Third Edition Version 5 - Terres Rising

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Third Edition Version 5.6

Transcript of Third Edition Version 5 - Terres Rising

Third EditionVersion 5.6

ACKNOWLEDGEMENTS

Editor’s Note:This rulebook is designed to offer almost all the information that you need to play TERRES RISING, the Live Interactive Fantasy Experience, as well as answer most of the questions that may arise.

Naturally, it would be impossible to address each and every issue that may arise, and rules may always be subject to change. Also, from time to time, newsletters, or other appendices may be added. There is a plethora of other information on our website, www.terresrising.com. If you see something in the rulebook which is either an error, contact us via e-mail at [email protected]. Any other questions concerning Terres Rising may be addressed to [email protected].

This rulebook has been a long and difficult process that is the product of a lot of hard work, by a lot of people. We thank you for taking the time to read this, and whether you are a veteran player refreshing your knowledge of the rules, or a new player who is trying out Terres Rising for the first time, we hope you will enjoy your experience.

- The Senior Staff of Terres Rising: Jason Bartow (Co-Owner), Eric Black (Co-Owner) Timothy Wan (Director of Operations), Adam Hurley, Patrick Popowicz, Charles Glaser, John Crowe, Jon Dearborn, Amanda Otto, and Tim Jones.

Special Thanks to all who have helped to build the Terres Rising rulebook: Rob Butcher (founder), Justin Anshewitz, Frank Attardo, Ben Bass, Martin Bridge, Chris Ellmann, Joel Ferat, John Haley, Jeff Mazur, Brian Misamore, Chris Mohn, Justin Mohn, Barbara Renzullo, Katie Siegle, Mike Stockbridge, and Ken Tonn.

This work is protected under the Copyright Law of the United States of America, Title 17 of the United States Code. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without prior express written consent of Terres Rising LLC. The works contained herein, although sectionalized, represent a copyright in its whole, and all rights are reserved, despite severability.

The authors of this work affirm that all names, characters, entities, and events are purely fictional, and original works of artistic expression. Any similarity or reference to any person, persons, entity, or organization is purely coincidental and unintentional. The reading and retention of the works contained herein places the reader on notice that all text, information, images, or otherwise copyrightable material are sole intellectual property of Terres Rising LLC.

Terres Rising is a service mark, and all logos, names, and other intellectual property are trademarks belonging to Terres Rising LLC, a domestic New York limited liability company.

Content Copyright - Terres Rising LLC, 2008. All Rights Reserved.Design Layout Copyright - Wandrelust Productions, 2009. All Rights ReservedPrinted in Dix Hills, Long Island, New York, U.S.A.First publication May 20, 2005.Version 4.7.5 published in October 2010Version 5.1 published March 2011Version 5.5 published February 2012Version 5.6 published May 2012

INTRODUCTIONTerres Rising is a Live Action Role Playing game set in a medieval-style fantasy world known as Ashriya. In Ashriya, the star Terres rises in the sky approximately four times a year. It is well known that great events occur at these times. The time of Terres Rising is when we gather to witness the actions and happenings in the town of Crossroads. We welcome you into our world and hope to have you join us for many enjoyable events!

Role-playing is what a LARP (live-action role-playing) game is all about. It is a live action combination between improvisational theatre and sitting around a table playing a role-playing board game. Our game supports strong role-playing, which is supported by various rewards and penalties.

Terres Rising: Crossroads is based upon an Honor System and is predominately tagless. We have adopted a skill header and ability pool point system, which allows you to perform skills and cast spells up to the amount of ability points you have per reset. The standard reset occurs every SIX hours. (Yes, you can bring a watch with you.) Standard reset times are 12:00 am Saturday (late night Friday), 6:00 am Saturday, 12:00pm (Noon) Saturday, 6:00 pm Saturday,12:00 am Sunday, and 6:00am Sunday.

Game atmosphere is the single most critical aspect of a live action role-playing game. When the atmosphere breaks down, the mysticism of playing a different persona in a fantasy world is lost. All that is left is a person holding a foam padded pole or a few bean bags. The key elements of game atmosphere which Terres Rising focuses on are: storyline, props and costuming, role playing, combat that is easy and safe, and a solid rules system. Props and costuming are an integral part of Terres Rising. You will never have to ask, “What do I see” at Terres Rising. If we cannot do a decent job at setting up an encounter or making a costume for a monster that is meant to be somewhat realistic, then we will not. You will not encounter a person wearing a black t-shirt, sweat pants, and sneakers shouting, “Aargh! I’m a troll!” You will see a lizard man that is in costuming that looks like a lizard man from mask, to body armor. Remember, generally, what you see is what you get!

The chapters in this rulebook will outline character generation, playable races, starting skills, magic, and combat interaction. In Terres Rising, we have created diverse races for you to play and interact with. While many races carry stringent make up requirements, players are rewarded by fully diving into the character in both the role-playing and the costuming aspects. If you are unsure of how to go about making a character, any member of staff will be able to help you. You can contact us via email at [email protected], [email protected], or [email protected].

Terres Rising is the culmination of a lot of hard work by a group of friends. We remain open to suggestions at all times and hope that you, the player, will feel free to comment and give us feedback on the game and help us make it even bigger and better.

Welcome and enjoy…

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PageIntroduction 1TableofContents 2

CHAPTER I. THE BASICS 3Whatwilla“TerresRising”Eventbelike? 3FiveEssentialGuidelines 4

CHAPTER II. RULES SUMMARY 5GeneralRules 5GameTermsandDefinitions 5 Playervs.Character 5 Staffvs.Player 5 PlayStoppages 5 SkillPoints(SP) 6 ExperiencePoints(XP) 6 AbilityPoints(AP) 6 BodyPoints(BP) 6 ArmorPoints 6 Resetting 6 PhysicalRepresentations 6 GameItemTags 6 SpecialGameItems 6 AttunementandTraining 7 GameAction 7 Durations 7 WaysofDeliveringEffects:Weapons 7 WaysofDeliveringEffects:Spells 7 WaysofDeliveringEffects:Psionics 7 WaysofDeliveringEffects:Vocal 8 IllegalTargets 8 DeathatTerresRising 8 Cheating 8

CHAPTER III. CHARACTER CREATION & ADVANCEMENT 9 GainingEssenceandXP 9 SkillPoints 9 Updating 9 SpendingTimeBlocks 9

CHAPTER IV. RACES OF ASHRIYA 10 Humans 10 Elves 11 TheHaroc 11 TheUndead 11 TheKrosan 12 TheWyldlings 13 TheRitika 13 TheDagon 14 TheMystics 15

CHAPTER V. SKILLS 16GeneralSkillClass 16

TABLE OF CONTENTS PageArtisanSkillClass 17 AlchemyHeader 17 CraftsmanHeader 17 MechanicsHeader 17 AstrologyHeader 17 ProfessionalHeader 18WeaponSkillClass 18 HeavyWeaponsHeader 18 LightWeaponsHeader 18 ProjectileWeaponsHeader 18 WeaponStylesHeader 19CombatSkillClass 19 BruteStrengthSkillsHeader 19 FinesseSkillsHeader 20 StealthCombatSkillsHeader 20EnduranceSkillsHeader 20MagicSkillHeader 21 ChannelMagic 21 SpellSub-Headers 21PsionicSkillClass 22 PsionicAffinityHeader 22 ClairsentienceSub-Header 22 PsychokinesisSub-Header 22 PsychometabolicSub-Header 23 TelepathySub-Header 23

CHAPTER VI. ARTISAN PRODUCTION 24

CHAPTER VII. COMBAT 26

CHAPTER VIII. TESTS OF STRENGTH 27

CHAPTER IX. ARMOR 28

CHAPTER X. CONSTRUCTING PHYS REPS 29

APPENDIXA.MAPOFASHRIYA

APPENDIXB.WORLDPRIMER APPENDIXC.RELIGIONANDDEITIES

APPENDIXD.EFFECTSCHART

APPENDIXE:STARTINGSPELLLIST

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Before your first event, whether you arecomingtoplayacharacter,oranon-player-character,(“Grunt”),weaskthatallpeopleattending an event pre-register at www.terresrising.com/events/register so thatwecananticipatehowmuchattendancewewillhave. If youareanewplayer,[email protected],sothatwecanhelpyoucreateyourcharacter,giveyouanyspecialinformationyoumightneed,answeranyquestionsyoumayhave,andalso, sowe can figureout how to directlytargetyourcharacterwithastoryline.

You can check ourwebsite for details onwhere andwheneventswill be held, andwhatthemonetarycostwillbe.Therewillbesigns,orStaffmemberswhowilldirectyoutowhereyoucansetupyourcabins,andwherecheck-inwillbe.Check-intypicallybeginsat6:00pm,andgamebeginsat10:00pm.Don’tbelate,oryoumightmisssomething!

What will a “Terres Rising” Event be like?

LARPing(LiveActionRolePlaying)combinesthe fun of fantasy role-playing, with thechallengeofmakingitavisualandphysicalexperience. You create the foundation ofyourcharacterbychoosingaraceandskills.Then you should begin to think about thecharacter’spersonality.Willyoubecoolandcalmor loudandobnoxious? Will youbesneakyandselfishorgenerousandopen?Thechoiceisuptoyou.However,whenyouarein-game,youareexpectedtoactonlyasthatcharacter.’“In-game”simplymeansthatyouAREyourcharacter.Youareexpectedtoremainincharacterandin-gamefromFridaynightwhenthegamebegins,untilthegameisoveronSunday.Thiswillcreateagamingenvironmentthatisfunforeveryone.(Going

out-of-gameat inappropriate timesmaybemetwithin-gamepunishment).

PlayingaLARP isassimpleasacting theway youbelieve your characterwould act.All character interactions betweenPlayerCharacters(PCs)andNon-PlayerCharacters(NPCs),playedbystaffmembers,areentirelyup to you. Both types of interactions areequallyimportant.Don’tthinkjustbecauseyouareinteractingwithanotherplayerthatstaffdoesn’tknowwhat’sgoingon.Youwouldbesurprisedjusthowmuchstaffknows.Themore you stay in-game, the greater yourrewardswillbe.

CHAPTER I. THE BASICS

“In-game” simply means that you

ARE your character.

Five Essential Guidelines

1. Be prepared with your costuming and game gear. Beingadequatelypreparedfortheweekendisagoodwaytoensurethatyouwillhaveagoodtime.DonotrelyonStafforotherplayerstoprovidethesethingsforyou.Ifyourcharacterwillbeusingweapons,makesureyouhavethem.Asforcostuming,thinkaboutthelookyouwantyourcharactertohave.Ifyouareabrashfrontlinefighterwholovescombat,perhapsyoushouldconsiderheavymetalarmor.Ultimately,thetypeofcostumingyouwearisyourownchoice,butthebetterthecostume,thebetterlookingyourcharacterwillbe,andthemorerewardsyouwillreceiveforyourcharacter.Regardlessifyouweararmorornot,costumingisimportant.Lookinglikeyourcharacterandstayinginperiodreallyhelpsyouplaythepart.It’sessentialtogameatmosphere.Moderndayattire,suchasjeans,sneakers,orsweatshirts,especiallywithlogos,shouldbeavoidedatallcosts.Notonlywillyoudetractfromthe“GameAtmosphere”whichistheprimaryelementofTerresRising,but,youwillgetplentyofnegativeattentionfromstaffandotherplayers.Ifitisyourfirstevent,peoplewon’texpectyoutolookamazing,butstill,simplesweatsandabasictabardareworldsawayfromjeansandat-shirtwithaDragonprintedonit.Forthosewhoarenotcampingsavvy,youshouldseekassistance.LARPing requires the sameamount of preparation ascamping, so you can function properly regardless ofweatherconditions.Remembertobringchangesofwarmclothesandshoes.

2. Make up is important. Whenchoosingarace,pleasekeep inmind thatsomeraceshavestrictmakeupandcostumingrequirements.Ifyoupickaracethathastheserequirements,youwillbeexpectedtoabidebythemfortheentiredurationofthegame.Ifyoupickacharacterthat requiresyou tocoveryourexposedskinwithgoldmakeupforinstance,youshouldbereadytokeepyourselfgold.Yes,it’sdifficultwhenitrainsoryou’resweaty,butcharacters get bonuses forwearingmake up, so anyrace that requires itmustmakesure that themakeupisn’tignored.Makeup(orcoloredtights,etc.)isrequiredon“allexposedskin”andKrosantendrilsmustbevisiblesomewhereonyourbodyatall times.Ifyoulooklikeahumanyouwillonlyhavetheskillsandabilitiesofahuman.

3. No out of period receptacles.Somefoodwillbeprovidedatevents,butitishelpfultobringextraenergyfoodandplentyofliquids,especiallyifyouhavespecialdietaryconcerns.It’simportanttostayhydratedandtogetthosesugarrushes.KeepalltheGatoradebottles,MountainDewcans,orcandywrappers,inyourcabins,outofsight.Betteryet,getaperiodcontainer,andtransferthefood.Also,makesuretocleanupafteryourself.

4. Stay in game. Weknowit’sveryhardtostayin-gameforanentireweekend.Goingout-of-gameisdisruptivetoeveryonearoundyou.Ifyoumust,quietly,anddiscreetly,removeyourselffromgameplay,orgobacktoyourcabin,andhaveaquietconversation.Andundernocircumstancesshouldyou,inthemiddleofyourconversation,stickyourhandonyourheadtomakeanout-of-gamestatement.Keepinmindyoursurroundingsalsohavethesameeffect;whetherit’steambannerssurroundingyourarea,youreatinganddrinkingutensils,yourchair,orachestyoukeepyourgearin,ratherthanasuitcaseordufflebag.Theenvironmentyoucreatearoundyourselfwillhelpdrawpositiveattention.

5. Stay away from Staff-only areas. Thebackofthetavern,theroadleadingtomonstercamp,andthemonstercampbuildings,areofflimits.Whetheryouarein-gameorout-of-game,donotgotostaffonlyareas,unlessthereisanemergencyoryouareinstructedtodosobystaff.

Repeatedviolationsoftheseguidelineswillbemetwithin-gamepunishment!

CHAPTER I. THE BASICS (continued)

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Lookinglikeyourcharacterreallyhelpsyouplaythepart,andit’sessentialto“GameAtmosphere”...

simplesweatsandabasictabard,areworldsawayfromJeansandat-shirt

withaDragonprintedonit.

CHAPTER II. RULES SUMMARY

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General RulesTerresRising is amedieval fantasy live action role-playinggameprimarilyforplayers18yearsofageandover.Between16and18,aparentalpermissionformisrequired.Everyonewhoplays,doessobyinvitation.Theinvitationisanopenone:anyoneiswelcome,butit is still onlyan invitation. If youcauseproblems fortherestoftheparticipants,becauseyouareabusive,cheating, discourteous, etc., then youwill be askednottoreturn,andwillnotbepermittedtoplay.TerresRisingisaboutfunforeveryone,sobeconsiderateofyourfellowLARPers.

SafetySafetyisourmostimportantconsideration.Alwaysbeawareofwhatisgoingonaroundyou,andwarnothersiftheyareinapotentiallydangeroussituation.

No Drugs, Alcohol, Theft, or Real WeaponsYouwillbeimmediatelysenthomeandmaysufferotherpenaltiesandpunishments.

SmokingSmokingispermittedindesignatedareasonly.Besuretoproperlydisposeofanycigarettebutts.

No FirePlayersmaynotusefireinanycabins.Playersmaynotbringcandlesorfuelburninglanternsonthesiteatall.Batterypoweredlanternsaretheonlyacceptableformsofcabinillumination.Campfiresareonlypermittedindesignatedareasandmustbesupervisedatalltimes.

Do Not LitterLitteringisdisrespectfultoplayers,thesitemanagement,theenvironmentandthestaff.

Stay In-Game, Do Not Go Out-Of-GameDuringaTerresRisingevent,youareexpectedtobeIn-Game (“IG”) at all times. IGmeans that you areplaying thepart of your character, andas such, youshouldspeakandreactasyourcharacterwould.WhenyoushowuptoaTerresRisingevent,youarethereasyourcharacterfortheentireevent.Thereisnogoing“Out-Of-Game”(OOG)fortrivialreasons.BeingOOGisdisruptive,andcancauseconfusionandfrustrationforStaffandotherplayers.TheareawhereStaffprepares(knownas“MonsterCamp”),isOOG,andisoff-limitsforplayers.IfyouneedtogoOOGforsomethingsimple,likeaskingyourfriendanOOGquestion,dosoquicklyanddiscreetly.Ifitisforsomethingmorecomplex,liketryingtofindyourcarkeysinthewoods,thenyouwillneedtogetastaffmembertotravelalongwithyoutoaidyouandtopreventothersfromtryingtointeractwithyou.BeingOOGinappropriatelyissubjecttopunishment.

Stay In PeriodItishardtomaintaingameatmospherewhenmodernjunkisstrewnabout.Stayincostumeandkeepmodernnecessitiesoutofsight.

Game RealityThestaffofTerresRisinghasputa lotofeffort in tomakingthingslook“real”.Soyouwillnotneedtoaskquestions like,“WhatdoIsee?”Essentially,youcandoanything thatdoesnotbreak the rules,endangeranotherplayeroryourself,disrupt theflowofgame,ordamageotherpeople’sproperty.Examplesofthingsyoucannotdoarecuttingofftreelimbs,breakingdowndoors,burningthings,etc.

No Physical ContactNophysical contactwithanotherplayer is permittedunlessyouhavetheirpermission,especiallyincombatsituations.

Stay CoolWewouldpreferthatplayersresolveproblemsontheirown.However, if youhaveanunresolvableproblemwithanotherplayer,walkaway,andletaStaffMemberknow.Ifyouhaveaproblemwithastaffmember,bringittotheattentionoftheGameDirectors.

Game Terms and DefinitionsPlayer vs. CharacterAsarealperson,youmayhaveaninetofivejobora course loadat school, butwhenat anevent, youbecomeanactorandplaythepartofacharacterwhointeracts in theworldofTerresRising.Youcanbuildauniquepersonaof yourownchoosingandasyouslipintoyourcharacter’spersona,youbecomepartoftheTerresRisingworld,andthestoryunfoldsaroundyou.

Staff vs. PlayerStaff’s job is toprovidequalityentertainment for theplayers.Itisnottocompeteagainstthem.Therearetwolevelsofstaffcommitment.Thefirstlevelis“Grunting”,whichisnotglamorous.YouwillbelimitedinyourplotexposureandessentiallydowhateverStaffneedsyoutodo.ByGrunting,youwillearnexperiencepointsthatcanbeappliedtoyourowncharacterifyouchoosetohaveone.ThesecondlevelisStaff.Thismeansyouhavecommittedtobeingastaffpersonandcanneverbeaplayer.IfyouareinterestedinjoiningStaff,youmayapplyforapositionbycontactingtheGameDirectors.

Play Stoppages: Caution, Clarify, and EmergencyCautionisusedifyouseeapotentialsafetyhazardandneedtomakesomeoneawareofthesafetyproblem.Thiscreatesaslightpauseingameplayinorderforthepersontomoveoutofharm’sway.Forexample:

suffer damage, your body points decrease by theappropriateamount,untilyouhavenoneleft.Whenyoureach0bodypoints(thereisnosuchthingasnegativeBP),youfallunconscious,andafteroneminute,youwillbleedout,anddie.

Armor PointsArmorallowsyoutotakeadditionalpointsofdamagebeforeitaffectsyourbodypoints.Theamountofarmorthatcanbeworn isdeterminedbyyourraceandthephysicalrepresentationofarmorthatyouwear.

ResettingManypartsoftherulessystemrequireyoutoperformareset.Usually,aresetrequiresonefullminuteofrole-playingwhatevereffectyouaretryingtoachieve.Whileyouareperformingwhateveractionsarerequiredforareset,youshouldbecountingoutloudtoshowthatyouareintheprocessofareset.Ifyourcountisinterrupted,youmust restart counting.Resetting is a consciousaction,andyoucannotresetwhilesleepingorifyouaredead.Youcannotoverlapresettingactions.Thisactivereset is different than thepassive reset that restoresyourAPeverysixhours.

Phys Reps (Physical Representations)AlloftheitemsintheworldofTerresRisingrequireaPhysRep.Itisnotsufficienttosay“Iamwearingachainmailshirt”,or“Thisisatwo-handedsword.”Youmustactuallybewearingasuitofchainmail,andactuallyhaveaPhysRepofasword.

Game Item TagsYoudonotneedtohaveaGameItemTagforanormalmundane item inTerresRising. If youhavea suit ofarmoron,youwillnotneedatag.YousimplyneedtohaveaStaffmemberevaluatethearmorvalue.Ifyouhaveasword,youhaveasword.Intheeventsomethinghappensin-gametothatsword(i.e.Itisshatteredbyamagicalspell),youcan“scrounge”foranewsword,byspendingastandardreset(60seconds),“lookingfor”anewsword.

Special Game ItemsSpecialGameItemsaretreateddifferentlyfromstandardPhysReps.SpecialGame Items should have a tagaffixed to it.ThePhysRep, and the tag are foreverone.Thismeans,ifyouhaveamagicalorfinelycrafteditem,youmusthaveatag,andthetagmustbeaffixedtothe item.Forexample, if it isamagicalsword, thetagindicatingitmustbeputintoabaseballcardplasticsleeve,andthesleevemustbetapedtothesword.AllSpecialGameItemsandtheirtagswillbecheckedinattheendofanevent,andwillbecheckedoutatthebeginningofaneventthatyouarepresent.

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CHAPTER II. RULES SUMMARY (continued)youwould shout “CAUTION” to someone about tobackoverafallentree.Duringthispauseingame,theattackersshouldnotpressforward.

Clarifyshouldbeusedwhenyoudidnothearordonotunderstandaneffect.Forexample,ifanattackersays,“3Crushing”,andyouareunsureofwhatthatmeans,ordidnothearit,shout,“CLARIFY”.Gameplayshouldnotstop.OnlyaslightpauseisneededfortheattackertorespondtotheClarify,butlikeCaution,theattackersshouldnotpressforward.

Emergencyshouldonlybecalledwhenthereisaninjuryorsafetyhazard.Byshouting“EMERGENCY”,allgameplay stops (including resetting, searching the groundfor treasure, talking toothercharacters,etc.)until theemergencyisresolved.

Holdwill generally only be called by a staff person.Holds will be called by a staff person if he seessomeoneblatantlyignoringtherulessystem,toexplainacomplicatedingameeffect,oraftercombat,tocollecttags.

Restarting Game PlayTorestartgameplayinanyofthesituationsmentionedabove,aftereveryoneisready,thepersonwhocalledthestoppageofplay,callsforthegametocontinue,bystating,“3-2-1LayOn”.

Skill Points (SP)Skillpointsareusedtopurchaseskillsforyourcharacter.At theendof everyevent, everyplayerwhoattends,receivesapredeterminednumberofSkillPoints,calleda“blanket”.

Experience Points(XP)Asyouplay,yourcharacterwillgainexperiencepoints,whichareusedtoconvertintoSP.XPcanbegainedfourways.First,byobtaining“essence”bykillingafoe,anddrainingtheiressence.Second,byachievinggoalsandsuccessfullyinteractingwithothersintheworld.Third,throughgood role-playing,andstaying IG.Fourth,bysatisfyingvarioustasksforthebettermentofthegame,suchas fillingout event evaluationsor assistingwithcleanup.

Ability Points (AP)Abilitypointsareusedtoperformspecialskills.EachskillwillnotehowmanyAPsittakestoperformthatskill. Abilitypointsreseteverysixhours.

Body Points (BP)Bodypointsare thenumberofpointsofdamageyoucharacter can absorb before your characters fallsunconsciousandbeginstobleedtodeath.Whenyou

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CHAPTER II. RULES SUMMARY (continued)Attunement and TrainingAllspecialitemsrequirethattheybe“attunedto”beforeyou canuse them.Attunement timewill vary basedupontheitem.Attunementscanbeasquickasafewminutes,toareset,orevenmonthsofgametime.Someitemsrequireintenseconcentrationtoattuneto,suchasmagicalitems,whereasothersmayneedtrainingwiththeitem,suchasfinelycrafteditems.Someitemscanonlybeattunedtobyonepersonatatime.Inordertoattune toor trainwithan item,youmust informaStaffmemberthatyouwishtoattunetoortrainwiththeitem,andthenroleplaytheintense,uninterruptedconcentration, or alternatively, role play the trainingpractice.IfyouhavesomethingmagicallyidentifiedorappraisedIG,thereisagoodchancethatyourtimetoattunetoortrainwiththeitemwillbeless.

Game ActionAfter using an offensive skill, such as swinging aweapon,castingaspell, throwingapoisongas,etc.youmustpauseforonesecond.Thistimewillallowthetargettorespondandacknowledgetheaction.Thisisknownasa“callback.”Thefirstprincipaltorememberwithallcombatisrespondingwithcallbacks.Whenanyeffectstrikesyou,youmust respond to theattacker.Thiscanrangefromasimplespokensubtle,“Gotit”,tosomekindofrole-playingcryofpainlikeascreamorgrowl.Anyattackermustpauseforonesecondbetweenattacks, to give you theopportunity to acknowledgetheeffect,withacallback.Additionally,youshouldtrytorole-playtheresultsofbeingaffectedbyanattack’seffectwhenever possible. If you’re being hitwith apowerfulstrike,youshouldreactdifferentlythanifyouwerehitwitharegularblow,orevenaboltoflightning.Finally,ifyouareprotectedfromanattackduetoanabilityorsomeothertypeprotection,youmustcallbacktheprotectiveeffect.IfyouareusingDodge,Parry,orifyouareimmunetocertaineffect,youshouldalwaysstateitloudandclearly,sotheattackerwillknow.

DurationsManyskillsandIGabilitieswillhaveeffectsthatlastfordifferentamountsoftime.

Standard: Themajority of effects last for 1minuteunlessaspecificdurationisstated.

Instant:The effect occurs immediately and then isover. Numerical damage, suchas “2Fire” instantlyaffectyourcharacter.

Line of Sight: Effect is“broken”whenthesourceofeffectisoutofsightfor60continuousseconds.InordertouseaLineofSighteffect,youmustbeabletoseethetarget.LineofSighteffectscontinuesolongasthe

attackercanseethetarget.However,LineofSightisnotmeanttobeentirelyliteral.Lineofsightcannotbebrokenbyhidingbehindyourfriends,atree,acloak,or other suchdevices. Lineof sight canbebrokenby performinga standardReset,while hiding insideorbehindabuilding,orrunningbehindahill,orothercompletebreakingoftheLineofSight.LineofSightisalsobrokeniftheattackerfallsunconscious,andthetargetperformsastandardReset.Lineofsightmustbebrokenforoneminutetoterminatetheeffect.

Ways of Delivering EffectsWeapon AttacksIfyoustrikeatargetwithaweapon,theblowmusthitthebody,notweapon,shieldorflappingcloak.Ifyourweaponstrikesanitemtheyareholding, that itemisaffected.Allweaponstrikescauseabasedamageof1.Ifaspecialabilityisused,additionaldamageoraneffectmaybecalleduponasuccessfulstrike.Ifyouarehitbyaweaponandaneffectiscalled,youtake1pointofdamageaswellastheeffect.Ifyouarewieldingtwoweaponsyoumay swingwithbothweaponsinacombinationattackbeforethemandatoryonesecondpause.IfyouareusinganattackthatrequirestheuseofAP,youonlyexpendtheAPifyourattackissuccessfulorsuccessfullyblockedornegated.Inotherwords,youdon’tusetheAPifyouphysicallymissyourtarget.

SpellsSpellsrequireanincantation.Incantsmustbespokenloudenough for the target tohear itbefore thespellpacket is thrown, andmust be completely finishedbeforethrowingthespellpacket.Aspellfailsifyouuseanincorrectincantorifyouarestrucksuccessfullybyanyin-gameeffectotherthanContact.Thisiscalleda“miscast”. Ifyoumiscast,youdonotuseanymagicpoints. If you successfully finish an incant, butmisswith your spell packet, theappropriatemagic pointsareused.Whenaspellhits,youshouldthencallouttheeffect.Likeweaponattacks,mostspellsrequirethatyoupauseafullsecondbeforecastinganotherspell.Ifaspellpackethitsyouoranyitemyouarecarrying,itaffectsyou.Damagebasedspells(exceptBody,andCrushing)canbeblockedwithashieldorweapon.

PsionicsPsionicsarethementalmanipulationoftheenvironment.Psionic attacks aremadewhen contact has beenestablishedwith a target,which is usually deliveredbyapacketattack.Psioniceffectsdonotrequireanyverbalincantation.

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CHAPTER II. RULES SUMMARY (continued)youremembereverythingupuntilyourdeath.Youhavenomemoryofyourtimeasaspirit.

Ways To DieTherearenumerouswaysforyourcharactertodie.

DeathIfyouarestruckbyaDeatheffect,yourcharacterdies.SurgerywillnotworkonsomeonewhohasdiedviatheDeatheffect,thoughtheLifeeffectwillstillwork.

LethalIfyouarestruckbyaLethaleffectthatbringsyoutozerobodypoints,oryouareat0bodypointswhenLethaliscalled,yourcharacterdies.SurgerywillnotworkonsomeonewhohasdiedviatheLethaleffect,thoughtheLifeeffectwillstillwork.

Delivery to Death (a.k.a. Killing Blow)When an individual is incapacitated (unconscious,bound,dominated,etc.)anotherindividualmayplaceaweaponagainsthisorhertorsoandsay,“Ideliveryou toDeath,1. I deliver you toDeath,2. I deliveryou toDeath,3.” Thismustbesaidclearly (i.e.notmumbledquickly)andloudlyenoughthatthepersonbeingdeliveredcanhearit.VariationsonthismaybeacceptableforRPreasons.SurgerywillnotworkonsomeonewhohasdiedviaDeliverytoDeath,thoughtheLifeeffectwillstillwork.Strikingtheweapondeliveringtheblowwilldisruptthekillingblow.

Permanent DeathEvery character’s spirit isweakened each time thecharacterdies.Whenthespirithasbecometooweaktoreformandreturn,yourcharacterhaspermanentlydied.Atthattime,youmustcreateanewcharacter.

LifeDeatheffectisremovedfromtarget,andBPrestoredto1.

CheatingTerresRising is based on an honor system. If youobserve someoneelsewhoyoubelieve is cheating,pleaseadviseastaffmemberassoonaspossible.Ifyounoticean inconsistencyor loophole in the rules,pleasenotifyastaffmember.AnyonecaughtcheatinginanywaymaybesubjecttopunishmentatthediscretionofStaff,includinganduptoimmediatedisinvitation.

Vocal AttacksLineofVoiceeffectsareinstant,andtakeeffectuponalltargetswhoheartheeffectbeingdeclared.Insomecases, there are single target Line ofVoice effects.Whenusing the single target LoVdelivery, the term“LineofVoice”will not be stated. Simply the targetandtheeffect.

Illegal TargetsHead,Groin,andHandhitsareillegaltargets,andanyhits to these areas are considered to havemissed.Abuseofthisrulewillbesubjecttopunishment.

Death at Terres RisingTheWorldofTerresRisingisfraughtwithdangers.

Bleeding OutWhenyouareatzerobodypoints,youareunconsciousandareconsideredtobebleedingoutforsixtyseconds.Duringthistime,anythingthatraisesyourbodypointstooneormore,willreturnyoutoconsciousness.Whileunconscious,youmustlayprone,maynotmove,andmaynotspeakinorout-of-game,unlessastaffmemberisrequestinginformationfromyou,oracharacterwiththeFirstAidskillasksyou,“What’syourstatus?” Inthisinstance,youcananswerwiththesolestatement,“BleedingOut.” If after oneminute has elapsed, noone heals you (for example, by first aid, potion orspell)withinsixtyseconds,andyoudonothave thebodystabilizationskillandthefreeAPtouseit,yourcharacterdies.Youmayremainwhereyouareforuptotenminutes.Duringthistime,youcanberevivedbyspellsorasurgeon.After tenminutes,youressencefadesfromyourbodyandyouwill riseupasaspiritandheadtoMonsterCamp.

ResurrectingAfter youdie, youare visible,butnotawareof yoursurroundingsand cannot interactwith the livingandare unaffected by anything, except under specialcircumstances.Youmustavoidbeinginthemiddleofcombatandmaynotinterferewiththosewhoarealive.Allofyourgameitemsremainonyourcorpse(besuretobringyour“physreps”withyou,butleaveanygameitemtags).Thismeans,youmustdropallofyourgameitemtagsintheplacewhereyoudied.Youcannottakethemwithyou.YoumustthenproceedimmediatelytoMonsterCamp,walkingwithyourheadbowed,andyourhandorphysrepatopyourhead.WhenyouarriveatMonsterCamp,tellaStaffmemberthatyouaredead.Ifyousurvivetheexperience,youwillreturntotheworldofthelivingwithabsolutelynothing.YourBodyPointsandAbilityPointswillbeattheirmaximum.YoumustthenreturntotheResurrectionPointofyourchoosing.InCrossroads,themostcommonlyknownpointistheshrinetoDeathinthemaindininghall.Whenyoudie,

CHAPTER III. CHARACTER CREATION & ADVANCEMENTRace - Your character’s Race is the starting pointfor your character. Race determines if you have anystartingabilities,andwhetheryouhavemodifierstoskillacquisition.

Starting Skills - Allstartingcharactersaregiven15SPtospendonanyskillsyouwouldlike.Dependingonyourrace’smodifiers, the amount you need to spend on agivenskillwillvary. Decidewhat typeofcharacteryouwould like toplaybeforechoosingyourskills,becauseyouwon’tbeable tochange them later. Therearenocharacter“classes”atTerresRising,sofeel freetomixandmatchyourskills.

Body Points (BP) - YourbaseBPisdeterminedbyyourrace.Youhave1BPforevery25SPthatyouhave.

Ability Points (AP) - Youhave1APforevery15skillpointsthatyouearn.TheAPforyourfirst15SPisincludedinstartingracialAP.

Starting Equipment - AllplayersatTerresRisingreceivestartingequipmentappropriatetotheircharacterattheirfirstevent,includingbutisnotlimitedto,weapons,armor,scrolls,alchemicalformulas,ormoney.AStaffMemberwillassistyouwiththisatyourfirstevent.

Gaining Essence and Experience Points (XP)The primarymethod of advancing inTerresRising isbyobtainingXP. XPcanbeconverted from“Essence”obtainedfromgameplayduringaneventonaone-to-oneratio.Essenceisthepoweroftheworldwhichexistswithinandbetweeneveryoneandeverything.Itpromotesgrowthandchange.Theessenceofindividualscanbeactivelydrained by delivering a killing blow to an unconsciousor prone target,which is anyonewho cannotmove, isplayingdead, sleeping,orbound inanyway,and thenbyspending timeover theirbodyandconcentratingonextractingthatessence.Thecharacteryoukilledwillgiveyoutheiressencetagsafteryoudeliver themtodeath.Passiveessencecanalsobegainedby succeeding inachievinggoalsandsuccessfullyinteractingwithothersintheworld.Ifstaffmembersfeelthatyouarerole-playingexceptionallywell, youmaybe rewardedwithEssenceduringanevent,orXP,afteranevent.Attheendofaneventyouwill turn inyouressencetags,whichwillbeconvertedintoexperiencepoints,themaximumofwhichisthetotalacharacterneedsfortwoSP.Anyessenceoverthatamountislost.Therefore,duringtheevent,youshouldtransferessencetoanyotherplayerIG,OOG,orevenuseitascurrency,IG.However,anyXPgainedfromrole-playing,awardedforassistingwithcleanup,submittinganeventevaluation,andthelike,arepooled,arenotlost,andcanbeusedtowardsavingupforfutureSP.

Skill Points - Afteraneventisover,allofyourExperiencePoints,regardlessofhowobtained,willbetalliedupandconvertedtoSkillPoints.TogainoneSP,youwillneedtheamountofexperiencepointsequaltodoubleyourcurrentSPplus1. [(CurrentSPx2)+1].Forexample, if yourstartingcharacterhas15skillpoints,youwouldneed31XPtogetanotherskillpoint.[(15x2)+1=31].Yournextskillpointwouldcostyou33XP,soonandsoforth.

Updating - Player Character updates shall be donebetween events, via email to [email protected],andfindawillingIGteacher,(whichcanbeeitheraplayer,oranon-playercharacter),youcanlearnnewskills.Ateacherisanycharacterthathastheskillyouwishtolearn.Regardlessofwhotheteacheris,astaffmembermustsignoffonyourcharactersheet.

Spending Time Blocks - Afteryouattendanevent,youreceive30daysoffree“timeblocks”.Ifyoudonotattendanevent,youcanstillpayanominalprocessingfeeforthetimeblocks.Theminimumunitoftimeblocktimeisoneday.Youcannotbreakdowntimeblocksbythehour.Youspendtimeblocksbysubmittingyourtimeblocksonthewebsite,andfillingoutthefields.Itishelpfultonotewhereyoufoundanitem,obtainedtheinformation,and/orwhoyoureceiveditfrom.Manyusetimeblockstocraftitems,conductresearch,orworkatajobtoearnmoney.Youcannotsay,“IresearchthehistoryoftheLyches.”Youmustexplain,indetail,howyouwouldgoaboutresearching.Forexample,“Ispend10daysworkingatmyUnskilledProfession,whichisTavernCook.Ispend5daysforagingforalchemycomponentstomake1pointhealingsalves.Ispend10daysonaquesttofindsomeonewhocanidentifythemagiconehandedswordIfoundintheKhufumodule.Ispend5daystalkingtotheheadoftheMage’sGuildintown,andaskifhewillteachmetheBattleSpellHeader.”

Karma -Forgooddeedsbothinandout-of-game,Staffmayawardyoukarma.KarmacanbeusedIGorOOG.KarmacanbesacrificedIGtoadeity,ortradedOOGtosaythatyou“found”anitem.SomecommonKarmaawardsare50karmaforbringinganewplayer,(bringing10playersalsogetsyouafreeevent),50karmaforpre-payingforanevent,orupto100forhelpingStaffcleanup.TheconversionisapproximatelyfourKarmaforeveryAmericandollar.Somecommonusesofkarmaare:10-1essence;10-randomcommonoruncommoncomponent,normalweapon,or1ptheal25-One5pointhealingpotion.25-1AP(forthateventonly,maxof10)50-Specificcommonoruncommoncomponent100-1SP(ifyouattendedtheevent.)150-1extraAPperreset(forthateventonly,maxof5)200-1SP(ifyoudidnotattendanevent.)500-Apersonalizedplotisspecificallydesignedtowardsyou.

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CHAPTER IV. RACES OF ASHRIYAItisatimeofnewbeginnings.ThewretcheddroughtthatplungedtheworldofAshriyaintochaosand tormenthasnowbeenover formanydecades.Thetimeofwanderingandscrounginghassinceended,andaneweraofcivilizationandcolonizationhasbegun.

This is thestoryofCrossroads,acentrallylocated, townon thevergeofapopulationexplosion. However,with all good things,problemsandevils lurkaround thecorner.Hostile towns threaten an imperialistictakeover. Tribal savages roam the landlooking for foodandother trophiesof theirvanquishedvictims.Rumorsandlegendstellofagreatevilthatwillhuntdownlargepartiesthattravelinthewoodsinthedarkofnight.Youradventureistobeginhere.WelcometoTerresRising:Crossroads.

You are to be a part of the expansion ofCrossroads.Whatwillyouchoosetobe?Willyou be themerchantwho sets up shop andbarterswiththetownforthegoodsyoupurvey?Perhaps youwill be amage, channeling themagicofthelandandmanipulatingthemforyouradvantage.Maybeyouwillchoosetobeagallantfighter,protectingthetownorprotectingyourowninterests.Thechoiceisuptoyou.

TheracesofAshriyaaremyriadindeed.Exactlyhow they came to be so genetically diverseis unknown sincemuch of recorded historywasdestroyedduring theGreatDrought. Thehardshipsofthattimehavebroughtthemajorityof the races together in awaywhich seemsstrangeconsideringtheirdifferences.Followingaredescriptionsofallofthecivilizedraceswhichhavebeenstudiedtodate.PartoftheknowledgelostduringtheGreatDroughtincludesthatwhichlies beyond the small towns, which are thefoundationofourknownworld.

The Playable Races of Ashriya are:Humans, Elves, The Haroc, The Undead, The Krosan, The Wyldlings, The Ritika, The Dagon, and The Mystics.

KEY:BP-BodyPointsAP -AbilityPoints

Free PurchasesSkillsorHeaderswhichdonotcostanySPtothecharacter,but theapplicableAPmuststillbespent.

BonusesSkillsorHeaderswhicharefreetotherace,butarenotavailabletootherraces,andcannotbetaughttoanyothercharacter.

DetrimentSkillsorHeaderswhichcostmoreSPthanotherraces,orareprohibitedtotherace.

PenaltiesSomestuffthepeopleofthespecifiedracehavetolivewith.

Make upThesearethemakeuprequirementsthatmustbewornfortheentireevent.

HumansScholars believe thehumanswereonce themostcommonraceinallofAshriya.ThebasisforthisbeliefisthathugenumbersofthemdiedduringtheGreatDrought.Withoutthephysicalstaminatosurvive,thehumansbecamereliantontheotherracesofAshriya.A propensity towards farming stayed with themthroughthehardyearsandtheywereprizedfortheirskillatraisingfoodinextremelydifficultconditions.Bybreedingmorequicklythanotherraces,thehumanshavebecomethemostpopulaceofallraces.

Mosthumanshavereturnedtofarmingasthewaterhascomebacktotheland.Theyarerespectedfortheir abilitieswith the landand various crafts, buttheythemselveswilladmitthattheotherracesarefarsuperiorincombat,wizardryandpsionicability.

HUMAN:3BP,3AP Bonus:+5SkillPoints

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CHAPTER IV. RACES OF ASHRIYA (continued)Elves

TheelvenpeopleofAshriyaaresimilartotheirhumanneighborsinmanyways.Physically,theyareasfrailasthehumansandappearmuchthesame,buttheirearscometopointsattheirupperedges.MuchoftheelvenpopulationpassedonduringtheDryYears,buttheelvesdidnothavethehumanknackforfarmingandneededtofindtheirownwaytoceasetobeaburdenupontheotherracesandbecomeaccepted.

Theelven intellect racedtofindananswerandfoundthat theycouldnotonlymake themselvesvaluable totherestoftheworld,butalsofindconsiderablewealthforthemselves.Theysetupcaravansfortravel,storingupwaterandtravelinglongdistancestotradevaluablecommoditiesfromonetowntoanother.Withastrongfoundationofwealth,theelveshavemanagedtocontinuethetraditionofmercantilismintothenewage.

ELF:2BPFree Purchases: SkilledProfessionHeader,

Choiceof1SkilledProfessionMake up:Eartips

Toalloutwardappearances,oneofthemostthreateningracesofAshriyaistheHaroc,whohavetheaspectofstoneaboutthem.However,thosewholivewithaHarocfindthemtobesomeofthekindestofsoulsinallthelands.Theyarehardyandstrongwithatrustingnature,butbewareaHarocbetrayed!

TheHarochave theability tocallearthandstone tothemtocreateaStoneArmor.HarocalsohaveaStatueForm,whichisaskilltohardentheirbodiesandmakethemverycloseto immovable. Inthisstatueform, ittakesatleast8normalmentomoveaHaroc,whichcanmakedealingwithastubbornHarocverydifficult.Mostpeoplejustgivethemwhattheywant.

HAROC:6BP,2APFree Purchases:Base4Strength (doesnot

counttowardmax);Stun;ResistPain;BruteStrengthHeader;EnduranceSkillsHeader

Bonuses:StoneArmor:logisticallyidenticaltotheFleshArmorPsychometabolicskill,butin-game,ismadeofstone,andcanonlyberesetby5minutesofmeditation;StatueForm: takesnoeffect fromalmostanything.Haroccannotmovenorspeak.HaroccanonlybemovedbydoubletheHaroc’sstrength.Requiresanaudible10counttoenterandexitStatuteForm,“StatueForm1,StatueForm2,etc.;ImmunetoContact(butnotCrushingContact).

Detriment:4SPStealthHeader;6SPChannelMagic; 6SP eachMagic sub-header; 10SPPsionicAffinity;10SPeachPsionicsub-header

Penalties:5SPread/writeMake up:Stonecoloredandtexturedmakeup

onallexposedskin.Tousestonearmor,mustalsowearstonearmorphys repoverat least50%of thebody,whichlookslikerock.

The UndeadItisunknownhowtheUndeadestablishedthemselvesasaraceuponAshriya.AtsomepointduringtheDryDays,theracesteppedawayfromtheirpurelyevil,twistedbrethrenandbecameasociablepeople.Buteventhen,theUndeadwerenotparticularlyacceptedbytheotherraces.Manycomplainedaboutthe“evil”natureofanyundead,whileotherswerejustoffendedbythestenchofrottingcorpseswalkingthroughtheirstreets.DuringtheGreatDrought,withnoneedforwater, sleep, or protection fromheat, theUndeadbecameoneofthemostpowerfulforcesforhelpingtorestorecivilizationtoAshriya.However,recently,theUndeadCityoftheNecropolisfell,andsincethenmostundeadareconsideredevil,andshunned,orevenkilledonsight,bymostofsociety.

The Haroc“Oops, humansare so soft””–ArkronTrakal,veteranHarocfighter

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CHAPTER IV. RACES OF ASHRIYA (continued)The KrosanTheKrosanareahighlyexcitablerace.Theyliveontheedgeandthrowthemselvesvoraciouslyintowhateveractivitytheybecomeinvolvedin.Manyhaveparticularlystrangepersonalityquirks,suchasspeakinginthethirdperson,orreferringtothemselvesintheplural.Although,theylooksimilartotheotherracesofAshriyainbodyshape,theyhavedistinctiveblacktendrilsoffleshwhichgrowoutofvariousplacesontheirbodyandre-enteringinotherplaces.TheKrosanwerewelladaptedforthetimeoftheDrought.Itisunknownwhethertheyevolvedthiswayortheyhadalwaysexistedassuch,buttheywereabletosurvivemuchlongerperiodswithlessornowaterthanthemajorityofthepopulation.Theyarewellrespectedfortheirabilitiesincombat,thoughmostarewaryoftheirunstablebehavior.

KROSAN:4BP,4APFree Purchases:ResistToxin;Base2Strength

(doesnotcounttowardmax);Acrobatics;Dodge;FinesseSkillsHeader;BruteStrengthHeader

Bonuses:QuickLearner:Attheendofanevent,theamountofessenceturnedinbyaKrosancharacterisdoubledandmaybeused toearnup to4SP;CanlearnAdrenalineSurgewithoutlearningheader;CanbuyRepairArmorskillfor4SPwithoutbuyingtheheader.

Detriment: 10SPChannelMagic; 10SPeachMagicSub-Header;10SPPsionicAffinity;3SPProjectileHeader; 6SP to buy any sub-headerswithinArtisanClass.

Penalties: Shortened lifespan; Must eat a“KrosanStick”,atleastonceperreset.(Physrep,suppliedbyplayer,canbeapixiestick,aredlicoricestick,ora12ozenergydrink.)AllKrosancharacterswillbegiven“punchcards”byStaff.Everyreset,aKrosanmusteattheirKrosanstickinfrontofaStaffMember,whowillmarkoffthepunchcard.FailuretoeataKrosanstickduringaagivenresetwillyielddireIGresults.AllcharactersmusthaveIGitemtagsforeachKrosanstickthatisobtainedIG.The IG item tag isseparateanddifferent from theOOGpunchcard.

Make up: Black tendrils connecting one partof the body to another (Example: neck to shoulder,forearmtoupperarm,etc.),Blackmakeupaccentuatingtendrils.

GHOULS:5BP,1APFree Purchases: Base 2 Strength (does not

count towardsmax, only at night);EagleEye (only atnight);ResistDisease;ResistToxin;BruteForceHeader;EnduranceSkillsHeader

Bonuses: UnarmedCombatClaws 36”max;DrainEssence*;+2APatnight,SecondWinduptotentimespernightwithoutexpendingAP

Detriment:Minus 1BPduring the day; 10SPPsionicAffinity; 10SPChannelMagic; 6SP FinesseHeader;6SPStealthHeader;10SPFirstAid.

Make up:Roughlyhalfthefaceistobecoveredin redmake up (to give the impression of exposedmuscle).

LYCHES:2BP,5APFree Purchases:UndeadSurgery(firstaidnot

necessary);Willpower; Resist Disease;ResistToxin;EagleEye(onlyatnight);ChannelMagic;NecromancySpellsHeader

Bonuses:5minutebleedout;DrainEssence*Detriment: 10SPBruteStrengthHeader; 6SP

Finesse Header; 3SPWeapon Styles Header; 4SPEnduranceHeader;4SPProjectileHeader;1SPHeavyWeaponsHeader;6SPFirstAid;Minus1BPduringtheday

Make up:White facepaintwith redandblackhighlights (togive the impressionofskull).Allexposedfleshistolookdecaying.

VAMPYRE:3BP,3APFree Purchases:UndeadSurgery;Willpower;

SecondWind (only at night); Resist Disease;ResistToxin;EagleEye(onlyatnight);PsionicAffinityHeader;Clairsentience;Telepathy

Bonuses:5minutebleedout;DrainEssence*Detriment:10SPChannelMagic;6SPFirstAid;

6SPPsychokinesisSub-Header;Minus1BPduringtheday

Make up:Whitefacepaintandfangs.

*DrainEssence:Inlieuoftakingtheessencetagsfromafallenfoe,thecharacterwiththisskillmayinsteadaddonepointofBPforeachpointofessencetagthatwouldhavebeenreceived,toatotalnogreaterthanthemaxBP.

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CHAPTER IV. RACES OF ASHRIYA (continued)The WyldlingsUntil recently, theWyldlings were thought to becreatures ofmyth and children’s tales. When theDroughtbegan,theWyldlingswereforcedoutoftheirforesthomestoseekwhatsmallsourcesofwatertheycouldfind.Feralinnature,theyweremistrustingoftherestofthepopulation,butsomeofthekinderfolktooktheminandmadethemfeelmorecomfortableamongsttherest.Wyldlingsareviciouswhenrousedtocombatandwillseldombackdownoncetheyhavesettheireyesonaparticularcombatant.

Thoughtheirbodyshapevaguelyresemblesthatoftheotherraces,theWyldlingsarealsocloseinformtothewildanimalsofAshriya.Theirhandshaveevolvedintoacrossbetweenclawsandhands,whichmakesitdifficultforthemtouse“civilizedtools”likeutensilsandmusicalinstrumentsandalmostimpossibletouseweapons. However, the claws can inflict sufficientdamageontheirown,andthespeedoftheWyldlingssuit themasthe idealpredator.Althoughtheyhaveintegratedthemselvesamongsttheotherraces,theystillhaveapackmentalityandarefiercelyloyal to thosewithwhom they travel.TheyareoftenknowntohowlorgruntatotherWyldlingsinameaningfulway,butthereasonsforthisareunknowntoanybuttheirownkind.

WYLDLING:6BP,3APFree Purchases : Base 3

Strength(doesnotcount towardmax);Acrobatics; Brute StrengthHeader;StealthCombatHeader;EnduranceSkillsHeader; Clairsentience (do not needPsionicAffinitytotakeclairsentience).

Bonuses: Unarmed CombatClaws 36”max;Advanced UnarmedHeader(allowsWyldlingstopurchase

The RitikaAnything you can make, I can make better, or if I can’t make it better, I bet I can break it.” - Familiar taunt among Ritika children (and some adults).

TheRitika are a race of unbridled curiosity.Theyneedtoknow,theyneedtoimprove,andtheyneedtotest.Physically,theyappeartobemadeofmetalsofvarioustypes,thoughitishighlyunlikelytheirfleshisactuallymetal.Ritikahaveaninsatiablecuriosityaboutallthingsmechanicalorcomplex.Traps,locks,alchemical recipes andweaponswith complicatedmachinationsaretheirspecialties.RarelywillaRitikainvolveitselfwithmagic,claimingthatanythingdonewithmagiccanbedonebetterwithscience.Onrareoccasions,aRitikawillincorporateritualmagicintooneofitscreations,butatgreatrisktoitsreputation.

MostRitikaseemtofallintooneofthreepersonalitytypes,thosewholiketobuild,thosewholiketo

skillsthatwillpermitWyldlingstousespecialcombatskillswithunarmedcombat.)

Detriment: 6SPChannelMagic; 10SPeachMagicSub-Header;10SPPsionicAffinity;10SPforeachPsionicsub-header(exceptClairsentience).

Penalties––4SPRead/writeandcannotusewriting implements; 6SP for eachArtisan Skill; noweapons

Make up-Lookanimalistic.Getcreativeandyou’llgetmorepositiveattention.Teethshouldonlyberealistic-looking fangsor tusks, ifused. Try toavoidteeththatneedtoberemovedforcommonactionslikeeatingortalking.

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CHAPTER IV. RACES OF ASHRIYA (continued)break,andthosewhowanttobegoodateverything.Mostfocusonacertaintypeoffunctionality.Theywillfocus on improving defensive abilities or offensiveabilitiesofitemsthattheyareworkingon.Theyalltakeverydifferentapproachestotrytobethebestatwhattheydoandarecompetitivewitheachotherinaveryfriendlyway.ManyRitikaliketotravelwithapuzzle,trappedbox,orsomeotherchallenge,andwhentheyencounteranotherRitika,thereisoftenaracetoseewhocansolvetheother’spuzzlefirst.Thesooneryoucompleteanother’spuzzle,themoreesteemedyouareintheireyes.

RITIKA:4BP,2APFree Purchases:PickLocks;RemoveTraps;

Artisan,Mechanic, Craftsman, andAlchemy Loreheaders;OnepurchaseofCraftorAlchemy

Bonuses:RepairArmorx3(base:30foreveryminuteofnormalarmorrepair;+1productionpointforeachpurchaseofaproductionskill.

Detriment: 4SPChannelMagic, x5 of baseSPforspells

Make up:Metallicmake up on all exposedskin.

The Dagon“The power is in you.” - Dagon training mantra.

TheDagon are a very lawful peoplewhose skindevelopsartisticrenderingswhichfocustheirpower.TheDagonmanifesttheirpowerthroughtheirmasteryof bothmind andweapon. By bringing both thephysicalandmentaltogether,theyhavemanagedtobecomethemostskillfulwarriorsinallofAshriya.

TheDagonbelieve firmly in the supremacy of lawandorder. During thechaosof theDryYears, theDagonfoughtfiercelytoreturnordertolandswhichhadturnedchaoticwithfearandlossofhope.ManyDagondiedinriots,whiletheyfoughttocontrolthepopulace. Others left civilization in small, groupswithwhichtheycouldfindpeace.Inthepost-droughtyears,manyof these small groups returned to thecitiesandtownsandbecamethebasisformilitiaandtownguards. ThoughsomeDagonare foundwithmercenarygroupsorwanderingtribes,theygenerallywillbewithothersoftheirownkindastheymakeamosteffectivefightingforcethisway.

DAGON:3BP,4APFree Purchases:Contact;Willpower;Psionic

Affinity; Psi Powers (choice of 2 headers); SwordClass;EnduranceSkillsHeader

Bonuses:PsiMeditation(resetFleshArmorwithfiveminutesofundisturbedmeditation);SwordContact (Establish contact through sword withsuccessfulhit).

Detriment:10SPChannelMagic;4SPeachmagic sub-header; Prefer only bladedweapons,cannotuseshields.

Make up:Multiple tattoos onexposedandunexposed,butpossiblyvisibleskin.

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CHAPTER IV. RACES OF ASHRIYA (continued)

The Mystics

“What ismagic, you askme?What isn’t?” -Mystic retort toRitikaquip.

ClearlythemostskilledmagesinallofAshriyaaretheMystics.Thesepeoplehavesimilarphysicalcharacteristicstotheelves,thoughtheyarepalerandmanyhaveaglittery,magicalqualityto them. ThoughphysicallynotwelladaptedtoliveouttheGreatDrought,theMysticswere able to use theirskillwithmagic tomake themselvesextremelyusefultothoseotherraceswho could provide for them. It isrumored that someMystic ritualistswere even able to create food andwaterfortheirfriendsthoughthatmayonlybeamyth.

ManyconsidertheMysticstobealoof,whileothersfindthemtobeextremelyoutgoingandfriendly.Theyareclearlyindividualswithoutasinglementality.Even amongst their own race, theyare recognized by their choice ofmagicalspecialization.TheRomallastudyDefensivemagics, theDevarstudyBattlemagic, theEkcartstudyMentalmagic,theHarastudyHealingmagic,theFwipstudyDiscordmagic,theNamore studyNecromancy, andtheTarikarestudentsofall formsofmagic.

TheAridDays destroyedwhateversocialstructuretheMysticsmayhavehadastheywerespreadoutamongstthestrugglingcivilizations.Still,theMysticsrecognizeoneanotheraskindredspiritsandwilloftengooutof theirwaytobesociabletootherMysticswhospecializeinthesameschoolofmagicasthemselves.

MYSTIC-2BP,6APFree Purchases–MagicShield;MagicBlast;ChannelMagic.Bonuses –RitualFocusx2;Specializedcasterscastas+2levelwithintheirspecialization;Tarikcastas

+1level;DetectMagicactuallyaninnateabilitywhichrequires1APandrequiresnoincant.Mysticscanjust“feel”ifsomethingismagical.Itismoredifficulttodothisthancastasimplespell,hence,itcostsmoreAP.AnyMysticcanalsopurchasethespelltoreducethecostofuse.

Detriment–Tarikmustspend6SPandgetallspellschools;10SPforBruteStrengthHeader;4SPforFinesseSkillsHeader;5SPWeaponStylesHeader;6SPEnduranceSkillsHeader;5SPHeavyWeaponsHeader

Restrictions––Willonlywearsmallamountsofmetalasarmor.Studsmaybeusedintheirleatheranddelicatemetalmaybeusedincoifs.

Make up-Whitemakeup,eartips,andbodyglitter

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CHAPTER V. SKILLSSkillsarealargepartofwhatdefinesacharacter.Whilethere are amultitude of role-playing and personalityattributes that shape andmold a character, what acharacter can do, defines howa character lives.Thefollowing list represents the skills commonly knownoravailable to a starting character. Each set of skills isbrokendownbyHeader,whichsometimeshaveacostthemselves,inordertopermitpurchasinganyfurtherskillswithinthatHeader.TheSkillPointcosttopurchasetheskill,followedbytheapplicableAbilityPointcosttousetheskill,islistedaftereachskill.Thislistisn’texhaustiveof all the skills that exist inTerresRising, but are theskillsthatarewidelyavailable,orareavailabletostartingcharacters.

General Skill ClassGeneralSkillsrepresenttheskillsthatanycharactermightknowwithoutspecifictraining.

AbilityPoints-Cost:7SP(+3SPafter1stpurchase)Thisskill increasesaplayer’sabilitypointtotalbyone.This skill canbepurchasedmultiple times. However,it becomesmoredifficult to increase your ability pointpooleachtimethisskillispurchased.Itrequires3SPmoreeachtimeyoupurchasethisskill.(i.e.7,10,13,16,etc…)

Acrobatics,Basic-Cost:3SP/1APThisskillallowsonetosuccessfullycompleteaphysicalfeat, suchas jumping fromoneplatform toanotherorwalkingabalancebeam,thatwasactuallyattempted,butfailed.ThisskillcanalsobeusedtoresisttheTripeffect.Additionalpurchasesofthisskillincreaseitslevel.

DisarmTrap-Cost:3SP/SpecialThisskillallowsacharactertoattempttodisarmatrap.APsforuseofthisskillvariesdependingonhowmucheffort youwould like to put into disarming the trap.Additionalpurchasesofthisskillincreaseitslevel.

EscapeArts-Cost:3SP/1APThis skill allows a character to escape fromphysicalbindings.Magicalorpsionicbindingscannotbeescapedfromusingthisskill.Ifoneisbound,andtheyhavethisskill,theycanspendastandardresettoescape.Ifyoudon’thavethisskill,youcannotattempttoescapefromphysicalbindings(youmayattempttoripout,ifyouhaveahighenoughstrengthrating).Additionalpurchasesofthisskillincreaseitslevel.

FirstAid,Basic–Cost:2SPThisskill representsemergencyhealingofacharacterbymundanemeans.TouseFirstAidyoutouchthetorsoofa fallencharacterandaudiblystate,“FirstAid:Stopyourcount.”Aftertouchingthetorsofortencontinuousseconds,audiblystate,“FirstAid:Resetyourcount”.

After touching their torsocontinuously foranother fiftyseconds(foratotalofsixtyseconds),youthenaudiblystate, “You’re stable,” and the unconscious characterawakenswith oneBP.With awilling or unconscioussubject,FirstAidcanalsodeterminetheBPand/orhealthailmentsthatasubjecthas,byaskingOOG,“FirstAid:Whatisyourstatus?”FirstAidworksonboththelivingandtheundead.

Foraging-Cost:2SPWiththeforagingskillusedinconjunctionwithcrafting,mechanicsoralchemicalproductionpoints,theplayerisabletofindnon-commoncomponentsduringtimeblocks,whichcanbeusedsolelyintimeblocks,fortheproductionofitems.Uptothreepurchasesofthisskillcanbemade,andeachpurchasehalvesthetimeneededtofindagivencomponent.Thisskillcannotbeusedforritualmagic.

PickLock-Cost:3SP/SpecialThis skill allowsa character toattempt topicka lock.APsforuseofthisskillvariesdependingonhowmucheffortyouwouldliketoputintopickingthelock.Additionalpurchasesofthisskillincreaseitslevel.

Pickpocket-Cost:3SP/1APThis skill allowsa character to attempt to steal an in-gameitemfromatargetcharacter.Ifsomeonehasthepickpocketskill,Staffwillprovidethemwithaclip.Iftheskilledcharacter isable tosuccessfullyattach thecliptoanother characterwithout themnoticing, the skilledcharacterhassucceeded.TheskilledcharactermusttheninformaStaffmember,immediately.(However,informingaStaffmemberpriortotheattemptisacceptable,andadvisable.) The areawhere the clipwas placedwillindicatewheretheattempttookplace,suchas,ifapouchisclipped,thestaffmemberwillremoveonegameitematrandomfromthebag.Theresultofclippinganoutercostume,suchasacloak,willbelefttoStaffdiscretion.Weapons,armor,orotheropenlynoticeableitemscannotbepickpocketed.AnAP is usedonly ona successfulattempt.

Read&Write-Cost:4SPWyldling,5SPHarocThisskillallowsHarocorWyldlingstoread&writethecommonlanguageofAshriya(English).

UnarmedCombat,Basic-Cost:3SPThisskillallowsonetofightwithoutaweapon.Thisskillisrepresentedwithphysreps24”maximuminlength,andshouldbeblack.NocombatskillsmaybeusedwithBasicUnarmedCombatexceptParryandDisarmFoe.

UnskilledProfession-Cost:1SPThisskillallowsonetochooseanunskilledprofession,whichwillprovideacharacterwithawaytoearnmoneyandanopportunitytorole-play.Generally,mostunskilledprofessionswillyieldatwoDrakeperday

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CHAPTER V. SKILLS (continued)wage.Examples:Streetsweeper,stablecleaner,heavyobjectlifter,gravedigger,dungremover,guyincornerlookingtough.

WearLightArmor-Cost:3SPThisskillallowsaplayertowearleather,studdedleather,quiltedpadded,orothersuchlighterarmor.ThismayonlybepurchasedbyWyldlings.

WearHeavyArmor-Cost:5SPThisskillallowsaplayertowearchain,plate,scalemailorothersuchheavierarmor.ThismayonlybepurchasedbyWyldlingsandLyches.

Willpower-Cost:3SP/1APThisskillallowsacharactertoresistSleep,Charm,Fear,Dominate, andRP [Emotion].Additional purchasesofthisskillincreaseitslevel.Ifacharacterisstruckwithahigherlevelofeffect,ahigherlevelofthisskillisneededtoresist it.ALevel3Charm,requires3purchasesofWillpowertoresistit.

Artisan Skill ClassArtisanSkillsrepresenttheskillsthatapersonobtainswithaspecificchosenart.Theseskillsusuallyrequireaheader,whichconferbasicknowledge,andtheheaderservesasaprerequisitetootherskillsunderneaththeheader.

Alchemy Lore - Cost: 2 SPThisrepresentsthefundamentalknowledgeneededtoidentifysubstancesandcombinealchemicalcomponentsintopotions,toxins,orothersuchchemicalcombinations.Byspendingtimeblocks,theHeadercanbeusedtofindcommoncomponentsusedforalchemicalsubstances.Thephysicalrepresentationofanalchemicalattackisapacketofcornstarch.Thisskillisrequiredtousethrowngases.Nospecialskillisneededtousepotionsorappliedsalvesoroils.

AlchemyDevelopment-Cost:2SPThis production skill allowsa character to create andproducealchemical substances.Additional purchasesofthisskillincreaseitslevel.

Craftsmanship Lore - Cost: 2 SPThisrepresentsthefundamentalknowledgenecessaryforbeingaskilledcraftsman.Byspendingtimeblocks,theHeadercanbeused tofindcommoncomponentsusedtocraftitems.

CraftsmanDevelopment-Cost:2SPThisskillallowsthecharactertocraftweapons,armor,andfinelycrafteditems.Additionalpurchasesofthisskillincreaseitslevel.

RepairArmor-Cost:2SPThisskillallowsacharactertorepairdamagedarmor.Inorder to repairarmor,youmustuseaphys repoftools, and role-play the repair.Additional purchasesof thisskill increase its level.Thereare two typesofarmorrepair.Thefastfieldrepairrequiresoneminutetorepair,wherethearmorcanbelefton,andcanberepairedtoonehalfofacharacter’smaximumArmorPoints,roundedup.Forafullrepair,thearmormustbetakenoffandrepairedforfiveminutes.Armguardsorlegguardsmayberemovedtorepresenttakingoffthearmor,buttheplayerwillhave0armorpointsuntilthepiecehasbeenreplaced.

Mechanics Lore - Cost: 2 SPThis skill represents the fundamental knowledgenecessaryforcreatingmechanicalitems.Byspendingtimeblocks,theHeadercanbeusedtofindcommoncomponents used to create mechanical items.Prerequisites: Craftsman Lore,Alchemical Lore.Specifictraining(intimeblocks)isneededforanygunormechanicalprojectileweapon.Uponcompletionoftraining,theskillwiththatparticularblueprintshallbeaddedtothecharactersheet.Ifyoutrainwiththemakeroftheweapon,itwillincreasetherateoflearning.

MechanicalDevelopment-Cost:2SPThisskillallowsthecharactertomaketraps,locks,orothermechanical items.Additional purchasesof thisskillincreaseitslevel.Astrology Lore - Cost: 2 SPAstrologyisthesecretartofchartingtheplanetsandconstellations in order to glean their secrets. Thesuccessfulastrologermayreceiveaboonfromthestars.Themostcommonformoftheseboonsisapredictionoffutureevents,thoughotherboonshavebeenknowntoexist.Thenatureof theboon isnot knownuntil itis granted.A playerwho has theAstrology skill willreceiveanAstrologyrulessystemthatcontainsalltheinformationaplayerwillneedtodecipherastarchart.Atthebeginningofeachevent,acharacterwillreceiveastarchart,whichtheycandeciphertogleanasecretofthestars,providedthattheplayerhasspentatleastthreedaysintimeblocks,chartingthestarsandplanetsanddrawingthechart.Prerequisite:Read&Write

AstrologyAdept-Cost:2SPA characterwhopurchases astrology adept ismoreproficient at predicting the future and gatheringinformationfromthestars.Byspendinganadditionalthree timeblockdaysobserving the stars, theadeptmay receive another boon, in addition towhat theymaydiscoverfromthestarchart.Additionalpurchasesofthisskillincreaseitslevel.OthermeansaresaidtoexisttoaffectthenumberandpowerofboonsgrantedtosomeonewiththeAstrologyAdeptskill.

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Professional Header - Cost: 2 SPThisrepresentswhatthecharacterhasgainedintrainingforaskilledprofession,whichwillprovideacharacterwithawaytoearnmoneyand/oranopportunitytorole-play.

SkilledProfession-Cost:3SPThisskillrepresentsaplayer’schosenprofession.Playerswiththisskillcancomeupwiththeirownvocation.Therearenodefiniteanswersastowhatcanbegainedbyachosenprofession,butanyplayercanfindawaytouseittohisorheradvantage.Thisskillcanbetakenmultipletimesinthesamejobtosignifyincreasedknowledgeandskill,andincreasedwages.MostskilledprofessionswillstartatathreeDrakeperdaywage.Others,suchasMerchant,maybefourormoreDrakeperday.SomeProfessionsmayhavepre-requisites,whichwillbedeterminedwhenaplayerelectsaparticularprofession.Additionally,someprofessions, such asTracker,Herbalist,Geologist, orApothecary, allow one to procure components duringtimeblocks,whichdonotexpire,andbringthemintogame.Onepurchaseoftheseprofessionsallowsyoutoprocurecommonand uncommon components, two allows youtoprocurescarce,andthreeallowsyoutoprocurerare,andgeta leadtoexceptionallyrare.Theactual time intimeblocks,variesbasedonwhatcomponentyouseek.Moreinformationisavailableifyouareinterested.

Surgeon-Cost:3SPAfter1minute,andacharacterhasbledout,butbeforethentenminuteswherethespiritmustleavethebody,aSurgeoncanattempttobringthepatientbacktolife.After5minutesofworkingonthepatient,theSurgeonpullsastonefromanOOG“surgerybag”(providedbyStaff)todetermine successor failure. If successful, the patientwillawakenwithoneBP,butsufferfromtheCurseandtheSloweffects,for5moreminutes.Ifthesurgeryfails,thenthepatientdies,andmustgoimmediatelytoDeath.TheSurgeonskillmaybepurchaseduptothreetimestoimprove thechanceofsuccess.Surgeonsmustsupplytheirownsurgicaltoolphysreps.TheSurgeonskilldoesnotworkonundead.Onlyonesurgeonmayworkonanunconsciousvictim.Asurgeoncanalsofixamaimedlimb,afterspendingoneminutewithapatient.Thepatientmustbe prone during the treatment. Prerequisite: FirstAid,Read&Write

UndeadSurgeon-Cost:3SPSameastheSurgeonSkill,butonlyworksonUndead.Prerequisite:FirstAid,Read&Write

Weapon Skill ClassWeaponSkillsaresimply,that,skillinaweapon,orclassofweapons.Theheaders foreachgroupofweaponsarefree,buteachclassofweaponsmustbepurchasedseparately.

CHAPTER V. SKILLS (continued)Heavy Weapons Header - Cost: 0 SPAxeClass-Cost:1SPTheskillrepresentsknowledgeofallAxetypes,Halberds,etc.Canuseone-handedversionsoftheseweapons.

BluntClass-Cost:1SPThisskillrepresentsknowledgeofallbluntweapons.Canuseone-handedversionsoftheseweapons.

SwordClass-Cost:1SPThisskill representsknowledgeofallswords.Canuseone-handedversionsoftheseweapons.

HeavyWeaponsMaster-Cost:2SPThisskillrepresentsknowledgeofallheavyweapons.

Light Weapons Header - Cost: 0 SPCloseRangeClass-Cost:1SPThis skill represents knowledge of all small meleeweapons.(Daggers,DirksandCudgels).

SpearClass-Cost:1SPThisskillrepresentsknowledgeofallspeartypes.Canuseone-handedversionsoftheseweapons.

Staff-Cost:1SPThisskillallowsthecharactertouseatwohandedstaffincombat.Whenstrikingonehandmustbekeptwithintwofeetofthecenter.Thestaffcanalsobeuseddefensivelybyplacingoneendonthegroundandpivotingitwithonehand,allowingafreehandforcasting,butotherwisebothhandsmustbeonstafftouse.

LightWeaponsMaster-Cost:2SPKnowledgeofalllightweapons

Projectile Weapons Header- Cost: 0 SPBowClass-Cost:1SPThisskillallowsacharactertousebowandarrowsand/orcrossbowandbolts.BowsusedareeitheranapprovedNerfBoworabowofnotmorethan20lb,withapprovedpaddedgolftubearrows.Forabowtobeapproveditmustbedecoratedtolooklikeitisconstructedfromnon-plasticmaterials.

ThrownWeapons,Small-Cost:1SPThis skill allows a character towield all small thrownweapons.This includesCloseRangeClassweapons,upto8”sizedrocks.Youcannotuseanythrownweapontopowerstrike. Allsuch thrownweaponsdo1normaldamage.

ThrownWeapons,Large-Cost:1SPThis skill allows a character towield all large thrownweapons.Thisincludesalllargeweapons,suchasspears,uptobouldersizedrocks.Youcannotuseanythrown

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CHAPTER V. SKILLS (continued)weapontopowerstrike.Anyrockbiggerthan8”requires2Strengthtolift,anddoes2Crushingdamage.Anyrockthatislargerthan4feetindiameterrequires3Strengthtolift,anddoes3Crushingdamage.ProjectileWeaponsMaster-Cost:2SPKnowledgeofallProjectileweapons

Weapon Styles Header- Cost: 0 SP

Two-Handed-Cost:2SPThis skill allows the character towield all twohandedweapons in the class(es) they have knowledge.Prerequisite:Aweaponskill.

TwoWeaponStyle-Cost:2SPThis skill allows a character towield two one-handedweaponsatthesametime.Thepersoncanstrikeoncewitheachweaponbeforetakingamandatoryone-secondcombatpause.(i.e.strike,strike,pause).Prerequisite:Aweaponskill

Shield-Cost:2SPThisskillallowsacharactertouseashieldasameansofdefense.Shieldshavetheabilitytoblockanynumericaldamage causingweapon or packet delivered attack,exceptCrushingDamage.Ifanattack isdeliveredthatdestroys a shield, the damage is not delivered to thewielder of the shield, except for CrushingDamage.Shieldswillstoponlynumericaldamagefromspells(ex.5Fire,3Lightning,etc.)Spellswhichcauseeffects,willgo through shields, andaffect the character.This skillcanbeboughttwice,firsttimeallowsuseof24inchesorsmallershield,secondallowsuseofshieldof36inchesorsmaller.

Combat Skill ClassCombatSkills are skills used in conjunctionwithtraditional weapon strikes, where the attackerswings,andaddsanadditionaleffecttothenormalattack.Notably, combat skills that add additionaldamagetoanattack,suchasPowerStrike,PrecisionStrike, andCriticalStrike, can be combinedwithEffectbasedskills.Effectscannotbecombinedwitheachother,unlessotherwisespecified.Therefore,youcoulduseaPowerStrikewithMaim,butnotaMaimwithaDisarm.

Brute Strength Skills Header - Cost: 2 SPBruteStrengthskills representan individual’sability toharnessone’sphysicalstrengthincombat.

Fortitude-Cost:3SP/1APThisskillallowsonetoresisttheMaim,Stun,andWaylayeffects.

ResistDisarm-Cost3SP/1APThisskillallowsonetoresistthedisarmeffectDestructiveBlow-Cost:5SP/2APThisskillallowsonetocallthe“Destroy”effect.Thiscanalsobeattemptedongame items. The itemmustbestruckfortheeffecttotakeplace.

FatalStrike-Cost:7SP/3APThis skill allowsone to call the “Fatal” effect, uponasuccessful hitwith ameleeweaponupon the target’storso.

Maim-Cost:5SP/2APThisskillallowsonetocallthe“Maim”effect.AlimbmustbestruckinorderfortheMaimtotakeeffect.

PowerStrike-Cost:5SP/1APThisskillallowsonetoattackfor2additionalpointsofdamage.ForeachadditionalpointofStrength,addonepointofdamage.Afteronelandsablow,onecallsoutthetotaldamagefromthestrike.Thus,a3Strengthcharacterswingsfor5damage.Thecharactershouldmerelycall“5”.PowerStrikedoesnotworkwithrangedweapons.

Strength-Cost:3SPEachpurchaseofthisskillincreasesthephysicalstrengthby1.Allcharactersstartwithabaseof1.Thiscanbepurchased3times.Bonusesgainedasresultofracedonotcountaspurchasesofthisskill.

Stun-Cost:5SP/2APThisskillallowsonetocallthe“Stun”effect.ThetorsomustbestruckinorderfortheStuntotakeeffect.Stuneffectsmustbedeliveredwithabluntweapon.

CrushingBlow-Cost:3SP/1APThisskillallowsonetocallthe“Crushing”effectwithasuccessfulstrike.Thisskillcanonlybeusedwithbluntweapons.Thisskillisstackablewithotherskills.Finesse Skills Header - Cost: 2 SPFinessebasedskillsrepresentspeedandskillusedtooutmaneuveranopponent.

DisarmFoe-Cost:3SP/1APThis skill allowsone to call the “Disarm” effectwith asuccessfulstriketoawieldedobject.Inordertousethisskill,theattackermusthaveaweaponinhand.

Parry-Cost:5SP/2APThisskillallowsonetocallthe“Parry”effectinordertodefend against anyweapon based attack, except foreffects“Waylay”and“Fatal”deliveredwiththeBackStabskill.Inordertousethisskill,thecharactermusthaveaweaponorshieldinhand.

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CHAPTER V. SKILLS (continued)PrecisionStrike-Cost:5SP/1APThisskillallowsonetoattackfor2additionalpointsofdamagewithedgedorprojectileweaponsperpurchaseof the skill.After one lands a blow, one calls out thetotaldamagefromthestrike.Thus,acharacterwithtwopurchasesofthisskillswingsfor5damage.Thecharactershouldmerelycall“5”.Thisskillcanonlybepurchasedthreetimesatcharactercreation.

Riposte-Cost:3SP/2APThis “Riposte” (Rhymeswith “coast”, not “cost”) skillallows thecharacter toParryanynon-rangedweaponattack.ThecharactermaythenimmediatelyswingforaPrecisionStrikeagainstthatattacker.NoadditionalAParerequiredfortheensuingPrecisionStrike.TheRiposteskillcannotbeusedagainsttheWaylay,CriticalStrike,BackStaborAssassinateSkills.Prerequisites:Parry

Trip-Cost:5SP/1APThisskillallowsonetocallthe“Trip”effectwhenstrikingalegwithaweapon.

Stealth Combat Skills Header - Cost: 2 SPPatience and surprise combine to incapacitate anopponent.

BackStab-Cost:7SP/3APThisskillallowsonetocausetheFataleffectwhenstrikingsomeoneintheback.Thecallis“BackStab”.Cannotbeusedwithtwohandedorbluntweapons.Thisskillcannotbeparriedorriposted.Prerequisite:CriticalStrike

CriticalStrike-Cost:5SP/1APThisskillallowsonetoattackfor3additionalpointsofdamage,whenattackingatargetfrombehind.Surpriseisnotnecessarytodeliverthisattack.

Dodge-Cost:7SP/3APThisskillallowsacharactertousethe“Dodge”effecttoavoidanynon-line-of-voiceorradiusbasedattack.Somesortofmove,twirl,ortwistmustbedonetorepresentthedodge.Aplayercannotlungeintoanattacktosavehis/herfriendandutilizeadodge.

Waylay-Cost:5SP/2APThisskillallowsacharactertodeliverthe“Waylay”effect.Theattackmustbedeliveredfrombehind,tappingthevictimon thebackbetween the shoulder blades,witheitheracudgelordirk,andcalling”“Waylay.”Thiseffectisstackablewithotherskills.

ShadowCloak-Cost3SP/1APTheskillShadowCloakallowsonetohideinshadows.Thisskillisonlyuseableinthedark,andwhiletryingtohide.Onemustcrosstheirarmsovertheirchestand

cannotmove.Ifsomeoneasksyouormakesanactionagainstyou,youmustrespond“Invisible”.Thepersonattemptingtoseesomeonewhoisinvisiblemustrole-playthatyouarenotthere.Onemustbehiding,notmoving,with arms crossed for 5 seconds before the shadowcloaktakeseffect.

Endurance Skill Header - Cost: 2 SPConditioningallowsonetotoleratephysicalhardship.

BodyStabilization-Cost5SP/2APThisskillallowsonetopreventthemselvesfrombleedingout,byautomaticallyputtingthemselves intoaComa.Afteroneminuteofbleedingout,theskilledcharacterwillbeinacomafor10minutes.After10minutes,theywillbeconsciouswith1BP.Inthecoma,oneisstillsubjecttoeffects(suchasMaim,orbeingdeliveredtoDeath),butisunaffectedbynumericaldamageandcannotbeawakened.Thisskill isautomaticallyactivated if the1minutebleedout timehasexpired,and thecharacterhastheAPavailable.

Regeneration-Cost3SP/1APRegenerationallowsyoutohealyourself.AfteractivatingtheRegenerationskill,youmustrest for1minuteperBPeithersittingquietlyorlyingdown.Nomovementisallowed,ortheregenerationskillisstoppedattheamountofbodyyouhavegained.

ResistDisease-Cost3SP/1APAllowsonetoresistoneDiseaseeffect.Ifacharacterisstruckwithahigherlevelofeffect,ahigherlevelofthisskillisneededtoresistit.ALevel3Disease,requires3purchasesofResistDiseasetoresistit.

ResistPain-Cost3SP/1APto3APTheResistPain skill allows the defender to ignore 3pointsofbodydamageperabilitypointspent,uptoatotalof9pointsofbodydamagefor3APused.

ResistToxin-Cost3SP/1APAllowsone to resist one toxineffect. If a character isstruckwithahigherlevelofeffect,ahigherlevelofthisskill isneededtoresist it. ALevel3Toxin,requires3purchasesofResistToxintoresistit.

SecondWind-Cost3SP/1APIfoneisreducedtozeroBPorless,thisskillallowsoneto instantly regain consciousness immediatelywith 1BP,Thisskillmustbeusedwithin5secondsofdroppingunconscious.

Magic SkillsChannel Magic, Basic-Cost: 2 SP TheChannelMagicheaderisaprerequisiteforallof

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CHAPTER V. SKILLS (continued)theotherMagic skill sub-headers.To cast a spell, theplayermustfirst“ChannelMagic”tocreateMagicPointsfromtheirAP,whichistoconverting1APintotwoMP

SpellSub-Headers–Cost:SP2In order to learn a spell, youmust first have the sub-headerwhichthatspellfallsunder.Simply,ifyouwantto learn the spellCureWound, youneed to learn theHealingSpells sub-header, first. There are six basicdifferenttypesofspellschools,whichcanbelearneduponcharactercreation,eachwithitsownsetofspells:BattleSpells,ProtectiveSpells,HealingSpells,MentalSpells,NecromancySpells,andDiscordSpells.

LearnSpell–Cost:SPvariableThecosttopurchaseaspelldependsonthelevelofthespell,whichisoneSkillPointforeverythreelevelsofthespell.Example:Itcosts1SPtolearna1-3rdlevelspell,2SPfora4-6thlevelspell,3SPfor7-9th,etc.Startingcharacterscanonlybeginwithspellslevel1-3.AlistingofallavailablestartingspellsisintheAppendix.Atleastonespell fromeach levelmustbepurchased tobuyaspell of thenext level higher. You cannot purchaseathird level spell until youhavebothafirstandsecondlevel spell. Spells can be learned from a teacher in-game,or through learning fromascroll. If thespell islearnedthroughascroll,thepersonmusthavetheskillReadMagic, thescrollwillbedestroyed,andthespellispermanentlylearned.Youcanonlylearnaspellequaltoyourcharacter’slevel,modifiedbyracialbonusesorpenalties.Castingthesamespellthathaslastingeffectsonasingletargetdoesnot“stack”theeffectsofthespell,regardlessifitisbeingcastbyadifferentcasterorthesamecaster.Asingletargetcanonlyhaveoneofeachspellonthematagiventime.However,castingdifferentspellswhichhave similar or even identical effects canenableyouto“stack”effects.Forexample,youcanonlycastthefirstlevelWeaponShieldspellonce,onanygivenperson.However,ifyouweretocastadifferentspellwhichweretogive3weaponsshields,thenthatcanbestackedwiththefirstlevelspell,givingatotalof4weaponshields.Youcannotcastthefirstlevelspell4timesfor4weaponshields.Youcanteachanothercharacteraspell, if thespelllevelisatleastthreelevelsbelowyourcharacter’slevel.Inordertocastaspell,onemustuse1MPpertwolevelsofthespell.

MagicBlast-Cost:SP3/APvariableThisskillallowsacharactertofocusmagicintoablastofrawenergy.Foreachabilitypointfocusedinthismanner,theblastwillcause twopointsofdamage.There isnolimittotheamountofabilitypointsthatcanbeusedinthisfashion.

MagicShield-Cost:SP5/2APThisskillallowsacharacter to resistanyMagicbasedeffect,andcanbeusedoneffectsinprogress.

ReadMagic–Cost:2SPTherearetwobasicfunctionsofReadMagic.First,ReadMagicisneededtolearnaspellfromalearnablescroll.Second,ifyouchoosenottolearnthespell,butstillwishtocastit,youcanuseReadMagictoconsumethelearnablescroll, simply by casting the spell.However, the scrollmustbeinyourhand,visibletoread,andtheremustbeenoughlighttoreadby.Somenon-learnablescrollsdonotrequiretheuseofReadMagic,andwillbeindicatedonthescroll.Thesescrollswillhaveonlythespelleffectwrittenonthescrollandpossiblythelevelofthespell.Anyoneofanylevelcancastthespell fromthatscroll,buttheymusthavetheskillRead&Write.Prerequisites:Read&Write

RitualLore–Cost:3SPRitualLoreistheprerequisiteskillthatpermitsacharacterto perform any kind of RitualMagic. It includes therudimentaryknowledgeoftheRitualalphabet,Lexicon,andstartingknowledgeofRitualGlyphs.AcharacterwithRitualLoremay leadoneRitualperday. Ingame, theRitualsystemutilizesacombinationofsymbols,magicalwritings,andcomponents.Ritualmagicisperformedin-gameandcanbeverybeneficialorverydisastrous.Ifyoulearnthisskill,contactstaff,whowillprovideyouwithaRitualLorepacket.

RitualDevelopment–Cost:2SPWith thepurchaseofRitualDevelopment, a characterenhanceshisritualabilities.Ritualscanonlybeconductedduringanevent.Ingame,RitualmagiconlyseemstoworkwhenthestarTerreshasrisen.Acharactercanleadoneadditionalritualperday,perpurchaseofthisskill.Thisskillmaybepurchasedadditionaltimes,butmustbelearnedin-gamefromateacher.Prerequisites:RitualLore

RitualTheory-Cost:2SPThisskillrepresentsanaccumulationofenoughpracticeinritualswhileTerresisrisen,sothataRitualistcanstudyandpracticeritualworkwhenTerresisnotinthesky.Thisskillallowsaplayertosubmitritualrelatedquestionsintimeblocksandtoaidtheirabilitiestoalterorcreatenewritualssuccessfully.TheRitualistmaysubmitexperimentalcombinationstostaff,andmayalsopermitplayerstoaskout-of-gamequestionstostaffmembers,regardingrituals.Oncepurchased,thisskillmaybepurchasedadditionaltimeswithoutateacher,andwillincreasetheefficiencyofanswerstoquestionsandexperiments.Prerequisites:RitualDevelopmentx3,mustbelearnedin-game.

RitualAffinity-Cost:3SP,1APThisskillrepresentsadvancedmasteryatsafelyweavingthethreadsofmagicduringritualwork.Acharacterwiththisabilityislessaffectedbyvariationsinhisorothers’performancesduringtheritual.ARitualistmayactively

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CHAPTER V. SKILLS (continued)usethisskilltorectifyasingleerrortheyhavemadeintheirgesturing,perAPused.Additionally,aRitualLeadermayactivelyusethisskillwhentheyperceivethataparticipanthasmadeanerrorintheirgesturing.Theskillisusedbyutteringtheword“Affinity”duringtheIntonationphaseofaRitual.Prerequisites:RitualDevelopment

Psionic SkillsPsionic Affinity Header - Cost: 2 SPThePsionicAffinityheaderisaprerequisiteforallofotherpsionicskillsub-headers.Allpsionicskilleffects(exceptasnotedunderPsychokinesis)maybedeliveredthroughapre-existingcontact,orthroughaninstantaneouspacketattack,unlessotherwisenotedintheskill’sdescription.

Contact-Cost:1SP/0APContactrepresentsbeingabletomakeamentallinkwithatarget.Contactisestablishedviaapacketattack,afterwhichthepsionicistsays“Contact”.Thiseffectdoesnotgothroughshieldsorweaponsandmusthit the targetdirectly.Ifcontactisestablishedwithatarget,anattackcan be delivered by voice.Once an attack is carriedout, thecontactwith thetarget isbroken,andmustbereestablished.Apsionicistwhobreaksvisualcontactwiththetargetlosesthecontact.Thetargetofacontactwillbeawarethatcontacthasbeenmade,iftheyhavethePsionicAffinityheader.Contactcanbemaintainedwithonlyoneindividualatatime.

CrushingContact-Cost3SP/1APThisskillisidenticaltocontact,exceptitwillgothroughshieldsandweapons.Prerequisite:Contact

PsionicShield-Cost:SP5/2APAllowsacharactertoresistanyPsionicbasedattack.

Clairsentience Sub-Header - Cost: 2 SP

DetectLiving/Undead-Cost:3SP/1APTheDetect Living/Undead skill allows theClairvoyanttoreachoutwiththeirmindtodeterminethepresenceofothersinthearea.Aminuteofconcentrationmustbeusedtogetaclearreading.Thisskillcanbeusedtodetectanotherbeingwithina30-footradius.Anapproximation(afew,abunch,alargegroup)canbediscerned,aswellasgeneraldirection–front,back,right,left.(AStaffmembermustbepresent.)

DetectMagic-Cost:3SP/1APUsingtheDetectMagicskillonecanconcentrateforaminutetodetermineifthereisamagicalenergywithina15-footradius.Thisskillcanbeusedtodetectitems,rituals,protectivespells,enchantedrunes,magicfocuspoints,etc.Onecandeterminewhichdirectionthesourceisemanatingfrom,however,onecannottellwhattypeofmagichasbeenused.(Staffmembermustbepresent.)

DetectPoison-Cost:3SP/1APTheDetectPoisonskillallowsonetodetectthepresenceofatoxin.Thisskillisuseabletoexaminefood,abody,and inmodulesituations(ie.Lockedbox).Aminuteofconcentrationmustbetaken, todetermine ifa toxin ispresent.Thepropertyofthetoxincannotbedetermined.(AStaffmembermustbepresent.)

DetectTraps-Cost:3SP/1APTheDetectTrapsskillallowsonewiththeskilltodetectthepresenceofa trap.Thisskill isuseable inmodulesituations (ie. Lockedbox).Aminute of concentrationmustbetaken,todetermineifatrapispresent.Thisskillwillprovideexactknowledgeofthelocationofatrap,butwillnotprovidethenecessaryknowledgetodiscerntheeffectsofthetraporhowtodisarmit.(AStaffmembermustbepresent.)

EagleEye-Cost:3SP/2APWithonepurchaseofEagleEye,theusermayseeaninvisible individualorobject.Withasecondpurchase,theusermayavoidaWaylay.Inbothcases,thepersonusing the skill must audibly declare “Eagle Eye” toindicateusageoftheskill.Anyinadvertenthitspriortothedeclarationdonotcount.

ObjectReading-Cost:3SP/1APObjectreadingallowsonetoconcentrateforaminuteonaparticularobject,togleanasenseofwhatthehistoryoftheobjectis.Afterfocusingontheobjectinquestion,one can sense if the object ismagical, cursed,wasparticularly cherished to someone, etc.However, onecannot determineanythingparticular about an object,suchasmagicalproperties,orwhotheownerwas.(AStaffmembermustbepresent.)

SpiritCommune-Cost:3SP/1APThis skill allows one to communicate with recentlydeparted spirits that have not yet resurrected. Theconversationcanbenormal,howeveritshouldbemuted–whispersbackandforththatnooneelsecanhear.ThisskillDOESNOTforceaspiritinanywaytocommunicatewith the person trying to commune.Each attempt tocommunewithaspiritusesuponeabilitypoint.Willnotworkonassassinatedsubjects.

Psychokinesis Sub-Header - Cost: 2 SPContactCANNOTbeusedwithanyoftheseskills,exceptchoke.Apacketattackisrequired.

Choke-Cost:7SP/2APThisskillcausestheChokeEffect.Theattackermustholdouttheirarmasiftheyweregraspingtheiropponent’sthroat.Ifthearmisputdown,orhit,theeffectisbroken.Contactwithatargetmaybeestablishedbeforethisskillisused.

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CHAPTER V. SKILLS (continued)

23

ControlEarth-Cost:5SP/1APThis skill allows one tomanipulate the earth to trip anopponent (as perTripEffect).Youmust state the skill“controlearth”beforethrowingthepacket.Callout“trip”uponhittingatarget.

ControlSound-Cost:5SP/2APThisskillallowsonetocauseasonicvibration,whichstunsanopponent(asperStunEffect).Youmuststatetheskill“controlsound”beforethrowingthepacket.Callout“Stun”uponhittinganopponent.

ControlWind-Cost:5SP/1APThisskillallowsonetomanipulatethewindstodisarmanopponent(asperDisarmEffect).Youmuststatetheskill“controlwind”beforethrowingthepacket.Callout“Disarm”uponhittingatarget.”

CreateObject-Cost:3SP/1APThis skill allowsone to create simple objects from rawmaterial.Woodandstonecanbeboundtogethertocreateuseful itemssuchasclubsorstavesorshields.Objectsmadefrommetalorotherprocessedmaterialscannotbemade.Anitemcreatedlastsforareset,andthenfallsapart,backintotheeverydaymaterials.

DestroyObject-Cost:5SP/2APTheDestroyObjectskillallowstheusertocalltheDestroyeffect.Theeffect canbecalledonaweapon,armororshield.Thisskillcanalsobeattemptedongameitems.

ForceBarrier-Cost:7SP/2APThisskillallowsone tocreateabarrierof forcearoundoneself.Thepsionicistmusthavetheirarmsoutstretched,palms facingoutwardandcannotmove.As longas theforcebarrierisup,thepsionicistcannotbehurtbyphysicalattacksperthe“weaponshield”effect.Onecanbeharmedbymagicandpsionics.

Psychometabolic Sub-Header - Cost: 2 SPAdrenalineSurge-Cost:7SP/3APTheskillAdrenalineSurgeallowsonetofocusofallofthestrengthinone’sbody.Afteractivatingthisskill,onecanperformunlimitedPowerStrikesfor1minute.Onemustscreamloudlyatthebeginningofthisattack.Attheendofthisminute,oneissubjecttoanincurableexhaustionthatinhibitsthecharacterfromusinganyIn-Gameskills.

BodyStabilization-Cost:5SP/2APSameastheEnduranceSkill,“BodyStabilization”.

DiseaseAbsorption-Cost:3SP/1APThis skill allowsone to absorba diseaseand render itinert.Thiscanbedoneinstantaneously.Thisskillcanbepurchasedmultiple times. Ifacharacter isstruckwithahigherlevelofeffect,ahigherlevelofthisskillisneededtoresistit.ALevel3Disease,requires3purchasesof

DiseaseAbsorptiontoresistit.

Displacement-Cost:10SP/3APWiththisskill,oneisabletotemporarilyturnthemselvesincorporeal.Thisskillcanbeusedtoavoidanyoneeffect,andcanbeusedinreactiontotheattack.Whenhitbyanattack,callout“Phase”tosignifythattheattackwasphased.

FleshArmor,Basic-Cost:5SP/1APFleshArmorrepresents thehardeningof theskinasaresultofconcentration.Thisisaskillthatimprovesasonedevelops.ThebasearmorfortheFleshArmorskillis4points,butcanadvancethroughingamemeans,baseduponcharacterlevel.BasicFleshArmorcannotbereset,butanabilitypointcanbeexpendedatanytimetobringtheFleshArmorbackuptofull.NootherarmorcanbewornwhileFleshArmorisactive.Thisskillisnotstackable.

Heal-Cost:3SP/1APHealallowsyoutohealyourself.AfteractivatingtheHealskill, youmust rest for1minuteperbodypoint,eithersittingquietlyorlyingdown.Nomovementisallowed,ortheHealisstoppedattheamountofbodygained.

PoisonAbsorption-Cost:3SP/1APThisskillallowsonetoabsorbatoxineffectandrenderitinert.Thiscanbedoneinstantaneously.Thisskillcanbepurchasedmultipletimes.Ifacharacterisstruckwithahigherlevelofeffect,ahigherlevelofthisskillisneededtoresistit.ALevel3Toxin,requires3purchasesofPoisonAbsorptiontoresistit.

Telepathy Sub-Header - Cost: SP 2InflictPain-Cost:7SP/1-3APThisskillallowsthepsionicisttoinflictexcruciatingpaintoachosentarget.Threepointsofbodydamageisinflictedperabilitypoint,upto3abilitypointsmaybeusedwithastrike.Ifnotusingcontact,damagemustbestatedbeforethrowingthepacket.

PsionicBlast-Cost:7SP/3APThePsionicBlastcausestheCurseeffect.Contactwithatargetmaybeestablishedbeforethisskillisused.WhenattackingsomeonewithaPsionicBlaststate-“PsionicBlast-Curse”.

Shun-Cost:3SP/1APAllowsonetotargetanindividualwiththeShuneffect.

TranquilMind-Cost:3SP/1APTheTranquilMind skill calms and heals themind ofothers.Throughthisability,thetelepathcanremovetheCursecausedbyPsionicBlast,Berserkcausedbyanymeans,andcalmsomestatesofagitation.OnceContactisbroken,thetargetmayreverttotheirpreviousstateiftheyarestillsubjecttotheeffect.

CHAPTER VI. ARTISAN PRODUCTION

24

ProductioninTerresRisingisbrokenupintothreecategories:Alchemy,Crafting,andMechanics.Alchemyallowsyoutomakeitemslikepotions,toxins,andgases.Craftingallowsyoutomakeitemslikeweapons,armor,andshields.Mechanicsallowsyoutomakeitemslikelocks,traps,andexplosives.Togainbasicknowledgeofaparticularbranch,youneedtopurchasetheappropriateLore.Inordertoproduceitems,youneedtoobtain,ingame,theappropriateformula,whetheritisarecipe(forAlchemy),design(forCrafting),orblueprint(formechanics).Onceyouhavetherecipe,design,orblueprint,youneedtoobtain,ingame,therespectivecomponentsthattheformulacallsfor.ForeverypurchaseoftheDevelopmentskill,youreceiveanumberofProduction Points (PP)accordingtoyourraceinthatparticularcategory.Youcanmakeitemsduringtimeblocks,ormaybeevenduringanevent,basedonhowmanyProductionPointsandthecom-ponentsyouhave.WitheverypurchaseoftheDevelopmentskill,thespeedinwhichyoucanproduceitemsintimeblocksalsoincreases.YoucanhavedifferentlevelsforCrafting,AlchemyorMechanicatthesametime.

How Much Can I Produce and How Long Does It Take?Total Time = (Production Points being used / Total Production Points) * 30 days

EveryformulahasasetnumberofProductionPointsassignedtoit.Ifyoudevoteanentiremonthtoproducingitems,youcanproduceallofyourProductionPoints.Naturally,asyoupurchaseDevelopment,youincreaseyourproductionandtherebydecreasethetimeittakestoproduceitems.Todeterminethenumberofdaysspentonproduction,addupthePPofeveryitemyouaregoingtomakeduringthattime.YoudivideyourPPspentbyyourtotalavailablePP,thatgivesyoutheportionofyourtotalPPspent,andtheresultingportionofthemonthyoutaketoproduce.Multiplythisby30days,roundingupthenumberofdaysattheend.

Forexample,youaregoingtomakethreeBasiclevelrecipesthatcost1PPeachandyouhave8totalPP.YouareusingalittlelessthanhalfofyourtotalPPanditwilltakeyou12daystomakethosethreebatches.

TotalTime=(3PPused/8PPtotal)*30days TotalTime=(0.375)*30days TotalTime=11.25days,roundedupto12

CraftsmenandMechanicscanstopworkingonanitemandthenresumeworkingoveroneormoretimeblocksperiods.Alchemistsmuststartandfinisharecipewithinthesametimeblocksperiod.Allcomponentsmustbeonhandwhenworkhasstarted.Differentmethodstoincreaseproductionefficiencyareavailable,suchasutilizinghelpersorhiringanapprentice.Seethecategory’sskillpacketformoreinformation.

ComponentsComponentsareanintegralpartofProduction.ThemajorityoftheBasicitemsrequirejustcommoncomponents,orinsomecases,noneatall.Componentscanbeprocessedorinarawstateandcanbepurchased,foundingameorforagedforintimeblocks.Componentsmustbeprocessedbeforetheycanbeused.Anynumberofcomponentscanbeprocessedforusebyanyonewiththeheaderinonedayduringtimeblocks.

What is your Production Ability Level?YourProduction Ability Level (PAL) dictateshowcomplexanitemyoucanmake.Therearefourlevels:Beginner,Intermediate,AdvancedandMaster.Aparticularrecipe,design,orblueprint,willhaveacertainabilitylevelthatisneededinordertomakethatitem.YourabilitylevelisbasedonhowmanytimesyouhavepurchasedtheDevelopmentskill inthatbranch.

WhenyoupurchaseaDevelopmentskillonce,youareaBeginner.Uponyourthirdpurchase,yourProductionLevelisIntermediate.TheAdvancedProductionLevelrequireseightpurchases,andMasterProductionLevelrequireseighteenpurchases.However,simplypurchasingtheDevelop-mentskillanadequatenumberoftimesisnotenoughtobecomeAdvancedorMaster.YouwillalsoneedanIn-Gameteachertoachievethoselevelthresholds.

Race PP per purchaseDagon 3Elf 4Ghoul 2Haroc 3Human 4Krosan 2Lyche 2Mystic 2Ritika 6Vampyre 3Wyldling 1

PAL PurchasesBasic 1Intermediate 3Advanced 8*

CHAPTER VI. ARTISAN PRODUCTION (continued)

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Foraging For ComponentsComponents can be found during timeblocks for useinproductionwiththeappropriateskills.Theseforagedcomponentsarevirtualandcanbeonlybeusedinthetimeblock period they are found. Learning the headerin any category allows you to forage for two commoncomponents in onedayof timeblocks. In order to findscarcercomponents,youwillneedtofind,trade,orbuythem ingame,orpurchase ranks in theskillForaging.EachpurchaseofForagingcuts thetime inhalf tofindacomponent.YoucanlearnForaginguptothreetimes.Thetablebelowillustratestheamountoftimeneededtofindandprocessagivencomponent.Thetotaltimespentforagingisroundedupattheend.

Example:analchemistneedstofindtwouncommonandonescarcecomponentforarecipeandhehasForaging3.Ittakestwodaystofindtheuncommonandthentwoandahalfdaystofindthescarce,foratotaloffivedaysafterrounding(2+2.5=4.5,roundedupto5).

Enough Numbers. What Can I Make?Alchemistslearnrecipesforhealingpotions,sleepgases,ingestedtoxins,andmuchmore.Craftsmancannotonlymakebasicweapons,armor,andshields,andsharpenswords,butcanalsomakeitemsthataresofinelycrafted,theymaybeabletodomoredamage,ordefendagainstcertainkindsofattacks.Mechanicscanmakelocks,traps,explosives,orawholehostofunusualdevicesthatmightconferextrastrength,lightuparoom,orevenresistcertainkindsofattacks.Thesearejustsomeexamplesofwhatyoucanproduce.

Learning New Recipes, Designs, and BlueprintsEachbranchofProductionhasmanydifferent typesofitemsyoucanknowhowtoproduce.Theseformulasareingame itemsand canbe learned fromother crafters,mechanicsoralchemists,boughtfrommerchants,orevenfoundinolddustytomes.Youmusthavetheformulaonhand inorder toproduce that item,unlessyouchoosetomemorizetheformula,thereisnolimittothenumberofformulasyoucanownormemorize.Formulascanbememorized by role-playing in-gamewith a teacher orreadingandstudyingtherespectiveformulaintimeblocksandspendingoneSkillPoint.Ittakesthesameamountoftimeintimeblockstomemorizeaformulaasitdoestoproduceabatchof that formula.Memorizinga formulawillallowyoutobeabletousethatformulawithouttheformula’ssheet.

Production During an EventFormulascanalsobeproducedduringaneventbyspend-ingability points, using the required components, andspendingtimerole-playing theaction.OneabilitypointallowstheproductionofanumberofProductionPointsequaltoyourrace’sPPperpurchaseofDevelopment.Thereareadditionalskillsthatallowyoutomaketempo-rarymodificationstoitemsduringanevent.Forexample,ifyouaresharpeningaswordusingtheCraftingskill,youmustrole-playtheactivityofsharpeningtheswordyouareworkingon,inadditiontospendingtheAP,andsurrender-ingthecomponenttags.Eachcategorymayalsorequireyou to havean ingameworkshop in order to produceitemsduringanevent.Formoreinformationaboutsetting

upaworkshop,refertothecat-egorypackets.Multiplemodi-fications can-notbestackedonto an indi-vidualitem,un-

lessotherwisenoted.

Multiple Use ItemsGenerally,Intermediateitemsareonce-evereffectitems.Whenyouproduceaonce-everitem,youwillbegivenatagwithadescriptionoftheeffectaswellastheitemtag.Oncetheeffectisused,youshouldhandinthetag,andyouwillbegivenanormalitemtag.Youmusthavetheitemforatleastonereset,touseit,whichisconsideredactively“training”withtheitem,or“learning”abouttheitem.

Advancedareonce-per-eventeffectitems.Inordertouseaonce-per-eventeffect,onemusthavetheweaponforatleastthreeresets.

Masteritemsareonce-per-reseteffectitems.Anitemwithaonce-per-reseteffectmusthaveatleastaprominentlyvisiblecoloredringaroundtheitem,atleastaninchthick.Thisringrepresentsthenoticeabledifferenceinqualityoftheitemoveranormalitemofthesametype.Inordertousetheonce-per-resetitem,onemusthavetheitemforatleastonemonth(30days).

Analysis, Experimentation and InventionThereareskillsforeachcategoryofArtisanProductionthat canbe learned in-game that allowa character tobeabletodeducethenatureofitems,reverseengineerexistingitemsormaketheirownrecipes,designs,andblueprints.

More InformationMoredetailedinformationisavailabletothosewhohavepurchasedtheLoreskillsforthedifferentcategories.

ForagingLevel Common Uncommon Scarce Rare Ex.RareHeaderOnly 2/day - - - -Foraging1 4/day 4days 10days 20days 100daysForaging2 8/day 2days 5days 10days 50daysForaging3 16/day 1day 2.5*days 5days 25days

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CHAPTER VII. COMBATCombat in theworld ofTerresRisingmay seemcomplicatedatfirst,butafteralittlebitofpractice,it is actually fairly easy.All you havedo is keepmental track of a few numbers, and understandthatanyactionyou take requiresyou topauseafullsecondbeforemakinganadditionalattack.Anattackisdefinedasadetrimentalactionthattargetsanothercharacter.

“CALL BACKS”Thefirstprincipal to rememberwithallcombat isrespondingwithcallbacks.Whenanyeffectstrikesyou, youmust respond to the attacker.This canrangefromasimplespokensubtle,“Gotit”,tosomekindofrole-playingcryofpainlikeascreamorgrowl.Anyattackermustpauseforonesecondbetweenattacks,togiveyoutheopportunitytoacknowledgetheeffect,withacallback.Additionally,youshouldtrytorole-playanattack’seffectwheneverpossible.Ifyou’rebeinghitwithapowerfulstrike,youshouldreactdifferentlythanifyouwerehitwitharegularblow, or even a bolt of lightning. Finally, if youare protected fromanattack due to anability orsomeothertypeprotection,youmustcallbacktheprotectiveeffect.IfyouareusingDodge,Parry,orifyouareimmunetocertaineffect,youshouldalwaysstateitloudandclearly,sotheattackerwillknow.

MELEE COMBATLet’sstartfromthebeginning,andbuildahypotheticalcharacter.Let’suseaKrosanfighter,withnormalstrength,whowears5pointsofchainmailarmor.Youdecidethatthestartingskillsthatyouwanttolearnare:Sword,two-handedweaponstyle,FatalStrike,andPowerStrike.

Nowyouarereadytogooffandplay!So,youwanderofffromthesafetyofyourcabin,andsoonencounteralonesavagecannibal(anNPCplayedbyaStaffmember) coming towards you.AsaKrosan, youwouldneverfearalonecannibal.Youwastenotime,andrushthecannibal,strikingitfromthesidebeforeitgetsachancetoattackyou.Donotswinghard,andnobaseballbatorhockeystickstyleswings.Theswingfromyourphysrepisjustenoughtotouchandmakecontact,andallowtheotherplayertofeelit.Sinceyoudidn’tuseanyspecialabilities,youdonotneedtocallanydamage,ormakeanycall,asyouattack.TheNPCgivesyoua

“callback” by groaning and quickly says, “Gotit!”, to acknowledge the hit. TheNPCmentallysubtractsonepointofdamagefromhistotalbodypoints.Assoonasheacknowledgesthehit,youtakeanother swing.Beforeyouhit thecannibal,heisabletoblockit,andasheisfightingwithtwoweapons,heblocksyourswordwithonehand,andhitsyouwiththeother.Youmentallydeduct1pointfromthe5pointsofarmoryouarewearing.Youstepbackasyouacknowledgehisblow,andyoucallback,“Gotit!”,andblockanothershotquicklybeforeswingingupandhittinghisshoulder,justas

helandsanotherblowwithhislefthand.Youarenow leftwithonlythreearmorpoints,butthecannibalwhohasnoarmoron,can’tlastmuch longer.So,youlandonelastblowanduse1APtoperformaPower Strike, calling

out“4!”TheNPCdidthemathinhishead,andhewasoutofBP,sothecannibalfalls.Youhavenotbeenhurt,butyourarmorisnowworthonlythreepointsofprotection.

NowthattheNPCisunconsciousandprone,youtouchyourweapontohistorso,andsay,“IdeliveryoutoDeath1,IdeliveryoutoDeath2,IdeliveryoutoDeath3.”Remember,akillingblowcanbedisruptedbysomeoneknockingyourweaponoutoftheway.Butnowthathe’sdead,theNPCwillhandyouhisessencetag(s),whichyouputinyourpouch,tosavefortheendoftheevent,whichyouwillgivetoStaff,andwhichwillbeconvertedintoXP.Ifyoumoveonbeforecollectingtheessencetag,youhavetensecondstoretrievethetagbeforetheessenceislost.

SPELL COMBATSpellcastingisalittlemorecomplex.Inordertocastaspell,youmusthaveaspell learned.Youuseabilitypointstorepresenttheeffortittakestodrawuponand focus themagical energyof theworld.Withoneabilitypoint,thebeginningmagecanchanneltwoMagicPoints(MP).Inordertocastaspell,onemustuse1MPpertwolevelsofthespell.Forexample,a1stlevelspellrequires1MPtocast,whichmeansyouhaveused1MP,

Yo u d o n o t need to call any damage, or make any call, as you attack.

CHAPTER VIII. TESTS OF STRENGTH

27

down”,youmuststateyourStrengthratingaloud,(Forexample,“Ihave4Strength.”),totheperson,andthen,youmaygentlyplaceasinglehandontheirshoulder.

Moving an Unconscious CharacterIfyouhavenormalstrength,youcan“drag”anunconsciouscharacterupto15feet.Ifyouhave2Strength,youcanslowlywalkwith an unconscious character,with theirhandonyourshoulder.Ifyouhave3Strength,youcanjogwithanunconscious character,with their handonyourshoulder.Ifyouhave6Strength,youcandragtwocharacters,orrunwithone.

Holding Closed or Forcing Open a DoorAnyonecandothisbyplacingthepalmsofbothhandsonthedoor.Toresolvethistestofstrength,addupthetotalstrengthofallcharactersoneithersidesofthedoor.Thesidewiththegreatestnumber,wins.Nooneshouldeveractuallypush!Youcannotcreateanyphysicalbarricades,suchasusingbedsorfurniture.

Breaking Bindings Rippingoutofphysicalbindingsofropeorsimilarmaterialsrequires3Strength.Rippingoutofchainbindingsrequires5Strength.Rippingoutofmagicalbindingsdependsonthelevelofthespell.Breakingoutofbindingsrequiresusageof1AP.IntheeventyouhavedoubletherequiredStrength,thereisnoAPcost.

Resisting the Disarm Effect YoucanresistaDisarm,with3Strength,using1AP.

Resisting the Trip Effect YoucanresistaTrip,with4Strength,using1AP.

Inorder to ripoutusingaFeatofStrength,onemustaudiblydeclare,“Iripout,1.Iripout,2.Iripout,3.”Inorder toripsomeoneelseout, it isa5count,andtheperson’saffectedbodypartismaimed.Ifit’saPin,it’sthatleg.ARoot?Bothlegs.ABind?Botharms.etc.Also,ittakessomeonetwohands,andtheycannothaveanythingintheirhandswhentheyarerippingsomeoneout.

butyoustillhave1MPleftovertouseforanotherspell.A7thlevelspellrequires4MPtocast,whichmeansyouhaveconverted2AP.

Thistime,youareahumancaster,andyouandyourpartyareinafightwithagroupofaggressivelittlecreaturesandyouwanttoattackone.Youhavelearned“Pin,”asecondlevelspell,andwant touse itononeof thecreatures.Youtakeoneofyourspellpacketsandcallouttheverbalincant for thespell, ”Ipinyouto theground!”Afteryouhavecompletedtheverbalincant,youthrowthepacketatyourtarget.Ifthepackethitsyourtarget,youcancallouttheeffect,“Pin,”andyousubtractoneMagicPoint.Youmustwaitafullsecondforyourtargettoacknowledgethe spell, before castinganother spell at that target. Ifyourpacketmissedthetarget,youmuststillsubtractoneMagicPoint.Keep trackofall thespellsyoucast,andsubtract the proper number of ability points from yourabilitypointpool.

Somespellshavelastingeffects,andarenotinstantaneous.Thesespelleffectsstaywithapersonuntiltheyareused,for thedurationof anevent.For example, if youhavelearned“WeaponShield”undertheProtectiveList,youneedtotouchtherecipientofthespellandstatetheincant“Icreateaforcetoshieldmefromharm.”,andthensubtracttwoMagicPointsfromyourpool,sinceWeaponShieldisa3rdlevelspell.Youwillhave1MagicPointleftover.(Somespells,knownas“lineofvoice”spells,maynotevenrequirethethrowingofapacket.)Somespells,like“SpellShield”willdefendagainstthefirstmagicalspellattack.Itwillnotdefendagainstbeneficialmagicalspells.

CHAPTER VII. COMBAT(continued)

Kind Effect Required Strength*Pin Pin1foot 2strengthRoot Pinbothfeet 3strengthResistDisarm 3strengthBreakRope 3strengthBind Botharms 4strengthResistTrip 4strengthBreakChain 5strengthConfine Feet&Arms 6strengthEncase Confine+Siilence 8strength

*1APtobreakfreeunlessstrengthisdoublewhatisrequired,thenitisfree.

Everycharacter’sbaseStrengthisone,unlessyouhavea racial bonus, or havemadeadditional purchases ofStrength. Exceptionalstrength(2strengthormore),comesinhandyinvariousrole-playingencounters,suchasrole-playingatug-of-war,role-playinganarmwrestlingcontest,orhelpingthelocaltavernwench“carry”aheavycrateofmeat.TheseusesdonotgenerallyrequiretheuseofAP.Somespecialitemsmayrequireexceptionalstrengthtomoveoruse,andwillbeappropriatelylabeledastothenecessarystrengthneeded.

Prohibited Uses of StrengthContrarytotheaboveexamplesofrole-playinguses,youcannotuseStrengthinactualphysicalways.Forexample,you cannot force aweaponout of another character’shands.Youcannot“punch”someone,exceptwithphysreps,andwiththeweaponskillofUnarmedCombat.Youshouldneverphysicallyholddownormovesomeoneforreal.Ifyouwanttousestrengthtodo“holdsomeone

ArmorPointsrepresentthenumberofdamagepoints your armor can absorb before it is“breached”(reducedtozero).WhenyourArmorisbreached,itwilloffernoprotectiontoyou,anddamagetakenwillbesubtractedfromyourbodypoints.Asyoutakedamage,youmustkeepanaccuratetotalinyourheadofhowmuchdamageyour armor has taken. Completely breachedarmormustberepaired(generallybysomeonewith theRepairArmorskill) before it canusedagain.Armor does not need to be completelybreached,toberepaired.

There are two standards forArmor: Light andHeavy. LightArmor consist of leather, studdedleather, quilted padded, or other such lighterarmor.Heavyarmorconsistofchain,plate,scalemailorothersuchheavierarmor.AllqualityofArmorPhysRepsmustbeapprovedbyStaffforclassification.Cloth, thin leather, or decorativepieceswillnotbeconsideredtobearmor.Ifyouare onlywearing a tabard, you are effectivelywearingnoArmor.

ArmorPointswillonlybeawardedforauthenticarmor, and the amountwill be determined byyourPhysReps.Inmostcases,youcanreadilyassesshowmucharmoryouropponenthasbysight.

Location LightArmor HeavyArmorHead 0* 0*Chest(Torso) 1(3) 3(5)Shoulders(each) 1 1Forearms(each) 1 2Hip&Groin 0 1Thighs(each) 0 1LowerLegs(each) 1 2

CHAPTER IX. ARMORYourArmormustbeassessedbyaStaffMember.To have yourArmor assessed, see a StaffMember at an event,whowill determine yourArmorRating.Ifduringtheweekendyouchangeyourarmorphysreps,youshouldcheckinwithstaffforanewrating.

AllHeadArmorandHelmetsprovideprotectionfromwaylay.SomeSpecialHelmetsmayofferadditionalArmorRatingpoints.

TheabilitytoWearLightArmorcosts3SP,andtheabilitytoWearHeavyArmorcosts5SP,withWearLightArmorasapre-requisite.TheabilitytowearHeavyArmorincludestheabilitytowearLightArmor. Layeringarmor hasnoadditionaleffect,thebestarmortypeappliesforlocation.

Humans,Elves,Haroc,Ghouls,Vampyre,Krosan,andRitikaallstartwithWearHeavyArmor.

LychesstartwithWearLightArmor.

MysticsstartwithWearLightArmor,butcannotpurchaseHeavy.Mysticsmaywearchaincoifsforheadprotection.

Wyldlings donot startwith anyability toweararmor,butmaypurchaseLightArmorandHeavyArmor.

Dagonmaynotwearanyarmor.

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CHAPTER X. CONSTRUCTING PHYS REPS

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InTerresRising,weobviouslycannotuserealblades,bows,oritems.Instead,weusePhysicalRepresentationsforitems.Assuch,allplayersmustprovidetheirownweapons,packets,andarmor. Safety is the primary concernwhenmakingweapons,packets,andarmorforTerresRising events. To ensure this, all weaponsmust be examined and assessed byStaff atthebeginningofeveryevent.Whenyoucheckin, bringallweaponsand items that youplantouseduringanevent,andastaffpersonwillmakesurethatthephysrepsareindeedsafe.Following are standardmethods tomakingsafe phys reps.There aremany commercialvendorswhosellphys reps,but theymaynotnecessarily be safe inTerresRising, so theymaynotbeapproved,ormodificationstoruleswill bemade.Forexample, mostcommerciallatexweapons do not have safe tips, and assuch,thrustingisprohibitedwithlatexweapons.

Ifyouarehavingdifficultyobtainingtheappropriatetools andmaterials, pleasedonot hesitate tocontactStaff,whocanassistyouinthebestwaystoobtainthem.

How To Construct A WeaponToolsandMaterials:- Saworpipecutter,scissors,andautilityknifeDuctTape (Brown forwoodenweapons,Silverformetalweapons)- StrappingTape(WithThreads)OpenCellFoam(SeatCushionFoam)- 5/8”WallThicknessFoamPipeInsulation(UsuallyGreen)- 3 / 4” CPVC (Plastic Pipe) or 7/8”AluminumPipe(fortwohandedweaponsonly)

1. CutthePVCorAluminumPipe4-5”shorterthanthemaximumdesiredorallowedlength.Thenscrapeorsandtheedgesofthecutpipeuntilsmooth.

2. Cutapproximatelya1”sliceoffoftheendofthepipeinsulation.Cutthissliceinhalf.Takeoneofthehalvesandpresstheendstogetherandpressintotheendoftheweaponpipe.

3. Cover the cut pipe with the 5/8” pipeinsulation, leaving one inch of the pipeinsulationextendingpastthepipe.Now

taketheotherhalfofthesliceofpipeinsulationand fill the empty 1” at the end of pipeinsulation.Covertheendwithtwocrossedpieces of strapping tape.This is going tobethestrikingend.

4. Cutthesoftcellfoamintoathrustingtipabout2”x3”,attachthethrustingtiptotheendwithtwopiecesofstrappingtapecrossed.

5. Nowattach thepipe insulation to thepipeatthehiltend.Securethepipeinsulationtothepipewith four strips of strapping tape,formingtwox’s.

6. To add a basic hilt, cut a length of pipeinsulationabout8”.Cutaholethediameterof the pipe and slide the foam over thehandle end.Attachittothebaseoftheblade.

7. Now cut a 2” piece of pipe insulation fora pommel. Cover thepommel endof thepipewith a couple of pieces of strappingtape.Slide the foamover thepipe leavingabout an inchbetween theendof thepipeandthe endoftheinsulation.Fillthe1”spacewithsomepipeinsulation.Tapetheendwithacoupleofstripsofstrappingtape.Nowattachthepommeltothehandlewithfourstripsofstrappingtapeformingtwox’s.

8. Coverallexposedfoamwithasinglelayerofducttape.Pokeseveralpinholesinthetipoftheweapontoallowpropercompression.

How To Construct Spell PacketsIfyouaregoingtocastspellsatTerresRising,youareresponsibleforbringingyourownspellpackets.Asthegameproceeds,youshouldbeabletoscrounge,andpickupsomestraypacketsontheground.Butyoushouldcomepreparedwithyourown.

Materials: AnyFabric Birdseed(withoutsunflowerseeds) RubberBandsorStrappingTape.

1. Cutthefabricintoapproximately8”squares,andmeasure out nomore than a 35mmfilmcanisterofbirdseed.

2. Placethebirdseedinthecenterofthefabricsquare,foldcornersupforminga“tail”.

CHAPTER X. CONSTRUCTING PHYS REPS (continued) 3. Placetherubberbandformingaballofbirdseed,youcaneitherleavethe“tail”orcutitoff

towhateverlengthyouwant.Some peopleliketohavesomethingtoholdonto.

How To Construct Alchemical Packets

Theprocessisverysimilartomakingspellpackets,butthematerialsaredifferent.Materials: FacialTissue(cheeseclothorothersimilarmaterialcanalsobeused) CornStarchorFlour RubberBands

1. Onapieceofstandardfacialtissue,measureoutnomorethana35mmfilmcanisterof cornstarch.2. Placethecornstarchinthecenterofthetissue,foldthecornersupforminga“tail”.3. Placetherubberbandformingaballofcornstarch,youcaneitherleavethe“tail”or

cutitofftowhateverlengthyouwant.Somepeopleliketohavesomethingtoholdonto.

Alchemical Packets are very fragile and making or purchasing containers is a wise idea. Some use the 35mm film canisters themselves.

Dimensional Requirements for Weapons Phys Reps

Weapon Head Size Min. Overall Length Length / Width Min. / Max. Edged Weapons Dirk - 8”/12”Dagger - 18”/24”OneHandedSword - 24”/48”TwoHandedSword - 50”/62”HandAxe 12”/6” 18”/32”TwoHandedAxe 20”/8” 34”/44”Polearm 24”/12” 60”/72”1HandedSpear 8”/4” 34”/44” Blunt Weapons Sap 4”/2” 8”/12”Staff - 60”/72”Club 12”/4” 18”/44”TwoHandedClub 20”/4” 50”/62”Mace/Hammer 12”/4” 18”/44”TwoHandedM/H 20”/4” 50”/62” Throwing Weapons SmallRock Upto8”inSphericalDiameterLargeRock 8”to4’SphericalDiameterBoulder 4’minimumSphericalDiameterJavelin - 36”ThrowingKnife - 8”/12”

30

APPENDIX D. EFFECTS CHARTThe following chart lists the common game effects that will occur, during the course of a regular game. Some of the effects listed are more rare than others, while there may be some special effects that are not listed. If you plan on familiarizing yourself with one thing in Terres Rising, let it be this Effects Chart, version 5.5.Notes: Each effect is listed, followed by the Duration and then Description. Standard duration of any effect is 1 minute, unless otherwise stated. Line of Sight (LOS)–Effect is “broken” when the source of effect is out of sight for 60 continuous seconds.Acid Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Air Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Animate Dead Instant Dead body rises as a 10 HP zombie with no special abilities, but can use weapons or claws. They will attack any living in the immediate area.Assassinate Instant Target suffers Death effect. Body dissipates after one minute. No standard defensive skills (Parry, Riposte, Dodge, Phase) may be used to block this effect.Berserk Standard Subject becomes enraged and attacks nearest targets by the most efficient and powerful means at his disposal.Bind LOS Targets arms are bound to his side. 4 strength to rip free.Body Instant Causes damage directly to Body points, ignores armor and shield.Body Stabilization 10 minutes After one minute of bleeding out, the skilled character will be in a coma for 10 minutes. After 10 minutes, they will be conscious with 1 BP. In the coma, one is still subject to effects.Charm LOS Levelling – Target believes that the person who has charmed them is their best friend. The target cannot be forced to attack, but will defend the person who charmed them. Effect is broken if target is attacked by the charmer. Target is unaware that they are charmed.Choke Special Target is forced to his knees, must hold his throat, and is Silenced. After a minute of being Choked, the target suffers from the sleep effect for 10 minutes.Coma 30 minutes Target falls into a deep sleep. No shaking will wake the target. A spell, alchemical solution or other special means is needed to wake the target before the duration expires.Confine LOS Target is subject to the Bind and Root effects. 6 strength to rip free.Confusion 10 seconds Target is unaware of surroundings. Cannot make coherent statements. Can engage in combat only if attacked.Contact Special Target subject to the next called Psionic effect from attacker.Crushing Instant Causes damage, even if blocked by shield or weapon.Curse Standard Target cannot use any in-game skills.Death Instant Target dies instantly. Death Animate Instant Death effect and Animate Dead effectDestroy Instant Affected game item must stop being used. (A/K/A Shatter).Disarm 5 seconds Target must release affected item for 5 seconds. A disarmed shield need not be dropped, target merely opens their hand for five seconds.Disease Until Cured Target loses 1 point of body every 10 minutes until cured or killed. Weapon delivered Disease only affects a target if it damages BP. Disengage 10 seconds Target cannot take any offensive action, but can use weapon to block.Disintegrate Instant The target is ripped from existence. Dodge Instant Target actively avoids an otherwise successful attack.Dominate LOS Levelling – Target is controlled and can only act as the controller wills, but cannot be ordered to hurt themselves.Drain Instant Amount of damage heals the attacker. Called number of magic points are removed from target. If target has no magic points, drain removes body points.Earth Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Encase LOS Target cannot move or speak. It takes 8 strength to rip free.Fatal Instant Target’s BPs fall to 0. Target is unconscious and bleeding out.Fear Instant Target runs out of LOS of caster in fear, remain out of sight for 1 minute.Fire Instant Affects some creatures that are not affected by Normal damage and in

some cases, causes extra damage to certain creatures.Fortitude Instant Allows one to resist the Maim, Stun, and Waylay effects.Heal Instant Called number of body points are regained.Ice Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Invisible Special Subject cannot be seen. This effect is represented by crossing one’s arms over one’s chest. If target is seen entering Invisibility, witness may assume the location of target.Lethal Instant Causes the Death effect if target is at 0 body, asleep or completely immobilized by a Web effect or stronger.Life Instant Death effect is removed from target, and BP restored to 1.Lightning Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Magic Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Maim until healed Affected limb is unusable and cannot support weight until fixed.Magic Shield Instant Any magical effect is blocked by the user.No Effect Instant Subject is never affected by effect. Normal Instant Causes damage as follows: Weapon & Spell Shields; Defensive Armor Spells; Armor; Defensive Body Point Spells; Body Points. There is no need to ever call “normal”. A normal swing is 1 damage, and no number need be called. For numbers higher than 1, only the number should be called.Paralyze Standard Target will freeze in whatever position they are in.Parry Instant Weapon delivered attack is blocked. Destructive Blow can be parried without the defender’s weapon being destroyed.Phase Instant User avoids attack.Piercing Instant Causes damage directly to Body points, ignores armor.Pin LOS Can only move one foot, basketball pivot. 2 strength to rip free.Plague Special Body is reduced to 1 until cured and must act sick.Reflect Instant Effect upon a target is turned back upon the source.Resist Instant Subject uses an active in-game skill to avoid the effects of an attack.Root LOS Target cannot move feet. 3 strength to rip free.RP [Emotion] Instant Target must roleplay the emotion. Does not prevent any use of other game mechanics or skills.Second Wind Instant Fallen target rises within 5 seconds.Shield Instant Attack of a specified element is stopped by something affecting target.Shun LOS Target feels compelled to stay 10 feet away from source of Shun. If the source presses the target so that the 10 feet can not be maintained, the effect is broken. The initial Shun does NOT cause the target to back up or be repelled.Silence 10 minutes Target may not speak in-game, including the incantation of spells.Sleep 10 minutes Target is asleep. Constant shaking for one minute or successful body damage will awaken the target.Slow Standard Target cannot run, and must take 3 seconds between attacks.Spell Shield Instant Next spell effect against target is blocked.Spirit Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Stun 5 seconds Target staggers in place for 5 seconds. No in-game skills can be used. If target is affected by an attack then the stun effect ends.Trip Instant Target’s buttocks must touch ground for 1 second. Can be avoided with the Acrobatics skill.Water Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.Waylay 5 minutes Target is knocked out for five minutes. Can be awoken by First Aid or alchemy or spell. Weakness 5 minutes Target loses 1 point of Strength.Weapon Shield Instant Next weapon strike against target is blocked.Web LOS Target is subject to Bind and Root effects. 5 strength to rip free.Wind Instant Affects some creatures that are not affected by Normal damage and in some cases, causes extra damage to certain creatures.

APPENDIX E. STARTING SPELLS LIST

Note: Damage causing spells increase damage by caster's level at 1 extra point per three levels (level 4-6 +1, level 7-9 +2, level 10-12 +3).

BATTLE

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Fire Bolt Fire damage, 3 points - Incremental I call forth a bolt of fire.

1 Lightning Bolt Lightning damage, 3 points - Incremental I call forth a bolt of lightning.

1 Ice Bolt Ice damage, 3 points - Incremental I call forth a bolt of ice.

1 Imbue Fire Next hit target swings for fire damage I imbue your weapon with fire.

1 Imbue Ice Next hit target swings for ice damage I imbue your weapon with ice.

1 Imbue Lightning Next hit target swings for lightning damage I imbue your weapon with lightning.

2 Pin Target's foot is Pinned, 2 strength to break out (3 count)

I pin you to the ground.

2 Stone Throw Earth damage, 4 points. I call forth a stone of earth.

2 Strength Target gains 1 Strength for 1 hit or Feat of Strength

I strengthen you for battle.

2 Slow Target is Slowed I curse you with slowness.

3 Imbue Greater Fire Next hit target swings for base 3 fire damage I imbue your weapon with greater fire.

3 Imbue Greater Ice Next hit target swings for base 3 ice damage I imbue your weapon with greater ice.

3 Imbue Greater Lightning

Next hit target swings for base 3 lightning damage

I imbue your weapon with greater lightning.

3 Root Roots both feet to the ground, 2 strength to break out (3 count per foot)

I root both your legs to the ground.

3 Maim Target's limb is Maimed. I render your arm/leg useless.

3 Imbue Rust Next hit target swings for Disease (level 1) (if body, recipient is diseased)

I imbue your blade with rust.

PROTECTIVE

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Protective Shield Target gains plus 1 to armor, cannot be reset I protect myself with magic.

1 Shun Target is Shunned from caster, 10 feet I shun you from me.

1 Light Creates a light I create a light to protect me from darkness.

2 Fire Shield Protection from first fire attack I create an icy shield to protect me from fire.

2 Ice Shield Protection from first ice attack I create a fiery shield to protect me from ice.

2 Lightning Shield Protection from first lightning attack I create an earthen shield to protect me from lightning.

3 Weapon Shield Protection from next physical attack I create a force to shield me from harm.

3 Toxin Shield Protection against first Level 1 toxin/gas/poison attack

I create a toxin shield to protect myself/you.

3 Disarm Target's one hand is Disarmed I create a force to disarm you.

3 Increase Disease Resistance

Increases target's Resist Disease by 1 Level for next disease attack.

I increase your resistance to disease.

3 Increase Toxin Resistance

Increases target's Resist Toxin by 1 Level for next toxin/gas/poison attack.

I increase your resistance to toxins.

3 Disease Shield Protection against first Level 1 disease attack. I protect you/me from disease.

HEALING

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Cure Maim Removes Maim effect from one limb I revive your limb.

1 Awaken Removes Sleep effect I awaken you from your slumber.

1 Physical Release Unbinds physical bonds (not magical) I release you/myself from physical bindings.

1 Release From Pin Releases target from Pin. I release you/myself from this pinning force.

1 Heal Plant/Animal Heals any non-humanoid life to full. Let nature renew this simple life.

2 Cure Wound Target receives 1 point of healing. I mend your wound.

2 Slow Blood Doubles target's bleed out time (can only be used on someone bleeding out)

I slow your blood to save your spirit.

2 Release From Root Releases target from Root. I pry the roots from your feet.

2 Cleanse Food and Drink

Removes Level 1 toxins or diseases from food and drink.

I cleanse this food/drink before me.

2 Cure Simple Charm Removes Level 1 Charm effect I clear your mind of this simple charm.

2 Cure Disease Removes Level 1 Disease effect I rid your body of disease.

3 Cure Slow Removes Slow effect I restore you to your normal speed.

3 Release from Bind Releases target from magical Bind. I release you/me from these magical bonds.

3 Neutralize Poison Cures target of one Level 1 poison. I rid your/my body of this simple poison.

3 Cure Domination Removes Level 1 Dominate effect. I cleanse your mind of outside influence.

3 Mend Shield Restores a Destroyed shield. I mend your shield.

MENTAL

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Shun Target is Shunned from caster, 10 feet I cause you to abhor me.

1 Detect Poison Caster recognizes all poisons in immediate area

I enhance my mind to detect poisons.

1 Detect Traps Caster recognizes all traps in immediate area I enhance my mind to detect traps.

1 Detect Magic Caster recognizes all magic in immediate area I enhance my mind to detect magic.

1 Suggestion Target is affected by Level 1 Charm for 10 Seconds

I project this suggestion upon you.

2 Break Contact Removes all Contact effects from target I break your hold on my mind.

2 Detect Undead Caster recognizes all Undead in immediate area

I enhance my mind to detect undead.

2 Detect Life Caster recognizes all Life in immediate area I enhance my mind to detect life.

2 Minor Silence Target is Silenced for 10 seconds I cause you to be silent.

3 Basic Identify Caster can identify basic attributes of an item (magical, natural, man-made, ancient, etc.)

I enhance my mind to identify this item.

3 Remove Pain Bleeding out target Berzerks for 30 seconds, then drops with a bleed out time of 10 seconds

I block all pain from your mind.

3 Contact Alert Caster recognizes all Contact effects on themselves for one reset

I feel the touch of other's minds.

3 Identify Poison Caster can recognize and identify level of poison present, in immediate area

I enhance my mind to identify this toxin.

3 Inflict Pain 1 point of damage straight to body - Incremental

I prey upon your mind.

NECROMANCY

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Harm Undead 2 damage, undead targets only I bring pain to the living dead.

1 Protect Undead Undead target gains 1 temporary body point, cannot be healed

I protect the living dead.

1 Turn Undead Undead target is Shunned from caster, 10 feet I turn the living dead from me.

1 Call Undead Undead target's foot is Pinned, 2 strength to break out (3 count)

May the earth hold this living dead.

2 Commune With Dead

Caster can speak to, and hear spirits for 1 minute

May the voice of the dead live again.

2 Congeal Blood Stops bleed out of undead target, indefinitely I congeal the blood in your veins.

2 Heal Undead Wound Undead target receives 1 point of healing. I mend the wound of the living dead.

3 Control Lesser Undead

Zombie, skeleton, or other lesser undead target is affected by Level 1 Domination, LOS, cannot hurt self.

I control this lesser undead to do my bidding.

3 Strength Drain Target is affected by Weakness effect (-1 strength)

I drain the living energy from you.

3 Basic Raise Dead Dead target rises as caster Dominated zombie for 1 minute, with 3 body points and can fight with normal skills, no AP.

I raise this corpse to live again.

3 Charm Undead Undead target is affected by Level 1 Charm - LOS

I gain favor with this living dead.

DISCORD

LEVEL SPELL NAME SPELL EFFECT INCANT

1 Smile Target must smile for 2 minutes. You don't look happy, but I know you can be. Smile now and make me happy.

1 Go Away! Target is Shunned from caster, 10 feet With you I have too little fun, so with these words me do you shun!

1 Whiff Next successful weapon hit by target misses Mighty warrior, looking fit, when you swing you never hit!

1 Sticky Leg Target's foot is Pinned, 2 strength to break out (3 count)

Don't try to walk, don't try to spin, your leg is stuck in a sticky pin.

2 Drop it! Target's one hand is Disarmed You come to attack, oh buddy bold, but your weapon you cannot hold.

2 Boogie! Target must to dance for one minute. When I sing you have no chance, shake your tush and start to dance.

2 Achoo! Target must stop current action and sneeze for a five count

You must stop now I won't say please, with this spell I make you sneeze

2 Freeze Target is Stunned Stop right there and cease your fun, think it over in this stun.

3 Mumble Target mumbles incoherently for 1 minute, cannot cast spells

The time has come for us to rumble, you try to speak, but only mumble.

3 Wimpy Target is affected by Weakness effect (-1 strength)

You were once strong, mighty and big. Now you are weak like the little sprig.

3 Buddies Target is affected by Level 1 Charm, 10 minutes

Maybe you liked me, and that was it, but now we'll be best friends, for a bit.

3 Shiny Creates a light In the dark, I feel all grimy. Here's a light all bright and shiny!

APPENDIX B. WORLD PRIMER This is Crossroads. For your own reasons, this is where you have chosen to live. Maybe the life in the settlements was too difficult for you. Farming and fending off the many enemies the settlements encounter didnʼt leave you enough time to pursue the things that interested you. Perhaps the hustle and bustle of the big cities of Tangel, Barulis or Sarth left you feeling drained. Or maybe their politics didnʼt agree with you. The smaller towns may have been nice, but even after the drought, not everyone gets along. Maybe that girlʼs father just didnʼt like your sort, or your father wanted you to marry that boy you just couldnʼt stand. Maybe youʼre just waiting to get hired on to the next trade caravan that comes through, or youʼve decided this would be an ideal location to set-up your own caravan. Whatever your reasoning is, this is where you are. No matter where you came from, there are certain things that everyone in Ashriya knows. Here is a brief explanation of the political and geographic regions of Ashriya.

CIVILIZATION Derrickham: A kingdom lead by Derrick Calpol, Derrickham was formally established in 56 AR. The main city of Derrickham is Crossroads. The other major areas are The Garden, the Outpost, and Derrickham Keep, the home of King Derrick. The exact borders of Derrickham are unknown, partly due to the nature of the surrounding Glibben Wood. Crossroads: The settlement of Crossroads was founded in 40 AR. It was established by a trader named Ezgart, who decided to set up a tavern and trading post in a location that would make travel easier for all. Others came to settle as time passed, and the settlement is slowly beginning to grow. Crossroads is the only known settlement in the Glibben Wood. Just on the western fringe of the Wood, no one is really sure why the Glibben allow this town to stand, but no one is complaining. The Garden: A farming community just outside of the western edge of the Glibben Wood managed to survive on the fringe of the Wild Lands for many years. When the Karo-ya attacks grew too strong, they sought protection from Crossroads and are now part of Derrickham. They are lead by the former ambassador from Crossroads, Titus. The Outpost: This town formed at the southern mouth of the passage through the Glibben Wood. Long renowned for its lawlessness, the Outpost joined Derrickham in 57 AR, through the political maneuvering of Highlord Sorrenson. It is yet to be seen if the town will be cleaned up at all, but there are still regular reports of highwayman attacking caravans outside of the Outpost. Tangel: The current ruler of the southern city of Tangel is King Tasamid IV. The people are unsure of his aims or goals, but believe he could lead the Commonwealth to greater glory than they ever dreamed of. The city had prospered under the leadership of the former ruler, King Lusic III, who founded the Commonwealth. Sitting on an underground spring, Tangel has maintained a strong hand in Ashriya for generations. Sharolia and Krasslig joined the Commonwealth to further establish their place in society. Totansville had joined the Commonwealth shortly before its destruction. Sharolia: One of the smaller towns of the Commonwealth, with his ten-year term as the Leader of Sharolia expiring in 62 AR, Lavolius Karamaxig, a Haroc merchant, has been making political moves to strengthen his small townʼs power. The rumor mill believes that he is talking to

representatives from other towns. Some say he believes that it would cement Sharolia's position in the growing Commonwealth, while others believe he may be trying to move Sharolia out of the Commonwealth and establish a new union with other towns. Krasslig: When the drought broke, many merchants came to Krasslig to make use of the facilities created by Togar Krasslig, an Elven furniture maker of great repute. As the trickle of Krasslig Kill grew into a river, more merchants and craftsmen made their way to Krasslig. Togar's son, Emblar, has been running the politics and economics of the town as his aging father continues to work on his craft. The town is now thriving as a center where caravans come to supply themselves with wares, while trading food and supplies from other towns. Barulis: A thriving northern city run by a council of 9, lead by the council elected Speaker, Lorander, Barulis began a policy of aggressive annexation ever since the mid 20ʼs AR. The first town to join the Barulan Empire was Singo, followed a few years later by Tamecht. The majority of diplomatic or commercial contacts for Singo and Tamecht must go through a Barulan official. The elite forces of Barulis are known as the Water Guard and are often sent to quell disturbances or defend any of the Imperial areas against intruders. Singo: A quiet town to the northeast of Barulis, Singo has been growing steadily under the watchful eye of Barulis. They are predominantly a farming people who wish only for peace and live quite simply. No specific ruler leads the people of Singo as they defer to the Barulan Overseer. Tamecht: To the southeast of Barulis, Tamecht grew into a popular trading spot for many of the people of Ashriya. They would often travel to Tamecht to sell their wares and avoid dealing directly with Barulis. Not much has changed, though the Barulan Overseer is now present on a daily basis and all trades are taxed with the proceeds going back to Barulis to aid in the defense and growth of the Empire. Daboran: Nestled into the southern mountains of the Great Maw, a group of Haroc established a town during the drought to keep themselves out of the affairs of the rest of the world. With less of a need for water, they managed to horde what they could and trade it with others to add to the wealth of their city. They managed to collect a quantity of pre-drought artifacts and Ritika made inventions, which have made their town both comfortable and secure. They are very wary of outsiders, though it has been said that there are members of other races who live comfortably within the town. Caravans are often allowed into a specific area once a month for trade. Sarth: Luso D'Sarth was known as a man of tactical genius and a strong arm. He was able to form a town out of a small settlement north of Daboran and just east of the Dragon's Maw. In the past year, the politics of Sarth have become quite strange. Luso has been issuing commands from his bedchamber and refuses to see any but his son, Sammis who then carries them out. Because of its location on the western fringe of the Wild Lands, Sarth is not a common stopping point for all but the most adventurous of traders. Formerly sending caravans to Crossroads on a semi-regular basis, trading for many of the best weapons, components and pickled vegetables that merchants can supply, they have recently closed their borders. Jast: Once a town on the fringes of society, Jast was the first political body to establish ties with the Necropolis. Learning that they had nothing to fear from the Undead citizens, the people of Jast became the focal point of trade with the gigantic undead city and has flourished while the

Necropolis still stood. Jast is currently ruled by Sarth, who overtook the city after the Necropolis fell. Some rumors state that the annexation occurred with threat of arms, while others tell that (former King, now Lord Governor) Irwin Efficks willingly joined Sarth in fear that Barulis would follow the Undead refugees to Jast and destroy that city as they had the Necropolis. The Ruins of the Necropolis: The ruins of the city of the undead lies in the farthest northern reaches of the known land, to the west of the Poison Sea. Once a well-ordered, wealthy city, the Necropolis was destroyed by Barulis in 57 AR. The undead of the Necropolis have fled throughout Ashriya and apparently lost what self-control they once had. The formerly civilized undead of the drought, have given way to fearsome hordes of twisted, maniacal living dead and scattered remnants of civilization searching for a new home. Alshambra: Built on the ruins of the Dagon city of Totansville in 60 AR, Alshambra is ruled by King Laithe Sambrosa, a Vampyre who has declared Alshambra to be a haven for all undead, and is openly welcoming to anyone who wishes sanctuary. As Totansville was once a part of the Commonwealth of Tangel, those in Tangel believe this land should belong to them. The New Ilkasik Empire: Founded about 51 AR, by an army from another world known as Ilkasik, the New Ilkasik Empire has grown to include races of Ashriya as well as those from Ilkasik. Led by Emperor Nakinishi, the N.I.E. has its base in the southwest of Ashriya and a force currently sitting at the opposite end of Ashriya by the base of Vidra's Passage. Settlements: Throughout all of Ashriya, there are numerous settlements of people, which are independent and have a low population. Some increase in size and power while others simply disappear. Most adventurers who are not from a major city or town have a home settlement where they keep supplies or where their families live. Nomads: In the time of the Dry Days, many of the people of Ashriya felt it was foolish to settle down and watch your supply of water dwindle, so they would constantly be on the move, taking what water they could and moving on. A strong warlord, who would exact tributes from any weaker groups his or her tribe came across, would lead the tribe. In the present day, few of these nomadic groups still wander Ashriya as the major cities extend their control and the Black Tower has risen in the Wild Lands. The Black Tower: First discovered in the middle of the Wild Lands in 51 AR, very few know where the Black Tower came from. Rumors say that one of the strangers who came from another world built it. Wherever it came from, there are hordes of undead and beast creatures circling the tower on all sides. Merchant Caravans: Since the Great Change, merchant caravans have been the main source for commerce and communication on Ashriya. Though there are some who are willing to travel in smaller groups, caravans provide greater protection for all who journey within. As Ashriya primarily has a barter economy, the caravans will often carry a wide variety of items with which to trade.

GEOGRAPHIC AREAS Wild Lands (central Ashriya): In the midst of the established societies of Ashriya lies the untamed wilderness of the Wild Lands. In this place, hordes of tribal cannibals live off of one

another and those who are foolish enough to attempt to shorten their trade route by traveling through this inhospitable region. Those who have managed to escape the cannibals, survive the lack of drinkable water and cross the Wild Lands have reported even great dangers, which exist in the form of monsters great and small. Few make the trip twice or are able to form coherent sentences after one trip. The Glibben Wood (in the east, west of the Mists): In the final 50 years of the drought, a forest was discovered in the eastern portion of the known lands of Ashriya. How this immense forest could have remained undiscovered for so long or survived the Dry Years is unknown, though there is much speculation. Although this was considered a good sign, people quickly learned the Glibben Wood was inhabited by numerous races of intelligent creatures, whom seemed to have a magical quality about them. All were forbidden to cross through this forest until Ezgart's father established contact with them and opened his own personal caravan route through the forest. The Poison Sea (in the north): Throughout the drought, the Poison Sea existed, taunting all who inhabited Ashriya. Not only was there an abundance of water there, but hideous monsters ravaged all who came near the shore of the sea. Those few who managed to get to the sea and take water back with them quickly found that the water was deadly to all who drank it. Even the purification of the greatest alchemists and mages couldn't make the water potable. Purity Lake (south of the Poison Sea): Although it is clear that the water from Purity Lake stems from the Poison Sea, some process takes place between the two bodies of water which not only makes the water of Purity Lake drinkable, but also makes the ground around the lake particularly fertile. This has proven to be a huge boon for Barulis and Tamecht, which are situated along the lake. The Dragon's Maw (in the west): The western mountains of Ashriya have long been a source of fear and wonder for the people who gaze upon it. Only the town of Daboran has managed to survive within the mountain range and Sarth is the only one willing to live in its shadow. It is said great beasts live within the mountains that no being would want to encounter even if they were willing to try to fight through the extreme colds of the only passable areas in the heights of the mountains. Few have tried to venture over the mountain range and none have ever returned. The Dead Zone (in the southeast): nothing survives in this barren land between the Desert of Dread and the Mists of Durasis. Not even plants manage to survive. Every now and then, a foolish adventurer will try to penetrate into the Dead Zone, but none have ever returned.

Desert of Dread (in the southwest): The world still hasn't completely recovered from the drought and much of the world was like this desert a while ago. The greenery is slowly gaining ground and some settlements have popped up on the border as people have found some items buried in the desert sands from days before. The adventurous are willing to journey a day or two out into the desert, but find nothing but more desert. Those who go further are never heard from again. Mists of Durasis (in the east): One of the few tales to survive the drought tells how a great ritualist named Durasis “left for the east” to explore with a small group. He returned ten years later, looking as if he had been away twice that time. Without a word, he and three strange looking men who came with him began a ritual, which lasted for more than a month. At the completion of the ritual, the mists began to grow and soon spread from north to south as far as

any could see. Durasis and the foreign men entered the mist without a word and were never seen again. To this day, no one knows what lies beyond the mists and those who have ventured to find out have never returned.

Vidraʼs Passage (in the northeast): Many explorers have attempted to chart as much of Ashriya as possible. It has only been since the end of the Great Drought that a concerted effort has been made to map the land, since previous maps are either destroyed or no longer applicable. In 49 AR, a young cartographer from Tamecht, named Vidra Jack, happened upon a space between the Poison Sea and the Mists of Durasis where a canyon actually stretches under the mists. Not knowing what was beyond, she declined to explore further, but the government of Barulis appears to be extremely interested in this new discovery.

PEOPLE AND CRITTERS

The Glibben: The Glibben are a mystical race who are found primarily in the Glibben Wood. Though there have been rumors of Glibben throughout the ages, they had never been seen in a concentration, nor their existence confirmed, until the Glibben Wood was found. There are even more types of Glibben than there are of the common races of Ashriya. Some Glibben are never seen, but their touch is felt in many ways. Glibben have been known to be extremely curious, mischievous, friendly, mean, passive, hostile, helpful, etc. In other words, you never know what youʼll get from a Glibben. Gitchee: The most common of the Glibben, the Gitchee are found in all parts of the Glibben Wood where people have wandered. They embody all characteristics of the Glibben as a whole, so one can never anticipate the actions of a Gitchee. DaiʼHaav: Since the Glibben Wood sprang up in Ashriya, those who travel by or through it have found themselves ruthlessly attacked by a creature of great power. He has decimated groups who travel through, but there have been numerous stories of lone travelers who have come upon the creature, frozen in fear and watched it walk right by them. Few have ever claimed to kill a DaiʼHaav and those who have are generally known to be liars and drunkards. Grey Messengers: Throughout all records of Ashriya, there has been mention of the Grey Messengers. They are commonly considered to be messengers of the gods, channeling the will, and sometimes even the voices, of the gods to the people of the land. Few are foolish enough to strike at them, but those who do suffer the consequences for the rest of their lives if their lives arenʼt immediately taken. The Grey are often merely stand and watch the goings on of the world and it is thought that they are sending their knowledge back to the gods who can see and hear through the Greysʼ eyes. Karo-ya: Humans have always been the most numerous of the races of Ashriya. At some time during the Arid Years, a large number found themselves situated in the Wild Lands. Overcome by hunger and thirst, they gained strength by feasting upon their kin. Presently, the Wild Lands are filled with uncountable numbers of these cannibalistic men and women who will swarm over travelers, invade towns and settlements and even battle and eat one another. Ezgart: In the final of the Dry Days, Ezgartʼs father, Shantor (now deceased), was a highly successful merchant. Rumors state that he had made a deal with the Glibben that allowed his

caravan passage when no others were permitted. Ezgart took over his fatherʼs business after the end of the drought, but ten years ago, decided he wanted to settle down and run a tavern. He founded Crossroads on the side of a lake and created two roads (north and south), which allow access through the Wood to Crossroads. Ezgart has not been seen for a few years and his tavern manager says that he is away on family business. Johnjon: Since Ezgartʼs disappearance, Johnjon has made sure that the tavern continues to run smoothly and oversees the staff. He is generally helpful and friendly, but does not take kindly to those who cause harm to come to the tavern or its employees. Verin Kanobis: A living legend throughout the world, Verin travels freely across all of Ashriya. He is believed to be the most pious man who ever lived, dedicating his life to the worship of not only the Nine and One gods, but also minor gods who very few have ever heard of. It is rumored that Verin is older than the drought, but has made deals with numerous gods, which have allowed him to remain vital. Verin himself does not comment on such rumors. King Derrick Calpol (Haroc): Derrickʼs might is much more well-known than his intellectual capacity. After the disbanding of the Council of Five, Derrick worked for Barulis to control Crossroads until he declared himself King and turned on the Barulis guards who were working for him. One of the guards and a mage advisor, Kenton Sorrenson, left Barulis to join Derrick. Before settling in Crossroads, Derrick made a reputation for himself by being the first being to walk through the Wild Lands alone and live to tell about it. Highlord Kenton Sorrenson (Human): Highlord Sorrenson is generally regarded as the true ruling power of Derrickham. He is the ambassador to Crossroads and has shown a willingness to listen to the citizens and help them as he can. Governor Liren Tyrell (Vampyre): Liren was appointed by King Derrick to run the town in his absence. In times of trouble, the town often depends upon Lirenʼs calm leadership to see them through adversity. Crossroads Council of Five: As the town grew around the tavern, there became a need for a political body. Ezgart was never interested in governing and the members of the town selected a governing body of five. The council has been disbanded for numerous reasons. Don Montaro (Human) was poisoned at a feast for the town and his birthday. He never resurrected, but supposedly has been seen in the dreamworld. Zino Bulbar (Elven) was killed by unknown means after being lead into the woods by a young lady. He resurrected and returned to his family in Tangel. He has not returned to Crossroads since then. Mica Tinson (Ritika) was killed when a box delivered to him exploded on his way out of town. It is unknown who sent the box. He never resurrected. Tristemar Sykes (Mystic): Is the former Head of the local Mageʼs Guild. He no longer has any political authority in Crossroads. Derrick Calpol (Haroc): Current ruler of Crossroads.

ASHRIYAN CURRENCY

Type Color Name Value (Drakes)

Coin Copper Wyrm 1 Coin Silver Serpent 5 Coin Gold Dragon 10 Gem Blood Red Dragonʼs Blood (bloods) 15 Gem Light Red Ruby 20 Gem Dark Green Beryls 25 Gem Aqua Blue Sapphires 30 Gem Yellow Peridots 35 Gem Pink/Purple Amethysts 40 Gem Light Green Emeralds 50 Gem Light Blue Dragon Hearts 75 Gem Clear (Small) Dragon Souls 100 Gem Rainbow Hue 500 Gem Clear (Large) 500

ASHRIYAN CALENDAR

APT (Annuals Prior to Turning) = Years preceding “The Turning” AOD (Annuals Of the Drought) = Years of The Drought AR (After Return) = Years after the return of the waters Ers: first moon of the year Carris: second moon of the year Tyir: third moon of the year Rennse: fourth moon of the year Fyrunn: fifth moon of the year Medrim: sixth moon of the year Arridun: seventh moon of the year Grenn: eighth moon of the year Ottur: ninth moon of the year Curnnos: tenth moon of the year Surrn: eleventh moon of the year Errund: last moon of the year 0 AOD Medrim 21 - "The Turning", which caused The Drought 150 AOD Errund 31 - The waters returned 40 AR - Crossroads Founded 50 AR - Game Began (in the year 2000, real-life time) Example: February 1, 2008 is 58 AR Carris 1.

APPENDIX C. RELIGION AND DEITIESAradia “Aradia ’s g i f t goes beyond what most people can comprehend. Mag ic i s a par t o f everyone. I t exists everywhere in everything. It encompasses all and brings us together in ways that most can not comprehend. Aradia watches over those who respect the mystic powers. Those who seek knowledge are rewarded by Aradia’s love. Those who defy her, who deny the completeness of her dominion, are fools who will find the greatest of all powers turned against them.” from Basics of Worship – Aradia

Aradia is the Mistress of Magic. She has a strong following not only of mages, but also those who seek the gifts that her blessing can bestow upon them. Her touch is commonly felt more than that of many of the other gods. Whether this is due to her power or merely her personality is a matter of great debate amongst theologians. Some claim that gifts from other gods are ascribed to Aradia because they seem to be magical in nature. Her followers tend to avoid this subject altogether and state plainly that their devotion has nothing to do with “gifts”.

Characters may choose to have faith in a divine power. Faith requires a character to roleplay the tenets inher-ent to the deity of their choosing. How well the player portrays his or her character’s piety will decide which of endless possibilities will befall the character.

You may upset your god when you mean to appease. You may insult another god when praying to your god. You may be a dutiful servant, but your god chooses not to acknowledge you. Are you being tested or ignored? One day, the god may grant you a divine power, and the next day, that power is gone. If you expect or de-mand too much of your god, you may find punishment looming. The gods are fickle.

In Ashriya, ten gods usually wield greater power than any others at a given time. These gods are known as “seated” and occupy the Ten Thrones of Heaven. In recent history, the gods were known as “The Nine and One Gods” as The One is considered by many to have a special place amongst the gods. It is un-known exactly how a god is seated or unseated, but seated gods generally have greater standing amongst the people of Ashriya.

For more information as to which gods are currently seated, please visit:

www.terresrising.com/forumand visit the In-Game section!

The One

“The One is the source of all power and strength. It is he who brought us to this world and he who will take us from it. Those who worship the lesser gods are fools. On ly The One is worthy of our prayers. Praise he who is greatest of all!” - rantings of Devolion Camack of Tangel

His followers believe The One is the most powerful of all gods and was the creator of Ashriya. He populated the planet and watches over the beings who inhabit it today. Oddly, no evidence has been found of The One being worshipped prior to the world change that brought about the drought. The One is often thought of as separate from the other gods, which brings many to refer to the major gods of Ashriya as the Nine and One gods.

Avanti"So long as there is life noth-ing is impossible." - Brother Marduk, Priest of Avanti

Avanti is commonly known as the God of Life. Those who worship Avanti are var-ied. They are healers for the most part, although there are mages and warriors who follow Avanti as well. The followers of Avanti are gener-ally broken down into Priests, who travel the land offer-ing their healing and protection to those in need, Monks, who provide healing, but have dedicated themselves to the discovery and preservation of lost lore, and war-riors, known as the "Defenders of Life" who have made it their purpose to do battle in order to protect the lives of others. The Tree of Life is the symbol of Avanti, and many of their followers wear light blue.

APPENDIX C. RELIGION AND DEITIES (continued)Baldoria "Tell me what brings you down, My song will raise you up, Show me what brings you sorrow, My song will show you joy. Lead me to your heart, My song will give you Hope." - Chorus of The Song of Inspiration

Baldoria represents Revelry and Hope. Many view the Baldorians as free-spirited people whose only interest is in parties and intoxication. This manifestation is most common, though Baldorians truly wish to bring hope and joy to the masses. Some believe that excessive celebra-tion and intoxication lead to Divine clarity and salvation. Other followers are more particular about how they revel and use song, dance and performance to bring hope to the people. Baldoria is often cited as the source of cre-ative inspiration to artitist of all types, whether they are devout or not.

Craigor

“With weapons high,We live or die,To fight for what is right,And what is rightIs what we say,It’s Craigor’s way,Today, today, today.”from Song of the Soldier

Craigor is the God of Combat, War, and Battle. The warrior’s code may be honorable or bloodthirsty, but some of the finest warriors in all of Ashriya pay homage to Craigor. These people believe that conflict is the key to life. Whether engaging in battles of brute strength or the strategy of war, followers of Craigor are thrilled by clashing with others. Some of the greatest military leaders have been devout followers of Craigor.

Darius

“ L o v e i s m a n y wonderful things… the touch of a dear friend or the caress of a mate. Love is a flower in the morning dew. Love is the final thrust to end another’s pain. Love is the power of Darius. He shows us to care for one another and protects us in our times of need. He keeps death at bay when we have faith in his power. By loving each other, we prove our love to Darius as he proves his love for us.” from Love is the Way

Disciples of Darius are caring individuals. They express their love for all people on a daily basis. Many will do what they can to heal or save the fallen, though there are some who believe that love is expressed best by fighting any threat to those whom you love. Darius’s love extends to all, no matter how they choose to worship him. His power is said to permeate all beings, though some have come to hate him. Though many dismiss the followers of Darius as peaceful leeches upon society, they can also be ferociously vindictive when scorned, and exhibit intense passion.

Death“In the end, Death is all. If you need to know more, you do not understand.” - the Scroll of the End (astoundingly, there are over 100 blank pages following this)

Few are devoted to direct worship of Death, though all fear and respect Death.

Many pray to Death to guide their departed loved ones from this world to what lies beyond. No one knows exactly what happens when one dies, but the common belief is that Death makes that determination. Souls may be destroyed forever or sent to another realm to live out eternity in bliss. Some who have come back from Death have spoken of other gods speaking on their behalf, while others have claimed to talk their way out of Death’s grasp.

APPENDIX C. RELIGION AND DEITIES (continued)Domad“You know nothing until you understand pain. First, feel pain your-self and then bring that knowledge to the mass-es.”

Domad is known as The Torture God, and represents the tenets of torture, agony, and pain. Domad worshippers believe that pain is a purifying experience and that truth can be found through suffering. There are two types of Domad worshippers; those who believe that transcendence is found by undergoing pain, and those who believe that inflicting pain is the spiritual experience. The latter sect has a tendency towards sa-distic extremism.

Jarro “How fortuitious!” - a common declaration of a follower of Jarro

Jarro is the God of Luck. Worshipers of Jarro tend to be laid-back and hap-py-go-lucky, pun intend-ed. They believe that Jarro watches out for them, and that things will turn out for the best, and they seem to, more often than not. When things do go wrong, most shrug it off and wait for the silver lining, although some view it as a sign that they need to renew their devotion or just "re-roll the dice". Jarro's faithful see the world as a series of chances, (many even choosing to view life as a game) and though there are those who neurotically and obsessively play the odds, most are content to sit back and wait to see what the luck god has in store for them.

Lord Kammatt. They have sworn to protect t h e u n d e a d w h o they believe were the salvation of all of inhabitants of Ashriya. Though it is true that the undead proved to be a tireless aid to the rest of civilization, there are doubters who say Kammatt had nothing to do with that. There are others, mostly necromancers, who believe that Kammatt will grant his most loyal followers eternal life after death. There are few who have actually made the transformation and the power bestowed upon them has corrupted them and turned them against the living. Very few have been able to maintain their own personality after the change, but the most devout followers of Kammatt who seek to live beyond life don’t believe this would happen to them.

Kammatt“The dead who walk are our salvation! Praise Kammatt for bringing the living dead to us in our time of need. We extol thee, great lord, for showing us the way of life after death. We praise thee by walking the night with your children, guiding them and protecting them. We praise thee by watching over your creations when the daylight weakens them. All praise Kammatt, who brings life to the dead!” - Daily affirmation of the Order of Darkness

The Order of Darkness is the strongest group who follow

Kroon“There is no purpose to a life without honor.” -Father Shelingbourne Grante

Once considered a forgotten God, Kroon rose from dormancy on the backs of no-bility and those who understand the code of honor. The last of Kroon’s followers had been defeated in an ancient battle, but somehow, during the battle, Kroon invested himself into a suit of armor, be-fore being rendered dormant. The relic became known as the Armor of the Honorable Stranger, and eventu-ally, Kroon was able to revive his following, and once again be called upon by those followers of honor.

Followers of Kroon adhere strictly to their code of honor. They will not attack a foe from behind, nor will they cheat or steal, nor stab a fleeing foe, and they will never mislead others. Considered the God of Nobility, Kroon is there for those nobles who benevolently rule and oversee the lower classes. Kroon followers would rather die defending honor or a noble belief, than live, having not stood up for that cause. Recently, the number of Kroon’s followers has greatly increased. Kroon’s followers often wear mustard, and wear bran-dish their holy symbol.

APPENDIX C. RELIGION AND DEITIES (continued)Liandra“Not only shall you not harm another, but also shall you succor them in their time of need. Giving of yourself to aid others is the greatest gift one can give.” from Meditations on Serenity

Liandra is considered to be the Goddess of Good and Selflessness. The worship of Liandra crosses all boundaries of race and culture. Liandra's followers will do all that they can to protect other people and to make sure that those who would do harm to others fail in their attempt. While others often see Liandra as represent-ing the Good of the world, her followers are more concerned with showing others the path to bettering both themselves and the world around them. Followers of Liandra are often garbed in fuschia.

Lord of Balance“There is a delicate balance that exists in the game of existence. The Lord of Bal-ance oversees the harmony of that balance.” -Sir Hezekiah, Arch Knight

The Lord of Balance is not the god of neutrality, but is a good god who holds that chaos corrupts the natural harmony of all things, and there must be balance. The Lord of Balance espouses fairness and equity. As such, followers of the Lord of Balance have been known to take occupations in the fields of law, arbitration, and charity.

The Lord of Balance is a relatively new deity to Ashriya, not appearing until 150 AR, when some “Gate Travelers” or “Otherworlders”, appeared in Ashriya. Many of them worshipped The Lord of Balance, praising him for saving them and bring-ing them into Ashriya. Followers also are taught that there is a “chosen one” ,

whom they call the “Prophecy Fulfiller.” It is said that this one kept the gate open, which allowed the Lord of Bal-ance to save the people. Followers hold to the strict adherence in wearing some kind of yellow garment with black trim. The symbol of the Lord of Balance is a set of scales, in perfect horizontal balance.

Meserias"Long have the Ritika been the chosen of Meserias. They alone have been blessed with the inborn skills that define Meserias." -Swarn Whiplebottom - excerpts from Musings on the Seatless

Building, dismantling, tinkering - these are the core beliefs of Me-serias. Those that espouse artifice and invention follow Meserias. All craftsman worship Meserias. They might not be aware that roughing out the burrs on a sword, or mixing components in an alchemical concoction is worshiping Meserias, but it is. The act of "worship" for Meserias can be different from other gods. Pray-ing at the altar is not necessary, and rarely happens. If one has ever been in the workroom of a Ritika, there is an extremely high probability that one has visited a shrine to Meserias.

As all intelligent races will continue to build in some fashion, Me-serias will never truly be powerless. However, due to the lack of formal organization or prayer, and the lack of a defined priestly hierarchy, it is extraordinarily unlikely that Meserias will ever be among the Seated.

APPENDIX C. RELIGION AND DEITIES (continued)Simone“B lessed be the ground and all which live and grow upon it. May Simone’s glory bring the colors of the seasons and watch over the beasts of the world. May her strength bring power to the predator and swi f tness to the prey. Let all of nature rejoice in her name, so that the seasons may come in their turn and the winds and rain bless the crops. Hallowed is the shepherd and sacred is the wolf. Let all of nature laud her with every breath and drink from her cup with reverence.” - from The Way of the Wild

The followers of Simone believe that she has complete reign over all things natural. This leads to a wide variety of followers, from those who worship the weather, to the wild animals, to the flowers, to the trees, to the sun. The majority of her followers are peaceful. Even the hunters who pray to Simone are respectful of the process of the hunt and the gift of the prey. The cycle of nature is believed to be all encompassing through the love of Simone. Followers typically wear green or dark greens.

Sarik“In sleep we find salvation as we are released from this world and brought into the safe embrace of Sarik. Sarik guides us in the dreaming world as no one can in the waking. We are the dreamers; our legacy is phantasm.” - excerpted the journal of a Sleepwalker

Sarik is the god of dreams and v i s ions . I t i s said Sarik’s form is often in flux, changing with each passing moment. Information about Sarik is difficult to come by, due to his/her/its lack of presence in the waking world. He/she/ i t wi l l g ive guidance to his/her/its followers through a series of dreams that some spend their whole lives trying to understand. Others see visions during the waking hours with the intensity of a sleeping dream. There is a legend of an elderly follower of Sarik who once claimed that he survived the final years of the drought by sleeping twenty hours a day, so that Sarik could feed and protect him. There is no evidence to this legend, except the known fact that this follower lived through the final years of the drought. The rest of this tale is up to speculation.

Toklin"I am master of all things. Mountains crumble before me, oceans are no more. I am the perpetual and the infinite, stretching forward and back. All men bow before me. I flow and rush and drag and stop, embracing all things. I am eternal. I am time." Introduction to The Book of the Eternal, as scribed by Mother Aenara, Priestess of Toklin

Toklin is the God of Time. Priests of Toklin like to say that everyone and every-thing is a follower of Toklin, for truly, what is immune to the ravages of time? A true follower of Toklin, however, gives herself over wholly to the ebb and flow of time. This may be active, embodied in someone who lives life to the fullest, knowing that time is too precious to waste. It might be passive, a scholar who spends his life in contemplation of what has been and what will be. There are even persistent rumors that those especially favored by Toklin never age and may even be able to manipulate the flow of time itself.

APPENDIX C. RELIGION AND DEITIES (continued)Totan

1. Totan is our lord. His word is the word of absolute obedience.

2. To each its own place within the dynamics of the world.

3. Inorder, shall we find true freedomand purpose.

4. Law is to be obeyed to construct a harmonious society.

5. Those who seek to disrupt balance are vile in the eyes of the righteous.

6. Respect and obey those whose status is greater than you own.

7. Through a united front, all adversity can be defeated.

8. One foot must lead the other or the individual will fall.

9. Thefirstmustcomebeforethelast.10. None may come after the last.

from theMeditations of the Holy

Worshippers of Totan are the most disciplined of all religious groups. Though one might think the nature of Totan’s followers would be more consistent than other religious groups, that would be a serious mis-take to make. Like all religions, the followers of Totan disagree very much about how their lord should be worshipped. While some maintain a rigid code of ethics and laws, others believe their lord commands them to maintain balance in all things and whatever means they use to that end is justified. Many of the Dagon worship Totan as his believes are perceived as being very similar to their own.

Zeek

“Hail, he whose potato ravishes the

morning light! In the mid-morning slumber of compunction will the weasel and the starling s

E e k solace

through the hEARTS of oak. My friends, my friends,

my friends, my friends,

the glory of Zeek is wiggly! By the countenance

of the shaved will the uncleansed be fettered

by wax! Righteous is the unclothed. The f

e e l of the stone is nothing to the flow of the water. Changing, twisting, turning greased Mystics gyrate through the storm of grass.” from the Tome of the Tivilnit

Truly, the glory of Zeek is seen most often in texts such as this where the religious fervor of the faithful is represented in what to some may seem like a text of madness. However, this merely glorifies

the tenets in which the Zeekites revel. What may seem like madness to the uninitiated is actually… well, it is madness, but that doesn’t mean the Zeekites are completely crazy and there is great variance in how individuals choose to worship their lord. Some who appear “orderly” still respect the nature of change in the world and may work towards change without chaos, while others exhibit discord through every thought and action and still others try to counteract the order of the world through subtle manipulations and treachery.

APPENDIX C. RELIGION AND DEITIES (continued)

Zinaar "The true test of power is what you will do to attain it. Let no one stand in your way," excerpt from the Book of Glory.

Those who worship Zinaar wish nothing more than to increase their personal strength and power. Most of the world considers Zinaar to be the god of Evil, as his followers will stop at nothing to gain power. Zinaar's worshipers see others as weak for not taking control of that which can strengthen them due to a foolish con-cern for the affects upon others.

Zorn

“Do not seek to placate your anger. There is strength in rage.” - taken from the Konah Texts

Zorn is the god of rage, anger, and essentially, un-bridled, unchecked passion. Zorn followers are often unrecognizable in day-to-day interactions, but revel in their rage once they have cause to bring it to the forefront. Some find Zorn through wrongs performed against them and allow the rage to burn deeply inside them and fuel their every action. Others display their anger, as a lash against everyone they come in con-tact with. In battle, they are often seen as beserkers who will frenzy at the frontlines of conflict.

Zorn followers do not often brandish any particular holy symbol, and while some tend to wear loud colors such as orange and red, there is no general consistency.

Aradia - MagicAvanti - LifeBaldoria - RevelryCraigor - War and BattleDarius - Love and PeaceDeath - DeathDomad - Pain and TortureJarro - Luck and ChanceKammatt - UndeadKroon - Honor

Liandra - Good and SelflessnessLord of Balance - Balance and HarmonyMeserias - Artifice and InventionSarik - DreamSimone - NatureToklin - TimeTotan - OrderZeek - ChaosZinaar - Evil and PowerZorn - RageThe One

The known gods of Ashirya and their generalized tenets:

APPENDIX A. MAP OF ASHRIYA