FRINGE: Fantasy 0.1

FRINGE: Fantasy 0.1

Copyright (c) 2004 The Free Roleplaying Community

This document is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

This document is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this document; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

Legal

FRINGE is a liberated, free content roleplaying system. That means, unlike other roleplaying games, anyone can use the material published here for any purpose. You can write you own supplementary material, copy the rules verbatim. You can even use our rules as basis for your own, custom roleplaying games.

There are some rules for republishing or creating derivative or modified versions of this work. FRINGE is published under the GNU General Public License, or GPL. The GPL is a copyleft, free content license. What this means is that anyone is free to use the copyrighted material here, re-print this work, or publish supplementary material based upon the this work and the rules outlined here but only on the condition that they do so under the GPL. There are other conditions for republishing or modifying this work and you should carefully read the license before you use any of the material here. A copy of the license is published in Appendix II: GNU Public License.

Note: For the purpose of applying the GPL to this document, I consider "source code" to refer to the OpenOffice Writer document and "object code" to refer to the generated HTML, PDF and/or postscript files.

Authors

FRINGE is published by the Free Roleplaying Community as free content. The following individuals, listed in alphabetical order, have contributed to this production of this document whether by writing content, proof-reading or providing ideas:

Ricardo Gladwell, James Jensen

Free Roleplaying Community

The Free Roleplaying Community (FRPGC) is a group of roleplayers and game designers dedicated to producing free content for roleplaying game. We support the freedoms of speech, press, and association and, in particular, the right to create roleplaying material unimpeded by private monopolies. We believe that all material for roleplaying games, particular the rule systems and game mechanics, should be freely and openly shared with the whole roleplaying community.

The FRPGC sets out to write and support free roleplaying content. To enable this we publish the FRINGE roleplaying system and various compatible supplementary material.

Finally, we act as an advocacy group to promote free content in the roleplaying community. For more information please see our web-site:

http://www.freeroleplay.org/

Acknowledgements

I would like to thank Bryce Harrington, author of Circe, for his excerpt on orcs upon which the orc race description was based.

Table of Contents

Legal	2

Authors	2

Free Roleplaying Community	2

Acknowledgements	2

Chapter 1: Introduction	6

Glossary	6

Chapter 2: Characters	7

Character Creation	7

Select Base Role	7

Commoner	7

Adventurer	7

Hero	7

Legendary Hero	7

Select Race	7

Select Abilities	7

Select Professions	7

Select Skills	7

Chapter 3: Races	8

Dwarf	8

Hill Dwarf	8

Mountain Dwarf	8

Deep Dwarf	9

Dwarf Abilities	9

Elf	9

Elf Features	9

Goblin	10

Goblin Traits	10

Halfling	10

Halfling Traits	10

Human	10

West-landers	10

Waste-lander Barbarians	10

Orc	11

Society	11

Habitat	11

Orc Traits	12

Chapter 4: Professions	13

Describing Professions	13

Common Professions	13

Craftsman	13

Farmer	13

Pauper	13

Woodsman	13

Freeman Professions	13

Merchant	13

Sage	13

Noble Professions	14

Nobleman	14

Lord	14

Military Professions	14

Cavalryman	14

Captain	14

Archer	14

Knight	14

Man-At-Arms	14

Sergeant	14

Squire	14

Soldier	14

Rogue Professions	14

Bandit	14

Bard	14

Thug	14

Thief	15

Barbarian Professions	15

Chief	15

Hunter	15

Warrior	15

Chapter 5: Traits	16

Primary Traits	16

Abilities	16

Spirit	16

Skills	16

Culture (Noble)	16

Craft	16

Heal	16

Lore (Chirurgury)	16

Lore (Herbalism)	16

Speak/Write	16

Secondary Traits	17

Essence	17

Unique Traits	17

Blood Traits	17

Dwarven Blood	17

Elven Blood	17

Goblin Blood	17

Halfling Blood	17

Orc Blood	17

Racial Traits	17

Heightened Sense [Roll Bonus, 6 points]	17

Foul Appearance [Roll Penalty, 6 points]	17

Chapter 6: Equipment	19

Armour	19

Weapons	19

Miscellaneous	19

Chapter 7: Powers	20

Domains	20

Air	20

Death	20

Earth	20

Fate	20

Fire	21

Location	21

Location Sense (Location 1)	21

Destroy Location (Location 2)	21

Co-location (Location 3)	21

Transform Location (Location 4)	21

Create Location (Location 5)	21

Life	21

Mana	21

Mind	21

Spirit	21

Spirit Sense (Spirit 1)	22

Banish Sense (Spirit 2)	22

Compel Spirit (Spirit 3)	22

Channel Spirit (Spirit 4)	22

Summon Spirit (Spirit 5)	22

Time	22

Water	22

Low Magic	22

Skills	23

Elementalism	23

Enchantment	23

Necromancy	23

Spiritualism	23

Magical Professions	23

Apprentice Shaman	23

Apprentice Wizard	23

Archmage	23

Demonologist	23

Hedge Witch or Wizard	23

Mage	23

Wizard	23

Rogue Wizard	24

Necromancer	24

Shaman	24

Miracles	24

Faith	24

Favour	24

Chapter 8: Bestiary	25

Dragons	25

Fey	25

Unicorns	25

Appendix: GNU General Public License	26

How to Apply These Terms to Your New Programs	29

Chapter 1: Introduction

FRINGE: Fantasy is a generic fantasy roleplaying game that uses the FRINGE system. In this document you will find everything you need to create your own magical worlds to explore and your own fantasy heroes to play.

FRINGE: Fantasy is divided into the following chapters:

Chapter 1: Introduction – This section is a basic introduction to the document, including a glossary of common terms.

Chapter 2: Characters – This chapter contains character creation rules for crafting your own fantasy heroes and adventurers.

Chapter 3: Races – This section describes the basic set of playable fantasy races, including dwarvesm elves, halflings, humans, goblins and orcs.

Chapter 4: Professions – The basic set of professions avialable to characters are described here.

Chapter 5: Traits – This chapter describes the various genre-specific traits for FRINGE: Fantasy, including the new Spirit ability, new skills, racial and blood unique traits.

Chapter 6: Equipment – This section lists the various items available to fantasy characters including weapons, armour, and other adventuring equipment.

Chapter 7: Powers – This section describes the various systems of magic avialable to characters, including arcane magic, miracles and the all powerful, god-like high magic.

Chapter 8: Bestiary – Finally, this section describes some commons creatures and monsters native to fantasy worlds.

Glossary

The following is a lexicon of explaining the definitions of the common terms used by FRINGE: Fantasy:

magic, high

magic, low

practice

practitioner

profession

ritual

Chapter 2: Characters

Characters in FRINGE: Fantasy are typically adventurer or heroic types – exceptional beings, even by the standards of a world with magic. However, it is possible to play characters from a wide range of power levels, from simple commoners to legendary heroes.

Character Creation

To create a FRINGE: Fantasy character follow the following procedure:

Select base role

Character concept

Select Race

Select abilities

Select professions

Select skills

Select Base Role

All players should create characters using the same base role when creating characters to play together. The base role is determined by the GM depending upon the power level of the campaign. There are four basic base roles: Commoner, Adventurer, Hero and Legendary Hero. Generally, played characters should generally select from the adventurer, hero or legendary hero base roles.

Commoner

Commoners are the

Adventurer

Hero

Legendary Hero

Select Race

Select Abilities

Select Professions

Select Skills

Chapter 3: Races

Humans are far from the only civilised inhabitants of the various lands.

In FRINGE, races a primary roles that determine

Dwarf

Cost: 10 points.

Hill Dwarf

Common or hill dwarves were once descended from the haughty mountain dwarves who

Hill dwarves who come from wealthy families usually prefer to live underground, but hill dwarves have adapted to life in the sun and most live on farms and in cities without problem.

Hill dwarves get along fairly well with humans, who often share their serious outlook on life, but they find hobbits to be too whimsical for their taste and elves are considered to be too... well, just too much, so these races are more tolerated than loved. Orcs and their kin, on the other hand, are viewed with a hatred that goes back to the beginning of time, and very few half-orcs and almost no orcs have ever found acceptance by a hill dwarf.

Appearance: Hill dwarves are larger than their mountain dwarf cousins. The average height for hill dwarves is a little under four feet, and a rare few stand as tall as four and a half feet. Males grow full beards, but females can only grow short beards, and because of their exposure to the other civilized cultures on the surface, many females shave the beards off altogether. Hill dwarves tend to have lighter hair colours than mountain dwarves, with the occasional dark blonde.

Personality: Fair-minded but stubborn and gruff is how the other civilized races tend to think of hill dwarves, and hill dwarves will, for the most part, agree. Although they humbled themselves as a people long ago when they left the mountains, strong traces of the dwarven pride can still be found in them. As a consequence, a hill dwarf who feels slighted (especially by a non-dwarf) will hold a grudge, often for a century or more and sometimes for the rest of their life, if the offender does not make generous apologies and reparations. Despite this, hill dwarves are usually friendly and can be more lively than a hobbit when they've had a few drinks.

Mountain Dwarf

Mountain dwarves, or high dwarves, are an ancient and proud race of craftsmen and miners who have single-handedly carved out great underground cities renowned for their beauty and majesty. Their wealth can be found in both the treasure of ancient, forgotten recesses and dungeons as well as in modern weapons and coins. That they must live in quarantine from the world they carved out so long ago is a source of great shame and despair within the mountain dwarves.

Appearance: Mountain dwarves are shorter than their hill dwarf brethren and rarely stand over three and a half feet tall, averaging only about three and a quarter feet in height, with females being a few inches shorter on average than males. Both males and females can grow full beards, though the beards of females grow significantly slower. Their hair tends toward black or dark brown or red, and blondes are almost unheard of.

Personality: Mountain dwarves are gruff, and hold most other races (particularly their hill dwarf cousins) in contempt. They are aggressive, and when insulted, many will quickly turn violent. They are also quite greedy, but they will almost never take what they don't consider rightfully theirs (and usually they'll challenge the apparent owner of a desired thing to a contest to "prove" that they are more fit to have it rather than simply steal it).

Homeland: Western Mountains

Deep Dwarf

Homeland: Deep Lands

Dwarf Abilities

All dwarf characters share the following, basic racial traits:

Hardy – dwarves are a sturdy creatures and gain a +1 bonus to Stamina.

Magical Resistance – dwarves are naturally resistant to magic and gain a +3 bonus to all spirit checks against magical influence.

Skills – Speak (Dwarvish).

Elf

The elves are an ancient, immortal race – the first and most favoured of the gods' creations. As such, they are creatures of incredible beauty, closely in tune with the magical forces of creation.

The high elves of the Western Lands are the urbane and civilised descendants of the wood elves. Whilst the wood elves retreated further into their great forests, high elves took to building cities of stone, hence the name they are more commonly known as: grey elves.

Personality: Their ancient age and wisdom allowed them to become incredibly powerful, but their constant contact with mortal races, such as humans, have corrupted their essence. The high elves have forgotten the ways of the forest, sometimes becoming childish and flighty and sometimes haughty and arrogant. However, they are always utterly ruthless.

Appearance: Elves are tall and slender creatures of unearthly beauty and grace. They are humanoid in appearance, with delicate, pointed ears and very fine features. Unlike humans, their demonstrate a wide diversity in their colouration: elves can have metallic silver hair, pitch black eyes, or even green or blue skin.

Society:

Language: Elvish.

Cost: 15 role points.

Elf Features

The following traits are shared by all elves:

Immortal Wisdom – even the most immature elves encountered have probably lived longer than the oldest human and as such have far more experience and understanding of the world. As such they gain+1 Intelligence.

Slight – elves are beautiful but impossibly frail creatures, slighter than the other races and have -1 Strength.

Heightened Senses – elves possess unnatural acuity of senses and gain a +3 bonus to perception checks.

Enchanting Beauty – elves possess an enchanting physical beauty that others find overwhelming. They gain a +3 bonus to all social rolls where physical attraction plays a role.

Magic Sense – elves are closely attuned with the forces of creation and can naturally sense the presence of magic as one would hear a sound or see light.

Goblin

Goblins are unpleasant, wretched creatures descended from halfings. They live in sewers, swamps or in caverns deep underground, surviving by feeding off scraps and scavenging refuse.

Appearance: Goblins are short, green-skinned creatures with twisted, straggly bodies with scraps of straggly hair sticking out of their heads and large, saucer-like eyes for seeing in the dark.

Personality: Goblins are feral and nervous creatures.

Cost: 0 role points.

Goblin Traits

Goblin possess the following racial traits:

Small – goblins are only a few feet tall and have Size 9.

Tough – tenacious and hardy, goblins gain a +1 Stamina.

Slight – goblins are weak compared to other creatures of their own size and have -1 Strength.

Foul Appearance – to others, goblins are utterly repelling to behold and as such take a -3 penalty to all social rolls where appearance is a factor.

Halfling

Shire-kin halflings are sometimes referred to as common halfings or hobbits – not that the shire-kin would consider themselves to be 'common'. Shire-kin are the most frequently encountered halflings. They inhabit their village-like shires, rarely leaving except in times of deep trouble.

Shire-kin are divided into various noble, land-owning families. All shire-kin halflings owe some sort of allegiance to these families.

Appearance: Shire-kin halfings are short and stocky creatures with big, hairy feet that are so tough they do not require shoes.

Personality: Shire-kin are very much stay-at-home types, enjoying the comforts and small luxuries of their rural lives.

Halfling Traits

Goblin possess the following traits:

Small – halfings are only a few feet tall and have Size 9.

Human

West-landers

Waste-lander Barbarians

The nomadic human tribes of the Waste Lands are referred to as “barbarians” by their more civilised, west-land

Orc

Orcs are about the same size as a human, perhaps a tad shorter, but are much more muscular. Their armour is typically made of heavily modified human-made armour, decorated with bone, beads, feathers, and other natural materials. Painting of one's armour is a highly developed art, and face and body painting is common. Their skin is naturally yellow coloured, but most orcs permanently dye their skin brilliant green, red, or white. Skin colouration tends to be used as a tribal identifier, as well as a symbol of caste or position. Tribe shamans, for instance, will tend to use white pigmentation regardless of the tribe's natural colour scheme, whereas witch doctors adopt red or black colourings very often. Tattoos are common among orcs, and especially so with witch doctors.

As orcs are more interested in the outdoors and in feats of physical prowess, they have, on average, excellent attributes of strength and health, though other attributes, most notably intelligence and willpower, are often derided by other races; the truth is that throughout orcish history there have been well over seven orcs of very above average intelligence. And the so-called low willpower of orcs is a disservice to the race; the many activities believed to be vices by other races are considered by orcs to be highly desired and respected traits, and it takes a good deal of fortitude and will to undertake the marathon imbibing of near poisonous quantities of beverages and herbal medications and the constant tests of orc-hood through one-on-one recreational activities that true orcs must partake.

Experience and cunning is often well shown by orcs during battle, and history chronicles the exploits of many brilliant orcish tacticians over the last few centuries.

Orcs speak the "Lowspeak" tongue, a guttural language used by many of the more savage races.

Society

Orcish society is one based strongly about the tribe and family. Orcs revere their tribe's elders and their ancestral spirits, but are ruled by passions. They follow strict codes of conduct, which none-the-less seem barbaric and evil to humans.

All orc tribes are fundamentally nomadic. Often they will settle in a particular area (sometimes for very long times) if they can make an easy life there. Orcs are, at times, too passionate to have much patience for monotonous, boring endeavours such as farming or mining. The tribe as a whole goes through periods of intense energy, when their spirits are flushed with lusty violence, and periods of extreme lethargy, when alcohol, food, and sleep are their prime concerns. Whether this is biological in nature, or a function of their leadership, is unknown, but it certainly seems to be tied to the season, and the needs of the group.

Humans consider orcs to be vicious thieves, but understanding of their culture reveals that orcs simply follow a different notion of ownership than humans. Orcs believe that you possess only what you can hold onto, either through strength, fear, or respect. Inside the tribe, they believe that distribution of wealth (including women) should go to the most powerful, since this will mean more powerful children and thus benefit the tribe as a whole. Orcs never steal within their family, and theft from other tribe members is rare, mostly occurring against the weaker members of the tribe.

The larger the tribe becomes, the more it factionalizes. Families within the tribe grow and compete. Competition for the leading positions within the tribe grows and assassinations and sometimes even outright fighting crops up. The chieftain of the band must be very strong, and his family very loyal, powerful, and supportive, or else the tribe will inevitably break up into smaller tribes.

Habitat

Orcs excel even more brilliantly than humans at being able to live anywhere they can or must. While most orcs prefer to live in fertile hunting grounds such as forests, hills, and plains, those who live in territories occupied by other races are usually forced to live underground in caverns and ruins, eking out a living in whatever ways they can. Tribes forced into this way of living often become vengeful toward other races.

Cost: 5 role points.

Orc Traits

Orcs possess the following racial traits:

Large – orcs tower over humans and have Size 11.

Powerful – orcs are powerful creatures with highly developed musculature and large body mass, and gain +1 Strength.

Tough – orcs are sturdy creatures and gain +1 Stamina.

Unsophisticated – Orcs do not have much time for such luxuries as reading and learning and have undeveloped intellects, taking -1 Intelligence.

Foul Appearance – to others, goblins are utterly repelling to behold and as such take a -3 penalty to all social rolls where appearance is a factor.

Fearsome – orcs are fearsome creatures to behold and gain a +3 bonus to intimidation checks.

Chapter 4: Professions

Describing Professions

Name:

Skills:

Requirements (optional):

Wealth:

Rank:

Common Professions

Craftsman

A craftsman is a skilled tradesman such as a blacksmith, carpenter or mason.

Skills: Craft (Any one).

Wealth: 5

Cost:

Farmer

Wealth:

Requirements: Stamina 3.

Pauper

Skills: Culture(Any City, Low), Persuasion, Region (Any City).

Wealth: 0

Woodsman

Freeman Professions

Merchant

Skills: Persuasion

Wealth: 15

Requirements: Wits 3.

Sage

Wealth: 10

Requirements: Intelligence 3.

Noble Professions

Nobleman

Wealth: 15

Lord

Wealth: 18

Military Professions

Cavalryman

Skills: Animal (Horse).

Captain

Skills: Charm, Persuasion, Lore (Tactics)

Archer

Knight

Man-At-Arms

Sergeant

Skills: Persuasion, Lore (Tactics)

Squire

Soldier

Skills: Weapon(Any of Short-sword, Pike, Short-bow, Crossbow), Melee, Heal.

Rogue Professions

Bandit

Skills: Melee, Weapon (Short-sword), Stealth.

Bard

Thug

Skills: Melee, Weapon (Club).

Thief

Skills: Athletics, Melee, Sleight, Stealth, Weapon (Knife).

Barbarian Professions

The tribalistic culture of the barbarians has its own set of professions.

Chief

Hunter

Warrior

Chapter 5: Traits

Primary Traits

Abilities

FRINGE: Fantasy introduces a new ability: Spirit. Spirit is used to drive magic and channel powers.

Spirit

Spirit represents the strength of soul, the inner essence and the connectedness with the spiritual and divine planes. Spirit is used in magic to channel mystic power. Spirit also improves Essence.

No Level: Characters with Spirit 0 are rare indeed. A creature with no Spirit, such as the undead, is a monstrous, empty shell lacking a soul and a connection with the Spirit World.

Meditation [Incremental] (Spirit vs. 10): A character can use meditation to regain temporary Essence. Each hour a character rests he must roll for meditation and adds the success points to his temporary Essence. The difficulty depends upon how restful, quiet and tranquil the character is a increases if . Failure points are not deducted from temporary Essence but must be “bought off” within the current meditation session with additional success points before a character can continue gaining Essence.

Spiritual Perception [Automatic] (Spirit vs. 10): A character can use Spirit to make a perception check to try and ascertain the spiritual status. With increasing success a character can determine the level of Spirit within another character, see into the Spirit World and even sense the use of magic in the local area.

Skills

See Practices in the Low Magic section.

Culture (Noble)

Includes knowledge of heraldry and court etiquette and rumour.

Craft

Categories: Metalwork, Stonework, Woodwork.

Heal

Lore (Chirurgury)

Lore (Herbalism)

Speak/Write

Secondary Traits

Essence

Unique Traits

Blood Traits

Often, races interbreed with each creating such variants as the half-elf or the half-orc.

Dwarven Blood

Elven Blood

Goblin Blood

Halfling Blood

Orc Blood

Racial Traits

Enchanting Beauty [Roll Bonus, 6 points]

Characters possessing this trait are favoured by the gods and posses great physical beauty.

Prerequisites: Elven Blood.

Bonuses: +3 bonus to all social rolls where physical attraction plays a role, except with members of your own race.

Heightened Sense [Roll Bonus, 6 points]

Foul Appearance [Roll Penalty, 6 points]

Characters possessing this trait are cursed and grotesque beyond belief.

Prerequisites: Orc Blood or Goblin Blood.

Bonuses: -3 penalty to all social rolls where physical attraction plays a role, except with members of your own race.

Long Lived [??]

The immortal blood of the elves flows in your veins and your life, whilst not immortal, has been extended.

Prerequisites: Elven Blood.

Magic Sense [Talent, 2 points]

This is the ability to sense magic.

Prerequisites: Elven Blood.

Bonuses: Gain the ability to Sense magic as you would hear a sound or see light.

Chapter 6: Equipment

Armour

Weapons

Miscellaneous

Dice

Weight: 0

Size: 3-6

Cost:

Dice, Loaded

Bonuses: +2 to gambling rolls.

Weight: 0

Size: 3-6

Cost:

Rope

Bonuses: +2 to climbing.

Chapter 7: Powers

This chapter describes various systems of magic for us in your FRINGE: Fantasy game.

Low Magic: A

High Magic:

Miracles:

Domains

All power effects are divided into various domains.

Level	Effects
1	Sense, Protect
2	Increase/Reduce
3	Preserve
4	Create/Destroy
5	Transform

The material Domains (Air, Death, Earth, Fire, Life and Water) control and affect the material world. The Spirit domain affects the immaterial world of spirits and the Mind domain affects the internal world of the psyche.

Sense: The ability to sense the hidden, magical forces is a prerequisite for manipulating them.

Protect: A protection effect prevents an attack, magical effect or some other force from damaging

Increase:

Decrease:

Preserve:

Create: A creation

Destroy:

Transform:

Air

Counter Domain: Earth

Death

Counter Domain: Life

Earth

Counter Domain: Air

Fate

Fire

Level	Effects
1	Fire Sense, Preserve Fire
2	Create Fire, Destroy Water
3	Energise
4	Transform Fire
5	

Counter Domain: Water

Location

Level	Effects
1	Location Sense
2	Destroy Location
3	Co-location
4	Transform Location
5	Create Location

Location Sense (Location 1)

Destroy Location (Location 2)

Co-location (Location 3)

This is the ability to place one object or person in multiple locations at one time.

Transform Location (Location 4)

Create Location (Location 5)

Life

Counter Domain: Death

Mana

Mana is the power over power itself, the ability to manipulate the forces of creation itself.

Mind

Spirit

The Spirit Domain can be combined with other Domains for specific affects. A mage with access to the Death domain can command the Spirits of the dead, a conjunction with the Spirit and Life domains allows a mage to interact with the spirits of living creatures such as Animals, and

Level	Effects
1	Spirit Sense
2	Summon Spirit
3	Banish/Compel Spirit
4	Create/Destroy Spirit
5	Transform Spirit

Spirit Sense (Spirit 1)

Banish Sense (Spirit 2)

Compel Spirit (Spirit 3)

Channel Spirit (Spirit 4)

This is the ability to channel a spirit's powers. This can be used to obtain powers not normally available.

Summon Spirit (Spirit 5)

Time

Specialities: Fate.

Water

Counter Domain: Fire

Low Magic

Low or arcane magic is a low-powered system of magic that utilises forgotten or arcane knowledge to create certain effects, called rituals. Unlike high magic (see below) low magic doesn't allow direct access to the various Domains. Instead, various practices impart mystical knowledge of the laws surrounding the Domains. Rituals work by using these laws and exploiting loopholes and other such arcane feats.

As such, anyone can use low magic, from the lowliest commoner casting a simple love spell or curse, to the the ritualistic admixtures of the alchemist's art. All that is required is knowledge in the appropriate arcane lore, the appropriate ritualistic components and the expenditure of Essence. However, acquiring such knowledge is not easy: many practitioners horde their knowledge, hiding it in secret libraries, committing it to memory, or obscuring it in esoteric codes and ciphers.

Skills

Practices are Power Skills that permit practitioners access to certain Domains. The following a various magical practices are based upon various real world medieval practices. Some are historically authentic, others are very much more fantastic.

Elementalism

The most basic of all the formal arts of magic is the study of the four elements. By understanding the basic components of all matter all other magical knowledge follows.

Domains: Air, Earth, Fire, Life, Water.

Enchantment

Enchantment is a practice of sympathetic magic based upon folk-lore.

Domains: Mind.

Necromancy

Domains: Death, Spirit.

Spiritualism

Domains: Fate, Spirit.

Magical Professions

Apprentice Shaman

Skills: Arcane Lore (Spiritualism)

Apprentice Wizard

Skills: Arcane Lore (Elementalism)

Archmage

The Archmage represents the zenith of what can be achieved by

Demonologist

Hedge Witch or Wizard

Witch is a common term for a minor worker of minor magics of enchantment and cursing.

Practices: Enchantment.

Mage

Prerequisites: Wizard.

Skills: Any two Arcane Lore.

Wizard

Prerequisites: Apprentice Wizard.

Skills: Any two Arcane Lore.

Rogue Wizard

The arduous climb through the Byzantium hierarchy of the Magic Guild is too much for some.

Skills: Arcane Lore (Elementalism), Any four Arcane Lore.

Outlaw: Rogue wizards are considered to be criminals and gain a -3 reputation in any social roll when aware of the character's profession.

Necromancer

Practices: Spiritualism (Spirits of the Dead).

Shaman

Practices: Spiritualism.

Miracles

Faith

Favour

Chapter 8: Bestiary

Dragons

Fey

Unicorns

Appendix: GNU General Public License

Version 2, June 1991

Copyright (C) 1989, 1991 Free Software Foundation, Inc.

59 Temple Place - Suite 330, Boston, MA 02111-1307, USA

Everyone is permitted to copy and distribute verbatim copies

of this license document, but changing it is not allowed.

Preamble

The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.

When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.

To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.

For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.

We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.

Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.

Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.

The precise terms and conditions for copying, distribution and modification follow.

TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".

Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.

1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.

You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.

2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:

a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.

b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.

c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)

These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.

Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.

In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.

3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:

a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,

c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)

The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.

If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.

4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.

6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.

7. If, as a consequence of a court judgement or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.

If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.

It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.

This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.

8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.

9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.

Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.

10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.

NO WARRANTY

11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.

12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

END OF TERMS AND CONDITIONS

How to Apply These Terms to Your New Programs

If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.

To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.

one line to give the program's name and an idea of what it does.

Copyright (C) yyyy name of author

This program is free software; you can redistribute it and/or

modify it under the terms of the GNU General Public License

as published by the Free Software Foundation; either version 2

of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.

You should have received a copy of the GNU General Public License

along with this program; if not, write to the Free Software

Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this when it starts in an interactive mode:

Gnomovision version 69, Copyright (C) year name of author

Gnomovision comes with ABSOLUTELY NO WARRANTY; for details

type `show w'. This is free software, and you are welcome

to redistribute it under certain conditions; type `show c'

for details.

The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program.

You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:

Yoyodyne, Inc., hereby disclaims all copyright

interest in the program `Gnomovision'

(which makes passes at compilers) written

by James Hacker.

signature of Ty Coon, 1 April 1989

Ty Coon, President of Vice

This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License.

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