Blacksmiths of Narsia The Narsian Blacksmiths are famous for their expertise in forging exceptional weapons and armor. Located in the kingdom of Lothen, the order draws the attention of knights and adventurers who willingly invest their wealth to obtain the finest-grade items available.
Sigil: Crossed Hammers on a Horseshoe Requirements: Blacksmithing (10), Entry Fee Entry Fee: 10.000 gold pieces
List of Abilities Lasting Forge Light Forge Trademark Quality
Lasting Forge With this skill, the Blacksmith can enchance items and offer a +1D10 Roll when it comes to Durability Checks within 3 Effective Hours.
Light Forge With this skill, the Blacksmith can reduce the Weapon Risk of an item by 1 Point once, within 5 Effective Hours.
Trademark Quality With this skill, the Blacksmith can craft items of Trademark Quality, offering 4 Enchantment Slots. The process requires 15 Effective Hours per item and comes with a Difficulty of 12 upon completion.
Blade Guardians The order of the Blade Guardians is dedicated to training warriors who champion the cause of protecting and defending the innocent, irrespective of allegiance to kings, kingdoms, or any other authorities. This historical order predominantly comprises highly skilled swordsmen known for their unwavering courage and selflessness.
Sigil: Crossed Swords on a Shield Requirements: Light Melee Weapons, Heavy Melee Weapons, Warfare (10), Blade Guardian Oath Blade Guardian Oath: The oath of the Blade Guardians renounces any allegiance or affiliations that the Guardian may have with kingdoms, rulers, or families. It binds them irrevocably to the unwavering purpose of the Order, which takes precedence above all else.
List of Abilities Blade Link Detect Guardian Sign of the Blade
Blade Link By harnessing this skill, the Blade Guardian gains the ability to manipulate their sword through telekinesis. This unique power allows them to utilize their weapon as a ranged projectile, extending its reach based on the character’s Perception.
Detect Guardian With this ability, the Blade Guardian possesses an innate sense that enables them to detect the presence of another Blade Guardian within their vicinity. This heightened perception allows them to sense the unique energy signature or aura associated with fellow Blade Guardians. Additionally, this ability transcends physical barriers and can be employed to locate the nearest Blade Guardian regardless of the distance between them.
Sign of the Blade With this ability, the Blade Guardian possesses the power to open a mystical portal and summon the aid of another fellow Blade Guardian to join them in battle or embark on a challenging quest. However, it is at the discretion of the summoned Guardian to accept or decline the call for assistance. It is important to note that utilizing this ability exacts a toll on the Blade Guardian, permanently draining 1 Grit Point from their reserves each time it is used.
Bleeding Rose The Bleeding Rose order comprises assassins who undertake deadly contracts throughout Vitallia. Each member is assigned coded messages containing information about their next target and is responsible for executing the assigned tasks with precision.
Sigil: Rose wrapped around a Dagger Requirements: Stealth, Improvised Weapons, Death Contract Death Contract: To join the Bleeding Rose, a recruit must complete a Death Contract. A target is named, and the kill must be carried out alone, with no help from the guild. Success proves loyalty and skill. Failure means death or exile.
List of Abilities Test of Poison Fast Poison Murder
Test of Poison This ability grants the character immunity to all forms of Poison. Members of the guild are expected to endure all manners of poison essences.
Fast Poison This ability enables a Guild member to carry and access three distinct Poisons of their choice at all times. These Poisons can be utilized directly in or out of combat without the need for an additional Action to prepare them.
Murder This ability enhances the potency of stealth-based attacks, granting an additional 1D20 damage (Bonus Die) to any successful strike executed while in stealth mode.
Children of the Runes The ancient Order known as the Children of the Runes is devoted to the discovery of mythical artifacts from the era of the Great War between the Gods. Their expeditions often lead them to the most perilous locations in Vitallia.
Sigil: Red Stone on a Gold Pentagram Requirements: Spellcasting, Items, History, Arcane Gift Arcane Gift: Anyone wishing to join the Children of the Runes must present a gift of significant historical and magical value.
List of Abilities Know History Detect Magical Item Higher Rune
Know History This ability grants the character the knowledge of an item’s history. They gain insights into its previous owners and the story of its origins.
Detect Magical Item By utilizing this ability, a character possesses the skill to track down magical items and navigate towards their location. To accomplish this, they rely on specific information, such as the item’s history, design, or relevant lore.
Higher Rune By harnessing this ability, a character gains the power to permanently create an additional Enchantment Slot for any item.
Runik Knights The Order of the Runik Knights is dedicated to tracking down and neutralizing spellcasters throughout the realm. Renowned for their staunch opposition to magic, they possess specialized skills and knowledge in countering arcane forces.
Sigil: Reversed Pentagram Requirements: Spellcasting, Runik Contract Runik Contract: The contract binds each prospective member to the order’s hierarchy and rules. Members are assigned contracts targeting outlawed mages within the realm, who are to be brought to justice. These contracts typically originate from wealthy patrons or powerful political figures.
List of Abilities Detect Magic Antimagic Strike Antimagic Barrier
Detect Magic With this ability, the Runik Knight can detect and track magic users within a specific radius, encompassing an entire village or small town. This heightened awareness enables them to pinpoint the presence of individuals practicing magic.
Antimagic Strike This specialized melee attack grants the character the power to dispel any active enchantments on the target. The strike not only inflicts damage but also nullifies any magical enhancements currently affecting the opponent (meaning sustained spells).
Antimagic Barrier This ability provides the character with magical damage retention, ignoring the first 20 points of magic damage received in each combat. Once the battle ends, the ability resets, allowing the character to benefit from the protection again in subsequent encounters.
Watchers of the Realm The Watchers of the Realm is a revered order comprising wise sages entrusted with the responsibility of safeguarding the harmony and equilibrium of the world. They observe the state of the realm and, when deemed necessary, take action to preserve balance among its diverse forces. Members of this order are dispersed throughout the realm, exercising great discernment and caution in determining how and when to intervene during significant events.
Sigil: Eye inside a Circle Requirements: Spellcasting, History, Dimensions, Culture, Religion, the Gray Oath The Gray Oath: The initiate must renounce all political and national loyalties. No crown, banner, or bloodline may claim their allegiance.
List of Abilities Detect Person Read Aura Messenger
Detect Person By possessing this ability, the character becomes adept at uncovering the whereabouts of any target within the realm. The Game Master provides a vague indication of the target’s location, such as a specific country or region.
Read Aura With this ability, a character gains the ability to discern and understand the statistics and characteristics of any creature that stands before them. The player can acquire detailed information about the target’s attributes and abilities.
Messenger With this ability, a Guild member can send messages using special items called Letterstones, small red orbs that reveal their contents only to the intended recipient. When touched, the Letterstone delivers the message in written or spoken form. Members can craft a Letterstone by spending 1d20 Grit Points, which replenish after rest.
The Last Sky The Order of the Last Sky specializes in hunting down and killing drakes and dragons.
Sigil: Dragon Head pierced by Dagger Requirements: Monsters, Mechanics, Tracking, Light Melee Weapons, Heavy Melee Weapons, Warfare (10)
List of Abilities Detect Dragonkin Dragon Hunter Dragon Slayer
Detect Dragonkin By possessing this ability, the character gains the skill to track down drakes and dragons within a wide area or region (3 World Hexes). They can discern and interpret various signs left behind by these creatures, such as tracks, behavior patterns, and other distinctive elements. This expertise enables them to effectively locate and pursue drakes or dragons in their vicinity.
Dragon Hunter With this ability, the character gains the advantage of dealing double damage when using physical weapons in encounters with drakes and dragons.
Dragon Slayer With this ability, the character gains the advantage of dealing triple damage when using physical weapons in encounters with drakes and dragons.
The Touch The Order of Touch comprises itinerant Healers who provide their aid and expertise to those in desperate need. Their primary focus lies in tending to the wounded victims caught in the aftermath of large-scale wars and conflicts.
Sigil: Blade wrapped in Band-Aids Requirements: Medicine (5), Healer’s Oath Healer’s Oath: The Healer’s Oath binds members to aid the wounded without bias or payment. The guild is funded by noble patrons.
List of Abilities Healing Touch Combat Healer Master Healer
Healing Touch With this ability, the Healers of the Order of Touch possess a healing touch that grants them enhanced restorative abilities. Whenever they perform any healing-related actions or rolls, they receive a significant bonus of +1D10 (Bonus Die).
Combat Healer With this ability, the character gains the capability to perform a restorative action during combat, allowing them to heal X points of damage (Range 1, Risk 1). This healing action can be executed swiftly and efficiently, providing immediate recovery to the character or their allies in the midst of battle.
Master Healer With this ability, the character performs all healing-related tasks in half the usual time. Whether tending wounds, administering first aid, crafting remedies, or providing care, their efficiency sets them apart.
Psychotherapy Order of Therapons
(The Psychotherapy has two components. The first is the immediate bonuses and the second is the treatment of insanity methodology. The second component is a role-playing tool for NPCs since its use by a PC means that he’s going to miss one or more sessions. The Triadic Mastery is not a legacy developed early in a mage’s life. It’s esoteric knowledge into which one grows as he advances into his spellcraft.)
Only healers of the Order of Therapons may acquire this legacy. The prerequisites for this legacy are the 5 initial skills of the Order of Therapons Archetype.
You choose one of these two benefits: You are immune to Insanity. You gain 1 Spell from the Core or Theurgy schools of level 1-3. You do not need a Spellbook to learn this spell.
You may treat an individual - a Madman - who is permanently insane. The GM either assigns Insanity points to the Madman from 20 to 200 according to the severity of his insanity or he rolls 1D10 x 20. You may remove 1 point of Insanity per effective hour. You cannot remove more than 20 Insanity points in any one-month period. If you have the aid of a Core or ESP Sorcerer, who also invests effective hours in the Madman’s treatment - or if you are such a sorcerer yourself - then you may remove 2 Insanity points per effective hour (combined in the case of you and another sorcerer.) At the end of each month under your care, the Madman rolls a Vigor roll and if he fails, he adds 1D20 Insanity points (he may not exceed his maximum). If you force the Madman into a fitness regime that includes hard labor, cold baths, rigid discipline in his daily routine, exposure to cold and heat and intermittent fasting, he adds +2 categories to his Vigor when he rolls at the end of each month. Triadic Mastery Triadic Discipline
In order to learn this legacy, the Mage has to be at least 3rd Experience Level. The Mage chooses one Spell and one shape among Bolt, Barrier and Armor. When they cast the chosen spell with the chosen shape they may also affect a second target.
Eldan Sorceries Skills are unlocked sequentially Eldan Sorceries are specialized branches of Eldan Magic that enable a sorcerer to access more potent and refined variations of spells aligned with their existing expertise. Each sorcery spell operates within the framework of Eldan Magic, adhering to its established Shapes and rules. Due to their unique structure and combined requirements, Insignia are incompatible with Eldan Sorceries.
Triptych Mystical Discipline This discipline was created by the Triadic Disciples and the few books that contain it are in Medai hands. This domain contains only 4 spells because the requirements are so strict that it’s all but impossible for most disciples to advance beyond the 4th spell which already is a great achievement. Still, the Triadic masters do refer to spells beyond the Defilement. Such secrets are contained in apocryphal books. This is a demanding discipline and there are additional requirements for each spell.
Regeneration Requirements: Core (1), Death (1), Earth (1) Risk: 1 Shapes: Bolt, Barrier, Armor, Chain Resistance: - Size Limit: - Effect: The recipient recovers +1D10 Grit and cannot exceed his maximum. He must be in contact with the ground and have at least 1 Grit when affected.
Regeneration Breakdown by Shape Bolt: A single target recovers Grit, for as long as the caster sustains the effect. Barrier: Recover Grit upon being attacked, regardless of success. Armor: Recovers Grit automatically upon success, when attacked, for as long as the caster sustains the effect. Chain: Up to 4 targets recover Grit, for as long as the caster sustains the effect.
Grave Maw Requirements: Core (2), Death (2), Earth (2) Risk: 2 Shapes: Bolt, Blast, Wall, Wave Resistance: Reaction Size Limit: Yes Effect: A chasm opens under the target and they must spend an Action and roll a Climbing check (5) to escape. At the end of each round, the target suffers a 1D10 Bonus Die psychic damage as they are tormented with visions of being buried alive. If they drop to 0 Grit while so entrapped, they suffer -2 to their Withering roll. If they die, the earth swallows them and they are buried at a depth of 2 metres.
Grave Maw Breakdown by Shape Bolt: A single target is trapped, for as long as the caster sustains the effect. Blast: Entrapment and psychic damage for multiple targets within blast area, for as long as the caster sustains the effect. Wall: Entrapment and psychic damage to multiple targets within wall area, for as long as the caster sustains the effect. Wave: Entrapment and psychic damage to multiple targets within wave area, for as long as the caster sustains the effect.
Preservation Requirements: Core (3), Death (3), Earth (3) Risk: 3 Shapes: Barrier, Armor, Veil, Chain, Ring Resistance: - Size Limit: - Effect: This spell protects all living creatures within its area of effect against any attack by raising a field of force. The caster must stand on the ground, else the spell has no effect. The field is transparent and does not prevent line of sight. The field of force has 50 Grit and it collapses after it receives enough damage from inside or outside with remaining damage affecting targets normally.
Preservation Breakdown by Shape Barrier: Reduce damage when attacked. Armor: Reduce damage when attacked, for as long as the caster sustains the effect. Veil: Reduce damage when attacked. The attack must originate outside the veil area. Chain: Reduce damage when attacked for up to 4 targets, for as long as the caster sustains the effect. Ring: Reduce damage when attacked for multiple targets within ring area, for as long as the caster sustains the effect.
Defilement Requirements: Core (4), Death (4), Earth (4) Risk: 4 Shapes: Wall, Wave, Ring Resistance: Vigor for creatures, nil for structures Size Limit: - Effect: Every living thing within the area of effect withers and dies and natural structures rot or break down. Animals die, plants rot and other creatures suffer the effects of Drain and Wither at the same time. Structures made of wood, clay, stone or other natural materials, collapse if the spell is sustained long enough. The caster must be careful to avoid being buried under rubble. The earth in the affected area dissolves to dust and forms a crater - the caster does not fall or fall prone and retains their footing. Lastly, items not carried by the caster and made of natural materials - weapons, clothes, gems, coins, etc. also break down to dust. Enchanted items are destroyed if they fail a Durability (6) check. Artifacts or Relics are unaffected.
Defilement Breakdown by Shape Wall: Defilement against multiple targets and structures within wall area, for as long as the caster sustains the effect. Wave: Defilement against multiple targets and structures within wave area, for as long as the caster sustains the effect. Ring: Defilement against multiple targets and structures within ring area, for as long as the caster sustains the effect.
Domain Variations Medai mystics have a racial predisposition towards arcane archetypes that supersede the standard expressions of magical power in certain advanced domains. These predispositions are called domain variations and for the Medai they are as follows.
Shapeshifting Advanced Domain The 1st Level Horse Form is replaced by the Python Form. The 6th Level Giant Spider Form is replaced by the [Giant Snake] Form and the Shapeshifter chooses either Queen Cobra or Horned Rattler. The 9th Level Giant Form is replaced by the Titanoboa Form.
Summoning Advanced Domain The 4th Level Summon Giant Spider is replaced by the Summon [Giant Snake] and the Summoner chooses either Queen Cobra or Horned Rattler.