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Rules

Aeldos Game Rules – Last Updated 2017-12-06

The game rules provided below are for the purposes of online and tabletop gaming. If you aren’t sure what that means you can probably skip this content. This document is a work in progress. Additional content and balance is likely.

Table of Contents [hide]

System Overview

The system was inspired by my experiences playing Dungeons and Dragons, World of Darkness, and a variety of other role playing game systems. The system shares many concepts and conceits with these other system so it shouldn’t be too alien to most. The intent with the system is to lend more weight to character than luck and encourage a non-binary range of failure and success.

Mechanically it’s an additive system with players rolling using the core dice mechanic (below) against a difficulty determined either by an opposed roll or a value determined by the storyteller.

Core Dice Mechanic: 2d10 + Aspect + Broad Skill + Focus Skill
[Why 2d10? Because this results in a bell curve probability rather than flat..]

Aspect and Skill Scale

Aspect value ranges are based on a human average of 0.

# Aspect Skill
# Ability Term Skill Term
-5 Incapable N/A
-4 Terrible N/A
-3 Bad N/A
-2 Poor N/A
-1 Hindered N/A
/0/ Average You are aware but unpractised in skill
1 Good Trained in the skill with limited practice
2 Proficient Trained in the skill with notable practice
3 Excellent Well versed and experienced in the skill
4 Amazing Mastery of the subject via constant use
5 Perfect World renowned human apex in skill
6+ Superhuman Beyond unmodified human ability

Scales of Success/Failure

Non-Contested

Target Result
2 Critical Failure
3-7 Failure
8-11 Easy
12-15 Moderate
16-19 Hard
20-23 Heroic
24+ Epic

Contested

Spread Effect Bonus
1-3 Narrow +1
4-5 Moderate +2
6-7 Considerable +3
8-9 Substantial +4
10-11 Massive +5, Free Act
12-13 Heroic +6, Free Act
14-15 Epic +7, Free Act

Character Features

Characters are composed of the following features:
Aspects: The fundamental features and attributes of a character.
Broad Skills: The general learned abilities of the character
Focus Skills: Highly specific areas of skill
Traits: Additional singular or progressive character customizations such as special abilities, callings, and specializations.

Aspects

Aspect Role
Power Strength, stamina, physical resilience
Grace Agility, dexterity and physical control
Intellect Reasoning, logic, memory, knowledge
Intuition Wits, mental agility
Personality Social capability
Appearance Physical attractiveness
Will Mental fortitude and spiritual potency. Also used heavily by sorcerors

Aspect values can range from -5 to +5 for humans or higher for quasi-humans.

Broad Skills

Skill Description
Animal Handling Communication and care of animals
Athletics Running, climbing, swimming, jumping
Combat Martial and tactical competence
Craft Tinkering, engineering and general creative ability
Concentration Trained focus and ability to block out distraction
Investigation Identification of evidence, clues, and pursuit of leads
Larceny Ability to defy locks, pick pockets, and commit crimes
Languages Number and proficiency with languages (3,5,7,10, 14)
Lore History, politics, mythology, geography, etc
Medicine Anatomy, healing, herbalism, first aid
Mercantile Identification of items and their value
Observation Perception, listening, spotting
Performance Public oration or demonstrations of skill
Socialize Diplomacy, lying, manipulation, persuasion, deception
Stealth Avoiding detection
Survival Hunting, foraging, avoiding hazards, finding shelter
Technology Understanding of complex devices and construction
Travel Riding, driving, sailing, piloting, navigating

Broad Skill values can range from 0 to 5

Languages

All player characters are assumed to speak common, the trade language, spoken across Aeldos plus their cultural language. It is a derivative of the ancient language of the Urul Empire and is the dominant language of Ossandria and Selene. Common is universally useful but not universally appreciated – some people prefer those who can converse in their own tongue and some isolated groups speak their own language

When taking levels in Languages you can choose from the following
Granden, Vandaran, Western Svertan, Eastern Svertan, Luxi, Mujinese, High Ossandrian, Nehepi, Subinese, Low Victran, Urul, Clatterspeak, Bellatori, Whistleshape

Focus Skills

Focus skills are specific to the character. As the name suggests these tend to be fairly focused and related to a Broad Skill. For example a warrior might have a combat oriented focus skill with a particular weapon, piece of armour, or maneuver like dodging or parrying; a merchant might have mercantile focused skills in price negotiation, or assessing value; and a lorekeeper might have focused lore skills in a particular domain of knowledge. All focus skill require storyteller approval. Focus skill values range from 0 to 5.

Example Focus Skills

Broad Skill Example Focus Areas Example Focus Skills
Animal Handling Species Felines, vulpines, primates
Athletics Action Run, climb, swim, jump, throw
Combat Weapon Dagger, sword, bow, hammer
Craft Field Weapons, armour, clothes, scribing
Investigation Locale Urban, Rural
Larceny Field Lockpicking, pickpocketing, thieves cant,
Languages Families Cyphers, Dead Languages, Machine Code
Lore Area of study History, politics, mythology, geography
Medicine Area of study First aid, herbalism, surgery, anatomy
Mercantile Field Trade goods, equipment, gems,
Performance Instrument Oration, lyre, drum, singing
Socialize Action Lying, persuasion, intimidation, flattery
Stealth Environment City, Forest, Plains, Mountain, Desert, Night,
Survival Environment City, Forest, Plains, Mountain, Desert,
Technology Operation, Repair, Alteration Clatterjacks, Luminar, Canna, Artilects, First Age Security
Travel Method, Other Ride, drive, sail, pilot, navigate, paths

Derived Features

While other character features such as Aspects, Skills, and Traits are purchased, derived features are persistent values obtained by adding core features together. Values below can be modified by species features, callings, or traits.

Trait Variables
Initiative Grace + Intuition + 1d10
Perception Intuition + Observation
Health Power + Will + 5
Stress Intellect + Will + 10
Attack Ability + Combat + Focus
Damage Weapon + Result of contested attack/defense roll
Defense Power or Grace + Combat + Focus
Stressed State 50% of Stress or higher
Stress Penalty Will – 4, Minimum -1
Natural Healing Power / week, Minimum of 1
Stress Recovery Will + 2 /day at rest or Will / day

Plot Points

Plot points are a form of currency earned through role play. They can be used to reverse bad fortune or exert additional control over the narrative. The value of a plot point is variable, but examples of use:
-An automatic success on an act of modest or minor importance
-A re-roll on an a failed act of major importance.
-Automatically stabilize a dying character
-Reduce the severity of a wound or injury

Character Creation and Advancement

All human characters are assumed to start with 0 in all Aspects and Skills. Quasi-humans often receive modifications to select Aspect base and caps as the Aspect range is based on a human average of zero. All traits are capped at 3 at character creation or 4 for quasi-human specializations.

Feature Character Creation XP Experience Cost to Advance
Aspects 48xp New level x 6
Broad Skills 60xp New level x 4
Focus Skills 54xp New level x 2
Traits/Calling 25xp, Calling x2xp New level x5

Why does a calling cost so much to purchase at character creation?
Because the first level of a calling reduces the XP cost for purchasing broad skills.

If I take a calling during character creation do I pay the reduced cost for the listed broad skill?
Yes, but skill caps still apply – you cannot buy a broad skill above 3 at character creation.

Note that, post character creation, advancement is related to in game activity. As a character progresses they may learn or improve their skills but increases are tied to the activities the character pursues in game. A character who has spent the majority of their time on a battlefield is unlikely to have learned Lore or Mercantile skills just as a library bound scholar is unlikely to be learning much about combat. The exception to this would be if the player specifies that the character has pursued training from a mentor or other character which would allow them to buy up their skills.

How much does it cost to buy out of a negative Aspect?
The cost to buy out of a below average aspect is the current penalty multiplied by 6 in experience points.

Example: If a character has -2 in Power and wishes to buy ‘up’ to -1, they pay 12 xp.
The exception to this is characters who have taken a flaw at character creation. The player must first spend 10xp to remove the trait and can then begin buying out of the penalty as stated.

Penalty XP Cost New Value
-5 30 -4
-4 24 -3
-3 18 -2
-2 12 -1
-1 6  

Traits

Traits are another tool for customizing a character. They are analogous to Feats in DnD or Merits in World of Darkness. A list of traits is in progress but players are encouraged to come up with their own traits as well

Traits below provided as an example.
Adaptive Warrior: The character can use different fighting styles during the same turn The maximum number of attacks that can be made is the lowest value of the chosen fighting styles.
Allies: The character has a set of allies they can call upon when necessary. The specific effects of this vary according to the sorts of allies the character has.
Ambidextrous: The character demonstrates equal agility with two hands. Penalties for multiple attacks while dual-wielding are halved. See the section on fighting styles for more detail on dual-wielding.
Animal Friend: Natural animals are well disposed to the character.
Archer’s Jab: If the character has not yet been attacked they can make a ranged attack in melee without penalty.
Artisan: Pick one art, the character is proficient in it and can earn money (less than calling)
Ayrblood: The character is descended from ancient and celestial vitae. The effects of this trait will vary and are determined by the Storyteller.
Bar Fighter: The characters take 1/2 damage and does double non-lethal damage during bar fights.
Bellatori Grace: The character’s second attack in a round is at no penalty.
Blooded/Hunter: The character has learned the tricks of fighting a particular beast. 1 species per trait; gain a +d6 on attack rolls against that creature.
Bloody Momentum: The character can make an additional attack whenever they fell an opponent. The character must have at least 4 points in the relevant weapon focus skill.
Bon Vivant: The character derives great comfort from their leisure activities. Select one of the following: Plays, Poems, Music, Dance, Storytelling. Any day the character spends at least an hour indulging in their preferred activity they regain stress twice as fast.
Cavalry: The character is a skilled rider, gifted in the saddle and adept at handling all manner of riding animal. This includes combat and trick riding. They suffer no penalties for combat from horseback.
Careless Attack: The character places themselves in a vulnerable position in order to strike an enemy. The character can sacrifice up to 4 points of their defense for a bonus to attack.
City Rat: The character is most at home in the bustle of major settlements. They regain stress twice as fast in cities and half as fast in the wild.
Climate endurance: The character is accustomed to all manner of weather and ignores the penalties inflicted by harsh weather.
Close Quarters: The character does not suffer penalties for fighting in cramped interior spaces like caves or narrow hallways.
Code of Honour: The specific effects of this vary, as do the articles of the code. The benefit of this trait is that the character is likely known for it and gains the social benefit connected to this reputation, however a character should accumulate significant stress if betraying their code. This sort of stress is permanent unless reparations or atonement are made for the violation.
Companion: The character has a stalwart companion who follows and serves the character. This can be a human, animal, machine, or other creature. The details of this trait need to be determined with the Storyteller and the Companion is effectively an NPC in the ST’s control. The equipment and traits of this character are defined by the Storyteller, though the quality of the companion can be increased by spending additional experience when purchasing this trait.
Connections: The character has a set of connections they can call upon when necessary. The specific effects of this vary according to the sorts of connections the character has.
Controlled Habit: The character is at no risk of becoming addicted to a specified drug.
Country Mouse: The character is most at home outside of large cities. They regain stress twice as fast in outposts and the wild, and half as fast in the city.
Creator: The character finds the act of creation deeply satisfying. Select a craft such as drawing, tinkering, blacksmithing, writing, or something else for which they have a focus skill. Any day they spend at least 1 hour creating they regain stress twice as fast.
Crowd fighter: Character can use full defense against up to 2 attacks per round, rather than only one.
Deadeye: The character gains an aim bonus of +3 if they spend an entire round aiming. To take this advantage the character must forfeit all action for one round.
Deadly Improvisation: The character can use improvised weapons without any penalty.
Defensive Fighter: The character can sacrifice their attacks for the round and gain double bonus for defensive stance OR riposte at 4 spread.
Duelist: The character gains a +2 to combat rolls when dueling. To gain this advantage the duelist must focus on a single combatant entirely and this trait only applies to 1:1 combat where all the Duelists attention can be reasonably focused on the enemy with no risk of intercession or interruption by additional forces. This makes it best suited for formal duels. Squaring off against 1 enemy in a larger melee is not considered a duel as in a melee the character must be aware of all actors and actions occurring around them. The bonus gained from the Duelist trait cannot be added to surprise attacks. Any intercession, even aid from an ally, interrupts the Duelists flow and triggers the loss of this bonus.
Devoted: The character is devoted to an Ayr or philosophy and can heal their own stress through specific ritual acts of devotion. They also gain a bonus on checks against effects that would be counter to the devotion.
Distracting: Character can force an enemy to re-roll their perception check once per situation.
Disciplined: Once per day the character can ignore penalties imposed by environment, stress, and wounds, for one skill check for which you have at least 3 skill or focus skill.
Elusive: The character is difficult to hit at range. Enemies suffer additional penalties on ranged attacks against the character.
Endurance: The character gains +3 to checks to avoid fatigue.
Equipment Trait: The specific effects of this vary according to the equipment chosen, but the items should be both useful and important to the character. These items should gain notable bonuses or additional consideration.
Expertise, Weapon: The character is an expert with a particular weapon. Once per combat they can re-roll an attack and take the higher roll. The character must have at least 3 points in the specific weapon focus skill.
Fast Healer: You heal +1 health per week per level of this trait.
Favoured Opponent: The character has studied a particular type of opponent and gains a bonus when fighting them. Possible groups include Soldiers, Warriors, Thieves, Savages, Machines, Animals. Effects will vary.
First Aid: Re-roll any failed stabilization check once.
First Strike: If the character has not yet acted in a combat they can roll 3d10 for their next attack and take the two highest.
Fleet Footed: The character is quick on their feet and gains +10% to movement speed.
Fortunate: The character always seems to find a little extra money; +10% loot
Fortunes Defense: The character can reroll one defense check per combat.
Gifted Aspect: The character is particularly gifted in a single aspect and gains expanded critical range on rolls related to that aspect. This trait can only be taken once.
Gourmand: The character derives comfort from rare, exotic, or expensive food. Any day they consume at least 1 gelt worth of food they regain stress twice as fast.
Gunner: The character suffers no penalty for using canna or firearms.
Hard Hitter: The character is capable of focusing their combat capability into a single, powerful strike. The character can forgo taking multiple attacks, instead making a single attack using Power + Combat + Weapon Focus +1. They gain a damage bonus equal to the number attacks sacrificed. This trait can only be used with the following fighting styles: Unarmed, One-Handed, Weapon and Shield, and Two-Handed.
Hew: The character is adept at destroying objects and obstacles; they can inflict double damage against inanimate objects.
High Intelligence: The character is brilliant, able to work their way through any issue with sufficient time. The character can make additional lore checks. 1/2 Intellect x/week.
Hits like a Tollam: As with knockout but opponent is left out of combat for rest of round.
Iron Gut: The character can eat food and drink that would make others sick with no issue and can re-roll checks to resist the effects of drunkenness or ingested poisons.
Impressive Reflexes: Any area affect that would normally cause half damage on a successful dodge causes no damage.
Intuitive: The character has a keen intuition and is adept at assessing opponents. The character has a general sense of the combat ability of any enemy. The ST will indicate the enemies combat abilities are inferior, equal, superior, or considerably superior.
Jack-of-all-Trades: The character can use any skill untrained.
Kaeki Blood: The character has a portion of Kaeki blood and they have a maximum Will of 6.
Intuitive Scholar/Technician: The character swaps their intuition for their intellect for certain rolls.
Knockout: The character knows just where to hit someone to make them topple. Once per combat the character can make an unarmed attack against a human enemy. If successful, roll the character’s power vs the target’s power. The opponent is knocked prone and insensate for the number of turns equal to the excess successes. If no excess than no knockout.
Legal Eagle: Character knows how to argue law; re-roll law related rolls
Lethal Grace: The character is adept at using their agility and dexterity to land blows from afar. +1/2 Grace to ranged damage. The character must have at least 4 points in Grace to take this trait.
Liar: Reroll lies once per game.
Light Sleeper: The character is at least partially aware of their surroundings, even when asleep. They gain 1/2 their perception bonus when sleeping
Lightning Reflexes: Grace x2 for Initiative
Lucid Dreamer: The character bears some hint of Oneiri blood and is able to control their dreams. They can recover stress more quickly when dreaming and gain a reflexive defense to unwanted or unexpected attempts to shape their dreams.
Lucky: The character is lucky. Once per game they can add a d6 to a roll.
Maim Enemy: The character can make an attack on an organic enemy that inflicts a -1 penalty on all subsequent attacks. The character must have at least 3 points in a relevant weapon focus skill.
Meditative: The character stress recovers twice as fast when taking at least 1hr+ per day to meditate
Membership: Confers its own benefits in certain organizations.
Mentor or Patron: The character has a mentor or patron with their best interests at heart. This figure provides guidance, assistance, and aid as able. The specific effects of this vary according to the sorts of mentor the character has.
Merchants Bane: The character knows how to get discounts; 10% off purchases
Mobility: The character suffers no penalties for moving on difficult terrain such as deep snow, mud, or shallow water.
Multidextrous: The character demonstrates equal agility with all hands. Penalties for multiple attacks while multi-wielding are halved.The character must be a Bellator or Tamaa to take this trait and must first take the Ambidextrous before purchasing this one.
Naturalist: The character has a highly logical and analytical mind and suffers no additional stress from encounters with alien or unknown species in the wild.
Oath: The character has sworn an oath to a god, ruler, or cause. They gain both benefits and obligations as a result.
Overpowering Blow: Once per combat the character gains a +4 to an attack against a parry defense.
Personable: The character knows how to use their charisma to inspire others. Once per day they can add 1/2 their personality to an allies roll.
Powerful: The character is adept at causing harm through the use of sheer overwhelming force. +1/2 Power to Melee damage. The character must have at least 4 in Power to take this trait.
Prevaricator: Player can try an alternate lie if the first one does not work and the target will react only to the second lie.
Progenitor Blood, Eternal: The character is descended from a progenitor line that was modified for longevity. As a result they are ageless; they reach maturity and cease aging afterwards. They can only die due to disease, accident, or intentional harm.
Progenitor Blood, Immune: The character is descended from a progenitor line that was modified to be resistant to disease. The character can recover from most diseases by way of a potent immune system.
Progenitor Blood, Regenerator: The character is descended from a progenitor line that was modified to rapidly regenerate wounds. The character gains a bonus to the rate at which they heal. There are few wounds they cannot heal naturally and are even able to regrow lost limbs. They heal +3 health per week. This trait cannot be taken with Fast Healer.
Progenitor Blood, Resilient: The character is descended from a progenitor line that was modified to survive in less hospitable environments. The character gains special adaptations and a survival bonus to a particular environment. Select one of the following: Badlands, Chillwaste, Desert, Subterranean, Aquatic, or Mist. The precise effects of this trait depends on the nature of the trait.
Quasi-human Medic: The character suffers no penalty for attempts to heal quasi-humans.
Quick Draw: The character can draw their weapon or switch weapons and attack in the same round.
Rapid Reload: The character does not need to spend a full action to reload most weapons.
Reclamator: The character is adept at reclaiming components from ruins and artefacts. With sufficient time the character can derive more valuable salvage than would typically be available. For each six hour period spent reclaiming the character rolls an Intuition + Technology check and gains +10g per point on the result. An area can be exhausted of salvage. (10’s explode)
Reliable Talent: (Pre-requisite 4 in specified skill) Once per day the character can elect to skip the relevant skill roll and instead take their base skill x2 as a result. For example, once per day a character with a +7 in Lockpicking and Reliable Lockpicking Talent can choose to skip the roll to open a lock and instead submit a skill check of 14. This trait cannot be taken with a combat skill.
Relic Tech: Available at character creation only, the character possesses some form of first age relic technology. The condition and operability of this relic is dependent on the item and number of points spent for the trait. 1 point = an inoperative item, 2-3 semi-working or jury rigged, and 5 = fully functional. Relic tech includes: Arcbows, Hand Canna, Longonn, Sandblades, Folding Armour, Mendikits, Selenian Prosthesis, Folding Weapons. This trait should be discussed with the storyteller for approval.
Resolute: The character has a powerful will and is able to push themselves further and harder than most. Once per game they can reroll a will check.
Royal Blood: The character is descended from royalty.
Scything Blow: Once per round the character can make an attack on 2 enemies with 1 attack roll. The character takes a -4 penalty on their defense the following round.
Serenity: The character’s stress recovers twice as fast when taking at least 1hr+ per day to pray or indulge in rituals of worship.
Skilled Throw: Enemies must use the lower of their Power or Grace defense against the characters throws.
Skilled Trip: Enemies must use the lower of their Power or Grace defense against the characters trips.
Skilled Disarm: Any time an enemy fails against the character’s parry defense the character can roll a disarm check.
Skirmisher: The character employs a hit and run combat technique that works well in asymmetric combat. So long as the character engages a new target each round they gain a +3 bonus to attack.
Sleuth: The character can re-roll one investigation check per game.
Sneak Attack:The character inflicts +2 damage when making a sneak attack.
Stone Hand: The character can choose to inflict +1 bashing damage when fighting unarmed.
Strategist: If the character has a chance to prepare for a battle they can formulate a strategy that grants advantage to the character and their allies. The character makes an Intellect + Combat check. Everyone aware of the strategy gains a bonus of +1 for every 5 points over 10 on the check. The bonus only applies in the first round; no plan survives an encounter with the enemy.
Stunning Blow: The character can sacrifice damage from an attack in order to try and stun an enemy. The character declares the attack a stunning blow and if they exceed the targets defense the target is at a -3 to all actions for a number of rounds equal to the spread between the attack and defense values.
Sturdy: The character is made of sterner stuff than most. Injuries are only incurred when an attack inflicts half of their health in damage +1. For example, a character with 8 health would normally take an injury after suffering 4 damage from an attack; with this trait, they would need to take 5 damage.
Sword Master: Character can roll parry against arrow attacks.
Tenacity: The character has a tenacious grip on consciousness and gains a re-roll on all checks to maintain consciousness when hitting their injury limit.
Terrifying Visage: The character is a brutal and intimidating warrior and their attacks inflict double stress on enemies.
Too Pretty to Hit: It’s difficult to hit a character this pretty. Once per combat the character can add appearance to a defense roll.
Tough: The character is more physically durable than others. They gain a +2 to Health.
Tumbler: The character is a skilled tumbler and takes reduced fall damage.
Unremarkable: People trying to recall details about this characters appearance and mannerisms find it quite difficult and suffer a penalty or roll only one d10 for recalling this information.
Veteran: The character is resistant to stress caused by combat or violent situations. They take half the stress in most violent situations.
Wealthy: This trait is available only at character creation. The character is possessed of wealth, earned, inherited, or stolen. They get an additional 300 gelt.
Weatherworn: The character suffers no penalties from traveling or camping in inclement weather.
Will to Survive: The character doubles their will bonus for the purpose of determining their damage Health.
Zephyr: Once per combat the character can make a dizzying combat movement that forces the enemy to roll their defense twice and take the lower result.

Examples of Mechanical Triggers for Traits
The character has not yet acted in a combat…
The character has not yet been attacked in combat…
The character is actively engaged with an enemy in melee combat…
The character has acted in a combat…
The character has attacked a target and failed…
The character has attacked a target and succeeded…
The character has failed a roll…
The character has achieved a low result on a roll…
The character is injured…
The character is about to be killed by the enemy…
The character has not been injured…
The character is stressed…
The character has no stress…
The character has not been detected by an enemy…
The character has killed an enemy…
The character spends a plot point…
The character has a certain number in an attribute…
The character has a certain number in a skill…
The character has not yet used this trait in the current combat…

Examples of Mechanical Effects for Traits
…Reroll and keep second roll
…Reroll and keep highest of two rolls
…Tie goes to trait holder
…Decrease damage accumulation
…Decrease stress accumulation
…Increase defense value
…Resist injuries
…Gain a separate pool of points for adding to rolls
…Gain temporary boost to skill or ability
…Negate critical failures

Flaws

Flaws are negative character traits which have a mechanical or narrative effect. The flaws below are examples; players are encouraged to come up with their own flaws with storyteller approval. Players can take up to two flaws at character creation. Each flaw taken grants +5xp to be spent in any other area or the player can take an extra 200g in starting funds. Flaws can be ‘bought off’ for 20xp along with a reasonable in-game explanation. E.g. a Foolish character has spent months tutoring under another or a Cowardly character has demonstrated the ability to work around their flaw.

Poor Aspect

The character has a -2 to a specific aspect. This represents a notably below average ability. The player should come up with a way to roleplay this feature.
Weak: -2 Power
Clumsy: -2 Grace
Foolish: -2 Intellect
Oblivious: -2 Intuition
Unattractive: -2 Appearance
Unlikeable: -2 Personality
Pliant: -2 Will

Psychological Flaws

Psychological flaws are both triggered by stress and tend to make characters less resilient to stress effects. Characters take an additional point of stress from situations related to their flaw and characters who reach full stress must make an unmodified Will check to avoid the deleterious effects of the flaw.
Cowardly: Character flees stressors.
Berserk: Character reacts to stress with crude violence.
Fugue: Character becomes torpid in response to stress.
Compulsion: Character must engage in a specific action to recover form stress.
Hysteric: Character has an emotional breakdown in response to stress.
Flashback: Character responds to stress by disassociating with current events.

Phobia

The character has an extreme stress reaction to particular stimulus. They take 3 stress each round they are exposed to the stimulus. Examples: Insects, Canids, Felines, Horses, Rats, Grots, a specific species of quasi-human, Water, Mirrors, Darkness, Filth, Confined spaces, Crowds, Heights, Blood, Clatterjacks, First Age Tech.

Addiction

The character has a particular addiction to a drug or problematic habit. They take stress each day they do not indulge in their addiction. Examples: Alcohol, Gambling, Ketha, Sex, Violence.

Blood Thirsty

The character takes stress for each day they go without inflicting violence.

Mechanical Effects for Player Created Flaws:
Reroll but keep lowest
Single die for rolls
Tie always goes to opponent
Increase damage accumulation
Increase stress accumulation
Susceptible to injury
Permanent cap on ability or skill
Negative social/resource (enemy, debt)
Negate critical success
Increased critical failure consequence
Increased xp multiplier cost for skill increase

Other Flaws

Terrible Secret: The character has a secret which would, if revealed, would cause them significant difficulty. This secret must be approved by the storyteller.
Notoriety: The character is infamous for something they have done in the past. They may be wanted or simply a laughing stock, but there is a significant chance of people recognizing them with negative consequences.
Behaviour Blind: The character is oblivious to social signals and cues and suffers a -3 penalty on all social rolls.
Withdrawn: The character is uncomfortable in social situations and tends to retreat from conversation. When rolling for social scenarios they use only 1d10.
Atopic: The character is hyper-allergic, meaning their body exhibits an inappropriate immune response to any number of benign triggers. They have 3 or more of the following allergic features; eczema, hay fever, asthma, conjunctivitis, food allergies and others. The combination of allergies makes life difficult and can be potentially terminal as they are at regular risk of anaphylaxis brought on by one or more of their allergies. The condition is hereditary and possibly related to maternal trauma during pregnancy.

Health

Characters can only take so much damage before they fall dead or unconscious. A character’s health is a representation of their capacity to survive damage. A characters Health (capacity for damage) is equal to 5 + Power + Will + Relevant Traits.

Modified Result Effect
2-5 Critical Failure – take 1 damage and fall unconscious
6-19 Fall unconscious
20-24 Remain conscious, -3 penalty to actions
25 Remain conscious, recover 1 health

Once a character reaches their maximum damage threshold the player can choose to allow their character to voluntarily fall unconscious, taking no additional damage but losing the ability to act until they are revived or they can roll 2d10 + Will to remain conscious.

If the character maintains consciousness any additional damage the character takes triggers an additional roll to remain conscious.

A character who takes their power in damage beyond their threshold is either dying or dead. Damage comes from injury, illness, toxins, and other forms of bodily trauma.

Injuries

These can occur when a character badly misses during a defense or experiences a critical failure on a physical skill check. These are typically broken bones, concussions, dislocated joints and other serious but not terminal trauma. A character suffers an injury any time they roll a critical failure (a result of 2 on 2d10, 1% chance) and would take more than 1/2 their health capacity as a result. For example, a character with a health pool of 8 who rolled 2 and took 4 damage for any reason as a result would acquire an injury dependent on how they suffered that damage (e.g. a broken bone from a fall, a bleeding wound from a blade) Injuries take special care to heal; someone with at least 1 point in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 15 or higher to allow the injury to start healing. This represents setting the bone, stitching the wound, or relocating the dislocated joint. The injury heals according to the chart below only after treatment has occurred.

Injury Effect Recovery Time
Concussion -1 Intuition, -1 Intellect 1 week
Broken Bone -1 Power 3 weeks
Dislocated Joint -1 Grace, -1 Power 1 week
Sprain or Tear -1 Grace, -1 Power 1 week
Laceration, Puncture -1 Grace, -1 Power 2 weeks

Grievous injuries can also occur in the form of burns, amputation or internal bleeding. This more severe form of injury only occurs when the character both critically fails and suffers an amount of damage equal to their health pool in a single act. Grievous injuries require additional care to mend; Someone with at least 3 points in the medicine broad skill must roll an Intellect + Medicine (+ any relevant focus skills) and achieve a result of 18 or higher to allow the injury to start healing.

Status Conditions

There are several conditions with specific mechanical effects. A vicious wound that won’t stop bleeding, a blow to the head that numbs the senses,

Status Effect
Bleeding -1 health per round until healed
Concussed -3 to all Intellect related rolls for 1d10 hours
Dazed Will check vs. Target 11 to take multiple actions
Disabled Affected limb is unusable until healed
Out of the Fight The character requires immediate medical attention
Poisoned Varies according to poison
Stunned The character loses their next action
Winded Will check vs. Target 11 to run

Stress

Just as Health represents a characters capacity to endure physical injury Stress represents their capacity to endure mental fatigue. Stress measures a character’s capacity to absorb and cope with disturbance originating from fatigue, horror, violence, and pain.

Each character has a maximum stress threshold based on their Will and Intellect. This represents both their ability to both rationalize their emotional states and endure them.

The formula for determining Stress threshold is as follows:

Base of 10 + Intellect + Will + Relevant Traits

For each point of damage a character takes they also take 1 point of stress, but stress also accumulates from other sources as well; witnessing horrific violence or its after effects, encountering inhuman foes, going without sleep or food for significant periods of time, dealing with the arcane, all can inflict stress. Many arcane abilities also require the wielder to take stress as they fight to bend reality to their will.

As a character’s stress increases this may impact their ability to fight and perform skills. The amount of stress a character can endure before taking penalties is determined by their Will. Their stress meter is broken up as follows.

Stress Bracket

All characters have three stress brackets. Normal, Stressed, and Overwhelmed.
Normal represents a character with 0-50% of their stress threshold.
Stressed represents a character with 50-100% of their stress threshold.
Overwhelmed represents a character with 100% of their stress threshold.

Stress Resistance

A character’s Will is their resistance (bonus) or vulnerability (penalty) to stress. The value of a character’s Will is subtracted from certain types of incoming stress damage the same as armour is for physical attacks. The difference is, if a character is particularly weak willed with a negative, they gain extra stress.

Stress Penalties

After a character has accumulated 50% or more of their stress threshold they become Stressed and begin to take penalties to their actions. The penalty a character suffers from stress is dependent on their Will. Characters with higher Wills suffer lower penalties than those with low or negative will. The formula for determining your Stressed penalty is as follows:

Will minus 4 with a minimum penalty of -1.

Example 1: Sarv has an average Intellect and slightly above average Will. Xyr stress threshold is 11 (10 + 0 + 1). From 0-5 points of stress xy is Normal. From 6-11 points of stress xy is Stressed and takes a penalty of -3 to all actions. When xy exceeds 11 points of stress xy must roll a Will save to continue to act.

Example 2: Intan has a high Intellect and Will. His stress threshold is 16 (10 + 3 + 3). From 0-8 points of stress he is Normal. From 8-16 points of stress he is Stressed and takes a penalty of -1 to all actions. When he exceeds 16 points of stress he must roll a Will save to continue to act.

Stress Break

Stress is essentially a measure of mental health, resilience, and sanity with the limits of that range defined by the characters Species, Will, and Intellect.

Everyone still has a breaking point though and hitting the stress limit is never a good thing. When a character exceeds their stress limit, also known as becoming overwhelmed, the character suffers some form of mental breakdown.

The first step is to determine how severe the breakdown is. Roll 2d10 + Will. If the value is above 12 the breakdown is minor. If the value is below 10 the breakdown is severe and the character gains a psychological flaw, phobia, addiction, or other negative feature.

The nature of this breakdown should be determined between the player and the storyteller and fit the situation in question.

Examples:
-The character experiences a stress break due to exposure to arcane events causing them to acquire a phobia of mysticism and arcanistry. The character now suffers a general penalty of -5 to all actions in the presence of the arcane.
– The character experiences a stress break due to injuries causing them to acquire a flaw of fugue. The character’s response the next time they hit the stress limit is to go into a non-responsive state.
– The character experiences a stress break as a result of killing people causing them to acquire the blood thirsty flaw. They can now only regain stress when they are inflicting violence on others.

Healing and Recovery

Absent active healing characters heal their Power per week at a minimum of 1*. This is assuming any severe wounds have been properly tended too with an average Medicine check.
Example: Adam has a Power of 2 and heals 2 points of damage per week. Eve has a Power of 0 and heals only 1 point of damage per week.

Assisted Healing Table

There are several methods of assisting or accelerating a the natural healing process. Regular wound care is the most common, but first age technology such as Mendikits, the Lingua Arcana, or even certain quasi-human mutations are also known to help.

Result Unaided Mendikit / Tentilliar Lingua Self-Healing Lingua Heal Other
2-10 1 dmg /0/ /0/ 1 dmg
10-12 /0/ /0/ 1 /0/
13-15 /0/ 1 2 1
16-18 /0/ 2 3 2
19-20 1 3 4 3
21-23 1 4 5 4
23-25 2 5 6 5
26-28 2 6 7 6
29-31 3 7 8 7
32-35 N/A 8 9 8
*20* 5 Full -1 Full -1 Full -1

Injury Recovery Table

Recovering from injuries requires time and rest. The times below assume a character at relative ease. Characters who are traveling or in stressful circumstances may not be able to start healing until they are able to find some safety.

Grievous Injury Effect Recovery Time
Amputation -2 Power or -2 Grace 3 weeks
Burn -1 Health Capacity 3 weeks
Internal Injury -1 Health Capacity 2 Weeks

Stress Recovery

Characters regain their Will + 2 Stress per day when Resting and their Will per day when traveling. Stress recovery can be enhanced by a variety of character specific features.
One example of this might be a religious character who recovers an additional point of stress through acts of worship. Another might be an alcoholic character recovering an additional point of stress by drinking (with the downside of taking additional stress when deprived of drink).

Character Customization

Culture Bonuses

Human characters gain a cultural +1 bonus to 1 ability and 1 skill according to the table below. These bonuses should be applied before spending character creation points. Quasi-humans do not get culture bonuses. Click on the name of a culture to go to the relevant culture page.

Culture Aspect Bonus Skill Bonus
Vandar Power Travel
Svertheim Appearance Craft
Granden Intellect Performance
Lux Grace Athletics
Mujin Intuition Observation
Ossandria Personality Socialize
Selene Intellect Technology
Badlands Grace Survival
Victra Personality Mercantile
Nehep Intuition Lore
Subin Appearance Medicine
Savage[doesn’t exist]/Other Intuition Survival

Species

Species skill modifiers indicate an altered multiplier for purchasing new levels in a skill. They do not affect character creation. Multiplier changes can stack with relevant callings. Click on the name of a species to go to the relevant species page.

Bellatori

Aspect Range: Grace 2 to 7, Intuition 1 to 6, Appearance -2 to 3
+1 Skill Multiplier Cost: Tech, Mercantile, Medicine
-1 Skill Multiplier Cost: Combat, Stealth, Survival
Other Advantages : +3 Health and Stress, Mimicry, Additional Limbs
Other Limitations: -4 Extreme Climate Penalty, Madness prone, Outsiders

Heliar

Aspect Range: Intellect 2 to 7, Will -2 to 3
+1 Skill Multiplier Cost: Socialize, Stealth, Performance
-1 Skill Multiplier Cost: Tech, Lore, Craft
Other Advantages: Physical Aspects determined by Body
Other Limitations: Repairs, Property

Kaeki

Aspect Range: Will 2 to 7
+1 Skill Multiplier Cost: Athletics, Medicine, Tech
-1 Skill Multiplier Cost: Languages, Stealth, Observation, Investigation
Other Advantages: Celestial Sight, Ayrskin, Anti-lingua bonus, Covert
Other Limitations: -2 Health, -1 Heal Rate, Failed perception triggers stress breaks

Oneiri

Aspect Range: Intuition 2 to 7, Intellect 1 to 6, Power -2 to 3
+1 Skill Multiplier Cost: Combat, Observation, Survival
-1 Skill Multiplier Cost: Craft, Medicine, Animal Handling
Other Advantages: Dreamwalking, Old Dream, Sleep Toxin, Covert
Other Limitations: Diminutive, Dream afflictions,

Tamaa

Aspect Range: Appearance 2 to 7, Personality 1 to 6, Will -2 to 3
+1 Skill Multiplier Cost: Concentration, Technology, Craft
-1 Skill Multiplier Cost: Performance, Socialize, Mercantile
Other Advantages : Regeneration, Mutovore, Tentillium
Other Limitations: Addictions, Low Will

Tollam

Aspect Range: Power 2 to 7, Will 1 to 6, Intellect -1 to 4
+1 Skill Multiplier Cost: Lore, Animal Handling, Craft
-1 Skill Multiplier Cost: Combat, Athletics, Concentration
Other Advantages : +5 Health and +10 Stress, Fearful Aura, +3 Perception
Other Limitations: Oversized, Fearful Aura

Callings

“For most it is an unnoticed voice in the innermost recesses of the heart, a nameless whisper never followed. It takes a keen mind to heed the call and a strong will to see it through…”

Callings are roles or vocations which are integral to ones character. Not everyone has a calling, some are content to follow a less focused path, but those who are called and who pursue improvement of themselves through their calling can achieve great things.
Mechanically, characters gain benefits, special abilities, and methods of earning money and plot points from following a particular Calling. Callings have 7 levels with each level representing title or skill and each more difficult to attain than the last.

Characters are limited to a number of callings equal to their Will and Intelligence divided by 2 (minimum of 1)
Advancement: Advancement in standard callings costs new level x5 XP (5, 10, 15, 20, 25, 30, 35 = 140xp to reach mastery)

Calling Template

Pre-Requisite: Aspect and Skill requirement to follow this calling.
Level 1 Gifted: Reduced XP cost for a given skill (3x new level)
Level 2 Talented: Can roll 3d10 for given rolls and take two highest values
Level 3 Experienced: Calling level can be applied to specific skill rolls
Level 4 Recognized: Add calling level to social rolls with a particular group of people
Level 5 Expert: The characters cadre gains access to some portion of the characters gifts
Level 6 Adept: The character gains a notable special ability demonstrated only by exceptional figures
Level 7 Master Ability: The character gains an incredible ability demonstrated only by a select few
Earning: Each calling has its own system for simplifying the mechanics for earning money
Actor: Each Calling has its own set of bonus circumstances which allow the player to earn plot points.

Standard Callings
Standard Callings are open only to humans. Quasi-humans advance along their species path.

Alchemist

You are called to the study of base materials and their transmutation into useful substances.
Also Known As: Chemist, Natural Philosopher
Additional rules for alchemical crafting can be found on this page.
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10 for Craft rolls and take two highest
Level 3: Calling level can be applied to Medicine rolls
Level 4: Add calling level to social rolls with Alchemists, Tinkers, Surgeons and Lorekeepers
Level 5: Cadre gains 1/2 of Calling level to resist the ill effects of poisons and intoxicants
Level 6: The Alchemist can now make a Medicine check to craft curatives.
Mending Serum (Heals 3 health) and Kirna Serum (Heals 5 stress)
Level 7: The Alchemist can make a Lore check to craft Serums which temporarily enhance abilities without a risk of failure or side effect.
Titan Serum: Grants +1 to Power for 1 hour
Bellator Serum: Grants +1 to Grace for 1 hour
Oneiri Serum: Grants +1 to Intuition for 1 hour
Kaeki Serum: Grants +1 to Will for 1 hour
They also gain the ability to recreate any drugs or poisons they have encountered along with their antidotes.
Earning: Alchemists earn money by crafting and selling curatives and drugs. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in gelt. Alternately they can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by making great discoveries such as new serums, or pushing the limits of Alchemical knowledge.

Aristocrat

You are called to leadership and status and the privilege of power of wealth.
Also Known As: Patrician, Noble, Officer, Senator
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10 for Socialize rolls and take two highest
Level 3: Calling level can be applied to Observation rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level to social rolls where the Aristocrat is known
Level 6: 1/game can add calling level to another characters roll
Level 7: If the character has a stream of residual income through taxation or title they earn double the amount from it.
Earning: The Aristocrat earns money by trading favors and information, collecting taxes, fundraising, and acting as a legal witness. 1/week roll Personality + Socialize: Earnings are the result multiplied by calling level in gold.
Actor: Plot Points are gained by demonstrating social prowess such as difficult acts of persuasion or charm.

Curate

You are called to service of celestial entities and secrets and tending the spirits of humanity
Also Known As: Priest, Monk
Level 1: Reduced XP cost for Lore (3x new level)
Level 2: Can roll 3d10 for Observation and take two highest
Level 3: Calling level can be applied to Lore rolls
Level 4: Calling level can be added to social rolls with Curates and Lorekeepers.
Level 5: Cadre members stress brackets are Will + 4 per bracket
Level 6: The Curate can take on some portion of the stress of others. A short conversation is required but the Curate reduces the targets stress by 1/2 at the cost of taking on 1 point of stress themselves. They can also apply a form of stress soak that lasts for 1 day.
Level 7: The priest can seek the favour of their chosen patron, gaining a bonus related to that relationship.
Earning: The Curate earns money by donation of alms, tithes, and other patronage. 1/week roll a Will + Observation. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by providing keen spiritual guidance or having or prompting divine revelations

Dancer

You are called to art, athleticism and the path of beauty and grace.
Also Known As: Akrobates, Tantsija, Penari
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with Dancers and Entertainers
Level 5: Calling level can be applied to Concentration rolls
Level 6: Cadre members who watch the Dancer practice or perform can regain 2 additional stress per day.
Level 7: 1/combat add calling level to Grace based defense. During the 1st round of any combat the cadre can swap initiative positions as desired. Add calling level to acrobatic rolls to ascend or descend environmental features at full speed.
Earning: The Dancer earns money by engaging in public and private performances. 1/week you can roll Grace or Appearance + Athletics. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by exceptional or memorable performances

Diplomat

You are called to serve as mediator and communicator between people and cultures.
Also Known As: Envoy, Ambassador
Level 1: Reduced XP cost for Languages
Level 2: Can roll 3d10 for Language and take two highest
Level 3: Calling level can be applied to Socialize rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Calling level can be added to Lore checks
Level 6: Cadre gain 1/2 calling level to all social rolls
Level 7: The diplomats words have tangible effects on friends and foes. If the diplomat had a chance to speak before combat commenced allies are given priority initiative and all sapient enemies who heard them take a penalty when attacking.
Earning: The diplomat earns money by translation, mediation, and legal work. 1/week you can roll Personality + Socialize. Earnings are the result multiplied by calling level in gelt.
Actor: Plot Points gained by notable acts of diplomacy such as mediating tense scenarios.

Drudge

You are called to serve with back, brawn, and the grueling purity of hard labour.
Also Known As: Labourer, Peasant
Level 1: Reduced XP cost for Animal Handling
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: Calling level can be applied to Athletics rolls
Level 4: Calling level can be added to social rolls with drudges, peasants, slaves, and any other labourer.
Level 5: Cadre members gain 1/2 calling level bonus when doing physical tasks
Level 6: 1/combat character can add calling level to power defense. Character can also add Calling level in temporary Health 1/game.
Level 7: The character no longer suffers exhaustion and does not need to make power checks for grueling and sustained actions. They can march, laden to capacity, through inclement weather and harsh climates for days without sleep. They also become immune to all mundane diseases.
Earning: The Drudge earns money by heavy manual labour and drudgery. 1/week you can roll Power + Athletics. Earnings are the result multiplied by calling level in copper.
Actor: Plot Points gained by notable feats of strength, endurance, or hard work.

Entertainer

You are called to entertain and bring joy and wonder to the world.
Also Known As: Musician, Bard, Minstrel, Skald
Level 1: Reduced XP cost for Socialize (3x new level)
Level 2: Can roll 3d10 for Performance and take two highest
Level 3: Calling level can be applied to Performance rolls
Level 4: Calling level can be added to social rolls with entertainers and dancers
Level 5: Calling level can be applied to Concentration rolls
Level 6: Cadre members regenerate stress at twice the normal rate
Level 7: The character is gifted at distracting enemies. 1/combat they can roll a Performance check and inflict the value in penalties on enemy attacks.
Earning: Entertainers earn money by public and private performances. 1/week you can roll Grace or Appearance + Performance. Earnings are the result multiplied by calling level in silver.
Actor: Plot Points gained by

Explorer

You are called to explore the wild reaches of Aeldos.
Also Known As: Scouts, Travellers, Pioneers
Level 1: Reduced XP cost for Survival
Level 2: Can roll 3d10 for Lore and take two highest
Level 3: Calling level can be applied to Travel rolls
Level 4: Add calling level to social rolls with explorers and lorekeepers.
Level 5: Cadre travels 10% x 1/2 calling level faster. All cadre members acting as camp sentries gain a +1 bonus to perception roles.
Level 6: The explorer is never lost and can endure all but the harshest of travel conditions without difficulty. They have become more comfortable in the wild and doubles their stress regeneration rate.
Level 7: The explorer can understand any language. They are also versed in, or intuitive enough to understand all local customs without a lore check.
Earning: Explorers earn money by providing mapping and guide services, consulting locals about resources, and storytelling. 1/week you can roll an Intellect or Socialize + Lore or Travel. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by finding new or long lost features and environments

Fighter

You are called to fight, to brawl, to duel; to the finely tuned violence of individual combat.
Also Known As: Brawler, Bruiser, Pugilist
Level 1: Reduced XP cost for Athletics
Level 2: Can roll 3d10 for Athletics and take two highest
Level 3: 1/2 of calling level can be applied to combat rolls
Level 4: Add calling level to social rolls with fighters and gamblers
Level 5: Cadre gains 1/2 calling level to intimidation and resist intimidation rolls
Level 6: Gain +5 Health and shrug off 1 injury/combat
Level 7: Always take initiative in 1 on 1 combat against non-fighters. Gain a bonus to unarmed damage.
Earning: Fighters earn money through intimidation, feats of strength or competitive pugilism. 1/week you can roll Power + Combat. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by surviving combat with difficult or notable opponents.

Gambler

You are called to the roll of the dice, the luck of the draw, the winds of fate and probability.
Also Known As: Cardsharp, Speculator
Level 1: Reduced XP cost for Larceny
Level 2: Can roll 3d10 for Larceny and take two highest
Level 3: Calling level can be applied to Socialize
Level 4: Add calling level to social rolls with gamblers and thieves
Level 5: Cadre members can reroll once per game, but must take result of 2nd roll.
Level 6: Luck is now on the gambler’s side. The gambler can reroll 3 checks per game but they must take the second result.
Level 7: The gambler is able to survive impossible odds. Through sheer, bald luck they are saved from certain doom. Once per story they are able to ignore the results of an attack or action that would otherwise kill them. Additionally the gambler’s earning results are also modified as indicated.
Earning: Gamblers earn money through gambling and they can always find something to gamble on. 1/week the character can place a bet. The player rolls 2d10 and gets the following results…
2: the character loses all of their bet / 50% on Lvl 7
3-5: the character loses 50% of their bet / +25% on Lvl 7
6-15: the character earns +25% of their bet / +50% on Lvl 7
16-19: the character earns +50% of their bet / Double on Lvl 7
20: the character doubles their bet / Triple on Lvl 7
Actor: Plot Points gained by gambling big and winning.

Guard

You are called to defend others and to secure civilization against the hazards of the wild.
Also Known As: Sentry, Militiamen
Level 1: Reduced XP cost for Investigation
Level 2: Can roll 3d10 for Investigation rolls and take two highest
Level 3: Calling level can be applied to Observation rolls
Level 4: Add calling level to social rolls with soldiers, guards, and merchants
Level 5: Cadre gain 1/2 calling level to perception rolls.
Level 6: 1/combat the guard can add calling level to defense or grant this defense bonus to an ally within range.
Level 7: When dedicating full action to defense gain +5 defense and riposte against attacks. It is also now impossible to catch the character unprepared for an ambush.
Earning: Guards earn money by acting as sentries for towns, caravans, or merchants. 1/week you can roll Intuition + Observation or Investigation. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by defending those unable to defend themselves or bringing major criminals to justice.

Handler

You are called to the ways of the beast, the training and taming of animals.
Also Known As: Usari, Trainer
Level 1: Reduced XP cost for Animal Handling
Level 2: Can roll 3d10 for Animal Handling rolls and take two highest
Level 3: Calling level can be applied to Concentration rolls
Level 4: Add calling level to social rolls with non-humans
Level 5: Cadre animals gain extra health and recover from injuries twice as fast and all mounts are able to travel 1/2 calling level x 10% faster.
Level 6: Mundane animal display a friendly disposition towards the Handler and are able to understand simple commands. It becomes possible to tame even the most deadly beasts and even animals trained by others will refrain from attacking and obey the character’s commands.
Level 7: The Handler can train a number of true companion animals equal to their Will. These extremely loyal animals gain the following:
Understanding of simple language and cadre direction
The ability to increase aspects and skills using Handler XP
The ability to carry out complex commands given by the Handler
The ability to track the Handlers location from anywhere
+5 Bonus to Health and Stress
Earning: Handlers earn money by training, caring for, and tending to various animals. 1/week you can roll a Will + Animal Handling. Earnings are the result multiplied by Calling level in silver.
Actor: Plot Points gained by taming dangerous animals.

Hunter

You are called to the dangerous wilderness of Aeldos, pursuing glory and profit in the hunt.
Also Known As: Ranger, Stalker, Jaeger
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10 for Survival rolls and take two highest
Level 3: Calling level can be applied to Survival rolls
Level 4: Add calling level to social rolls with hunters, hermits, and settlers
Level 5: Cadre gains double aim bonus and 50% increase to ranged weapon range.
Level 6: Calling level can be applied to trap damage and Animals and monsters produce twice as much render. The character can add their level in Hunter to track a specific bounty.
Level 7: The range of the hunters ranged weapons is doubled. Ambushes do not require stealth checks from other cadre participants. Tracking checks are no longer required. Beasts suffer additional damage equal to the Hunter’s Will.
Earning: Hunters earn money by hunting or guiding others in the hunt for food, fugitives, or reagents. 1/week you can roll Intuition + Survival. Earnings are result x calling level in silver.
Actor: Plot Points gained by harvesting unique, new, or difficult creatures or fugitives

Lorekeeper

You are called to the book, to learn, watch and chronicle the world around you.
Also Known As: Scholar
Level 1: Reduced XP cost for Concentration (3x new level)
Level 2: Can roll 3d10 for Concentration rolls and take two highest
Level 3: Calling level can be applied to Lore rolls
Level 4: Add calling level to social rolls with lorekeepers and explorers
Level 5: Cadre gains 1/2 calling level bonus from assists with intellect checks
Level 6: The Lorekeeper can get the gist of any text, even those that are coded or in a language they haven’t learned. They can also act as a teacher to others; individuals receiving tutelage reduce the XP multiplier cost by one for any Skill the Lorekeeper have 2 ranks in. (Only applies up to the rank the Lorekeeper has)
Level 7: The Lorekeeper can demand additional payment for services changing their earnings from silver to gelt. They also know many secrets, and at least one noone else knows. They can choose one of the following:
-They can acquire the first level in a Lingua Arcana without need of a teacher.
-They learn the location of an untouched epic first age artefact or stronghold.
-Another powerful secret decided by the player and storyteller.
Earning: Lorekeepers earn money by acting in clerical or teaching roles or providing legal documentation. 1/week you can roll an Intellect + Lore. Earnings are the result x Calling level in silver
Actor: Plot Points gained by translating difficult texts, uncovering secrets, and teaching lore to others.

Mechanic

You are called to the technology of the Urul empire; its discovery, repair, and replication.
Also Known As: Mechanists, Technicians, Zipperheads
Level 1: Reduced XP cost for Lore
Level 2: Can roll 3d10 for Technology rolls and take two highest
Level 3: Calling level can be applied to Technology rolls
Level 4: Add calling level to social rolls with Mechanics, Lorekeepers, and Artilects.
Level 5: The Mechanic and cadre members no longer suffer penalties for using unfamiliar technology. Cadre travel times are reduced by 10% due to ongoing vehicle maintenance.
Level 6: Given sufficient time the Mechanic can get any piece of first age technology working. Add calling level to any extended roll to fix a first age device or item.
Level 7: The Mechanic is adept with one particular field of first age technology and, given the right materials, access, and time they are able to replicate them (e.g. Artilects, Canna, Folding Armour, Aerials) or enhance their capabilities.
Earning: Mechanics earn money by appraising and repairing first age technology and salvage. 1/week you can roll an Intellect + Technology. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by repairing inoperative first age tech or by discovering new tech.

Merchant

You are called to profit, trade, and commerce and the all mighty Gelt.
Also Known As: Commerciant, Koopman, Komisan
Level 1: Reduced XP cost for Mercantile (3x new level)
Level 2: Can roll 3d10 for Travel rolls and take two highest
Level 3: Calling level can be applied to Socialize rolls
Level 4: Add calling level to social rolls with merchants and traders.
Level 5: Cadre get 10% x 1/2 calling level discount on the purchase of goods with which the Merchant has traded before. The Merchant can also establish a number of trade deals equal to their Intellect + Intuition / 2. Each trade deal increases the frequency the Merchant can make earning rolls by +1/week
Level 6: The Merchant can sell ice to a Vandaran and their earnings reflect that. Earnings change from silver to gelt. They are also able to obtain restricted or regional goods, even in areas they wouldn’t normally be sold. The full standard equipment list is available at all times.
Level 7: The Merchant can find a supplier and price for any good. This includes normally priceless artefacts like Canna, Clatterjacks, Folding Armour and other first age wonders.
Earning: Merchants earn money by trade, barter, and sale of goods. 1/week you can roll an Intellect or Personality + Mercantile. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by making significant profits or finding excellent deals.

Soldier

You are called to serve martial cause and the order of discipline, tactics, and symmachy.
Also Known As: Legionary, Sentinel, Infantry
Level 1: Reduced XP cost for Combat (3x new level)
Level 2: Can roll 3d10 for Athletics rolls and take two highest
Level 3: Calling level can be applied to Athletics rolls
Level 4: Add calling level to social rolls with guards and soldiers
Level 5: Cadre can defend against 1/2 calling level in attacks per round without penalty. The soldier can also mitigate allies combat stress, reducing stress taken by Calling Level 1/combat.
Level 6: The soldier is adept at fighting in a unit and his allies benefit. +1 armour for each Cadre member when operating as a unit. 1/combat the soldier can also sacrifice an action to an ally.
Level 7: The soldier knows exactly how to take a hit and give it back to an enemy. The soldier can automatically riposte a number of attacks equal to their Will and all combat ties go to the Soldier.
Earning: Soldiers earn money by mercenary and guard work. 1/week you can roll a Power + Combat. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by notable service to a combat unit.

Spy

You are called to serve through the quiet pursuit of your enemies’ secrets.
Also Known As: Infiltrator
Level 1: Reduced XP cost for Observation (3x new level)
Level 2: Can roll 3d10 for Observation rolls and take two highest
Level 3: Calling level can be applied to Stealth rolls
Level 4: Add 1/2 calling level to all social rolls
Level 5: Cadre gains 1/2 calling level in attack bonus when ambushing an enemy. The cadre also gains the ability to communicate in a covert language.
Level 6: Calling level bonus can be applied to resist torture or coercion. The Spy gains the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people. Enemies attacking the spy with a ranged attack suffer double penalties.
Level 7: When the Spy acts it is with deadly and unexpected brutality causing additional stress to targets, increasing the chance of a morale failure. This ability also allows them to automatically kill most unaware enemies (less than 9 Health). The Spy can also recognize other spy’s automatically.
Earning: Spies earn money through larceny or by acting as fixers and information brokers. 1/week while in a city or large settlement you can roll an Intuition + Observation. Earnings are the result x Calling level in silver.
Actor: Plot Points gained by learning major secrets, gaining key assets or uncovering moles or other spies.

Surgeon

You are called to heal and make whole and well the injured and sick.
Also Known As: Medic, Doctor
Level 1: Reduced XP cost for Medicine (3x new level)
Level 2: Can roll 3d10 for Medicine rolls and take two highest
Level 3: Calling level can be applied to Investigation rolls
Level 4: Add calling level to social rolls with surgeons and lorekeepers
Level 5: Cadre members heal +1 health/week and penalties from illness and poison are halved.
Level 6: The Surgeon can stabilize most patients automatically and all healing checks are considered 1 step higher on healing chart.
Level 7: The Surgeon is familiar with most diseases and can automatically recognize an individual, their illness, and their chances for survival. They gain immunity to any disease they have experience with and can also choose from one of the following:
-Devise a cure for one major Aeldan illness (e.g. Red Rot, Flux, Blackrock Pox, Grot Fever)
-Learn the lost art of grafting first age prosthesis technology
-Learn a First Age medical secret (e.g. Augmentech like the Eternal Strain, Paragon Strain, or Asom Strain)
Earning: Surgeons earn money by acting as healers or doctors. 1/week you can roll an Intellect + Medicine. Earnings are the result x Calling level in gelt. Alternately the surgeon can improve their local reputation by taking their earnings in silver.
Actor: Plot Points gained by saving lives, developing treatments, or bringing aid to the ill at risk to oneself.

Thief

You are called to skulk and steal and the challenge of the lift, the caper, and the heist.
Also Known As: Pickpocket, Padfoot, Owl, Spider
Level 1: Reduced XP cost for Stealth (3x new level)
Level 2: Can roll 3d10 for Stealth rolls and take two highest
Level 3: Calling level can be applied to Larceny rolls
Level 4: Add calling level to social rolls with thieves and gamblers
Level 5: Cadre gain 1/2 calling level in defense against thievery and disarm checks
Level 6: The thief can tell the gold value a person is carrying or house has without a roll and gains the ability to demand the lowest list price for any item purchased. They also gain the ability to hide in plain sight, making a stealth check in areas without concealment or automatically fading into any crowd of more than 10 people.
Level 7: There is little out of reach of the thief’s talent; 1/game they can reroll a pickpocket or stealth check. The Thief can also exercise their talents in combat disarming enemies with greater ease. The thief also gains an automatic defense against traps and an ability to identify other thieves on sight.
Earning: Thieves earn money by larceny. 1/week you can roll a Grace + Larceny. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by larcenous acts of exceptional skill or note.

Tinker

You are called to make, mend, craft and create.
Also Known As: Smith, Inventor, Craftsmen
Level 1: Reduced XP cost for Craft (3x new level)
Level 2: Can roll 3d10 for Mercantile and take two highest
Level 3: Calling level can be applied to Craft rolls
Level 4: Add calling level to social rolls with tinkers, merchants, and traders
Level 5: Cadre gear such as Armour and Weapons can be enhanced adding +1 trait and cadre vehicles never break down.
Level 6: Craft checks can be made 2x as often. The tinker also learns to work with first age materials without penalty.
Level 7: Craft checks can be made 3x as often and unrushed repairs are always successful. The Tinker also learns how to work with arcane materials without penalty.
Earning: Tinkers earn money by crafting or repairing items or equipment. 1/week you can roll an Intellect + Craft. Earnings are the result x Calling level in gelt.
Actor: Plot Points gained by crafting unique or potent creations.

Note: All Callings are works in progress. Balance and tweaks may be made.

Advanced Callings

There are some callings that are beyond mere vocation or ability, beyond the mundane. Characters who pursue advanced callings are often keystone figures in history.

  • Many of the entries below are stubs, waiting for completion. Check back frequently for updates.

Human Advanced Callings


Shaping

Arcanists with power over fundamental physical reality.

Shifting

Arcanists with power over biological forms.

Singing

Arcanists with power over emotion and sentiment.

Kadesch

Counter-linguists gifted at interfering with arcanists.


Culture Advanced Callings


Badlands

Iyreni

Mutants physically changed by wild arcane phenomena. Monstrous or aberrant humans that gain a set of features, abilities, and flaws and can then enhance them through the focus of Eitre.

Urangi

Wandering mystics called to the most dangerous ruins of the world and uniquely gifted at surviving them. Survivors, lore seekers, intuitive technologists.


Granden

Enganarome

Chevalier-Illusionists who use Lightcasters to manipulate the perceptions of their enemies and finely crafted weaponry to defeat them. Phantom wielding mirage knights.

V’anma

Wandering protectors and resilient religious guardians changed by ritualized exposure to occult forces. Bulwarks, justicars, and monks.


Lux

Kenvir

Invisible assassins with a breadth of covert and deadly skills who embark on strategic strikes against enemies of the Luxi. Cloaked knives, infiltrators, and guerilla warriors.

Ngama

The shamans, judges, emissaries, and negotiators that make up the heart of the Luxi political culture. Charming contract makers and adjudicators.


Mujin

Wen

Culturally powerful Shamans and mystics with deep spiritual connections that heighten their empathy and perception. Inspired ritualists and powerful actors within Mujin.

Xia

Elite warrior mystics who roam the lands of Mujin, defending its people and hunting Sucha using powers derived from the mist itself. Highly mobile, arcane warriors and cultural icons.


Nehep

Tariq

Remorseless desert warriors and beast handlers with preternatural gifts for survival and assymetrical warfare. Tyrn riding dervishes and guerilla fighters.

Sikatvaya

A rare type of mechanist capable of limited control over the deadly red sand for creation or destruction. Sandweaving tech wizards and craftsmen with crude molecular manipulation.


Ossandria

Ossator

Clandestine marshals and spymasters of Ossandria, imbued with the highest authority of the empire and a portion of the Imperator’s will. Secret dominars, puppeteers and inquisitors of the Empire.

Lictor

Specially selected imperial bodyguards who are ‘altered’ in a secret ritual that grants them enhanced abilities. Mighty guardians and executors of the empire’s will.


Selene

Artifex

Mechanists focused on Artilect, clatterjack and Varsits and skilled at the repair, re-purposing, and control of automatons and armour. Jack builders, hackers, and gear pilots.

Sentinel

Elite soldiers and specialists with access to the considerable training and resources of the Silent City. High quality gear, unique support and requisitions, and technologically augmented.

Umbral

Spies, assassins, and saboteurs equipped with some of the most advanced technology of the fourth era. Calculating experts and operators with access to first age wonders.


Subin

Ecstatic

Priest chemists with access to a variety of mind and body altering drugs that grant altered states to themselves and their followers. Weird, trippy, consciousness modulators and spiritualists.

Rashasa

Sacred storytellers, courtesan priests, and physicians skilled in medicine who practice holistic healing methods. Intelligent and charming healers of both body and mind.


Svertheim

Vilkappi

‘Wild Warriors’, a group encompassing both the Vargenar (“Vargr Skin” Wolf-warriors) and the Svinfylking (“Boar Heads”) who wear beast skins into battle. Half-mad, hardy, and bloody-minded trance warriors.

Usari

Wild rangers known for their survival prowess and skill with animals (Typically Wolves, Clanbar, Daedon, Gulogar, or Jaghunds). Trappers, Hunters, and Animal trainers with a unique connection to, and ability to enhance their companions.


Tollam

Kleaver

Terrifying vanguard warriors with incredible resilience and martial prowess known for their brutal weaponry. Front line shock troopers and living armour with frighteningly resilient biology, psychology, and gear.

Skald

Solitary travelling warrior poets and lorekeepers with powers said to derive from the union of the Warrior and the Scholar. Chroniclers of great and terrible deeds with the gift of imbuing people with the powerful weight of their deeds.


Vandar

Chimori

Adventurers imbued with the power by arcane markings, and those who can craft the markings themselves. Tattooed mystics and sigil smiths.

Kholblod

Survivors altered by exposure to unnatural conditions and creatures found in the Chillwaste. Aberrrant or bestial entities tied to powerful and mysterious wild gods.


Victra

Longshot

Respected and feared sharpshooters and gunfighters able to take full advantage of deadly first age canna. Snipers and technical experts with a weapon specific skill set.

Mariner

Brave or crazy seafarers able to navigate the treacherous seas and gifted with an innate connection to their ships.


Other

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Urul

Sige

Master craftsmen and elite engineers of the First Empire, responsible for the creation of advanced technologies. Gear makers and modifiers paired with an artilect companion.

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Quasi-Human Advanced Callings

Bellatori

Heliar

Kaeki

Oneiri

Tamaa

Tollam

Combat

Combat Basics Table

Stage Description
Initiative All characters roll initiative to determine order of actions
Action On their initiative each character gets to attack and/or move. They can attempt anything that can reasonably be completed within 6 seconds. What counts as reasonable is determined by the storyteller
Attack Power or Grace + Combat + Focus
Defense All aware opponents get an opportunity to defend themselves from an attack. This takes the form of an opposed roll. Power (Parry) or Grace (Dodge) + Combat + Focus
Multi-Defense There is a penalty for multiple identical defenses per round. This represents the difficulty of maintaining defense in the face of multiple attacks. The penalty is equal to the number of times a given defense has been used in a round -1. IE: A 2nd dodge is at -1
Damage Damage is determined by the quality of the hit and the quality of the weapon. Successful hits deal the base weapon damage +. For every 2 points the attack exceeds the defense the attack inflicts an additional damage. (2=1, 4=2, 6=3, 8=4, 10=5, 12=6)
Critical Rolls A critical success occurs when two tens are rolled. A third d10 can then be rolled and added to the value. A critical failure occurs when two ones are rolled. A third d10 can be rolled; if the result is a 1 then there is a notable effect.
Environmental Roll Modifiers Environmental features of a battle can add bonuses or penalties. Environmental Roll Modifiers include things like high ground, outnumbered, sun position, snow, rain, fog, darkness, damaged gear, tight quarters, unsteady ground

Ranged Combat

A ranged attack consists of the Attack Roll (Grace + Combat + Focus) minus the difficulty of the shot (Accuracy Difficulty + Penalties)
An unskilled shooter has a harder time hitting a target which doubles the accuracy difficulty. As with other attacks, if the shot hits the characters armour value absorbs the appropriate amount.

Shot Difficulty Table

There are several factors that need to be considered when shooting at an enemy. Each consideration affects the difficulty of the shot.

Consideration Difficulty Modifiers
Is the target moving? Stationary 5 / Normal 10 / Sprint 12
Is the attacker moving? Stationary 5 / Normal 10 / Sprint 12
Is the Target in cover? Partial Cover 12 / Full Cover 15
Visibility Factors? Visible 2/ Obscured 4 / Impaired 6 / Hidden 10
Weapon and Range Point Blank (Defensible), Close 0, Medium 2, Long 4, Extreme 8
Weapon Difficulty Unfamiliar Weapon 2 / Poor Quality 2 / Complex 2
Method of Attack Single 0 / Burst 2
Other Penalties Stress, Injury, Status Effects

Cover

Targets in full cover gain armour against shots through cover:
Weak Cover 4
Adequate 6
Superior 8

Stealth and Concealment

A standard opposed sneak check is Grace + Stealth + Focus vs. Intuition + Observation. Failure indicates the observer has seen something but this does not necessarily mean that they have full sight of the sneaking character. If the Observers success falls within the range of the characters stealth level the observer is alerted by the character is considered concealed. IE: If a sneaker with stealth 3 rolls 11 but the observer rolls 13 (Range between 11 and 13 is 2 which is less than the character Stealth level), the enemy is alerted to the sneakers presence but the character still has concealment and a brief opportunity to act without being fully detected.

Concealment offers the following:
-Concealed attack where enemy can roll defense at penalty of -4
-Concealed characters are considered Hidden against ranged attacks (+10 to attack difficulty)
-Concealed characters can attempt to escape an area but must make a second stealth check at a penalty of -5

Advanced Combat Rules Table

Disarm

The attacker declares they wish to disarm the target and makes a (Grace or Power + Combat + Focus Skill: Disarm) against the target who makes a normal defense. If the attacker beats the defense they disarm the target, however if the target’s defense is 10 or more points beyond the attacker’s roll they defend so skillfully that the *attacker* is disarmed. Note: Some weapons are specially designed for disarming and add to the disarm roll.

Grapple

The attacker must make a successful Power Attack to enter grapple. In a grapple no large weapon can be used. Each round in a grapple both characters roll for advantage. Whoever has the advantage can do one of the following: gain a +1 to attack with small weapon; inflict ½ their Power in damage; use the enemy as cover; escape the grapple.

Mounted Combat

-3 to attack roll against un-mounted enemy, +3 damage if successful. Multiple attacks add -3 for each attack. Mounted combat penalties can be eliminated with the Cavalry trait.

Non-Lethal Combat

In less dire fights (e.g. bar brawls) every character can take an amount of non-lethal (NL) damage equal to their standard health score. Characters regenerate NL damage equal to their Power per round. A knock-out occurs when the excess successes of an attack meet or exceed the remaining NL damage. At the end of NL combat combatants convert any remaining NL damage to standard damage at ½ value.

Overwhelming Attacks and Flow

If a contested attack exceeds defense 10+ the character can make an additional attack. Additional attacks can be chained but each one must overwhelm the targets defense by 10+1 per additional attack (1st attack 10, 2nd 11, 3rd 12, and so on).

Overwhelming Defense and Riposte

If a contested defense exceeds the attack by 10+ there is the option to riposte or take an immediate action. Number of possible ripostes is the lower of Grace or Combat score.

Surprise Attack

Except in exceptional cases or where otherwise stated, attacking an unaware enemy always triggers an opposed stealth vs. perception check between the attacker and the target. If the target succeeds in their perception they are able to mount a defense, though they may be limited to dodging if they do not have a weapon in hand. If the target fails their perception check the attacker must still roll the attack; on a 2 they suffer a critical failure and the attack fails, however all other rolls are assumed to hit and bonus damage is applied as follows:

Roll Bonus Damage
2 Critical Failure
3-4 /0
5-6 +1
7-8 +2
9-10 +3
11-12 +4
13-14 +5
15-16 +6
17-18 +7
19-20 +8
21-22 +9
23+ +10

Trip

As a standard attack but if successful the enemy is knocked prone rather than injured and takes a penalty on their next action equal to the spread of the trip.

Fighting Styles

A character’s chosen fighting style should be based on the characters background and nature, not on what would provide the largest mechanical advantage in combat. The following is intended to outline some of the potential advantages and pitfalls of given styles. Any character can move between the various styles assuming they have the listed pre-requisites. A combatant can only utilize one style at a time during a round; they cannot, for example, attack one handed but switch to two handed for damage. Combatants have a default fighting style but can declare a change to their style at the beginning of a round (dropping their shield or weapons, or drawing a secondary weapon, etc).

Unarmed Striking

The combatant uses their limbs to strike enemies. Examples include punching, kicking, head-butting, palm strikes, and use of knees and elbows.
Advantage: This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance.
Disadvantage: The combatant is unable to parry weapon attacks without equipment or specialized focus skills/traits. They can still dodge attacks.
Pre-Requisites: The combatant must have at least one point in combat and one point in a focus skill of ‘Unarmed Striking’ to make multiple attacks as listed below.
Mechanics: No bonuses or penalties. The combatant can make a number of attacks equal to their attack bonus per round, with each attack beyond the first suffering an additional -1 penalty. The maximum number of attacks that can be made in a round using this style is 8. and any critical failure on an attack roll ends the attack. In the absence of specialized traits the

  • (Multi-Attack Penalty Progression: 0/-1/-2/-3/-4/-5/-6/-7)

Unarmed Grappling

The combatant uses close fighting techniques to gain capture or gain leverage over an opponent, trapping, choking, or causing injury. Examples include joint locks, chokeholds, submission holds, throwing, and pinning.
Advantage: This style requires no additional equipment and can be used to fully engage and immobilize a single target.
Disadvantage: The combatant is unable to parry weapon attacks without equipment or specialized focus skills. A combatant in a grapple is also vulnerable to attacks by others and must choose between maintaining a grapple or defending themselves.
Pre-Requisites: The combatant must have at least one point in combat and one point in a focus skill of ‘Unarmed Grappling’ to use the mechanics below.
Mechanics: To enter a grapple the combatant must make a successful attack. Each round in a grapple both characters roll for advantage. Whoever has the advantage can do one of the following: inflict ½ their Power in damage; use the enemy as cover; escape the grapple, or gain +2 to rolls to maintain the grapple.

Unarmed Reciprocal

The combatant uses their opponents attacks against them, pulling them off balance when they strike, pushing them when they retreat, and negating their attacks.
Advantage: This style requires no additional equipment and maximizes flexibility, mobility, range of motion, and balance. This style is highly defensive and useful against opponents who might be otherwise overwhelming.
Disadvantage: This style is highly defensive and does minimal damage.
Pre-Requisites: The combatant must have at least one point in combat and one point in a focus skill of ‘Unarmed Reciprocal’ to use the mechanics below.
Mechanics: +3 to defense. The combatant can sacrifice their attack to instead inflict a penalty on their opponents attacks equal to their level in the ‘Unarmed Reciprocal’ focus skill.

  • (Multi-Defense Penalty Progression: +3/+2/+1/0/-1)

One-Handed

The combatant uses one weapon wielded in one hand. Examples of weapons that require the use of this style include short weapons like daggers and gladiii as well as longer weapons such as rapiers.
Advantage: This style adds additional flexibility and range of motion to their strikes and leaves one hand open for other actions. This style also grants the bearer a stable center of gravity adding stability.
Disadvantage: This style reduces the power and control behind attacks compared to two handed style.
Pre-Requisites: The combatant must have at least one point in attack bonus to make multiple attacks.
Mechanics: No bonuses or penalties. The combatant can make a number of attacks equal to 1/2 their attack bonus per round, with each attack beyond the first suffering an additional -1 penalty. The maximum number of attacks that can be made in a round using this style is 6.

  • (Multi-Attack Penalty Progression: 0/-1/-2/-3/-4/-5)

Two-Handed

The combatant uses one, typically large, weapon wielded in both hands. Examples of weapons that require the use of this style include staffs, spears, great swords, and Tollam weapons; only those with a Power of 4+ can wield such weapons one handed.
Advantage: This style adds additional control and power to their strikes.
Disadvantage: The style limits the combatants range of motion, flexibility, and mobility and occupies both hands. The lack of an off-hand also reduces the stability of the combatant, making trips slightly easier.
Pre-Requisites: The combatant must have at least one point in attack bonus to gain a bonus to damage or make multiple attacks.
Mechanics: +1 damage to attack, -1 against tripping, the combatant can sacrifice the additional damage to make a number of attacks equal to 1/3 of their attack bonus per round, with each attack beyond the first suffering an additional -1 penalty. The maximum number of attacks that can be made in a round using this style is 4.

  • (Multi-Attack Penalty Progression: 0/-1/-2/-3)

Weapon and Shield

The combatant pairs a small or medium sized weapon with a shield used to block and parry blows. Examples of paired weapons include longsword and shield, spear and shield, or axe and shield.
Advantage: This style offers the combatant additional protection from attacks and can be particularly deadly when used by a group to create a shield wall. When well used this style also grants the bearer a stable center of gravity adding stability, though this can be lost if overextended.
Disadvantage: This style limits the combatants flexibility and mobility and occupies both hands.
Pre-Requisites: The combatant must have at least one point in a focus skill in Shield to gain the bonuses below and at least one point in attack bonus to make multiple attacks.
Mechanics: Bonus to block or parry based on the shield type used (Larger shields, larger bonus), minor cover against ranged attacks (again, based on shield type). The combatant can sacrifice their shield bonus to defense to make a number of attacks equal to 1/3 of their attack bonus per round, with each attack beyond the first suffering an additional -1 penalty. The maximum number of attacks that can be made in a round using this style is 4. When extending the attack like this the combatant suffers a -1 against trips and disarms on the subsequent round.

  • (Multi-Attack Penalty Progression: 0/-1/-2/-3)

Dual-Wielding

The combatant wields a pair of weapons, one in each hand. Examples of combinations of weapons which are effective with this style include daggers, short blades, hand axes, or gauntlet weapons.
Advantage: This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using either hand. It also becomes twice as difficult to disarm the combatant.
Disadvantage: This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively.
Pre-Requisites: The combatant must have at least six points in attack bonus and two points in a focus skill for any weapon being used in order to make multiple attacks. The trait ‘Ambidextrous’ reduces the penalty suffered for additional attacks.
Mechanics: -1 against disarms, -1 against tripping, combatant can make up to their full attack bonus in attacks per round with each additional attack suffering an increasing penalty (-2 per attack, or -1 with the ambidextrous trait). This penalty is doubled if the storyteller determines the weapons are too large to be wielded with sufficient agility. Each attack after the first does -1 damage. The maximum number of attacks that can be made in a round using this style is 6 and any critical failure on an attack roll ends the attack.

  • (Multi-Attack Penalty Progression: 0/-2/-4/-6/-8/-10)
  • (Multi-Attack Penalty Progression w Ambidextrous trait: 0/-1/-2/-3/-4/-5)

Multi-Wielding

The combatant wields weapons or weapons and shields in four or more limbs. This style is exclusive to Bellator and Tamaa. Examples of weapons which are effective with this style include Bellator Ghollu, Tamaa Needles, and Bellator utilizing Raptor Reaper armour.
Advantage: This style allows the combatant to make multiple simultaneous attacks from different angles or parry attacks using any hand. It also becomes four times as difficult to disarm the combatant.
Disadvantage: This style reduces the power and control behind any given attack and necessitates a frequently unstable centre of gravity in order to facilitate attacks. It also requires a high degree of awareness and exceptional coordination or training to use this style effectively.
Pre-Requisites: The combatant must have at least eight points in attack bonus and two points in a focus skill for any weapon being used in order to make multiple attacks. The trait ‘Multidextrous’ reduces the penalty suffered for additional attacks.
Mechanics: -1 against disarms, -1 against trips, combatant can make up to their full attack bonus in attacks per round with each additional attack suffering an increasing penalty (-1 per attack). This penalty is doubled if the storyteller determines the weapons are too large to be wielded with sufficient agility. Each attack after the first does -1 damage. The maximum number of attacks that can be made in a round using this style is 8 and any critical failure on an attack roll ends the attack.

  • (Multi-Attack Penalty Progression: 0/-2/-4/-6/-8/-10/-12/-14)
  • (Multi-Attack Penalty Progression with Multidextrous trait: 0/-1/-2/-3/-4/-5/-6/-7)

Archery

The combatant uses a bow to attack their enemies. Examples include long, short, composite, and recurve bows but do not include crossbows.
Advantage: Speed, range, and indirect fire.
Disadvantage: Except in certain cases the combatant is at a disadvantage to defend themselves against melee attacks and attempts to disarm them.
Pre-Requisites: The combatant must have at least one point in combat and one point in a focus skill of Bows to make multiple attacks as listed below.
Mechanics: -3 to defense against melee attacks, -2 to Disarm, The combatant can make a number of attacks equal to 1/3 their attack bonus per round, with each attack beyond the first suffering an additional -1 penalty. The maximum number of attacks that can be made in a round using this style is 6. and any critical failure on an attack roll ends the attack. Combatants can make an indirect attack, over cover but the difficulty of the shot is increased accordingly.

  • (Multi-Attack Penalty Progression: 0/-1/-2/-3/-4/-5)

Currency

C = Copper
S = Silver (10c)
G = Gelt (10s)*
R = Ricka (100g)

*Other terms for Gelt: Gta, Bones, Chits, Crindars, Deks, Marks

Equipment

Equipment Features

Equipment Listings include the following columns – Item, Cost, Traits, Details
Item: This is the most common item name.
Cost: All prices are listed in first age Gelt, often simply called gold. For more detail on currency see currency section. Costs are typically given in ranges. Actual value depends on local availability, demand, and skill in negotiating a price.
Traits: D = Damage. Thrown and ranged weapons range is in Meters
Description: A general description of the item in question and any pertinent notes.

General Features

Region Specific (RS): Item is available only in the regions listed in the notes.
Priceless: The item is not typically available for sale. It is simply too valuable to sell without some sort of story to go along with it.
Prohibited: The item is prohibited by some cultures and government and possessing it is grounds for arrest or punishment.

Arms Features

Reach: Weapon has a long reach and can be used to keep an opponent at a distance, inflicting a -2 to their attacks.
Brutal: Weapon inflicts grievous wounds when it connects. Weapons designed to lop off limbs for example, inflict injuries when used.
Difficult: Weapon requires some training or background to use properly. Unskilled use is at a -2 to attack roll.
Melee/Thrown: Weapon is designed to be thrown but can be used in melee as well. See rules for throwing for clarification.
Thrown: Weapon is designed specifically for throwing and receives a -2 penalty when used in melee.
Tripping: Weapon is particularly useful for tripping enemies. +2 to trip attempts.
Disarming: Weapon is particularly useful for disarming enemies. +2 to disarm.
Entangle: Weapon can be used to entangle enemy. Successful attack inflicts no damage but costs enemy next action.
Stun/Stunning Blow: The weapon can be used on an unaware opponent to knock them unconscious. A successful sneak attack inflicts no damage but renders an un-armoured target stunned or unconscious for minutes equal to the successes.
Distracting: The weapon can be used to direct the attention of an unaware opponent
Piercing: This weapon is designed to penetrate even the thickest armours with only a few exceptions. It ignores between 2-6 points of armour.
Explosive: The weapon causes an explosion which deals damage to all creatures within the blast radius. One attack and roll for multiple targets.
Durable: Weapon is alloyed with self-healing metals. It is difficult to break and does not require standard maintenance.
Hidden: wielder can make a grace + stealth roll against a targets perception to make a surprise attack
Armour Traits: B=Blunt Soak, S=Slashing Soak, P=Piercing Soak, P=Parry.

Modifications

Modification Effect Description Restrictions Cost Multiplier Craft Check
Reweight, Custom +1 to hit for wielder, -1 for all others A smith or tinker reweights the weapon for the wielder, making it easier to guide strikes to a target but harder for those unfamilar with the weighting to wield. Only 1 weighting can apply to a weapon x2 19+
Reweight, Heavy +1 damage, -1 to hit A smith or tinker reweights the weapon making it better at transmiting force but harder to wield. Only 1 weighting can apply to a weapon x2 19+
Reweight, Perfect Balance +1 to parry A smith or tinker reweights the weapon to make parrying more predictable. Only 1 weighting can apply to a weapon x2 19+
Selenian Edge Maintenance checks not required A smith or tinker reforges the weapon or applies a layer of materials which is self-healing, making the weapon much easier to maintain. x4 20+ (Material needed)
Engraved None or variable for Lingua A smith or tinker engraves a phrase or symbol on the weapon. This does not normally have a physical effect on the weapon but some Shapers have been known to imbue weapons with power using Shaping symbols. 3-5g 10+
Ceremonial -1 to traits, +3 to social rolls with relevant faction The item is crafted to demonstrate a level of prestige, authority, or fear Armour and weapons only 19+  
Catchhook +1 to disarm, -1 to parry A smith or tinker adds a hook or trapping edge to the weapon, on the crossguard or parrying edge if present. This aids the user in disarming enemies but the uneven surface makes parrying less predictable. Weapons only 10-20g 15+
Trick Weapon Once per combat, against an unaware opponent the wielder can make a surprise attack This varies but can be a hidden dagger in the hilt, a chain linkage that snaps out, or any other sort of nastiness x2 19+
Sawback The addition of a serrated edge to a blade to enable it to be used for cutting wood. Once this modification has been applied it cannot be removed. Bladed Weapons Only 5g 10+

Blunt Weapons

Item Cost Traits Description
Brass Knuckles 2-6 g 3d, can use unarmed focus skill Aka: knuckledusters. A piece of metal shaped to fit around the knuckles, designed to inflict damage and protect the hand from counter-force
Gauntlet 2-6 g 3d, can use unarmed focus skill A gauntlet designed to withstand use as a striking weapon. Not all standard armour gauntlets can be used in this way.
Cestus 2-6 g 4d A glove made of leather strips, metal plates, and blades or spikes.
Sap 2-6 g 3d, Stunning Blow A flat-profiled, leather covered lead rod, fitted with a spring handle. Intended to stun an opponent or render them unconscious.
1-Handed Flail 2-6 g 4d A short wooden handle connected to one or many metal heads
2-Handed Flail 5-12g 5d Derived from the agricultural tool of the same name, consisting of a hinged bar connected to a longer shaft.
Mace 5-12 g 5d A specially designed club with a strong, heavy shaft a weighted head and shaped flanges or knobs for penetrating armour.
Morningstar 5-12 g 6d Similar to a mace but with spikes rather than flanges.
Chain 5-12g 4d, Difficult, Disarm, Entangle A metal linked chain.
Meteor Hammer 5-12 g 6d, Difficult, Entangle, Disarm Two weights connected by a rope or chain.
Heavy Meteor Hammer 10-20g 7d, Brutal, Difficult A specially weighted and designed meteor hammer
War hammer 5-12g 6d Specially crafted long handled hammer for combat.
Maul 10-20 g 7d, Brutal, Difficult Aka: 2-handed war hammer. A long haft with a heavy hammer head and a spear-like spike at its base.
Baton 2-6g 3d A simple club or baton made of a material stout enough to endure combat.
T-Baton 2-6g 3d, Difficult, Disarm, Trip Aka: Tong fa. A 40-50cm long haft with a short side handle at a right angle to the shaft.
Collapsing/Folding Baton 20-30g 3d Aka: Spring Cosh. A baton or T-baton using a segmented design, inertial lock and internal expanding mechanism to unfold.
Sai/Jitte 24-50g 3d, Difficult , Disarm A pointed prong shaped metal baton with curved prongs for disarming or manipulating enemy joints.
Sectional Staff 40-80g 3d, Difficult, Disarm, Trip A multipart staff with sections connected by rope or chain. Staves can be spun to gather momentum or used to entangle, disarm or trip enemy
Whip 5-12g 3d, Difficult, Disarm, Trip, Entangle A long leather lash with a short handle.
Garrote Grapple, ineffective against armour A handheld ligature of chain, rope, scarf, wire, or fishing line

Axes & Blunt Weapons

Bladed Weapons

Item Cost Traits Description
Katara/Push Dagger 6-12g 4d Aka: Gimlet, fist knife. T-handled blade designed for close combat
Folding Blade 12-20g 3d Hinged or spring blade
Kukri 24-50g 4d, Brutal Inward curved dagger
Dagger 6-12g 3d A short blade designed for thrusting or stabbing
Stiletto 6-12g 3d A dagger with a long slender blade and needle-like point
Axe, Hand 6-12g 4d Short handled utility axe, designed for wood tooling and not combat
Axe, Great 30-60g 7d Long handled with either a heavy crescent head designed for both cutting and thrusting, or a single broad bearded head for splitting and crushing
Axe, Battle 10-20g 5d An arm length weapon borne in one or both hands to deliver a cleaving blow. Between 30cm and 1.5m in length
Sword, Short 6-12g 4d Single or double edged blade between 60-90cm in length
Sword, Broad 10-20g 5d Two-edged blade 5-8cm wide and .7-1.15m long, wielded in two hands
Sword, Long 10-20g 5d Single or double edged blade between 1-1.3m in length
Scimitar 10-20g 5d A distinctly curved Nehepi sword 75-95cm in length.
Falx 40-80g 6d, Brutal A short, heavy, broad sword with a mixed concave/convex cutting edge and sharp point. Weighted at the tip and effective at dismemberment
Rapier 10-20g 5d A long, slender two-edged sword. Used primarily for thrusting.
Khopesh 40-80g 6d, Disarm Subinese sickle-sword. 50-60cm in length. Blade designed for hooking an opponent’s shield or disarming them
Clawed Glove 24-50g 3d A gauntlet or glove with a bladed component
Gladius 6-10g 5d Two edged blade with a tapered point about 55-70cm long, 5-8cm wide.
Sword, Bastard 30-60g 6d Midway between short and long hand-and-a-half sword, 1-1.2m in length
Sword, Great 30-60g 7d Aka: Gladius Magnus, Claymore. Large two-handed sword, 1.2-2.2m in length
Bayonet 12-20g 3d A short blade designed to be attached to a firearm for melee combat
Tollam Battleblade 1000g 8d, Brutal (RS Southern) A thick, spade tipped broadsword of enormous size. Wieldable only by Tollam or exceptionally large and strong humans.
Tollam Kleaver 500g 7d, Brutal (RS Southern) A single edged, double handled blade with no stabbing tip, used for slashing and crushing opponents.
To / Mujin Blade 1000g 7d, Brutal, Durable (RS Mujin) A specially alloyed, tempered, and customized blade, constructed using first age techniques and technology.
Svertheim Eldablade 100g 5d, +1 Parry An undulating blade which causes an uncomfortable reverberation in an attackers sword when parrying. +1 to parry

Longswords-&-Great-Swords
Shortswords-Daggers-&-Knives

Polearms

Item Cost Traits Description
Shortspear 6-12g 4d One-handed spear 2m or less in length, usable with a shield
Longspear 10-20g 5d Two-handed spear of 2m of length or more
Collapsing Spear 75g 5d A telescoping spear using a segmented design, inertial lock and internal expanding mechanism to expand
Gaff Spear 7g 4d, Trip, Disarm Spear with hooked end
Hunting Spear 20g 4d, +2 parry Shortspear with a crossbar to prevent approach of animal
Gaff 2g 3d, Trip, Disarm Hook bar
Staff 2-6g 3d A shaft of hardwood or metal 1.8-2.7m long
Khakkhara 2-10g 3d A ringed staff used by some monks and priests for worship. Rings can be used in combat or to make nose
Glaive 30-60g 5d A single-edged tapering blade 55cm long on a haft 1.8-2.1m long
Ranseur 30-60g 5d Spear tipped blade with a crescent shaped cross hilt; akin to a short trident
Lance 30-60g 5d A long, stout, heavy spear with a vamplate to brace the hand. Designed to be used for thrusting by a mounted warrior
Halberd 30-60g 6d A two-handed pole weapon with an axe, spike, and hook on the head
Angar ? 6d A curved single edged staff-blade up to 2m long and comfortable only for Bellatori

*All polearms allow the user to keep their enemies at a distance, granting them a +2 defense against one enemy per round.
Spears & Polearms

Ranged Weapons

Thrown

Item Cost Traits Description
Sling 3d A simple cradle or pouch in the middle of two lengths of cord
Dart/Star 5s 3d A sharpened blade or shape weighted for throwing
Javelin/Pilum 1g 4d A light spear designed specifically to be thrown
Throwing Knife/Axe 2g 3d A knife designed and weighted to be thrown
Chakram 6-12g 4d Aka chalikar or circle. A bladed torus that can be thrown or used in melee
Boomerang/Cross-stick 6-12g 3d, Stun A flat wooden aerofoil designed for throwing. Stuns target
Bladed Boomerang 24-50g 4d A flat aerofoil with a blade designed to be thrown
Bolas 24-50g 2d, Stun, Entangle, Trip A throwing weapon made of ropes and weights and designed to trip target
Harpoon 10-20g 7d A long hooked spear with a rope or chain, used to skewer and drag prey

Bows and Crossbows

Item Cost Traits Description
Cable-backed Bow 15g 4d A bow reinforced with a cable on the back to relieve the tension stress and allow use of a lower quality materials
Shortbow 30g 5d A bow between .9m and 1.4 meters in length
Laminated Shortbow 90g 6d A bow in which different materials are laminated together to form the bow stave
Longbow 75g 5d A bow made of one piece of wood, approximately 1.5m long
Longbow, Composite 100g 6d A longbow made of more than one material. 1.5m long
Hand Crossbow 100g 4d A small, low powered crossbow which can be fired one handed
Folding Crossbow 250g 5d A crossbow which folds into a gauntlet/bracer and can be fired one handed
Light Crossbow 35g 6d A high tension bow made of durable materials and mounted on a stock that shoots projectiles called bolts or quarrels.
Heavy Crossbow 50g 7d Aka arbalest. A thick stocked, reinforced crossbow that fires bolts with greater velocity and force
Light Repeating Crossbow 250g 5d, free action reload A light crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire
Heavy Repeating Crossbow 400g 6d, free action reload A heavy crossbow where the separate actions of stringing the bow, placing the bolt, and shooting it are all done in one movement. High rate of fire
Double Crossbow 300g 7d Weapon fires a pair of bolts with one pull of the trigger
Arcbow/Selenian Crossbow 800g 8d Complex counterbalanced crossbow with minimal recoil, exceptional power, and difficult construction. Can be cocked in 3 seconds or less
Bellatori Warbow ? 8d, Brutal, Piercing Specially constructed great bow built to take advantage of unique Bellatori physiology. Extremely powerful

Ranged-&-Rare-Weapons

Ammunition

Item Cost Traits Description
Sling Bullets 5c each Standard Damage Simple stone, metal, or clay bullets
Arrows 1s each Standard Damage A shafted projectile shot by bow
Blunted Arrows 1s each Stun A blunt tipped arrow used to stun a target
Crossbow Bolts 1s each Standard Damage Aka: Quarrel. Short unfletched projectile
Repeater Bolts 1g each Standard Damage Specially designed for use in a repeating crossbow
Canna Bullet 5g each Standard Damage Canna projectiles, specially alloyed to endure extremely high velocities
Scattershot 6g each Standard damage, multiple targets This Canna projectile fragments into a cone, causing damage to multiple targets
Grappling Arrow 1g each -3 to use in combat Grappling hook attachment used for climbing
Whistling Tip 1g each Distracting A tip with grooves designed to produce a whistle while in flight
Y-Tip/Sickle Tip 1g each Special Y tipped head with blade on the interior for cutting
Smoke Tip 10g each Smoke Tip with an alchemical bundle that when fired produces a cloud of smoke
Explosive Tip 10g each Replace weapon damage with 5d explosive Tip with an alchemical bundle containing rare ingredients that when cause an explosion on impact
Entangling 12g each Entangle On impact this ammunition bursts into a net that entangles the target.
Sludge 15g each Slow A heavy tip with an alchemical bundle containing ingredients that explode into a glue-like substance, hindering the targets actions. Requires Power to escape

Ranged Accessories

Item Cost Traits Description
Scope 100g +2 to mid/long ranged attacks A high-quality optics kit for use with a full size crossbow or Longonn
Crossbow Silencing Kit 200g Allows crossbow to be fired silently A kit of components custom built to silence the high vibration parts of a crossbow (string and limbs)
Canna Silencer 500g Allows Canna to be fired quietly A complex kit of components custom built to reduce the volume of the canna report.
Tau String 500g Doubles weapon range A bowstring made from Tau, an exceedingly rare first age material
Close Quarters Rebuild 200g Weapon can be used for a melee attack without penalty The weapon is designed to be functional both at range and in melee as well, and is reinforced with durable components
Alternate Magazine 100g Swap ammo types without action or difficulty The crossbow or canna readily accepts magazines with alternate ammo types

Armour

Item Cost Traits Type Description
Padded 5g B2-S0-P0 Light A linen or wool padded defensive jacket
Leather 10g B1-S1-P1 Light Treated or boiled layers of leather
Studded Leather 25g B1-S2-P1 Light Treated or boiled layers of leather with rings or metal studs sewn in
Quilted Cloth 100g B2-S1-P0 Light A padded quilted jacket
Chain Shirt 100g B1-S3-P1 Light A shirt of metal rings linked in a pattern to form a mesh
Hide 15g B3-S1-P1 Medium A suit of armour made from tanned tough hide (rhinox, auroch, bison)
Scale Mail/Squamata 50g B2-S3-P3 Medium A suit of armour composed of many individual scales
Armored Coat 50g B2-S2-P1 Medium A sturdy long-coat reinforced with metal plates
Coat of Plates 100g B2-S3-P2 Medium Armour made by sandwiching plates of metal between leather or fabric
Chainmail 150g B2-S3-P1 Medium A full suit of armour made of metal rings linked in a mesh pattern
Breastplate 200g B2-S4-P3 Medium A custom fitted cuirass made of a single piece of metal
Agile Breastplate 400g B1-S4-P1 Medium A custom fitted cuirass made of metal, designed for mobility (-1 to Athletics)
Laminar/Segmentata 200g B2-S4-P2 Medium Armour made from horizontal overlapping rows of solid armour scales
Splint Mail 200g B2-S4-P3 Heavy Armour made from small, thin scales of metal laced together.
Field Plate 250g B2-S4-P3 Heavy Plated armour designed for mobility and flexibility (-3 to Athletics)
Bone Armour 400g B3-S4-P3 Heavy Armour constructed from the sturdy bones of monsters and aberrations
Half-Plate 600g B4-S5-P5 Heavy Armour made of a combination of plate and chainmail
Agile Half-Plate 850g B3-S4-P4 Heavy A half-plate designed for mobility and flexibility (-3 to Athletics)
Full Plate 1500g B5-S5-P5 Heavy Full custom fitted metal plated armour fit to the wearer
Tollam Plate 2500g B7-S7-P7 Heavy Heavy, customized, canna-resistant plate armour fatiguing for non-Tollam
  • Unless otherwise stated armour inflicts the following penalties to Athletics checks:

Light Armour = 0, Medium Armour = -2, Heavy Armour = -4

AeldosArmour.png

Shields

Item Cost Traits Description
Buckler 5g 1p A small 15-45cm metal shield strapped to the forearm. Allows weapon to be wielded even while worn. -1 to attack, 1 parry
Light Shield 3g 2p A shield which can be strapped to the forearm allowing the character to carry but not wield items in the shielded hand
Medium Shield 9g 3p Aka parma.
Heavy Shield 7g 3p A shield that is both strapped to the forearm and gripped in the hand. You cannot hold anything else in that hand
Tower/Scutum Shield 30g 5p A massive shield made of wood and plates or alloyed metals the same height as the wielder.
Ballistic Shield 100g Full cover Monstrous and heavy layered metal shield used by the Tollam. Spiked bottom allows them to be planted in the ground for cover.

Tollam Gear


Gear

Item Average Cost Notes
Air bladder 1s A container for air that enables divers to extend their dives. Doubles the length of time a character can stay submerged.
Backpack (empty) 2g A standard travel backpack
Backpack, masterwork (empty) 20g A well crafted and durable backpack. Enables the wearer to carry more, further, more comfortably.
Barrel (empty) 2g An empty barrel made of wood with a metal ring. Can hold about 1/3 of a cubic meter or 300 kg of trade goods.
Basket (empty) 4s An empty woven basket that can carry a small amount of goods.
Bedroll 1s Standard human sized bedroll
Bell 1g A simple metal bell.
Blanket 2s A cloth blanket for keeping warmth when travelling. Includes straps for rolling. The value is higher for heavier cold-weather blankets.
Block and tackle 5g A system of two or more pulleys with a rope or cable that can be threaded between them to lift or pull heavy loads. Useful for caravans traveling through difficult terrain or when setting up hides.
Bottle, glass 2g A glass bottle that can contain up to 1/4 litre of liquid.
Bucket (empty) 5s An empty bucket.Typically made of bronze, wood, leather, but sometimes more refined materials.
Caltrops 1g Also known as crow’s feet, or tribulus, these are sharp metal nails or spines arranged in an opposing pattern and used to slow both humans and animals.
Candle 1c A wax or tallow candle used for heat, light, or keeping time.
Canteen 3g A metal drinking bottle closed with a screw cap and covered in aa cloth bag and padding to insulate the contents. Better at keeping water cool.
Canvas (sq. meter) 1s Durable plain-woven hemp, cotton, or linen fabric useful for tents, sails, backpacks, or bags.
Carrier 30g A durable carrying case for a small creature such as a companion animal or familiar.
Case, map or scroll 1g A cylindrical carrying case for parchment, scrolls, and maps. Watertight and with a strap for carrying over the shoulder.
Chain (3m) 30g A length of sturdy metal link chain
Chalk, 1 piece 1c A small length of chalk, useful for marking surfaces and fabrics.
Chalkboard 1g A smooth, thin sheet of black or dark grey slate stone, useful for writing on with chalk.
Chest (empty) 2g A small storage chest constructed of wood and iron. Has a latch to facilitate a lock.
Compass 10g An navigational tool that uses the natural magnetic field of Aeldos to show bearing relative to the cardinal directions.
Container 2c A large open container for liquid made of clay, wood, or metal, such as a mug, tankard, pitcher, or jug.
Crowbar 2g Also known as a prybar or pig foot; a simple steel or iron tool used as a lever.
Earplugs 3c Wax or beeswax ear plug that muffles sound.
Firewood (per day) 1c A small amount of dry firewood.
Fishhook 1s A simple hook made of anything from bone to steel.
Fishing net, 7m2 4g A net made of rope. Useful for catching fish.
Flask (empty) 3c An empty flask made of glass or pottery.
Flint and steel 1g Alternately a firesteel or firestriker, this is a piece of carbon steel that produces sparks when struck with flint, chert, quartz or similar rocks.
Flintstriker 6g A sophisticated variant of flint and steel that uses a clockwork mechanism and a more efficient design to make firestarting much easier.
Flotation Device 5s A sealed and inflated skin that can aid individuals who do not know how to swim.
Grappling hook 1g A metal hook used for climbing, boarding, clearing debris, or combat.
Hammer 5s A simple wood and metal hammer.
Hammock 1s A net or span of cloth threaded with ropes which can be used to create a bed elevated off the ground.
Hourglass 25g Also known as a sand clock, this device consists of two blown glass bulbs filled with sand that can be used to count the passage of time.
Húðskrúð 20g Camoflage netting, specialized to a particular environment, that can be draped over campsites, gear, or people to hide them. Commonly used by Svertan hunting parties.
Ink (1oz. vial) 8g A measure of black ink. Composition differs by region; could be soot and bone black, plant dyes, iron salts and tannin, or a variety of other substances.
Ink, glowing (1oz. vial) 30g A measure of luminescent ink that is derived from phosphorescent mushrooms. Can be used to write or read in darkness.
Inkpen 1s A reed, quill, or dip pen used for applying ink to surface.
Iron spike 5c A simple iron spike, typically used for setting up tents, trip lines, etc.
Ladder, 3m 2s A wooden ladder.
Lamp, common 1s An oil lantern for illuminating a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lantern, bullseye 12g An oil lantern with opaque sides and a lense that illuminates a specific direction. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lantern, hooded 7g An oil lantern that has a hood that enables the user to dim the light. Otherwise illuminates a general area. Can be carried in one hand, mounted on a staff, or on an explorers pack.
Lock, Average 40g A key lock. Larceny target of 15.
Lock, Good 80g A complicated key lock. Larceny target of 20.
Lock, Simple 20g A simple key lock. Larceny target of 10.
Lock, Superior 150g An exceptionally complicated key lock. Larceny target of 22.
Manacles 15g A restraint device that holds the wearers wrists or feet together. Escape target of 18.
Manacles, masterwork 50g A restraint device that holds the wearers wrists or feet together, built with superior materials. Escape target of 20.
Map N/A The availability, cost, and accuracy of maps varies significantly by region. Local cartographers can typically offer excellent local and road maps but regional and global maps are much more expensive.
Marbles 1sp A pouch of small clay, stone, glass, steel, or agate balls useful for distractions and tripping enemies walking on hard surfaces.
Mirror, small steel 10g A simple steel hand mirror.
Mitt Manacles 30g A restraint device that holds the wearers hands together and encloses them entirely. Escape target of 20.
Mitt Manacles, Masterwork 85g A restraint device that holds the wearers hands together and encloses them entirely, built with superior materials. Escape target of 24.
Oil (1L) 2s Approximately 12 hours worth of lantern oil. Composition differs by region; vegetable, plant, animal, or mineral.
Paper (sheet) 4s A sheet of thin fibrous plant material used for writing.
Parchment (sheet) 2s A writing material made of prepared animal skins. sheep, calves, goats.
Periscope 20g A leather or wooden outer case using mirrors, prisms, or advanced fiber optics to observe over, around and through an object or obstacle.
Pick, miner’s 3g Also known as a pickaxe, this tool is made of a wood handle and a slightly curved hard material head and is used for piercing surfaces. Can be used as a weapon in a pinch but is poorly suited to the role. -3 to attack, 3d.
Piton 1s Also known as a peg or pin, this is a steel spike that can be driven into a crack or seam in rock to create an anchor for climbing rope. Grants +2 on climbing checks.
Piton, Axle 1g Also known as a spring-piton, cam, or friend, this is a steel rock climbing device that expands within a crack or pocket in rock to prevent falls. Grants rerolls on climb checks.
Pocket watch 200g+ A complex clockwork, made of fine or extremely durable materials and used to track time. As much a status symbol as a practical tool.
Pole, 3m 5c A simple wooden pole 3 meters in length. Used for triggering traps, aiding balance, or assisting in vaulting, hanging lanterns, levering objects, etc.
Pot, iron 8s A simple iron pot, useful for cooking and alchemy.
Pouch, ammunition 2g A leather or fabric ammunition pouch for holding canna or sling bullets.
Pouch, belt (empty) 1g A leather or fabric belt pouch for holding small items.
Powder 1c Chalky powder, useful for coating the hands to improve grip of weapons or climbing surfaces or revealing hidden or invisible objects.
Quiver 1g A container for holding arrows, bolts, or darts. Can be a belt, back, or ground quiver.
Ram, portable 10g A heavy wooden beam or log with a hardened head used for breaking open doors. +1 to a check to break a door, +3 if wielded by 2 people.
Rations, Fostrian 50g This is a small portion of Abrath specially prepared for travel. It looks like a thick, palm sized piece of tough bread with a fairly plain flavour but a single serving provides sufficient nutrition for a full week of difficult travel, heavy combat, or hard labour or three days worth of nutrition for a Tollam.
Rations, trail (per day) 5s A days worth of hard tack, jerky, dried fruit, or nuts depending on the region. Must be kept dry.
Rope, hemp (30m) 1g A length of hempen rope used for climbing or binding.
Rope, Metaxi (30m) 200g A length of supple rope woven from Selenian Silk (aka Metaxi). Incredibly durable and resistent to wear or cutting.
Rope, silk (30m) 10g A length of supple silken rope used for climbing or binding. Tougher than hemp.
Sack (empty) 1s An empty sack of canvas or cloth that can hold up to 15kg of items.
Saw 1g A manual blade with a hard toothed edge used to cut wood.
Saw, Wire 8g A chain or wire saw that collapses for easier travel.
Sealing wax 1g A rod of simple sealing wax for sealing letters.
Sewing needle 5s A sliver of steel with a hoop used for threading. Used by seamstresses, surgeons, and adventurers for fixing gear and people.
Shovel or spade 2g A simple wood and metal digging tool. Can be used as a makeshift weapon but not easily. -3 to attack, 3d
Shovel, collapsing 8g A small hinged metal shovel that folds into an easily carried package. Good for light use and more often found among travelers than labourers. -5 to attack, 2d
Signal horn 1g Also known as a Keras, this is a hollowed animal horn that can be used to produce a loud tone. Composition varies by region. Variant here is undecorated but many cultures and factions carve and decorate such devices.
Signal whistle 8s A crafted metal aerophone that produces a loud and high pitched sound that can be heard over long distances.
Signet ring 5g A flat ring with a specially crafted relief decoration that can be pressed into soft wax to create a personal seal. Often included in regalia and associated with the authority of the wearer.
Soap (per kilo) 1g A salt of fatty acid used for cleaning. Typically made of animal fats, vegetable oils, and some amount of perfume.
Spring harness 15g A bracer crafted with a set of spring loaded mechanical limbs enabling the wearer to conceal an item such as a dagger or playing card in their sleeve and draw it rapidly. More complex variations incorporate daggers into the harness. Useful for surprise attacks and gambling.
Spyglass 1,000g Also known as a monocular, this is a straight cylinder with a series of refracting lenses and prisms. Can give a clear 2d view at a distance.
String or Twine (30m) 1c Light threads of twisted yarns made of cotton, sisal, hemp or similar materials. Useful for binding packages.
Talisman 5s An object that holds spiritual, religious, or arcane significance to the wearer. Often believed to grant supernatural benefit. The nature of the talisman is entirely dependent on culture, region, religion, and indivudal.
Tattoo 1cp-20g The cost of inserting ink, dye, or pigment into the dermal layer. Cost varies by size, colours, and skill of the artist.
Tent, large 30g A large sized tent for up to four people.
Tent, medium 15g A medium sized tent for two people.
Tent, pavilion 100g A very large canopy tent and supporting components that can hold up to 12 people.
Tent, small 10g A small tent for a single person.
Torch 1c A wooden stave wrapped in a material that has been soaked in flammable substances. Typically burlap soaked in wax. Burns for approximately an hour and illuminates an area. Can be used as a makeshift weapon but is not ideal. -3 to attack, 2d, chance to ignite enemies.
Trap, Large cage 150g A heavy duty metal trap cage designed to capture large animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Heavy and difficult to move, requiring 4 or more people, this type of trap has limitations on where it can be placed.
Trap, Large snapper 50g A metal wire trap for use on larger animals such as Vargr and Urpan. This device closes on the neck and either snaps or suffocates the animal.
Trap, Medium cage 15g A sturdy wood or metal trap designed to capture medium sized animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock. Typically requires 2-3 people to move.
Trap, Medium snapper 12g A metal wire trap for use on medium animals such as wolves and bears. This device closes on the neck and either snaps or suffocate the animal.
Trap, Padded Leg-hold 2g A padded, spring loaded, metal trap that captures unwary prey but is intended to minimize damage to the pelt or struggling. Can still break limbs. 2 bashing damage.
Trap, Sharp Leg-hold 2g A sharp toothed, spring loaded, metal trap that captures unwary prey and often causes grievous damage in the process. 3 piercing damage and bleeding
Trap, Small cage 5g A trap designed to capture small animals alive. A plate or wire located at the back of the cage triggers the cage to shut and lock.
Trap, Small snapper 4g A metal wire trap for use on small animals such as rodents. This device closes on the neck and either snaps or suffocate the animal.
Vellum (sheet) 5s A writing material made of finer prepared animal skins; kids, lambs, calves.
Vial, glass 1g A fragile vial or phial that can hold up to 30 ml of liquid.
Vial, metal 3g A durable vial or phial that can hold up to 30 ml of liquid.
Water clock 1,000g Also known as a clepsydra, this is a large device that tracks time to half hour segments. Does not travel well.
Waterskin 1g Alternately, just a skin, this is a container for liquids, typically water, made of an animal bladder. Can hold up to 2 litres of liquid.
Weapon cord 1s A simple strap of leather or fabric that attaches a wielders weapon to their wrist, making weapon recovery simpler.
Whetstone 2c Alternately a sharpening stone, these are used to grind and hone the edges of tools, implements, and weapons. Comes in various compositions.

Clothing

Item Average Cost Notes
Ceremonial Armour 350g A modification to a normal set of armour designed to show fealty or allegiance to a specific group. -1 to all armour traits but +3 to social rolls with faction.
Eyewear, Goggles 4g Smoked glass goggles that protect against bright lights, sparks, and flying bits of metal. Mostly found on tradespeople.
Eyewear, Spectacles 3g Eyeglasses that compensate for a specific deficiency in vision.
Footwear, Cleats 5g Spiked footwear that provides additional traction on slick surfaces.
Footwear, Jacksmith Boots 3g a pair A pair of sturdy steel reinforced boots designed to save a Tinker’s feet from the frequent and dangerous fall of heavy metal objects on to them.
Footwear, Snowshoes and Skis 5g Varying types of footwear for traveling across snow and ice.
Furs 12g Cold weather animal furs that prove significant warmth.
Gear, Badlands 500g Regional garments and a face mask designed to neutralize static charges and reduce the wearers heat profile.
Gear, Chillwaste 500g Regional garments and a face mask with built in body and air heating mechanisms, designed to reduce the risk of hypothermia and respiratory damage due to the deadly low temperatures in the Chillwaste.
Gear, Desert 500g Regional garments and a face mask with built cooling mechanisms and sand filters, designed to help preserve as much bodily moisture as possible and mitigate the effects of travel in the vast Nehepi desert.
Holster, Hidden 10g A specially crafted container for a small ranged weapon that can be concealed on the body.
Holster, Quick Release 6g A leather or hardened fabric container for a small ranged weapon that sacrifices security of the weapons for quicker access.
Holster, Standard 4g A secure leather or hardened fabric container for a small ranged weapon. Can be a hip, belt, back, shoulder, or thigh variant. Protects the weapon and allows quick access.
Jewelry N/A Jewelery comes in many forms, and the value is entirely determined by availability and quality. Jewelery often acts as an indicator of social status.
Mask, Ceremonial 50g A decorative or ceremonial mask that covers the face.
Mask, Physician 50g A healer’s mask that protects the mouth and nose to prevent transmission of disease.
Mask, Warmask 50g A finely crafted mask designed to be worn with armour that conceals the wearer’s identity and demoralizes enemies. +1 Intimidate
Outfit, Artisan 1g A trade outfit with the appropriate protection and storage for tools.
Outfit, Cold or Hot weather 8g An outfit of clothing with thicker or thinner materials as appropriate to protect the wearer from the selected weather condition.
Outfit, Courtier 30g Tailored clothing crafted in the style of the nobility. Used as a way to distinguish commoners from the nobility.
Outfit, Entertainer 3g Also known as a costume, the nature of this outfit varies by region and entertainer but is typically conspicuous but practical.
Outfit, Explorer 10g A sturdy outfit with ample storage and good weather resistance.
Outfit, Hivesuit 20g An outift composed of layers of sturdy material and a veiled hat that protects the wearers from insect swarms. Reduces grace but grants defense against swarming insects.
Outfit, Monk/Curate/Priest 5g A loose-fitting outfit made of specially dyed or embroidered materials that signals the wearers affiliation with a particular temple or religious order.
Outfit, Noble 75g Expensive and opulent clothing designed to demonstrate a wearers membership in a noble class. In some places it is illegal for a non-noble to wear such clothing.
Outfit, Peasant 1s Plain but durable clothing, typically made of the cheapest possible materials. Often dirty, rarely dyed, and an obvious sign of a member of a lower class.
Outfit, Royal 300g A custom made outfit styled to a particular regent. Styles vary by region but are typically composed of rare dyes, inlaid finery, jewelry, and other signs of office. It is almost always illegal to wear an outfit such as this if you are not said regent. Listed price is for more opulent variations.
Outfit, Scholar 5g A loose fitting, soft and comfortable outfit worn by lorekeepers, students, and others who spend their time immersed in books.
Outfit, Soldier 1g A uniform set of clothes worn by members of a martial force. Details vary, but typically sturdy, easy to move in, and adorned with sigils of membership and rank.
Outfit, Surgeons 10g An outfit that includes dextrous gloves which is tailored from layers of easily washed materials. Distinctive.
Outfit, Traveler 1g Simple, comfortable clothing, including boots and a hooded cloak.
Tabard 5g A sleeveless over-garment that bears sigils, insignias, coat of arms, or other markers indicating membership in a particular faction.
Wig 200g A hairpiece, typically made of actual hair and used for a variety of purposes across different cultures. Wigs are exclusively the purview of nobles; few below the noble class have the disposable income to bother with vanity, or the authority to need an officials wig.

Tools and Kits

Item Average Cost Notes
Abacus 2g A calculating tool also known as a counting frame. Often used by trades people, clerks, and traders.
Anvil 5g A wrought iron anvil between 5 and 50kg in weight used for smithing and tinkering.
Arrow, grappling 1 g A grappling hook specially designed to be attached to a light rope and fired from a bow or crossbow.
Astrolabe 100g An elaborate inclinometer that can be used to measure the inclined position in the sky of a celestial body, day or night. Can be used to determine time, latitude, identify stars or planets, survey, or triangulate a positon.
Bellows 1g A device constructed of a flexible bag and a pair of boards with joined handles that can produce a strong blast of air. Useful for starting and fanning fires.
Book or Tome N/A The effects and costs of books tend to be specific to the book. There are many remarkable tomes and texts throughout Aeldos, the benefits of which are not always readily apparent…
Bridge, portable 200 g A wooden bridge composed of rope and slats that can be folded and carried by a pack animal and deployed to enable crossings of up to 10 meters. The wooden variant of the bridge can bear weights up to 600 kilograms but surdier (and costlier) wire and metal versions can handle up to 1000 kg.
Buoy 1g A brightly painted floating bladder or sealed container filled with air that can be tethered with twine or rope to an anchor that can be used to mark a specific spot in a body of water.
Cap, tinker 200 g A cleverly designed head band or mask that can mount magnifying lenses of varying strengths over the wearers eye or eyes. These tools are useful for working with particularly delicate or small first age relics.
Cauldron 1g A simple iron cauldron, useful for cooking or alchemy.
Drag Handle, Armour 5 g A sturdy harness that can be worn with most types of armour and allows a wearer to be dragged out of harms way if needed.
Drill 5s A hand drill, useful for boring soft materials. Sturdier drills cost additional coin.
Ear trumpet 5 g A collapsible conical device that collects sound waves and chennels them to the ear, acting as a hearing aid and generally enhancing the sense of hearing.
Field glass 20g A pair of telescopes mounted side-by-side and alighted to point at the same target. This enables viewing of distant objects with both eyes and gives a three dimensional image by providing an impression of depth.
Filter hood 10 g Also known as a gas mask, this is a leather or fabric hood that forms a sealed cover over the nose and mouth, and sometimes eyes, and can filter out airborne pollutants and toxic gas. Complexity and resilience vary by region.
Glass cutter 5 g A tool used to make a shallow score in a piece of glass to encourage the glass to break along that score. Standard variations use a hardened steel tip, but expensive variations can use diamond.
Holy symbol, silver 25g A silver icon of faith; could be a statue, necklace, or other item as determined by the faith.
Holy symbol, wooden 1g A wooden icon of faith; could be a statue, necklace, or other item as determined by the faith.
Jacksmiths Spanner 20g Also known as a jackwrench, this is a heavy tool with an adjustable end and a variety of specialized components for working on clatterjacks and other heavy first age machinery. A must have for a mechanic and can act as a defensive weapon in a pinch.
Key Blank, Wax 15g A container of soft material that can be used to take an impression of a key or other small object for replication.
Key, Copy 1g A copy of an existing key. Requires a skilled smith or tinker.
Key, Skeleton 85g Since many poor or common locks utilize similar designs a skeleton key or bump key can be used to circumvent the need for the original key. Despite legends these do not work on all locks but they do work on a surprising number of them.
Kit, Animal call 1 s A set of tools and whistles that mimic the calls of a variety of wild animals. Requires knowledge of the animals to know which one to use, but can help in attracting or repelling.
Kit, antidote 300 g A set of remedies for local poisons and toxins.
Kit, breaching 350 g A set of tools for breaking down barriers, including drills, crowbars, a portable ram, glass cutters, oil, acid, wire, and 2 breaching charges. Difficult to acquire and typically only issued to military sappers.
Kit, campsite 12 g A kit for four travelers including bedrolls, blankets, firewood, flint and steel, cooking supplies, a week of trail rations, and other small amenities.
Kit, canna 100g A set of tools for cleaning and maintaining firearms and ammunition, typically produced of rare materials.
Kit, Climber 80g A kit with rope, pitons, hammer, crampons, and all the tools needed for an individual to scale sheer inclines.
Kit, cooking 3 g A kit containing all the cookwear, spices, and utensils necessary to cook meals, at home or when travelloing.
Kit, delving 30 g A kit containing 30m of silk rope, grappling hook, a bundle of candles, eight torches, a bullseye lantern and oil, chalk, hammer, eight pitons, sacks, and a luminous rod with refill reagents.
Kit, disguise 50 g A kit containing simple prosthesis, makeup, and fake hair that can be used to disguise a character.
Kit, diver’s 121 g A kit containing a snorkle, swimfins, an air bladder, 10 meters of chain, a buoy, waterproof containers and simple fishing supplies.
Kit, fishing 5 s A kit containing a fishing pole, tackle including hooks, lines, sinkers, lures, and floats.
Kit, forger’s 200 g A kit containing all the tools for making paper forgeries including seals, templated certificates, paper, pens, and ink.
Kit, gear maintenance 5 g A kit containing all the equipment necessary to maintain leather and metal armour; leather and metal treatments, sewing supplies, and various tools.
Kit, grooming 1 g A set of toiletries for maintaining hair, nails, teeth and skin.
Kit, Healer 50g A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread.
Kit, juggler’s 15 g A kit containing a variety of objects balanced for juggling; sticks, balls, rings, knives, etc.
Kit, mapmaker’s 110 g A kit containing a gridded slate or vellum, a notebook, writing and drawing implements, rulers, astrolabe, compass, string, and line gauges.
Kit, mess 2 s A set of cutlery and dishes that can be carried in a compact package.
Kit, midwife’s 10 g A set of tools, herbs, and supplies to assist in the delivery of babies.
Kit, pyrography 1 g A set of tools for marking leather or wood by heating the contained needles, styli, and brands over a fire.
Kit, riding kit, common 15 g A standard riding kit including Bit and bridle, saddle, saddle blanket, sadlebags. Kits for larger animals cost more.
Kit, scrivener’s 2 g A kit containing a pen, nibs, an ink phial, a notebook, string, and rulers.
Kit, shaving 15 s A kit with a mirror, straight razor, whetstone, brush, cup, shaving powder, and moisturizer.
Kit, symptom 25 g A kit containing a book of diseases and the materials necessary to feign said illnesses including powders, tinctures, pills, and reagents to replicate the symptoms.
Kit, trapper’s 30 g A kit containing a medium snapper trap, a sharp leg-hold trap, 30m of silk rope, lures, a small cage trap, wire, and twine, and a sharp knife.
Kit, veterinarian’s 10 g A kit containing simple healing supplies such as bandages, unguents, pain killers, and a needle and thread. Medicines and herbs are specific too and measured out for livestock and service animals.
Magnifying glass 100g Alternately called a hand lens, this is a convex glass lens that can magnify the image of an object. Can also be used to focus light.
Musical instrument, common 5g A common, portable musical instrument such as a lute, flute, harp, or drum crafted from basic materials.
Musical instrument, masterwork 100g A well crafted, portable musical instrument such as a lute, flute, harp or drum, crafted from superior materials and possible with additional features (e.g. hidden compartments)
Planetaria 2000g A mechanical model of Aeldos, its moons Sil, Nyx, and Viator as well as nearby stellar bodies. A stationary mechanism driven by clockwork that illustrates and predicts the relative positions and motions of all or some of these bodies.
Pulley 2g A wheel on an axle or shaft that can support movement and change the direction of a taught cable.
Scale, merchant’s 2 g A balance scale consisting of a beam with a fulcrum, two plates or pans, and a set of weights that enable the fine calculation of weight valued goods.
Sextant 500g A tool that measures the angle between two visible objects. When used against stellar bodies and the horizon it assists in navigation but it can also be used to determine simple distances. Used primarily by sailors.
Sledge hammer 1 g A long, heavy-headed hammer useful for driving spikes or working heavy materials in a forge. Sledgehammers can be used in combat but are unwieldy. -3 to attacks, 6 bashing damage. A maul is a weaponized sledge.
Spike, iron 5 c A large, crude, iron spike that can be used to nail things into other things.
Stretcher 1 g A pair of sturdy poles joined by durable canvas that can be used to carry people or other loads. Can be used solo but works better with two people.
Telescope (x10 magnification) 2,000 g A semi-portable telescope that uses prisms and lenses to magnify the image of distant objects. Often used by stargazers, surveyors, or spies. The price listed is for a simple 10x magnification. x50 magnification = 4000g, and x250 magnification = 8000g
Thieves’ Ring 300 g A ring that breaks apart and straightens into a set of thieves tools.
Thieves’ tools, common 30 g A set of lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.
Thieves’ tools, concealable 190 g A set of easy to hide lockpicks, wires, and probes for getting into things you probably shouldn’t be trying to get in to.
Thieves’ tools, masterwork 100 g A well made set of lockpicks, wires, probes, and additional tools, often made from more durable materials, that make it even easier to get into other people’s things. +1 to lockpicking and related tasks.
Tome, blank 15g A blank book, well bound and sturdy, waiting for someone to write in it.
Tool, masterwork 50g The cost for a particularly well crafted variant of a common tool such as a wrench, hammer, or anvil. Perhaps it has perfect weight, or it is marked in a particular way, or includes some other special feature.
Tools, Artisan’s, common 5 g A set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc.
Tools, Artisan’s, masterwork 55 g A particularly fine set of tools for a particular craft; tinkering, painting, woodworking, sewing, etc. These tools are so easy or pleasant to use they grant a +1 to craft checks.
Tools, Surgeon’s 20 g A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Typically made of silver or bronze. Surgery without tools is just making a mess.
Tools, Surgeon’s masterwork 100 g A set of scalpels, sutures, forceps, clamps, lancets, tubes, etc that make surgery possible. Masterwork tools are made of advanced alloys and balanced for use. They add a +1 to surgical healing checks.
Waster (training weapon) 1 g A weighted practice weapon made of wood or banboo and constructed to emulate a specific weapon such as a sword, dagger, or club. These can be overweighted to build strength, or weighted to match the real weapon. Wasters are used to practice and gain skill without injuring students or teachers.

Alchemy

Item Average Cost Notes
Acid (flask) 10g A flask of potent corrosive acid that can dissolve many materials and cause grievous injury to unprotected targets.
Alchemical Glue (vial) 20g A resilient glue that can adhere most substances to one another.
Alchemical Grease (pot) 5g A pot of extremely slick goo that can be used to coat flat surfaces or people, making traction or grappling incredibly difficult.
Alchemical Ice (jar) 40g An alchemical liquid that reduces the temperture of any surface it is applied to dramatically, making it easier to break. Can also be used to freeze liquids. (Liquid nitrogen)
Alchemical Kindness (vial) 1g A mixture of herbs and alchemical materials that act as a remedy to hangovers. There are as many recipes as Alchemists.
Alchemical Solvent (vial) 20g A powerful solvent that destroys most adhesives, including tar, sap, glue, alchemical glue, and sludge.
Alchemist’s kit 25g A portable set of alchemists tools for simple crafting while traveling. Reduces the penalty for alchemy in transit to -2 from -4
Alchemist’s lab 200g A full laboratory with all the needed equipment for alchemy. Users gain a +1 to alchemy checks.
Alchemist’s lab, portable 75g A more robust set of alchemical equipment than a kit, but not as much as a full lab. Reduces penalty for alchemy in transit to -1.
Antiemetic Syrup 25g A medicinal syrup used to battle queasiness.
Anti-toxin (vial) 50g Anti-toxins are produced by type to counteract particular toxins. This is the average price for such items.
Anti-venom (vial) 50g Anti-venoms are produced by type to counteract particular venoms. This is the average price for such items.
Casting plaster 5s A useful powder mix that can be used to create a mold of a recessed feature such as a foot print or carving, a cast for a broken bone, or to fill in gaps in surfaces.
Dazer 30g A two-part metal device containing materials that react violently when mixed. Activating this device triggers the mixture and causes an intensely loud bang and produces a bright flash, causing unexpecting viewers to be blinded and deafened for a short time.
Defoliant (pot) 10g A mixture of alchemical reagents that can kill most minor vegetation such as plants, shrubs, and bushes. Application to the skin causes injury to Tamaa and ingestion can cause death.
Etora (phial) 50g A potent tranquilizer derived from specially cultivated Luxi plants. A single phial can knock out most human sized animals. Attaining the same effect with larger creatures requires skilled calibration of the dosage.
Festerot 30g A truly cruel mixture of reagents that can hamper the natural healing of most lifeforms. Can be applied to a prepared weapon or thrown on an enemy. The effect of this substance can last for weeks depending on the dosage.
Flash powder 50g A small pot of dusty powder, a mixture of oxidizer and metallic fuel which burns quickly and can be used in pyrotechnics. Can distract or blind a target or group of targets.
Grot oil 15g A mixture of putrid smelling reagents that can cause those who inhale to gag and vomit.
Gympie N/A Prepared clippings from a neurotoxic shrub found in the badlands that inflicts severe pain akin to simultaneous electrocution and acid immersion
Holy water 25g An amount of water sanctified by a recognized religious figure in a temple to the Ayr. Used in several alchemical formulas.
Hotstone N/A A piece of obsidian treated with alchemical reagents to produce a pleasing and long lasting heat. Often used in nothern bed-heating pans.
Liquid Fire (flask) 20g A flask of liquid that ignites on contact with air, clings to a target and burns intensely. Compositions vary by region but the effect is generally the same; an incredibly difficult to extinguish fire that can adhere to structures and enemies. Favoured weapon of Ossandrian legions and Navy.
Luminous Rod 5g A glass vial or orb filled with an alchemical gel that glows when shaken with force. The rod will glow for up to 12 hours but needs to be refilled afterwards.
Lure 1g A specially prepared bundle that can attract a specific species of animal. Grants hunters an advantage.
Match 1g Also known as a fire stick or tindertwig, this is a stick of treated wood that can be struck against a hard surface to produce an open flame for a short time. Developed by the Mujinese.
Musk 1g A specially prepared oil that can mask a human scent with an animal scent. Grants hunters an advantage.
Pepper pellet 50g A pot or satchel of irritating spices and peppers. When cast out the diffusion of aeral pepper can trigger coughing, tears, and general illness.
Perfume, (vial) N/A Scents of various strengths are used across Aeldos to mask otherwise unpleasant odours. The value varies from 1g for local formulations to 500g for particularly exotic perfumes. Scents are used as a sign of status in some southern cultures.
Phosphor Gel 10g A mixture of alchemical reagents that react when agitated to produce bright light and intense heat.
Remedy (vial) 50g A solution of alchemical reagents that briefly enhance resistance to diseases. This does not cure existing diseases.
Repellant 3g A distillation of predator musks and other chemicals that can repel minor vermin such as insects and rats.
Sealing wax, Alchemical 10g A rod of sealing wax specially prepared for a pair of individuals to be both highly identifiable and resistant to resealing.
Shock flask (flask) 10g A flask containing a liquid that holds a powerful shocking charge that can stun targets.
Sludge Bag 50g A fragile container filled with a strong glue-like substance that can be thrown on an area or enemy, causing them to be slowed by the sticky substance unless they can break free.
Smelling salts 25g Also known as sal ammoniac, Smelling Salts are an aromatic spirit of ammonia mixed with scented oils and used to restore consciousness and mental alertness.
Smoke pellet 25g A two-part clay pot with a pair of substances that produce a thick smoke when mixed. Simply shattering the pellet generates enough smoke to fill a small area.
Smokestick 20g A stave of wood treated with alchemical components that produces a thick, obscuring smoke when burned. Lasts longer than a pellet and fills a larger area but requires ignition.
Sneezing powder (pouch) 60g A pouch of potent mixed spices that triggers a series of severe sneezes in a target who inhales the powder. Can be resisted with Will
Styptic Band 2g A specially prepared featherlike band of material that secretes an hemostatic substance to stop bleeding.
Tonic, Atrox N/A This complex alchemical tonic causes the imbiber to cease to experience the typical effects of stress and fear.
Tonic, Fostrian N/A This complex alchemical tonic provides enduring sustenance to imbiber for up to ten days.
Tonic, Ono N/A This complex alchemical tonic enhances the imbiber’s perception, memory, and focus.
Tonic, Osser N/A This complex alchemical tonic causes the imbiber to become easily manipulated and susceptible to suggestion and hypnosis.
Tonic, Rhinox N/A This complex alchemical tonic mutes pain without dulling senses.
Tonic, Tamaa N/A This complex alchemical tonic doubles imbibers natural rate of healing.
Tonic, Tolla N/A This complex alchemical tonic increases imbibers physical strength for a few hours.
Common Poison 50g A substance likely but not guaranteed to kill average person. An alchemist of even the smallest skill can brew this level of poison.
Debilitating Poison 100-200g A substance that inflicts blindness, paralysis, or other conditions on target. Brewing this type of poison requires a skilled alchemist.
Lethal Poison 500g A substance likely to kill anyone but a Tollam. Brewing this type of poison requires some level of alchemical skill.
Fatal Poison 1,000g+ A substance virtually guaranteed to kill a normal human and likely to kill a Tollam. Brewing this type of poison requires considerable skill.

Item Average Cost Notes
Animal harness 2g A restraint device made of hemp or leather and used for training animals.
Auroch 300g An exceptionally large bovine, mostly found in central Aeldos
Cage, huge 60g A reinforced metal cage large enough to house a huge creature.
Cage, large 30g A reinforced metal cage large enough to house a large creature.
Cage, small or medium 15g A reinforced metal cage large enough to house a medium or small creature.
Cage, tiny 2g A reinforced metal cage large enough to house tiny creatures.
Cattle 50g Beasts of burden which are also used for milk and meat.
Chicken 5s Meat, eggs, feathers…Buckaw!
Common Pig 6g Domestiucated lesser porcine creatures farmed across Aeldos. Used for meat and hide.
Daedon 40g Greater porcine species, much more difficult to maintain but much, much larger.
Dog, Guard 2g Found primarily in central Aeldos, dogs are used for guarding farms and homes.
Donkey or mule 8g A stubborn, hardy, and less easily spooked working animal than horses, but generally shorter and slower.
Elaped N/A A species of exceptional riding animal bred by the Heraldric Order and given only to their highest ranking members or most valued allies. Tamed and trained they are considered priceless.
Goat 2g Livestock used for milk, meat, and hide, and also as alarms.
Horse, Barck 200g A common, agile, and strong bodied horse found across Aeldos.
Horse, Cob 300g A small, steady, strong horse used for everyday riding
Horse, Courier 1000g An expensive and highly bred horse, popular with nobles, ladies, high-ranked knights for riding, hunting and ceremonial use
Horse, Courser 800g A swift and strong warhorse, named for their gait.
Horse, Destrier 800g A rare and prized heavy warhorse or great horse
Horse, Hack 500g Decent quality and good mannered horse for regular riding
Horse, Luxan 200g A type of horse well suited to steppes and high plains areas
Horse, Nehepi Strider 700g A long legged and thin-skinned horse, slim, refined and capable of great endurance
Horse, Ossandrian Jennet 500g A small, compact, well-muscled horse with a good disposition and a smooth and naturally ambling gait. An ideal light riding horse, comfortable for riding at speed.
Horse, Rounsey 300g An affordable and versatile horse for riding and war, better for swift pursuit than destriers or coursers
Horse, Stock 200g An agile and quick working horse with powerful hind quarters and excellent livestocck senses which make them good for farming. Found across the north of Aeldos.
Horse, Tollam Dray 1000g Tall, extremely muscular, and heavy work horse. Excellent at pulling. 16-19 hands high, up to 1,000kg
Pony 60g A small domesticated horse no more than 150cm tall, used for pulling, driving, and transport for small individuals.
Sheep 4g Livestock used for textile and meat.
Saddlebags 4g Additional bags for gear and supplies. This increases capacity, not weight.
Stabling (per day) 5s The cost to stable a regular animal such as a horse.
Barding, Medium creature x2* Armour for a medium riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Barding, Large creature x4* Armour for a large riding animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Barding, Massive creature x10* Armour for a massive siege animal, designed to cover key areas but not interfere with mobility. Value represents the multiplier to be applied to the armour type; plate, chain, leather, etc.
Bit and bridle 2g Equipment used to direct a riding animal. Animals without this require additional skill to ride and direct.
Feed (per day) 5c This represents the cost for most types of animal feed. Many pack animals can supplement feed with grazing but feed is more nutrituous and provides more energy.
Saddle, Military 60g A saddle with braces for stabilizing a rider in combat.
Saddle, Pack 15g A saddle built for carrying gear and supplies only.
Saddle, Riding 30g A standard riding saddle, made primarily for comfort during long rides.
Animal Weaponry 50g This can take the form of iron spikes bound to an animals tusks, bladed tail pieces for animals with dextrous tails, or barding equipped with blades and spikes. Adds 4d to attacks made by the animal.

Lodging, Hirelings, and Common Services

Item Average Cost Notes
Coach cab, local 1c Local coaches are used to get around large cities with ample street room.
Coach cab, regional 1g per day The cost of transport between settlements only found in places like Ossandria, Victra, and Granden. Entails the hiring of the coach itself plus driver and does not include the cost of guards.
Guard, low risk 3 s/day  
Guard, minor risk 6 s/day  
Guard, hazardous 1 g/day  
Guard, high risk 3 g/day  
Guard, terminal risk 30 g/day  
Hireling, Cartographer 10g per day An individual skilled in the arts of cartography. They can provide custom maps, assist in mapping new areas, or provide copies of existing maps.
Hireling, Companion N/A Known by a variety of names; courtesans, escorts, prostitutes, doxys, etc and available for a variety of prices; from a silver to a hundred gelt.
Hireling, Fence 15% A trader in goods of uncertain providence, these individuals maintain connections in all the right places and only charge a small commission… usually. A good fence is a thief’s best friend.
Hireling, Footman 5s per day A healthy house servant, expected to fulfill a variety of noble tasks. Footmen are typically dressed as their master wills and are considered a necessity by most nobles.
Hireling, Herald 2g per day The cost to hire a member of the Heraldric Order, a well known and highly respected courier organization to deliver a message.
Hireling, Lawyer, good 3g per day An individual who knows the law, its precedent, and local custom and can write, decipher, and notarize contracts, provide legal advice, and represent a client well at trial. This is probably his day job.
Hireling, Lawyer, poor 5s per day An individual who knows the law and can write and decipher contracts, provide legal advice, and represent a client in a trial. This may not be their day job.
Hireling, Lawyer, reputable 15g per day A skilled and experienced jurist who can handle most legal matters skillfully. Often widely sought out, respected, and sometimes acts as a judge in other cases.
Hireling, Messenger 2s per day The cost to hire a local runner or horse riding messenger to specially deliver a mssage.
Hireling, Nurse 5s per day A healer who provides longer term medical care for a price. Nurses are usually employed by noble families to provide ongoing in-house care for children, the aged, or the ill.
Hireling, Physician 1g per day A trained physician, able to diagnose a variety of illnesses, suggest and apply treatments, and acquire remedies for a fee. The skill and reputation of the doctor determines the price, with 1g being the bare minimum.
Hireling, Scribe 1g per day An individual who is literate, detail oriented, and can copy texts or take dictation.
Hireling, Surgeon 5g per day A skilled surgeon, trained in anatomy, diagnoses, and healing and able to do more complex and invasive procedures than a physician. Often required for grievous injuries. The skill and reputation of the surgeon determines the price, with 5g being the bare minimum.
Hireling, trained 5s per day The minimum wage for minimally trained workers. More skill or more renown equals more pay.
Hireling, untrained 1s per day General labourers, porters, criers, maids, and other individuals with few skills.
Hireling, Valet 1g per day A particularly skilled or attractive footman who acts as lead to other servants, coordinating tasks and generally acting as the steward of a noble house.
Inn Stay, poor 2s per night A space in a common room.
Inn Stay, common 5s per night A bed and a pillow in a semi-private room.
Inn Stay, good 2g per night A private room with a few amenities.
Inn suite, small 5g per night Only available in large and high quality inns. Includes a bedroom, private room, fireplace and additional luxuries.
Inn Suite, average 15g per night Only available in large and high quality inns. Includes a large bedroom, private room, bath, and fireplace.
Inn suite, luxurious 30g per night Only available in large and high quality inns. Includes 2-4 bedreooms, a large private room, bath, fireplace, and valet/footman service.
Lodging, Poor 3g per month The cost to live in communal areas in most cities. Typical lodging costs for drudges, peasants, labourers, and other common folk.
Lodging, Common 10g per month The cost to rent a small room in most cities. Typical lodging costs for artisans, trades people, soldiers, and other skilled folk.
Lodging, Wealthy 100g per month The cost to rent a set of suites in an inn or large home in most cities. Typical lodging cost for succesful merchants and nobility.
Lodging, Opulent 1000g per month The cost to live in a large building such as an estate, castle, tower, or other exceptional domicile. Typical lodging cost for nobility and aristocrats.
Road or gate toll 1s The typical cost charged to travelers for well kept roads, gates, or bridges. Caravans often pay additional taxes by other avenues.
Service, Bath 5c A private washtub with warm or hot water or entry to a public bath with wading pools (though some baths require membership)
Service, Laundry 1s per day For those tough stains…
Ship’s passage 5g per day The typical cost to secure passage on a ship. The danger of sea travel and the loss of room for trade goods means sea travel is often quite costly.

Food

Item Average Cost Notes
Abrath N/A Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.
Banerry N/A A Bellatori food, somewhere between apple and cherry and only found in proximity to Bellatori and Grommen ecosystems.
Banquet (per person) 10g Several courses of good food, drinks, and full service.
Bread, loaf 2c A loaf of plain bread, typically fresh.
Chabac N/A A Selenian food with dense, high caloric value. Meaty and cabbage-like appearance. A staple food for Selenians.
Cheese, wedge 2c A wedge of plain local cheese.
Confections 3g Sweets, candy, or anything else made with ample amounts of sweet ingredients.
Denkres N/A A Selenian meat substitute created using advanced technology. The substance grows on mossy lattices in Denkres Tower. Denkres comes in a variety of ‘Strains’: Denkres-Su / Densu (Pig/Boar), Denkres-Bo / Denbo (Cow/Auroch), Denkres-Ga / Denga (Fowl/Chicken), Denkres-Ce (Cervid), Denkre-An (Duck), Denkres-Ca (Canid), Denkres-Pa (Primate).
Fresh fruit 5s Delicious and sweet. Apples, bananas, grapes, lemons, oranges, berries, etc.
Honey 1g Sugary food produced by bees. Flavours vary by region. Often used as a sweetener.
Khava, 1kg 25g Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.
Maple Syrup 1g Syrup dervied from evaporating the sap of maple trees during the late winter and early spring. Common sweetener in the north.
Meal, common 3s per day Eggs or chicken, root vegetables, ale, bread. A common meal.
Meal, good 5s per day Red meat, fresh vegetables, bread, cheese, pastries, wine. A good meal.
Meal, poor 1s per day Bread, turnips, onions, water. A poor meal.
Meat, chunk 3s A cut of red meat enough to satisfy any hunger.
Meat, street 5c Meat of dubious origin. The vendor says his name is ‘Dibbler’.
Mushrooms 1g Fleshy fungus with distinctive tastes and often high nutritional content
Nuts 1s A type of fresh fruit composed of a shell and seed. Includes hazlenuts, chstnuts, almonds, pecans, pistachios, walnuts, etc.
Vegetables 2c Fresh local vegetables; cabbage, turnip, radish, carrots, lettuce, beans, potatos, cucumbers, onions, garlic, leeks, peppers, squash, yams, spinish, cassava…

Drugs, Alcohol, Entertainment

Prices for the following items are highly variable by region.

Item Average Cost Notes
Apo N/A A root derived drug that triggers an almost trance-like rage and used by northern Vargenar and Berserks to enhance their battle prowess.
Black Bark N/A A drug derived from the ground bark of mutated trees in western Svertheim, Black Bark induces fear, paranoia, and hallucinations.
Blight N/A A drug distilled from the glands of abberant creatures, Blight is a euphoric with severe degenerative effects.
Deroer N/A A smokable plant that diminishes intelligence and increases happiness.
Fog N/A A distillation of Mujinese Mist, made potent through refinement and inhaled for dissassociative and hallucinatory effects.
Gel N/A A resin derived from a Victran swamp plant and applied to the lips to produce euphoric numbness.
Groenskrod N/A Literally “Green Stuff”, Groenskrod is a mold derived hallucinogen found in Vandar and western Svertheim.
Hobroot N/A A root derived drug that causes a mild euphoria and general sense of invulnerability for several hours. Used by many soldiers across Aeldos and considered highly addictive.
Kaya N/A A combustible plant and popular ‘spiritual cleanser’ with mild euphoric and disassociative effects found in patches throughout Aeldos.
Ketha N/A A popular and potent Subinese drug that causes dissassociative hallucination. Group hallucinations tend to spawn cults or cult-like behaviour in regular users.
Lurk N/A A drug used by the Cult of Receivers that is rumoured to let one see the Tenebrae. The method of its creation is a well kept secret of the cult.
Perspect N/A A highly refined compound drug that induces happiness, used by the Subinese to keep servants servile.
Resin N/A An addictive euphoric secreted by select Subinese trees.
Subinese Honey N/A This is a hallucinogenic honey produced by a handful of Subinese apiaries.
Abrath N/A Also known as Amrita or Fostrian food, it provides exceptional nutrition in a dense package. Diverse form and flavour.
Absynthe, (bottle 30g A blue or green coloured anise flavoured spirit derived from botanicals, sweet fennel, and grand wormwood. 70% alcohol by volume. Typically poured over a sugar cube and watered down.
Ale (1 Liter) N/A Average price for very average ale. Higher prices for higher quality.
Ale, Svertan N/A A stout and dark beer with a strong flavour and quite filling. 7-12% alcohol by volume.
Applejack (bottle) N/A A strong cider distilled by freezing (the term jack comes from the freeze distillation). 30-40% alcohol by volume.
Aragh (bottle) N/A A clear spirit distilled from fruits and berries. Can be mulberry, apricots, grapes, plums, blackberries, apples, or pears. 60-70% alcohol by volume.
Araq (bottle) N/A Clear, colourless, unsweetened, anise-flavoured Nehepi spirit, distilled from raisins, dates, or saccharum. 40-60% alcohol by volume.
Brandy (bottle) N/A Common brandy is made by distilling wine. Generally between 35 and 60% alcohol by content.
Buza (bottle) N/A Nothern Nehep and Southern Lux drink of fermented maize and wheat or millet. Not very alcoholic – 1% alcohol by volume.
Cocoroco (bottle) N/A Incredibly potent sugar cane alcohol brewed mostly by Tollam and Subinese. 96% alcohol by volume. Potentially deadly.
Gin (bottle) N/A Juniper berry spirit mostly exported from Svertheim. 40-50% alcohol by volume.
Grog (bottle) N/A Rum watered down with citrus.
Khava, 1kg 25g Also known as café, khave or coffee, these are valuable beans that produce a rich and much desired beverage consumed in many parts of Aeldos.
Kilju (bottle) N/A West Svertan sugar wine often brewed in the home. 15-17% alcohol by volume.
Kol N/A Typically refers to the bark of the Kol tree, a gummy fast acting stimulant akin to Khava.
Kumis (bottle) N/A Fermented milk, usually horse. The preferred drink of Luxi steppes riders. Best served cold. 5-7% alcohol by volume.
Marc (bottle) N/A Pomace brandy, popular in Ossandria and distilled from grape pomace. Often flavoured. 60% alcohol by volume.
Mead (bottle) N/A Common northern drink of fermented honey and water flavoured with spices, fruit or hops. 8% alcohol by volume.
Mezza (bottle) N/A South Nehepi alcohol distilled from agave. 30-60% alcohol by volume.
Potcheen (bottle) N/A East Victran distillate of cereals, grain, whey, sugar beet, molasses and potatoes. 40-98% alcohol by volume.
Pulque (bottle) N/A An alcoholic beverage made from the fermented sap of the maguey/agave, this is milk-coloured, viscous, and has a sour and yeasty taste, but is highly nutritious. Found in the southern parts of Aeldos. “Only a bit shy of being meat” 5% alcohol by volume.
Rakia (bottle) N/A Fruit brandy popular in Granden. Typically made from plums, apricots, or grapes. 50-80% alcohol by volume.
Rum(bottle) N/A Fermented sugarcane drink aged in oak barrels. Sometimes spiced. 38-80% alcohol by volume.
Soju (bottle) N/A A Mujinese wine distilled from sorghum. An extremely potent and corrosive drink. 60% alcohol by volume.
Stout 1g Strong, dark beer brewed across Aeldos. 9-10% alcohol by volume.
Tepache (bottle) N/A A fermented Subinese beverage made from the peel and rind of pineapples and seasoned with brown sugar or cinnamon.
Tsai, 1kg 2g Also known as te, itye or cay, these are valuable aromatic leaves that make a mildly stimulant and favoured Victran beverage.
Vodka (bottle) N/A Vandaran distilate of fermented cereal or potatoes. Clear, plain, and potent. 40-50% alcohol by volume.
Whisky (bottle) N/A Common distilled alcohol made from fermented grain mash, typically aged in a wooden cask, and mostly Victran. 40-50% alcohol by volume.
Wine, Common (Pitcher) 2s An alcoholic beverage of fermented grapes. Common wines can be found across Aeldos.
Wine, Fine (bottle) 10g An alcoholic beverage of fermented grapes. Fine wines mostly originate in Ossandria and Victra.
Ayr Deck 5g A deck of cards used by oracles, shamans, and gamblers.
Ball, Aphorax 3g A fist sized ball made of rubber and used to play Aphorax, a Selenian sport.
Ball, Gon 5s A fist sized leather pouch on a strap, used to play the Mujinese game of Muteugon.
Ball, Harphan 1g A fist sized ball made of layers of hardened leather and used to play Harphan, a sport played in Ossandria, Lux, Tollam, and Nehep.
Ball, Sphailoros 5g A fist sized ball made of a durable rubber compound to endure handling by Faeles. Used to play the Selenian sport of Sphailoros.
Ball, Wooden 1s A simple wooden ball used for throwing games.
Dice 1sp A set of 3 six sided dice, typically carved from wood or bone.
Kal N/A A bound up Grot fed to bursting and dipped in molten bronze. Used by the Tollam for Kalball… aka Grot-ball.
Loaded dice, average 10g Hard to spot
Loaded dice, superior 50g Very hard to spot
Marked cards 1g A deck with marked cards. Hard to spot
Muteugon Glove 2g A pair of hooked gloves used to scale trees in the Muninese game of Muteugon.
Tile Set 5g A simple set of Mujinese tiles made of wood, bone, or ivory and marked with pips. These are used in a variety of games.

Standard Vehicles

Water Vehicles

Item Average Cost Notes
Galley 30,000g A shallow draft ship propelled primarily by rowing. Galley’s can be to 40m long, 6m, wide and crewed by as many as 200 people. Galley’s can carry significant amounts of cargo or soliders, and weaponry but they are restricted to coastal waters. Primarily used by the Ossandrians.
Keelboat 3,000g A 15m to 20m long, flat-bottomed, sailing ship up to 6 meters wide and propelled primarily by wind. Can be crewed by as few as eight or as many as fifteen and carry a modest load of cargo or soldiers. Keelboats can sail beyond coastal waters. Typically used by the Mujinese.
Longship 10,000g A 20m long, square sailed ship with oars that can carry a crew of up to 50. Longships can carry a modest load of cargo or soldiers and is able to venture beyond coastal waters. Typically used by Svertans.
Oar 2g A flat wooden paddle.
Rowboat 50g A 2.5m to 3m long boat that can hold up to three people and is used for traveling coastal or riverine areas.
Sailing Ship 10,000g A long-ship with multiple masts and sails that can be up to 30m long and 7m wide. Sailing ships can carry large loads of cargo or soldiers and weaponry and are able to venture out of coastal waters.
Warship 25,000g A specially built ship for transporting soldiers across water. Warships can reach up to 30m long and maintain a crew of 80 including rowers. They also have a single mast to take advantage of wind. The ship can carry a large number of soldiers and weapons but cannot venture beyond coastal waters.

Land Vehicles

Item Average Cost Notes
Carriage 100g A four wheeled, beast drawn vehicle with an enclosed cab that can carry up to 4 people as well as two drivers.
Cart 15g A two wheeled, beast drawn vehicle that can carry 2 people plus gear, or 1 person and a small load of trade goods.
Sled 20g A simple wooden sledge with a smooth underside or runners that can be pulled along surfaces to transport cargo. Typically pulled by animals.
Wagon, light 50g A four wheeled, beast drawn vehicle that can carry up to 6 people or 4 people plus a significant amount of gear, or 2 people and a full load for trade. Typically requires 1-2 horses or more to pull and is usually open to the air. Light wagons are good for local travel and can carry approximately 500kg.
Wagon, medium 75g A sturdy four wheeled, beast drawn vehicle that can carry up to 8 people or 6 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a major load of trade goods. Typically requires 2 heavy horses or more to pull and is usually open to the air. Medium wagons are good for heavier work such as mining, construction, or travel and can carry up to 1,000kg.
Wagon, heavy 100g A caravan wagon with 4 or six wheels. This beast drawn vehicle can carry up to 10 people or 8 people plus a significant amount of gear, or 4 people and a full load for trade, or 2 people and a huge load of trade goods. Typically requires 4-8 horses depending on weight but can carry up to 2,000kg.
Traction Engine N/A Also known as relic wagons or Haulers, a traction engine is a massive Helion powered engine that can pull truly staggering amounts of cargo across most terrain. Traction engines are relics and the cost to acquire just the parts to assemble one can be astronomical, to say nothing of the required technical skill to operate one. Traction engines are each unique and come in several sizes but the weight of goods they can pull is typically above 10,000 kg. The trade for this power is that they are neither maneuverable nor fast.

Craft Materials

Item Type Average Cost Notes
Aetherion Craft Material, Hard N/A Also known as zetherium or quintessence, this material generates a ‘flight field’ when paired with Helion. Rare enough to be considered mythical.
Black Bronze, 1 ingot Craft Material, Hard 50g A unique Subinese alloy with a dark lustre. Nearly equivalent to steel but easier to craft.
Corewood, 2 meter log Craft Material, Hard 100g An uncommon wood derived from an increasingly rare tree. The material has metallic qualities when set and is used in many Svertan constructs.
Corfire, 1 ingot Craft Material, Hard 2000g Selenian Silver, rare and difficult to use with peculiar crafting properties. Found only in the south and used in the alloy Memet.
Faelerite, 1 gem Craft Material, Hard N/A Moss green stones found in brainstem of Faeles Ur corpses with many reputed effects
Glossapetrae Craft Material, Hard 500g Also known as tonguestone, this is a hard but brittle badlands crystals created by, and resistant to Lingua Arcana.
Harmonite, 1 ingot Craft Material, Hard 5000g A difficult to work with metal possessing anechoic properties. Equipment crafted with Harmonite gains a resilience against Lingua Arcana.
Helion, 1 unit Craft Material, Hard 15000g An extremely rare and powerful substance which generates a nearly limitless supply of energy that can power first age technologies. A single unit can power small or medium sized artefacts but additional units may be required for complex devices such as Clatterjacks. Value is provided as an example of average refined piece; the material can fetch considerably lower or higher prices depending on locale, quality of the unit, and refinement.
Iron, 1 ingot Craft Material, Hard 1g A common elemental metal used and a cornerstone of numerous industries. A keystone material due to its availability and range of favourable properties.
Iron, Grot Craft Material, Hard N/A Iron afflicted with a grot carried ‘disease’ that decays metal. Inferior metal used by unscrupulous smiths and traders.
Iron, Sky, 1 ingot Craft Material, Hard 500g Also known as Thokcha, sky Iron is cold iron struck by lightning or derived from fallen stars, which is known to make poor blades but excellent blunt weapons and armour. Valued more for cermonial and religious reasons than practical ones.
Magnil, 1 ingot Craft Material, Hard 2000g A semi-rare metal used in Ossandrian ornamentation of armour. Durable and pleasing to the eye.
Memet, 1 ingot Craft Material, Hard 4000g An alloy of corfire, iron, and carbon that acts as a memory steel, making items forged with it effectively self-healing.
Orick, 10 square meters Craft Material, Hard 10000g A mineral/compound that is stored as a liquid but sets as a nearly impervious solid. Used in the construction of many first age buildings, the material does not seem to age, wear, or break under conventional assault and requires incredibly high temperatures and rare equipment to work with. The value provided here is for Granden Orick, a lesser variant of the traditional substance.
Steel, 1 ingot Craft Material, Hard 10g An alloy composed primarily of iron and carbon and considered a keystone material due to its availability and range of favourable properties depending on composition.
Steel, Arc, 1 ingot Craft Material, Hard 10000g Also known as Karamai, Arc steel is a first age material with adaptive properties and the secrets of making it are lost. ‘Arc’ comes from ‘Ucha’ or superior. Arc steel items are considered priceless. The value here is presented for Arc slag salvage.
Steel, Crucible, 1 ingot Craft Material, Hard 100g Also known as Serian iron, this is a rare alloy with qualities that make it ideal for use in blades.
Steel, Lani, 1 ingot Craft Material, Hard N/A A proprietary alloy used by master Luxi smith Lani Tupu. Very rare and highly valuable.
Steel, Song, 1 ingot Craft Material, Hard N/A Exceedingly rare ‘enchanted’ steel made by Arcane smiths. Each item made from Songsteel is unique and the steel shaped to the purpose. Song-steel items resonate the lingua they are imbued with.
Vitrum, 1 unit Craft Material, Hard 250g Durable, transparent, and reactive first age material used in advanced optics, particularly for clatterjacks.
White Iron Craft Material, Hard N/A A rare form of naturally toxic metal which inflicts painful and debilitating wounds on contact. Extremely difficult to smith and wielded only by the truly cruel.
Alkast, 1 vial Craft Material, Liquid N/A Potent solvent capable of dissolving everything except Orick and Cofire. Used for crafting.
Eitre Craft Material, Liquid N/A Also known as Eidr or Eitr, this is an azure liquid secreted by a gland found only in abberant creatures. The material is lethal to consume but has a variety of refinements and uses.
Ylias Craft Material, Liquid N/A A strange and mutable swordpeak element that can bind to and transform other materials. Rare enough to be considered mythical.
Dermik Craft Material, Soft 5000g Selenian ‘hard’ Leather, a leather-like fabric with a web of alloy backing that is durable, flexible, light weight, water resistent, excellent in all environments. It also has the benefit of being nearly as durable as full plate armour and can turn aside attacks that would otherwise kill the wearer. Armour: B4, S4, P4. Produced in limited quantities only in Selene and not widely traded.
Dermis Craft Material, Soft 500g Selenian ‘soft’ Leather, a soft, leather-like fabric that is durable, flexible, light weight, water resistent and excellent in all environments. Provides excellent defensive properties as well. Armour: B2, S2, P2. Produced only in Selene.
Hide, Atrox Craft Material, Soft 72g Atrox hide is durable, inflexible, and recognizable, lending the wearer a bonus to intimidation. Armour: B4,S3,P3, Minimum Power: 1, -2 penalty to Grace checks, +2 to Intimidate Checks
Hide, Evicar Craft Material, Soft 500g Evicar hide is both durable, flexible, and recognizable, lending the wearer a considerable bonus to intimidation. Armour: B5,S4,P4, Minimum Power: 0, +3 to Intimidate Checks
Hide, Generic Craft Material, Soft 3g Generic hide is derived from dozens of common animals including, Auroch, Daedon, and Vargr. Gear crafted from generic hide gains no benefit. Armour: B3,S1,P1, Minimum Power: 0, -1 penalty to Grace checks
Hide, Grommen Craft Material, Soft 150g Grommen hides offer a mix of durability and flexibility, heat dissipation, and are recognizable, lending the wearer a bonus to initimidation. Armour: B4,S2,P2, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks
Hide, Immanitherium Craft Material, Soft 55g Immanitherium hides are extremely durable, inflexible, and warm. Armour: B5,S3,P2, Minimum Power: 2, -2 penalty to Grace checks, +1 to Cold Survival Checks
Hide, Rhinock Craft Material, Soft 45g Rhinock hide is durable, inflexible, and warm. Armour: B5,S3,P3, Minimum Power: 3, -2 penalty to Grace checks, +1 to Cold Survival Checks
Hide, Tyrn Craft Material, Soft 150g Tyrn hides are durable, dissipate heat well, and are recognizable, lending the wearer a bonus to intimidation. Armour: B4, S3, P3, Minimum Power: 2, -1 penalty to Grace checks, +1 to Intimidate Checks, +1 to Desert Survival Checks
Leather Craft Material, Soft 3g Common leather derived from common animals and tanned. Many Aeldan species possess hides that do not lend themselves to tanning and are best utilized in less refined fashion.
Metaxi Craft Material, Soft 100g Selenian Silk, woven by the Artilect Ifanthis. Durable, beautiful, and widely sought outside Selene.
Tau Craft Material, Soft N/A A unique and exceedingly rare soft Urul material with peculiar properties that allow it to harden on impact to protect the wearer, providing incredible protection in a totally concealed manner. Also useful in stringed weapons, providing increased power. Armour: B6,S6,P6. Bowstring: Doubled range, +1 damage in standard range. A fw fibres are worth 500g, a full sheet or set of armour made from the material would be considered priceless.
Vam Craft Material, Soft 20g Selenian Cotton, produced in the Gloamfields.
Veluthrin, 1 square meter Craft Material, Soft 5000g An uncommon plant fibre with anechoic properties. Equipment crafted with Veluthrin gains a resilience against the Lingua Arcana.

Commodities and Trade Goods

Item Average Cost Notes
1 square meter, common textile 5g Common price for a square meter of the listed trade good.
1 square meter, rare textile 20g Common price for a square meter of the listed trade good.
1kg, common silver 20g Common price for a kilogram of the listed trade good.
1kg, common spice 4g Common price for a kilogram of the listed trade good.
1kg, copper 2g Common price for a kilogram of the listed trade good.
1kg, flour 4c Common price for a kilogram of the listed trade good.
1kg, gold 200g Common price for a kilogram of the listed trade good.
1kg, Iron 5s Common price for a kilogram of the listed trade good.
1kg, rare metals 2000g Common price for a kilogram of the listed trade good.
1kg, rare spices 60g Common price for a kilogram of the listed trade good.
1kg, salt 20g Common price for a kilogram of the listed trade good.
1kg, tobacco 2g Common price for a kilogram of the listed trade good.
1kg, wheat 2c Common price for a kilogram of the listed trade good.
Pelt, huge or rare 4g The pelt from a huge or rare animal.
Pelt, large or uncommon 3g The pelt from a large or uncommon animal.
Pelt, small or common 2g The pelt from a small or common animal.

Slaves

The practice of slavery is considered a repugnant anachronism in most Aeldan cultures… but not all. Ossandria is the dominant slave-taking culture on the continent but Victra, Vandar, and Granden also maintain systems of forced or indentured servitude which are distinct on paper but not in practice. Where Ossandrian slaves are considered no different from property and have few opportunities to escape servitude, Victra, Vandar, and Granden all set limits on the length of time an individual can remain a slave (though they are not always well enforced).

Item Average Cost Notes
Base Cost 100g The base price for slaves in Ossandria is 100g. Suprisingly little for a human being really…
Age, 10-30 x2 Young slaves are considered ideal as they have a longer working life and are typically considered easier to tame.
Age, 30-40 x1.5 Middle-aged slaves are devalued, with less working life, more complications, and greater difficulty to tame.
Age, 40-50 x1 Older slaves are poorly valued unless they have exceptional skills.
Age, 50+ x.5 Elderly slaves are of minimal value as most die too soon to be considered worth purchasing.
Culture, Granden x1.5 Granden slaves are valued for their acceptance of the practice of slavery.
Culture, Lux x1 Luxi slaves have a reputation for being difficult to train and control.
Culture, Mujin x.5 Mujinese slaves are rarely taken and are considered a dangerous liability.
Culture, Nehep x.75 Nehepi slaves have a reputation for being difficult to train and control.
Culture, Ossandria x2 Ossandrian slaves are valued for their obedience and acceptance of the practice of slavery.
Culture, Savage x1 Savage slaves have a reputation for low skill and high aggression.
Culture, Selene x2 Selenian slaves are valued for their technical skill and are often considered prestigious.
Culture, Subin x2 Subinese slaves are valued for their beauty and the ease with which they can be controlled via addiction.
Culture, Svertan x2 Svertan slaves are valued for their hardiness and practical mindsets.
Culture, Vandar x1.5 Vandar slaves are valued for their acceptance of the practice of slavery.
Culture, Victran x2 Victran slaves are valued for their technical skill and acceptance of indentured servitude.
Health, Poor x.75 Sickly or weak slaves are devalued. (Power less than 0 or obvious illness)
Health, Moderate x1.5 Slaves in average physical condition with no obvious illness still garner a premium.
Health, Excellent x2 Fit slaves fetch a good price. (Power +1)
Skill, Low x1 Most slaves are assumed to have only simple skills and fetch standard prices.
Skill, Medium x2 Slaves with service skills or practical knowledge fetch good prices.
Skill, High x3 Slaves with trade skills or advanced knowledge fetch a higher price but are also considered more difficult to tame.
Species, Bellatori x2 Bellatori slaves are valued for their resilience and martial prowess but are considered exceedingly difficult to ‘tame’. They are primarily used for combat.
Species, Human x1 Humans are considered standard; all other species are rare.
Species, Kaeki x4 Kaeki slaves are valued for their supernatural senses but are considered frail. They are primarily used as oracles and religious sacrifices.
Species, Tamaa x5 Tamaa slaves are highly valued for their resilience and beauty. They are primarily used for sex.
Species, Tollam x3 Tollam slaves are valued for their strength and resilience. They are primarily used for heavy labour and combat.

Transport

Travel Speed Table

Type Standard Pace Hurried Pace
Foot 30km/day 50km/day
Horse 40km/day 60-80km/day
Horse Drawn Cart 40km/day 50km/day
Traction Engine 100km/day 150k,/day
Tyrn 60km/day 80-100km/day
Tyrn Drawn Cart 45km/day 55km/day
Sailing Ship 100-250km/day Not Applicable
? 400km/day 800km
  • The numbers above assume a healthy mount on flat terrain with easy weather. Distances per day decrease on difficult terrain, excessive heat or cold, poor weather, or in areas with frequent inclines. Long distance travel by animal should assume 2 days break for every 5 days travel to ensure healthy mounts. A consistently hard-ridden mount will quickly wear down. The condition of a mount affects its speed and endurance. Native breeds are often better able to handle travel conditions in a geographic area.


Crafting

Craft checks are extended checks requiring materials, space, and time. Characters looking to craft or modify a mundane item or piece of equipment roll Intellect or Grace + Craft + applicable focus skill until they reach a certain threshold for the piece. Characters can typically only roll once per week, with that roll representing the progress made during that week. A high roll represents a productive week, while a low roll might represent a challenging one. Note that certain Calling abilities allow tinkers and smiths to roll more frequently
Crafting roll values are added up until they reach the threshold.

For example: Sylla wishes to modify a piece of armour. The target for the modification is 40 so Sylla rolls Intellect + Craft + Armourer. If Sylla rolls 15 this week, 10 next week, and 15 the week after and the target is 40 she is done in three weeks. Conversely if Sylla rolls 23 and 17 it’s done in two weeks

Certain factors can add to this roll; having a smithy is a big one, having assistance is another, masterwork tools, etc.

When travelling, assuming the character has the right supplies, a check can made once per week during travel at a penalty of -3 as any effort must be necessarily split between the task at hand and the rigors of travel. Certain circumstances can mitigate this penalty such as extended rests which reduce the penalty to -1 but add 30% to the travel time of any journey. This has the expected impact on provisions, vehicle wear, and risk.

For the Storyteller

In this section you will find some tips, tricks, and recommendations on how to be a Storyteller.

Rewarding Experience
I can recommend the following mechanics for rewarding experience.

SPECIFIC MODIFIER SCHEME
Base 2 per session
+ 1 for…
Survive a fight
Defeat a foe
Make an ally/enemy
Resolve a plot-line
Independently start a plot
Explore a new location

SESSION MODIFIER SCHEME
Base 3 per session
4 for engaged session
5 for memorable session
10 for chapter change/epic session

CHRONOLOGICAL SCHEME
1 XP/hour

I suggest providing higher initial rewards during the first 3-4 sessions to help players realize any gaps in the characters build, and using this period to calibrate the XP to pacing relationship. The goal should be a balance between player advancement and difficulty, and this will be determined by your particular story, the antagonists, and the challenges you face your players with.

Other Rewards
Keep in mind the various other rewards you can give to characters as well:

  • Plot Points: If a player does something awesome, for example by engaging in excellent RP, coming up with a brilliant way around an obstacle, or otherwise making the session more enjoyable, Plot Points can be an excellent reward.
  • Material Rewards: Wealth such as coins are obvious but also, gems, art, dyes, spices, rare materials are all things a typical adventurer might acquire through their travels.
  • Gear: Artefacts, special gear, and technology are all excellent ways to reward a player, providing new abilities or options that can come with their own stories and hooks
  • Titles: A title can be officially granted or a rising rumour that the characters hear about and is a way to acknowledge the rising status and notoriety of characters and help them understand the role they’ve played in shaping the world. Official titles can come with additional privileges such as preferential treatment from guards and vendors, but they can also come with responsibilities such as expectations of service. Unofficial titles can come with their own weight and titles can always be lost based on the behaviour of the character.
  • Property: Chambers, houses, settlements, outposts, even Keeps can be an amazing reward and the start of a storyline or nexus for new plot hooks. This sort of reward should come at the end of a major story arc or at least during a period of downtime that will enable the characters to explore their new acquisition.

What Aeldos is not...
It is not a place for characters from other settings. I have nothing against fan-fiction, I’m just interested in original creations and contributions. Taking inspiration from your favourite game, movie, or book is fine, but characters should be distinct and personal, built using the ample resources provided for this setting. If you need help developing a character I am glad to help.

Aeldos is also not a place for two-dimensional power fantasies and self-insertions. Characters should start as average or slightly above average in skill and gain power by pursuing their goals and overcoming challenges in the course of play. A character can be called heroic in nature from the start, but becoming heroic in capability will take some time. It’s not that I’m against power fantasies or even self-insertion… it’s just not particularly interesting to read about an invincible genius supermodel single-handedly vanquishing every challenge they come across without a sweat.

Aeldos is not a crapsack world. It’s not exactly utopia either. It’s somewhere in between… sort of like our world. What does this mean for you? Well, you get to write about the highs and lows of humanity, but please show some care and consideration. If you write about something that others might find offensive, show some class and decorum and please warn readers. This specifically refers to violence, gore, sex, and especially any combination of the three. Accordingly, if you are sensitive to the above topics please show care when reading other peoples content. If writers tag their work and readers watch the tags everyone should be happy.

I will not tolerate intolerance. Any out of game discussion that even hints at sexism, racism, homopobia or other forms of discrimination is out. That’s not to say that the villains of Aeldos won’t indulge in it, but the cultures of Aeldos are diverse. With a few specific exceptions women are accepted in the same positions as men; Homosexuality is of little concern; and cosmetic differences in appearance are less important to most than the badges on the gear one wears. The main exception here is Ossandria; that place sort of sucks.

Players must be mature and considerate of other players. I don’t really care what year you were born in since I’ve met plenty of 50 year old juveniles, but please show respect and courtesy to others and behave.