EFFECTS The following list describes the common effects you may encounter in the Prophecy World.

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1 By Area Effect An opponent may say <Incantation> Area Effect <Effect>. This affects EVERYONE within the sound of the caster s voice, regardless of whether they can see the caster. Covering your ears so that you cannot hear will not stop the magic, and is considered cheating! Some area effect magic will also have a Level. In this case, it will affect anyone with a Level of Resistance less than the level of the effect that is within the sound of the caster s voice. If you are so far away that you hear only a garbled cry and cannot make out what the caster is saying, you are not affected. Another type of Area Effect may be called to the room. In this case, all individuals in the room where the effect is called will be affected. To the room cannot be called outdoors. By Touch Some magical effects may be delivered by touch. This may only be done to a willing or helpless target! The caster should lightly touch the target with a hand-held spell packet to signify the touch. By Type Some Effects may be specific to one or more type of creature or characteristic. In this case the Type will be stated after the Effect, for example Charm Undead. If you are not of the indicated type, you will not be affected. By Name Some Effects may be specific to you by name. In this case the opponent will state: By name <Your Name> <Incantation> <Effect> <Level>. Your Level of Resistance is HALVED against such a spell (round down). A nickname or pseudonym that you use as your name is just as effective! If you have the Alias skill, you are safe from these magics, unless your enemy somehow manages to learn your true name! Forsooth... An opponent may say Forsooth <descriptive statement>. This is a catch-all for effects not covered in the standard list. Assume that whatever comes after Forsooth is literally true in game. For example: Forsooth you feel an aching sense of despair. EFFECTS The following list describes the common effects you may encounter in the Prophecy World. Afflict you with <Affliction>: You have received the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the Wall of Woe. This will be a pre-determined place in game that contains listings of possible afflictions you may encounter, with descriptions of the effects of each and the required Cures. Read the description of your Affliction. If it is a progressive Affliction there may be postings for Day 1, Day 2, etc, in which case you should only read the appropriate one. Most Afflictions will have a Cure or Cures. Your character will not know what Cure is needed, but you as a player must read these so that if the Cure is applied to you in game, you will know that it has worked. Unless your character already knew what t the Cure was before being Afflicted, you cannot use it on yourself or others until you learn about it in game. Afflictions may include horrible wasting diseases, fiendish curses, madness, amnesia, possession, parasitic infestations, allergies, or addictions to obscure potions. See the description of the Physician skill for more information on Afflictions and Cures. An Affliction will last until cured, even if a character dies and returns to life. Awaken: Will remove the Charm, Enslave, Knockout, Sleep, and Trance effects. Berserk: You are overcome with rage for 5 minutes and attack the nearest person, even if it is an ally, until rendered unable to do so, or the magic ends. Bind: Your arms are bound to your sides and you cannot use them for 5 minutes. Calm: Will remove the Berserk effect and soothe other heightened emotions. Charm: You become favorably inclined toward the caster for 5 minutes. You will not attack the caster unless attacked first, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away possessions, attack friends, or betray a trust, etc. 48

2 Compel you to <Instruction>: You are compelled to follow the Instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction. Curse you <Curse>: You suffer from the stated Curse. For example: I curse you to howl like a wolf, or I curse you to take double damage from fire. This effect will last until a way to remove it is found, even if the character dies and returns to life. Critical: You immediately fall into a Critical state (see the Death & Dying section of the Rule Book for more information on being Critical). If you are not Revived within 20 minutes, you will be Dead. Heal, Full Heal, and Tend will not affect your state. If this blow is delivered by Weapon it must strike the torso to take effect. # Crushing: Indicates extra-powerful damage that will still do half-damage (round down) even if parried or blocked with a shield. Thus a strike that causes 4 Crushing will do 4 points of damage if it strikes your body, and 2 points of damage if it strikes your shield or weapon, or if you use the Parry skill against it. # Damage: Indicates normal damage, which cannot penetrate a shield, and has no effect on a weapon. Thus a packet that causes 5 Damage will not do anything if it strikes a shield, but will cause five points of physical damage if it hits you. Detect <Type or Item>: If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of Here is sufficient. Disarm: Your weapon falls from your hand. You must carefully throw it five feet away, not drop it at your feet. Disintegrate: You become a Shade instantly (see the Death & Dying section of the Rule Book for more information on being a Shade) and all items physically in your possession suffer the Shatter effect. Disengage: when an individual calls Disengage, all combatants engaged with that person must move ten feet away from that person before resuming combat. Dispel: If a Type is specified, only that particular effect is removed. If Type is simply Magic, all magic on you is removed, just as if the mana cycle had changed. Drain <Life/Mana/Faith/Skill Point>: You are drained of one point of life, mana, faith point, or skill point as specified. Drained Life and Mana will remain lost until you die, or the changing of the Mana Cycle, whichever comes first, unless otherwise specified. Drained Faith Points are lost permanently, and you must tear up the tags. Drained Skill Points are lost permanently, but will not take effect until after the event, when you may choose which skills to give up to cover the loss. Enhancement: You will do +1 point of damage with every weapon attack, for 5 minutes. This will always have a stated duration! You may only have one Enhancement at a time. Multiple Enhancements do not stack. Enslave: You are a mindless automaton for 5 minutes. You are bound to serve the caster without question. You will even slay your friends if so ordered. If the caster orders you to kill yourself, you will do it, but it does not count as taking your own life as described in the Death & Dying section of the Rule Book. Fear: You are terrified by the caster for 5 minutes. You may roleplay this as you think most appropriate for your character. You may choose to run, or not, but under no circumstances will you initiate combat with the caster. If you are attacked, you may fight back, badly. # Fire: Indicates damage from fire. Heal One: One Hit Point is restored to you. This will allow an Unstable character to awaken with one Hit Point. Note that this will not work on a Critical or Dead character. Heal Half: You are restored to half Hit Points (Life Points plus Armor Points divided by 2, rounded up), and one Maimed limb is restored. Note that this will not work on a Critical or Dead character. 49

3 Heal Full: All of your Hit Points are restored to you (Life Points plus Armor Points) and all Maimed limbs are restored. # Ice: Indicates damage from ice. Knockout: You are unconscious, but do not lose any Hit Points. You will awaken after five minutes. Life: Will only affect someone who is Dead. Will restore you to life, with half your full Hit Points (rounded up). # Lightning: g: Indicates damage from lightning. Maim: You lose the use of the target arm or leg. If no target is specified, you may choose which limb suffers the effect. If delivered by weapon, this will not have any effect if it strikes your torso. The Maim is permanent until you receive a Heal, Full Heal, or Restore. Pain: You suffer excruciating pain for 10 seconds. You must fall to the ground in agony, whimpering, crying, or screaming (unless physically unable to do so). You may still defend yourself with weapons. Paralyze: You cannot move any part of your body or speak for 5 minutes, but you are aware of what is going on around you. Putrefy: You grow rapidly sick and weakened, and cannot use any game skills. If you do not receive a Purify effect within 1 minute you will sustain the Critical effect. Purify: Will negate the Putrefy effect. May have other uses to be discovered in game. Release: Removes all Bind, Trap, and Paralyze effects upon you. Remove Curse: Will negate the Curse effect in many cases, however some curses may require more complicated efforts to remove. Renew #: Restores the specified number of Mana Points. If no number is specified, you regain all Mana Points as if the Mana Cycle had changed. Repel: You must stay at least 10 feet away from the caster, and may not attack him or her, for 5 minutes. If no type is specified, everyone is affected. This effect cannot be used to drive back targets; if the caster advances upon the target, the target may hold ground and attack. Reset: The recipient of this effect, if Unstable or Critical, can restart his or her death count from the beginning. The count is 5 minutes for Unstable characters and 20 minutes for Critical characters. A recipient who is Critical is not improved to Unstable by this effect. Restore: Removes the Maim effect from one limb. Revive: e: Will only affect someone who is Critical. Will restore you to consciousness at half your Hit Points ( including armor, rounded up). Silence: You are unable to speak or make any vocal noise for 5 minutes. # Silver: Indicates damage inflicted with a silvered weapon. This may have greater effect against certain creatures. Shatter: The target item is destroyed. Some items may be resistant to this effect. Slay: You are Dead (see the Death & Dying section of the Rule Book for more information on being Dead). If delivered by weapon, this will only affect you if you are hit in the torso. If delivered by packet it will affect you if it strikes anywhere, including your shield or weapon. Sleep: You fall into a deep slumber for 5 minutes. The Awaken effect, or taking any physical damage, will release you, but moving you or shaking you will not. 50

4 Slow: When the Slow effect is called, all affected characters must perform all actions very slowly. Slow speech is not required, but may be hard to resist. This is fine. Spiritbless: Your spirit is strengthened, counteracting one Death or Spiritwrack. This will help you when you next go before Judgment, and in other special cases. Spiritwrack: Your spirit is weakened, as if you had died, although you do not go before Judgment. This will count against you when you next go before Judgment. Sunbeam: You are struck by a beam of sunlight. This will not affect most creatures. On others it will have variable effects. Trance: You must stand unmoving for 5 minutes. You are mesmerized. You are not aware of what is going on around you. The Awaken effect, or taking any physical damage, will release you, but moving you or shaking you will not. Trap: Your feet are magically stuck to the ground and may not be moved. Trip: You fall to the ground. Either your chest or your back must touch the ground before you can get up again! If you are unable to fall due to physical limitations, or if the ground is unsuitably muddy or rocky, you are excused from actually falling, but you must roleplay being unbalanced and unable to do anything for a similar length of time. Torment: You must scream loudly once, and briefly roleplay mental anguish and horror. No physical damage is associated with this effect. Weakness: You will do one less point of damage with all weapons and spells (thus most people will be unable to fight effectively at all), and you will be unable to run, for 5 minutes. You should roleplay feebleness and lassitude.! Defensive Effects: Defensive effects are called when you are struck by a spell or attack. Bladeturn <Effect>: Effects delivered By Weapon or normal weapon blows are negated and the attacker suffers the designated Effect. For example, if Yorn the soldier strikes the mage Kireon with his sword, and Kireon announces Bladeturn Shatter, Yorn s sword shatters. If Kireon had said Bladeturn Fear, Yorn would suffer the Fear effect. A bladeturn effect cannot be bladeturned, parried, dodged, or reflected back again. Dodge dge: The blow or effect misses because you have moved out of the way and avoided it. No Effect: The particular blow or spell did nothing and never will. For example, if you are not an undead creature and you were hit with a Slay Undead effect, you would announce No Effect, because it will never work. Parry: Effects delivered By Weapon or normal weapon blows are negated. This call indicates that the weapon strike did not land, and thus did not cause the desired effect and/or damage. You may only use this on blows affecting yourself. Reflect: The particular effect bounced back and struck the attacker. A reflected effect cannot be reflected or bladeturned back again by the attacker. Resist: The particular blow or spell was ineffective, but it was an effort warding it off, and another one might succeed. Return Inflicts a called effect in response to a weapon hit. THE WEAPON HIT IS STILL EFFECTIVE. Shield <Type>: You will resist the FIRST attack of the indicated type that would otherwise have affected you. When the Shield is used you announce Shield. You may have only ONE shield on you at a time. A shield will last beyond the change of the mana cycle, if it has not been used, but will not carry over between events. 51

5 SAMPLE SPELLS These are some examples of spells available to those with various magical skills. There are many other spells that may be learned from in game sources. Learning a spell from a book or teacher generally requires 1 BGA. There are also some teachers who may be able to teach a spell during an event. When you have learned a spell, you will be given a Spell Template bearing a description of the spell, Mana required, the incantation or action required to cast it, and the effect. You must have these Spell Templates with you at each event, but you do not have to carry them on your person. They are out-of-game and serve only as a reminder of the specifics of the Spell and proof that you know it. Many other spells available in game require knowledge of several different Lore areas. Note that not all teachers use the same incantations on their templates. Thus, it is possible for two individuals to cast the same spell with different incantations. If you wish to have a unique incantation, approve this when checking in before the event. Spell incantations cannot be changed once they are set, as this is how the individual has learned the spell. Remember that most effects are instantaneous, or last for 5 minutes! Check the Effects section of the Rule Book for more information. Djfmfpnbodz! Djfmfpnbodz!.!Uif!Nbhjd!pg!Xjoe!boe!Tlz Spell Name: Tempest s Power Skills Required: Cieleomancy I Effect: One 1 Lightning Packet. Incantation: By the power of the tempest! 1 Lightning. Spell Name: Zephyr s Shield Skills Required: Cieleomancy I Effect: Recipient is granted a Shield versus Thrown and Missile Weapons. Incantation: I summon gentle winds to Shield versus Thrown and Missile Weapons. Spell Name: The Unveiling Clouds Skills Required: Cieleomancy I Effect: One Sunbeam Packet. Incantation: I call on the clouds to unveil the sun. Sunbeam. Spell Name: Winds of Clarity Skills Required: Cieleomancy I Effect: 1 Awaken Packet. Incantation: With cleansing winds I grant you clarity. Awaken. Spell Name: Zephyr s Kiss Skills Required: Cieleomancy I Effect: One Reset Packet. Incantation: May gentle winds sustain you. Reset. Spell Name: Zephyr s Vengeance Skills Required: Cieleomancy I Effect: Caster is granted a Return 2 Lightning. May only be used by the caster. Incantation: I call on the gentle winds to grant myself a Return 2 Lightning. Spell Name: Tempest s Might Skills Required: Cieleomancy II Effect: One 2 Lightning Packet. Incantation: By the might of the tempest! 2 Lightning. Spell Name: The Obscuring Clouds Skills Required: Cieleomancy II Effect: Recipient is granted a Shield versus Sunbeam. Incantation: I gather the clouds to Shield versus Sunbeam. Spell Name: Tempest s Fury Skills Required: Cieleomancy II Effect: Three 1 Lightning Packets. Incantation: By the fury of the tempest! 1 Lightning, 1 Lightning, 1 Lightning. Spell Name: The Extinguishing Gale Skills Required: Cieleomancy II Effect: Recipient is granted a Shield versus Fire. Incantation: I summon the extinguishing gale! Shield versus Fire. 52

6 Spell Name: Cyclone s Binding Skills Required: Cieleomancy II Effect: One Bind Packet. Incantation: I call on the binding cyclone to restrain you. Bind. Spell Name: Wind s Block Skills Required: Cieleomancy II Effect: One Disarm Packet. Incantation: I call on the winds to block you. Disarm. Spell Name: Winds of Freedom Skills Required: Cieleomancy II Effect: One Release Packet. Incantation: May the winds remove your bonds. Release. Spell Name: Tempest s Wrath Skills Required: Cieleomancy III Effect: One 5 Lightning Packet. Incantation: By the wrath of the tempest! 5 Lightning. Spell Name: Windwalk Skills Required: Cieleomancy III Effect: For 5 minutes, the caster is floating an inch above the ground, and will suffer no effects caused by hazards on the ground, such as pits, water, traps, etc. A change in the Mana Cycle, loss of consciousness, or having one s arms restrained will break the spell. The caster may move about freely once the spell is cast. Incantation: May the gentle wind keep my steps from peril. Spell Name: Wind s Hindrance Skills Required: Cieleomancy III Mana Cost: 4 Effect: Three Disarm Packets. Incantation: I call on the winds to hinder you. Disarm. Disarm. Disarm Spell Name: Zephyr s Retribution Skills Required: Cieleomancy III Mana Cost C ost: 4 Effect: Recipient is granted a Reflect. Incantation: I call on the gentle winds to grant you a Reflect. Spell Name: Tempest s Rage Skills Required: Cieleomancy III Mana Cost: 5 Effect: Unlimited 1 Lightning Packets. A change in the Mana Cycle, taking damage (from spell or weapon), having one s arms restrained, moving one s feet, or using other game skills will break the spell. Incantation: By the rage of the tempest! 1 Lightning, 1 Lightning 1 Lightning. Spell Name: The Eye of the Storm Skills Required: Cieleomancy III Mana Cost: 5 Effect: Unlimited Repel Packets. A change in the Mana Cycle, taking damage (from spell or weapon), having one s arms restrained, moving one s feet, or using other game skills will break the spell. Incantation: May the eye of the storm descend. Repel, Repel Repel. Dphojnbodz! Dphojnbodz!.!Uif!Nbhjd!pg!Uipvhiu!boe!Fnpujpo! Spell Name: Armor of Thought Skills Required: Cognimancy I Effect: Caster is granted 1 magical Armor Point that will be lost when caster next takes damage. May be combined with physical armor. May not be combined with other magical Armor Points. Incantation: I protect myself with the Armor of Thought. 1 Magical Armor Point Spell Name: Yalefen s Revelation Skills Required: Cognimancy I Effect: Detect <Mental Influence>. Will reveal if anyone is under any kind of unnatural mental influence. Incantation: With the power of thought I reveal control. Detect Mental Influence 53

7 Spell Name: Yalefen s Trickery Spell Name: Discipline of Resistance Skills Required: Cognimancy I Skills Required: Cognimancy II Effect: One <Caster s Choice> Packet. Caster may call Effect: Caster gains +2 Levels of Resistance to the next any effect so long as the packet does not actually hit Level Effect attack that he or she suffers. anyone. If the packet hits someone, it should be called as Incantation: With the power of thought I grant myself No Effect. greater resistance. Plus 2 Levels of Resistance. Incantation: <Caster s Choice> Spell Name: Illusionary Lassitude Spell Name: Illusionary Fleas Skills Required: Cognimancy II Skills Required: Cognimancy I Effect: Weakness <Level>. Effect: Target is Compelled to Itch for 5 minutes. Incantation: <Identify Target> With the power of Incantation: <Identify Target> With the power of thought I sap your strength. Weakness <Level> thought I Compel you to Itch for 5 minutes <Level> Spell Name: Mindbridge Spell Name: Yalefen s Clarity Skills Required: Cognimancy II Skills Required: Cognimancy I Effect: May only be used when within normal hearing Effect: Awaken <Level>. distance of the target. For example, do not shout across Incantation: <Identify Target> With the power of the battlefield! Anyone who overhears the message you thought I bring you clarity. Awaken <Level> send is aware of what you are doing this spell is not intended to allow you to send secret messages to your Spell Name: Hands of Deception friends. This spell is intended for Roleplaying purposes, Skills Required: Cognimancy II such as communicating with animals or people who do not speak the common tongue. Some creatures will not Effect: Compel you to believe this is a for 10 understand words- in that case a vague emotional sense of minutes <Level>. Caster may trick target into believing the message will be conveyed. that one hand-held item is actually some other item that Incantation: <Identify Target> Forsooth, I mentally communicate <up to 20 word message>. Incantation: <Identify Target> I compel you to believe can be held in one hand. this is a for 10 minutes <Level> Spell Name: Yalefen s Fascination. Spell Name: False Friend Skills Required: Cognimancy II Effect: Charm <Level>. Incantation: <Identify Target> With the power of thought, I make myself your friend. Charm <Level> Spell Name: Mirrordance Skills Required: Cognimancy II Effect: Caster gains 5 Dodges. These must be used on the next 5 attacks that hit the Caster. A change in the Mana Cycle or using any other game skills (including use of weapons) will break the spell. Incantation: With the power of thought I cloak myself in a Mirrordance. Skills Required: Cognimancy III Effect: Trance <Level>. Incantation: <Identify Target> With the power of thought I fascinate you. Trance <Level> Spell Name: Discipline of Force Skills Required: Cognimancy III Effect: Caster gains +2 Levels of Effect for next Level Based spell he or she casts. Incantation: With the power of thought I increase my concentration. Plus 2 Levels of Effect. Spell Name: Illusionary Gag Skills Required: Cognimancy III Effect: Silence <Level>. Incantation: <Identify Target> With the power of thought I bind your tongue. Silence <Level> 54

8 Spell Name: Yalefen s Madness Skills Required: Cognimancy III Effect: Berserk <Level> Incantation: <Identify Target> With the power of thought I enrage you. Berserk <Level> Spell Name: Yalefen s Insight Skills Required: Cognimancy III Effect: This is a spell intended for Roleplaying purposes. It may only be used on a willing target who seems to be suffering from some sort of mental affliction (madness, amnesia, etc.). The target will whisper to the caster whatever information they gain from the spell. This may range from nothing, to a long series of memories. There may be minor or serious side effects from using this spell on some individuals. Incantation: Forsooth, I seek insight into your mental affliction. Ejwjobujpo Spell Name: Haven Skills Required: Cognimancy III Mana Cost: 4 Effect: Caster is immune (No Effect) to all melee weapon blows and missile weapons until the spell is broken, including effects delivered by Weapon. Caster must cross arms over chest to signify the activation of the Haven. Dropping arms, a change in the Mana Cycle, Trance, Paralyze, falling unconscious, taking damage of any kind, or using other game skills will break the spell. The caster may move about freely once the spell is cast. Incantation ntation: With the power of thought I build myself a Haven. Ejwjobujpo!.!Uif!Nbhjd!pg!uif!Lopxmfehf!pg!Qbtu-!Qsftfou-!boe!Gvuvsf! The Divination Lore skills require Precognition as a prerequisite. Divinations can be cast by finding a divining pool or by locating a Nym. A divining pool is an in-game location where divinations can be deposited. By expending 2 Mana Points, a diviner can leave a description of the divination on a piece of paper in the designated receptacle at the divining pool. It is said that the most auspicious time to visit a divining pool is in the hour-long cusp around each change in the Mana Cycle. This is due to the more common presence of Nym at these locations during those times. See the Signs and Markings section of the Rule Book for more information on the Nym. Diviners should remember that there might be topics or questions to which they will receive little if any response, and that they will not be given the complete answer to a Prophecy Plot through divination. It is also generally true that more precise questions gain more precise answers! Spell Name: Item Reading Spell Name: Neverwhen Skills Required: Divination Lore Skills Required: Divination Lore Effect: Caster must roleplay some form of divination (bones, rune-stones, cards, gazing, charting stars) and when they are done, the Nym will whisper information to them concerning the nature of the specified item, its history and possible future, etc. Incantation: Forsooth, I seek insight into the Pattern of this <item>. Spell Name: Perceive Personal Pattern Skills Required: Divination Lore Effect: Caster must roleplay some form of divination (bones, rune-stones, cards, gazing, charting stars) and when they are done, the Nym will whisper information to them concerning the nature of the target, his or her history and possible future, etc. The caster may not use this spell on him- or herself. The information may be vague and will most likely require player interpretation. Incantation: Forsooth, I seek insight into the Pattern of <identify target by name or description> through the use of this <personal item belonging to target>. Effect: Caster must roleplay some form of divination (bones, rune-stones, cards, gazing, charting stars) and when they are done, the Nym will whisper information to them concerning the possible time at which the specified event will or will not occur. Depending on the event, it may be possible to learn the exact time, or there may be no information at all available! Incantation: Forsooth, I seek insight into the time of <event> Spell l Name: Place Reading Skills Required: Divination Lore Effect: Caster must roleplay some form of divination (bones, rune-stones, cards, gazing, charting stars) and when they are done, the Nym will whisper information to them concerning the nature of the current physical location, its history and possible future, etc. The information may be vague and will most likely require player interpretation. Incantation: Forsooth, I seek insight into the Pattern of this Place. 55

9 Fncfsnbodz! Fncfsnbodz!.!Uif!Nbhjd!pg!Gmbnf!boe!Fncfs! Please note that, unless otherwise specified, magical fire spells do not ignite combustibles such as wood, paper, oil, etc. Spell Name: Flame s Power Skills Required: Embermancy I Effect: One 1 Fire Packet. Incantation: By the power of flame! 1 Fire. Spell Name: Icebane Skills Required: Embermancy I Effect: Torment Glaciamancer Incantation: With fire I seek Ice. Torment Glaciamancer. Spell Name: Fires of Purification Skills Required: Embermancy I Effect ct: 1 Fire & Purify, by touch, both delivered to same target at the same time. Incantation: With fire I cleanse you. 1 Fire & Purify. Spell Name: Jothilian s Fiery Release Skills Required: Embermancy I Effect: Release, by touch. Incantation: May Jothilian s fiery touch free you. Release. Spell Name: Vengeance of Fire Skills Required: Embermancy I Effect: Recipient is granted a Return 2 Fire. Incantation: May fire overwhelm your foes! I grant you a Return 2 Fire. Spell Name: Flame s Might Skills Required: Embermancy II Effect: One 2 Fire Packet. Incantation: By the might of flame! 2 Fire. Spell Name: Fire s Warming Skills Required: Embermancy II Effect: Recipient is granted a Shield versus Ice. Incantation: May fire protect you! I grant you a Shield versus Ice. Spell Name: Flame s Fury Skills Required: Embermancy II Effect: Three 1 Fire Packets. Incantation: By the fury of flame! 1 Fire, 1 Fire, 1 Fire. Spell Name: Blaze of Freedom Skills Required: Embermancy II Effect: Caster can escape from rope bindings, but suffers 1 Fire damage in the process. Unlike other spells, this may be used while restrained, so long as you may speak. Only works on oneself! Incantation: Forsooth, with fire I destroy my bonds! Spell Name: Immolation Skills Required: Embermancy III Effect: Area Effect 1 Fire. May only be cast while indoors, within a room no larger than 50 by 50. This will affect everyone in the room, including the Caster and his or her companions. Incantation: May the fires engulf this room! Area Effect 1 Fire! Spell Name: Flame s Wrath Skills Required: Embermancy III Effect: One 5 Fire Packet. Incantation: By the wrath of flame! 5 Fire. Spell Name: Jothilian s Fiery Blade Skills Required: Embermancy III Effect: Enchants a bladed weapon with fire for 5 minutes. Weapon will do Fire damage during that time. This will not necessarily have any more effect than regular damage on most creatures. Incantation: By Jothilian's name! Forsooth, this blade now does Fire damage for 5 minutes. Spell Name me: Festering Boils Skills Required: Embermancy III Effect: Affliction: Festering Boils <Level>. If affected, target will need to check the Wall of Woe. Festering Boils is a painful affliction that causes red boils to begin appearing on the skin, which lowers the total Life Points of the victim by one each Mana Cycle, eventually leading to death. Incantation: <Indicate Target> by fire I Afflict you with Festering Boils <Level> 56

10 Spell Name: Lesser Inferno Skills Required: Embermancy III Mana Cost: 4 Effect: Five 2 Fire Packets. Incantation: I summon a lesser Inferno. 2 Fire, 2 Fire, 2 Fire, 2 Fire, 2 Fire. Spell Name: Flame s Rage Skills Required: Embermancy III Mana Cost: 5 Effect: Unlimited 1 Fire Packets. A change in the Mana Cycle, taking damage (from spell or weapon), having one s arms restrained, moving one s feet, or using other game skills will break the spell. Incantation: By the rage of flame! 1 Fire, 1 Fire 1 Fire. Hfpnbodz! Hfpnbodz!.!Uif!Nbhjd!pg!Gpsn!boe!Tibqf Uif!Nbhjd!pg!Gpsn!boe!Tibqf! All Geomancy spells require the creation of a sigil, which is a collection of one or more geometric shapes, such as circles, triangles, etc. You will be provided the sigil for those spells you know on the Spell Template you will receive at check in. There are three basic types of Geomantic Spells: Wards are sigils that may be placed on stationary items (including the ground). They are activated if the item is disturbed/moved or the sigil is touched. The effect of a ward will be described on a yellow card, as with traps. A Geomancer who knows warding spells will be provided yellow cards for their castings. A Geomancer may always dispel his or her own wards, although this means that the Ward is gone and mana must be expended to recreate it. Wards generally last until triggered or Dispelled, or until the end of the event. Genera are sigils that may be placed on items and/or people to give them a certain effect. The target must be willing or immobile. The sigil may be marked on the item or person (if they allow), or drawn on a slip of paper that is then attached to the person or item. Genera generally last until triggered or Dispelled, or until the end of the event. Persona are sigils that may only be used by the Geomancer him or herself. They can be placed on any physical item or on the Geomancer him or herself, and are activated by the Geomancer s touch. You must use the ability within 5 seconds of activating the sigil by touch. They usually provide the Geomancer an ability or effect that can be delivered by packet. Persona generally last until triggered or Dispelled, or until the end of the event. A person can have a maximum of six sigils inscribed on his or her person at the same time. These sigils must be on different areas of the body (torso, arms, legs, head). Multiple sigils with same root name may not be stacked (i.e. Stone Plate Enhanced and True). If two sigils with the same root are inscribed, the more powerful sigil is the only one to take effect. A small item, such as a dagger, bottle, or helmet, can have one sigil inscribed on it. A medium item, such as a shield, long sword, cloak, or chest, may have two sigils inscribed on it. A large item, such as a table, stone, door, or tree, may have three sigils inscribed on it. The same restriction regarding multiple sigils with the same root name applies in these cases, as well. Sigil Name: Awaken Skill Required: Geomancy I Sigil Type: Genera Effect: Used on a person. Will deliver the Awaken effect to the target. Sigil Name: Bind Fire Sigil Type: Genera Skills Required: Geomancy I Effect: Used upon a weapon. Target weapon will do Fire damage for the next 5 minutes. Sigil Name: Fire Ward Sigil Type: Ward Skills Required: Geomancy I Effect: Produces the 1 Fire effect when warded item is disturbed or ward is triggered. Sigil Name: Fortify Sigil Type: Genera Skill Required: Geomancy II Effect: Used on an item. Item will Resist the next Shatter effect. 57

11 Sigil Name: Protection from Ice Sigil Type: Genera Skill Required: Geomancy I Effect: Used on a person. Nullifies the next one point of Ice damage the person suffers. Sigil Name: Agony By Flame Sigil Type: Persona Skills Required: Geomancy I Effect: Used on oneself. Caster gains the ability to deliver one Pain by packet. Sigil Name: Bonds of Air Sigil Type: Persona Skill Required: Geomancy II Effect: Used on oneself. Caster gains the ability to deliver one Bind by packet. Sigil Name: Protection from Fire True Sigil Type: Genera Skill Required: Geomancy II Effect: Used on a person. Target will Resist the next Fire effect he or she suffers. Sigil Name: Bind Fire True Sigil Type: Genera Skill Required: Geomancy III Effect: Used on a weapon. Weapon will do +1 Fire damage for 5 minutes. Weapon can do one 3 Fire, which will release the sigil. Sigil Name: Gust of Wind Sigil Type: Persona Skill Required: Geomancy III Effect: Used on oneself. Caster gains the ability to deliver one Repel by packet. Sigil Name: Solid Fist Sigil Type: Persona Skill Required: Geomancy II Effect: Used on oneself. Caster may deliver one Knockout attack by using a fist-sized packet. Sigil should be marked on your hand/fist. Sigil Name: Stone Plate Enhanced Sigil Type: Genera Skill Required: Geomancy II Effect: Used on a person. Target will Resist the next 2 points of physical damage, OR the first Knockout effect, that he or she suffers. Sigil Name: Stone Plate Fortified Sigil Type: Genera Skill Required: Geomancy III Effect: Used on a person. Nullifies the next three points of Damage. Target gains the ability to Reflect the Knockout effect for 5 minutes. Sigil Name: Abate Impurity Sigil Type: Genera Skill Required: Geomancy III Mana Cost: 4 Effect: Used on a person. Postpones the putrefy effect for 5 minutes. May be applied before or after the target suffers the Putrefy effect. Sigil Name: Wind Ward Sigil Type: Ward Skill Required: Geomancy III Mana Cost: 4 Effect: Produces the Repel effect when warded item is disturbed or ward is triggered. 58

12 Hmbdjbnbodz! Hmbdjbnbodz!.!Uif!Nbhjd!pg!Xbufs!boe!Jdf Uif!Nbhjd!pg!Xbufs!boe!Jdf! Spell Name: Blizzard s Power Skills Required: Glaciamancy I Effect: One 1 Ice Packet. Incantation: By the power of the blizzard! 1 Ice. Spell Name: Firebane Skills Required: Glaciamancy I Effect: Torment Embermancer. Incantation tation: With Ice I seek Fire. Torment Embermancer. Spell Name: Panatault s Serenity Skills Required: Glaciamancy I Mana Cost st: 2 Effect: One Calm Packet. Incantation: By Panatault s name I cool your blood. Calm. Spell Name: Vengeance of Frost Skills Required: Glaciamancy I Effect: Recipient is granted a Return 2 Ice. Incantation: May the ice protect you! I grant you a Return 2 Ice. Spell Name: Frost s Kiss Skills Required: Glaciamancy I Effect: Reset, by touch. Incantation: May the Ice sustain you! Reset. Spell Name: Blizzard s Might Skills Required: Glaciamancy II Effect: One 2 Ice Packet. Incantation: By the might of the blizzard! 2 Ice. Spell Name: Panatault s Trembling Skills Required: Glaciamancy II Effect: Compel you to Shiver for 5 minutes <Level>. Incantation: <Identify Target> By Panatault s name I Compel you to shiver for 5 minutes <Level>. Spell Name: Panatault s Retribution Skills Required: Glaciamancy III Mana Cost: 4 Effect: Return Shatter. Incantation: By Panatault s name I prepare an icy retribution. I grant you a Return Shatter. Spell Name: Blizzard s Fury Skills Required: Glaciamancy II Effect: 3 1 Ice Packets. Incantation: By the fury of the blizzard! 1 Ice, 1 Ice, 1 Ice. Spell Name: Veiling Mists Skills Required: Glaciamancy II Effect: Recipient is granted a Resistance to the Lightning Effect for 5 minutes. Incantation: With veiling mists, I deflect the storm's blade. Resist Lightning for the next 5 minutes. Spell Name: The Numbing Frost Skills Required: Glaciamancy II Effect: Target will Resist the Pain effect for 5 minutes. Incantation: May the ice numb you against pain. Resist Pain for the next 5 minutes. Spell Name: Mindfreeze Skills Required: Glaciamancy III Effect: One Trance Packet. Incantation: With Ice I freeze your mind. Trance. Spell Name: Blizzard s Wrath Skills Required: Glaciamancy III Effect: One 5 Ice Packet. Incantation: By the wrath of the blizzard! 5 Ice. Spell Name: Frostbite Skills Required: Glaciamancy III Effect: Affliction: Frostbite <Level>. If affected, target will need to check the Wall of Woe. Frostbite is a numbing affliction that causes one limb of the victim to become useless (as per the Maim effect) each Mana Cycle. After all four limbs have succumbed, the victim is completely Paralyzed, and then dies. Incantation: With Ice I Afflict you with Frostbite <Level> Spell Name: Blizzard s Rage Skills Required: Glaciamancy III Mana Cost: 5 Effect: Unlimited 1 Ice Packets. A change in the Mana Cycle, taking damage (from spell or weapon), having one s arms restrained, moving one s feet, or using other game skills will break the spell. Incantation: By the rage of the blizzard! 1 Ice, 1 Ice 1 Ice. 59

13 Mzsjnbodz! Mzsjnbodz!.!Uif!Nbhjd!pg!Nfmpez!boe!Ibsnpoz Uif!Nbhjd!pg!Nfmpez!boe!Ibsnpoz! All Lyrimancy spells require a variable-length musical performance in order to cast. This musical performance may be instrumental or vocal. Players who wish to bring large and/or breakable instruments to the game are encouraged to contact the Prophecy staff so that safe performance times and locations can be arranged. A Lyrimancer may move about while performing the music, and unlike other magics, Lyrimancy spells may be cast even if the caster s hands are restrained, so long as he or she can sing/chant/whistle the musical performance required to cast the spell. Spells are interrupted as usual if weapons or spell effect strike the performer during the course of the performance. In this case no mana is expended, but the caster must begin the performance again. In the case of area effects, the effect must be called at the same volume as the performance. Spell Name: Song of Serenity Skills Required: Lyrimancy I Effect: Calm <Level>. Incantation: One-minute musical performance of any kind. <Indicate Target> Calm <Level>. Spell Name: Song of Fascination Skills Required: Lyrimancy I Mana Cost C ost: 2 Effect: Trance <Level>. Incantation: One-minute musical performance of any kind. <Indicate Target> Trance <Level>. Spell Name: Song of Health Skills Required: Lyrimancy I Effect: Full Heal, to oneself. Incantation: One-minute musical performance of any kind. Full Heal Spell Name: Song of Clarity Skills Required: Lyrimancy I Effect: Area Effect Awaken. Incantation: One-minute musical performance of any kind. Area Effect Awaken. Spell Name: Bridge of Song Skills Required: Lyrimancy II Effect: For 5 minutes, the caster is floating an inch above the ground, and will suffer no effects caused by hazards on the ground, such as pits, water, traps, etc. A change in the Mana Cycle, taking damage (from spell or weapon) or having one s arms restrained will break the spell. Musical performance must be completed in order to successfully cast spell. The caster may move about freely once the spell is cast. Incantation: Two-minute musical performance of any kind. Forsooth, I create a Bridge of Song. Spell Name: Song of Healing Skills Required: Lyrimancy II Effect: One Full Heal, by Touch. Incantation: One-minute musical performance of any kind. Full Heal. Spell Name: Song of Shielding Skills Required: Lyrimancy II Effect ct: Target is granted a Shield versus Packet Attack. Incantation: Two-minute musical performance of any kind. I grant you a Shield versus Packet Attack. Spell Name: Song of Frenzy Skills Required: Lyrimancy II Effect: Berserk <Level>. Incantation cantation: Two-minute musical performance of any kind. <Indicate Target> Berserk <Level>. Spell Name: Haven s Song Skills Required uired: Lyrimancy II Mana Cost: 4 Effect: Caster is immune (No Effect) to all melee weapon blows and missile weapons until the spell is broken, including attacks by Weapon. Caster must cross arms over chest to signify the activation of the Haven. Dropping arms, a change in the Mana Cycle, Trance, Paralyze, falling unconscious, taking damage of any kind, or using other game skills will break the spell. Incantation: Two-minute musical performance of any kind. Forsooth, I create a Haven. Spell Name: Song of Slumber Skills Required: Lyrimancy III Effect: Sleep <Level>. Incantation: Three-minute musical performance of any kind. <Indicate Target> Sleep <Level>. 60

14 Spell Name: Song of the Long March Skills Required: Lyrimancy III Effect: Compel you to follow me peacefully <Level>. In- cantation: Three-minute musical performance of any kind. <Indicate Target> Compel you to follow me peacefully <Level>. Spell Name: Song of Protection Skills Required: Lyrimancy III Mana Cost: 4 Effect: Area Effect 1 Magical Armor Point. Incantation: Three-minute musical performance of any kind. Area Effect I bestow 1 Magical Armor Point. Spell Name: Song of Greater Healing Skills Required: Lyrimancy III Mana Cost: 4 Effect: Area Effect Heal. Incantation: Three-minute musical performance of any kind. Area Effect Heal. Njofsbnbodz! Njofsbnbodz!.!Uif!Nbhjd!pg!Tupof!boe!Psf! Spell Name: Earthen Bolt Spell Name: Lenata s Insight Skills Required: Mineramancy I Skills Required: Mineramancy II Effect: One 1 Silver Packet. Effect: Detect Ore. In the presence of a Nym, this may be Incantation: By the power of earth! 1 Silver. used for roleplaying purposes to detect veins of metal if caster is underground or near mines. Spell Name: Hold of Stone Incantation: By Lenata s name I seek the earth s riches. Skills Required: Mineramancy I Detect Ore. Effect: Grants the recipient a Shield versus Repel. Spell Name: Iron Shield Incantation: May the hold of stone keep you! I grant Skills Required: Mineramancy II you a Shield versus Repel. Spell Name: Lenata s Cavern Warding Effect: Grants the recipient a Shield versus Shatter. Skills Required: Mineramancy I Incantation: By the strength of iron! I grant you a Shield versus Shatter. Effect: Grants the recipient Resist Falling Rocks for 5 minutes. Spell Name: Lenata s Healing Incantation: By Lenata s name! I grant you Resist Fal- Skills Required: Mineramancy II ling Rocks for the next 5 minutes. Effect: Heal Petrogen, by touch. Cannot be used on one- Spell Name: Minor Quake self. Skills Required: Mineramancy I Incantation: May the touch of the earth aid you. Heal Petrogen. Effect: Trip <Level>. Incantation: <Identify Target> With quaking earth! Trip Spell Name: Earth s Armor <Level>. Skills Required: Mineramancy II Spell Name: Strength of Stone Skills Required: Mineramancy I Effect: Caster is granted 1 magical Armor Point that will be lost when caster next takes damage. May only be used Effect: Enables the caster to do Knockout with the next on oneself. May only be used on oneself. May be combined with physical armor. May not be combined with Incantation: May the strength of stone touch my other magical Armor Points. weapon strike. weapon. Incantation: May the earth protect me. 1 magical Armor Point. Spell Name: Lenata s Smiting Skills Required: Mineramancy II Effect: One 5 Damage to Construct Packet. Incantation: By Lenata s name I smite her enemies. 5 Damage to Construct. 61

15 Spell Name: Earth s Greater Armor Skills Required: Mineramancy III Effect: Caster is granted 2 magical Armor Points that will be lost when caster next takes damage. May only be used on oneself. May only be used on oneself. May be combined with physical armor. May not be combined with other magical Armor Points. Incantation: May the earth protect me. 2 Magical Armor Points. Spell Name: Earth s Remedy Skills Required: Mineramancy III Effect: Converts the next Silver effect to hit the target into a Full Heal. Incantation: May the Earth provide remedy. Forsooth, the next Silver that strikes you will be converted into a Full Heal. Spell Name: Earthquake Skills Required: Mineramancy III Mana Cost: 4 Effect: Area Effect Trip. Caster is immune. Incantation: With quaking earth! Area Effect Trip. Spell Name: Rockslide Skills Required: Mineramancy III Mana Cost: 4 Effect: Enables caster to call 2 Crushing damage for 10 consecutive blows with his or her weapon. Applies to hand-held melee weapons only, caster may not be using Desperation to wield the weapon. Incantation: May the might of rock touch my weapon. Spell Name: Rockstorm Skills Required: Mineramancy III Mana Cost: 4 Effect: Unlimited 1 Damage Packets. A change in the Mana Cycle, taking damage (from spell or weapon), having one s arms restrained, moving one s feet, or using other game skills will break the spell. Incantation: With the Earth s rage I smite you! 1 Damage, 1 Damage, 1Damage. Obusbnbodz Obusbnbodz!.!Uif!Nbhjd!pg!Obuvsf!boe!uif!Dzdmf!pg!Mjgf!boe!Efbui! Spell Name: Perversion s Seeking Skills Required: Natramancy I Effect: Detect Undead. Incantation: With nature s power I reveal perversion. Detect Undead. Spell Name: Swarm s Fury Skills Required: Natramancy I Effect: Three 1 Damage Packets. Incantation: With swarm s fury I smite you! 1 Damage, 1 Damage, 1 Damage. Spell Name: The Clinging Ivy Skills Required: Natramancy I Effect: One Bind Packet. Incantation: With vines I restrain you. Bind. Spell Name: The Cleansing Sap Skills Required: Natramancy I Effect: Purify, by touch. Incantation: May Nature s power remove this taint. Purify. Spell Name: Kindle the Seed Skills Required: Natramancy II Effect: Growing spell. Used purely for roleplaying purposes, but may on occasion have in-game effects. If this spell is used, please report the circumstances in your Post Event Letter. Incantation: May warm light and star bright kindle this <Target>. Forsooth, I empower growth. Spell Name: The Entangling Roots Skills Required: Natramancy II Effect: 1 Trap Packet. Incantation: With roots I restrain you. Trap. Spell Name: Sap s Shield Skills Required: Natramancy II Effect: Grants recipient a Shield versus Putrefy. Incantation on: May Nature s power protect you! I grant you a Shield versus Putrefy. Spell Name: Feather s Rest Skills Required: Natramancy II Effect: Reset, by touch. Incantation: May the gentle wings support you! Reset. 62

16 Spell Name: Communion Spell Name: Perversion s Downfall Skills Required: Natramancy I Skills Required: Natramancy II Effect: May only be used when within normal hearing Effect: One 5 Damage to Undead Packet. distance of the target. Do not shout across the battlefield, Incantation on: By Nature s power this perversion shall be for example! Anyone who overhears the message you undone! 5 Damage to Undead send is aware of what you are doing this spell is not intended to allow you to send secret messages to your Spell Name: Cycle of Healing friends. This spell is intended for Roleplaying purposes, Skills Required: Natramancy III such as communicating with animals or people who do not speak the common tongue. Some creatures will not Effect: Full Heal, by Touch. understand words- in that case a vague emotional sense of Incantation: May Nature s power sustain you. the message will be conveyed. Full Heal. Incantation: <Identify Target> Forsooth, I communicate <up to 20 word message>. Spell Name: Swarm s Rage Skills Required: Natramancy III Spell Name: The Secret Garden Mana Cost: 4 Skills Required: Natramancy III Effect: Unlimited 1 Damage Packets. A change in the Mana Cycle, taking damage (from spell or weapon), hav- Effect: Allows the Caster to send the target plant component to a safer place in the forest. The Caster should other game skills will break the spell. ing one s arms restrained, moving one s feet, or using take the physical component (now out-of-game) and re- Incantation: With swarm s rage I smite you! 1Damage, turn it to the Prophecy Staff at the end of the Game. It is 1 Damage, 1Damage. suggested that if you plan to make use of this skill you carry an out-of-game pouch or bag in which the compo- Spell Name: The Untainted Glade nents may be stored prior to turning them in. Skills Required: Natramancy III Incantation: May Nature s power find a place of safety. Forsooth, I transplant this plant. Effect: Area Effect Repel Lesser Undead. Incantation: May Nature s power rebuke perversion. Spell Name: The Wolves Teeth Area Effect Repel Lesser Undead. (Rope circle re- Skills Required: Natramancy III quired 10 ft diameter) Effect: Grants recipient the ability to do one Maim with a melee weapon. Incantation: May the wolves teeth touch this weapon. I grant you one Maim. Ofuisbnbodz! Ofuisbnbodz!.!Uif!Nbhjd!pg!uif!Ofuifs! Nethramancy is a highly secretive form of Magic, and thus the types of spells available are not generally known. Players who take the Nethramancy Lore skill will find out what types of Spells are available when they check in. 63

17 Svojd!Mpsf! Svojd!Mpsf!.!Uif!Nbhjd!pg!Svoft! Runic Lore allows crafters to create Runes between events, so that themselves or others can call upon their effects during the game. A crafter who has the Runic Lore skill (see the Magical Skills section of the Rule Book) may inscribe magical runes upon the items she or he crafts (not including alchemical concoctions and herbal salves), or onto items he or she knows how to make that are already in existence. Inscribing runes requires Crafting Points. See the Alchemy, Crafts & Runes section of the Rule Book for more information on Runes. Rune Name: Beltheoph Skills Required: Runic Lore I Effect: The person who activates the Rune is granted the ability to Reset once, by touch. Rune Name: Yaleph Skills Required: Runic Lore I Effect: The person who activates the Rune is granted the ability to Awaken once, by touch. Rune Name: Chereph Skills Required: Runic Lore I Effect: The person who activates the Rune will Resist Fire for 5 minutes. Rune Name: Wireph Skills Required: Runic Lore II Effect: The person who activates the Rune is granted the ability to Purify once, by touch. Rune Name: Ganeph Skills Required: Runic Lore II Effect: The person who activates the Rune is granted the ability to Release once, by touch. Rune Name: Theranaph Skills Required: Runic Lore II Effect: The person who activates the Rune is granted the ability to Full Heal once, by touch. Rune Name: Leyeneph Skills Required: Runic Lore III Effect: The person who activates the Rune is granted one Feat of Strength. He or she does not have to be a Petrogen. See the Racial Skills section of the Rule Book for details on what a Feat of Strength is. Rune Name: Omalaph Skills Required ed: Runic Lore III Effect: For 5 minutes, the person who activates the rune is floating an inch above the ground, and will suffer no effects caused by hazards on the ground, such as pits, water, traps, etc. Losing consciousness will break the effect. Rune Name: Jireneph Skills Required: Runic Lore III Effect: The person who activates the Rune is granted the ability to Revive once, by touch. RELIGION All of the religious aspects of the Prophecy Epic are entirely fictional. The players, cast and staff of Prophecy in no way advocate the real-life worship of the deities presented in this section. Furthermore, 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, etc. THE WAYS OF FAITH There are many gods, goddesses, great spirits, and the like throughout the Prophecy world (though some are false) and many deities may be revered under different names in different places. Communicating with the gods is a troublesome matter. Gods perceive much, but they are not omniscient, and thus do not hear everything their worshippers say or think. Generally it is believed that they hear anything spoken in the presence of the Nym, 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 highly effective. It is said that Priests are usually able to bring something to a god s attention if they wish to. 64

18 An Acolyte is one who has devoted him or herself to the ideals of a particular god (i.e. purchased the Faith skill) and honors that deity above all others. They may or may not be part of an organized sect. All players who purchase the Faith skill begin as Acolytes. You may be an Acolyte of only one deity at a time! A Priest is one who serves the god directly, as a full-time champion of the god s cause, and has been consecrated in a religious ceremony. In theory, a Priest should be more devout than a lay worshipper, but this is not always the case. Spiritual and material advantages enjoyed by ordained Priests vary from sect to sect, but some Priests can excommunicate followers, or interfere with their resurrection. Although the paths to ordination vary depending on sect and deity, all must be achieved in game! No player character may start the game as a Priest. You may seek to become one in game, if you wish. A Monk is someone who has taken vows to serve in a particular abbey or temple, following a contemplative, religious life. A Monk may also be an Acolyte or a Priest, or they may not have Faith in any particular god. The word monk is used to refer to both males and females. The monks of Prophecy are inspired by real-world western monastics (such as the Benedictines) and are not intended to resemble real-world eastern monastics. No player character may start the game as a Monk, although your character may have been one previously and forsaken your vows. You may seek to become one in game, if you wish. A Novice is one seeking to take vows and serve in a particular abbey or temple, which is not yet an avowed Monk. No player character may start the game as a Novice, although your character may have been one previously and forsaken your vows. You may seek to become one in game, if you wish. A relationship with a deity is deeply spiritual, but also pragmatic. The worshipper lives according to the god s teachings, empowers the god through worship, maintains the god s church (es), obeys the god s priests, and generally serves the god s purpose. In exchange, the god may resurrect the worshipper when she or he dies, provide aid and guidance through dreams and other indirect means, and (rarely) intervenes directly on the worshipper s behalf in worldly matters. Changing the god you follow must be attempted in game, and may have serious repercussions. The gods do not look well upon those whose loyalty is weak, and may be vengeful. Other gods are also unlikely to accept a follower who has spurned another deity, for they will not trust the individual s sincerity. FAITH POINTS & RITES A character with the skill Faith can gain Faith Points, as a representation of the blessing of his or her chosen deity. Each Faith Point will be represented by a Faith Tag, a slip of card stock with the symbol of the god upon it. These are visible in game as an aura of holiness. Faith Points can be earned through the following means: 1. Each purchase of the Faith skill (up to three times) earns 2 per event attended BGA of Prayer between events earns Faith Point(s). 3. Certain deeds and roleplaying specific to the god may earn you u Faith Point(s). 4. Undertaking tasks assigned by the god s agents may earn you Faith Point(s). 5. Certain holy artifacts may grant g Faith Point(s). A character can use Faith Points for various religious Rites, which are similar to magical rituals. You may be an initiate of only one god at a time, and may accumulate faith only from that god. Faith Points may not be traded about, and are considered expended when given to another person. The starting Rites available to Acolytes are listed in the Faith Skills section of the Rule Book. All other Rites may only be performed by a Priest, and must be learned in game. The Rites available vary depending on the chosen god. Learning a Rite from a book or teacher generally requires 1 BGA. There may be some teachers who may be able to teach a Rite during an event. When you have learned a Rite, you will be given a Rite Template bearing a description of the Rite, Faith required, the prayer or action required to complete it, and the effect. You must have these Rite Templates with you at each event, but you do not have to carry them on your person. They are out-of-game and serve only as a reminder of the specifics of the Rite and proof that you know it. Faith Points may also be sacrificed to empower prayers or to try to gain the attention and/or assistance of your god. This may be done by offering the Faith Points to a Nym, or by attaching the faith points to written prayers left in a holy place. 65

19 THE GODS OF ARDEN A pantheon of gods is commonly worshipped in Arden. Only some are worshipped by citizens of Arden exclusively. All Prophecy players who take the Faith skill as starting characters must choose ONE of the gods in the following list. This choice is crucial, since when your character goes before Judgment, you will be judged according to the values and tests of your chosen deity. Those who do not have the Faith skill will go before the Nym. What motivates the Nym to return shades to the living is unknown, and their judgment may seem mysterious at times. Bwbmfof! Avalene is the goddess of martial skills and tactics, armor and weaponcraft, and the ways of honor. She is considered the patron deity of Arden. She is depicted as a woman clad in armor, wearing a winged silver helm, with a falcon upon her shoulder. The Winged Throne of Arden is said to have been a gift given by Avalene. Legends state that if anyone not of the blood of the True Sovereigns dares to sit upon the throne, Avalene will send her falcon to strike them down. Avalene is a just goddess who values loyalty, martial prowess and patriotism. Her followers include many warriors and crafters of weapons and armor, as well as a number of common folk who simply value honor and dedication. The religious orders devoted to Avalene tend to be highly organized and martial. Her priests are usually highly skilled warriors who are awarded their position after serving in an order and demonstrating sufficient dedication to the cause. One of the best known orders is the Handmaidens of Avalene, a cadre of female myrmidons dedicated to the defense of Arden. Those who follow Avalene can range from the goodly to the downright evil, but all value honor and skill in combat, and all are loyal citizens of Arden. Avalene expects that they will act honorably at all times, promote the arts of weapon and armorcraft, train others in martial skills, and generally promote unity and brotherhood amongst citizens of Arden. Avalene considers treason against the blood of the True Sovereigns, murder of other Ardenians, and dishonorable conduct in battle to be mortal sins. The Holy Rites of Avalene relate mostly to fighting skills and the crafting of martial items. Avalene s symbol is the Falcon, or a Winged Helm. Dibvoefmbs! Chaundelar is the god of sun, light, happiness, humor, and love, but also delirium and obsession. He is seen as a laughing or smiling man with a brilliant golden mane of hair. He is the patron of lovers and jesters both. Chaundelar also has quite a strong following among the general populace, dating back to ancient times and the Sunlit Age. Chaundelar is the steadfast lover of Janarre, goddess of sorrow and rain, and so his followers tend to be protective of Janarre s priests. The holy orders of Chaundelar are, by and large, well organized and benign, seeking to bring the gifts of happiness and love to all. However, there are some orders devoted to the more sinister aspects of Chaundelar, including the infamous Dancers of the Fervent Light who embrace madness and infatuation, and seek to share their burning frenzy with all. Chaundelar considers standing in the way of true love a mortal sin. The Holy Rites of Chaundelar relate mostly to emotions. Chaundelar s symbol is the Sun. 66

20 Ebsbnpsf!!! Daramore is the god of heroes, bravery, warriors, recklessness, fame, bravado, boasting, and fire. He is depicted as a centaur wielding a flaming sword. Where Avalene is the patroness of strategy, Daramore is the champion of those who charge fearlessly into battle, against any odds, for the pure exhilaration of battle. The stirring cry of Daramore! rings out across nearly every battlefield, as his faithful call upon Daramore to be with them. It is said that the strength of heart that empowers followers of Daramore can sustain them against any challenge. Daramore is a fiery and passionate god who values the energy of battle and the glory of heroism. He is heedless of care, and does not mind that his followers exaggerate their exploits if it heightens the drama. Daramore despises cowardice. Those who follow Daramore are often brave and powerful warriors, but reckless and foolhardy. There are also a number of bards faithful to Daramore, who travel the world telling tales of great deeds and brave heroes. The religious orders devoted to Daramore are not well organized. Daramore considers it a mortal sin to knowingly retreat from a battle leaving one s companions behind. The Holy Rites of Daramore relate mostly to strength in battle. Daramore s symbol is the flaming sword, or a horse. Evspo!! Duron is an ancient god whose worship is said to have begun when the races were young. He is depicted as a minotaur, holding tools in his powerful hands. Duron cherishes the skills of crafters and artisans, the cycle of creation out of that which the world provides, the repair of that which has been broken. He is the patron of healers and of the arts of medicine and alchemy. Followers of Duron believe that in all things there is a pattern. The world is like a weaving on a great loom, in which the old threads unravel, and must be rewoven, to create a slowly changing tapestry of life. Duron is said to have placed ancient patterns upon the world that sustain the cycle of life, which is sacred to his followers. Duron s faithful generally have a deep respect for nature and the goddess Maevesserone, and whatever they build or craft is done within the pattern, i.e. in a manner that will not disrupt the natural world. Rumors state that the holy orders of Duron are sometimes aided or even led by one of the ancient race of minotaurs. These solitary creatures are rarely seen, and are said to be the last remnants of a dying race from the Sunlit Age. Duron considers wanton destruction to be a mortal sin. He desires that creation always follow destruction, and that which is broken be reused or restored. The Holy Rites of Duron relate mostly to non-martial crafting, healing, and the discernment of patterns. Duron s symbol is the Hand.! Iztu!! Hyst is the goddess of pragmatism, intrigue, complex scheming, and the ruthless attainment of one s goals. She glories in plots and machinations and the varied means of bringing them to fruition; from courtly negotiation to the deliberate, merciless strike of a poisoned blade. Hyst is also described as the goddess of cold-blooded vengeance, which might also be seen as a way of attaining one s goal. Despite this aspect of her nature, many of her followers are not evil. She is the patron of those who simply seek self-advancement, and of those to whom the end is important enough to justify any means. Many a goodly courtier or diplomatic envoy swears allegiance to Hyst and begs for her aid in affairs of political intrigue. Hyst is often depicted as a woman standing in the center of a vast spider web. The religious orders of Hyst tend to be rigidly organized, and ascension is garnered by those with the political savvy and discretion to succeed at the games of intrigue in which Hyst delights. There are also rumored to be large numbers of solitary followers, pursuing personal goals and vendettas, but no one can say for sure. Hyst considers it a mortal sin to fail in a goal by losing one s nerve, or to abandon a quest for revenge. The Holy Rites of Hyst relate mostly to duplicity and manipulation, and to gaining revenge. Hyst s symbol is the Spider, or the Web. 67

21 Kbobssf!! Janarre is the goddess of tragedy, despair, and sorrow, but also of the surcease of emotional suffering. The clouds and rain lie within her domain as well. Thus any storm is considered a holy time by those faithful to Janarre. They celebrate with rites and prayers, often collecting vials of rainwater to use in future religious activities. Janarre is depicted as a weeping woman shrouded in grey. It is a mystery what the terrible sorrow of Janarre truly is. Some say it is her separation from her lover, Chaundelar, god of the sun. There are several holy orders devoted to Janarre. The Order of Surcease works to relieve sorrow and comfort the grieving; their Holy Symbol bears a teardrop that is colored blue. The Order of Anguish promotes sorrow and despair, relishing the emotional suffering that their goddess grants them, believing that through embracing sorrow it may be conquered and controlled. Their Holy Symbol bears a teardrop that is colored black. Other more neutral orders of Janarre prefer Holy Symbols with a grey teardrop. Janarre considers it a mortal sin to ignore those in emotional distress. The Holy Rites of Janarre relate mostly to emotions. Janarre s symbol is an Eye with a Tear falling from it, or Rain. Kbmvcj!! Jalubi is the androgynous deity of leisure, self-interest, riches, comfort, food, and festivity. Jalubi is depicted as a short, plump, smiling individual surrounded by luxury, crowned by a circlet of peacock feathers. The followers of Jalubi include both those who posses great wealth, and those who wish to attain or steal- it. Thus, many thieves look upon Jalubi as their benefactor. Jalubi is generally a peaceable and good-natured deity, but tends to be most receptive to those who make significant offerings of fine food, drink, and riches, which can be left at certain temples or conveyed by the Nym. The holy orders of Jalubi are well organized, and advancement is entirely a matter of attaining sufficient wealth and throwing well-received parties. Most towns have a local priest of Jalubi to organize festivals and celebrations, as well as to see that a store of food is kept against times of need. Generally this priest, called The Pobblejalub is well loved and honored by the people of the region. Jalubi has no mortal sins, for they would interfere with the comfort and leisure of existence. The Holy Rites of Jalubi relate mostly to the procurement and retention of items of value. Jalubi s symbol is the Peacock, or a Peacock Feather.! Mfvlpt! Leukos is the god of fortune telling, dreams, and knowledge. Leukos is depicted as a moon-faced man, holding aloft a brilliant lantern. It is said that the movements of the moon and stars reveal his whispers of wisdom, and thus they are sacred to his followers. Leukos requires that his followers share and distribute knowledge, that it may guide the people of the world through the darkness around them. He is the patron of prophets, visionaries, and seers; those scholars not devoted exclusively to Xaer will also often pay homage to Leukos. Legend states that Xaer and Leukos are twins, but that Xaer looks into the past while Leukos looks into the future. The holy orders of Leukos are surprisingly shrouded in mystery, perhaps because they take their guidance almost entirely from dreams, visions and portents. The path to priesthood is different for each follower, but the first step is always revealed by a divination. Leukos considers withholding useful information and the corruption of dreams to be mortal sins. The Holy Rites of Leukos relate to divination and the acquisition of knowledge. Leukos symbol is the Moon and Stars, or the Lantern. 68

22 Nbfwfttfspof! bfwfttfspof!! Maevesserone is said to be the most ancient of all the gods, for she is the goddess of nature itself, and her worship is perhaps more widespread than that of any other deity. She is the goddess of birth and creation, healing and fertility, harvest, fruition, and death. She dances through the seasons, clad in the verdant green of spring, the brilliant flowers of summer, and the brown leaves and golden grains of autumn. It is said that in the winter Maevesserone sleeps, or depart from the world. The holy orders of Maevesserone are often in close communication with farm folk and foresters, ensuring that the balance of nature is maintained. Priesthood is attained following completion of a holy quest, which is presented to the acolyte by one of the green folk, who are said to be the children of Maevesserone. Maevesserone considers it a mortal sin to take more than is required from the bounty of nature or to slay one of the green folk. She also does not allow her faithful to practice the magics of Nethramancy. The Holy Rites of Maevesserone relate to nature and the cycle of life and death. Maevesserone s symbol is a Circlet of Vines, or a Tree. Ubnbmbtrvf! Tamalasque is the goddess of travel, roads, rivers, boats, luck, fortune, water and wind. Tamalasque is depicted as a woman with wild, wind-blown hair, standing at the prow of a boat or on a winding road. The followers of Tamalasque include those who travel much, such as traders, messengers, and soldiers. Many of the Venelasque pay homage to Tamalasque, who, legends say, bestowed their wanderlust upon them when they departed from their ancient homeland. Tamalasque is also the patron of gamblers and others who value chance and luck. The holy orders of Tamalasque are loosely organized, as many of her faithful spend their time walking, sailing, and riding throughout the lands. They strive to protect those who travel from bandits and marauding beasts, serve as wayfinders to those who are lost, and maintain the many small shrines to Tamalasque that can be found along roadsides. Rising to priesthood generally involves undertaking a journey, or sometimes the restoration of abandoned roadways or shrines. Tamalasque considers it a mortal sin to cheat in games of chance, or to destroy roads or bridges. The Holy Rites of Tamalasque relate mostly to the improvement or impairment of luck, and to travel. Tamalasque s symbol is the Road, the Wheel, or the Boat. Ybfs! Xaer is the god of languages, history, memory, maps, theater, music, art, and the commemoration of the dead. Xaer is depicted as a cloaked man dressed in concealing robes, holding a large book and quill. His followers include librarians, artists, musicians, cartographers, undertakers, and scholars. Legend states that Leukos and Xaer are twins, but that Leukos looks into the future while Xaer looks into the past. The focus of Xaer s domain is knowledge of that which has been, and the collective perception of events that have transpired. It is said that Xaer records the history of the world in his great Book, gathering the experiences and memories of the dead. It is common to find in, any fair-sized village or town, a book known as the Regnimorium, which is maintained by the local followers of Xaer. In this book are recorded births, deaths, marriages, and various other important happenings. Some villages have volumes dating back thousands of years. Copies of many (but not all) of these Regnimoria have been made and are stored in the Librus Harmonium of Clarion. Xaer s followers seek to uncover knowledge of the past, and see that it is not lost. The faithful of Xaer guard the dead, ensuring that they are not desecrated, not raised as undead, for this diminishes and taints their memories. Destruction of books or art, the corruption of historical records or memory, and the creation of undead are all mortal sins in the eyes of Xaer. The Holy Rites of Xaer relate mostly to memory and the destruction of undead. Xaer s symbol is the Book or the Scroll. 69

23 ITEMS A character may encounter items of many sorts during the course of the Prophecy epic. Some will have in game significance, others will help with skills, and yet others may be completely meaningless. The following information will help you to make sense of the items you might find during the course of the Prophecy epic. TYPES OF ITEMS Numbered Items These are items that have value or meaning in game. A small set of numbers or letters upon them identifies the item. They may sometimes include descriptive text to convey additional information. There are several categories of Numbered Items, indicated by the first letter of the tag number. B items are Books or Scrolls that may be used for research and/or to teach skills, spells, cures, etc. A Book or Scroll without a B tag must simply be read to learn whatever it contains. C items are Components useful for some type of Alchemy, Crafting or Dabbling. L & K items are Locks and Keys. Key K536 will fit Lock L536. M items include all other tagged items that may have in game use or value, including swashbuckling items, magical lock picks, tools, etc. These may have additional notes, such as Food. Game Items These are items that have value in game, but are so common that they do not have tags. This includes in-game money and un-tagged documents. Un-tagged weapons and seed packets (for spells, arrows, punches, etc. ) are considered game items, but may not be stolen. Unmarked Items Any item without some kind of tag or number that is not considered a game item may not be stolen or moved out of line of sight from where you found it. This includes items that are used simply for atmosphere or costuming, as well as the props other player s characters have brought for decoration, etc. Please be careful with them! MAGIC ITEMS Some items enable you to access some sort of magical ability. Your character may need to be taught how to use them. You may only use them without training if the item tag reads IMMEDIATE USE. REGISTERED ITEMS Some items must be returned to the Prophecy Staff between events so that the physrep remains safe and so that the Staff knows who currently possesses the item. You must turn in items at the end of the event if the item tag reads REGISTERED. The item will be returned to you at the next Check-In. EXPIRATION DATES Some items will expire. If so, the expiration date is noted on the item s tag. This does not mean that the item has crumbled away; simply that it needs maintenance and cannot be used at the moment. If you have the appropriate craft skills and know how to create the expired item, you may restore it by spending half (rounded down) the original time necessary to create it. 70

24 Alchemy, Crafts, and Runes Alchemy and Craft Skills are used by spending Crafting Points (CP) either during or between events to create items. Every item has a listing of the rank of the alchemy/craft skill or skills required to make it, the number of Crafting Points required to make it, as well as the material components needed. At each event, every skill level purchased will provide 4 CP that can be divided between items to be crafted with that skill. This total can be used to craft items in-game. CP from one crafting discipline cannot be substituted for CP from another. For example, CP gained from Woodcraft cannot be used when creating items with the Scribe skill. Special magic items may add to CP. Additional CP may be purchased with Game Bucks. Any item can be manufactured in-game, if the following conditions are met: The crafter has enough CP still available for the crafting skill to be used. The crafter possesses the in-game template or recipe required to make the item. The crafter possesses the level of the skill necessary to create the item, as stated in the recipe or template. The crafter possesses all of the necessary components to create the item. The crafter has a suitable physrep for the item to be created. The crafter roleplays through the creation of the item for 5 minutes per CP required to create the item. Additionally, items can be crafted between games, using BGAs. Characters with crafting skills will receive the same amount of CP they had available at the beginning of the prior event for use between events. If crafters have enough CP available, they can craft multiple items in the same crafting discipline between events. For example, if a character wants to craft a wooden staff and some parchment between games, he or she can do so, provided enough CP are available in Woodcrafting. To craft items between games, the following conditions must be met: The crafter turns in a Post Event Worksheet within two weeks after the end of the last event attended. The crafter uses 1 BGA for each different crafting skill to be used. The crafter has sufficient CP available to craft all items listed on the Post Event Worksheet. The crafter has the recipes or templates necessary to craft all items listed. (Note: Recipes cannot be shared by characters between events. You either have the recipe, or you don t.) The crafter has all of the components necessary to craft all items listed, and turns them in at Checkout. Alchemical crafting is treated differently than other crafting disciplines. Alchemical mixtures are made in several steps. Alchemists extract the essence of components, and use these Extractions in certain combinations to make Concoctions. Any alchemist possessing a component and the necessary knowledge to extract the essence of that component can create an Extraction for 1 CP per Extraction. If this is done in-game, this process requires 5 minutes of roleplaying per Extraction created and a suitable alchemy laboratory. Any alchemist possessing the necessary Extractions and the knowledge to create a Concoction with those Extractions can do so with no CP cost. If this is done in-game, the process requires 5 minutes of roleplaying per level of the Alchemy skill used to create the Concoction and a suitable alchemy laboratory. For example, if Revician Alchemy level II is needed to create a certain Concoction, it would require 10 minutes of roleplaying to create in-game. BGAs can also be used for alchemical crafting. As with other crafting disciplines, the use of 1 BGA allows the crafter to perform all tasks that can be accomplished using that specific discipline, provided the crafter has the materials, the knowledge necessary, and the requisite amount of Crafting Points. For example, Torran knows Darankarik alchemy at level II. He decides to use 1 BGA to do all of his Darankarik alchemy. He has 8 CP to use in this discipline. He has obtained enough components to extract 4 Darankarik extractions. He turns these components in at checkout and notes that he is extracting these components on his Post-Event Worksheet. This uses 4 CP. If he had more components, he has enough CP remaining for 4 more extractions. Using the extractions he was able to create, Torran can also make two Darankarik concoctions in the same BGA. This requires no additional CP, and he will have these concoctions at the beginning of the next event. 71

25 You will begin the game knowing 3 Recipes/Templates for each rank of each Alchemy/Craft skill you have purchased. Additional Recipes and Templates must be obtained in game. Copying Templates and Recipes is possible in-game, but this requires a scribe with the appropriate ability. Templates and Recipes can also be shared by multiple characters, but only one character can possess and use a given Recipe or Template at a given time. Recipes and Templates bear a description of the item/recipe, the action required to create it, and the effect. You must have these Templates with you at each event, but you do not have to carry them on your person except when you are crafting items in-game. They are in-game items, and can be stolen, lost, bartered with, purchased, or sold. If a character s templates or recipes are lost, they must be replaced by an in-game method before those items can be created again by that character. TOOLS A full set of tools for Crafting or Alchemy will cost a lot, but can greatly increase the rate of production. A tool is any prop with an Item Tag that states it is a Tool. You must acquire Tools in game. Only one person may use a given tool between two events, but a single person can use as many appropriate tools as they have. Certain tools will be useful only for creating certain items. Each Tool provides a variable number of extra Crafting Points for crafting/alchemy. BASIC ITEMS [See the Basic Item Charts in the Appendix of this Rulebook for a listing of the Skills and Crafting Points needed to craft many Basic Items.] RUNES A crafter who also has the Runic Lore skill (see the Magical Skills section of the Rule Book) may inscribe magical runes upon the items she or he crafts (not including alchemical concoctions and herbal salves). All runes require 1 BGA, and a certain amount of Crafting Points, to inscribe. Inscribing a First Level Rune: Inscribing a Second Level Rune: Inscribing a Third Level Rune: 2 Crafting Points 4 Crafting Points 6 Crafting Points A crafter may inscribe a Rune upon an item during its creation, or onto items he or she knows how to make that are already in existence. A Rune Tag will be attached to the item for each use of the rune or runes upon it. Additionally, the Item Tag will note what runes have been placed upon the item. When a rune is activated, the Rune Tag will be ripped off, and that rune will then be exhausted. Any runecrafter with the ability to have made an item can renew any runes upon that item that she or he knows how to inscribe. Renewing a rune costs half of the Crafting Points required to originally inscribe it. You begin the game knowing 3 Runes for each rank of the Rune Lore skill you have purchased. Additional Runes must be learned in game. Learning a Rune from a book or teacher requires 1 BGA. There are also some teachers who may be able to teach a Rune during an event. When you have learned a Rune, you will be given a Rune Template bearing a description of the rune and the effect. You must have these Templates with you at each event, but you do not have to carry them on your person unless actively creating a rune in-game. They are in-game items, and can be stolen, lost, bartered with, purchased, or sold. If a character s templates are lost, they must be replaced by an in-game method before those Runes can be created again by that character. 72

26 COMPONENTS Components are the raw materials used by Alchemists, Herbalists, and other Crafters to create in-game Items at Prophecy. Components include certain species of flora and fauna (represented by plastic flowers and animals), minerals, waxes, inks, papers, ores, woods, cloth, dye, thread, leather, gears, wire, and a multitude of other items. All components will be marked with a small tag containing an identification number beginning with a C (see the Items section of this Rulebook). Certain crafts can create items that themselves are components; for example an Alchemist may create an ink that is used by a Scribe to make a document, or a Metalsmith might make wire that is used by a Tinker. Components may be acquired in game in various ways. You may find components being sold at market, or you may obtain them on adventures, or you may find them in the woods. However, some flora and fauna components are renowned for their natural defenses, and woe betide those who would harvest them for their power! Some component species may be marked with Effect Tags; any character picking or closely interacting with a component must read its Effect Tag, if any, and abide by its dictates! If you read the Effect Tag, you have invoked any Effects that the component may exert. Components that have natural defense Effects will keep repeatedly (every ~5 seconds) or continuously exerting the Effect if they are held or carried unless the item tag dictates otherwise. Components with torn item tags are considered spent and useless. Components used in-game may be deposited in the designated used-component repository without tearing the tag, or the tag may be torn, to indicate that they have been used. Plant and animal components typically retain potency for no more than two or three days after picking or removal from their natural habitats. Consequently, plant and animal components cannot be saved between Prophecy events, and must be turned in at checkout! Note that herbs may be dried between events with the appropriate skill, and Alchemists may create Extractions from components that can be preserved indefinitely. ALCHEMICAL L VIALS Alchemical products are always kept in clear 35mm film canisters representing sealed glass alchemical vials. Opening an alchemical vial represents breaking a seal. If you open an alchemical vial, the contents will deteriorate within five minutes. If you read the tag within an alchemical vial, then you have consumed or applied the contents as appropriate, and are subject to their full effects. The target of a powder (which must be thrown) or a dust (which usually evokes an area effect) must be chosen before reading the tag, and cannot be changed based upon what one learns from the tag. Alchemical products include potions, oils, dusts, powders, inks, waxes, and other products. Powders contain a packet, which must be thrown at, and hit, a target in order to exert their effect. Such magical powders are highly unstable; if a powder is not thrown within thirty seconds after opening, it will detonate e and exert its effect upon the wielder. While not everything that is found in an alchemical vial will exert an effect, in general potions are to be quaffed, oils to be spread on body parts or items, and dusts to be cast into the air or spread upon the ground (typically generating area effects). All alchemical extractions and concoctions resemble grey-brown gooey liquids or nondescript dusts to the untrained eye. However, any careful observer can, over time, pick out small differences in the appearance of different alchemical products that defy easy description (due to their subtlety) but that seem to correlate with their effects and powers, though not always in an easy or straightforward way. The symbols visible through the potion vials correspond to these physical properties. It is perfectly legitimate for non-alchemist PCs to try, through careful observation, to learn the likely effects of potions based on their physical appearances (as represented by the symbols on potion bottles). Caveat lector. 73

27 DRIED HERBS Dried herbs and other similar products may be kept in diverse sorts of vials, including opaque vials, which may be opened and examined, then closed again. Dried herb jars will contain a piece of paper with a picture on it describing the contents (see below). Herbalists will learn the names of the herbs that each picture represents in the course of their training in fact, any character can learn the names associated with a given symbol by asking an herbalist, if they are willing to share the information. Opaque jars and vials clearly containing only herbs are considered unsealed and can be opened at will and the contents and/or tag within gently examined. (However, some herbs are fragile and will be destroyed by opening; others can even be dangerous to examine). An herb tag can even be moved to another vial, though it cannot be stored in one s pocket or other untrustworthy environment, and if it is mixed with tags representing different herbs then the two cannot be separated again, and will usually be rendered useless. Ripping up the tag, or storing it in an inappropriate environment, represents destruction of the herb. If an herbalist knows how to use a given herb, she or he can use it to invoke the associated Effect; no Effect is written on the tag. Unlike alchemical products, the effects of herbs cannot be invoked except by a knowledgeable Herbalist. The herbalist should roleplay preparing tea, a poultice, etc. as appropriate for at least one minute. Fresh herbs (i.e., components) can be used in the same manner as dried herbs. SIGNS and MARKINGS THE NYM Hooded and cloaked in somber grey, these strange spirits have existed as long as history has been recorded. Their purpose is a mystery. Perhaps they serve the gods, perhaps only themselves, or perhaps some unknown power. The Nym congregate where great joy or great suffering occurs, and where heroic or evil deeds take place. The appearance of one of the Nym bearing a lantern at night is said to be a sure sign of trouble, as they do so to illuminate battle that warriors die meaningfully by the sword rather than by stump or tree root. The Nym are fully in-game, but they serve an out-of-game purpose as the referees of Prophecy. They may bestow divine magics, oversee battles, serve as guides on modules, assist diviners, and generally keep the game on track. Major infractions of the rules are punishable by Disintegration by one of the Nym. If action (such as Divination) requires a Nym and one is not present, you may not perform the action. Any player can summon a Nym by going to Logistics, expending 2 Mana Points, and informing the staff at Operations as to the time and place where the Nym is needed. It is best to summon at least an hour in advance. Though the Nym are referees and guides, you cannot ask them questions like What do I see? or What happens if I..? All information you need to resolve the Prophecy challenge is before you, though it may not be obvious. 74

28 THE ETHER The Ether or Spirit World overlays the Physical World. It is a place of magic, of dreams, of the past, and of the future. Ethereal beings or spirits can be perceived by anyone, and if an ethereal being initiates conversation or says something, anyone can hear and respond. Some spirits, however, will only initiate contact with someone who has the Second Sight Gift, and will ignore other people. Ethereal beings and items are indicated by light blue veiling during the day and/or a glowing blue light at night. If by chance you are taken into the Ether for a module, items and beings will not necessarily be marked, as everything is understood to be Ethereal by default. OUT-OF OF-GAME Yellow Markings Yellow is the color of out-of-game (OOG) in Prophecy. Out-of-game objects are simply not there in game and should be ignored. Objects tied with a yellow band are not there. An area marked off by yellow rope is also out-ofgame and may not be entered. Please refrain from wearing yellow arm-bands or headbands as part of your costume. Yellow Hands A Yellow Hand indicates a building you just cannot get into. The building is still there, in game, but may not be entered. This may indicate a powerful magical protection that just cannot be thwarted. Generally this is used for rooms with delicate props that require the presence of a cast member or Nym to monitor. Yellow Cards A Yellow Card is a piece of yellow paper containing information and instructions. It is used to describe effects that cannot be represented physically. For example, you may enter a room and find a stretch of floor covered in green plastic, with a yellow card on it stating This floor is covered in green goo. If you step onto it you will suffer the Trap effect. Yellow Pouch Some characters have the ability to use a Hidden Pocket, represented by a 4 by 6 yellow pouch at. They may carry any in-game items in this pouch, so long as they fit completely within it. The pouch and its contents are considered so well hidden that they will never be found in a search of their person. Characters using a Hidden Pocket should still make an effort to keep the pouch out of view, and must carry it on them. Items in this pouch will register if an appropriate Detect effect is called. TRAPS and PHYSICAL CHALLENGES TRAPS There are a wide variety of traps to be encountered in Prophecy. Sometimes it may take a moment to determine the effect of the trap and to establish what has happened. Please try not to break the flow of play by standing there saying Duh, what? Roleplay pain or surprise while looking for the yellow card or waiting for the called effect. Anyone can find a trap, but only those with the Disarm Traps skill may attempt to remove them (see the Stealth Skills section of the Rulebook). You may not trigger a trap or magical ward at a distance by throwing things at it, etc. If you do so and the trap goes off, you take the effect. Popper Traps These traps consist of a mousetrap, popping balloon, or explosive popper or cracker of some kind. Remember that you cannot move the poppers without the Disarm Trap skill. These always do 2 points of damage. Buzzer Traps These traps consist of just a trigger. If the buzzer goes off, look around for a yellow card attached to the trigger. This will detail the effect of the Trap. Sometimes a Nym or other Cast member will announce the effect of the Trap instead, stating something like Forsooth, a dart trap just struck you for 3 points of Damage. If you cannot find the card or determine the effect, assume the trap did 4 points of damage! 75

29 Falling Item Traps These traps consist of boffer rocks or other items that may fall on you. Sometimes a Nym or other Cast member will announce the effect of the Trap. In other cases, assume the trap did 10 points of damage. Contact Poison Contact poison is represented by petroleum jelly on an object. If it comes into contact with your bare skin it has the Putrefy effect. Contact poison may be avoided by wearing gloves, or may be wiped off by someone with the Disarm Traps skill. Once it is wiped off, the contact poison loses its potency. The same area of contact poison can affect more than one victim if not removed using the Disarm Traps skill. FLOOR EFFECTS Pits and Chasms When the floor or ground is black (i.e. covered in black plastic or cloth) it indicates a deep pit. You must cross it by jumping, using stepping stones or a bridge, or by some applicable skill or magic. Stepping-stones are generally brown or grey wood, carpet or cardboard. If any part of your body touches the black floor, you have fallen in. You may scream some last words, but then immediately become a Shade and go to Judgment. Other Flooring Problems Sometimes there may be floor hazards that cause other effects. These will be called by Nym or cast members, or will be detailed on Yellow Cards. CHARACTER ADVANCEMENT & BETWEEN GAMES The Prophecy Staff hopes that players will want to get the utmost possible out of the Prophecy Epic. In order to do so, Players are encouraged to take advantage of some logistical policies that can benefit their character between events. All of these policies require paperwork, and most have a deadline of two weeks after each event that you attend. You can enhance your character by: Deciding how to spend earned Skill Points Deciding how to spend Between Game Actions (BGAs) and Crafting Points. Submitting a Post Event Worksheet Submitting a Post Event Letter Deciding how to spend Game Bucks. SKILL POINTS Skill Points are used to purchase any skill listed in this Rule Book, without requiring a teacher. You may also use them to purchase secret skills that you have learned of, but you must first find an in-game teacher willing to instruct you in the skill. Unspent Skill Points may be saved for later use. Attending a Prophecy Event will automatically earn your character 2 Skill Points. Staying after an event and helping to clean up will earn your character an additional 1 Skill Point. Submitting a Post Event Letter telling of your exploits will earn your character another 1 Skill Point. Post Event Letters must be submitted within 2 weeks after the event to earn Skill Points. 76

30 POST EVENT LETTERS The Prophecy Staff finds that Post Event Letters are one of the best ways to gain feedback about the game. Post Event Letters come in many forms some are submitted in character, and detail the exploits of the event from the character s point of view. Others are written completely out of character, and give a play-by-play with constructive criticism or positive feedback along the way. For this campaign, Post Event Letters take on a greater importance. In order to gain Skill Points for submitting a Post Event Letter, it must be submitted within two weeks after the end of an event that you attended. Furthermore, this requirement also applies if you wish to use Between Game Actions. Please note that while there is no required word count, PELs should be more than a few sentences or a paragraph with very little detail. If you miss this deadline, you may still turn in a PEL, but you will not be able to use BGAs. BETWEEN GAME ACTIONS (BGAs) A Prophecy Event portrays a high point in your character s adventures, but the world does not grind to a halt simply because the weekend is over! A great deal happens between events. Your character may train to learn new skills, spells, recipes, cures or crafts. Your character may make craft items, or perform divinations, or do research or travel. All of these things require Between Game Actions (BGAs) to accomplish. Reminder: you must submit a Post Event Letter in order to be able to use u BGAs. If you do so within two weeks of the end of an event that you attended, your character receives 3 BGAs to spend. These BGAs must be spent before the next event. They cannot be saved up. Unspent BGAs are wasted. There are gifts, skills and effects that may increase or decrease your available BGAs! You are not required to use BGAs if you do not wish to. BGAs are included in the Prophecy Rules for the sake of the Players, to allow proactivity and to standardize how we deal with things that happen between games. You may choose not to trouble yourself with them and simply attend the events themselves, if you wish. POST EVENT WORKSHEET Players must turn in a Post Event Worksheet by 2 weeks AFTER an Event to record how they are spending their time and to use BGAs, and to update their character s skills as desired. If you miss this deadline, you may still turn in a Post Event Worksheet up to 2 weeks PRIOR to the next event to update your character s skills, but you will not be able to use BGAs. 77

31 BGAs can be spent in the following ways: Learning or Teaching a Spell 1 Learning or Teaching a Rune, Alchemical Concoction, Rite, Herbal Component or Cure. Learning a new Skill or Alchemical Extraction To learn a skill that is in the Rulebook, using BGAs, you do not need to find a teacher. It is assumed that the local Venalasque families and/or military personnel are available to teach player characters any of these skills. Simply submit the BGAs spent learning the skills, and note that you are spending the required amount of Skill Points, and it is assumed that one of the preceding is teaching you. To learn a skill that is not in the Rule Book, using BGAs, you must find in game a book teaching the skill or a person who can teach you and make arrangements to study with them. Then submit the BGAs you are spending learning the skills, the number of Skill Points you are spending, and indicate the name of the Teacher or Book Item Number. Alchemical Extractions are considered skills, and hence require a Teacher or Book to learn. While they generally cost no skill points to learn, a separate BGA must be spent for each Extraction learned, as for any skill. Players may teach each other Cures, Herbal Components, Rites, Spells, Runes, Craft Items and Alchemical Concoctions that they know, using BGAs. These arrangements should be made in game, and are non-binding. Note: the services of a scribe will be needed to copy templates and Concoction recipes! Be sure to clearly indicate the name of your teacher/student. If a mistake is made the Prophecy Staff will not be able to correct it, and you may waste BGAs. The only way to avoid this is to be sure you have the details clear with the other players you are working with! Unspent Between Game Actions are wasted! BGAs required Skill Points Gaining Faith Point(s) through Prayer (if you have the Faith skill) 1 Crafting an Item or any Alchemical product, or drying an herb. Reading a Book (Only one person may use a book between two given events). Copying a Book (Only one person may use a book between two given events). Job (arranged in game) Using Event Preview and Guidance Skills Using Discern Fate Skill Using Research Skill Traveling the Realms: This is a catchall that includes ANY expeditions beyond the immediate vicinity of the game setting (i.e. Potter s Hill and Caer Rachenza). This might include travel to any of the other Duchies, Ramalthy, etc. Other Actions: This includes any actions you are pursuing in the immediate vicinity of the game setting. You will not necessarily get any tangible result from undertaking these actions. If you spend sufficient BGAs and have appropriate skills, your chances will improve. This includes actions such as I want to keep watch on the Alchemist s Shop and see if any shady characters stop by or I want to spend time walking the woods and protecting the forest. Please indicate any relevant skills you are using in your action (e.g. I want to use my Wilderness Lore skill to keep track of who travels the high road). You will not be able to kill your enemies or achieve any significant goal using BGAs, but you may get a hint or setup for more complicated action that will take place in game. 1 + Crafting Points (for each craft discipline) # Indicated on Tag # Indicated on Tag Variable Variable 1 each Variable 3 Variable 78

32 GAME BUCKS You can receive a varying number of Game Bucks for services you may provide the game, including prop creation and donation. These Game Bucks may be spent to gain various things, for example: 1 GB is worth 2 Crafting Points. Up to 4 Crafting Points can be purchased per event. 5 GB is worth a Craft Item, from the list in the Alchemy and Crafts section of the Rule Book 2 GB is worth learning 1 spell or rune from the Sample Spells section of the Rule Book, or one recipe for any of the crafting items listed in the Rule Book (You must already have the necessary skills to cast the spell or craft the item.) 4 GB is worth 1 Skill Point.* 5 GB is worth 1 extra BGA for one event. 50 GB can buy off a 1 Point Flaw. You do not gain the Free Point; you simply no longer have the Flaw! 50 GB is worth +1 Life Point or +1 Mana Point. You may only do this once, for Life or Mana, but not both. 50 GB is worth a reprieve from permanent Death for a (willing) character of your choice. This will happen in the context of the game and will probably involve an adventure. To use Game Bucks for Items, Spells, Skill Points, Craft Points, buying off Flaws, or buying up Life or Mana that you wish to receive at your next event, you must include an indication in your Post Event Worksheet and submit it at least two weeks PRIOR to the event. The actual Game Bucks must then be turned in at Check-In. *The yearly cap on Skill Points gained through converted Game Bucks is 20. This cap does NOT include Skill Points gained by event attendance, helping with cleanup, or submission of Post Event Letters. INCREASING MANA OR LIFE You may increase either your Life OR your Mana using Game Bucks as described above. There may also be ways in game that you can learn to increase your Mana or Life statistic. These will generally be expensive, or time consuming, or both. COMMUNICATION BETWEEN EVENTS You may communicate freely with other players between events. The Prophecy Staff and Cast are not allowed to communicate in game with players on an individual basis. On occasion, messages from cast characters may appear in newsletters or on public message boards, if the Prophecy Staff approves it. You may submit letters to the Prophecy Staff that you would like to send to non-player characters between events. You must know a location to send the letter to. You will receive the response (if any) in game at a future event. The sooner such letters are received, the more likely it is they will be responded to. 79

33 PLAYER INFORMATION A number of miscellaneous topics related to playing Prophecy will be covered in this section, including what sorts of things you will need to bring with you, and out-of-game details regarding how events will be run. Specific information on the Event Site, including Site Rules and Directions, will be provided separately. WHAT TO EXPECT Registration: All players must register for Prophecy Events in advance. Since there are only a certain number of player spots available, the Staff must know ahead of time who is coming. You may register in advance and pay at the door; if you then fail to show up, however, you will no longer be allowed to register without payment. Arrival: When you arrive at the Camp, you will receive information on where to park, what cabins are available for Players to stay in, and where to unload your stuff. Please try to unpack your car and return it to the parking area as quickly as possible so that the in-game areas will be cleared of vehicles in time to start the game. Late Arrivals & Early Departures: If you arrive late (after 9PM), please go to Operations and a Staff person will take care of your Check-In. Be advised that there may be some delay, depending on what else is going on at the time. If you know that you will be arriving late or leaving early, please let the Staff know in advance so that they can make arrangements and take it into account when scheduling plots. If you arrive after the start of game on Friday night, you will NOT be able to drive your car up to your cabin to unload!!! Likewise, if you are leaving early, you will have to carry your things from your cabin to your car on foot. NO CARS will be allowed in the game area during the event, except in emergency situations. Check-In In: Once you have unloaded your car and parked it in the lot, you can check in. At Check-In you will receive your Character Card, any Registered Items turned in previously, and information and items acquired or created between events. Please bring your weapons to Check-In for safety inspection at every event, and any armor for evaluation. It is not required that you wear your costume for check in, but if the Staff finds out later that you are wearing a costume containing anachronisms (such as blue jeans, sunglasses or white sneakers) your Background Power may be revoked. Opening Meeting: There will be an opening, out-of-game meeting prior to the start of the event. The time and location for this meeting may vary, but will be posted at Check-In. Game will begin directly or soon after the opening meeting, so you should come prepared and in costume. Hours of Play: Prophecy hours of play are approximately 10PM Friday to 2AM Saturday, 9AM Saturday to 2AM Sunday, and 9AM Sunday to 12 Noon Sunday. Plots may, on occasion, run past 2 AM if they are going slower than expected. The Guard Detail will announce the All Clear at the end of the night by lighting a special lantern in the encampment. This indicates that the roads are safe and all is well, and folk may retire in peace. Players will not be attacked in their beds and can be confident that they will not miss out on major plot after the All Clear has been announced. Certain roleplaying encounters may be scheduled for after the All Clear on occasion, but advance warning will be given to the players involved in this case. Roleplaying may continue among players at any hour, but the Staff encourages you to get a good night s rest so that you can fully participate in the next day s activity. Closing Meeting: The end of game will be announced on Sunday afternoon, and will be followed by an out-of-game closing meeting. Check-Out will begin shortly after this meeting concludes. Check-Out Out: There are several Prophecy skills that require between event actions to be described. As a result, most Players will need to check out, but some may not. Check-out is required for the following: If you had changes made to your Character Card at Check-In If you plan to use Alchemy or Craft skills, or Rune Lore between events If you plan to use Dabbling between events If you have a Registered Item You may fill out your Post Event Worksheet and turn it in at Check-Out, or you may wish to wait and mail or it in later. If you decide to wait, please be aware that the Worksheets must be received within two weeks of your last event to count for the following event. Cleanup: There will be a sign-up sheet for Cleanup at Check-Out, if you wish to help out and receive an extra skill point. Between Events: Please see the Character Advancement & Between Games section of the Rulebook. 80

34 CAMPAIGN INFORMATION This section contains information that your Character might reasonably know when starting the Prophecy Campaign. It is general information commonly known to most Ardenians. GENERAL SETTING The Prophecy Campaign takes place in a world inspired by medieval Europe, with a hearty dash of magic thrown in for good measure. Some of the books and movies that inspired the world are the various renditions of the Robin Hood tales, Sir Walter Scott s Ivanhoe, and Ellis Peters Brother Cadfael mysteries. The Staff hopes to promote a consistent medieval feel through NPC costuming, names, props, etc. and our players are encouraged to do the same. Players in the Prophecy Campaign will all be subjects of the Kingdom of Arden. This section of the Rules is intended to provide an overview of Arden, its society and habits, and common knowledge that would be available to an average person. You may also get a feel for the setting of the Prophecy Campaign through the illustrations and story excerpts contained within the Rules. HISTORY The Kingdom of Arden came into being roughly 600 years ago, when a number of different kingdoms and peoples united under the line of the True Sovereigns by accepting the Treaty of the Covenant. The first sovereign of the new kingdom was the much-loved Queen Rannilt I. Over the years, there have been four wars between Arden and the Grithean Empire, none of which has been very conclusive. The most recent war began in y.p. 598, and continues to the present day. SOCIETY Arden society is generally feudal, with lands under the governance of various nobles and hereditary tenants who, in turn, may parcel out land to vassals or tenants for farming, or as a burgage for craft and business. Lands under a person s direct control (not granted to another) are referred to as one s demesne. Arden consists of large swaths of wild land, manors, farmland, towns, villages and hamlets. A Manor is under the control of a noble or tenant, who will generally employ a Steward to administer the holding, a Reeve to oversee any tenants, and a Bailiff to tend to matters of law. Large holdings may employ an Exchequer to collect rents and taxes (there are Exchequers for the Duchies, and Royal Exchequers as well). A town, village, or other settlement will often have an elected Provost, who represents the people to local nobility and to the Sheriff. The Sheriff is the primary administrator of a particular region (or Shire), and is the direct vassal of the King or Queen. Sheriffs usually have a great deal of land to administer. They do not generally spend much time in smaller towns, choosing to pass through, now and then, attending to business as they travel. One or more Under-sheriffs, Sergeants, and Constables usually assist the Sheriff. There are a number of Villeins (or Bondsfolk) in Ardenian society. These are people who have lost their rights to be considered free men and women, either through debt or as punishment for crimes. A Villein must serve the master to whom he or she is indentured, until the term of indenture is complete. CRIME & PUNISHMENT Law is considered both complicated and simple in Arden. Scholars have not agreed on any fixed or defined list of Laws followed by every Duchy in the Kingdom. The King or Queen may proclaim Royal Edicts, of course, which apply to all Ardenians. Dukes and Duchess may proclaim Ducal Edicts, which apply to all within their Duchy (the rulership of Clarion and the Free Commons, as well as the elders of the Venalasque, have a similar power over their own constituencies). Within their own demesnes, landed nobles can proclaim further Edicts and Laws. The average Ardenian usually is not aware of particular laws and edicts, (especially as they vary greatly over regions, and are not consistently recorded), but has a general understanding that things like theft, murder, assault, etc. are crimes. 81

35 The primary figure in the administration of justice and apprehension of criminals is the Sheriff. A Sheriff is appointed by the King or Queen and given a specified region to protect and administer. The larger Duchies are divided into several shires, while smaller regions, such as Ardenshire and Marsace, have a single Sheriff. The Sheriff is a direct vassal of the True Sovereign, and his or her responsibility is first and foremost to ensure that the will of the King or Queen is upheld. Although nobles have the ability to administer justice within their own demesnes to some extent, it is the Sheriff who is ultimately responsible for maintaining the peace. Only the True Sovereign, the Dukes and Duchesses, and the Sheriffs can sentence a criminal to the Island of the Dead. COMMERCE & TRADE The standard monetary unit in Arden is the copper Throne, but barter and trade are quite common as well. Many villages and cities have markets each week, where local farmers and crafters sell their wares, and traveling merchants stop to hawk their goods. DATES & HOLIDAYS The calendar of the Prophecy setting matches our real life calendar, in that it uses the same names for the months, and days of the week. The people of Arden measure years in terms of years since the Prophet foretold the coming of the True Sovereign and the Covenant. The standard notation for Ardenian years is, for example, y.p The real world year 2006 is the year 606 in Arden, and will advance accordingly. Various other calendars are used in game by historians and scholars, and by people outside Arden. There are a number of traditional Holidays and Festivals celebrated throughout Arden and, in many cases, throughout the world. The dates for these are determined by stargazers, and do not necessarily fall on the same date each year. Some of these include: The Festival of Saint Mercival: Tradition dictates that on this day one sends gifts to one s enemies. The gifts are not supposed to be harmful (although throughout the years it has not been uncommon for someone to receive a poisoned book or a cursed bracelet here and there). Rather, the day is meant to be one of hope for the future. Many longstanding feuds have ended when gifts of particular significance changed hands on this day. This holiday takes its name from a follower of Jalubi who lived hundreds of years ago and was well known for his generous and giving nature. Gatemarch: A celebration of doors, gates, windows, rebirth, and new beginnings. All doors, gates, and windows are kept open throughout the day in celebration, and are often bedecked with flowers and colorful decorations. There are many local traditions: in some parts, it is common for folk to enter and exit their houses through all possible openings throughout the day, to ensure good fortune. Encountering a closed gate, door, or window is considered extremely unlucky on this day in all parts of Arden. The Feast of Remembrance: A celebration of the dead, to honor their memory and keep them at peace. This is a major religious festival for the faithful of Xaer. Different foods are involved in the celebration in various ways, according to the customs of each Duchy. Arachnalia: A holiday of vengeance and political gain, this day is also known as the Feast of Saint Alamander Jardinoirre. Arachnalia is a ripe time for political subterfuge and scheming, and those faithful to Hyst celebrate it quite enthusiastically. It is said that on Arachnalia, in y.p. 603, the Ghost of then-deceased Prince Rupert visited a celebration attended by his murderer, Earl Ranulf Jardinoirre. Here, the Prince bid all true Ardenians to avenge his death by revealing his slayer. In this way, the holiday of Ranulf s ancestor may have contributed to his ultimate downfall. 82

36 FALCON CADRE AND THE MAGEPHILEN COOPERATIVE Every player is considered to be answering the call to aid Prince Rupert in the rebuilding of the Duchy of Rachenza. Your character will have heard the Summons for the Brave and Talented of Arden released by the Prince (see the Introduction section of the Rulebook), and answered it for reasons known only to your character. You received instructions to pack your belongings and travel to the village of Potters Hill, a village in the Duchy that is situated along a major trade route. There you encountered others also answering the call, and were taken by a guide into a military compound of sorts, bustling with activity. You should expect that upon arrival, a representative from the Prince will be on hand to swear you into service, provide you with credentials, detail your benefits, and explain your obligations. According to the Prince s call for aid, all volunteers must select, upon mustering into the Prince s service, to undertake duty in either the Falcon Cadre or the Magephilen Cooperative. These two groups have different purposes, but some of their goals overlap. (See the Introduction section for more details). You expect that when you are sworn into service, you will be provided additional details of each group before making your decision. Player Characters from the Isle of the Dead will have been transported to Potters Hill separately, under guard. THE DEFENDERS OF VAURENDALE Characters that participated in one or more events of the first Prophecy campaign may be played in the second campaign, as well. In fact, this is encouraged! These characters, collectively known as the Defenders of Vaurendale, are legendary, as the word of their exploits has crossed the entire Kingdom of Arden with incredible speed. Players from the first campaign that choose to continue playing their Defender characters will be provided with an additional information packet after registering for the first event. GLOSSARY Arden Arden: A large kingdom of diverse peoples. Arden is seen as a haven for scholars and artists, a defender of the weak, and a bastion of justice and freedom. Church of Harmony rmony: The Church is the main religious power in Arden, and keeps its headquarters at the Holy Citadel, in the region of Clarion, which is under the direct control of the Church. The Council of Clarion, at which each abbey, temple, or house of worship of the Church of Harmony has one representative, meets in the Holy Citadel. The Church is a powerful institution, having been instrumental in the very founding of the Kingdom of Arden, and Church ratification is required for the ascendance of any noble to a position of power, including even the King or Queen. Feresheth Feresheth: A wild, unsettled land on the eastern borders of Arden, near the foot of the great mountains that separate Arden and Grith. Technically, Arden claims the land, but it has never been fully explored. This is partly due to the fact that the region is relatively unstable for Wayfinding, making travel dangerous and mapping impossible. Aside from a host of unknown creatures, the Feresheth is also the home of the Khar Barbarians. Grith Grith: A vast Empire to the East. Arden and Grith are separated by a great mountain range, but share an open border along parts of the Free Commons, Gwent and Nieva. The current Grithean Emperor is Vilgrithra, who ascended the throne in y.p. 594, when he was but seven years of age. The Grith are seen as a ruthless people who are willing to sacrifice all for the sake of their emperor. Over the centuries they have continuously stretched out their hand to claim the lands of others, stripping them of all resources and taking their people as slaves. The Grith have miles of plantation land and gigantic mills that serve to produce food and supplies for their burgeoning population. Grith society is said to be quite strict. Little is known of Grithean art, if indeed there is any, although most Ardenians have heard tales of the great Gladiatorial Games that serve as the main amusement in the Imperium. The Armies of the Grith are known as the Fists of the North, South, East and West. The Legions that make up these armies are feared as unstoppable fighting machines. 83

37 Khar Barbarians: A wild, savage people living in the Feresheth. Little is known of them but tales of their strange magics and dislike of all outsiders. It is said that the Defenders of Vaurendale forged a special bond with these barbarians. Librus Harmonium onium: The great library of the Church of Harmony, housed in the Holy Citadel in the region of Clarion. It is said to be the most comprehensive library in the world on matters of history and genealogy, and is visited by countless scholars annually. Magephilen Collegium of Arts and Sciences: The largest, oldest, and most respectable school in the Kingdom of Arden has been the training place for countless mages, scholars, and alchemists. Until its destruction by ravaging Grith armies, many children of rich or noble families were sent to the Collegium for education, as well as extremely talented students from more humble and less wealthy families. The Collegium granted degrees of Mastery in various disciplines, including all the standard magical schools, alchemy, and numerous obscure and abstruse areas of scholarly study. You may not begin the game with a degree of Mastery from the Magephilen Collegium, although you may have been a student there in the past. Masters from the Collegium were sent throughout the kingdom to pursue various academic endeavors, as well as to look for likely students and to spread knowledge. However, there are few Masters remaining alive after the invasion of Rachenza. Malleraine Malleraine: The former Princess-Regent of Arden, disloyal wife of Prince Rupert, betrayer, would-be usurper, and traitor to the Winged Throne. She came to Arden from Ramalthy, and is said to be a Princess of the Ramalthean royal line. Her son Mallius, born in y.p. 597, is believed to be the result of a tryst with Ranulf, then Earl of Shotwick, though he was originally thought to be the son of Prince Rupert. Marsace Marsace: A small region in the southeast corner of Arden. This land was gifted to Arden from Ramalthy, as the dowry of Malleraine when she married Rupert. It is a wild land, with only a few towns and manors, most of which are located along its borders with Clarion, the Free Commons, and Ramalthy. Marsace recently became a full Duchy of Arden, administered by Duke Clywik Barquentine, who was the former Sheriff. Marsace contains the lands of Vaurendale, where the Defenders based their heroic operations. Potters Hill: A small town in the southeast area of the Duchy of Rachenza. This place was the site of a wellknown battle between a rogue Baron and forces led by Captain Seth Murdac, in service to Duke Calentine. Murdac won the day, and freed a major trade route from the depredations of the Baron. Now, in the aftermath of the Grith invasion, Prince Rupert has chosen Potters Hill as his headquarters, so that the trade route it straddles can be protected. Prophet of the Covenant: A holy man from centuries past who prophesied the formation of the Kingdom of Arden and the Empire of the Grith. There are many legends and stories of the search for the True Sovereign that was carried out in accordance with his prophecy, and of his miraculous discovery of the Winged Throne, said to be a gift from Avalene herself. The Prophet of the Covenant gave his name to the region of Clarion, where it is said he was born. Ramalthy amalthy: A kingdom that borders Arden to the south. Ramalthy espouses a policy of isolationism, for the most part, and has few dealings with other nations. From the slight traffic over the border, they seem to be much like Ardenians in dress, but more clannish and less worldly in outlook. To Ardenians, the main livelihood of Ramalthy seems to be herding of sheep and cattle. The Church of Harmony has high hopes for converting the people of Ramalthy to the worship of their Pantheon. The Church has only recently begun sending missionaries to that kingdom in earnest, even though permission to do so was obtained in y.p At this point, many Ardenians know that Queen Roswitha rules in Ramalthy, but just as many would be unable to actually name the ruler of that unremarkable kingdom. Roderick Roderick: The King of Arden, who vanished in November, y.p. 599, and was recovered in y.p Roderick has been king since the death of his mother, Queen Melangel II, in y.p. 591, when he was but 23 years of age. Roderick is known to be brave, wise, and just, and is much beloved by the people of Arden. It is said that his presence on the field of battle gives each soldier the strength of a dozen, so inspiring and confident a leader he is. After his rescue and restoration to the Winged Throne, Roderick married Lady Vanneth Kelwyck, and took her as his Queen. 84

38 Royal Army of Arden: Arden is defended by an Army composed of disparate units from the different duchies and religious orders, as well as hired mercenaries and local militias. The Army as a whole is under the command of the True Sovereign, who meets with the various Generals to determine overall tactics and movements. Some of the forces composing the Royal Army of Arden are the Mist Wardens of Gwent, the Rangers of Deepwood, the Free Guard of the Commonsfolk, the Icewalkers of Nieva, the Ghostdancers of the Venalasque, the Ardenshire Regulars, the Bright Sentinels of Rachenza and the Scarlet Brigade of Falendale. The Royal Army also includes a number of martial religious orders, such as the Knights of the Tower, the Phantom Guard of Xaer, the Peacock Knights, the Glory-Born of Daramore, and the Handmaidens of Avalene. Rupert Rupert: The Prince of Arden, who died in September, y.p. 600, at the Battle of Tortheld s Gap, and was restored to life in November, y.p. 604, thanks to the intervention of the Defenders of Vaurendale. He is two years younger than his brother, King Roderick. Rupert was known for his dashing manner and handsome features; it is said that the hearts of a thousand Ardenian maidens broke when he married, in y.p. 591, to Malleraine, a princess from the neighboring kingdom of Ramalthy. However, since his return, it is said that the prince is more distant, and has lost some of his dashing manner. Prince Rupert has been left in charge of the rebuilding of Rachenza, including the reformation of the Bright Sentinels. Shotwick Shotwick: These lands, part of the Duchy of Marsace, include a large manor and village, as well as numerous smaller holdings. There is no current lord in Shotwick, having never been replaced after Ranulf Jardinoirre was deposed. The Sheriff of Marsace administers the land in the interim. Vauren Abbey: A monastery that was founded over 200 years ago in the region of Marsace. It is populated by a small brethren of male and female Monks, who pursue a simple, contemplative life. The lofty stone walls of the Abbey have proved an adequate deterrent to prospective ransackers on a few occasions, but the peaceful monks put their trust in outside assistance for the true defense of the Abbey and surrounding lands. Vauren Abbey is famed for its apple wine and apple brandy. It is also the destination of numerous pilgrims, who journey there to view a tome of prophecy and wisdom written by the first Abbess of Vauren. It is said that the ghost of the Abbess continues to record her wisdom in the book, though she has been dead for over one hundred and fifty years. Vaurendale: The small village adjoining the Vauren Abbey. It was used by the 35 th Regiment of the Royal Army of Arden as a base of operations until that unit was called to fight the Grith. Subsequently, the Defenders of Vaurendale, summoned by the Abbot of Vauren Abbey, held firm in the face of the Grith onslaught in the 35th s stead. Vaurendale lies just on the frontier with the wild lands of the Feresheth and within an easy day s travel from the border of Ramalthy. Winged Throne: Said to have been gifted to the people of Arden by Avalene, this throne has served as the seat of the True Sovereigns since the founding of Arden. It is said to be formed of golden wood, with a pair of silver wings ornamenting the tall back. Legends state that if anyone not of the blood of the True Sovereigns dares to sit upon the throne, Avalene will send her falcon to strike them down. It is said that this very thing happened when Malleraine attempted to claim the Throne for herself, and rumor has it that she has the scars to show for her presumption. 85

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