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Player’s Handbook A rulebook for the Xadune Live Action Role-Playing Game system

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Player’s Handbook

A rulebook for the Xadune Live Action Role-Playing Game system

Acknowledgments

Special Thanks To: Xadune is not a product thought up overnight; instead it is a game system that has been in development for many years. The only reason it has made it this far is because of the people that always pushed it forward more and more to get it where it is now. Without the help of friends and players that would stay up long nights in smoke filled basements building what would turn out to be the history and culture base for Xadune, the game would be nothing but an empty husk. Years of dedicated playing, building, and growing contributed heavily to everything that lies in this book. Many people that do not even know what they were a part of helped forge the world of Xadune into what it now is, and without them it would be nothing. The list of people that helped in the making of this game is so numerous that it would be almost impossible to publish without it still being incomplete. Even if it was published, it would still never be complete because of the forever growing state of the game at the hands of future players, plot, and staff members. However, no list of special thanks would ever be complete without

mentioning all the players that evolved Xadune into what it is today. Revised Edition; v2.0.7 Over time we notice things that need to be tweaked, fixed, or just plain removed. Those familiar with the first two incarnations of the Handbook will notice that many of the definitions of things have been expanded upon as well as a few choice skills & abilities have been removed and new ones added. The expansion of some items’ definitions is to help clarify and further explain some things’ use, both in-play and out. The removal of a few things helped streamline the character creation process. The rules at the core are the same, nothing has been so altered that it is different; what has really been fixed is the flow and overall feel of the game. More in-game explanations of things exist and hopefully it will help provide a much more enjoyable and believable game world. We hope you enjoy!

Xadune Designer & Owner Jarrett S.K. Jenny

Credits Player’s Handbook Author & Designer: Jarrett S.K. Jenny Editing: Lindsey McMahon and Nicole Robben

Cover Illustration: Jessica Kortum Interior Illustrations: Jessica Kortum, James Swor, and Dustin Fletcher

Thanks To: Jason Martin, Brad Fisk, Jessica Kortum, James Swor, Brian Mowris, and Dustin Fletcher

First Printing Edition Printing, v0.99: 2009 Revised Second Edition Printing, v1.0: 2011 Revised Third Edition Printing, v2.0: 2015

Version 2.0.75; Last Edited 10.16.16

“Xadune” and the XADUNE Logo are trademarks owned by J.S.K.Jenny

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express

written consent of J.S.K.Jenny.

Use of these rules in any unsanctioned game or event without permission from the author is strictly prohibited.

©2009-2015 J.S.K.Jenny. All Rights Reserved.

Table of Contents

Table of Contents Chapter 1: Welcome to Xadune 4

What is a Live Action Role-Playing Game? How to Use This Book Creating a Character A Weekend of Fun Important Note about Xadune Xadune

Chapter 2: Core Rules of Xadune 15 Safety Life, Death, & the Long Walk Player’s Code of Conduct Combat Weapons & Armor

Chapter 3: The Races 34 The Humanoids The Demi-humans The Wee Folk The Wild Ones The Far-Born Elemani

Chapter 4: Cultures & Background Histories 59 Racial Cultures Area Cultures Not Taking a Culture & Other Cultural Issues A Character’s Background & History

Chapter 5: Religion & Astrology 84 Religion The Zodiac

Chapter 6:Skills & Abilities 97 Lore Skills Production Skills Engineering Knacks Craft Skills Combat Abilities Arcane Magic Abilities Divine Magic Abilities

Chapter 7: Growing Your Character 123 Introduction Leveling Up Buying New Skills & Abilities Growing Magically Growing Beyond the Handbook

Chapter 8: Magic & Technology 129

Chapter 9: The World of Xadune 165 Jarr

Kanada New Zeal Pha The Islands The Oceans of Xadune Technology, Laws, Demographics, & Customs Money & Time XA0024

Appendix A: Quick Reference Charts 187 Appendix B: Taglines, Effects, & Statuses 194 Appendix C: Xadune after events - Appendix D: Legal Forms 205 Index -

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Welcome to Xadune

What is a Live Action Role-Playing Game?

A live action role-playing game (LARP) by definition is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented in the real world while interacting with each other in character. The outcomes of a player’s action are mediated by game rules, their own actions, and the actions of others.

So what is Xadune? Xadune (pronounced: 'eks-ā-dün) is a live action role-playing game whose events typically span a weekend. The setting centers around a mysterious island city on the planet of Xadune, which is in an era most closely related to the real world’s Victorian period. Rich with culture and history, Xadune offers an “open source” combat system -- meaning that pretty much any weapon and armor is fair game to use for any character; basically, if you can pick it up, you can swing it or use it. Most Skills in Xadune reflect either knowledge or special skills with which you can build your character. Furthermore, Xadune offers a religion facet to game play. Much like the Greek mythology, deities look over and often meddle with the people of Xadune. The core mechanics offers up a classless system, in which players start off with the option of growing their characters however they see fit instead of being tied down to a template. Something more fresh to the world of LARPing is the

idea of a story that takes place in a Steam Age. Though fantasy and magic are still prevalent in the game, the new-found science is making its impression fast and strong. With this innovative knowledge, also come firearms. Though still in their infancy stage of life, firearms are a powerful tool to any person. At its heart, Xadune offers a living, breathing, game world in which you as a player enter into it as a character and interact with other players’ characters in a real time ongoing story. Decisions made can affect you, other players, or even tremble the foundations of society. You can be a lone wolf, or adventure with a group of friends.

What do I need to play? In addition to you being physically active, having an idea for a character, a burning desire to have fun, and reading this handbook, you will also need a costume or outfit. It might be odd at first to list this as the first thing you will need, but immersion through visually fitting in to the game is a key ingredient to having a good time. A first-class, well thought out, and fun adventuring outfit is something you will have on the entire time you play. For best results, aim for something that would fit into the Victorian era. Different cultures of Xadune have different fashions, yes; but you can never go wrong with a good outfit inspired by that time period.

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Once you have an outfit you will need to sort out some type of weapon. Your first weapon might not be the prettiest thing, or it might be a well crafted LARP approved one, but it will save your life more than a few times just within the first night you play. Instructions on making your own Xadune safe weapon can be found in the appendix of this book; but you can also purchase pre-approved hand crafted and factory made weapons from a various assortment of vendors. Lastly you should have the understanding that you need to be active and involve yourself with the game to achieve a complete experience. The setting will be provided and opportunities will be plentiful, you just have to make sure you don’t let them pass by. It is the player’s responsibility to seek out adventure and solve the mysteries. Expecting action and excitement to come to you might leave you inactive for a long time, and turning down adventure opportunities is experience missed. Remember, while staff and storyteam will try to gratify all players’ personal wants and adventuring preferences, there are still numerous other players at game that anticipate the same and the game will not be able to provide specialized stories for everyone every event.

How do I play the game? At each event you take on the role of your character and act out what you do. In time, or for some rather quickly, acting out your character will become second nature. You will role-play with other players’ characters and non-player characters as stories unfold. As you interact as your character Staff, Storyteam, and Plot will be introducing stories, adventures, and characters for players to go on or intermingle with. These interactions are the backbone of the game and typically how you progress your character and gain experience. With experience you can purchase skills and abilities for your character which will be used to support you. While on these adventures your character might be faced with combat, puzzles, and death defying danger. You, as a player, will have to actually fight in these combats or talk your way out of them. You will have to solve the puzzles, or figure out a way around them. You will even find yourself getting luckier than

you ever imagined when you make out of a situation you were positive would end badly. In the end you will gain experience, make money, gain knowledge, and make contacts. All these things are used to advance your character.

And how much does it cost to play? For all first time Xadune players, there is a discounted entry fee of $35.00. For every event after that the fee is $40.00. Every twelfth consecutive event that each player plays, they will get a special $10 discount. If you attend an event but choose to not play a character, whether to volunteer and help out or just observe, be aware that bedding is reserved for paying players. A $15 fee for volunteers not only secures you a bed but also bonus XP for your help. Preregistration for the game is also possible. If you pay and register at least three days before the event, you are given an instant $5 discount. This also allows you to reserve bed space so you are guaranteed a spot to sleep. Preregistering groups also normally assures that your group will be placed together in sleeping quarters.

First time player fee (3-day event) $35.00 Normal fee (3-day event) $40.00 Half event fee (until or after 6am Saturday) $30.00 12th consecutive 3-day event fee $30.00 Not playing, but I want a bed and XP $15.00 1-day Event $20.00 Overnight 1-day Event $25.00

It should be noted that all Xadune events take place at State Parks, which normally ask for a small parking fee per vehicle (currently as of 2014: $5). In addition please be aware of the rules and federal regulations that go with being on/in a State Park such as: no real firearms, drugs, or alcohol allowed on site. Being caught with these items will result in being asked to leave site along with paying the fine associated with the crime.

Food? Food will be provided on site via the tavern, with prices ranging from under a dollar to $5 or more for different items. It is recommended that you bring at least $10-$20 for food if you are coming for the first time just to be safe. The menu will vary from event to

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event, but the same “quick foods” such as: fruit, hot dogs, and the like, should always be available. If you have any questions or dietary requirements please let Staff know beforehand by contacting us either via email or by letting your needs be known on the forums online (see page: ____).

Where do we sleep? Most of the sites for Xadune utilize four to eight man cabins. Reserving a cabin is done on a first come, first serve basis. All cabins are equipped with twin sized beds for the occupants to sleep on. Most summer cabins are open air and do not have climate controls. It is recommended that you bring a fan for the warmer months. Overnight 1-day events will often use campsites that have shelters, cabins, or allow tents and the like for sleeping. Please note that most State Parks in Georgia highly frown upon tent camping at their group sites and normally forbid it.

How to Use This Book

The Xadune Player’s Handbook is designed to give the player everything they would need to know on the fly to play the game. All the rules included in this book are all that are required to play the game. That is not saying, however, that all rules and guidelines are presented in this book. Rules not covered within these pages are either those needed for play beyond the beginning level or contain information that players should not have beforehand (such as the proper handlings of a plasma-æther cannon). This book is separated into chapters ordered in a way that should help you build a character for the game. Each chapter addresses an important aspect of the game and making a character for it. To follow is an overview of each chapter. Chapter 1, Welcome to Xadune: This chapter serves as an introduction to LARPing and the game, Xadune. It covers the basics and should leave you feeling like you have a good idea of what a LARP is and how Xadune operates as one. This chapter will also briefly touch on how to make a character for the game, and what you need to bring to the game. Lastly, it should leave you with small insight into the world and give

you just a hint of what to expect once you find yourself in-play. Chapter 2, The Core Rules of Xadune: The core rules are all the mechanics that you will need to know to play Xadune. You will learn about health, dying, combat, arming and defending yourself, and learn about safety at the game and what you are not allowed to do. Chapter 3, The Races: Starting with the chapter on races you will begin the journey in making a character. This chapter will cover all playable races and give you a glimpse into what each race is like as well as giving you the hard facts on their racial traits and disadvantages. Chapter 4, Cultures & Background Histories: After the races you will learn about the different cultures of the game. Unlike a race, a culture is an optional path for the player to think on. Though you can use the information in this chapter to say you’re from the culture, you do not have to take the culture as part of your character unless you want to steer down a more difficult role-play situation. All this will be covered in this chapter as well as outlines on thinking of the background history for your character. Chapter 5, Religion & Astrology: These two have been grouped together due to their more metaphysical aspect. You will learn about the different religions of Xadune and the zodiac signs that many have faith in as well. Both subjects are just flavoring for your character and can be used to build more on their personality. Chapter 6, Skills & Abilities: Once you have a good idea of the type of character you want to play you are then introduced to the skills and abilities available for starting players. These are the hard core talents and aptitudes that your character has a knack for and also define what they will be able to do during the game. Chapter 7, Growing your Character: Then you will be schooled on how and what needs to be done to get more from your character. Growth and future planning for advancement is covered in this chapter. Chapter 8, Magic & Technology: Once you are covered on pretty much the essentials on making a character, you then are versed on the more complicated aspects for the game: magic and technology. If you are not going to go down a spell

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casting route and have no plans to dabble in making things then this section might at first prove uninteresting and dry, but in time this section will be read a few times over to better grasp the more complicated issues it covers. Chapter 9, The World of Xadune: The last chapter in this book covers the game world itself. Though the knowledge that is explained is not know in-play to everyone it is presented in this handbook to allow you to understand each area and society of Xadune better so that you can find a place you feel you will fit in most for your character idea and be able to actually role-play in-game with knowledge of the land you claim to be from. You will learn about demographics, local laws, and get an idea what the terrain and climates are like. You will also be introduced to a short timeline of important events that have happened over the past few centuries as well as to what monetary system is used in-play. Appendices: The different appendices of this handbook contain quick reference charts of various important bits of information found in this book, legal forms that need to be read, understood, and completed before you are allowed to play the game, and a list of the most prevalent taglines and effects that can be found in the game.

Pronouns Throughout the Player’s Handbook the pronouns he, him, and his as well as she, her, and hers, are used multiple times. This is not to indicate gender specifics for the game, but is simply the use of clear and concise writing that has been proven throughout the centuries.

A note about Fractions & Rounding Many times throughout the rules different costs will be halved or fractionalized. Unless stated in the rule, all fractions are rounded up to the appropriate value.

Shaded Areas Scattered throughout this book are boxes with text that have a shaded background. These are important notes that are prevalent to recently mentioned information and definitions of newly mentioned LARP terms.

Common Terms & Abbreviations Abilities: At Xadune abilities refer to a set of skills that are solely combat related. All abilities give the characters some type of advantage in a combat situation. Adventure: An adventure is typically a singular encounter or module that a character or group of characters goes on. One can gain money, knowledge, experience, or just plain have fun on an adventure but it should almost always be a dangerous, enticing, or informative occurrence. Armor Points: When a character puts on clothing it offers a small amount of protection; donning specially made clothing or armor helps even more. Armor points are the measure of the protections a character has before they start taking damage to their body. Body: This is the measure of the total health of a player character. As characters gain experience and rise in level they gain body. The more body you have the more damage you can take. Once a person’s body is reduced to zero they typically go unconscious, and if they go below zero body they begin to die. Boffer or Latex Weapon: This is actually two different type of the same thing. A boffer is a term typically assigned to describe a homemade LARP safe weapon. In most cases this design has a core of PVC pipe, kite spar, or carbon fiber fitted with tight appropriate pipe foam or suitable layers of cell foam to pad the weapon then covered with either a cloth based tape, a thin cloth covering, or a thin enclosure of organic polymer. Depending on the experience and talents of the maker it can result in a very professional looking weapon or a PVC pipe wrapped in pipe foam and covered with tape. Latex Weapons refer to mass-made commercial weapons that are preapproved for most LARPs. These, contrary to their name, are not always covered in latex and typically have high detail work in their design. Depending on the price you pay it can look like a crude version of what you want or a life-like replica. In either case the terms, boffer and latex weapon, are terms used to address the physical LARP safe weapons that players use to represent weapons in-play at a LARP. Character Card or CC: This is a small card that the player keeps on them during the game, which has a running list of their character’s skills, abilities, lores,

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traits, culture, health, armor, and other pertinent information. Throughout the event things might happen to the character that will need to be noted on the character card, which should be updated as often as possible. While volunteering, your hours and efforts will be recorded on your card to verify when and how long you worked. At the end of the event the card is turned in so all information can be updated and your character gains the experience they earned. Culture: A culture defines a society or aspect of a race in Xadune. It is a device used to better flesh out a character concept and places it more appropriately into the game setting. However, a player character is not required to have a culture. In terms of game mechanics, one thing a culture does is define in stone aspects of a characters’ thoughts and views. By doing so, this better makes characters conform to the growth of the world on a living breathing level, but it also limits how a player can play or act out as their character. Because of this limit it is not a requirement for characters, but is an option. “Do it”: This phrase is common in LARPing and dictates when the player actually has to physically perform a task. When saying, “Oh, I’m going to chase after that guy through the alleyways” you might be told “do it”; which implies that you need to start actually chasing that guy for real. Effect: Effects are things that produce a forced change or influence over your character. Typically these can be bad things, but they can also be beneficial. There are copious amounts of effects in Xadune. The most common can be found in the appendix of this book. Great effort is made to make sure that effects are typically one word terms that are reflective upon their definition. For example, sleep is an effect that puts you to sleep. Most effects will occur in combat. Not knowing every effect is a normal thing, but familiarize yourself with the ones listed in this book. New or less frequently used effects that will show up during an event will be described at opening ceremonies. If in doubt when you get hit with an effect, ask the person that hit you with it what it does; asking because you do not know is never a bad thing. Encounter: This term is used generally to define a situation where there was a meeting between staff, storyteam, or plot and one or more characters in a

generalized setting, typically the set setting for the event. Some encounters are brief, others can be drawn out situations, but all encounters involve character with non-player character interactions. Event: An event is the time frame in which the game takes place. Typically, it is a term used both in and out-of-play to define the actual date range in which the game will take place on an out-of-play level and the gathering of players in-play for the weekend. Experience or XP: These are the points earned and used to advance your character. The experience you gain goes towards a pool that is used to calculate your level. As you gain experience you rise in level which gains you more body and skill points. Newly gained experience is called free XP, which means you have not spent it yet. Free experience you gain can be used to buy skills, abilities, or lores. Buying things does not cause you to lose experience, but merely reduces the amount of free XP you have to purchase things. Meaning you need to gain more experience to buy more. Field Battle: These are encounters in which mass battle ensues. Field battles differ from regular encounters in the fact that typically they are lasting sorties of combat, involve large portions of the player base, and generally tend to occur in open areas or fields. “FOIP” or “Find Out In-Play”: A common term used to designate that the question you asked was one that needs to, or should, be found out in-play and not out-of-play. Hurry up and wait: Another common phrase used in LARPing, often a negative connotation that sadly refers to a situation where you are rushed, on both an in-play and out-of-play level, then forced to wait for the situation to occur. This often happens when a situation is not ready yet for the players or not all aspects of an encounter or module are fully prepared. IP or In-Play: This is the term used when describing things happening in the game. Level: Levels are tiers of advancements for your character based on your experience total. Higher levels offer more areas of growth, more body, and more skill points. Lores: These are skills that are knowledge-based. Unlike other skills and abilities, which normally

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directly give you a physical advantage, lores give you insight into the area of the lore. All lores are based on a level system with each higher level giving you more or knowledge in said field. Many lores do not come with upfront information but are instead used in-play on a situational level as needed. For example, you hear an NPC talking about a place which you have a lore for but as a player you do not know anything about this place; you would then go up to that NPC (at the appropriate time) and inform them that you have a lore skill that relates to the place they were talking about, at which time they would give you information about the place relevant to the level of your lore. Marshal: In an encounter, on a module, or during a field battle there will be a marshal and this will be the person describing the situation to you, answering the inquisitive questions you ask and determining the outcome of different skills, lores, and abilities based on the situation as well as reminding players to keep up with the upkeep of their characters different point pools. A marshal will always be a member of staff, storyteam, or plot and they will also aid in helping players keep up with their characters’ body, armor points, skill points, and times for effects. Metagaming: This is a term which defines a situation where a player uses out-of-play knowledge on an in-play level. This can root from the player having before hand knowledge on a puzzle or stat on a monster out-of-play and then just giving that knowledge to their character without that character learning of it in-play. Min/Max: This is used to describe a situation when a person out-of-play tries to effectively distort or utilize the rules to make a character with the minimum amount of disadvantages to a situation and the maximum amount of advantages. In doing so one often sacrifices substance and depth to a character making them a linear design and often dull in comparison to their surroundings. Module or Mod: These are singular situations where a character or group of characters leave the event’s main setting and go to a different in-play location to have an encounter or field battle. Mods and adventures are generally one in the same though most would define a mod as having more of a deeper story aspect involving a more elaborately defined

location in which the character or characters get involved. Mod Hook: This is when a staff, storyteam, or plot member sets up a situation to attempt to hook a character or group of characters to go on a mod. This should be one of the number one things a player is looking for if they are looking for adventure. Monster: Typically a monster is a person or thing that is not a player character and is combative towards them in some form or fashion. This is not limited in definition to creatures not presented as playable races as some conversations could refer to a group of human bandits as monsters of that encounter. Monsters are played by staff, storyteam, plot, and volunteer players and can be represented by full make-up and costuming or just colored tabards to designate differences in creatures. Monstering: When a player volunteers to help the game, nine times out of ten it will be to play a random monster, as defined above. Hence, the act of volunteering is often called monstering. This can sometimes include playing above and beyond little things that most players will chew up and spit out including role-play encounters, clean up after a module, or if one wants helping out in the tavern. Multipliers: There are some skills, abilities, and traits that call for multiplication of numbers. Many of these can be combined, or stacked, with like skills, traits, or abilities so that you have more than one multiplier affecting the outcome. In these situations the multipliers do not multiply each other but instead are added together. For example, if you have one ability that calls for you to do x2 and another that calls for you to do x3 and you combine them you do not do x6, you do x5. NPC or Non-Player Character: These are characters not played by other players. These characters are normally played by Staff, Storyteam, or Plot to help drive plotlines, entertain players, or the like. OOP or Out-of-Play: This is used to describe times or events that are happening not within the scope of the game. OOP things normally include descriptions to better explain situations and often information your PC should know, but you as a player were not aware of at the time. While OOP, you are simply yourself for

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those moments, not your Player Character and should not be taken In-Play. Over Casting: This is the act of casting a spell or using an ability, skill, or trait when one did not have the means to do so. This is generally a mistake and is considered a bad thing. Repercussions occur in repetitive cases of over casting. PC, Character, or Player Character: Player characters are you and other players’ interactive person in the world of Xadune. Plot or Plot Team: Plot is a term used to address the Plot Team of a LARP. The plot team is in charge of the in-play day to day action of the game. They are generally who put together and entertain the players and set up all the plotlines and situations that happen in-play. Normally there will be annual revolving plot teams that will handle the shorter lived plotlines and adventures. Staff and storyteam will, for the most part, always be in charge of the long-running and overlying plot arcs of the game. Though this will not always be a constant, it is always a good conjecture. Typically plot teams are made up of players that wish to give back to the game by adding their own stories and adventures to the game. Their period of commitment to the job is typically a season. Plotline or storyline: This is the over-arching story of an encounter, module, adventure or string of said events. Most all situations the players will be presented with from staff, stroyteam, or plot will have a plotline or storyline. Some will be twisting and long-lasting while others will be standalone single stories or events, but all are provided to add depth and meaning to actions and help in the enjoyment of acting out your character. Skills: These are the building blocks of a character. Skills are broken down into multiple categories based on their uses and the like but they all serve the same thing: to represent in-game ability to perform tasks. Most skills exist to aid a character in the adventuring aspect of the game and allow them to do tasks that are typically not easily doable in the real world, but others are more mundane things that in the real world some people are versed in but others are not. Because skills are required to perform tasks, from advanced to mundane, it presents a problem in some senses when it comes down to actual physical abilities

of players. If a skill is specifically written out for something then it is required to perform the task at Xadune. Semaphore, for example, is something you as a player might know in the real world; however since there is a specific skill for this, unless you have that skill your character has no idea what it is or how to perform it. Some mundane skills not specified in the game system are allowed to be used if the player knows it on an out-of-play level, but if another player has a generalized skill that covers said task, like craftskill: glassblowing, then the person with the actual skill in-game will produce better results. Final line: having the skill in-play will yield you better results. Skill Bid: A skill bid is when a player uses their skill points in a bidding fashion to attempt to gain an advantage. This typically is required for a few skills in which the character must bet a predetermined, and often unknown, amount. Skill bids can also be thrown out and combined with daring feats that a player attempts to help them on an in-play level. For example, if a person is presented with a jump that they feel they might not be able to make out-of-play but they want their character to be able to do said feat they might tell the marshal that they wish to bid X amount of skill points to aid them in their jump. Upon making the jump if they fail to perform physically the marshal will determine, based on the amount bid before hand, if the character was actually able to pull off the jump. Skill Points or SP: Abilities typically have an allotted skill point cost that is required for use as do many skills, particularly production skills. Skill points are a pool of points that the character has. The maximum is raised based on the character’s level and with a few special traits. Skill points are regained during an event by fulfilling certain voluntary duties that help give back to the game. Specialization or Spec: Once a character has gained enough experience and levels they are given the option to become more versed and skilled in a certain profession. This typically opens up traits and advanced skills and abilities to the player to purchase for their character which will define them more in the role they have selected.

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Stacking: This refers to the act of adding abilities, traits, or skills on top of each other to gain multiple benefits as well as doing the same with protective defenses. Staff: Staff is a term mentioned often within these pages. At Xadune, Staff are the overseers and managers that deal mainly with the game and its operations. Staff is the end of the line. It is where big decisions are made and who do all the annoying paperwork. Many of the huge overlying plot lines are run by Staff, along with most of the character histories. Staff deals with character creations and the things that are largely understood to be the “big important things”. Storyteam: Storyteam is a sort of permanent plot team for the game. They differ from staff because they do not deal with the logistics or paperwork of the game and their focus and concern is with storylines and adventures for players. Unlike plot, which is normally term-based and annually changing, storyteam is a constant group that keeps plotlines long-running and often will use past plotlines to further a story or wrap-up unconcluded past storylines. Taglines: A tagline is the out-of-play vocalization by a person to give the effect, type, and/or damage of an attack. Traits: Traits are extra abilities, skills, or lores that are gained from being a certain race or through some type of progression like specializing. Most traits are beneficial, but some offer disadvantages as well. “What do I see?”: A phrase asked, always on an out-of-play level, as a courtesy to better understand for the player what their character is seeing. One of the hardest things for some people to grasp of the concept is that when a person asks “what do I see?” they as a player are asking another player what they see, not their character vocalizing this question. Answers should be given out-of-play and in-play reactions to the person asking “what do I see” should not occur. This becomes most problematic in situations where a person might be hiding and sees something but does not understand so they ask “what do I see?” to gain a descriptor and in hand gives away their in-play location. However, this was done due to an out-of-play question and the responder should go

about their business in-play as if they still have no clue to the location of the person, even though out-of-play they do know their location.

Creating a Character

The thing everyone wants to jump on first is making a character. Either you have learned about LARPing on your own and want to give it a try, or one of your friends is trying to convince you to do something that at first sounds ridiculous for you. Either way, now you made it this far in the book and all that needs to get done is to make a character and then go to an event. To follow is a quick over view of the steps you might want to take to ensure you cover all the bases in making your character. Step 1 – Think of concept. All good characters start with an idea. Plus, since you will be actually playing this character you need to be extra sure it is something you are comfortable with and happy to play. Do you want to be a good guy? Maybe you want to be a bad guy. What about ensuing conflict, do you want to be front line, back line, support, or not even participate at all. Once you find the bare bones idea that you will be happy playing you should start picking out the aspects that make this idea a reality. The one bit of advice we can give you: do not just work off an idea that you had nothing to do with. Your friends might know you, but in the end they will not be playing your character that they are insisting you will have fun with, you will. If you are being introduced to the game by another take an active part in the most important aspect of it and be sure that the character you play is by your design and you are 100% comfortable playing it. Step 2 – Pick a race. This can be the corner stone of your character or just something you were born into. Your race defines aspects of your physical appearance to small quirks in your personality. Some races are rare while others are so commonplace they would fall under the cliché that they all look alike. Your race also lays the foundation for your experience progression and level gain along with your base body and skill points. Step 3 – Decide if a culture is for you. It will be said so many times throughout this book that you will

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become sick of reading it: cultures are not required, but they add much to your character in respects to fitting into the game world. If you picked a race that has its own cultures, look them over and see if your idea might fit into one. If not look over the different area cultures, maybe one of them is more attuned to your idea. If none are then the questions should stop there, but if you find a culture or two that seem to work with your idea you need to think to yourself: do I want to dedicate myself to role-playing some things out not how I originally thought, but as the game dictates I do? If everything falls into place and works with your idea, then by all means pick a culture, but if not then move on without a second thought. Step 4 – Pick your starting skills and abilities. Once your race is determined you should start putting thoughts of grandeur to work in picking out some skills and abilities for you character to start out with. All new characters start at a minimum of 15xp, and through donations, promotions, or volunteer work before starting a character you can start with as much as 40xp. These starting skills and abilities will define what you can do your first few events. Pick them wisely and a word of advice: do not spread yourself too thin. Step 5 – Flesh out your character. Once you have a race and skills picked out its time to flesh out that idea and meld it with the game setting. Are you a religious person? When was your character’s birthday? It doesn’t matter if you as a player could care less about the zodiac, someone in-play might ask you this common question so be prepped with an answer. Have you picked out where in the world you are from? Make sure you are familiar with the society and their customs. In the end come up with some background for your character: what brought you to who you are today? Did you have friends as a youth? These little things flesh out your character and make them more believable in the end and easier to role-play. In the end, a new player with a well-rounded and thought out character can come to the game and have more of a demanding presence then a player that has been playing for years and still isn’t comfortable with their character. Keep that in mind. Step 6 – Contact staff. Once you have all the previous steps answered and covered you should

contact staff with this information. If you contact them beforehand they will be able to point out any issues that you might have missed or give advice on any questions you still might have. They will also be able to pre-create your character then so you do not have to wait and have it done at the event. However we understand that not everyone can do this, in which case be sure to write everything down and once at the event and at check-in, present the information to staff then and they will go over things with you and get your character made. In the end you will be presented with your character card and be only moments away from beginning your first event.

A Weekend of Fun

Most all Xadune events will take place over an entire weekend, starting around 10pm Friday night and ending mid-day on Sunday. Different locations might be utilized throughout the season for separate events so please check the online schedule to be sure of the event’s location. It’s recommended that you get to site early in order to unpack, make your way through logistics and check-in, decorate your cabin (if you wish), dress for character, and make it to opening ceremonies. Of course, not everyone will do things in that order but it gives you an idea of what all to expect. Opening ceremonies will normally start on Friday night around 9:30pm. For the most part, it will last 15 to 30 minutes, depending on what all needs to be covered. During the ceremonies players will be reminded about safety rules, general taglines, and be given a brief introduction to the weekend’s game. After opening ceremonies all new players are required to attend a safety course before being allowed to play the game. Players have about 30 minutes to finish getting prepped for the event before in-game is called. After that time it is asked that players not yet in-play wear a white headband until they are ready and to try to get in-play as quickly as possible. Once ready your only concern should be to have fun. Shortly after mid-day on Sunday afternoon end-game will be called and the event for the weekend will be over. Afterwards you will need to check-out

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your character, clean up your cabin, and prepare to head back home after a weekend of excitement. Please be aware that it is the responsibility of all occupants of a cabin to leave it clean and free of trash. Not doing so will have consequences. The setting, tools, and environment provided by the game are there so you have fun, but you yourself must be willing to have fun. The quickest way to have a boring weekend is to say “no”. No kills a story. No stops the progression. No means you just excluded yourself from an adventure. It’s understood that characters may not like or want to get involved with a plotline, but the player should realize it is themselves choosing to not have fun, not the game lacking in entertainment.

Important Note about Xadune

Xadune is not Earth. It does not work in the same manner, and the players should not expect it to. It is a world with magic and gods. The laws of physics are different from Earth, the rules of the universe are not like Earth’s, and even the elemental make up of Xadune is different from Earth’s. Keep that in mind. This should play a very important role when players attempt to backwards-engineer something from our world: things will often just not work because Xadune is not Earth. Maybe silicone doesn’t exist, and maybe the material used in electrical works react all that much differently, thus not allowing for the semiconductor to be invented. Maybe atoms don’t split in Xadune; and even something as mundane as salt is an element entirely different on Xadune. Remember that when attempting to apply real world ideas to the game: Xadune is not Earth.

Xadune

Xadune, fifth planet in what used to be a tertiary star solar system, is orbited by its two satellites, Io & Sent, and is most commonly known as the way station of the mulitverse. The past century or so has been rough on Xadune. AFS (After Fallen Star) 0 marks the disappearance of the system’s largest star, Tirus. Since then, many nations have been destroyed and are once again in a state of rebuild. The diversity of

races and cultures has broadened even more leaving almost no segregation in the larger cities. For the first time in almost a hundred years, Xadune is once again open to the multiverse, after a past century period where, for unknown reasons, the planet was on some sort of planar lock-down. Over a hundred and thirty years ago a catastrophic event occurred, the cause of which is still a mystery. Slowly, the planet slipped into turmoil and natural disasters started to occur on an outlandish scale. One by one each of the three stars around Xadune disappeared until the planet was left in a state of frozen tundra. At the same time, all planar travel and even communication with deities ceased. After a 56 day period of total darkness, two of the suns reappeared in the sky. After about 6 more months of planetary reshaping the havoc came to an end. The world had changed forever. Deities were once again talking to their followers, but no answers about what had occurred were ever given. Rumors went about and all seemed to fall on one common ground: Gatherers caused the apocalypse to happen. What’s a Gatherer? Some sort of powerful vessel of destruction apparently, but no one ever gives the same answer. Most areas did not digress much in the 2 months of destruction that occurred over a century ago. Most still sit in an early renaissance period, a few cultures were destroyed in the aftermath, and most of the nomadic tribes and cultures were worn down to only the strongest of the race. The orcish clans are the best example of this. Their race now appears to be at the height of their existence. Their scholars and warriors are amongst the best in the lands and highly sought after for training. Even though hard times have pressed against the planet, good things still flourish. A handful of the leading nations and cultures have reached the steam age and, for the first time in recorded history, the field of science is making a name for itself. Many of the youths of these cultures are embracing these newfound arts and heralding them as the future, while many still clutch to the ancient arts of magic as the true path to the future. Least affected by the devastation was the island nation-continent of New Zeal, while Jarr withstood

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the most damage. Many of its cities were destroyed. The capital city of Revrent was the only city untouched. Most of the larger cities were heavily damaged and a few were completely destroyed, including the great port city of Star Port which slipped entirely into the sea. On the coastlines nearest to where the fallen city was, New Star Port is slowly making a rise. Kanada was severed from the main continent of Jarr at the great gates. Its climate is now much colder, but the people seem to be adjusting fine. New Zeal is the desert continent of the world. Its lands are mostly sand and silt. The sun never sets here, and often there are two suns in the sky. The temperature sits steadily around 110 degrees at the lowest (dry heat). Water is an expensive luxury and brute force often rules the lands. It’s the only continent that still freely endorses the use of slaves. The land turns into deadly sinking sands as it approaches the ocean, and then from an oozy mud into dirty water, then finally the salt ocean. The capital of the largest kingdom here is Tyr. Jarr is the eastern most continent on the centerline of the planet. It has few mountains and is mostly rolling plains and lakes. Farming is the largest source of income for the kingdoms of Jarr, the largest being Revrent. Pha is the western counterpart to Jarr. Its countrysides are vastly filled with forests and a few scattered mountain ranges. Unfortunately, not many know much about Pha, besides it being a very backwoods place. Now the seas have made it nearly impossible to reach. Up until recently Pha was mostly unmapped due to the devastation that befell Xadune, but thanks to a few airship aerial surveys this has been remedied. Jarr and Pha share about the same climate. Seasonal changes occur about every three months or so and temperatures range from almost freezing in the cold months to sometimes as hot as 95 degrees in the summer. Kanada was once part of the continent of Jarr, but has now become its own landmass. Kanada has always been a secretive culture and land of mystery. Customs, language, and even technology are very different. They have, until recently, been seen as the most advanced culture, but they rarely get involved with the world about them. Now that they are

separate from Jarr, their hidden world and knowledge is almost completely kept from the world outside. Gaining access into their kingdoms is a feat of its own, and considered practically impossible. These days Kanada now shares a much colder climate band and they must endure a few months of total darkness. And then there is The City: in between these four great nations on the open seas sits an island that until about three years ago never existed. On this island lays a city, or ruins as many first saw it, in which something special is happening. Here, almost every doorway serves a dual purpose of being a gateway to somewhere else. Portals that lead from one place to the other - and not just on Xadune, but everywhere. No one knows where The City came from, or even where the island came from. And, until recently, all four nations had people there trying to figure everything out: mapping out the doorways, and plotting out their paths throughout the multiverse. Archmagi and scientists alike were studying the surroundings trying to determine where, how, and why the island was there. Of course, with this many portals in one place it was next to impossible to stop others from coming in and out, and so over the course of a year the newfound island ruins became a fully functional city. Then on the eve of Grim’s Delight (All-hallows) of AFS 128, all the people disappeared. Now, a few years later the world clamors on. The City has become an international hot spot and seemingly fragile way station for strange events. So-called deep investigations by the world’s governments still look into the events that transpired that fateful night in AFS 128, along with the origins of the Island. No one says it, but everyone knows: therein, amongst the steam and magical back allies, deep within the underbelly of the slums, and on the doorsteps of the Governmental ward are the answers everyone is looking for. They just have to reach out and take it…

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Core Rules of Xadune

At the backbone of all good games lies a rules system. These are the governing mechanics of a game that helps everything move forward and keeps it all on track. These rules are universal to the game. Players and Staff members alike must abide by them. There is no exception. In this section you will learn about the primary safety precautions of this game. Make sure you know everything that is written in the safety section. You will also learn about how your character will “live” and survive in the game world, how death works, and the afterlife. The base system of how combat works is also outlined below, including both melee and ranged combat.

Chapter Overview: - Safety - Life, Death, & Body Points - Combat: Melee, Ranged, Spells, Shields, Killing Blows, & Searching - Weapons & Armor - Taglines, Effects, & Statuses

We understand that many may be new to LARPing and in such cases we ask that you take the time to ask as many questions as you can think of to help clear things up. It might sound cliché, but it’s true to say that the only stupid questions are the ones never asked.

Safety

Of all things you read in this book, this section is the most important.

Holds The main thing to remember when you hear “HOLD” is to stop, drop to a knee or sit down, and listen. This is a call that always needs to be listened to, the thing you should only use when needed for medical reasons, and the only thing that will stop the game in its tracks: “Hold!” Holds will only be used for Staff announcements or a medical emergency. Once the announcement or Staff reason has been made or solved, or the emergency has been dealt with or cleared from the field, everyone will be asked to stand back up and retake their positions. At this point a “Lay-on” will be called which signals the continuance of whatever was happening.

A player should only call a “Hold” in the case of a medical emergency. No one should call a hold for someone else unless said person is incapable of doing it for themselves. In the case of medical holds, a call for “Medic” should be made immediately after the Hold is called if needed. In the case of Medical Holds all players should step back from the injured player

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and allow only medical personnel to handle the situation.

“Medic” This term should never be used in-play. Clerics, field surgeons, doctors, and any other form of healer are acceptable in-play terms to be called for in-play healing. The term “Medic” is reserved for the out-of-play, real life medical emergencies. As stated above, the term “Medic” is not to be taken lightly and should only be called out by the player in need unless said person is unconscious. There are many in-depth and “hardcore” players that will shake off a real injury that others would not; let them make the call for themselves.

Headbands There are four different colored headbands that players need to keep an eye out for that represent different things. Headbands are an out-of-play thing, and to cut back on confusion it is asked that no character wear these four types of headbands. At Xadune you will encounter these following headbands:

White: This might be the most common of the headbands seen. White represents players that are out-of-play. As a courtesy, OOP players should stay away from in-game activities and do whatever they need to do to get back in game.

Orange: The most important of all the headbands is the orange one. People that wear these headbands are for one reason or another medically exempt from combat. Under no circumstances should these players be involved in combat. This does not make these players exempt from dangerous situations. If for some reason someone deems it purposeful they can approach these characters and tell them that they are killing them, and as cheesy and cruel as it is, it is a legal game action that the player must abide by. Players are highly discouraged of taking advantage of this. Anyone doing so should be pointed out to Staff immediately.

Light/Neon Blue: Next to the white headband, these might be the next most commonly seen headbands. Light Blue represents characters and creatures in the

Twilight. Unless you are also in the Twilight, you are not allowed to interact in any way with these people. At night, if you are staying in the Twilight, you need to wear a blue glow band on your head.

Light/Neon Green: These rarer headbands represent creatures or players that are invisible to the naked eye. Creatures wearing this color headband cannot be seen, but they can be heard and interacted with. Though some might find it difficult to role-play not being able to see something they can interact with in real life and they can clearly see, it is very encouraged that players do their best to role-play the situation properly and not “cheese” the encounter. At night people that are invisible need to wear a green glow band on their head to represent their status.

Physical Contact While at Xadune, physical contact of any sort is prohibited, plain and simple. The only way you can touch another player is via boffer, packet, or foam projectile. Violation of this rule will be dealt with swiftly and firmly. Warnings on this will be harsh. However, sometimes a player will allow contact. If they do not offer up this small invitation you can ask, “Do you accept physical contact?” If the player says yes then you may touch the person in an appropriate manner. This is not an invitation to beat someone up, or anything similar; it is an allowance to help enhance the role-play.

Combat Safety Combat can be one of the most dangerous parts of a LARP. Xadune is no exception. Because of this please make sure you are fully aware of all the combat rules, be mindful of your surroundings while in combat, and lastly, use common sense.

While in combat it can become difficult to hold your composure. Despite this, you are still required to follow the rules of combat and keep it as safe as possible. With that said, each of your swings can not exceed a pull back of more than 90 degrees, yet must still be pulled back at least 45 degrees from the intended target. It should also be noted at this time that only contact should be made with the opponent, you are not trying to bludgeon them to death in real life. If a player is hitting too hard it is asked that they

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be told that they are and that the harsh swings be toned down. Too many reports of heavy swings will get you a meeting with Staff and you will be dealt with accordingly.

Charging is also a combat taboo. Charging is defined as a rushing assault upon an opponent in which you are incapable of not running into them. You must be able to stop within a weapon’s length of your opponent or it will be considered charging. Charging is not pressing an attack; it is only in the case of an uncontrolled rushing attack. Being caught charging or receiving too many complaints will result in being pulled from combat and getting a meeting with Staff where you will be dealt with accordingly. Regardless though, hits should still be counted against both parties.

Targets you should highly refrain from hitting also exist in the Xadune combat system. These are areas on the human body where you should never be aiming your attack. Accidental hits in these locations while in a melee combat might happen, but these should never be intentional targets. These areas include: the head, groin, and hands of a player. The upper chest area on females is highly frowned upon as a combat target. Please do not aim for these areas. However, when these areas are hit, the damage and effect still occurs. Repeated offenses of attacks hitting these areas will result in a talk from a Staff member and potential combat probation.

Turtling and weapon trapping/pinning are two combat techniques used in ancient warfare. Though commonly regarded as taboo in LARPs they are both legal acts in Xadune. It should be noted, however, that the no physical contact clause is still in full swing when it comes to turtling and pinning of a weapon. Also, on the note of pinning a weapon, it is legal to pin a weapon with a weapon, or pin it against an object, but never against another person or with your own person. Common sense is your best friend in these combat situations. Pinning maneuvers were designed to disarm an opponent. Do not hold onto your weapon and expect not to get hurt.

Dragging a body might also come up in combat. To do so one goes up to said body and announces, “Dragging”. A PC with no strength bonuses can only

move an adult male human sized creature at the pace of a slow walk. If the dragged creature wants, they can announce “do it” in response which means you really have to drag the body. If you cannot do so, then the body isn’t drug. Smaller, lighter creatures cannot do this however as they are not properly represented. Much larger creatures, on the other hand, can announce “No Effect” to represent you indeed cannot drag a one ton buffalo by yourself. Strength bonuses, oversized creatures, and combined efforts will be dealt with in-game on a case-by-case basis.

Lastly is the hindrance of movement, progression, or escape via abuse of combat safety rules. Due to the no physical contact rule it is illegal to actually push past a PC, however if you wish to do so it can be done; in other words the no physical contact rule cannot be used to gain a tactical advantage IP. If a PC wishes to get past another PC or NPC that is blocking said path they have this option: they can ask for physical role-play. If accepted they must then attempt to push by. If rejected, the moving PC has the option to announce they are pushing through and then must be allowed through. The only thing that will stop the moving PC at that time is an IP strength bonus. If the defender has a strength bonus, they can announce it and the moving PC must have a higher strength bonus to push past.

Life, Death, & the Long Walk

Each character has a pre-set number of points which represent their core health or stamina. These points will frequently be referred to as Body Points or abbreviated as BP. Your base and maximum body is determined primarily by your race. Your character starts with their base and each time you level up you gain more body until you reach your maximum. Each time you are hit in combat you lose body equal to the damage dealt, unless you have something to protect you (but we will get to that in a minute).

Once you reach one body you stand at the threshold of death’s door. At one body you are weak, unable to run or perform complex tasks (such as most battle skills), and basically reduced to someone fighting to stay alive. You can still defend, attack people, and find

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a way to heal yourself, but you are hardly battle in-effect.

If you are reduced to exactly zero body you fall unconscious. For all intensive game purposes you are unaware of what is going on around you and can do nothing but lay where you are. At this point, all you can do is hope someone helps you or you can wait for ten minutes. After ten minutes of being unconscious, you receive one body and gain consciousness.

In the unfortunate circumstances you are reduced to below zero body, you then reach death’s door and begin bleeding to death. It should be noted that you can never drop lower than negative one body. Upon reaching negative one body you begin a sixty second, or one minute, countdown. Much like being unconscious, your character is unaware of what is going on around them and can do nothing but remain where they were. This is the last easy chance that most others have to help your character get back up and moving. Once the sixty second countdown is completed, your character slips from the mortal realm of life and is at dead status.

Death Dead Status is a bad place to be. As with bleeding to death and being unconscious, your character is pretty much a paper weight. At this stage in game your character’s soul has started to tear from its host mortal form and prepares for the long walk. For most characters it will take five minutes (that’s 300 seconds) for the soul to depart the body. At this point only some type of remedy to death, be it spell or some other means, can help your character. Simple healing will only be wasted on a character that is at dead status. Once the five minutes is up, the soul becomes fully free of the mortal bonds and enters the Twilight to begin the long walk. At this point if the character has more lives, their body then turns to fine dust and disappears, leaving all possessions on the body behind. However, if the character no longer has any lives remaining, their body does not dissipate.

At this point the character should remove all their in-play items and leave them where they died and rip their life tag in half. You have just lost one of your lives. Your character is now in the Twilight and has

begun the long walk; though you are not required to be fully in-play while on the long walk, it is recommended that you do remain in-play.

The Twilight While in the Twilight you see the world as a gray haze. Objects are neither solid nor intangible. Nothing in the Twilight is as it is in the mortal realm, and you are prohibited to interact with any character not in the Twilight. This mainly comes into effect because while in the Twilight you cannot see any live beings. As noted earlier also, nothing is as it is back in the world of the living. That being said, you cannot spy, case, or run surveillance on a location or attempt to gain any type of accurate information about something in the mortal realm; it then also goes without saying that one cannot steal something from the mortal realm while in the Twilight. The only real thing a character can do while there is head to a point of anchored resurrection and wait to have their body reformed so they can return to the mortal realm.

If you opt to not be in-play during the long walk that is perfectly fine. You are then asked to move aside from all game activities and not interact with anyone else that is in-play. When you are ready you will still be required to go to a point of resurrection, out-of-play, and then return in-play and await the reformation of your body.

Memory Loss Long story short: you never have any memory loss as a direct result of death. Most LARPs are designed where you are affected by death in a way that you lose some parts of your memory upon death. In Xadune this does not happen. The only things your character will never be able to recall are the events that happen while you are unconscious, bleeding to death, or at dead status. Other than those three instances you will remember everything. This includes what you see in the Twilight, including any conversations with other characters on the long walk.

Returning to the Mortal Realm Returning to the world of the living will feel to your character as a taxing thing, but regardless of that you will return at full body. Each character begins play with three lives. You can gain lives through certain

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level ups which are dependent on your race, along with special in-play rewards. The most lives a character can ever have at one time are nine.

If your character is out of lives, you are unable to return to the mortal realm. All attempts will fail. If you choose to still play your character in the Twilight after you have lost your last life (i.e.: still walk around IP in the Twilight) you are required to first report to Staff that you are out of lives, and then you are allowed to go IP walking the Twilight.

Gaining Lives All players start with 3 (three) lives. You gain lives as you level up as per your race. Characters can only gain up to nine lives in their lifetime. Here are the life gains:

Humanoids: 1 every 3 levels, max @ Lv. 18 Demi-humans: 1 every 2 levels, max @ Lv. 12 Wee Folk: 1 every 4 levels, max @ Lv. 24 Wild Ones: 1 every 3 levels, max @ Lv. 18 Far-Born: 1 every 4 levels, max @ Lv. 24

Notes about the Twilight & Lives: Most people on Xadune do not have multiple lives. If you die, you are pronounced dead and your corporal body is buried or cremated. But sometimes a strong willed person can have second chances. From these rare people (and players) the stories of the Twilight come. Often to most people the Twilight is nothing but an old fable told to children at night and dreamed of by others. Most people that are strong enough to have more than one chance in the mortal realm are completely unaware of it. There is no in-play way of knowing how many lives you have. Remember this and try to keep it in mind when role-playing your character and how they treat their life.

Final Death, Imprisonment, & Getting Lost in Time & Space These are the three things that can cause you to not be able to play a certain character for a time period. All are things that only the PC itself can bring upon itself. You will never be “wrongly imprisoned” by a plotline barring you from playing that character for long periods of time; and you will not get locked out of returning home unless you yourself cause it. Being

greedy on an adventure that you know has a timed exit is an example, and because of those actions you might be told that you cannot play that PC for a period of time. Once you lose your last life, expect to never play that PC again. If you do something to go to jail, expect to not play that PC for a time period. If you get banished or lost while portal jumping… well, you have been warned. Having a secondary character on the books can be considered by many as never a bad thing.

Recap Body Points: The number that represents the core health of your character. This number is dependant mainly on your race. Threshold of Death’s Door: When your character reaches one body. At this point you are fighting for your life, left only with the ability to fight off and defend one’s self. You are unable to run or perform complex tasks at this point.

Hits: Pretty much whenever you get hit you take it. There are no situations when you do not take the damage or effect from an attack save illegal swings.

Unconscious: A state in which you are lacking awareness and the capacity for sensory perception as if asleep or dead. This status can be reached by being dropped to exactly zero body. Regardless of how you reached this status, it only lasts for ten minutes, after which you gain consciousness. If previously at zero body, you gain one body and are now at the threshold of death’s door.

Bleeding to Death: This status is reached if you are taken below zero body. You have sixty seconds of bleeding to death before you reach dead status. While bleeding to death you still suffer from all the same effects of being unconscious, and are still healed normally.

Dead Status: This is the five minute period where your character’s soul is starting to leave its mortal shell. You still suffer from the same effects as being unconscious or bleeding to death, but can no longer be helped by conventional healing and can only be affected by something that will remedy death.

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The Long Walk: What the status is called when a character’s soul has left their body and is walking in the Twilight.

The Twilight: The eerie gray world where souls go after death. Things here are nothing like they are back in the mortal world and because of this no character’s soul here can affect the mortal world. The Twilight is often, to most, nothing more than a myth to those in the mortal world.

Combat

Probably one of the most involved and complex parts of the game for any player will be combat. Because of this, it is beyond imperative that you read over and know the safety measures for the game along with all the safety terminology. If there was a section in this book that would be required for you to read over twice, this, and the safety section, would be it.

All characters know how to use almost every weapon they come across, save firearms, with no skill required. To add, all players can also fight with a dagger in their offhand. The main hand of a character is defined as the prime attack hand and the weapon in that hand must be held in an attack stance. Unarmed combat can also be accomplished by almost anyone. To represent unarmed combat the character would use claw-like phys-reps which will be defined later on in this chapter under unarmed combat. Blocking while unarmed will still inflict the set damage upon the target.

Melee Combat Damage must be called with each and every swing for it to count. This is called a tagline, and is an out-of-play formality to inform other player’s what is happening on an out-of-play level. Characters are not actually shouting out these taglines as they engage in combat. In melee, all combat taglines will consist of three things: damage amount, damage type, and damage effect. Damage amount is the amount of damage you deal. This will normally be the base damage for said weapon along with any bonus that might be added on. There are three different types of damage that are most commonly used. These include

slashing, blunt, and piercing. The most common effect that will be heard will be normal, but do not be surprised if you hear magic, silver, or some other effect used. With that being explained, an underproficient human that picks up a standard ordinary short sword (base damage 2) would call “2, slashing, normal”. It is typically okay to switch around your effect and type in your tagline for what is more comfortable for you to say. So, using the example above, one could also call “2, normal, slashing”. Typically it’s easiest to call damage first.

Each tagline must be called out clearly and loud enough for the defender to hear it. If you are swinging so fast that you cannot keep up with your damage being called then that should tell you something… that you are swinging too fast. This is typically called “machine gunning” and is uncalled for and highly frowned upon. If you are seen doing this too many times you will be given a warning about your combat behavior and be dealt with accordingly. The defender also has the right to only count all “machine gunned” hits as just one hit.

So in melee combat, what constitutes a hit? If you swing at an enemy and the enemy parries with his own weapon, but the force of the impact is strong enough that you still connect with a leg or body does that count as a hit? No, that would be considered a block and the attack may be swinging way too hard. What if you are using an axe to swing with and an enemy thrusts a weapon out to block it, but they only hit the hilt of the axe and not the blade, yet the blade still makes contact? Would that be a hit or block? As above, it would be considered a block but could happen more often due to the large size of an axe head.

During the course of a stab, if someone pushes the weapon out of its original course, but it strikes a legal area, does it count? Yes. For thrusts you need to 100% parry the attack for it to not count as a hit. Thrusts are by far the hardest attacks for LARPers to parry, but they also leave the attacker wide open for an attack if they do not know what they are doing.

Also note that holding a weapon next to you (as in against your body) and saying it is blocking does not count. In other words you can totally call out

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someone for just holding a weapon against their side and doing a shield style full body block. This is called “no-effort” blocking. “Push-through” shots are considered blocks, but if you throw a shot that simultaneously connects with a weapon and the body, is it considered blocked? As they say in Risk: tie goes to the defender. In that case you would not take the damage.

Defense, for the sake of a definable rule system, must be given a clear definition: if you block the weapon in some way (when pertaining to swinging/slashing attacks) it pretty much stops the damage. The exceptions are the above outlined “no-effort” blocking which is basically putting your defensive weapon next to your body to stop hits and a few other cases. You need to actively block the blow for it to be a block and actually make the block before it hits you (in a swinging/slashing situation)

Does this count if the weapon is resting against an arm? For example, if I'm holding a sword backwards so that the blade goes down, instead of up, and the blade rests against the defender's forearm; could that sword be used to block being supported by the arm? Your arm is part of your body; thus that maneuver would not be a block and would be considered a hit. If you wish to block weapons like that we suggest a small buckler shield or the like. They work wonderfully. If you want to hold your defensive off-hand weapon upside-down and block with it, it needs to be actively blocking not held against your forearm.

The biggest thing to remember in combat is it’s based on the honor system; and though everyone needs to be combat marshaling each other it rarely happens. The rule of thumb at most LARPs, and I would like to think at this one as well, is just take your damn hits. The game is no fun if you are invincible, so don’t be. If you are thinking to yourself, “did that hit me” then just take the damage. Most people have no idea how much damage they soak in combat. If we were to dedicate people to full combat marshaling a field battle, I promise you we would have more than a few pissed off people agreeing that they did not get hit. This isn’t because they are trying to bend the rules or live forever, it’s just because in the heat of battle a lot of people cannot keep up with it. We

don’t want conflict or on-field debates about what hit you and what didn’t, but a good sport would normally take the most obvious route and take every blow they pretty much question.

Ranged Combat Close quarters combat is not the only way to deal with foes in Xadune. A large variety of ranged attacks are available for a character to choose from including bows, firearms, spells, throwing knives, acid vials, explosives and even science induced projectile weapons. Regardless of the origin, they all have rules that make them special to the game, and so each will be addressed here. The first major difference in ranged weapons is how you call your tagline. With a ranged weapon you only have a two part tagline which consists of the damage and type. However, if you wish to add your effect in as well you may.

Despite where an arrow, bolt, or other thrown weapon hits an opponent it will deal full damage. Blocking a ranged weapon of this type is only possible with a shield, combat ability, or similar. Using a weapon to bat the projectile out of the way will only result in the opponent still taking the damage, so it’s recommended you get out of the way rather than try to play baseball. Also along those lines, it is frowned upon to step on and break arrows, bolts, or the like. Accidents happen, but please refrain from doing it on purpose. Ranged projectiles should also be treated as all other weapons in regards to relieving a character of them: if you take them in-play, please still return the out-of-play phys-rep to the owner.

Definition: Phys-rep; Slang or short for Physical Representation. Most often referring to a weapon or item but can also extend to your character if you (the player) are doing one thing OOP while your character is, for example, sleeping in the cabin. Weapon phys-reps are the actual real life items, not the tag. So if you are asked for the phys-rep of said item you need to produce the actual item. In the case of character phys-reps, it means what physical representation you left behind to show that your PC is there (i.e.: a roll of blankets and pillows obviously labeled as your sleeping PC with your equipment and so on with it). It should go without saying that all items on a character should be represented. If you are ever asked by a

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Staff member to display the items on you and their phys-rep and you are lacking said phys-reps the items will be stripped from you. Repeated violations of this will result in some type of punishment.

Firearms for the most part are treated the same as the weapons mentioned above, but with the exception that normal shields do not block the piercing damage that firearms deal. Though there are exceptions… Another difference between firearms and all other types of ranged attacks is that, when calling damage with a firearm, you must scream or yell the combat tagline. This is to represent the effect of using a firearm which, just as in real life, are loud and draw attention. Firearms are also the only weapon that require a skill to use fully. Without the Firearm combat ability one can do nothing more than pull a trigger on a firearm; no loading, cocking, or arming. If nothing happens when the trigger is pulled -- nothing happens. If you do not have the appropriate skills your character will not know what to do with the firearm. The most common representation for a bullet will be a small foam projectile. A player is required to make sure that all of the bullets their character has on them are represented in a phys-rep form. If you are ever asked by a Staff member to display the items on you and their phys-rep and you are lacking said phys-reps the items will be stripped from you. Repeated violations of this will result in some type of punishment. Avoiding this unpleasantness is simple: always have all the phys-reps on you for all the bullets you are carrying tags for.

Definition: Tag; Tags are actual pieces of paper that have items, descriptions, or abilities on them. Every item that has an effect in the game should be tagged. Tags and phys-reps often work hand-in-hand: weapons have tags and phys-reps for example. In the case of items being taken, tags go with the phys-reps.

Acids, gases, explosives, and other similar attacks are often represented by a packet or foam phys-rep. Green packets will be the only representation for these types of attacks (all phys-reps for these attacks should be labeled to help in identifying their effects). When throwing these types of attacks, the tagline will reflect the accompanying attacks. For example, a vial

of acid that deals 10 points of damage will be called out as “10 Acid”; just as a bomb of rather large size might be called out as “25 explosive”. For the most part any contact with these types of attacks will count as a hit, requiring the opponent to take full damage and effect of the attack. Use of a shield to block these effects will vary in usefulness from effect to effect, but for the most part will still constitute a hit. Refer to the shield section for more information on the effectiveness of a shield. Along those lines, unlike arrows and bolts, vials, gases, and explosives are fully in-play and as such unused ones can be stolen in-play. However, it is asked that used phys-reps be returned to the original owner just like you would an arrow or bolt. In other words: be polite, return “used” phys-reps back to their rightful owner OOP.

Bullets & alchemies rely heavily on the honor system of players to keep the balance. After the use of said items, players should pull or mark tags and sheets appropriately. Staff will also do routine checks of players that use said items, so do not be offended if you are ever asked to account for your items. If a player is reported as cheating when it comes to the use of bullets & alchemies they will be watched carefully by Staff. In short, keep on the level, and do not cheat. You will be caught in time and it will not have been worth it, trust me.

Lastly, it should be noted that most ranged weapons are fragile in comparison to their stouter melee weapon brothers. Because of this, most normal ranged weapons have a lower tolerance level than melee weapons. Firearms have a tolerance of 4, while bows and crossbows have a tolerance of 3. A Tolerance is a base amount of damage that must be exceeded in a single attack in order to affect the item in question (normally breaking it).

Magic is represented in Xadune with spell packets. Spell packets will appear in any color except green (which is used to solely represent certain alchemical attacks). Though spell packets cannot be stolen, they can be seen in the game world and noted as some form of magical energy. Some spells will require a long incantation, others will not. Regardless of if they do or not, a incantation will be given that will name the spell and effect. All effect causing ranged spells

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will be considered a hit upon the opponent if it hits them in any way or form. The only exception to this are spells that deal physical damage.

That said any type of invention or spell that deals any type of physical damage can possibly be blocked via shield. This also includes most ranged attacks from creatures that cause physical damage such as flaming attacks, venoms, and the sort.

Shields Well we danced around the subject enough, let’s talk about shields. Like all weapons, save firearms, for a character to use a shield only requires them to pick it up and hold it. Shields are highly effective in combat as additional protection. But shields are not all powerful: every shield has a tolerance level. Because of this it is required that shields be made or held in a fashion that they can be removed quickly. Though there are many variables to what the tolerance level of a shield is, we will only address the common types here:

Normal Shield Tolerance Level: 9 Fine Crafted Shield Tolerance Level: 17 Master Crafted Shield Tolerance Level: 30

So, if you have a normal shield and it is hit by any type of strike that does 10 points of damage or more it is destroyed. Shields are capable of blocking the following effects. It is the responsibility of the shield bearer to know what they can block. If it is not listed here, it cannot be blocked by your typical shield.

Slashing & Blunt Explosive* Venoms Magical Damages*** Acids* Physical Elemental Damages** Gazes

*: Though shields can protect the bearer from the effects of acid or explosions they still take the effects of the acid or explosive and are normally rendered useless after such attack as acid do x10 damage to shields and explosives utterly destroy them. **: These are attacks such as “10 flaming”, “5 lightning”, or “50 ice”. But not elemental effect

attacks such as “freezing petrifaction” or “flaming inferno”. ***: Such as the “10 magic” spell attack, or “5 body” spell attack. But not including the “mental” tagline.

The tolerance level of the shield can often be breached via these attacks making them a one-time defense. It should also be noted that shields have a maximum size they can be for a PC. The max size for a shield is varied by the user: The length of the underside of your arm (from armpit to fingertip).

Killing Blows As we learned earlier, beating an opponent down will only take them to “bleeding to death” status. But, if one wishes to truly take out an opponent he must finish the job. Doing so requires a killing blow. In delivering a killing blow, the opponent is taken straight to dead status.

In melee, a killing blow is delivered to an opponent by placing a weapon to the chest or back and doing a 3 second count: “Killing blow 1, killing blow 2, killing blow 3”. This is not a race to blurt it out; it is a three second count. If the act takes less than three seconds, in the case of someone saying the phrase as fast as they can, than the opponent can declare the killing blow as ineffective (at the moment it happens) and then must explain why. If they do not declare an ineffective killing blow then they must take it. Note that a killing blow does not have to be centered on the chest or back, but can be achieved on any part of the chest or back.

If a character wishes to deliver a killing blow without a weapon, this can still be achieved either by using a spell/vial packet in place of a weapon or by gaining player permission to touch the other player. Either way, the above stipulations must still be followed. It should also be noted that anywhere else on the body that is not the chest or back is not a killing blow location.

A killing blow can also be delivered via missile weapon, firearm, or any other type of ranged attack. To do so the opponent must be hit in either the chest or back with said weapon and the tagline of “killing blow” is used in lieu of the normal combat tagline. It should be noted that if a bullet or damaging type of

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alchemy is used it is expended in this use. Also of note is the point that a ranged killing blow does not have to be centered on the chest or back, but can be achieved by hitting any part of the chest or back.

The final way a killing blow can be achieved is via spell. A killing spell is a simple cantrip all mages know. This spell packet delivered attack is delivered just as a ranged killing blow where it takes effect as long as it hits the target in the chest or back. The creature being Killing Spelled still needs to be either subdued or unconscious in order for it to take effect. If you just randomly throw a Killing Spell at a person walking by they have all the right to say “no effect” and then light up your world. Killing spells typically cost 1 skill point for low level casters.

Definition: Cantrip; A cantrip is a generic lower level magical incantation that all mages (people with at least Divine or Arcane Magic lv.1) can perform. Killing Spell cantrips are always a minimum of eight words long; no matter what level the caster.

Searching Your Kills Most of you will want to search your kills; I mean who doesn’t like loot? There are a few ways to go about doing this. The first and easiest is to say to the player of the creature just killed or incapacitated “Searching”, and being a ten count for searching (Searching 10, Searching 9, ect.). After which, if the creature had anything on it, they will hold it in their hand, not hand it to you. It is the searcher’s responsibility to watch the creature being searched and to obtain the loot, not the creature’s to hand it to you. Sometimes (most often with PCs and NPCs) you will be asked to define your search. In these cases you are required to name the areas you would search just as if you were physically searching them (such as “right pants pocket,” or the “green pouch”). Lastly, in some situations, when searching you will be told to “do it”. In this case you actually need to physically search the creature in question. Refusal to actually search the creature (in an appropriate manner) means you didn’t search the creature.

Creatures that award XP will not hand the XP tag over to whoever searches it. Instead the tag will only be handed over to the person who delivered the

killing blow. It is not the creature’ responsibility to locate or find the person who killing blowed them if said person walks away. Most often, if the tag is not collected after being killing blowed it will just be recycled for a later encounter.

So what happens when you loot another PC? How does it work when you loot their weapon? Idealistically the searched player needs to hand over their weapons. For the most part you need to give the weapon back to the player at the appropriate time (during some down time in the game but no later than the end of game call) on an out-of-play level. What this means is you give back the physical representation of the weapon, but you get to keep the tag for the weapon. Realistically, most people will not want to hand over their weapons; which is understandable and acceptable. At the time of searching the tag and safety tag for the weapon needs to be handed over to the searcher. A white headband should also then be tied around the weapon to represent it is no longer there. In-play the searcher has said weapon, but you need to be able to produce a physical representation to be able to use it.

The only exception to this is “special and/or magical weapons”. This is important to note with firearms as well. It is the player’s responsibility to produce a newly acquired firearm phys-rep. It should also be noted that gunslingers may wish to have an out-of-play backup of a firearm for them to purchase or build if their primary firearm is lost. All Staff or Plot acquired weapons need to be returned to them as quickly as possible unless they are magical or special in nature. If you ever have questions about returning a phys-rep, please see a Staff member. They will be happy to return it for you if you wish to be unknown. And yes, this means player owned items that become special or magical in-play are then made property of the game in a way. If you want to be able to identify your “special and/or magical weapon” that has been stolen you need to let it go. If you want that “special and/or magical weapon” phys-rep back you are foregoing the look of said item and it will be unidentifiable to you forever; thus meaning if you meet person A with newly phys-repped “special and/or magical weapon” you have no idea, proof, or ability to ever say it was once yours.

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Recap Using Weapons: Almost every weapon (save Firearms) can be picked up by your character and used in some way or another. All characters are also able to fight with a dagger in their off fighting hand.

Calling Damage: All melee weapons require that you call a full, three part tagline in order for the damage and effects to be taken; all ranged weapons require a two part tagline. If the tagline is not clearly stated, it does not count. Taglines consist of three parts: damage, type, & effect (3, slashing, normal = standard long sword tagline; 4, PIERCE, NORMAL = standard small arm). You are allowed to switch around all three parts to find a combination you are comfortable with. Lastly remember that taglines are an out-of-play formality; you do not know in-play they exact damage or type of damage they are calling.

Swings & Hits: Melee attacks need to be pulled back 45 degrees at minimum but no more than 90 degrees for the hit to count. Additionally attacks to the hands, head, and genital areas will not count if the opponent does not wish to count the hit. Alternatively, ranged attacks count as a hit no matter where they make contact, though it is highly encouraged that players still try to not aim for illegal melee hit areas.

Weapon & Shield Tolerances: Tolerance is the bulk amount of damage an item can take before being rendered useless. All melee weapons have a fairly large tolerance (30 when used in normal means, i.e.: combat), though spells and effect can break them. For the most part, melee weapons do not worry about breaking from exceeding the tolerance level. Shields, bows and crossbows, and firearms do however have to worry about this. All items have a tolerance level, and once surpassed in a single blow, said items are destroyed.

Shields: Are useful for melee combat, but do not block damage from bullets. They also add limited protection against explosions, acids, and other special attacks but have a tolerance level so watch out for large damage attacks.

Killing Blows: Melee weapons require a slow 3 second count to deliver a killing blow, while ranged attacks

require a killing blow attack or spell. Ranged, melee, and spell killing blows need to hit anywhere on the chest or back. The target must be subdued (unconscious or at dead status) for the killing blow to take effect.

Lastly Noted Important Information There are a few last things that pertain to this section that should be noted that have not been yet:

- Spells, like all other forms of attacks, are visible in effect. Additionally, spell packets in a person’s hand are visible and seen as an energy emittance from the person’s hand. Color would vary based on the color of the packet.

- Touch-based spells can be either physically touch- based (with player permission), but are more acceptably done through an unarmed phys-rep. To represent this, a player needs to use a min length dagger phys-rep (17 inches) without the hilt. And yes, one could "punch" a touch-based spell causing "one, blunt, normal" damage plus the correct spell by using an unnarmed phys-rep.

- All firearm ammunition, like all other ranged weapon ammo, should be specialized or marked so the player can distinguish their ammo from another player’s.

- Procuring Weapons: At one point or another you will have in your possession a weapon that does not belong to you. It is asked that on an out-of-play level you get these weapons back to the rightful owner and strip it of its safety tag. Ranged weapon projectiles should be left alone or quickly returned to their owner. Do not hoard or hide ranged weapon projectiles, just like a boffer wrench is expensive, so are foam projectiles.

- To represent a weapon on you that is not in-play it should be wrapped with a white headband to denote that it is out-of-play.

- All weapons need to have a safety tag on them. No safety tag means the weapon does not exist, and is not considered a safe weapon. Do not use a weapon without a tag, doing so could be considered a violation of safety and could result in some form of

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punishment. Safety tags are assigned to weapons before or during game via a weapon marshal.

- Wee weapons are useable only by wee creatures. These weapons will be denoted by a green cloth tied to the hilt of the weapon or a green safety tag.

- The game can provide melee weapons to new players or players whose personal weapons might have become unsafe, but unfortunately not for ranged weapons and firearms. It should be said that it is also the player’s responsibility to provide packets for themself, not the game’s. Also, we will be happy to let you borrow a weapon for a game or two but you need to be able to provide yourself with a weapon after a few events. Same goes for borrowing a weapon due to your own becoming unsafe. We want to make sure 100% safe weapons are out there. If yours slips below standards, we will be happy to provide one for you until yours can get fixed or replaced. But, it should be done in a timely manner.

Players’ Conduct, Ethics, & Responsibilities

As an honor system LARP, the game is only as strong as its players. Honesty is a pivotal point on which this game is based. Cheating not only breaks down the fundamentals of the game but also ruins it for others. As with many other LARPs, Xadune will be very strict on cheating and unsportsmanlike behavior.

It should be noted that there is a world of difference between in-play and out-of-play cheating. Your character can do as they please, but the player needs to always abide by the rules of the game. The ethics of the players defines the game, remember that. Below is a small list of common things one should be mindful of while playing the game: Take your hits, effects, and statuses: We know that combat is often fast and furious, but do your best to try and acknowledge and calculate the damage you are taking. In the beginning this will not be a large number, but as you grow as a character, wear more armor, and gain more defenses it will become increasingly important that you are aware of what your character can take. If you are hit with a spell, take the effect. Not sure what that did? Ask quickly

“What does that do?” and you will get a response, I promise you, if not from the attacker then from someone near you. Pull your tags: If you use a potion, destroy the tag. Lose some body, do the same. When you use a skill and it uses Skill Points, make sure you get rid of the Skill tags. Do not lose yourself in combat: Swing, block, and engage in combat as the rules have outlined. If someone says you are swinging too hard, lighten up on the swings. If you are told you are swinging faster than you are calling damage, slow down. Do not argue with another person during combat about whether or not what they say you are doing is wrong or not. Try to take their advice. Arguing in the heat of a battle will only make the argument even more intense. It is neither the time nor place to hold that discussion. Remember we are all human: We are all human, and in so we all make mistakes. Remember that. Just because you spot someone making a wrong call or in violation of a rule, remember that they just might not be aware of it. We all make mistakes, so be sure to try and give the benefit of the doubt when calling people out.

Player’s Grievance Xadune is a game with many adult themes and situations, but this does not mean one will always be copasetic with the situation. Submitting a Player’s Grievance is a drama free way of formally addressing with Staff an issue that you might have with the game, a player, or the like. These reports are taken very seriously and will be handled promptly and privately between Staff and the reporting player. To make a grievance all one need to do is formally write or email Staff making sure to clearly note they are wishing to report a Player’s Grievance. Only the player with the grievance can report their problem. Do not report a grievance for another player or on another player’s behalf, it will be ignored. This is how you handle something you do not like with the game, not complaining to fellow players. Overabundant complaining to other players is considered rumoring or drama creating and is punishable. These types of activities poison the game environment and deplete fun from your fellow players, please do not do this and instead talk to Staff to resolve your issue.

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Enforcement of Policies Staff will always try their best to keep an eye on everyone, but we cannot see and be everywhere at once. If a player sees repeated breaking of ethical fair play or any rules they should inform a member of Staff.

If too many reports of a violation occur or a blatant observation of something is seen steps will be taken:

Warnings: If for the most part it was something innocent, you will be given a warning. In general terms you will be watched just a little more closely for the time being. These could be anything from small combat offenses to accidental mix-up of status effects or abilities. Warnings will most often be given for first time offences of: meta-gaming, minor combat violations, OOP rumoring (which can include constant complaining of game based or OOP situations that affects the attitude of other players rather than reporting a Player’s Grievous), or unknowingly cheating through use of item or non-existent skills. Formal Warnings: Repeated offenses or a very blatant act of cheating will result in a formal warning. This will go on your character sheet until deemed fit for removal. Immediate punishments can range from being pulled from the current combat to having your character dust resulting in you having to resurrect, thus losing a life. Formal Warnings are often a result of multiple combat infractions. Suspensions: Repeated formal warnings (i.e.: more than one), beyond obvious disregard for the rules of Xadune and/or ethical responsibilities of a player, or repeated non-combat warnings for meta-gaming, drama creating, or rumoring on a OOP level will result in player suspension. Upon suspension the player is required to drop all that they are doing and leave site. Other actions that can cause immediate suspension includes having illegal items on site. Expulsions: If a player is ever suspended a second time they become permanently expelled from the game, thus never allowed to come back. Slip-ups happen, but repeated offenses and undisputable cheating will not be tolerated. Do not come to the game and cheat. You will be caught, and you will be asked to leave site. You bring nothing to

the game but making it worse, so please do not waste your time or ours.

Lastly, Xadune reserves the right to raise civil complaints against anyone who endangers players or staff by violating the safety guidelines, and report anyone participating in illegal acts to the local authorities for prosecution.

Player’s Responsibilities With all that said and done there are only a few more things that need to be addressed. One is the player’s responsibility. That would be what you are responsible for. Fair Play: It is ultimately up to the player to play fair, follow the rules, and abide by the code of conduct and ethics. We have covered it once, but we will say it again: cheating is not worth it. Your most epic people in history are dead, not alive. Keep that in mind. Cheating to win is not everything. Reporting Violations: In suit, it is your responsibility to report violations. No one wants these types around, but without your help they cannot be all separated out. Cleaning Up: Each and every player is responsible for their own area and cabin. All cabins need to be left cleaner than they were when a player arrives. Repeated violations of not cleaning up behind one’s self will result in a loss of XP from the event. If you slept there, make sure you leave it clean. Volunteering for the Game: Every player is required to, at some point during an event, give back to the event. The easiest way to do this is to monster for a minimum of two hours. There are other ways to do this as well, including working tavern, volunteering for some other important duty of the game, or helping at the end of the event making site ultra clean. Whatever it may be it is required. Lack of volunteering the minimum required time for the game will result in your character not receiving XP for the event.

Many people will ask: “do I have to monster?” The answer will be yes. In some way or another you need to give back to the game. Be it monstering, working the tavern, or clean up at the end of the event. At the beginning of your shift you need to sign into the Monster Town book, and at the end of your shift you

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need to sign out of it. Failure to do so will result in lack of records of your work and could result in not receiving your XP for the event.

So how long? Well, a typical monster shift needs to be 2 hours long. That’s the universal game norm. For tavern shifts it will be a bit longer (minimum of 3 hours). For end of event clean up, it is basically 4 hours. In addition to working your required shift, you also get your full reset of skill points. How can you go wrong? This is among the few ways to get your skill reset for the game.

So what if you do more? Ah, now there is a good question. Each shift after your required shift will get you a few things. Each shift will be converted into points, half a point per extra shift; depending on the amount at the end of the event you can turn them in for one of the following:

1 point = 1 Small Pull 2 points = 1 Extra Reskill & 1 Small Pull 4 points = 1 Extra XP or 1 Large Pull 5 points = 1 Extra XP & 1 Small Pull 6 points = 1 Extra XP, 1 Extra Reskill, & 2 Small Pulls 9 points = 1 Extra XP, 1 Extra Reskill, 2 Small Pulls, & 1 Large Pull

Pulls are a random collection of items that one can get. It’s like a lottery, but you will always get something. Large pulls, as the name implies, are normally much nicer items or collections of goods. You can use your points as you feel fit, but points do not roll over to the next event. So if you monstered 6 shifts beyond your required shift, you can turn in 2 points for an Extra Reskill & 1 Small Pulls, plus turn in the last 1 for 1 more Small Pull.

*NOTE: If you are only playing half an event and volunteer the other half you earn half as many points per time put into your shift. So if you were to monster 8 hours Friday night you would only earn 2 points. You can however come to half an event and monster those eight hours and have 4 of them count towards your required volunteer time, thus allowing you to play your half of the event free of worry as to when to volunteer.

Each time you check in for a shift you need to write your real name in the Monster Town book. Each time you complete a shift you need to sign out and have

your character card signed off on. No exceptions. If it’s not in the books and on your card it’s liked it never happened.

Please also keep in mind that we might have caps on monsters we need/could use at a time. 15 people coming to monster Saturday morning while 5 people are awake: well, 10+ will be turned away. So please keep in mind that we will have limits. We will keep you posted on the tavern needs as we know many would like to help out there. Not monstering because you were turned away is not an excuse. The best way to unsure you will be able to monster when you want to is to sign up on the Monster Shift Request sheet, typically posted in the tavern. If you have your name assigned to a time slot there you will be used. So what does monstering a whole event get you? Well for starters, our eternal gratitude, but we know most would like more than a hug and a pat on the back. You can earn bonus XP to go towards your character (dependant on a few factors), and bonuses might be applied to those that work their ass off (this could be anything from materials, to units, to more bonus XP). Not only that, but you get to be at the event for free (a small fee ensures you will get bonus XP), and we will 75% of the time find a bed or piece of floor for you to sleep on for free. But, we promise you that you will be constantly at work. Lost and Found: All items obtained in the game through non-staff means need to be returned to the original owner of the item. It is the responsibility for each player to try to get the object back to this person. If you are in doubt, or do not want to be implicated in any way, then hand the item over to Staff and we will get it back to the owner, no questions asked. Just remember, you would want your items you paid for back, so be courteous and do the same. Game Environment: It is up to players to keep the environment as well maintained as they can. Do not stand around and talk out-of-character. Decorate your cabins. Try to get and maintain good costuming. We do not expect everyone to come to their first game looking the part, but after a few events blue-jeans and tee-shirts are unacceptable. Multiple violations of talking in public areas out-of-character while in-play is called will result in disciplinary actions.

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Maturity: All players are expected to be mature at all times. Characters all day long can yell profanities, be rude, and in the end be the dirt of the world, but the players need to be respectful to one another on an out-of-game level and maintain a level of maturity that merits itself as worthy of a civilized society. In other words don’t be an ass or you will be dealt with. Racism, discrimination, personal right violations, and all other manner of laws that apply to the real world do not disappear while at the game.

Marshals

They have been mentioned here and there so far and it should start to be apparent that they are the mediators for most situations. In an encounter, on a module, or during a field battle there will be a marshal and this will be the person describing the situation to you, answering the inquisitive questions you ask and determining the outcome of different skills, lores, and abilities based on the situation as well as reminding players to keep up with the upkeep of their characters different point pools. A marshal will always be a member of staff, storyteam, or plot and they will also aid in helping players keep up with their characters body, armor points, skill points, and times for effects. A marshal’s call on a situation is the end of the line. Players should not argue them, period. If a marshal says you’re hitting to hard, then you are hitting to hard. If a marshal says a packet hit you and you are dead, you’re dead. Do not argue with a marshal. Arguing with a marshal will result in a formal warning. Typically a marshal’s call will not be over turned, but in rare cases it can be if a higher level of the “management” sees it fit. Do not go searching for a different marshal to get a call overturned, this will be viewed almost no different that arguing. If you are confused or unhappy with a certain call then find a time later to bring it up with the marshal or report a Player’s Grievous.

Player vs. Player (PvP)

While player verses player (PvP) interactions are neither encouraged nor discouraged at Xadune, it’s bound to happen at some point. Unlike typical encounters or modules, when players deal negatively with other player characters, PvP can often cause tension. Certain steps need to be taken to ensure that the game stays as fair as possible. Whenever PvP is going to occur, the following rules must be followed:

Theft • The player initiating the PvP theft must get a rogue marshal prior to initiating the theft. This applies to stealing directly from players or entering cabins/sleeping areas. • The player who initiates PvP theft must have been in play as their thieving character since the start of the event, or at least the 3 hours before the theft if returning from a monster or tavern shift. • The player who initiated PvP theft must remain in play as that character until the end of the event or at least 3 hours after the theft. They may take pains to hide or lie low during that time, but cannot go out of play or start a monster or tavern shift in order to avoid repercussions. If they have already worked their required shift, they must stay in play until the end of the event, or at least 6 hours, before they can go out of play or work another monster or tavern shift. • All physical representations and props that are stolen by a player must immediately be brought to Staff and turned in. Any items taken from a character while they are on working a monster/tavern shift will be immediately returned to the player who had the items taken from them. It is considered bad sportsmanship to steal from or raid a cabin of a person who is technically in play, but is not there to defend their belongings because they are serving the game. • At the discretion of the Staff member overseeing the theft scene, valuable, fragile and/or sentimental items will not be physically removed. Instead, a red tag will be left behind with the item indicating that it has been stolen in game. That item should be removed from sight/play immediately, and the item card brought to the Staff cabin and handed in.

Combat

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• If the PvP is planned, the player initiating PvP combat must get a marshal prior to initiating the combat. • If the PvP is unplanned and there is no Staff member in the immediate area to witness the encounter, the player who initiated PvP must report it to a Staff member immediately so that Staff is aware of what happened and can appropriately handle any grievances. If both parties can civilly report it together, this is encouraged so as to get all sides. • Whether planned or unplanned, the player who initiates PvP combat must have been in play as the assaulting character for at least 3 hours. • After the encounter, the player who initiated PvP combat must remain in play as that character until the end of the event or at least 3 hours after the encounter. They may take pains to hide or lie low during that time, but cannot go out of play or start a monster or tavern shift in order to avoid repercussions. If they have already worked their required shift, they must stay in play until the end of the event, or at least 6 hours, before they can go out of play or work another monster or tavern shift.

Unarmed Combat

Any person can throw a punch. To represent this, a player needs to use to min length dagger phys-rep (17 inches) without the hilt. If these weapons are carried on the player they should have white cloths tied around the base of their handles to represent they are out of play and unable to be stolen. No holds or waiting periods will be given to players to “find” or get phys-reps if they wish to fight that way. The player needs to be prepped to fight that way if they ever wish to. Lastly, unarmed phys-reps cannot block damage and instead the character takes damage that is dealt to the phys-reps as if the attacker was hitting them.

Weapons & Armor

To follow is the list of weapons and their base, or minimum, damage followed by the maximum damage the weapon can achieve normally. After that is the type of damage the weapon deals. Some can deal a different type depending on how the weapon is used. The next category is the materials that are normally required for a smith to create an item. Item Damage Type Normal (Min/Max) Materials Required Unarmed 1/5 B - Dagger 1/5 S 1m, 1o Short Sword 2/10 S 2m, 1o Long Sword 3/15 S 3m, 1o Bastard Sword 4/20 S 4m, 2o Great Sword 5/25 S 5m, 3o Sap 1/5 B 3o Club 2/10 B 3o Mace 3/15 B 2m, 1o War-hammer 4/20 B 3m, 2o Great Mace 5/25 B 3m, 2o Hatchet 2/10 S 1m, 2o Axe 3/15 S 2m, 1o Battle Axe 4/20 S 3m, 2o Great Axe 5/25 S 5m, 3o Quarterstaff 2/10 B 3l, 2o Spear 3/15 S/P 1m, 3o Polearm 4/20 S/P 2m, 4o Thrown Weapon 1/5 B/P 1m, 1o Bow 2/20 P 2l, 1o Crossbow 3/15 P 2l, 2o Heavy Crossbow 4/20 P 3l, 3o

M = Metal; O = Non-Metal; B = Blunt; S = Slashing; P = Piercing

Remarks on Weapons Swords and most of your basic blunt weapons are straight forward in how they work, but a few things need to be noted. Axes, War-hammers, spears, and polearms only deal their damage if the striking surface of the weapons hit the opponent. Hitting an opponent with the shaft of the weapon is not considered a legal blow, and is also generally unsafe when it comes to the small length weapons.

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Spears and polearms can deal both slashing and piercing damage depending on how they are used. One can only call the pierce tagline if these weapons are used in a thrusting manner. Additionally, any thrown weapons can be used by anyone, but only the blunt tagline may be used, even if it is a bladed thrown weapon. To be able to use bladed thrown weapons accurately enough to call the pierce tagline requires the appropriate combat ability. Firearms can deliver a variety of damages and effects. Their cost can also highly vary, but for the most part a firearm is expensive to buy, and selling them does not turn a profit. Handguns, for the most part, use small arms ammunition; while rifles use long arms ammo. There are two types of long and small arm ammunition: cased and caseless. These represent the evolution of cartridges in firearms. Each firearm can only use a specific type of ammunition, so pay attention to the needs of your own firearm at hand. Shotguns are special in many ways. They are able to use three different types of cartridges (unlike small arms or long arms): Slugs, Buckshot, or Birdshot. Both buckshot and birdshot are capable of delivering “burst” attacks. Buckshot and slugs generally deliver piercing types of damage, as do all other types of ammunitions for firearms. Birdshot, on the other hand, delivers a blunt based attack.

Why do firearms cost so much but sell for so little? A merchant almost always gets his firearms brand new and from the manufacturer, whereas when you try to sell a used gun it could have an untold amount of issues with it. Merchants are not going to be buying your used guns for anywhere near the brand new selling price. It’s like buying a new car, but worse.

Armor Below is the armor list and your three general types: light, medium, and heavy. Any player can wear any armor they want. Depending on what part of the body is covered will determine what you gain in armor points. For an area to count as being covered you must have said armor covering at least 75% of the area in question. Areas include: the upper and lower portions of your legs and arms, the front and back of the torso, the neck, and the head.

Armor Type Limb Torso Neck Head Light Armor Types Cloth 1 2 1 1 Padded, Soft leather 2 4 1 2 Hard leather, Studded Soft 3 6 2 3 Medium Armor Types Studded Hard leather, Ring 4 8 2 4 Chain 5 10 3 5 Cloth Brig 6 12 3 6 Heavy Armor Types Scale 7 14 4 7 Leather Brig 8 16 4 8 Plate 9 18 5 9

Armor Points Much like body points, armor points provide you with a form of protection before you start to lose body. Once your armor points are reduced to zero you start taking body damage. For the most part, armor does not protect you against piercing attacks. The chart on the previous outlines how many armor points a type of armor provides. There are also combat abilities that allow you to increase the amount of armor points you will gain from a type of armor. When layering armor, only the most protective layer of armor will count towards armor points. There is an ability that allows you to layer armor and gain benefits from multiple layers. The skill needs to be purchased for each layer one wishes to wear up to a maximum of three layers.

Armor Definitions & Explanations Cloth: Normal clothing made of natural fibers; a non-metal armor. Padded: Cloth clothing that has a significant amount of padding/fluff in it; extreme cold weather gear or heavily quilted cloth is considered padded. Soft Leather: Leather that is easily pliable. Any leather 3mm thick or less is considered soft leather (unless hardened). Hard Leather: This is any leather that has been treated to be more stiff and ridged or any leather over 3mm in thickness. Studded Soft Leather: This is soft leather that is at least 50% covered in metal studs. (Requires both metal working and non-metal working to create and repair)

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Studded Hard Leather: Like studded soft, this is hard leather that is at least 50% covered in metal studs. (Requires both metal working and non-metal working to create and repair) Leather Ring: This is any leather that is equally covered in rings. (Requires both metal working and non-metal working to create and repair) Chainmail: This is metal armor that consists of interlocking metal rings, normally woven together in a pattern. Cloth Brigandine: This is a cloth and metal armor that has metal plates sandwiched in-between two layers of sturdy cloth such as canvas. (Requires both metal working and non-metal working to create and repair) Scale: This is metal armor that consists of metal fashioned into scales and layered to make a garment. Leather Brigandine: This is a leather and metal armor that has metal plates sandwiched in-between two layers of leather if soft leather is used, but only attached if hard leather is used. (Requires both metal working and non-metal working to create and repair) Plate: This is armor that is made of full sheets of metal that are normally form fitted to the owner.

When making or repairing armor: for each point of armor an equal amount of units of materials must be used for low grade armor, two points for each unit for medium materials (plus any other added effect from the material), and three points for each unit of high materials (and any other added effect from the material). All fractions are rounded up. To work nonmetal armor you need to have a “Cloth & Leather Working Kit”, while for metal armor you need to have a “Metal Working Kit”. These kits need to be on or in the area that the PC is performing the action of creation or repair. Repairing armor requires half the time and skill (fractions rounded up) as it does to make a new suit, regardless of the amount of damage the suit/piece has sustained unless it is reduced to zero (in other words, destroyed). Finely crafted armor grants 10% more armor points and can resist destruction once. Master crafted armor grants 25% more armor and can resist destruction twice.

Breaking Odd Things

To work within the limits of the game most things outside of the character and ranged weapons are very tough to break. For example: a door and or lock. Most people will argue that they would just break the door down or take some bolt cutters to the lock. Which in the real world you might, but at Xadune we have to have things governed by a set of rules. Because of this, most everything large in the game has a tolerance of 30 or higher. “So does this mean I can bar the door from the inside and be pretty safe?” Yes and no, the door has a tolerance of 30, but the bar will be given a much lower tolerance of 5. Everything else in the game that is not a “large object” will be given a tolerance of typically around 5. This includes weapons that are not being used as weapons and the like. Locks are special and have a tolerance based on many different factors. In the end it also depends on the marshal of the situation and what they are looking to accomplish and what your character is trying to do. One door might be able to be blown open with a shotgun blast, but the next day a similar door might not be as breakable.

About Cabins

Each player will be assigned a cabin where both they will sleep and their player character will be expected to sleep. Each cabin will have a set of cabin notes which needs to be filled out by each player. Things included on these notes will be who all is in the cabin, what defenses it has, and what is considered out-of-play in the cabin. It is very important that these notes be legible and clear in what they read. Documenting who sleeps in a cabin, both in and out of play, is important for safety reasons along with logistical reasons. Please be sure to update the cabin notes if the sleeping arrangements change. Out-of-play areas are very important to note. These are commonly places like under beds or in modern-looking totes. Please be sure to keep out-of-play items in these areas. If an in-play item is out in the open, even if it was meant to be out-of-play, it will be considered in-play. Noting these areas can be very important when cabin raids occur.

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What most might consider the most important thing on the cabin notes are the defenses of a cabin. This can include, but is not limited to, traps, locks, constructs, and magical defenses. It is very important that the person writing the cabin notes is very clear on these and how they work. It is also important that the person writing the notes understands how these defenses work and correctly note things. If this part of the notes is written wrong it could result in a defense not working the way it is intended. If you are ever in doubt about writing out this very important section please talk to Staff or Plot about it. It is important to know that a cabin is allowed to have as many locks and traps on it as the players can represent (or wish to support with just a tag), but can only have a maximum of one magical barrier on it at a time, one engineering barrier on it at a time, and has a max limit of constructs equal to the normal allotted amount of beds in a cabin. For example, if a cabin you are assigned to has four beds in it when you walk in, it can only have four constructs. Stacked beds only count as one bed. Lastly it should be noted that some campsites offer odd sleeping arrangements; changes to cabin defense limitations will be made on a case by case situation as they occur.

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Races

Introduction

Your player character, or PC, is your link to the game world. How you build, play, and advance it is very important. Character creation is an important time for a player. What you decide on here is the base for what you will become in the future. Characters are made up of a few things: a race, a home, and a history. To follow are all the things you will need to start down this road.

Players & Multiple Characters: Players are only allowed to have two characters at a time at Xadune, their primary and their secondary. Secondary characters must be of a different race (though one of the two characters must be either human, orc, or elven descent) and have no culture if their primary character has a culture, but should be nothing like their primary character in looks, actions, or the like. There is little to gain from having a secondary (unless you are planning on dying soon or are “up to no good” often) and a lot to lose. It is highly recommended against having a secondary but we understand that sometimes everyone needs a break. It is highly frowned upon to keep the same in-play friends for both characters and if it is shown that keeping the learned information between two characters separate is too difficult, Xadune reserves the right to disallow the playing of one of the PCs. The same guidelines and rules apply to making another character after one of your character’s die or the like. Further explanations and rules on multiple characters can be found on page 173.

Procedure Almost everyone will have a different method in coming up with a character, but all must have the base essentials before they can really have a

character active in the game: a race and a skill layout. Culture, religion, history, and zodiac can all be decided upon after the fact, but without the core two, race and skill layout, you don’t have a character.

The Races The first step in building a character is picking a race. There are many choices and vast differences between them all. Though your race does not dictate who you are, it does determine your character’s appearance. Most races also have their own advantages and disadvantages, so pick wisely. Some races also have a role-play requirement. Some people do not fare well with these so think twice before deciding on these races. It should also be pointed out that the (R)s stand for restricted races and (C)s stand for races that can and might be capped (check the online forums for currently capped races); both meaning respectively that the race is only playable upon receiving Staff permission due to the difficulty in playing said race, or due to the number of characters playing said race allowed to be in-play at one time.

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The Humanoids Human: The master race, they have become the cornerstone of the races; a natural medium amongst them all. They are the fastest to develop and the quickest to grow. They’re the majority race of Xadune, though only by a fraction and are seen by most to be the prime race.

Body: 5 a level; max of 50 Skill: 4 a level; max of 40 Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level)

Advantages:

- Learn Language: Every 6th level, starting at 7th, a human has the option to learn an extra language at an accelerated rate. For the cost of 1 XP they can learn a new language (7th; 13th; 19th; 25th; etc.). To add, all humans start knowing the skill read/write for free.

- Skillful Learner: Humans have a knack for learning, and as such they become more skilled in all they do. At every 3rd level, beginning at 3rd (3rd; 6th; 9th; 12th; 15th; 18th; 22nd; 24th; etc.), all humans have the option of spending 2xp to permanently add +1 skill to their base skill growth which also raises their skill maximum amount accordingly (45; 50; 55; & 60). Every human has the option of doing this up to four times in their life, but only during the presented levels.

Make-up Requirements: None Human Experience Levels Level XP Max Body Max Skill 1 0 5 4 2 16 10 8 3 25 15 12 4 37 20 16 5 50 25 20 6 64 30 24 7 74 35 28 8 95 40 32 9 112 45 36 10 130 50 40 11 150 50 40 12 170 50 40 13 190 50 40 14 210 50 40 15 235 50 40

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Elf (C) & Half-Elf: The fallen race and the children of them; though most of their history is lost, the elves believe they were once the master race of Xadune. But time, war, and hardship have stripped them of this title. Though now very few in numbers, most elves and half-elves hold themselves very high on a personal level, but by all others they are treated as lesser and a dying race. Elf Body: 4 a level; max of 40 Skill: 6 a level; max of 60 Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level) Half-Elf Body: 5 a level; max of 45 Skill: 5 a level; max of 55 Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level) Advantages: NOTE: Half-Elves get Read/Write: Common for free along with getting to pick one of the below advantages; full Elves get all three but do not get Read/Write: Common.

- Stealthy Hunter: Due to the Elven race being in shambles, they have become masters of hiding from those hunting them and making them outcasts and hunting for the means to survive. As such, Elves can buy the first two levels of the Tracking/Evasion Skill at half cost (rounded down).

- Resist Sleep: Elves may resist all types of sleep effects. It costs them 4 Skill every time they do such.

- Resist Charm: Elves may resist all types of charm effects. It costs them 4 Skill every time they do such. Make-up Requirements: Pointy ears

Elf & Half-Elf Experience Levels (Half-Elf in parentheses) Level XP Max Skill Max Body 1 0 6 (5) 4 (5) 2 17 12 (10) 8 (10) 3 27 18 (15) 12 (15) 4 39 24 (20) 16 (20) 5 52 30 (25) 20 (25) 6 66 36 (30) 24 (30) 7 81 42 (35) 28 (35) 8 97 48 (40) 32 (40) 9 114 54 (45) 36 (45) 10 133 60 (50) 40 (45) 11 154 60 (55) 40 (45) 12 175 60 (55) 40 (45) 13 196 60 (55) 40 (45) 14 217 60 (55) 40 (45) 15 243 60 (55) 40 (45)

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Deep Elf (R) (C): The most noble of the Elven (or Fae) kind. These mysterious people live below ground. They are said to be the protectors of Xadune and little is known about this race. No one is sure of how many there are, or why they live underground, but one thing is for sure, they know the answers. The wise often reflect upon these ancient people for advice, for only the Deep Elves seem to have the running history of the entire world, though they do not share it with just anyone. Bold, noble, strong, and smart, it is no wonder most never cross these rare people. Body: 4 a level; max of 40 Skill: 7 a level; max of 63 Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level) Advantages:

- Phantasmal Light: Deep Elves live primarily underground, but contrary to most beliefs, they cannot see in the dark and are not blinded by lights; as a result, though, they can produce a magical light source that allows them to see while in dark areas. This is phys rep'd by a glow stick, not a flash light.

- Wise Ambition: Deep Elves are a wise and noble race; most answers come to them without any thought given to them. As such Deep Elves may purchase up to four Lore Skills at half cost (rounded down) in their lifetime.

- Resist Sleep: Deep Elves may resist all types of sleep effects. It costs them 3 Skill every time they do such.

- Resist Charm: Deep Elves may resist all types of charm effects. It costs them 3 Skill every time they do such.

Make-up Requirements: Pale white skin, white or silver hair, reddish scars/tattoos, and pointy ears Deep Elf Experience Levels Level XP Max Skill Max Body 1 0 7 4 2 17 14 8 3 27 21 12 4 39 28 16 5 52 35 20 6 66 42 24 7 81 49 28 8 97 56 32 9 114 63 36 10 133 63 40 11 154 63 40 12 175 63 40 13 196 63 40 14 217 63 40 15 243 63 40

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The Demi-humans Orc: If ever there was a case of “only the strong survive” this would be it. Through war, apocalypse, and defying the odds, Orcs have reached the pinnacle of their race: strong, smart, wise, and cunning. Though their numbers are very few, they are perhaps one of the most respected races on Xadune. What once was seen as a backwater race that was nothing but vermin has moved up to a frontline race that everyone hopes will be their ally. Body: 6 a level; max of 66 Skill: 5 a level; max of 45 Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level) Advantages: - Brute Strength: "You got good genes kid." All Orcs start with +1 strength. - Studious Nature: All Orcs can purchase Read/Write: Common for no cost. Make-up Requirements: Dark green on all exposed skin and a pair of tusks

Orc Experience Levels Level XP Max Skill Max Body 1 0 5 6 2 17 10 12 3 27 15 18 4 39 20 24 5 52 25 30 6 66 30 36 7 81 35 42 8 97 40 48 9 114 45 54 10 133 45 60 11 154 45 66 12 175 45 66 13 196 45 66 14 217 45 66

15 243 45 66

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Hobgoblin: Intelligent, organized and aggressive. Though they too have survived the times pressed against them, they never let down their reins of aggression. These creatures are rarely trusted and often seen trying to cut their corner into the world. Body: 5 a level; max of 55 Skill: 5 a level; max of 45 Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level) Advantages: - Resourceful Strength: Hobgoblins are stronger than most and gain +1 strength. - Tactful Leader: Hobgoblins are extreme strategists, which confuses most, since they don’t know how to read or write. When going into a large battle, the hobgoblin can map out in his head the best strategy to use. As such, hobgoblins may spend 5 Skill and gain +1 Damage for one combat or 10 minutes, whichever lasts longest. - Resist Toxin or Disease: Due to their ability to survive, Hobgoblins have learned how to resist most diseases and poisons. They may spend 4 Skill and resist either natural or magical diseases or poisons (chosen at character creation). Disadvantages: - Illiteracy: Due to their tribal nature, Hobgoblins must pay extra to learn how to read and write. All of their lore and history is passed through word of mouth. Read and Write costs 5XP.

Make-up Requirements: All exposed skin needs to be brown with moss green and/or orange patches; must have at least one tusk as well and pointed ears Hobgoblin Experience Levels Level XP Max Skill Max Body 1 0 5 5 2 17 10 10 3 27 15 15 4 39 20 20 5 52 25 25 6 66 30 30 7 81 35 35 8 97 40 40 9 114 45 45 10 133 45 50 11 154 45 55 12 175 45 55 13 196 45 55 14 217 45 55 15 243 45 55

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Goblin: The sly ones, those in the shadows, the tinkerers of hidden arts; all of these are names goblins have gone by throughout time. Many never know if they are good or evil, but all know they side with who ever will win and are only matched by gnomes in their ability to tinker and create. They are always making deals and always up to something. Goblins are misunderstood at best; with rag-tag clothing and often confusing speech, they can be a burden to deal with. Body: 4 a level a level; max of 36 Skill: 5 a level a level; max of 55 Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level) Advantages: - Stabbity Stab Stab!: Goblins are sneaky, sly, and somewhat crazy! Since they can’t be trusted by most and usually turn on people when they least expect it, they can purchase Backstab once for half cost. (See Staff for details) - Makin’ Stuff: Goblins are some of the best tinkerers on Xadune. As such they purchase all of their engineering skills at -25% (fraction rounded down) of cost. - Build it Outta Nothin’: Goblins are scavengers and they use this to their advantage in building things. Goblins may substitute any component of equal value for another when creating any engineered item. - Sneak!: Goblins do whatever they can to get out of a situation and to escape horrible odds. As such they buy all Disarm Trap and Pick Lock at 2 less XP. - KABOOM!: Whenever a Goblin makes an explosive it costs half the skill to create. Disadvantages: - Untrustworthy: Goblins are weak and frail, and they know it! If they see the tide of a fight turning, they will often turn sides, rat out their friends, or use whatever info they have to get ahead and stay alive!

- Compulsion: Goblins cannot resist collecting and trading for things. Some are attracted to shiny things, others sharp things, but all have a thing that they cannot resist. They will trade for it and collect them till they die and will protect their horde to the very end no matter what. Most deals that are brokered over with goblins are done over these select objects, and no goblin will go against the terms of a trade for their item. Make-up Requirements: Any exposed skin must be green and have both pointed ears and nose Goblin Experience Levels Level XP Max Skill Max Body 1 0 5 4 2 18 10 8 3 29 15 12 4 41 20 16 5 54 25 20 6 68 30 24 7 83 35 28 8 99 40 32 9 116 45 36 10 136 50 36 11 158 55 36 12 180 55 36 13 202 55 36 14 224 55 36 15 251 55 36

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The Wee Folk Halfling: Of all the races of Xadune, the Halflings are the most laid back. Always enjoying the finer and calmer things in life, their curiosity is the only thing that seems to get the best of them. Always quick with a story and fast to befriend others, everyone enjoys the company of these wee folk. Body: 3 a level; max of 33 Skill: 6 a level; max of 54 Lives: 1 every 4 levels (4th, 8th, etc.. Maxing out at 24th level) Advantages: - Master Thief: On top of their knack for arts and crafts, Halflings are extremely adept at all things sneaky. They buy all of their picking locks, disarming traps, and other thieving craft skills at –2XP. This trait does not stack with the Artisan trait. - Resist Disease: Halflings have a natural resistance to all types of disease. It costs 3 Skill every time a Halfling resists a disease. - Resist Fear: Halflings are curious and innocent, most things that they should be afraid of, they see as a game and it does not affect them. Halflings spend 5 Skill each time they resist a fear effect. Disadvantages: - Wee Size: Due to their small stature, wee creatures call 1 less damage (to a minimum of 1) with all melee weapons. To add to this, wee folk cannot use great weapons (claymores, great swords or axes, and the like).

Advantage & Disadvantage: - Artisan: Halflings are crafters to the extreme and they enjoy pretty much everything. At every 3rd level, starting at 1st, Halflings must buy a general crafting skill (1st; 4th; 7th; 10th; 13th; etc.). All first rank general crafting skills are half cost for Halflings to purchase in this way. Note that production skills are not the same as craft skills. Make-up Requirements: Fur on tops of feet and hands Halfling Experience Levels Level XP Max Skill Max Body 1 0 6 3 2 17 12 6 3 27 18 9 4 39 24 12 5 52 30 15 6 66 36 18 7 81 42 21 8 97 48 24 9 114 54 27 10 133 54 30 11 154 54 33 12 175 54 33 13 196 54 33 14 217 54 33 15 243 54 33

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Dwarf: Of all the races of Xadune, the dwarves are the most unchanged by time. They reside deep in their caves mining, forging, and searching for the ultimate treasure or just on the foothills of the world enjoying things to the extreme. Where the Gnomes and Goblins excel at tinkering, the dwarves dominate in forging and enjoying life. Often other races approach these stout creatures for their smithing. When not working hard, though, these hearty, yet light-hearted creatures can often be found drinking and joking about. Body: 6 a level; max: 54 Skill: 4 a level; max: 40 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Stout Wee: Dwarves are the only wee folk that do not suffer combat or strength disadvantages due to their size. - Master Smith: Dwarves are born with the knack to create. All dwarves buy smithing skills at -25% of cost. - Stonecraft: On top of being excellent blacksmiths, Dwarves have a keen eye for stone work, and ALL of their architecture is crafted from stone, marble, jade, and other types of rock. Dwarves can purchase the Structural Engineering Skill for 3XP. - Preferred Weapon: Dwarves pride themselves on two weapons: the Hammer and the Dwarven war axe. Dwarves start off with one Weapon Proficiency in one of these for free. Disadvantage: - Stubborn: Dwarves are stubborn pain in the arses! As such, when they make up their mind on something they stick to it. If there is something they believe in they will stand by it, NO MATTER WHAT.

- Dwarven Clumsiness: Dwarfs are used to straight on battle and the drink thus have never really cared for sneaking. Therefore, any stealth or rogue-like abilities cost double for dwarfs. Make-up Requirements: Large beard (yes, even females) and fat nose (not long) Dwarf Experience Levels Level XP Max Skill Max Body 1 0 4 6 2 18 8 12 3 29 12 18 4 41 16 24 5 54 20 30 6 68 24 36 7 83 28 42 8 99 32 48 9 116 36 54 10 136 40 54 11 158 40 54 12 180 40 54 13 202 40 54 14 224 40 54 15 251 40 54

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Gnome (C): The Wee Folk’s brilliant brain; though not always rational, they are always thinking and inventing. Their skills are only matched by the goblins. Preferring a dark place that is clean and quiet, these creatures are often teased, mostly for all their short comings, but always praised for their ability to come up with the most beautiful tinkerings. Body: 3 a level; max of 30 Skill: 6 a level; max of 66 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Read and Write: All gnomes get the read/ write skill for free.

- Master Tinker: Gnomes can build just about anything! As such they buy all of their engineering skills at -25% (fraction rounded down) of cost. The base skill Engineering is not included in this.

- Steampunk Ingenuity: Gnomes were the first race to introduce the idea of adding steam to something to make it move and to give it “power.” As such, a gnome can take a formula and add some modifications of steam to it, making something else. See Plot for approval of your ideas.

- Illusionists: Not all Gnomes love to tinker, some love the art of magic. Along with being master tinkers, Gnomes are master illusionists as well; they say it adds to their perfection. If a gnome goes Illusionist, they learn their spell levels at –2XP.

- Resist Mind Affecting: A gnome’s mind is

insane, and as such, they are able to shake off mind affecting effects that would affect most sane people. A gnome spends 5 Skill each time they resist a mind affecting effect.

- Resist Toxin: Gnomes have a strong fortitude against all toxins and the like. Gnomes can spend 6 Skill to resist any form of toxin. Disadvantage: - Small, Frail, & Wee: Gnomes are about the same size as a human child and about as strong as one too. Gnomes can never use Two Handed Weapons. Also, due to their small stature as wee creatures,

they call 1 less damage (to a minimum of 1) with all melee weapons.

- Perfection: Gnomes are master tinkerers, but they are perfectionists, and as such when they create something it is usually good the first go round, but there is always something that they do not like about it so they will rebuild it and rebuild it until they think it is perfect when it is usually not. Anything created by a Gnome has a chance of backfiring, misfiring, or just downright going crazy. This is not seen as a flaw to the Gnome… to them it is a reason to make another one; this time, make it perfect! Make-up Requirements: Grey on all exposed skin and pointed ears {though not a requirement, most gnomes wear very flamboyant clothing} Gnome Experience Levels Level XP Max Skill Max Body 1 0 6 3 2 18 12 6 3 29 18 9 4 41 24 12 5 54 30 15 6 68 36 18 7 83 42 21 8 99 48 24 9 116 54 27 10 136 60 30 11 158 66 30 12 180 66 30 13 202 66 30 14 224 66 30 15 251 66 30

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Brownie (R) (C): Unlike the rest of the Fae, the brownies are the congenial, smart, cunning and wingless ones of Xadune. Child-like at heart, laid back, and adventurous they are willing to help anyone. Unlike their Fae cousins, they are more open to the new sciences although they are still just as keen on arcane magics. Body: 2 a level; max of 20 Skill: 7 a level; max of 63 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Fae Glamour: Being six inches tall, still having the disadvantages of being wee, but using Fae glamour, they can appear to be normal size innately. (See notes on page 48)

- Resist Magic: Brownies are magical beings in nature. For 7 Skill points, they can resist any known 5th level and down arcane magic.

- Ingenuity: Being very skilled and crafty, they can buy any general craft skill for half cost (round down).

- Resist Toxin or Disease: Brownies have a strong fortitude against all Diseases or Toxins. Brownies can spend 6 Skill to resist any form of toxin or 3 skill for any form of disease. Upon character creation player chooses between Toxin or Disease to be resistant to, not both.

- Speak with Animals: Brownies have ties with nature, thus can speak with any natural creature innately.

- Strong Willed: Brownies cannot be Dominated (but can still be Charmed) or forced to do something traitorous against their nature.

Disadvantages: - The Wee-est of the Wee: Because the Brownies are so small, they have minus 2 damage (to a minimum of 1) with all weapons. This reflects their small strength and small weapon size. To add to this, wee folk cannot use normal weapons and instead their weapons have to be made to their body size; the

“Fae weapon”. Their armor must also be custom crafted.

- Frailty: Brownies are not allowed to wear heavy armor or stack armor.

- Born a Brownie: See Staff for information at creation. Only if you play a Brownie will you be allowed to know what this disadvantage is.

Make-up Requirements: Pixie-like ears (longer than elf but shorter than fairy), crazy hair, and mostly dress very nature-like. Brownie Experience Levels Level XP Max Skill Max Body 1 0 7 2 2 18 14 4 3 29 21 6 4 41 28 8 5 54 35 10 6 68 42 12 7 83 49 14 8 99 56 16 9 116 63 18 10 136 63 20 11 158 63 20 12 180 63 20 13 202 63 20 14 224 63 20 15 251 63 20

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Fairy (R) (C): Fanatical, knowledgeable, pranksters, and the only winged playable race; Fairies are tricksters and they take things very literally. If one is not descriptive of what he/she means, then Fairies will always deliver exactly what is said as they see it. Of all the races native to Xadune, the Fairies are the most in tune with magic and its ways. Body: 2 a level; max of 18 Skill: 7 a level; max of 70 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Fae Glamour: Being a foot tall, still having the disadvantages of being wee, but using fae glamour, they can appear to be normal size innately. (See notes on next page) - Resist Magic: Fae are magical beings in nature. For 7 Skill points, they can resist any known level 5 and down arcane magic. - Mischievous by Nature: Fairies are extremely crafty. Therefore, through magical means or any other, they do not have to tell the truth, unless they want to. - Magical Princesses: All Arcane Magic can be learned at -25% of cost (fraction rounded down). Oh yeah, we went there… - True Arcane: It is said that Fairies are pure magic. Be this true or not all Fae are Born Sorcerers. - Flight: When Fairies are in their true form, they have limited flight capabilities. This can only be used for role-play purposes and not be used for combat reasons. However, the effect does allow the Fae to escape a different magical effect that would require one to be touching the ground. Limitations are described below. - Dodge: At the cost of 7 Skill they can dodge 1/day due to their small stature and their ability to fly.

Disadvantages: - The Wee-est of the Wee: Because the Fae are so small they have minus 2 damage (to a minimum of 1) with all weapons. This reflects their small strength and small weapon size. To add to this, wee folk cannot use normal weapons and instead their weapons have to be made to their body size; the “fae weapon”. Their armor must also be custom crafted. - Frailty: Fairies are not allowed to wear heavy armor or stack armor. - Technological Aversion: Fairies, by nature, do not get along with science. Because of this no fairy can ever use an engineered item. This, of course, does not in any way sooth their curiosity. - Word for Word: Fairies are tricksters and they take things very literally. If one is not descriptive of what he/she means, then fairies will always deliver exactly what is implied. - Innately magical; it’s not always a good thing… Make-up Requirements: Long ears (3”+ from the top of the ear) & natural looking wings (natural is defined as anything that could occur in nature such as insectoid, woods-like, or what most normally consider fairy-like; not so much on feathered wings). Like Brownies, Fairies are creatures of nature and their clothing often reflects that.

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Fae Glamour: Being innately magical in existence has its advantages, one of them is a trick passed on for ages: glamour. Fae Glamour is nothing more than an illusion, and it has its limitations, and its perks. To an observer they look and are even tactilely the size of your average humanoid; but that’s just the illusion of it all. In truth, the Fae are still their natural size with the projected illusion around them. So what are the limitations? Non-wee objects. To an observer, when a Fae picks up an object and puts it in their pocket in their Glamour they see exactly that: the Fae put an item in their pocket; but in truth what happens is the object is suspended and floating around the Fae within their Glamour boundary. When the Glamour drops so do the items. Though most Fae have a strong enough glamour to hold many little items like potions and money, larger items (anything over one and a half feet in any dimension or over 15lbs.) are limited to only being able to carry two at a time. As long as a Fae is conscious, the glamour can remain up. Dropping Glamour and “Hopping a Ride”: “Hopping a Ride” is a term referring to when Fae drop their glamour and in some form or another put themselves in another person’s care. This could be like hiding in a backpack to riding along in a large pocket. The first, most important thing to know is when this happens the Fae is at the mercy of the “ridden” person. All damage, effects, and fates that affect said person will also affect the Fae. Second, anytime a Fae drops their glamour in a manor to do something like this they are required to have a Fae sized representation of their PC. This representation needs to then take the place of the Fae PC in the place they wish to be or go. Fae Flight: Fairy flight is limited at best. Though good for RP it cannot be used to carry large objects higher than their glamour can reach, it cannot be used to navigate dangerously complex scenarios, and does not allow one to escape combat.

Fairy Experience Levels Level XP Max Skill Max Body 1 0 7 2 2 19 14 4 3 31 21 6 4 43 28 8 5 56 35 10 6 70 42 12 7 85 49 14 8 101 56 16 9 118 63 18 10 139 70 18 11 162 70 18 12 185 70 18 13 208 70 18 14 231 70 18 15 259 70 18 Born Sorcerer: By means of this trait the character is more inclined to be able to learn and cast arcane magics. They are allowed to learn and advance in the ranks of arcane magic without the need of a teacher. The character still needs to know how to Read Magic in order to learn magic. Additionally the time required to learn new spells is cut in half. Characters are still required to have a teacher in order to learn new spells, however, but can learn up to 4 spells at a time.

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The Wild Ones Feline (R) (C): There are several species of the Feline race, most of them with many different attitudes and outlooks on the world. They often keep things to themselves, unless the situation calls for it, especially if it comes to their race. Because of this, their actual history as a race isn't well known. Body: 4 a level; max of 40 Skill: 6 a level; max of 60 Lives: 1 every 3 levels (3rd, 6th, etc.) Advantages: - Scent: Felines have a keen sense of smell and can smell out poisons and other ailments in things. It takes one full minute to smell out anything. - Light Feet: Felines are light on their feet and as such they can buy the stealth skill at –3 XP. - Always Land on Feet: Felines are immune to any form of knockdown; somehow they always manage to land on their feet. - Resist Disease: Felines have a strong fortitude against all Diseases. Felines can spend 3 Skill to resist any form of disease. Disadvantage: - Obsession: Felines are obsessed with any one thing. Felines choose something to be obsessed over; it could be anything from the color red to a god… be creative.

Their obsession is so intense they will do whatever it takes to get said thing of obsession. Makeup Requirement: Black, pink or pink with a small black outline for the nose, a set of ears (on top of the head not on ears) and a matching tail Feline Experience Levels Level XP Max Skill Max Body 1 0 6 4 2 18 12 8 3 29 18 12 4 41 24 16 5 54 30 20 6 68 36 24 7 83 42 28 8 99 48 32 9 116 54 36 10 136 60 40 11 158 60 40 12 180 60 40 13 202 60 40 14 224 60 40 15 251 60 40

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Gnoll (C): Clever, tricksters of the Wild Ones. Gnolls are mostly intelligent and use their wits to make up for their lack of brawn. Often associated with death, they are rumored to dig up the dead to consume them. This is a misconception or maybe even something from a rumor the Gnolls themselves started. They are often thinking and plotting and coming up with wild ideas that usually work. Most would love to have one or two on their side for odd strategies, if only they could get past their odd, playful, crude behavior. Body: 7 a level; max of 63 Skill: 3 a level; max of 30 Lives: 1 every 3 levels (3rd, 6th, etc.) Advantages: - Immune to Disease: Due to the sickness that plagues them; Gnolls are immune to all other forms of disease. - Scent: Gnolls have a keen sense of smell and can smell out poisons and other ailments in things. It takes one full minute to smell out anything. - Furious Strength: Due to their true nature and body-make all Gnolls get +1 strength. - Thick Fur: A Gnoll’s hide is thick and rough; as such they start out with 10 natural armor points which stacks with any other armor combination. (See caption on following page.) - Tracker: Due to their sense of smell, Gnolls are excellent trackers. Gnolls buy the tracking/Evasion skill at –3 XP. - K-9 Empathy: Gnolls can speak the language of K-9’s and as such they can show empathy to any hostile wolf, dog, or other K-9 creature. The Gnoll says “K-9 Empathy” and the hostile creature will see the Gnoll as a friend and will not attack. - Scavengers: Gnolls are Scavengers to the extreme. Gnolls can buy the Scavenger skill at half cost. Disadvantages: - The Sickness: All Gnolls have the sickness, it is also called the giggling psychosis, and it makes them crazy and unpredictable. They are at times found giggling to themselves, other times they go

berserk and start attacking those around them over nothing. - Melee Weapons Only: Gnolls mainly only use melee weapons for many reasons. One reason is because a sword is seen as an extension of their own claws, most of their swords are curved and wicked looking. Secondly, because using ranged weapons is often awkward and difficult for Gnolls (-2 to all ranged weapon damage). Makeup Requirements: Full make-up. Dark nose that lightens gradually towards the face and triangle shaped ears that stand straight on top of the head, plus a tail. Gnoll Experience Levels Level XP Max Skill Max Body 1 0 3 7 2 19 6 14 3 31 9 21 4 43 12 28 5 56 15 35 6 70 18 42 7 85 21 49 8 101 24 56 9 118 27 63 10 139 30 63 11 162 30 63 12 185 30 63 13 208 30 63 14 231 30 63 15 259 30 63

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Minotaur (R) (C): Large barbaric cross between humans and bovines. Mostly viewed as savages or barbaric. The Minotaurs of Xadune are not your typical "labyrinth Minotaurs" of known myth and legend. In fact, you imprison a Minotaur in an underground environment, and you are going to have one pissed off wild one. They are fierce nomadic survivalists that travel in family groups through the mountainous regions of Xadune. Minotaurs can be described as being strong, stubborn, and independent, racially discriminate, and noble. Body: 7 a level; max of 70 Skill: 3 a level; max of 33 Lives: 1 every 3 levels (3rd, 6th, etc.) Advantages: - Brute Strength: It goes without saying that Minotaurs are strong, but few realize just how strong they are. All Minotaurs are born and grow into a +2 Strength bonus.

- Resist Toxin or Disease: Minotaurs have a strong fortitude against all Diseases or Toxins. It costs 5 Skill to resist any form of toxin or 3 skill for any form of disease. Upon character creation player chooses between Toxin or Disease to be resistant to, not both.

- Resist Sleep or Charm: Upon character creation the player decides between either sleep or charm effects for the Minotaur to be able to resist at the cost of 3 Skill per use.

- Toughness: Thick hides have their advantages; Minotaurs take -1 damage from physical damage. Disadvantages: - Slow Learner: Often has a hard time keeping up with most any information given to them. Meaning that it may have to be repeated or gestured out to them for them to understand. For most book-learned skills it costs 1½ times more (round down). - Weak Minded: One unfortunate thing that Minotaurs suffer from is a weakness to mental attacks, and so they take x2 damage from any and all mental attacks and double the duration.

Makeup Requirements: Culture specific, otherwise bull horns, bull nose, hooves, a bull tail, and brown makeup covering all exposed skin. Minotaur Experience Levels Level XP Max Skill Max Body 1 0 3 7 2 19 6 14 3 31 9 21 4 43 12 28 5 56 15 35 6 70 18 42 7 85 21 49 8 101 24 56 9 118 27 63 10 139 30 70 11 162 33 70 12 185 33 70 13 208 33 70 14 231 33 70 15 259 33 70 How nature armor is healed/regained: For the most part natural armor is treated like extra body that you lose first like armor. To regain it you need to get up to full body then, and only once you’re at full body, can you heal your nature armor just as if it was extra body. Be aware that attacks that effect or go straight to your body still bypasses even nature armor.

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Lizard Folk (R) (C): Primitive reptilian humanoids averaging around six feet in height and weighing 200-300 pounds; although lizard-folk are based upon many different species of reptiles and therefore it is not uncommon to find pygmies or gargantuan dinosaurs occasionally. The lizard folk are a patriarchal society usually putting the strongest and fiercest warriors in charge, with the most adept shamans as counselors. The lizard folk societies on Xadune are natural and shamanistic. They take from the land only what they require so that the land may replenish itself. They seldom go to war with any except amongst themselves, and if they do, it is due to survival or defense. Body: 5 a level; max of 50 Skill: 4 a level; max of 44 Lives: 1 every 3 levels (3rd, 6th, etc.) Advantages: - Resist Toxin: Due to their ability to survive, Lizard Folk have learned how to resist most toxins. They may spend 4 Skill and resist any toxin. - Resist Sleep: Lizard folk may resist all types of sleep effects. It costs them 4 Skill every time they do such. - Thick Skinned: Lizard Folk’s scales are thick and rough; as such they start out with 10 natural armor points which stacks with any other armor combination. Disadvantages: - Scale Rot: The Lizard folk have hard scales that serve as a natural armor; however, this natural armor has its disadvantages. The lizard folk have difficulties wearing metal armors due to the rotting of scales and chaffing from the contact with the metal. If Lizard folk choose to wear metal armor, they suffer a minus 10 body penalty. Advantage & Disadvantage: - Cold Blooded: Lizard Folk are cold blooded by nature, thus taking double damage from cold. It cannot kill them on the other hand; it can only take

them to unconscious status (zero body). Additionally, if one is bleeding out and hit with a cold based spell, the Lizard folk’s death count will slow, effectively doubling the length of it. Makeup Requirements: Detailed full body makeup referencing any large lizard. This may include a tail and prosthetics. (See Staff for approval) Lizard Folk Experience Levels Level XP Max Skill Max Body 1 0 4 5 2 19 8 10 3 31 12 15 4 43 16 20 5 56 20 25 6 70 24 30 7 85 28 35 8 101 32 40 9 118 36 45 10 139 40 50 11 162 44 50 12 185 44 50 13 208 44 50 14 231 44 50 15 259 44 50

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The Far-Born & the Elemani The multiverse is a vast place, and among it all only a fool would assume that different residents of the planes, both inner and outer, would not mate with primes. From these bonds come some of the most unique and different types of people a person might ever meet. Some tainted by the elements, others by either the lower or upper planes. Whichever it is they all have a place in the world of Xadune. All are considered Far-Born.

"I have no home, No warm place to call a haven, I've no family, No birthright or kin. I am I, nothing more" -A common Far-Born saying Far-Born are not the cool things next door. They are not loved by people. They are half breeds, and 99% of the time the result of a rape. They lead mostly cold and lonely lives. Most of the demi-human races do not accept them, and the other side of their heritage most certainly does not like them (in most cases they are kill on sight). Even amongst themselves they normally do not get along. They are the orphans, the bastard children, and most of the time the souls left to be raised on their own. Almost all of the time they are the mix of a human and something else. Demon is just a term to define the lower creatures of the planescape, while celestial is for the upper. That in no way means they are good or bad, nice or evil. Who a person is depends on them, not their parents. It also does not mean that the celestials have feathery wings, and the demons have horns. In truth, only a handful of Celestial beings have wings, so it would go to say that even less of their bastard children have them. Almost all of the time, a Far-Born will know nothing about their parents.

Though celestials are by far more easily accepted, they are still just a half breed. Their lives are the easiest of all Far-Borns, but that only makes them more hated by those on the other side of the coin. They are also the ones that can most easily hide their heritage, but even in doing so it almost always looks worse when the truth comes out. The life of a Far-Born is nothing short of being a normal person's view of hell. Remember this when deciding to play them. People respect power, money, and things of the sort but they do not respect a half-breed. Only a few have ever risen to power, and though those few have done well to make sure they are nothing less of being respected, it does nothing for the onlooker of the others that only pull down the name. People do not take you in. You are not pitied. Your friends more than likely do not trust you. Remember that.

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Far-Born Demon-kin (R) (C): Half born of the lower kind from the Planescape, these creatures cannot always be lotted in with their parents as bad or evil, but it never hurts to be safe. Much like their better half, their appearance varies much depending on the parents, but their darker appearance is an evident contrast to the Celestial-kin. Each Demon-Kin is different in appearance; almost none are born the same and as such their abilities, immunities, and other special features vary from each to each. The only constants of this race are listed below. Body: 5 a level; max of 50 Skill: 5 a level; max of 50 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Far Born- Upon creation, Far Born can raise their max of either their body or Skill to 60 rather than 50. Additionally they can also raise either their base body or Skill from 5 points a level to 6 points a level. - Immune to either Fire, Electrical, or Ice effects or damage- Upon creation you may choose one of either fire, electrical, or ice to be immune to. - Resist Poison, Charm, or Sleep- Upon creation you may choose one of poison, charm, or sleep to resist. Using this ability costs 4 Skill per use. - See staff for further advantages. Disadvantages: Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages.

Makeup Requirements: Complex; reflecting their lineage of birth. This could be as simple as wings and horns; or as complex as full body prosthetics, makeup, etc. See Staff for more detail. Demon Kin Experience Levels Level XP Max Skill Max Body 1 0 5 5 2 20 10 10 3 33 15 15 4 45 20 20 5 58 25 25 6 72 30 30 7 87 35 35 8 103 40 40 9 120 45 45 10 142 50 50 11 166 50 50 12 190 50 50 13 214 50 50 14 238 50 50 15 267 50 50

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Celestial-kin (R) (C): Half-children of the light ones, these few are noted as some of the most caring creatures of Xadune. Often taking on the appearance of their parents, these half-breeds from the upper Planescape also most often follow in their footsteps… though not always. Like Demon-Kin, every Celestial-kin is different in appearance and almost none are born the same, and as such their abilities, immunities, and other special features vary from each to each. The only constants of this race are listed below. Body: 5 a level; max of 50 Skill: 5 a level; max of 50 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Immune to either Negative Energy, Acid, or Explosives --Upon creation, player must choose to be immune to Negative Energy, Acid, or Explosive effects or damage. - Resist either Mind Effecting or Disease- Upon creation must choose between Mind Effecting or Disease to be resistant against; with each use at the cost of 4 Skill. - Far Born- Upon creation, Far Born can raise their max of either their body or Skill to 60 rather than 50. Additionally they can also raise either their base body or Skill from 5 points a level to 6 points a level. - See staff for further advantages. Disadvantages: Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages.

Makeup Requirements: Complex; reflecting their lineage of birth. This could be as simple as wings and horns; or as complex as full body prosthetics, makeup, etc. See Staff for more detail. Celestial Kin Experience Levels Level XP Max Skill Max Body 1 0 5 5 2 20 10 10 3 33 15 15 4 45 20 20 5 58 25 25 6 72 30 30 7 87 35 35 8 103 40 40 9 120 45 45 10 142 50 50 11 166 50 50 12 190 50 50 13 214 50 50 14 238 50 50 15 267 50 50

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Elemani These Far-Born are listed separately only because they tend to have classifications. When a native of the inner planes finds a liking to a prime, their union gives us what is normally referred to as an Elemani. These half-breeds of mankind and the elements have a hard time fitting in on their home inner plane, mostly being shunned as a half-breed or just not being able to fully survive. Whatever the case may be, nine times out of ten they end up on a prime world, and most of the time they group together. On some worlds, such as Xadune, there are whole communities that are nothing but generations of Elemani. Most types stick to their own and there is at least one city of each type of Elemani on Xadune. Fire Elemani (R) (C): The most aggressive of these people are the Fire Elemani. The passion of their home plane burns bright in these types and they are normally quick to respond or take action. They are normally seen as the warrior class of the Elemani. Their frontline skills are highly desirable and are often regarded as the best warriors in the world; some training for battle for almost their entire life. Body: 7 a level; max of 63 Skill: 4 a level; max of 44 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Immune to Fire- Being kin to fire, they are immune to it and any form of fire damage. This does not include explosive damage. - Create Fire- Being half fire has its upside. Fire Elemani can create and throw non- magical fire balls (4 Flaming) at the cost of 4 Skill per use. This skill also allows them to start normal fires at ease in almost any condition. This ability costs no Skill to use. Additionally, they can heat their metal weapons at any time, allowing one to call one extra point of damage along with the flaming tagline. This effect also costs no Skill to use, but is known to take its toll on the weapon. - See staff for further advantages. Disadvantages: Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages.

Makeup Requirements: Deep red to coal black skin, fiery hair, red glowing eyes at night, pointed ears. Fire Elemani Experience Levels Level XP Max Skill Max Body 1 0 4 7 2 19 8 14 3 31 12 21 4 43 16 28 5 56 20 35 6 70 24 42 7 85 28 49 8 101 32 56 9 118 36 63 10 139 40 63 11 162 44 63 12 185 44 63 13 208 44 63 14 231 44 63 15 259 44 63

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Air Elemani (R) (C): Probably the least seen of the Elemani, they are often referred to as Watchers. Most can know one for a lifetime and never hear them speak. They are the recorders of the Elemani race, picking up this duty long, long ago and carrying it out to this date, and they are the protectors of secrets. These Watchers of the Elemani are often loners in the world and flock around others, watching over them as if their life was their own. Often the Air Elemani are turned to as prophets or analyzers of situations. Body: 5 a level; max of 50 Skill: 6 a level; max of 60 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Like the Wind: Half air, half other; this silent race can become semi-ethereal 1/day for a 5 (five) minute period each. It should be said that semi-ethereal creatures can still be seen as a transparent figure but are far enough in the Twilight to escape most physical effects from the real world. - Whispering on the Wind: Once per event an Air Elemani can use a unique ability to carry a message on the wind. The length & distance sent of the message is as much as the Elemani feels is safe for the wind to carry. - See staff for further advantages. Disadvantages: - Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages. Makeup Requirements: Light blue and/or powdery white skin, pointed ears, & flowing clothing.

Air Elemani Experience Levels Level XP Max Skill Max Body 1 0 6 5 2 19 12 10 3 31 18 15 4 43 24 20 5 56 30 25 6 70 36 30 7 85 42 35 8 101 48 40 9 118 54 45 10 139 60 50 11 162 60 50 12 185 60 50 13 208 60 50 14 231 60 50 15 259 60 50

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Earth Elemani (R) (C): The most unchanging of the Elemani, these types are known for their everlasting loyalty and amazing defensive abilities. Though a few have been known to be abrasive fighters, most are very laid back and strong in character. Their defense and knowledge thereof is almost undisputed. These dedicated individuals are also gifted with an amazing talent in crafting. Body: 6 a level; max of 66 Skill: 5 a level; max of 45 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Tough as a Rock: Their skin, though often regarded as soft to the touch, is rock hard. This natural advantage allows them to ignore physical damage to some extent, giving them a toughness of 1. - One with the Earth: Once per day the Earth Elemani can become an indestructible stone statue that is rooted to the ground. This effect lasts for a 5 (five) minute period of time in which the Elemani is fully aware of everything going on about them. - See staff for further advantages. Disadvantages: - Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages.

Makeup Requirements: Brown to stony gray skin with a slight hint of metal and ore, dark hair, sunken-in eyes, & a rough look. Earth Elemani Experience Level Level XP Max Skill Max Body 1 0 5 6 2 19 10 12 3 31 15 18 4 43 20 24 5 56 25 30 6 70 30 36 7 85 35 42 8 101 40 48 9 118 45 54 10 139 45 60 11 162 45 66 12 185 45 66 13 208 45 66 14 231 45 66 15 259 45 66

Races 3

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Water Elemani (R) (C): Though often seen as the most calm and tranquil of the Elemani, do not be fooled for these types are quick to turn into a raging storm of energy. Most, if not all, are very playful, sweet, and always curious. Of all the Elemani, these are the ones seen most among people, always wanting to learn more. Most are fierce mages by training, and a force to be reckoned with in magical battle. As said before, much like the calm waters of an ocean, they can rage with power and vengeance in a heartbeat. Body: 4 a level; max of 44 Skill: 7 a level; max of 63 Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level) Advantages: - Born of Water: It should go without saying that these creatures are part water. All Water Elemani have the ability to freely breathe in any water environment and can move about them as if they were in complete control of their movements and unhindered. - Purity: All Water Elemani are born with the ability to counter poisons. Due to this they can resist any Poison attack at the cost of 4 Skill per use. Additionally, if given a poisonous substance, Water Elemani can neutralize it after 1 minute of handling (this can only be done if the Water Elemani knows they are trying to purify a poison, and cannot be used to cure a poison within another). - See staff for further advantages.

Disadvantages: - Each Far-Born is different and unique, therefore none are alike. See staff for all disadvantages. Makeup Requirements: Blue-ish green skin, some show light layers of scales, & pointed ears but NO GILLS. Water Elemani Experience Levels Level XP Max Skill Max Body 1 0 7 4 2 19 14 8 3 31 21 12 4 43 28 16 5 56 35 20 6 70 42 24 7 85 49 28 8 101 56 32 9 118 63 36 10 139 63 40 11 162 63 44 12 185 63 44 13 208 63 44 14 231 63 44 15 259 63 44

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Racial Lifespans & Offspring Race PC Average Average Average # Max # Age Range Lifespan of Offspring of Offspring Human 14+ 60ish 2-3 13 Elf 180-260 700ish 1 2 Half-Elf 90-130 350ish 1-2 4 Deep Elf 225-350 800ish 1 1 Orc 12-24 40ish 1-2 3 Hobgoblin 13-20 38ish 1-2 3 Goblin 14-35 50ish 1-2 3 Halfling 23-40 135ish 2 3 Dwarf 23-40 110ish 1 4 Gnome 20-40 200ish 1 4 Brownie 140-200 700ish 1 2 Fairy 130-200 750ish 1 2* Feline 7-14 65ish 2 4 Gnoll 16-20 45ish 3 4 Lizard Folk 20-45 250ish 2 6 Minotaur 8-16 40ish 1 2 Far-Born 35-50 300ish 1 1

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Cultures & Background Histories

Cultures

Before reading ahead about cultures understand this: having a culture is not required. You are only allowed to have one culture. Once you have picked a culture you must wait a substantial time period before you can pick another. There are no “trial periods” for cultures, once you pick one and get the information on it you are locked into that culture. Additionally, if you have multiple characters only one is allowed to have a culture. Cultures are not to be taken lightly if you decide to pick one for a character. Now that you have looked through the races and been introduced to the world some, it’s time to look at an important optional step in character creation: deciding on a culture. It is important to say that cultures are not dependant on your race; they are dependent on how you are raised. Just because you were born and grew up in Revrent doesn’t mean your goblin parents raised you that way. To follow is a selection of the most predominate cultures of Xadune, and these are the only cultures that characters are allowed to be a part of. They are broken down into two different types of groups: the racial types which are the ones that are based on a society made predominately of a certain race, and your area cultures which are created by your bustling societies

that normally have a mix of races but a common form of rule. A reminder once again while reading through cultures: Cultures are not required. You do not have to have one; they are just an added bonus, a spice. If you do take on one you pretty much have it for life. All cultures come with some type of role-play requirement. Role-play requirements are amongst the hardest thing for a player to do. They are normally against a player’s gut and some find it difficult to abide by. Failure to follow the role-play requirements will result in loss of XP and possible further in-play repercussions. Because of this reason, cultures are not required. But, if you think a culture is for you, contact Staff for further information on the one you were looking at and good things are sure to come. A culture can only be picked upon character creation or within the three event respend period. Once you have decided on a culture, or feel you think one will fit your character, talk to Staff about your overall character idea. This will help clarify any problems and also allow Staff to help you with making sure you get all you need from character creation. Essentially all cultures are restricted and only Staff has the final say so if a player is allowed to play a culture. Once a culture is picked, you will get some more detailed

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information on the culture along with anything else that comes along with the culture. Everything on a culture, or society for that matter, is not presented in this handbook. There are still many factors that need to be worked out when creating a character that can only be accomplished fully by contacting Staff. A final reminder: it should be noted that not playing a culture you have picked (i.e.: breaking your role-play requirements) can and often will result in XP deductions. Additionally as a player you are only allowed to have access to one culture per five new player characters made after a culture has be picked by said player in which each character must survive past the respend period. So if you want to play a culture, make sure you want to play it. So, with all these reminders and warnings why have a culture? For one it gives role-play direction. Cultures, in terms of game mechanics for Xadune, require players to play their characters in a fashion that fits with the world. This in turn makes the world feel more real and congruent. Playing with a culture also gives some advantages. Each culture has some set of advantages, be it either free or discounted skills and/or abilities or special traits. It should be noted that each culture has a pool of advantages that changes from player character to player character so typically two characters from a culture do not have the same advantages; so banking off the idea that a friend got one thing from taking a culture might come as a disappointment if you decide to take it. Other advantages gained from a culture are additional information about the culture. This often is area information about the society in question or racial information and background history about a race. Lastly people that are “part of the system” are generally treated better and have more of an “in” ten people that are not.

Racial Cultures

The Orc Cultures Before the fallen star, when the Great War occurred, the orcs were tribal and constantly at odds with each

other. However, shortly afterwards an orc chief restructured the orcs into vigilant groups. This was done not only to unite the orcs into one cohesive race, but also to be able to tap all the strengths of all the tribes more efficiently. Over time these posses evolved into subcultures, and though they kept their tribal names, they are up to date with the times and cultures of the world.

Since then many orcs have folded themselves into modern society, but some still hold onto these more traditional ways. To follow is what mostly defines the “orc” cultures of Xadune. These orcs were raised off the old ways, with influences of the modern world. Of the six subcultures, three are playable by PCs.

As Seen On Television: Orcs in Xadune are nothing like their depiction in The Lord of the Rings trilogy. They are far from this cinema graphic form and are intelligent, well spoken, and typically smartly dressed.

Bigtooth- Truly bred to be the fiercest of the

warriors. This subculture was gifted in warfare and fighting. The majority of the orcs of this subculture are fighters of some sort.

Cultural Disadvantages for the Bigtooth: - All Production & Rogue Skills cost double

Role-play Requirement for the Bigtooth: Bigtooth orcs have a compulsion to be doing something while awake and will encourage others to do so as well. Additionally, due to their charisma and well spoken nature in tactics, they are always leaders for advice in any situation, whether it’s wanted or not; and will always aspire to be a leader or at least spearhead of a situation.

Ironfist- This subculture has never been great in number, but it proved to be one of the most difficult to overwhelm. The Ironfist subculture has always been gifted in tinkering. They came into the Great War with war machines that could be manned with one orc. Finally, the big chief figured out how to dismantle the machines and the tides turned, but that never stopped the Ironfists from their ingenuity. This subculture is highly proficient in production skills.

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Cultural Disadvantages for the Ironfist: - Cannot learn Arcane Magic - All Combat Abilities cost double

Role-play Requirement for the Ironfist: Being the utmost dedicated engineers, they scoff at any other way of doing things; this being to the point where they will dissociate themselves with anyone who claims otherwise. They work as a unit and will work in alliance with any other culture of orc, but they may be able to branch out to venture their own way. Additionally, Ironfists cannot be priests of any Power other than Utilī.

Rottentooth- The Rottentooth subculture got their

name from all the nasty things that they tended to eat. Because of their horrible diet, the Rottentooth orcs were close to the brink of extinction before the Great War, but were saved by a group of their own that had devoted themselves to the study of medicinal herbs and skills of healing. This subculture has the most skilled “witchdoctors” and “shamans” (doctors and priests).

Cultural Disadvantages for the Rottentooth: - May not purchase the Engineering Skills - Combat Abilities cost double

Role-play Requirement for the Rottentooth: Rottentooth orcs are hermetical by nature and seen as the “weird medicine people” of the world. The other orcs respect them, but do not necessarily include them. The Rottentooth are opposed to all other uses of science and technology; they tolerate its use around them, but do not enjoy it. They view science used in any other way other then healing as the manipulation of what the Powers granted, and that it will slowly bring destruction to the planet.

The Hobgoblin Cultures Hobgoblins have been in and out of warfare since their beginning. Before the fallen star, the hobgoblins shared the plains of Pha with the orcs and goblins and were at a constant state of readiness or war. Historians claim that at one time there were five different tribes of hobgoblins, but over time the

weakest two of the five were eliminated. At this time there are three hobgoblin tribes, forged hard and grown strong by the changing times.

Times have changed, but their purpose hasn’t. Much like the orcs, hobgoblin cultures are defined almost by their main purpose in battle. Tribes still roam the plains of Pha, and other areas of the world, living their life.

Thunderhoof- This tribe has defined the hobgoblins’

skills at tracking and ranged precision. These hobgoblins originally fought on horseback with ranged weapons, and when not at war they roamed the plains in smaller groups living off what the world offered up to them. The Thunderhooves are also viewed by most as being some of the best trackers on Xadune.

Cultural Disadvantages for the Thunderhooves: - All close-range Combat Ability cost double

Role-play Requirement for the Thunderhooves: Due to their outdoor habitat, they prefer being in natural settings rather than manmade settings. While they can go into buildings and structures, they will appear somewhat uncomfortable and cannot stand to stay within them for longer than an hour.

Bloodwolf- In times past, these hobgoblins were what nightmares are made of. Adorned in the skins of animals, tattooed from head to toe, blood dripping from mouths; all described this bloodthirsty tribe. Though slightly calmer due to the turning of time, they are still known as the fiercest fighters of Pha. When not in battle, this tribe is usually drunk or up to no good.

Cultural Disadvantages for the Bloodwolves: - Any Skill that does not deal with war or battle cannot be purchased at character creation - Lore Skills cost double - Cannot learn Magic

Role-play Requirement for the Bloodwolves: Their aggressive nature makes them highly difficult to deal with, carrying with them both the typical “big dumb fighter” syndrome and “always has a chip on his

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shoulder” big guy attitude. They are almost always loud and in a mood to break something. Additionally, if offered or sought out, Bloodwolf hobgoblins will take the opportunity to attain lycanthropy without a second thought.

Stonescourge- This is the only hobgoblin tribe to call one place home. They have built a city in the center of the plains, both above and below ground, and have cultivated the land around it. These hobgoblins grew up with the times and create some of the best armor and goods of the plains of Pha. The Stonescourge leader is a military strategist like no other, and armors and disciplines his army to withstand all that the opposition has. Always at the ready, this tribe is the defensive league of the plains.

Cultural Disadvantages for the Stonescourges: - Any artistically geared Craft Skills cost double at character creation - Cannot start with Tracking and/or Foraging

Role-play Requirement for the Stonescourges: Though an almost cultural centerpiece for the hobgoblins, they did lack in some of the other advances in culture. They have no interest in the arts or entertainment, unless it involves wartime practicing. Additionally, they have become snobs in their ways and feel other societies have it all wrong in the grand scheme of things.

The Goblin Cultures Throughout their history, goblins have been through slavery and struggle. They have never formed their own civilization (and kept it that many know of), but rather preferred to live off of what others had already developed. Goblins are generally approached by others in a case by case scenario. Since their revolution they have grown, adapted, and been classified down into two different cultures: the subterranean and the surface dwellers.

“Home grown” goblins, as they like to call it, have a way all to themselves. They talk just a little odder then most, walk as if there is someone following them, and have a small degree of insanity that to most comes

across as a comical way of being. They can be ruthless if required, but even in being so are hard to take seriously; but never underestimate one raised by their own as they have insight far beyond your city raised goblin.

As Seen On Television: For a media reference one can look to the graphic novel (or movie) of Hellboy: The Golden Army for how Subterranean goblins are and the movie Labyrinth for how Surface Dwellers similarly act and appear.

Subterranean- These goblins have a rich

underground history living off the gnomish, hobgoblin, deep elf, and sometimes dwarven societies. The subterranean goblins are rumored to be the possible origin for tinkering. The goblins outside of the deep elf societies adopted their incredible talent for magic, whereas the goblins outside of the gnomish societies increased their skills in tinkering.

Cultural Disadvantages for the Subterranean: - During the day they suffer from -50% of their body and -25% of their Skill

Role-play Requirement for the Subterranean: The subterranean goblins suffer from direct sunlight and cannot withstand long periods in it without feeling sick. Additionally Subterranean goblins strive to make sure when they make something, it’s the best of that something; trying consistently to remake something until it is the best.

Surface Dwellers- Where their cousins lived off the underground cultures, these goblins grab what they can from the above cultures. They can immerse themselves into nearly any society, and have a knack for making something from nothing. The surface dwellers are gifted in gathering information or resources as well as many of the roguish arts. Definitely a good ally if you wish to get in/out of a tight situation. While not quite as proficient in tinkering and magic as their subterranean counterparts, these goblins have far exceeded their skill in locks, traps, and the acquiring of rare and unusual artifacts.

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Cultural Disadvantages for the Surface Dwellers: - Arcane Magic costs double - Production Skill items require +25% more skill to make (which translates to normal cost after their racial advantage)

Role-play Requirement for the Surface Dwellers: Often not the best leaders, they are best suited as followers, Surface Dwellers tend to always be following someone; feeling insecure and often lost if not in someone else’s charge.

The Dwarf Cultures Tharmödin, the capital undercity of the Dwarven tribal nations, has been locked away now for three years. No one goes in or out, and trade is scarce with this once rich provider of arms and armaments. But this doesn’t mean Dwarves are not about…

Above ground, the dwarves that did not see eye to eye with the Clans of the Mountains remained in the foothills and valleys above ground and prospered. These dwarves did not live under a monarchal rule of any single dwarf and always were lead by council, but did group together like the mountain dwarves and as a whole governed themselves by dwarven council. The surface dwarves and mountain dwarves still do not see eye to eye, and their views and ways often differ greatly. For one, surface dwarves are far more common to be seen, and often much more open to people and other ways. Seventy-five percent of the time, if a person meets a dwarf, it’s a surface dwarf.

As Seen On Television: The characters Screwball and Brown Tom from the motion picture Legend are both fine examples of a depiction similar to the dwarven cultures we describe below.

Hill Dwarves (Norur) - Norur, or Hill dwarves, still live both underground and above. They dwell just in the foothills and never burrow deep. Most of their cities are visible from the surface as they protrude halfway from a hillside or cliff. When most people think of a dwarf, these are the ones they see. They are the mix of the mountain dwarves and surface dwarves when it comes to views and ways, but in the end they always

sway more towards the side of a surface dwarf; like them, they do not view the mountain dwarves in a nice light.

Cultural Disadvantages for Hill Dwarves: - Norur are not quiet and so have to pay double cost for the Stealth & Smuggling skills - All skills relating to water, being in it or working around it, cost double the XP cost - Norur cannot swim

Role-play Requirement for Hill Dwarves: Norur suffer from short attention spans, often being distracted quickly, but hours later returning back to their original train of thought. They also are amongst the loudest of the races. Most aspects of them are loud; their voice when they talk, when they walk, anything audible. They also suffer from a heavy fear of water, often being the last thing they want to get around.

Norurs do not view the deep subterranean clans in a good light. In their eyes, like in the Ovim’s, they are nothing more than frightened children that fled the troubles of the world and are not real dwarves.

Surface Dwarves (Ovim) - Most do not think of

dwarves as surface dwellers, but it is speculated that in the beginning all dwarves were. These often lighthearted and fun fared dwarves group together in other cities or in one of the few purely Ovim villages scattered about Xadune. These dwarves are known throughout the world for their lovely crafted weapons and armor and for the extreme length of time it takes to make them. Most accredit this to their almost constant state of drunkenness, but to an Ovim it is merely a fact that great things take time.

Cultural Disadvantages for Surface Dwarves: - All crafted items take double the time to craft - Due to their attentive care they put into each item they craft it requires +25% more Skill per item

Role-play Requirement for Surface Dwarves: One of the most notable details about Ovims is the fact that most of them are claustrophobic. Rare, if ever, will you catch one underground. Of course, you

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will never get an Ovim to omit to this and they will always have a good reason to not venture underground. Ovims are also very open with their thoughts and ideas; they don’t keep their opinions to themselves.

Additionally, like the Norurs, Ovims do not view the subterranean clans in a good light. In their eyes they are nothing more than frightened children that fled the troubles of the world. They are not real dwarves and are nothing more than cowards.

NOTE: Currently all Dwarven cultures of Tharmödin (the subterranean clans) are not allowed as a Player Character culture, hence why they are not listed here.

The Gnome Cultures Gnomes normally group with larger cultures and cities and adapt to them, but a few still grow up either via the old teachings or in one of the few left gnomish Ruts, or gnomish cities. There are three main cultures of gnomes, each just a little different from the last to an outsider’s eye, but to a gnome it is a world of difference.

Earth Gnomes- The most common Gnomes on

Xadune, and normally the most thought of when the word Gnome is said. They are called many things to different people, but the earth gnomes are what they are. They live almost their whole lives underground in cities. Due to their secluded nature, many have lost their people skills, and can often act rashly towards non-gnomes.

Cultural Disadvantages for Earth Gnomes: - During the day they suffer from -25% of their body and -25% of their Skill - Cannot purchase Etiquette

Role-play Requirement for Earth Gnomes: Earth Gnomes lack all social skills and have next to no patience towards others. They often anger quickly and explode in a tantrum, which most of the time leads to trouble.

Worker Gnomes- Unlike what their common name

suggests, these are not slaves but instead your true

tinkerers. These are the gnomes that live to build, develop, and create. These gnomes live and breathe creation. Saying their life is consumed by it would be a huge understatement. Unlike their darker cousins, these gnomes are friendlier with people, but are still highly lacking in the people skills department.

Cultural Disadvantages for the Worker Gnomes: - Unfortunately Workers are not adept in magic like most other gnomes. Not only do they not gain the Illusionist trait, but all arcane magic skills cost 25% more to purchase. - The Perfection trait is highly amplified for Workers. Be aware of this when inventing items; however, more often than normal gnomes, Workers are made aware of the flaws before utter doom occurs.

Role-play Requirement for Worker Gnomes: As mentioned above there are a few traits all Workers share: fast speech (though no accent or high pitched voice is required), clean looking appearance normally with OCD tendencies, and an overwhelming drive towards their chosen craft borderlining on overwhelming obsession. Workers are also required to be part of one of the Groups that relate to their craft. This normally leads to the reason why most are at the City.

Garden Gnomes- The smallest culture of the

gnomes, the once common garden gnome. These little guys are at home in nature. Many people know these to be the alchemists of the race and also to be the green thumbs of the forest. Of all the gnome types, these are the kindest and most open with non-gnomes. They also tend to be the best at communication as well. This is mostly due to the large amount of contact with others and the large amount of curiosity they have towards the world.

Cultural Disadvantages for Garden Gnomes: - Combat Abilities cost double - Gunsmithing and Weaponsmithing Production Skills cost double

Role-play Requirement for Garden Gnomes: Garden Gnomes are always kind and open with others, rivaling in hospitality with Brownies. They almost

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never anger, and never lose their cool. They do, however, get flustered and awestruck by anything not of the forest. Often when they come to a city they are always watching and staring. This effect almost never wears off and often gives off the impression that Garden Gnomes are daydreamers, when really they are just taken back.

The Halfling Cultures As heard everywhere, Halflings are the most laid back race on Xadune. They have no known kingdom on Xadune, but rather many scattered villages across the face of the planet. Through time, the Halflings have not necessarily 'divided' themselves, but more assigned labels to two different kinds of Halflings. There are the Woodhaven Folk and the Fur Foot Adventurer.

The Woodhaven Folk- These Halflings spend most

of their life in the Woodhaven (Halfling villages). Enjoying cook outs, Sticky Buns (the Halfling’s favorite dessert) and the company of the other Woodhaven Folk neighbors. Masters of cooking and art, it is rare to hear of a better cook than a Halfling. Their hospitality is the best seen on Xadune as all who have ever had the pleasure of visiting a village will testify. They love to have a worry-free life and therefore stay in their "safe zone", however; it is not unheard of for a Woodhaven Folk to take on the life of a Fur Foot Adventurer.

Cultural Disadvantages for the Woodhaven Folk: “I do not wish to fight, but I will stand up for what I believe in.”

~ Samuel Bao, AFS 100

- At character creation, you must choose one thing that your Halfling holds dear to them (be it friends, peace, outcomes of your craft, etc.) If this subject is ever threatened, your Halfling will die fighting for it; no exceptions

Role-play Requirements for the Woodhaven Folk: Halflings will fight at the last string, but when pushed that far, their love for protecting what they hold close to their heart will overcome them. Known to all, the

Woodhaven Folk are the most laid back, generous, kindhearted beings one will ever meet. Therefore, no Woodhaven Halfling would ever start a fight or jump in the middle of one to stir it up, but would rather try to resolve the fight. They are always offering what they can to help others, but will not necessarily go broke or homeless for someone.

The Fur Foot Adventurer- Born to see the world, these Halflings never stay in one place for too long. These are your story writers; the tales that are heard by the Woodhaven folk more than 80% of the time are written by a Fur Foot. From one pub to the next, you are bound to see a Halfling enjoying his/her life writing stories and making the most of the "Xadune Experience.” The Fur Foot Adventurers can be up to no good thanks to their curiosity, so don't be too mad if your money bag turns up missing after you have spent some time with this type of Halfling.

Cultural Disadvantages for the Fur Foot Adventurers: - Fur Foot Adventurers have learned to be very quiet throughout their travels and have learned to lie very low and avoid straight-on combat; therefore, any non-roguish combat skills cost 3XP more each. This includes: Accurate Attack, Aggressive Defense, Cleave Armor, Immaculate Attack, Knockdown, Severing Blow, Shield Bash, Sunder Armor, & Sweeping Blow. - Of all the things Fur Foots have time for, magic is not one of them. Arcane magic is tough for a Fur Foot to pick up and learn. All ranks of Arcane magic cost 25% more to purchase. Additionally, all spells take twice as long for a Fur Foot to learn. Lastly, no Fur Foot is ever Born a Sorcerer.

Role-play Requirements for Fur Foot Adventurers: As listed above, Fur Foots carry all their possessions with them. You may pack however light or heavy you wish, but note that you must carry your belonging with you, for a Fur Foot Adventurer never knows when it may be his or her calling to move on. Also, you must record your happenings on a daily basis in a journal for stories to be told around the world.

The Fae Cultures

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The Fae races are the keepers of the Great Forest, mostly known as The Western Kingdom. The Fae races consist of the Fairies and the Brownies, and are separated into six different houses. Most of the Houses were caused and based around whether they support or object to the “New Gift.” The Kingdom itself is split up into four separate groups; The Northern, Eastern, Western, and Southern factions. Each faction is ruled differently because ever since “The New Gift” was passed, the view of the Fae has been distorted. The Northern Faction is ruled by three of the Brownies. This is also the most ‘outsider’ friendly location in the Great Forest. The Eastern Faction is ruled by a Fairy. This is a very organized Faction and holds the largest city in the Western Kingdom. The Southern Faction is not ruled but there resides a Brownie who claims he is in charge. This Area of the Forest is not populated much by the Fae so much as the magical creatures of the lands. Lastly, the Western Kingdom is ruled by the Fairies that reside there. They oppose the “New Gift” and will kill any not native to the Forest.

Fairy Cultures

Coe- Support the New Gift-Located in the Northern

Faction and run by the Fairies. Like the Brownies of the Northern Faction, they are friendly but still have their ‘dark’ sides such as mischievousness, pranks, etc.

Cultural Disadvantages for the Coe: - All Combat Abilities cost x2

Role-play Requirements for the Coe: Fairies of Coe are laid back, but tend to be OCD more than 80% of the time. If things look askew to them, they will fix it. IE: a wrinkled sleeve is pulled to be straight.

The Dark Wood- Support the New Gift- Located in

the Eastern Faction and run by the Fairies. They enforce their laws heavily and are viewed as ‘nobles’ only because of their organization and their fine housing.

Cultural Disadvantages for the Dark Wood Culture: - All Production Skills cost double

Role-play Requirements for the Dark Wood Culture: Because the Fae of Dark Wood view themselves as nobles, they expect to be treated as such. Any who treat them with disrespect will have to answer to them with extensive explanations.

The Silent Wood- Oppose the New Gift- Located in

the Southern Faction and run by the Brownies. Scattered and unheard of, this house is viewed as the ‘savage house’ since they do not live in Fae-made shelters and still follow the traditional way.

Cultural Disadvantages for the Silent Wood: - All Engineering Skills cost double to purchase and use (skill point wise).

Role-play Requirements for the Silent Wood: Growing up and living as a part of nature, the Silent Wood Fae feel that it is their sworn duty to protect nature. This includes the animals and trees to the very air they breathe.

Brownie Cultures

Gub’ro- Support the New Gift- Located in the Eastern

Faction and run by the Brownies. They seem to be growing little in number due to the vast expansion of Dark Wood Bastion. They are a bit shy but still do dealings with Dark Wood Bastion and are craftier than most Brownies.

Cultural Disadvantages for the Gub’ro: - All Combat Abilities cost x2

Role-play Requirements for the Gub’ro: The inhabitants of The Gub’ro Pass are so ‘disconnected’ from the rest of the world, let alone the Kingdom itself, that when approached, or seen in public, they can be very socially awkward. I.E. unable to communicate effectively, such as body gestures that are not normal, staring, etc.

Twisting Weed-Support the New Gift- Located in the

Northern Faction and run by the Brownies. They are the friendliest of the houses and are said to be the ‘life’ of the Great Forest due to their hospitality to the outsiders.

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Cultural Disadvantages for Twisting Weed: - All Combat Abilities cost double

Role-play Requirements for Twisting Weed: Ever since the onslaught massacre of the civil war, citizens of Twisting Weed have disliked battle or any conflict for that matter. So as long as they see it in their power, combat will be the last resort for settling any kind of dispute.

The Feline Cultures Mirth is an older island that has many secrets hidden within it. Rumor has it that the island itself and its surrounding islands once made up a larger land mass that may or may not have connected to Pha. The people of this land are very wise and laid back. They know the ins and outs of their society and seem to know the workings of people better than most. Mirth is a place in which they mainly thrive on their knowledge of survival skills and lores. Many farmers work to the southwest, hunting is predominant in the west, market trade is big in central Mirth, and fishing is popular in the east. This is considered a free island; no one is discriminated against here and all are welcome.

Lynx: Call themselves "Lincei" Big ears with tufts of fur on the top and a nub of a tail- these dominants are the only piece of this culture to have a peaceful calm about them. They are mystical and religious in nature, often seeking council with the Powers and the Gods for advice. As such, it isn’t uncommon for a Lynx to be a cleric of sorts.

Cultural Disadvantages of the Lynx: - They have a peaceful calm about them until they are riled up about something. Because of their uncontrollable rage, they have blood lust when it comes to battle and thus suffer from berserk when in intense situations.

Role-play Disadvantages for the Lynx: Because of their uncontrollable handle on their emotions, the other dominants view them as useless while the docile still fear them. They keep to themselves most of the time but have a great insight

on life. They truly are one of the natural outcasts from their society.

Snow: Call themselves "Pardus" White Ears and

white spotted tail- The feline here are often known as the protectors of Central Pha, since they guard the border from the terrors that live in the North. Natives are often blunt, and can be cold towards anyone or anything. Great fighters and rogue-types, they go above and beyond to prove that they are tactically the best front line the feline race has.

Cultural Disadvantages of the Snow: - Because they live in a cooler climate, when it is warm outside, they are at -25% of their max Skill pool and all Skill cost double to use. They aren’t able to function properly in this environment.

Role-play Disadvantages for the Snow: Due to a defect that all Snow feline have, they are born without a larynx and cannot yell. Because of this they have to speak softly.

Leona: Call themselves "Marozi" for yellow and

"Krugeri" for white Big fluffy ears with a long tail with a tuft of fur on the end- The males of this culture are known best for their leadership and tactician skills. They are great for close combat, but would require the aid of other means to make up for their lack of stamina for long distance/ranged combat. The females are the warriors of this culture. They’re great for any type of combat and they fight in groups, proving valuable for any type of military strategy.

Cultural Disadvantages of the Leona: - Because they are so concentrated on image and warfare, they have no time for study. Any magic skills/abilities cost double XP to purchase.

Role-play Disadvantages for the Leona: As mentioned above, Leona are concerned for their image; they will delve into all rumors to control what is said about them. When they are not socially involved they are concerned for their honor and will challenge any of those who may have desecrated their name.

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Gar: Call themselves "Onca" for spotted and "Uncia"

for the black Large ears and fat tail- Gar can tend to be timid at times and would rather stay in the back lines casting spells or living the life of a rogue. This is the only culture in the feline race that is nocturnal. Often keeping to themselves they are known as travelers and lovers of mystical objects. Many feline refer to this culture as the gypsies of the feline.

Cultural Disadvantages of the Gar: - Due to their nocturnal nature, they suffer -25% to their Skill points during the day

Role-play Disadvantages for the Gar: Due to the dictatorship that rules the Dominant sect of the Felines, they dare not speak of abandoning plans. They will stubbornly stand by his side through thick and thin to weed out the weaker of their race. They are also nocturnal, unlike the rest of the feline race. Moving about only at night and during overcast days, during the day they act lethargic.

Manx: Call themselves "Kayat" Any color, large ears,

short tail – but longer than the lynx- It is difficult to get the Manx to do anything you want them to. Stubborn, selfish, and lazy, they would rather think for themselves and do what they would like--- putting the needs of others after their own. They will give any excuse to have a good time, as long as something is to benefit them in the end. The Manx could be really great tacticians if someone would be able to convince them enough to do something about it.

Cultural Disadvantages for the Manx: -Being of a neutral/selfish nature, the Manx must pay double for purchase of most combat skills (Immaculate Attack, Severing Blow, Shield Bash, Sunder Armor, Sweeping Blow, Unavoidable) and can NEVER purchase Zero-gravity Combat.

Role-play Requirement for the Manx: Due to their extreme excitement and liking of parties or big celebrations - the player MUST treat it as their obsession on top of whatever else they choose as an obsession as a secondary (a person can control a feline with the bargaining of said any obsession.)

The Gnoll Cultures Brown – known as Namib- Are almost completely

wiped out. Namib were tricked once and as a result were hunted. They will make dead-sure no one will ever trick them again, thus making them very skittish and untrusting. They seek forgiveness/council for their past actions from the Powers and are often clerics or magic users. This race is known for practicing flagellation to atone for their past, present and future actions.

Cultural Disadvantages of the Brown Gnoll: - Because of they are incapable of interacting with others as well as they were once able to, all social skills cost double (round up). Social Skills: Etiquette, Fortune Telling, Séance, Bartering, Haggling, Smuggling, Info Gathering, Rumor Control, & Espionage

Role-play Disadvantages for the Brown Gnoll: Because of what happened to the Namib they are distrusting and skittish. It takes a lot for a person to make one from this culture trust them, but they are gullible to those who have finally won their trust and will believe and stand with that person until they take the long walk. Additionally, characters must take a 10 minute break every day to go “repent” for their sins. If a Power is chosen, this is the time they pay reverence. Even if a character is not a follower of a specific Power, they must still “repent” for their sins.

Striped – known as Dhubba- Are known as traitors in

the Gnoll society and are mostly scattered throughout Xadune. They are constantly contemplating and scheming to become the best. They will do/say anything to achieve their goals. Tinkerers, fighters, magic users, and science are their specialties.

Cultural Disadvantages of the Striped Gnoll: - They messed up once big time and got caught. Since this culture is considered traitors, they have a difficult time getting by with rogue-like skills and must pay double (round up). (Smuggling, escapology, lock picking, espionage, stealth or torture – combat skills are excluded). Not the brightest crayons in the box when it comes to history or knowledge of anything but

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battle or battle tactics, it costs double for any lore skills or extra languages.

Role-play Disadvantages for the Striped Gnoll: This culture of the race is very ambitious. They will do anything to get ahead so they can get back in good graces with the matriarch. Even though they may or may not see the opportunity to rise against her again, they will undoubtedly make their attempts while from the shadows.

Spotted - known as Bultungin- The matriarch is of this clan and the Bultungins are the biggest of the three. They are very well organized, tactful, and determined to bring their enemies down and claim more territory. These Gnolls are influenced by the military and their tactics. They are mostly fighter-types.

Cultural Disadvantages of the Spotted Gnoll: - Although they are intelligent and accept technology, they can’t seem to comprehend how it works and have to outsource to get what they need. For this reason they are unable to purchase any engineering skills.

Role-play Disadvantages for the Spotted Gnoll: This culture is the prime culture of this race. They uphold the laws the matriarch sets in place and will defend her to the death. Any who oppose the matriarch, regardless if it is a wrongful action, are taken down immediately and brought to her for trial. They follow her blindly, even through the twilight if need be. The Bultungin are overconfident and will laugh at any opponent who thinks they are better than them, save the Powers.

The Minotaur Cultures The Minotaurs safely guard their mountainous home. Minotaurs were one of the few races to stay strong when the catastrophic event occurred; they used to dwell on the coast and for hundreds of years ruled the seas around Pha. After the event occurred however, those that survived moved north to the mountain range and resettled, making their new home an empire over the next 100 years or so. That empire

became known as Kaz’letai. Kaziga’thai de Aurluig was the one to step up and move the people north, and it was in his name the nation was named. There are seven clans (only three are playable) and tribes that make up Kaz’letai, each having their own Clan Chief. EACH clan has a region of land in Kaz’letai that they have made their home. They have separated into seven different clans, but still intermingle and trade goods between each other.

Truziadak - Yak men- These minotaurs have been the protectors of the high elevation passes through the Nigean Mountains. Due to their seclusion, these minotaurs have become the most prejudiced of all the other races. Cultural Disadvantages for the Truziadak: - This culture cannot purchase any social skill: - Bureaucracy, Barter, Haggling, Etiquette, Espionage, (Most Craft skills: See Staff), Fortune Telling, Info Gathering, Rumor Control, Séance, Smuggling, and the like.

Role-play Requirement for the Truziadak: These minotaur have zero tact and tolerance for anyone or any other race but their own. They refuse to work with anyone but minotaur and even go as far as openly admitting the weaknesses of others, often challenging them to duels in which the winner is to be cast away in some fashion.

Sheeshahman- four horned antelopes- The larger

cousins of the Toxahmans. These minotaurs have become the merchants and chief artisans of the race. They have many dealings with the outside world and are more commonly seen among the rest of the world. The Sheeshahman are the only race of minotaurs that have learned to read and write other languages.

Cultural Disadvantages for the Sheeshahman: - Sheeshahman cannot learn magic, be it divine or arcane.

Role-play Requirement for the Sheeshahman: Moving onto bigger and better things in life. The Sheeshahman see reason and opportunities of

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expanding horizons outside of their own race. They intermingle, trade, and socialize with all other races with no prejudice- unlike most of the other minotaur.

Blakar-dar- Water Buffalo- These massive minotaurs

stick to the lower elevations to be closer to the rivers, lakes, and other water sources. They protect the mountain empire from invasion, and have stood like a wall to all opposition. Closer cousins to the Karuk-dar, these minotaurs are about as stubborn, but are a little less prideful and stuck in their ways.

Cultural Disadvantages for the Blakar-dar: - Cannot learn Read Magic or Magic - Cannot use Engineered Items - Read/Write cost an additional 2XP in addition to the racial disadvantage.

Role-play Requirement for the Blakar-dar: The Blakar-dar have an extreme superiority complex and their stubbornness is like that of an Ox. They also have an aversion to technology and magic.

The Lizard Folk Cultures Deep in the murky swamplands of Shirri'saan'isssi a conflict as old as the planet lurks. The Lizard folk are broken up into several tribes: the Awakened, Shin’shi, and the Ais’pa. Not much is known about them outside the waters of their swamp. The Lizard Folk have been attempting to convert each other seemingly since the dawn of time. This has led to many great battles and wars throughout the ages. Much of the time however, the tribes remain at neutrality, with little or no issues arising. They care for the land they live in greatly, and only utilize that which is required.

Shin'shi- The followers of Riot-Mischief and Storms.

This is the disorganized chaos of the lizard folk. The culture follows a tribal-leader, but no tribal leader seems to remain in power for more than a decade. Only the strongest or craftiest get the position, through underhanded means. These lizard-folk believe that this is the true incarnation of Riot. They are the storm dancers or the rogues, thugs, or

mercenaries. Much of this culture spends more time watching their own backs than those of their enemies.

Cultural Disadvantages for the Shin’shi: -The Shin’shi cannot and will not worship or follow any other god/goddess than Riot: Mischief and Storms. All Shin;shi have to take Religion – Riot: Mischief and Storms -Social and Merchanting skills at double cost

Role-play Requirement for the Shin’shi: Being dedicated to the brink of being fanatical towards the teachings of the aspect of Chaos/Storms Riot - they will openly start a war/feud or just kill anyone who disagrees with them or the ways of that aspect of Riot. If they have any contact with an Ais’pa, they will beserk and kill that person or people of that culture.

Ais'pa- The followers of Riot-Magic and Fate. These

Lizard Folk dedicate much of their lives to the worship of Riot through rituals and magic. They are organized under the tribal leader who is also their head prophet and seer. They believe that this incarnation of Riot is the true Riot. These lizard-folk treat magic use and divination as religious and a form of worship.

Cultural Disadvantages for the Ais’pa: -The Ais'pa cannot and will not worship or follow any other god/goddess than Riot: Magic and Fate. All Ais'pa have to take Religion – Riot: Magic and Fate -Engineering at double cost.

Role-play Requirement for the Ais’pa: The Ais'pa are sure of themselves in critical situations. They believe that fate is already decided and you cannot change it. If they perform a divination, this further solidifies the approach. If the divination proves wrong, they punish themselves for not being worthy and practiced enough to perform an accurate divination. The Ais'pa have absolutely no faith in the other gods/goddesses and take other holy persons’ words as heretical. They see the others that follow such powers as foolish, and will only tolerate their company if forced. They will make an attempt to dissuade others from following said person’s advice, and provide their own prophetic messages.

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Awakened- The followers of the unified Riot. The

most peaceful of the lizard folk, this tribe has developed a greater understanding of Riot and have unified the differing beliefs. The priests in this culture have found that Riot follows seasons and stages of development, flowing from one to the other. This culture is rich with antiquity and looks down upon the two others for their ways. Possessing of great posterity, the Awakened suffer persecution from the Ais'pa and Shin'shi, and have therefore developed many faithful paladins and clerics to defend their beliefs.

Cultural Disadvantages for the Awakened: -The Awakened cannot and will not worship or follow any other god/goddess than Riot: Mischief, Storms, Magic, and Fate. All Awakened have to take both Religion – Riot: Mischief and Storms and Riot: Magic and Fate

Role-play Requirement for the Awakened: The Awakened live and breathe the balance of Riot. They are secretive and speak only blessings on both aspects and the teachings of either. They only attempt once at trying to pacify the objections over either teaching, as they believe that both aspects were once one whole and the whole should be appreciated over anything else.

The Deep Elf Culture These noble and reclusive people have more secrets than almost any other race on Xadune. Even what most people believe to be true is merely a fabrication to make the less informed look the other way. Deep elves have withdrawn from the world after making their mark. For the most part, these people consider themselves as the protectors of Xadune, and the mind of reason for the world. Rare ever is it to see one in the world for no reason, but it has been known to happen. But it is a fact that during every conflict, every important meeting, everything that could be connected to the world, the deep elves were there, whether you knew it or not. Deep Elves are also among the few races that are still bonded together; meaning almost every Deep Elf was raised a Deep Elf.

Exceptions are normally not tolerated by the race and dealt with swiftly. Cultural Disadvantages for Deep Elves: - Due to the lack of major forests and woodlands in their home land, all forest based skills cost double and/or require twice the Skill points when using most skills (not combat or production) in that setting. Most Deep Elves are also mesmerized by the forests. Even though they are not their best while in the forests, they are drawn to them as if they are a beauty that has been out of their life for too long. Role-playing this isn’t required, but would be a nice plus.

- Deep Elves live by honor and are raised to always fight a fair fight;

because of this a Deep Elf is never allowed to attack someone from behind or take advantage of them if they are unarmed during combat (unless of course the target is a known caster of some type).

Role-play Requirements for the Deep Elves: Deep Elves are not used to extra heat or bright light. Though it does not hurt them or blind them, it does make them irritable. Prolonged exposure to either of these elements can be a quick recipe for a pissed off Deep Elf (even the most reserved Deep Elves will show a different side). Additionally Deep Elves know the route of the world and the path it has taken. Most look down on the other races and often chastise them

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for their decisions. Deep Elves pride themselves most when they do not let their emotions lead them, but instead allow logic and wisdom to guide their way. NOTE ON DEEP ELF CULTURE: Unlike all other races, if you play a Deep Elf you must play the Deep Elf culture. There is almost no exception to this rule. If you have any questions or inquiries please feel free to ask Staff.

Area Cultures

The Cultures of Jarr Jarr holds some of the oldest societies. It has lived and seen many, many wars and holds one of the oldest known surface cities.

Revrent- Citizens of Revrent enjoy the newest of new

inventions and the best that magic has to offer. Most have already seen time in the armed forces, and thus are able to readily defend themselves. Revrent has a large standing army, a well trained navy, one of the largest sky fleets, and, until recently, was among the best in magical research. New to the table in Revrent now is the power and science of steam. Inventions in thermal technology, electricity, and basic hydraulics are starting a path towards a new found age… one that does not have a use for magic. Science, unlike magic, does not require months and years of study to use; science also has the advantage of being able to be explained for the most part (where as debate still rages among scholars about the origins and roots of magic).The nation’s language is Common English, but most, if not all, schooled citizens also know one other language. All of Revrent enjoys a fairly adequate schooling system giving the nation a literacy level of about 95%, and most citizens are well versed in common mathematics, simple science, the history of magic, national history, and world history. Even the people that do not live in one of the five main cities enjoy these skills and teachings of life. Revrent only takes up about 65% of the landmass that is Jarr. All cities outside the walls are known as free cities and have all dealt with the world on their own, and to date have done a great job at remaining independent. Each has its own uniqueness and its own

way of doing things. Jarr also has a few roaming societies, or nomads, that have gone unchecked for years.

Cultural Disadvantage for the Revrean Culture: “Put a Revrean in a city and they will make the best of it and live it up, drop them in the woods and consider them lost and doomed.”

~Alex Woodgrove, Sage of Starport

- Due to the lack of major forests and woodlands, all forest based skills cost double and/or require twice the Skill points when using most skills (not combat or production) in that setting. Put at best, most people of Revrent do not fare well in the woods. Role-playing this isn’t required, but would be a nice plus.

Role-play Requirements for the Revrent Culture: In general, Revrent citizens hold themselves much higher than everyone else and thus are sort of looked down on by the rest of Xadune; on top of that most other nations of Xadune fear Revrent for their large power base. Characters should RP in regards to other cultures with the attitude of “why don’t you do it our way, it’s better” or in a similar fashion.

The Truth of the Matter: Revrent can be most closely related to Great Britain circa late 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Revrent is like. Refer to page ___ for more information on the area and people.

New Starport- One of the most famous and well

known cities of Xadune. If Revrent is the city of renaissance, then New Starport is the melting pot of Xadune. Though service in the military is purely by volunteer, the city has never had a problem with people wanting to better their home and protect it. She mainly makes her income off of sea goods, imports, and some light farming in the surrounding area. New Starport also boasts the most diverse population on Xadune. She is truly the city that never sleeps.

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Cultural Disadvantage for the New Starport Culture: None

Role-play Requirements for the New Starport Culture: Most residents of New Starport are very open to new people they meet and very friendly. Most, if not all residents are so used to seeing so many different races that they are not thrown off by the mix, and when they do meet something they have never encountered they normally are surprised and very open to try to learn more about said creature.

The Truth of the Matter: New Starport can be most closely related to New Amsterdam circa mid 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what New Starport is like. Refer to page for more information on the area and people.

The Tri-Gates- Once, when Jarr and Kanada were

connected, the three cities of North Gate, Gate Town, and South Gate spanned the land bridge in between the two nations and served as the main toll ways into either nation. After time and growth, the three cities that were once separated by many miles (North Gate, Gate Town, and South Gate) grew to meet each other and became one huge city space, now known as the Tri-Gates. Now that the land bridge is gone, the cities do not serve as an important connection between the two nations, but they still serve as the official customs passage between the two. The Tri-Gates are some of the coldest cities on Jarr, with temperatures dipping as low as the mid teens in the winter. Together they have a combined population of about 420,000 that span the almost 85 miles that the cities stretch across the coastline.

Cultural Disadvantage for the Tri-Gates Culture: - Due to the lack of major forests and woodlands, all forest based skills cost double and/or require twice the Skill points when using most skills (not combat or production) in that setting. Put at best, most people of Jarr do not fare well in the woods. Role-playing this isn’t required, but would be a nice plus.

Role-play Requirements for the Tri-Gates Culture:

Tri-Gate residents tend to be wary of new people. They have learned throughout time that unless they know you, you are just a passer-by. Most seem stand-offish at first and many are seen as aloof for this reason. Of course, this doesn’t mean they are fine without people around. Most Tri-Gates dwellers have never been alone. Instances when they are alone can often show a traumatic and panicked side that even they didn’t know about.

The Truth of the Matter: Tri-Gates can be most closely related to Hong Kong circa the early 1900s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Tri-Gates is like. Refer to page ___ for more information on the area and people.

The Vireen (R)- These wandering folk have been

around since anyone in Jarr can remember. Mostly composed of humans, these nomads are often cheery and embrace both the magic arts and science. Never staying in one place for long, they often camp near cities for trade purposes from their goods; goods that often seem hard to believe that a group of nomads can produce. They are known for also having ancient knowledge and sight into the future. Of course, people also say they can curse you, but what are the odds of that?

Cultural Disadvantage for the Vireen: - Oddly, Vireen can never clearly do a self-evaluation of themselves. They can read others’ futures and pasts, but never anyone from their own kind as clearly as they can others. Because of this, almost no use of astrology, fortune telling, prophecy, or séance can accurately work on any other Vireen. - Vireen will never have a permanent location of residence. If it does not move it is not a home. Additionally, they only stay in one place for short periods of time. They must move locations at least once a week. - No Vireen will be caught near a follower of one of the “Dark Powers” unless they 100% have to. And even then they are sure to make a scene. Additionally, they also view “Dark Necromancers” in the same light.

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Lastly, a Vireen can never follow one of these paths and/or use items that could be related.

Dark Powers includes Goddamas, Echpen, Grim, Regality, & Jamileveka. Dark Necromancers are those that employ undead for unsavory tasks; killing without concern or good cause.

Role-play Requirements for the Vireen: The Vireen are always upbeat and happy during the day. They will see the bright side of things no matter what, even if they have to stretch the reality just a tad to do so. It is only at night and when with favored company that they show their darker side. It is also an almost inherent trait that all Vireen tend to never really tell the truth, but rather embellish a story or issue. “Oh, no good Sir, I didn’t steal your change purse, it was merely on the ground and I was keeping it safe for you…” Lastly, almost under no circumstances will a Vireen go near North Revrent. They know it’s evil, it’s that simple.

NOTE: It should be mentioned that the Vireen are not an exclusively human culture, though as with all characters, non-human Vireen should be discussed with Staff before considering them.

The Culture of Kanada Of all modern nations Kanada is by far the oldest and most influential. The birthplace of firearms and claimed father of invention, Kanada has always been up to speed with the technology of today. They are a very disciplined and developed society. Here, everyone has a purpose and meaning. Most are taught from birth in their trade or art, and all hold closely to their traditions and ways. Kanada’s army is small, but one of the most feared. Many claim that a lone warrior can count for a hundred on the battle field. They also have a large sea fleet and a quickly growing sky fleet. Though not completely confirmed, it is rumored that Kanada suffers from the same predicament as Revrent in the sense that a debt of magic or science is keeping many diplomats awake at night.

Cultural Disadvantage for Kanada:

- Kanadians live by honor and tradition. Hence, they are raised to always fight a fair fight; because of this a Kanadian would never attack someone from behind or take advantage of them if they are unarmed during combat (unless of course the target is a caster of some type).

Role-play Requirements for the Kanadian Culture: - Kanadians are very reserved, yet hold themselves with great pride. When it comes to their area of specialty, they are the best or striving to be it. In so, most also feel their opinions in matters of their field are that of an expert, and often feel very insulted when looked over or ignored in the matter. Kanadians also tend to be somewhat gullible in the ways of others outside of Kanada, and sometimes their sense of honor can be their downfall. Currently the nation as a whole is loathing Greachen for their recent raids and attacks on Kanada itself.

The Truth of the Matter: Kanada can be most closely related to Japan circa mid 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Kanada is like. Refer to page ___ for more information on the area and people.

The Cultures of Pha Though often known as the older landmass, Pha, until recently, was very distant from the world. This comes expected from an area that has been on the losing side of war for seemingly thousands of years.

Barboroy- The people of Barboroy have some of the most cutting edge technologies of the world. It is one of the few democratic nations on Xadune and a nation that embraces the new found sciences with open arms. Unfortunately, the neighboring nations do not see eye to eye with these fellows. As such, Barboroy has seen constant attacks all over for many years. Some say this has only made Barboroy stronger, but many of the aristocrats feel differently. Within its borders science reigns supreme and education is one of their top concerns. Still a fledgling nation in the sense of growing to perfection, Barboroy’s mass education is second to Revrent, but they do have a

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better higher education system. Within the borders most scientists are freely allowed to research and develop new sciences. Barboroy is rumored to be the birthplace of modern medicine, and the roots of electrical science. The nation holds an opposable and well trained army, a fairly decent navy, and a formidable sky fleet. Some of the best sky captains hail from the Barboroy sky fleet… along with some of the most feared sky pirates.

Cultural Disadvantage for Barboroy: - Magic is foreign to citizens of Barboroy, because of this all forms of magic cost 50% more in purchase cost and take double the normal learn time. - All skills relating to Arcane knowledge cost 50% more XP and require double the normal learn time. - Players may not start with any Arcane magic skills (this includes Read Magic).

Role-play Requirements for the Barboroian Culture: - As mentioned earlier, magic is foreign and often regarded as evil. Most have never seen it, and others just find it as fanatical tales. It can be an awe inspiring thing and also something that most just disbelieve in. Regardless, magic is never something that a person for Barboroy just looks over. It is often something that either scares them, intrigues them, or enrages them. - Many customs and ways of other people are far foreign to people from Barboroy; additionally the Barboroians have a strong sense that their way of life is the “right way”. This is heavily reflected in their mannerisms and attitudes against customs and ways that are different than their own. In short, they are not open to new customs, social ideas, or ways. - Revrent is the Nation that stopped the people of Barboroy from progressing. They are the sole reason for strife in many people's eyes. No known citizen of Revrent is to be treated as if they had nothing to do with it. It is now a long rooted hatred and they are not to be treated kindly.

The Truth of the Matter: Barboroy can be most closely related to a conservative United States circa late 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Barboroy is

like. The northern border is almost picturesque of the “wild west” in almost every regard. Refer to page ____for more information on the area and people.

South Kinsley- Kinsley is still an up and coming

nation suffering from self warfare and turmoil. Here, science has no place and many have come here just for that point. Though they are ruled by a king, rebellions still break out in a fight for a more diplomatic form of government. Regardless, they have a formidable land and sea army and some of the more grass root mages in the world. Despite its new arrival in the world, it is often referred to as the Old Kingdom.

Disadvantages of Southern Kinsley Culture: -The Engineering skill costs 5 XP to purchase and no character may start with the skill. -Additionally no PC from Kinsley may start with the Firearm skill. -If a PC wishes to start with the Healing skill they must pay 50% more XP per rank purchased at character creation. -Any lore skill that deals with technology or new age science costs twice as much to purchase during character creation.

Role-play Requirements for the Southern Kinsleian Culture: Kinsleians still uphold and are raised on the belief that technology will only bring about the ruin of the world. Most will scoff at the talk of science or technology from the other parts of the world, while some will just turn their back on it and walk away. It’s not that they have a blind eye to its abilities, but that they think it is wrong. Some even go as far as to spend their life dedicated to destroying it across the globe. The civil war with the North is unfortunately against the people and their views that the monarchy should be dissolved. In the South they are hopeful that in time the North’s views will change and until then they have to bolster their defenses and in times use force to halt the rebels’ attacks. For most, it’s a sad affair that most wish could be solved without violence. Only a handful wishes to take the war to the North.

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North Kinsley- The harsher environment of the

northern part of Kinsley forges the people into a rougher crowd. Still holding true to the anti-science beliefs, only a few differences separate the North from the South. For starters, the main home of the rebellion is here. This area also seems to birth more fighters than mages, though it’s just a statistical fact.

Disadvantages of Northern Kinsley Culture: -The Engineering skill costs 5 XP to purchase and no character may start with the skill. -Additionally no PC from Kinsley may start with the Firearm skill. -If a PC wishes to start with the Healing skill they must pay 50% more XP per rank purchased at character creation. -Any lore skill that deals with technology or new age science costs twice as much to purchase during character creation.

Role-play Requirements for the Northern Kinsleian Culture: Kinsleians still uphold and are raised on the belief that technology will only bring about the ruin of the world. Most will scoff at the talk of science or technology from the other parts of the world, while some will just turn their back on it and walk away. It’s not that they have a blind eye to its abilities, but that they think it is wrong. Some even go as far as to spend their life dedicated to destroying it across the globe. However, this does not hamper the North Kinsleians from seeing the advantages from a more “up to date” form of government. The civil war with the South is not against the people, but against the government, and almost all in the North have a strong sense that there is a need for a change of government, and they will stand behind that and the cause until death.

The Truth of the Matter: Kinsley can be most closely related to France and Italy circa late 1700s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Kinsley is like. Refer to page ____for more information on the area and people.

Darken Wood (R)- The rogues’ forest. Here be the

place where thieves are born. Once long, long ago a sanctuary for the Elven kind, now only a breeding ground for thugs. Within these woods, where the sun almost never touches the ground, the most notorious thieves and brigands are born. Those that come from this part rarely speak of it, but it is a cut throat place. Survival is a way of life, as is the way of the sword. People with grudges all the way down to people just born in the wrong stop are from here. There is no law, no help, and no mercy.

Cultural Disadvantages of the Darken Wood Culture: - No race gets the Read/Write skill for free. - Characters must pay double XP for the following skills: Decipher Language, Scribing, Etiquette, Engineering, Gunsmithing, Basic Alchemy, and Blacksmithing. - Characters need to clear with Staff or Plot any Lore skills they wish to start with.

Role-play Requirements for the Darken Wood Culture: Darken Wood is the home of thieves, thugs, and generally the baddies of the world. One of its Port towns is a Pirate’s pit stop, it has one of the world’s most known and expansive black-markets, and most people that are not welcome there never come out. It didn’t get this reputation from its good guys or from the nice people around the province. It didn’t get that rep because those people do not exist. You are the thieves and thugs born of Xadune. Your character should reflect this in all ways. To add, residents of Darken Wood have a HUGE chip on their shoulder when it comes to anyone not of their stature; which is pretty much the rest of the world. This doesn’t mean they cannot deal with them, but someone from Darken Wood would certainly give them a large amount of grief about it. For lack of a better explanation, think of your most stereotypical people growing up in the projects. There’s your target attitude for your character towards others.

The Truth of the Matter: Darken Wood can be most closely related to a very dark version of Sherwood Forest or Taluga in regards to fashion, most customs, and mannerisms. This is the best real world equivalent

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if you want to get a general idea of what Darken Wood is like. Refer to page ____ for more information on the area and people.

The Nelot Kackertoe (R)- The old ones. Their name

means “to never settle”. Records of them can be found as far back as anyone on Pha can find. They are known to be distant and often not trusted amongst city dwellers. They are the few and only people that seem to be able to cross through Darken Woods and the Nigean Mountains seemingly with no consequences. Like their Jarr cousins, they are rumored to be well versed in both astrological arts and are amongst the best survivors on Xadune.

Cultural Disadvantages of the Nelot Kackertoes: “Once you wander, you can never stop…”

~ Old Nelot Kackertoe Proverb

-Nelot Kackertoes are always on the move. Staying in one place for long can start to cause grievous effects. For every night the Nelot stays in one spot, they start to become sick. Each night spent in the same bed will cause the Nelot to suffer -50% to their max body and Skill. This continues for a week until it kills the Nelot, dusting their body. - Nelots can only cast from the schools of Enchantment, Illusion, Divination, or Sigils and cannot be followers of Trom, Ashton, Filter, or Neltēveye.

Role-play Requirements for the Nelot Kackertoes: Nelots are first off one of the most somber people you can meet on Xadune. In so, they are also extremely passive. Sometimes great amount of coercing must partake in order to get them to do something that was not their idea. Rare is it that a Nelot will just up and do something someone else recommends. Nelots also suffer from Moon Sickness: On the three nights of a full moon the Nelot’s wandering urges reach a peak. Almost nothing can keep them focused during these times for too long (thirty minutes max). Often they wander to spend the time quietly under the stars.

NOTE: It should be mentioned that the Nelot Kackertoes are not an exclusively human culture, though as with all characters, non-human Nelots

should be discussed with Staff before considering them.

The Cultures of New Zeal The people of New Zeal grow up in a world that resembles nothing else on Xadune. Harsh and untamed, the land has forged the people into much harder and often more realistic images of their Northern and more cushy cousins.

Inlanders- For as long as anyone can remember New

Zeal has lived under a monarch, normally one of the best of the slave fighters that made his way into freedom, who watches over numerous city-states. New Zeal has never really had to worry about foreign invasion, but they do hold a fearful military. It is the only nation that still freely flaunts slavery. This fact, coupled with their beyond cruel punishment and law system (to outsiders that is), has been enough to keep most out. But those who get to know the Kingdom find it rich in history and knowledge. There one can still find teachings of the old ways and magic of the mind.

Cultural Disadvantages of the Inlanders Culture: - No Inlander, or native New Zealer, is used to cold. In times when temps drop below 65 degrees (half of their normal temperature most of the time) they have trouble concentrating and working. All skills cost 10% more Skill points (fractions rounded up) to use. - Due to the lack of any forests and woodlands, all forest based skills cost double and/or require twice the Skill points when using most skills (not combat or production) in that setting. Put at best, most people of New Zeal do not fare well in the woods. Role-playing this isn’t required, but would be a nice plus.

Role-play Requirements for the Inlanders Culture: - Inlanders tend to be very superstitious. Most people believe in the power of envy, magic (mental, arcane, and divine), genies, etc. to affect them and inflict harm upon them. It is not uncommon to hear someone saying that they are ill or that their kids are ill because they have been envied or affected by the evil eye. It is less common to find people saying that they have been suffering from magic, but it exists. The advice,

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heedings, and words of prophets and the like are always hung on as if they are solid fact. Additionally, these people are often respected for their talents and abilities. - Inlanders are normally to most open to outsiders, but they still have a harsh attitude towards them that no one will miss. - Water is precious beyond belief. Waste of it is forbidden, and it should be respected.

Outlanders- The settlements founded away from the heart of New Zeal still follow the same rule but normally have a much less crowded life. These people have less slaves normally and more time for the more magical arts. Often settlements pop up near newly found dig sites. Depending on the finds, the small settlement might turn into a larger populous or dwindle into a small collection of a hand full of families struggling to survive. Sometimes the only things separating these people from the Wanderers are their homes.

Cultural Disadvantages of the Outlander Culture: - Outlanders cannot purchase lore skills at character creation. - Read/Write cost double to purchase. - No Outlander, or native New Zealer, is used to cold. In times when temps drop below 65 degrees (half of their normal temperature most of the time) they have trouble concentrating and working. All skills cost 10% more Skill points (fractions rounded up) to use. - Due to the lack of any forests and woodlands, all forest based skills cost double and/or require twice the Skill points when using most skills (not combat or production) in that setting. Put at best, most people of New Zeal do not fare well in the woods. Role-playing this isn’t required, but would be a nice plus.

Role-play Requirements for the Outlander Culture: Outlanders by nature are very much aloof. They do not work well with those they are not close to, and generally have no wish to. They are also extremely suspicious of anyone new to a situation or place. No one can really be trusted. This is something that is driven into their mind from birth and is not something that will go away easily. Lastly, water is a precious

resource beyond belief. Waste of it is forbidden, and it should be respected in all situations.

The Truth of the Matter: New Zeal can be most closely related to Persia circa mid 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what New Zeal is like. Refer to page ____ for more information on the area and people.

The Cultures of Greachen Greachen’s a land aspiring to be part of the civilized world; adopting the ways of Revrent and Kinsley, this monarchial society is trying to usher in the new age of science while still embracing the ancient arts of magic. One of the best naval fleets Xadune has seen belongs to Greachen; though its land army is no laughing matter either. Once a more savage and nomadic scavenger society, the old blood runs strong in the people. Greachen also suffers from a slight lack in mass schooling, though within their few larger cities they do hold some good universities that specialize in both magic and science. Greachen is very strong rooted in tradition and the old ways. They are among the few societies that still pay homage to the older ways.

Cultural Disadvantages of the Greachen Culture: - Unfortunately a life of oral tradition and warring does not help them in the literacy department. Humans do not gain the bonus of read/write, and additionally the initial read/write skill costs one more XP to purchase. - War-forged: Only real Greachens die in battle; one will almost never give up or surrender on a battle unless that was the original plan.

Role-play Requirements for the Greachen Culture: Greachens are very in your face and brutish about things. They are not “act then think” people, to say, but are very strong willed and physical about what they do believe in. Additionally, all Greachens are weaned on the stories of religion. Most will hold them in awe and hang on every word. The word of the church is the word of the Power, and any real Greachen hero will obey the word of the church.

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The Truth of the Matter: Greachen can be most closely related to Norway or Denmark circa early 1800s in regards to fashion, most customs, and mannerisms. This is the best real world equivalent if you want to get a general idea of what Greachen is like. Refer to page ____for more information on the area and people.

Not Taking a Culture & Other Cultural Issues

Okay, so we’ve talked about cultures and your character, let’s now look at your character and not taking a culture. As stated before, you do not have to take one. The info provided in them is a small general amount that adds spice to your character beyond what you read in this handbook. Taking a culture can have drawbacks in the eyes of some players. Each does have role-play requirements and cultural disadvantages. What you gain from them are a few advantages and knowing about your society you grew up in. These advantages, disadvantages, and role-play requirements represent the forging of yourself by your culture as you grew up. But not everyone was forged by their culture and instead chooses to be the rebel. That’s fine too. You can be born and raised from somewhere and be as you wish. This way you do not have the cultural disadvantages or role-play requirements, but in turn you also do not gain the cultural advantages or allotted area information. If you want the allotted information that is given in the cultural packets you need to either buy the lore skill or find out the info in-play. While everyone else was being “brainwashed” by your standards with the info, you were off living your own life. And that’s not hard to grasp. There are tons of people in the real world that could barely tell you jack about where they live or grew up because they never cared or paid attention. Some people will feel that cultural requirements do not seem fair. If this is how you feel then do not take the culture packet option. People raised in a culture of beliefs and thoughts seldom clash back against them.

Your bonus for actually playing your culture and not being an exception that normally would not exist is the advantages the culture gives and info it has to offer. If you play the exception then you didn’t let these lessons set in. So now you ask yourself, “What if I want to pick a culture once I start playing?” Well, the culture packet represents how you grew up and what all you took in. So, give it ten to fifteen years of you working on that culture and I am sure you will get somewhere. In other words, a culture packet must be chosen at character creation, if at all. In short, do not think cultures are required. You can be from somewhere and act as you wish, or you can be from somewhere and act like the majority. For the few races that are primarily homegrown (Deep Elves, Felines, Gnolls, Dwarves, Fairies, & Brownies) you are sort-of stuck with taking the culture pack. You can ask a few of the people playing one of these races, and I assure you it is cool. But people like to play exceptions, and they are there. BUT, in playing so you will not know about your race or culture as much as these other people will. These listed races do not have renegade PCs (i.e.: people that were part of the culture but then broke off). That is not a PC option for those races. If you do not want to play the race as it is intended than you were not raised there and do not expect to know about that information just because the rest of your race does. And also, assume you are not on the best terms with your home race. Talking to Staff about your character ideas will help smooth this out a lot in the long run and answer your questions for the most part. Lastly, we should note characters that are raised by one type of race/culture and still grew up in a different area/culture. It could happen, not saying it cannot. You would still have to pick between the two. There is no mixing and matching. You get one, and you go with one. If you feel it is not the direction you had in mind for your character than just do not take one. With all this in mind, remember you are still bound by the game world on what you can know as your character. This means that even though you did not take a culture, you still have to work with what an

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area has to offer. For example, if you’re from an area that is at war with another, just because you didn’t take the culture doesn’t mean you are not also on bad terms with the other nation. Information like this, once again, can only be acquired by talking to Staff about your character. We cannot stress this point enough: one way or another, if you’re making a character you need to talk to staff some to make sure your ideas all work within the world. Pretty much the only exception is in playing a character from somewhere that is not Xadune. Some might be asking, “What about the Elf cultures?” There are no elf cultures, so to speak. The race is dying and heading out the door. Culture was not preserved for the most part and the remainders of the race are nothing like they were back in the day of legend. Elves, for the most part, are dying out and in shambles. They are no longer grand, they are not noble (so to say), and are not the new cool thing. In the eyes of most, they got what they had coming to them. Most elves of today are part of some other society. Not a group of their own. Finding out about the elven past is like pulling teeth. Or better yet, it’s like trying to find the true family tree of an adopted child of an adopted child. There are rumors and crazy old people, but unless you were actually there (which is no PC, and no PC family member would say next to anything on it) the info is scarce. Imagine it as Germany talking about WWII, they just don’t. Even in Darken Wood the info is pretty much lost. In the Woods these days is like Lord of the Flies meets Robin Hood. The Pha elves are very, very woodsy and live by it. They are not the elven culture of old. To say one would hate a big city would be an understatement for them. They are hunters by trade, and fairly decent at it in all respects. Elves, as said many times, are next to a dead race. There is no real elven culture anymore. Elves are either assimilated into another culture, either through generations of cultural immersion or just plain being raised that way, or they do not have a culture at all. Unless you were born about 500+ years ago you wouldn’t have had much of a family or “elven” culture to be raised by.

Elves used to be very, very much like your stereotypical elves of pretty much any game or setting. Over the past few hundred years, their grip of influence over the rest of the world was slipping more and more away from them and into the hands of other races. They had great cities and all the normal good stuff, then, as if over night, whole collections of them would end up dead or just plain disappear. In the case of the dead, it would be like a slaughter, one in which it would always seem like no one even got up to fight back. In the case of the disappearances, it was like they just vanished, Roanoke style. It also didn’t help that a racial disease was taking its toll at the time and that most of the youth were leaving for the big cities to learn these “new” ways. So that’s elves. It just is how it is. The general “old person’s” perspective on it is that they had it coming. Just like how, if you ask someone about the bombing of Japan more than half a century ago, most would say they had it coming. It’s the opinion of the masses. The elves of today just didn’t ask questions, and if they did you haven’t heard about them or from them since. Now, that doesn’t mean your character can’t ask. But that’s a different story and needs to be done in-play. It should also be noted that Orcs are not your dumb brutish thugs. They are as smart as a human, stronger than one, and have a pretty sound reasoning ability. If you are imagining a normal pub full of people, slap a few bigger green guys in there dressed just like everyone else and you have Orcs. Yes, there are still a few tribes roaming the lands, but they are not what most would imagine. They are civilized, sophisticated, and just like any other nomad group. Far-Born races are not cute and cuddly. And lastly, the Fae (Brownies and Fairies) are small and curious, but they are not cute and sparkly. Glitter does not drip from their pores. They might be tricksy, but it’s not most of the time in a cute way, it is in a cruel way. They are by nature innately magic.

FAQ: What supersedes what in regards to requirements, advantages, and disadvantages? In almost all situations your race requirements are a base, with your culture requirements modifying them, then anything else one might have/get/achieve

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modifying that (being the race and culture requirements). So, in a case where one thing contradicts the other the latter would 99.9% of the time be the correct set of requirements, advantages, and disadvantages added to the former and thus superseding it. In the few cases where these occur, it will be much more clearly explained to the player.

Character Backgrounds & Histories

Up until now, everything, except cultures, in this handbook is required for you to make a character and play the game. Your character’s background or history is one of the last aspects of your character that one needs to consider. A background or history is not required to play the game. A background or history is not required for you to have fun. A background or history can bite you in the ass later. It should be said, however, that even though you are not really required to have a background or history, you should have a few general ideas about your character worked out. When thinking of your background and history you should keep a few things in mind. First of which is if it fits into the world. Xadune is a vast world, but it is also very solid. Places exist and histories have been written. If you are making a character from Xadune you should be sure to roll with what Xadune has to offer, rather than attempt to make up things that do not exist. The best way to work with this is to keep in contact with Staff. One constant that most everyone needs to keep in mind when creating their background is why they are coming to the City. Some players might want to play an event or two to get a feel for the world before making a history. It is also highly recommended that your history is something brief. You should keep in mind that you are trying to create a character you want to play and grow, not a character that is grown already. And playing someone older or with a complex history often leaves you with a large chunk of time where your PC just sat around and did nothing or a ton of information you say you have but you in truth do not. Because let’s face it, you do things as you get older and learn more.

It starts getting difficult to explain why you are 400 and level 1 with no knowledge of the world or why you say you were in the army and lived here, here, and there but don’t have any of the skills to reflect this intricate history. The best advice we can give you is to make your background fun for you but sparse enough where it makes sense. The more loose ends you have, the more likely you are to have your story picked up by Staff and get meddled with. Once you have some general ideas about your character thought up, you should type them up and submit them to Staff. Not hearing back from Staff is a good thing in this case. It means that they saw nothing really wrong with anything and all is good. If something does need to be changed or tweaked due to continuity of the world or just for game balance, you will be made aware. Keep in mind that not everything about the world is presented in this book. There may be things you write in your history that are wrong or do not work with the world of Xadune. Not your fault, but these things will be told to you and asked to be tweaked once you submit a history to Staff. A few things that should be kept in mind are that “short and sweet” is the way to go. Hit up facts and important things, we do not need to know every detail of every year of your life. Also keep in mind that the information should be understandable. If you found yourself not understanding something when you reread it, then we will not understand it either most likely. Also, keep in mind that although your background and history is part of what made you who you are, it will not give you anything in-play. No super powers, no real fame, no money, no rich parents that will bail you out all the time, nothing like that. Try to avoid those types of situations unless it works out. Remember that if those situations are there, then more than likely the idea will be rejected by Staff due to balance issues or Staff will change it into a way where you cannot benefit from it. Again, you are trying to make a character to live, not live a character that is made. Rest assured that if we accepted some absurd history that it got messed with… a lot, and you

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more than likely will wish you did not make yourself a once high ranking officer or millionaire. Lastly, we recommend that before coming up with the most stereotypical abandoned, bastard child, amnesia affected character you can think of that you take a moment to develop a character that is not an exception, much like almost everyone else will try to be, and make a character that can become the exception.

Characters not from Xadune The last thing to cover when it comes to character creation is characters not from Xadune, but instead from another game or setting. But, it is not as spectacular as it might sound at first. The game and setting is set up in a way where you can play a character from another world. This of course gives way to allowing you to be able to play a character from another game. However, do not expect to have anything special or high level about your character from whatever other game you come from. Let’s say you walk your character from another world through a portal and into Xadune; your PC will suffer from what natives call “Walkers Sickness”. Meaning that you will in all essence be level 1 and all your cool widgety stuff will become mundane. You will remember you are a badass back home, you can even remember how you were a badass, but you just can’t seem to recall how to redo it. Think of it as a form of amnesia. Many players are very attached to their characters from other games and like the idea of being able to play them in different settings so this is a fun twist on things. It should be mentioned, though, that some games feel your character ideas are owned by the game and might take offence to you playing your character in another game. It is best advised that you make sure your intellectual property in one game is just that, yours, and not that of the game before playing that character in Xadune. We wouldn’t want you getting in trouble at your other game for this. This is highly unlikely, but we would rather you check your bases before angering someone. If all is good, then you would be good to go at playing your PC at Xadune and be able to talk about all your past exploits.

So, what do you mean when you say, “Will not get the benefits of being from Xadune”? It means a few things. First it means that in truth you shouldn’t be privy to the vast amounts of world information in this handbook, but we cannot really control that. It also means that you do not get to take a culture packet. This isn’t a big deal for most. What it could also mean is that some things that might be dependent on if you are a native to Xadune you cannot be a part of. This could be anything from a spell that stops non-natives from entering, to a banishment spell that pretty much would forbid your character from ever coming back to Xadune (no worries, this isn’t exactly something that grows on trees, but it could happen so it’s noteworthy).

My character is old, why do they not get info from it? Just because you made your character old does not mean they get extra info. Almost no race needs to be much older than 250-300. The few races that would recommend it (Deep Elf: and that’s it pretty much) are covered on things. Playing anything else that old or older does not grant you special insight into something; it just makes you have an old character that was not up on the current affairs. An Elf, for example, could be very much an adult by age 175 and be very mature. Just like a Fae by age 150 could be the same. The players of races that have “coming of age” ceremonies or the like will know about it. This is the same as saying “___ and ___ happened in my history, why do I not get information on it?” Because saying one thing and buying the skill is two different things. Your background is not there to give you bonus skills and information. If you say you did this and that you still need to buy the skills to know about it. If you do not buy the skill, you do not get the information.

Advantages, money, family with ‘pull’, and other things not to put in your background Just because you said it happened to you before you played the game does not mean you get to call upon

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it. Do not give yourself a wealth of money, if you do we will find a way to take it from you. Your background and history is there to enrichen your character, not give you scapegoats and advantages. Making yourself the son of a king or anyone with pull will not work out well if you ever try to call upon them for help. As will anything else you put in your history. In short, if you do it and then try to use it it will not be pretty in your mind. You need to figure things out on your own, not relay on information you just gave yourself. Earn things; you will enjoy it far more.

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Religion & Astrology

Religion

Though not a requirement for a character to exist, it is a common element in the world; religion is a long understood and followed thing on Xadune. And for good reason: the gods (or Powers) have been known to become active participants in the everyday life of the residents of the planet. So it’s not hard for a follower to listen to a sermon about the “just hand” of so-and-so and believe it. Most people have a few favored Powers, while a select few have chosen to be a devout follower of just one.

The Powers are divided into three separate groups: the Seven Greaters who are known as the most powerful and influential Powers, the Five Sisters who are noted for having family ties and dealing with the more terrestrial issues, and the Lesser Powers who are normally less involved with the day-to-day lives of others. Do not let the title of the last group fool you; they are just as powerful as the more interfering brethren. Most people know of the Powers and a large amount follow one or a few. A select few are servants of them; these priests, or priestesses, are known followers that are dedicated to a Power. Because of this they have been known to be granted powers by the Power to assist them in life and in spreading their faith to others. These select few only benefit from this relationship through proven deeds and signs of dedication to a Power.

The Seven Greater Powers “In the beginning there was the world and there was mankind. With no sense of direction and no morals or ethical calling, mankind roamed the planet in chaos. Searching for an answer, seven random people from

across the globe were crucified. They were taken to the highest mountain peak and raised to the sky as a sacrifice to a nonexistent deity. Hoping for an answer to their unknown existence, mankind waited. For forty-five days the seven hung from their death beds. On the forty-sixth day the seven were gone. Some ran in fear, others cried in happiness. Five days later the seven reappeared one by one. Each was clothed in rich flowing garments and holding an undeniable charisma. All showed frightening powers and each held different affiliates.”

~A common telling of the coming of the Greater Seven

The generic symbol for the Greater Seven is a seven-pointed star.

Trom (Male) Loyalty, Protection, & Sun

Alias: The Day Lord Holy Symbol: Clenched gauntlet (right hand) in front of a sun burst Favored Weapon: Mace Description of Power: Bringer of daylight, warmth, and truth, Trom, The Day Lord, is the “good guy” of the Powers. He represents loyalty and protection at their most base meaning and is often seen as the Power that resides over the suns of Xadune; thus often envisioned as the Power that brings each passing day.

Religion & Astrology 5

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Priests: Trom priests serve as advisors in many situations and are regularly the “go-to guys” for almost any issue. Followers: Your typical Trom followers are law abiding citizens and generally feverously loyal to the cause and/or country. Temples/Churches: Churches are normally large, clean, well lit, and open to anyone. When it comes to the hard numbers, Trom is openly the most generally worshiped Power, with his priests being almost the most called upon for general advice, wedding ceremonies, and the like.

Goddamas (Male) War & Madness

Alias: God of War Holy Symbol: Crossed Ax & Sword Favored Weapon: Ax & Sword Description of Power: Conflict and battles are the joy of this Power. It is said Armadel is joyous to watch this man work, while Ashton only weeps. Goddamas, God of War, enjoys most of all to see people insane from war or over abuse of power. He is always the patron Power of war and is known to usher in madness, often seen as the reason wars are started. Priests: In times of war, battle, or physical conflict, a priest of Goddamas is normally always at hand. They are sometimes known to be traveling priests that normally bring with them a wave of crazed battle. Followers: Followers have a wide range of personalities from madmen to battle hardened soldiers. At one point or another, almost every warrior or solider has made a prayer to Goddamas. Temples/Churches: Most temples are fairly large, but they are sparsely spaced with some areas only having one temple per region (sometimes even country). These grounds are often full of generals either paying homage or making plans.

Latansee (Female) Luck & Money

Alias: Lady Luck Holy Symbol: A 3 Unit Coin Favored Weapon: Short Sword Description of Power: She is known as Lady Luck, she is known to all, and is often known as the most random of all the Powers. Priests: Often called upon in times of “trouble” or monetary distress, Priests are often kind and will give

a listening ear. Many are in fact professional gamblers or run some type of casino or game house. Followers: Often seen as floozies or deadbeats most are always in good spirits and always looking for a good game. Temples/Churches: Shrines are more common then full-blown temples but both are always well kept and often well visited, often also doubling as a House of Chance.

Ashton (Male) Life & Rebirth

Alias: Bringer of Life Holy Symbol: Phoenix Favored Weapon: Staff Description of Power: Ashton enjoys seeing the people of Xadune alive and moving. At times of an important birth, it is rumored that Ashton is present. Priests: Almost always kind-hearted and cheerful, these priests seem to always look to the brighter side of life, even in the face of death. Ashton priests are only rivaled by priests of Armadel in being the most frequently visited priests. Followers: It should go without saying that followers are pro life. Most keep in heart what the church teaches and that is to always look to the brighter side of things; even in death is rebirth. Temples/Churches: Churches of Ashton are clean, tidy, and always inviting. They are one of the few churches open at all hours of day and night. Though they do not always have an answer, they are always hospitable.

Riot* (Female) Mischief & Storms

Alias: The Lost One Holy Symbol: A Black Spot Favored Weapon: Spear Description of Power: In love with playing with residents of Xadune, Riot is commonly known as the trickster and the one that loves to rain on your parade. It is rumored that of all the Powers, she is the most active in physically contacting mortals. She often enjoys most to charade as her other half and confuse all. When enraged or sad, though, she is known to bring the storm down. Priests: Comical and often described as bi-polar, these priests are lively and helpful to others, though it will

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be in their own way. Most don’t realize they were ever helped at all, and that’s how they like it. Followers: Luckily the followers normally drop far from the tree. These people are typically much calmer in manner and very passionate in all their beliefs. Temples/Churches: Newcomers to these temples are often shocked; always combined with Riot’s other half their area is often wet from a storm that stays above (inside the temple) and adorned with knick-knacks of a pranking nature. They often collect their tithes by selling joke products, in house.

Riot* (Female) Magic & Fate

Alias: The Divine Arcane Holy Symbol: A Nine-pointed Star Favored Weapon: Magic Description of Power: The much, much more serious half of the two sides of Riot, there has never been a recorded account of when she has ever contacted a follower, other than granting the people the gift of magic. It is said she often works hard on the loom of fate, making sure everything is in its place. Priests: These much more down to earth Priests are calm spoken though sometime cryptic in their responses. They try to be the polar opposite of the family and often present themselves in well trimmed modern fashion. Followers: Followers are your typical down to earth people. Though they do often let some opportunities pass them by, some would say they believe all happens for a reason. Temples/Churches: When not being distracted by the insane nature of the adjoined temple, this half is often neatly kept and furnished to be comfortable. Though high moisture content of the temple might make one assume the whole temple will be humid, it is never the case.

*Many of the Greater Powers found Riot as a deity that couldn’t handle her power and responsibilities; thus they split her in two. Both look and act very similar, and are in many ways the same entity.

Armadel (Female) Death & Loss

Alias: Lady Death Symbol: Ripped “X” Favored Weapon: Scythe

Description of Power: Armadel plays her role only when needed. She cares less for the feelings or thoughts of others than about her workings. Her avatar is often portrayed as a beautiful pale skinned female dressed lightly in flowing reds or blacks. People both fear and love her. She is always calm and normally shows no emotion in her voice, speaking slow and being very articulate. Priests: These commonly monotone and stoic Priests are often feared for their followings, but wise people know they are there only to help those around them in times of need. Followers: Followers are normally not as dark as their priests but tend to still be somber. They have a heavy belief that death is the inevitable true end to life and that nothing else matters. Temples/Churches: Churches are often cold and of a spartan interior. They are almost always busy and visited as death is one constant that everyone shares, and they are often visited by mourners.

Echpen (Male) Poison & Suffering

Alias: Lord of Pain Holy Symbol: A Jawless Horned Skull with Fangs Favored Weapon: Poison Description of Power: It is said that Echpen touched water and turned it into the toy Armadel enjoys so much in times of hate. He loves to see others in pain, and is said to be a rival to Cobanoglu for Armadel’s heart. Priests: Echpen priests can be eccentric, or they can be completely obfuscated from the eyes of the public. The two major sects lay on opposite sides of a course of thought: one that the world should drown in poison and suffering, and the other that suffering is the path to enlightenment. Followers: Followers tend to also be in this spilt of either absolute “evil” or learning the calm in the method. Most feel that both however are lost in translation of the world. Temples/Churches: Most temples are dark and often unkempt. Shrines dot back allies and thieves’ dens. Most common people do not even know full blown temples exist except in the larger cities.

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The Five Sisters Of all the Powers, it is known that the Five Sisters are neither Greater nor Lesser. The limits of their powers are unknown, along with their origins, even to other Powers. They were watching over Xadune first, this is a known fact. No other Power has ever crossed the path of one of the Five.

The most accepted generic symbol for the Five Sisters as a whole is a five-pointed star.

Gallo (Female) Stars, Space, & Navigation

Alias: Maiden of the Heavens Holy Symbol: Field of Stars Favored Weapon: Morning Star Description of Power: The oldest of the Five Sisters, men lost at sea often go to Gallo for help, and more often than not she is a kind and caring one making sure the lost find their way home. Priests: Often perceived as mystics more than priests, these calm priests are always helpful and willing to give aid to those lost and educate those in question of the sky. Followers: Nine of ten of these followers are travelers of the world and come form numerous cuts of society. Temples/Churches: Shrines are often a collection of guidance markers and sun dial, where temples tend to be well kept observatories in the larger cities and havens for star gazers in the small cities. Often well kept and always manned by a friendly priest.

Grim (Female) Murder, Tyranny, & Discord

Alias: Lady in Red Holy Symbol: Three Jagged Lines in a Broken Circle Favored Weapon: Kris Description of Power: Second born, Grim is often regarded as evil’s best friend. This lovely lady enjoys seeing senseless bloodshed and chaos.

Priests: Some are cold blooded killers, others are calculated murders, while some are agents of unrest and in a constant state of stirring up trouble. Followers: As one might guess these followers often nothing more than people with a taste for blood and destruction of either body or soul, if not both. Temples/Churches: Dark, clean cut, and often vacant, shrines are few and far between, but most major cities have temples to the Lady in Red; often used as a meeting ground for the less savory leaders of rival factions.

Dew (Female) Nature & Druids

Alias: The Green Mother Holy Symbol: Oak Tree Favored Weapon: Club Description of Power: It’s whispered that Dew brought the gift of grass and trees to Xadune. Before her there was none. She works hand in hand with her twin sister, Tinder. Priests: As one might imagine druids are the main priest types for Dew, however they are not often kind or willing to have words with those opposed to their views and beliefs. Followers: Few followers are not druids, and all have a strong feeling of preservation of the world. Often regarded as hard to get along with these followers are luckily rare to find. Temples/Churches: Though shrines exist in spots around Xadune, no real temples are known to the general public, though groves used for gathers are rumored to be near most populaces.

Tinder (Female) Forests & Rangers

Alias: Maiden of the Woods Holy Symbol: Maple Leaf Favored Weapon: Axe Description of Power: Twin to the Green Mother, they are the middle children. She prefers to look over the large forests and those who seek to protect them. Priests: Like the druids of Dew, the Rangers of Tinder are often loners and only associate with others when they feel the need, and not vice versa. Followers: Unlike their priests, however, most followers tend to be open minded. Trackers, woodsmen, and those that live of the woods tend to

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follow Tinder’s ways and are often happy to talk to others and show them how to respect the forests. Temples/Churches: Most churches are simple in construction and small by most standards. Almost no accounts of a church being in a city are recorded, but they frequently dot wood lines.

Filter (Female) Purity, Law, & Innocence

Alias: Lady in White Holy Symbol: Tipped Scale Favored Weapon: Long Sword Description of Power: Filter works alongside Ashton. She is said to give all new life a clean slate to start with. She is the youngest of the sisters. Priests: Polite, clean spoken, and often the final word; priests of Filter come in two fashions: those that are of innocence and often youth, and those that act as the unbiased law. Followers: Most are kind, clean cut, and rambunctious for lack of a better description. People see the lighthearted side in these followers. Temples/Churches: Almost every court in the world has a white marble shrine to Filter in it, and the temples are very clean kept and open to all. The larger cities have whole temples made of white marble, brightly lit, and always with an open door.

The Lesser Powers Not named so because they are any less powerful, just seemingly less involved or followed. Where the Greaters are the seven most worshipped Powers, and the Sisters are the most mysterious, the Lessers lack a story of grandeur. They are because they are. Each governed over things just as important as all others, some even more substantial than others, but that’s all in the eye of the beholder.

Falling in suit with the Greaters and the Five Sisters, the generic symbol for the Lesser Powers as a collective is a thirteen-pointed star.

Cheva (Male) Art, Bards, & Inspiration

Alias: Lord of Talent Holy Symbol: Harp Favored Weapon: Thrown Dagger Description of Power: Inspiration is said to have been given out by Cheva, Lord of Talent. Also referred to as the Muse of Man, Cheva is at the heart of every musician, artist, poet, storyteller, and the like. Priests: Usually are the most influential people known, a master of their craft as well as the faith. Many are known to be the best storytellers and are known to inspire the youth into their flock. Followers: Often coming in all shapes and sizes, determined to influence and inspire those around them to aspire greatness. Temples/Churches: Temples are often built in the most unique and beautiful places in the world. Overlooking vast valleys, or with an ocean view. There is always a large window in the shrine room overlooking these areas to inspire those whom visit. The door is always an open, even if they are few and far between.

Cobanoglu (Male) Cold, Winter, & Water

Alias: The Ice King Holy Symbol: Snowflake Favored Weapon: Javelin Description of Power: As the title he is given states, Cobanoglu brings winter and cold nights to Xadune. He is also lord over the fringed murky depths. Some say he is secretly in love with Armadel, thus is the rumor to why the dead grow so cold. Priests: Opposed to popular beliefs priests of Cobanoglu are often warm hearted and fun to be around. Outspoken and viewed as faithful listeners and wise advisors these priests can be a can be welcome joy at times. Followers: Sailors and those north of the frost line often make up the ranks of followers along with pretty much anyone once it gets cold outside. Most have varied attitudes and views in the world, but those core followers often keep in good spirits and try to follow in stride with the priests. Temples/Churches: Well crafted and often adorn with winter motifs, temples can be found in many cities, in all port towns, and in most towns of the north. Though

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often cold they always seem inviting and in odd way warm.

Everglave (Male) Knowledge & Pity

Alias: The All Knowing Holy Symbol: An Open Tome Favored Weapon: Polearm Description of Power: Calm and compassionate, Everglave is often known as the wisest power. Many come to him when questions arise. He is also known to keep a running history of the world, and thus is often referred to as “the Historian”. Priests: Regarded as often the most helpful and egger to help of the Priests. When not out and about, however, they are seen almost in constant study. Followers: Most often kind and helpful, these people are always egger to learn and spread what they have learned; though always with good intent, this trait often gives them a bad reputation of being “know-it-alls”. Temples/Churches: As one would imagine these sanctuaries are libraries of knowledge; however, the general public is not allowed to browse the books. Most temples also have more lavish decorations than other Powers’.

Jamileveka (Male) Deception & Lies

Alias: Lord of Lies Holy Symbol: Two Headed Snake Favored Weapon: Hand Crossbow Description of Power: Why tell the truth while Jamileveka, Lord of Lies, is on your side? His holy symbol is a golden gem wrapped in a serpent. His followers are opposed to all things magical and he demands a ritual prayer in his name ever 3 hours that must last a minimum of 1 hour. Also, at sunset on the third Day, of the second week, of each month, those devoted to the Lord of Lies must sacrifice an innocent in a 4 hour ritual to Jamileveka. This twisted man enjoys the company of Grim for likely reasons. Priests: Truly dedicated priests spend enough time in their daily sacrifices that they tend to overlook the simpler things in life, such as breathing. Followers: The common Jamilevekan is often a lively soul full of good spirits and laughter. Most people wouldn’t know one if they lived next door, but no one has complained about one to date.

Temples/Churches: Churches tend to look just like everyone else’s, or is often the most glamorous temple of all. None the less, they are often regarded as the best house of worship though often difficult to locate in a time of need.

Neltēveye (Male) Peace & Love

Alias: Lord of Tranquility Holy Symbol: Head of a Unicorn Favored Weapon: Quarterstaff Description of Power: Hate and bloodshed are the last thing Neltēveye wants to see. He is known to be one of the harder workers of all the Powers. He weeps when he looks upon Xadune, but he and his followers never lose hope. Neltēveye often takes form of an old man who shines with such serenity it brings smiles to even the most foul of men. Priests: Often seen wearing comfortable clothing and walking about bare footed these priests walk with confidence and give advice to lost souls. They are known to give hope, faith, love and peace to the world. Followers: Most are older in nature, having seen how the world once was and how it has developed; they came for guidance and wish to spread peace and love among all. They range in influence from beggars to men with political power. Temples/Churches: Shrines can be found in every city, no matter the scale. Serenity can be found here with the echoes of the gentle flow of water from the fountains, or standing in the tranquil pool to find guidance; most come here to clear their mind or make peace with fellow men.

Reglaity (Male) Torture & Hurt

Alias: The Screaming Man Holy Symbol: Cat of 9 Tails Favored Weapon: Cat of 9 Tails Description of Power: Known commonly as Echpen’s right hand man, Reglaity is cold and merciless. It is rumored that he is the helping hand that pushes people to cause agony. Priests: Often male, although there has been the occasional female that could have withstood the pain to gain their “cloth” into the priesthood. They stand over their followers topless, baring their scars in pride.

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They deliver the pain onto their followers to make them repent their sins. Followers: “To be punished by those who follow the path is an honor, to give the punishment is godliness.”The people whom take upon this faith often are in strange fields of occupation that would almost give their religion away; such as butchers, executioners, torturers, etc. Temples/Churches: Dark, forbidden places, hidden from the outside world. Rumors of dungeons and such pain that would need give any man the need of a cleric or healer to ease the pain. But these people wouldn’t accept such.

Relanegī (Female) Fire & Destruction

Alias: Burning Rage Holy Symbol: Flaming Sword Favored Weapon: Fire Description of Power: Often referred to as Goddamas’ lover, Relanegī is actually much calmer then her title leads people to believe. But those that are led astray by her often calm greeting find themselves in a horrible position in the end. Priests: Eccentric, loud, emotional; all these describe a fire priest. Often full of rage, these priests often not the most understanding but have a teaching that some find an appreciation for. Followers: As with the priests, the followers of Relanegī are often brash and not the best in a social situation. Most often are regarded as hooligans, vandals, or straight up thugs. Temples/Churches: Temples look like something in shambles. Scattered brick and mortar as if a war came through the area, most avoid it unless they are dedicated or have some vengeance that they have wish to be fulfilled. Temples are located near the edges of some towns, keeping them away from any cities that may draw the attention of their goddess.

Selita (Female) Farms, Agriculture, & Earth

Alias: Mother Earth Holy Symbol: Bundle of Wheat Favored Weapon: Sickle Description of Power: The one that taught man to raise food from the earth and Mother to those that dwell in the ground. Farmers pray to her each morning

to keep their crops safe and protected, even through the long cold winter days of Harvest’s End. Priests: Kind and warm hearted these preists often give advice grounded in optimistic reality. Often the most common priest in the country, Selita priest are the ones most turn to in times of need and direction. Followers: Followers are often farmers but also have a small number of druids that are seen as protectors of the earth. Temples/Churches: Most are no more ten simple wooded churches, but of all the Lessers Selita has maybe the most numbers dwellings because of the rural following. Inviting and in an odd way comforting, these sanctuaries tend to always have open doors.

Sēv (Female) Darkness, Night, & Thieves

Alias: Maiden of Darkness Holy Symbol: Eclipsed Sun Favored Weapon: Dagger Description of Power: Bringer of night, this lovely Lady enjoys working alone and she encourages her followers to do the same. She looks over her flock and shrouds them in darkness as they go about their way. Priests: These dark and mysterious priests are almost never seen during daytime hours, highly misunderstood but amazingly helpful in times of need; Sēv priest are often considered to be introverted. Followers: Often misjudged by the general populous they tend to keep their allegiance hidden. However most are dedicated in the ways of Sēv. Temples/Churches: Temples are kept neat, clean, and mostly free of furnishings; but all this would be unknown to the typical visitor as the temples are normally only open at night and lit only in darkness. In short they are the darkest temple in a town.

Sonla (Male) Energy & Mages

Alias: Lord of Mages Holy Symbol: Magic Wand pulsing with energy Favored Weapon: Magic Description of Power: The watchdog over energy and watcher over mages of all aptitude, he is often said to be working closely with Riot. Sonla is key in the workings of magic and the power which makes it work. Priests: Proud and often a little flamboyant, these priest tend to be in the know when it comes to the

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inner workings of magic and often as a counsel of all mages and users of magic. Followers: It should go without saying that a vast majority of the followers of Sonla are users of magic. Their views often vary as well as their attitudes though all seem to treat the fact they are a follower more like being in a secret society. Temples/Churches: Temples are usually hidden from the public. To gain entry, a person of a person of a person will generally know the location, but to gain the password for entry is the difficult part. Rumor has it that they are mostly built under cities for the sake of protection and influence from the outside world.

Supraltize (Male) Dreams, Nightmares,

& the Wind Alias: The Dream Walker Holy Symbol: Dream Catcher Favored Weapon: Bow and Arrow Description of Power: The bringer of dreams, he is the one that brings us our visions as we slumber. Traveling upon the silent wind, Supraltize takes a stance on people’s actions based on how he feels at the time. Priests: Often visualized as dreams and scatterbrained mystics, priests of Supraltize are actually good leaders and listeners of a community. Often warm hearted and ready to help these priests are an asset to most. Followers: Following suit to their leaders, most followers tend to keep an open mind and try to aid those in need. Kind and gracious, only a few seem to sit on the darker side of Supraltize’s ways. Temples/Churches: Churches are often colorfully decorated and have high arching ceilings. They tend to be open at all hours of the day and have a free flowing design that many find awe-inspiring.

Utilī (Female) Construction & Crafts

Alias: Mother of Invention Holy Symbol: Gear Cog over an Anvil Favored Weapon: Hammer Description of Power: Mother of Invention and bringer of great ideas; many believe Utilī is the reason technology is where it is today. She is also known as the Forgebringer, and every ring of a blacksmith’s hammer is a call to her. Followers of Utilī will argue to their grave that the fires of creation are brought on by her and not Relanegī.

Priests: Doubling often as master smiths of varying fields, priests tend to be very instructive to their flock and understanding; happy to teach the ways of Utilī to all that will listen. Followers: Like the mages of Sonla, the craftsman of Utilī tend to be highly varied in their attitudes and views. Temples/Churches: Most temples can be found outside of a forge and even outside of engineering schools. They are in public view, often built into the building – creating a nook area for the shrine – the public can pray at anytime to the goddess that creates their path.

Vox (Female) Void, Time, & the Dead

Alias: Lady of Nothingness Holy Symbol: Crowned Skull Favored Weapon: Wand Description of Power: Keeper of the dead, holder of time, the last Power; much about Vox is a secret, but what is known is that she can be reasoned with. She often uses her only Proxy, a young girl by the name of Sawa, to do her messaging to the people. Not even some of the other Powers speak directly with Vox. She is holder of nothing (void) and patron of time, but most importantly she is the one Power that makes sure the dead stay where they belong. Priests: Vox priests are a very somber bunch, though they are often consulted on in times of question about a passed loved one or when the misunderstanding of time comes about. Followers: Though her devoted priests might not be a lively bunch, her followers range from all types, including those who hold faith in nothing in general to those who value time. If there is one aspect that is rarely worshiped upon, it is that she is keeper of the dead. Most just come to her in that respect to ask for a loved one back, which seemingly always just tends to fall on a deaf ear. Temples/Churches: Temples to Vox are large and normally empty. Unless filled with followers it is nothing more than a vast hall with almost no furnishings and clergy members that just tend to clean or pray.

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The Zodiac

The Zodiac denotes an annual cycle along the apparent path of the stars across the heavens dividing the Suns’ paths into thirteen different zones. Astrologers understood the movement of the planets and the Suns through the Zodiac as a means of explaining and predicting events on Xadune. By noting your Zodiac it can make it easier to understand the character. The signs of the Zodiac can give great insights into our day to day living as well as the many talents and special qualities. You can discover a great deal of relevant information about yourself through reading about your Zodiac sign. Aminos = December 24 - January 20 Animal: Raven Color: Dark Purple Stone: Amethyst Traits: Timid, loving, ambitious, creative, intelligent, crafty, deceiving, & manipulative

Aminos are on the more passionate side yet they are quiet and keep to themselves most of the time. They are crafty, deceiving, and manipulative and they seek power through knowledge. They have potential abilities in the arts, sciences and language. They especially use language correctly, clearly, consciously

and formally. (They are likely to have a good memory for apt quotations.) Although they are well suited for careers in machine drawing, surveying and similar occupations, they are better fitted for a job in a library or office than a workshop.

Catafeli = January 21 - February 17 Animal: Gynx Color: Orange/Gold Stone: Tiger's Eye Traits: Honest, simple, gallant, tender, self-assured, astute, compassionate, flexible, elegant, reserved, cautious, artistic, moody, demanding, & lazy

Since they lack the quality of conscientiousness, they are apt to fight a losing battle in any attempts they make to be moral. But the outward lack of feeling may conceal too much emotion, which they are afraid of giving away because they do not trust others, nor do they have confidence in themselves and their judgments. They have a keen, intuitive, sometimes brilliant intelligence and they love cerebral challenges. But their concentration, though intense for a while, does not last. Their mental agility and energy gives them a voracious appetite for knowledge from youth onward, though they dislike the labor of learning.

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Bas = February 18 - March 18 Animal: Basilisk Color: Brown Stone: Ruby Traits: Charming, sophisticated, good sense of humor, jealous, possessive, & bewitching.

The basilisk seldom lets anyone know what he or she is truly thinking and is known to be secretive. They are not known for their emotions, for they lack much in that area, but make up for it in knowledge or strength. Those born under the Bas consider themselves the best in any study. On the down side however, lacking a show of emotion, the Bas find themselves lonelier than others.

Elequarious (El-e-kwar-eous) = March 19 - April 15 Animal: Koi Fish Color: Silver Stone: Aquamarine Traits: Headstrong, intelligent, over confident, doubtful and impersonal

The Elequarious has power of the unconscious mind. Quick to connect to the source and full of emotion, they lack faith in others and in doing so they are very hard to connect with on a personal level. They alternate in attitudes to adjust to conflict and are very wise in the area of politics. Elequarious are motivated individuals, very creative and good listeners.

Serpentis = April 16 - May 12 Animal: Snake Color: White Stone: Opal Traits: Forthright, disciplined, systematic, meticulous, charismatic, hardworking, industrious, manipulative, vindictive, mendacious, venal, & selfish

Their minds are such that they need the stimulus of practical problems to be solved rather than the mere routine or working to set specifications

that need no thought. They are careful with money and their interest in statistics makes them excellent bookkeepers and accountants. They also make good editors, physicists and analytical chemists. They also can be over-ambitious, ruthless, intolerant, and scheming.

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Echo = May 13 - June 9 Animal: Mezen Color: Grey Stone: Diamonds Traits: Dependable, Persistent, Loyal, Patient, Generous, Stubborn, Lazy, and Possessive.

Materialistic, self-indulging, clever, creative and often the center of attention, describe this zodiac. They are bright and excel easily at anything they put their mind to. They are intellectually inquiring, methodical and logical, studious and teachable. They

combine mental ingenuity with the ability to produce a clear analysis of the most complicated problems. They have an excellent eye for detail but they may be so meticulous that they neglect larger issues. Often they hate confrontations or arguments.

Ocridorn = June 10 – July 7 Animal: Horse Color: Dark Red Stone: Garnet Traits: Humorous, reserved, patient, practical, pessimistic, & grudging

Ocridorns are ambitious and disciplined. They have good critical faculty and are able to stand back and look impartially at matters which call for an impartial judgment to be made on them. But they do not tolerate argument from anyone who challenges their opinions, for once they have reached a conclusion, its truth seems to them self-evident; and among their faults is an impatience of criticism and a greed for approval. On the downside, they are pessimistic and begrudging.

Saclips = July 8 - August 4 Animal: Lovers Color: Pink Stone: Quartz Traits: peace-loving, patient, loyal, hard-working, trusting, sincere, honest, intelligent, straightforward, materialistic, perfectionist, jealous, & suspicious.

Saclips loves to be with their family in the comfort of their home. The latter impression is sometimes confirmed by preciseness, refinement, fastidious love of cleanliness, hygiene and good order. They are conscious of certain shortcomings in themselves of worldliness, of practicality, of sophistication and of outgoingness. They hide their apprehensiveness about themselves and often sympathize with people

under a mantle of matter-of-factness and undemonstrative, quiet reserve.

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Reynard = August 4 - August 31 Animal: Fox Color: Dark Blue Stone: Onyx Traits: Confident, Ambitious, Generous, Loyal, Encouraging, Pretentious, Domineering, Melodramatic, Stubborn, & Vain

Reynards are never boring although they become bored easily. As a social animal the fox isn’t the type for long quiet vacations or a solo get-away. Cunning, intelligent, and above all, strong willed. It is rare to see a Reynard give up on anything; however it is not unheard of. When they do, they tend to be very pessimistic until they succeed in another area. Those born under the fox make lifelong friends and offer great advice. Vayan = September 1 - September 28 Animal: Siamese Twins Color: Sky blue Stone: Lace Agate Traits: Inventor, motivator, improviser, quick, witted, inquisitive, impulsive, vigorous, stimulating, unpredictable, rebellious, colorful, & self-indulgent

The sign of the Twins is dual-natured, elusive, complex and contradictory. On the one hand it produces the virtue of versatility and on the other the vices of two-facedness and flightiness. They are natural teachers and philosophers with a talent for expounding the moral principles and laws which seem to explain the universe. This gift enables them to be successful churchmen on the one hand and scientists on the other. The law and politics also suit them, as does public service, social administration, public relations

and advertising. Travel and exploration naturally appeal to such restless souls. Stagra (Stah-gruh) = September 29 - October 26 Animal: head of a lion and body of a minotaur, has horns that curve backwards. Color: Amber Stone: Topaz Traits: Dedicated, dependable,

personable, flighty, charismatic, strong-willed, & egotistical

The Stagra is said to be the more persistent of the Zodiac signs. Those born under Stagra are known to have a directed will and a strong heart, yet they use their internal conflicts to bring about change to their life and those around them. They have both profound

and widely ranging minds, equipped with foresight and good judgment, and they can be witty conversationalists. They are strong-willed and good at

organizing, a combination that gives them the ability to bring any project they undertake to a successful conclusion. They are natural born leaders and very charismatic. Being a positive sign, the greatest handicap to the Stagra is impulsiveness.

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Arachne = October 27 - November 23 Animal: Spider Color: Green Stone: Emerald Traits: Jealous, Obsessive, Suspicious, Manipulative, Unyielding, Meticulous, Smart, Cunning, & Observant Arachnes like to break the rules. They are creative and become restless in a “hum-drum” job as they are lovers of the adrenaline rush. Often they can be very self-assured, gifted and natural leaders. In fact they often can lose their tempers when their “orders” are not followed. Spiders are highly attractive to the opposite sex. They love to entertain, be trendy, and are most definitely extroverts.

Terrapin = November 24 - December 23 Color: Black Animal: Tortoise Stone: Obsidian Traits: Deep thinker, wise, mystic, soft-spoken, creative, prudent, shrewd, ambitious, cautious Terrapins can often be loners, bad communicators, possessive, hedonistic, self-doubting, distrustful, and mendacious. The negative Terrapin may show frivolity and shallowness. They can be changeable and indecisive, impatient of routine, colorlessly conventional and timid, easygoing to the point of inertia, seldom angry even when circumstances demand it. Yet they can shock everyone around them with sudden bursts of rage. They may also take a long time to make up their mind but once they do they are in for the long haul.

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Skills & Abilities

Introduction

Next up on the path to creating your PC are your skills and abilities. For the most part, there is no difference between the two, but skills are grouped as non-combat while abilities are used mostly during combat.

Each skill or ability has an XP cost. Every player starts with 15 XP which they can spend on any skill below. Some can be bought multiple times, with each time gaining you more knowledge in the field. It should be noted that all skills have a starting limit as to which rank you can begin with. With most all Lore skills you can only begin with the first rank, and no higher. With Production skills, you are not able to start higher than rank 2, as is the same with Arcane and Divine abilities. With Craft skills, one cannot begin game with higher than rank two in a said craft. These prices are listed also. Skills and abilities also sometimes have a Skill cost. This requires a character to spend Skill Points to use said skill. If you do not have enough Skill Points then you simply cannot perform the action at that time.

At character creation you are allowed to start with almost anything that is listed below, limited by the ranks listed previously, but afterwards you are required to learn the skill or ability. This might be as simple as finding a friend to teach you, or a long and hard journey to find a teacher. Some skills can be learned from books of knowledge, but most all abilities require an actual teacher to show you the ropes. Learning skills and abilities also takes time. Some can be picked up between events, others might take up to a year; it all really depends on how you learn the skill. It should be noted that some races are

known to learn things faster than others; this also comes into effect when learning skills.

It should be said lastly that not all of the skills presented here have full descriptions of what they are capable of doing at higher ranks. This knowledge is reserved to be found out in play. Additionally, it should be mentioned that this is not a complete list of skills and abilities, but only what characters are capable of starting with. As a character grows and progresses in the world of Xadune, the wealth of knowledge, skills, and abilities that can be offered are only limited by how far you are willing to go to learn something.

Skill Points

Skill Points, much like body points, are determined by your race. These points are a little harder to regain than body points. Normally, once an event, at the player's chosen time (this time is a onetime thing the player picks each event. i.e.: on the fly), you can fully restore you Skill Points to their max as long as you have done your volunteer shift for the game. There are many other ways to gain Skill back as well. Working extra for the game is one of them (yes that means more monstering). There are also in-play ways to regain Skill, both slowly and quickly. But those need to be learned about in-play. It should be noted that Skill Points can only be used at and during events. You, typically, cannot use Skill Points between events to help assist you in some way. It should also be said that your starting Skill at each

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event is something you accumulated over the entire time between events, not something you have every day. The Re-Skill is a bonus you get during the event to help assist you in your endeavors and not something that happens every day.

Using Skills and Abilities

At some point you’re going to want to use an ability or skill. Productions skills will be covered separately, along with magic. Below we will talk about using base skills and combat abilities.

Most craft or lore skills that will be used in-play will be in situations where a player feels their talent might help them in a situation. In the case of craft skills, a character might have an artistic ability or something of the sort. When producing said media and presenting it, or looking over a piece from the same skill, the player might say “Craft skill: ____”. This denotes that the character has said craft skill, if the situation calls for it, and is entitled to know if something looks right, or that they have indeed produced a good example of the craft. Be aware that this tagline is an out-of-play courtesy, not something said in-play.

Same goes with Lore skills. At some point in the game a situation might occur or happen where a player will feel that their lore skill might have insight on a situation. For example, a character might know the Lore: Revrent History. If they hear a new story from a non-player character about the history of Revrent the player might say “Lore: Revrent History:”, denoting that they know about these things. That player might then be given a little more insight on the story or circumstances around it.

Just to remind one once again: at all times when craft & lore skills are announced in a manner described above, it is done strictly on an out-of-play level. In other words, the character does not actually say “Craft skill: _____”, but rather it is the player saying it out-of-play to make the Staff or other players aware that they have a skill.

Combat abilities work in almost the same manner. Most combat abilities are added to the combat tagline, but some require the attacker to also add a

separate tagline after the ability is announced, such as Shield Bash.

Lastly, it should be noted that many skills and abilities require Skill Points to use. Each time these are used the player must spend the Skill cost.

Lore Skills

Lores are your general knowledge skills. These are the skills one takes when trying to learn about an area, place, or thing. They differ from production & craft skills in the fact that they do not actually produce something or accomplish an act other than knowledge. Lore skills marked with an * can be learned three times, with the second time costing double the original amount and the third costing triple the original cost. Generally speaking, lore skills are rarely used actively in-play. When used in-play (i.e.: saying “I have the lore ____” or just plainly “Lore: ____”) it is done to see if there is more insight you might have on a situation due to the lore. Lores do not grant special favors, provide plot given role-play, or give an instant effect; they provide knowledge to the player to enhance personal role-play. It is then up to the player to do something with it. Lores do not always grant you all information on the subject; just like in combat, you can miss your target. Though having a lore can provide much insight, it is not something that will always aid you in every situation. Airship Lore XP Cost: 5* LT: 4 Weeks Skill Cost: nil A common skill in the sky fleet, with this the character is well versed on the ships of the sky. This includes the different types, classes, and a little insight into who flies what. Ancient History XP Cost: 7* LT: 16 Weeks Skill Cost: nil This extensive skill allows the character to be more versed in the history of the world. Each level will grant more and more knowledge into the history and how things went down according to scholars. This lore also allows the character to have a chance at knowing where to look in regards to an important event in the past as well as some familiarity with principal legends, historical events, locations, battles, breakthroughs,

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unsolved mysteries, and other oddities of time. This skill, however, does not give detailed insights into information that other lore skills cover.

Area Lore XP Cost: 6 LT: 6 Weeks Skill Cost: nil With this skill, the player becomes more informed on a selected area. This could include knowledge on the local people from what they like to eat to what time they normally hang people. Local customs and a brief history is a good way of looking at what is learned. This skill needs to be purchased each time for each area the character wishes to know.

Astronomy XP Cost: 5* LT: 6 Weeks Skill Cost: nil Most people know that Xadune has two stars and two moons and not much more is needed to be known, but others strive to learn more. Astronomy concentrates on studying the movements in the sky. This skill aids the character in giving a greater insight into what makes Xadune’s cosmos tick. The more an astronomer learns in this lore the better they can predict eclipses, anticipate the return of comets or meteor showers, and answer questions about the locations or predicted locations of various planets or other bodies in the sky.

Bureaucracy XP Cost: 5 Skill Cost: varies Pre-Reqs: Read/Write LT: 16 w Knowing the law is not everything. With this lore the character is versed in the inner workings of a select government and the red tape with which it is involved; in essence they are versed in the use and abuse of bureaucratic systems. It can allow the character to avoid/reduce tax payments, reduce the time you spend in prison, arrange meetings etc.. This can be particularly helpful in knowing the backhanded ways out of things. The character knows the officials to approach and when to approach them, where records are normally kept and how to attempt to gain access to them, and how to circumvent unfriendly or particularly slow bureaucrats. This lore makes one knowledgeable, except in extreme circumstances, in the proper forms and paperwork for proper governmental procedures along with any loopholes in a procedure. For most effective use, a specific nation, government, or group should be picked in which this

knowledge is specialized in; otherwise it is a more generalized lore and, though effective, might not always achieve the desired effect in specific situations. The character may purchase additional ranks of this lore to expand the proficiency to other regions. Official organizations include government councils, regulatory boards, and church hierarchies. This lore is only effective when dealing with organizations of 10 or more members. A character can also use Bureaucracy to turn the system against someone else. A successful skill bid doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplace an important document.

Celestial Navigation XP Cost: 4 LT: 6 Weeks Skill Cost: nil We all need to get from place to place, but this skill lets you really get there, granted you have a view of the sky and general idea of where you are. With use of this Lore and a familiar sky the character can determine the direction they are heading and a very rough location. Additional tools can help aid the usefulness of this Lore, such as aiding and successfully navigating a ship to a location on a map.

City Lore XP Cost: 5* LT: 4 Weeks Skill Cost: nil Much like the Area Lore skill but more highly refined and centered on just one city. This is the skill that lets you walk around a city like a tour guide to your friends: from the hottest spot to catch a look at the nobles to the general area where the black-market is located. This skill needs to be purchased each time for each city the character wishes to know.

Commerce XP Cost: 4 Skill Cost: varies Pre-Reqs: Read/Write LT: 12 w Understanding and knowing trade can be a good thing. This lore grants the character knowledge of how business works in a particular city and its surrounding towns and villages, and can predict when certain commercial activities will take place (i.e. when the Market is at its fullest, when and where some smaller street markets open, etc.). While the skill doesn’t allow for any special contacts, the character knows:

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The guilds and their duties (and guild contacts)

The location of major shops and their wares

Where to find particular non-magical goods for sale

The skill also comes with the knowledge of currency of the world, a very basic understanding of the economics of it, and trade routes all useful to a character looking to make their mark in the world. This general knowledge lore does not assist in anything that does not relate to commerce. Elemental Lore XP Cost: 7* LT: 10 Weeks Skill Cost: nil One out of a thousand people have never even heard of the elemental planes, but with this lore that can change. The elements can be a tough thing, but with this skill the character has a better idea about how they work than his clueless friend about to get eaten by the fire elemental. This skill allows one to have a general understanding of the home plane and creatures of said element. This skill needs to be purchased each time for each element the character wishes to know or can be taken as a highly generalized lore giving very light knowledge on the workings of the Elemental Planes.

Heraldry XP Cost: 5 LT: 4 Weeks Skill Cost: nil Every kingdom and nation has their own set of colors that mean… well next to anything. With this skill you are able to tell if you are being approached by a general, or a messenger. This skill also gives insight into the different common flags and meanings of the different kingdoms and nations.

Planar Lore XP Cost: 7* LT: 12 Weeks Skill Cost: nil Outside of the “normal” world is a vast place: the planes. Going there can be as easy as stepping through a portal, understanding them is a whole other story. Being versed and understanding a plane can be the difference in life and death, and that’s what this skill does along with give insight into the general creatures that reside in said plane and how the plane affects the rest of the multiverse. This skill needs to be purchased each time for each plane the character wishes to know or can be taken as a highly generalized

lore giving very light knowledge on the workings of the Outer Planes.

Planar Navigation XP Cost: 6 LT: 12 Weeks Skill Cost: nil Then there are your times you are in another world. The sights are vast and the sky could also be the ground, but with this skill a character has a grasp on how it all works and a general idea of how to get from here to there. As with Elemental and Planar Lore, this skill needs to be taken for each plane to work; however there is no generalized version of this Lore.

Racial Lore XP Cost: 7 LT: 6 Weeks Skill Cost: nil Every race has a history, and every race has its own ways. With this skill, characters have learned enough about said race to understand how they tick, why they are the way they are, their customs, and some brief history about them. This skill needs to be purchased each time for each race the character wishes to know.

Religion XP Cost: 5* LT: 8 Weeks Skill Cost: nil With twenty six different powers out there, you get a lot of different versions on how the world was made. Well, not really, but they do have their own ideas, customs, and ways. With this skill, a character has been taught some of these views and has a better grasp on how the people and said Power work. This is also the base skill required for a cleric, priest, or priestess to have in order to start down the path of said Power. This skill needs to be purchased each time for each religion the character wishes to know.

Statecraft XP Cost: 5 LT: 16 Weeks Skill Cost: nil One of the last fabled skills in becoming a full fledged lawyer or government worker. With this skill, one has studied hard in the workings of a political system and understands the workings of politics & people within public affairs. With this lore, the player is knowledgeable in the proper people to contact or talk to about certain governmental situations. In order for this skill to work more efficiently, a specific governmental type should be picked to specialize the lore.

Underground Navigation XP Cost: 4 LT: 12 Weeks Skill Cost: nil

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Sometimes you do not have a view of the sky… sometimes there is no sky at all. When you find yourself underground, navigation takes on a whole new meaning, but with this skill the character is just as versed in it as one is for above ground.

Production Skills

The production skills are the creation skills of the game. There are two major types of production skills in Xadune: Smithing and Alchemy. Scroll making and potion brewing are also different types of production skills, but both are quickly dwindling in quantities and in followers of the art form.

Smithing One of the most widely known and oldest forms of production is the smith. Smiths are your metal workers and basic creators. These are the people that make your core weapons and all your armors. Most engineers require a smith to make their shells for items, or casings for inventions. Doubtful is it that these skills will ever go extinct.

Blacksmithing XP Cost: 2 Skill Cost: nil LT: 4 Weeks The base skill required before you can step into knowing any other real form of smithing. This skill allows you to understand the basic workings of the art and how things are formed. With this in combination with other Working skills, you can make basic items.

Metal Working, Low XP Cost: 6 Skill Cost: 1 LT: 4 Weeks We all have to start somewhere; with this skill you learn how to work your basic metals. Iron, brass, and other low grade metals are all included in this skill. This is the normal, and most abundant, metals that things are made of.

Metal Working, Mid XP Cost: 12 Skill Cost: 3 LT: 12+ Weeks Stepping up in the world, by learning this skill your character gets the inside scope on working your more advanced metals. Silver, steel, and the sort are all included in this. Most of your military grade weapons and nobles use these metals. Metal Working, High XP Cost: 17 Skill Cost: 5 LT: 52+ Weeks

The last and highest stage in metal working, your high skill metals include green steel, Damascus steel, adamantium, and the like. Fabled for their amazing strengths and near impossibilities in availability, these items are your top notch items.

Non-Metal Working, Low XP Cost: 6 Skill Cost: 1 LT: 4 Weeks Like with metal, non-metal products have to start somewhere. This skill includes items that consist of deer hide, animal pelts, wood, and the sort. These are of course your base items and the standard of the world, thus making it the most common.

Non-Metal Working, Mid XP Cost: 12 Skill Cost: 3 LT: 12+ Weeks Sometimes your basic hides and wood are not what someone wants. Nobles and the more specialized people often require a step up. With this skill, the character can properly work medium grade materials like Elven Dark Woods, Enchanted creature hides, and the like.

Non-Metal Working, High XP Cost: 17 Skill Cost: 5 LT: 52+ Weeks The best of the best is hard to come by, but it is the best. Understanding how to work mythical creature’s hides, extinct woods, and gem stones into works of perfection is just what this skill allows.

Weapons, Tiny XP Cost: 2; 3; 4 Skill Cost: 1; 2; 3 LT: 8+ Weeks With this skill, the smith learns how to properly make tiny weapons such as daggers and saps. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected they can move up to making master-smithed items, the best of the best. Weapons, Small XP Cost: 4; 6; 8 Skill Cost: 2; 3; 4 LT: 4+ Weeks Small weapons include short swords, axes, small arms ammunition, and similar weapons in size. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected they can move up to making master-smithed items, the best of the best.

Weapons, Medium XP Cost: 6; 9; 12 Skill Cost: 3; 5; 7 LT: 6+ Weeks

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The most common item in this group is the long sword, but also includes battle axes, long arms ammunition, and spears. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Weapons, Large XP Cost: 8; 12; 16 Skill Cost: 4; 6; 8 LT: 6+ Weeks Bows, crossbows, shotgun shells, and bastard weapons are all considered large. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Weapons, Giant XP Cost: 10; 15; 20 Skill Cost: 5; 7; 10 LT: 6+ Weeks Your last classification of weapons includes your pole arms, great swords, and heavy crossbows. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Armor, Light XP Cost: 4; 6; 8 Skill Cost: 1; 3; 5 LT: 4+ Weeks This skill grants the character the knowledge to create light armors. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Armor, Medium XP Cost: 6; 9; 12 Skill Cost: 3; 5; 7 LT: 5+ Weeks With this skill the character can make medium suits of armor. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Armor, Heavy XP Cost: 10; 15; 20 Skill Cost: 5; 7; 10 LT: 6+ Weeks Heavy armor is learned in this last classification of armor. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can

move up to making master-smithed items, the best of the best.

Jewelry XP Cost: 5; 10; 15 Skill Cost: 3; 6; 9 LT: 16+ Weeks From rings to ornate crowns, the smith can make most forms of jewelry depending on their workings knowledge. Once the smith has learned the base level, the character can raise their skill higher to make fine items. After making fine items is perfected, they can move up to making master-smithed items, the best of the best.

Locks XP Cost: 4; 12; 24 Skill Cost: Varied Often seen as one of the shadier engineering arts, traps and locks are perhaps the oldest of all forms of engineering. With this skill, a character begins to learn how to form both traps and locks. There are three levels of advancement for this art: low, medium, and high. Each level allows the character to develop more complex traps and locks, thus making them more dangerous or difficult to bypass. The skill cost for making a trap or lock depends on just how much work the character wishes to put into the item.

Traps XP Cost: 4; 12; 24 Skill Cost: Varied Often seen as one of the shadier engineering arts, traps and locks are perhaps the oldest of all forms of engineering. With this skill, a character begins to learn how to form both traps and locks. There are three levels of advancement for this art: low, medium, and high. Each level allows the character to develop more complex traps and locks, thus making them more dangerous or difficult to bypass. The skill cost for making a trap or lock depends on just how much work the character wishes to put into the item.

Gunsmithing XP Cost: 2 Skill Cost: Varied One of the most highly accepted art forms of engineering, gunsmithing is the art of creating, modifying, and repairing firearms. This skill is broken down into a few categories in which the character combines to make a firearm: Single shot & repeaters types are the common forms, and then either small arms, carbines, or long arms are the normal sizes. This starter skill gives the character an advanced

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understanding of most guns and how they work, along with allowing them to piece them together.

Create Single Shot (Caseless or Cased) XP Cost: 7 Skill Cost: 8 Single shot firearms are amongst the easiest and simplest to create. A single shot weapon is defined as a firearm that requires reloading after every shot is fired. Please be aware that this design is different between caseless firearms and cased firearms. Create Cylinder Repeater (Caseless or Cased) XP Cost: 14 Skill Cost: 16 Repeaters are becoming more and more popular these days for many reasons. A repeater is a firearm that can be loaded with multiple ammunition at once but requires cocking between each shot. Unfortunately, the inner workings of these guns is more complex than their single shot cousins and thus requires more skill. Please be aware that this design is different between caseless firearms and cased firearms.

Create Small Arm XP Cost: 6 Skill Cost: 6 A small arm is a weapon that is no longer than 560mm. Though these weapons are classically thought to be small and not very effective in combat, they often hold a good level of concealment. The later popularity of the handgun made people reconsider the reputation of these weapons.

Create Scattergun XP Cost: 18 Skill Cost: 14 This is all your shotgun type weapons, or any large bore firearm. Most of these are of single shot variety but a few repeaters have been known to have been made. Shotguns are also the only firearms that normally come equipped with two barrels.

Create Long Arm XP Cost: 12 Skill Cost: 16 The largest of your firearms are your long arms. These are any firearms that are as short as 561mm and upwards of 1200mm. Anything over that is pretty much unusable as a hand held weapon. Rifles are your main types of firearms in this category.

Alchemy A skill that has been studied for many years; within the bounds of alchemy a character can learn to brew tonics that can help a man, or poisons that can kill

him. Alchemists were also the ones to give the world explosive powders, thus making them the father of firearms. Alchemical Learn times can range broadly from twelve weeks to almost half a year depending on the rank of the skill being learned.

Basic Alchemy XP Cost: 2 Skill Cost: nil LT: 4 Weeks This is your beginner’s skill into the art. Without this skill, a character cannot understand the basic workings of mixing things and how substances work together. With this skill, the knowledge into the skill is bridged and allows you to start down the path you want to venture next in the art.

Pastes, Powders, Oils, & Solvents XP Cost: 6; 10; 14 Skill Cost: 2; 5; 8 This is the most common art form within alchemy. Artisans of this school learn to make different types of oils (including blade oils) and other amazing substances that can, for example, do quick field repairs on armor. This is also the art form that gave birth to gun powder. Without an alchemist skilled in this field, one could never make the bullets that firearms use. It should also be noted that if an alchemist ever wishes to learn poisons or acids, orbs, & pitches they must at a minimum know the base arts in this school.

Tonics, Elixirs, & Bandages XP Cost: 3; 5; 7; 9; 11; 13; 15; 17; 19; 21 Skill Cost: 3; 5; 7; 9; 11; 13; 15; 17; 19; 21 Widely known as the healing art of alchemy, these students become versed in many forms of solutions that can save a person’s life. These tonics are world renown as life savers, in many senses. But they are not limited to just healing people, different elixirs can change a person. Alter them just slightly to benefit their needs. Rumors of invisibility tonics along with serums that can boost strength are not unheard of. With the rise of science, many doctors learn these formulas to help aid them. Injections of solutions into a patient are known to give these new formed miracle workers a double look.

Acids, Orbs, & Pitches XP Cost: 8; 10; 12; 14 Skill Cost: 3; 5; 8; 12 The more offensive form of alchemy, these students become skilled in forms of alchemy that allow them to

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stand up to the most armored combatant and be a force to reckon with. Though acid vials and flaming bombs are the most common things learned, it has been reported that orbs of lightning and other more science-induced things have been seen leaving the hands of these artisans. The Acid Handling skill is still required to use these items in the field as well as being a prerequisite (along with Lv.1 PPO&S) for this production.

Poisons XP Cost: 4; 7; 11; 16; 8; 14; 22; 32 Skill Cost: 3; 6; 9; 12; 15; 18; 21; 24 The deadly art of alchemy. This highly hushed, and often illegal, form of alchemy requires great discipline and a very careful hand. Each time the alchemist learns more into this art they become more deadly. It is said that the best can form a poison that can utterly dust a person upon contact. The Poison Handling skill is still required to use these items in the field as well as being a prerequisite (along with Lv.1 PPO&S) for this production.

Engineering Knacks

Though often viewed as the newest of the world, proof that engineering has been around for centuries seems to be popping up more and more. Engineering is often referred to as tinkering, but all true to the art do not tinker, they create, explore and learn. The engineering art is also one of the hardest to learn to do correctly and often the least forgiving to mistakes. It is also the one art form that relies heavily on the other skills to work. Without the smith, an engineer could not have a shell for an invention; be it a construct, firearm, or even the casing for the ammunition the firearms fire. Without the alchemist, they would not have their liquid power supplies, their glues for quick fixes, or black powder for their ammunition. Like alchemy, Engineering learning times can vary greatly depending on the rank of the skill being learned. Times generally range from as little as six weeks to as long as half a year to learn. Base Engineering XP Cost: 3 Skill Cost: nil LT: 4 Weeks

As always, there is a base skill that allows a character to know more about engineering. With this knack, the character can look at something and understand the basic concept of how it is working or at least the simplistic theory behind it, meaning with this knack the character can determine if clockwork, steam, or electrical engineering is being utilized. This also allows the character to then start down the pathway of a chosen engineering form.

Note: Not having Base Engineering Knack makes it nearly impossible for an uneducated character to know the difference between arcane magic, divine intervention, technology, or the unimaginable. Without it, people just are incapable of being able to differentiate the difference.

Clockwork Engineering Knacks (Lv. 1 - 4) Pre-req: Base Engineering Knack and Read/Write: Common XP Cost: 7; 14; 21; and 30 Skill Cost: nil LT: 8; 16; 26; and 39 Weeks There is a base set of knacks that allows a character to know more about clockwork engineering with four levels of understandings: Basic, Intermediate, Advanced, and Master. Depending on the level of knack a character can look at something and to varying degrees know more about it. The basic level covers the fundamental foundation of applied science and simple mathematics in the operation and base history of the clockwork engineering field including the theories behind elastic energy, spring rates, and gear ratios, but not an understanding or fathoming of the true potential. This also allows them to then start down the pathway of a clockwork engineering track and be able to dabble in and use their creations later on. Intermediate level is the true beginning of grasping the potential of the clockwork field and the reality of its potential rather than a fantastical misconception; this includes a grasp on helical and worm gears, torsion springs, and mechanical motion. Advanced level grants the character knowledge and capabilities of one truly versed in the field allowing them to have realistic envisions of its abilities and limits along with understandings of its theories and practical applications; this covers a base understanding of hydrodynamics, base outer-casing

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metallurgy, advanced mathematics and its theories, the physics of torque, and apparatus movement dynamics. Mastery is the pinnacle of the field allowing one to fully understand the field within the limits of the world’s advancements and also see beyond to the possibilities of what truly could be done. Masters are also allowed to develop their own schematics for the clockwork engineering field (with close supervision from staff).

Steam Engineering Knacks (Lv. 1 - 4) Prerequisite: Base Engineering Knack and Read/Write: Common XP Cost: 7; 14; 21; and 30 Skill Cost: nil LT: 8; 16; 26; and 39 Weeks This is a base set of knacks that allows a character to know more about steam engineering with four levels of understandings: Basic, Intermediate, Advanced, and Master. Depending on the level of knack a character can look at something and to varying degrees know more about it. The basic level covers the fundamental foundation of applied science and simple mathematics in the operation and base history of the steam engineering field including the theories behind heat transfer, pressure, and base metallurgical tolerances, but not an understanding or fathoming of the true potential. This also allows the character to then start down the pathway of a steam engineering track and be able to dabble in and use their creations later on. Intermediate level is the true beginning of grasping the potential of the steam field and the reality of its potential rather than a fantastical misconception; this includes a grasp on thermodynamics, fluid dynamics, and mechanical motion. Advanced level grants the character knowledge and capabilities of one truly versed in the field allowing them to have realistic envisions of its abilities and limits along with understandings of its theories and practical applications; this covers a base understanding of aerodynamics, heat engines, advanced mathematics and its theories, pneumatics, and apparatus movement dynamics. Mastery is the pinnacle of the field allowing one to fully understand the field within the limits of the world’s advancements and also see beyond to the possibilities of what truly could be done. Masters are also allowed to develop their own schematics for the steam engineering field (with close supervision from staff).

Electrical Engineering Knacks (Lv. 1 - 4)Prerequisite: Base Engineering Knack and Read/Write: Common XP Cost: 7; 14; 21; and 30 Skill Cost: nil LT: 8; 16; 26; and 39 Weeks At its core of electrical engineering is a base set of knacks that allows a character to know more about engineering. The electrical engineering field has four levels of knacks to define the general understandings of the field: Basic, Intermediate, Advanced, and Master. Depending on the level of knack a character can look at something within that field and understand the basics of how it works or at least the theories behind it. The Basic Engineering Knack covers the fundamental foundation of applied science and simple mathematics in the operation and base history of the electrical engineering field including the theories behind electrical current, electric charges, and electric potential, but not an understanding or fathoming of the true potential. This also allows the character to then start down the pathway of an electrical engineering track and be able to dabble in and use their creations later on. Intermediate level is the true beginning of grasping the potential of the electrical field and the reality of its potential rather than a fantastical misconception; this includes a grasp on magnetism and electromagnetism, electric fields, and mechanical motion. Advanced level grants the character knowledge and capabilities of one truly versed in the field allowing them to have realistic envisions of its abilities and limits along with understandings of its theories and practical applications; this covers a base understanding of metallurgical conductivity, advanced mathematics and its theories, magnetohydrodynamics, and electromagnetic radiation. Mastery is the pinnacle of the field allowing one to fully understand the field within the limits of the world’s advancements and also see beyond to the possibilities of what truly could be done. Masters are also allowed to develop their own schematics for the electrical engineering field (with close supervision from staff).

Clockwork Creations XP Cost: 3; 5; 8; 12; 17; 23 Skill Cost: Varied Your clockworks often create some of the most beautiful pieces of art. But they are not limited to just watches, these are your inventors of moving parts and most things with gears. Your constructs are

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predominately made by these people. There are six different ranks of this art, each one grows off the next and allows the character to become more and more skilled in the art form.

Steam Creations XP Cost: 4; 8; 13; 18; 23; 28 Skill Cost: Varied A power source that has revolutionized the world: steam. These engineers are highly sought after in some places, and burned at the stake in others. This skill is also made of six ranks which, like clock working, grows off the last allowing the character to become more creative in their works.

Electrical Creations XP Cost: 5; 9; 15; 22; 29; 36 Skill Cost: Varied Newest to the field, electrical engineers are feared and often shunned. This very unpredictable form of energy is hard to work with, but seems to be effective in most cases. Characters with this skill can build larger and more complex pieces as they grow and level the six different ranks this skill is divided into.

Note: Most of the engineering Skill costs depend on what is being created. Due to the almost unlimited amount of things a player might create, these numbers are almost impossible to put to paper. But, a system does exist and an engineer becomes more and more adept to the system as they grow as a character.

Craft Skills

Craft skills are your most commonly taken skills that help round out a character. These are the skills that give the little things to the person. By definition, craft skills differ from production skill and lore skills in the way that they give your character depth. Most craft skills give you no immediate advantage in the game world, but that in no way means that they will not come in handy at some point when you find yourself in a pinch. Craft skills are broken down into three sub-categories: General Crafts, Trade Crafts, and Rogue Crafts.

General Crafts Artistic Skill XP Cost: 2-50 Skill Cost: 2 LT: 6 Weeks

There are almost countless mediums for art. With this skill, the character is well trained in one of them and is able to create pieces in said form. This can be anything from painting and drawing to playing a type of musical instrument. Each work of art created for a reason costs 2-50 skill points. Astrology XP Cost: 4 Skill Cost: nil LT: 6 Weeks The zodiac is a powerful thing in Xadune. This skill makes a character knowledgeable to the world of astrology. With it they are sometimes given a glimpse into how a signed person might be of help to the needs of a situation. Barter XP Cost: 7; 7; 14; 14; 21 Skill Cost: 5 LT: 12 Weeks Everyone likes stuff, but even more people like stuff for cheaper. With this skill the character can attempt to gain 5% off non-player character merchant purchases. This skill can be bought multiple times, each added to the last up to a 25% discount. Use of this skill requires a use of 5 Skill for that encounter. This skill is not guaranteed to always work on some merchants or all the time on the same vendor. Boating XP Cost: 2 Skill Cost: nil LT: 4 Weeks Understanding how a boat works can be the difference between life and death for a character. When this skill is taken, the player must choose between airships and sea vessels. Boating gives the character a base understanding of the workings of a boat and would allow them to be a qualified knowledgeable member of a crew. Calligraphy XP Cost: 2 Skill Cost: 2 LT: 4 Weeks Often regarded as one of the more recognized but underrated art forms, this skill allows the character to use and understand the most current form of calligraphy; a usefully skill for the more sophisticated societies or when addressing nobility. This skill often requires special tools to perform.

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Cooking XP Cost: 3 Skill Cost: varies Pre-Reqs: none LT: 6 w Some people have it, others don’t; although all characters have rudimentary cooking skills, the character with this skill is an accomplished cook Often regarded as the fastest way to an adventurer’s stomach. With this skill, a character has what it takes to make a meal that makes an impression. Skill expenditure is only required only when attempting to prepare a truly magnificent meal worthy of a master chef (5sp per dish/food). If this skill is taken a second time (6xp) the PC gains the ability to detect spoiled, polluted, or foul food. If taken a third time (9xp) the PC can identify if food has been poisoned. If taken a fourth time (12xp) the character is capable of making a meal that is so substantial that it gives the recipient a bonus 5 body (added to their maximum body) for the next 48 hours. A recipient can only reap the rewards once from a well cooked meal in a 48 hour period. The chef must pay a 10sp expenditure per plate and is required to spend an hour in preparation of the meal, per plate. Craft Skill ____ XP Cost: 2-25 Skill Cost: 2 LT: 4 Weeks If there is any base craft skill that is not covered in this section, this is your general all purpose skill here. There are almost countless craft skills out there, so do not feel timid if you have one that would fill the niche you are looking for. Decipher Language XP Cost: 10 Skill Cost: 5 LT: 12 Weeks Like codes, but different, a foreign language can be a feat in its own to figure out. This skill helps the character in unraveling said language and gets the general meaning of what the text is trying to say if they know the root language or a sister language to the one they are trying to decipher. This skill does not allow the character to learn a new language. The cost is 5 Skill per section deciphered and 10 minutes per section. A section is generally defined as a paragraph or a few (five to ten) sentances. Etiquette XP Cost: 3 Skill Cost: nil LT: 4 Weeks

Growing up in a higher class, planning on going to a masque ball, or just trying to impress the ladies; this skill grants the character knowledge on basic etiquette and manners of most societies. With this skill, characters have a base understanding of the proper forms of behavior and address required in many different situations, particularly of those in positions of rank. This skill does not, however, protect the character from social faux pas, proper role-play is still often required to make it through some encounters. Farming XP Cost: 2 Skill Cost: nil LT: 4 Weeks Everyone likes plants, most of the time. With this skill, the character is versed in growing common plants in a small scale environment like a house hold. This skill also gives insight to planting, harvesting, and storing crops. This skill often requires special tools to perform. Foraging XP Cost: 8/lv. Skill Cost: nil LT: 6 Weeks A wilderness based gathering skill; this allows the character to start each event with a few materials that can be found normally in the wilderness (wood, pelts, etc). There are three levels to this skill, each allowing the character to collect more items before an event. Haggling XP Cost: 5 Skill Cost: 3 LT: 8 Weeks A unique skill that not everyone possesses; with it a character can attempt to work out a better buying deal on an item the character is selling (as in maybe influencing items for trade instead of straight cash). Use of this skill requires 3 Skill Points to be used, and does not always guarantee the results wanted but will often get you somewhere. Info Gathering XP Cost: 5 Skill Cost: varies Pre-Reqs: none LT: 8 w Some people just have their ear to the ground. This skill lets the character gain a small edge on trying to find information out about certain things throughout the world. Granted, not all the info is necessarily true. Through the use of this skill, a character can attempt to gain information about a specific person, place, or thing. In appropriate circumstances, a character will

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be aware of major rumors circulating around a town or area. With a skill bid, information can be gleaned. The following modifiers are used:

Characters clout or notability in the area could vary the amount from -25% target amount to +25%

Faction, guild, and merchant house members receive a -15% target amount (due to resources of guild at their disposal)

When outside friendly territory there is a +25% increase to target amount (e.g., an elf in a dwarven community etc.)

Money is also required or a +25% penalty is imposed (Money is used for payoffs etc., this will usually cost between 1 and 30units, this must be spent before the skill bid is made, the investment is lost whether or not the desired information is made. Read & Write XP Cost: 2 Skill Cost: nil LT: 4 Weeks Literacy is one of the most commonly overlooked abilities in a LARP. Without it you cannot read anything, but with it you are able to read and write the common tongue. Additionally this skill can be taken for other languages as well. Riding XP Cost: 4 Skill Cost: nil LT: 4 Weeks Once in awhile a character will find that being able to ride a mount is a beneficial thing. With the purchase of this skill the character must choose a general type of mount (horse, griffon, giant seahorse, etc.). This skill allows the character to be versed in riding and maintain the riding equipment of said mount. Without this skill, the character will find it near impossible to perform more than the very base tasks on the mount acquired. Rope Use XP Cost: 2 Skill Cost: nil LT: 4 Weeks Tricky thing ropes can be. This skill lets one be able to properly manage ropes and knots, allowing the character to perform what most might consider amazing acts. Knots can be formed that slip, hold tight, slide slowly, or loosen with a quick jerk. If a

character’s hands are bound, they can attempt to escape at the cost of 4 Skill. Rumor Control XP Cost: 5 Skill Cost: Varies LT: 6 Weeks With this skill, the character can better determine rumor from truth. An often useful skill when you have to deal with the less savory types. This skill does not give you the ability to detect a lie, but rather use other informational knowledge to determine if the information you are hearing is bullshit or not. Scavenging XP Cost: 8/lv. Skill Cost: nil LT: 6 Weeks A city based gathering skill; this allows the character to start each event with a few materials that can be found normally within a city (metal scraps, pelts, etc.). There are three levels to this skill, each allowing the character to collect more items before an event. Survival XP Cost: 3 Skill Cost: nil LT: 4 Weeks Sometimes one can find themselves in a situation where they have to make do. When this skill is learned, an environment must be selected. When inside said environment, the character is able to make do and survive much longer than the average character.

Trade Crafts Acid Handling XP Cost: 6 Skill Cost: 1 Not having the skill and training that your more advanced alchemist has can be taxing on a character, but with this skill they can handle most acid globes and the like without the fear of them melting on you. This skill costs 1 Skill Point per use. Alternate Use XP Cost: 8 Skill Cost: 5 Often one cannot find exactly what they are looking for to make an item. This helpful skill allows the character to use unusual items as a substitute material, but the results might vary. This skill is taken separately for each of the three production skills. When using this skill, the appropriate tags and formula are presented during creation and the marshal on duty determines the ultimate outcome. This will not always guarantee a success in the manner wished for, nor should it be expected that the results can be

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reproduced even if the same materials are used. Each time this skill is used it requires 5 Skill Points along with the skill required for the formula it is being used with. Appraising XP Cost: 3 per level Skill Cost: 2 Often a character might happen across different objects, gems, or materials that have a value to them on the open market. The appraisal skill lets a character be able to see an object and determine the open value on it. In other words, tagged items of value can be deciphered via their code. There are five levels to this skill, each building off the last, allowing the character to determine more about an object (if available) and assess more types of objects. Weapons and armor are exempt from this skill. Each item appraised takes 2 Skill Points. Arms Appraising XP Cost: 4 per level Skill Cost: 2 Objects of art and gems are not the only thing of value on Xadune. Often times weapons and armor can be found that are equally sought out by a collector. This skill does for weapons and armors what appraising does for art and such. In other words, tagged items of value can be deciphered via their code. There are five levels to this skill, each building off the last, allowing the character to determine more about a weapon or armor (if available) and assess more types of arms. Each item appraised takes 2 Skill Points. Boating XP Cost: 2 Skill Cost: nil Pre-Reqs: none LT: 4 w Understanding how a boat works can be the difference between life and death for a character. When this skill is taken, the player must choose between airships and sea vessels. Boating gives the character a base understanding of the workings of a boat and would allow them to be a semi-qualified member of a crew. Cartography XP Cost: 10 Skill Cost: 5+

Pre-Reqs: A.S.: Drawing R.2, Distance Sense LT: 12 w Some people have a gift that allows them to look at an area and later accurately redraw it in a useful form other than a landscape. This skill permits a character to create maps of any kind, at a cost. At its base form with this skill, the character is able to draw out a very rough map of an area they have seen and explored at the cost of 5sp. Additionally, one is slightly more versed in where to find maps for any given region or area, knows how to generally interpret maps using various forms of notation, and can attempt to solve or complete encrypted or partial maps. This skill often requires special tools to perform.

Additionally the character can choose to make much more accurate and useful maps. To do so, the character must develop an excellent sense of spatial relationships and become a good judge of distances. When called upon to manufacture a new map, the first thing a cartographer must do is research the area to be mapped. The length of this research depends upon the size of the area. Obviously, mapping out the borders of a kingdom is a much more involved task than mapping out the streets of a small village. While performing his research, the character must make several sketches. Once he is done with his research, the cartographer uses these sketches, along with his other notes, to construct the map. The character the goes to a Staff member and makes a skill point bid. Exceedingly difficult maps that require much time will require multiple bids through-out the time frame. If the bid is too low, the cartographer comes up with an inaccurate and entirely useless map. The cartographer could sell the poorly made map, but his reputation would suffer, and the purchasers will certainly come looking for the seller once they discover how bad the map is. If the skill points are under-bid by more than 25%, the cartographer does not realize the inaccurate nature of the map. Otherwise, the character is aware that the map contains flaws. If the skill point bid is over-bid by more than 50% the cartographer has created an almost perfect map. The cartography community at large will use the perfect map as model from which all other maps of the area in question be based. Such a map is worth triple the normal price.

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A cartographer can also use this skill to create a map of a specific area from memory. When making a map entirely from memory without notes or sketches-the character suffers a 75%increase in the target bid amount. Success, however, means that the cartographer reproduces a useful map of the area in question. The Cartography skill can also be used to estimate distances. In most cases, a cartographer can automatically estimate distances with 75% accuracy. The cartographer can choose to spend 5sp which enables him to judge distances with 100% accuracy. Diagnostic XP Cost: 6 Skill Cost: nil Everyone can apply a bandage, but not everyone can look a person over and see what’s wrong. With this skill, a character can determine the status of another character. To use this skill, the character goes up to the intended target and puts their hand over them and states: “diagnose, what is your status?” This is an out of play question and must be answered by the player unless they are conscious and choose to resist. The target should respond with how much body the target is down, and what status they are at. Without this skill, a character has next to no way of determining what status or body another character is at. Explosive Handling XP Cost: 6 Skill Cost: 1 Without the skill and training that your more advanced alchemist has, one can find working with explosives more than just dangerous. This skill allows the handling of explosives without major repercussions. This skill costs 1 Skill Point per use. Healing XP Cost: 7; 9; 12; 16; 21 Skill Cost: varied The art of healing is perhaps the most complex and new of the craft skills. Field doctors are becoming more and more desirable for their abilities. For a character to take this skill, they must first know Diagnostic. Each rank afterwards adds to the next and lets the character do more and more. Some can do amazing things with bandages; others have been known to bring a person back to life with an electrical device. Each rank brings with it some limited skills, but more can still be learned for each rank.

Rank 1 - A PC can halt a bleeding count and nurse a wounded person from -1 body to 1 body after 1 minute of care. If the act is interrupted in some way (i.e.: the doctor gets pulled away) then the victim resumes their death count. Note that they do not restart it, they resume it. No bandages or any other items are required for this procedure. -Characters at this rank are also able to properly use special bandages. -Lastly a PC can properly refill a syringe, thus making it reusable, with a healing tonic. Rank 2 -Character can stack bandages, though the same time restraint remains. -Characters at this level are also more versed in the use of bandages and healing practices and they are able to double the effectiveness of all bandages they use for the cost of 1 Skill Point per bandage used in this way. Reminder: Special tonics (i.e.: anything that does more than heal body) require a special skill to use. Identify Alchemy XP Cost: 5 Skill Cost: 1 Sometimes having too much alchemy can become a confusing burden. With this skill, a character can identify a common alchemical solution by examining it for 30 seconds. More complex alchemies can be identified after 60 seconds of examination, though unless the character is familiar with the compound, their findings might be a little hard to explain. This skill takes 1 Skill to use per use. Fortune Telling XP Cost: 5 Skill Cost: 2 This age old skill allows the character to learn about another through a selected means of Fortune telling. Only a single style of this art can be taken per purchasing of this skill. With this skill, the character can attempt to see into the immediate future of a person or situation. Staff should be informed when the action is made. Each use of this skill requires 2 Skill

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Points. It is not always guaranteed that good, or any useful, information will be gained from this. Gem Cutting XP Cost: 4 Skill Cost: 4 Often a gem might be larger than a person wants, or they could just want a few smaller stones cut from one but still have each maintain their value. This skill is often used by smiths specialized in jewelry making but can be used by anyone that knows how. Each gem cut, despite how the cut is, takes 4 Skill. This skill often requires special tools to perform. Piloting XP Cost: 3 Skill Cost: nil Having a skilled pilot is something every Captain wants. This allows the character to be able to accurately pilot a vessel. When this skill is taken the player must choose between airships and sea vessels. Special maneuvers or piloting in adverse conditions will require use of Skill Points. Poison Handling XP Cost: 6 Skill Cost: 1 As with acids and explosives, working with poisons without the proper knowledge can be deadly. However, with this skill one is able to handle and use poisons without killing or infecting themselves. This skill costs 1 Skill Point per use. Read Magic XP Cost: 5 Skill Cost: nil This skill allows the character to read magical texts such as scrolls and spell books. This is the base skill required for a character to start to learn magic. Without it, the character will be unable to learn and use spells from a spell book. Sail Manipulation XP Cost: 3 Skill Cost: 1 That extra bit of speed can always come in handy. This skill helps the character in being able to get the entire amount of use out of the sail of a boat. Each use of this skill takes 1 Skill Point. Scribing XP Cost: 5 Skill Cost: 2/page Pre-Reqs: Read/Write LT: 8 w A character with this skill is skilled at making exact copies of any non-magical written material. To be successful, the character must have an original in front of him during the entire process. A skill bid is made at

2sp per page, and if successful, the copy is a perfect copy of the first, without loss of any words or meaning. The new copy is obviously in a different hand than the original (this is not a substitute for forgery). The character need not understand the language of the original, as long as the letters are easily readable. Characters must take the reading/writing proficiency prior to this one, although the specific language is not important. It takes approximately 10 minutes per page to scribe a copy. A typical scribing kit, complete with carrying case, magnifying lens, 2 bottles of ink, a dozen pages of parchment, and a like number of quills costs around 50 units and last about two hundred pages. Special inks and quills are available in large cities. A character with the forgery proficiency gains a -25% cost in skill target bids if the scribing proficiency is also known. Séance XP Cost: 15 Skill Cost: 2+ Pre-Reqs: none LT: 12 w Another well known skill for the fated is the art of contacting the dead. With this skill, the player can attempt to talk to others in the Twilight. Alternatively, creatures in the Twilight might also be able to talk through the character to the living realm. It should be noted that this skill does not allow a character to see into the Twilight. Each active use of this skill costs 2 Skill Points a minute. Semaphore XP Cost: 2 Skill Cost: nil A long-time used form of communication between boats, semaphore gives the character the ability to use and understand long distance signaling. Torture XP Cost: 7/lv. Skill Cost: 7 With this skill a character has learned how to deal out agony. Each level brings its own definition of hurt to the situation and forces an opponent to divulge certain information. There are five levels to this skill, each working off the next in effectiveness. Each use of the skill requires the expenditure of 7 Skill Points. A Staff member needs to be present during a torture session in order to help guide players in the proper amount of information that may be obtained in each situation.

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Torture Resistance XP Cost: 7/lv. Skill Cost: 7 The only defense to torture. With this skill, the character has been taught to resist forced ways of information gathering. There are five levels to the skill, each growing on the last and countering the equal level of torture. Each use of this skill requires 7 Skill Points. Tracking XP Cost: 7 Skill Cost: 2+ Pre-Reqs: LT: 8 w Tracking someone can be difficult, but not as much with this skill. Characters with tracking skill are able to follow the trail of creatures and characters across most types of outdoors terrain. Skill bid starts at 6sp and are modified based on many factors. In addition, other modifiers are also applied to the attempt, according to the table below.

Terrain Modifications Soft or muddy ground -4sp Thick brush, vines, or reeds -3sp Occasional signs of passage, dust -2sp Normal ground, wood floor +5sp Rocky ground or shallow water +10sp Light trafficked area +3sp Medium trafficked area +7sp Heavy trafficked area +10sp Every two creatures in the group -1sp Every 12 hours since trail was made +2sp Every hour of rain, snow, or sleet +6sp Poor lighting (moon or starlight) +6sp Tracked party attempts to hide trail +5sp Tracked party is utilizing Trail Hiding varies Tracked party is utilizing Evasion varies

The modifiers in the above table are cumulative—total the modifiers for all conditions that apply and combine that with the trackers base chance for success to get the modified chance to track. No act of tracking can cost less than 2sp. If the modifiers adjust the cost to lower then that it still cost at least 2sp to perform the track. For the tracking to succeed, the creature tracked must leave some type of trail. Thus it is virtually impossible to track flying or non-corporeal creatures.

The marshal may allow rare instances, but he should also assign substantial penalties to the attempt. To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last three minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement, or must have obvious evidence that the creature is in the area. If these conditions are met, a skill bid is made. Success means a trail has been found. Failure means no trail is found. Another attempt cannot be made until the above conditions are met again under different circumstances. Once the trail is found, additional skill bids are made for the following situations:

The chance to track decreases due to modifier or

conditional changes.

A second track crosses the first.

The party resumes tracking after a halt of more

than sixty seconds.

Once the tracker fails a skill bid, another check can be made after spending at least one hour searching the area for new signs. If this rebid failed, no further attempts can be made. If several trackers are following a trail, a -3sp bonus is added to the chance of the most adept tracker. Once he loses the trail, it is lost to all. If the modifiers raise to cost the tracker more skill then they have max, the trail is totally lost to that character and further tracking is impossible. Other characters may be able to continue tracking, but that character cannot. A tracking character can also attempt to identify the type of creatures being followed and the approximate number by doing a skill bid of 5sp. All the normal tracking modifiers apply. One identifying check can be made each time a check is made to follow the trail. A successful check identifies the creatures (if the character has knowledge of such creatures) and gives a round estimate of their numbers. When following a trail, the character must slow down, the speed depending on the character’s modified chance to track as found from the above table.

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Chance to Track Movement Rate 13+sp ¼ normal 6-12sp ½ normal 0-5sp ¾ normal

These rates are determined each time the chance to track changes. Each rank of this skill makes the character more adept at tracking someone through almost any environment by dropping all the modifiers by one in skill cost (to a minimum of zero skill cost for original positive modifiers, though negative modifiers can get lower; this does not affect the skill modifiers gained from a tracked party using Evasion or Trail Hiding). This skill can be purchased up to five times at 7xp per rank. Veterinary Healing XP Cost: 10 Skill Cost: nil Sometimes you like animals a lot, and sometimes your friend happens to be one. This skill lets a character apply the science of medical knowledge towards animals, Wild Ones, and any Far-Born that apply as well. This skill has also been proven to be helpful for doctors that wish to become multiversed in all the races of Xadune and is required to apply anything medical to a Wild One or select Far-Born other than a bandage. Zero-Gravity Combat XP Cost: 20 Skill Cost: 2 This amazing skill allows the character to operate in the lack of gravity perfectly. Each session (time in) the character goes into said environment requires 2 Skill Points for the character to benefit from this skill.

Rogue Crafts Concealment/Stealth XP Cost: 10 Skill Cost: 10 Pre-Reqs: none LT: varies With this skill, the character can try to disappear into shadows or any other type of concealment—bushes, curtains, crannies, etc. The character can hide this way only when no one is looking at him; he remains hidden only as long as he remains virtually motionless. The success of a skill bid is kept secretly by the marshal, as the character always thinks he is hidden. Concealment in shadows cannot be done in total darkness, since the

talent lies in fooling the eye as much as in finding real concealment. However, hidden characters are equally concealed to those with or without blind-fighting. Spells, magical items, and special abilities that reveal invisible objects can reveal the location of a concealed character. A hard ability to learn, but a lifesaver at times; there are five ranks to this skill. Activation of this ability requires the user to be in the shadows and use a three count to fade into them. Use of this skill at rank one allows a character to become invisible in shadows for one minute. Moving, talking, or doing anything besides staying still breaks this skill. If an observer is watching as this skill is used they simply see the character blend into the shadows. All rules for invisibility also apply to this skill. At rank two, the character can extend their time in the shadows to five minutes, with all of the above restrictions applied. Rank three allows that character to move at a very slow pace and remain hidden as long as they remain in the shadows, but any other action will break Stealth. At rank four, the character is allowed to move at a normal walking pace while in shadows and still remain hidden, as well as whisper; however any other action will result in breaking Stealth. Each use of this ability requires 10 Skill Points. Being successfully attacked while in Stealth will also break this skill, as well as ever leaving the shadows. As a reminder, a teacher is required for each rank of this skill to be obtained. This is the only craft skill that disallows a character from starting with any higher than rank 1 in the art. It should also be noted that there are means for players to sense or even spot users of this ability; it is not omnipotent. Disarm Trap XP Cost: 5; 10; 15 Skill Cost: variable LT: 12+ Weeks With use of this skill, the character is able to attempt to disarm a trap. There are three levels to this skill, each requiring the latter to progress. To try and disarm a trap, the character determines how much skill they want to put into the act of disarming the trap. Each rank allows the character to spend more skill in the act. First rank allows for up to ten Skill Points, the next up to twenty, and the last allows up to

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thirty Skill to be used in picking a lock. To successfully disarm a trap the character needs to spend more Skill in the act then spent in making the trap. Escapology XP Cost: 10 Skill Cost: 4+ Pre-Reqs: none LT: 10 w Once in a while you find yourself in a situation where you just need to get out. This skill is just that; with it the character is learned in finding escape routes along with getting out of general confines. This is the ability to escape shackles, ropes and even straightjackets by body contortions and limb manipulation. Though success is never guaranteed with this skill, it does offer the character a much better chance than someone who does not have the skill. Tight ropes and your basic physical confining of webs impose a +2sp penalty (which is performed on a 3 second count), locked metal cuffs impose a +6sp penalty (and a 15 second count), and straightjackets impose a +10sp penalty (and a 60 second count). For multiple bonds, these values are cumulative. Note that having the Rope Use skill, and spending the skill amount, increases the Escapology skill chance for rope bonds by 4sp. More difficult confines need to be discussed with a marshal for the time and Skill Points required. It should be noted that magical effects that do not produce physical confines (Bind, Snare, Confine, Immobilize, Trammel, etc.) cannot be escaped via this skill. Espionage XP Cost: 8 Skill Cost: 4+ LT: 16 Weeks Characters might need to obtain, gather, or collect information without anyone knowing the wiser. With this skill, that is just something much more likely than someone who does not have said skill. The character is much better at secret information gathering, infiltration, and the sort. An added plus of this skill is that the character is also highly likely to spot when said art is being used by another, or has been used in a situation. Evasion XP Cost: 13 Skill Cost: varies Pre-Reqs: none LT: 12 w

This skill allows the character to lose someone who is following him or keep a particular person from finding him in a public place. As one might imagine this skill is most effective in urban environments, though it can be utilized to limited effects in non-urban situations. The character can spend as much skill as they wish to attempt to evade their pursuers. Spent skill points then work directly against the trackers and their modifiers. Familiarity with the area adds a +25% bonus to the skill points spent. Each additional rank of this skill makes the character more adept at evading someone. Each rank additional adds an additional 25% bonus to skill points spent. Forgery XP Cost: 5 Skill Cost: 4+ LT: 6 Weeks Often considered as an art form to some but crime to others, this skill allows the character to be extremely talented in duplicating other people’s hand writing and signatures. It takes 4 Skill Points to forge just a signature. Forging anything more complex than a document or signature requires a more complex array of skills and materials. Lock Picking XP Cost: 5; 10; 15 Skill Cost: variable LT: 12+ Weeks With use of this skill, the character is able to attempt to pick a lock. There are three levels to this skill, each requiring the former to progress. To try and pick a lock a character determines how much Skill they want to put into picking the lock. Each rank allows the character to spend more Skill in the act. First rank allows for up to ten Skill, the next up to twenty, and the last allows up to thirty Skill to be used in picking a lock. To successfully pick a lock the character needs to spend more Skill in the act then spent in making the lock. Observation XP Cost: 5 LT: 5 Weeks Skill Cost: nil This allows a character to often notice things most people wouldn’t. For example, that thing over there that you never noticed, your character would have seen. It’s good for quick situations when taking in as much as you can is important. It might also make the character privy to the little things and can give you an edge in a situation.

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Rate Lock XP Cost: 8 Skill Cost: 5 LT: 5 Weeks A basic skill that is useful to almost any engineer or rogue. With this skill the character can look over a lock and determine its rank after 15 seconds, its Skill level after 30 seconds, and any special information after 60 seconds of scrutiny. Each use of this skill requires 5 Skill Points. Rate Trap XP Cost: 8 Skill Cost: 5 LT: 5 Weeks A basic skill that is useful to almost any engineer or rogue. With this skill the character can look over a trap and determine its rank after 15 second, its skill level after 30 seconds, and any special information after 60 seconds of scrutiny. Each use of this skill requires 5 skill. Smuggling XP Cost: 15 Skill Cost: Varies LT: 16 Weeks This rare skill lets the character know the ins and outs of the illegal art of smuggling. In so, it also grants the character access to the local black-markets along with ties to the shadier people… not that that’s a good thing sometimes. Trap Detection XP Cost: 12 Skill Cost: 2 LT: 12 Weeks Just because you can make a trap or even disarm it does not mean you can see it or find a hidden one. Trap detection is vital to the dungeon crawler, with it the character can spot a trap if they have enough Skill to spend at the time. This skill is thought of to be always in effect unless the player states it is not. If the character does not have enough Skill Points to use the skill, they are unable to spot hidden traps ahead of time. Note on Craft Skills: Though many do not require Skill Points to use for role-play purposes, Staff & Plot do retain the right to require an allotted amount of Skill Points for any use of any Craft Skill that can produce any type of product or significant in-play result.

Combat Abilities

Combat is one of the most intense and physically exerting parts of LARPing. Though some people will prove to be more naturally skilled in physical combat, in-play abilities are offered to anyone and everyone to help level the playing field. Most of the abilities below require you to announce when you use said ability, like when avoidance is used. Others will add an effect to your combat tagline. And lastly, a few are abilities that are used to help you in the long run of your character’s life, like being ambidextrous or learning a level of armor optimization. It should also be noted that most in-combat abilities require the use of Skill Points for each use. It should go without saying that not having enough Skill to use an ability means you cannot use said ability. Accurate Attack XP Cost: 15 Skill Cost: 10 Pre-Reqs: (non-free) Weapon Prof. r1 LT: 8 w Landing a hit on an opponent is easy; landing a great hit often requires some skill. Upon using this ability the character can call x2 damage for 1 swing. This ability can be stacked with other abilities. When using this ability, the additive “Accurate” must be added to the tagline as well as the correct damage being called out. So, for example, if a character normally calls “5, Slashing, Normal” and they use this skill, the tagline should be “10, Accurate, Slashing” or “10, Slashing, Accurate”; whichever the character prefers. It costs 10sp to use this ability. Aggressive Defense XP Cost: 20 Skill Cost: 15 Pre-Reqs: none LT: 6 w Sometimes a good defense comes at a cost. Activating this ability halves all damage the character deal out (fractions rounded down), including any damage dealt via a combat ability; but in doing so the character only takes half the amount of damage inflicted upon them (fractions also rounded down) from physical attacks. This effect lasts for ten minutes after activation, which requires the player to announce “Aggressive Defense”, till the end of combat, or the incapacitation of the character; whichever comes first. Note that it is the player’s responsibility to call half their own called damage in

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their attack tagline and calculate only half damage from incoming physical attacks. It costs 15sp to use this ability. Ambidextrous XP Cost: 5 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST) This is the first step in fighting with almost any two weapons in both hands at once. With this ability, a character is able to fight with a short weapon in their off hand and a long weapon in their other hand. Armor Opt., Heavy XP Cost: 5 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST past r1) Each time a character purchases this ability it increases the protection all heavy armor offers by 10% (fractions rounded up). This ability can be purchased up to five times. Armor Opt., Light XP Cost: 3 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST past r1) Each time a character purchases this ability it increases the protection all light armor offers by 10% (fractions rounded up). This ability can be purchased up to five times. Armor Opt., Medium XP Cost: 4 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST past r1) Each time a character purchases this ability it increases the protection all medium armor offers by 10% (fractions rounded up). This ability can be purchased up to five times. Avoidance XP Cost: 20 Skill Cost: 15 Pre-Reqs: none LT: 12 w With a little luck, and some skill, you can move like they do… With this ability you can avoid, or move out of the way, of a foreseen incoming attack. Any type of attack ability that is used or exhausted due to contact is not used or exhausted if Avoidance is used to defend against it. This skill does not allow you to avoid the effects of the “Burst” tagline, the Unavoidable ability, or “Radius Effects” nor can it be used to defend

against attack made from behind such as Waylay or an Assassinate. In using this ability, the character must announce “Avoidance” immediately after being hit with an attack. It should be noted that asking “what was that?” and then deciding to use the skill after determining if it’s worth “avoiding” or not is not considered immediately after an attack. Additionally a character can only use Avoidance once per combat and costs 15sp to use. Blind-Fighting XP Cost: 8 Skill Cost: nil Pre-Reqs: none LT: 12 w Situations might arise when one is forced to fight in the dark. When this ability is purchased, a character is not as hindered by fighting in darkness or when their vision might be hindered. This does not allow the character to be privy to any information about a hidden attacker, just the ability to be unhindered by its hidden nature. This skill does not help with things outside of hands reach of the character, but functions alone like a sixth sense, so other effects such as deafness would not effect this ability. In other words, if a Blind-fighting character walks within hands reach of an invisible or the like object or creature they would sense it. When engaged in hand to hand combat with invisible creatures, a Blind-fighting PC can defend and attack as if they could see them, even though in truth they cannot, they are just reacting on finely honed skills. However, once the invisible foe leaves this arm’s reach “sixth sense” area, the Blind-fighting character once again would be unaware of the foe or their whereabouts. This skill is always considered active, but it is considerate to announce when using it against invisible opponents for the sake of clarification. Cleave Armor XP Cost: 15 Skill Cost: 15 Pre-Reqs: none LT: 10 w Armor is an amazing thing, but some see it as something that only proves to slow down killing a man. With this ability a character adds the “pierce” tagline to their melee combat tagline for against one combatant during one combat engagement. This weapon requires the use of a “Slashing” weapon to be used and costs 15sp per use.

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Deflect XP Cost: 8 Skill Cost: 5 Pre-Reqs: none LT: 4 w (ST) Arrows and bolts keeping you down? With use of this ability a character can parry any one normal non-firearm ranged weapon damage dealing attack allowing them to avoid the damage of the attack. In order to use this ability, the character needs to have a weapon in hand to in-effect deflect the attack with, and announce the tagline “Deflect” clearly. Using a ranged weapon to Deflect an attack requires the character to remove one arrow, bolt, or bullet from their inventory per time used. Note: Arrow and bolt phys reps should not be physically struck with the melee weapon. This ability costs 5sp per use. Disarm XP Cost: 10 Skill Cost: 5 Pre-Reqs: none LT: 4 w (ST) Often the best way to get an edge on your opponent is to get their weapon out of their hands. This ability allows the character to disarm a combatant, requiring the opponent to drop their weapon and not be able to pick it up for five seconds. If the opponent is wielding two weapons the attacker must specify which weapon is disarmed. In order for this ability to work, the attacker only needs to make any type of melee weapon contact with their opponent along with announcing “Disarm”. It should be noted that this ability deals no damage and can be used with either a melee weapon or bare hands, but not a ranged weapon and cost 5sp to use. Endurance XP Cost: 5 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST) Though not really a combat ability per se, it certainly helps. This ability can be purchased up to ten times. Each purchase adds an extra amount to the character’s base body equal to their base amount. Additionally, it raises max allowance by the base amount each time it is purchased. Example: a human with 5 levels of endurance at level 10 has 75 body and has reached their racial body max (instead of 50 body).

Favored Weapon XP Cost: 12 Skill Cost: nil Pre-Reqs: none LT: n/a We all normally have a weapon that we prefer over all others. Purchasing this ability requires the character to pick one specific weapon type (short sword, rifle, crossbow, etc.). From that point forward that character deals +2 damage with that weapon, which also effectively raises the weapon’s maximum damage by two points. This ability can only be bought once, ever, and does not affect future weapon proficiencies purchase costs (i.e.: increasing them). This ability’s cost raises by 2XP per 4 proficiencies in a weapon (example: if a PC has +9 proficiency in axe and wants to purchase Favored Weapon: Axe; it will cost 16XP to do so). Firearms XP Cost: 7 Skill Cost: nil Pre-Reqs: none LT: 6 w Of all the weapons that can be found on Xadune, only firearms require training to use. Without this ability a character can do nothing but pull the trigger on a firearm. But, with it they are allowed to use the firearm to its full extent. This ability allows common knowledge in all types of firearms. Florentine XP Cost: 7 Skill Cost: nil Pre-Reqs: Ambidextrous LT: 4 w The companion to being ambidextrous (which must be purchased first in order to gain this ability): this ability allows a character to wield a long weapon in both of hands if they wish and any combination weapons smaller in size. Immaculate Attack XP Cost: 20 Skill Cost: 15 Pre-Reqs: (non-free) Weapon Prof. r2 LT: 14 w Sometimes you get lucky, other times you aim to kill. Upon using this deadly ability you can call x3 damage for 1 swing. This ability can be stacked with other abilities. As with Accurate Attack, using this ability requires the additive “Immaculate” to be added to the tagline as well as the correct damage being called out. So, for example, if a character normally calls “7, Blunt, Normal” and they use this skill, the tagline should be “21, Immaculate, Slashing” or “21, Slashing, Immaculate”; whichever the attacker prefers.

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Knockdown XP Cost: 8 Skill Cost: 7 Pre-Reqs: none LT: 4 w Foes just will not get out of your face? Try putting them in their place by knocking them to the ground. Use of this ability forces combatants to fall to the ground (or take a knee) for 3 seconds. The opponent can still defend and attack back but must do so from the ground. In order for this ability to work, the attacker only needs to make any type of weapon contact with their opponent and announce the tagline “Knockdown”. It should be noted that this ability deals no damage and costs 7sp per use. Layer Armor XP Cost: 12; 18 Skill Cost: nil Pre-Reqs: none LT: 4 w (ST) One suit of armor not enough? With this ability you can now layer one more suit of armor of a lesser category then your main armor. You gain the full armor allowance from each suit along with the bonuses for armor optimizations. This ability can be purchased twice to allow up to three layers of armor to be worn and count towards armor points. Riposte XP Cost: 17 Skill Cost: 12 Pre-Reqs: none LT: 6 w (ST past r1) Often being trained in combat pays off; this ability allows a character to parry an immediate melee attack and then immediately counterattack after the parry and call x2 damage. Confusing? Maybe, let’s look at an example: A character is attacked via melee and hit. They immediately announce “Parry, Riposte” to the attack and then must make a counter attack in which their damage is x2 (it is the character’s responsibility to calculate the damage in their counter attack). The player must still actually make the counter attack (in other words successfully hit the opponent), which could be in turn blocked or parried. Use of this skill costs 12sp. Severing Blow XP Cost: 18 Skill Cost: 18 Pre-Reqs: none LT: 10 w One of the most devastating things that can happen to a front line fighter is to lose a limb. Successful use of this ability renders whatever limb is hit useless in combat, effectively severing the limb from the body.

This ability affects whichever limb is hit. Torso hits cause 30 points of “Body” damage and do not sever any limb. Severed limbs require special magic or doctorial treatment to be reattached and be useful again. The tagline “Severing Blow” should be made when this ability is used and only a slashing weapon can be used with this ability. Additionally this ability can only be used once per combat and it cost 18sp per use. Shield Bash XP Cost: 8 Skill Cost: 5 Pre-Reqs: none LT: 4 w (ST) Getting an opponent on the ground is made even easier if you are skilled with a shield. Use of this ability forces combatants to fall to the ground (or take a knee) for 3 seconds. The opponent can still defend and attack back but must do so from the ground. You are required to have a shield up and in use in order to use this ability. In order for this ability to work the attacker must have a shield readied and in proper use on his person and then only needs to make any type of weapon contact with their opponent and announce “Knockdown”. Do not hit your opponent with your shield. It should be noted that this ability deals no damage and cost 5sp per use. Shield Block XP Cost: 7 Skill Cost: 4 Pre-Reqs: none LT: 4 w (ST) Shields are often regarded as a warrior’s best friend in combat along with their weapon. Use of this ability allows the character to block a normal melee or ranged attack that they were not actually able to physically block themselves. This ability is only usable if a shield is in the user’s hand and is used against a melee or ranged attack that is delivered from in front of the character. Additionally, only normal, damage causing, melee or ranged attacks can be parried; which for this ability are defined as any attack that does not have a specialized status effect such as: Slay, Fatal Blow, Knockdown, Massive, Stun, Disarm, Severing Blow, or the like and/or does not deal more than fifty point of damage. Note that this ability does not block firearm piercing damage. To use this ability, you are required to have a shield up and in use and

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announce “Shield Block” when used and cost 4sp per use Stunning Blow XP Cost: 10 Skill Cost: 6 Pre-Reqs: none LT: 6 w A little time is often all that is needed in combat. Upon a successful use of this ability, the opponent is stunned for 2 seconds, making them unable to do anything. This ability requires the attacker only to make any type of weapon contact with their opponent to work and announce “Stunning Blow.” It should also be noted that killing blowing an opponent requires 3 seconds (thus, a Stunning Blow does not provide enough time to render a killing blow). This skill exhausts 6sp per use. Sunder Armor XP Cost: 13 Skill Cost: 8 Pre-Reqs: none LT: 8 w As stated earlier, armor can be the bane to some combatants. With this heralded ability, a character causes double damage to its opponent’s armor. It is the opponent’s responsibility to calculate the double damage to armor. This ability requires use of a slashing or blunt weapon and is active for three swings that make contact or three seconds, whichever comes first. If the opponent has less armor points than damage dealt, they take half the originally called damage to their body (fractions rounded down). Example: In a melee, a combatant calls “12; slashing; sunder armor” which makes contact with the opponent. The opponent only has 15 armor points. Since the attack dealt 24 points of damage to the opponent’s armor, which is more than the opponent has, he loses all his armor and takes 6 points of damage to his body. This ability cost 8sp to use. Thrown Weapon XP Cost: 5 Skill Cost: nil Pre-Reqs: none LT: 6 w (ST) By use of this ability the character can call the “Pierce” tagline with the appropriate thrown weapons (i.e.: bladed weapons). Without this skill, all characters can still use any throwing weapon, but are limited to the “Blunt” tagline for all weapons thrown.

Trick Shot XP Cost: 10 Skill Cost: 5 Pre-Reqs: none LT: 4 w (ST) Much like the disarm ability, this ability allows the character to disarm a combatant but with a ranged weapon requiring the opponent to drop their weapon and not be able to pick it up for five seconds. If the opponent is wielding two weapons, the attacker must specify which weapon is disarmed. In order for this ability to work, the attacker only needs to make any type of projectile weapon contact with their opponent and announce “Disarm”. It should be noted that this ability deals no damage and cost 5sp to use. Unavoidable XP Cost: 20 Skill Cost: 20 Pre-Reqs: none LT: 24 w Not often, but sometimes someone is just that damn good. This long sought after ability makes an attack almost completely unavoidable via another combat ability be it physically parried or blocked, from the Weapon Parry, Shield Block, Deflect, Unbelievable Reflex, Avoidance, or Riposte ability. The only thing that can counter this ability is the Dodge and Fatal Parry ability. This ability can be added to another combat ability and cost 20sp to use. Waylay XP Cost: 10 Skill Cost: 8 Pre-Reqs: none LT: 6 w Once in awhile you need to subdue an opponent. With correct use of this ability, the character renders their opponent unconscious for 10 minutes and inflects 1 point of “Body” damage. All the normal rules of unconsciousness apply. For this ability to work, the attack must be made from behind, meaning the attacker needs to be behind the shoulder line of the target and the attack needs to land on the back of the target and announce “Waylay”. Any fitted metal armor covering the rear neck or head would negate the effects of this attack (fitted, meaning made to protect the character’s neck). Additionally, this effect can be avoided if the target is immune to normal attacks or Waylays, has magical, alchemical, or technological protections against such a style of attack, has a “Tolerance” of 1 or greater, or if they use the Dodge ability. Waylays delivered by characters of higher than average strength deliver such additional

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“Body” damage and moves the required amount of “Tolerance” required to avoid this attack up appropriately; in which the tagline for this ability would then be “+_ Waylay”. This ability cost 8sp to use. Weapon Parry XP Cost: 8 Skill Cost: 5 Pre-Reqs: none LT: 4 w (ST) Next to the shield, a warrior’s best friend in combat is their weapon. Use of this ability allows the character to parry a normal melee attack that they were not actually able to physically block or parry themselves. This ability is only useable if a melee weapon is in the user’s hand and against a melee attack that is delivered from in front of the character. Additionally, only normal, damage causing, melee attacks can be parried; which for this ability are defined as any attack that does not have a specialized status effect such as: Slay, Fatal Blow, Knockdown, Massive, Stun, Disarm, Severing Blow, or the like and/or does not deal more than fifty point of damage. The tagline “Parry” should be announced when this ability is used and it cost 5sp per use. Weapon Proficiency XP Cost: Special Skill Cost: nil Pre-Reqs: none LT: Special (ST) Weapon proficiencies might seem a little complex at first, but really they are not. When taking on proficiency in a weapon, the character must first choose a weapon in which to train in. Once chosen, the amount of XP required raising the skill in said weapon (effectively causing +1 more damage with the weapon) is based on the amount of the weapon’s base damage. Damage is divided into five different ranks: Small Damage: 1-5 points of damage = 7 XP each rank Normal Damage: 6-10 points of damage = 9 XP each rank Heavy Damage: 11-15 points of damage = 11 XP each rank Extreme Damage: 16-20 points of damage = 13 XP each rank Ultimate Damage: 21-25 points of damage = 15 XP each rank

So, to gain a proficiency in a dagger, a character would spend 7 XP to raise their damage from 1 to 2 with the dagger. Now, let’s look at a more complex example: Let us say a character wishes to train as hard as they can with a short sword. For the first three proficiencies, the character would spend 7 XP each, but for the next 5 proficiencies it will cost the character 9 XP each. This would allow the character to use a short sword to its maximum potential and they would be calling 10 base damage with it, all costing the character a total of 66 XP. Keep in mind that adjustments to damage for a weapon, say from the Wee-est of the Wee trait or from the Furious Strength trait, does not adjust the weapon’s base damage and does not alter the layout of XP costs for proficiencies. Additionally, the Favored Weapon ability does not affect this ability as it alters the weapon’s final damage (as like the two above mentioned traits, strength bonuses, and the like).

Arcane Magic Abilities

Of all the magics on Xadune, the Arcane is by far the most common. With roots stretching back so far that even Deep Elves don’t know where it began, Arcane magic has served the mages for eternity. The nine levels of magic are split into four groupings, but each level must be learned and mastered before the mage can advance to the next level. The cost to cast a spell is its level in Skill Points. So a 3rd level spell cost 3 Skill to cast, while a 1st level spell takes only 1. 1st Level Arcane Magic XP Cost: 7 Skill Cost: 1+ The low level magics composing the first three circles of magic. Mages in these levels are required to use full incantations in their casting. Most known low level spells require little or no components or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 2nd Level Arcane Magic XP Cost: 9 Skill Cost: 2+

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The low level magics composing the first three circles of magic. Mages in these levels are required to use full incantations in their casting. Most known low level spells require little or no components or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 3rd Level Arcane Magic XP Cost: 11 Skill Cost: 3+ The low level magics composing the first three circles of magic. Mages in these levels are required to use full incantations in their casting. Most known low level spells require little or no components or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 4th Level Arcane Magic XP Cost: 15 Skill Cost: 4+ These are your mid-level magics consisting of the 4th and 5th circles of magic. As some people put it, “this is when it gets good.” Mages of these levels must use full incantations for mid-level spells, but are allowed to use shortened incantations for low level spells. A good deal of these spells requires components or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 5th Level Arcane Magic XP Cost: 21 Skill Cost: 5+ These are your mid-level magics consisting of the 4th and 5th circles of magic. As some people put it, “this is when it gets good.” Mages of these levels must use full incantations for mid-level spells, but are allowed to use shortened incantations for low level spells. A good deal of these spells requires components or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 6th Level Arcane Magic XP Cost: 27 Skill Cost: 6+ This caliber of mage is your high level caster which is your 6th and 7th circles of magic. These characters can cast low level magic with only one word and mid-level magic with shortened incantations, but must still cast high level magic with full incantations. Most all of

these spells require some type of component or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 7th Level Arcane Magic XP Cost: 33 Skill Cost: 7+ This caliber of mage is your high level caster which is your 6th and 7th circles of magic. These characters can cast low level magic with only one word and mid-level magic with shortened incantations, but must still cast high level magic with full incantations. Most all of these spells require some type of component or prep time. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. Archmagic XP Cost: 40; 50 Skill Cost: varied The highest levels of Arcane magic. Characters of this rank can cast low and mid-level magic with just a single word. High level magic requires a shortened incantation. All spells of this level will require components, some prep time, and even a complex incantation … but the few that can cast it have proven it to be worth it.

Divine Magic Abilities Right behind Arcane magic is the Divine magic. Unlike the Arcane, people know where Divine magic roots from: the Powers. Each Power may grant different types of spells. Only followers of said religion know for sure what the Power is more likely to grant. Like Arcane magic, there are four groupings but only six levels for the follower to learn. Also like Arcane magic, the cost to cast divine magic is the spell’s level in Skill Points. 1st Level Divine XP Cost: 7 Skill Cost: 2+ The lowest state for clergy members, this is where it all begins. With this knowledge, the caster is able to channel and pray for 1st and 2nd level spells from a Power. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell.

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2nd Level Divine XP Cost: 15 Skill Cost: 4+ The lowest state for clergy members, this is where it all begins. With this knowledge, the caster is able to channel and pray for 1st and 2nd level spells from a Power. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 3rd Level Divine XP Cost: 25 Skill Cost: 6+ Being a full blown priest/priestess is a favored state. These PCs are learned in 3rd and 4th level spells from their respected Power. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 4th Level Divine XP Cost: 35 Skill Cost: 8+ Being a full blown priest/priestess is a favored state. These PCs are learned in 3rd and 4th level spells from their respected Power. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell. 5th Level Divine XP Cost: 40 Skill Cost: 10+ This is the end of the line for most clergy members. This is the high magic of the Divine. With this knowledge, a PC can call upon 5th level prayers from a Power. A PC needs to be skilled and knowledgeable in each consecutive rank or circle to cast said level of spell.

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Growing Your Character

So far you have learned what a LARP is, how the rules of the game work, how to create and form a character; the next thing there is to address now before setting out is how to advance and grow your character. Also included in this final section is how to make your own weapons, a small plug for the online forums, and the little bit of paperwork that needs to be filled out before you can play.

Leveling Up

One of the bigger things on your mind right now might be “so how do I level up?” Well, the best way to do that is to play the game. Each event you play gets you a base experience (or XP) amount of 3. Below is a chart that helps explain how you can gain XP.

3XP Event: Paid & Played 3XP Amount of Stored XP that can be used from donations per event 3XP Amount of Bonus XP you can turn in per event

Stored XP is experience you gain through donations. You can always donate to the game. Be it monetary donations, props, work for the game, or the like. Any of these things will get you XP that will be stored on your character sheet. Each event you play you are allowed to use up to 3XP on your character from these means. If you have XP on the book in this manner it will be automatically used towards your character as it becomes available. Most donations will be based on the money value of the items, so please keep your receipt. Without it, Staff will only award what they feel is appropriate which could often be less than what you paid. In all cases, though, Stored XP can be gained at a rate of 1XP for every $10 spent. For an up to date list of Game needs, please log on to the forum.

Bonus XP is experience you gain from an in-play source. Be it getting rewarded for intense or amazingly well done role-play, or from collecting XP from monsters. Each event you play you are allowed to turn in up to 3XP worth of experience to be used towards your character. Almost everything your character killing blows will hand over a tag that will have an assigned XP value on it. Most will be in fractions of an XP. By collecting enough tags to make a whole XP a player can turn this in for Bonus XP. Through gaining more XP, your character will get closer to leveling up. Your level is of course determined by your race and the amount of XP you have.

Earning Bonus XP Combat XP is handed to the person that killing blows the creature, and no one else. If on an In-Play level you feel people are stealing your kills in order to gain XP, then you need to deal with it in the exact same way you would as if someone stole the loot from that creature: because it’s the same thing. You and your Player Character know you gain experience from killing things. It is no different than dealing with people that steal your loot. People that steal other people’s kills are nothing but rogues just like with everything else. The In-Game law mechanics and ability to deal with it would be no different from any other forms of theft if push came to shove. Now, moving on from that but staying in the same topic; XP is not just earned via combat. Role-playing, use of skills in an ingenious way, inventing something way outside of the box, and other like situations will net you XP (ie: completion of a complex Arcane ritual, or a really deep prayer from a priest, you get the idea). And you might not always be handed it in person (though in the future we will try to mostly hand it to

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you); it will be recorded via your character sheet (like a bulk majority of the RP XP from this event will be). Also on this topic, combat XP, most of the time, will mostly always net you less XP per “bip” then earning XP through RP. In other words you might get some XP from killing monster X, but you will get more from RPing your way out of a situation. So yes, killing a few things in a field battle might not be as rewarding to you as the fighter that will blow through things, but that doesn’t stop a PC from handing you some of their XP from being a support caster or healer. Plain and simple, some people are mean. They will try to steal XP and never reward their support characters: and I am sure that they will have a relatively short life span in comparison to the other characters. This, of course, in no way means you cannot be a “bad guy,” just being rude or inconsiderate Out-of-Play will not get you far. Every player will always get 3 XP per event, minimum. After that it is up to you to earn the next 3 XP you could earn and then you need to give back to the game to earn the other 3. And by give back to the game we mean monster or volunteer more that the required one shift, or via donations and the sort. Lastly, all XP is date stamped. If you hold onto your XP chits they have a 3 event shelf life. In other words turn them in or they will be worth nothing after three events (not three months). Now, on to earning XP and how it works. We realized that some people do not understand what a linear growth rate is compared to a logarithmic growth rate. Pretty much every LARP out there works off a reverse logarithmic growth rate for your character’s level growth. This means you can earn a lot of XP in the beginning, but as you get higher level your ability to earn more XP/build is limited. At Xadune we work off a linear growth rate; meaning you can earn and gain at higher levels exactly what you gain at lower levels. So, for those who love pictures we offer the chart above. So what does all that mean? As you can see, as you gain more XP/build in other games your growth rate lowers, while at Xadune it is a flat line. At other LARPs, while you might advance faster in the beginning, at high levels you advance very slowly. At Xadune the rate is always constant. The trade off is you don’t see/feel the effects at low level as you do at high. For those of you that care only about numbers, what this

says is by 100 XP/build you are earning more at Xadune towards your character than at your typical other LARP from doing nothing more than paying and showing up.

Buying New Skills & Abilities

As characters gain more XP they draw closer to leveling up, but that doesn’t mean you have to wait until you level before you can buy skills or abilities. At the end of an event a player may decide to spend his XP in learning a skill or ability. Of course, to do so, one must have first the proper amount of XP to purchase said skill or ability. Secondly, a character must also have a teacher for said skill or ability. If a PC lacks either of these two things required, they will not be allowed to learn the skill or ability. PCs can teach skills only if they have an appropriate Teaching skill. There is a teaching skill for each of the four types of skills and abilities: lores, productions, the three types of crafts, magical, and combat abilities. A PC must at least be of level 10 or higher to learn a teaching skill, and then must still learn the skill from another source. The next thing that should be addressed is that skills and abilities are not learned over night. All skills and abilities in the book require the time noted in the description in order to learn a skill or ability. That means if you wait till the beginning of an event to spend your XP on a new found skill or ability that requires a month to learn, then you will have to wait till the next event to use it. Rarely will there ever be an exception to this. You can double up and learn multiple skills or abilities at once. Up to 3 skills and/or abilities can be learned at a time. Any more than that and the character must wait until they have fully learned one of the skills or abilities before they can start to learn the next. Additionally, it should be noted that learn times only progress as you play the game. In other words you have to play to grow. For example, if you start learning a skill that takes 3 months to learn at the end of an event then do not return to game until after 3 months (presuming there was two events that you did not attend) you will not have learned your skill. Only the average time will be applied towards your learn time; in this case being a month. So you would still have two months of learn time to wait. Of course exceptions are

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made for extreme circumstances such as active military, as well as players that choose to still pay for events but cannot attend will progress as if they were at the events. There is one major exception to this. Each character has a one-time only trait that allows them to pick up a skill on the fly. This is a trait that shows the one time versatility of a character. This can be used almost at any time, including during events. Though all the lore, magical, & production skills still require a teacher, some combat and craft skills can be learned in this one-time only fashion without the need of a teacher. Think of it as a product of the situation experience. Use of this trait requires on the spot or prior Staff approval and/or verification and confirmation.

Self-learned Skills Teachers are not always required to learn things, though they will always be the most prudent and quick way to do so. Characters can learn a few skills on their own. Weapon proficiencies are the first set of abilities a character can learn without a teacher, but only to a certain level:

- The first three levels of proficiencies in a weapon can be learned without a teacher - Endurance

This costs nothing extra, and takes no extra time to learn. Below is a list of skills a character can learn without a teacher; however, to learn these skills it requires twice as much time to learn and costs +25% more XP to purchase.

- All General Craft Skills* - Rank 1 of all Lores* - Ambidextrous, Disarm, Favored Weapon, Rank 1 of Layer Armor, Shield Block, Thrown Weapon, Weapon Parry

The following skills can also be self-learned, but cost +50% more XP to purchase and take 3 times as much time to learn:

- Rank 1 of all Rogue & Trade Crafts* - Engineering, Basic Alchemy, & Blacksmithing Production Skills*

All magical abilities and all other combat abilities, and further ranked skills along with the production skills, require a teacher (or other suitable source) to learn.

* This rule applies only to lores, skills, and abilities presented within this handbook.

Growing Magically

At some point or another, magical casters of the game will want to advance in their abilities. Though most of the needs and requirements have been glazed over previously, we will recap here again. Arcane Advancement: Not all arcane casters are born equal; however the less privlaged ones however are the majority thus we will address the non-Born Sorcerer here. In order for one to learn the next level of magic they need the two things that everyone needs in order to learn a skill or ability: the proper XP and a teacher source. Just like all other skills and abilities, it requires a small amount of time to learn the next level of magic. When it comes to learning spells, the caster requires a few different things. First they must be able to read magic (which all player character arcane casters need to be able to do to cast anyway), then they need a copy of the spell in their spell book, and lastly they need to learn how to properly cast the spell from someone that can already cast it. The time required in learning spells varies from spell to spell. Some might take a few hours of dedicated teachings, others might take weeks. It all just depends on the spell. Players can only learn a max of three spells at a time. Specialization in a school is an entirely different advancement. For starters, a character cannot specialize in a school of magic until they have at least 70XP gained since they learned their first Arcane spell level. Then they must find a suitable source to learn their specialized school. Often this will be from a teacher, but can on very rare instances be a different source. Further specialization requires the same things, learning wise, but the character must first have earned 235XP since learning their first arcane spell before specializing in a second school, and a minimum of 470XP before even considering specializing in a third and final school. Be forewarned that specialization does not happen overnight, and that

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each spell level of specialized magic will be acquired on a scheduled XP allotment based on the character’s starting XP of specialization. Specialization in different fields can heavily hinder and even not allow specialization in Arcane magic as well as some school specializations might hinder future non-magical specialization later down the road. Divine Advancement: Priests advance just a little differently. Though they do require the XP in order to ascend to the next level of casting, the other thing they need is the favor of their Power. When advancement is granted by the Power will depend on the Power’s personal wishes and their relationship with the character. Something that is also different from the Arcane advancement is the fact that a Power can at any point demote a character, thus removing their ability to cast from a certain level. It should also be noted that if too much physical distance is put in-between the caster and the Power, that sometimes the spells, though being granted, cannot reach the caster. Learning new Divine spells is much easier than the Arcane. For the most part, the caster is made aware of their full abilities and what spells they are allowed to pull from. Though there are often many other spells the priest can call upon, they are often only granted as the Power deems it fit, and not when the character does. Though often one can plead with a Power for certain spells, it is recommended that the character keep in mind that they are asking for a Power to go out of their way for one person among billions. Some do not like being pestered in that way. It should be addressed that priests are a specialized profession and effect future specialization.

Specialization

Arcane casters can specialize in a school of magic, priests are a direct form of specialization, but what about everyone else? Xadune is full of specializations (or Specs for short), you just have to put yourself out there and find one. Characters are not allowed to begin specialization in a field until they have at least 70XP (PCs started as Priests are already specialized and must wait till 235XP for their second specialization). Additionally, further specialization in a field or different fields cannot happen until one has

gained at least 165XP more since their first specialization, and a third specialization in something or a new field cannot happen until 235XP more is gained after their second specialization. This does not mean that upon reaching 70XP that a character becomes specialized, it means that they are now allowed doing so if they have the means, “the means” being a serious drive and a little luck. Teachers are required for the most part to learn a specialization. From Specialization teachers a character gets a base from them but also gains traits specific to themselves. At the end of the day, even if two characters are learning a specialization from the same teacher they most likely will not learn the same skills. Keep that in mind when putting your mind towards a Spec. Like arcane teachers and appeasing a deity of choose, specialization does not just fall into ones lap. You cannot just demand or expect specialization to start at 70XP or any time after without putting in a lot of effort. That can mean a large amount of IP funds going to pay someone, or major networking of important NPCs. It could also mean years of detailed in-between event actions. Some specializations, or goals, could require base specializations even; meaning that one must first follow down one path before the doorway to another opens. Grand Arch Mages or a Paladin for a Power are both examples of specializations taken only after the acquisition of a pre-required earlier specialization. Specs are not all gold and rainbows. Every specialization comes with some type of hindrance. Typically it cuts you off from other skill sets, but often also comes with moral obligations and the like. Breaking a moral code of a specialization often results in very strong in-play consequences. Like many things in Xadune, specializing is not required, nor is it required for one to “keep up with others”. It does allow one to refine their character and hone it, but it also takes away some freedom. If you have any vise with that concept then most likely you will not be happy with a specialization regardless of what it grants you. Not specializing has its advantages including not having to worry about being blocked out of future skills or abilities. It also saves your character time, money, and a world of headaches (which typically also effects the player).

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Respending Your Character

Every character gets a free one time ever respend. However, there is a time limit and restrictions/guidelines that need to be followed. This must be done within the first three events the character is played. In other words, once you have played your fourth event, the character is set in their XP layout. Secondly, you only get to respend your original starting XP. So if you started with 35XP, then you get to respend 35XP. Any XP you gain after character creation can either be kept spent in the skills or abilities they were spent in, or they can be converted back to banked/unspent XP. In other words, if you started with 35XP and earned 12XP over the next two events you do not get to full respend 47XP as if you just started game with it.

Respending and Changing Cultures: Changing your culture, either by dropping it or picking one up, is considered a respend. Do so very wisely. As another reminder: cultures are not required, but they do have role-play requirements & disadvantages. You should heavily think about talking to Staff about your entire character ideas and goals before committing. As a player you are only allowed to have access to one culture per five new player characters made after a culture has be picked by said player in which each character must survive past the respend period. Respending and Lore Skills: Most Lore Skills involve a packet of some type that you get. This is normally a large amount of information, or at least a crucial amount that gives you insight on things that normal characters would have no clue about. If your character starts off with a Lore Skill and you respend, there is a chance you will be asked to keep that Lore packet because you now know the information. This could work vice versa as well. This game world is not like 75% of the other LARPs in the area right now where every PC pretty much knows most there is to know because it’s been around for a decade or so. Wonderment and mystery is something we would like to maintain. Unfortunately all priests pretty much require their Lore packet of their Power to RP them properly. When respending these types of characters, pretty much plan on having to keep that Lore skill.

Respending After Your Trial Period: You are allowed to also once, and only once, fully respend your character after the three month trial period has passed. However, this comes with huge repercussions and requirements. First off, if you completely respend your character it will cost you half of your XP. So for example, if you had 133 XP and went for a complete respend, you would only get 66 XP. Secondly, your respend must be into a completely different character. You cannot be a sibling or related to your former character in any type or way. You character would not know the people the previous one did and it would be just like starting a new character. Lastly, all special, magical, and production items, weapons, and armors will be revoked from the character and either eliminated from the game or recycled back into it. Whatever happens to them, your newly respent PC will not have them. There are no exceptions to these stipulations of a complete respend, so think it over long and hard before taking it on. In essence, you are making a new character by respending this way; you just have some more XP to play around with.

Multiple Player Characters

It’s been said once, and it will be said again: it is very important to keep in mind that one of your characters is not like the other. If you have a secondary or need to make another character (due to character final death, imprisonment, or the like) you need to make sure that none of your characters are alike. The hardest part is that all your characters should not share anything: intentions, friends, and the like. It’s tough. The easiest way to avoid the “black hole” of the same character with a different name is to not play the same character. Make something different, get your feet wet in different skills. Were you the “good guy” before? Maybe you should try to play the sneaky thief. The more diverse the better. If your first player character had a culture then your second one cannot. You are only allowed to play a culture once out of every five player characters. That means you need to legitimately get killed off five times before being allowed to play another culture and at least last through the respend period. That’s fifteen events for those of you keeping up with the math. This

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doesn’t mean you can’t play a player character from somewhere else and be just as suave and gung ho about the country as someone with the culture, but you will not be allowed the information packet or advantages of the culture. This also goes hand in hand with race: one out of two of your player characters must be of human, orc, or elven descent. Additionally, you can only play a non-human or non-orc race once, per race, out of every ten player characters past their trial period. In other words if you play a celestial kin and lose the character for some reason you cannot play another celestial kin until you have played at least ten more characters that must be played past there trial period (three events). For those doing the math that’s at least thirty events played in full.

Growing Beyond the Handbook

Within this handbook are the bounds and confines that players use to create a character. But, once a character is made and placed in the game world, they enter a new world of advancement. Though the handbook is a solid ground for growing your character and planning advancement by, there are many other options that might become available for characters in the game world. It should be noted that there is no level cap for the game system, so as long as you continue to play, your character will grow.

It goes without saying that one can make a great warrior, mage, or scientist with the rules provided, but there are some out there that push the threshold further than that. It is encouraged for a PC to follow their dreams and learn from others things that might not originally be available to them. In closing, do not be surprised if you meet someone that seems to be more attuned to their trade. Do not expect that everyone will be the same. Do not think that just because one hero begins down the path to become an amazing front line fighter that the next person that does the same will have any of the same special abilities or traits as the one previous. Every character is unique, and it is doubtful that after time immersed in the world that any two characters will be even close to being the same.

The only limits on growing your character are the ones you place on yourself; the options are there, you just have to find and obtain them…

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Magic & Technology

Introduction

Nothing is more awe inspiring then the presence of magic and the advent of technology. Though they are blaringly different and their in-game mechanics share little simile it is still fitting to place the two subject matters together in one place. One is dying off while the latter is just leaving its infancy, magic and technology. Both are very complex when looking at them from both an out-of-play game system aspect and an in-play metaphysical aspect. Neither is for the novice role-player or character, to say the least. In this chapter we will discuss the finer points of arcane magic along with presenting the list of the common general spell list, then we will look at the aspect of divine magic and what it means to be a devote priest and see examples of their general prayers. On the technological side of things we will spend a good amount of time going over firearms; if your character plan’s on wielding one of these new fangled inventions you should make yourself familiar with this section. The practicality of the weapon along with the engineering aspect will both be covered. Past that we will go into the inner workings of smithing, engineering, and chemistry in Xadune. We will be covering the step by steps of the production skills item creation system, and lastly we will touch on the evolving world of medical science and take a close up look at traps and locks, the adventure’s bane.

Arcane Magic

A Note about Magic in Xadune Magic is a dying art form. It is not extremely rare, but it is not something amazingly common either. Learning it can sometimes be difficult, and often it is not an easy route in life. The cost for components is steep, and ever becoming harder to find. We are not saying it is a path no one should bother to follow, but we are warning you now that it is not one that will be handed to you nor gained easily. Most suitable teachers are not quick to take on a pupil, and no one does the task for free. There are schools, talked about later, but they are difficult to pay for and even more difficult to get accepted to. And to add, the community tends to be very tight knit due to its size, so if you do something bad or dumb to someone, it should go without saying that any caster with a name for themselves will know about it in some form or another. Just remember these facts when determining if you want to be a caster of Arcane magic.

Magical Universities A few countries have at least one university still dedicated to learning magic. These specialized schools are often hidden from the outside world and are very expensive to attend. Most schools are 7 year programs, with each rank in magic taking about a year to learn. This is about the norm for learning magic in Xadune. Bear that in mind when pondering going down the path of learning magic. Just because you might be able to afford it XP-wise does not mean it will happen any quicker or easier.

Arcane Magic & You Arcane magic is fundamentally pretty straight forward in terms of how it works, from a game mechanics standpoint. Unless your character is a Born Sorcerer (special trait) you are required to have a teacher in-play to learn arcane magic. Your character must also be able to read magic as well as have a basic understanding of it. You use XP to buy levels of magic, and in essence to be able to cast higher levels. All mages do not have the ability to cast all spells in within the levels of magic that they know. At first a

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mage can only cast from the generalist spell list. Even so, he can only cast spells that are taught to him via a teacher and contained in the mage’s grimoire, a text containing the mage’s arts. There are three different stages to magic: the mage or low level casters, the magus which are the mid-level casters, and wizards which can do the high level stuff. In essence, you have seven levels of magic split into three power groupings: 1st-3rd level spells are considered low level, 4th & 5th are mid-level, and 6th & 7th are your high level magic. There are also very complicated spells and rituals which are your 8th & 9th level magic, but those are rarely seen. Most people can grasp and learn low level magic, but getting higher than that is a feat in its own. Unless one is a Born Sorcerer they cannot achieve higher then mid-level magic without direct aid of an institution, highly qualified teachers, or a similar greater aid. There are eight different types or schools of magic, but most all casters are general in nature and learn all these types. However, if a caster was ever able to gain the knowledge and schooling to become more specialized in a specific school they would gain access to a wealth of spells in said school that your mundane caster could not cast. But, this comes at the cost of never being able to cast spells from three of the opposing schools of magic to the selected school. Attempting to do so always results in failure. There is no exception. With that known, a caster can specialize in a school and be able to cast all magic he can find for that school, along with whatever spells in the generalist list that are not opposite of the specialized school. Once more, the caster can specialize again in another school (obviously not in a school already in opposition). Once the school is chosen, the school opposite of it and the two schools beside the new opposite, are unable to be learned or cast by said caster ever. This should leave the caster with two specialized schools to cast from along with one general school to cast from. However, no character can start off specializing in a school. One must first have earned at least 70XP since being able to cast their 1st level spell before they can specialize. A person gains spells by learning them in-play, and it’s not as simple as just having them in your grimoire, learning new spells takes time and each spell has a different learning time. So, a character can have a

spell in their grimoire, but no teacher to teach them to use it, thus they still cannot cast the spell initially. This also means that stealing a grimoire full of spells can get you nowhere fast when it comes to learning new spells. Assuming you have the correct level of magic, you have learned a spell which you have in your grimoire and said grimoire is on your person, and you have the free Skill Points to use said spell as well as any components or prededicated prep time the spell might require then you can then “cast the spell” reciting the incantation of the spell and the release of a spell packet towards the target.

Casting Arcane Magic Casting any spell costs Skill Points. A few skills, traits, and items (such as if the character is skilled to wield a wand) can aid or hinder the caster in the expenditure of Skill Points and components required for casting. As you can imagine, higher level spells cost more than lower level spells. A caster will be aware of the Skill cost to cast all their spells. Unless noted, all spells cost at minimum the number of Skill Points equal to their level. Once casting of a spell is started via the start of the incantation the skill Points are spent towards the spell, regardless if the incantation is finished or if the spell makes contact or not. Many spells necessitate a component to cast. Components are required aids in channeling the magic and are consumed by the magic upon casting of the spell. The component must be on the caster at the time of casting for the spell to work. Most components can be obtained for a price or found on a high adventure. High level spells often require more rare or expensive components. All components are of magical quality in nature, meaning that not just any sample of said component will do. Spells that do not require a component obviously do not need one to be preformed and can be cast more freely by the caster. As with Skill Points, once a spell is started the component is consumed. Spells that require prep times are often spells that are taxing to cast. Prep rituals can be done far prior to casting of the spell (but within the timeframe of the current game event weekend). Prep rituals require the caster to role-play a short ritual that channels the magic necessary to cast said spell. This is normally done in a private, quiet place. The caster cannot be

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disrupted from concentration during the prep ritual and must have their grimoire with the prepped spell open and be reading from it for the ritual to work. Most spells allow for multiple prep rituals to be performed and mages are able to cast a spell multiple times. Be aware some spells require the prep ritual to be performed directly prior to casting. Incantations, the words use in the casting of all spells, depend on your rank as a caster. The more adapt and higher level you are in your casting arts the more refined and short your easier spell incantations are. Low level casters have to work for their spells. Their incantations are long and drawn out. A low rank caster (only skilled in 3rd level or lower arcane) cannot have an incantation that is less than seven words long. The requirements for the incantation are the spell name along with the effect tagline placed in the incantation, unless it is a damage spell in which you follow up with the amount of damage after the incantation. Thus, a low level mage casting, say, Fumble, might have a incantation like this: “I command you to fumble your long sword” in which they would throw a packet and hope for contact. The incantation has the spell name and is evident enough to the opponent as to the effect. Most spells are pretty evident in their name as to what they do. While casting, the caster cannot take body or mental damage or the spell fails, and once the incantation is complete they have only a three seconds to throw the spell before the power dissipates. A different spell which deals damage such as Acid Dart might have a incantation like this: “I summon forth an acid dart to harm you; 10 Acid”. Because this spell is a damage spell, the caster must call the damage. This can be done as the caster throws the packet and not directly after the incantation. Higher level casters become faster and more adept at low level casting, so their incantations are shorter, though they must still use the spell name in the incantation and call the effect tagline. Common incantations for generalist spells are given wit their description, but the caster can use different incantations as long as they meet the outlined criteria. It should be noted that incantation must be said loud enough for the person closest to you to hear it clearly and understand what was said. Additionally the caster is responsible to make sure the target is also aware of

what the spell was that hit them (that is if it hits them) if they were unable to hear the incantation. Because the system is “cast on the go”, battle magic, or without prior memorization for most respects, all casters are required to have their grimoires on them in order to cast. Lastly, in respects to casting a spell is the release of the packet. All arcane spells show signs of magic during casting; this is represented by a spell packet (much like an alchemical packet but of any solid color except green). Though spell packets cannot be stolen, they can be seen in the game world and noted as some form of magical energy. The caster must have a hand empty of an in-play object save a packet before they start the incantation. Once the incantation is finished the caster has up to three seconds to throw the packet. All packet delivered spells will be considered a hit upon an opponent if it hits them in any way or form. The only exception to this are spells that deal physical damage, such as bulk damage elemental spells, which can possibly be blocked via a shield. Spells that miss their target are wasted spells and have no outcome. Spells that hit unintended targets, including the caster, still place their full effect upon the recipient. There are, however, conditions which could happen that will cause a spell to fail. Failed spells still require the expenditure of proper Skill Points and the consumption of the components if required but the target suffers no effects from the spell. Spells can fail because their incantations were inaudible or unclear. Blurted or mumbled incantations only result in loss of Skill Points and components. Packets throw before the incantation is finished or after the three second grace period are also considered failed spells. Additionally, if a caster ever takes damage to the body while reciting the incantation the spell fails.

Over Casting: Over Casting is when a player unintentionally casts a spell they should not have been able to cast. When this happens either due to lack of component or required Skill Points the player is issued an Over Casting warning. This warning stays on the player’s character card for a year. If a second case of Over Casting happens while issued a warning they player will permanently lose either four times as much spell levels worth of spells at the player’s choice or

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double the amount of spell levels worth of spells at Staff’s choice. Over Casting by casting a spell that the character does not possess automatically results in loss of spells as described above. Abusive Over Casting will result in additional punishments including suspension from game.

Grimoires In order to copy a grimoire or even read one, the character must first have the Read Magic skill. Next the character also needs the Scribing skill. The character also needs to be able to understand (i.e.: be able to cast) the spell to correctly copy it. Lastly, a special ink must be used when scribing a spell into a grimoire. This ink is normally provided by one’s teacher, but can be obtained through merchant contacts. A good question is, “Can someone just rip out the pages and sew them into a different grimoire”? The answer is yes, but the still must be able to Read Magic to make sure they get the right pages. Most PCs that wish to be mages will more than likely start as such, and should also be encouraged to talk with staff about their background so they can already have/had a teacher and a small grimoire and list of known spells.

Starting Spells Players with arcane magic skills get to begin the game with a starting grimoire. Players may begin with only spells in their grimoire that they are able to cast. If they can cast first level spells, then they can have any three first level generalist spells presented in this handbook in their beginning grimoire. Second level students can have two spells from that level in their grimoire as well. As a reminder, spells take up one side of a page per level, and can be written on the front and back sides of the page. So, if you have three first level spells and two second level spells in your tome, it will take a full three and a half (half a page being on side of paper) of paper in their grimoire. Starter grimoires can be provided to brand new players to the game but they need to be replaced by a personal grimoire within three events and the starter text returned to the game.

The Eight Different Schools of Arcane Magic

It is common knowledge to anyone versed in arcane arts that there are eight different schools that make up Arcane magic. Each school is thought to have a plethora of spells within them. As a generalist caster, as all arcane casters start off as, small amounts of spells from each school is easily channeled and can be performed by most. These spells make up what is known as the Generalist Spell List. But, in order to learn these more focused spells a caster must sacrifice being able to cast from the opposite schools. The spell tree on the next page shows all eight schools and how they oppose each other. In order to specialize in one school, the caster loses the ability to cast spells from the three opposing it.

So, a specialized Elementalist could never cast from the schools of necromancy, illusion, or warding. A stiff price to pay, but Elementalists are amongst the most powerful battle casters around. It should be noted that the Elementalist can still cast the spells from the general spell list in schools which he is not barred from. Each school has its own niche in the world. Here are the highlights of the schools and what the specialist casters are called.

Alteration (Transmuter): Magic that changes one thing to another or move them from one to another. Spells such as Disintegrate, Teleport, and a Polymorph

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spell belong to this school. Elemental (Elementalist): Magic that deals with one of the primary elements (fire, water, air, and water). Most of these spells manipulate a particular chosen element for either offensive or defensive purposes. Enchantment (Enchanter): This school specializes in your charms and item creation. It is known for its curses as well. Sigils (Poet)*: A school that deals in counter-magic. Its effects are the least focused of the schools, but the odd diversity makes it a powerful asset. These rare casters are known for their beauty and elegance in casting. Warding (Warder): The school of protections. It includes all the spells you need to make sure you never have to worry about anything again. Necromancy (Necromancer): Dealings with the flesh. Some people use it for evil, others for good; when dealing with the flesh, it can always go one way or the other. This is the only school of Arcane magic that can truly “heal” someone. Illusion (Illusionist): Your trickster magic. It’s been known to mimic other spells along with create ruses to confuse others. Divination (Diviner): These spells are used to gain knowledge and information. All of your scrying magic is here along with a few defenses.

*Sigils are the only spells that require writing and a rhyme scheme in the incantation to perform the spells. All poems require the sigil to be etched in the air while casting. Sigils are also the only form of magic where the caster can take damage during the casting of said spell and it not result in spell failure. As long as the caster is able to recite the poem the spell will take effect. If disrupted from reciting the poem, the caster has 3 seconds from stopping to continue on with the poem before the spell will be considered a failure.

To become a specialty mage, one must first find a teacher, school, or the like; only then can a character start to learn the particulars of the school.

The Laws of Magic There are three known universal laws of magic that exist on Xadune:

1) Magic cannot create something from nothing. It can move one thing from one place to another but can never fabricate something from thin air. Only three things cannot be “moved”: food, water, and air. In other words a mage cannot create or “move” food, water, or air from one place to another. A mage could transmute one thing to another, though it might not be the most enticing thing created.

2) Magic is incapable of causing or creating true love.

3) Magic cannot allow a living creature to fly or be altered correctly to allow flight on their own. In other words if the creature couldn’t fly to begin with, magic cannot change that.

The General Arcane Spell List

The general mage is where everyone starts. Below is the most common list of spells that mages learn. It has been known from time to time for a mage to learn a few spells not mentioned below, but, for the most part, only specialists can truly dive deeper into a school of magic and be able to cast the other spells.

Spell Descriptions All spells are presented in an easy to follow format. Below you will find the explanations for each heading. Note that not all headings pertain to every spell in which case the headings will be absent. Spell Name: This is the common name for the spell. Spell Level: This is the level of magic the caster must be of or higher in order to cast the spell. School: This is the school of magic that the spell originates from. The (G) indicates that the spell is of the general spell list. (S) is an indication of a specialist spell, of which you must be specialized in that school of magic to be able to cast said spell. Type: This is the type of effect that the spell delivers. People that can resist certain effect types cross reference this entry. Learn Time: This is the amount of time it will take a student to learn said spell. A caster can only learn up to three new spells at a time. Duration: This is how long the spell’s effects last. Some spells have multiple conditions of duration. In these cases the longest condition is the pressing

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matter unless one of the lesser conditions is made. For an example, repulse lasts for 10 minutes and as long as there is directed concentration; meaning the spell last for ten minutes but if directed concentration is broken then the spell duration ends. Time Limit: A set amount of time in which the effects last until such time has expired. This can be minutes, hours, in the length of an event (which would be ending when game-off is called), a number of events, or years. Instantaneous: The second the incantation is finished and the delivery method meet the spell is over as is the effect. Permanent: These effects are in place permanently. Adverse effects can typically be fixed by recasting of the spell, finding an alternative way to repair the effect, or the appropriate magic to dispel or destroy said magic. Directed Concentration: This duration is when the caster must specify their target by pointing them out with their hand, finger, or weapon. This specification must continue towards the target to maintain the effect. Indicated direction of who the spell is inflicted upon can only be broken for three seconds or less or the spell ends. The caster can still perform actions with the other hand and still perform effectively in combat (including enduring body damage). Concentration: Concentration is considered not being able to cast other spells or heavily engage is a different combat, but can still deliver killing blows, killing spells, and defend one's self while this spell is active. Line of Sight: Line of sight is where the caster can see the target. As long as the caster can view the target the spell is in effect. Delivery: Most spells are either touch based or packet delivered, but a few are by sight or just knowledge of a targets existence. Cast Only: Only the caster can take the effects of this spell. Touch: The target of this spell must be touched by the caster for the effect to be delivered. Packet: This delivery method is the iconic form of spell deliver which is done by throwing a spell packet at the target. Line of Sight: Line of sight delivery is when the target is visible by the caster, and indicated as the target.

Known Creature: This is any creature in which the caster is familiar with (i.e. has met). Ally: This is a designated person or persons that are assigned as allies before casting of a spell. When delivery in this fashion is done the caster must vocalize to his allies what effects they are taking. Range: Some spells have a limited range, this defines those characteristics. Set Distance: The most simplistic of ranges, it is a set distance normally in feet or miles. Area of Effect: This is an encompassing effect that typically has a set distance in which all creatures within that distance is affected. Line of Sight: Line of sight range is when the target is visible by the caster. Arm’s Reach: This is where the range is only what the caster can reach, by not over reaching or bending towards, with their physical arms. Same Plane: This is a range within the same plane or on the same planet as the caster. Extra-planar: This far reaching range can effect anywhere in the universe. Effect: This is the verbal effect that should be included somewhere in your incantation. Some creatures or PCs might have a trait that allows them to resist specific effects. Component: This is the required component for the spell. These items are not of mundane quality and are special in magical nature. All components are consumed upon casting a spell. Prep Time: This is the required amount of time needed to prep the spell for quick casting later in the day. Spells that require prep times that are directly prior to casting mean exactly that: the spell is pretty much a long spell to cast. Prep Rituals require the caster to role-play a short ritual that channels the magic necessary to cast said spell. This is normally done in a private, quiet place. The caster cannot be disrupted from concentration during the Prep Ritual and must have their spell book with the prepped spell open and be reading from it for the ritual to work. Special: Any special information that regards to the spell and casting of it such as increased Skill Costs, special OOP requirements for the spell, or special conditions of the spell.

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Common Incantation: These are incantations that are most common amongst Xadune’s casters.

Spell Explanation: Lastly is the explanation of the spell.

Low Level Magic Detect Magic Level 1 School: Divination (G) Type: General Learn Time: 1 day Duration: Instantaneous Delivery: Line of sight Range: Arm’s Reach Common Incantation: “With arcane knowledge I detect all magic before me.”

This spell allows the caster to detect magic within an area. Upon completion of this spell, the caster can sense a maximum number of items equal to Skill Points used and determine if they are magical or not. This is the only spell that all arcane casters can know, despite their specialty field of magic.

Flame Bolt Level 1 School: Elemental (G) Type: Physical, Fire Learn Time: 1 day Duration: Instantaneous Delivery: Packets x3 Effect: “5 Fire” Common Incantation: “With elemental furry I smite you with a flame bolt.”; “5 Flaming” x3

By means of this spell the caster creates three small fireballs (packets; preferably red), each dealing five points of flaming damage (5 Flaming). The magical fire does not start physical fires and all packets must be thrown within five seconds of casting.

Fumble Level 1 School: Enchantment (G) Type: General Learn Time: 1 day Duration: 5 seconds Delivery: Packet Effect: “Fumble” Common Incantation: “I command you to fumble your (insert item).”

By means of this spell, the caster causes the target to drop a designated item from their hand and inhibit it to from being picked it up by the original wielder for five seconds. The item to be effected must be specified in the incantation. “Fumble your ‘weapon’ or ‘item’” is not descriptive enough, where “fumble your ‘sword’” would be. Vials, orbs, and the like are not destroyed when dropped in this manner.

Light Level 1

School: Sigil (G) Type: Enchantment Learn Time: 1 day Duration: 12 hours Special: Actual light source required Common Incantation: “In humble effort to make things bright, I recite this spell to produce arcane light.”

This poem creates a magical light source that lasts for twelve hours. The sigil for this spell can vary from caster to caster, but the poem must always be a full couplet in length at minimum. The player must provide a small light source of their own for this spell and should be of an unidirectional source (i.e.: not a direct beam like a flashlight).

Repulse Level 1 School: Warding (G) Type: Mental, Enchant Learn Time: 1 day Duration: 10 minutes, Directed concentration Delivery: Packet Effect: “Repulse” Common Incantation: “I repulse this creature from me with arcane might.”

This spell inflects the repulse effect on the target. This spell does require the target to be pointed out during the duration of combat.

Acid Dart Level 2 School: Alteration (G) Type: Physical, Acid Learn Time: 2 days Duration: Instantaneous Delivery: Packet Effect: “10 Acid” Components: Leaf of Monkshood Common Incantation: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this spell the caster creates an acid attack (packet delivered; preferably green) that does ten points of acid damage to the target. If this spell hits and effects armor first, any remaining spill over damage is damage to the body of the target, rounded down (Example 1: Target has 58 armor and 10 body, is hit with acid dart: they lose all their armor, but suffer only 4 points of body damage (58 armor – 100 acid (remember acid damage does times 10 damage to armor) = 0 armor; 42 damage remaining -> 4 acid; 10 body – 4 acid = 6 body) (Example 2: Target has 5 armor and 10 body, is hit with acid dart: they lose all their armor, but suffer only 5 points of body damage (5 armor – 100 acid (remember acid damage does

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times 10 damage to armor) = 0 armor; 95 damage remaining -> 9 acid; 10 body – 9 acid = 1 body).

Bind Level 2 School: Enchantment (G) Type: Confining, Enchant Learn Time: 1 day Duration: 10 minutes, Slight concentration, Line of sight Delivery: Packet Effect: “Bind” Common Incantation: “With arcane might I bind your arms.”

With this spell, the target’s arms are magically bound to the sides of their body for ten minutes or until line of sight is broken. While the target’s arms are bound, they must hold their arms at their sides and are not able to attack or defend through these means. The bind spell can be broken by +1 strength or greater on a three count.

Destroy Weapon Level 2 School: Alteration (G) Type: General Learn Time: 2 days Duration: Instantaneous Delivery: Packet Effect: Destruction Common Incantation: “I destroy your (insert item) with arcane vengeance.”

By means of this spell the caster can destroy a weapon the target is holding - as long as it is destroyable. The object needs to be specified in the casting of the spell and can be no larger than a bastard sword. Shields cannot be destroyed via these means. Vials, orbs, and explosives can be destroyed in this way, but do not inflict their damage or effect on their wielder.

Holy Word Level 2 School: Sigil (G) Type: Physical, Holy Learn Time: 2 days Duration: Instantaneous Delivery: Packet Effect: “5 Holy” Common Incantation: “To expedite one’s own self penance, Let this holy word to be my vengeance.”; “5 Holy”

With this poem, the caster can cause five points of holy damage (5 Holy) to the target. This is a packet delivered effect whose poem must be at least a couplet in length. Sigils for this spell typically mimic a Power’s holy symbol.

Lightning Bolt Level 2

School: Elemental (G) Type: Physical, Electric Learn Time: 2 days Duration: Instantaneous Delivery: Packet Effect: “15 Lightning” Component: Small Copper Rod Common Incantation: “With elemental furry I smite you with a lightning bolt.”

This spell allows the caster to throw three lightning bolts (packets; preferably yellow or white) that deal fifteen points of lightning (15 Lightning) damage each. All three packets must be thrown within five seconds of casting.

Counter Spell Level 3 School: Sigil (G) Type: Enchantment Learn Time: 3 days Duration: 1 event Delivery: Caster only Retort: “Magical Reflect” Common Incantation: “Through the gloom of Twilight only time will tell, Drawing from a mighty arcane well, If I am granted defense with this counter spell.”

This poem is precast on the caster. Afterwards, the next offensive known spell to the caster that makes contact with the caster of low level stature is reflected back on the opponent. This spell lasts an event, until used, or until the character reaches dead status. The tagline for this spell is “Magical Reflect”, and onlookers can visibly see the spell reflect off the caster back at the attacking caster. The sigil for this spell is normally a shield, but can vary. The poem must be a tercet in length at minimum. If the shielded caster does not know the spell being offensively cast at him (meaning it is not in his grimoire or is but of higher level than the character’s ability to understand), he can not reflect it back. Attacks that are successful in this manner do not dispel the counter spell.

Detect Lesser Illusion Level 3 School: Divination (G) Type: General Learn Time: 2 days Duration: 10 minutes Delivery: Caster only Range: Line of sight Component: Pinch of Powdered Silver Common Incantation: “I drawn back the veil and detect all minor illusions.”

With this spell cast, the caster has the ability to see if something is a minor (level 3 or under) illusion or if it is real. The caster is no longer affected by the minor

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illusions via this spell, but other characters still are, regardless of warnings.

Fear Level 3 School: Illusion (G) Type: Mental, Enchant Learn Time: 2 days Duration: 1 minute Delivery: Packet Effect: “Fear” Common Incantation: “With arcane dread I command you to fear me.”

This useful spell causes the target to become afraid of the caster. Targets of this spell are ripped in fear of the caster. They are unable to attack, defend, or do much of anything else verses the attacker other than cry and pee their pants. It should be noted that targets are allowed to leave, flee, or run from the attacker which is the normal course of action. This effect is only shared between the attacker and target; it does not require the opponent to be effected in this way by anyone else in the combat situation.

Preserve Dying Level 3 School: Necromancy (G) Type: Metabolic, Enchant Learn Time: 2 days Duration: 1 event Delivery: Touch Common Incantation: “With respects to life I preserve the dying.”

This spell allows the caster to extend one target’s death count to double the normal death count. This spell can be cast on both the living and dead. This is a touch based spell and cannot be stacked multiple times. This spell lasts one event or until used (i.e.: as soon as the death count starts), whichever is first. If cast on a dead character, it does not restart the count, merely adds to it.

Sleep Level 3 School: Enchantment (G) Type: Metabolic, Enchant Learn Time: 2 days Duration: 10 minutes Delivery: Packet Effect: “Sleep” Common Incantation: “I weave this spell to put you to sleep.”

This minor enchantment causes the target to fall asleep (unconscious) for ten minutes. Thirty seconds of continual shaking will awaken the target from this deep slumber.

Mid Level Arcane Magic

Detoxify Level 4 School: Necromancy (G) Type: Metabolic Learn Time: 8 days Duration: Instantaneous Delivery: Touch Effect:”Detoxify” Component: Pinch of Powdered Monkshood Root Special: Casting costs 6 Skill Points Common Incantation: “I cleanse this vessel and detoxify it of poison”

Targets touched with this spell have the effects of Poison removed from a target. This does not remove the effects of alchemical poisons unless they cause the Poison effect.

Invisible Mail Level 4 School: Alteration (G) Type: Enchantment Learn Time: 2 weeks Duration: 1 event Delivery: Caster only Effect: 60 magical armor Component: Small Bar of Pure Iron Prep Time: 5 minutes directly prior to casting Common Incantation: “I form about me invisible mail forged by arcane might.”

This spell adds sixty points of magical armor to the caster. This spell does not stack with physical armor above the light category. This magical armor cannot be repaired and dissipates upon character reaching dead status. This spell can be dispelled or destroyed by any effect that would effect a 4th level or higher spell.

Minor Dispel Illusion Level 4 School: Illusion (G) Type: General Learn Time: 8 days Duration: Instantaneous Delivery: Line of sight Range: Line of sight Component: Drop of Mercury Special: Casting costs 6 Skill Points Common Incantation: “I rip the veil and dispel this illusion before me.” This spell can dispel one low level illusion (level 3 or lower), thus negating the effects of it and existence of it to all. The caster only needs to be in line of sight of said illusion and then specify it when casting.

Poison Level 4 School: Necromancy (G) Type: Metabolic Learn Time: 8 days Duration: 10 minutes Delivery: Packet Effect: “Poison” Component: Pinch of Powdered Monkshood Root

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Special: Casting costs 6 Skill Points Common Incantation: “I weave this spell to contaminate you with poison.”

Targets hit with this spell are inflicted with the Poison effect. This causes the target to feel very sickly as such they cannot run and deal only half their normal physical damage.

Veil Level 4 School: Illusion (G) Type: Enchantment Learn Time: 2 weeks Duration: 24 hours Delivery: Caster only Component: Pinch of Dust from the Twilight Prep Time: 15 minutes directly prior to casting Common Incantation: “I draw forth the veil to protect me from searching eyes.”

This spell prevents minor scrying (level 3 or lower) on the caster, and caster only, for a twenty-four hour period.

Circle of Element Level 5 School: Elemental (G) Type: General, Elemental Learn Time: 6 weeks Duration: 10 minutes Delivery: Packet Range: Area of effect up to 5 feet in radius Component: Pure Piece of the appropriate Element Prep Time: 3 seconds directly prior to casting Common Incantation: “I scribe about me a circle of (insert element) to protect me from harm.”

This spell creates an impenetrable globe of one of the four elements (caster’s choice) around the caster. When casting this spell, a circle with a maximum radius of five feet needs to be inscribed on the ground around the caster, the incantation uttered, and a spell packet thrown on the ground. The caster must then raise the circle in order to gain its protection. A globe of the appropriate element then encompasses the area. All forms of this spell are visible in effect, but semitransparent in nature and allow sound to easily transfer to and from. No normal magical spells or physical attacks can pass through the circle. This does not affect creatures in the Twilight in any way. The caster has the ability to lower and raise the circles on the fly. Representation of a raised circle is the caster’s hand or weapon raised in the air. The caster is also required to announce “Circle of ____ Up” or “Circle Down” when doing the appropriate action. While the

circle is down, it is as if the spell is not in effect; only when it is up or raised will it provide any type of protection. Living creatures can stand on the circle line while it is down which will not allow the circle to be raised until they move, but inanimate objects or creatures will be flung off the circle (inanimate player’s choice as to direction) if they are standing on the cusp when it is raised. The spell ends when the caster dies, is incapacitated, leaves the spell area, or ten minutes is up; whichever comes first. This spell requires a three second Prep Ritual done directly before casting of this spell which involves etching the circle of effect. This spell can be disrupted by an appropriate anti-elemental spell or dispelled or destroyed by the appropriate magic of 5th level or higher.

Confine Level 5 School: Enchantment (G) Type: Confining, Enchant Learn Time: 4 weeks Duration: 10 minutes Delivery: Packet Effect: “Confine” Component: Piece of Gripvine Special: Casting costs 8 Skill Points Common Incantation: “I command you to be confined and rendered inert.”

This spell completely magically binds the target (even flying creatures), essentially paralyzing their body and pinning them to the ground, making them unable to move. People held by this spell are still very aware of their surroundings and what is happening. They can still hear and see everything. The caster has the ability to release the target from the spell at will as well as move them around as if they were not pinned to the ground.

Death Ward Level 5 School: Warding (G) Type: General Learn Time: 6 weeks Duration: 1 event Delivery: Touch Retort: “Spell Shield” Component: Pinch of Graveyard Dust Prep Time: 10 minutes Common Incantation: “With ancient forces I form about you a death ward.”

With this spell the caster can prevent one death spell from affecting the target. This spell can only be touch delivered and lasts for one event or until used, whichever comes first. This spell does not stop a killing

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blow from taking effect, death from bleeding out, death from toxins, or effects that instantly kill the target forcing them into the Twilight. When this spell takes effect, the person is dropped down to 1 body and must respond with “Spell Shield” to represent the magical forces that visually absorb the attack.

Degenerate Limb Level 5 School: Necromancy (G) Type: Metabolic Learn Time: 4 weeks Duration: Permanent Delivery: Packet Effect: “Degenerate” Component: Drop of Pure or Vile Water Prep Time: 5 minutes Common Incantation: “I call upon ancient forces to degenerate your (insert limb).”

This spell causes the target’s limb to be shriveled and become useless. The limb must be specified (left leg, right arm, left wing, etc.) in the incantation of this spell. This effect is permanent until fixed until such time the target cannot use the limb in question for any reason.

Regenerate Limb Level 5 School: Necromancy (G) Type: Metabolic Learn Time: 4 weeks Duration: Instantaneous Delivery: Touch Component: Drop of Pure or Vile Water Prep Time: 5 minutes Common Incantation: “I weave this spell to regenerate your lost (insert limb).”

Through this spell the caster has the ability to restore a limb to working order regardless as to why it was not working. The limb need not be present for this spell to take effect.

Spell Shield Level 5 School: Warding (G) Type: Enchantment Learn Time: 4 weeks Duration: 1 event Delivery: Caster only Retort: “Spell Shield” Component: Quill from a Catadillo Prep Time: 5 minutes Common Incantation: “With arcane force I form a spell shield about me.”

Casting of this spell prevents the next mid-level spell (5th Level) or lower from taking effect on the caster. This shield lasts for an event, until used, or until the character reaches dead status, and can only be cast on

the caster. The tagline for the effect is “Spell Shield” and has a visual effect of the spell being absorbed by a magical barrier around the character. The player has three seconds from the time of spell impact to announce they have a spell shield to the spell.

High Level Arcane Magic Contact Other Level 6 School: Divination (G) Type: General Learn Time: 9 weeks Duration: Permanent Delivery: Known creature Range: Same plane Component: Piece of Parchment Prep Time: As long as it takes to write the letter Common Incantation: “With ancient forces reach across the world to contact another.”

By means of this spell, the caster is able to send a short message (one hundred words or less) to anyone the caster is familiar with (i.e.: met in their life). As long as the target is on the same plane of existence, they will receive the message. The length of time to receive a message is equal to the time it takes for the caster to get the message to the recipient on an out-of-play level.

Death Armor Level 6 School: Necromancy (G) Type: General Learn Time: 9 weeks Duration: 1 event Delivery: Caster only Retort: “Death armor” Component: Dust from a Royal Corpse Prep Time: 10 minutes Common Incantation: “With ancient forces a weave about me a death armor to save my life.”

Casting of this spell upon the caster allows a onetime return from “dead status”. Once the caster hits “dead status” they are instantly brought back to 2 body. There is no visible or notable effect of this spell but the caster is required to announce “Death Armor” when it takes effect. This is an out-of-play announcement that is a courtesy to other players. This spell lasts for one event, until used, or upon death of the caster, whichever comes first. This spell only works only for “dead status” and not “slain dead status”, “maimed dead status”, or the like.

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Dispel Enchantment Level 6 School: Warding (G) Type: General Learn Time: 2 months Duration: Instantaneous Delivery: Packet Effect: “Dispel” Component: Drop of Powdered Glass Prep Time: 5 minutes Special: Casting costs 8 Skill Points Common Incantation: “With ancient might I dispel all enchantments before me.”

This spell dispels all enchantments of level 6 or lower on the target. This is a spell and it only affects spells of the enchantment type.

Ice Storm Level 6 School: Elemental (G) Type: Physical, Ice Learn Time: 5 weeks Duration: Instantaneous Delivery: Packet Effect: “35 Ice” Component: A Perfect Snowflake Prep Time: 5 minutes Common Incantation: “With elemental might a strike you with an ice storm.”; “35 Ice” x3

By means of this spell the caster can create three ice attacks (packets; preferably blue), each dealing thirty-five points of ice damage (35 Ice). The attacks must be thrown within five seconds of casting.

Minor Curse Level 6 School: Enchantment (G) Type: Enchantment Learn Time: 6 weeks Duration: Permanent Delivery: Packet Effect: “Minor curse” Component: Earth from a Gypsy’s Campground Prep Time: 1 minute directly prior to casting Special: Casting costs 8 Skill Points Common Incantation: “I draw up ancient arcane magic to inflect you with a minor curse.”

The target of this spell suffers a horrible fate. Their max body, Skill, and damage (all forms of dealing damage) is cut in half (fractions rounded down) until this spell is removed. The original caster of this spell can remove this spell by recasting the spell on the target. Any particular target can only suffer from one minor curse spell at a time (meaning they do not compound).

Disintegrate Level 7 School: Alteration (G) Type: General Learn Time: 6 months Duration: Instantaneous

Delivery: Packet Effect: “Disintegration” Components: Ion Stone & a Lodestone Prep Time: 15 minutes Special: Casting costs 15 Skill Points Common Incantation: “With arcane might I disintegrate that which is before me.”

This spell instantly vaporizes the target and all their belongings (that are destroyable). The soul is immediately taken to the Twilight (no dead status) leaving behind only a fine gray pile of dust.

Life Level 7 School: Sigil (G) Type: Metabolic Learn Time: 4 months Duration: Instantaneous Delivery: Touch Effect: “Life” Component: Dust from a Disintegration Special: Casting costs 10 Skill Points Common Incantation: “Spoken when returning thanks to the Powers, Who had delivered them from long walk. They shall rise back and praise the flowers, Of which have no time for talk.

Fearing no spite from which they might receive, Their sharp tears still warm upon cold cheeks. Awaken and resolve your vengeance, And I shall give back life upon thee.”

A counter poem to one’s death; with the scribing of this poem, the target is returned to life and placed at one body. This is a touch based spell. The sigil for this poem normally relates to life in some form or fashion. The poem for this spell must be a double quatrain in length at minimum and be pertaining to giving life.

Nightmare Level 7 School: Illusion (G) Type: Enchantment Learn Time: 3 months Duration: Permanent Delivery: Touch Effect: “Nightmare” Component: Fetus of a First Unborn Child Prep Time: 10 minutes directly prior to casting Special: Casting costs 15 Skill Points Common Incantation: “Through the veil I weave a nightmare to consume your soul.”

This spell causes the target to be inflicted with horrible nightmares every night, slowly degrading their health. Each night that they suffer through this spell, their max health is halved until it reaches a

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minimum of one body. After which, their Skill max begins to deplete at the same rate until it reaches a minimum of one skill. Following which, all damage they deal, by any means, is then depleted in the same manner until they reach a minimum of one. Once their body maximum, Skill maximum, and damage maximum are at a minimum of one they drop to dead status every time they go to sleep. This spell continues until removed. This spell is a touch delivered spell. The original caster of this spell can remove this spell by recasting the spell on the target. Any particular target can only suffer from one nightmare spell at a time (meaning they do not compound).

Screen Level 7 School: Divination (G) Type: Enchantment Learn Time: 5 months Duration: 1 event Delivery: Packet Range: 1 room Component: Piece of the Twilight Prep Time: 30 minutes directly prior to casting Special: Casting costs 10 Skill Points Common Incantation: “With ancient arcane forces a weave together a screen to hide all within.”

By means of this spell, the caster can envelop a single room in a building with a magical barrier that does not allow any scrying or divination magic to penetrate it. This spell affects both spells trying to penetrate in and going out of the area. This effect lasts for one event or until dispelled. This spell’s effects needs to be noted on the cabin notes of said building.

Divine Magic & the Powers

Before we go into the aspects and inner workings of divine magic, be forewarned that priests are both a restricted and a capable route for character professions. Please start talking to Staff if you would like to start with this route for your character and do not assume that you will be able too. Of all the things in the handbook, the closest you will get to a standard specialization is this: religion. Divine magic is granted from one of the powers, normally to one who is a devout and faithful follower of said power. The first step towards this is to become versed in a chosen religion. This requires the purchasing of the religion skill. Then generally a character will become a follower in two ways: either start the game

as so with the skills, or develop into one. Either way, you need the XP to purchase the first rank of the divine magic skill. Those who start the game as so will be given the benefit of the doubt that they were a faithful follower; once in the game world, though, it is up to the player to continue to show this. Players that decide to follow the path after they have already played for a time have a slightly harder path ahead of them. For starters it’s considered a specialization, meaning a character must be of at least 70xp before they can start down a divine path. Initially the character must learn a religion of their choosing, and then they must prove they are faithful to that power. Once they have proven this faithfulness they will be allowed to purchase the first level of divine magic. This is typically thought of as divine intervention and the character will get a feeling that their authenticity is allowing them to move towards a higher cause. The last thing a character needs to be able to cast divine magic is a holy symbol of the appropriate power. Of most of the things in the game, the path of a religious follower might be considered the hardest to maintain. Unlike all the other skills that do not require constant role-play to keep, followers of a religion that receive divine magic must constantly be following their path. One stray action could spell loss of the divine gift. Much of this depends on the power and the relationship with the character. This is to be determined once the character starts to be played. One can say all day long in their history that they are devout, but what really matters is how much they put into it in-play. Unlike all other skill, the ability to use divine magic can be taken away at a whim. Each religion has a different path, and different views on how things should be done. Because of this, each power has different requirements for their followers. Some do not like violence, others endorse and encourage it. Most have some type of stipulation on what weapons or armor can be used. And the particularly mean ones require constant sacrifice to prove faith, while a few just want to be checked in on from time to time. Once a character has received the blessing of a power, they can start to partake in their magical gifts. Like arcane magic, each level of divine magic needs to be purchased via XP. But, unlike the arcane mage, a priest can gain these levels without a teacher. Instead

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they are granted or allowed by the power. A character might have the XP to purchase a rank of divine magic for a few months, but be forced to wait until the power decides it is time to advance. Normally this is nothing big and often just as simple as a request for advancement or a sign of faith to their power on the character’s behalf. However, rapid advancement is normally not common. If you are devoting all your XP to raise in power in the divine arts it might become frustrating to learn that it is not given out as fast as you can earn the XP. Spell acquisition is also another thing that is different from arcane magic. The faithful normally have a prayer book. In such a book lays the normal arrangement of prayers a priest might call upon. Spells are normally given to the character by the power upon rank advancement. So, in essence, there is no need to find or acquire new spells. All one needs to do is ask. However, the spells are not memorized or noted like arcane spells but are instead granted by the power. Sometimes the character is not granted what spells they ask for, be it for whatever reason; and other times they are given spells to cast for reasons only the powers know. Each power has their own set of unique spells, but all priests share the same general pool of spells as well. All powers have many editions of these lists, but it’s safe to say that some spells from one religion will be the same as another. It’s the truly unique to the power spells that set them apart. Aside from spells, persistent followers are also known to be granted special abilities for their faithfulness. These abilities are considered natural abilities and can be granted and taken away as the powers wish. Normally the more faithful have more luck in these. Spell casting is similar to arcane magic. The character conducts a prayer (incantation) and then the spell is cast. Unlike arcane magic, the priest does not have the ability to have shorter prayers as they advance. All incantations need to be discussed and approved with Staff before being used. Most players will have three or four basic prayers which they will use each time for different spells. Priests also have the option of attempting to pray for a spell that they do not know or an effect which they are unable to perform, for one reason or another.

These prayers are normally a long request for assistance on the power’s behalf. These unorthodox requests are not taken lightly, and are not good to do constantly. When these situations occur, it is asked that Staff be made aware as quickly as possible that a prayer request has started. Most all priests are adept in the general spells of blessing others and granting light protections. A good deal are also well known for their abilities to heal. In fact, almost all priests save a few are able to heal others in need. The most well known ability a priest has is to bring a spirit back from the Twilight. Some of the most powerful can do this even on the battlefield. Speaking of the battlefield, many are also versed with a few holy spells capable of harming most foes. Another category that most priests are good at is the art of divination. And lastly, all of the faithful are capable of creation of some sort or another on behalf of their power; an art that arcane magic has of yet been unable to reproduce. Players wishing to take the path of Divine magic are always in the path of a very heavy role-play experience. It is not recommended for the light of heart that does not like having to do what is described above. Those that fall from the path are normally not taken lightly in the eyes of their once loved power. Switching religions is rare, but can happen. In doing so, the character normally loses a good deal (half XP that was spent in the original faith) of their advancement in their previous religion, but are still capable of putting some of their skill to use in the new power. Those that just completely lose their faith are left normally powerless and are forced to start anew. Those players still have their XP on the books spent toward the divine arts, but they do nothing for the character. Playing a priest can be one of the most difficult things to role-play in the game. Showing your faith and devoutness is a necessity for a priest to keep their powers and granted spells. For some players this might prove both awkward and difficult and that is why it is a restricted profession and requires long discussions with Staff before being allowed to play one. On a closing note, any and all characters can make prayers to a power. Being faithful and proven will not guarantee you the granting of spells and abilities, but

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just because you are not their priest does not mean that they do not look down on you. Powers have been known to grant warriors intense bravery before a war, and sometimes even answer the prayers of the dying.

The General Divine Prayer List

To follow is a small collection of a few of the most generalized prayers that priests might have access to. This is to merely serve as an example and not be considered any type of hard fact as the reality of what prayers a priest might receive are based on the character, the needs and want of the power, and the conditions of the game at the time.

Prayer Descriptions All prayers are presented in an easy to follow format just like with arcane spell. Further explanations for new headings or expanded up definition when pertaining to priests are also covered. Note that not all headings pertain to every spell in which case the headings will be absent. Understand that most divine spells with effects that deal in hard numbers typically vary in power depending on the deity and the character. For this reason these figures are represented by “X”, where “X” is a changing variable depending on the granted spell. It should be noted that unlike arcane spells, divine spells cost, on average, 2 skill points per level. Some prayers might cost more and these will be noted in the description.

Prayer Name: This is the common name for the prayer or ritual. Spell Level: This is the range of levels that the priest might have to have in order to cast the prayer. Type: This is the type of effect that the spell delivers. People that can resist certain effect types cross reference this entry. Learn Time: This is the amount of time it will take a student to learn said spell. A caster can only learn up to three new spells at a time. Duration: This is the same as it was with arcane spells. Delivery: This heading is absent from the descriptions because each spell could have different requirements depending on the character and power in question.

What one priest might be able to deliver as a packet might on be deliverable via touch for another. Range: This category is unchanged from its arcane counterpart. Effect: This serves the same purpose as it did in the arcane spell list. Component: Typically no divine prayers require any components except they all require the priest have their holy symbol on them and visible. Prep Time: Some prayers require a longer role-play to take effect. Unlike arcane spells that could require a prep time hours before casting, all prep times noted are directly prior to casting for divine prayers. Special: Any special information that regards to the prayer and casting of it such as increased Skill Costs, special OOP requirements for the spell, or special conditions of the prayer. Common Prayer: These are pray’s that are most common amongst Xadune’s priest. Note that a blank typically represent’s the power’s name that the priest is faithful too. Prayer Explanation: Lastly is the explanation of the prayer. Aid Level: 1; 2; or 3 Type: Healing, Protection, Divine Duration: 1 event Effect: “Repair X armor, cure X body” Prep Time: X seconds Common Prayer: “I ask that you bless this soul with ____’s might.”

This prayer repairs the target’s armor up to X points along with curing X body. Target can only have one aid placed upon them every 10 minutes.

Atonement Level: 4; or 5 Type: Healing, Divine Duration: Instantaneous Effect: “Atone” Prep Time: X minutes Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest removes all harmful or unwanted effects placed on the target. This spell is subject to the powers control; meaning that if they deem the target unworthy to have certain effects

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removed the powers will not allow it to be removed. More so, if the effects on a target are of a divine nature these effects might not be removed due to political ties amongst the powers.

Bless Level: 1 or 2 Type: Protection, Divine Duration: 1 event Effect: “+X magical armor” Common Prayer: “I ask that you bless this soul with ____’s might.”

This prayer grants the target +10 points of magical armor. Targets can only have one bless upon them self at a time. Even if only one point of magical Bless armor remains the new Bless will be null and void.

Bring Back the Dead Level: 1; 2; 3; or 4 Type: Healing, Divine Duration: Instantaneous Effect: “Resurrect” Prep Time: 5 minutes Special: 5 skill points Common Prayer: “I ask that you bless this soul with ____’s might.”

This complex prayer reforms a spirit’s physical form, at base body, and places the spirit in it. Though the priest can attempt this at any location, most prefer to do so in a Holy Area so they can monitor what sprits are around along with gaining a slight amount of protection. This is no simple feat, and can always be vetoed at will by the granting power. Priests are encouraged to remind the newly formed individual that they were just given a second chance by their power, and that also means that you (the Priest that preformed the ritual) spoke or acted in their behalf. It is in short a miracle, and they should be beyond gracious towards you and your power. The ritual itself is nothing short of astonishing in the reforming of a body from base elements, seemingly, out of thin air. On the dead soul’s part people have reported it as feeling like a euphoric state to the most painful experience they have ever felt. The target’s body begins forming at 2 minutes, fully formed at 4 minutes, and the soul enters the body at the last second of the ritual. Interruption or failure to finish the ritual results in the expenditure of skill and the body vaporizing into nothing.

Cause Blindness or Deafness Level: 1; 2; or 3 Type: Harming, Divine Duration: 1 event Effect: “Cause blindness” or “Cause deafness” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest inflicts the target with a magical effect of blindness or deafness.

Cause Critical Wounds Level: 4 or 5 Type: Harming, Divine Duration: Instantaneous Effect: “Cause X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can causes wounds upon the target resulting in X body worth of damage (more than cause serious).

Cause Disease Level: 1; 2; or 3 Type: Metabolic, Divine Duration: 1 event Effect: “Disease” Prep Time: X seconds Special: X skill points Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest inflicts the target with one none magical disease. Upon contact the target calls only half their normal damage. After one minute of being affected, the target cannot exert any extra energy outside of defending their self or walking slowly.

Cause Light Wounds Level: 1 or 2 Type: Harming, Divine Duration: Instantaneous Effect: “Cause X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can causes wounds upon the target resulting in X body worth of damage.

Cause Moderate Wounds Level: 2 or 3 Type: Harming, Divine

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Duration: Instantaneous Effect: “Cause X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can causes wounds upon the target resulting in X body worth of damage (more than cause light).

Cause Poison Level: 2; 3; or 4 Type: Metabolic, Divine Duration: Instantaneous Effect: “Poison” Special: X skill points Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest inflicts the target with the Poison effect. This causes the target to feel very sickly as such they cannot run and deal only half their normal physical damage.

Cause Serious Wounds Level: 3 or 4 Type: Harming, Divine Duration: Instantaneous Effect: “Cause X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can causes wounds upon the target resulting in X body worth of damage (more than cause moderate).

Commune Level: 3; 4; or 5 Type: General, Divine Duration: Instantaneous Prep Time: 5 minutes Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows contact with patron power to allow one yes or no question to be asked by the priest. This prayer does not require a direct or immediate response or a response at all. Furthermore, though the question must be of a direct “yes” or “no” question the response does not have to be a “yes” or “no” answer. Furthermore this prayer is known to directly contact the patron power, abusing it, over using it, or frivolous use of it is a understood bad thing.

Create Holy Area Level: 1 Type: Protection, Divine Duration: 1 event Range: Area of effect up to 5 feet in radius Prep Time: 5 minutes Common Prayer: “With arcane might I bind your arms.”

This ritual creates a 10 foot diameter area that allows faint images of creatures from the twilight to be seen. These images are indistinguishable from one another, but host priests (i.e.: the caster) can determine who the spirit is if they are familiar with the life-force (i.e.: they know the person by name). No form of communication can be delivered from the blob-like form or to it. Additionally minor undead cannot enter the area without succumbing to major harm. A priest can only have one Holy Area up at a time.

Create Holy Circle Level: 2; 3; 4; or 5 Type: Protection, Divine Duration: 10 minutes Delivery: Packet Range: Area of effect up to X feet in radius Prep Time: 3 seconds directly prior to casting Common Prayer: “I scribe about me a circle of (insert element) to protect me from harm.”

This spell creates an impenetrable globe of one of divine force around the priest. When casting this prayer, a circle with a maximum radius of X feet needs to be inscribed on the ground around the priest, the prayer uttered, and a spell packet thrown on the ground. The priest must then raise the circle in order to gain its protection. A globe of translucent faint shimmering light covers the area. No normal magical spells or physical attacks can pass through the circle. This does stop creatures in the Twilight in from crossing the circle when raised. The priest has the ability to lower and raise the circles on the fly. Representation of a raised circle is the priest’s hand or weapon raised in the air. The priest is also required to announce “Circle of ____ Up” or “Circle Down” when doing the appropriate action. While the circle is down, it is as if the spell is not in effect; only when it is up or raised will it provide any type of protection. Living creatures can stand on the circle line while it is down

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which will not allow the circle to be raised until they move, but inanimate objects or creatures will be flung off the circle (inanimate player’s choice as to direction) if they are standing on the cusp when it is raised. The spell ends when the priest dies, is incapacitated, leaves the spell area, or ten minutes is up; whichever comes first. This prayer requires a three second prep ritual done directly before casting of this prayer which involves etching the circle of effect. This prayer can be disrupted by an appropriate anti-divine prayer or dispelled or destroyed by the appropriate arcane magic.

Cure Blindness or Deafness Level: 1; 2; or 3 Type: Healing, Divine Duration: Instantaneous Effect: “Cure blindness” or “Cure deafness” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the target of one none magical effect of blindness or deafness.

Cure Critical Wounds Level: 4 or 5 Type: Healing, Divine Duration: Instantaneous Effect: “Cure X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the wounds of the target restoring X body (more than cure serious).

Cure Disease Level: 1; 2; or 3 Type: Healing, Divine Duration: Instantaneous Effect: “Cure disease” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the target of one none magical disease.

Cure Light Wounds Level: 1 or 2 Type: Healing, Divine Duration: Instantaneous Effect: “Cure X body”

Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the wounds of the target restoring X body.

Cure Moderate Wounds Level: 2 or 3 Type: Healing, Divine Duration: Instantaneous Effect: “Cure X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the wounds of the target restoring X body (more than cure light).

Cure Poison Level: 2; 3; or 4 Type: Healing, Divine Duration: Instantaneous Effect: “Cure poison” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the target of one none magical poison.

Cure Serious Wounds Level: 3 or 4 Type: Healing, Divine Duration: Instantaneous Effect: “Cure X body” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest cures the wounds of the target restoring X body (more than cure moderate).

Death Level: 2; 3; 4; or 5 Type: Harming, Divine Duration: Instantaneous Effect: “Death” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest drops the target straight to dead status.

Degenerate Limb Level: 3; 4; or 5 Type: Metabolic, Divine Duration: Permanent Effect: “Degenerate”

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Prep Time: X seconds Common Prayer: “I call upon ancient forces to degenerate your (insert limb).”

This prayer causes the target’s limb to be shriveled and become useless. The limb must be specified (left leg, right arm, left wing, etc.) in the prayers. This effect is permanent until fixed until such time the target cannot use the limb in question for any reason.

Destroy Undead Level: 2; 3; or 4 Type: Harming, Holy, Divine Duration: Instantaneous Effect: “Destroy undead” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

This prayer only affects undead creatures. To lesser undead it deals 100 points of direct damage which if it kills the undead it will utterly destroy them, reducing them into nothing, unless protected. More powerful undead take less damage when affected and if reduced to or past zero are not destroyed.

Detect Disease Level: 1 or 2 Type: General, Divine Duration: Instantaneous Range: X foot radius Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows the priest to detect disease within an area. Upon completion of this prayer, the priest can sense disease on or in a person or things and determine if they are magical or not.

Detect Life Level: 1 or 2 Type: General, Divine Duration: Instantaneous Range: X foot radius Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows the priest to detect life within an area. Upon completion of this prayer, the caster can sense and know the location of anyone that is not at dead status or undead regardless of concealment or stealth.

Detect Magic Level: 1 Type: General, Divine

Duration: Instantaneous Delivery: Line of sight Range: Arm’s Reach Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows the priest to detect magic within an area. Upon completion of this prayer, the caster can sense a maximum number of items equal to Skill Points used and determine if they are magical or not.

Detect Poison Level: 1 or 2 Type: General, Divine Duration: Instantaneous Range: X foot radius Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows the priest to detect poison within an area. Upon completion of this prayer, the priest can sense poison on or in a person or things and determine if they are magical or not in nature. Detect Spirit Level: 1; 2; or 3 Type: General, Divine Duration: X minutes Prep Time: X seconds Common Prayer: “With arcane knowledge I detect all magic before me.”

With this prayer the priest can detect and see spirits (not creatures in the Twilight) for X minutes. These forms appear as a blurred aberration and any attempt at understanding communication with the form is unsuccessful. It should be noted that just because the priest can see spirits in the Twilight it does not allow the spirits to see into the mortal realm. If a priest is intimate with a spirit (i.e.: has resurrected it before) then they are able to identify it, but nothing more.

Detect Undead Level: 1; 2; or 3 Type: General, Divine Duration: Instantaneous Range: X foot radius Common Prayer: “With arcane knowledge I detect all magic before me.”

This prayer allows the priest to undead within an area regardless of their state on phase. Upon completion of this prayer, the caster can sense all undead in range, know their location within the area

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of effect, and determine if they are lesser, greater, or true in nature.

Holy Level: 2 or 3 Type: Harming, Divine, Physical Duration: Instantaneous Effect: “X holy” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can is able to produce X holy damage in physical form, harming anyone that it hits.

Life Level: 2; 3; 4; or 5 Type: Healing, Divine Duration: Instantaneous Effect: “Life” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest brings the target back to life (from Dead Status) with 1 body. Note: Starting this prayer, if not instantaneous, does not stop the Death Count.

Light Level: 1 Type: Divine Duration: 12 hours Special: Actual light source required Common Prayer: “In humble effort to make things bright, I recite this spell to produce arcane light.”

This prayer creates a magical light source that lasts for twelve hours. The player must provide a small light source of their own for this spell and should be of an unidirectional source (i.e.: not a direct beam like a flashlight).

Obliterate Undead Level: 3; 4; or 5 Type: Harming, Holy, Divine Duration: Instantaneous Effect: “Obliterate undead” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

This prayer only affects undead creatures. To lesser undead it kills them instantly, regardless of protections, and utterly destroy them reducing them

into nothing. More powerful undead take a large amount of bulk damage when affected and if reduced to or past zero are utterly destroyed.

Purify Food & Water Level: 1; 2; or 3 Type: Divine Duration: Instantaneous Range: X foot radius Common Prayer: “I ask that you bless this soul with ____’s might.”

This prayer renders all food and water safe for consumption, removing any poisoning or disease like effects, be it magical or mundane in nature.

Regenerate Limb Level: 2; 3; 4; or 5 Type: Healing, Divine Duration: Instantaneous Effect: “Regenerate ____” Prep Time: X seconds Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can restore back to fully functional condition any single limb on the target.

Remove Minor Curse Level: 2; 3; or 4 Type: Healing, Divine Duration: Instantaneous Effect: “Remove minor curse” Common Prayer: “I summon forth an acid dart to harm you.”; “10 Acid”

By means of this prayer the priest can remove a single minor curse affecting a character.

Slow Poison Level: 1; 2; or 3 Type: Healing, Divine Duration: 10 minutes Effect: “slow poison” Common Prayer: “I ask that you bless this soul with ____’s might.”

This prayer grants slows the effects of any toxin, thus either doubling a dying count or haling a 10 minute effect count time. This does not cure or remove the effects of the poison, only delay it. It does however give comfort to those affected by nausea or pain caused by the poison, though the negative effects remain.

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Snare Level: 2 or 3 Type: Confining, Divine Duration: 10 minutes, Line of sight Delivery: Packet Effect: “Snare” Common Prayer: “With arcane might I bind your arms.”

With this prayer, the target’s left leg is magically bound to the ground for ten minutes or until line of sight is broken. While under this effect, they cannot move from the spot but can still attack & defend normally. The target can break from this effect with +3 strength or greater on a three count.

Speak with Dead Level: 2 or 3 Type: General, Divine Duration: X minutes Prep Time: X seconds Common Prayer: “With arcane knowledge I detect all magic before me.”

With this prayer the priest attempts to speak with a member of the dead (the corpse is required) or a creature/spirit in the base Twilight (Priest needs to be aware of creature’s/spirit’s presence) for X minutes. This ritual does not require the target to respond, answer truthfully, or acknowledge the priest’s presence but it does allow open and cogent communication regardless of audio communication abilities.

Firearms

The first thing technological achievement we will discuss is the most intricate, firearms; the slow turning cog of innovation that will change the face of warfare. To follow we will go over the use, definition, and practicalities of firearms. Then we will go into the difficulties of engineering firearms and look at the economies of them.

Using Firearms Firearms, in terms of game mechanics, are overly complicated in some aspects so to represent their utility and somewhat overpowering nature in the game world. Unlike all other weapons available for characters to use in Xadune, firearms require an ability to be able to properly operate and maintain. Without

the firearms ability a character is only allowed to point and pull the trigger on a firearm; nothing else. Let’s look over a few points and suggestions before you decide if a firearm is the type of weapon you want with you in combat. Firearms are more than just a point and click affair. Thankfully the allowable out-of-play representations for firearms tend to be as reliable as their real world counterparts were. These factors must be taken into account when using them. As such firearms are treated differently than any other weapon.

Firearm Types At Xadune firearms are represented by fully functional combat safe foam projectile launching representation of firearms. They must fit the criteria of the firearm you are using. As such all firearms have a limited capacity in their abilities to fire ammunition. Most firearms are still single shot weapons, requiring them to be reloaded after every use, but repeaters are becoming more common, though prone to misfires.

Real Life Limitations & Firearms Allowed: At Xadune, the following manufactured toy firearms will be allowed without question:

Small Arms: The NERF® Maverick, Element, Reflex, Spectre, Nite Finder, Sidestrike, Jolt, & Scout, the BuzzBee® Mustang 6 Shooter & Pirate Pistol

Carbine: NERF® Crossfire Bow, Firefly, the BuzzBee® Hawk, and Hunter

Long Arm: BuzzBee® Rapid Fire Western Blaster, Predator, and Range Master

Scattergun: NERF® Barrel Break, Sledgefire, the Lanard® Sawed-Off Shot gun, the BuzzBee® Double Shot Blaster (both styles), and Gunsmoke

Any other toy firearms need to be cleared with Staff first. Remember that though the setting is Victorian, the progression of firearms, in-game, is not as far advanced as it was in real history. One should take time to paint and dress up their firearm to make it fit into the game setting. Nonpainted firearms will be

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permitted at game, but only for a player’s first three events. After which they are expected to have a period dressed firearm or they will not be allowed to use the weapon. Lastly firearms will not be available for players to barrow from game if they do not bring one to the event. Firearms resembling muskets, wheel-lock pistols, and the like will almost always be okay, but more modernized and futuristic ones will not. Keep this in mind when thinking on the subject. There are three basic sizes of firearms available for starting players, two different types of firing mechanics, and two different categories for accepted ammunition types (cased or caesless). All new firearms brought to the game will use caseless ammunition of the appropriate firearm. Small arms are firearms that are no longer than 560mm in total length. Small arms can be handled with just one free hand. Long arms are firearms that are no shorter than 561mm and upwards of 1200mm in length. Long arms typically require two hands to use effectively. Firing a long arm with one hand of use reduces the damage called by half. Scatterguns are firearms that are no shorter than 460mm and have a larger bore then the stock phys-rep for the firearm (with the exception of the Lanard® Sawed-Off Shotgun & BuzzBee® Double Shot Blaster). Like long arms, scatterguns need to be handled with two hands for the most controlled use. Firing a scattergun with one hand of use reduces the damage called by half. In other words, if you want to have a firearm be a shotgun and it is not one of the two above mentioned firearms, you need to physically alter the gun so that the barrel is much larger in size. This increase in size must be at least a 50% increase in diameter. On your standard NERF® gun that would mean having to make the barrel by at least one inch in diameter. Note that this does not mean you have to switch out the barrel of the firearm, just cover it to be the appropriate size. Most people might want to ask Staff or Plot for ideas or input before butchering a weapon to make a scattergun. As with other weapons firearms not made for Fae creatures cannot be used by them. Alternatively, Fae firearms cannot be used by a non-Fae character. Like

their disadvantage with Fae melee weapons but not as substantial, Fae firearms inflict one less damage then their normal sized counterpart. Single shot firearms are firearms that require reloading after every shot. The NERF® NiteFinder is a good example of this. On a side note, for you gun freaks, you will get your best range and accuracy out of these types mostly. Repeater firearms can be loaded with multiple ammunition at once but require cocking between each shot. The NERF® Maverick is an example of this. Repeaters have many sub categories depending on the magazine type employed in it. It is a safe bet that a cylinder style repeater will be allowed for new player but magazine style repeaters are not a starting option.

Maintaining a Firearm Firearms are not free of burden, nor do they have unlimited ammunition. Firearms work differently and have special rules; here are their differences. Jams: Newer repeaters style firearms comes with the advantage of having more firepower, but the trade off is unreliability. A misfire occurs when ammunition for the firearm is loaded but does not fire when it is suppose too. With the real world commonly marketed mass made firearm physical representation this can happen often. Single shot firearms tend to not have this problem. Regardless, if this occurs then in-game it is considered a jam. Jammed firearms require thirty seconds to clear before they can be used again in combat. Broken Firearms: Most weapons have a tolerance in game that is far beyond most damage amounts when utilized in combat. In normal words if you use a sword as a sword it typically does not break. The same is true with firearms, save they are not made to be used as a blocking instrument or the like. As such most common place firearms have a tolerance of 4; meaning if they get hit with over 5 points of damage they become broken. Broken firearms are not a lost cause, but do become useless until fixed. Talented gunsmiths can sometimes repair broken firearms for less than it would cost to buy a new one. It is, however, in ones best interests not to bring a firearm to a toe to toe sword fight unless you are will to take the chance. Ammunition: Each size of firearm has their own ammunition type. Different sized ammunition cannot

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be used in different sized firearms. Outside of that specification there are two categories of ammunitions that firearms use: cased, which is a projectile incased in a metal housing along with its propellant and primer, and caseless, which is a projectile incased in paper housing with its propellant. Firearms made to fire caseless rounds cannot fire cased round, nor vise versa. Caseless ammunition has been around longer, while cased ammunition is just recently coming into major play. Caseless ammunition is prone to failure when exposed to water directly and is generally less powerful; however they are cheaper and their firearms are vastly cheaper in comparison to cased firearms. Shot is the term used for scattergun ammunition. They to come in cased and caseless form, though both can be used in any scattergun. Due to the cost of cased ammunition for scatterguns verses the only slightly increased power to the round most stick to what they can afford. Scatterguns have a common assortment of different types of ammunition due to the hobby of using the firearm for hunting. Each of these different ammunitions has their own purpose based on the need of the prey. Characters that start with a firearm get a small allotment of ammunition to start with as well. Starting ammo choices are as follows per firearm brought into the game. This is non-negotiable or interchangeable; meaning, please do not attempt to mix or match ammo types for starting purposes.

Damage Starting Ammunition Type Damage Type Amount Caseless Small Arm Ammo 4 P 20 Cased Small Arm Ammo 5 P - Caseless Long Arm Ammo 6 P 15 Cased Long Arm Ammo 7 P - Papered Birdshot 4 P & B 10 Full Shelled Birdshot 5 P & B - Papered Buckshot 6 Br P 2 Full Shelled Buckshot 7 Br P - Papered Slug 8 P 4 Full Shelled Slug 9 P - P+ Pierce; B= Blunt; Br P= Burst Pierce

Gunsmithing Gunsmithing, like all other production skills, requires formulas. To make a gun, you need to combine two or

more formulas to achieve the results desired. So, for a quick easy example to make a NiteFinder style firearm you would need the Single Shot formula and the Small arms formula, along with the required skills. All gunsmiths have the base formulas for the skill they bought. So if you have the above mentioned skills, you started off with the formulas. These will be provided to you in your envelope next event, or upon character creation. Or if you had them already in a book it should have been signed and stamped. Making a firearm then requires materials and Skill Points. For the sake of simplification and what not we made it easy; the first event requires only an amount of GEMs equal to Skill Points used. Future formulas will be close to the same, but will require a different set amount of GEMs, one or two SEMs depending on the formulas, and a set amount GBMs (General Blacksmithed Materials). GBMs can be found, or easily made by a blacksmith. By easily made, we mean it costs 1 Skill per 5 units to make along with a small amount of materials. In the case of firearms, it would be some type of ore. Blacksmiths will be provided with a formula for GBMs so they will know how it works if they need to make said items. Repairing broken firearms is fairly the same. The process will be fully described on the formulas, and the gunsmith will need the formula, skill, and Skill Points to fix said weapon. In addition, some extra materials will be required along with the broken firearm or at least a tag for said broken firearm. Bullets work in the same fashion. First you will need the black powder that is made by an alchemist. Once you have the black powder, you will need the casings. These can be made by blacksmiths. Lastly you need either the blacksmith or the gunsmith to combine the two into a bullet. Much like the creation of GBMs for blacksmiths, the said smiths will be provided with a formula to do so. It is simple and requires a small set amount of Skill for a larger set value of bullets. Complicated? Yes, but that’s how it is. Bullets do not grow on trees. Neither do guns. They are not like swords that have been made for the past 1000+ years. And even a skilled real life smith will tell you that making a quality sword is not easy. Ask a skilled gunsmith how hard it is to make a good firearm and you will get a long strung out answer.

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Gunsmithing formulas will let you know what the limit is of the ability. If you would like your formulas PMed or emailed to you so you can put them in a book to get stamped later, please let us know and we will happily get them to you. Regardless of whether you have them in a book penned by your hand or on a sheet we gave you, the formula needs to be stamped, signed, and dated. This goes for all formulas for production skills.

How Production Skills Work

Outside of magic, the production skills can be some of the most complex rules in the game. Normally a character can produce their work in two different ways: either during events, or before. Items created before events are normally ready upon the start of the event, but the character sacrifices their starting skill points for that event. All forms of production require the character to have the appropriate formula to make said item, the required skill points, and the mandatory components as dictated by the formula.

Smithing One of the oldest arts, smithing first and foremost requires the character to have the blacksmithing skill. Though this skill does not allow the character to make anything grand or of practical importance it is the base skill needed to advance in the art. In order to make something with the smithing skills, the character must know how to work a material, and then know how to create a type of item, and lastly have a formula to follow and tools to work with. So, for example, if a smith wanted to be able to create chainmail armor out of your everyday metal, they would have to know the skills metal working, (of any quality) and armor, medium along with the base skill of blacksmithing. Presuming the smith has the formula for chainmail, the appropriate skill points, and the materials noted on the formula then he should be able to make the chainmail as outlined by the formula. Creating an item during game also requires time. The time it takes to create a smithed item is normally stated on the formula. Most items smithed also require some materials to make. Your common materials are normally very easy to get a hold of and have a small cost. A skilled or smart smith will have an

open source for such materials. A person with the blacksmithing skill would know all the requirements for items he has the formulas for. All of these requirements will be noted on the formula. Each of the types of items has different ranks. To learn the next rank in a group, you need to have learned the previous. The ranks represent raising grade of production crafts from armature made to master crafted. Each rank above normal adds advantages to the item. For example, a master smithed weapon typically deals an extra damage and/or can deliver a higher max damage. When making or repairing armor the amount of protection (armor points) yielded is typically proportional to the amount time and skill needed to yield results. Repairing armor requires less time and skill then it does to make a new suit, regardless of the amount of damage the suit/piece has sustained unless it is reduced to zero (in other words destroyed). The smith must still have the formula and required skills to repair different types or armor. Finely crafted armor on average grants 25% more armor points and can resist destruction once. Master crafted armor characteristically grants 50% more armor and can resist destruction twice. Here is an example of how the formula for chainmail looks. Repairing armor tool to achieve results.

Chain Mail Required Skills: Blacksmithing; create armor, medium; and metal working Skill Cost for new: 2 skill per 10 points of armor Skill Cost to repair: 1 skill per 10 points of armor Units of materials needed per point of armor: 1 Additional skill point cost per armor points Low grade metal: - Medium grade metal: 2 per 10 High grade metal: 4 per 10 Normal armor: - Advanced armor: 4 per 10 Master crafted armor: 6 per 10 Time required per 10 point of armor (in seconds) Low grade metal, normal armor: 30 Low grade metal, advanced armor: 38 Low grade metal, master crafted armor: 45 Medium grade metal, normal armor: 40 Medium grade metal, advanced armor: 50

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Medium grade metal, master crafted armor: 60 High grade metal, normal armor: 50 High grade metal, advanced armor: 63 High grade metal, master crafted armor: 75 Repair time per 10 point of armor (in seconds) Low grade metal, normal armor: 15 Low grade metal, advanced armor: 19 Low grade metal, master crafted armor: 23 Medium grade metal, normal armor: 20 Medium grade metal, advanced armor: 25 Medium grade metal, master crafted armor: 30 High grade metal, normal armor: 25 High grade metal, advanced armor: 32 High grade metal, master crafted armor: 38

In the example you can see it takes 8 skill points and 120 seconds to craft a normal suit of chainmail out of low grade metal worth 40 armor points. If the smith was making a 40 point suit out of high grade metal and of advanced quality it would cost 48 skill points and take 252 seconds but the armor would be worth at least 50 points of armor and be able to resist destruction once. Furthermore, deepening on the type of high grade metal there would be more advantages, but that is dependent on the metal. In all cases the materials required would be equal to the original point of armor being made, so 40 units of metal. To repair the normal suit would cost materials equal to the points that need to be replaced as well as 1 skill point per 10 points of armor. The fancier suit would cost the same in material amount but necessitate 9 skill per 10 points of armor being replaced. Nice things cost money and time, but people that need them typically pay for them. Proper forges, advanced smith tool kits, field repair kits all decrease the needed skill points to make and repair armor, but cost money and upkeep. Weapons follow the same style formulas as armor, as does little things. To create items that are not armor or weapons the smith normally only needs to have the base blacksmithing skill, the skill appropriate to the material he needs to craft from, and a formula. These items can include the required materials for a firearm or materials for engineering devices. Many of these items are intricate and require molds to be made and can become time consuming and require

little in material cost but have a long multiple event prep time. In all, smithing is pretty straight forward: it’s used to produce armor, the bulk of your weapons, and metal worked components. Good weapons can be a great advantage, as does working with good material which can give a warrior an edge in combat that will let him live to fight another day.

Medium and high grade materials Your everyday normal materials is considered low grade, in game mechanics terms. This doesn’t mean it is bad, but it does mean that there are much better things out there. There are countless special types of materials, but outlined below are a few common known ones and a dash of special ones. Xadune can be a violent place full of special creatures from other places that are immune to normal weapons or deal out horrid attacks. Special materials can often be used to combat or protect one from these things. It should be noted that armor, weapons, and special items can only be made out of one material by characters. Additionally special tools are required along with the training to work the different grades and types of materials.

Medium grade materials Catadillo Hide: This versatile hide is pliable enough for armorsmiths to easily work with, but far tougher than normal leather. Its color is typically of a deep red color with marbling when in its natural state, but can be dyed almost any color. Protection granted by this material is double that of normal armor made of nonmetal hardened leather in the same fashion. It cost roughly five times the normal price of leather for this prized material. Armor representations of this material must be made of out-of-play real semi-hardened or hardened leather. Cold Wrought Iron: Special iron from the depths of the Nigean Mountains is sometimes mined to be used against innately magical creatures. This dull black metal is said to wrack those creatures with extreme pain when their flesh touches it. A special low temperature forging technique is used to maintain its properties. Cold wrought iron is considered a hard metal and has a toughness of two times the items

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typical toughness. Items made of this material must be colored a matte black color. Fushion: This fundamentally newly formed alloy is the combination of pricey and strong elements to form a commercially successful and robustly tough metal. The result is a resilient metal with a brilliant pale blue finish that is capable of resisting destruction frequently (1 resist destruction per event) and can typically hold a sharp edge for prolonged periods of time (+1 damage to all slashing and piercing weapons). Fushion is an alloy metal and has a toughness of two times the items typical toughness. Items made of this material must be colored a pale blue color. Koaia: This native hard wood from the Seion Islands is often sought for its unique toughness and light weight along with being a tone wood. Items made from this wood have amazing resilience (150% their normal toughness than when made from normal wood and can resist one destruction ever). Arrow and bolt shafts made from this wood also tend to fly more true (+1 to their damage) when made from this wood. This richly deep brown wood is used also in some of the finest instruments in Xadune. Items made of this material must be colored a deep brown color with a wood grain. Pearl Wood: The pearl tree, found in northern Kinsley, is unique in its natural acidic sap creation. Naturally, items made from this wood have resilience to acid (all acid attacks deal only their stated values, not x10). This opal colored wood with a fine grain is also sought for its beauty in furniture. Items made of this material must be colored a grayish color with wood grain. Petfon: This fine non-metal material is resistant to corrosive substances (all acid attacks deal only their stated values, not x10) and ability to absorb non gaseous poisoned attacks (all toxic and poison attacks not gaseous in nature are rendered inert to the target, retort “absorb” if this armor is still intact). This material is a woven fabric; armor representations of this material must be made of out-of-play fabric that has a sheen and may or may not have a pile. Silver, Coated: Rumor is rampant with many different abnormal creatures being harmed by silver when unstoppable by normal means. Metallurgical techniques (and a few alchemical processes) have mastered the art of coating a weapon with silver in a fashion that will not dull the blade (calls “silver”

instead of “normal”). Items made of this material must be colored a silver color.

High grade materials Adamantine: This extremely rare metal holds many distinctive properties. It is of a silky brown color and is one of the hardest materials on Xadune. Weapons made from adamantine hold a better edge then most (+1 to damage) and a quality all of its own (calls “magic” instead of “normal”). In all items its resilience is matched by none (grants the wearer a tolerance of 2 when used to make armor and can resist destruction 5 times an event) and is inert when exposed to acidic solutions (all acid attacks deal only their stated values, not x10). Adamantine is a special metal and has an item toughness of generally quadruple the items typical toughness. Items made of this material must be colored a shimmering brown color. Dragium: This amazing non-metal material has the flexibility and weight of soft leather but the hardness of fine metal. All armor made from dragium is considered plate armor for the purposes of figuring armor points. The material is so strong it is capable of resisting destruction frequently (3 resist destruction). Armor representations of this material must be made of out-of-play real soft leather dyed any color other than its natural grain. Kevline: Special loom techniques and carefully harvested kevowl spider silk and spun adamantine strands make up this fabric which has the ability to stop bullets (all “pierce” attacks are taken as armor damage). This non-metal material is typically a light brown tightly woven fabric; armor representations of this material must be made of out-of-play canvas or brown/tan/kaki denim. Marbled Red Ruthen: This very rare wood is noted by craftsman as the toughest wood on Xadune and one of the most beautiful, with its fairly straight grain and deep red color. Items crafted from this material are remarkably tough (quadruple their normal toughness) and hard to break (3 resist destructions or breaks an event). Weapons crafted from this wood carry an extra “thump” from this woods strength (+2 damage). Items made of this material must be colored a deep red color with a sheen and have a relatively straight wood grain.

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Mithril: This metal is known for its luster, light weight, and toughness. Weapons forged from mithril have been known to affect almost all creatures and is rumored to even be able to harm a power (calls “mithril” instead of “normal”). One prized quality in mithril is its ability for a large whole piece to absorb magical energies. Spell and spell-like effects that hit a shield are absorbed by the metal and do not affect the target (retort to all spell and spell like effects, “absorb”). Mithril is an ultra hard metal and has an item toughness of generally 250% the items typical toughness and has resist destruction 5 times. Items made of this material must be colored a reflective silver color and armor can be made of approved synthetic out-of-play materials to reflect the lightness. Skreet Wood: This now extinct wood is still sought after for its unique qualities. Though highly flexible this wood is relatively prone to splintering or breaking, making it a horrible material for most weapons, however it has the unique quality of experiencing a matter change when projected as high speeds. When fashioned into a projectile and fired it is said that it tears the boundary between the Twilight and mortal realm, effecting all in its path (calls “magical hellfire” instead of normal mean used as a high speed projectile). Items made of this material must be colored a white color with wood grain. Grey Fushion: Like it’s more common place counterpart this alloy is the combination of expensive and otherworldly elements to form a vigorously tough metal. The result is a resilient metal with a brilliant pale grey finish. Weapons made from grey fushion hold a razor sharp edge (+3 to damage) and are lightweight making them easy to wield effectively. Protection granted by this material is double that of normal armor made of metal in the same fashion. Grey fushion is a rare hard alloy and has an item toughness of generally triple the items typical toughness and is resistant to destruction. Items made of this material must be colored a pale gray color and armor can be made of approved synthetic out-of-play materials to reflect the lightness.

Alchemy The very popular art of alchemy can be found all over Xadune. For starters, the character must have the Basic Alchemy skill. With this they are able to properly

handle and work with most of their substances. The next thing that an alchemist is required to have is an outline on how to make something. This is a written book of formulas that normally go over how things are brewed and concocted. A starting alchemist will have a small book to begin with, but outside of those few items all other forms of alchemy must be learned in-play. This is not to say that an alchemist cannot dabble and experiment, but it is often a long and hard route to self-learn alchemy. Any alchemist can learn Pastes, Powders, Oils, & Solvents or Tonics, Elixirs, & Bandages, but in order to learn Acids, Orbs, & Pitches or Poisons the alchemist must first have at least one rank of learning in Pastes, Powders, Oils, & Solvents. Each rank of alchemy has a Skill cost attached to it. All of the forms of alchemy that reside in that ranking cost that much Skill to make. Also, much like smithing, if the items are made in-game then a certain amount of time is taken in making them. This is equal to the number of Skill Points that it takes in minutes. Though a few of your base alchemies do not require components to create, most of your other alchemies do. The alchemist will be made aware of this as they learn the formula for said alchemy. Handling acids, explosives, pastes, powders, poisons and other similar dangerous alchemies is a difficult thing, and not everyone can do it. Alchemists normally learn these arts as they become skilled in creating them (i.e.: learn the handling skill along with the creation skill). Any character attempting to use one of these alchemies without the handling skills will take upon them the full effect of said alchemy. There are countless numbers of alchemies out there and an alchemist would know of more types than the common person. Below is a small sample of the more common alchemies that exist:

+1 Bandage Light Paste +5 Body Tonic Elixir of Languages Anti-Toxin Elixir Strength +1 Elixir Oil of Slickness +5 Armor Repair Solvent Blade Oil of Slicing +1 Black Powder 5 Flaming Globe 1 Acid Globe -2 Body Powder Sleep Powder

Bandages require 30 seconds to apply and can be used by anyone. These items can stop someone from

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bleeding to death or even heal a small amount of damage. Bandages cannot be stacked. Once a person has received a bandage in any form they cannot benefit from more until they are either healed in some other manner or a knowledgeable person tends to them. Pastes and oils also normally take 5 seconds to apply and have effects that can last from 10 minutes to an hour. Solvents can be applied by most people and take about 10 seconds to slather the object. Tonics and elixirs can be introduced to a body in two ways: either injection or by drinking, either of the two is typically pretty hard to screw up by anyone. All tonics and elixirs on a character are required to be represented in some way or fashion. This can be via a vial in which a syringe can draw the fluid, or individual vials for each drinkable item. Drinking an item normally takes up to five seconds, while an injection takes as long as it takes to do it. It is important to note that only healing tonics can be administered via a syringe by an untrained professional. Unless stated on the tag, any other fluid injected into a PC by an untrained person yields no results. To represent a syringe you can use a 30cc medical syringe in which the tag is placed in. Once the plunger is depressed and the tag crushed, the alchemy is used. Tonics & Elixirs are special in the fact that their tags must be kept in pristine shape. It is the player’s responsibility to make sure they receive tags for these items that are not questionable. If a tonic or elixir tag is bent, crushed, ripped, or damaged in any way it is considered broken or used. If you have any questions or wish to obtain a syringe to use in-play please talk to Staff and they will be happy to assist. The proper way to make sure your syringe is combat safe for the game will be outlined in the weapon creation and safety section. Acids, poison gases, flame globes, explosives, and all your other forms of combat alchemies were covered in the combat section, but we will give you a reminder here as well: Acids, gases, explosives, and other similar attacks are often represented by a packet or foam phys-rep. Green packets will be the only representation for these types of attacks. All these attack’s vessels will be labeled somewhere on the phys-rep to help in identifying their effects. When throwing these types of attacks, the tagline will reflect the accompanying attacks. For example, a vial of acid that deals 10 points of damage will be called out as

“10 Acid,” as a bomb of rather large size might be called out as “25 explosive.” For the most part, any contact with these types of attacks will count as a hit, requiring the opponent to take full damage and effect of the attack. Use of a shield to block these effects will vary in usefulness from effect to effect, but for the most part will only constitute a hit. It should go without saying that all items on a character should be represented. If you are ever asked by a Staff member to display the items on you and their phys-rep and you are lacking said phys-reps, the items will be stripped from you. Repeated violations of this will result in some type of punishment. Along those lines, unlike arrows and bolts, vials, gases, and explosives are fully in-play and as such unused ones can be stolen in-play. However, it is asked that used phys-reps be returned to the original owner just like you would an arrow or bolt. Tags for all alchemies should be destroyed or returned to Staff for recycling after use. Lastly it should be reinstated that in order to use acids and explosives, a character needs the correct skill (which costs Skill Points to use), unless they can create them, in which case they learn with the Creation skill how to handle and use them (without the use of Skill Points). Poisons, however, always require the handler to know how to make said poison before they can use it properly. Lastly, all alchemies require the Indentify Alchemy skill (which costs Skill Points to use), in order to determine what an alchemical substance is, though it is rumored that your more advanced alchemists can do this easily. Alchemy, at the end of the day, is your healing potions, your deadly poisons, and all your fun little concoctions that are not magical by nature. Characters will start with a chosen selection of formulas based on their starting skills. These will include 2 formulas from rank one of a learned skill, and 1 formula from rank two of a learned skill.

Engineering The newest and more complicated art of Xadune is engineering, or tinkering as some like to refer to it. Like the other production skills, the first thing a future engineer needs to learn is the engineering skill. Once one starts down the path of engineering, the next thing they need is a log in which to record their

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inventions. These logs vary from person to person but in essence all contain the same things: directions for creating something, its materials list, and any other particulars that pertained to the invention. The next three types of engineering are very open ended in what they can create, but each function and work in a similar way. Clock working, steam engineering, and electrical engineering are the cutting edge of technology. Each has six ranks for the engineer to learn. The higher the rank, the more extravagant and intricate the device can be. The amount of Skill required for each invention is dependent on a few things: what rank the item lies in, how complex it is, and how much more the creator wants to put into it. Inventions per group can be anything from a simple clockwork guardian to protect the home, to a steam power source used to power an airship. Most electrical and steam inventions are power sources, but there are a few inventions also used for war purposes. All forms of engineering require some sort of material to make into things. Most likely a smith will be required to perform things such as the armor for a golem or parts for a power source. Engineers often must work very closely with Staff to determine what they can and cannot do. The route of an engineer is often tough and sometimes only has an invention that is useful within a lifetime, but a rare few have a cornucopia of inventions that are useful forever. A popular question a few people might have is: “how do I make ammunition?” The answer is sort of complex, but only if you think of it that way. A person needs the powder for the cartridge (alchemy), and the casing (varying blacksmithing arts) in order to make a complete cartridge. Both blacksmiths and gunsmiths can then make a cartridge from a casing and powder at a small Skill Point cost. Engineering is the largely open-ended production that lets players mostly pave the way to invention. But, be forewarned, simply attempting to backwards engineer items from the 20th and 21st century will get you nowhere fast. If you feel you don’t have a bright and inventive mind you might find the engineering skills to be a waste of XP. Though formulas do exist for them, players will start with no starting formulas and most engineers are very much shut-in by nature.

Production Materials All items created with production materials require some type of material to make. Each formula will state what exactly will be needed to create an item. Some productions will require very specific materials which are much more difficult to obtain.

Alchemical Materials GAMs (General Alchemical Materials) Pelts PMs (Poisonous Materials) SAMs (Specific Alchemical Materials) Blacksmithing Materials Metal Lumber

Engineering Materials GEMs (General Engineering Materials) EMs (Electrical Materials) Gears (Clockwork Materials) SP s (Steam Parts) T&Ts (Triggers & Tumblers) SEMs (Specific Engineering Materials)

Production’s Expiration Do production items last forever? No, for the most part. Armor, weapons, and some engineered things do, but all alchemies including bullets have a shelf life of about a year. So the most you can stock pile things is a year. It should be noted that this will go also for some materials. If the material is date tagged, it will have a one year expiration date. All formulas also have the shelf life of the production in question on the sheet.

FAQ: Can multiple people work on a single project? In short: no. Not unless the formula requires it. If you do not have the Skill Points needed to complete a formula in one sitting, then you cannot successfully attempt that formula. Additionally, if the formula does call for extra assistance (which would require the same level of Skill to work on anyway), no further development in the project will/can occur unless the assistant has enough Skill to fully complete the project. Different parts of large formulas can be made by different crafters (for example a small arm can have its two different pieces made by different crafters), but to put them together requires one crafter to be

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able to do so. But, with smaller projects, extra hands often just get in the way. Additionally, think of it as if someone else was helping in a small project that they would have to look back over everything to make sure your work was correct (in essence doing the whole thing themselves), and thus still requiring the full Skill to complete the project. In in-game mechanic terms, if two or more people attempt to “pool” their Skill to complete a project when the formula does not allow for it, the attempt will fail due to too many people being involved in the project and an inevitable mistake happening.

Copying Formulas and Recipes Copying or scribing a formula or recipe properly is a difficult task that requires special items, skills, and time. Most scribes have been studying their art for decades. For a PC to accomplish this task it requires much hard work. See Staff for further details when you wish to do so, but do not expect it to be cheap or fast.

Healing: Doctors, Field Surgeons, & Bandages

One of the most useful people to have at your side is a healer, and some of the newest people to this field are your doctors and surgeons. Science has indeed ushered in new arts; before only clerics and a few mages were able to successfully tend to the wounded. But the science of medicine is still, like many of its sister skills, in its infancy and has a long way to go before maturing into its full potential. Before one can become a doctor they must first be able to identify problems with a patient. In other words the Diagnostic skill is required. Like many other skills, it is normally required for a student to have a teacher in order to advance in the trade. Beginning healers are very base but can do much more for someone than your average character. At rank one all doctors can nurse a wounded person from -1 body to 1 body after 1 minute of care. While this act is being performed the target halts their death count. If one full minute of uninterrupted role-play is performed, then the target is saved. If the act is interrupted in some way (i.e.: the doctor gets pulled

away) then the victim resumes their death count. Note that they do not restart it, they resume it. No bandages or any other items are required for this procedure. Characters at this level are also able to properly use special bandages. All these skills normally cost no Skill Points to perform. Speaking of bandages, all characters can apply bandages. Applying a bandage requires 30 seconds. At the end of 30 seconds, the target gains the appropriate amount of body back. If a target is bleeding to death, they do not stop their death count while being bandaged. So, in other words, one must be quick to tend to the heavily wounded. It should also be noted that your normal bandages, though common, only return 1 body to a person, thus a person bleeding to death that is successfully bandaged and saved is only raised to zero body and unconscious. Any bandage that is applied by an unskilled PC regardless of the healing amount only heals 1 body. Bandages that heal more than 1 body or do anything else are considered Specialty Bandages. Lastly, it should be noted that bandages cannot be stacked. Once a person has received a bandage in any form, they cannot benefit from more until they are either healed in some other manner or a knowledgeable person tends to them. That knowledgeable character would be a second rank healer. At this rank the character can stack bandages, though the same time restraint remains. Characters at this level are also more versed in the use of bandages and healing practices and they are able to double the effectiveness of all bandages they use at the cost of 1 Skill Point per bandage used in this manner. Abilities beyond those noted are heard of, such as field surgeons being able to reattach limbs. Other rumors of doctors being able to apply bandages in half the time and seemingly triple their effectiveness are also common abilities. It is said that truly skilled talents in healing have been able to keep a dead person’s soul more stable, and even bring people back from the dead, with the help of engineered tools. Lastly, it should be said that medical science is only applied to the humanoid and demi-human forms (this does include Wee Ones). All Wild Ones and a few select Far-Born are not anatomically like anything a normally trained doctor would encounter. Because of

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this, anything other than a bandage cannot be applied or attempted on one of these creatures without the Veterinary Healing skill. Players of doctors from these racial types need to determine if they are trained in the “Veterinary” types. If so their skills apply opposite, meaning that they need Veterinary Healing skill in order to work on humanoids and demi-humans but can work on all others normally.

Locks & Traps

No action adventure story or game would be complete without traps and locks. These are the last things that will be discussed in this chapter. Both accomplishments are much older then other technologies, and are designed to do exactly what their name implies: lock something or trap something. When dealing with traps your character needs to have the appropriate skills or traits to make them, use them, and remove them; regardless if you as a player can work with them. In an addition to the suitable skills to create a lock or trap and character will also need a formula to follow. Without the skill and formula said item can typically not be made. Furthermore, a character needs to have the appropriate skill to be able to study a lock or trap and be able to fully comprehend the dexterity and luck to pick or disarm it, otherwise they will be working in the dark as to the difficulty of what they are trying to accomplish.

Representation There are two ways a trap or lock will be handled in-play: either via tag or card, which is when a tag or card will be written out to represent the lock or trap and have instructions on it, or it will be actually represented, as in there will be a lock or an out-of-play safe but tangible trap setup. Depending on the situation during a mod you could so both scenarios. In the case of the where a physical representation is present a very tricky situation occurs. Tricky as in it could be beneficial, or prove to be annoying. In these situations the players will get the option to actually “do it.” In other words you get a chance to truly pick the lock or disarm the trap. That is, however, if your character has the skills to do so.

In module or Staff/stroyeteam/plot monitored encounter these provisions may be altered, but the player should always anticipate getting to perform the task if it arises in order to achieve a fast and more cost effective way of picking of the lock or successful disarming of a trap. These stipulations include and expand upon when locks are picked in game via remote devices. In these situations, the player will still be asked to physically pick or disarm the lock or trap. Characters with the skills to pick or disarm traps will be expected to have the correct tools to do so, be it either physical tools or tag representations that need t be purchased in-play. It is within reason for a player to request that a tag be made for actual tools so they will not be forced to give up their tools if the situation arises for such and instead would surrender the tag. Lastly, all physical locks and traps need to be approved by Staff before being put in-play and accepted as an actual lock or trap for the game. Both Staff retain the right to disallow or not approve any lock or trap phys-rep at their discretion.

Making traps and locks To make a trap or lock a character needs the appropriate skill, create trap or create lock, respectfully as well as a formula. These skills are split into ranks, with each rank serving as a higher level of difficulty. Additionally each rank allows the smith to pool more effort into making the device more difficult to pick or disarm. The first rank allows the engineer to create the appropriate apparatus and spend up to 20 additional skill points in making them. The more Skill put into a trap or lock, the more dangerous or difficult they become. The second rank allows up to 40 more skill points to be used. The third rank allows up to 60 extra skill points to be used in the production of a trap a trap or lock. Creating a trap will normally require a wide variety of materials depending on what the engineer is attempting to create and what the formulas requires, while a lock might necessitate fewer materials to create but be more expensive in origin as to reflect added strength, traits, and advantages to the lock. Locks: As stated before, there are three ranks of locks for the average person. Each rank allows the inventor to use higher amounts of skill points when making a lock, thus making it tougher to open without

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the key beyond the locks base formula. Rank 1 is allowed up to 10 skill points, rank 2 up to 20 skill points, and rank 3 is allowed up to 30 skill points be used in a lock. The skill points used to put into a lock is then added with the skill points required from the formula, or combined formulas, used to make a lock given the grand total of skill needed in the creation of the desired lock. Fundamentally there are two ways of doing a lock. The first is with it built-in to the item you wish to lock; be it a door, chest, book, or the like. Built-in formulas comes in different sizes ranging from tiny, such as those used on small lock boxes or personal travel dairies, to giant like those used in the main gates to a citadel. The second way of building a lock is like a padlock, which is a lock in itself separated from the intended item to be locked. Like built-in lock, padlocks formulas come in a different range of sizes. Once you have the base formula to make a lock the materials used inside and outside of the lock effect the locks overall toughness. Locks have a toughness equal to their rank squared, plus 5, then that total times two (rank 1 = toughness 12, rank 2 = toughness 18, rank 3 = toughness 28). This base toughness is then adjusted based on the type of material used which can be referenced on the chart below. No lock has a toughness less than 5. As one would imagine, cheaper materials yield less results. Some materials have special properties such as being able to resist destructive effects a few times. Uses in different materials can also affect the skill cost in making the lock, as referenced below.

Attribute Added Skill Cost Added Traits

Complex 50% +extra mins to pick Trapped Special Trap’s Effect Magical/Tech Special Magical/tech Effect Soft Metal -10% Toughness -10 Semi-soft Metal -5% Toughness -5 Normal Metal - - Hard Metal - Toughness +5 Alloy Metal +15% Toughness +15 Ultra Hard Metal +25% Toughness +25 Rare Alloy Metal +35% Toughness +35 Special Material Special Special

When making a lock, the formula always includes the fact that the corresponding key is also made for the lock. Duplicate keys cost 25% of the locks total skill cost to make. Not all locks are created equal. In addition to the material used and the rank of the lock, add-on formulas can be used to give a multitude of effects when creating a lock. Keys are not the only thing used to open a lock; add-on formulas can make the unlocking element of a lock be of a different variety based on the formula. This can include a combination, a puzzle, or more complex requirements. Another add-on formula for locks is the complexity formulas. These add-ons increase the required time it takes for a person to pick a lock as well as some also adds to the lock’s target skill bid. Locks can also be trapped with the proper add-on formula, thus adding an even greater element to picking it, or entering the wrong code. And some of the more talented locksmiths are capable of using add-on formulas that can have magical effects or adding complex technological innovations to the lock. Though representing a lock with an actual physical representation does give a rogue a slight advantage if they can really pick it, it also gives the locksmith the advantage of increasing the difficulty of the lock. It’s a give take situation which the locksmith should consider when making a lock. Base lock formulas have a chart of the advantages of actually representing said lock included in their descriptions. Traps: Traps are can be just as simple as locks, or vastly more complex. As with locks each trap requires a formula and the character needs the appropriate rank of create traps along with the required material. Most traps can also become more complex with the addition of add-on formulas. Like locks, traps with a higher rating are tougher to disarm, but are also more dangerous. The more skill put into a trap, beyond its required amount, the tougher it is to disarm. In reality, there are two types of traps, the mechanical kind which will be discussed here, and the magical kind. All traps have the same thing in common: they all have a trigger that causes consequence. This effect is classically meant to cause harm, but can also alarm others. The more elaborate or hidden the trigger is the more costly and/or intricate the trap is to make. In relation, the more

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dangerous, large, or elaborate the consequence effect is the more difficult and/or expensive it is to make a trap. Formulas are going to be a trigger, a consequence effect, or an add-on. Trigger formulas are for the part of the trap that triggers the effect, as the title entails. This could be as easy as a trip wire, an involved as a pressure sensitive foot plate, or as complicated as a sound sensitive device. Each require certain components to make the trigger and a base skill amount as well as additional skill for how concealed you wish the trigger to be. The consequence formula is the business end of the trap. These range from your simple sword swinging from over head, to a volley of crossbows going off, to a room locking itself and filling with water. As with triggers, consequence formulas require a base skill point amount as well as the components to make said device. Added skill options are available for concealing the device better. As one might imagine some traps can take a long time to make and become very costly, but their job typically gets done. Add-on formulas, like with locks, give certain advantages to traps such as longer disarm times, a higher difficulty in detecting, and options of adding secondary triggers or consequences. The possibilities are almost endless. Magical traps are made by a very unique subset of smiths that can weave spells and use them in combination with a trigger, be it magical or mechanical, to start the onset of the desired effect. This is a highly advanced and specialized profession for a trapsmith and is not learned easily or overnight. Each formula has a time requirement for making the specific part of the trap. Those requirements must be met along with the expenditure of the appropriate skill points for the part to be made. Of course, one is also expected to have the material components for the part. Using add-ons will also give an allotted to for introduction into a part of the trap. Some formulas require time beyond a typical event and have outlines on allowed certain amounts of skill points to be pooled into the part at a time. Regardless of the time to make the parts, once a smith has the parts, and presuming the smith is of the appropriate rank to use each part, she can assemble the parts and set the trap. The time it takes to do so is determined by the set

time of the formulas used. The combined set times equal the required amount of time to assemble and set a trap. It should be noted that some traps are made up of parts that are not mobile and where they are made they are also set up. These special stipulations are also covered on the formulas. Though representing a trap with an actual physical representation does give a rogue a slight advantage if they can spot and or disarm the trap, it also gives the trapsmith the advantage of increasing the difficulty of the trap to disarm and the damage it can do. It’s a give take situation which the trapsmith should consider when making a trap. Base formulas have a chart of the advantages of actually representing said lock included in their descriptions.

Using traps and locks If you make it you typically did so because you want to use it. Most of the time a lock or trap is going to be made with the sole purpose of protecting something. Due to the mechanical logistics of game locks and traps can only be used in marshaled areas. In plain english that means only when on a marshaled adventure, module, or encounter or on a building with cabin notes. When applying a trap or lock to an area staff needs to be informed imminently and the proper documentation needs to be provided by the player as well as a representation of the trap or lock. Locking a typical lock requires the key or combination, as does unlocking it. It otherwise requires no skill, ability, or expenditure of skill points. Locks with add-ons, however, could require certain skills to set up, but typically none to unlock with the proper key or code. Setting a trap requires that the character have the appropriate rank of create trap to set up the trap. Some traps are made with purposeful triggers which can be used by anyone to set off the trap, as well as some traps have the ability to be reset which can also be done by a layman. Tampering with a set trap beyond the two above parameters will cause it to set off. Once set off, unless disassembled by a character once again with the appropriate rank of create trap, the trap will be rendered destroyed and useless if someone tries to tamper, move, or disassemble the device.

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Disarming and picking traps and locks If you don’t have the key or would rather not get hit with the trap you have the option of turning around and leaving, or dealing with the situation presented. The number one rules to remember when disarming a trap or picking a lock is that to even attempt the feat you need to have the rank equal in disarming or picking equal to the rank of the trap or lock. All locks and traps have skill costs associated with them, and to be successful in the task at hand you must be able to outbid these costs. Additionally, these costs are not known to the character unless they have the appropriate skill to rate the trap or lock (rate trap and rate lock, respectfully). Without these skills the character must guess as to how much skill to bid. Secondly, without the rate skills a character could be waiting their time and skill because they can only asses if the lock or trap is vastly beyond their capabilities, meaning it is at least two ranks higher than their current rank. This means that if a character tries to pick a lock or disarm a trap that is beyond their level it is an automatic fail. All skill costs are represented on the lock or trap in a simple mathematical equation format. Only characters with the rate lock or rate trap skill are allowed to look at the equations. Typically these are simple addition or subtraction problems with the equation equaling the skill target that needs to be out bid. However, higher ranked locks and traps can have more complex equations with letters standing for numbers in an effort to slow down the player in being able to acquire the target skill amount quickly, thus representing the time it takes to pick the lock or disarm a trap. Regardless if the player can figure out the equation, if they have the rate lock or rate trap skill they will be given the answer as to the target amount, but after the maximum allotted time has passed for the difficulty of the lock or trap. Additionally, the marshal will inform the player if their math is wrong, allowing them to rework the puzzle. The purpose of the equation is to allow players to be able to get past locks and traps at different speeds, but regardless of if one is math competent or not the rate lock and rate trap skill will give the player the correct amount, it’s just a matter of time to reflect the in-play nature of the act of picking a lock or disarming a trap. On average, a

lock or trap will require one minute per ten skill points of the lock or trap. So a 26 skill lock will take at least three minutes to pick, or you could opt to solve the equation for a faster time. Without the rate trap or rate lock skill a character is limited to the pick time on the lock or trap. Though being able to create a trap or lock does add an advantage to disarming or picking a device it does not give the engineer the ability to do so until they have the skill to pick a lock or disarm a trap. Having the create lock or trap skill of equal rank to the lock decreases the skill bid needed to pick or disarm the lock or trap by 25%. For example, a person with rank 2 pick lock and rank 2 lock picking is trying to pick a rank 2 lock of 26 skill. To do so they would need to spend 20 skill points to successfully pick the lock as opposed to 27 skill points (27 skill points at 75% = 20.25 rounded up is 21 skill points). Knowing how to create a trap or lock does not aid in the time it takes to disarm or unlock said device. Same would go if an equally skill character was dealing with a trap with a skill of 30. It would take them 24 skill points to disarm as opposed to 31. Special rules and conditions for locks: For starters, the first thing that people think of when they see a lock is just breaking it. Depending on the lock’s material, rank, and construction type (built-in or padlock) each one can have a different tolerance ranging anywhere from five to over one hundred. When attempting to break a lock in this fashion it has a toughness or twice it’s normal value. So yes, breaking it is an option. Looking past breaking the lock most people then look to breaking down the object that is locked. This, as one might imagine, is loud, time consuming, and will most likely damage objects on the other side as well as destroying the vessel and lock. However this too is an option though the typical toughness of a locked or bared door starts at 30 and only gets more difficult depending on many factors. Blunt or explosive damage is required when trying to bypass a lock in this fashion. Acid can also be used to disable a lock, though this method with render a lock destroyed and requires special tools to properly be administered. The strength of the acid required to disable the lock is equal to the toughness of the lock plus one. Additionally the effect is not instantaneous and

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requires time to disable the lock equal to one minute for ever ten points of toughness (rounded up) of the lock. As an illustration, a lock with a toughness of 23 would require an acid of at least 24 points or higher and take three minutes to be disabled. Multiple acids do not stack or add up when determining the strength of the acid, only a single form of the appropriate value or higher will work on the lock. Picking a lock also requires time. Non-complex locks only require the time it takes to calculate the skill bid of the lock. This can be as quick as a couple seconds to a minute or two. If the character does not have the rate lock skill then the time required to pick a lock is the stated pick time. In the case of physically represented locks the time it takes to pick it is equal to the actual time it takes to pick it. Adding the complexity formula to a lock always adds an added time requirement to picking a lock. Depending on the formula used this can be anywhere from a minute and longer. Locks that have magical or technological add-ons built into them often have consequences when trying to pick them as does purposefully trapped locks. The disarm trap skill is required to understand these advanced multipurpose locks better and avoid their devastation, though the skill is not required to pick the lock. Special rules and conditions for traps: The thing that makes most traps effective is the fact that no normally knows they are there. Though carelessly laid traps could be spotted by someone with observation, if the marshal is feeling nice or it’s a lower level situation, all other cases require that a player have the trap detection skill. This ranked skill is sort of like a six sense for trap ro… er, characters. With it the character can use it in two different fashions, depending on how they wish to utilize their skill, to detect and locate traps. If a character does not know where the trap is they cannot start to disarm it; so merely being told the room is trapped only starts the adventure. From there a character need at least one rank of disarm traps to move forward with the task at hand. Once location of the trap is determined expertise knowledge of the field takes over to let the rouge be able to assess the trigger from the consequence. Without rate trap, the character is flying blind at the exact scope of the trap; much like with locks. Without

rate trap one can only tell if a trap is far beyond their abilities, meaning it is at least two ranks higher than their skill rank in disarm trap. Past the hoops you have to be able to jump through to get the chance to disarm the trap it is pretty straight forward: outbid the skill cost of the trap, work with it the required time period and presto, trap is now disarmed. But what about other ways around the trap? Can’t we just throw the new person we brought along into every room as our “trap finder”? Yes, you can, though I don’t think it’s the best way to make friends and assuming the first trap takes him out who are you going to use on the next one? What about throwing around objects to check for traps in rooms? That too is a possibility, but also time consuming and I would imagine loud at times. What about that scene in that movie where the wall was trapped and closing in to crush them and they wedged some debris between it to stop it. Yes, ingenuity on a mod can save you from time to time, though I clearly remember that never working in movies and someone typically always disarming the trap to save them. Bottom line: traps kill. They get the job done nine out of ten times. A trust friend with knowledge in the field will come in handy more than once. There are a few ways around traps but they will be costly, time consuming, at times fun to do, but never as easy as it would be if you had a skill cohort.

Remarks on trap and lock making In the end, the economics of being able to make a lock or a trap might seem finite in comparison to just buying one. True, most really good traps cannot be set by a character without the proper skills, but that doesn’t stop a person from just hiring a trapsmith to come out to their house and setting up the defense. Same with a lock; why go through the trouble of making one when you could hire someone to make one? The answer is because the option is there. In reality only one out of maybe every two hundred characters will learn how to make a lock or trap, but that doesn’t mean everyone does not have the option. Will the spent experience used to be an awesome trapsmith pay off? Honestly, only on a satisfactory level of watching that awesome corrosive gas trap you set up in your cabin finally be put to use one day, but

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everyone else is different. In short, unlike many of the other production skills that create items that are used on an everyday basis in mass quantity, traps and locks are not at the top of the list of customer demand. Just keep that in mind.

Bringing it all Together...

To answer the question “what is possible”: only what you limit yourself too. At Xadune all the tools are there for you when it comes to players coming up with things. If you want to try to make a new spell in the general list, the tools are there; granted you will need to do a lot of in-play work. If you want to make a new type of production item that isn’t covered, it will happen if you put enough work into it. Now, we are not saying a first rank or level person can invent and use “300 Acid” or the spell “ultimate mega kill,” but a skilled and talented enough player can, given enough time. The production skill of engineering is a prime example of this. There is no real finalized list like there is for the smith and alchemy skills because the options of what a character might do are almost limitless. There are confines within each rank, but that’s it. Same goes for specialty magic: we have a crap ton of spells pre-written, but that doesn’t mean the player might not want something they either haven’t found or hasn’t been written, but if that character wanted something that bad they are able to produce it. And just to arbitrate for a moment, there are a lot of pre-written engineering things, but we suspect that players will be going off on their own imaginative ideas pretty quickly. Example 1: A Divination caster wants a specific spell that will work like lo-jack: in other words the caster will know where this person is all the time. Okay, well after some looking, searching, and a few adventures they decide that such a spell has not been made so they decide to make it. After some researching and thinking (i.e.: talking to Staff) they have an idea of what level it might be and what might need to be done to make it work out. Luckily, it does seem to be a spell a Diviner would be able to cast and it does happen to be something they could create. So after some hard work and a little bit of sweat, blood, and blood of others that the Diviner would doop into

doing their dirty work, the spell is made. YAY! We have lo-jack, the logistical nightmare. This is just an example, spanning over a year of hard work, money, and role-play from a high level character, but we are sure you get the point. Example 2: Sample Lock:

Hardened Metal Padlock Rank 2

Acid Toughness: 23 Breaking Toughness: 46 Key #: ABCD1234 Pick Time: 2 minutes Skill: ((((K+D)-YX)*W)/2Y)-(B-O) Code: A: 26, B: 25, C: 24…

Sample Trap:

Electric Arc Trap Rank 3

Type: mechanical Disarm Time: 5 minutes Trigger: touch Reset Time: none Effect: “30, electric, body” Duration: Instantaneous Range: 2’x30’ line Skill: ((((K+D)-YX)*W)/2Y)-(B-O) Code: A: 26, B: 25, C: 24… This trap discharges a surge of electrical energy in a straight line starting from the point of origin. The surge is two feet wide and thirty feet in length, effecting all in the path.

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The World of Xadune

Introduction

Xadune, a vast and seemingly ever-changing world; over a century ago events of an unknown nature ripped the lands asunder. Darkness ruled over the entire planet, and almost all thought they would perish. Then, as quickly as it occurred, the light came back and life went on. Xadune orbits around one star, while a larger star lies off her southern horizon. Because of this, the southern hemisphere of Xadune is always in the light, while the northern most portion sits in darkness. For the most part, central Xadune is like your ordinary world: night, day, and a turn of seasons. Most of your habitable areas lay in this region. Overall, three major landmasses dominate Xadune, while numerous islands dot the four oceans. In this section, we are going to give you a general idea about Xadune and the areas that make it up. We will also talk about laws, currency, money, and the other little things that make a world turn. Lastly, we will address the most important thing in this section, XA0024, or The City. That would happen to be the place on the map where the game itself will take place. So, regardless of where on the world you are from, this is where you will end up.

Jarr

Throughout time, Jarr has been one of the more advanced continents of Xadune. The kingdom of Revrent is the only nation on Jarr, but doesn’t cover the entire continent. Jarr, itself, is mainly rolling fields. With few mountain ranges, and scattered small forests, agriculture was Jarr’s main form of profit. As

time progressed, valuable mines were found under the soil, thus giving boon to the lead source of income for the nation of Revrent: valuable minerals. Almost all forms of ore are found in the rich soils of Jarr, along with gold and many precious gems. Summer temperatures can reach as high as 100°F in the south and normally 80° in the north. In the winter the north can get frigid with temps dropping easily below freezing while the south sees about 20°F as a low point. Summer days tend to be long and humid, while the winters are normally much shorter and unfortunately still humid. The only real mountains are more like foothills on the northwestern coastline of Jarr. The Rosso Colline, as they are often called, are about the only non-flat and rolling part of Jarr. They are noted to have a deep red coloration in the stones that make them and are likely remnants of what is believed to be the oldest mountains on Xadune. Revrent: Since the birth of the Kingdom of Revrent, its level of growth (as a culture, nation, and populous) has been steady throughout time. Jewel of Jarr and leading nation of Xadune for thousands of years, often called the renaissance nation, and heralded for having some of the oldest standing structures in the world, Revrent is the ideal Kingdom. It is made primarily of the Capital city of Revrent, and the four border cities (North, South, East, & West Revrent). Within the walls of Revrent is mainly rolling hills with spots of forest (no larger than a few acres) here and there. The coastline nicely meets the ocean and most of the

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beaches share the coloration of a lovely, off-white sand. The most notable landmark within the nation is the dormant volcano in which the Capital is built on and around, Mt. Raven. Standing at nearly 6,000 feet it is the tallest land mass on the continent.

Kanada Until the recent cataclysmic events, Kanada was connected to Jarr via land bridge; but even during these times Kanada kept very much to itself. Since the separation, Kanada has been enjoying a more peaceful solitude. The events of the past have caused Kanada to be slightly smaller than it was two centuries ago, but this in no way has stopped it from being just as mesmerizing. Visitors to these lands return often speaking of paradise and tranquility. Lush mountainsides, waterfalls, and green valleys cover this volcanically formed island. A large mountain range maxing out at about 3,000 feet stretches across the landmass, with the north side being mostly mountains and forest and uninhabited. The western rim dips low and is mostly like a large plateau leveling off at sea level. Kanada has a much colder climate than Jarr, but regardless still holds a full green landscape. Summers average about 80°F but can sometime reach higher depending on the winds that blow in from the Aturin Ocean. Winters can get very cool, normally dipping to freezing. Oddly, a strange phenomenon from the north causes warm air to come in which Kanada soaks up; this often lets them enjoy a warmer winter than northern Jarr. This winter breeze also helps the greenery make it through the cold winter. The months of June and July are normally spent in a constant rainfall. Villages and towns dot the countryside. Cities are very symmetrical, with obvious signs that they were built with a well thought out plan. Also unique to Kanada is their architecture which mainly emphasizes on articulation and bilateral symmetry (think Asian). The small island to the south of Kanada is one of the flattest and most urbanized areas in Kanada. Most of the vegetation has been removed except for a few farmlands to help feed the island. This is where the Capital of Kanada lays. It’s said that most residents of the Empire do not even see the Capital within their lifetime. Very few foreigners have seen it as well.

New Zeal

Second largest continent on the planet and second most dangerous area on the planet, New Zeal offers a landscape all its own. Known to many as the Land of the Unsetting Sun, it is mainly covered by vast and open desert. Truly the land where only the strongest survive, it always has one of the Sun’s light, if not both, beating down on it. Surrounded by silt seas, just getting there is an adventure. To add, the constantly shifting sands and almost infinite desert offer an insight deep into the past. Many venture here in attempts to learn more about time forgotten, never to return. Two large mountain ranges tear across the New Zeal deserts. Both rocky and treacherous masses mirror each other. Few but the Wanderers dare crossing them. Most just deal with the extra days of peril to go around them if they have to. It’s said that from the peak of one range you can clearly view the other, despite the almost 750 miles that separate them. New Zeal boasts an average temperature of over 100°F. The seasons are summer, followed by hot summer, then summer again. It’s not rare for the temps to reach almost 130°F. The deserts are one of the most notable landscapes of New Zeal, and the long stretching sands are almost endless in their expanse. Natives recognize three different deserts covering the lands. Each has a distinct feature to set it apart: the color of it’s sand. Grid east of the center is white sand, to grid west are the red sands, and at the bottom of the planet are the fabled black sands of New Zeal. Despite these horrible conditions, life still moves forward on New Zeal. Rarely do visitors ever choose to call this place home. Whole cities develop around oasis that in some cases can get as large as hundreds of acres. Buildings are normally formed from a sand/clay composition or from stone from either of the Zeō mountain ranges. The Capital city of New Zeal sits almost at the bottom of the world, which also holds the richest oasis on the continent. There one can find remnants of civilizations long past.

Pha The largest of all the continents on Xadune and also the most diverse in geography; Pha is the mystical

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homeland to many creatures, a safe haven to the near extinct, and prison to the lost. The largest land mountain on Xadune lies on Pha along with the largest forest and fresh water lake. She is separated into nine different regions; some at war, others at peace. Temperatures vary heavily, with the north seeing freezing conditions almost half of the year, while the southern tips have almost twenty hours of daylight and heat in the summertime. Due to the valleys and mountains, Pha also almost receives more rainfall per year than any other landmass. Heavy fogs are common across the continent. Villages, towns, and even large cities dot almost every area of Pha. Darken Wood: Many people believe the woods along the southern region to be haunted. The brush is over grown and little to no light comes through the canopy of the trees, all of which appear to be dead and rotted. Many people say that the ghosts of those fallen in the catastrophic event live here or perhaps it is haunted by the thousand s of elves that have died in the forests of Pha. Only the bravest of adventurers dare to venture into the haunted forest of Darken Wood. Kinsley: One of the challenged areas on the globe due to civil war and unrest, Kinsley is one of the oldest areas on the globe. Structures of old populate the rolling foot hills and forest of this area. Fields have been cleared out for farming and even a Halfling village or two can be found hidden in this still untouched environment. The green grasslands and forest give way to open beaches that line all of their east coast, while they are protected on the west by the Nigean Mountains. Northern Frontier: The Northern region is commonly referred to as the Frontier by Nelots. It’s separated from the rest of Pha by one of the world’s largest mountain ranges and highest, the Nigean Mountains. It is a world in its own, cut off from the rest of Pha and Xadune. Even today travel to the Northern Frontier is rare and very dangerous. To outsiders, little is known about what is on the other side of the Nigeans, and most don’t care. For more than a thousand years life has gone on in this pocket world, and most would stare in disbelief if they actually saw what was happening over the mountains. Western Kingdom: This is an entire kingdom made up of a dense, magical forest, home to the Fae race

and all naturally magical creatures. The Western Kingdom is also known as The Great Forest. In the Center of the Forest stands a large tree, also known as the Grand Tree, meant for gathering but also viewed as a place for answers and more. Barboroy: If ever there was a place to represent the new coming of times, Barboroy would be it. Most of the lands have been cleared to make way for innovation and science. A few large forests still stand to mark where nature once ruled, but for the most part, the sights to see here are the sprawling cities. With that said, invention is alive here. In all of Xadune, only here does the smoke stack rival the Dwarven Kingdom’s. Winter is normally the rainy season, with average temperatures being warmer than most of Pha. Kaz’letai: Kaz’letai is the nation founded by the Minotaurs and the lands have been named after them. It sits on the edge of the southern region of the Nigean Mountains. Many who enter the region are immediately met as hostile, unless they show a white flag of surrender, and then are immediately brought to the chief of the clan or tribe and interrogated as to why they have entered Minotaur lands. Many travelers will go out of their way to avoid the southern region of the Nigean Mountains in order to avoid the interrogations given by the clans. These lands are almost always covered in a mist or fog from the mountain range winds and the warmer winds of the Raspin colliding. Shirri’saan’isssi: This is the region around the swamps of Pha that makes up the home of the Lizard folk. The area is full of sinkholes, boggy land, and many creeks and rivers. Many do not travel to the swampy regions of Pha because more than just the Lizard folk dwell in the waters of Shirri’saan’isssi. Local legend says a swamp hag rules over the swamp, and she has many followers and guardians. But many say it is just a story told to scare little children. There is an average of about 40 days without rain in this narrow delta valley. Shaerorer Thysaer: The once beautiful and flourishing nation of the Elven race is known as Shaerorer Thysaer. At one point in time it was the place to be. The elves were a beautiful and elegant race and their beloved forest reflected that. Their cities were full of flowers, and they used everything

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nature offered. That time has long passed, and the nation of elves is in shambles and lost. When one walks through this area now, they see hints of lights in the enormous trees that make up the Thysaer Forest. It is very rare to see an elf when traveling through these lands, and those who do either do not remember or remember it at the tip of a sword. The once beautiful forest is now dull woodland overrun with thugs and bandits and a dying race in hiding. This is now the home to many races as the lands are generally free of rule. Nigean Mountains: These mountains stretch south from the Raspin Ocean to the Xelian Ocean at the top of Pha, and about in the middle of Pha it cuts almost straight across the continent to the Aturin Ocean. This is the home to the Dwarven nations. Dotting the entire range one can find populations of Dwarven cities, along with the occasional Gnome city. Of course, if you want to see any of this you have to go below the earth, and survive. One of the most notable features of the mountains is the anti-magic zones that seem to follow the entirety of the range, making crossing these barriers even more treacherous. This, grouped together with the treacherous rock surfaces and what seem to a layman as an almost impassable set of mountains, makes the Nigean one of the largest claimers of life on the planet. At least a hundred people die every year trying to cross the range. None has been successful to date.

The Islands There are hundreds of islands within the oceans of Xadune, each unique in their own way. Some are recognized nations; others are merely well known areas. Greachen: A fairly large island in the northern Espen Ocean with a ring of coastal mountains surrounding the low central plains that make this countryside notable. The island's lush vegetation, a product of its mild climate and frequent rainfall, is one of the most notable features of Greachen. The least arable land lies in the south-western and western areas. These areas are largely mountainous and rocky, with green panoramic vistas. Overall, Greachen has a mild but changeable, oceanic climate with few extremes. The Seion Islands: The chain of islands that formed in the Espen Ocean after the events of Fallen Star is

known most commonly as the Seion Islands. Hundreds of islands make up this chain, some almost as large as Kanada, others only an acre in size. Many races dwell on these patches of sand and land and call it home. Most of the islands share a very warm climate and plentiful rainfall. This is mostly due to the winds off both Pha and Jarr rushing across the Espen ocean in combination with the blistering heat coming almost straight into the chain from New Zeal. Mirth: Mirth used to be a small continent with year round temperate weather, wild with floral over growth, pure magic and an abundance of goods. Over the years, with the temperature changes, the ice from northern Pha had melted causing the water levels to slowly bury the continent leaving several islands behind. Over time the island’s growth brought new and unique floral vegetation, species and goods. This island does have seasons, but only two (being winter and summer), and celebrates both with its own holiday thanks to the celebrative feline Manx culture. Although this is the biggest island of the chain that was left behind, the magic still thrives within each separate island; whether it has diluted over the years or not is debatable. Any visitor of this island will tell you that they consider it paradise and often wonder why they hadn’t come sooner. Even still, the island has some sort of magic to it, as it draws in all sorts of people. Many different mages and tinkerers have tried to figure out the power of the island or if there is even some sort of power to it. They too have gotten lost in the beat of Mirth and have not been able to finish their studies. Inferna: This island was formed by excessive volcano explosions and has been here for countless years since the cataclysm. In fact the entire island is a chain of volcanoes. The largest one is in the center and there are about 10 that surround it on the island. The beaches and land are black from all of the molten rock and what little vegetation grows is unique in its own fashion. Almost every volcano on the isle is active and there is a constant flow of lava underground. The largest Volcano is Mt. Inferna. Many people will stay away from Inferna Isle, not only because of the active Volcanoes but because the Greks, an indigenous race that inhabit the isle, enjoy capturing people and enslaving them. Another reason people do not often come onto the island is because of the fire- blossoms.

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Fire-blossoms are beautiful red flowers that lure victims over with their exuberant colors and then they spit a ball of fiery magma onto their victims, melting the flesh straight off. Even though many stay away from the island, there are many who venture in to hunt the native fire bison whose meat is one of the most tender and finest of all meats on Xadune, and lords and ladies of all races will pay unbelievable amounts of units to have a slab of it on their plate. Hailnot: Far off the north western coastline of Jarr lays Hailnot. Before the cataclysm, it was the second largest penal colony in the world, but now it serves as free lands that have been taken over by forests and nature. Ruins of the old prisons can be found throughout the island which now often serves as a tourist attraction. The climate is almost identical to Kanada’s in most ways as well as its terrain. Some speculate that it was the product of a volcano chain now long dead. A few nomadic races call this island home: a few orc tribes and a hobgoblin gathering or two. Veltome: Veltome was once part of Jarr, but due to the event over a century ago it has become its own area. Since then it has been used as the ultimate neutral ground for Xadune. Here is where world law is decided. No nation calls this island home, as well as no race. It is free lands that are patrolled by the world’s army. The island itself is relatively flat with a few rolling hillsides. Light forests grow around the perimeter of the island as the center is cleared for the world hall. El Rural Dante: To the north of Jarr and past Kanada the oceans start to ice up and the sun stays in the sky shorter and shorter. At what is almost the limit of a seafaring vessel that is made to endure these harsh environments is a small collection of islands that serve as Xadune’s most harsh and most cruel prison: El Rural Dante. She lies about 25 miles inside the dead magic zone that covers the top of the planet and is the only prison on the planet that is capable of holding a Gatherer. On these islands there are no walls, almost no guards, and mostly nothing for the prisoners to do but die. Those that choose to be productive in their sentence by helping in the mining have a shot at making parole.

The Oceans of Xadune

Four oceans encompass Xadune. Each is just a little different from the last, and each has its own set of perils. The Xelian Ocean: The largest ocean on Xadune and also almost 100% frozen. Little is known about this ocean other than it is one of the more violent and dangerous oceans on Xadune. The strongest winds on the planet have been recorded here along with some of the coldest known temperatures. Another good to know fact about the Xelian Ocean is that it seems to be almost completely covered by an anti-magic area. Some think this was caused by a great war from eons past, others argue it was caused by the Powers. The truth might never be known. This ocean outside of its brutal conditions also offers the most dangerous sailing areas. Icebergs dot the rims making a safe journey almost impossible. The last notable feature about the Xelian is the almost complete lack of light. As one progresses farther north, the darker it gets, making the perils of this death trap even greater. The Aturin Ocean: Third largest Ocean on Xadune, the Aturin is also the most open. The past century has seen the most travel on this ocean as well, with trades between Pha and Jarr. The Aturin is also the warmest ocean in the world, but also known to be one of the fiercest. Storms the size of Jarr have been known to kick up and tear apart anything that dare traverse it. Pirates enjoy these open waters, though not as much as the Espen. Often one travels here to “get lost.” The Espen Ocean: The Espen Ocean is one of the busiest oceans of Xadune. Typically it is referred to either as the East Espen (Jarr side) or the West Espen (Pha side). Each has a few different characteristics that should be noted. In the East side, oceanic movements are generally clockwise, while the Western Espen has a counter-clockwise ocean flow. Salinity is often much less near the center where most of the rainfall occurs. The Espen also has the most seas of any of the other oceans. Many pirates and smugglers also call this ocean home. Most of the merchant vessels that use these waters have to cross through the Seion Sea which is perfect for ambushes. The Raspin Ocean: Most people do not even consider the Raspin an Ocean, but rather a very large sea. Regardless, it is the smallest of the four oceans and often the most rough. Waves get kicked up from the constant temperature changes caused by the

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warmth from New Zeal and the cool rains off the Pha coast. Oceanic directions are known to change without warning, making it a pain for even the most skilled sailor to navigate. The Silt Sea: This is the slush of sand and water that surround New Zeal. The Espen, Raspin, and Aturin all feed this concoction of earth and water. There are harbor points set up all across the borders for passengers and cargo to exchange ships before continuing in either direction, for the Silt Sea requires special boats in order to cross it. This is just the first of many obstacles in the way of anyone wishing to enter New Zeal.

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Technology, Laws, Demographics, & Customs

A good thing to know is how the technological state of the world stands. Firearms do exist, and have for hundreds of years. BUT, not until recently have people been able to accurately work metal in order to start making their own. So, back to the beginning: Firearms have existed for hundreds of years and they were very rare until recently when people learned the proper techniques to forge their own firearms. They are in their infancy for the most part. Smiths have just within the past 25 years been able to mold brass into fixed cartridge rounds. Semi-automatic and full automatic firearms are on the horizon, but nothing that will see the common man’s hand for years. For the most part, firearms are limited to single shot and some repeater types. Laws are also something most would like to know a little on. Though the Law Lore will cover almost every law and loophole within the system, we will note the more important and obvious ones here. Hand in hand we will also look at the demographics of the different areas of Xadune as well as customs that most would know from those areas or races. It should be known, though, that only players playing certain races or players with the Racial or Area Lore skills will know all the ins and outs. Internet has not been invented on Xadune, and 95% of the people on the planet have no real idea of what it is like or even could be like anywhere else in the world. Airships, though they have been around for some time, are not a dreamy joy ride, yet. If it wasn’t a military vessel then it was more than likely an experience that would make most people throw up. There are three major classes of airships: the ones that are magical in nature, which are very rare and either a military ship or government property for the most part (or a good mage’s or very rich noble’s); the ones that operate off of steam and a balloon ballast, which are the most common; and then you have the three very rare airships that are from time lost (two of which are pirate vessels and the other is the New Zeal flagship). Back to the steam ballast ships: these are the

common types, what most people have seen and been on if they were lucky enough to catch a ride. These vessels make due for the most part. Most pirate vessels were once military ships that have been high jacked. Your common merchant and passenger airships are not the best in the world, but they get the goods from one place to another. There are indeed sky pirates that prey on both air and sea vessels. These types are, for the most part, in constant hunt by some military group, but most manage to make do. Smuggler ships are more common than actual pirate vessels. Smugglers at least get to live; most pirates are killed on capture. Revrent: Revrent is fairly advanced in their technologies. Think of the inventions of the world in the mid 1800s. Their army is known and battle proven. Though they still have a strong standing infantry, their musketeers are very formidable. Revrent also has one of the largest mixed Sky Fleets including normal and magical vessels. Though their normal air ships are not up to par with Barboroy, their magical ships surpass them in many ways. The laws of Revrent are the common for the world. Most felonies, such as murder and rape, are dealt with swiftly with capital punishment. Most people are expected to be responsible for themselves by age 7. It is at age 7 that one can be charged with a felony. By age 9 you are eligible for receiving the death penalty, and age 10 allows you to be put up for transportation (moved from the country into an offsite correctional facility). Smaller crimes are punishable by time served, public example, or simply a fine. Repeat offenders, though, often have their crimes wracked together which places them as a felony offender on their third repeat.

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Of all the nations, most will find Revrent to be like the typical fantasy world set in a steam era. Prostitution is not taboo, but instead a slight tool of the government for extra earnings. Most people are friendly and normally share no bias nature. Of all the places on the planet Revrent would be the least likely place to find racism. Many view them as being a very liberal

country. Currently they are not at war with any countries, though still feel a slight disturbance from Barboroy. They are long known allies of Kanada and often aid New Zeal without hesitation. Kanada: Like Revrent, Kanada is well versed in the new sciences as well as magic. If it was not for the skilled craftsman of Kanada, one questions if firearms or even the whole technology race would even exist. It was Kanada that was able to produce the first firearm that would not explode upon firing, and it was Kanada that perfected the cartridge round. Despite all these advancements, they are very reluctant to use them. Though they have the potential to match everyone else, in terms of a Sky Fleet, they choose not to. Either that or they are hiding their fleet, most do not know. Much like Revrent and the rest of the world,

Kanada’s laws are pretty normal. Though they are often much hastier to punish people more strictly and use someone to set examples. Capital punishment is often highly favored over transportation. Visitors are treated as the lowest class you can be, so most must be on their best behavior while in Kanada. One of the most striking differences is that the peasant class is not allowed to have firearms, though they are allowed to have weapons to defend themselves. This is often an overlooked law. Kanada does differ some in their customs and culture. They are much stricter and focused than most other cultures and nations. They, like Revrent, allow an “entertainer” option of employment, but are much closer regulated than they are by their off seas brethren. People here also follow a very strict class system, so one would do best to be sharp on all the correct mannerisms before getting beheaded for something most would find common place. New Zeal: Truly a world in its own. Like Revrent and Kanada, New Zeal is a close runner for technology, though a few steps behind some might say. But a

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native would say that was not a problem. New Zeal has one of the few airships from what is thought to be time lost. This flagship is incomparable to almost any other airship in the sky and is the corner stone of their arsenal and research. The rest of their sky fleet is pretty up to date as well with both magical and normal airships. Some might view New Zeal as a much stricter world than the more “civilized” places of Xadune. There is no age limitation for punishment and often the law is dealt out swiftly and upon proven guilt (and sometimes guilt is not needed to be proven). It goes without saying that outsiders are almost never given second chances and are often targets to be made examples of. Death is a penalty that is dealt out more common than any other, second to slavery. Most all crimes are considered high crimes, but often it really just depends on who caught you that makes the difference. New Zeal is the only fully open nation that also heavily condones slavery. Almost 20% of the population is slavery. But that does not mean they are treated any worse than a normal citizen. Some strange customs also walk the sand of New Zeal, often rivaling the ones of Kanada. So, it is best to do some research before heading out there. Mirth: In terms of science and technology, Mirth is very backwater. All that they have is from other nations or people. People of Mirth so far show no interest in making technological improvement of their own. While on Mirth, the laws of the Felines are the laws of the land. All laws are openly posted for visitors to see. Most visitors to the isle are deported upon breaking the law and left in the hands of their mother country’s law system. Felonies being the only exception, which are the norm for most of the planet.

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Maybe the most offsetting custom that one will find on the isle is the large amount of celebrations and holidays. Most also note that Mirth is amongst the most “laid back” nation on Xadune outside of the Halflings ways. Greachen: Lower on the totem pole of technology is Greachen. Their sciences are often acquired more than made, though they have been making good progress the past decade due to their rather good set of universities. The do have a rather small Sky Fleet, but their sailing abilities more than make up for it. Something to mention in the area of technology is that a Greachen naval ship is by far the best made in the world. Greachen’s laws are much like the rest of the world’s, and somewhat modeled off of the Revrent system. Though, some will find their rules to often not be so forgiving. As with most nations, they do not favor the outsider. Maybe one of the more notable customs of Greachen

is the fact that almost nothing is written down. Instead, the Greachen people strive very much on their strong sense of oral tradition. Other than that and the fact that most visitors are often picked on for being “weaklings,” not much is odd in Greachen. Kinsley: Kinsley is easy to describe in the sense of technology: there is none. This is the one place on the planet that does not endorse it at all in any way. Even the Western Kingdom has more technology than Kinsley, and that’s saying a lot. Law-wise they are very traditional and old school, some might say. There is a strong caste system set up, with each caste treated in the sense of the law slightly different from another. A good rule of thumb is the higher class you are the more you can get away with. Though most entering the lands are of some class, be prepared to present paperwork in case you get in trouble. It’s always best to make sure you are very up

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front in displaying your stature and country of origin when in Kinsley. Much like their laws, Kinsley’s customs are that of the old age. Though most are nothing out of the norm one would be best off to brush up on them before heading in. Barboroy: Barboroy has sworn off magic and is the true nation of invention. They are the furthest along in those regards and have some of the best aviation equipment around. Additionally, only the mind is the limit to what can be accomplished here. Though Kanada is the father of firearms, Barboroy is the nurturing mother that has brought them and all other children of science up and further than they could have ever gone. Laws are also amongst the most lenient on the planet. Most nations feel Barboroy offers too many second chances and is nothing more than a breeding ground for mistakes. Barboroy is also the only nation that feels children are not fully responsible for their actions. They also do not endorse transportation but instead prefer to use their own penal system.

When speaking of customs in Barboroy, the first thing that comes to mind is proper. Their people there are nothing short of it. Being the cutting edge also makes them feel as if they are also the leaders in many other things. So, when on the way to Barboroy prepare to feel like you were a peasant back home. Another thing to note is that Barboroy is about the only society that views prostitution as a major taboo. With properness also comes a large amount of conservative attitudes. Darken Wood: Darken Wood is not a nation, but should be mentioned here. There is no technology, no science, no laws, and no customs. Just live and do not

die. Most do not go here and the ones that do, do not come back. It’s just that simple. Shaerorer Thysaer: Like Darken Wood, Shaerorer Thysaer is a free land. There is no law other than that of the land. Customs vary from tribe to clan. What you come across is what you find. Often some carry with them science they have gained from elsewhere, but there is no real source of it here. Universal Laws: Most countries all have the same sets of wrongs, though how they treat and deal with these

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may vary from place to place. Here is a list of crimes that are almost universal across Xadune:

Aggravated Assault: Assault upon a person with a deadly weapon. Battery: Is a form of assault, normally in some physical means. Arson: The act of deliberately setting fire to an area or location. Burglary: Entering into a building for the purposes of committing an offense. Illegal Substance Sales: The sale of items that are considered illegal by the government. Consult your local government for a list of all illegal substances. Theft: The act of taking something unlawfully that is not yours. Treason: Is acts of disloyalty to one's sovereign or nation. Espionage: Is obtaining information that is considered secret or confidential without permission. Robbery: Is the crime of seizing property through violence or intimidation. Murder: The act of killing someone, directly or indirectly. Rape: Having sexual intercourse with someone without consent. Kidnapping: Is seen as taking someone and holding them against their will. Fraud: Deception made for personal gain or to damage another individual.

World Laws: Xadune does have a World council, and often laws are made that are enforced across the world. These laws are often complex and pertaining to large bodies, but can often also affect the little man. Here is a list of the most well known World Laws:

Bombs: This law prohibits the use of high yield explosive weapons both on small and large scales. In general terms, if it goes boom and destroys things, it is not legal. It should be noted this does not include the use of firearms and artillery. Piracy: This is when crime-like acts are committed by a non-state people, especially robbery or criminal violence, in open waters or air. Punishment is death.

Money & Time

Everyone likes money, and Xadune is no exception. Precious metals and stones are the core set of trade when it comes to the universal denomination. Each nation normally does have their own mint of coin, but thanks to a World Law all nations must mint their coins in proper world denomination. The currency of Xadune is the Unit. The Unit is a coin based currency that has a set amount of precious metal amounts in it. Each denomination has a different combination of these metals to give it its worth. Thus, each nation can mint their own style coin, but each coin still has the same value no matter where you go in Xadune. Units come in a few different sizes: 1 Unit, 5 Units, 25 Units, 100 Units, & 500 Units. Sometimes amongst the lower class and peasants 1 Unit coins are broken up into bits, but this is frowned upon and only done when money is in short demand. Some nations have taken to printed notes also as a form of currency. This is still fairly new across the world, and though normally approved for trade, and the home banks can use such forms for debt consolidation, a few merchants and independents do not accept this form of currency. Some people wish to only play it safe with hard currency. Universal Notes printed by Veltome is the only fully accepted paper Unit and note of debt. These paper currencies come in 1 Unit (Revrent make), 5 Unit (Barboroy make), 8 Unit (Veltome make), 15 Unit (Kanada make), 50 Unit (Kinsley make), 100 Unit (Greachen), and the 250 Unit (New Zeal make) notes. For the most part, players need to earn their spending money in-play. It’s important to note that you will not be given money for any “job” you say you have between events. The money you might earn from these jobs is used to support your character’s cost of living. This goes for all PCs, including military personal. The higher the rank just means you eat better and live a little more easily. But regardless of what you say your character has or does, it cannot help you monetarily in-play unless Staff or Plot directly does something. Time in Xadune is fairly straight forward: there are 365 days in a year, 12 months in a year, from 28 to 31 days in a month, and 24 hours in a day. These are all

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rough estimates, but for the common man, the numbers do. A day is about 24 hours long, 60 minutes in an hour, and 60 seconds in a minute. The current calendar for Xadune is rated by AFS, or After Fallen Star. It notes the first day of the last major cataclysm. Since then the calendar clicks forward. All dates before are referred to as BFS, or Before Fallen Star. As of October 31st 2008 it was ASF 128. Before the cataclysm the calendar, was tracking an almost lost event: the last World War. The year was 1497AW (After War) when the cataclysm occurred. Many have theorized that civilization has existed for thousands of years before that as well, and many archeological finds back this up. However, the lack of written documents makes it hard to really pinpoint true dates or timelines.

After Fallen Star Timeline

BFS 1 What seemed a normal day was just the beginning of an apocalypse. At around midday the sun Tirus disappears. A week later the sun Eros disappeared as well. And then finally a week after Eros’ disappearance the largest and last sun on the solar system, Jokus, disappeared. For the next six months the planet of Xadune was wracked by devastating natural disasters in a frozen world. Nearly 60% of the world population was killed in those six months.

AFS 0 Without reason or warning the suns Eros and Jokus reappear. Though disasters still follow the rewarming of the planet, the worst was over. Tirus never reappeared.

AFS 001 Battle of 1000 Beards: Civil war between clan Stonefist and the rest of the Dwarven nation. Battle lasted 366 days ending with the exile of the Stonefist clan. The doors to Dwarven nation were closed to the world.

AFS 002 All Orcs tribes declare inner tribal peace.

AFS 013 The newly formed island, now named Greachen, becomes permanently inhabited by the Greachen people.

AFS 014 First Hobgoblin Civil War.

AFS 015 Large groups of people with similar ideals and values formed together in the south western region of Pha. Gathering from almost all areas of Xadune they formed what would from then out be known as the Nation of Barboroy.

AFS 018 Kinsley attempt unsuccessfully to expand south into Darken Wood.

AFS 021 The borders of Barboroy and the Western Kingdom meet for the first time. One of the more lengthy and bloody wars of the century begins.

AFS 023 The Minotaur leader Kaziga’thai de Aurluig dies, he was succeeded by his son Korlock de Aurluig.

AFS 028 Second Hobgoblin Civil War.

AFS 032 First production of a new firearm by the gunsmith Tang So in Kanada.

AFS 035 First Minotaur Emissaries are sent out from Kaz’letai, the Minotaur lands.

AFS 037 The war between Barboroy and the Western Kingdom finally ends, to say. A thin veil of peace settles as tension keeps high between the two countries. Also, the Awakened are wiped out to near extinction due to civil war.

AFS 038 The Eight Year Raids: Greachen launches an aggressive campaign against Kinsley which lasts nearly eight years.

AFS 050 The Elven population drops to 10% of what it would have been 3 centuries ago.

AFS 052 The Bomb That Shook the World: the subterranean goblin city was accidently destroyed by a goblin made bomb.

AFS 058 Third Hobgoblin Civil War.

AFS 060 Mirth established the Arts Development Council (LADC) to protect the rights and development of the arts.

AFS 069 Feline populous disappears.

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AFS 073 The first account of small rebel groups in Kinsley to attempt to usher in the new sciences.

AFS 077 The beginning of the War of 080: Between Barboroy and Revrent.

AFS 079 The Dwarven nation reopened their doors to the world.

AFS 080 The end of the War of 080 and signing of the Barboroy Treaty.

AFS 088 Fourth Hobgoblin Civil War.

AFS 092 Kinsley is split in half, North and South Kinsley, in an attempt to promote a new form of government. Civil war ensues for the years to follow.

AFS 099 The New Gift was passed. This was also the last time the feared Sky Pirate vessel Elfmörder was seen.

AFS 100 Halflings across the world made great feasts to celebrate making it one century without dying or having to endure an apocalypse.

AFS 101 Western Faction (in the Western Kingdom) began to show extreme racism towards all non-Fae.

AFS 102 In the Western Kingdom civil war finally erupts when the Western faction begin full attacks on the Northern faction.

AFS 109 Felines reemerged.

AFS 119 Bultungin Matriarch, Luna, was named for the Gnoll Race.

AFS 127 First cartridge round was invented. Also on February 24th, the City was found by the merchant vessel Arjus.

AFS 131 Present date (as of 2011).

XA0024

For the most part the game itself will take place on the island of XA0024 which is most commonly just called “the City”. Measuring in at about 26 square miles (roughly a tad larger then Manhattan Island) it

has a max length of about 14 miles and at most 7.5 miles wide. XA0024 has obviously been underwater for thousands of years, but despite the worn and water soaked appearance, a large amount of the City which covers almost the entire island is still intact. It has been estimated that the island has been surfaced for about 3 years now (as of AFS 129). Dwellings on the island range from what seem to have been small homes to large buildings now rotted away and nothing but rubble. Large sections of the City are marked off as off limits to most, both for safety reasons and to keep the area clean for future research. Architecture is familiar to a few styles of Xadune but not like anything that can be found today. Structurally speaking, everything is made from stone, but reports have claimed that some buildings are made of stone not native to the planet.

“People come to XA0024 for a few different reasons. Most are there because their government, group, or Faction sent them. In all truth, most of the people that are there for this reason believe this is the only reason you should be there. But it is an independent free landmass so they cannot exactly stop people from coming in unless they do something to get exiled. Outside of that, the main other reason people come to XA0024 is less glamorous and important sounding: money. Governments and factions might be able to control “their areas” but they cannot secure the entire landmass. This makes it one big payday for most people in all respects. Traders come to set up shop because where there are people, there is trade. Smugglers and other sorts find it as a good meeting spot… though the authorities are not dumb to this fact. And adventurers come to do what they do best: loot. Not much further down the list from people there to make money are the people looking for answers. Ancient ruins means knowledge of the past, and that is something a lot of people would like more answers to. Some come for close personal reasons, other just want to know why things are the way they are. And last on the list of people on XA0024 are the accidents, or the lost. Having portals from all over does happen to cause an accident or two. And to make things better, the City is the only place on

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Xadune that has open ties with the entire mulitverse with next to no strings attached or at least no special key. Sometimes accidents happen. Sometimes people just walk through the wrong door. And speaking of wrong doors, that is still a very common thing on the island: wrong doors or portals. See, not many have the abilities to see portals, and seeing how, according to the magic types, every doorway or arch is a portal waiting to be opened, it isn’t an uncommon sight to see a group of people just… well, get lost somewhere else. It’s a peril that comes with the territory. Most that go to the City know about this and are prepared for it… but the new folks, not so much luck. But it sure is funny to watch.”

Eric Stonewell Lead Scientist from the Faction of Lost Knowledge

-Missing since AFS 128”

A timeline of the events of XA0024 As everyone starts brewing ideas, character concepts, and group ideas it would be good for everyone to know what they will be walking into, literally, character wise. Here are the known facts:

-On February 24th of AFS 127 (that would be 2/24/2007 in the real world for those keeping track) the merchant vessel Arjus recorded the sighting of an unknown landmass in the Aturin Ocean while in route to South Revrent.

-This sighting was then confirmed by the RRAS (Royal Revrent Air Ship) Alexandria on the 29th of February of the same year. It was confirmed that the island was a new landmass which was fully covered in ruins. The Island was labeled XA0024. Within a week, almost every Nation of Xadune had gotten word about the island and the City on it. After a global meeting with almost every major nation, faction, and group of Xadune, it was declared that the Island is a neutral ground which was to be acknowledged by all groups present and be studied equally by any and all that were a part of the treaty signed that day. Over 57 parties are on the Peace Treaty of XA0024. The Treaty consists of all 15 major nations, the 26 churches, 7 merchant houses, 5 scientific factions separate from

the nations, 3 guild groups, and the sky pirate Sylvia Angel who claimed to represent all pirates of Xadune.

-Within days of the signing almost every group was represented on the XA0024. Within moments the potential of XA0024 was realized with its almost infinite doorways to everywhere. For the next year, XA0024 was studied extensively. Though most of the populous of XA0024 was purely government and faction followers, it did not stop the immigration of your curious populous and “explorers.”

-Most portals which worked on an inner-world level to a major Treaty group were tagged. Though new ones were still being discovered, all the major ones seemed to have been recorded. Only pure accident would lead one through a new unmarked inner-world portal via XA0024.

-On October 31st of AFS 128, all communication and contact with XA0024, or the City as the residents dubbed it, was lost (it should be noted that on Xadune, up until this time this particular day of the year held no real significance). Each major organization that was capable formed a large joint investigation into the incident. Nothing was ever released to the public and all access to the City was denied and strictly enforced.

-It was announced that on May 3rd of AFS 129 that all treaty members would be allowed back into the City after a meeting which will be held on the 28th of May.

With that all said, here are the rumors:

-Much of the current leaps and bounds in science are because of information found in the City.

-Tales of the adventures and learnings found in foreign lands spread as portal use became more common.

-The City was commonly visited by pirates, both of the sky and sea, as a trading ground seeing that they were in essence immune to the law while on City grounds. This gave grounds for the many rumors of it just being a black-market for the world, and just a backdoor way for governments and groups to do their shady dealings.

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-Of course, the religious zealots believe it to be a gift from the Powers. With that in mind, no Power has ever been said to officially comment on the subject.

-Almost every group that was in the City doing research learned something different and new, which they all kept for themselves.

-Though openly there was peace and a grand universal neutrality while in the City, despite what was happening on a global level, there was still a behind-the-scenes inner turmoil over control of the City.

-There are almost countless rumors about what happened on October 31st. Use your imagination and I am sure it has been said somewhere…

-Despite their best efforts to keep the City closed off, patrolling all the portals all the time was impossible, which gave root to many stories about groups of people sneaking in.

Chapter 9: The World of Xadune Page 183

Life in Xadune After Events

So the event is over, you had a great time (hopefully) and you just spent the next week recovering… now what? There are a few weeks between now and the next event, whatever do you do? Go online. Thanks to the flexibility and availability of the modern internet, players are able to connect, talk, and even role-play over the internet. Often Staff will also drop many plotline hints and hooks or run small encounters over the web.

Come visit us if you haven’t already at www.Xadune.com. The forums are always active, and Staff will happily answer any questions one might have. The internet is also a great place to learn more information on the game world. In the “Stories & History” section of the forum, one can find a growing bounty of common stories and knowledge that characters might know or have heard of while growing up on Xadune.

“Will RPing on the boards between events help me at game?” It could never hurt. Board activity will normally always be there from a Staff or Plot perspective. If PCs do not talk to them or interact with them, it’s pretty much the same as snuffing an NPC at the event. So what you do is in your hands, but do not say that the opportunity was never there.

In-between Event Actions

You will also find a section for In-between Event Actions online. There you may attempt to do more impacting actions for your character; however, let it be known that only about two of your major actions will get recognized or accomplished between events. It should also be noted that these actions are intended to be more beneficial on a role-play level, and not on a numerical advancement level. In other words if you spend your In-between Event Action to, “Go learn ____ skill from random guy ____” you will most likely be charged the maximum amount. Role-playing will always get you further than just saying you’re doing

something. Additionally, realize that this is a courtesy, and you should not always expect it to work or to get a response. Your actions will be read but most of the time you might not get anything from it. Lastly it should be noted that these are in-between event actions, not per month actions. Despite rather lengthy down times that might occur, especially during winter or the peak summer months, your character will only get around two impactful actions in-between that time.

“Does doing things between events cost money?” No… hell no. Your PC’s life does go on in-between events. Now, doing things that can directly relate and affect your PC is all good as well, within moderation. Use the “In-between Events” button on the forum Nav bar to submit what you would like your PC to do if it falls outside the norm of everyday life. The worst that could happen is you get nothing from it. Also remember to think small and the odds of you getting somewhere are much greater than if you think big. Also, limit your actions to about 2 or 3 things that could have “cause/effect” situations. A good rule of thumb is that we will not take into account much more than that. If you never hear back, assume that your character just followed dead leads or got nowhere in their endeavors this time around. It happens; sometimes you have to try that thing a lot to get lucky. Remember, also, that though this option is available, it is not a guarantee of accomplishing anything or even a reliable tool to forward your character. Advancement is intended to happen at game. This little between event things is just to spice things up now and then during the weeks between games.

Boffer Making 101

Here we will teach you everything you will need to know to make your own items at Xadune. As mentioned in the combat section of the rule book, safety is our number one priority and in following this guide you can stay within our guidelines while keeping everyone safe and still having a blast!

Page 184 Chapter 10: Everything Else Unsaid

Material you will need:

1/2” PVC pipe for weapons up to 41”

3/4” PVC pipe for weapons 42” to 72”

5/8” thick PVC pipe foam (Note: ALL WEAPONS THAT ARE BOFFERS STRIKING BLADES NEED TO BE MADE OF 5/8” FOAM. NO EXCEPTION! A caliper might be used to measure weapons and make sure they are of proper size. It has come to our attention that some LARP weapons have been made of smaller wall pipe foam. Please check your weapons. They should measure in at 1.905” to 2.015” for 1/2" pipe weapons.)

• 2” thick open cell foam • Gaff tape, kite tape, or duct tape • Electrical tape • Saw, PVC cutter, or other tool which will be used

to cut PVC • Knife, razor, box cutter, scissors, etc. • Gray or brown spray paint (if needed)

Weapon Color Requirements: Grey Normal Steel/Metal Weapon Brown Normal Wooden Weapon

All other colors are reserved for different material types so please do not come to site with a normal weapon made in a different color. However, if you are unable to get your weapon painted/colored beforehand we will have paint on site to appropriately color your weapon if needed. It should be denoted that weapons of different materials are sort of a clue in that something different is happening with your weapon and might make it a target for in-play acquisition.

If making a weapon for donation, it is most helpful if the color is black, grey, or white. These colors are easiest to paint. Staff and Game weapons will be denoted on the safety tags on the weapon’s hilt.

Making the Weapon First thing we will look at is the many different types of weapons you can make here at Xadune and their measurements and requirements.

Here are a few specifics not listed in the chart that you will need to know:

Bastard Swords can be wielded one or two handed, with one handed dealing 3 points of damage and 2-handed dealing 4 Clubs have no hand guards Maces require stubs War-Hammers require a hammer head with its smallest length being 5" and the largest being 10" Battle and Great Axes bladed edge must be from 8" to as large as is safe Quarterstaffs must be fully padded except for a 15"-20" center grip Bows & Crossbows cannot have more than a maximum of a 15 pound pull. Bows should have their limbs covered in foam for safety reasons. Thrown Weapons need to be completely from foam. All thrusting weapons need to be have a 2” open cell foam thrusting tip resulting in tip that is 2.5” with no core. Waylay Widgets/Saps need to be at least 17” in length and have a trusting tip (see above). Fist Phys-Reps need to be 17” in length with a thrusting tip

Construction

These guidelines should always be followed when constructing your weapons from PVC and pipe foam:

First thing you do is measure out the length of the PVC that you wish to use in the construction of your weapon.

Mark your PVC where you wish to cut it, cut it about 3 inches shorter than your intended finished length (this accounts for the pommel and thrusting tip).

Then take your PVC cutting tool and cut the pipe. File down the edges and make an asterisk-like

pattern over both ends of the PVC. This helps in depleting the wear on the foam plus gives a bit more snugness at the ends.

Next you will take your piece of 5/8” foam and measure out the length you want your “blade.” Have the length long enough so it hangs about half an inch off the end of your PVC.

Using your Razor, knife, box cutter, etc. cut it, making sure you leave plenty of room for your

Chapter 10: Everything Else Unsaid Page 185

handle. (Note- Handles should be no more than 2 ½ Hand Lengths.

Then taking your cutting tool you will angle it at the end and cut the edge of the foam off, leaving an angled edge which will be the base of your “blade.”

Now you will slide the Pipe Foam onto the pipe, leaving, at least, an inch of room at the top.

Now take your Gaff or Duct tape and pull it the length of your blade, extending the piece about 2-3 inches past the angled edge of the foam. DO NOT SPIRAL WRAP THE WEAPON WITH TAPE.

Once you have covered the entire “blade,” which should take about 4-5 pieces of tape, pull the extended parts of the tape down around the pipe, connecting the foam to the pipe.

Then take your electrical tape and wrap it around the base of the foam, locking the tape down.

Next you are going to take your open cell foam and cut a square piece out, using the top of your weapon as a base measurement. Make sure the square piece of foam fits the diameter of the top part of your weapon.

Cut a half inch piece of pipe foam and then shave it so it can be rolled up and placed in the half inch overhang you left on your pipe foam.

Place it on the top and measure out two pieces of tape and place them over your “tip.” Then take a 3rd piece and wrap it around the base of the tip and the top of your pipe foam, locking the taped tip in place

Next you will construct your hilt, if there is one. Take out the left over piece of pipe foam from

your blade, if any, and cut off about 3-5 inches. Take the butt of your sword, which should still

have pipe showing, and push it through the center of the foam you just cut. Take it back off.

Now you will cover it with tape, making sure to cut holes back out of the hilt which you just made.

Slide it up to the base of the foam. Now we make the pommel. Cut a 1.5 to 2 inch

piece of pipe foam and cut another angled cut into both sides of the foam leaving about half an inch of straight foam in the center.

Slide your pommel onto the end of the blade leaving about half of an inch hanging off. As with the tip cut some pipe foam and roll it up putting it in this void.

Next secure the pommel with and asterisk–like pattern with electrical tape and and then wrap the base of the pommel with electrical tape, securing the tape of the pommel to the pipe.

Finish wrapping the handle in electrical tape, making sure ALL pipe is covered.

Congratulations, you have made a weapon! If you have any questions, concerns, or confusion

on making a weapon, please contact Staff or Plot and they will be happy to answer your questions.

Useful Tips Duct tape is fine for a first time weapon. Gaff tape is much stronger and last years longer, however most gaff taps have low adhesive so using some spray adhesive or little drops of super glue on the ends of the tape can help hold it in place. Kite tape is light and durable, but it’s also the least forgiving when mistakes are made and the most expensive tape. The proper thickness pipe foam might be hard to source in the south, but some calling around to local hardware stores should turn up good results. Alternatively some people like to use the camp pad foam, however particular attention must be given to thicknesses on sticking surfaces as well as the foam is not the required 5/8 inch thick so if must be stacked to achieve proper thickness. These weapons tend to be much trickier for novices to construct and can end up weighing a lot, as well as breaking down much faster than a properly made pipe foam weapon. Fiberglass, kite spar, and graphite cores are allowed, but please check with Staff before constructing or buying these weapons. We like to triple check source material and construction for safety before people invest in them. These weapons, often referred to as ultra-lights, can be a much lighter alternative to a PVC weapon, however they can also be too light resulting in a dangerous weapon. Remember: it’s not just you using your weapon we have to consider, it’s if

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someone much larger then you picks it up and starts swinging it. With a “tap” hit system like we use some people might wipe the weapon far more easily then you can resulting in accidentally hurting people. Mass produced weapons are also useable options. These weapons are often the most astatically pleasing but have a price tag to represent this. Some of these weapon last a long time, while others break down rater quickly. As long as their construction adheres to our safety guidelines we will allow the weapon. However please ask Staff first before making a purchase as they must give a final approval over the weapon and might also have some insight on the weapon or a firsthand account of it.

Appendix A: Quick Reference Charts Page 187

Appendix A: Quick Reference Charts

Starting a Character Check-List

Question Retort

Starting XP 15 Race Is it a capped or restricted race? Culture Yes/No? Did you talk to Staff about it? Skills Do you understand what your skills do?

Background/History Do you have/want one? Did you clear it

with Staff? Zodiac What’s your Birthday? Religion Do you have a preference?

Tolerances

Item Tolerances Tolerance

Bows & Crossbows 3 Firearms 4 Medium Sized Mundane Items 5 Normal Shield 9 Fine Crafted Shield 17 Master Crafted Shield 25 Large Objects 30 Normal Crafted Locks (Rank +5) x2

Breaking Confines

Confines Strength Required

Breaking Count

Bind +1 (+3) 3 sec. Web* +2 (+5) 3 sec. Snare +3 (+7) 3 sec. Greater Bind +4 (+9) 6 sec. Greater Web +5 (+11) 6 sec. Confine +6 (+13) 6 sec. Immobilize +8 (+17) 9 sec. Trammel +10 (+21) 12 sec.

Be it noted that creatures cannot be killing blowed while actively breaking confines. Additionally, it requires double the required strength +1 to instantly snap a confine; this is shown as the number in

Parentheses.

*Physical or natural webs can be cut on an uninterrupted 6 count. Greater webs cannot be cut via normal means.

Page 188 Appendix A: Quick Reference Charts

Firearm Ammunition

Type Damage Tagline Allotted Starting

Amount

Caseless Small Arm Ammo (XSAA)

4 Pierce 20

Cased Small Arm Ammo (SAA)

5 Pierce 15

Caseless Long Arm Ammo (XLAA)

6 Pierce 15

Cased Long Arm Ammo (LAA)

7 Pierce 10

Papered Birdshot 4 Burst, Blunt 10 Full Shelled Birdshot 5 Burst, Blunt 10

Papered Buckshot 6 Burst, Pierce 2 Full Shelled Buckshot 7 Burst, Pierce 2

Full Shelled Slug 9 Pierce 6

The Lore Skills

Lore Skills XP Cost Skill Cost Learn Time

Airship Lore* 5 nil 4 Weeks Ancient History* 7 nil 16 Weeks Area Lore 6 nil 6 Weeks Astronomy* 5 nil 6 Weeks Bureaucracy 5 nil 16 Weeks Celestial Navigation 4 nil 6 Weeks City Lore* 5 nil 4 Weeks Commerce 4 nil 12 Weeks Elemental Lore* 5 nil 10 Weeks Heraldry 5 nil 4 Weeks Planar Lore* 7 nil 12 Weeks Planar Navigation 6 nil 12 Weeks Racial Lore* 7 nil 6 Weeks Religion* 5 nil 8 Weeks Statecraft 5 nil 16 Weeks Underground Navigation 4 nil 12 Weeks

Lores marked with an * can be learned three times, with the second time costing double the original amount and the third costing triple the original cost.

Appendix A: Quick Reference Charts Page 189

The Craft Skills

Craft Skill XP Cost Skill Cost Prerequisite Learn Time

General Crafts Artistic Skill 2 2-50 6 Weeks Astrology 4 nil 6 Weeks Barter 7; 7; 14; 14; 21 5 12 Weeks Boating 2 nil 4 Weeks Calligraphy 2 2 4 Weeks Cooking 3 nil 4 Weeks Craft Skill ____ 2 nil 4 Weeks Decipher Language 10 5 12 Weeks Etiquette 2 nil 4 Weeks Farming 2 nil 4 Weeks Foraging 8 per level nil 6 Weeks Haggling 5 3 8 Weeks Info Gathering 5 Varies 8 Weeks Observation 5 nil 5 Weeks Read & Write: Common 2 nil 4 Weeks Riding 4 nil 4 Weeks Rope Use 2 nil 4 Weeks Rumor Control 5 Varies 6 Weeks Scavenging 8 per level nil 6 Weeks Survival 3 nil 4 Weeks

Trade Crafts Acid Handling 6 1 4 Weeks Alternate Use 8 5 16 Weeks Appraising 3 per level 2 6 Weeks Arms Appraising 4 per level 2 6 Weeks Cartography 2 2 4 Weeks Diagnostic 6 nil 6 Weeks Evasion / Tracking 7 per level 2-10 8 Weeks Explosives Handling 6 1 6 Weeks Fortune Telling 5 2 6 Weeks Gem Cutting 4 4 8 Weeks Healing 7; 9; 12; 16; 21 Variable Diagnostic Varies Identify Alchemy 5 1 8 Weeks Piloting 3 nil 4 Weeks Poison Handling 6 1 4 Weeks Read Magic 5 nil 52 Weeks Sail Manipulation 3 1 4 Weeks Scribing 3 2 Read/Write 4 Weeks Séance 15 2 8 Weeks Semaphore 2 nil 4 Weeks

Page 190 Appendix A: Quick Reference Charts

Torture 7 per level 7 10 Weeks Torture Resistance 7 per level 7 10 Weeks Veterinary Healing 10 nil Healing 10 Weeks Zero-Gravity Combat 20 2 26 Weeks

Rogue Crafts Disarm Trap 5; 10; 15 Variable 12+ Weeks Escapology 10 4+ 10 Weeks Espionage 8 4+ 16 Weeks Forgery 5 4+ 6 Weeks Lock Picking 5; 10; 15 Variable 12+ Weeks Rate Lock 8 5 5 Weeks Rate Trap 8 5 5 Weeks Smuggling 15 Varies 16 Weeks Stealth 10; 12; 14; 16 10 Varies Trap Detection 12 2 12 Weeks

The Production Skills

Production Skills XP Cost Skill Cost Prerequisite Learn Time

Smithing - - - - Blacksmithing 2 nil Yes 4 Weeks Metal Working, Low 6 1 Blacksmithing 4 Weeks Metal Working, Mid 12 3 Blacksmithing 12+ Weeks Metal Working, High 17 5 Blacksmithing 52+ Weeks Non-Metal Working, Low 6 1 Blacksmithing 4 Weeks Non-Metal Working, Mid 12 3 Blacksmithing 12+ Weeks Non-Metal Working, High 17 5 Blacksmithing 52+ Weeks Weapons, Tiny 2; 3; 4 1; 2; 3 Working Skill 8+ Weeks Weapons, Small 4; 6; 8 2; 3; 4 Working Skill 4+ Weeks Weapons, Medium 6; 9; 12 3; 5; 7 Working Skill 6+ Weeks Weapons, Large 8; 12; 16 4; 6; 8 Working Skill 6+ Weeks Weapons, Giant 10; 15; 20 5; 7; 10 Working Skill 6+ Weeks Armor, Light 4; 6; 8 1; 3; 5 Working Skill 4+ Weeks Armor, Medium 6; 9; 12 3; 5; 7 Working Skill 5+ Weeks Armor, Heavy 10; 15; 20 5; 7; 10 Working Skill 6+ Weeks Jewelry 5; 10; 15 3; 6; 9 Working Skill 16+ Weeks

Alchemy - - - - Basic Alchemy 2 nil Yes 4 Weeks

Pastes, Powders, Oils, & Solvents XP Cost: 6; 10; 14 Skill Cost: 2; 4; 6 6; 10; 14 2; 5; 8 Basic Alchemy 12/12/16

Weeks

Tonics, Elixirs, & Bandages 3; 5; 7; 9; 11;

13; 15; 17; 19; 21

3; 5; 7; 9; 11; 13; 15; 17; 19;

21 Basic Alchemy

12 Weeks 16 Weeks 28 Weeks

Acids, Orbs, & Pitches 8; 10; 12; 14 3; 5; 8; 12 P,P,O, & S

& Acid Handling 12 Weeks

16+ Weeks

Appendix A: Quick Reference Charts Page 191

Poisons 4; 7; 11; 16; 8; 14; 22; 32

3; 6; 9; 12; 15; 18; 21; 24

P,P,O, & S & Poison Handling

8/10 Weeks 16/20/24

Weeks 24 Weeks

Engineering - - - Engineering 2 nil Yes 4 Weeks

Locks & Traps 4; 12; 24 Varied Engineering 12/16/20

Weeks Gunsmithing 2 nil Engineering 6 Weeks Create Single Shot, Cased 7 8 Gunsmithing 12 Weeks Create Single Shot, Caseless 7 8 Gunsmithing 12 Weeks Create Cylinder Repeater, Cased 14 16 Gunsmithing 14 Weeks Create Cylinder Repeater, Caseless 14 16 Gunsmithing 14 Weeks Create Small Arm 6 6 Gunsmithing 8 Weeks Create Scattergun 18 14 Gunsmithing 8 Weeks Create Long Arm 12 16 Gunsmithing 8 Weeks

Clockwork Pieces 3; 5; 8; 12; 17;

23 Varied Engineering

8+ Weeks 24+ Weeks

Steam 4; 8; 13; 18; 23;

28 Varied Engineering

6+ Weeks 20+ Weeks

Electrical 5; 9; 15; 22; 29;

36 Varied Engineering

8+ Weeks 24+ Weeks

The Combat Abilities

Combat Abilities XP Cost Skill Cost Prerequisites Learn Time

Accurate Attack 15 10 6 Weeks Aggressive Defense 20 15 6 Weeks Ambidextrous 5 nil 4 Weeks Armor Opt., Heavy 5 nil 4 Weeks Armor Opt., Light 3 nil 4 Weeks Armor Opt., Medium 4 nil 4 Weeks Avoidance 20 15 12 Weeks Blind-Fighting 8 nil 12 Weeks Cleave Armor 15 15 8 Weeks Deflect 8 5 4 Weeks Disarm 10 5 4 Weeks Endurance 5 nil 4 Weeks Favored Weapon 12 nil - Firearms 7 nil Yes 6 Weeks Florentine 7 nil Ambidextrous 4 Weeks Immaculate Attack 20 15 12 Weeks Knockdown 8 7 4 Weeks Layer Armor 12; 18 nil 4 Weeks Riposte 17 12 6 Weeks

Page 192 Appendix A: Quick Reference Charts

Severing Blow 18 18 8 Weeks Shield Bash 8 5 4 Weeks Shield Block 10 5 4 Weeks Stunning Blow 10 10 6 Weeks Sunder Armor 13 15 8 Weeks Sweeping Blow 18 15 12 Weeks Thrown Weapon 5 nil Yes 4 Weeks Trick Shot 10 5 4 Weeks Unavoidable 20 20 24 Weeks Waylay 10 8 8 Weeks Weapon Parry 8 5 4 Weeks Weapon Proficiency Special nil - - Small Damage 1-5 base damage = 7 XP each rank 4 Weeks - Normal Damage 6-10 base damage = 9 XP each rank 6 Weeks - Heavy Damage 11-15 base damage = 11 XP each rank 10 Weeks - Extreme Damage 16-20 base damage = 13 XP each rank 16 Weeks - Ultimate Damage 21-25 base damage = 15 XP each rank 24 Weeks

All learn times are approximate estimations that depend more on how/who the PC learns from along with what additions, aids, or hindrances are involved in learning.

The Magical Abilities

Magical Abilities XP Cost Skill Cost Learn Time

Low Level Arcane Magic 7; 9; 11 1; 2; 3* 16 Weeks Mid Level Arcane Magic 15; 21 4; 5* 20 Weeks High Level Arcane Magic 27; 33 6; 7* 24 Weeks Archmagic 40; 50 varied 28 Weeks Low Level Divine 7; 15 2; 4* - Mid Level Divine 25; 35 6; 8* - High Level Divine 40 10* - Proxy 55 varied -

* Most spells have set costs, but some may vary from others in its level.

Self-learned Skills & Abilities

Skill/Ability Set Additional

XP Cost Additional Learn

time

First 3 weapon proficiencies in a weapon

none none

Endurance none none All General Craft Skills* +25% x2 Rank 1 of all Lores* +25% x2 Ambidextrous, Disarm, Favored Weapon, Rank 1 of Layer Armor, Shield Block, Thrown Weapon, Weapon Parry

+25% x2

Appendix A: Quick Reference Charts Page 193

Rank 1 of all Rogue Crafts* +50% x3 Rank 1 of all Trade Crafts* +50% x3 Engineering, Basic Alchemy, & the Blacksmithing Production Skills*

+50% x3

* This rule applies only to lores, skills, and abilities presented within this handbook.

Generalist Arcane Magic Spell List

Level Spell School Learn Time Comp. Prep Time

1 Fumble Enchantment 1 day No No

1 Detect Magic Divination* 1 day No No

1 Repulse Warding 1 day No No

1 Light Sigil 1 day No No

1 Flame Bolt Elemental 1 day No No

2 Acid Dart Alteration 2 days Yes No

2 Bind Enchantment 1 day No No

2 Lightning Bolt Elemental 2 days Yes No

2 Destroy Weapon Alteration 2 days No No

2 Holy Word Sigil 2 days No No

3 Fear Illusion 2 days No No

3 Sleep Enchantment 2 days Yes No

3 Preserve Dying Necromancy 2 days No No

3 Detect Minor Illusion Divination 2 days Yes No

3 Counter Spell Sigil 3 days No No

4 Invisible Mail Alteration 2 weeks Yes Yes*

4 Dispel Illusion Illusion 8 days Yes No

4 Poison/Detoxify Necromancy 8 days Yes No

5 Veil Illusion 2 weeks Yes Yes*

5 Spell Shield Warding 4 weeks Yes Yes

5 Confine Enchantment 4 weeks Yes No

5 Re/De-generate Limb Necromancy 4 weeks Yes Yes

5 Death Ward Warding 6 weeks Yes Yes

5 Circle of Element Elemental 6 weeks Yes Yes*

6 Death Armor Necromancy 9 weeks Yes Yes

6 Dispel Enchantment Warding 2 months Yes Yes

6 Ice Storm Elemental 5 weeks Yes Yes

6 Minor Curse Enchantment 6 weeks Yes Yes*

6 Contact Other Divination 9 weeks Yes Yes*

7 Disintegrate Alteration 6 months Yes Yes

7 Nightmare Illusion 3 months Yes Yes*

7 Life Sigil 4 months Yes No

7 Screen Divination 5 months Yes Yes*

Appendix B: Taglines, Effects, & Statues

194

Appendix B: Taglines, Effects, & Statuses

One of the most common things you will hear in the game during combat is a tagline. We already discussed how you say your taglines, now we will talk about what each different tagline means. Most effect taglines last ten minutes unless specified (i.e.: sap, disease, minor curse, and dominate), outside of the fast acting effect in combat like knockdown and stun. Also included below are some very common effects that you will come across during gameplay.

Weapon & Physical Taglines These are the most common taglines that will occur during melee combat. All the following taglines must go through armor first before causing physical body damage and typically can be blocked by shields.

Normal: This is your basic attack. Blunt: This crushing common weapon attack is known for causing damage but not spilling blood. Slashing: This is your most common weapon effect tagline. Acid: Deals x10 damage to armor and shields. Spill over damage (extra damage over the armor) is dealt to the opponent’s body. The acid effect deals normal damage to the body. Burst: These attacks have a small burst-like effect. Though they cause no extra damage, they are capable of covering a decent area making them effective even against the Avoidance skill. Use of the Avoidance skill does not stop this type of attack from making contact. Fire, Ice/Water, Lightning/Gale, or Stone/Earth: An elemental type attack. Full Effect: This tagline designates that regardless of your defenses (half damage from attacks, no damage, toughness of 3, whatever your case may be) you take the full damage amount of the attack. So if something attacks with “5, Slashing, Full Effect”, and it makes contact (without being blocked or parried) you take that 5 Slashing damage regardless of your defenses or special abilities. Hellfire: A Twilight piercing attack that is capable of effecting targets in the Twilight as well as effecting targets from in the mortal realm from the Twilight. Holy: Divine damage; like elemental damage these attacks are brute damage for the most part. They do deal considerably more damage to undead and similar creatures. Magic: Is damaging to most creatures and represents pure arcane magical energy.

Pain: This effect causes the target to be wracked in pain for one minute. During this time all the target can do is defend and crawl. Even speech is difficult to get out while in this state. Permanent Wounds: This effect has an everlasting effect. Only special means can heal damage dealt as Permanent Wounds. Sap: Takes the character to unconscious status for 5 minutes. Avoidance cannot normally be used to counter this tagline when it is used from behind. Sunder Armor: Double damage to armor (fractions rounded down). Waylay: Takes the character to unconscious status for 10 minutes. Avoidance cannot normally be used to counter this tagline when used from behind. This effect deal 1 point of body damage.

Armor Avoiding & Physical Taglines These are also common melee attack taglines; however these effect bypass both physical and natural armor and cause direct body damage or the called-for effect.

Assassinate: Drops the target straight to dead status. Avoidance cannot normally be used to counter this tagline. On some larger creatures this attack deals large amounts of damage based on the core damage dealt. Body: Body damage surpasses the target’s armor and deducts directly from the body pool. Attacks like this could include a poison or environmental effect. Explosive: Outright destroys all items unless they are protected or magical as well as dealing appropriate damage. This includes your weapons, armor, and vials of whatever. Fatal Blow: This devastating combat ability rends a target’s soul from their body forcing them straight into the Twilight and dusting their body. On some larger creatures this attack deals massive amounts of damage based on the core damage dealt.

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Knockdown: Forces you to the ground (or knee) for 5 seconds. You can still defend and attack. Maim: This attack causes the target to drop directly to dead status. Additionally the target’s death count is only one minute instead of the normal five minutes. Massive: Massive attacks are so tremendous there is almost no defense against them. If this attack touches the target in any way, they take the full damage. Even if the attack is parried or blocked, even via the combat abilities, the target would still take the effects. The only true, sure-fire way to avoid the attack is to not let it hit you at all. Pierce: This attack goes through natural and physical armors and hits the body. Rend: Rend is a packet delivered attack special to most priests. This attack only affects undead and certain other creatures; for the most part PCs are unaffected by this. Sever Limb: Through this attack the target suffers loss of the specified limb forcing the player to act as if the limb is no longer there. Only the legs and arms can be affected by this tagline. Special forms of healing, both magical and natural, must be employed to remedy this status effect. Slay: Drops target straight to “Slain Dead” status. Only special forms of natural healing can remedy this effect, though most magical means of restoring life will work. On some larger creatures this attack deals large amounts of damage based on the core damage dealt. Stun: This effect temporarily dazes the opponent for 2 seconds. The target can do nothing for those two seconds. Note that 2 seconds is not long enough to killing blow something.

NOTE: The Fatal Blow, Maim, and Slay attack abilities require contact with a targets physical self in order to take effect. However, these abilities normally stay active for a set amount of time or number of swings until such contact is made. Regardless if the target has armor, magical or physical, if contact is made, the effects take place. These taglines are normally accompanied by the full three-part tagline for logistical purposes for creatures that do not take the tagline’s effect but instead take an alternative effect. For example: “15, Slay, Magic” against said large

imposing creature may not drop them to dead status but instead cause them to take x5 damage from the attack, thus dealing 75 points of magical damage.

Mental Effects These effects directly affect the mind and thus can be resisted or even not affect characters with the appropriate trait. These effects only have to make contact with the target to take effect.

Amnesia: A devastating effect, when the target is struck it causes them to forget up to a full day in their life. When not specified, the past 24 hours is erased from the target’s mind, but when used more sinisterly any area of time up to 24 hours in a span can be erased from a target. This effect is permanent and can only be remedied via special means. Berserk: This effect causes the target to lose all grasp on the difference between friend and foe and attack with the best of their ability everyone they can find, starting with the closest person in their vicinity. Charm: This effect overtakes the target’s will and forces them to do the attacker’s bidding without question or discretion. The target should perform flawlessly in all tasks they are asked to do and are capable of doing and not falter or dillydally. Unlike dominate, where subconsciously they know they are being controlled, a charmed character is not aware of the effect and thus will act normally under all situations. Additionally the target will remember nothing of what they did while under this effect, which lasts an hour. Confuse: This role-play intensive status infects the victim with a disillusion of who is how. Targets affected with the effect should confuse friend from foe, distinct person from one another, and even what direction (both physically and mentally) that they were heading. Lastly targets under this affect are fully intent that what they think they see, hear, and feel is correct and only hear or see other people’s plea that they are confused as something else. In other words, the target does not know they are confused nor can it be explained to them.

Fear: Fear is an effect shared between the attacker and the target. Targets of this spell are ripped in fear of the attacker. They are unable to attack, defend, or do much of anything verses the attacker other than

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cry and pee their pants. It should be noted that targets are allowed to leave, flee, or run from the attacker which is the normal course of action. This effect is only shared between the attacker and target; it does not require the opponent to be effected in this way by anyone else in the combat situation. Feeblemind: This effect renders the target completely dumbfounded. They are unable to speak logically or make coherent conversation, be it written, mimed, or spoken. They are still fully combat in-effect, but cannot cast any type of arcane, divine, or mental spells for the duration of the effect. The target is fully aware of what is going on, but can do nothing about it at the time. Forced Truth: This cruel effect renders the target to behave as if they are under the complete scrutiny of an interrogation. While under this effect the target must answer all questions asked in the most truthful, straightforward, and non-misleading manner. This effect lasts for one minute. Forget: This much less tragic form of amnesia causes the target to forget the past hour of their life. Everything that occurred in the past hour is a blank to the target. This effect is permanent and can only be remedied via special means. Fracture Mind: This effect temporarily causes the target to lose focus of all mental faculties. This effect is normally accompanied with an added effect such as “Screaming Sorrow” or “Crying Fit” or something of the like. The added tagline should be something that people can interpret and easily role-play. While affected by this status, the target must then role-play the noted emotional or mental breakdown. From a role-play standpoint, this should be a shining star moment for the target. If an effect is not specified upon delivery, the target is allowed to pick their mental disorder and role-play it appropriately. While under these effects the target cannot attack and normally can do nothing to defend one’s self. Friendship: This effect makes the target think they are friends with the attacker. They would act toward the attacker just as they would if they were an old, well-known friend on more than good terms. Horror: Much like fear, but this encompassing effect does require the target to flee the situation of combat and hide in fear of life for the length of the

effect. This does not take away the target’s ability to operate in combat in any way other than fearing for one’s life. Implant: A rare but devious effect, when hit the target player is required to listen to the opponent’s brief description. The said thought is then deeply implanted into the target’s head, being near impossible to distinguish from truth. This implanted thought is permanent and can only be removed via special means. Players are encouraged to do their best with the role-play of the situations this could cause.

Example: “Implant” attack makes contact with target, “You killed your best friend.” If the said implant was used, the target would think from that point forward that they truly did kill their best friend at some point. Some might even take it as far as making themselves find a way in their mind as to how it happened. But no matter what, they know and feel that they did do what was implanted. It should also be noted that the implant description, when said, is being told OOP, and is not common knowledge. Many times the implant description will be told secretly to avoid any problems saying it aloud might cause. Insanity: This is the more permanent and specific form of Fracture Mind. When the target is inflicted with this effect, the effects are permanent until remedied via specific means. Additionally, the insanity induced is almost always specified. Unlike Fracture Mind, this effect can sometimes allow the target to engage in combat, but still be affected by this status. There are many types of Insanities, and all are different. Laughter: Just as the tagline boasts, this effect causes the target to fall into an uncontrollable fit of laughter. While under this effect the target can defend to some degree (cannot use combat abilities) and move slowly (not run due to over consuming laughter). Mind/Mental: This damage affects the target regardless of the armor or protection they have. Unless something specifically states that it blocks mental attacks, the victim takes full effect. Mind damage is dealt directly to the body of the character. Some mental effects can mimic existing spells, in

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which the spell name will be used in addition to this tagline.

Repulse: This effect forces the target ten feet from the caster. This cannot force the target off a cliff or push them back if the effecter advances against the effected, but it does require the effected to withdraw at a covenant and safe pace back to the ten foot range. “Covenant and safe pace” is defined as immediately out of the melee attack range of the effecter but not in such a way as to endanger directly the effected. This effect can last up to ten minutes but to do so require the target to be pointed out during the duration of the effect, either with a pointed finger or extended hand of the caster. However the effecter can still perform actions with the other hand and still perform in combat (including enduring body damage), but once this indication stops for longer than three seconds the effect ends. Silence: A mental affecting status that renders the target unable to speak, thus not allowing verbal communication or spell casting. This effect lasts 10 minutes. Trance: A common effect in magic that renders the target unconscious for ten minutes. Nothing short of 30 seconds of uninterrupted shaking or a specific remedy will awaken the target from this deep slumber. Truth: A sometimes useful and baneful effect, truth requires the target to speak only the truth for the next 10 minutes. However, while under the effects of this, the target is not required to speak.

Metabolic Effects Metabolic effects directly affect the functions of the body, and so creatures with metabolic resists or immunities can avoid such effects. These effects directly bypass armor if delivered in gaseous or venom form, thus only requiring any contact with the target; however blade poisons that are not piercing do have to go through armor first to take effect.

Blindness/Deafness: These effects are purely RP effects. We cannot in good mind require a person to be blindfolded or close their eyes due to safety, but the effects do need to be role-played to the target’s best ability. As a side note, these are one of the effects that, when it hits, you are being asked to do

one of the hardest things in LARPing, which is act like one of your sensory inputs that we cannot take away is gone. This is where good role-playing comes about, much like the dealing with invisibility things and pretending that the person isn’t there even though you know very well out-of-play they are. Disease: This effect inflicts the target with a base disease. Upon contact the target calls only half their normal damage. After one minute of being affected, the target cannot exert any extra energy outside of defending their self or walking slowly. This effect lasts indefinitely or until cured. This effect needs to penetrate or breech armor before taking effect. Paralyze: Much like Stun this effect stops the target, making them unable to do anything. They are still aware of their surroundings, however. The effects of this tagline last for 10 minutes when not specified and only needs to penetrate or breech armor before taking effect when delivered via weapon. Poison: This causes the target to feel very ill or sick. They cannot run and deal (call) only half of their normal melee damage. The effects of this tagline last for 10 minutes when not specified. Packet or spell delivered forms of this attack bypass armor; however melee variants of this effect must bypass armor before taking effect. Sleep: Like Trance, but not affecting the mind but instead the body, this renders the target unconscious for 10 minutes. Nothing short of 30 seconds of uninterrupted shaking will awaken the target from this deep slumber or a specific remedy. Toxins, Elixirs, Injections, & Gasses: Alchemically made metabolic attacks which normally come in gaseous form, consumable form, or delivered via syringe. Effects vary by type. A few blade poisons have been known to exist (this only takes effect if it bypasses armor). Venom: This packet delivered attack normally mimics some other type of spell or effect, such as “Death Venom”. It is denoted as coming from the user’s mouth, but can also be secreted from someplace different. Counter-effects that would normally stop said mimicked attacks would do the same when delivered in this manner.

Death Effects

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The following are effects that cause death in some way or another. When packet delivered, these effects only need to hit the target, but when combined in a combat tagline they need to make body contact with the target to cause the effect, meaning that armor could in fact save one’s life.

Death: As the name implies, this effect drops the target to dead status. Slow Death: Like Death, Slow Death drops the target to dead status but only after 60 seconds of agonizing pain. Within that time there is an opportunity to relieve the target of the death effect with an appropriate remedy, if available. Instant Death: This horrifying effect kills the target instantaneously and forces the target’s spirit into the Twilight, thus causing the loss of a life count. Instant Killing Blow: This effect delivers normal damage, but if the attack drops the target to zero or less body it instantly killing blows the target, dropping them straight to dead status. Punish Living: This effect kills the target instantly and forces the target’s spirit into the Twilight, but is stronger than an instant death and causes the target to lose an additional life from the experience. Disintegrate: Rips apart the target’s corporeal form and instantly destroys all non-protected items. Contact is all that needs to be made. One’s soul is sent directly to the Twilight. Destroy/Annihilate Spirit: This devastating attack kills the target instantly, forces the spirit into the Twilight, and causes the immediate loss of a life count. Additionally, the strain of the attack causes the target to lose 2 more life counts, resulting in a grand total of a loss of 3 lives from the attack. Wrack/Eliminate Spirit: This upgraded attack kills the target instantly, forces the spirit into the Twilight, and causes the immediate loss of a life count. Additionally, the strain of the attack causes the target to lose 5 more life counts, resulting in a grand total of 6 lost lives from the attack. Snuff/Obliterate Spirit: A much stronger variant of Wrack Spirit. These effects cause the complete loss of 9 life counts in the target, effectively making it impossible for a spirit to reform again.

Negative Energy Effects

Negative Energy effects leach energy from you in some way or another, be it any form. A good rule of thumb is to remember that “Drain” effects are Negative Energy attacks. Body attacks take directly from your body, while Life takes from your life pool, and so on. So, a Drain Experience attack would do exactly what it states: Drain x amount of experience from the target. Lastly, these effects are permanent and can only be remedied via special means. When packet delivered, these affects only need to hit the target, but when combined in a combat tagline they need to make body contact with the target to cause the effect.

Drain Body: This effect is normally accompanied by a count or number. When a base number is given: “10, Drain Body”, that amount of body is directly lost from the target. No normal armor can block this effect. If delivered via weapon, it can be blocked by a shield or weapon, but if packet delivered the effect takes place regardless if the packet hits you or one of your items, including readied weapons. If the effect is delivered via a count: “Drain Body 1, Drain Body 2, Drain Body 3…” The attacker should give a number at the end of the effect as to the amount drained. This form of the tagline can be resisted if the target is not held captive or restrained. Drain Experience: This effect works just like drain body or life would but instead leaches experience points directly from the target. For example: “10, Drain Experience”, that amount of XP is directly lost from the target. No normal armor can block this effect. Changes in level, body, and skill happen immediately. All purchased skills and abilities remain, but are now in a state of back-pay; meaning that you need to relearn lost XP first before obtaining new skills or abilities. Characters that are reduced to zero or lower XP need to see Staff immediately. Life Drain: This ravaging effect works similar to Drain Body, but instead drains life-force from the target. Normally this only drains one life from the victim at a time: “1 Drain Life” or “Drain 1 Life”, but in very rare occasions with powerful creatures has been known to take away more. When delivered via count, the effect only takes full effect if the end count is reached. For example: “Draining life 1, Draining Life 2, Draining Life 3, one life has been drained”. If the

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count is interrupted, the effects are not felt. Though not required, the results of this effect are considered to be extremely painful and the role-play of such is completely understandable and encouraged. This effect does not drop the target to dead status, but does remove a life from their character’s total life count.

Time Effects In general, Diminish effects are Time based attacks. These effects directly affect the time flow of the mortal realm. When packet delivered, these effects only need to hit the target, but when combined in a combat tagline they need to make body contact with the target to cause the effect.

Degenerate Limb: Through this effect the target’s specified limb shrivels and become useless.

Diminish Body/Skill: Similar to the “Drain” effects in delivery; Diminish Body’s (or Diminish Skill’s) effect causes the target to lose body (or skill) to the appropriate amount as given in the tagline or count. Some Diminish effects will have bulk amount such as “Diminish Half Body”. In such cases the target would lose half their current body points. Haste: This status allows the target to move at accelerated speeds. They deal twice as much damage, and gain an Avoidance per 10 levels of experience. The effect normally lasts for 10 minutes, but has been rumored to have detrimental after effects. Slow: This effect slows down the target in which the target must pause 1 second between each swing in combat, cannot run, move or react quickly, use the Avoidance skill, or the like. The effects of this spell last for 10 minutes. This does not require the target to talk slowly, nor does it affect spell casting. Stop Person: This effect stops the target, making them unable to do anything. For all intents and purposes, all functions of the person have stopped making them unaware of their surroundings. This can be used to stop other effects, time wise, along with halting the death count. The effects of this tagline last for 10 minutes when not specified and only need to penetrate or breech armor before taking effect when delivered via weapon. Stop Time: This very rare effect calls for a hold. During that time the people not affected by the

effect can still move about freely while everyone else is in a state where time stands still. Anything that happens during the hold will happen without the knowledge of those affected by the effect. Force/Confining Effects These are effects that in some way impede the target in movement of some type. Most of these effects can be broken with a certain amount of strength over a given time. Only the creature that is confined can break its confinements (meaning no combined strength from other people). While a creature is breaking a confinement, they can resist killing blows if they so wish. Additionally, if a target of a confining effect has double the strength plus one of what it requires to break an effect they can in turn “Snap” the effect and be free of it instantly. Lastly it should be noted that all confining effects last for ten minutes.

Bind: This effect/tagline causes the targets arms to be tightly bound to their sides. While the target’s arms are bound they must hold their arms at their sides and are not able to attack or defend through these means. The Bind effect can be broken by +1 strength or greater on a 3 count. Confine: This effect completely fully confines the target, essentially paralyzing their body. This effect does paralyze a fairy, but they can still float about. People held by this effect are still very aware of their surroundings and what is happening. They can still hear and see everything. Confine can be broken by +5 strength or greater on a 6 count. Freeze: This effect causes the target to freeze over in an ice sheet. You are still aware and can see and hear what is happening around you. Like being petrified, you have a tolerance of 14 (7 verses blunt) which, if surpassed, causes your form to shatter instantly, sending your soul to the Twilight. This is also an elemental event. Greater Bind: This effect/tagline is a more powerful version of bind; likewise it causes the target’s arms to be tightly bound to their sides. While the target’s arms are bound, they must hold their arms at their sides and are not able to attack or defend through these means. Greater Binds can be broken by +4 strength or greater on a 6 count.

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Greater Web: Like web but stronger, this effect consumes the target and effectively covers them in a web making them unable to move; alternatively, other people can move them. A person can break from this effect with the help of +6 strength or greater on a 6 count. Unlike normal webs, greater webs cannot be cut. Immobilize: This effect completely binds the target, essentially paralyzing their body and pinning them to the ground, making them unable to move. This effect does effectively paralyze a fairy and forces them to the ground, pinning them to it as well. People held by this effect are still very aware of their surroundings and what is happening. They can still hear and see everything. This effect can be broken by +8 strength or greater on a 9 count. Petrify: This lovely effect turns you to stone. You are unaware of anything happening around you. Additionally, you have a tolerance of 14 (7 verses blunt) which, if surpassed, causes your form to shatter instantly, sending your soul to the Twilight. Push: This effect forces the target to be pushed 10 feet back and away from the attacker and forces them to the ground for an instant. Snare: With this effect, the target is pinned to the ground by their left foot. While under the effect, they cannot move from the spot but can still attack & defend. The target can break from this effect with the help of +3 strength or greater on a 3 count. Tether: With this effect, the target is effectively tethered to the plane of existence they are currently on when struck with this effect. This would include the mortal realm or physical realm for those creatures that are phasing. This effect can also prevent a spirit on the Twilight from reentering the mortal realm for a short time. This effect cannot be broken, but instead can only be remedied or waited out. Be it noted as well that this effect has no effect on the Stealth ability. Trammel: This powerful confining effect completely immobilizes the target, pins them to the ground, and covers them in a barrier that virtually is impenetrable to effects that are not magically piercing in nature; other than that, only the creature that caused the effect can in turn affect the target. The target still can see (though not move their head), but cannot

hear what is going on around him. However, targets can attempt to break this effect if they have +10 strength or greater on a 12 count. Wave: The use of this effect is denoted by the attacker announcing, “Wave!” All players within 10 feet of the creature or object are required to back up 10 feet and are forced to the ground as if hit by a knockdown effect. Though some creatures may be immune or be able to resist the knockdown type effect, they are still forced back ten feet. Normally the visual effect for this effect is a wave of water washing the targets back, but variations such as “Force Wave” are more of an unforeseen force pushing the targets back. Damage can also be added to this effect by various types of creatures or devices. This is described by adding the amount with the tagline: “10 Wave” forces the targets back ten feet, causes the targets to take a knockdown, and causes 10 points of damage. This damage cannot be blocked via a parry, weapon block, or the like, but can be soaked by armor, both natural and magical. This effect is also considered an area of effect and in such cannot be avoided via the Avoidance ability or the like. Web: This basic effect consumes the target and effectively covers them in a web, be it physical or magical in nature, making them unable to move; alternatively other people can move them. A person can break from this effect with the help of +2 strength or greater on a 3 count. Physical Webs can be cut which takes an uninterrupted 6 count; however only physical webs may be cut.

Generalized Effects General effects have no true category or do not belong in one; as such most creatures have no real immunities or resists to them.

Area of Effect: Area of effects are large encompassing attacks that cover spherical patches of area. These attacks cannot be avoided via the Avoidance skill and deal damage to all caught within the area. This includes people also on the cusp of the area of effect. Cure: This is normally something that gives body back to player characters. These effects only require contact with the target to take effect.

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Disarm/Fumble: By effect the target is forced to drop their weapon, or specifically noted weapon or item, to the ground. Disarmed or fumbled targets cannot pick up the weapon/item that was dropped for 5 seconds. This effect only requires contact with the target to take effect, though melee combat variants of the effect can be blocked or parried via the appropriate ability (not physically). Dominate: This effect takes over the character and requires them to perform as directed by the attacker without question or discretion. Dominate is observed by the target as an overwhelming force causing them to do things; they know they are being controlled but can do nothing to stop it. The target should perform flawlessly in all tasks they are asked to do and are capable of doing and not falter or dillydally. This effect is permanent (lasting even through death) when not specified and only requires contact with the target to take effect. Gaze: This packet delivered attack normally mimics some other type of spell or effect, such as “Charm Gaze”. It is denoted as coming from the user’s ocular cavities. Eye contact is not required for the effect to be dealt. Spell Shields that would normally stop said type of attack would do the same for them delivered via a Gaze attack. However, magical barriers, walls, or circles will not stop a Gaze attack. Heal: Like the cure tagline, heal is normally a tagline used to denote regaining body points. These effects only require contact with the target to take effect. Harm/Cause: Is the opposite of curing or healing, it normally does straight body damage to player characters. These effects only require contact with the target to take effect. Inferno: This tagline causes the target to be engulfed in pain and continue to take the damage in the tagline each second for the next 5 seconds unless countered. This effect only requires contact with the target to take effect. This is an elemental effect. Magical Pierces: Attacks of this nature are when spells have the pierce tagline added to them. These spells are powerful enough to pierce through any and all magical barriers and make contact with the opponent, causing full effect. Minor Curse: The target of this effect suffers a horrible fate. Their max body, skill, and damage (all forms of dealing damage) are cut in half (fractions

rounded down) until this effect is removed. One target can only suffer from one Minor Curse effect at a time (meaning they do not compound). This effect lasts until removed or until death. Additionally, this effect only requires contact with the target to take effect. Mute: This is a generalized effect that causes the target to not be able to speak in any way, thus making verbal communication and spell casting impossible. Repel: This effect forces the target ten feet from the caster. This cannot force the target off a cliff or push them back if the effecter advances against the effected, but it does require the effected to withdraw at a covenant and safe pace back to the ten foot range. “Covenant and safe pace” is defined as immediately out of the melee attack range of the effecter but not in such a way as to endanger directly the effected. This effect can last up to ten minutes but to do so require the target to be pointed out during the duration of the effect, either with a pointed finger or extended hand of the caster. However the effecter can still perform actions with the other hand and still perform in combat (including enduring body damage), but once this indication stops for longer than three seconds the effect ends. Slumber: Like Trance & Sleep, but does not affect the mind nor body, this renders the target unconscious for ten minutes. Nothing short of 30 seconds of uninterrupted shaking or a specific remedy will awaken the target from this deep slumber. Spellstrike: This add on effect duplicates the effect of a spell in the form of pure magical energy. Unlike spells it does not require a incantation or components. The effect is exactly as the spell it is duplicating and should be treated the same in the terms of combat rules. Terror: This tagline is normally used by ‘epic’ or elder creatures. This add-on effect changes the effect of a regular tagline (such as adding “Terror” to “Paralysis” to get “Terror Paralysis”) to an effect that cannot be resisted and will affect the target regardless of any protections. It can also affect creatures that are normally immune to such effect. For example: “Terror Paralysis” or “Paralyzing Terror” will cause the target to suffer the effects of paralysis

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regardless of whether they could resist the effect, if they were immune to the effect, or had some type of protections against the effect. This would go the same for any effect the “Terror” tagline would accompany, including Death effects.

Protections, States, & Barriers These are the responses one might hear in retort to the above taglines or effects. They are also descriptions of some of the protections or barriers one might see or special states a creature might be in.

Block: The attack was blocked. Any attack that would be expended due to a hit is done so by this tagline. Caught: This extraordinary retort shows that a thrown or projected weapon/projectile was caught by the target. In doing so, they avoided the effects and damage from the attack. Immune: Some creatures or objects are just plain immune to an attack form. The normal response to attacks or effects that one is immune to should be “Immune”. It should be noted that people that are immune to an effect show no physical effect to the tagline or effect. In Extremis: A rare state of being “Bleeding to Death” status. While in extremis the PC is still bleeding to death, and still only has one minute before hitting dead status, but unlike the normal bleeding to death status, they can still talk, but only faintly. The PC can only just barely talk; they cannot move, scream, make an action, or do anything else. Invisible: Invisible creatures or objects are not seen by the normal eye. Characters should act like the person or object is not even there. A character with blind-fighting is able to detect if invisible creatures are around when they are aware of their movement. Also, a character with blind-fighting is able to attack, for the most part, creatures or objects that are invisible. People that are invisible will either have a light/neon green headband on or have both arms crossed over their chest; at night they will be wearing a green glow band. Forced Miss: This tagline also designates that an attack missed, but unlike the Miss tagline, the actual attack was forced out of the way and in a different direction. Any special attack that would be exhausted

due to a hit is done so by this tagline (i.e.: it counts as a hit but does not take effect and the skill is spent). Magical Barriers: Act in many ways the same as circles but encompass much larger areas and normally last much longer as well. Another difference is that the caster can typically freely leave the area of effect without worry of the spell dissipating, but instead the act of raising and lowering the barrier is depicted by some other action such as a lever being thrown or a lock being opened or closed. Most barriers are required to have their line of effect be very obvious to players, be it via tape on the ground or a series of rope lights (preferred). Raising and lowering the barrier is done in much the same way as with a circle: the player in charge of lowering or raising the barrier will announce either “Barrier Up” or “Barrier Down” pending on the action being taken. It should be noted that, like circles, barriers fully encompass an area, so even burrowing and flying creatures cannot pass through the area. Magical Circles: There are some that can create magical globes or circles to protect themselves and close allies. These circles normally fully encompass the caster and their friends from all angles and sides at a set distance from a center point. No normal magical spells or physical attacks can pass through the circles. This normally does not affect creatures in the Twilight in any way, but some do. The caster of said spell will let players in the Twilight know if they can pass through their circle. Casters normally also have the ability to lower and raise circles on the fly. Representation of a raised circle is the caster’s hand or weapon raised in the air. The caster is also required to announce “Circle Up” or “Circle Down” when doing the appropriate action. While the circle is down, it is as if the spell is not in effect, only when it is up or raised will it provide any type of protection. Living creatures can stand on the circle line while it is down which will not allow the circle to be raised until they move, but inanimate objects or creatures will be flung off the circle (inanimates are player’s choice as to direction) if they are standing on the cusp when it is raised. These spells normally last for the spell duration (which can be anywhere from 10 minutes to an hour) or until the caster is dead, incapacitated, or leaves the area of effect (i.e.: the circle).

203

Miss: This tagline designates when an attack misses, like when Avoidance is used. Any special attack that would be exhausted due to a hit is not if this tagline is used. No Effect: This is the response to an attack that takes no effect and it is readily apparent that it did nothing. Parry/Deflect: Very similar to a block in effect, but with more style. Any special attack that would be exhausted due to a hit is done so by this tagline (i.e.: it counts as a hit but does not take effect and the skill is spent). Though very, very rare this retort can be used against firearms if done by the properly skilled opponent. Phased: These creatures or objects are in a quasi-realm between the Twilight and the physical world. Characters can in no way know of the whereabouts of a phased creature or object. Creatures or objects that are phasing in or out are not physically tangible until they are in the physical world completely; i.e. at the end of the phase-in count all the way up until the end of the phase-out count. Phased-out creatures are still affected by some barriers in the physical world due to their quasi nature, but these are things only most wizards and powerful priests know of. People that are phased-out will either have a light/neon green headband on or have both arms crossed over their head. Reflect/Return: This is when said spell or effect is turned back on the caster or initial creature at full effect. The returned or reflected effect or spell automatically hits the initial creature; requiring them to take the effect unless they block, parry, shield the said effect,or the like. Resist: Having a resistance to a type of attack or effect is often common. The appropriate response to an attack or effect that one is resistant to is “Resist”. It should be said that creatures or objects can normally use their resistance as they choose. Resists are not a passive effect, meaning the user must actively use it. Some spells or effects might be foreign or unknown to some so one cannot resist them. Bottom-line: if you need to ask what the effect is (not “what was that?”) you cannot resist it. Spell Shields: Some characters will or can have spell shields up. They will know what spells these shields will block or protect the character from. The player

has 3 seconds from the time of spell impact to announce they have a spell shield to the spell. This is represented by the player retorting with the tagline “Spell Shield” or “Shielded” which represents the physical effect of the spell’s magic not affecting the character but instead being obviously blocked in some magical way. Tolerance: This is a set amount of damage that an item can soak and not be damaged. Once this level is surpassed in a single attack, the item breaks, thus making it useless. Toughness: This is an amount of damage that an item or person can take no effect from. For example a creature with a toughness of 2 deducts 2 points of damage from all attacks and only suffers the remaining amount of damage.

A Final Note on Taglines, Effects, & Statuses Though there seems to be an endless sea of these, they are not that hard. Most do exactly what one would imagine they do. Heal heals you, harm hurts you, sleep puts you to sleep and so forth. Familiarize yourself with them and you should be good. More than half of these you will almost never see often and only in rare, special occasions. So if it’s intimidating, no fears. If you get hit with something you are not sure about right off the hook, ask the caster or dealer of damage.

A majority of effect taglines will be packet delivered and be just the name of the effect. It’s pretty easy then to determine how things work. However, most get confused when effects are strung together in a tagline. Here are some examples of taglines and how they would work:

“6, Slashing, Normal” This is an example of a very typical melee combat tagline. You would take 6 points of slashing damage to your armor or body.

“6, Slashing, Paralyze” A twist on the previous tagline. You would take 6 points of damage to your armor and nothing more, however, if you have 5 or less armor you would still take the 6 points, but also get paralyzed from the attack. Being a general effect, it would last 10 minutes or until remedied.

“Death Venom” This nasty tagline would cause the target to be affected by a metabolic effect that would

Appendix B: Taglines, Effects, & Statues

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induce death, thus dropping the target to dead status unless they can avoid the effect in some way. Armor does not affect the results.

“20 Mind” This attack, normally packet delivered, would cause 20 points of mind damage which would in turn be 20 points of body. Creatures with immunities to mental attacks can avoid this attack; no form of armor though would help in preventing the damage.

FAQ: What about effects that overlap in type? An example of this would be “Trance Venom” or “Slow Death Gas”. Most of these events will happen with either the Metabolic or Mind effects overlapping in some way. In these cases, if you are resistant or immune to one of the types of effect, you are resistant or immune to the entire tagline. So a “Slow Death Gas” is both a Death effect and a Metabolic effect; if you can resist either one, then you can resist the effect.

Appendix B: Legal Forms Page 205

Legal Forms No LARP is complete without its array of legal forms and releases, and Xadune is no different. All players will be required to sign a legal release form, a safety acknowledgment form, and a medical alert form. In addition, all players under the age of 17 are required to have a lengthy form filled out by one’s parents that gives permission for the player to participate at events. Sadly, the minor release form is very strict and up front about what the game is and why it is required for the form to be filled out by the parent. We understand that we may indeed not be able to have some responsible and mature players able to play the game because of this. But, we also realize that the troubles and difficulties that could incur from a less accurate and detailed form are not worth the trouble.

WAIVER OF LIABILITY, RELEASE, ASSUMPTION OF RISK AND COVENANT NOT TO

SUE BY PARTICIPANT IN XADUNE

I do hereby make the following waiver, release, assumption of risk, covenant not to sue and

statements in consideration of my participation in the live-action roleplaying game Xadune:

1. WAIVER OF LIABILITY, RELEASE AND ASSUMPTION OF THE RISK. I waive

any and all claims against the live-action role-playing game Xadune and all employees,

agents or volunteers of Xadune for injury, illness, death or property damages that may

directly or indirectly result from my voluntary participation in Xadune. Additionally, I

release such parties from any and all loss, damage, liability, claim, demand, action, cause of

action, cost, or damages resulting therefrom, which in any way relate to or arise out of my

voluntary participation in Xadune. Being duly aware of the risks and hazards associated with

the aforementioned activity, I hereby voluntarily assume full responsibility for the risk of

bodily injury, death, or property damage that may directly or indirectly result from my

voluntary participation in the live-action role-playing game Xadune. I expressly agree that

this waiver, release and assumption of the risk agreement is intended to be as broad and

inclusive as permitted by the laws of the State of Georgia, and that if any portion hereof is

held invalid, it is agreed that the balance shall, notwithstanding, continue in full legal force

and effect. It is my intention that this waiver of liability, release and assumption of the risk

shall apply to me and also to my spouse, assigns, parents, guardian, heirs, estate and legal

representatives.

2. COVENANT NOT TO SUE. I further covenant and agree that for the consideration stated

above I will not file suit against Xadune and all employees, agents or volunteers of Xadune

for any injury, illness, death or property damages that may directly or indirectly result from

my voluntary participation in Xadune.

3. ACKNOWLEDGMENT. I acknowledge that the purchase of liability insurance by Xadune

shall not affect the waiver, release and covenant not to sue effectuated by this document. I

further acknowledge that I have read and understand this document, and in affixing my

signature thereto, I signify my acceptance of this Waiver of Liability, Release, Assumption of

Risk and Covenant not to Sue.

__________________________

Participant’s Signature

__________________________

Participant’s Printed Name

Date: _______/_______/__________

Participant’s Birth Date: _______/_______/__________

Witness: __________________________

Parent/Guardian’s (if not 18 or older) Signature

_________________________

Signature __________________________

Parent/Guardian’s (if not 18 or older) Printed Name

_________________________

Printed Name Date: _______/_______/__________

Medical Information Form

Be it known that the following information is for Xadune staff in case of an emergency. Xadune will keep

this information private and in confidence for game officials only, and on a need-to-know basis. If you are

uncomfortable writing this information but still feel it should be known, please hold council with the

appropriate member of the Xadune staff.

Name: ______________________________________________________________________________

Street Address: _______________________________________________________________________

City: _____________________________ State: ___________________ Zip Code: ________________

Telephone: ( ) ________ - _________

Birth Date: ___/___/______

Emergency Contacts Information:

Primary Contact Name: ___________________________ Phone Number: ( ) ________ - _________

Secondary Contact Name: _________________________ Phone Number: ( ) ________ - _________

Known illnesses (both physical & mental), allergies, and current medications:

____________________________________________________________________________________________

____________________________________________________________________________________________

____________________________________________________________________________________________

____________________________________________________________________________________________

____________________________________________________________________________________________

Please note any special information or instructions you might have in medical treatment:

____________________________________________________________________________________________

____________________________________________________________________________________________

____________________________________________________________________________________________

____________________________________________________________________________________________

I confirm that I am in good physical health and do not suffer from any physical disabilities that would

inhibit my ability to play or place me in jeopardy. In so, I herby confirm that all the above information is

correct.

_________________________ _________________________

Signature Date