recursal/Fanatic-Fandom huggingface dataset:
Armorsmith

Category: P

Limitation: PPD

Access to Level 1 Novice Armorsmith recipes. Select one recipe from the level one Armorsmith list when gaining this rank in this skill. ====

==== Special Use: Basic Repair

Category: A

Limitation: U

Description: Takes 10 minutes to repair a broken or damaged set of armor. ====

### Level 2 - Apprentice

==== Practical Use - Apprentice

Category: P

Limitation: PPD

Access to Level 2 Apprentice Armorsmith recipes. Select one recipe from the level two Armorsmith list when gaining this rank in this skill. ====

==== Special Use: Intermediate Repair

Category: A

Limitation: U

Description: Takes 5 minutes to repair a broken or damaged set of armor. ====

### Level 3 - Journeyman

==== Practical Use - Journeyman

Category: P

Limitation: PPD

Access to Level 3 Journeyman Armorsmith recipes. Select one recipe from the level three Armorsmith list when gaining this rank in this skill. ====

==== Special Use: Reinforce

Category: A

Limitation: TDL

Description: Take 5 minutes to reinforce a set of armor allowing a person an additional point of armor that may be repaired for 30 minutes. ====

### Level 4 - Master

==== Practical Use - Master

Category: P

Limitation: PPD

Access to Level 4 Master Armorsmith recipes. Select one recipe from the level four Armorsmith list when gaining this rank in this skill. ====

==== Special Use: Repair

Category: A

Limitation: U

Description: Takes one minute to repair a broken or damaged set of armor. ====

### Level 5 - Grandmaster

==== Practical Use - Grandmaster

Category: P

Limitation: PPD

Access to Level 5 Grandmaster Armorsmith recipes. Select one recipe from the level five Armorsmith list when gaining this rank in this skill. ====

==== Special Use: Quality Work

Category: A

Limitation: U

Description: Due to your intimate knowledge of your own armor, any of your own armor that you use may be used with an additional point of armor, they also can not be pierced when in used by you (I.E. The Armor Pierce Tagline). Further any enhancements given to your armor while you make use of it, has the duration of that effect doubled, including making single strike absorption effects happen twice. ====

## Armorsmith Recipes

The recipes below are available to be replicated and learned.

Level 1:
Gideon Gryz

**Gideon Gryz** *(ang. Gideon Grey)* - dużo starszy od Nicka lis. Mieszkaniec Szarakówka. W wieku dziecięcym zaatakował on Judy Hops, gdy ta próbowała przeszkodzić jemu i jego przyjacielowi w odebraniu biletów od słabszych dzieci. Pod koniec filmu okazuje się, że Gideon prowadzi najlepszą cukiernię w okolicy, a także jest jednym z lepszych współpracowników i przyjaciół państwa Hops.

## Wygląd

Gideon jest dorosłym, niskim lisem, o nieco otyłej sylwetce oraz dużych, niebieskich oczach. Posiada krótką, puszystą i miękką sierść w kolorze rudym z ciemnobrązowymi elementami na łapach, uszach oraz ogonie, a także kremowymi na pysku i wewnętrznej części uszu. Na głowie posiada dość charakterystyczną kępkę sierści, mającą imitować włosy, uczesaną na boki.

Na początku filmy nosi on zwyczajne spodnie dżinsowe na szelkach i niebieską koszulkę. Pod koniec natomiast ma na sobie koszulę w kratkę, dżinsowe spodnie oraz różowy fartuch z obrazkiem uśmiechniętej szarlotki.

## Charakter

W pierwszych scenach wydaje się być bardzo agresywny i pewny siebie, a także stara się dominować nad słabszymi ofiarami. Kpi również z idei, w które wierzy mała Judy. Pod koniec diametralnie się zmienia. Staje się spokojniejszy i zrównoważony. Przeprasza także Judy za głupie zachowanie sprzed lat.

## Ciekawostki

* Animatorzy Disneya wzorowali się filmem *Robin Hood* projektując jego postać.
* Kiedy był dzieckiem końcówka jego ogona była biała, gdy widzimy go jako dorosłego jest ciemno-brązowa.
* Jest jedynym lisem występującym w filmie oprócz Nicka Bajera i jego mamy.
* Jego włosy odzwierciedlają włosy jednego z lektorów Byrona Howarda.
Mariner

Category: P

Limitation: U

Description: You can pilot ships. If the ship you are piloting is capsized you can make a Skill Check to negate the effect. ====

==== Special Use: Rope Master

Category: A

Limitation: TDL

Description: You can secure a single person or door/chest/etc, closed with rope. These knots can only be undone by someone with Mariner at the same level or higher. ====

### Level 2 - Apprentice

==== Practical Use: Sea Legs

Category: P

Limitation: U

Description: You may ignore any naturally occurring knockdown effect. Tagline: Resist. ====

==== Special Use: Pinpoint Location

Category: INF

Limitation: U

Description: You may find your exact location with the use of a sextant and map, allowing you to figure out how far you are from any given, known, location. ====

### Level 3- Journeyman

==== Practical Use: Belay That

Category: P

Limitation: U

Description: Your knowledge of ships, and occasionally pirate raids have made it where you have learned to pick up most smaller clubs and similar weapons and use them as you would any other weapons you know how to use. These weapons are not required to be tagged and may only be a dagger in length. ====

==== Special Use: Safety Line

Category: A

Limitation: TDL

Description: You can secure a small group (five or less) together with a secure, climbable rope. All personnel tied together are able to fight, explore, and assist each other in case of a fall. ====

### Level 4 - Master

==== Practical Use: Call the Gale

Category: P

Limitation: U

Description: Your knowledge of air patterns and the like, allow you to change course of ships or other such things with little trouble. Further you are able to increase the damage of all personal non-magical projectiles by +1. ====

==== Special Use: Small Quarters

Category: P

Limitation: U

Description: Due to a number of fights in close quarters over your time as a sailor, you have learned how to make your strikes count. While in any enclosed area such a building, cave, or small deck space, you may add +1 to any type of damage. ====

### Level 5 - Grand Master

==== Practical Use: Ride the Hurricane

Category: P

Limitation: U

Description: Having been battered by a number of storms over the years, you are now immune to any natural or elemental weather related effects. (Lightning, drowning, wind, etc.) ====

==== Special Use: Call the Storm

Category: P

Limitation: TDL

Description: With one minute of concentration, you are able to call up the furies of the storms to aid you. After one minute of chanting and similar activities you may throw a number of White packets equal to your TSL with the Tagline: Natural Invoke Lightning 5. ====
Wandering Bitches Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started! Feel free to edit topics, especially if they relate to your character and if you wish to correct any of the generous assumptions that I have made about your characters below.

## Wandering Bitches

Who are these bitches? All's we've had are rumors but so far I hear that there's

Callie the Dog. A dog who loves to hide and hides to love.

Gardon of Talenta Stone cold crazy mother-fucker. Good at killing. Bad at being people.

Max Power! He's the man, Whose name you'd love to touch! But you mustn't touch. His name sounds good in your ear, but when you say it, you mustn't fear! Cuz his name can be said by anyone!

Almerahd Deneith. A member of the Sentinel House. Good at guarding, better at death from above.

Sige A half orc. Speaks common with a Marchian accent. Doesn't understand why you all are being so damn nosy.

Gavin ir'Dain: overly educated playboy Sharnese barrister and the presumptive heir to the the Earl of Moonwatch

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Botany

*Note: Gardens must be phys repped in play. This may be done with some fake plants, small pots and small fencing or other means.*

### Level 1 - Novice

==== Practical Use: Simple Garden

Category: P

Limitation: PPD

Description: You are able to garden common herbs, making it where you may make a copy of common herbs at 1 PPD each. ====

==== Special Use: Weathered

Category: A

Limitation: TDL

Description: With one minute of talk about hardships endured from the elements to do you work in the fields, you may grant yourself a two point skin and others listening a one point skin. Tagline: Voice Effect: 1 point Skin. ====

### Level 2 - Apprentice

==== Practical Use:Small Garden

Category: P

Limitation: PPD ====
Description: You are able to garden uncommon herbs, making it where you may make a copy of uncommon herbs at 2 PPD each.

==== Special Use: Herbalism

Category: A

Limitation: U

Description: You are capable of identifying herbs and picking them. ====

### Level 3 - Journeyman

==== Practical Use: Garden

Category: P

Limitation: PPD

Description: You are able to garden rare herbs, making it where you may make a copy of rare herbs at 3 PPD each. ====

==== Special Use: Tendrils

Category: A

Limitation: TDL

Description: You carry a bit of specialized fertilizer, making it where you can cause your enemies to have their legs bound in place when you throw it. 1 white packet delivered Tagline: Invoke Bind. ====

### Level 4 - Master

==== Practical Use: Pesticide

Category: A

Limitation: U

Description: Such is your fervor for defending your plants that creatures that would be considered a threat to your garden you call an additional +2 points of damage on any attack against them. ====

==== Special Use: Direct Growth

Category: A

Limitation: TDL

Description: You have improved a bit on the technique of your fertilizer such that you may now use it totally entangle a foe. 1 packet delivered Tagline: Invoke Entangle. ====

### Level 5 - Grand Master

==== Practical Use: Bramble Patch

Category: A

Limitation: TDL

Description: With a minute of preparation you are able to coax the growth of a bramble thicket making it where any who enter into it are ensnared in place and must be freed from them, causing them to also take a point of damage to every location. (You must lay out an enclosure with rope with a max diameter of fifteen feet as part of your preparation. To be freed from the thicket will take 10 seconds of another cutting you free, but once freed you are able to finish crossing the thicket with no issue. Must be used on dirt, not inside a building.) ====

==== Special Use: Commune with Plants

Category: A

Limitation: OPE

Description: You are able to speak with the very plants themselves, garnering information from them of what is near and occasionally being granted aid by the plants themselves. Further due to the natural empathy you share with plants if you are cut down while outside, you will be accelerated after one minute of bleeding, due to plants taking steps to save you. ====
Architect

Description: You can find hidden doors/identify unstable areas of a damaged structure to determine safe passage/read blueprints. Your success is determined by your TSL versus the difficulty of the area. ====

==== Special Use: Leverage
Category: A
Limitation: U
Description: You can break down a door or other opening, using leverage/weakness of structures/etc. (Takes 1 minute of uninterrupted work for every two levels of difficulty as rated by Marshal.) ====

### Level 2 - Apprentice

==== Practical Use: Uncover
Category: INF
Limitation: U
Description: You can find hidden safes/compartments, trap doors/passages by sighting unleveled areas and blueprint discrepancies. Your success is determined by your TSL versus the difficulty of the area. ====

==== Special Use: Barricade
Category: A
Limitation: U
Description: Utilizing existing features to fortify a door/opening against entrance/exit by normal means. (Both sides of barricaded door must be marked in tape with a large noticeable "B", along with your TSL.) ====

### Level 3 - Journeyman

#### Practical Use: Reveal

Category: INF

Limitation: U

Description: You can find hidden rooms using blueprints or angles/measurements, determine flaws in building and implement blueprints. Your success is determined by your TSL versus the difficulty of the area.

==== Special Use: Conceal Item
Category:A
Limitation: U
Description: You can install a premade concealed safe or access an enclosed/hidden area to keep valuables out of sight. (Both sides of concealed safe/hidden door must be marked in tape with a large noticeable "C" along with your total TSL.) ====

### Level 4 - Master

==== Practical Use: Bottleneck
Category: INF
Limitation: U
Description: You can find the best place for an offense/defense within a building or structure with the use of blueprints or angles based on line of sight. ====

==== Special Use: False Wall
Category: A
Limitation: U
Description: You can design/layout a concealed area in which to hide. Area must be clearly marked out in the building with tape no more than 4'x4', with the marking of an "F" and your TSL. Must have the help of an artisan to build the room. ====

### Level 5 - Grand Master

==== Practical Use: Urban Development

Category: INF

Limitation: U

Description: May examine a large settlement for information regarding storage houses, population, artifacts, and strategic layout. ====

==== Special Use: Internal Security
Category: A
Limitation: U
Description: You can install resettable traps such as snares, pits, spikes and other stationary traps. Each trap takes one downtime action to set up, limited by building size on number of traps. ====
Rangecraft

Category: P

Limitation: PPD

Access to Level 1 Novice Rangecraft recipes. Select one recipe from the level one Rangecraft list when gaining this rank in this skill. ====

==== Special Use: Basic Repair

Category: A

Limitation: U

Description: Takes 10 minutes to repair a broken rangecraft item. ====

### Level 2 - Apprentice

Practical Use - Apprentice

Category: P

Limitation: PPD

Access to Level 2 Apprentice Rangecraft recipes. Select one recipe from the level two Rangecraft list when gaining this rank in this skill. ====

==== Special Use: Intermediate Repair

Category: A

Limitation: U

Description: Takes 5 minutes to repair a broken Rangecraft item. ====

### Level 3 - Journeyman

Practical Use - Journeyman

Category: P

Limitation: PPD

Access to Level 3 Journeyman Rangecraft recipes. Select one recipe from the level three Rangecraft list when gaining this rank in this skill. ====

==== Special Use: Enhance

Category: A

Limitation: TDL

Description: Take 5 minutes to enhance a rangecrafted item allowing a person to call an additional point of damage for 10 minutes. ====

### Level 4 - Master

Practical Use - Master

Category: P

Limitation: PPD

Access to Level 4 Master Rangecraft recipes. Select one recipe from the level four Rangecraft list when gaining this rank in this skill. ====

==== Special Use: Repair

Category: A

Limitation: U

Description: Takes one minute to repair a broken rangecrafted item. ====

### Level 5 - Grandmaster

Practical Use - Grandmaster ====
Category: P
Limitation: PPD
Access to Level 5 Grandmaster Rangecraft recipes. Select one recipe from the level five Rangecraft list when gaining this rank in this skill.

==== Special Use: Knowing Hand

Category: A

Limitation: U

Description: Due to your intimate knowledge of your own items, any of your own items that you use, may be used with an additional point of damage, they also can not be broken when in your hands. Further any enhancements given to your items while in your hands, have the duration of that effect doubled, including making single strike effects happen twice. ====

## Rangecraft Recipes

The recipes below are available to be replicated and learned.

Level 1:
Animal Training

Category: A

Limitation: TDL

Description: You can tame and train most animals to listen to one word commands; guide and herd livestock animals to grazing fields/etc. Because of your skill you can force one strange animal to obey a one word command. Tagline: Command. ====

==== Special Use: Lull

Category: A

Limitation: TDL

Description: You can cause a single animal to fall asleep by gazing at it for one minute while humming. (Tagline: Sleep) This may be used in conjunction with the Advantage: Animal Empathy. ====

### Level 2 - Apprentice

==== Practical Use: Trainer

Category: A

Limitation: TDL

Description: You can interpret the actions of animals to detect aggression and curiosity. You can also train most animals to obey moderate commands/tricks. Because of your skill, you can force one strange animal to obey a three word command. Tagline: Command. ====

==== Special Use: Guardian

Category: A

Limitation: U

Description: You can persuade tamed animals to defend/guard/protect a house. When using this, you must list - "Animal Guardian"- on your cabin notes. You will then get 1 minute of advanced warning, usually in the form of loud barking, from a Marshal in the event of a cabin raid. ====

### Level 3 - Journeyman

==== Practical Use: Compel

Category: A

Limitation: TDL

Description: Your skill with animals is no longer confined to one creature. You can cause a flock to turn and run, or calm a herd out of a stampede. Because of your skill you can force an entire herd of animals to obey a one word command. Tagline: Voice Effect: Animal Command. ====

==== Special Use: Scout

Category: INF

Limitation: U

Description: You can use a single animal to act as a scout, causing it to come and give warning in case of a large incoming danger. ====

### Level 4 - Master

==== Practical Use: Staredown

Category: A

Limitation: U

Description: Your mien and posture in dealing with animals is such where you can stop almost any animals cold in it's tracks if not making it flee. Tagline: Staredown. ====

==== Special Use: Familiar

Category: A

Limitation OPD

Description: You have trained your guardian to such a degree that once per day you may bring it with you into combat for 30 minutes. This creature is bound to protect you and guard you, making things possibly dangerous should you be harmed. Further should the animal perish you must take one downtime action to retrain your guardian, losing advantage of the Scout and Guardian ability listed earlier for the event lost. ====

### Level 5 - Grand Master

==== Practical Use: Commune with Animals

Category: A

Limitation: U

Description: Your knowledge of animals is such that you may communicate with them with ease as you would most other sentient creatures. Further, at the beginning of every event Plot will communicate with you to make you aware of the type and temperament of animals you encounter that event. ====

==== Special Use: Turn

Category: A

Limitation: OPD

Description: You are capable of turning an animal into your avid guardian, making it where regardless of the creature's previous loyalty, it will now serve you. ====
The Crafter

## Names

The Crafter

The Craftsman

## The Four Stewards

The Four Stewards were known in ancient times prior to the fall of magic to be individuals of nigh on infinite power who watched over the wellbeing of Othonia in various ways, each corresponding to a season of the year when their powers were the strongest. The Stewards belong to the seasons - and the seasons to them - as follows: The White Lady (Winter), **The Craftsman** (Spring), The Huntress (Summer) and the Black Lord (Autumn).

## History

The Crafter, however, is rarely referenced at all.

Nearly all references to the Stewards stop around the fall of magic around one-thousand years ago. One phrase that does crop up often enough when they are mentioned - both before and after the fall of magic - reads as follows:

> "Qui autem electionem eligendum. Qui non solum electio crudelitate nusquam appareant crudelitate, sed nec ob benevolentiam faciunt speciem species suas".
>
>

The phrase is written in Ancient Miu, and after a few days of work, you translate it to mean:

> "Those who have a choice must choose.  Those who have no choice may never act in cruelty simply for the appearance of being cruel, but neither may they act in kindness simply for the appearance of being kind."
>
>

## Interaction

"The Crafter has his research facility separate from the mortal realm, and rarely leaves. As such, contact with him is severely limited and indirect. He is a Grand Master of all crafting skills known to mortals. One may earn his favor and seek instruction from him to hone their skills. Miu, specifically, *must* have permission directly from The White Lady in order to apprentice, as they are under her protection."

-M, 1714
Homecrafter's Guild

## Artificer, Culinary Arts, Outfitter

Home is where the hearth is; where civilizations are founded, and where the fires of a nation burn brightest. Homecrafters form the base pillars of society, yet are often overlooked. They are the unsung heroes in every village that create the items for the comforts of everyday life.

Regional Headquarters: Tecuanitzl

Racial Callings: Cochotl

Areas of Influence: Artificer, Culinary Arts, Outfitter

Expectations:

Level 1: Innovation and advancement are your blood and bone; add to the knowledge of your field and discover new ways for making life better.

Level 2: Spread the comforts of home and civilization to all corners of the world.

Level 3: In the wake of disaster; come forward, rebuild that which has been destroyed and create a better future.
The Dreaming

"A realm of its own rules, merits, and flaws. One does not walk through the Dream lightly, where you can easily lose your way. I've stopped trying to make sense of things here long ago."

-M, 1715

## Crossing into the Realm

Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.  If you are preparing to enter another realm, you must Concentrate for one minute and then include a Three Second count to crossover.  "Going into the Dreaming 1, Going into the Dreaming 2, Going into the Dreaming 3." ***If any spell effects, packet or otherwise, melee attacks, or skills effect you during this count, the crossover fails and you MUST remain in the current realm.***
Tinker's Guild

## Alchemy, Engineering, Gunsmith

Tinkers take the ordinary and make it extraordinary and bizarre. This is done to advance science and bring about wondrous new technologies. Change is a constant to the tinker, and they are always trying to create something bigger, better, faster, and newer. Sometimes their advancements are quiet and subtle, they are game changing inventions. But more often than not they are not; their inventions are resounding sounds of thunder and fire. Tinkers ultimately have to realize that the field they are in is not only cutting edge, but also perilous. The tools they create today can have a lasting impact for good or for ill on society. Or as a great safe once said; "No boom today, always boom tomorrow."

Regional Headquarters: Amari'z

Racial Callings: Humans

Areas of Influence: Alchemy, Engineering, Gunsmith

Expectations:

1: You are the vanguard of forward thought, embrace change and be a pioneer in your field.

2: Create real progress in your lifetime; strive to invent new technology that will advance society.

3: The resounding sound of your order is a cacophony of ideas; be the brave soul that can bring order to this chaotic discord.
Athlete's Guild

## Acrobat, Fortitude, Strongman

Viewed as advanced specimens, Athletes have mastered the physical arts. Through rigorous training, the athlete attempts to balance the points of union between speed, agility, fortitude, strength and grace. Their ultimate goal is to achieve what appears to be physically impossible.

Regional Headquarters: Unknown (Rhukichii)

Racial Callings: Miu

Areas of Influence: Acrobat, Fortitude, Strongman

Expectations:

1: Never stop mastering your skills.

2: Show courtesy and respect to all regardless of physical ability.

3: Always be willing to lend a hand with a task that can showcase your prowess.
Engineering

Traps may be viewed plainly by anyone.  Traps may only be disarmed by someone with the item Trap Kit or Improvised Trap Kit.  These items require Engineering 2 or Outfitter 3 to use.

### Level 1 – Novice

==== Practical Use: Gearwork

Category: P

Limitation: PPD

Description: Access to Level 1 Novice Engineering schematics. Select one schematic from the level one Engineering schematic list when gaining this rank in this skill. ====

==== Special Use: Identify Schematic

Category: INF

Limitation: U

Description: With five minutes of study you can identify the general purpose if not the exact use of an unfamiliar schematic. ====

### Level 2 – Apprentice

==== Practical Use: Lesser Devices

Category: P

Limitation: PPD

Description: Access to Level 2 Apprentice Engineering schematics. Select one schematic from the level two Engineering schematic list when gaining this rank in this skill. ====

==== Special Use: Rework Schematic

Category: INF

Limitation: U

Description: With 10 minutes of work you can complete a damaged or unfinished schematic. Occasionally results may vary. ====

### Level 3 – Journeyman

==== Practical Use: Greater Devices

Category: P

Limitation: PPD

Description: Access to Level 3 Journeyman Engineering Schematics. Select one schematic from the level three Engineering schematic list when gaining this rank in this skill. ====

==== Special Use: Reverse Engineer

Category: INF

Limitation: U

Description: With a downtime (IBGA) you will be able to recreate a schematic for a device based around the device you take apart and study to learn how to make. ====

### Level 4 – Master

Practical Use: Clockwork
Category: P
Limitation: PPD
Description: Access to Level 4 Master Engineering Schematics. Select one schematic from the level four Engineering schematic list when gaining this rank in this skill.

==== Special Use: Improve Schematic

Category: INF

Limitation: U

Description: You are capable with research, experimentation and time, of improving upon an existing schematic, giving a device better or even new capabilities. ====

### Level 5 – Grand Master

==== Practical Use: Sublime Creation

Category: P

Limitation: PPD

Description: Access to Level 5 Grand Master Engineering schematics. Select one schematic from the level five Grand Master Engineering schematic list when gaining access to this rank in this skill. ====

==== Special Use: Create Schematic

Category: INF

Limitation: U

Description: You are capable of designing new and engaging schematics through the use of research, time and experimentation. The amount of time needed to create will vary depending upon the complexity of the schematic. ====

## Engineering Recipes

The recipes below are available to be replicated and learned.

Level 1:

Door Bar

Fly Trap

Simple Lock
Mist Walkers

Legendary creatures. Myths come from each continent of those who walk within the mist. Origins unknown. Masterful potions crafters. Healers. Hermits. Night-dwellers. No direct contact with mortal races for over 1000 years. Developed own Magic and language, though some speak the Common Tongue.

## Locations

Mist Walkers can be found on each continent, preferring the high mountain ranges, which affords them the most isolation from mortal races. Fur colors show regional variation.

## Contact

Mist Walkers do not engage in direct contact with mortal races, as they resoundingly do not trust them. It is untested if a magical Whispered Message will reach them, as verbal communication is not always their way. Ritualistic offerings have been left at the mist's edge and been accepted.

## Nightwalkers

Mortal enemy. Mist Walkers seek balance within the world, and fight a constant battle against the spread of corruption.

## Stories

How the Moon was able to touch the Sun, but only just once and yet on that day all injuries no matter how old or how bad were healed throughout the world, and it was the one day every person knew peace.
Soul

Essence within every sentient creature. Once the body dies, the soul passes into the Spirit World by way of the Ferryman.

## Corruption

Many spells, items, rituals, and personal actions have the capability of adding Corruption to one's soul. This taint makes one more susceptible to ill effects.

## Purification

Many spells, items, and rituals have the capability of removing Corruption and its lasting negative effects. These methods are typically associated with Light Magic and Jade materials.

Those with a resilient Pure Soul are inherently good people - pure of heart, with unshakable faith in what they know to be the right course of action. Despite all odds, they seem to never lose hope, and never give up on their friends, even in the darkest hour when all seems lost. As such, they can become easily identified targets for corrupted creatures or items.

## Destruction

Certain spells of the true Infernalist magic have the ability to damage a soul. The spell is called, "Shatter Spirit."

## Healing

> "There are no known successful ways to repair a damaged soul, other than returning it to rest in the River."
>
>

-The White Lady of Bones, 1715
Physician's Guild

## Apothecary, Psychology, Surgeon

Oath bound to aid the sick and the wounded, the physician's guild deal with the broken, the injured, and the dying. Viewing diseases as the true enemy, the Physician's Guild attempts to rise above petty politics and international borders. To their eyes all life is sacred and the quality of life is of paramount importance. Anything that destroys life, corrupts the soul, or poisons the mind is viewed as anathema.

Regional Headquarters: Ejheria

Racial Callings: Cochotl, Miu

Areas of Influence: Apothecary, Surgeon, Psychology

Expectations:

1: See no evil. A physician does not see age, nature, race or nationality; instead he only sees a creature in need. Render treatment to all equally regardless of their origins.

2: Hear no evil. Words spoken between you and your patient are held in the utmost confidence. Never betray this trust and be willing to take these secrets to the grave.

3: Do no evil. By action or inaction a physician will harm none. Anyone seeking medical help will not be turned away, nor will their care be abandoned.
Warcrafter's Guild

## Armorsmith, Rangecraft, Weaponsmith

Amongst the oldest of professions, war crafters hold the balance of life and death in their hands. Their creations determine victory or defeat on the battlefield. The true smith pours his entire heart and soul into all of his creations. Laziness and slovenliness then become the true enemies. For the shoddy warcrafter can cause more harm than the sharpest of weapons.

Regional Headquarters: Vikaa'ra

Racial Callings: Ragna'ar

Areas of Influence: Armorsmith, Rangecraft, Weaponsmith

Expectations:

1: You are the last bastion of tradition and contemporary values. Hold onto the wisdom of your forefathers and share their wisdom with the younger generations.

2: Your forge is your temple; keep the fire bright, your tools sharp, and ensure that all your creations are made to the highest standards.

3: Never forget that you hold people's lives in your hands. Your heritage such that it is a solemn affair and a closely guarded birth rite. Treat the wisdom of the forge with the reverence and respect it deserves.
Shadow Magic

# Shadow

Shadow is a magic school that focuses on self protection and Concealment.  Packet delivered Shadow spells require purple packets.

#### Circle 1

**Misstep**

Packet delivered Knockdown effect. Target must kneel for 10 seconds and must take a 3-count to get back up.

**Snuff Light**

Remove a single Light Source.

**Intimidate**

Packet delivered Intimidate effect. Lasts 10 seconds. Target must flee from the caster. If the target is unable to physically flee, they must cower or hide.

**Shade**

Camouflage for the caster only. Cannot move or carry items while under the effects of this spell. Lasts until gesture is dropped or the caster is revealed.

**Night Sight**

Touch activated. Enhanced Sight and Immunity to Knock Out. Effects are only at night or in darkness.

#### Circle 2

**Blind**

Packet delivered Blind effect. Lasts 10 seconds. Target cannot see and can take no action other than fending off a Killing Blow.

**Aura Shroud**

Touch activated. Call "no Effect" to Aura Sight.

**Shadow Wall**

Must be continuously held by concentration by the caster. 5ft long barrier and must be Phys Repped. Anyone who crosses the barrier takes 10 second Blind effect.

**Conceal**

Camouflage the target. Target cannot move or carry items while under the effects of this spell.

**Lesser Shadow Skin**

Triggered Shadow Dart on next Source of Damage.

#### Circle 3

**Displacement**

Touch activated. Target can call Dodge in the darkness or at night. Does not stack.

**Cloak of Shadows**

Triggered Conceal on next Source of Damage.

**Greater Concealment**

The caster grants themselves Greater Conceal. Cannot move or carry items while under the effects of this spell. Lasts until gesture is dropped or the caster is revealed.

**Guardian of the Night**

Adds + 1 to TDL for all Thieves Guild abilities. This spell does not stack, and is caster only.

**Fear**

Packet delivered Fear effect. Lasts 1 minute. Target must flee from the caster. If the target is unable to physically flee, they must cower or hide.
Air Magic

# Air

Air is a magic school that focuses on Movement and Combat.  Packet delivered Air spells require yellow packets.

#### Circle 1

**Silence**

Packet delivered Silence effect. Lasts 10 seconds where target cannot speak or cast spells.

**Drop**

Packet delivered Disarm effect. Lasts 3 seconds where target must drop their weapon for 3 seconds before retrieving it.

**Blessed Wind**

Touch activated. The caster's next Vital Strike is +1 damage.

**Lesser Air Skin**

Triggered Air Dart on next source of damage.

**Whispered Message**

The caster can deliver messages unhindered on the wind.

#### Circle 2

**Lightning Arrow**

Deals 3 elemental magic damage.

**Repel**

Packet delivered Knockback effect. Target is pushed backward 5 steps.

**Thunderclap**

Packet delivered Stun effect. Target is stunned and can take no action for 10 seconds. May only defend against a killing blow.

**Cooling Breath**

Touch activated. The caster's next respite will be 5 minutes instead of 10.

**Whirlwind Cloak**

Triggered Disarm on next source of damage.

#### Circle 3

**Fling**

Packet delivered Disarm effect. Target must SAFELY toss weapon at least 5 ft away, and wait 3 seconds before retrieving it.

**Shorten Breath**

Packet Delivered Weakness effect. Cannot use combat abilities for 1 hour.

**Favored Wind**

The caster enchants his Ranged weapon to add Air Strike +1 until the weapon leaves the caster's hand. When this happens, the enchantment ends, and weapon is broken.

**Lightning Skin**

Triggered Lightning Arrow on next source of Damage.

**Wind Wall**

Must be continuously held by concentration by caster. 5ft long barrier and must be Phys Repped. Stops all Ranged Attacks, including missile and spells.
Fire Magic

# Fire

Fire, being the element of passion, is a magic school for Combat and Divination. Packet delivered Fire spells require red packets.

#### Circle 1

**Anger**

Packet delivered Anger effect. Enrages a target forcing them to attack the caster for 10 seconds. If no weapon is available, they must berate,insult, etc the caster.

**Fire Light**

Light Source that lasts until put out.

**Cauterize**

Touch activated. Accelerates Healing and Reduces Poison and Disease by 1.

**Lesser Fire Skin**

Triggered Fire Dart on next source of damage

**Inspirational Flame**

Reset 1 combat ability

#### Circle 2

**Fire Arrow**

Packet delivered. Deals 3 elemental magic damage.

**Ignite Blade**

The caster enchants his weapon to add Fire Strike +1 until the weapon leaves the caster's hand. When this happens, the enchantment ends, and weapon is broken.

**Slag**

Break tagged item. The caster must be holding this item.

**Grand Insight**

As the advantage Intuition.

**Engulf**

Point and click target tagged item. The person holding this item must discard this item within 10 seconds or take 5 Fire damage.

#### Circle 3

**Pain**

Packet delivered Pain effect for 10 seconds where target must cry out as if in pain and cannot take any action other than fending off a Killing Blow.

**Pinpoint Location**

Burn a tagged map to find location of subject of inquiry.

**Fire Wall**

Must be continuously held by concentration by the caster. 5ft long barrier and must be Phys Repped. Anyone who crosses the barrier takes 10 Fire damage.

**Fire Skin**

Triggered Fire Arrow on next source of Damage

**Reforge**

Acts as an Instant Repair on an item. If not repaired properly within 30 minutes, suffers a Destroy effect.
Ajdavaan - The City of Doors

Ajdavaan was the ancient city, named after its Architect Alexi Ajdavaan, that was home to the Conspirators. The city rests upon a great monolith of basalt. It is referred to as the City of Doors because walking through a door would not necessarily get you to the next room unless you had the ability to control the doors or were escorted by one who did. Each Conspirator was a Councilor of one of the 13 Districts of the city, and the one we know as the Devourer was the city's Mayor and the 14th on the City Council. The Councilors practiced their particular flavors of evil in mostly secret, and the populace turned a blind eye as best they could because they could not stop their Councilors as they were aligned with demons and horrible powers. Thus they were able to maintain control of their districts even though occasionally a person would just 'disappear'.

The Councilors created the trolls to serve and maintain the city. Due to the nature of the city, Door Trolls were needed to guide most people through parts of the city. Even the trolls did not have unfettered access to the deeper sanctums of the city.
Surgeon

Category: INF

Limitation: U

Description: With a short examination (10 seconds) you are capable of identifying the condition of a patient. (Critical, dead, subdued, poisoned, etc.) ====

==== Special Use:Basic Surgery

Category: A

Limitation: U

Description: With the proper tools and one minute of work you are able to heal an injured or critical person and bring them back to full use in one hour. ====

### Level 2 - Apprentice

==== Practical Use: Autopsy

Category: INF

Limitation: U

Description: After 10 minutes of intense work you gain insight into a person's manner of death. You can determine the cause, time of death and other such information. ====

==== Special Use: Intermediate Surgery

Category: A

Limitation: U

Description: Your stitching has improved such that now, with one minute of work, your patients will be fully capable in a simple half an hour. ====

### Level 3 - Journeyman

==== Practical Use: Surgical Specialist

Category: A

Limitation: U

Description: You are able to reattach lost limbs as long as they are from the original owner. Works of this complexity can take a while depending on the severity of the loss. ====

==== Special Use: Undertaker

Category: A

Limitation: U

Description: With a minute of work you can partially prepare a body to where it is not only properly prepared for funerary ceremonies but you also may keep a soul in the body for an hour longer. ====

### Level 4 - Master

==== Practical Use: Advanced Surgery

Category: A

Limitation: U

Description: Your surgical works is now such that those you heal are fully capable in 15 minutes. ====

==== Special Use: Resuscitation

Category: A

Limitation: U

Description: With the use of appropriate equipment you are now able to bring the dead back to life as long as their soul remains in their body. ====

### Level 5 - Grand Master

#### Practical Use: Triage Master

Category: A

Limitation: U

Description: You are able to move through a crowd of the wounded, stabilizing them with utter efficiency, making it where they are safe from death with only three seconds of work.

==== Special Use: Deathspeak

Category: INF

Limitation: U

Description: You may speak to a corpse, determining what it has seen and or experienced since it's death. ====
Cartographer

Category: P

Limitation: PPD

Description: You can create detailed maps of a village, town, or natural area provided you have a direct line of sight. Your mapping ability is only limited by your imagination and your TSL. ====

==== Special Use: Path Finder

Category: P

Limitation: U

Description: Your mapping ability allows you to discover secret or hidden paths. ====

### Level 2 - Apprentice

==== Practical Use: Genuine Article

Category: A

Limitation: U

Description: After spending five minutes of intense scrutiny, you can determine if a map is genuine. You can also note errors and figure out if the map is hiding something. ====

==== Special Use: Internal Compass

Category: P

Limitation: TDL

Description: Your sense of direction is impeccable. As such you are resistant to disorient and stun effects. Tagline: Resist. ====

### Level 3 - Journeyman

==== Practical Use: Mental Mapping

Category: P

Limitation: PPD

Description: You are able to create detailed maps from memory. If you find yourself in a cavern, tunnel or castle, without any source of light, you can create a mental map. A mental map serves the function of a paper map; however it is committed to your memory. ====

==== Special Use: Internal Sextant

Category: INF

Limitation: U

Description: You can find known locations based on celestial positions and you can never be truly lost. Your everyday direction sense is exceptional and may sometimes lead to unexpected results. Similar to the Advantage: Intuition, you may ask Plot for a one word answer to a specific question related to your current direction of travel. You will then be given a slight nudge or hunch for the answer to your question. ====

### Level 4 - Master

Practical Use: Cartographer

Category: P

Limitation: PPD

Description: You are able to create large scale maps such at countries or continents based on other maps and wanderings. This map will take time to create based on work while traveling and study, and must be done through IBGA. ====

==== Special Use: Newshound

Category: INF

Limitation: U

Description: You may look for secret, rumored or unknown locations based on mathematical readings, rumors and other such information. ====

### Level 5 - Grand Master

==== Practical Use: Mapmaker

Category: P

Limitation: PPD

Description: You are able to create large scale maps from memory, feel or abstract. ====

==== Special Use: Calculate Location

Category: INF

Limitation: U

Description: Can find unknown, secret, estimated or proposed locations based on celestial knowledge and intuition. ====
Junglewalker

Native Culture: Tecuanitzl

Preferred Weapon: Staff, Climber's Axe (short axe), or Machette (short sword)

Preferred Material: Jade & Ivory (lime green and/or white duct tape)

## Reputation

Savage, brutal, and yet cunning, just some of the things said about those attuned to the jungle in which they live. Never before had any people shown such raw intensity in battle. To them war seems spiritual and they fight with unholy power and destruction.

## History

The stories are all the same: the young are sent out when they are tall enough to hold a staff, and are armed only with this simple wooden cudgel, into the jungle they travel, not to return until they made their first kill. No one is to aid the young and if they perish they simply were meant to feed the jungle. Those that return are taught the ways of the Jungle, but even more, they are taught to feel and become part of the life of the Jungle.

## Abilities

#### Level 1 - Initiate

Jaguar's Claw (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Cochotl's Flight (defense, self) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

#### Level 2 - Apprentice

Twisting Vine (attack, strike) Your strikes are used to writhing around the strikes of your enemies and jungle vines, allowing you to remove your enemies weapons from their hands.

Tagline: "Disarm"

Anaconda's Gaze (Defense, point and click) Your gaze draws in your foe, allowing you to keep yourself from harm as long as their gaze is locked with yours.

Tagline: "Mesmerize"

#### Level 3 - Devotee

Sun Blade (Attack, strike)Your weapons are capable of harnessing the light of the sun to dazzle your foes, leaving them unable to properly defend themselves.

Tagline: "Natural Stun"

Solar Flare (defense, self) When struck you harness the sun's rays you have managed to trap within your weaponry to blind your foe, protecting yourself from further harm.

Tagline: "Triggered Natural Blindness"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Artisans Guild

## Artisan, Performing Arts, Written Word

The Artisan's Guild burns with the spark of creativity. They enjoy being the center of attention and make excellent entertainers. Being an artisan combines the aspects of talent, skill, and a bit of luck to create objects that combine both aesthetic beauty and lasting value.

Regional Headquarters: Tecuanitzal

Racial Callings: Humans, Kaliska, Syrene

Areas of Influence: Artisan, Performance, Written Word

Expectations:

1: Share excellence in all its forms.

2: Be unique and prolific.

3: Have the moxie or verve to display your talents to their fullest extent.
Culinary Arts

Culinary recipes last for the event, but yeild more units.

All potions are instant except for Poisons, which take one minute to apply to weapons or objects.

### Level 1 - Novice

==== Practical Use: Line Cook

Category: A

Limitation: PPD

Description: Access to Level 1 Culinary Arts Novice recipes. Select one recipe from the level one Culinary Arts list when gaining this rank in this skill. ====

==== Special Use: Shake and Bake

Category: P

Limitation: TDL

Description: You may take any recently slain creature and use them to make any of your recipes. Special materials are needed if the recipe requires them. ====

### Level 2 - Apprentice

==== Practical Use: Sous Chef

Category: A

Limitation: PPD

Description: Access to Level 2 Culinary Arts Apprentice recipes. Select one recipe from the level two Culinary Arts list when gaining this rank in this skill. ====

==== Special Use: Buffet

Category: P

Limitation: TDL

Description: You may take any item you have cooked and spread the servings enough to feed five additional people. ====

### Level 3 - Journeyman

==== Practical Use: Executive Chef

Category: A

Limitation: PPD

Description: Access to Level 3 Culinary Arts Journeyman recipes. Select one recipe from the level three Culinary Arts list when gaining this rank in this skill. ====

==== Special Use: Special Ingredient

Category: P

Limitation: TDL

Description: You may replace any single basic material with your own "Special Ingredient." ====

### Level 4 - Master

#### Practical Use: Master Chef

Category: A
Limitation: PPD
Description: Access to Level 4 Culinary Arts Master recipes. Select one recipe from the level four Culinary Arts list when gaining this rank in this skill.

==== Special Use: Gourmand

Category: P

Limitation: U

Description: Such is your knowledge and enjoyment of food that any cooking recipe you ingest is at double the potency for you. If the effect is harmful you instead may stop yourself only taking half the effect. ====

### Level 5 - Grand Master

==== Practical Use: Iron Chef

Category: A

Limitation: PPD

Description: Access to Level 5 Culinary Arts Grand Master recipes. Select one recipe from the level five Culinary Arts list when gaining this rank in this skill. ====

==== Special Use: Emergency Rations

Category: P

Limitation: U

Description: Your knowledge of cooking is so extensive that you may pick any three recipes from level one or level two and cook them at no cost in money or production at events. ====