fair hand
Time Parchment recording someone's last words
Earth A small statue carved of wood
Air Feather, found
Air Feather taken from an avian monster
Chaos Five colors of cloth scraps knotted together
Chaos A drawing of a friend
Chaos A drawing of an enemy
Life An acorn
Life A twig from a nest
Fire Fire Opals or Rubies (can be gems or in jewelry)
Death Onyx or Obsidian
Time Knotted Cord with elaborate Knots
Water Scales of a fish or aquatic monster.
Fire Ashes from a love poem
Air Parchment recording brave words spoken in the face of danger
Chaos The light of Dawn
Death The light of Sunset
Life Oak leaves, harvested under moonlight, far from roads and habitation
Water The dregs of a bottle of spirits drunk in good fellowship
Water Rain that has never touched the ground.
Death A Blair Witch manikin of sticks and string.
Haldain Lore Variable MP
Haldain lore is a sort of common witchcraft. It is useful, but is sneered upon by serious mages, because it is
associated with simple village witchdoctors and the like. Basically, it is intermediate between rituals and cantrips. A
Haldain spell is cast as though it was a cantrip, but has a very long, poetic incantation. It also has a material
component, which is often something bulky that may be hard to lug about. In some cases elemental components are
required, in which case they are consumed in the casting.
Haldain has one major limitation- No Haldain spell can be cast more than once in any given event. The Mana costs
also tend to be a little higher than cantrips from other school.
Name Type Cost
Detect Undead Voice 1
Verbal: “Ache, crack,
splinter, wrack; I set this
bone spinning to detect
the unliving! Detect
Undead by Voice!”
Notes: Component for this
spell is an old bone, which
the caster must toss into
Trip Gesture 2
Verbal: “If this oil does
my will, you are in for
quite a spill. Trip by
Magic by Gesture.”
Notes: Component for this
spell is a bit of oil that is
poured on the ground.
Turn Gesture 0
Verbal: “Here our travels
together we break, the
other path you must take.
Turn by Magic by
Notes: This spell can only
be cast when there is a
fork in the road/path, of
which the caster must
stand in one fork.
Acorn Packet 1
Verbal: “As a squirrel
might smite, so this acorn
will bite. 1 Fire or 1
Notes: Component is an
acorn, which must be
touched to the packet.
Fear Gesture 1
Verbal: “Within this box a
terror lies, it waits to
escape and feast on your
eyes. Avoidance by Fear
Notes: Component for this
spell is a box, which the
caster must open towards
Purify Touch 2
Verbal: “Drip, drop,
splosh, plop; foul poisons
this rag will sop. Twist
and wring the dripping
thing, and the poisons out
we’ll bring. Purge
Notes: Component for this
spell is a wet rag, which
must be wrung dry by the
Trance Packet 2
Verbal: “Watch the
swinging pendant dance,
that you may find yourself
entranced. Paralyze by
Notes: Component for this
spell is a pendant, which
must be swung as a
Boot Stitch Gesture 2
Verbal: “Stitch, Stitch,
Stitch. Your feet to the
ground I’ll hitch. Root by
Gesture by Magic.”
Notes: Component is a
needle and thread, which
must be pointed at the
target. Caster must also
possess the Sewing skill.
Charm Packet 2
Verbal: “My posies’ sweet
with lily rose, sweet
scents all to grace your
nose. This fragrant bloom
of daisy, my dearest friend
will make thee. Charm by
Notes: Component for this
spell is a flower (CM051),
which the caster must toss
in the direction of the
Curse Special 3
Verbal: “Now you’ll see
that just a wee thing, even
the mighty to ruin can
bring. I curse you to feel a
bee’s sharp sting,
whenever you hear this
bell ring. Forsooth, I
curse you to feel the
Torment by Magic
whenever I ring this bell
Notes: Component for this
spell is a bell, which must
Release Gesture 2
Verbal: “As this rope slips
from its bindings, so shall
you release be finding.
Purge Bind and Paralyze
Notes: Component for this
spell is a knotted cord
(CM052), which must be
Silence Packet 2
Verbal: “With this bag, I
the gag. With this sack, I
do thy voice wrack.
Silence by Magic.”
Notes: Component is a
large bag or sack, not a
belt pouch, which the
caster must brandish.
Weakness Gesture 3
Verbal: “Mighty now you
may be, bursting with
vitality. Soon you will be
like this feather, hard-
pressed to bang two
stones together. Weakness
by Magic by Gesture.”
Notes: Component for this
spell is a feather
(CM030), which must be
tossed in the air.
Hammerflight Packet 3
Verbal: “A hammer’s
thing, I’ll at thee fling.
Four Damage by
Notes: Component is a
hammer, which must be in
hand at the time the spell
Plank Bridge Special 2
Verbal: “Across this
dismal moat, on this plank
Notes: The component of
this spell is a board or
plank at least 2 feet long.
When the spell is cast, the
plank can be flung down,
and it can be then stepped
on safely to cross
carnivorous grass, and the
like. Picking it up again
ends the spell.
Knitted Mail Caster 3
Verbal: “Clickety clack,
clackity klick. I’ll knit me
some armor, lightning
quick. Protection by
Special: This spell grants
the caster two magical
Notes: Component is
knitting needles, with
which the caster must
“knit” themselves from
head to toe. Caster must
also possess the Sewing
Stitchery Bonds Packet 3
Verbal: “Arms by side,
swiftly does my needle
glide. From head to toe,
how quickly does she go?
Bind by Magic.”
Notes: Component is a
needle and thread, which
must be pointed at the
target. Caster must also
possess the Sewing skill.
Dispel Magic Touch 3
Verbal: “Swish, swish I
move about, cleaning,
clearing all about; my
work is never done till the
day, that I sweet magic’s
clear away. Purge Magic”
Notes: Component for this
spell is a broom or
featherduster applied to
Doorway Healing Caster 3
Verbal: “A doorway I’ll
pass through, to make
Notes: Component for this
spell is a doorway, which
the mage must step
through. Upon stepping
thought, s/he is Healed,
and Purged of Magic,
Will, Fire, Ice and Poison,
all at once.
Stick Breaking Gesture 3
Verbal: “This stick I
break, thy limb to take.
Sever (limb) by Gesture).”
Notes: Component is a
forked stick that must be
Cat’s Cradle Gesture 3
Verbal: “Cat’s cradle,
cat’s cradle. To hurt me
you soon won’t be able.
Bind by Magic.”
Notes: Component is a
“cat’s cradle” of string
that must be woven before
the spell is cast. When the
spell is cast, the mage
throws the cat’s cradle
Death Packet 4
Verbal: Shake, shake with
this your neck I'll break!.”
Slay Living by Magic.
Notes: Component for this
spell is a little manikin of
sticks and string (Death
Comopnent), which must
Reflect Caster 4
Verbal: “Over this glass
my hand I pass, and once
again that its power I gain.
What does strike withal
shall turn and on its caster
fall. Protection by Magic”
Special: Allows the caster
to call Reflect against the
next attack (weapon or
packet) that strikes him or
her, and to suffer No
Effect from it.”
Notes: Component for this
spell is a mirror that the
caster of the spell must
gaze into while being cast.
Ring’s Bond Special 4
Verbal: “They say that in
rings are found the
strength of Kings. A bond
I do forge hereby, that
thou may never wonder
why, about thy oath thou
cannot lie. Forsooth, if
you break the promise you
just made, you will lose
all Mana for the duration
of the event.”
Notes: Component is a
ring, which the subject
must have on his/her
finger before the spell is
Battlecasting 1 MP
You are adept at casting magic and can cast while wearing armor. Activating this skill costs 1 point of Mana, but it
lasts for an entire battle. You can also cast spells with only one hand free, allowing you to hold a weapon while
Truly dedicated mages will reshape their very spirit so that it can hold and capture magic for use. This act makes it
difficult to use Mana in any other way, but makes you a very powerful spellcaster.
This skill adds 1 to your Mana score, but you may only use your Mana to cast cantrips, though you may still have
dedicated Mana skills. You may take this skill more than once (though each level requires a teacher with at least that
many levels of the skill). In addition, it lets you have another ritual stored for use. So if you had taken this skill 3
times, you would add 3 to your Mana score, and could have up to 4 rituals stored for use.
Magical Control 1 MP
By concentrating for 30 seconds, you can generate a packet that has the “Purge Magic” effect at no cost. You can
also use this ability to protect yourself from magic - you may call "Resist" against one "by magic" effect per cycle if
you choose, and can bestow shields vs. magic for others for 1 Mana and 30 seconds concentration. This skill can
sometimes be useful when to manipulate magical wards and structures invisible to the naked eye. Also allows you to
read blue flags.
Adept Magic- Mentalists, Seers, and Empaths
The easiest way to create a magic using character is to take an Adept Gift. Adepts are those rare individuals who
have an instinctive magical talent. They do not use spells, incantations, or other magical paraphernalia. Instead, the
Adept simply concentrates for a moment (many adepts speak of “weaving” magic), and then unleashes a bolt of
magical energy called a “Dysha” (in game terms, a beanbag packet) or other effect.
With practice, an adept’s talent can be refined and expanded. Adepts start with some abilities automatically, but can
purchase skills that will make the talent more effective. Adepts do not have spell books and can only gain new
abilities by learning new skills.
Adept powers usually require concentration, which requires you to keep your eyes closed for a certain amount of
time. Most adepts use simple chants to help them focus their abilities. Out of game, a chant helps you keep track of
the time required for concentration in a cool way. By coming up with a chant that is ten seconds long and practicing
it, you have a way to time all your ten second abilities. By repeating it six times, you can time a minute, etc.
Adept chants are not required. Adepts can still use their magic while silenced, for example.
Adept chants should not be silly.
Mentalists (“Mind Mages”)
Mentalists are those born with telepathic powers. This gift is found in all races EXCEPT the C’Tor, but is most
common on the Southern Continent. The reason for this is unknown.
Mentalism is challenging and difficult to develop. Only through long study, meditation, and practice can a mentalist
learn to do more than cause headaches or make small objects to twitch.
Using Mentalist Abilities. Even though you must say the effects of mentalist powers out loud, they are considered
to be caused by thought, and thus you can cast them even while silenced. You may deliver them one of two ways-
by pointing at the target and saying “By Gesture” or by throwing a packet. You should be aware that pointing at a
group of people and shouting an effect will result in no one taking it- and that this is very hard to use at night- hence
the packet option.
Some mentalist abilities are “By Voice.” These will work on everyone who hears the effect, so you don’t designate a
Some mentalist abilities are "by concentration". These require you to hold your hand out, unmoving, to maintain the
effect, though you can keep your eyes open.
The glorious thing about mentalist abilities is that you can be a great mentalist even if you can’t hit the broad side of
a barn with a packet. The down side is that mentalist powers rarely “take out” your foes- they may bamboozle,
mislead, and frustrate them, but they won’t overwhelm them. They are based on role-playing- and the prospective
mentalist must realize that each player will interpret them differently- and rarely exactly the way you would wish.
Also, there are a wide range of things mentalist abilities don't work on - mindless Golumns, undead, unintelligent
animals, etc. and many resistant races.
Minor Abilities and Major Abilities. Mentalist skills are divided into minor and major abilities. Minor abilities
take 5 seconds of concentration- major abilities take 30 seconds. Remember that to concentrate you must have eyes
closed, and are thus very vulnerable.
Some effects require that you concentrate to keep them in force. Like all “by Concentration” effects, this requires
you hold a palm out, taking no damage, facing the creature to be controlled, or the effect ends.
Starting Mentalist Abilities
A mentalist starts with EITHER one of the skills below for free, or ALL minor abilities from all skills.
Emotion Variable MP
This skill allows the mentalist to both sense emotions and alter the emotions of others in fairly limited ways. The
following applications are possible:
“Detect (anger, fear, jealousy, or any other emotion).” 1 Mana
“Compel you to divert your attention from me for one minute.” 1 Mana
“Purge Will” 1 Mana
Can only be used on others.
“Purge Trance by Voice” 2 Mana
“Purge Trance” 1 Mana
Frenzy by Will by Concentration 3 Mana
Charm by Trance by Will 3 Mana
Purge Fear 2 Mana
Mind Healing 2 Mana
By role-playing for 15 minutes and spending 2 Mana, you may be able to help someone who is insane or who is the
victim of an unscrupulous mentalist. After concentrating and listing to the description of their ills, and using
hypnotic techniques, you may say “Forsooth, I grant you the Mind Healing Cure,” which will cure some afflictions
and may give relief to the traumatized or insane
Telepathy Variable MP
Allows the sending of thoughts and manipulation of the thoughts of others. Applications:
“Forsooth I send you a telepathic message (Any 20 words)” 1 Mana
“Compel you to forget the past half hour Permanently by Will” 1 Mana
"Subdue by Will" 1 Mana
“Compel you to believe you are a (any type of creature) by Will by Concentration” 2 Mana
"Silence by will by Concentration" - 2 Mana
“Compel you to believe you are in the grip of your worst nightmare by Concentration” 2 Mana
“Afflict you with (a mind twist) by Will" 2 Mana
Like all afflictions, this has no immediate effect. You may use any mind twist known to you and posted on the Wall
of Woe. The standard ones known to all are: Amnesia, Creeping Madness, and Treachery. You can create your own
mind twists using one between events action to develop it. These will be posted on the Wall of Woe, and must be
approved by the staff. The cure for all mind twists is “Mind Healing Cure,” which must be recorded on the tag. It is
common to put suggestions such as “forget this encounter and open the gate at midnight” on such custom mind
Telekinesis Variable MP
Allows minor feats of material manipulation. Applications:
“Disarm” 1 Mana
“Animate” 1 Mana
“Shield vs. thrown weapons and arrows” 1 Mana
You can use this only on yourself.
"Slow by Concentration" 1 Mana
"Trip" 1 Mana
Light Walk 3 Mana
You may ignore carnivorous grass and other hazards that effect those who step on them. You are considered to be
floating just above the ground. Lasts for 5 minutes or one combat, whichever is longer.
Haven 3 Mana
llows you to shield yourself from harm. You must cross your arms on your chest and use no skills. As long
as you do so, you may move around and take no damage from effects “By Weapon,” unless they also do more than 1
point of damage. Thus the Sever or Lethal effects, etc, and basic weapon blows will not work on you. Lasts until the
Mana cycle changes or you choose to drop it.
Body Weaponry 1 Mana
Allows you to form a spectral claw.
Telekinetic Bolt - "2 Damage by Weapon" packet. 1 Mana
"Protection by Will by Concentration" 1 Mana
You call "no effect" to all thrown weapons and arrows for as long as you maintain concentration.
“Compel you to spin around three times” 2 Mana
Illusion Variable MP
Allows you to manipulate the senses of others, and includes some mesmerism. Applications:
“Compel you to hear (any simple noise) for 5 minutes by Will by Voice” 1 Mana.
“Compel you to perceive this as a (any simple object) for 5 minutes by Will by Voice” 1 Mana
The mentalist must have a small object in hand.
Sunburst - allows you to throw a "Subdue by Light" packet 1 Mana.
“Compel you to believe I am wearing (any basic garment or uniform) for 5 minutes by Will by Voice”
“Compel you to believe this room is empty by Will by Voice for 5 minutes” 2 Mana
"Paralyze By Trance" 2 Mana
Prysmatic Spray - creates a spell fist with 1 fire/1 ice/ 1 Lightning/1 Light. 2 Mana
"Compel you to perceive me as (any basic race, creature, or type of person) for 5 minutes by Voice by Will.”-
Mirror Dance. 1 Mana/3 Dodges
When this ability is activated, you must move in a shifting, graceful way, both hands empty, not using any skills, or
running or the ability ends. While using the mirror dance, you protect yourself by projecting an illusion of yourself
just slightly off from your real position, and can call “Dodge” against any three weapon or packet attacks. This costs
1 Mana. If more dodges are needed, pay 1 Mana for every three more.
Quick Concentration (Rare Skill) 0 MP
This skill reduces the concentration time for minor abilities to 1 second, and that of major abilities to 15 seconds.
Those born with the gift of the seer are sensitive to energies and patterns of fate that the vast majority of folk are
oblivious to. Being a seer does little for you in the area of combat (although their ability to see into the future to
avoid blows is certainly not to be sneered at)- but it makes you a valuable information gatherer, able to discover that
which others cannot.
All seers can perceive the spirit and read blue flags. Seers often have spontaneous visions, dreams, and the like.
Grey spirits may whisper clues to them, or they may receive visions before an event.
Once per day when a grey spirit is present, a Seer can focus their powers and perform a divination. This does not
cost any mana. Be aware that the grey spirit may decline to perform the divination for you – some grey spirits are
observers or there for other purposes – not all are knowlegable staff members with the information you need.
The principle ability of a seer is the power to divine- to seek information through magical means. However
divination is not a panacea for all your information needs, as it does have many limitations. Each method of
divination reveals only certain, VERY SPECIFIC, forms of information.. If the information can be found in game
elsewhere, divination may reveal only a clue as to where it can be found.
Once per event you may summon a grey spirit to assist you with a divination. Simply go to the NPC building and
request one, and one will be sent as soon as is practical.
Grey spirits seem to almost enjoy being cryptic, often answering in riddles. You must choose questions very
carefully, and use what information you do have to frame your questions as carefully as possible. There is not a
100% guarantee that predictions are correct - errors are known to occur.
Divination is best for learning of things that cannot be learned of by other means, particularly matters that are
spiritual in nature. Things that are physical, mortal, and immediate are difficult to gain information on. It’s unlikely
you can divine the plans of the local bandit chief for his next raid, but you might be able to tell something about his
ancestors or his motivation. There are ways to protect against divination, and powerful beings use them- often.
Some can be quite unpleasantly surprising to those prying into their affairs. It is believed that to divine directly on a
hunter, for example, carries terrible peril, and that if the hunter is aware of the diviner, it will be able to mark him
All divining attempts require appropriate role-playing with cards, runes, gazing, etc.
All in all, a diviner’s tasks can be as challenging as those of a warrior, and just as dangerous.
A seer starts with the Reading and Item reading abilities, which do not cost mana, but can only be used once per day
when a grey spirit is present and willing to perform the divination. The seer can also use their skill to read omens to
gain information between events. In addition, the seer may learn the Gazing and Precognitive dodge skills
Reading uses cards, runes, or the like to perceive the patterns of fate and the nature of individuals, places, and
things. It is fairly safe, unless the target has been specifically warded against divination. It is useful for perceiving
the best course of action. Performing a Reading costs allows you to do three of the following:
To learn the MOST likely time when an event YOU DESCRIBE will occur
To learn about dangers in the future
To learn clues about the nature of a person
To learn clues about the nature of the place where you perform the divination.
To learn the MOST likely outcome of a course of action YOU DESCRIBE
To learn a clue about the relationships between various persons, places or objects
Omen reading predicts the future over a span of time, be it in the stars, flights of birds, etc. It can be done only using
between events actions. Omens are not very specific, and can only determine what is likely to occur, not what is
certain. Omen reading is completely safe. You may use the Omens skill as follows:
To get a general preview of the upcoming event 1
Between Event Action
To learn about the possible fates of an individual or small group 1
Between Event Action
To learn about specific magical and supernatural forces and beings active in the near future 1
Between Event Action
Item reading allows you to gain clues about the properties of a certain object, which must be in your possession. It
costs no mana – you can do three of the following:
Learn a property of an object (each property is one use of the ability)
Get a general impression of an object's last owner
View scenes from the RECENT past of an object
View scenes from the DISTANT past of an object
Seer Skills (These must be learned just like ordinary skills)
Gazing seeks visions, by mirror, ball, pool, by dancing one’s self senseless, or by entering a trance. In such a
divination, your spirit actually travels to seek information. This is very dangerous. Anyone able to perceive the astral
realm with be aware of you - some diviners wear masks or veils to protect their identity. To use this skill a grey
spirit must be present. You gaze into your focus, and the grey spirit will travel to seek the information you desire.
You cannot move until it returns, at which point it will describe to you what you see. This counts as your use of the
divination skill for the day.
Gazing compresses time, so you will usually be able to view at least an hour of time in a few minutes. The gray
spirit will whisper what you see. You tend to see the most significant (to you) events in a place or concerning a
person in the recent past or near future- it is impossible to tell which. Rarely, you will be able to see the distant
future. Viewing Costs 2 Mana. Specific tasks you can undertake are:
To view a place you yourself have seen
To view a location nearby - for example the next room of a ruin, or what is going on in the tavern.
To view a person you know well
To view a person by divining on one of their possessions
To view a place described to you, in GREAT DETAIL in the presence of a grey spirit
To view scenes from the possible future of an object or person whose possession you have.
To view an object you have seen
To view an object you have heard of
To view what COULD happen if a certain course of action you describe is taken
To view random possible scenes from the next night or day
When gazing, you must use a basin of water, ball, mirror, etc, and focus on it. The grey spirit takes your spirit and
journeys forth. Your body remains. In real life, you must remain motionless for as long as it takes the grey spirit to
return with information- which can be a LONG time. If you have moved when the spirit returns, you do not receive
the information. Very rarely, a spirit may not return at all.
Precognitive Dodge 2 MP
You may concentrate for one minute to seek a vision of danger to yourself in the near future. This costs 2 Mana and
allows you to call “Dodge” against any packet or weapon attack during the next ten minutes ONLY. You must
roleplay the dodge by leaping back, dropping prone, twirling around, etc.. If you do not have occasion to use the
dodge in the next ten minutes, the Mana is wasted. You may only have one dodge available at a time through this
Empaths ("Touch Healers")
Some have the gift of soothing the pain of others, knitting flesh and bone together. This rare and valuable talent
tends to manifest itself only when it is needed, and especially when it is a wild, mostly untrained talent, the empath
may have to struggle to avoid healing ANYONE in pain.
Empaths feel the suffering of those they harm, and tend strongly towards pacifism. Any time they inflict damage on
another player or NPC, they spend a point of Mana. This penalty applies no matter how the damage is inflicted (by
sword, spell, etc.). However, you may inflict any amount of harm or even death, on a single person and lose only 1
Mana point. Thus you could fight a duel, with many blows exchanged, and even kill your foe, at the cost of 1 Mana
and some pain to yourself. Harming a different being costs an additional Mana point. Note that effects that do not
actually cause damage do not cause you to lose a Mana point- even causing a “Slay Living” effect. Note also, that if
all your Mana is already spent, this has no effect.
Some empaths turn aside from the healer’s path, and learn to use their powers to inflict death and mayhem. They are
called “Fallen.” You may choose to become “Fallen” at any time. At that point, you no longer lose Mana for
inflicting damage and the Mana cost of skills changes.
Surprisingly, empaths make terrible surgeons. It’s extremely difficult to perform a delicate operation on a wounded
friend whose every pain you feel. They CANNOT perform the surgery aspects of the Healing Skill.
Using an empathic ability takes a certain amount of concentration time as shown in the table below.
Basic Empath Abilities (All empaths start with these).
Ability Name Conc. Time Mana Cost Fallen Cost Effect
Empathic Healing 1 Min 2 3 "Heal by Magic"
Empath's Cry 10 Sec. 1 1 "Torment Living"
Soothing Touch 10 Sec. 0 1 "Purge Pain"
Heal Limb 10 Sec 1 1 "Purge Sever"
Empathic Training Variable MP
You have honed your empathic abilities, allowing you to use them at a distance and in more creative ways. You gain
the following abilities.
Ability Name Conc. Time Mana Cost Fallen Cost Effect
Rapid Healing 0 3 4 "Heal by Magic"
Pain 10 sec. 2 1 "Subdue by Pain"
Break Limb 10 sec 3 2 "Sever (limb) by
Rupture 10 sec 2 1 "Two damage to
living by magic"
Ranged Healing 10 Sec 3 4 "Heal by Magic
Gift of Death 10 sec 6 3 "Slay Living by
Sense Condition 10 sec 0 1 Diagnose as per
Share the Pain 0 1 2 You may call
"bladeturn subdue by
pain" any time you
are hit with a melee
weapon - you still
take the effect of the
Empathic Specialization 0 MP
You have given your spirit over totally to the empathic arts. You gain +1 Mana for each time you take this skill, but
you may not spend your Mana on anything but empathic powers. Each level of this skill requires a teacher who as
many levels of the skill or more.
You may take any of the rituals listed here in place of cantrips you would normally be allowed to take at
start. Be aware however that all rituals require elemental components, and thus can be cast only rarely.
Fire Lore Rituals
This ritual is cast through the power of the Taroc, a focusing aid used by fire mages. A Taroc is a set of cards (a tarot
deck with the major arcane removed works well). To cast this ritual you play a game of 21 (blackjack) against
yourself after scribing a ritual circle with at least 3 runes of fire incorporated (you can use a pre-made one if you
like) If you score 17 or higher the spell is cast successfully. If you score 22 or higher it backlashes and you must call
"Area effect 1 fire" loudly and take 3 points of fire damage yourself. A backlash consumes the fire component so it
is wasted. You may stop the game at any point and start over, but you must concentrate for 5 minutes in between
Components: 1 Fire
Effect: Conjures an orb of fire that lasts for 1 day. The orb is represented by a thrown weapon with streamers
(caution tape works well and makes a pleasing sound as it flies through the air). The orb can thrown as often as
desired and does "Magestrike 2 fire".
This is a Taroc ritual just like Shadizier’s orb, except you must score only 15 to cast successfully.
Components: 1 Fire
Effect: 1 Packet, 7 Fire.
The casting of this ritual requires that the mage paint their face and exposed flesh with flames and the fire rune. The
ritual must be used before the makeup is taken off.
Components: 2 Fire
Effect: For the duration of one battle the mage must fight with claws (ability to use them is part of the spell) and
cannot cast other spells. However, the caster gains the fire summoning skill, ability throw 10 "2 damage by fire"
packets, ability to take half damage from fire (rounded down), ability to call "Bladebite 3 fire" 3 times, and
"Magestrike 1 fire" 6 times.
Greater Fire Storm
A Taroc ritual, requires a score of 18.
Components: 1 Fire
Effect: Storm spell, "2 damage by fire".
A Taroc Ritual, requires a score of only 14, but going bust (over 22), causes you to suffer the "slay" effect and
Components: 1 Fire
Effect: 1 Packet, Disintegrate by Fire.
Casting this spell requires a 15 minute dance or tai chi like ritual in the presence of fire.
Components: 1 Fire, 1 Time
Effect: "Protection by Magic". For one battle or until you suffer a "purge magic" you call "reflect" against any "by
Taroc Ritual, requires a score of 19 to cast.
Components: 1 Fire
Effect: "Area Effect 5 fire". Using this ritual disintegrates the caster however. Once cast this ritual does not count as
one of the rituals you may have stored, and remains available for the rest of your life or until you use it.
Ice Lore Rituals
Because Ice lore is the magic of Kargad primarily, it's secrets are not well known to Northumbrians. The only way
to gain the power of a ritual without stealing it from Kargad (and most of those are tainted with dark magic), is
through the intercession of the mysterious Snow Queen.
Casting an ice lore ritual requires that you set up a small shrine to the Snow Queen, beseech her aid, and offer up a
work of art created for that purpose, or a deed you will do in her name (you may not cast further rituals until the
deed is done).
Components: 1 Air, 1 Water
Effect: 1 Packet, 7 Lethal Ice by Weapon.
Form of Pure Ice
Components: 1 Water
Effect: "Form of Pure Ice!" Once activated the caster must remain unmoving or the spell ends. S/he calls no effect
against everything but effect By Fire, or By Magic, and the shatter effect, which does 3 damage.
Components: 1 Air, 1 Water
Effect: 1 Damage by Ice. This is a storm spell.
This ritual can be cast only when there is rain and wind. It requires 15 minutes of singing a song (or chanting or
other calling upon the storm) suitable to the occasion while exposed to the elements.
Components: 1 Air, 1 Water
Effect: Storm spell - allows you to throw "2 damage by lightning", "1 damage by weapon", "repel by physical" and
to call "resist" against all thrown weapons and arrows that strike you.
Casting this ritual requires painting your skin in a bark pattern and braiding leaves in your hair. The ritual must be
used before the makeup is removed.
Components: 1 Earth, 1 Life
Effect: Protection by Magic. This ritual adds 10 hit points for one battle. However, the caster cannot run or use
spells while under the effect of the ritual.
Cast this ritual only when you have aided an animal in some way. Speak to it, asking it to return the favor at some
Components: 1 Life, 1 Air
Effect: "Charm Animals by voice".
Casting this ritual requires scribing a series of spiral patterns on the ground, over an area of at least 10 feet.
Alternately, you may use pebbles or sand to make a small pattern.
Components: 1 Earth
Effect: " Earthquake - Trip, subdue, and 1 damage by voice".
Cast this ritual by finding a place where a living thing springs from a dead one and there is both sunlight and shade.
You cannot use the same location more than once. Concentrate for 5 minutes.
Components: 1 Life, 1 Death, 1 Time, 1 Chaos
Effect: "By my voice, purge magic - forsooth all magical protections, enhancements and shields are removed."
Casting this ritual requires donning a costume to appear as some sort of animal. The druid must also divest
themselves of all weapons and equipment and take up claws. The ritual must be used before the costume is removed.
Components: 1 Life, 1 Chaos
Effect: For one cycle the druid essentially becomes the animal desired. S/he cannot speak, use weapons or cast
spells. The druid cannot be distinguished from the animal in question - although s/he is still a giant of the type in
many cases. Stats depend on the type (all use claws)
Bear/Boar - 10 HP, 1 use of Battlethirst feat, 5 "2 crushing" attacks per battle, become Frenzied when damaged.
Wolf/Fox 6 HP, 1 dodge per battle, 2 "5 damage" attacks.
Cat 5 HP, 2 dodges per battle, call "Bladebite 2 damage" after every hit.
Deer 7 HP, unlimited use of the "flee" skill.
Otter/mink/weasel - 4 HP, 3 dodges and 3 disengages per battle.
Dragonspawn 6 HP, ability to throw "3 damage by fire" 3 times per battle.
Summon Spirits of Skeleros
To draw the ancient serpents to you, carve or paint the 6 runes of the Skeleros upon a bone. They are set down here:
The runes will bind the six spirits of the Skeleros, the ancient serpent healers, to the mortal bone, and they shall
desire to be free of it. You must bargain with them, speaking to their bone prison, calling to them by name, offering
them freedom if they will work their healing arts upon the bones of others. Call to them by name in the serpent's
Components: 1 life, 1 death
Effect: Unlimited "purge sever" packets for 1 battle.
Moment in Time
Like all magic dealing in time, the weaving needed to trap another outside the flow of time is at once simple,
demanding, and perilous. Time is a mighty river that is difficult to sway, and which is easily restored to its course by
those knowledgeable in its arts.
Casting this ritual requires a focus, which is a timepiece capable of measuring out five minutes of time, be it a clock,
an hourglass, or some other tool. If you have need, an hourglass can be turned by an assistant as many times as
necessary, but they must otherwise remain silent and still.
Seek complete solitude for this ritual, for your concentration must be so intense that if your sight upon your focus is
interrupted, or if you even hear the sound a of a voice not of nature, the spell will fail you and will suffer the
consequences of tampering with time, which can be fatal.
Your arms must be held out from your body as shown, and in each hand you must hold a small stone. You must bear
the strain for the entire span of the ritual, unmoving, your breathing carefully controlled, weaving the forces of time
as your Nethramantic skills guide you, or the ritual will fail and you will suffer.
Backlash: If any of the following occur, this ritual backlashes and you suffer the affliction “Timestrain”: You move
or are disturbed in any way during the ritual- you must hear and see nothing but your focus, OR the spell itself is
shielded or resisted when you unleash it.
Components: 1 Time
Effect: "Stasis by gesture by time"
Cast in the same way as the Moment in time ritual, except that it takes 10 minutes, not 5. Backlashes in the same
Components: 3 Time
Effect: "Stasis by Voice by Time for 1 minute".
Cast exactly like moment in time.
Components: 1 Time
Effect: "Protection by time". The caster is placed in stasis, unable to move but unaffected by anything except "purge
time" until s/he chooses to end it (or falls over from exhaustion).
Cast just like a Moment in time, except that it requires 15 minutes. If this ritual backlashes it ages the caster 5 years
(this is a roleplaying effect).
Components: 3 Time
Effect: Heal and Renew Self by Time.
Casting this ritual requires that the subject (who may be the caster or another) write their true name and a 1 page
description of themselves on a piece of parchment component. The Nethramancer must then hide the paper
somewhere in a box or other container, all except for a small piece with the alias desired written on it which is
carried by the subject for a year and a day. Any Nethramancer who starts with this ritual is allowed to start with an
Alias, assumed to have been cast in the past.
Components: 1 Chaos
Effect: The target gains an "alias" a false name. Nethramancy or other effects targeted on the alias will not work.
The alias is permanent.
Casting the Nethramancer's mark requires the use of the Black Runes. There are said to be 13 of them, but only 7 are
commonly known to Northumbrian Nethramancers. The discovery of more runes is always a goal of Nethramancers.
The known ones are shown below:
The runes must be scribed or painted on small tokens with one side blank. The Nethramancer scribes a ritual circle
with the runes of Time, Death and Chaos at triangle points, then casts the runes one, two, three, four, five, six or
seven at a time into the circle. A cast costs 1 Mana point. The circle must be large enough that each cast can be kept
separate from the others.
Any cast in which all runes land face down drains 2 points of Mana from the Nethramancer - the ritual is over when
all Mana is expended.
Any cast in which 3 or more runes land face up does 1 point of damage to the Nethramancer - s/he cannot receive
healing without ending the ritual, and if s/he is reduced to zero hit points, s/he suffers the slay effect and needs
surgery. Four up does 2 points of damage, 5 up does 3, etc.. Armor cannot be worn while casting the runes.
A Nethramancer can spend 3 Mana to turn one rune over after it is cast.
If, at any time, there are NO face down runes in the circle, the powers of the black runes are able to strike at the
Nethramancer, doing damage equal to the number of black runes face up
One minute of concentration is required between casts.
Two Nethramancers can work together to cast a ritual, but they may not speak during it.
Casting the Nethramancer's mark requires getting at least 3 runes face up (in any number of casts). If the
Nethramancer does not get a least 3 runes face up the ritual ends and the components are wasted.
Components: 1 Time, 1 Chaos
Effect: "Forsooth, you now have the trait (X)". This allows the Nethramancer to give the target a trait, such as
"Companion of Corwind", or "Under the Eye of Celia". The trait must include the Nethramancer's name or alias
with it. The Nethramancer can cast any "name" spell at the trait as though it were the target's name, and can work
other Nethramantic magic against the trait, both good and bad. A Nethramancer can only have one trait mark they
use. This is a Touch Casting effect.
Casting this ritual requires the use of the black runes, with a score of at 4 runes face up. In addition, a gate structure
must be constructed and adorned with a least 2 units of paper worth of charms and incantations in small strips, along
with the runes of time and chaos.
Components: 2 Time, 2 Chaos.
Effect: The gate must be marked with a yellow card that says "Read if passing through this gate", and on the inside
"Anyone passing through this gate becomes a spirit and must journey in search of another such gate. If they are
already a spirit, they become physical. You may not pass through the same gate twice in the same Mana cycle. Go to
the NPC building if you cannot find a gate." Another yellow card must say "you may destroy this structure by
removing the paper". Additionally, a blue flag must describe a magical gate in whatever way you like. Needless to
say, one generally wants to create two such gates unless you know of another one.
This is a black rune ritual that can be cast only on the Nethramancer or one who bears their mark. It requires at least
4 runes face up. In addition it requires a jar, tile, or other fragile container (clay, NOT GLASS) which must be
marked with yellow card saying "you may smash this if you wish", and a blue flag saying "a spirit can be seen
within this container -(a description of the target of the spell)".
Components: 1 Chaos
Effect: If the subject of the ritual dies within the next Mana cycle, they transform instantly to a spirit and must
journey to their jar. If they cannot find or it is destroyed, they must go the NPC building to resurrect if they can. If
they do find it they resurrect immediately with no ill effect. This ritual only works once, and you cannot rest to
regain you Mana without touching the jar to end the ritual. Dying Permanently with your spirit jar smashed is a very
bad idea, and generally results in transformation into some sort of horrible ghost creature.
In order to cast a necromantic ritual, you must have an eyeless mask, 3 cups, water, and a wand or ceremonial (fake)
dagger prop. The caster arrays the cups before them and scribes a small circle (12" maximum) around each one, and
places the components among them. One cup is filled with water. The necromancer then dons the mask, and blind,
chants and manipulates the cups and wand so that:
Every cup has water in it.
The Wand has been dipped in each cup.
No cup is in the same circle it started in.
If the water spills or touches the necromancer, or if the cups are not in the circles, the ritual goes awry (Backlash).
What effect that has is described among the rituals below, but the components are always wasted.
This ritual requires that you have one or more bodies (and the players or NPCs portraying them - be aware that while
NPCs may be willing to portray zombies for you for a while, they have other duties, and thus may crumble or come
apart at their discretion.) Remember that many will look on such an act with horror.
Components: 2 death, 2 Chaos
Effect: "Forsooth, all those dead or at zero hit points within the sound of my voice must rise as zombies and serve
me for 45 minutes or until destroyed. You have 10 hit points, the undead trait, ability to wield weapons, and move
slowly but fight normally."
Backlash: "Frenzy to undead by voice!" (after the zombies are raised).
Work this ritual only in a place were you know the dead to be buried, preferably warriors. This ritual is cast in two
parts. The first is done an advance, and you must notify the staff of its success. It summons a "General" - a skeleton
who was in life a leader among those buried in the area, played by an NPC. In the presence of the general you cast
the second part of the ritual, and if it is successful, you may instruct the general as to what you want your army to
do. The general will then go, raise up the dead, and attempt to complete a single task for you - for instance - "go to
the south road and slay all you find there" or "bring me as much metal as you can" or "Find dragon spawn and slay
them" or "guard the tomb of Zamora". The actions of the skeletons usually take place off board, and the general will
refuse any mission if the staff cannot reasonably spare the NPCs to do it. For instance, it's not possible to have a
group of skeletons serve as your bodyguards during a major battle, unless there are A LOT of NPCs at this event.
Components: 1 Chaos for the first part, as many chaos and death components as desired for the second.
Effect: The strength of the skeleton army summoned depends on how many components are used, how many are
buried in the area, and who they were. Skeletons often retain their weapons, armor, and skills. Unless set to guard an
area underground or indoors, exposure to light and air will cause the skeletons to crumble away within a few days at
Backlash - the skeletons are not under your control, and will seek to slay you or fulfill an agenda of their own.
Armor of Bone
In addition to the usual requirements you must don a costume that appears to be made of bones.
Components: 1 Death 1 Chaos
Effect: "Protection by Magic". For one battle you gain +5 hit points, immunity to slay and Doom, one "Resist"
against any effect, and the "undead" trait.
Backlash: In the middle of the battle you turn evil and start slaying your companions. This lasts for 10 minutes, after
which you are able to break free of the control of the armor and be yourself again.
Casting this ritual requires at least one level of Nethramancy as well as Necromancy.
Components: 1 Death, 1 Chaos
Effect: "3 Damage and Sever all Limbs" This is a by Gesture effect, though you can cast it as a packet if you prefer.
Although they are included in the chapter on magic for convenience, Philosophy skills are based not on magical
abilities, but on the powers of the mind and of the will. Philosophers generally focus their abilities through
discourse, meditation, and the written word. They can often perform remarkable acts, but to do this they must
expend will points.
Philosophy 0 MP
Northumbria was famed for its philosophers. These men and women dedicated themselves to honing their minds and
unlocking the world around them through Reason. Philosophers strive for mind over matter and mind over body.
Their power comes from the power of the will, and the power of the will is focused through words. Thus speech is
very important to philosophers.
You practice the teachings of a philosophic school of thought. This strengthens your mind and potentially gives you
extraordinary powers and insight. These skills give abilities that mimic those of mages in many ways. In fact, in days
of old, some Northumbrian sages were known as “Philosopher Mages.” The path of the philosopher is long and
advancement is slow. However, the philosophic skills do not use Mana, unlike spells, and this potentially makes a
philosopher a powerful force. Also, many philosophers also practice magic. However, powerful philosophers rarely
remain faithful to any specific god- the reasons for this are not commonly known. There is nothing to prevent a
starting philosopher from becoming an initiate of a god, but be aware that there may be trouble down the road.
There is considerable variation within the schools of philosophy- you can customize them as you desire. Many
philosophers would not recognize their school- some would not even call themselves philosophers, thinking of
themselves as scholars, scientists, wise folk, etc.
Students of the concepts of orthodoxy believe that there is an order to the world- everything happens for a reason
and is part of a larger plan or pattern. They strive to understand that pattern and play their part in it. Good and evil
most certainly do exist, and things can be inherently good or evil. Orthodox philosophers tend to be very “lawful”
and honorable in their conduct, but not always good. The most powerful orthodox sages are said to be well nigh
indestructible, and irresistible.
A philosophy that believes that there are no hard truths or certainties- only unanswered questions and a sea of
chance. Anything is possible if the will is strong enough. Paradoxy holds that everything is relative- good and evil
depend on your perspective. Paradoxy contains a strong hedonistic streak, and its practitioners often seek pleasure
whenever they can. An accomplished paradoxist is a terrifying force, capable of who knows what, and motivated by
unknowable personal goals. A philosopher of Paradoxy often seems to have powers that duplicate magic, and they
are suspected of all manner of wondrous feats, such as flying and living forever. Others say that they are charlatans.
A dark philosophy that is rarely practiced by Northumbrians, nihilism holds that good and evil, right and wrong are
illusionary. Love and hate are also irrelevant. A nihilist seeks to accomplish their own goals with a single minded
focus rarely equaled, since they hold that this is all that matters. It is said that that greatest nihilists can kill you by
discourse, and cannot die themselves.
Taking the Philosophy skill gives you three points of will. You may take the skill more than once to get additional
will points, and unlike most skills you do not need a teacher for each new level. Instead, a philosopher must produce
a philosophical tract, text, or statement for each new level of the skill. Will Points are refreshed each game day.
Will points are also gained from other skills and attributes.
Iron will Gift adds +2 Will Points (not surprisingly)
Each of the following skills adds +1 Will Point: Scribe, Scholar, Engineer, Job Skill, Artistry and Espionage.
Which abilities you can use depends on which school you belong to. You gain all abilities associated with that
school. Use of armor and weapons does not restrict use of philosophy, however many abilities require you to speak
with your target.
Orthodoxy Paradoxy Nihilism
Deduction Perfect Analyze Attack Awaken Body Analyze
Shield Perceive Weaponry Chaos Chaos Attack Awaken Concealment of
Pattern Halt Awaken Harden Bolt Concealment of the the Mind Death
Resolve Perceive Truth Expose Mind Destroy Kindred Trance Deduction Destroy Har
the Faithless The Will to Kind Madness Persuasion Feig den Resolve Iron Purpose The
Power Logical Debate Analyze n Death Will to Power Trained
Attack Natural Order Will Triumph of the
Will Undermine Resolve
You may use this effect against ONE effect called by an opponent you have encountered before – for example a
warrior’s “lethal” or mages “5 fire” spell. You may call “dodge” against that effect, and only that effect by spending
one point of will. You can use this more than once (AGAINST THE SAME EFFECT BY THE SAME FOE), but
each use costs 1 point of will. To use this skill you must have made a special study of that target, and at least 1 game
day must have passed since your first encounter with them.
By speaking with someone for at least 1 minute, you can clear their mind. Spend one point of will and say “Purge
Will by Discourse”.
Spend two points of will to use claws for the duration of one battle.
By spending a point of will and saying a few brief words explaining why it should be so, you can point at a target for
one of the following effects: Disarm by gesture, Torment by gesture, Subdue,by gesture, Trip by gesture.
Example: “That sword looks poorly balanced to me… Disarm by Gesture”.
An inexplicable power of Paradoxy philosophers. Allows you to throw a “3 damage by chaos” packet by
concentrating for 3 seconds and spending 1 point of will.
Concealment of the Mind
Allows you to ignore any “detect” effect for one point of will. Costs an additional point each time you have to use it,
so it’s a temporary solution at best.
By meditating for one minute, you can make yourself immune to any effect by Fear or Pain, as well as the torment
effect for one battle. Costs two points of will.
By studying clues not apparent to ordinary folk, you may read all flags in one area of any color. This costs 1 point of
will. You must also invent “Sherlock holms” style deductions to explain how you know the information from each
You can spot hidden weak points and exploit them. Throw a packet at a foe within touch range and call “Shatter
(Item)”. This costs a point of will. You can also use this power to smash a lock, but this costs 2 points.
Expose The Faithless
One point of will. Allows you to call “detect oathbreaker”, you must have spoken with most of the people present to
Spend three points of will to become dead. This takes one minute of concentration. You can revive yourself at any
time, but it takes five minutes. While dead, you do not take any effects that are used on you.
By shouting “stop” or something similar, you can momentarily freeze the action. You spend 2 points of will and call
“Subdue by Voice”. This does not affect you.
By speaking with up to 5 others about the importance of the current task or battle, you may heal two points of
damage. Costs two points of will. Say “heal two by discourse.” Since this requires discourse, you can’t use it on
those who can’t or don’t speak back to you.
By focusing yourself you can ignore any effect for long enough to do one thing – essentially you call “resist” against
all effects for 30 seconds. You then take the effects you resisted. 2 Points of will.
By spending three points of will you can call “speak to animals”
Spend one point of will to counter anothers arguments and call resist against an effect “by discourse”.
Requires speaking with someone at length, actively contradicting their understanding of the world. Takes at least 10
minutes. Allows you to state “Curse you to go mad for one hour, by discourse by will.”
Spend 3 points of will to resist an effect “by magic”.
By studying a person for a few minutes, you may gain additional insight. You should approach a grey spirit and say
“perceive pattern on X”. If possible, the grey spirit will tell you something about that person’s role in the overall
story – are they important, or not, are their actions predictable, are they motivated by the past, do they pursue their
own agenda or react to circumstances, etc. If the grey spirit does provide information, this costs 1 point of will, if
not, it costs nothing.
Two points of will. Allows you to call “detect lies”.
By mediating for ten seconds and spending 2 points of will, you gain a shield against the next effect of ANY sort
that strikes you. Like all shields, this lasts for 10 minutes, basically for one combat.
By reasoning with someone for a few minutes you can sway them to your side, at least temporarily. Spend two
points of will, say “charm by will by discourse.”
The Will to Power
State a goal that can be accomplished in the short term. For any single action that you feel will achieve that goal,
you can spend will points as if they were mana points. You may only state one goal per event.
Triumph of the Will
Spend 5 points of will to “heal self by will”.
Spend one point of will to “purge will” on yourself.
By speaking with someone about the hopelessness of their condition, you can steal their strength. Allows you to call
“weakness by discourse” for two points of will.
ADVANCED COMBAT SKILLS
If you are not planning to play a fighter, you don't need to read this chapter at all. Even if you are playing a fighter,
you don't need to know anything in this chapter unless you plan to delve deeply into the “Martial Arts” of the Exile
world. It is quite possible to become a powerful fighter using the skills in the basic skill list. The skills in this
chapter represent more specialized knowledge, acquired through long training.
War is a constant for most of the Exile World, and perhaps as much as half the adult population is skilled in the use
of weapons of one sort or another. Many of these warriors are quite skilled indeed, though few can match the valor
of Northumbria warriors hardened by the years of Exile. Most warriors have some training of some sort, though a
few are naturals, or got their training the hard way.
Cross Style Training
It is rare for Northumbrians to be able to find a teacher of their style to study under in the kinds of places where the
Exile games take place. Generally, if they can obtain training at all, it is from other Northumbrians, or from local
warriors, who have their own distinct styles.
That is not to say that such training is useless. You can learn more than one style. As long as you abide by the
weapon, armor, and roleplaying restrictions of both styles you can use their abilities simultaneously.
The Price of Dedication
A character who takes Warcraft dedicates 3 Mana, because so much of their spirit is dedicated to fighting. They are
constantly focused on war and battle, and will not excel in other areas. A similar thing happens to those who pursue
Weapon Styles. Only by investing body and soul in their Art can they advance to high levels. This leaves them less
energy and enthusiasm to invest in other things. Hence, many weapon styles require dedicated Mana.
Which is Better, Warcraft or Weapon Styles?
Both are useful in different situations. A character with Warcraft will perform better in long, sprawling battles with
many foes, where they might use their skill to make as many as 20 special attacks. A character with Advanced
Combat skills will do best in single combat, where they can unload all their abilities into a single foe. Warcraft
represents the ability of a relatively unschooled but deadly warrior like Conan the Barbarian or Maximus the
gladiator, able to use all weapons well, knowledgeable in all the tricks of the battlefield, but with much of their
ability coming from strength of body and spirit as well as training. Advanced Combat skills would be more
appropriate to a “martial artist,” a samurai warrior or Jedi Knight, intensely focused, highly trained, and precise,
rather than indiscriminate.
Per Foe, Per Cycle, and Per Day Skills
Some abilities are usable against each different foe you face. In a battle in which NPCs are “recycling” (playing the
parts of many different enemies, returning as a new one after each is dead) it can be difficult to tell if someone is the
same foe or a new one- just use your best Judgment.
Some skills are “Per Cycle.” You can use these once per Mana cycle. If your Mana is renewed, you get all your “Per
Cycle” skills back as well.
A few skills are “Per Day.” These are usable once per day, and are NOT restored by the Renew effect.
Each style has certain favored weapons. You can use other weapons if you like, but cannot use any skills from that
style while using weapons it does not favor.
Dreadblade is the most famous and common Northumbrian style. Rarely, if ever, taught to non-Northumbrians, it is
considered part of the Northumbrian heritage. Its origins lie with the Iron Guard, the mercenary company that
produced the first Twin Monarchs. According to tradition, it is descended from ancient human fighting arts.
Dreadblade style evolved to counter Kargad battlefield weaponry (pikes) and deal with the almost indestructible
Kargad Minotaurs. The Dreadblade style uses two-handed swords, especially the “Dreadblade,” an extremely long,
slim weapon magically lightened with a series of grooves along the blade. A traditional Dreadblade has four feet of
blade and three feet of handle, though smaller swords are much used in the days of Exile, since true Dreadblades are
rare, and the knowledge of their forging is all but lost. Staves are used in training, and in a pinch, a staff or spear can
substitute for a two-handed sword.
Philosophically, Dreadblade emphasizes duty to Northumbria, protection of the weak, courage, and honor. There is
no specific code of honor associated with the art, but Dreadblades nearly always follow one code or another. In days
of old Dreadblades were armored from head to foot for battle or dueling, but few Northumbrians can afford such
expensive gear now.
An experienced Dreadblade who owns a good set of armor is sometimes called a “Doublesoldier,” referring to the
fact that they usually command double pay in a mercenary company.
The Dreadblade style is traditionally broken into four ranks, denoted by colors, which a Dreadblade wielder displays
as detailing on their sword, or as a small pin, or (rarely) a sash.
Black 1st Level (Student)
White 2nd Level
Silver 3rd Level
Gold 4th Level (Master- there are no known living claimants to this rank)
Weapons: Dreadblade (two handed sword). You can use abilities marked with * with a staff or spear instead.
Armor: No Restriction
Dreadblade I 1 DMP
Prerequisite: Use of Arms
The first rank of Dreadblade gives you the following abilities.
Giantkiller: By studying an opponent for 3 seconds before striking a carefully aimed blow, you can call "two
damage". This can be used on any number of attacks as long as at least 3 seconds pass between each one. This skill
is most useful for bringing down powerful creatures like the Kargad Minotaur that are too strong for ordinary,
uncalled, sword blows.
Pikebreaker: Allows you spend 1 point of Mana to call "shatter" against a spear or pole arm by lopping off the point.
If its too dark to see clearly what sort of weapon your foe is using, you cannot use this ability. A shattered weapon is
still usable, but is much less dangerous.*Hold the Line: You gain one "resist" vs. a by fear effect per cycle.
*Scything Pattern: You gain one "disengage" per cycle.
Note that you can still spend Mana to call the ordinary effects allowed to a Dreadblade (see weapon skills)
Dreadblade II 1 MP
At the journeyman level of Dreadblade you gain the following abilities:
*Defensive Stance: You can turn your Dreadblade point down, thus creating a very strong defense. You cannot use
any called attacks or run while in this stance, however you can call one "Parry" per cycle while fighting this way.
Intimidation: You can terrify your foes with your weapon by raising it overhead and gesturing dramatically (but
safely). Point at a single foe and call one of the following effects (you may only use one of these against a given
foe). Each of these abilities costs 1 point of Mana.
"1 Damage by Fear (by gesture)"
"Repel by Fear (by gesture)"
"Subdue by Fear (by gesture)".
*Point Technique. It costs you only 1 point of Mana to call a Lethal Strike.
Dreadblade III (Rare Skill) 0 MP
Dreadblade III gives you following abilities:
Vorpal Strike: You may spend 1 point of Mana to call "two Vorpal".
Improved Defensive Stance: You gain two parries per cycle (but only when in defensive stance).
Dreadblade IV (Rare Skill) 1 DMP
This skill costs a dedicated manta point, but it adds 3 points of Mana that can be spent only on Dreadblade abilities.
Named for the Lady Ghenval of Ilmar, said to be its first proponent, Ghenval is a ruthless assassin’s technique. It
emphasizes the use of knives, deception, and poison. It can be effective in open battle, though it is mostly intended
for a surprise attack.
It is unclear when Ghenval was first practiced in Northumbria- it is likely spies used it from the earliest days of
Northumbria’s Zephyr Company, as the royal espionage corps was known. A somewhat less grim form was part of
the training of the ladies in waiting who were the primary attendants and bodyguards of whatever queen was on the
Twin Throne. A servant trained in Ghenval has saved the lives of several nobles over the years, and the style is as
much a bodyguard's art as it is that of a killer.
No Ghenval practitioner will ever admit they are trained in the style- it is part of their code of honor. If there are
skills beyond the first level of Ghenval, they are unknown to Northumbrians.
Throwing Knives are the primary weapons of Ghenval. Also used is the short sword, called a Cinquada, and tiny
crystal darts called Flechettes. Poisons, Garrotes and Needles are auxiliary implements. Ghenval practitioners go
through considerable efforts to appear harmless and ordinary. The stereotype of the dark and deadly assassin
slouching about hooded and cloaked in black is an anathema to this style. Advanced Ghenval practitioners do use a
close-fitting set of leather armor with many pockets and knife sheaths called a “Nightshroud,” but only in situations
where there is no chance of deceiving foes into thinking they are something other than an assassin.
Abilities marked with an * cannot be used while wearing metal armor.
Ghenval (Rare Skill) 1 DMP
Prerequisite: Thrown Weapon
The Ghenval skill grants you the following abilities:
Deadly Throw: Allows you to spend one point of Mana to call "Lethal" with a thrown knife.
Flechettes: A Ghenval practitioner makes their own flechettes. The method is a closely guarded secret, for the tiny
darts dissolve after use, leaving no incriminating knife to be divined upon. Making Flechettes uses one unit of Gears
per 6, and takes about 15 minutes. Flechettes are represented by spell packets and up to 6 may be carried at a time.
Each must be stored in its own pocket or small pouch. They can be thrown as ordinary, uncalled packets like arrows
except that they do not require a bow, or "lethal by weapon" if you spend two points of Mana.
*Silken Cut: Spend 2 points of Mana to call "Bladebite Doom" after hitting an opponent with a short sword.
Pressure Points: Spend one point of Mana to call "Subdue by Pain" with a short sword or touch packet, in which
case you must call "subdue by pain by weapon".
*Call "sever" once against each foe you face while fighting with a single short sword.
*Avoidance: Allows you to call "dodge" once per cycle against a melee weapon strike. You must roleplay the
Jahelian technique is a traditional Elven style of swordsmanship. It is inherently magical, and is of great use in
combating spell casters and supernatural creatures. The style generally employs two swords at once, though some
highly skilled practitioners will defeat enemies without ever drawing their second sword as a sign of contempt. Not
surprisingly, Jahelian style emphasizes form and grace. A Jahelian practitioner will literally use swordsmanship to
Favored Weapons: Swords. Armor restrictions – None, however casting spells is limited by armor as normal.
Jahelian Variable MP
This skill gives the following abilities:
Bladespell: Spend an extra Mana point to cast any spell packet spell, casting cost 2 Mana or less, through your
sword. You say the incantation, but instead of throwing a packet, you call “Magestrike” and the effect. This allows
you to cast spells with swords in hand.
Spellstrike: Spend 1 Mana to call “4 magic” with a blade. This isn’t a Magestrike - it has to hit the foe.
Resist one disarm per cycle
Call one “disengage” per cycle.
Spend three Mana to call “parry”.
When she ascended to general of the Elven Empire, Severa codified a system of combat that had evolved out of
earlier human warfare. This system was based on three types of soldiers- Lancers, Myrmidons, and Peltasts. It was
the system used by both Northumbria and Kargad in their wars, although with numerous modifications.
The Lancers made up the bulk of the classical Severan army. Typically they consisted of both veteran soldiers and
militia- lancer training is still very common in many kingdoms, and often required. The lance or pike was their
battlefield weapon of choice, but some were also proficient with pole arms of all sorts, for situations in which the
lance was too awkward or cumbersome. Kargad’s Lancers are the most well known users of these techniques, but
they are also found among Northumbrians, Thalbardin, Ilmart, and mercenaries of all sorts.
Lancer skills are most useful in mass battle, where a formation of lancers can present a bristling hedge of points no
enemy can easily overcome.
Lancer, Myrmidon and Peltast are limited, military styles without the higher levels of other styles.
Weapons: Spear or Pike. Abilities marked with an * can be used with the pole arm.
Armor Restrictions: None
Lancer 0 MP
Prerequisite: Hand Weapon
The lancer skill allows you to use a spear or pike held in two hands. It also gives the following abilities:
*Formation Fighting: While fighting in formation with two allies with spear or pole arm, you gain the ability to call
"disengage" twice per cycle. You can only use this disengage against someone who is trying to get past your weapon
from the front, not on someone who outflanks you.
Deadly Thrust: Once per cycle, you may call "lethal" on a thrusting attack only.
Metronome's origins lie with Orlando Travais, sometimes called the “Clockwork Knight,” a Golumn created by the
Travais family to enter the knighthood in place of their own children, thus fulfilling their obligation. Or so the story
goes. He went on to become the perfect knight, and some say he still travels the world some 200 years later, still
striving to fulfill his last quest.
He created this style, which is ideally suited to a Golumn's nature. Metronome swordsmen train to a rigid rhythm,
learning perfect combinations of blows and parries that can grind a foe down. Metronome is studied only by the very
dedicated due to its limitations and long, boring training required. However, it is probably the most powerful single
blade fighting style in the world, and Metronome practitioners are greatly feared on the dueling ground.
Metronome is a very rigid style, which uses only one stance. The warrior stands with one arm tucked behind their
back. No abilities of the metronome style can be used from any stance but this, and none can be used while running.
Metronome uses only one weapon- a broadsword, single edged, with a blunt point and a heavy basket hilt, called a
Schaivona. Any broadsword can be used in a pinch. Because the style is associated with Golumns and Artifice,
Schaivonas are often called Clockwork Swords, and indeed, they often incorporate many clever artifices, such as
acid injectors, hidden compartments, spring loaded darts, sword breakers, etc.
Armor Restrictions: None.
Metronome I 1 DMP
Prerequisite: Hand Weapon or Fencing
Metronome I Skill gives the following abilities:
Iron Guard. You gain the ability to call "Parry" once per cycle.
Beating Down the Guard: Every 5th blow you swing that connects with the enemy you may call "two crushing". This
works even if they block the blows with a weapon or shield.
Shin Guards. Metronome fighters wearing metal greaves may call "resist" against any sever or uncalled weapon hit
that strikes below the knees.
Metronome II 1 DMP
Improved Iron Guard: Allows two parries per cycle.
Counter punch. You may spend a point of Mana to call "bladeturn subdue" in place of one of your parries. You
should roleplay punching out with your sword hilt. You may only use this against a foe using a one handed weapon.
Riposte: When a character makes a “special attack,” they are striking with nothing held back, trying to deliver a well
aimed, fatal blow. A skilled swordsman can take advantage of this to make a devastating counter attack when such a
When you successfully block a called attack (sever, lethal, 2 damage, etc.), you may IMMEDIATELY launch a
sever, lethal, or 3 damage attack of your own at no cost. You cannot Riposte against a Crushing Blow, or an attack
that you use a Parry to negate.
Steady Stance. Immune to “Trip” effect.
Myrmidons are the companions to lancers, used for close quarters assaults and siege work, as a reserve for the pike
line, or interspersed among it. More general purpose soldiers than lancers, they often saw more action than lancers,
who deployed only for major battles.
Though primarily shield fighters, all Myrmidons were traditionally trained in some sort of missile weapon to support
the lancers. This has become less common with time however.
The Myrmidon method of combat (presenting a line of shields to the enemy) is the most basic form of combat in the
Exile world, and variations on this weapon style are found throughout the world. Most more primitive and barbaric
peoples use this style, combined with thrown weapons.
Weapons: Shield and any hand weapon.
Armor Restrictions: None
Myrmidon 0 MP
Prerequisite: Hand Weapon
Myrmidon skill allows you to use a shield of any size. In addition, you gain the "shieldwall" ability. While fighting
in formation with two shield using allies, you gain 1 parry per cycle. What is more, if you “lock shields” with
another person with your shields touching, you can protect yourself against hostile magic. You may call “resist”
against any packet attack that strikes your shield. You cannot move or fight with your shields locked however.
Shieldwalls can be broken or reformed as often as desired, but it takes a few moments each time. Shieldwalls can’t
Two notes: Other members of a shieldwall don’t have to have the Myrmidon skill, but they don’t gain any benefits
from being a in a shield wall if they don’t have the skill. All members of a shield wall must work together as a unit.
In addition, the Myrmidon skill gives you 1 free “sever” per cycle.
The Peltasts are the skirmishers of a Severan army. Lightly armed and armored, they are chosen for their swiftness,
agility, and daring. They are responsible for scouting, flanking, harrying, and pursuit. Peltasts fill many of the roles
of cavalry, which is almost unknown in the Exile world. They are armed almost exclusively with thrown weapons,
hand weapons and small shields, or occasionally light bows.
Weapons: One handed weapons and javelins, as well as bucklers.
Armor Restrictions: Metal armor cannot be worn while using Peltast abilities.
Peltast 1 MP
Prerequisite: Hand Weapon
Peltast skill allows you to use a buckler and carry and use up to 4 javelins. In addition you gain the following
Nimble Escape: Call "disengage" three times per combat. When you use this skill you yourself must fall back 10
feet or as far as practical when you call the effect.
Deadly Cast: Spend 1 Mana to call "lethal" with a javelin (of quality or not)
Saramissa is a fencing style, emphasizing the use of a single sword, especially the point. Its practitioners will use
only one sword at a time, or sword and dagger, and will not use shields. Its origins are in Old Northumbria, where it
evolved as distinct from Elven styles. Currently, it is common in Ilmar, but rare elsewhere. Its practitioners take
great pride in their style and will never turn down a challenge to face another in a single blade to blade duel. They
are not required to accept challenges from those with two blades, shields, or two handed weapons. They are also
required to challenge any who insult their style or call their own superior (again this applies only to fencing styles)
and to at least first blood against anyone who touches their blade. This style was considerably advanced by
knowledge of the writings of the original Saramissa founders, discovered in the Shrouded Sea and brought back by
the legendary Captain Steed.
Favored weapons - single sword and dagger. No more than 2 points of armor can be worn.
Saramissa I 1 DMP
Prerequisite: Hand Weapon or Fencing
Saramissa I grants the following abilities:
One parry per cycle.
Three Lethals per cycle, thrusting attacks only.
One resist vs. disarm per combat.
One “disarm” per day against a one handed weapon.
Saramissa II 1 DMP
At the cost of an additional dedicated Mana point, Saramissa II grants the following abilities in place of those
bestowed by Saramissa I.
Two parries per cycle.
Your choice of one Lethal thrust against each foe faced, or three lethals per cycle, thrusting only.
Immunity to the disarm effect however it is caused.
Two “Disarms” per day.
One sever per cycle.
Spend 2 Mana to deliver a “blazing thrust” that does “Magestrike 3 fire”.
The Southern Continent has its own fighting arts, a blend of the savage, instinctual styles of the Crugar and
Shalorians, the ruthlessly pragmatic techniques of the C’Torians, and human systems that were introduced later. The
most famous of these is Shivaj, which means “Warrior” in archaic Al-Cordoban. Shivaj is taught to nobles,
bodyguards, officers, and elite soldiers in Al-Cordoba. Among Northumbrians it is known only to the Janissaries.
Shivaj is respected as the most complete martial style in existence. It teaches the use of the ten categories of hand
weapons, the five forms of weapons that pass through the air, the six weapons the body provides for the fight, and
the eight weapons of the spirit. Besides teaching virtually all weapons used on the Southern Continent, it also
teaches magical offense, defense, and tactics. Unlike other arts, Shivaj practitioners enter combat with a wide range
of weapons and options, and pride themselves on choosing the best for any given situation. If Shivaj has a weakness,
it is that it is a little TOO complete- for example, students spend a great deal of time on religion and philosophy,
including memorizing every known war god, their prayers, and the situations in which it is proper to call upon them.
On the other hand, its encyclopedic knowledge of the weakness of various monsters can be handy.
Despite all this Shivaj is most noted for a close integration of elemental magic and close combat skill.
All weapons are favored by Shivaj, however only round shields less than 24" in diameter may be used.
Armor Restrictions: No more than two points of armor can be worn while using Shivaj abilities.
Shivaj (Rare Skill) 1 DMP
Prerequisites: Use of Arms, Summoning, Philosophy, Archery
This skill confers the following abilities:
Ability to use Summoning while holding a shield or weapon in one hand.
Ability to throw a “subdue by weapon” packet at a foe within weapon’s reach once per cycle.
Spend 1 Mana to fire an arrow that does “2 fire/Ice/Lightning” - your choice.
Spend ½ hour preparing for a battle by studying the known information about the foe, the ground, etc. and
discussing tactics, preparing weaponry, etc. During that battle you may spend philosophy will points as Mana points.
One “Disengage” per cycle.
Spend 1 Mana to call “reflect” against a packet attack that strikes your weapon.
Two free “sever” attacks per cycle.
Use a Myrmidon’s “Shieldwall” ability and the Lancer’s “formation fighting” ability.
Tao Shifu is the youngest of the styles presented here. Originating only a few years ago on the isle of Lanka, it
combines the legendary Quan fighting arts of the Suwaro with more pragmatic Northumbrian skills, such as the use
of the shield. Currently it is taught primarily by Swordmaster Shifu, a wandering Quan mercenary. Shifu
concentrated on what he felt Northumbrians needed most to survive - defensive skills. It is the closest any outsider
has come to learning the sacred Suwaro techniques, though it falls far short of the powers of the legendary Quan
Suwaro style. It has also come to incorporate a hodge podge of other techniques from Lanka, such as the DeGrassier
parry and the Foxfoot disarm.
Tao Shifu is a practical style that is constantly evolving. It is designed to build upon what a warrior already knows
and thus has no restrictions as to the weapons that may be used.
Tao Shifu Variable MP
This skill grants the following abilities:
Spend 1 Mana to call “2 Vorpal” with any edged weapon of quality.
Unarmed Attack - Spend 1 Mana to throw a “subdue by weapon” packet at foe within weapon’s reach.
Call “Reflect” against any called thrown weapon you manage to block with blade. You must spin around each time
you use this ability.
Call “Resist” against any uncalled blow you block with a forearm. You can’t have anything held in the hand. Or,
you can spend 1 Mana to call “bladeturn disarm” instead.
One “Dodge” per cycle against a blow that lands below the knee.
Once per day call “disarm”.
Threvat is the national style of the city state of Thryaa. A very new style, it has only really come to into being in the
past 50 years. It first came to be known in the Seven Years war. A mix of some Ogre techniques, blacksmith’s lore,
and homegrown skills, it emphasizes a brutal onslaught that overwhelms an opponent’s defense by shear mass,
combined with a no-nonsense defense. Many styles shy away from shields as the refuge of the unskilled and
unimaginative fighter, but Threvat warriors frequently use shields, and devote considerable effort to learning to
overcome them. Threvat uses hammers, axes, and pole arms almost exclusively- a practical short sword is carried as
a backup weapon.
Threvat emphasizes training for strength and endurance, believing that in any serious armored combat, the stronger
fighter will win. Considerable effort is devoted to learning how to get the best results out of armor, and how to
exploit the weaknesses of the weapons of others- usually by breaking them.
Threvat 0 MP
Prerequisite: Use of Arms or Myrmidon
Once per cycle call “battle endurance” after roleplaying gathering your strength for a few moments. You receive the
“tend” effect. Remember that you can benefit from “tend wounds” only a limited number of times per combat. You
must also be conscious to use this effect.
Use a Myrmidon’s “shieldwall” ability.
Once per day call “shatter” with a hammer or axe.
Once per cycle deliver a mighty blow and call “Magestrike subdue”.
Veil Dancing is both a martial style and a performance art. Practitioners develop a flexible, sinuous style of
movement used to entertain others and bemuse and bewilder foes. Scarves are swirled, and a wide array of sidesteps
and spins employed. This style is also unusual in that at the more advanced levels it employs illusion magic woven
through dance-like motions during the actual combat as a defense and a wide range of magical attacks.
The origins of this style are obscure. It has far more people who claim to know its secrets than actually do. Among
Northumbrians it is most commonly known to Sea Gypsies and Janissaries.
The primary weapon of this style is the curved sword, sometimes used in pairs by ambidextrous combatants. Also
used are short swords, bucklers, staves and spears. No more than 1 point of armor can be worn while using this skill.
Veil Dancing I 1 DMP
Prerequisite: Hand Weapon or Fencing
Spin Strike. Any time you spin completely around you can call “2 Vorpal” with a sword. This move takes some
practice to execute safely. The first time you whack someone in the face with it you should not use it again until you
have better control.
Roll with the blow - take half damage from crushing at all times (rounded down), as long as you spin and fall back
after every attack.
2 free “severs” per cycle.
2 disengages per cycle. (4 if fighting with scarf in hand)
1 Dodge against any attack, missile or melee, per cycle when scarf is in hand.
Veil Dancing II (Rare Skill) Variable MP
Ability to use the “Mirrordance” ability of mentalists.
Spend 2 Mana to execute a swirling graceful move that momentarily stuns those around you. Call “Subdue by
Spend 1 Mana to execute a complex move and call “Magestrike 1 fire”.
Spend 1 Mana to call “Magestrike 3 fire” on a spin strike.
Spend 2 Mana to execute a “Kata” a combination of 6 attacks that you have practiced that flow one into the other.
Each one does “Magestrike 1 fire”, but you must follow the pattern.
You may also bat away thrown weapons and arrows with your forearm or scarf and call “resist” if they hit your arm
Spend 2 Mana to execute a series of graceful moves that takes at least 10 seconds. Throw a “Paralyze by trance by
Wayfare originated among pilgrims making long journeys overland and through rough and tumble seaports. Many
of those making these trips had martial skills, and they used them both for defense and meditation. Sometimes
known as the “Pilgrims’ Style,” it emphasizes ideals similar to many real life martial arts- spiritual improvement,
self defense, and strength through gentleness.
The weapons of Wayfare are the staff, used in open places, with the intent of baffling or driving off a foe without
killing them; the sword, used in close quarters or when deadly force is necessary: and the fist; used when all else
fails. Max of 2 points of armor.
None of the Wayfare staff skills can be used indoors or in cramped quarters (basically, when you can't swing the
staff around your head without hitting something).
Wayfare Prerequisite: Staff 1 DMP
Pin. Spend 1 Mana to call “paralyze” against a fallen (or tripped) foe with the staff. If you hit, you must hold your
staff against them to maintain the pin. If you remove the staff you have to call “purge paralyze” when you do.
Disengage 2 times per cycle when fighting with the staff.
One Lethal per cycle with the sword
Unarmed Strike as per Tao Shifu.
Three free “subdue” OR “Trip” attacks with the staff per cycle.
Once per day “disarm” with the staff.
Defensive Stance - as per Dreadblade.
This chapter is only important if you wish to become a crafter- one who makes useful items. Otherwise you can skip
A General Note on Craft Skills: Taking a craft skill can make you part of the in game economy, by producing a
product that others may wish to buy. Often you will want to use things you produce yourself, and they can be very
helpful to you. However, as with all magic items, the caveat “easy come, easy go” must be applied. Items, unlike
skills, can, and often will, be stolen, shattered, lost, expended, etc. Some LARPs tend to treat items as part of the
character and PCs rarely, if ever, lose them, unless they are stolen by another PC. The opposite is true in the Exile
world, where many NPCs will be jealous of your good fortune and actively strive to part you from your wealth,
while your fellow Northumbrian PCs can be trusted, generally.
Using craft skills requires a variety of components and materials. These are often difficult to come by, so your skill
may not be very useful if you are unable to obtain what you need to make items. The basic materials used in crafting
are Metal (including various forms of iron, brass, etc.), Wood (may be ironwood, or some other special type), Cloth
(includes leather and furs), Parchment (fine quality paper), and "gears" which represent various clockwork
components and wire. The materials tags also represent tools, finished products, and expertise as well…. a “metal”
tag basically means “metal working supplies”. The 8 elemental components are also useful.
To use a craft skill you must roleplay the crafting as accurately as you can – if at all possible you should learn how
to really perform the craft in question, and do so during the game! You may have to start out with more of a
roleplaying approach. Always keep safety in mind when working with real tools. Generally, a crafter must supply
their own tools, supplies, and props, though some are available at the game.
Between Events Actions
Craft skills are used during game in most cases. You take the materials you have and attach them to props you have
made or brought with you… This gives the item its power. Attaching a tag should always take at least 10 minutes of
work. Some skills like “artificer” or “vintner” require you to write out a magic item tag using the blanks provided
for that purpose. The properties of the item must be written exactly as described under your skill, and you must put
your name and the date. At that point it becomes a game item.
If making things during events is not your idea of fun, but you still want to roleplay a crafter, you may spend a
Between Events Action (see ch 12) to practice your craft. This allows you to attach any number of tags to items and
perform any crafting you could have done during game. Of course, you must find the materials during the game.
Once per year you may make a True Magic Item. To do this you submit a Between Events action with a detailed
description of the process you are using to make the item and you must also turn in the materials you are using (the
more the better). Since creating a True Magic Item takes the place of learning a new skill, it is fairly rare. A creator
gives of their own spirit to make such a thing. The exact nature of the item is up to the staff, but it will always be a
perminant, reasonably useful item. You must provide the physrep(prop) for the item, and the nicer it is the more
powerful the item is likely to be.
Alchemist 0 MP
An Alchemist is one skilled in the use of magical components and herbs. An Alchemist can brew wondrous potions
and elixirs, solvents, powders, and bombs. This skill also allows you to read green flags.
In the woods are various plants with magical properties labeled with green flags. Anyone with the ability to read
green flags can use these plants, but they must do so within 15 minutes. This skill allows you to save plants for
future use by roleplaying preserving the plants by turning them into poultices, teas, compresses, extracts, etc. (Takes
a few minutes). You may do this to up to 6 plants per event, and the preserved plants will be useful for a year and
day. You must fill out an herbal tag for each one, and have a prop for the prepared plant. It is worth noting that many
plants are replaced only seasonally, or in some cases never, so it is worth practicing some conservation.
An Alchemist can make some common preparations with common herbs and materials. This takes a few minutes of
Item Physrep Effect
Poison Poultice Herb sachet Purge Poison 1 Cloth
Acid Bomb 2Tissue Paper Packet filled with Corn Starch.3 Acid each 1 Wood
Smelling Salts Smelly Stuff Purge Trance and Knockout 1 Metal
Fire Arrows 6 arrows with red streamers 2 Fire 1 Cloth/ 1 Wood
Beneficial Charm Strips of paper with incantations. Purge Disease when laid on person 1 Parchment.
In addition, an Alchemist can experiment with the local elemental components to make potions. Each land has its
own magical essences, so an alchemist must learn what different components allow them to make as they go. To do
this, an alchemist must have access to a lab, which includes a special matrix for experimentation. This is something
that must be acquired in game, and guarded.
Each potion takes two elemental components to create. Since there are 8 elements, there are 64 different potions an
alchemist can hope to discover. An Alchemist does not know, until they use the matrix, what a potion will do. For
example, an alchemist might decide to combine the Fire and Air components in hopes of creating some sort of
magical bomb. They would take the components to the lab, roleplay mixing them, then look up the effect and copy
out the tag for the new potion.
Alchemists live by a code of honor - they will not tell another alchemist the combinations they know, though they
enjoy dropping hints and clues.
Armor Smith 0 MP
This skill gives you the ability of an armorsmith, able to maintain and even improve METAL armor.
To use this skill, you must have a Metal tag. Each Metal tag you attach to a piece of armor adds +1 Hit Points to the
person wearing it. The maximum number of points that can be gained from a piece of armor is shown below:
Plate Armor Max Armor Bonus Metal Tags
Helm, Full 1 1
Breastplate 1 1
Greaves and Vambraces 1 1
Full Leg Armor 1 1
Shoulders and back plate 1 1
Full Arm Armor 1 1
Chain Mail Armor Max Armor Bonus Metal Tags
Coif and shoulder chain 1 1
Chain Mail vest/mantle 1 1
Chain Mail sleeves, full length 1 1
Chain Mail skirt (to the knee) 1 1
Chain Mail leggings, pair 1 1
The maximum armor bonus for head to foot metal armor is +5 hit points.
Adding a Metal tag to a suit of armor takes 10 minutes of working on a “real” armor making project, such as making
The Breach Rule. Armor requires constant maintenance and upkeep- a full suit of armor costs about as much as a
new car in modern times, and needs the services of a smith and plenty of materials to keep it going. This is
simulated by the following rules:
Every time you are reduced to Zero Hit Points , or take a “lethal” strike you must rip up one Metal tag before you
recover. This represents damaged pieces of armor that have be removed before you can get back to fighting.
Also note that since the armor rules are not part of the “core” rules that everyone is expected to know, it is an
Armorsmith's job to explain how they work (especially BREACHING) to anyone they outfit with armor.
In addition, it is possible to add Runes to armor for extra protection.
There can only be one rune per suit of armor- so you can have only one armor rune at a time.
To scribe a rune, the armorsmith must scratch, etch, or chisel the actual rune into the armor. Runes must occupy at
least a one inch square area. Painting is also possible, but if the rune is scraped off, it is lost. Those with expensive
armor may wish to add a “Runeplate,” a small piece of armor that is used to display runes. This keeps you from
having your $350 breastplate scratched up. Needless to say, you need someone's PERMISSION to work on their
armor. While working in a rune, the Armorsmith frequently chants, sings or hums to help work the power into the
item. If a suit of armor already has a rune etched on, but the rune is expended, an armorsmith can spend the
materials and 1 minute to reactivate it.
The rune scribed should look like the elemental runes (see chapter 3), though crafters often add their own
To make or reactivate a rune requires a metal tag, and an elemental essence of the appropriate sort. The effect of the
rune is written on the tag, which becomes the magic item tag and is given to the user or attached to the armor. Runes
work only once- the tag must be ripped up before another rune can be used.
Runes That Can be Applied to Armor
Rune Name Effect Element Needed/Type of Rune
Azrayoth Resist vs. Lethal Earth
Morindain Resist vs. Sever Fire
Kahdahar Resist vs. Crushing Water
An armor smith knows armor that can be repaired and reused on the battlefield, and they get 5 uses of the "Battle
Scavenger" skill below. This is NOT cumulative with taking that skill (or weaponsmith) however, so you don't get
15 tags if you have both.
Artificer 0 MP
You are skilled in the creation of complex and finely detailed small metal objects- traps, locks, magical rods, fire
casters and more. Things that a player might think of as “magic items” often have a mechanical basis in the Exile
world. The Artificer skill blends watch making with magic.
Artificers may have and use any of the following simple devices freely: Compass, Magnet, Pocket Watch, Small
Wind Up Toys, Extendable Rod, Mechanical Symphony (disguised CD player), Large Wind Up Clock.
It is assumed that the Artificer has constructed these simple devices in their spare time. They are props and should
not be stolen, though you can give them away or sell them if you like. Any Artificer devices must be disguised so as
to appear as a strange and wondrous machine, NOT a modern object.
Artificers can also place locks and traps to defend a dwelling. They must actually install a staff approved lock or trap
(simple locks can be ordered online or found in some hardware stores, mousetraps painted black are the simplest
traps). Locks must be placed in such a way that they are obviously locking the door or chest, but do not
ACTUALLY lock it. This is for safety reasons, and because spirits and the like can pass through locked doors. In
addition to the physical installation, such defenses require certain enchantments known only to Artificers, and thus
you must use a unit of gears for each lock or trap you install. Traps cannot be mobile in any way, or designed to be
set off deliberately.
Artificers can spend a point of Mana to re-arm any trap that has been triggered. Of course, you must actually figure
out how to re-arm the trap.
Given the right materials, an Artificer may be able to construct truly wondrous magic items. Artificers use gears,
gems, crystals, rare metals, wires, and other obscure bits in their work - in game terms these are all “gears”. These
materials are rare, and must often be quested for or purchased at great price from distant lands. In addition,
Artificers need the 8 elemental components. The artificers art was considerably improved by the knowledge brought
back from the Shrouded Sea by intrepid Northumbrians who journeyed to the unknown islands of that mysterious
Players taking this skill should be warned that the parts needed for this skill are difficult to come by, and that they
may not be able to construct very many (or even any) powerful magical devices.
Item Physrep/Effect Components
Lightning Rod A fine wire/ allows one “Resist” 1 Gear
Bracer Blade Tiny blades hidden in armor or 1 Gear
clothing. / Allows the wearer to
Purge Physical once.
Clockwork Sword Sword with (safe) mechanics in hilt 3 Metal, 3 Gears, 1 Earth
/ Allows one "2 damage" swing.
Afterwards the sword must be
"wound" for 1 minute to reset.
Storm Rod Mechanical rod thingy / An 2 Gears
artificer can charge the rod with
one component of elemental air.
The charged rod can throw a "4
lightning Packet". It can then be
Mana Battery Layden jar like device / One use, 1 Gear, 1 Time 1 Chaos
Chrominomicaon Clock like thing / Allows one resist 1 Gear, 1 Time
vs. a “by time” effect per cycle.
Helm of brilliance Helm with gems / Allows the 2 gears, 2 metal, 1 Air
wearer to throw one 1 "subdue by
light" packet per day, while in
Ethereal Spectacles Old fashioned spectacles / Allows 1 Gear, one of each element.
wearer to read blue flags.
Imagifier Strange optical device/ A 5 gears
mechanical device that allows the
rapid copying of a mural or other
written pages (allowing you to take
the physrep with you). Takes one
minute to use, can only be used
once per cycle.
Manacles Safe manacles easily slipped out of 1 Gear, 1 Metal
with a pickable lock / When
applied to a helpless or willing
victim, call "Permanent bind".
Salamander Action Soft spring pistol by Ben 3 Gears, 1 Metal
Becker / When loaded with one
dose of Salamander's Breath (a rare
alchemical substance), you can fire
it and call "5 damage, no defense".
Silver Weapon Normal Boffer Weapon / Lasts for 1 gear, + 1 talent of silver money
one event, weapon has the "silver" per inch.
trait for all called attacks (Thus you
would call "lethal-Silver", but do
not call anything on ordinary
Sword Breaker Foam spur on a weapon / One use 1 Gear
Heavy Crossbow Any crossbow / 3 Damage on all 1 Gear
shots for one event.
Hawk Hatchet Mechanical Throwing Axe / 2 2 Gears, 1 Metal
damage when thrown.
Locking Gauntlet Mechanical Glove or hand armor / 1 Gear, 1 Metal
Resist one disarm per day.
Bola Two packets connected by a spring 1 Gear, 1 Cloth
/ one Trip by force per day.
Lodestone Black Boffer Rock / Thrown once 1 Gear, 3 Earth
per event for "Magestrike disarm"
or against a foe in metal armor
Glass Dagger White short sword or throwing 1 Gear
dagger / one use, does "6 crushing
acid" when thrown.
Artificers are also the creators of Golumns, and an artificer can sometimes patch one together enough to get it
working again. By spending 5 minutes working on a Golumn, an artificer can call "tend construct" on it. Just like a
living thing though, a Golumn can only be patched up so many times per combat. In addition, an artificer can build
Golumn improvements just like the devices above.
Each Golumn improvement takes up a certain portion of the Golumn’s anatomy. A Golumn has a Head slot, 3 body
slots, 2 arm slots, 2 leg slots, and 3 dermal ("skin") slots.
Improvement Slot Components Effect
Built in weapon Arm 2 Gears Golumn is immune to
disarm on that weapon.
Claws 1 Arm 1 Gear, 2 Metal The Golumn has spectral
Lightning Arc Arm 1 Gear, 1 Air Gives the Golumn a "2
Lightning" storm, works
like a storm spell. One
Hidden Compartment Body 1 Gear, 1 Cloth A small pouch or box,
items in it cannot be found
in a normal search.
Repair Circuit Body 3 Gears One use, Heal Construct
Turbo Boost Body 1 Gear One use "dodge" against
any packet or weapon
Dermal Armor Dermal 5 Metal or Cloth +1 Hit point
Feedback Loop Dermal 2 Gears Golumn can call
"Bladeturn 1 Lightning"
once per combat, still
takes the effect of the hit.
Fire Resistant Coating Dermal 1 Gear, 3 Water 1 Resist vs. Fire per cycle.
Anchor Spike Leg 1 Gear, 1 Metal When used the Golumn
becomes rooted. While
rooted the Golumn is
immune to trip and swings
"2 crushing" with any
Gyroscope Leg 1 Gear Resist one trip per combat
Imperative Head 1 Gear Golumn gains a new
chosen by the artificer.
Does not gain any new
skill or benefit.
Targeting Eye Head 1 Gear, 3 Air. Golumn adds +1 to all
damage caused by packet
spells it casts that cause at
least 3 points of damage,
Berserker Loop Head 1 Gear, 1 Fire When the Golumn hears
(any word or phrase), it
becomes frenzied. While
frenzied it has + 10 hit
points. One use.
Skill Matrix Head 1 Gear, 2 Time. The Golumn gains " " (a
skill known to the
artificer) for one cycle or
2 hours. One use after
Built in device Varies Varies by Device Golumn has an artificer
device listed above, that
cannot be stolen.
Artistry 1 MP
A skilled artist can evoke any of 8 elements through their art. Characters with this skill receive two blank component
tags per event. To activate the tag, you must spend 30 minutes engaged in some form of art- performance, or
physical, such as painting. The art should evoke the element in question in some way. Afterwards, you write the type
of component you want on the tag.
A character with the Artistry skill can use their tags to create a magic item that will renew someone, once, instead of
components. They may not use their own artistic creations this way but must give them away or sell them. In this
case they must make a physical object to which the tag with “1 Use Renew” written on it can be attached.
It has been noted that art and creativity are in some strange way anathema to the hunters of Kargad. An artist can
“detect hunter” by spending 1 Mana point, and can resist any effect caused by a hunter once detected for 1 Mana
This skill may only be taken once.
An artist is also allowed to choose three "Mundane Cantrips".
Battle Scavenger 0 MP
Good metal, armor, and weapons are hard to come by, and are eagerly sought by those who want better quality
equipment. One place to get them is from the gear of defeated foes. A character with this skill has the stomach to
root among the armor of the dead and the eye to pick out the good bits. The arms and armor of other warriors have a
taint, perhaps even a curse, that few care to risk. This is the reason that weapons and armor are rarely stolen unless
they are of high quality or remarkable in some way.
To use this skill you must have a sack or backpack with a few props in it to represent scavenged armor and weapons.
After a battle, you role-play searching about for good stuff and putting it in the sack. You don't actually take the
NPC's armor and weapons- they're props needed for future roles! Three foes armed with swords or great weapons
yield one metal tag worth of salvage. A foe wearing metal armor is a real prize, and yields a Metal tag. You can't
scavenge someone who another scavenger has gotten to first- this is on the honor system.
You are given 10 Metal tags at the start of an event. You keep these out of game until you scavenge someone, at
which point you put the correct number of tags into the sack. They are now active and can be used. Again, this is
purely on the honor system.
This system is designed to let you loot and pillage without NPCs having to carry tags with the problems that brings,
or give up their weapons and armor. Any cheesiness in the use of the skill will result in it being taken away. Any
unactivated tags should be turned in at the end of the event.
In the event you find an enemy that actually has Metal or Cloth tags attached to their armor or weapons, anyone may
take them directly and put them into your sack.
Scribe 0 MP
Scribes are masters of the written word. Many can write, but scribes can write well, and also illuminate their texts.
Scribes are knowledgeable about the written word, books, and scrolls, and can read purple flags.
They can copy books or write their own - this takes one between events action. You must provide your own phys-
rep of the new book you have created.
Other abilities of the scribe require Parchment paper.
They can write and dispatch letters. They can give a letter they have handwritten on sheet of parchment paper to a
grey spirit, along with instructions on whom it is to go to. The grey spirit will carry it quickly to anyone within a few
days travel, but no further. They will not cross large bodies of water either.
They can write Scrolls to capture magic for future use. Each scroll captures the magic of one cantrip the scribe is
able to cast or has a scroll or spell book containing it. You must compose an extra long incantation (10 words per
Mana point of the cantrip) and scribe it with illumination and illustration. This takes 15-30 minutes or longer. To
make a scroll usable you attach a sheet of parchment to it with the effect of the cantrip written on it. To use the scroll
one reads the incantation and rips up the attached parchment, not the lovingly crafted scroll. The scroll can be
"recharged" by attaching new sheets of parchment.
Note that scrolls can be bound into a book and do not have to be in “scroll” form.
They can also write Shield Charms. A shield charm is a short incantation (two lines, made up by the scribe) that has
its first letter illuminated. It is attached to the person to be protected in some way. To activate it, the person
protected rips the charm and says “Activate Shield vs…” This grants them the Shield effect. You may carry any
number of shield charms, but as always, only one can be active at once.
Scribes can compose shield charms against: Disarm, Disintegrate, Root, Bind, Paralyze, Frenzy, Knockout, Silence,
Stasis, Weakness. Inscribing a shield charm should take at least five minutes to carefully scribe and illuminate.
To use most of their special abilities, scribes require good quality paper called parchment. Such paper bears the
Exile stamp. One sheet of parchment can be used to write one grey spirit letter, one greater scroll, or three shield
Sewing 0 MP
You are skilled in assembling garments and other soft goods. Note that for simplicity's sake, this skill includes
leather working, and the materials called “cloth” can also be leather, hides, or furs. This skill can be used exactly
like the Armorsmith skill (see above) to create armor, except that the number of Armor Points that can be gained is
limited to ONE, and the material required is cloth, rather than metal.
In addition, cloth armor does not breach in the same way that metal armor does. A hole in a leather jerkin won’t stop
you from wearing it the way a jagged breastplate does. However, cloth armor does not last that long in combat, and
thus must be repaired with a new cloth tag every event.
Finally, a tailor can embroider or tool runes into a garment or piece of cloth in the same way that a Master Smith
can. Note that one garment can only have one rune at a time. The runes that can be created are:
Rune Name Effect Element Required/Rune Type
Jassa Resist vs. Ice Fire
Pyros Resist vs. Fire Water
Olarvit Resist vs. Trip (on boots or shoes) Air
Weaponsmith 0 MP
War in the Exile world is a fact of life, and there is rarely a shortage of weaponry. Weapons can be found rusting in
barrows or ancient battle fields, hung over the fireplace, or carried as a precaution by virtually everyone outside of
the most civilized areas.
Ordinary weapons, often of poor quality, are commonplace, and are not worth stealing. A Weaponsmith, however,
can take an ordinary (METAL) weapon and refurbish it, honing it to a deadly edge, perhaps replacing the hilt, or
tightening the fittings to make a superior implement of destruction.
This skill works much like Armorsmith, but allows you to attach a Metal tag to a weapon. This produces a weapon
of quality, which does not, in and of itself, have any game effect. However, many combat skills, such as Warcraft,
are less effective if you do NOT have a weapon of quality. Thus, most warriors will eagerly seek Weaponsmiths to
improve their blades.
Any weapon that suffers the Shatter effect is considered to be damaged (bent, or perhaps the point has been broken
off), and has its Metal tag ripped up. Thus it will need to be taken to a Weaponsmith for repair.
Weaponsmiths can add runes to weapons- this works just like an Armorsmith's runes, except the choice of runes is
Rune Name Effect Element Required/Type of Rune
Kortrivar Resist vs. Shatter Earth
Ahassa Resist vs. Disarm Air
Furos 5 Fire Fire
Chilrin 5 Ice Water
The “5 ice/5 fire” effects must be called before the swing and are wasted if the blow misses.
A weapon smith knows how to abate the curses that often come from taking the weapons of an enemy warrior as
your own, and they get 5 uses of the "Battle Scavenger" skill below. This is NOT cumulative with taking that skill
however, so you don't get 15 tags if you have both.
Wood Working 0 MP
Woodworkers are skilled at carving wood into all manner of useful things. While many of these are mundane objects
like spoons and doors and wagon wheels that play no significant role in the game, Woodworkers can do for wooden
weaponry what a Smith does for metal ones. By adding a Wood tag to a wooden weapon such as a staff, they make
it a weapon of quality.
Wood being relatively easy to come by, a wood worker always starts with 3 units of wood materials each event.
A shield MUST have a Wood tag attached in order to use it, so Woodworkers are always in demand to repair
Wood carvers can also carve Runes. Each takes 1 elemental component and one wood tag to create. The
woodworker carves the rune on the wooden item (or paints or otherwise actually imprints the item with it), and
attaches the wood tag with the effect written on it.
Rune Type Effect Element/Rune Type
Glyphia See below: Varies
Thundros (on Weapon) Magestrike 3 lightning Air
Kortrivar (on Weapon) Resist vs. Shatter Water
The Glyphia rune has 4. variations It must be carved on a box or doorway - it cannot be on a person's gear. It is used
as a passive defense. Behind the door, or inside the box, the woodworker places a yellow card with the following
Glyph of Warding
You suffer (Effect)
Destroy this card.
The effects are 5 Lightning (Air), 10 Fire and Torment (Fire), 7 Ice and Slow for 5 minutes (Water), and Root for 10
minutes (Earth). The effect card should be as large as is practical so that the thief will be sure to see it.
A wood carver can also make Arrows of Quality. This takes 1 unit of wood, and makes 6 arrows that will do "2
damage" rather than 1 point.
Vintner 0 MP
A Vintner is one skilled in the brewing of potent ales, stout beers, and magical cordials. Of course, no real alcohol is
permitted at any Exile event, but roleplaying a bit of boozing can be almost as fun as the real thing.
Though a Vintner is perfectly capable of brewing up ordinary beverages, they really excel when they can get their
hands on the components needed to make MAGICAL liquor. They can use elemental components to infuse a
mundane brew with magical power. This takes about 5 minutes, assuming the components are available. The
Vintner must provide the actual beverage (various forms of soda are usually best) and container- which must look
reasonably in game. You can't pass around a two liter bottle of Sprite and some plastic cups and say it’s a Drought
of Courage! A Vintner is automatically attuned to their own creations. They can give them away or sell them,
attuning others to them as per normal magic items.
Brews are created in three sizes- Flask (works on one person), Bottle (or wineskin- works on up to six people), or
Cask (works on any number of people). It takes 1 magical component of the right type to make a flask, 2 to make a
bottle, and 3 to make a cask.
Once broached, a brew loses its potency quickly, and all that are to benefit from it must immediately drink. The
Vintner uses the Forsooth call to state the effect, and the brew is expended- though it may still be enjoyable to drink,
it has no further magical properties. Roleplaying a certain amount of inebriation is required - magical brews are
A vintner can also use a between events action to bottle any number of components into brews, making them
permanent until used.
Brew Effect Component
Cordial of Warmth Shield vs. Ice, Purge Ice. Fire
Dragon's Ale Astral Sight for one hour Chaos
Drought of Courage Shield vs. Fear Death
Mead of Mobility Shield vs. Root Air
Medicinal Whisky Instantaneous Tend Wounds by Magic Life
Resolve in a Bottle Shield vs. will Time
Small Beer 5 rations of food Earth
The Strong Stuff Curse you to roleplaying drunkenness 15 minutes Water
GODS, KARMA AND RELIGION
All of this stuff is MADE UP! The players, cast, and staff of Exile in no way advocate the real life worship of
the gods presented in this section.
Further, real life religion is a very personal and sensitive matter. Please respect the real life beliefs of others
by avoiding real life religious symbols, stereotyping, offensive language and so on.
There are many gods, goddesses, great spirits, and the like throughout the world (though some are false), and many
deities are revered under different names in different places. In Northumbria all gods were welcome, but after the
Horror and scattering, Northumbrians found that many of their gods abandoned them. Consequently, they
concentrated on those who remained, and these form a “pantheon” of sorts.
If you choose, your character may begin the game as an initiate of one of the deities in this section. Such
characters are said to "have faith." Otherwise, you can skip this section.
It is possible to become an initiate during the game, but you must be told by a priest or grey spirit that you
have won initiation. Initiation does not require you to take a skill and can potentially happen in the middle of
Choice of a deity is a crucial matter, since when your character dies, beyond hope of revival, s/he goes before his/her
patron deity to be judged. If the judgment is favorable, or the character passes the deity’s test(s), s/he will be
returned to the land of the living. Non-Northumbrians who are not initiates face oblivion when they die, and thus
even the most despicable of gods have little trouble finding as many worshippers as they can handle. Northumbrians,
however, fall under the protection of Dacia, patron goddess of Northumbria, who will automatically resurrect them
once per year. Hence Northumbrians often choose not to trouble themselves with a god.
Communicating with gods is a troublesome matter. Gods perceive much, but they are not omniscient, and thus do
not hear everything their worshipper’s say or think. Generally it is believed that they hear anything spoken in the
presence of a grey spirit-and thus prayers are often addressed to such beings “Tell my goddess…” The practice of
posting written prayers in a shrine or temple is also considered effective. Priests are usually able to bring something
to a deity’s attention if they wish to.
A priest or cleric is one who serves the deity directly, as a full time champion of the deity’s cause. In theory, a priest
should be more devoted than the lay worshipper, but this is not always the case. Spiritual and material advantages
enjoyed by ordained priests vary from sect to sect, but most priests can excommunicate recalcitrant followers, or
interfere with their resurrection. Initiates of a god or goddess vow to serve that deity above all others, though they
will still honor and occasionally call upon, other deities.
A Northumbrian’s relationship with his/her deity is deeply spiritual, but also pragmatic. The worshipper lives
according to the deity’s teachings, empowers the deity through worship, maintains the deities’ church, obeys his/her
priests and generally serves the deity’s purposes. In exchange, the deity resurrects the character when he/she dies,
provides aid and guidance through dreams and other indirect means, and (rarely) intervenes on the character’s
behalf. This is very much a “quid pro quo” relationship.
Karma is the measure of your god’s favor. Karma is represented by Icons - small tags blazoned with holy symbols.
Karma Icons are visible if displayed, but cannot be stolen and are not found in a search if they are kept out of sight.
Karma is earned by various means- devotion, prayer, holy quests, sacrifice, donation, etc. Grey spirits may
sometimes award karma directly during game, but usually it is awarded between events and put in your envelope. In
your Post Event Letter, you should list any deeds you feel are worthy of Karma. The staff can’t reward what they
don’t know about. Generally, you can hope to earn 0 -2 Karma per event. Characters who begin the game as
initiates begin with one Karma.
Sins are actions that displease your deity. The standards of the gods are high- sin is virtually inevitable. It is likely
that your character will fall into sin at least once in while and be forced to make atonement. This is often kind of fun
from a dramatic standpoint. Players choosing to take the Faith skill should realize that there may be times when
sinning is virtually inevitable, that you may find yourself forced into it in many circumstances. This should be
accepted with good grace. For example, if it is a sin to slay a Fae for you, and a terrible Fae is terrorizing the town,
you will have to use considerable ingenuity to avoid winding up in sin. You should also be aware that the needs of
Northumbria are considered more important than particular strictures of a given deity, and if need be you are
expected to sin against your god to preserve your people.
Note also that gods are not particularly concerned with your “intentions.” If slaying a C'Torian is a sin and you
slay one accidentally thinking them a monster in the night, it doesn't matter that you didn't MEAN to slay them.
Effect of Sin: When you have committed a sin, you cannot use your Karma until you perform atonement or receive
absolution from an ordained priest of your faith. You CAN continue to gain Karma.
Each god or goddess has a list of sins specific to that deity. Failing to obey the commands of your deity is always a
Mortal sins are deeds so heinous that they sever all connection to your deity. You cannot gain or spend Karma until
you receive absolution from a priest- mere atonement is not enough. If you die before receiving absolution, your
death is final- you cannot go to Judgment.
Beyond Simple Faith
Depending on your god, you can gain additional rank and title beyond that of basic follower. These titles are not
skills- you must earn them in game through piety and (for some gods) politics. They do not grant additional abilities,
EXCEPT that some divine rituals require you to be of a certain rank or status to cast them. Also, all faiths have a
Rank of Ordained Priest that can be earned, which carries special power and responsibility.
Characters of this rank are responsible for the actions of Initiates, and for ministering to their needs. They have two
Absolution: A priest can grant absolution to a character who has committed sins or mortal sins. They are
responsible to their deity in this- granting absolution to those who do not deserve it is a mortal sin- and your deity
may not see things the same way you do. Most priests play it safe by requiring some form of penance, no matter how
innocent or accidental the sin A priest cannot absolve themselves..
Excommunication: Sometimes a worshipper goes beyond the pale, and must be dealt with. Excommunication
permanently strips a character of all Faith skills and abilities.
You may not start the game as an Ordained Priest. It is something you must win during the course of play.
Uses of Karma
You can perform last rites over one of your faith and grant them one of your Karma Icons. Last rites gives the fallen
person a 33% chance to return without facing judgment. This is rolled at the NPC building when you report for
resurrection. This will also keep the player from having to use the "gift of Dacia."
Performing last rites for someone not of your faith is a nice gesture, but is not as effective. There is only a 1 - 6
chance that they will avoid judgment.
You may bless a weapon and attach a Karma tag to it. The blessing lasts until the end of the Mana cycle. Thereafter,
whenever using a called effect, like Lethal or Two Damage, you also call “Blessed (Name of Deity).” So if a priest
of Mawr blessed your weapon for a battle against a powerful undead Spectre, and you Lethaled it, you would call
“Lethal Blessed Mawr.”
Like silver weapons, or any other special type of weapon, you do NOT call “Blessed Baiwan” EVERY time you
swing- ONLY when you are using an effect that requires a call anyway. Ordinary, uncalled blows are always just
Blessed weapons sometimes have an extra effect, but don’t count on it. They tend to be most useful in battling
enemies of your god that cannot be easily harmed by ordinary weapons.
You can use Karma to pray to your god or goddess for assistance. You can utter the prayer in the presence of a grey
spirit and hand over a Karma tag, or you can use other methods (posting of written prayers in temples is considered
to be effective if the matter isn’t urgent).
There is only a 50-50 chance that your deity will hear and respond to your request, and deities will only offer help in
their area of expertise- it’s no good praying to Baiwan god of war for help with a business deal. If your deity does
respond, results will vary. Sometimes a grey spirit will bestow some immediate benefit or advice. Sometimes you
will receive a dream. Sometimes your deity will work subtly behind the scenes to arrange things in your favor.
Curses can sometimes be called down on your enemies. Very rarely a servant or creature of your deity may be sent
to you- this is a great honor. It is unwise to depend on the gods overmuch.
The gods are generally pleased by ritual and ceremony, so if you gather a group (not all necessarily followers) enact
a large ceremony, they are more likely to bestow significant help. In the case of rituals taking at least ½ hour you
can spend more than one Karma tag.
Few worshippers can avoid sinning forever, and in remote areas, a priest of your faith may be hard to find. When
you have angered your god, you may set yourself a penance- a quest, task, sacrifice, punishment, etc. When you
have performed the atonement and spent a Karma tag, you are restored to your god’s good graces. This works only
for lesser sins- mortal sin requires absolution from a priest.
You may bless someone by uttering a short prayer and stating. "Protection by Faith - gain one life point for the
remainder of the Mana cycle". When blessing someone of your own faith, you may give them TWO life points
rather than one.
These can be taken only by those with faith.
Devotion 0 MP
You know what sort of good works and prayers will win your deity's favor. You gain two Karma per event
automatically. You may spend between events actions on prayer and devotion, and gain two points of Karma per
between events action.
Divine Healing 3/2 MP
Allows you to invoke the power of your deity to heal the wounds of another. You must invoke your deity in a
heartfelt prayer as long as circumstances permit (if a monster is bearing down on you, your god will understand a
quick invocation, but when time allows, it is essential to show proper respect). After praying, tap the subject with a
spell packet, and say “Heal.” You may NOT use this skill on yourself.
This skill costs three Mana to use on someone not of your faith, 2 Mana to use for one someone who you know
follows your god. You may alternately expend a Karma Icon to heal someone.
The Gods of the Northumbrians
Avar: God of Wealth, Commerce, Good Fortune, Luck, Food, and the Arts
Avar is patron of any who are concerned with money, be they treasure hunters, merchants, or inheritors of wealth.
He is equally a patron of those who have wealth and those who desire it. Thieves as well as those who wish to
protect themselves from thieves thus hold him in high regard. Not all of his worshippers consider money to be the be
all and end all of life, but all at least consider it the means to accomplishing their goals. The finer things are also
within Avar’s sphere, so he is a defender of luxury and the Arts, both in terms of those who want them and those
who produce them. Avar’s creed is often reviled as a mere glorification of greed, though there is more to it than that.
After all, his followers say, do we not honor a successful warrior? Why then, not a successful merchant?
Avar’s sect revolves, unsurprisingly, around wealth. Wealth is a sign of both his blessing and the worth of the
individual in question, so his sect is governed by the wealthiest among them. A tithe of 500 talents wins ordination
as one of his priests, and thus direct access to his ear. Prayers by ordained priests are automatically successful. His
followers are often at odds with those who (hypocritically, the Avarites say) find their beliefs offensive. Avar's
worship is so entrenched among merchants in some areas that many find it difficult to do business at a profit without
joining the faith.
Committing violence against a follower of Avar
Failing to make at least a small profit in any business deal. Gifts are a different matter- Avarites are often very
Failing to give support to artists in need.
Destroying, or allowing to be destroyed by inaction, a work of art.
Committing violence against an ordained priest of Avar.
Avar’s judgment is singularly straightforward. Worshippers deposit offerings in a special “account” (through a
priest) to allow them resurrection. Money on the spirit’s person may be used, thus a last rite of Avar can consist of
stuffing cash in the body’s pockets. The first resurrection costs 30 talents, and the cost goes up by 30 talents for
every one after that.
Aspirant- one seeking entrance into the church
Initiate- Has Faith
Ordained Priest- costs 500 talents, dispenses the favor of Avar.
Monopolist- costs 1,000 talents, oversees church's business interests in one area, e.g. weapons.
Plutarch- Rank is purchased at auction when the old Plutarch dies, master of the Avarite church.
Lord of Thunder and Passion, God of Strength and War
Baiwan is a savage god, originally worshipped by the Sea Ogres, but now much followed by Humans, athletes, and
warriors of all kinds. Baiwan delights in the power of the storm, in battle, in conflict and in violence of all kinds. He
is also a god of passion, of friendship, and camaraderie. Baiwan does not care much about abstracts such as right or
wrong, nor does he seem to pursue long-range goals as most other gods do. He revels in his powers and grants a
fraction of them to those of his worshippers as can earn his respect.
Baiwan is an avenger as well, and while he despises weakness and cowardice, woe unto one of his followers who
does wrong to the defenseless. Doing wrong to the powerful is quite acceptable however, and all one has to do to
become a priest of Baiwan is defeat a current priest in fair combat. The priesthood thus tends to be quite fluid- one
may rise to the rank of priest for a time, but then fall back into the ordinary ranks.
The followers of Baiwan are warriors; his sect is open to anyone who has fought bravely in battle. Athletes are also
acceptable. The sect does not work together in any way, but gathers for games, duels and the like. It is at these
contests that most Karma for Baiwan is earned.
It is said that “There is no foe a follower of Baiwan cannot slay if she is strong and her god is with her.”
Failing to accept a challenge
Failing to answer a call to battle
Failing to offer single combat to an outnumbered foe (monsters and animals do not count)
Being defeated in any battle in which you have spent Karma of Baiwan
Refusing a request from a friend
The mortal sin of Baiwan is cowardice in battle. Cowardice is defined as leaving a battle others are willing to fight.
Thus a follower who is alone, or is the last to flee a battle is safe. Only one who flees while others stand their ground
will be marked. It is also acceptable to leave a battle to bring aid, flank the enemy, etc, as long as one immediately
returns to the fray. If you return to the fray and it is over, that counts as a sin. If you fail to return, for whatever
reason, that is a mortal sin. Note that battles that are obviously over for all practical purposes do not count, since
hunting down a few enemy stragglers is no matter.
Baiwan’s judgment is by combat. His followers must fight either against another slain follower, or against a servant
of the god. The worshipper fights with the weapons on his/her person at the time of death, so his followers have a
great fear of dying unarmed. The highest mark of respect for such is to place a blade in his/her hands for use in the
afterlife. These battles are won by a certain number of hits scored. In the first battle the odds are 7 -10 in the
followers favor, 10-10 in the second, then 10-13, then 10-15, 10-18, and so on.
Student- one seeking to learn the arts of battle
Battle Brother (or Battle Sister)- has Faith
Priest- one who has won ordained priest rank.
Warmaster- honorary title given to priests who have grown too old to defend their rank. They retain their ordained
priest powers, and spend most of their time training others.
Warlord- one elected by many warriors to lead them in a calling of Baiwan. There has been no Warlord of Baiwan
for many years.
Goddess of Northumbria
Dacia is the patron goddess of Northumbria. She watches over all Northumbrians and all things Northumbrian. She
led the Twin Monarchs to victory, is said to have inspired the founding of Northumbria, and to have dictated many
of its ideals.
It is said that “Dacia does not Judge,” since she grants automatic resurrection three times to all Northumbrians who
do not have the Faith skill. Dacia resurrects every Northumbrian regardless of Faith. To Northumbrians who have
Faith in other deities, she offers a lesser blessing. They automatically resurrect after their first death in any given
Dacia is not a goddess who concerns herself with certain aspects of life. Rather, she labors on behalf of
Northumbrians in all areas- war, protection, romance, commerce, crafting, nature, etc. She is believed to be humble,
and thus humility is one of her virtues, and tireless in her labors. She is sometimes called “Little Sister” and is
greatly loved by all Northumbrians. It is said that she is equally concerned with the affairs of the Twin Monarchs
and the lowliest peasant family.
Dacia is a young goddess, said to have been chosen by fate from among mortals to watch over Northumbria. Stories
of her life vary, but she is generally agreed to be of common birth. Since the beginning of Exile she has been ever
present, guiding and protecting Northumbrians everywhere.
Dacia is served by the Phoenix, a mighty construct created for her, it is said, from freely given pieces of the spirits of
thousands of Northumbrians. For some time the Phoenix was imprisoned on the Isle of Lanka, but now it has been
freed through the heroic action of Northumbrian refugees there. It can now be seen, at times, in the form of a winged
woman wreathed in light and song.
Dacia doesn’t judge her followers, but does award Karma to those who are initiated into her sect. She requires
absolute patriotism and courage from them.
Dacia’s priests have a special power in relationship to Northumbrians- they may heal any Northumbrian using the
Divine Healing skill at a cost of 2 Mana, and they can use their own Karma to grant them Divine Grace.
Excessive pride and boasting- unless it is clearly in jest.
Discourtesy to fellow Northumbrians
Defeat in battle with Kargad forces
Failing to provide food, healing, or other aid to Northumbrians
Failing to answer any insult to Northumbrian honor
Murder of other Northumbrians
Treason against the Twin Monarchs
Dacia provides the same benefit to her followers as she does to all Northumbrians- one resurrection a year (the “Gift
Follower- one who has the Faith
Acolyte- one who has done a significant service for Northumbria
Deacon- Ordained priests, elected from among Acolytes
Councilor- one of the governing council of the faith, elected from among Deacons
High Advisor- the personal advisor to the Twin Monarchs, chosen directly by Dacia.
Daughter of Hern and Rhiannon, Mistress of the Harvest, Patron of farmers and fishermen, The Lady of
The worship of Deirdre is similar to that of the Old Faith, except that it lacks gender roles and the darker rites of the
Old Faith. As a result, the Church of Light accepts Deirdre.
Deirdre combines the roles of her parents as a generalized goddess of nature as it relates to agriculture and fertility.
Deirdre is perhaps the most important goddess in most Northumbrians’ lives, for it is she that watches over the
abundance of the land and sea. She is also associated with horses and all domestic animals.
Deirdre is praised at fairs and harvest festivals, and invoked for spring planting. Her priests work to preserve and
care for the land and those who live close to it.
To fail to act against the killing of animals for sport
To fail to provide food for those in need
To fail to ease the suffering of an animal in pain
To destroy one of the Fae, or participate in the destruction of one, unless in self defense.
To corrupt or poison land or water
To use poison
To steal food from another
To cause starvation
To kill an animal for sport.
Deirdre’s judgment is based on those who need a person’s return. After proceeding to Death’s Door, a worshipper of
Deirdre is returned to the world briefly, to gather those who will speak on his/her behalf. If four can be found who
will do so, you will be resurrected. This can be used only once per year.
Lay Follower- one who has the Faith, or one who at least professes to follow Deirdre
Novice- one studying to become a Druid
Ovate- assistant to a Druid
Druid of Deirdre- Ordained Priest. Beyond this rank, you must become part of the Hierarchy of the Old Faith to
The Old Faith
The Old Faith is not the worship of a single deity, but rather a pantheon of them, along with the spirits of animals
and nature. Their worship is referred to as the “Old Faith” or “Druidism,” though it is unclear exactly how old it is.
The gods of the Old Faith include:
Hern and Rhiannon: (“Ri-an-on”) Hunter God and Earth Goddess, Protectors of the Forest, Lord and Lady
of the Old Faith
Hern and Rhiannon are always worshipped as a pair. Hern is the Hunter god, a patron of the chase, of scouts and
rangers, and also of wild animals. Rhiannon is the Earth Mother, a patron of all green and growing things, especially
trees and flowers. Deirdre is revered by the Old Faith as well, see above.
Grendel: (“Gren-del”) the Destroyer, Avenger of the Forest, Greatest of the Fae.
He is both worshipped and feared, for he is the personification of nature's wrath, of all that is dark and deadly. He is
Deirdre's brother, though it is said that he is more Fae than god.
Mannon: (“Man-on”) the Sun King, the Great Sacrifice, Master of the Sky
Mannon is said to be the greatest of all mortal kings, who, when the sun began to dim, offered himself to journey to
it to rekindle its flame. Now he reigns over the life-giving sky in Hern's name. He is the War God of the Old Faith.
Celene: (“Sel-een”) Moonbride, Keeper of Secrets, Mistress of Magic, Daughter of the Waves
A consort of Mawr in some tales, Celene is a shadowy goddess with her own sect within the Old Faith. She is
mistress of the sea, and the sea has its own druids, little known to others.
My Lady Winter, My Lord Cold, and their Daughter Hunger, the Raven Gods of the North Waste
These grim deities are the necessary antithesis of the life giving Hern and Rhiannon. Indeed, some say that they
ARE aspects of Hern, Rhiannon, and Deirdre.
All Old Faith deities are associated with the Forest and with the Fae. Killing a Fae or disobeying a priest or priestess
of the Old Faith are sins. Fae are sometimes friendly to those who wear the Oak Leaf symbol of the Old Faith.
Unlike other faiths, the Druids hold that their gods are neither good, nor evil- they simply are. Like nature, they are
above such things. They enforce what must be, dispensing both kindness and cruelty as required. The Old Faith
practices sacrifice, holding that through sacrifice mortals can be sent to the spirit realm to do battle against forces of
unbalance and unlife, to defend and serve their gods. It is thus a great honor.
The Old Faith is also associated with the Wild Hunt, a strange band of warriors led by an avatar of Hern that
avenges the Druidic faith and claims the doomed.
The Druidic faith has a curious belief about gender roles. They hold that only men should wield weapons and only
women should cast magic. This odd custom meets with skepticism and outright hostility throughout most of the
world, but the most traditional Druids hold it to be the natural order of things. In the past hundred years or so this
custom has begun to fade, but the Old Faith has a strong matriarchal streak, with women holding most of the high
ranks in the faith.
Another aspect of the Old Faith that is unique is totems and taboos. Followers of the Old Faith will seek a totem
spirit to act as a guide and companion. When the totem is chosen, the follower must choose six taboos to obey in
honor of the totem, such as always wearing a certain color, never being the last one through a door, singing a song at
Any member of the Old Faith may lay a “Geas” or quest on another member of the Old Faith by spending one
Karma Icon. The Geas must be obeyed until its conditions are met. Laying a Geas that the gods decide is unfair,
improper, or unnecessary is a sin or sometimes a mortal sin.
In many ways, the Old Faith is the most challenging faith to roleplay.
Each event you fail to complete a Geas
Breaking a taboo
Slaying the Fae in self defense
Disrespect to the elderly
Harming a bard.
Disobeying an ordained priest.
Destroying a Fae without need
The Judgment of the Old Faith consists of a spirit quest, basically a solo adventure. If you succeed you are returned
to the land of the living. If you fail, you return to the spirit realm to be reborn (i.e. make a new character). You are
allowed to chose your quest, but you may not choose the same quest twice, and when you have completed all
successfully you are called to serve the gods directly (i.e. make a new character). The quests are: The Journey of the
Hunter, the Journey of the Hunted, the Journey of Wisdom, the Journey of Life, the Journey of Death, The Journey
of Darkness, the Journey of Friendship, and the Journey of the Dawn.
Lay Follower- one who has the Faith, or one who at least professes to follow the Old Gods
Novice- one studying to become a Druid
Ovate- assistant to a Druid
Druid- Ordained Priest
Wanderer- a Druid who has cast off all mortal things to seek the truth of the Old Faith
High Druid- a wanderer who has returned and challenged a High Druid for their rank.
Hierophant Druid- a High Druid who has, after many years of serving the people and the forest, been released to
seek their own final end. It is said that this can take a hundred years or more.
Lord of Magic, Inspiration, Creativity and Dreams, Patron of Seers, the Living God of Anivesh
The God of Anivesh, Jytharyb-Kanat, is a mystic’s god. It is believed that he guides the world, for the entire world is
his dream, shaped by his will, while he lies sleeping on the high altar of his temple in Anivesh. All things serve his
purposes, but often mere mortals cannot understand his reasons. Followers of Kanat (the common usage) often
profess to be perplexed. The striving to understand Kanat’s purposes spawns philosophy. Magic is his tool and also
that of his followers. To oppose his will is foolish, so his followers simply abandon themselves to his purposes,
seeking to be guided by their feelings and dreams. Some say that Kanat works for good, while others speculate that
he serves good or evil as each worshipper desires, for both have a place in his dream.
Kanat is pictured as a being of many eyes and many arms. Seers and diviners call upon Kanat, for other gods do not
profess to know much of the future, strangely enough. Kanat’s ultimate goal and possible waking are the subject of
much speculation. Some say that Kanat is an aspect of Zarlac or Mawr, or that Kanat is the Death God of legend.
Northumbrians value Kanat particularly for his gift of creativity and inspiration.
Failing to at least seek a creative solution to a problem, relying instead on brute force
Failing to help another learn magic when asked.
A major error in divination
Failing to interpret a dream correctly- your own or another's.
Failing to destroy creatures that prey upon dreams or sleep.
Disobeying a dream
Followers of Kanat are not judged, they are reincarnated, according to the following chart (roll two ordinary 6 sided
dice and add them together).
2 Die a permanent death, but you may return from the dead one person of your choice known to you.
3 Depart to the great mystery of Death
4 Return to life for a year and a day, after which you depart to death's door.
5 Return to life as one of the Fae
6 Return to life as one of a different race (your choice)
7 Return to life unchanged
8 Return to life changed (you get to re-arrange your character)
9 Return to life as a monstrous creature
10-12 Return to life as one of the walking dead
Each of these outcomes can occur only once. If you roll the same outcome a second time, you are allowed another
roll, but if this does not produce a new result, you are dead.
Seeker- a follower of Kanat who does not have Faith
Dreamer- a follower who has received the dream of Kanat- has Faith
Weaver- Ordained Priest of Kanat
Oracle- One who can speak the future- often NOT an ordained priest.
Immortal- an ancient follower in undead form, also called a necromage.
Goddess of the Dawn, of Love and Beauty, Patron of Sailors and Travelers, Goddess of Weather, The Fickle
Goddess, Lady of Hope
The Dawn Goddess is said to be the most beautiful of all beings. Associated with the sky, she is the consort of
Baiwan in some myths. While he presides over passion, her sphere is both True Love and Infatuation. As fickle and
changeable as the sky she rules, she is not above using her appearance to gain her own ends. She is a patron of
sailors, for she governs the winds that guide them and aids them in returning to their loved ones.
Kitana’s whims are legendary, and her worshippers are philosophical about the fate dealt to them in love and life.
But for all Kitana’s cruelty, the hope she grants springs eternal.
Kitana's followers believe in laughter, chance, the pursuit of joy and beauty, and often have a cavalier attitude
towards the law.
Denying your feelings
Failing to compliment members of the opposite sex
Failure to prevent the destruction of beauty
Complaining about the weather
To destroy something you find to be beautiful, be it person, place, or object.
Largely by chance. You must challenge the grey spirit to a game of some sort. It may accept, or decline and propose
a game of its own, which you must accept. You provide the tools to play your game, which must be a different one
Follower- has Faith
Blessed- has powers of Ordained Priests, though this rank is obtained only catching Kitana's attention through
force of personality, joy of life, artistic creation, or romantic exploits.
Mawr: (“Ma-w-are”) God of Night, Death, Dreams, Language, and
Mawr is an ancient god, worshipped by nearly every culture throughout history. He is a brooding deity, merciless,
and dedicated in pursuit of his own ends, but unconcerned with mortal affairs. He protects the dead and also shields
mortals from the powers of the night and unlife. He is associated with the moon, being said to dwell there in a great
silver palace. He has some power over dreams, and thus over sleep and illusion. One of his greatest achievements is
the spreading of the common language throughout the world- all other spoken languages being stomped out by
Mawr’s worshippers, though he tolerates a variety of written alphabets- and also the magical languages. Perhaps he
did this so that the tales of the dead could always be understood. He is a patron of scholars and scholarship, for it is
said that he would see nothing forgotten.
Mawr’s church is widespread and varied. Scholars, undertakers, and dreamers worship him, as do those who dabble
in death, and any who must brave the terrors of the night. His priests wear purple robes edged in silver, with deep
hoods. They are undertakers, guardians, and historians, who make it their business to record all deaths that occur in
their area. They are usually skilled in magic, particularly that of death and dreams, and each temple maintains a
library, including the voluminous “Books of the Dead.”
Mawr is also the patron of the order of Nightwalkers- warriors of all nations and creeds who protect others at night.
They range from simple town guards to vampire hunters and the like. They are required to never harm another
member of their order during darkness. Nightwalkers gather on great crusades at times- secretive wars fought at
night against the enemies of Mawr.
Scholarly followers of Mawr are the most common and also the best liked of his ilk. They revere Mawr as Lord of
Remembrance, a much more benevolent, though still somber, aspect.
Failing to destroy/put to rest the unwillingly undead.
Speaking ill of the dead
Failure to preserve/protect knowledge, especially books
Failure to slay those who create undead
Failure to write down historical facts you discover
Failure to observe the funerary rites of the dead, even enemies, if you know them.
Taking grave goods
Disobeying a superior in the Hierarchy of Mawr
Lying about or mocking the dead
Speaking or writing a language other than common with intent to communicate. It is permissible to speak
incantations in other languages, and also to learn to read or understand other languages, to be able to translate to the
Corrupting or falsifying history
The Judgment of Mawr is harsh. Any follower who dies in battle with undead or while directly protecting
knowledge, or while on a Mawrian quest will be returned, up to six times a year. Any follower who dies at night
while fighting to help or guard others will be returned, three times per year. Any follower who dies under other
circumstances may pledge a task that will take no more than a year and a day to complete, that serves the goals of
Mawr. Mawr will then return that person, and do so up to three times afterwards, until the task is done. If the task is
not completed, Mawr will claim the follower in a year and a day. If the task is finished, all is well, but this option
may never be used again.
Initiate- Has Faith, must be literate.
Curate- Responsible for books and records.
Nightwalker- Warrior of Mawr, equal in rank to Curate.
Lay Priest(ess)- Leader of a group of Mawrians, or one who is responsible for a library.
Priest- Ordained Priest(ess). Awarded only to Mawrians of proven faith.
Loremaster(mistress)- very knowledgeable priest, often semi retired.
High Priest- Chosen to lead, seven in number.
Sakatha: The Scaled God
Originally the god of the C’Torians, Sakatha has been adopted by Northumbrians of other races. Sentiment and
morality are meaningless to Sakatha. Survival of yourself and of your kin is the whole of his creed. He is
worshipped by mercenaries, and by others who find his philosophy appealing.
Sakatha’s worshippers say that Sakatha is currently waging war on evil gods such as those of Kargad, because he
perceives those gods as the greatest threat to his existence. He could just as easily fight the gods of good, but knows
them to be weakened by sentiment, and therefore not as dangerous.
Worshippers of Sakatha are valuable to the god only in as much as they can serve his purposes- most often
protection of his children, the C’Torians, destruction of the temples and followers of evil gods, and performance of
his rites. Though Sakatha is not evil, per se, he is utterly ruthless and is not accepted by the Church of Light.
Sakathan priests have a special power in relationship to C'Torians- they may heal any C'Torian using the Divine
Healing skill at a cost of 2 Mana, and they can spend karma on their behalf.
Failure to protect a C'Torian ally
Failure to slay priests of the Dark Gods
Sakatha will return a fallen follower once per year. In exchange, the follower must undertake a service. Failure in
this service means no more resurrection, however these tasks are usually fairly simple and straightforward.
Initiate- One who has pledged to obey Sakatha.
Priest- Once a year all priests and those who wish to become priests perform tasks to please Sakatha. The individual
in an area who performs the most pleasing task is the priest for that place for the next year.
Severa: Goddess of Law, Teaching, Engineering, and Warcraft
Severa was the Last Empress of the Elven Empire, a human who wrested the throne away from a corrupt and
tyrannical ruling family. The empire did not survive her disappearance, but her cult appeared shortly thereafter.
Severa is reviled by most elves, but members of other races have found her a just and powerful deity. She is patron
particularly of law, civility (rudeness being a sin, as far as she is concerned), engineering, urban areas generally,
alchemy, astronomy and other “sciences,” and the honorable conduct of war. Like Mawr, she is patron of scholars
and teachers. She works to strengthen national states, often at the expense of less civilized peoples, and to mediate
disputes between them.
Severa’s cult is highly organized, and somewhat secretive, thanks to a legacy of past persecution by Elven
authorities. Its members include constables, judges, scientists of all kinds, warriors not pledged to Baiwan or other
more violent war gods, knights, and a surprising number of common folk (including some elves), who simply find
her a fair and benevolent patron.
Breaking a law
Disobeying a superior, especially during battle
Weakening an organized society, even if that society is evil, except as an act of war.
Using force when diplomacy has not been tried
Breaking your word
Mistreating prisoners/Cruel and unusual punishment
Severa disapproves of lawbreaking and wrongdoing of any kind, but has no mortal sins. Even the most heinous
crimes can be balanced by good deeds done- the end justifies the means.
Severa’s judgment is complex. After being questioned at length, a character’s sins, no matter how small, are
assigned a weight, and weighed against the good s/he has done. If the good done is greater, the character is
resurrected. However, an additional weight is placed on the scale for each death.
The Hierarchy of Severa is secret. It is known that all those above the lay initiates have a number which determines
their rank and seniority.
Strayer of the Forges: The Smith, The World Maker, The Laborers’ God
Strayer joined the Northumbrian pantheon after his temple was discovered in Thryaa, and the Thryans took him as
their patron. He is said to have assisted in the making of the world, and still presides over crafting of all kinds.
According to legend, he wandered the world for ages, learning the crafts of all living things, until settling in Thryaa.
He is pictured as a mighty man, barefoot, clad in rags and bearing a huge hammer. He is very much god of the
common folk, for he lends dignity and importance to their labors. He teaches strength, honesty, stoicism, and hard
work as the solutions to life’s problems.
Shoddy, hasty craftsmanship
Showing pain or weakness
Breaking an Oath
Judgment of Strayer is by the Test of Making. You must present something you have made (yes, you the player have
to have made it).. If it is worthy, Strayer will return you to the living, but only once a year.
Initiate- one who has the Faith skill
Maker- an Ordained Priest. This rank is awarded directly by the god, and only after mastering a craft both in and
out of game.
Threnlyn: Goddess of Mercy, Healing, Hearth, and Home
Threnlyn is the gentle goddess, protector of the home, who works to alleviate suffering and prevent violence. She is
a peacemaker, not a defender. Mercy is her highest virtue, cruelty her darkest sin. For Threnlyn, there is no
necessary evil. Her followers are widespread, but for obvious reasons, not particularly powerful. Oddly, some of her
worshippers are warriors, though cold-blooded murder is her mortal sin.
The sect of Threnlyn is organized around priests, who are strictly forbidden from ever taking life. The sect works to
heal the sick and to prevent conflict. Its members often die for their beliefs.
It is said the Threnlyn was recently incarnated in mortal form, and that she has only recently returned…changed.
Priests of the sect speak of a prophet who will come bearing a new vision of Threnlyn's will, and of sweeping
changes to her church.
Because of the nature of Threnlyn's outlook, the Divine Healing skill's Mana cost is reversed for Threnlyn's priests,
with non followers costing 2 Mana to heal and followers costing three. Healing ENEMIES costs only 1 Mana.
Taking life except in defense of life
Failure to prevent unnecessary killing
Failure to minister to the sick
Failure to heal the injured when you could.
Cold blooded murder
A follower of Threnlyn carries two long cords, one white and one black. The worshipper ties a knot in the black for
every life taken (or lost when you could have prevented it) and one in the white for every life spared or saved. At
judgment black and white stones are placed in a bag in proportion to the knots, and the worshipper draws. Note that
the killing of animals and destruction of spirits, constructs, undead, and the like are permitted. Also, only lives in
which the follower is directly involved count - you DON'T count every one of the enemy dead in a large battle for
example. Since the Exile world is a bloody place where you are often called upon to fight to defend yourself, this
Judgment is very challenging.
Novice- One seeking to learn the ways of Threnlyn
Initiate- one with Faith, who has saved a life
Ordained Priest- elected from among any group of seven or more followers of Threnlyn
Hospitlar- Knights dedicated to Threnlyn, may or may not be priests.
Mercival- the administrators and organizers of Threnlyn's church.
Innocent- particularly blessed of Threnlyn, hold no rank, but are widely listened to.
Prophet- one who receives Threnlyn's words, may or may not be a priest. There has been no prophet for some time.
Zarlac: God of Humor, Laughter and Luck
Zarlac is a god as enigmatic and widespread as Mawr, and probably more ancient. He is a trickster, a many-faced
god who often confuses and mystifies even his followers. He has many names, many servants, and seemingly, many
often-contradictory purposes. He is revered by gamblers, thieves, charlatans, con men, outlaws and those who are
simply light hearted and don’t wish to take this whole god thing too seriously. Some say that he has a deeper
purpose beneath his jokes, thefts, and spreading of random chaos, but none can say what that might be.
Little can be said for certain about Zarlac’s sect- portions of it seem quite organized, others not at all. Often highly
unlikely individuals turn out to be his worshippers.
Browbeating, guilt tripping, or otherwise bringing those around you down
Failure to go a day without telling a good joke
Failure to succeed at a task set by Zarlac
Failure to do what is light hearted and humorous, even if it is dangerous.
Failure to invoke Zarlac's name before taking risks or chances.
Failure to gamble at least once per event.
Zarlac is understanding of circumstances. He has no mortal sin.
Zarlac’s judgment is simple. If the follower died while directly in service to the god, s/he is resurrected. If not, s/he
must draw from the Deck of Fate. The deck may consign him/her to oblivion, grant return, grant return in a new
form, add skills or attributes, or take away the same.
Initiate- one who has Faith.
Titled One- Zarlac's Ordained Priests can be told by their titles, which have meaning mostly to Zarlac. They are
occasionally awarded, but are mostly won in games of chance.
Church of Light
Perhaps the most widespread religious organization in the world, the Church of Light teaches that not all gods are
good and deserving of worship. Many are tainted, evil, and twisted, and these fallen gods must be combated. There
is a great struggle between the gods of good and those of evil, and this struggle is mirrored in the world as the forces
of good and evil, great and small, clash. Mortals hold the balance of power in this struggle, for gods can only
influence their true followers. By cleaving to the Gods of Light and rooting out the followers of those of darkness,
the victory of good can be brought about.
The teachings of the Church of light were first brought forth by the Prophets of the Southern Continent, but since
then they have spread throughout the world, since it is compatible with the worship of all goodly gods. Considerable
effort is devoted to exploration and missionary work. When followers of the Church arrive in a new area, they at
once study the local god(s) to determine their nature. Those demanding cruelty of their followers, or urging conquest
in their name, or blatantly biased against one race or another (the Church of Light teaches racial equality, though
many of its worshippers ignore this) are generally classified as “Dark Gods.” Those of a goodly nature are added to
the Host of Light, the pantheon of the church. Some say that politics plays a role in this, and certainly the priests
who make these determinations are only mortal. Recently some in the church have begun to speak of some gods as
“grey,” particularly those of the Old Faith- neither good nor evil. This borders on Heresy, but has not yet been ruled
on by the Church Hierarchy. Philosophy is common among followers of the Church.
Most faiths do not recruit much, since there are usually more applicants than a given god is willing to accept
initiates. Thus only a few, the worthy, are chosen. The Church of Light, however, actively proselytizes, though they
learned long ago that obnoxious preaching accomplishes little. Instead they strive to recruit by kindness, example,
and debate. The Church holds that everyone should follow a god of Light, either as a direct initiate of that god, or
more generally, as a member of the Church. Following no god is seen as almost as bad as following a dark god. It is
worth noting that Northumbrians hold the good of their people as more important than details of faith, and followers
of the Church of Light and the Old Faith (for example) do not actively feud, though they do try to convert each
other. Most NORTHUMBRIAN members of the Church feel that followers of the dark gods are not necessarily evil,
just misled. More extreme views do exist in the Church however.
The gods considered “Dark” from the Northumbrian pantheon are the Old Faith and Sakatha. Mawr, Kanat and
Kitana are sometimes viewed with suspicion, but are currently counted as gods of Light.
Priests of the church are called Adepts and do not shed blood. The purists among them do not use weapons, instead
using certain unarmed combat techniques. The more practical use blunt weapons. Followers of the Church of Light
may use the Divine Healing skill on anyone known to be a follower of the Church or a god of Light for 2 Mana.
They may NOT use it on those of no faith or on followers of a dark god.
Lying, Oath breaking, Stealing, Cowardice
Shedding blood (ordained priests only)
Practicing Nethramancy- knowing it isn't a sin though, since knowledge is power.
Honoring a Dark God
Northumbrians followers of the Church of Light retain the Gift of Dacia each year, just like one without faith. In
addition, once per year they are granted a free resurrection if they die while fighting against the followers of dark
gods, or on a mission or crusade ordered by the Church or an Adept.
Chosen- anyone following a god of Light
Pledged- follower of the Church of Light
Monk- a person of faith who has devoted themselves to the works of the Church.
Templar- a Warrior of the Church
Novice- one studying to become a monk or Adept
Prior- a local Ordained Priest
Adept- a priest who travels in the service of the Church
Abbot- master of a monastery
Theocrat- responsible for a city or island
Ecclesiarch- a High Priest of the Church, responsible for a kingdom or major city
Hierarchs- council that selects and advises the High Theocrat
High Theocrat- the leader of church, whose identity and race is secret. Chosen by the Hierarchs from among the
Adepts. No one who has ever sought the position or progressed beyond Adept will be chosen.