Player’s
Handbook
A rulebook for the Xadune Live Action Role-Playing Game system
Special Thanks To:
mentioning all the players that evolved Xadune into
what it is today.
Xadune is not a product thought up overnight;
instead it is a game system that has been in
development for many years. The only reason it has
made it this far is because of the people that always
pushed it forward more and more to get it where it is
now.
Without the help of friends and players that would
stay up long nights in smoke filled basements building
what would turn out to be the history and culture base
for Xadune, the game would be nothing but an empty
husk. Years of dedicated playing, building, and growing
contributed heavily to everything that lies in this book.
Many people that do not even know what they were a
part of helped forge the world of Xadune into what it
now is, and without them it would be nothing.
The list of people that helped in the making of this
game is so numerous that it would be almost impossible
to publish without it still being incomplete. Even if it was
published, it would still never be complete because of
the forever growing state of the game at the hands of
future players, plot, and staff members. However, no list
of special thanks would ever be complete without
Revised Edition; v2.0.7
Over time we notice things that need to be tweaked,
fixed, or just plain removed. Those familiar with the first
two incarnations of the Handbook will notice that many
of the definitions of things have been expanded upon as
well as a few choice skills & abilities have been removed
and new ones added. The expansion of some items’
definitions is to help clarify and further explain some
things’ use, both in-play and out. The removal of a few
things helped streamline the character creation process.
The rules at the core are the same, nothing has been so
altered that it is different; what has really been fixed is
the flow and overall feel of the game. More in-game
explanations of things exist and hopefully it will help
provide a much more enjoyable and believable game
world. We hope you enjoy!
Xadune Designer & Owner
Jarrett S.K. Jenny
Credits
Player’s Handbook Author & Designer: Jarrett S.K. Jenny
Editing: Lindsey McMahon and Nicole Robben
Cover Illustration: Jessica Kortum
Interior Illustrations: Jessica Kortum, James Swor, and Dustin Fletcher
Thanks To: Jason Martin, Brad Fisk, Jessica Kortum, James Swor, Brian Mowris, and Dustin Fletcher
First Printing Edition Printing, v0.99: 2009
Revised Second Edition Printing, v1.0: 2011
Revised Third Edition Printing, v2.0: 2015
Version 2.0.75; Last Edited 10.16.16
“Xadune” and the XADUNE Logo are trademarks owned by J.S.K.Jenny
This work is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork presented herein is prohibited without the express
written consent of J.S.K.Jenny.
Use of these rules in any unsanctioned game or event without
permission from the author is strictly prohibited.
©2009-2015 J.S.K.Jenny. All Rights Reserved.
Acknowledgments
Table of Contents
Chapter 1: Welcome to Xadune
4
What is a Live Action Role-Playing Game?
How to Use This Book
Creating a Character
A Weekend of Fun
Important Note about Xadune
Xadune
Chapter 2: Core Rules of Xadune
15
Safety
Life, Death, & the Long Walk
Player’s Code of Conduct
Combat
Weapons & Armor
Chapter 3: The Races
Kanada
New Zeal
Pha
The Islands
The Oceans of Xadune
Technology, Laws, Demographics, & Customs
Money & Time
XA0024
Appendix A: Quick Reference Charts
Appendix B: Taglines, Effects, & Statuses
Appendix C: Xadune after events
Appendix D: Legal Forms
Index
187
194
205
-
34
The Humanoids
The Demi-humans
The Wee Folk
The Wild Ones
The Far-Born
Elemani
Chapter 4: Cultures & Background Histories 59
Racial Cultures
Area Cultures
Not Taking a Culture & Other Cultural Issues
A Character’s Background & History
Chapter 5: Religion & Astrology
84
Religion
The Zodiac
Chapter 6:Skills & Abilities
97
Lore Skills
Production Skills
Engineering Knacks
Craft Skills
Combat Abilities
Arcane Magic Abilities
Divine Magic Abilities
Chapter 7: Growing Your Character
123
Introduction
Leveling Up
Buying New Skills & Abilities
Growing Magically
Growing Beyond the Handbook
Chapter 8: Magic & Technology
129
Chapter 9: The World of Xadune
165
Jarr
Table of Contents
Welcome to
Xadune
What is a Live Action Role-Playing Game?
A live action role-playing game (LARP) by definition
is a form of role-playing game where the participants
physically act out their characters' actions. The
players pursue goals within a fictional setting
represented in the real world while interacting with
each other in character. The outcomes of a player’s
action are mediated by game rules, their own actions,
and the actions of others.
So what is Xadune?
Xadune (pronounced: 'eks-ā-dün) is a live action
role-playing game whose events typically span a
weekend. The setting centers around a mysterious
island city on the planet of Xadune, which is in an era
most closely related to the real world’s Victorian
period. Rich with culture and history, Xadune offers
an “open source” combat system -- meaning that
pretty much any weapon and armor is fair game to
use for any character; basically, if you can pick it up,
you can swing it or use it. Most Skills in Xadune reflect
either knowledge or special skills with which you can
build your character. Furthermore, Xadune offers a
religion facet to game play. Much like the Greek
mythology, deities look over and often meddle with
the people of Xadune. The core mechanics offers up a
classless system, in which players start off with the
option of growing their characters however they see
fit instead of being tied down to a template.
Something more fresh to the world of LARPing is the
4
idea of a story that takes place in a Steam Age.
Though fantasy and magic are still prevalent in the
game, the new-found science is making its impression
fast and strong. With this innovative knowledge, also
come firearms. Though still in their infancy stage of
life, firearms are a powerful tool to any person.
At its heart, Xadune offers a living, breathing, game
world in which you as a player enter into it as a
character and interact with other players’ characters
in a real time ongoing story. Decisions made can
affect you, other players, or even tremble the
foundations of society. You can be a lone wolf, or
adventure with a group of friends.
What do I need to play?
In addition to you being physically active, having an
idea for a character, a burning desire to have fun, and
reading this handbook, you will also need a costume
or outfit. It might be odd at first to list this as the first
thing you will need, but immersion through visually
fitting in to the game is a key ingredient to having a
good time. A first-class, well thought out, and fun
adventuring outfit is something you will have on the
entire time you play. For best results, aim for
something that would fit into the Victorian era.
Different cultures of Xadune have different fashions,
yes; but you can never go wrong with a good outfit
inspired by that time period.
Welcome to Xadune 1
Once you have an outfit you will need to sort out
some type of weapon. Your first weapon might not be
the prettiest thing, or it might be a well crafted LARP
approved one, but it will save your life more than a
few times just within the first night you play.
Instructions on making your own Xadune safe weapon
can be found in the appendix of this book; but you
can also purchase pre-approved hand crafted and
factory made weapons from a various assortment of
vendors.
Lastly you should have the understanding that you
need to be active and involve yourself with the game
to achieve a complete experience. The setting will be
provided and opportunities will be plentiful, you just
have to make sure you don’t let them pass by. It is the
player’s responsibility to seek out adventure and
solve the mysteries. Expecting action and excitement
to come to you might leave you inactive for a long
time, and turning down adventure opportunities is
experience missed. Remember, while staff and
storyteam will try to gratify all players’ personal wants
and adventuring preferences, there are still numerous
other players at game that anticipate the same and
the game will not be able to provide specialized
stories for everyone every event.
How do I play the game?
At each event you take on the role of your character
and act out what you do. In time, or for some rather
quickly, acting out your character will become second
nature. You will role-play with other players’
characters and non-player characters as stories
unfold. As you interact as your character Staff,
Storyteam, and Plot will be introducing stories,
adventures, and characters for players to go on or
intermingle with. These interactions are the backbone
of the game and typically how you progress your
character and gain experience. With experience you
can purchase skills and abilities for your character
which will be used to support you.
While on these adventures your character might be
faced with combat, puzzles, and death defying
danger. You, as a player, will have to actually fight in
these combats or talk your way out of them. You will
have to solve the puzzles, or figure out a way around
them. You will even find yourself getting luckier than
you ever imagined when you make out of a situation
you were positive would end badly. In the end you
will gain experience, make money, gain knowledge,
and make contacts. All these things are used to
advance your character.
And how much does it cost to play?
For all first time Xadune players, there is a
discounted entry fee of $35.00. For every event after
that the fee is $40.00. Every twelfth consecutive
event that each player plays, they will get a special
$10 discount. If you attend an event but choose to
not play a character, whether to volunteer and help
out or just observe, be aware that bedding is reserved
for paying players. A $15 fee for volunteers not only
secures you a bed but also bonus XP for your help.
Preregistration for the game is also possible. If you
pay and register at least three days before the event,
you are given an instant $5 discount. This also allows
you to reserve bed space so you are guaranteed a
spot to sleep. Preregistering groups also normally
assures that your group will be placed together in
sleeping quarters.
First time player fee (3-day event)
Normal fee (3-day event)
Half event fee (until or after 6am Saturday)
12th consecutive 3-day event fee
Not playing, but I want a bed and XP
1-day Event
Overnight 1-day Event
$35.00
$40.00
$30.00
$30.00
$15.00
$20.00
$25.00
It should be noted that all Xadune events take place
at State Parks, which normally ask for a small parking
fee per vehicle (currently as of 2014: $5). In addition
please be aware of the rules and federal regulations
that go with being on/in a State Park such as: no real
firearms, drugs, or alcohol allowed on site. Being
caught with these items will result in being asked to
leave site along with paying the fine associated with
the crime.
Food?
Food will be provided on site via the tavern, with
prices ranging from under a dollar to $5 or more for
different items. It is recommended that you bring at
least $10-$20 for food if you are coming for the first
time just to be safe. The menu will vary from event to
5
event, but the same “quick foods” such as: fruit, hot
dogs, and the like, should always be available.
If you have any questions or dietary requirements
please let Staff know beforehand by contacting us
either via email or by letting your needs be known on
the forums online (see page: ____).
Where do we sleep?
Most of the sites for Xadune utilize four to eight
man cabins. Reserving a cabin is done on a first come,
first serve basis. All cabins are equipped with twin
sized beds for the occupants to sleep on. Most
summer cabins are open air and do not have climate
controls. It is recommended that you bring a fan for
the warmer months. Overnight 1-day events will
often use campsites that have shelters, cabins, or
allow tents and the like for sleeping. Please note that
most State Parks in Georgia highly frown upon tent
camping at their group sites and normally forbid it.
How to Use This Book
The Xadune Player’s Handbook is designed to give
the player everything they would need to know on
the fly to play the game. All the rules included in this
book are all that are required to play the game. That
is not saying, however, that all rules and guidelines
are presented in this book. Rules not covered within
these pages are either those needed for play beyond
the beginning level or contain information that
players should not have beforehand (such as the
proper handlings of a plasma-æther cannon).
This book is separated into chapters ordered in a
way that should help you build a character for the
game. Each chapter addresses an important aspect of
the game and making a character for it. To follow is
an overview of each chapter.
Chapter 1, Welcome to Xadune: This chapter serves
as an introduction to LARPing and the game, Xadune.
It covers the basics and should leave you feeling like
you have a good idea of what a LARP is and how
Xadune operates as one. This chapter will also briefly
touch on how to make a character for the game, and
what you need to bring to the game. Lastly, it should
leave you with small insight into the world and give
6
you just a hint of what to expect once you find
yourself in-play.
Chapter 2, The Core Rules of Xadune: The core rules
are all the mechanics that you will need to know to
play Xadune. You will learn about health, dying,
combat, arming and defending yourself, and learn
about safety at the game and what you are not
allowed to do.
Chapter 3, The Races: Starting with the chapter on
races you will begin the journey in making a
character. This chapter will cover all playable races
and give you a glimpse into what each race is like as
well as giving you the hard facts on their racial traits
and disadvantages.
Chapter 4, Cultures & Background Histories: After
the races you will learn about the different cultures of
the game. Unlike a race, a culture is an optional path
for the player to think on. Though you can use the
information in this chapter to say you’re from the
culture, you do not have to take the culture as part of
your character unless you want to steer down a more
difficult role-play situation. All this will be covered in
this chapter as well as outlines on thinking of the
background history for your character.
Chapter 5, Religion & Astrology: These two have
been grouped together due to their more
metaphysical aspect. You will learn about the
different religions of Xadune and the zodiac signs that
many have faith in as well. Both subjects are just
flavoring for your character and can be used to build
more on their personality.
Chapter 6, Skills & Abilities: Once you have a good
idea of the type of character you want to play you are
then introduced to the skills and abilities available for
starting players. These are the hard core talents and
aptitudes that your character has a knack for and also
define what they will be able to do during the game.
Chapter 7, Growing your Character: Then you will
be schooled on how and what needs to be done to
get more from your character. Growth and future
planning for advancement is covered in this chapter.
Chapter 8, Magic & Technology: Once you are
covered on pretty much the essentials on making a
character, you then are versed on the more
complicated aspects for the game: magic and
technology. If you are not going to go down a spell
Welcome to Xadune 1
casting route and have no plans to dabble in making
things then this section might at first prove
uninteresting and dry, but in time this section will be
read a few times over to better grasp the more
complicated issues it covers.
Chapter 9, The World of Xadune: The last chapter in
this book covers the game world itself. Though the
knowledge that is explained is not know in-play to
everyone it is presented in this handbook to allow you
to understand each area and society of Xadune better
so that you can find a place you feel you will fit in
most for your character idea and be able to actually
role-play in-game with knowledge of the land you
claim to be from. You will learn about demographics,
local laws, and get an idea what the terrain and
climates are like. You will also be introduced to a
short timeline of important events that have
happened over the past few centuries as well as to
what monetary system is used in-play.
Appendices: The different appendices of this
handbook contain quick reference charts of various
important bits of information found in this book, legal
forms that need to be read, understood, and
completed before you are allowed to play the game,
and a list of the most prevalent taglines and effects
that can be found in the game.
Pronouns
Throughout the Player’s Handbook the pronouns he,
him, and his as well as she, her, and hers, are used
multiple times. This is not to indicate gender specifics
for the game, but is simply the use of clear and
concise writing that has been proven throughout the
centuries.
A note about Fractions & Rounding
Many times throughout the rules different costs will
be halved or fractionalized. Unless stated in the rule,
all fractions are rounded up to the appropriate value.
Shaded Areas
Scattered throughout this book are boxes with text
that have a shaded background. These are important
notes that are prevalent to recently mentioned
information and definitions of newly mentioned LARP
terms.
Common Terms & Abbreviations
Abilities: At Xadune abilities refer to a set of skills
that are solely combat related. All abilities give the
characters some type of advantage in a combat
situation.
Adventure: An adventure is typically a singular
encounter or module that a character or group of
characters goes on. One can gain money, knowledge,
experience, or just plain have fun on an adventure but
it should almost always be a dangerous, enticing, or
informative occurrence.
Armor Points: When a character puts on clothing it
offers a small amount of protection; donning specially
made clothing or armor helps even more. Armor
points are the measure of the protections a character
has before they start taking damage to their body.
Body: This is the measure of the total health of a
player character. As characters gain experience and
rise in level they gain body. The more body you have
the more damage you can take. Once a person’s body
is reduced to zero they typically go unconscious, and
if they go below zero body they begin to die.
Boffer or Latex Weapon: This is actually two
different type of the same thing. A boffer is a term
typically assigned to describe a homemade LARP safe
weapon. In most cases this design has a core of PVC
pipe, kite spar, or carbon fiber fitted with tight
appropriate pipe foam or suitable layers of cell foam
to pad the weapon then covered with either a cloth
based tape, a thin cloth covering, or a thin enclosure
of organic polymer. Depending on the experience and
talents of the maker it can result in a very
professional looking weapon or a PVC pipe wrapped
in pipe foam and covered with tape. Latex Weapons
refer to mass-made commercial weapons that are
preapproved for most LARPs. These, contrary to their
name, are not always covered in latex and typically
have high detail work in their design. Depending on
the price you pay it can look like a crude version of
what you want or a life-like replica. In either case the
terms, boffer and latex weapon, are terms used to
address the physical LARP safe weapons that players
use to represent weapons in-play at a LARP.
Character Card or CC: This is a small card that the
player keeps on them during the game, which has a
running list of their character’s skills, abilities, lores,
7
traits, culture, health, armor, and other pertinent
information. Throughout the event things might
happen to the character that will need to be noted on
the character card, which should be updated as often
as possible. While volunteering, your hours and
efforts will be recorded on your card to verify when
and how long you worked. At the end of the event the
card is turned in so all information can be updated
and your character gains the experience they earned.
Culture: A culture defines a society or aspect of a
race in Xadune. It is a device used to better flesh out a
character concept and places it more appropriately
into the game setting. However, a player character is
not required to have a culture. In terms of game
mechanics, one thing a culture does is define in stone
aspects of a characters’ thoughts and views. By doing
so, this better makes characters conform to the
growth of the world on a living breathing level, but it
also limits how a player can play or act out as their
character. Because of this limit it is not a requirement
for characters, but is an option.
“Do it”: This phrase is common in LARPing and
dictates when the player actually has to physically
perform a task. When saying, “Oh, I’m going to chase
after that guy through the alleyways” you might be
told “do it”; which implies that you need to start
actually chasing that guy for real.
Effect: Effects are things that produce a forced
change or influence over your character. Typically
these can be bad things, but they can also be
beneficial. There are copious amounts of effects in
Xadune. The most common can be found in the
appendix of this book. Great effort is made to make
sure that effects are typically one word terms that are
reflective upon their definition. For example, sleep is
an effect that puts you to sleep. Most effects will
occur in combat. Not knowing every effect is a normal
thing, but familiarize yourself with the ones listed in
this book. New or less frequently used effects that will
show up during an event will be described at opening
ceremonies. If in doubt when you get hit with an
effect, ask the person that hit you with it what it does;
asking because you do not know is never a bad thing.
Encounter: This term is used generally to define a
situation where there was a meeting between staff,
storyteam, or plot and one or more characters in a
8
generalized setting, typically the set setting for the
event. Some encounters are brief, others can be
drawn out situations, but all encounters involve
character with non-player character interactions.
Event: An event is the time frame in which the game
takes place. Typically, it is a term used both in and
out-of-play to define the actual date range in which
the game will take place on an out-of-play level and
the gathering of players in-play for the weekend.
Experience or XP: These are the points earned and
used to advance your character. The experience you
gain goes towards a pool that is used to calculate your
level. As you gain experience you rise in level which
gains you more body and skill points. Newly gained
experience is called free XP, which means you have
not spent it yet. Free experience you gain can be used
to buy skills, abilities, or lores. Buying things does not
cause you to lose experience, but merely reduces the
amount of free XP you have to purchase things.
Meaning you need to gain more experience to buy
more.
Field Battle: These are encounters in which mass
battle ensues. Field battles differ from regular
encounters in the fact that typically they are lasting
sorties of combat, involve large portions of the player
base, and generally tend to occur in open areas or
fields.
“FOIP” or “Find Out In-Play”: A common term used
to designate that the question you asked was one
that needs to, or should, be found out in-play and not
out-of-play.
Hurry up and wait: Another common phrase used in
LARPing, often a negative connotation that sadly
refers to a situation where you are rushed, on both an
in-play and out-of-play level, then forced to wait for
the situation to occur. This often happens when a
situation is not ready yet for the players or not all
aspects of an encounter or module are fully prepared.
IP or In-Play: This is the term used when describing
things happening in the game.
Level: Levels are tiers of advancements for your
character based on your experience total. Higher
levels offer more areas of growth, more body, and
more skill points.
Lores: These are skills that are knowledge-based.
Unlike other skills and abilities, which normally
Welcome to Xadune 1
directly give you a physical advantage, lores give you
insight into the area of the lore. All lores are based on
a level system with each higher level giving you more
or knowledge in said field. Many lores do not come
with upfront information but are instead used in-play
on a situational level as needed. For example, you
hear an NPC talking about a place which you have a
lore for but as a player you do not know anything
about this place; you would then go up to that NPC
(at the appropriate time) and inform them that you
have a lore skill that relates to the place they were
talking about, at which time they would give you
information about the place relevant to the level of
your lore.
Marshal: In an encounter, on a module, or during a
field battle there will be a marshal and this will be the
person describing the situation to you, answering the
inquisitive questions you ask and determining the
outcome of different skills, lores, and abilities based
on the situation as well as reminding players to keep
up with the upkeep of their characters different point
pools. A marshal will always be a member of staff,
storyteam, or plot and they will also aid in helping
players keep up with their characters’ body, armor
points, skill points, and times for effects.
Metagaming: This is a term which defines a situation
where a player uses out-of-play knowledge on an inplay level. This can root from the player having before
hand knowledge on a puzzle or stat on a monster outof-play and then just giving that knowledge to their
character without that character learning of it in-play.
Min/Max: This is used to describe a situation when a
person out-of-play tries to effectively distort or utilize
the rules to make a character with the minimum
amount of disadvantages to a situation and the
maximum amount of advantages. In doing so one
often sacrifices substance and depth to a character
making them a linear design and often dull in
comparison to their surroundings.
Module or Mod: These are singular situations where
a character or group of characters leave the event’s
main setting and go to a different in-play location to
have an encounter or field battle. Mods and
adventures are generally one in the same though
most would define a mod as having more of a deeper
story aspect involving a more elaborately defined
location in which the character or characters get
involved.
Mod Hook: This is when a staff, storyteam, or plot
member sets up a situation to attempt to hook a
character or group of characters to go on a mod. This
should be one of the number one things a player is
looking for if they are looking for adventure.
Monster: Typically a monster is a person or thing
that is not a player character and is combative
towards them in some form or fashion. This is not
limited in definition to creatures not presented as
playable races as some conversations could refer to a
group of human bandits as monsters of that
encounter. Monsters are played by staff, storyteam,
plot, and volunteer players and can be represented by
full make-up and costuming or just colored tabards to
designate differences in creatures.
Monstering: When a player volunteers to help the
game, nine times out of ten it will be to play a random
monster, as defined above. Hence, the act of
volunteering is often called monstering. This can
sometimes include playing above and beyond little
things that most players will chew up and spit out
including role-play encounters, clean up after a
module, or if one wants helping out in the tavern.
Multipliers: There are some skills, abilities, and traits
that call for multiplication of numbers. Many of these
can be combined, or stacked, with like skills, traits, or
abilities so that you have more than one multiplier
affecting the outcome. In these situations the
multipliers do not multiply each other but instead are
added together. For example, if you have one ability
that calls for you to do x2 and another that calls for
you to do x3 and you combine them you do not do x6,
you do x5.
NPC or Non-Player Character: These are characters
not played by other players. These characters are
normally played by Staff, Storyteam, or Plot to help
drive plotlines, entertain players, or the like.
OOP or Out-of-Play: This is used to describe times or
events that are happening not within the scope of the
game. OOP things normally include descriptions to
better explain situations and often information your
PC should know, but you as a player were not aware
of at the time. While OOP, you are simply yourself for
9
those moments, not your Player Character and should
not be taken In-Play.
Over Casting: This is the act of casting a spell or using
an ability, skill, or trait when one did not have the
means to do so. This is generally a mistake and is
considered a bad thing. Repercussions occur in
repetitive cases of over casting.
PC, Character, or Player Character: Player characters
are you and other players’ interactive person in the
world of Xadune.
Plot or Plot Team: Plot is a term used to address the
Plot Team of a LARP. The plot team is in charge of the
in-play day to day action of the game. They are
generally who put together and entertain the players
and set up all the plotlines and situations that happen
in-play. Normally there will be annual revolving plot
teams that will handle the shorter lived plotlines and
adventures. Staff and storyteam will, for the most
part, always be in charge of the long-running and
overlying plot arcs of the game. Though this will not
always be a constant, it is always a good conjecture.
Typically plot teams are made up of players that wish
to give back to the game by adding their own stories
and adventures to the game. Their period of
commitment to the job is typically a season.
Plotline or storyline: This is the over-arching story of
an encounter, module, adventure or string of said
events. Most all situations the players will be
presented with from staff, stroyteam, or plot will have
a plotline or storyline. Some will be twisting and longlasting while others will be standalone single stories
or events, but all are provided to add depth and
meaning to actions and help in the enjoyment of
acting out your character.
Skills: These are the building blocks of a character.
Skills are broken down into multiple categories based
on their uses and the like but they all serve the same
thing: to represent in-game ability to perform tasks.
Most skills exist to aid a character in the adventuring
aspect of the game and allow them to do tasks that
are typically not easily doable in the real world, but
others are more mundane things that in the real
world some people are versed in but others are not.
Because skills are required to perform tasks, from
advanced to mundane, it presents a problem in some
senses when it comes down to actual physical abilities
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of players. If a skill is specifically written out for
something then it is required to perform the task at
Xadune. Semaphore, for example, is something you as
a player might know in the real world; however since
there is a specific skill for this, unless you have that
skill your character has no idea what it is or how to
perform it. Some mundane skills not specified in the
game system are allowed to be used if the player
knows it on an out-of-play level, but if another player
has a generalized skill that covers said task, like
craftskill: glassblowing, then the person with the
actual skill in-game will produce better results. Final
line: having the skill in-play will yield you better
results.
Skill Bid: A skill bid is when a player uses their skill
points in a bidding fashion to attempt to gain an
advantage. This typically is required for a few skills in
which the character must bet a predetermined, and
often unknown, amount. Skill bids can also be thrown
out and combined with daring feats that a player
attempts to help them on an in-play level. For
example, if a person is presented with a jump that
they feel they might not be able to make out-of-play
but they want their character to be able to do said
feat they might tell the marshal that they wish to bid
X amount of skill points to aid them in their jump.
Upon making the jump if they fail to perform
physically the marshal will determine, based on the
amount bid before hand, if the character was actually
able to pull off the jump.
Skill Points or SP: Abilities typically have an allotted
skill point cost that is required for use as do many
skills, particularly production skills. Skill points are a
pool of points that the character has. The maximum is
raised based on the character’s level and with a few
special traits. Skill points are regained during an event
by fulfilling certain voluntary duties that help give
back to the game.
Specialization or Spec: Once a character has gained
enough experience and levels they are given the
option to become more versed and skilled in a certain
profession. This typically opens up traits and
advanced skills and abilities to the player to purchase
for their character which will define them more in the
role they have selected.
Welcome to Xadune 1
Stacking: This refers to the act of adding abilities,
traits, or skills on top of each other to gain multiple
benefits as well as doing the same with protective
defenses.
Staff: Staff is a term mentioned often within these
pages. At Xadune, Staff are the overseers and
managers that deal mainly with the game and its
operations. Staff is the end of the line. It is where big
decisions are made and who do all the annoying
paperwork. Many of the huge overlying plot lines are
run by Staff, along with most of the character
histories. Staff deals with character creations and the
things that are largely understood to be the “big
important things”.
Storyteam: Storyteam is a sort of permanent plot
team for the game. They differ from staff because
they do not deal with the logistics or paperwork of
the game and their focus and concern is with
storylines and adventures for players. Unlike plot,
which is normally term-based and annually changing,
storyteam is a constant group that keeps plotlines
long-running and often will use past plotlines to
further a story or wrap-up unconcluded past
storylines.
Taglines: A tagline is the out-of-play vocalization by a
person to give the effect, type, and/or damage of an
attack.
Traits: Traits are extra abilities, skills, or lores that
are gained from being a certain race or through some
type of progression like specializing. Most traits are
beneficial, but some offer disadvantages as well.
“What do I see?”: A phrase asked, always on an outof-play level, as a courtesy to better understand for
the player what their character is seeing. One of the
hardest things for some people to grasp of the
concept is that when a person asks “what do I see?”
they as a player are asking another player what they
see, not their character vocalizing this question.
Answers should be given out-of-play and in-play
reactions to the person asking “what do I see” should
not occur. This becomes most problematic in
situations where a person might be hiding and sees
something but does not understand so they ask “what
do I see?” to gain a descriptor and in hand gives away
their in-play location. However, this was done due to
an out-of-play question and the responder should go
about their business in-play as if they still have no
clue to the location of the person, even though outof-play they do know their location.
Creating a Character
The thing everyone wants to jump on first is making
a character. Either you have learned about LARPing
on your own and want to give it a try, or one of your
friends is trying to convince you to do something that
at first sounds ridiculous for you. Either way, now you
made it this far in the book and all that needs to get
done is to make a character and then go to an event.
To follow is a quick over view of the steps you might
want to take to ensure you cover all the bases in
making your character.
Step 1 – Think of concept. All good characters start
with an idea. Plus, since you will be actually playing
this character you need to be extra sure it is
something you are comfortable with and happy to
play. Do you want to be a good guy? Maybe you want
to be a bad guy. What about ensuing conflict, do you
want to be front line, back line, support, or not even
participate at all. Once you find the bare bones idea
that you will be happy playing you should start picking
out the aspects that make this idea a reality. The one
bit of advice we can give you: do not just work off an
idea that you had nothing to do with. Your friends
might know you, but in the end they will not be
playing your character that they are insisting you will
have fun with, you will. If you are being introduced to
the game by another take an active part in the most
important aspect of it and be sure that the character
you play is by your design and you are 100%
comfortable playing it.
Step 2 – Pick a race. This can be the corner stone of
your character or just something you were born into.
Your race defines aspects of your physical appearance
to small quirks in your personality. Some races are
rare while others are so commonplace they would fall
under the cliché that they all look alike. Your race also
lays the foundation for your experience progression
and level gain along with your base body and skill
points.
Step 3 – Decide if a culture is for you. It will be said
so many times throughout this book that you will
11
become sick of reading it: cultures are not required,
but they add much to your character in respects to
fitting into the game world. If you picked a race that
has its own cultures, look them over and see if your
idea might fit into one. If not look over the different
area cultures, maybe one of them is more attuned to
your idea. If none are then the questions should stop
there, but if you find a culture or two that seem to
work with your idea you need to think to yourself: do
I want to dedicate myself to role-playing some things
out not how I originally thought, but as the game
dictates I do? If everything falls into place and works
with your idea, then by all means pick a culture, but if
not then move on without a second thought.
Step 4 – Pick your starting skills and abilities. Once
your race is determined you should start putting
thoughts of grandeur to work in picking out some
skills and abilities for you character to start out with.
All new characters start at a minimum of 15xp, and
through donations, promotions, or volunteer work
before starting a character you can start with as much
as 40xp. These starting skills and abilities will define
what you can do your first few events. Pick them
wisely and a word of advice: do not spread yourself
too thin.
Step 5 – Flesh out your character. Once you have a
race and skills picked out its time to flesh out that
idea and meld it with the game setting. Are you a
religious person? When was your character’s
birthday? It doesn’t matter if you as a player could
care less about the zodiac, someone in-play might ask
you this common question so be prepped with an
answer. Have you picked out where in the world you
are from? Make sure you are familiar with the society
and their customs. In the end come up with some
background for your character: what brought you to
who you are today? Did you have friends as a youth?
These little things flesh out your character and make
them more believable in the end and easier to roleplay. In the end, a new player with a well-rounded
and thought out character can come to the game and
have more of a demanding presence then a player
that has been playing for years and still isn’t
comfortable with their character. Keep that in mind.
Step 6 – Contact staff. Once you have all the
previous steps answered and covered you should
12
contact staff with this information. If you contact
them beforehand they will be able to point out any
issues that you might have missed or give advice on
any questions you still might have. They will also be
able to pre-create your character then so you do not
have to wait and have it done at the event. However
we understand that not everyone can do this, in
which case be sure to write everything down and
once at the event and at check-in, present the
information to staff then and they will go over things
with you and get your character made. In the end you
will be presented with your character card and be
only moments away from beginning your first event.
A Weekend of Fun
Most all Xadune events will take place over an
entire weekend, starting around 10pm Friday night
and ending mid-day on Sunday. Different locations
might be utilized throughout the season for separate
events so please check the online schedule to be sure
of the event’s location.
It’s recommended that you get to site early in order
to unpack, make your way through logistics and
check-in, decorate your cabin (if you wish), dress for
character, and make it to opening ceremonies. Of
course, not everyone will do things in that order but it
gives you an idea of what all to expect.
Opening ceremonies will normally start on Friday
night around 9:30pm. For the most part, it will last 15
to 30 minutes, depending on what all needs to be
covered. During the ceremonies players will be
reminded about safety rules, general taglines, and be
given a brief introduction to the weekend’s game.
After opening ceremonies all new players are
required to attend a safety course before being
allowed to play the game. Players have about 30
minutes to finish getting prepped for the event before
in-game is called. After that time it is asked that
players not yet in-play wear a white headband until
they are ready and to try to get in-play as quickly as
possible. Once ready your only concern should be to
have fun.
Shortly after mid-day on Sunday afternoon endgame will be called and the event for the weekend
will be over. Afterwards you will need to check-out
Welcome to Xadune 1
your character, clean up your cabin, and prepare to
head back home after a weekend of excitement.
Please be aware that it is the responsibility of all
occupants of a cabin to leave it clean and free of
trash. Not doing so will have consequences.
The setting, tools, and environment provided by the
game are there so you have fun, but you yourself
must be willing to have fun. The quickest way to have
a boring weekend is to say “no”. No kills a story. No
stops the progression. No means you just excluded
yourself from an adventure. It’s understood that
characters may not like or want to get involved with a
plotline, but the player should realize it is themselves
choosing to not have fun, not the game lacking in
entertainment.
Important Note about Xadune
Xadune is not Earth. It does not work in the same
manner, and the players should not expect it to. It is a
world with magic and gods. The laws of physics are
different from Earth, the rules of the universe are not
like Earth’s, and even the elemental make up of
Xadune is different from Earth’s. Keep that in mind.
This should play a very important role when players
attempt to backwards-engineer something from our
world: things will often just not work because Xadune
is not Earth. Maybe silicone doesn’t exist, and maybe
the material used in electrical works react all that
much differently, thus not allowing for the
semiconductor to be invented. Maybe atoms don’t
split in Xadune; and even something as mundane as
salt is an element entirely different on Xadune.
Remember that when attempting to apply real world
ideas to the game: Xadune is not Earth.
Xadune
Xadune, fifth planet in what used to be a tertiary
star solar system, is orbited by its two satellites, Io &
Sent, and is most commonly known as the way station
of the mulitverse. The past century or so has been
rough on Xadune. AFS (After Fallen Star) 0 marks the
disappearance of the system’s largest star, Tirus.
Since then, many nations have been destroyed and
are once again in a state of rebuild. The diversity of
races and cultures has broadened even more leaving
almost no segregation in the larger cities. For the first
time in almost a hundred years, Xadune is once again
open to the multiverse, after a past century period
where, for unknown reasons, the planet was on some
sort of planar lock-down.
Over a hundred and thirty years ago a catastrophic
event occurred, the cause of which is still a mystery.
Slowly, the planet slipped into turmoil and natural
disasters started to occur on an outlandish scale. One
by one each of the three stars around Xadune
disappeared until the planet was left in a state of
frozen tundra. At the same time, all planar travel and
even communication with deities ceased. After a 56
day period of total darkness, two of the suns
reappeared in the sky. After about 6 more months of
planetary reshaping the havoc came to an end. The
world had changed forever. Deities were once again
talking to their followers, but no answers about what
had occurred were ever given.
Rumors went about and all seemed to fall on one
common ground: Gatherers caused the apocalypse to
happen. What’s a Gatherer? Some sort of powerful
vessel of destruction apparently, but no one ever
gives the same answer. Most areas did not digress
much in the 2 months of destruction that occurred
over a century ago. Most still sit in an early
renaissance period, a few cultures were destroyed in
the aftermath, and most of the nomadic tribes and
cultures were worn down to only the strongest of the
race. The orcish clans are the best example of this.
Their race now appears to be at the height of their
existence. Their scholars and warriors are amongst
the best in the lands and highly sought after for
training.
Even though hard times have pressed against the
planet, good things still flourish. A handful of the
leading nations and cultures have reached the steam
age and, for the first time in recorded history, the
field of science is making a name for itself. Many of
the youths of these cultures are embracing these
newfound arts and heralding them as the future,
while many still clutch to the ancient arts of magic as
the true path to the future.
Least affected by the devastation was the island
nation-continent of New Zeal, while Jarr withstood
13
the most damage. Many of its cities were destroyed.
The capital city of Revrent was the only city
untouched. Most of the larger cities were heavily
damaged and a few were completely destroyed,
including the great port city of Star Port which slipped
entirely into the sea. On the coastlines nearest to
where the fallen city was, New Star Port is slowly
making a rise. Kanada was severed from the main
continent of Jarr at the great gates. Its climate is now
much colder, but the people seem to be adjusting
fine.
New Zeal is the desert continent of the world. Its
lands are mostly sand and silt. The sun never sets
here, and often there are two suns in the sky. The
temperature sits steadily around 110 degrees at the
lowest (dry heat). Water is an expensive luxury and
brute force often rules the lands. It’s the only
continent that still freely endorses the use of slaves.
The land turns into deadly sinking sands as it
approaches the ocean, and then from an oozy mud
into dirty water, then finally the salt ocean. The
capital of the largest kingdom here is Tyr.
Jarr is the eastern most continent on the centerline
of the planet. It has few mountains and is mostly
rolling plains and lakes. Farming is the largest source
of income for the kingdoms of Jarr, the largest being
Revrent. Pha is the western counterpart to Jarr. Its
countrysides are vastly filled with forests and a few
scattered mountain ranges. Unfortunately, not many
know much about Pha, besides it being a very
backwoods place. Now the seas have made it nearly
impossible to reach. Up until recently Pha was mostly
unmapped due to the devastation that befell Xadune,
but thanks to a few airship aerial surveys this has
been remedied. Jarr and Pha share about the same
climate. Seasonal changes occur about every three
months or so and temperatures range from almost
freezing in the cold months to sometimes as hot as 95
degrees in the summer.
Kanada was once part of the continent of Jarr, but
has now become its own landmass. Kanada has
always been a secretive culture and land of mystery.
Customs, language, and even technology are very
different. They have, until recently, been seen as the
most advanced culture, but they rarely get involved
with the world about them. Now that they are
14
separate from Jarr, their hidden world and knowledge
is almost completely kept from the world outside.
Gaining access into their kingdoms is a feat of its own,
and considered practically impossible. These days
Kanada now shares a much colder climate band and
they must endure a few months of total darkness.
And then there is The City: in between these four
great nations on the open seas sits an island that until
about three years ago never existed. On this island
lays a city, or ruins as many first saw it, in which
something special is happening. Here, almost every
doorway serves a dual purpose of being a gateway to
somewhere else. Portals that lead from one place to
the other - and not just on Xadune, but everywhere.
No one knows where The City came from, or even
where the island came from. And, until recently, all
four nations had people there trying to figure
everything out: mapping out the doorways, and
plotting out their paths throughout the multiverse.
Archmagi and scientists alike were studying the
surroundings trying to determine where, how, and
why the island was there. Of course, with this many
portals in one place it was next to impossible to stop
others from coming in and out, and so over the
course of a year the newfound island ruins became a
fully functional city. Then on the eve of Grim’s Delight
(All-hallows) of AFS 128, all the people disappeared.
Now, a few years later the world clamors on. The
City has become an international hot spot and
seemingly fragile way station for strange events. Socalled deep investigations by the world’s
governments still look into the events that transpired
that fateful night in AFS 128, along with the origins of
the Island. No one says it, but everyone knows:
therein, amongst the steam and magical back allies,
deep within the underbelly of the slums, and on the
doorsteps of the Governmental ward are the answers
everyone is looking for. They just have to reach out
and take it…
Core Rules of
Xadune
At the backbone of all good games lies a rules
system. These are the governing mechanics of a game
that helps everything move forward and keeps it all
on track. These rules are universal to the game.
Players and Staff members alike must abide by them.
There is no exception. In this section you will learn
about the primary safety precautions of this game.
Make sure you know everything that is written in the
safety section. You will also learn about how your
character will “live” and survive in the game world,
how death works, and the afterlife. The base system
of how combat works is also outlined below, including
both melee and ranged combat.
Chapter Overview:
- Safety
- Life, Death, & Body Points
- Combat: Melee, Ranged, Spells, Shields, Killing
Blows, & Searching
- Weapons & Armor
- Taglines, Effects, & Statuses
We understand that many may be new to LARPing
and in such cases we ask that you take the time to ask
as many questions as you can think of to help clear
things up. It might sound cliché, but it’s true to say
that the only stupid questions are the ones never
asked.
Safety
Of all things you read in this book, this section is the
most important.
Holds
The main thing to remember when you hear “HOLD”
is to stop, drop to a knee or sit down, and listen. This
is a call that always needs to be listened to, the thing
you should only use when needed for medical
reasons, and the only thing that will stop the game in
its tracks: “Hold!” Holds will only be used for Staff
announcements or a medical emergency. Once the
announcement or Staff reason has been made or
solved, or the emergency has been dealt with or
cleared from the field, everyone will be asked to
stand back up and retake their positions. At this point
a “Lay-on” will be called which signals the
continuance of whatever was happening.
A player should only call a “Hold” in the case of a
medical emergency. No one should call a hold for
someone else unless said person is incapable of doing
it for themselves. In the case of medical holds, a call
for “Medic” should be made immediately after the
Hold is called if needed. In the case of Medical Holds
all players should step back from the injured player
15
and allow only medical personnel to handle the
situation.
“Medic”
This term should never be used in-play. Clerics, field
surgeons, doctors, and any other form of healer are
acceptable in-play terms to be called for in-play
healing.
The term “Medic” is reserved for the outof-play, real life medical emergencies. As stated
above, the term “Medic” is not to be taken lightly and
should only be called out by the player in need unless
said person is unconscious. There are many in-depth
and “hardcore” players that will shake off a real injury
that others would not; let them make the call for
themselves.
Headbands
There are four different colored headbands that
players need to keep an eye out for that represent
different things. Headbands are an out-of-play thing,
and to cut back on confusion it is asked that no
character wear these four types of headbands. At
Xadune you will encounter these following
headbands:
White: This might be the most common of the
headbands seen. White represents players that are
out-of-play. As a courtesy, OOP players should stay
away from in-game activities and do whatever they
need to do to get back in game.
Orange: The most important of all the headbands is
the orange one. People that wear these headbands
are for one reason or another medically exempt from
combat. Under no circumstances should these players
be involved in combat. This does not make these
players exempt from dangerous situations. If for some
reason someone deems it purposeful they can
approach these characters and tell them that they are
killing them, and as cheesy and cruel as it is, it is a
legal game action that the player must abide by.
Players are highly discouraged of taking advantage of
this. Anyone doing so should be pointed out to Staff
immediately.
Light/Neon Blue: Next to the white headband, these
might be the next most commonly seen headbands.
Light Blue represents characters and creatures in the
16
Twilight. Unless you are also in the Twilight, you are
not allowed to interact in any way with these people.
At night, if you are staying in the Twilight, you need to
wear a blue glow band on your head.
Light/Neon Green: These rarer headbands represent
creatures or players that are invisible to the naked
eye. Creatures wearing this color headband cannot be
seen, but they can be heard and interacted with.
Though some might find it difficult to role-play not
being able to see something they can interact with in
real life and they can clearly see, it is very encouraged
that players do their best to role-play the situation
properly and not “cheese” the encounter. At night
people that are invisible need to wear a green glow
band on their head to represent their status.
Physical Contact
While at Xadune, physical contact of any sort is
prohibited, plain and simple. The only way you can
touch another player is via boffer, packet, or foam
projectile. Violation of this rule will be dealt with
swiftly and firmly. Warnings on this will be harsh.
However, sometimes a player will allow contact. If
they do not offer up this small invitation you can ask,
“Do you accept physical contact?” If the player says
yes then you may touch the person in an appropriate
manner. This is not an invitation to beat someone up,
or anything similar; it is an allowance to help enhance
the role-play.
Combat Safety
Combat can be one of the most dangerous parts of a
LARP. Xadune is no exception. Because of this please
make sure you are fully aware of all the combat rules,
be mindful of your surroundings while in combat, and
lastly, use common sense.
While in combat it can become difficult to hold your
composure. Despite this, you are still required to
follow the rules of combat and keep it as safe as
possible. With that said, each of your swings can not
exceed a pull back of more than 90 degrees, yet must
still be pulled back at least 45 degrees from the
intended target. It should also be noted at this time
that only contact should be made with the opponent,
you are not trying to bludgeon them to death in real
life. If a player is hitting too hard it is asked that they
The Core Rules
be told that they are and that the harsh swings be
toned down. Too many reports of heavy swings will
get you a meeting with Staff and you will be dealt
with accordingly.
Charging is also a combat taboo. Charging is defined
as a rushing assault upon an opponent in which you
are incapable of not running into them. You must be
able to stop within a weapon’s length of your
opponent or it will be considered charging. Charging
is not pressing an attack; it is only in the case of an
uncontrolled rushing attack. Being caught charging or
receiving too many complaints will result in being
pulled from combat and getting a meeting with Staff
where you will be dealt with accordingly. Regardless
though, hits should still be counted against both
parties.
Targets you should highly refrain from hitting also
exist in the Xadune combat system. These are areas
on the human body where you should never be
aiming your attack. Accidental hits in these locations
while in a melee combat might happen, but these
should never be intentional targets. These areas
include: the head, groin, and hands of a player. The
upper chest area on females is highly frowned upon
as a combat target. Please do not aim for these areas.
However, when these areas are hit, the damage and
effect still occurs. Repeated offenses of attacks hitting
these areas will result in a talk from a Staff member
and potential combat probation.
Turtling and weapon trapping/pinning are two
combat techniques used in ancient warfare. Though
commonly regarded as taboo in LARPs they are both
legal acts in Xadune. It should be noted, however,
that the no physical contact clause is still in full swing
when it comes to turtling and pinning of a weapon.
Also, on the note of pinning a weapon, it is legal to
pin a weapon with a weapon, or pin it against an
object, but never against another person or with your
own person. Common sense is your best friend in
these combat situations. Pinning maneuvers were
designed to disarm an opponent. Do not hold onto
your weapon and expect not to get hurt.
Dragging a body might also come up in combat. To
do so one goes up to said body and announces,
“Dragging”. A PC with no strength bonuses can only
2
move an adult male human sized creature at the pace
of a slow walk. If the dragged creature wants, they
can announce “do it” in response which means you
really have to drag the body. If you cannot do so, then
the body isn’t drug. Smaller, lighter creatures cannot
do this however as they are not properly represented.
Much larger creatures, on the other hand, can
announce “No Effect” to represent you indeed cannot
drag a one ton buffalo by yourself. Strength bonuses,
oversized creatures, and combined efforts will be
dealt with in-game on a case-by-case basis.
Lastly is the hindrance of movement, progression, or
escape via abuse of combat safety rules. Due to the
no physical contact rule it is illegal to actually push
past a PC, however if you wish to do so it can be
done; in other words the no physical contact rule
cannot be used to gain a tactical advantage IP. If a PC
wishes to get past another PC or NPC that is blocking
said path they have this option: they can ask for
physical role-play. If accepted they must then attempt
to push by. If rejected, the moving PC has the option
to announce they are pushing through and then must
be allowed through. The only thing that will stop the
moving PC at that time is an IP strength bonus. If the
defender has a strength bonus, they can announce it
and the moving PC must have a higher strength bonus
to push past.
Life, Death, & the Long Walk
Each character has a pre-set number of points which
represent their core health or stamina. These points
will frequently be referred to as Body Points or
abbreviated as BP. Your base and maximum body is
determined primarily by your race. Your character
starts with their base and each time you level up you
gain more body until you reach your maximum. Each
time you are hit in combat you lose body equal to the
damage dealt, unless you have something to protect
you (but we will get to that in a minute).
Once you reach one body you stand at the threshold
of death’s door. At one body you are weak, unable to
run or perform complex tasks (such as most battle
skills), and basically reduced to someone fighting to
stay alive. You can still defend, attack people, and find
17
a way to heal yourself, but you are hardly battle ineffect.
If you are reduced to exactly zero body you fall
unconscious. For all intensive game purposes you are
unaware of what is going on around you and can do
nothing but lay where you are. At this point, all you
can do is hope someone helps you or you can wait for
ten minutes. After ten minutes of being unconscious,
you receive one body and gain consciousness.
In the unfortunate circumstances you are reduced
to below zero body, you then reach death’s door and
begin bleeding to death. It should be noted that you
can never drop lower than negative one body. Upon
reaching negative one body you begin a sixty second,
or one minute, countdown. Much like being
unconscious, your character is unaware of what is
going on around them and can do nothing but remain
where they were. This is the last easy chance that
most others have to help your character get back up
and moving. Once the sixty second countdown is
completed, your character slips from the mortal
realm of life and is at dead status.
Death
Dead Status is a bad place to be. As with bleeding to
death and being unconscious, your character is pretty
much a paper weight. At this stage in game your
character’s soul has started to tear from its host
mortal form and prepares for the long walk. For most
characters it will take five minutes (that’s 300
seconds) for the soul to depart the body. At this point
only some type of remedy to death, be it spell or
some other means, can help your character. Simple
healing will only be wasted on a character that is at
dead status. Once the five minutes is up, the soul
becomes fully free of the mortal bonds and enters the
Twilight to begin the long walk. At this point if the
character has more lives, their body then turns to fine
dust and disappears, leaving all possessions on the
body behind. However, if the character no longer has
any lives remaining, their body does not dissipate.
At this point the character should remove all their
in-play items and leave them where they died and rip
their life tag in half. You have just lost one of your
lives. Your character is now in the Twilight and has
18
begun the long walk; though you are not required to
be fully in-play while on the long walk, it is
recommended that you do remain in-play.
The Twilight
While in the Twilight you see the world as a gray
haze. Objects are neither solid nor intangible. Nothing
in the Twilight is as it is in the mortal realm, and you
are prohibited to interact with any character not in
the Twilight. This mainly comes into effect because
while in the Twilight you cannot see any live beings.
As noted earlier also, nothing is as it is back in the
world of the living. That being said, you cannot spy,
case, or run surveillance on a location or attempt to
gain any type of accurate information about
something in the mortal realm; it then also goes
without saying that one cannot steal something from
the mortal realm while in the Twilight. The only real
thing a character can do while there is head to a point
of anchored resurrection and wait to have their body
reformed so they can return to the mortal realm.
If you opt to not be in-play during the long walk that
is perfectly fine. You are then asked to move aside
from all game activities and not interact with anyone
else that is in-play. When you are ready you will still
be required to go to a point of resurrection, out-ofplay, and then return in-play and await the
reformation of your body.
Memory Loss
Long story short: you never have any memory loss
as a direct result of death. Most LARPs are designed
where you are affected by death in a way that you
lose some parts of your memory upon death. In
Xadune this does not happen. The only things your
character will never be able to recall are the events
that happen while you are unconscious, bleeding to
death, or at dead status. Other than those three
instances you will remember everything. This includes
what you see in the Twilight, including any
conversations with other characters on the long walk.
Returning to the Mortal Realm
Returning to the world of the living will feel to your
character as a taxing thing, but regardless of that you
will return at full body. Each character begins play
with three lives. You can gain lives through certain
The Core Rules
level ups which are dependent on your race, along
with special in-play rewards. The most lives a
character can ever have at one time are nine.
If your character is out of lives, you are unable to
return to the mortal realm. All attempts will fail. If
you choose to still play your character in the Twilight
after you have lost your last life (i.e.: still walk around
IP in the Twilight) you are required to first report to
Staff that you are out of lives, and then you are
allowed to go IP walking the Twilight.
greedy on an adventure that you know has a timed
exit is an example, and because of those actions you
might be told that you cannot play that PC for a
period of time. Once you lose your last life, expect to
never play that PC again. If you do something to go to
jail, expect to not play that PC for a time period. If you
get banished or lost while portal jumping… well, you
have been warned. Having a secondary character on
the books can be considered by many as never a bad
thing.
Recap
Gaining Lives
All players start with 3 (three) lives. You gain lives as
you level up as per your race. Characters can only gain
up to nine lives in their lifetime. Here are the life
gains:
Humanoids:
Demi-humans:
Wee Folk:
Wild Ones:
Far-Born:
2
1
1
1
1
1
every
every
every
every
every
3
2
4
3
4
levels,
levels,
levels,
levels,
levels,
max
max
max
max
max
@
@
@
@
@
Lv.
Lv.
Lv.
Lv.
Lv.
18
12
24
18
24
Notes about the Twilight & Lives:
Most people on Xadune do not have multiple lives.
If you die, you are pronounced dead and your
corporal body is buried or cremated. But sometimes a
strong willed person can have second chances. From
these rare people (and players) the stories of the
Twilight come. Often to most people the Twilight is
nothing but an old fable told to children at night and
dreamed of by others. Most people that are strong
enough to have more than one chance in the mortal
realm are completely unaware of it. There is no inplay way of knowing how many lives you have.
Remember this and try to keep it in mind when roleplaying your character and how they treat their life.
Final Death, Imprisonment, & Getting Lost in
Time & Space
These are the three things that can cause you to not
be able to play a certain character for a time period.
All are things that only the PC itself can bring upon
itself. You will never be “wrongly imprisoned” by a
plotline barring you from playing that character for
long periods of time; and you will not get locked out
of returning home unless you yourself cause it. Being
Body Points: The number that represents the core
health of your character. This number is dependant
mainly on your race.
Threshold of Death’s Door: When your character
reaches one body. At this point you are fighting for
your life, left only with the ability to fight off and
defend one’s self. You are unable to run or perform
complex tasks at this point.
Hits: Pretty much whenever you get hit you take it.
There are no situations when you do not take the
damage or effect from an attack save illegal swings.
Unconscious: A state in which you are lacking
awareness and the capacity for sensory perception as
if asleep or dead. This status can be reached by being
dropped to exactly zero body. Regardless of how you
reached this status, it only lasts for ten minutes, after
which you gain consciousness. If previously at zero
body, you gain one body and are now at the threshold
of death’s door.
Bleeding to Death: This status is reached if you are
taken below zero body. You have sixty seconds of
bleeding to death before you reach dead status.
While bleeding to death you still suffer from all the
same effects of being unconscious, and are still
healed normally.
Dead Status: This is the five minute period where your
character’s soul is starting to leave its mortal shell.
You still suffer from the same effects as being
unconscious or bleeding to death, but can no longer
be helped by conventional healing and can only be
affected by something that will remedy death.
19
The Long Walk: What the status is called when a
character’s soul has left their body and is walking in
the Twilight.
The Twilight: The eerie gray world where souls go
after death. Things here are nothing like they are back
in the mortal world and because of this no character’s
soul here can affect the mortal world. The Twilight is
often, to most, nothing more than a myth to those in
the mortal world.
Combat
Probably one of the most involved and complex
parts of the game for any player will be combat.
Because of this, it is beyond imperative that you read
over and know the safety measures for the game
along with all the safety terminology. If there was a
section in this book that would be required for you to
read over twice, this, and the safety section, would be
it.
All characters know how to use almost every
weapon they come across, save firearms, with no skill
required. To add, all players can also fight with a
dagger in their offhand. The main hand of a character
is defined as the prime attack hand and the weapon
in that hand must be held in an attack stance.
Unarmed combat can also be accomplished by almost
anyone. To represent unarmed combat the character
would use claw-like phys-reps which will be defined
later on in this chapter under unarmed combat.
Blocking while unarmed will still inflict the set damage
upon the target.
Melee Combat
Damage must be called with each and every swing
for it to count. This is called a tagline, and is an out-ofplay formality to inform other player’s what is
happening on an out-of-play level. Characters are not
actually shouting out these taglines as they engage in
combat. In melee, all combat taglines will consist of
three things: damage amount, damage type, and
damage effect. Damage amount is the amount of
damage you deal. This will normally be the base
damage for said weapon along with any bonus that
might be added on. There are three different types of
damage that are most commonly used. These include
20
slashing, blunt, and piercing. The most common effect
that will be heard will be normal, but do not be
surprised if you hear magic, silver, or some other
effect used. With that being explained, an
underproficient human that picks up a standard
ordinary short sword (base damage 2) would call “2,
slashing, normal”. It is typically okay to switch around
your effect and type in your tagline for what is more
comfortable for you to say. So, using the example
above, one could also call “2, normal, slashing”.
Typically it’s easiest to call damage first.
Each tagline must be called out clearly and loud
enough for the defender to hear it. If you are swinging
so fast that you cannot keep up with your damage
being called then that should tell you something…
that you are swinging too fast. This is typically called
“machine gunning” and is uncalled for and highly
frowned upon. If you are seen doing this too many
times you will be given a warning about your combat
behavior and be dealt with accordingly. The defender
also has the right to only count all “machine gunned”
hits as just one hit.
So in melee combat, what constitutes a hit? If you
swing at an enemy and the enemy parries with his
own weapon, but the force of the impact is strong
enough that you still connect with a leg or body does
that count as a hit? No, that would be considered a
block and the attack may be swinging way too hard.
What if you are using an axe to swing with and an
enemy thrusts a weapon out to block it, but they only
hit the hilt of the axe and not the blade, yet the blade
still makes contact? Would that be a hit or block? As
above, it would be considered a block but could
happen more often due to the large size of an axe
head.
During the course of a stab, if someone pushes the
weapon out of its original course, but it strikes a legal
area, does it count? Yes. For thrusts you need to
100% parry the attack for it to not count as a hit.
Thrusts are by far the hardest attacks for LARPers to
parry, but they also leave the attacker wide open for
an attack if they do not know what they are doing.
Also note that holding a weapon next to you (as in
against your body) and saying it is blocking does not
count. In other words you can totally call out
The Core Rules
someone for just holding a weapon against their side
and doing a shield style full body block. This is called
“no-effort” blocking. “Push-through” shots are
considered blocks, but if you throw a shot that
simultaneously connects with a weapon and the
body, is it considered blocked? As they say in Risk: tie
goes to the defender. In that case you would not take
the damage.
Defense, for the sake of a definable rule system,
must be given a clear definition: if you block the
weapon in some way (when pertaining to
swinging/slashing attacks) it pretty much stops the
damage. The exceptions are the above outlined “noeffort” blocking which is basically putting your
defensive weapon next to your body to stop hits and
a few other cases. You need to actively block the blow
for it to be a block and actually make the block before
it hits you (in a swinging/slashing situation)
Does this count if the weapon is resting against an
arm? For example, if I'm holding a sword backwards
so that the blade goes down, instead of up, and the
blade rests against the defender's forearm; could that
sword be used to block being supported by the arm?
Your arm is part of your body; thus that maneuver
would not be a block and would be considered a hit. If
you wish to block weapons like that we suggest a
small buckler shield or the like. They work
wonderfully. If you want to hold your defensive offhand weapon upside-down and block with it, it needs
to be actively blocking not held against your forearm.
The biggest thing to remember in combat is it’s
based on the honor system; and though everyone
needs to be combat marshaling each other it rarely
happens. The rule of thumb at most LARPs, and I
would like to think at this one as well, is just take your
damn hits. The game is no fun if you are invincible, so
don’t be. If you are thinking to yourself, “did that hit
me” then just take the damage. Most people have no
idea how much damage they soak in combat. If we
were to dedicate people to full combat marshaling a
field battle, I promise you we would have more than a
few pissed off people agreeing that they did not get
hit. This isn’t because they are trying to bend the
rules or live forever, it’s just because in the heat of
battle a lot of people cannot keep up with it. We
2
don’t want conflict or on-field debates about what hit
you and what didn’t, but a good sport would normally
take the most obvious route and take every blow they
pretty much question.
Ranged Combat
Close quarters combat is not the only way to deal
with foes in Xadune. A large variety of ranged attacks
are available for a character to choose from including
bows, firearms, spells, throwing knives, acid vials,
explosives and even science induced projectile
weapons. Regardless of the origin, they all have rules
that make them special to the game, and so each will
be addressed here. The first major difference in
ranged weapons is how you call your tagline. With a
ranged weapon you only have a two part tagline
which consists of the damage and type. However, if
you wish to add your effect in as well you may.
Despite where an arrow, bolt, or other thrown
weapon hits an opponent it will deal full damage.
Blocking a ranged weapon of this type is only possible
with a shield, combat ability, or similar. Using a
weapon to bat the projectile out of the way will only
result in the opponent still taking the damage, so it’s
recommended you get out of the way rather than try
to play baseball. Also along those lines, it is frowned
upon to step on and break arrows, bolts, or the like.
Accidents happen, but please refrain from doing it on
purpose. Ranged projectiles should also be treated as
all other weapons in regards to relieving a character
of them: if you take them in-play, please still return
the out-of-play phys-rep to the owner.
Definition: Phys-rep; Slang or short for Physical
Representation. Most often referring to a weapon or
item but can also extend to your character if you (the
player) are doing one thing OOP while your character
is, for example, sleeping in the cabin. Weapon physreps are the actual real life items, not the tag. So if
you are asked for the phys-rep of said item you need
to produce the actual item. In the case of character
phys-reps, it means what physical representation you
left behind to show that your PC is there (i.e.: a roll of
blankets and pillows obviously labeled as your
sleeping PC with your equipment and so on with it). It
should go without saying that all items on a character
should be represented. If you are ever asked by a
21
Staff member to display the items on you and their
phys-rep and you are lacking said phys-reps the items
will be stripped from you. Repeated violations of this
will result in some type of punishment.
Firearms for the most part are treated the same as
the weapons mentioned above, but with the
exception that normal shields do not block the
piercing damage that firearms deal. Though there are
exceptions… Another difference between firearms
and all other types of ranged attacks is that, when
calling damage with a firearm, you must scream or
yell the combat tagline. This is to represent the effect
of using a firearm which, just as in real life, are loud
and draw attention. Firearms are also the only
weapon that require a skill to use fully. Without the
Firearm combat ability one can do nothing more than
pull a trigger on a firearm; no loading, cocking, or
arming. If nothing happens when the trigger is pulled
-- nothing happens. If you do not have the
appropriate skills your character will not know what
to do with the firearm. The most common
representation for a bullet will be a small foam
projectile. A player is required to make sure that all of
the bullets their character has on them are
represented in a phys-rep form. If you are ever asked
by a Staff member to display the items on you and
their phys-rep and you are lacking said phys-reps the
items will be stripped from you. Repeated violations
of this will result in some type of punishment.
Avoiding this unpleasantness is simple: always have
all the phys-reps on you for all the bullets you are
carrying tags for.
Definition: Tag; Tags are actual pieces of paper that
have items, descriptions, or abilities on them. Every
item that has an effect in the game should be tagged.
Tags and phys-reps often work hand-in-hand:
weapons have tags and phys-reps for example. In the
case of items being taken, tags go with the phys-reps.
Acids, gases, explosives, and other similar attacks
are often represented by a packet or foam phys-rep.
Green packets will be the only representation for
these types of attacks (all phys-reps for these attacks
should be labeled to help in identifying their effects).
When throwing these types of attacks, the tagline will
reflect the accompanying attacks. For example, a vial
22
of acid that deals 10 points of damage will be called
out as “10 Acid”; just as a bomb of rather large size
might be called out as “25 explosive”. For the most
part any contact with these types of attacks will count
as a hit, requiring the opponent to take full damage
and effect of the attack. Use of a shield to block these
effects will vary in usefulness from effect to effect,
but for the most part will still constitute a hit. Refer
to the shield section for more information on the
effectiveness of a shield. Along those lines, unlike
arrows and bolts, vials, gases, and explosives are fully
in-play and as such unused ones can be stolen in-play.
However, it is asked that used phys-reps be returned
to the original owner just like you would an arrow or
bolt. In other words: be polite, return “used” physreps back to their rightful owner OOP.
Bullets & alchemies rely heavily on the honor
system of players to keep the balance. After the use
of said items, players should pull or mark tags and
sheets appropriately. Staff will also do routine checks
of players that use said items, so do not be offended
if you are ever asked to account for your items. If a
player is reported as cheating when it comes to the
use of bullets & alchemies they will be watched
carefully by Staff. In short, keep on the level, and do
not cheat. You will be caught in time and it will not
have been worth it, trust me.
Lastly, it should be noted that most ranged weapons
are fragile in comparison to their stouter melee
weapon brothers. Because of this, most normal
ranged weapons have a lower tolerance level than
melee weapons. Firearms have a tolerance of 4, while
bows and crossbows have a tolerance of 3. A
Tolerance is a base amount of damage that must be
exceeded in a single attack in order to affect the item
in question (normally breaking it).
Magic is represented in Xadune with spell packets.
Spell packets will appear in any color except green
(which is used to solely represent certain alchemical
attacks). Though spell packets cannot be stolen, they
can be seen in the game world and noted as some
form of magical energy. Some spells will require a
long incantation, others will not. Regardless of if they
do or not, a incantation will be given that will name
the spell and effect. All effect causing ranged spells
The Core Rules
will be considered a hit upon the opponent if it hits
them in any way or form. The only exception to this
are spells that deal physical damage.
That said any type of invention or spell that deals
any type of physical damage can possibly be blocked
via shield. This also includes most ranged attacks from
creatures that cause physical damage such as flaming
attacks, venoms, and the sort.
Shields
Well we danced around the subject enough, let’s
talk about shields. Like all weapons, save firearms, for
a character to use a shield only requires them to pick
it up and hold it. Shields are highly effective in combat
as additional protection. But shields are not all
powerful: every shield has a tolerance level. Because
of this it is required that shields be made or held in a
fashion that they can be removed quickly. Though
there are many variables to what the tolerance level
of a shield is, we will only address the common types
here:
Normal Shield
Fine Crafted Shield
Master Crafted Shield
Tolerance Level:
Tolerance Level:
Tolerance Level:
9
17
30
So, if you have a normal shield and it is hit by any
type of strike that does 10 points of damage or more
it is destroyed. Shields are capable of blocking the
following effects. It is the responsibility of the shield
bearer to know what they can block. If it is not listed
here, it cannot be blocked by your typical shield.
Slashing & Blunt
Explosive*
Venoms
Magical Damages***
Acids*
Physical Elemental Damages**
Gazes
*: Though shields can protect the bearer from the
effects of acid or explosions they still take the effects
of the acid or explosive and are normally rendered
useless after such attack as acid do x10 damage to
shields and explosives utterly destroy them.
**: These are attacks such as “10 flaming”, “5
lightning”, or “50 ice”. But not elemental effect
2
attacks such as “freezing petrifaction” or “flaming
inferno”.
***: Such as the “10 magic” spell attack, or “5 body”
spell attack. But not including the “mental” tagline.
The tolerance level of the shield can often be
breached via these attacks making them a one-time
defense. It should also be noted that shields have a
maximum size they can be for a PC. The max size for a
shield is varied by the user: The length of the
underside of your arm (from armpit to fingertip).
Killing Blows
As we learned earlier, beating an opponent down
will only take them to “bleeding to death” status. But,
if one wishes to truly take out an opponent he must
finish the job. Doing so requires a killing blow. In
delivering a killing blow, the opponent is taken
straight to dead status.
In melee, a killing blow is delivered to an opponent
by placing a weapon to the chest or back and doing a
3 second count: “Killing blow 1, killing blow 2, killing
blow 3”. This is not a race to blurt it out; it is a three
second count. If the act takes less than three seconds,
in the case of someone saying the phrase as fast as
they can, than the opponent can declare the killing
blow as ineffective (at the moment it happens) and
then must explain why. If they do not declare an
ineffective killing blow then they must take it. Note
that a killing blow does not have to be centered on
the chest or back, but can be achieved on any part of
the chest or back.
If a character wishes to deliver a killing blow without
a weapon, this can still be achieved either by using a
spell/vial packet in place of a weapon or by gaining
player permission to touch the other player. Either
way, the above stipulations must still be followed. It
should also be noted that anywhere else on the body
that is not the chest or back is not a killing blow
location.
A killing blow can also be delivered via missile
weapon, firearm, or any other type of ranged attack.
To do so the opponent must be hit in either the chest
or back with said weapon and the tagline of “killing
blow” is used in lieu of the normal combat tagline. It
should be noted that if a bullet or damaging type of
23
alchemy is used it is expended in this use. Also of note
is the point that a ranged killing blow does not have
to be centered on the chest or back, but can be
achieved by hitting any part of the chest or back.
The final way a killing blow can be achieved is via
spell. A killing spell is a simple cantrip all mages know.
This spell packet delivered attack is delivered just as a
ranged killing blow where it takes effect as long as it
hits the target in the chest or back. The creature being
Killing Spelled still needs to be either subdued or
unconscious in order for it to take effect. If you just
randomly throw a Killing Spell at a person walking by
they have all the right to say “no effect” and then
light up your world. Killing spells typically cost 1 skill
point for low level casters.
Definition: Cantrip; A cantrip is a generic lower level
magical incantation that all mages (people with at
least Divine or Arcane Magic lv.1) can perform. Killing
Spell cantrips are always a minimum of eight words
long; no matter what level the caster.
Searching Your Kills
Most of you will want to search your kills; I mean
who doesn’t like loot? There are a few ways to go
about doing this. The first and easiest is to say to the
player of the creature just killed or incapacitated
“Searching”, and being a ten count for searching
(Searching 10, Searching 9, ect.). After which, if the
creature had anything on it, they will hold it in their
hand, not hand it to you. It is the searcher’s
responsibility to watch the creature being searched
and to obtain the loot, not the creature’s to hand it to
you. Sometimes (most often with PCs and NPCs) you
will be asked to define your search. In these cases you
are required to name the areas you would search just
as if you were physically searching them (such as
“right pants pocket,” or the “green pouch”). Lastly, in
some situations, when searching you will be told to
“do it”. In this case you actually need to physically
search the creature in question. Refusal to actually
search the creature (in an appropriate manner)
means you didn’t search the creature.
Creatures that award XP will not hand the XP tag
over to whoever searches it. Instead the tag will only
be handed over to the person who delivered the
24
killing blow. It is not the creature’ responsibility to
locate or find the person who killing blowed them if
said person walks away. Most often, if the tag is not
collected after being killing blowed it will just be
recycled for a later encounter.
So what happens when you loot another PC? How
does it work when you loot their weapon?
Idealistically the searched player needs to hand over
their weapons. For the most part you need to give the
weapon back to the player at the appropriate time
(during some down time in the game but no later
than the end of game call) on an out-of-play level.
What this means is you give back the physical
representation of the weapon, but you get to keep
the tag for the weapon. Realistically, most people will
not want to hand over their weapons; which is
understandable and acceptable. At the time of
searching the tag and safety tag for the weapon
needs to be handed over to the searcher. A white
headband should also then be tied around the
weapon to represent it is no longer there. In-play the
searcher has said weapon, but you need to be able to
produce a physical representation to be able to use it.
The only exception to this is “special and/or magical
weapons”. This is important to note with firearms as
well. It is the player’s responsibility to produce a
newly acquired firearm phys-rep. It should also be
noted that gunslingers may wish to have an out-ofplay backup of a firearm for them to purchase or build
if their primary firearm is lost. All Staff or Plot
acquired weapons need to be returned to them as
quickly as possible unless they are magical or special
in nature. If you ever have questions about returning
a phys-rep, please see a Staff member. They will be
happy to return it for you if you wish to be unknown.
And yes, this means player owned items that become
special or magical in-play are then made property of
the game in a way. If you want to be able to identify
your “special and/or magical weapon” that has been
stolen you need to let it go. If you want that “special
and/or magical weapon” phys-rep back you are
foregoing the look of said item and it will be
unidentifiable to you forever; thus meaning if you
meet person A with newly phys-repped “special
and/or magical weapon” you have no idea, proof, or
ability to ever say it was once yours.
The Core Rules
Recap
Using Weapons: Almost every weapon (save Firearms)
can be picked up by your character and used in some
way or another. All characters are also able to fight
with a dagger in their off fighting hand.
Calling Damage: All melee weapons require that you
call a full, three part tagline in order for the damage
and effects to be taken; all ranged weapons require a
two part tagline. If the tagline is not clearly stated, it
does not count. Taglines consist of three parts:
damage, type, & effect (3, slashing, normal = standard
long sword tagline; 4, PIERCE, NORMAL = standard
small arm). You are allowed to switch around all
three parts to find a combination you are comfortable
with. Lastly remember that taglines are an out-of-play
formality; you do not know in-play they exact damage
or type of damage they are calling.
Swings & Hits: Melee attacks need to be pulled back
45 degrees at minimum but no more than 90 degrees
for the hit to count. Additionally attacks to the hands,
head, and genital areas will not count if the opponent
does not wish to count the hit. Alternatively, ranged
attacks count as a hit no matter where they make
contact, though it is highly encouraged that players
still try to not aim for illegal melee hit areas.
Weapon & Shield Tolerances: Tolerance is the bulk
amount of damage an item can take before being
rendered useless. All melee weapons have a fairly
large tolerance (30 when used in normal means, i.e.:
combat), though spells and effect can break them. For
the most part, melee weapons do not worry about
breaking from exceeding the tolerance level. Shields,
bows and crossbows, and firearms do however have
to worry about this. All items have a tolerance level,
and once surpassed in a single blow, said items are
destroyed.
Shields: Are useful for melee combat, but do not
block damage from bullets. They also add limited
protection against explosions, acids, and other special
attacks but have a tolerance level so watch out for
large damage attacks.
Killing Blows: Melee weapons require a slow 3 second
count to deliver a killing blow, while ranged attacks
2
require a killing blow attack or spell. Ranged, melee,
and spell killing blows need to hit anywhere on the
chest or back.
The target must be subdued
(unconscious or at dead status) for the killing blow to
take effect.
Lastly Noted Important Information
There are a few last things that pertain to this
section that should be noted that have not been yet:
- Spells, like all other forms of attacks, are visible in
effect. Additionally, spell packets in a person’s hand
are visible and seen as an energy emittance from the
person’s hand. Color would vary based on the color of
the packet.
- Touch-based spells can be either physically touchbased (with player permission), but are more
acceptably done through an unarmed phys-rep. To
represent this, a player needs to use a min length
dagger phys-rep (17 inches) without the hilt. And yes,
one could "punch" a touch-based spell causing "one,
blunt, normal" damage plus the correct spell by using
an unnarmed phys-rep.
- All firearm ammunition, like all other ranged
weapon ammo, should be specialized or marked so
the player can distinguish their ammo from another
player’s.
- Procuring Weapons: At one point or another you will
have in your possession a weapon that does not
belong to you. It is asked that on an out-of-play level
you get these weapons back to the rightful owner and
strip it of its safety tag. Ranged weapon projectiles
should be left alone or quickly returned to their
owner. Do not hoard or hide ranged weapon
projectiles, just like a boffer wrench is expensive, so
are foam projectiles.
- To represent a weapon on you that is not in-play it
should be wrapped with a white headband to denote
that it is out-of-play.
- All weapons need to have a safety tag on them. No
safety tag means the weapon does not exist, and is
not considered a safe weapon. Do not use a weapon
without a tag, doing so could be considered a
violation of safety and could result in some form of
25
punishment. Safety tags are assigned to weapons
before or during game via a weapon marshal.
- Wee weapons are useable only by wee creatures.
These weapons will be denoted by a green cloth tied
to the hilt of the weapon or a green safety tag.
- The game can provide melee weapons to new
players or players whose personal weapons might
have become unsafe, but unfortunately not for
ranged weapons and firearms. It should be said that it
is also the player’s responsibility to provide packets
for themself, not the game’s. Also, we will be happy
to let you borrow a weapon for a game or two but
you need to be able to provide yourself with a
weapon after a few events. Same goes for borrowing
a weapon due to your own becoming unsafe. We
want to make sure 100% safe weapons are out there.
If yours slips below standards, we will be happy to
provide one for you until yours can get fixed or
replaced. But, it should be done in a timely manner.
Players’ Conduct, Ethics, &
Responsibilities
As an honor system LARP, the game is only as strong
as its players. Honesty is a pivotal point on which this
game is based. Cheating not only breaks down the
fundamentals of the game but also ruins it for others.
As with many other LARPs, Xadune will be very strict
on cheating and unsportsmanlike behavior.
It should be noted that there is a world of difference
between in-play and out-of-play cheating. Your
character can do as they please, but the player needs
to always abide by the rules of the game. The ethics
of the players defines the game, remember that.
Below is a small list of common things one should be
mindful of while playing the game:
Take your hits, effects, and statuses: We know that
combat is often fast and furious, but do your best to
try and acknowledge and calculate the damage you
are taking. In the beginning this will not be a large
number, but as you grow as a character, wear more
armor, and gain more defenses it will become
increasingly important that you are aware of what
your character can take. If you are hit with a spell,
take the effect. Not sure what that did? Ask quickly
26
“What does that do?” and you will get a response, I
promise you, if not from the attacker then from
someone near you.
Pull your tags: If you use a potion, destroy the tag.
Lose some body, do the same. When you use a skill
and it uses Skill Points, make sure you get rid of the
Skill tags.
Do not lose yourself in combat: Swing, block, and
engage in combat as the rules have outlined. If
someone says you are swinging too hard, lighten up
on the swings. If you are told you are swinging faster
than you are calling damage, slow down. Do not argue
with another person during combat about whether or
not what they say you are doing is wrong or not. Try
to take their advice. Arguing in the heat of a battle
will only make the argument even more intense. It is
neither the time nor place to hold that discussion.
Remember we are all human: We are all human,
and in so we all make mistakes. Remember that. Just
because you spot someone making a wrong call or in
violation of a rule, remember that they just might not
be aware of it. We all make mistakes, so be sure to try
and give the benefit of the doubt when calling people
out.
Player’s Grievance
Xadune is a game with many adult themes and
situations, but this does not mean one will always be
copasetic with the situation. Submitting a Player’s
Grievance is a drama free way of formally addressing
with Staff an issue that you might have with the
game, a player, or the like. These reports are taken
very seriously and will be handled promptly and
privately between Staff and the reporting player. To
make a grievance all one need to do is formally write
or email Staff making sure to clearly note they are
wishing to report a Player’s Grievance. Only the
player with the grievance can report their problem.
Do not report a grievance for another player or on
another player’s behalf, it will be ignored. This is how
you handle something you do not like with the game,
not complaining to fellow players. Overabundant
complaining to other players is considered rumoring
or drama creating and is punishable. These types of
activities poison the game environment and deplete
fun from your fellow players, please do not do this
and instead talk to Staff to resolve your issue.
The Core Rules
Enforcement of Policies
Staff will always try their best to keep an eye on
everyone, but we cannot see and be everywhere at
once. If a player sees repeated breaking of ethical fair
play or any rules they should inform a member of
Staff.
If too many reports of a violation occur or a blatant
observation of something is seen steps will be taken:
Warnings: If for the most part it was something
innocent, you will be given a warning. In general
terms you will be watched just a little more closely for
the time being. These could be anything from small
combat offenses to accidental mix-up of status effects
or abilities.
Warnings will most often be given for first time
offences of: meta-gaming, minor combat violations,
OOP rumoring (which can include constant
complaining of game based or OOP situations that
affects the attitude of other players rather than
reporting a Player’s Grievous), or unknowingly
cheating through use of item or non-existent skills.
Formal Warnings: Repeated offenses or a very
blatant act of cheating will result in a formal warning.
This will go on your character sheet until deemed fit
for removal. Immediate punishments can range from
being pulled from the current combat to having your
character dust resulting in you having to resurrect,
thus losing a life. Formal Warnings are often a result
of multiple combat infractions.
Suspensions: Repeated formal warnings (i.e.: more
than one), beyond obvious disregard for the rules of
Xadune and/or ethical responsibilities of a player, or
repeated non-combat warnings for meta-gaming,
drama creating, or rumoring on a OOP level will result
in player suspension. Upon suspension the player is
required to drop all that they are doing and leave site.
Other actions that can cause immediate suspension
includes having illegal items on site.
Expulsions: If a player is ever suspended a second
time they become permanently expelled from the
game, thus never allowed to come back.
Slip-ups happen, but repeated offenses and
undisputable cheating will not be tolerated. Do not
come to the game and cheat. You will be caught, and
you will be asked to leave site. You bring nothing to
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the game but making it worse, so please do not waste
your time or ours.
Lastly, Xadune reserves the right to raise civil
complaints against anyone who endangers players or
staff by violating the safety guidelines, and report
anyone participating in illegal acts to the local
authorities for prosecution.
Player’s Responsibilities
With all that said and done there are only a few
more things that need to be addressed. One is the
player’s responsibility. That would be what you are
responsible for.
Fair Play: It is ultimately up to the player to play fair,
follow the rules, and abide by the code of conduct
and ethics. We have covered it once, but we will say it
again: cheating is not worth it. Your most epic people
in history are dead, not alive. Keep that in mind.
Cheating to win is not everything.
Reporting Violations: In suit, it is your responsibility
to report violations. No one wants these types
around, but without your help they cannot be all
separated out.
Cleaning Up: Each and every player is responsible
for their own area and cabin. All cabins need to be left
cleaner than they were when a player arrives.
Repeated violations of not cleaning up behind one’s
self will result in a loss of XP from the event. If you
slept there, make sure you leave it clean.
Volunteering for the Game: Every player is required
to, at some point during an event, give back to the
event. The easiest way to do this is to monster for a
minimum of two hours. There are other ways to do
this as well, including working tavern, volunteering for
some other important duty of the game, or helping at
the end of the event making site ultra clean.
Whatever it may be it is required. Lack of
volunteering the minimum required time for the
game will result in your character not receiving XP for
the event.
Many people will ask: “do I have to monster?” The
answer will be yes. In some way or another you need
to give back to the game. Be it monstering, working
the tavern, or clean up at the end of the event. At the
beginning of your shift you need to sign into the
Monster Town book, and at the end of your shift you
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need to sign out of it. Failure to do so will result in
lack of records of your work and could result in not
receiving your XP for the event.
So how long? Well, a typical monster shift needs to
be 2 hours long. That’s the universal game norm. For
tavern shifts it will be a bit longer (minimum of 3
hours). For end of event clean up, it is basically 4
hours. In addition to working your required shift, you
also get your full reset of skill points. How can you go
wrong? This is among the few ways to get your skill
reset for the game.
So what if you do more? Ah, now there is a good
question. Each shift after your required shift will get
you a few things. Each shift will be converted into
points, half a point per extra shift; depending on the
amount at the end of the event you can turn them in
for one of the following:
1 point = 1 Small Pull
2 points = 1 Extra Reskill & 1 Small Pull
4 points = 1 Extra XP or 1 Large Pull
5 points = 1 Extra XP & 1 Small Pull
6 points = 1 Extra XP, 1 Extra Reskill, & 2 Small Pulls
9 points = 1 Extra XP, 1 Extra Reskill, 2 Small Pulls, & 1
Large Pull
Pulls are a random collection of items that one can
get. It’s like a lottery, but you will always get
something. Large pulls, as the name implies, are
normally much nicer items or collections of goods.
You can use your points as you feel fit, but points do
not roll over to the next event. So if you monstered 6
shifts beyond your required shift, you can turn in 2
points for an Extra Reskill & 1 Small Pulls, plus turn in
the last 1 for 1 more Small Pull.
*NOTE: If you are only playing half an event and
volunteer the other half you earn half as many points
per time put into your shift. So if you were to monster
8 hours Friday night you would only earn 2 points.
You can however come to half an event and monster
those eight hours and have 4 of them count towards
your required volunteer time, thus allowing you to
play your half of the event free of worry as to when to
volunteer.
Each time you check in for a shift you need to write
your real name in the Monster Town book. Each time
you complete a shift you need to sign out and have
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your character card signed off on. No exceptions. If
it’s not in the books and on your card it’s liked it
never happened.
Please also keep in mind that we might have caps on
monsters we need/could use at a time. 15 people
coming to monster Saturday morning while 5 people
are awake: well, 10+ will be turned away. So please
keep in mind that we will have limits. We will keep
you posted on the tavern needs as we know many
would like to help out there. Not monstering because
you were turned away is not an excuse. The best way
to unsure you will be able to monster when you want
to is to sign up on the Monster Shift Request sheet,
typically posted in the tavern. If you have your name
assigned to a time slot there you will be used.
So what does monstering a whole event get you?
Well for starters, our eternal gratitude, but we know
most would like more than a hug and a pat on the
back. You can earn bonus XP to go towards your
character (dependant on a few factors), and bonuses
might be applied to those that work their ass off (this
could be anything from materials, to units, to more
bonus XP). Not only that, but you get to be at the
event for free (a small fee ensures you will get bonus
XP), and we will 75% of the time find a bed or piece of
floor for you to sleep on for free. But, we promise you
that you will be constantly at work.
Lost and Found: All items obtained in the game
through non-staff means need to be returned to the
original owner of the item. It is the responsibility for
each player to try to get the object back to this
person. If you are in doubt, or do not want to be
implicated in any way, then hand the item over to
Staff and we will get it back to the owner, no
questions asked. Just remember, you would want
your items you paid for back, so be courteous and do
the same.
Game Environment: It is up to players to keep the
environment as well maintained as they can. Do not
stand around and talk out-of-character. Decorate
your cabins. Try to get and maintain good costuming.
We do not expect everyone to come to their first
game looking the part, but after a few events bluejeans and tee-shirts are unacceptable. Multiple
violations of talking in public areas out-of-character
while in-play is called will result in disciplinary actions.
The Core Rules
Maturity: All players are expected to be mature at
all times. Characters all day long can yell profanities,
be rude, and in the end be the dirt of the world, but
the players need to be respectful to one another on
an out-of-game level and maintain a level of maturity
that merits itself as worthy of a civilized society. In
other words don’t be an ass or you will be dealt with.
Racism, discrimination, personal right violations, and
all other manner of laws that apply to the real world
do not disappear while at the game.
Marshals
They have been mentioned here and there so far
and it should start to be apparent that they are the
mediators for most situations. In an encounter, on a
module, or during a field battle there will be a
marshal and this will be the person describing the
situation to you, answering the inquisitive questions
you ask and determining the outcome of different
skills, lores, and abilities based on the situation as well
as reminding players to keep up with the upkeep of
their characters different point pools. A marshal will
always be a member of staff, storyteam, or plot and
they will also aid in helping players keep up with their
characters body, armor points, skill points, and times
for effects. A marshal’s call on a situation is the end of
the line. Players should not argue them, period. If a
marshal says you’re hitting to hard, then you are
hitting to hard. If a marshal says a packet hit you and
you are dead, you’re dead. Do not argue with a
marshal. Arguing with a marshal will result in a formal
warning. Typically a marshal’s call will not be over
turned, but in rare cases it can be if a higher level of
the “management” sees it fit. Do not go searching for
a different marshal to get a call overturned, this will
be viewed almost no different that arguing. If you are
confused or unhappy with a certain call then find a
time later to bring it up with the marshal or report a
Player’s Grievous.
Player vs. Player (PvP)
2
While player verses player (PvP) interactions are
neither encouraged nor discouraged at Xadune, it’s
bound to happen at some point. Unlike typical
encounters or modules, when players deal negatively
with other player characters, PvP can often cause
tension. Certain steps need to be taken to ensure that
the game stays as fair as possible. Whenever PvP is
going to occur, the following rules must be followed:
Theft
• The player initiating the PvP theft must get a rogue
marshal prior to initiating the theft. This applies to
stealing directly from players or entering
cabins/sleeping areas.
• The player who initiates PvP theft must have been
in play as their thieving character since the start of
the event, or at least the 3 hours before the theft if
returning from a monster or tavern shift.
• The player who initiated PvP theft must remain in
play as that character until the end of the event or at
least 3 hours after the theft. They may take pains to
hide or lie low during that time, but cannot go out of
play or start a monster or tavern shift in order to
avoid repercussions. If they have already worked their
required shift, they must stay in play until the end of
the event, or at least 6 hours, before they can go out
of play or work another monster or tavern shift.
• All physical representations and props that are
stolen by a player must immediately be brought to
Staff and turned in. Any items taken from a character
while they are on working a monster/tavern shift will
be immediately returned to the player who had the
items taken from them. It is considered bad
sportsmanship to steal from or raid a cabin of a
person who is technically in play, but is not there to
defend their belongings because they are serving the
game.
• At the discretion of the Staff member overseeing
the theft scene, valuable, fragile and/or sentimental
items will not be physically removed. Instead, a red
tag will be left behind with the item indicating that it
has been stolen in game. That item should be
removed from sight/play immediately, and the item
card brought to the Staff cabin and handed in.
Combat
29
• If the PvP is planned, the player initiating PvP
combat must get a marshal prior to initiating the
combat.
• If the PvP is unplanned and there is no Staff
member in the immediate area to witness the
encounter, the player who initiated PvP must report it
to a Staff member immediately so that Staff is aware
of what happened and can appropriately handle any
grievances. If both parties can civilly report it
together, this is encouraged so as to get all sides.
• Whether planned or unplanned, the player who
initiates PvP combat must have been in play as the
assaulting character for at least 3 hours.
• After the encounter, the player who initiated PvP
combat must remain in play as that character until
the end of the event or at least 3 hours after the
encounter. They may take pains to hide or lie low
during that time, but cannot go out of play or start a
monster or tavern shift in order to avoid
repercussions. If they have already worked their
required shift, they must stay in play until the end of
the event, or at least 6 hours, before they can go out
of play or work another monster or tavern shift.
Unarmed Combat
Any person can throw a punch. To represent this, a
player needs to use to min length dagger phys-rep (17
inches) without the hilt. If these weapons are carried
on the player they should have white cloths tied
around the base of their handles to represent they
are out of play and unable to be stolen. No holds or
waiting periods will be given to players to “find” or
get phys-reps if they wish to fight that way. The player
needs to be prepped to fight that way if they ever
wish to. Lastly, unarmed phys-reps cannot block
damage and instead the character takes damage that
is dealt to the phys-reps as if the attacker was hitting
them.
Weapons & Armor
30
To follow is the list of weapons and their base, or
minimum, damage followed by the maximum damage
the weapon can achieve normally. After that is the
type of damage the weapon deals. Some can deal a
different type depending on how the weapon is used.
The next category is the materials that are normally
required for a smith to create an item.
Item
Unarmed
Dagger
Short Sword
Long Sword
Bastard Sword
Great Sword
Sap
Club
Mace
War-hammer
Great Mace
Hatchet
Axe
Battle Axe
Great Axe
Quarterstaff
Spear
Polearm
Thrown Weapon
Bow
Crossbow
Heavy Crossbow
Damage
(Min/Max)
Type
1/5
1/5
2/10
3/15
4/20
5/25
1/5
2/10
3/15
4/20
5/25
2/10
3/15
4/20
5/25
2/10
3/15
4/20
1/5
2/20
3/15
4/20
B
S
S
S
S
S
B
B
B
B
B
S
S
S
S
B
S/P
S/P
B/P
P
P
P
Normal
Materials
Required
1m, 1o
2m, 1o
3m, 1o
4m, 2o
5m, 3o
3o
3o
2m, 1o
3m, 2o
3m, 2o
1m, 2o
2m, 1o
3m, 2o
5m, 3o
3l, 2o
1m, 3o
2m, 4o
1m, 1o
2l, 1o
2l, 2o
3l, 3o
M = Metal; O = Non-Metal; B = Blunt; S = Slashing; P = Piercing
Remarks on Weapons
Swords and most of your basic blunt weapons are
straight forward in how they work, but a few things
need to be noted. Axes, War-hammers, spears, and
polearms only deal their damage if the striking
surface of the weapons hit the opponent. Hitting an
opponent with the shaft of the weapon is not
considered a legal blow, and is also generally unsafe
when it comes to the small length weapons.
The Core Rules
Spears and polearms can deal both slashing and
piercing damage depending on how they are used.
One can only call the pierce tagline if these weapons
are used in a thrusting manner. Additionally, any
thrown weapons can be used by anyone, but only the
blunt tagline may be used, even if it is a bladed
thrown weapon. To be able to use bladed thrown
weapons accurately enough to call the pierce tagline
requires the appropriate combat ability.
Firearms can deliver a variety of damages and
effects. Their cost can also highly vary, but for the
most part a firearm is expensive to buy, and selling
them does not turn a profit. Handguns, for the most
part, use small arms ammunition; while rifles use long
arms ammo. There are two types of long and small
arm ammunition: cased and caseless. These represent
the evolution of cartridges in firearms. Each firearm
can only use a specific type of ammunition, so pay
attention to the needs of your own firearm at hand.
Shotguns are special in many ways. They are able to
use three different types of cartridges (unlike small
arms or long arms): Slugs, Buckshot, or Birdshot. Both
buckshot and birdshot are capable of delivering
“burst” attacks. Buckshot and slugs generally deliver
piercing types of damage, as do all other types of
ammunitions for firearms. Birdshot, on the other
hand, delivers a blunt based attack.
Why do firearms cost so much but sell for so little?
A merchant almost always gets his firearms brand
new and from the manufacturer, whereas when you
try to sell a used gun it could have an untold amount
of issues with it. Merchants are not going to be buying
your used guns for anywhere near the brand new
selling price. It’s like buying a new car, but worse.
Armor
Below is the armor list and your three general types:
light, medium, and heavy. Any player can wear any
armor they want. Depending on what part of the
body is covered will determine what you gain in
armor points. For an area to count as being covered
you must have said armor covering at least 75% of the
area in question.
Areas include: the upper and lower portions of your
legs and arms, the front and back of the torso, the
neck, and the head.
2
Armor Type
Limb Torso Neck Head
Light Armor Types
Cloth
1
2
1
1
Padded, Soft leather
2
4
1
2
Hard leather, Studded Soft 3
6
2
3
Medium Armor Types
Studded Hard leather, Ring 4
8
2
4
Chain
5
10
3
5
Cloth Brig
6
12
3
6
Heavy Armor Types
Scale
7
14
4
7
Leather Brig
8
16
4
8
Plate
9
18
5
9
Armor Points
Much like body points, armor points provide you
with a form of protection before you start to lose
body. Once your armor points are reduced to zero
you start taking body damage. For the most part,
armor does not protect you against piercing attacks.
The chart on the previous outlines how many armor
points a type of armor provides. There are also
combat abilities that allow you to increase the
amount of armor points you will gain from a type of
armor. When layering armor, only the most protective
layer of armor will count towards armor points. There
is an ability that allows you to layer armor and gain
benefits from multiple layers. The skill needs to be
purchased for each layer one wishes to wear up to a
maximum of three layers.
Armor Definitions & Explanations
Cloth: Normal clothing made of natural fibers; a nonmetal armor.
Padded: Cloth clothing that has a significant amount
of padding/fluff in it; extreme cold weather gear or
heavily quilted cloth is considered padded.
Soft Leather: Leather that is easily pliable. Any leather
3mm thick or less is considered soft leather (unless
hardened).
Hard Leather: This is any leather that has been
treated to be more stiff and ridged or any leather
over 3mm in thickness.
Studded Soft Leather: This is soft leather that is at
least 50% covered in metal studs. (Requires both
metal working and non-metal working to create and
repair)
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Studded Hard Leather: Like studded soft, this is hard
leather that is at least 50% covered in metal studs.
(Requires both metal working and non-metal working
to create and repair)
Leather Ring: This is any leather that is equally
covered in rings. (Requires both metal working and
non-metal working to create and repair)
Chainmail: This is metal armor that consists of
interlocking metal rings, normally woven together in a
pattern.
Cloth Brigandine: This is a cloth and metal armor that
has metal plates sandwiched in-between two layers of
sturdy cloth such as canvas. (Requires both metal
working and non-metal working to create and repair)
Scale: This is metal armor that consists of metal
fashioned into scales and layered to make a garment.
Leather Brigandine: This is a leather and metal armor
that has metal plates sandwiched in-between two
layers of leather if soft leather is used, but only
attached if hard leather is used. (Requires both metal
working and non-metal working to create and repair)
Plate: This is armor that is made of full sheets of
metal that are normally form fitted to the owner.
When making or repairing armor: for each point of
armor an equal amount of units of materials must be
used for low grade armor, two points for each unit for
medium materials (plus any other added effect from
the material), and three points for each unit of high
materials (and any other added effect from the
material). All fractions are rounded up. To work
nonmetal armor you need to have a “Cloth & Leather
Working Kit”, while for metal armor you need to have
a “Metal Working Kit”. These kits need to be on or in
the area that the PC is performing the action of
creation or repair.
Repairing armor requires half the time and skill
(fractions rounded up) as it does to make a new suit,
regardless of the amount of damage the suit/piece
has sustained unless it is reduced to zero (in other
words, destroyed).
Finely crafted armor grants 10% more armor points
and can resist destruction once. Master crafted armor
grants 25% more armor and can resist destruction
twice.
32
Breaking Odd Things
To work within the limits of the game most things
outside of the character and ranged weapons are very
tough to break. For example: a door and or lock. Most
people will argue that they would just break the door
down or take some bolt cutters to the lock. Which in
the real world you might, but at Xadune we have to
have things governed by a set of rules. Because of
this, most everything large in the game has a
tolerance of 30 or higher. “So does this mean I can
bar the door from the inside and be pretty safe?” Yes
and no, the door has a tolerance of 30, but the bar
will be given a much lower tolerance of 5. Everything
else in the game that is not a “large object” will be
given a tolerance of typically around 5. This includes
weapons that are not being used as weapons and the
like. Locks are special and have a tolerance based on
many different factors.
In the end it also depends on the marshal of the
situation and what they are looking to accomplish and
what your character is trying to do. One door might
be able to be blown open with a shotgun blast, but
the next day a similar door might not be as breakable.
About Cabins
Each player will be assigned a cabin where both they
will sleep and their player character will be expected
to sleep. Each cabin will have a set of cabin notes
which needs to be filled out by each player. Things
included on these notes will be who all is in the cabin,
what defenses it has, and what is considered out-ofplay in the cabin. It is very important that these notes
be legible and clear in what they read.
Documenting who sleeps in a cabin, both in and out
of play, is important for safety reasons along with
logistical reasons. Please be sure to update the cabin
notes if the sleeping arrangements change.
Out-of-play areas are very important to note. These
are commonly places like under beds or in modernlooking totes. Please be sure to keep out-of-play
items in these areas. If an in-play item is out in the
open, even if it was meant to be out-of-play, it will be
considered in-play. Noting these areas can be very
important when cabin raids occur.
The Core Rules
2
What most might consider the most important thing
on the cabin notes are the defenses of a cabin. This
can include, but is not limited to, traps, locks,
constructs, and magical defenses. It is very important
that the person writing the cabin notes is very clear
on these and how they work. It is also important that
the person writing the notes understands how these
defenses work and correctly note things. If this part of
the notes is written wrong it could result in a defense
not working the way it is intended. If you are ever in
doubt about writing out this very important section
please talk to Staff or Plot about it.
It is important to know that a cabin is allowed to
have as many locks and traps on it as the players can
represent (or wish to support with just a tag), but can
only have a maximum of one magical barrier on it at a
time, one engineering barrier on it at a time, and has
a max limit of constructs equal to the normal allotted
amount of beds in a cabin. For example, if a cabin you
are assigned to has four beds in it when you walk in, it
can only have four constructs. Stacked beds only
count as one bed. Lastly it should be noted that some
campsites offer odd sleeping arrangements; changes
to cabin defense limitations will be made on a case by
case situation as they occur.
33
Races
Introduction
Your player character, or PC, is your link to the game
world. How you build, play, and advance it is very
important. Character creation is an important time for
a player. What you decide on here is the base for
what you will become in the future. Characters are
made up of a few things: a race, a home, and a
history. To follow are all the things you will need to
start down this road.
Players & Multiple Characters:
Players are only allowed to have two characters at a
time at Xadune, their primary and their secondary.
Secondary characters must be of a different race
(though one of the two characters must be either
human, orc, or elven descent) and have no culture if
their primary character has a culture, but should be
nothing like their primary character in looks, actions,
or the like. There is little to gain from having a
secondary (unless you are planning on dying soon or
are “up to no good” often) and a lot to lose. It is
highly recommended against having a secondary but
we understand that sometimes everyone needs a
break. It is highly frowned upon to keep the same inplay friends for both characters and if it is shown that
keeping the learned information between two
characters separate is too difficult, Xadune reserves
the right to disallow the playing of one of the PCs. The
same guidelines and rules apply to making another
character after one of your character’s die or the like.
Further explanations and rules on multiple characters
can be found on page 173.
Procedure
Almost everyone will have a different method in
coming up with a character, but all must have the
base essentials before they can really have a
34
character active in the game: a race and a skill layout.
Culture, religion, history, and zodiac can all be
decided upon after the fact, but without the core two,
race and skill layout, you don’t have a character.
The Races
The first step in building a character is picking a
race. There are many choices and vast differences
between them all. Though your race does not dictate
who you are, it does determine your character’s
appearance. Most races also have their own
advantages and disadvantages, so pick wisely.
Some races also have a role-play requirement. Some
people do not fare well with these so think twice
before deciding on these races. It should also be
pointed out that the (R)s stand for restricted races
and (C)s stand for races that can and might be capped
(check the online forums for currently capped races);
both meaning respectively that the race is only
playable upon receiving Staff permission due to the
difficulty in playing said race, or due to the number of
characters playing said race allowed to be in-play at
one time.
Races
3
The Humanoids
Human: The master race, they have become the cornerstone of the races; a natural medium amongst them all.
They are the fastest to develop and the quickest to grow. They’re the majority race of Xadune, though only by a
fraction and are seen by most to be the prime race.
Body: 5 a level; max of 50
Skill: 4 a level; max of 40
Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level)
Advantages:
Make-up Requirements: None
- Learn Language: Every 6th level, starting at 7th, a
Human Experience Levels
Level
XP
Max Body
1
0
5
2
16
10
3
25
15
4
37
20
5
50
25
6
64
30
7
74
35
8
95
40
9
112
45
10
130
50
11
150
50
12
170
50
13
190
50
14
210
50
15
235
50
human has the option to learn an extra language at
an accelerated rate. For the cost of 1 XP they can
learn a new language (7th; 13th; 19th; 25th; etc.). To
add, all humans start knowing the skill read/write
for free.
- Skillful Learner: Humans have a knack for
learning, and as such they become more skilled in
all they do. At every 3rd level, beginning at 3rd (3rd;
6th; 9th; 12th; 15th; 18th; 22nd; 24th; etc.), all humans
have the option of spending 2xp to permanently
add +1 skill to their base skill growth which also
raises their skill maximum amount accordingly (45;
50; 55; & 60). Every human has the option of doing
this up to four times in their life, but only during
the presented levels.
Max Skill
4
8
12
16
20
24
28
32
36
40
40
40
40
40
40
35
Elf (C) & Half-Elf: The fallen race and the children of them; though most of their history is lost, the elves believe
they were once the master race of Xadune. But time, war, and hardship have stripped them of this title. Though
now very few in numbers, most elves and half-elves hold themselves very high on a personal level, but by all
others they are treated as lesser and a dying race.
Elf
Body: 4 a level; max of 40
Skill: 6 a level; max of 60
Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level)
Half-Elf
Body: 5 a level; max of 45
Skill: 5 a level; max of 55
Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level)
Advantages:
NOTE: Half-Elves get Read/Write: Common for free
along with getting to pick one of the below
advantages; full Elves get all three but do not get
Read/Write: Common.
- Stealthy Hunter: Due to the Elven race being in
shambles, they have become masters of hiding
from those hunting them and making them
outcasts and hunting for the means to survive. As
such, Elves can buy the first two levels of the
Tracking/Evasion Skill at half cost (rounded down).
- Resist Sleep: Elves may resist all types of sleep
effects. It costs them 4 Skill every time they do
such.
- Resist Charm: Elves may resist all types of charm
effects. It costs them 4 Skill every time they do
such.
Make-up Requirements: Pointy ears
36
Elf & Half-Elf Experience Levels
(Half-Elf in parentheses)
Level
XP
Max Skill
1
0
6 (5)
2
17
12 (10)
3
27
18 (15)
4
39
24 (20)
5
52
30 (25)
6
66
36 (30)
7
81
42 (35)
8
97
48 (40)
9
114
54 (45)
10
133
60 (50)
11
154
60 (55)
12
175
60 (55)
13
196
60 (55)
14
217
60 (55)
15
243
60 (55)
Max Body
4 (5)
8 (10)
12 (15)
16 (20)
20 (25)
24 (30)
28 (35)
32 (40)
36 (45)
40 (45)
40 (45)
40 (45)
40 (45)
40 (45)
40 (45)
Races
3
Deep Elf (R) (C): The most noble of the Elven (or Fae) kind. These mysterious people live below ground. They are
said to be the protectors of Xadune and little is known about this race. No one is sure of how many there are, or
why they live underground, but one thing is for sure, they know the answers. The wise often reflect upon these
ancient people for advice, for only the Deep Elves seem to have the running history of the entire world, though
they do not share it with just anyone. Bold, noble, strong, and smart, it is no wonder most never cross these rare
people.
Body: 4 a level; max of 40
Skill: 7 a level; max of 63
Lives: 1 every 3 levels (3rd, 6th, etc. Maxing out at 18th level)
Advantages:
Make-up Requirements: Pale white skin, white or
silver hair, reddish scars/tattoos, and pointy ears
- Phantasmal Light: Deep Elves live primarily
underground, but contrary to most beliefs, they
cannot see in the dark and are not blinded by
lights; as a result, though, they can produce a
magical light source that allows them to see while
in dark areas. This is phys rep'd by a glow stick, not
a flash light.
- Wise Ambition: Deep Elves are a wise and noble
race; most answers come to them without any
thought given to them. As such Deep Elves may
purchase up to four Lore Skills at half cost
(rounded down) in their lifetime.
- Resist Sleep: Deep Elves may resist all types of
sleep effects. It costs them 3 Skill every time they
do such.
- Resist Charm: Deep Elves may resist all types of
charm effects. It costs them 3 Skill every time they
do such.
Deep Elf Experience Levels
Level
XP
Max Skill
1
0
7
2
17
14
3
27
21
4
39
28
5
52
35
6
66
42
7
81
49
8
97
56
9
114
63
10
133
63
11
154
63
12
175
63
13
196
63
14
217
63
15
243
63
Max Body
4
8
12
16
20
24
28
32
36
40
40
40
40
40
40
37
The Demi-humans
Orc: If ever there was a case of “only the strong survive” this would be it. Through war, apocalypse, and defying
the odds, Orcs have reached the pinnacle of their race: strong, smart, wise, and cunning. Though their numbers
are very few, they are perhaps one of the most respected races on Xadune. What once was seen as a backwater
race that was nothing but vermin has moved up to a frontline race that everyone hopes will be their ally.
Body: 6 a level; max of 66
Skill: 5 a level; max of 45
Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level)
Advantages:
- Brute Strength: "You got good genes kid." All Orcs
start with +1 strength.
- Studious Nature: All Orcs can purchase Read/Write:
Common for no cost.
Make-up Requirements: Dark green on all exposed
skin and a pair of tusks
38
Orc Experience Levels
Level
XP
Max Skill
1
0
5
2
17
10
3
27
15
4
39
20
5
52
25
6
66
30
7
81
35
8
97
40
9
114
45
10
133
45
11
154
45
12
175
45
13
196
45
14
217
45
15
243
45
Max Body
6
12
18
24
30
36
42
48
54
60
66
66
66
66
66
Races
3
Hobgoblin: Intelligent, organized and aggressive. Though they too have survived the times pressed against
them, they never let down their reins of aggression. These creatures are rarely trusted and often seen trying to
cut their corner into the world.
Body: 5 a level; max of 55
Skill: 5 a level; max of 45
Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level)
Advantages:
- Resourceful Strength: Hobgoblins are stronger than
most and gain +1 strength.
- Tactful Leader: Hobgoblins are extreme strategists,
which confuses most, since they don’t know how to
read or write. When going into a large battle, the
hobgoblin can map out in his head the best strategy
to use. As such, hobgoblins may spend 5 Skill and
gain +1 Damage for one combat or 10 minutes,
whichever lasts longest.
- Resist Toxin or Disease: Due to their ability to
survive, Hobgoblins have learned how to resist most
diseases and poisons. They may spend 4 Skill and
resist either natural or magical diseases or poisons
(chosen at character creation).
Disadvantages:
- Illiteracy: Due to their tribal nature, Hobgoblins
must pay extra to learn how to read and write. All of
their lore and history is passed through word of
mouth. Read and Write costs 5XP.
Make-up Requirements: All exposed skin needs to be
brown with moss green and/or orange patches; must
have at least one tusk as well and pointed ears
Hobgoblin
Level
XP
1
0
2
17
3
27
4
39
5
52
6
66
7
81
8
97
9
114
10
133
11
154
12
175
13
196
14
217
15
243
Experience
Max Skill
Max Body
5
5
10
10
15
15
20
20
25
25
30
30
35
35
40
40
45
45
45
50
45
55
45
55
45
55
45
55
45
55
Levels
39
Goblin: The sly ones, those in the shadows, the tinkerers of hidden arts; all of these are names goblins have
gone by throughout time. Many never know if they are good or evil, but all know they side with who ever will
win and are only matched by gnomes in their ability to tinker and create. They are always making deals and
always up to something. Goblins are misunderstood at best; with rag-tag clothing and often confusing speech,
they can be a burden to deal with.
Body: 4 a level a level; max of 36
Skill: 5 a level a level; max of 55
Lives: 1 every 2 levels (2nd, 4th, etc. maxing out at 12th level)
Advantages:
- Stabbity Stab Stab!: Goblins are sneaky, sly, and
somewhat crazy! Since they can’t be trusted by most
and usually turn on people when they least expect it,
they can purchase Backstab once for half cost. (See
Staff for details)
- Makin’ Stuff: Goblins are some of the best tinkerers
on Xadune. As such they purchase all of their
engineering skills at -25% (fraction rounded down) of
cost.
- Build it Outta Nothin’: Goblins are scavengers and
they use this to their advantage in building things.
Goblins may substitute any component of equal value
for another when creating any engineered item.
- Sneak!: Goblins do whatever they can to get out of a
situation and to escape horrible odds. As such they
buy all Disarm Trap and Pick Lock at 2 less XP.
- KABOOM!: Whenever a Goblin makes an explosive
it costs half the skill to create.
Disadvantages:
- Untrustworthy: Goblins are weak and frail, and they
know it! If they see the tide of a fight turning, they
will often turn sides, rat out their friends, or use
whatever info they have to get ahead and stay alive!
40
- Compulsion: Goblins cannot resist collecting and
trading for things. Some are attracted to shiny things,
others sharp things, but all have a thing that they
cannot resist. They will trade for it and collect them
till they die and will protect their horde to the very
end no matter what. Most deals that are brokered
over with goblins are done over these select objects,
and no goblin will go against the terms of a trade for
their item.
Make-up Requirements: Any exposed skin must be
green and have both pointed ears and nose
Goblin Experience Levels
Level
XP
Max Skill
1
0
5
2
18
10
3
29
15
4
41
20
5
54
25
6
68
30
7
83
35
8
99
40
9
116
45
10
136
50
11
158
55
12
180
55
13
202
55
14
224
55
15
251
55
Max Body
4
8
12
16
20
24
28
32
36
36
36
36
36
36
36
Races
3
The Wee Folk
Halfling: Of all the races of Xadune, the Halflings are the most laid back. Always enjoying the finer and calmer
things in life, their curiosity is the only thing that seems to get the best of them. Always quick with a story and
fast to befriend others, everyone enjoys the company of these wee folk.
Body: 3 a level; max of 33
Skill: 6 a level; max of 54
Lives: 1 every 4 levels (4th, 8th, etc.. Maxing out at 24th level)
Advantages:
Advantage & Disadvantage:
- Master Thief: On top of their knack for arts and
crafts, Halflings are extremely adept at all things
sneaky. They buy all of their picking locks, disarming
traps, and other thieving craft skills at –2XP. This trait
does not stack with the Artisan trait.
- Artisan: Halflings are crafters to the extreme and
they enjoy pretty much everything. At every 3rd level,
starting at 1st, Halflings must buy a general crafting
skill (1st; 4th; 7th; 10th; 13th; etc.). All first rank general
crafting skills are half cost for Halflings to purchase in
this way. Note that production skills are not the same
as craft skills.
- Resist Disease: Halflings have a natural resistance to
all types of disease. It costs 3 Skill every time a
Halfling resists a disease.
- Resist Fear: Halflings are curious and innocent, most
things that they should be afraid of, they see as a
game and it does not affect them. Halflings spend 5
Skill each time they resist a fear effect.
Disadvantages:
- Wee Size: Due to their small stature, wee creatures
call 1 less damage (to a minimum of 1) with all melee
weapons. To add to this, wee folk cannot use great
weapons (claymores, great swords or axes, and the
like).
Make-up Requirements: Fur on tops of feet and
hands
Halfling Experience Levels
Level
XP
Max Skill
1
0
6
2
17
12
3
27
18
4
39
24
5
52
30
6
66
36
7
81
42
8
97
48
9
114
54
10
133
54
11
154
54
12
175
54
13
196
54
14
217
54
15
243
54
Max Body
3
6
9
12
15
18
21
24
27
30
33
33
33
33
33
41
Dwarf: Of all the races of Xadune, the dwarves are the most unchanged by time. They reside deep in their caves
mining, forging, and searching for the ultimate treasure or just on the foothills of the world enjoying things to
the extreme. Where the Gnomes and Goblins excel at tinkering, the dwarves dominate in forging and enjoying
life. Often other races approach these stout creatures for their smithing. When not working hard, though, these
hearty, yet light-hearted creatures can often be found drinking and joking about.
Body: 6 a level; max: 54
Skill: 4 a level; max: 40
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Stout Wee: Dwarves are the only wee folk that do
not suffer combat or strength disadvantages due to
their size.
- Master Smith: Dwarves are born with the knack to
create. All dwarves buy smithing skills at -25% of cost.
- Stonecraft: On top of being excellent blacksmiths,
Dwarves have a keen eye for stone work, and ALL of
their architecture is crafted from stone, marble, jade,
and other types of rock. Dwarves can purchase the
Structural Engineering Skill for 3XP.
- Preferred Weapon: Dwarves pride themselves on
two weapons: the Hammer and the Dwarven war
axe. Dwarves start off with one Weapon Proficiency
in one of these for free.
Disadvantage:
- Stubborn: Dwarves are stubborn pain in the arses!
As such, when they make up their mind on something
they stick to it. If there is something they believe in
they will stand by it, NO MATTER WHAT.
42
- Dwarven Clumsiness: Dwarfs are used to straight on
battle and the drink thus have never really cared for
sneaking. Therefore, any stealth or rogue-like abilities
cost double for dwarfs.
Make-up Requirements: Large beard (yes, even
females) and fat nose (not long)
Dwarf Experience Levels
Level
XP
Max Skill
1
0
4
2
18
8
3
29
12
4
41
16
5
54
20
6
68
24
7
83
28
8
99
32
9
116
36
10
136
40
11
158
40
12
180
40
13
202
40
14
224
40
15
251
40
Max Body
6
12
18
24
30
36
42
48
54
54
54
54
54
54
54
Races
3
Gnome (C): The Wee Folk’s brilliant brain; though not always rational, they are always thinking and inventing.
Their skills are only matched by the goblins. Preferring a dark place that is clean and quiet, these creatures are
often teased, mostly for all their short comings, but always praised for their ability to come up with the most
beautiful tinkerings.
Body: 3 a level; max of 30
Skill: 6 a level; max of 66
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Read and Write: All gnomes get the read/ write skill
for free.
- Master Tinker: Gnomes can build just about
anything! As such they buy all of their engineering
skills at -25% (fraction rounded down) of cost. The
base skill Engineering is not included in this.
- Steampunk Ingenuity: Gnomes were the first race to
introduce the idea of adding steam to something to
make it move and to give it “power.” As such, a
gnome can take a formula and add some
modifications of steam to it, making something else.
See Plot for approval of your ideas.
- Illusionists: Not all Gnomes love to tinker, some love
the art of magic. Along with being master tinkers,
Gnomes are master illusionists as well; they say it
adds to their perfection. If a gnome goes Illusionist,
they learn their spell levels at –2XP.
- Resist Mind Affecting: A gnome’s mind is
insane, and as such, they are able to shake off mind
affecting effects that would affect most sane people.
A gnome spends 5 Skill each time they resist a mind
affecting effect.
- Resist Toxin: Gnomes have a strong fortitude
against all toxins and the like. Gnomes can spend 6
Skill to resist any form of toxin.
Disadvantage:
- Small, Frail, & Wee: Gnomes are about the same
size as a human child and about as strong as one too.
Gnomes can never use Two Handed Weapons. Also,
due to their small stature as wee creatures,
they call 1 less damage (to a minimum of 1) with all
melee weapons.
- Perfection: Gnomes are master tinkerers, but they
are perfectionists, and as such when they create
something it is usually good the first go round, but
there is always something that they do not like
about it so they will rebuild it and rebuild it until they
think it is perfect when it is usually not. Anything
created by a Gnome has a chance of backfiring,
misfiring, or just downright going crazy. This is not
seen as a flaw to the Gnome… to them it is a reason
to make another one; this time, make it perfect!
Make-up Requirements: Grey on all exposed skin
and pointed ears {though not a requirement, most
gnomes wear very flamboyant clothing}
Gnome Experience Levels
Level
XP
Max Skill
1
0
6
2
18
12
3
29
18
4
41
24
5
54
30
6
68
36
7
83
42
8
99
48
9
116
54
10
136
60
11
158
66
12
180
66
13
202
66
14
224
66
15
251
66
Max Body
3
6
9
12
15
18
21
24
27
30
30
30
30
30
30
43
Brownie (R) (C): Unlike the rest of the Fae, the brownies are the congenial, smart, cunning and wingless ones of
Xadune. Child-like at heart, laid back, and adventurous they are willing to help anyone. Unlike their Fae
cousins, they are more open to the new sciences although they are still just as keen on arcane magics.
Body: 2 a level; max of 20
Skill: 7 a level; max of 63
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Fae Glamour: Being six inches tall, still having the
disadvantages of being wee, but using Fae glamour,
they can appear to be normal size innately. (See
notes on page 48)
- Resist Magic: Brownies are magical beings in nature.
For 7 Skill points, they can resist any known 5th level
and down arcane magic.
- Ingenuity: Being very skilled and crafty, they can buy
any general craft skill for half cost (round down).
- Resist Toxin or Disease: Brownies have a strong
fortitude against all Diseases or Toxins. Brownies can
spend 6 Skill to resist any form of toxin or 3 skill for
any form of disease. Upon character creation player
chooses between Toxin or Disease to be resistant to,
not both.
- Speak with Animals: Brownies have ties with nature,
thus can speak with any natural creature innately.
- Strong Willed: Brownies cannot be Dominated (but
can still be Charmed) or forced to do something
traitorous against their nature.
Disadvantages:
- The Wee-est of the Wee: Because the Brownies are
so small, they have minus 2 damage (to a minimum
of 1) with all weapons. This reflects their small
strength and small weapon size. To add to this, wee
folk cannot use normal weapons and instead their
weapons have to be made to their body size; the
44
“Fae weapon”. Their armor must also be custom
crafted.
- Frailty: Brownies are not allowed to wear heavy
armor or stack armor.
- Born a Brownie: See Staff for information at
creation. Only if you play a Brownie will you be
allowed to know what this disadvantage is.
Make-up Requirements: Pixie-like ears (longer than
elf but shorter than fairy), crazy hair, and mostly
dress very nature-like.
Brownie Experience Levels
Level
XP
Max Skill
1
0
7
2
18
14
3
29
21
4
41
28
5
54
35
6
68
42
7
83
49
8
99
56
9
116
63
10
136
63
11
158
63
12
180
63
13
202
63
14
224
63
15
251
63
Max Body
2
4
6
8
10
12
14
16
18
20
20
20
20
20
20
Races
3
Fairy (R) (C): Fanatical, knowledgeable, pranksters, and the only winged playable race; Fairies are tricksters and
they take things very literally. If one is not descriptive of what he/she means, then Fairies will always deliver
exactly what is said as they see it. Of all the races native to Xadune, the Fairies are the most in tune with magic
and its ways.
Body: 2 a level; max of 18
Skill: 7 a level; max of 70
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
Disadvantages:
- Fae Glamour: Being a foot tall, still having the
disadvantages of being wee, but using fae glamour,
they can appear to be normal size innately. (See
notes on next page)
- The Wee-est of the Wee: Because the Fae are so
small they have minus 2 damage (to a minimum of 1)
with all weapons. This reflects their small strength
and small weapon size. To add to this, wee folk
cannot use normal weapons and instead their
weapons have to be made to their body size; the “fae
weapon”. Their armor must also be custom crafted.
- Resist Magic: Fae are magical beings in nature. For 7
Skill points, they can resist any known level 5 and
down arcane magic.
- Mischievous by Nature: Fairies are extremely crafty.
Therefore, through magical means or any other, they
do not have to tell the truth, unless they want to.
- Magical Princesses: All Arcane Magic can be learned
at -25% of cost (fraction rounded down). Oh yeah, we
went there…
- True Arcane: It is said that Fairies are pure magic. Be
this true or not all Fae are Born Sorcerers.
- Flight: When Fairies are in their true form, they have
limited flight capabilities. This can only be used for
role-play purposes and not be used for combat
reasons. However, the effect does allow the Fae to
escape a different magical effect that would require
one to be touching the ground. Limitations are
described below.
- Dodge: At the cost of 7 Skill they can dodge 1/day
due to their small stature and their ability to fly.
- Frailty: Fairies are not allowed to wear heavy armor
or stack armor.
- Technological Aversion: Fairies, by nature, do not
get along with science. Because of this no fairy can
ever use an engineered item. This, of course, does
not in any way sooth their curiosity.
- Word for Word: Fairies are tricksters and they take
things very literally. If one is not descriptive of what
he/she means, then fairies will always deliver exactly
what is implied.
- Innately magical; it’s not always a good thing…
Make-up Requirements: Long ears (3”+ from the top
of the ear) & natural looking wings (natural is defined
as anything that could occur in nature such as
insectoid, woods-like, or what most normally
consider fairy-like; not so much on feathered wings).
Like Brownies, Fairies are creatures of nature and
their clothing often reflects that.
45
Fae Glamour:
Being innately magical in existence has its
advantages, one of them is a trick passed on for ages:
glamour. Fae Glamour is nothing more than an
illusion, and it has its limitations, and its perks. To an
observer they look and are even tactilely the size of
your average humanoid; but that’s just the illusion of
it all. In truth, the Fae are still their natural size with
the projected illusion around them. So what are the
limitations? Non-wee objects. To an observer, when a
Fae picks up an object and puts it in their pocket in
their Glamour they see exactly that: the Fae put an
item in their pocket; but in truth what happens is the
object is suspended and floating around the Fae
within their Glamour boundary. When the Glamour
drops so do the items. Though most Fae have a
strong enough glamour to hold many little items like
potions and money, larger items (anything over one
and a half feet in any dimension or over 15lbs.) are
limited to only being able to carry two at a time. As
long as a Fae is conscious, the glamour can remain
up.
Dropping Glamour and “Hopping a Ride”:
“Hopping a Ride” is a term referring to when Fae
drop their glamour and in some form or another put
themselves in another person’s care. This could be
like hiding in a backpack to riding along in a large
pocket. The first, most important thing to know is
when this happens the Fae is at the mercy of the
“ridden” person. All damage, effects, and fates that
affect said person will also affect the Fae. Second,
anytime a Fae drops their glamour in a manor to do
something like this they are required to have a Fae
sized representation of their PC. This representation
needs to then take the place of the Fae PC in the
place they wish to be or go.
Fae Flight:
Fairy flight is limited at best. Though good for RP it
cannot be used to carry large objects higher than
their glamour can reach, it cannot be used to
navigate dangerously complex scenarios, and does
not allow one to escape combat.
46
Fairy Experience Levels
Level
XP
Max Skill
1
0
7
2
19
14
3
31
21
4
43
28
5
56
35
6
70
42
7
85
49
8
101
56
9
118
63
10
139
70
11
162
70
12
185
70
13
208
70
14
231
70
15
259
70
Max Body
2
4
6
8
10
12
14
16
18
18
18
18
18
18
18
Born Sorcerer:
By means of this trait the character is more inclined
to be able to learn and cast arcane magics. They are
allowed to learn and advance in the ranks of arcane
magic without the need of a teacher. The character
still needs to know how to Read Magic in order to
learn magic. Additionally the time required to learn
new spells is cut in half. Characters are still required
to have a teacher in order to learn new spells,
however, but can learn up to 4 spells at a time.
Races
3
The Wild Ones
Feline (R) (C): There are several species of the Feline race, most of them with many different attitudes and
outlooks on the world. They often keep things to themselves, unless the situation calls for it, especially if it
comes to their race. Because of this, their actual history as a race isn't well known.
Body: 4 a level; max of 40
Skill: 6 a level; max of 60
Lives: 1 every 3 levels (3rd, 6th, etc.)
Advantages:
- Scent: Felines have a keen sense of smell and can
smell out poisons and other ailments in things. It
takes one full minute to smell out anything.
- Light Feet: Felines are light on their feet and as such
they can buy the stealth skill at –3 XP.
- Always Land on Feet: Felines are immune to any
form of knockdown; somehow they always manage
to land on their feet.
- Resist Disease: Felines have a strong fortitude
against all Diseases. Felines can spend 3 Skill to resist
any form of disease.
Disadvantage:
- Obsession: Felines are obsessed with any one thing.
Felines choose something to be obsessed over; it
could be anything from the color red to a god… be
creative.
Their obsession is so intense they will do whatever it
takes to get said thing of obsession.
Makeup Requirement: Black, pink or pink with a
small black outline for the nose, a set of ears (on top
of the head not on ears) and a matching tail
Feline Experience Levels
Level
XP
Max Skill
1
0
6
2
18
12
3
29
18
4
41
24
5
54
30
6
68
36
7
83
42
8
99
48
9
116
54
10
136
60
11
158
60
12
180
60
13
202
60
14
224
60
15
251
60
Max Body
4
8
12
16
20
24
28
32
36
40
40
40
40
40
40
47
Gnoll (C): Clever, tricksters of the Wild Ones. Gnolls are mostly intelligent and use their wits to make up for
their lack of brawn. Often associated with death, they are rumored to dig up the dead to consume them. This is
a misconception or maybe even something from a rumor the Gnolls themselves started. They are often thinking
and plotting and coming up with wild ideas that usually work. Most would love to have one or two on their side
for odd strategies, if only they could get past their odd, playful, crude behavior.
Body: 7 a level; max of 63
Skill: 3 a level; max of 30
Lives: 1 every 3 levels (3rd, 6th, etc.)
Advantages:
- Immune to Disease: Due to the sickness that
plagues them; Gnolls are immune to all other forms
of disease.
- Scent: Gnolls have a keen sense of smell and can
smell out poisons and other ailments in things. It
takes one full minute to smell out anything.
- Furious Strength: Due to their true nature and bodymake all Gnolls get +1 strength.
- Thick Fur: A Gnoll’s hide is thick and rough; as such
they start out with 10 natural armor points which
stacks with any other armor combination. (See
caption on following page.)
- Tracker: Due to their sense of smell, Gnolls are
excellent trackers. Gnolls buy the tracking/Evasion
skill at –3 XP.
- K-9 Empathy: Gnolls can speak the language of K-9’s
and as such they can show empathy to any hostile
wolf, dog, or other K-9 creature. The Gnoll says “K-9
Empathy” and the hostile creature will
see the Gnoll as a friend and will not attack.
- Scavengers: Gnolls are Scavengers to the extreme.
Gnolls can buy the Scavenger skill at half cost.
Disadvantages:
- The Sickness: All Gnolls have the sickness, it is also
called the giggling psychosis, and it makes
them crazy and unpredictable. They are at times
found giggling to themselves, other times they go
48
berserk and start attacking those around them over
nothing.
- Melee Weapons Only: Gnolls mainly only use melee
weapons for many reasons. One reason is because a
sword is seen as an extension of their own claws,
most of their swords are curved and wicked looking.
Secondly, because using ranged weapons is often
awkward and difficult for Gnolls (-2 to all ranged
weapon damage).
Makeup Requirements: Full make-up. Dark nose that
lightens gradually towards the face and triangle
shaped ears that stand straight on top of the head,
plus a tail.
Gnoll Experience Levels
Level
XP
Max Skill
1
0
3
2
19
6
3
31
9
4
43
12
5
56
15
6
70
18
7
85
21
8
101
24
9
118
27
10
139
30
11
162
30
12
185
30
13
208
30
14
231
30
15
259
30
Max Body
7
14
21
28
35
42
49
56
63
63
63
63
63
63
63
Races
3
Minotaur (R) (C): Large barbaric cross between humans and bovines. Mostly viewed as savages or barbaric.
The Minotaurs of Xadune are not your typical "labyrinth Minotaurs" of known myth and legend. In fact, you
imprison a Minotaur in an underground environment, and you are going to have one pissed off wild one. They
are fierce nomadic survivalists that travel in family groups through the mountainous regions of Xadune.
Minotaurs can be described as being strong, stubborn, and independent, racially discriminate, and noble.
Body: 7 a level; max of 70
Skill: 3 a level; max of 33
Lives: 1 every 3 levels (3rd, 6th, etc.)
Advantages:
- Brute Strength: It goes without saying that
Minotaurs are strong, but few realize just how strong
they are. All Minotaurs are born and grow into a +2
Strength bonus.
- Resist Toxin or Disease: Minotaurs have a strong
fortitude against all Diseases or Toxins. It costs 5 Skill
to resist any form of toxin or 3 skill for any form of
disease. Upon character creation player chooses
between Toxin or Disease to be resistant to, not
both.
- Resist Sleep or Charm: Upon character creation the
player decides between either sleep or charm effects
for the Minotaur to be able to resist at the cost of 3
Skill per use.
- Toughness: Thick hides have their advantages;
Minotaurs take -1 damage from physical damage.
Disadvantages:
- Slow Learner: Often has a hard time keeping up
with most any information given to them. Meaning
that it may have to be repeated or gestured out to
them for them to understand. For most booklearned skills it costs 1½ times more (round down).
- Weak Minded: One unfortunate thing that
Minotaurs suffer from is a weakness to mental
attacks, and so they take x2 damage from any and all
mental attacks and double the duration.
Makeup Requirements: Culture specific, otherwise
bull horns, bull nose, hooves, a bull tail, and brown
makeup covering all exposed skin.
Minotaur Experience Levels
Level
XP
Max Skill
1
0
3
2
19
6
3
31
9
4
43
12
5
56
15
6
70
18
7
85
21
8
101
24
9
118
27
10
139
30
11
162
33
12
185
33
13
208
33
14
231
33
15
259
33
Max Body
7
14
21
28
35
42
49
56
63
70
70
70
70
70
70
How nature armor is healed/regained:
For the most part natural armor is treated like extra
body that you lose first like armor. To regain it you
need to get up to full body then, and only once
you’re at full body, can you heal your nature armor
just as if it was extra body. Be aware that attacks that
effect or go straight to your body still bypasses even
nature armor.
49
Lizard Folk (R) (C): Primitive reptilian humanoids averaging around six feet in height and weighing 200-300
pounds; although lizard-folk are based upon many different species of reptiles and therefore it is not uncommon
to find pygmies or gargantuan dinosaurs occasionally. The lizard folk are a patriarchal society usually putting the
strongest and fiercest warriors in charge, with the most adept shamans as counselors. The lizard folk societies
on Xadune are natural and shamanistic. They take from the land only what they require so that the land may
replenish itself. They seldom go to war with any except amongst themselves, and if they do, it is due to survival
or defense.
Body: 5 a level; max of 50
Skill: 4 a level; max of 44
Lives: 1 every 3 levels (3rd, 6th, etc.)
Advantages:
- Resist Toxin: Due to their ability to survive, Lizard
Folk have learned how to resist most toxins. They
may spend 4 Skill and resist any toxin.
- Resist Sleep: Lizard folk may resist all types of sleep
effects. It costs them 4 Skill every time they do such.
- Thick Skinned: Lizard Folk’s scales are thick and
rough; as such they start out with 10 natural armor
points which stacks with any other armor
combination.
Disadvantages:
- Scale Rot: The Lizard folk have hard scales that
serve as a natural armor; however, this natural armor
has its disadvantages. The lizard folk have difficulties
wearing metal armors due to the rotting of scales and
chaffing from the contact with the metal. If Lizard
folk choose to wear metal armor, they suffer a minus
10 body penalty.
Advantage & Disadvantage:
- Cold Blooded: Lizard Folk are cold blooded by
nature, thus taking double damage from cold. It
cannot kill them on the other hand; it can only take
50
them to unconscious status (zero body). Additionally,
if one is bleeding out and hit with a cold based spell,
the Lizard folk’s death count will slow, effectively
doubling the length of it.
Makeup Requirements: Detailed full body makeup
referencing any large lizard. This may include a tail
and prosthetics. (See Staff for approval)
Lizard Folk Experience Levels
Level
XP
Max Skill
1
0
4
2
19
8
3
31
12
4
43
16
5
56
20
6
70
24
7
85
28
8
101
32
9
118
36
10
139
40
11
162
44
12
185
44
13
208
44
14
231
44
15
259
44
Max Body
5
10
15
20
25
30
35
40
45
50
50
50
50
50
50
Races
3
The Far-Born & the Elemani
The multiverse is a vast place, and among it all only
a fool would assume that different residents of the
planes, both inner and outer, would not mate with
primes. From these bonds come some of the most
unique and different types of people a person might
ever meet. Some tainted by the elements, others by
either the lower or upper planes. Whichever it is they
all have a place in the world of Xadune. All are
considered Far-Born.
"I have no home,
No warm place to call a haven,
I've no family,
No birthright or kin.
I am I, nothing more"
-A common Far-Born saying
Far-Born are not the cool things next door. They are
not loved by people. They are half breeds, and 99% of
the time the result of a rape. They lead mostly cold
and lonely lives. Most of the demi-human races do
not accept them, and the other side of their heritage
most certainly does not like them (in most cases they
are kill on sight). Even amongst themselves they
normally do not get along. They are the orphans, the
bastard children, and most of the time the souls left
to be raised on their own.
Though celestials are by far more easily accepted,
they are still just a half breed. Their lives are the
easiest of all Far-Borns, but that only makes them
more hated by those on the other side of the coin.
They are also the ones that can most easily hide their
heritage, but even in doing so it almost always looks
worse when the truth comes out.
The life of a Far-Born is nothing short of being a
normal person's view of hell. Remember this when
deciding to play them. People respect power, money,
and things of the sort but they do not respect a halfbreed. Only a few have ever risen to power, and
though those few have done well to make sure they
are nothing less of being respected, it does nothing
for the onlooker of the others that only pull down the
name.
People do not take you in. You are not pitied. Your
friends more than likely do not trust you. Remember
that.
Almost all of the time they are the mix of a human
and something else. Demon is just a term to define
the lower creatures of the planescape, while celestial
is for the upper. That in no way means they are good
or bad, nice or evil. Who a person is depends on
them, not their parents. It also does not mean that
the celestials have feathery wings, and the demons
have horns. In truth, only a handful of Celestial
beings have wings, so it would go to say that even
less of their bastard children have them. Almost all of
the time, a Far-Born will know nothing about their
parents.
51
Far-Born
Demon-kin (R) (C): Half born of the lower kind from the Planescape, these creatures cannot always be lotted in
with their parents as bad or evil, but it never hurts to be safe. Much like their better half, their appearance
varies much depending on the parents, but their darker appearance is an evident contrast to the Celestial-kin.
Each Demon-Kin is different in appearance; almost none are born the same and as such their abilities,
immunities, and other special features vary from each to each. The only constants of this race are listed below.
Body: 5 a level; max of 50
Skill: 5 a level; max of 50
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Far Born- Upon creation, Far Born can raise their
max of either their body or Skill to 60 rather than 50.
Additionally they can also raise either their base body
or Skill from 5 points a level to 6 points a level.
- Immune to either Fire, Electrical, or Ice effects or
damage- Upon creation you may choose one of
either fire, electrical, or ice to be immune to.
- Resist Poison, Charm, or Sleep- Upon creation you
may choose one of poison, charm, or sleep to resist.
Using this ability costs 4 Skill per use.
- See staff for further advantages.
Disadvantages:
Each Far-Born is different and unique, therefore none
are alike. See staff for all disadvantages.
52
Makeup Requirements: Complex; reflecting their
lineage of birth. This could be as simple as wings and
horns; or as complex as full body prosthetics,
makeup, etc. See Staff for more detail.
Demon Kin Experience Levels
Level
XP
Max Skill
1
0
5
2
20
10
3
33
15
4
45
20
5
58
25
6
72
30
7
87
35
8
103
40
9
120
45
10
142
50
11
166
50
12
190
50
13
214
50
14
238
50
15
267
50
Max Body
5
10
15
20
25
30
35
40
45
50
50
50
50
50
50
Races
3
Celestial-kin (R) (C): Half-children of the light ones, these few are noted as some of the most caring creatures of
Xadune. Often taking on the appearance of their parents, these half-breeds from the upper Planescape also
most often follow in their footsteps… though not always.
Like Demon-Kin, every Celestial-kin is different in appearance and almost none are born the same, and as such
their abilities, immunities, and other special features vary from each to each. The only constants of this race are
listed below.
Body: 5 a level; max of 50
Skill: 5 a level; max of 50
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Immune to either Negative Energy, Acid, or
Explosives --Upon creation, player must choose to be
immune to Negative Energy, Acid, or Explosive effects
or damage.
- Resist either Mind Effecting or Disease- Upon
creation must choose between Mind Effecting or
Disease to be resistant against; with each use at the
cost of 4 Skill.
- Far Born- Upon creation, Far Born can raise their
max of either their body or Skill to 60 rather than 50.
Additionally they can also raise either their base body
or Skill from 5 points a level to 6 points a level.
- See staff for further advantages.
Disadvantages:
Each Far-Born is different and unique, therefore none
are alike. See staff for all disadvantages.
Makeup Requirements: Complex; reflecting their
lineage of birth. This could be as simple as wings and
horns; or as complex as full body prosthetics,
makeup, etc. See Staff for more detail.
Celestial Kin Experience Levels
Level
XP
Max Skill
1
0
5
2
20
10
3
33
15
4
45
20
5
58
25
6
72
30
7
87
35
8
103
40
9
120
45
10
142
50
11
166
50
12
190
50
13
214
50
14
238
50
15
267
50
Max Body
5
10
15
20
25
30
35
40
45
50
50
50
50
50
50
53
Elemani
These Far-Born are listed separately only because they tend to have classifications. When a native of the inner
planes finds a liking to a prime, their union gives us what is normally referred to as an Elemani. These halfbreeds of mankind and the elements have a hard time fitting in on their home inner plane, mostly being
shunned as a half-breed or just not being able to fully survive. Whatever the case may be, nine times out of ten
they end up on a prime world, and most of the time they group together. On some worlds, such as Xadune,
there are whole communities that are nothing but generations of Elemani. Most types stick to their own and
there is at least one city of each type of Elemani on Xadune.
Fire Elemani (R) (C): The most aggressive of these people are the Fire Elemani. The passion of their home plane
burns bright in these types and they are normally quick to respond or take action. They are normally seen as the
warrior class of the Elemani. Their frontline skills are highly desirable and are often regarded as the best
warriors in the world; some training for battle for almost their entire life.
Body: 7 a level; max of 63
Skill: 4 a level; max of 44
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
Makeup Requirements: Deep red to coal black skin,
fiery hair, red glowing eyes at night, pointed ears.
- Immune to Fire- Being kin to fire, they are immune
to it and any form of fire damage. This does not
include explosive damage.
- Create Fire- Being half fire has its upside. Fire
Elemani can create and throw non- magical fire balls
(4 Flaming) at the cost of 4 Skill per use. This skill also
allows them to start normal fires at ease in almost
any condition. This ability costs no Skill to use.
Additionally, they can heat their metal weapons at
any time, allowing one to call one extra point of
damage along with the flaming tagline. This effect
also costs no Skill to use, but is known to take its toll
on the weapon.
- See staff for further advantages.
Disadvantages:
Each Far-Born is different and unique, therefore none
are alike. See staff for all disadvantages.
54
Fire Elemani Experience Levels
Level
XP
Max Skill
1
0
4
2
19
8
3
31
12
4
43
16
5
56
20
6
70
24
7
85
28
8
101
32
9
118
36
10
139
40
11
162
44
12
185
44
13
208
44
14
231
44
15
259
44
Max Body
7
14
21
28
35
42
49
56
63
63
63
63
63
63
63
Races
3
Air Elemani (R) (C): Probably the least seen of the Elemani, they are often referred to as Watchers. Most can
know one for a lifetime and never hear them speak. They are the recorders of the Elemani race, picking up this
duty long, long ago and carrying it out to this date, and they are the protectors of secrets. These Watchers of the
Elemani are often loners in the world and flock around others, watching over them as if their life was their own.
Often the Air Elemani are turned to as prophets or analyzers of situations.
Body: 5 a level; max of 50
Skill: 6 a level; max of 60
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Like the Wind: Half air, half other; this silent race
can become semi-ethereal 1/day for a 5 (five) minute
period each. It should be said that semi-ethereal
creatures can still be seen as a transparent figure but
are far enough in the Twilight to escape most
physical effects from the real world.
- Whispering on the Wind: Once per event an Air
Elemani can use a unique ability to carry a message
on the wind. The length & distance sent of the
message is as much as the Elemani feels is safe for
the wind to carry.
- See staff for further advantages.
Air Elemani Experience Levels
Level
XP
Max Skill
1
0
6
2
19
12
3
31
18
4
43
24
5
56
30
6
70
36
7
85
42
8
101
48
9
118
54
10
139
60
11
162
60
12
185
60
13
208
60
14
231
60
15
259
60
Max Body
5
10
15
20
25
30
35
40
45
50
50
50
50
50
50
Disadvantages:
- Each Far-Born is different and unique, therefore
none are alike. See staff for all disadvantages.
Makeup Requirements: Light blue and/or powdery
white skin, pointed ears, & flowing clothing.
55
Earth Elemani (R) (C): The most unchanging of the Elemani, these types are known for their everlasting loyalty
and amazing defensive abilities. Though a few have been known to be abrasive fighters, most are very laid back
and strong in character. Their defense and knowledge thereof is almost undisputed. These dedicated individuals
are also gifted with an amazing talent in crafting.
Body: 6 a level; max of 66
Skill: 5 a level; max of 45
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
- Tough as a Rock: Their skin, though often regarded
as soft to the touch, is rock hard. This natural
advantage allows them to ignore physical damage to
some extent, giving them a toughness of 1.
- One with the Earth: Once per day the Earth Elemani
can become an indestructible stone statue that is
rooted to the ground. This effect lasts for a 5 (five)
minute period of time in which the Elemani is fully
aware of everything going on about them.
- See staff for further advantages.
Disadvantages:
- Each Far-Born is different and unique, therefore
none are alike. See staff for all disadvantages.
56
Makeup Requirements: Brown to stony gray skin
with a slight hint of metal and ore, dark hair, sunkenin eyes, & a rough look.
Earth Elemani Experience Level
Level
XP
Max Skill
1
0
5
2
19
10
3
31
15
4
43
20
5
56
25
6
70
30
7
85
35
8
101
40
9
118
45
10
139
45
11
162
45
12
185
45
13
208
45
14
231
45
15
259
45
Max Body
6
12
18
24
30
36
42
48
54
60
66
66
66
66
66
Races
3
Water Elemani (R) (C): Though often seen as the most calm and tranquil of the Elemani, do not be fooled for
these types are quick to turn into a raging storm of energy. Most, if not all, are very playful, sweet, and always
curious. Of all the Elemani, these are the ones seen most among people, always wanting to learn more. Most
are fierce mages by training, and a force to be reckoned with in magical battle. As said before, much like the
calm waters of an ocean, they can rage with power and vengeance in a heartbeat.
Body: 4 a level; max of 44
Skill: 7 a level; max of 63
Lives: 1 every 4 levels (4th, 8th, etc. Maxing out at 24th level)
Advantages:
Disadvantages:
- Born of Water: It should go without saying that
these creatures are part water. All Water Elemani
have the ability to freely breathe in any water
environment and can move about them as if they
were in complete control of their movements and
unhindered.
- Each Far-Born is different and unique, therefore
none are alike. See staff for all disadvantages.
- Purity: All Water Elemani are born with the ability to
counter poisons. Due to this they can resist any
Poison attack at the cost of 4 Skill per use.
Additionally, if given a poisonous substance, Water
Elemani can neutralize it after 1 minute of handling
(this can only be done if the Water Elemani knows
they are trying to purify a poison, and cannot be used
to cure a poison within another).
Water Elemani Experience Levels
Level
XP
Max Skill
Max Body
1
0
7
4
2
19
14
8
3
31
21
12
4
43
28
16
5
56
35
20
6
70
42
24
7
85
49
28
8
101
56
32
9
118
63
36
10
139
63
40
11
162
63
44
12
185
63
44
13
208
63
44
14
231
63
44
15
259
63
44
- See staff for further advantages.
Makeup Requirements: Blue-ish green skin, some
show light layers of scales, & pointed ears but NO
GILLS.
57
Racial Lifespans & Offspring
Race
Human
Elf
Half-Elf
Deep Elf
Orc
Hobgoblin
Goblin
Halfling
Dwarf
Gnome
Brownie
Fairy
Feline
Gnoll
Lizard Folk
Minotaur
Far-Born
58
PC Average
Age Range
14+
180-260
90-130
225-350
12-24
13-20
14-35
23-40
23-40
20-40
140-200
130-200
7-14
16-20
20-45
8-16
35-50
Average
Lifespan
60ish
700ish
350ish
800ish
40ish
38ish
50ish
135ish
110ish
200ish
700ish
750ish
65ish
45ish
250ish
40ish
300ish
Average #
of Offspring
2-3
1
1-2
1
1-2
1-2
1-2
2
1
1
1
1
2
3
2
1
1
Max #
of Offspring
13
2
4
1
3
3
3
3
4
4
2
2*
4
4
6
2
1
Cultures & Background
Histories
Cultures
Before reading ahead about cultures understand
this: having a culture is not required. You are only
allowed to have one culture. Once you have picked a
culture you must wait a substantial time period before
you can pick another. There are no “trial periods” for
cultures, once you pick one and get the information
on it you are locked into that culture. Additionally, if
you have multiple characters only one is allowed to
have a culture. Cultures are not to be taken lightly if
you decide to pick one for a character.
Now that you have looked through the races and
been introduced to the world some, it’s time to look
at an important optional step in character creation:
deciding on a culture. It is important to say that
cultures are not dependant on your race; they are
dependent on how you are raised. Just because you
were born and grew up in Revrent doesn’t mean your
goblin parents raised you that way. To follow is a
selection of the most predominate cultures of Xadune,
and these are the only cultures that characters are
allowed to be a part of. They are broken down into
two different types of groups: the racial types which
are the ones that are based on a society made
predominately of a certain race, and your area
cultures which are created by your bustling societies
that normally have a mix of races but a common form
of rule.
A reminder once again while reading through
cultures: Cultures are not required. You do not have
to have one; they are just an added bonus, a spice. If
you do take on one you pretty much have it for life. All
cultures come with some type of role-play
requirement. Role-play requirements are amongst the
hardest thing for a player to do. They are normally
against a player’s gut and some find it difficult to abide
by. Failure to follow the role-play requirements will
result in loss of XP and possible further in-play
repercussions. Because of this reason, cultures are not
required. But, if you think a culture is for you, contact
Staff for further information on the one you were
looking at and good things are sure to come.
A culture can only be picked upon character creation
or within the three event respend period. Once you
have decided on a culture, or feel you think one will fit
your character, talk to Staff about your overall
character idea. This will help clarify any problems and
also allow Staff to help you with making sure you get
all you need from character creation. Essentially all
cultures are restricted and only Staff has the final say
so if a player is allowed to play a culture. Once a
culture is picked, you will get some more detailed
59
information on the culture along with anything else
that comes along with the culture. Everything on a
culture, or society for that matter, is not presented in
this handbook. There are still many factors that need
to be worked out when creating a character that can
only be accomplished fully by contacting Staff.
A final reminder: it should be noted that not playing
a culture you have picked (i.e.: breaking your role-play
requirements) can and often will result in XP
deductions. Additionally as a player you are only
allowed to have access to one culture per five new
player characters made after a culture has be picked
by said player in which each character must survive
past the respend period. So if you want to play a
culture, make sure you want to play it.
So, with all these reminders and warnings why have
a culture? For one it gives role-play direction. Cultures,
in terms of game mechanics for Xadune, require
players to play their characters in a fashion that fits
with the world. This in turn makes the world feel more
real and congruent. Playing with a culture also gives
some advantages. Each culture has some set of
advantages, be it either free or discounted skills
and/or abilities or special traits. It should be noted
that each culture has a pool of advantages that
changes from player character to player character so
typically two characters from a culture do not have
the same advantages; so banking off the idea that a
friend got one thing from taking a culture might come
as a disappointment if you decide to take it. Other
advantages gained from a culture are additional
information about the culture. This often is area
information about the society in question or racial
information and background history about a race.
Lastly people that are “part of the system” are
generally treated better and have more of an “in” ten
people that are not.
Racial Cultures
The Orc Cultures
Before the fallen star, when the Great War occurred,
the orcs were tribal and constantly at odds with each
60
other. However, shortly afterwards an orc chief
restructured the orcs into vigilant groups. This was
done not only to unite the orcs into one cohesive race,
but also to be able to tap all the strengths of all the
tribes more efficiently. Over time these posses
evolved into subcultures, and though they kept their
tribal names, they are up to date with the times and
cultures of the world.
Since then many orcs have folded themselves into
modern society, but some still hold onto these more
traditional ways. To follow is what mostly defines the
“orc” cultures of Xadune. These orcs were raised off
the old ways, with influences of the modern world. Of
the six subcultures, three are playable by PCs.
As Seen On Television: Orcs in Xadune are nothing like
their depiction in The Lord of the Rings trilogy. They
are far from this cinema graphic form and are
intelligent, well spoken, and typically smartly dressed.
Bigtooth- Truly bred to be the fiercest of the
warriors. This subculture was gifted in warfare and
fighting. The majority of the orcs of this subculture
are fighters of some sort.
Cultural
Disadvantages
for
the
- All Production & Rogue Skills cost double
Bigtooth:
Role-play Requirement for the Bigtooth:
Bigtooth orcs have a compulsion to be doing
something while awake and will encourage others to
do so as well. Additionally, due to their charisma and
well spoken nature in tactics, they are always leaders
for advice in any situation, whether it’s wanted or not;
and will always aspire to be a leader or at least
spearhead of a situation.
Ironfist- This subculture has never been great in
number, but it proved to be one of the most difficult
to overwhelm. The Ironfist subculture has always
been gifted in tinkering. They came into the Great
War with war machines that could be manned with
one orc. Finally, the big chief figured out how to
dismantle the machines and the tides turned, but that
never stopped the Ironfists from their ingenuity. This
subculture is highly proficient in production skills.
Cultural
Disadvantages
for
- Cannot learn Arcane Magic
- All Combat Abilities cost double
the
Ironfist:
Role-play Requirement for the Ironfist:
Being the utmost dedicated engineers, they scoff at
any other way of doing things; this being to the point
where they will dissociate themselves with anyone
who claims otherwise. They work as a unit and will
work in alliance with any other culture of orc, but they
may be able to branch out to venture their own way.
Additionally, Ironfists cannot be priests of any Power
other than Utilī.
Rottentooth- The Rottentooth subculture got their
name from all the nasty things that they tended to
eat. Because of their horrible diet, the Rottentooth
orcs were close to the brink of extinction before the
Great War, but were saved by a group of their own
that had devoted themselves to the study of medicinal
herbs and skills of healing. This subculture has the
most skilled “witchdoctors” and “shamans” (doctors
and
priests).
Cultural Disadvantages for the Rottentooth:
- May not purchase the Engineering Skills
- Combat Abilities cost double
Role-play Requirement for the Rottentooth:
Rottentooth orcs are hermetical by nature and seen as
the “weird medicine people” of the world. The other
orcs respect them, but do not necessarily include
them. The Rottentooth are opposed to all other uses
of science and technology; they tolerate its use
around them, but do not enjoy it. They view science
used in any other way other then healing as the
manipulation of what the Powers granted, and that it
will slowly bring destruction to the planet.
The Hobgoblin Cultures
Hobgoblins have been in and out of warfare since
their beginning. Before the fallen star, the hobgoblins
shared the plains of Pha with the orcs and goblins and
were at a constant state of readiness or war.
Historians claim that at one time there were five
different tribes of hobgoblins, but over time the
weakest two of the five were eliminated. At this time
there are three hobgoblin tribes, forged hard and
grown strong by the changing times.
Times have changed, but their purpose hasn’t. Much
like the orcs, hobgoblin cultures are defined almost by
their main purpose in battle. Tribes still roam the
plains of Pha, and other areas of the world, living their
life.
Thunderhoof- This tribe has defined the hobgoblins’
skills at tracking and ranged precision. These
hobgoblins originally fought on horseback with ranged
weapons, and when not at war they roamed the plains
in smaller groups living off what the world offered up
to them. The Thunderhooves are also viewed by most
as being some of the best trackers on Xadune.
Cultural Disadvantages for the Thunderhooves:
- All close-range Combat Ability cost double
Role-play Requirement for the Thunderhooves:
Due to their outdoor habitat, they prefer being in
natural settings rather than manmade settings. While
they can go into buildings and structures, they will
appear somewhat uncomfortable and cannot stand to
stay within them for longer than an hour.
Bloodwolf- In times past, these hobgoblins were
what nightmares are made of. Adorned in the skins of
animals, tattooed from head to toe, blood dripping
from mouths; all described this bloodthirsty tribe.
Though slightly calmer due to the turning of time, they
are still known as the fiercest fighters of Pha. When
not in battle, this tribe is usually drunk or up to no
good.
Cultural Disadvantages for the Bloodwolves:
- Any Skill that does not deal with war or battle cannot
be purchased at character creation
- Lore Skills cost double
- Cannot learn Magic
Role-play Requirement for the Bloodwolves:
Their aggressive nature makes them highly difficult to
deal with, carrying with them both the typical “big
dumb fighter” syndrome and “always has a chip on his
61
shoulder” big guy attitude. They are almost always
loud and in a mood to break something. Additionally,
if offered or sought out, Bloodwolf hobgoblins will
take the opportunity to attain lycanthropy without a
second thought.
across as a comical way of being. They can be ruthless
if required, but even in being so are hard to take
seriously; but never underestimate one raised by their
own as they have insight far beyond your city raised
goblin.
Stonescourge- This is the only hobgoblin tribe to call
As Seen On Television: For a media reference one can
look to the graphic novel (or movie) of Hellboy: The
Golden Army for how Subterranean goblins are and
the movie Labyrinth for how Surface Dwellers similarly
act and appear.
one place home. They have built a city in the center of
the plains, both above and below ground, and have
cultivated the land around it. These hobgoblins grew
up with the times and create some of the best armor
and goods of the plains of Pha. The Stonescourge
leader is a military strategist like no other, and armors
and disciplines his army to withstand all that the
opposition has. Always at the ready, this tribe is the
defensive league of the plains.
Cultural Disadvantages for the Stonescourges:
- Any artistically geared Craft Skills cost double at
character creation
- Cannot start with Tracking and/or Foraging
Role-play Requirement for the Stonescourges:
Though an almost cultural centerpiece for the
hobgoblins, they did lack in some of the other
advances in culture. They have no interest in the arts
or entertainment, unless it involves wartime
practicing. Additionally, they have become snobs in
their ways and feel other societies have it all wrong in
the grand scheme of things.
The Goblin Cultures
Throughout their history, goblins have been through
slavery and struggle. They have never formed their
own civilization (and kept it that many know of), but
rather preferred to live off of what others had already
developed. Goblins are generally approached by
others in a case by case scenario. Since their
revolution they have grown, adapted, and been
classified down into two different cultures: the
subterranean and the surface dwellers.
“Home grown” goblins, as they like to call it, have a
way all to themselves. They talk just a little odder then
most, walk as if there is someone following them, and
have a small degree of insanity that to most comes
62
Subterranean-
These goblins have a rich
underground history living off the gnomish, hobgoblin,
deep elf, and sometimes dwarven societies. The
subterranean goblins are rumored to be the possible
origin for tinkering. The goblins outside of the deep elf
societies adopted their incredible talent for magic,
whereas the goblins outside of the gnomish societies
increased their skills in tinkering.
Cultural Disadvantages for the Subterranean:
- During the day they suffer from -50% of their body
and -25% of their Skill
Role-play Requirement for the Subterranean:
The subterranean goblins suffer from direct sunlight
and cannot withstand long periods in it without
feeling sick. Additionally Subterranean goblins strive
to make sure when they make something, it’s the best
of that something; trying consistently to remake
something until it is the best.
Surface Dwellers- Where their cousins lived off the
underground cultures, these goblins grab what they
can from the above cultures. They can immerse
themselves into nearly any society, and have a knack
for making something from nothing. The surface
dwellers are gifted in gathering information or
resources as well as many of the roguish
arts. Definitely a good ally if you wish to get in/out of a
tight situation. While not quite as proficient in
tinkering and magic as their subterranean
counterparts, these goblins have far exceeded their
skill in locks, traps, and the acquiring of rare and
unusual artifacts.
Cultural Disadvantages for the Surface Dwellers:
- Arcane Magic costs double
- Production Skill items require +25% more skill to
make (which translates to normal cost after their
racial advantage)
Role-play Requirement for the Surface Dwellers:
Often not the best leaders, they are best suited as
followers, Surface Dwellers tend to always be
following someone; feeling insecure and often lost if
not in someone else’s charge.
The Dwarf Cultures
Tharmödin, the capital undercity of the Dwarven
tribal nations, has been locked away now for three
years. No one goes in or out, and trade is scarce with
this once rich provider of arms and armaments. But
this doesn’t mean Dwarves are not about…
Above ground, the dwarves that did not see eye to eye
with the Clans of the Mountains remained in the
foothills and valleys above ground and prospered.
These dwarves did not live under a monarchal rule of
any single dwarf and always were lead by council, but
did group together like the mountain dwarves and as a
whole governed themselves by dwarven council. The
surface dwarves and mountain dwarves still do not
see eye to eye, and their views and ways often differ
greatly. For one, surface dwarves are far more
common to be seen, and often much more open to
people and other ways. Seventy-five percent of the
time, if a person meets a dwarf, it’s a surface dwarf.
As Seen On Television: The characters Screwball and
Brown Tom from the motion picture Legend are both
fine examples of a depiction similar to the dwarven
cultures we describe below.
Hill Dwarves (Norur) - Norur, or Hill dwarves, still live
both underground and above. They dwell just in the
foothills and never burrow deep. Most of their cities
are visible from the surface as they protrude halfway
from a hillside or cliff. When most people think of a
dwarf, these are the ones they see. They are the mix
of the mountain dwarves and surface dwarves when it
comes to views and ways, but in the end they always
sway more towards the side of a surface dwarf; like
them, they do not view the mountain dwarves in a
nice light.
Cultural Disadvantages for Hill Dwarves:
- Norur are not quiet and so have to pay double cost
for the Stealth & Smuggling skills
- All skills relating to water, being in it or working
around it, cost double the XP cost
- Norur cannot swim
Role-play Requirement for Hill Dwarves:
Norur suffer from short attention spans, often being
distracted quickly, but hours later returning back to
their original train of thought. They also are amongst
the loudest of the races. Most aspects of them are
loud; their voice when they talk, when they walk,
anything audible. They also suffer from a heavy fear of
water, often being the last thing they want to get
around.
Norurs do not view the deep subterranean clans in a
good light. In their eyes, like in the Ovim’s, they are
nothing more than frightened children that fled the
troubles of the world and are not real dwarves.
Surface Dwarves (Ovim) - Most do not think of
dwarves as surface dwellers, but it is speculated that
in the beginning all dwarves were. These often
lighthearted and fun fared dwarves group together in
other cities or in one of the few purely Ovim villages
scattered about Xadune. These dwarves are known
throughout the world for their lovely crafted weapons
and armor and for the extreme length of time it takes
to make them. Most accredit this to their almost
constant state of drunkenness, but to an Ovim it is
merely a fact that great things take time.
Cultural Disadvantages for Surface Dwarves:
- All crafted items take double the time to craft
- Due to their attentive care they put into each item
they craft it requires +25% more Skill per item
Role-play Requirement for Surface Dwarves:
One of the most notable details about Ovims is the
fact that most of them are claustrophobic. Rare, if
ever, will you catch one underground. Of course, you
63
will never get an Ovim to omit to this and they will
always have a good reason to not venture
underground. Ovims are also very open with their
thoughts and ideas; they don’t keep their opinions to
themselves.
Additionally, like the Norurs, Ovims do not view the
subterranean clans in a good light. In their eyes they
are nothing more than frightened children that fled
the troubles of the world. They are not real dwarves
and are nothing more than cowards.
NOTE: Currently all Dwarven cultures of Tharmödin
(the subterranean clans) are not allowed as a Player
Character culture, hence why they are not listed here.
The Gnome Cultures
Gnomes normally group with larger cultures and
cities and adapt to them, but a few still grow up either
via the old teachings or in one of the few left gnomish
Ruts, or gnomish cities. There are three main cultures
of gnomes, each just a little different from the last to
an outsider’s eye, but to a gnome it is a world of
difference.
Earth Gnomes- The most common Gnomes on
Xadune, and normally the most thought of when the
word Gnome is said. They are called many things to
different people, but the earth gnomes are what they
are. They live almost their whole lives underground in
cities. Due to their secluded nature, many have lost
their people skills, and can often act rashly towards
non-gnomes.
Cultural
Disadvantages
for
Earth
Gnomes:
- During the day they suffer from -25% of their body
and -25% of their Skill
- Cannot purchase Etiquette
Role-play Requirement for Earth Gnomes:
Earth Gnomes lack all social skills and have next to no
patience towards others. They often anger quickly and
explode in a tantrum, which most of the time leads to
trouble.
Worker Gnomes- Unlike what their common name
suggests, these are not slaves but instead your true
64
tinkerers. These are the gnomes that live to build,
develop, and create. These gnomes live and breathe
creation. Saying their life is consumed by it would be a
huge understatement. Unlike their darker cousins,
these gnomes are friendlier with people, but are still
highly lacking in the people skills department.
Cultural Disadvantages for the Worker Gnomes:
- Unfortunately Workers are not adept in magic like
most other gnomes. Not only do they not gain the
Illusionist trait, but all arcane magic skills cost 25%
more to purchase.
- The Perfection trait is highly amplified for Workers.
Be aware of this when inventing items; however, more
often than normal gnomes, Workers are made aware
of the flaws before utter doom occurs.
Role-play Requirement for Worker Gnomes:
As mentioned above there are a few traits all Workers
share: fast speech (though no accent or high pitched
voice is required), clean looking appearance normally
with OCD tendencies, and an overwhelming drive
towards their chosen craft borderlining on
overwhelming obsession. Workers are also required to
be part of one of the Groups that relate to their craft.
This normally leads to the reason why most are at the
City.
Garden Gnomes- The smallest culture of the
gnomes, the once common garden gnome. These little
guys are at home in nature. Many people know these
to be the alchemists of the race and also to be the
green thumbs of the forest. Of all the gnome types,
these are the kindest and most open with nongnomes. They also tend to be the best at
communication as well. This is mostly due to the large
amount of contact with others and the large amount
of curiosity they have towards the world.
Cultural Disadvantages for Garden Gnomes:
- Combat Abilities cost double
- Gunsmithing and Weaponsmithing Production Skills
cost double
Role-play Requirement for Garden Gnomes:
Garden Gnomes are always kind and open with others,
rivaling in hospitality with Brownies. They almost
never anger, and never lose their cool. They do,
however, get flustered and awestruck by anything not
of the forest. Often when they come to a city they are
always watching and staring. This effect almost never
wears off and often gives off the impression that
Garden Gnomes are daydreamers, when really they
are just taken back.
Woodhaven Folk are the most laid back, generous,
kindhearted beings one will ever meet. Therefore, no
Woodhaven Halfling would ever start a fight or jump
in the middle of one to stir it up, but would rather try
to resolve the fight. They are always offering what
they can to help others, but will not necessarily go
broke or homeless for someone.
The Halfling Cultures
The Fur Foot Adventurer- Born to see the world,
As heard everywhere, Halflings are the most laid
back race on Xadune. They have no known kingdom
on Xadune, but rather many scattered villages across
the face of the planet. Through time, the Halflings
have not necessarily 'divided' themselves, but more
assigned labels to two different kinds of Halflings.
There are the Woodhaven Folk and the Fur Foot
Adventurer.
The Woodhaven Folk- These Halflings spend most
of their life in the Woodhaven (Halfling villages).
Enjoying cook outs, Sticky Buns (the Halfling’s favorite
dessert) and the company of the other Woodhaven
Folk neighbors. Masters of cooking and art, it is rare to
hear of a better cook than a Halfling. Their hospitality
is the best seen on Xadune as all who have ever had
the pleasure of visiting a village will testify. They love
to have a worry-free life and therefore stay in their
"safe zone", however; it is not unheard of for a
Woodhaven Folk to take on the life of a Fur Foot
Adventurer.
Cultural Disadvantages for the Woodhaven Folk:
“I do not wish to fight, but I will stand up for what I
believe in.”
~ Samuel Bao, AFS 100
- At character creation, you must choose one thing
that your Halfling holds dear to them (be it friends,
peace, outcomes of your craft, etc.) If this subject is
ever threatened, your Halfling will die fighting for it;
no exceptions
Role-play Requirements for the Woodhaven Folk:
Halflings will fight at the last string, but when pushed
that far, their love for protecting what they hold close
to their heart will overcome them. Known to all, the
these Halflings never stay in one place for too long.
These are your story writers; the tales that are heard
by the Woodhaven folk more than 80% of the time are
written by a Fur Foot. From one pub to the next, you
are bound to see a Halfling enjoying his/her life
writing stories and making the most of the "Xadune
Experience.” The Fur Foot Adventurers can be up to
no good thanks to their curiosity, so don't be too mad
if your money bag turns up missing after you have
spent some time with this type of Halfling.
Cultural Disadvantages for the Fur Foot Adventurers:
- Fur Foot Adventurers have learned to be very quiet
throughout their travels and have learned to lie very
low and avoid straight-on combat; therefore, any nonroguish combat skills cost 3XP more each. This
includes: Accurate Attack, Aggressive Defense, Cleave
Armor, Immaculate Attack, Knockdown, Severing
Blow, Shield Bash, Sunder Armor, & Sweeping Blow.
- Of all the things Fur Foots have time for, magic is not
one of them. Arcane magic is tough for a Fur Foot to
pick up and learn. All ranks of Arcane magic cost 25%
more to purchase. Additionally, all spells take twice as
long for a Fur Foot to learn. Lastly, no Fur Foot is ever
Born a Sorcerer.
Role-play Requirements for Fur Foot Adventurers:
As listed above, Fur Foots carry all their possessions
with them. You may pack however light or heavy you
wish, but note that you must carry your belonging
with you, for a Fur Foot Adventurer never knows when
it may be his or her calling to move on. Also, you must
record your happenings on a daily basis in a journal for
stories to be told around the world.
The Fae Cultures
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The Fae races are the keepers of the Great Forest,
mostly known as The Western Kingdom. The Fae races
consist of the Fairies and the Brownies, and are
separated into six different houses. Most of the
Houses were caused and based around whether they
support or object to the “New Gift.” The Kingdom
itself is split up into four separate groups; The
Northern, Eastern, Western, and Southern factions.
Each faction is ruled differently because ever since
“The New Gift” was passed, the view of the Fae has
been distorted. The Northern Faction is ruled by three
of the Brownies. This is also the most ‘outsider’
friendly location in the Great Forest. The Eastern
Faction is ruled by a Fairy. This is a very organized
Faction and holds the largest city in the Western
Kingdom. The Southern Faction is not ruled but there
resides a Brownie who claims he is in charge. This Area
of the Forest is not populated much by the Fae so
much as the magical creatures of the lands. Lastly, the
Western Kingdom is ruled by the Fairies that reside
there. They oppose the “New Gift” and will kill any not
native to the Forest.
Fairy Cultures
Role-play Requirements for the Dark Wood Culture:
Because the Fae of Dark Wood view themselves as
nobles, they expect to be treated as such. Any who
treat them with disrespect will have to answer to
them with extensive explanations.
The Silent Wood- Oppose the New Gift- Located in
the Southern Faction and run by the Brownies.
Scattered and unheard of, this house is viewed as the
‘savage house’ since they do not live in Fae-made
shelters and still follow the traditional way.
Cultural Disadvantages for the Silent Wood:
- All Engineering Skills cost double to purchase and use
(skill point wise).
Role-play Requirements for the Silent Wood:
Growing up and living as a part of nature, the Silent
Wood Fae feel that it is their sworn duty to protect
nature. This includes the animals and trees to the very
air they breathe.
Brownie Cultures
Gub’ro- Support the New Gift- Located in the Eastern
Faction and run by the Fairies. Like the Brownies of
the Northern Faction, they are friendly but still have
their ‘dark’ sides such as mischievousness, pranks, etc.
Faction and run by the Brownies. They seem to be
growing little in number due to the vast expansion of
Dark Wood Bastion. They are a bit shy but still do
dealings with Dark Wood Bastion and are craftier than
most Brownies.
Cultural Disadvantages for the Coe:
- All Combat Abilities cost x2
Cultural Disadvantages for the Gub’ro:
- All Combat Abilities cost x2
Role-play Requirements for the Coe:
Fairies of Coe are laid back, but tend to be OCD more
than 80% of the time. If things look askew to them,
they will fix it. IE: a wrinkled sleeve is pulled to be
straight.
Role-play Requirements for the Gub’ro:
The inhabitants of The Gub’ro Pass are so
‘disconnected’ from the rest of the world, let alone
the Kingdom itself, that when approached, or seen in
public, they can be very socially awkward. I.E. unable
to communicate effectively, such as body gestures
that are not normal, staring, etc.
Coe- Support the New Gift-Located in the Northern
The Dark Wood- Support the New Gift- Located in
the Eastern Faction and run by the Fairies. They
enforce their laws heavily and are viewed as ‘nobles’
only because of their organization and their fine
housing.
Cultural Disadvantages for the Dark Wood Culture:
- All Production Skills cost double
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Twisting Weed-Support the New Gift- Located in the
Northern Faction and run by the Brownies. They are
the friendliest of the houses and are said to be the
‘life’ of the Great Forest due to their hospitality to the
outsiders.
Cultural Disadvantages for Twisting Weed:
- All Combat Abilities cost double
on life. They truly are one of the natural outcasts from
their society.
Role-play Requirements for Twisting Weed:
Ever since the onslaught massacre of the civil war,
citizens of Twisting Weed have disliked battle or any
conflict for that matter. So as long as they see it in
their power, combat will be the last resort for settling
any kind of dispute.
Snow: Call themselves "Pardus" White Ears and
The Feline Cultures
Mirth is an older island that has many secrets hidden
within it. Rumor has it that the island itself and its
surrounding islands once made up a larger land mass
that may or may not have connected to Pha. The
people of this land are very wise and laid back. They
know the ins and outs of their society and seem to
know the workings of people better than most. Mirth
is a place in which they mainly thrive on their
knowledge of survival skills and lores. Many farmers
work to the southwest, hunting is predominant in the
west, market trade is big in central Mirth, and fishing
is popular in the east. This is considered a free island;
no one is discriminated against here and all are
welcome.
Lynx: Call themselves "Lincei" Big ears with tufts of
fur on the top and a nub of a tail- these dominants are
the only piece of this culture to have a peaceful calm
about them. They are mystical and religious in nature,
often seeking council with the Powers and the Gods
for advice. As such, it isn’t uncommon for a Lynx to be
a cleric of sorts.
Cultural Disadvantages of the Lynx:
- They have a peaceful calm about them until they are
riled up about something. Because of their
uncontrollable rage, they have blood lust when it
comes to battle and thus suffer from berserk when in
intense situations.
Role-play Disadvantages for the Lynx:
Because of their uncontrollable handle on their
emotions, the other dominants view them as useless
while the docile still fear them. They keep to
themselves most of the time but have a great insight
white spotted tail- The feline here are often known as
the protectors of Central Pha, since they guard the
border from the terrors that live in the North. Natives
are often blunt, and can be cold towards anyone or
anything. Great fighters and rogue-types, they go
above and beyond to prove that they are tactically the
best front line the feline race has.
Cultural Disadvantages of the Snow:
- Because they live in a cooler climate, when it is warm
outside, they are at -25% of their max Skill pool and all
Skill cost double to use. They aren’t able to function
properly in this environment.
Role-play Disadvantages for the Snow:
Due to a defect that all Snow feline have, they are
born without a larynx and cannot yell. Because of this
they have to speak softly.
Leona: Call themselves "Marozi" for yellow and
"Krugeri" for white Big fluffy ears with a long tail with
a tuft of fur on the end- The males of this culture are
known best for their leadership and tactician skills.
They are great for close combat, but would require
the aid of other means to make up for their lack of
stamina for long distance/ranged combat. The
females are the warriors of this culture. They’re great
for any type of combat and they fight in groups,
proving valuable for any type of military strategy.
Cultural Disadvantages of the Leona:
- Because they are so concentrated on image and
warfare, they have no time for study. Any magic
skills/abilities cost double XP to purchase.
Role-play Disadvantages for the Leona:
As mentioned above, Leona are concerned for their
image; they will delve into all rumors to control what
is said about them. When they are not socially
involved they are concerned for their honor and will
challenge any of those who may have desecrated their
name.
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Gar: Call themselves "Onca" for spotted and "Uncia"
for the black Large ears and fat tail- Gar can tend to
be timid at times and would rather stay in the back
lines casting spells or living the life of a rogue. This is
the only culture in the feline race that is nocturnal.
Often keeping to themselves they are known as
travelers and lovers of mystical objects. Many feline
refer to this culture as the gypsies of the feline.
Cultural Disadvantages of the Gar:
- Due to their nocturnal nature, they suffer -25% to
their Skill points during the day
Role-play Disadvantages for the Gar:
Due to the dictatorship that rules the Dominant sect
of the Felines, they dare not speak of abandoning
plans. They will stubbornly stand by his side through
thick and thin to weed out the weaker of their race.
They are also nocturnal, unlike the rest of the feline
race. Moving about only at night and during overcast
days, during the day they act lethargic.
Manx: Call themselves "Kayat" Any color, large ears,
short tail – but longer than the lynx- It is difficult to get
the Manx to do anything you want them to. Stubborn,
selfish, and lazy, they would rather think for
themselves and do what they would like--- putting the
needs of others after their own. They will give any
excuse to have a good time, as long as something is to
benefit them in the end. The Manx could be really
great tacticians if someone would be able to convince
them enough to do something about it.
Cultural Disadvantages for the Manx:
-Being of a neutral/selfish nature, the Manx must pay
double for purchase of most combat skills
(Immaculate Attack, Severing Blow, Shield Bash,
Sunder Armor, Sweeping Blow, Unavoidable) and can
NEVER purchase Zero-gravity Combat.
Role-play Requirement for the Manx:
Due to their extreme excitement and liking of parties
or big celebrations - the player MUST treat it as their
obsession on top of whatever else they choose as an
obsession as a secondary (a person can control a feline
with the bargaining of said any obsession.)
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The Gnoll Cultures
Brown – known as Namib- Are almost completely
wiped out. Namib were tricked once and as a result
were hunted. They will make dead-sure no one will
ever trick them again, thus making them very skittish
and untrusting. They seek forgiveness/council for
their past actions from the Powers and are often
clerics or magic users. This race is known for
practicing flagellation to atone for their past, present
and future actions.
Cultural Disadvantages of the Brown Gnoll:
- Because of they are incapable of interacting with
others as well as they were once able to, all social
skills cost double (round up).
Social Skills: Etiquette, Fortune Telling, Séance,
Bartering, Haggling, Smuggling, Info Gathering, Rumor
Control, & Espionage
Role-play Disadvantages for the Brown Gnoll:
Because of what happened to the Namib they are
distrusting and skittish. It takes a lot for a person to
make one from this culture trust them, but they are
gullible to those who have finally won their trust and
will believe and stand with that person until they take
the long walk. Additionally, characters must take a 10
minute break every day to go “repent” for their sins.
If a Power is chosen, this is the time they pay
reverence. Even if a character is not a follower of a
specific Power, they must still “repent” for their sins.
Striped – known as Dhubba- Are known as traitors in
the Gnoll society and are mostly scattered throughout
Xadune. They are constantly contemplating and
scheming to become the best. They will do/say
anything to achieve their goals. Tinkerers, fighters,
magic users, and science are their specialties.
Cultural Disadvantages of the Striped Gnoll:
- They messed up once big time and got caught. Since
this culture is considered traitors, they have a difficult
time getting by with rogue-like skills and must pay
double (round up). (Smuggling, escapology, lock
picking, espionage, stealth or torture – combat skills
are excluded). Not the brightest crayons in the box
when it comes to history or knowledge of anything but
battle or battle tactics, it costs double for any lore
skills or extra languages.
Role-play Disadvantages for the Striped Gnoll:
This culture of the race is very ambitious. They will do
anything to get ahead so they can get back in good
graces with the matriarch. Even though they may or
may not see the opportunity to rise against her again,
they will undoubtedly make their attempts while from
the shadows.
Spotted - known as Bultungin- The matriarch is of
this clan and the Bultungins are the biggest of the
three. They are very well organized, tactful, and
determined to bring their enemies down and claim
more territory. These Gnolls are influenced by the
military and their tactics. They are mostly fightertypes.
Cultural Disadvantages of the Spotted Gnoll:
- Although they are intelligent and accept technology,
they can’t seem to comprehend how it works and
have to outsource to get what they need. For this
reason they are unable to purchase any engineering
skills.
Role-play Disadvantages for the Spotted Gnoll:
This culture is the prime culture of this race. They
uphold the laws the matriarch sets in place and will
defend her to the death. Any who oppose the
matriarch, regardless if it is a wrongful action, are
taken down immediately and brought to her for trial.
They follow her blindly, even through the twilight if
need be. The Bultungin are overconfident and will
laugh at any opponent who thinks they are better
than them, save the Powers.
The Minotaur Cultures
The Minotaurs safely guard their mountainous
home. Minotaurs were one of the few races to stay
strong when the catastrophic event occurred; they
used to dwell on the coast and for hundreds of years
ruled the seas around Pha. After the event occurred
however, those that survived moved north to the
mountain range and resettled, making their new home
an empire over the next 100 years or so. That empire
became known as Kaz’letai. Kaziga’thai de Aurluig was
the one to step up and move the people north, and it
was in his name the nation was named. There are
seven clans (only three are playable) and tribes that
make up Kaz’letai, each having their own Clan Chief.
EACH clan has a region of land in Kaz’letai that they
have made their home. They have separated into
seven different clans, but still intermingle and trade
goods between each other.
Truziadak - Yak men- These minotaurs have been the
protectors of the high elevation passes through the
Nigean Mountains. Due to their seclusion, these
minotaurs have become the most prejudiced of all the
other races.
Cultural Disadvantages for the Truziadak:
- This culture cannot purchase any social skill:
- Bureaucracy, Barter, Haggling, Etiquette,
Espionage, (Most Craft skills: See Staff), Fortune
Telling, Info Gathering, Rumor Control, Séance,
Smuggling, and the like.
Role-play Requirement for the Truziadak:
These minotaur have zero tact and tolerance for
anyone or any other race but their own. They refuse
to work with anyone but minotaur and even go as far
as openly admitting the weaknesses of others, often
challenging them to duels in which the winner is to be
cast away in some fashion.
Sheeshahman- four horned antelopes- The larger
cousins of the Toxahmans. These minotaurs have
become the merchants and chief artisans of the race.
They have many dealings with the outside world and
are more commonly seen among the rest of the
world. The Sheeshahman are the only race of
minotaurs that have learned to read and write other
languages.
Cultural Disadvantages for the Sheeshahman:
- Sheeshahman cannot learn magic, be it divine or
arcane.
Role-play Requirement for the Sheeshahman:
Moving onto bigger and better things in life. The
Sheeshahman see reason and opportunities of
69
expanding horizons outside of their own race. They
intermingle, trade, and socialize with all other races
with no prejudice- unlike most of the other minotaur.
Blakar-dar- Water Buffalo- These massive minotaurs
stick to the lower elevations to be closer to the rivers,
lakes, and other water sources. They protect the
mountain empire from invasion, and have stood like a
wall to all opposition. Closer cousins to the Karuk-dar,
these minotaurs are about as stubborn, but are a little
less prideful and stuck in their ways.
Cultural Disadvantages for the Blakar-dar:
- Cannot learn Read Magic or Magic
- Cannot use Engineered Items
- Read/Write cost an additional 2XP in addition to the
racial disadvantage.
Role-play Requirement for the Blakar-dar:
The Blakar-dar have an extreme superiority complex
and their stubbornness is like that of an Ox. They also
have an aversion to technology and magic.
The Lizard Folk Cultures
Deep in the murky swamplands of Shirri'saan'isssi a
conflict as old as the planet lurks. The Lizard folk are
broken up into several tribes: the Awakened, Shin’shi,
and the Ais’pa. Not much is known about them
outside the waters of their swamp. The Lizard Folk
have been attempting to convert each other
seemingly since the dawn of time. This has led to
many great battles and wars throughout the ages.
Much of the time however, the tribes remain at
neutrality, with little or no issues arising. They care
for the land they live in greatly, and only utilize that
which is required.
Shin'shi- The followers of Riot-Mischief and Storms.
This is the disorganized chaos of the lizard folk. The
culture follows a tribal-leader, but no tribal leader
seems to remain in power for more than a decade.
Only the strongest or craftiest get the position,
through underhanded means. These lizard-folk
believe that this is the true incarnation of Riot. They
are the storm dancers or the rogues, thugs, or
70
mercenaries. Much of this culture spends more time
watching their own backs than those of their enemies.
Cultural Disadvantages for the Shin’shi:
-The Shin’shi cannot and will not worship or follow any
other god/goddess than Riot: Mischief and Storms. All
Shin;shi have to take Religion – Riot: Mischief and
Storms
-Social and Merchanting skills at double cost
Role-play Requirement for the Shin’shi:
Being dedicated to the brink of being fanatical
towards the teachings of the aspect of Chaos/Storms
Riot - they will openly start a war/feud or just kill
anyone who disagrees with them or the ways of that
aspect of Riot. If they have any contact with an Ais’pa,
they will beserk and kill that person or people of that
culture.
Ais'pa- The followers of Riot-Magic and Fate. These
Lizard Folk dedicate much of their lives to the worship
of Riot through rituals and magic. They are organized
under the tribal leader who is also their head prophet
and seer. They believe that this incarnation of Riot is
the true Riot. These lizard-folk treat magic use and
divination as religious and a form of worship.
Cultural Disadvantages for the Ais’pa:
-The Ais'pa cannot and will not worship or follow any
other god/goddess than Riot: Magic and Fate. All
Ais'pa have to take Religion – Riot: Magic and Fate
-Engineering at double cost.
Role-play Requirement for the Ais’pa:
The Ais'pa are sure of themselves in critical situations.
They believe that fate is already decided and you
cannot change it. If they perform a divination, this
further solidifies the approach. If the divination
proves wrong, they punish themselves for not being
worthy and practiced enough to perform an accurate
divination. The Ais'pa have absolutely no faith in the
other gods/goddesses and take other holy persons’
words as heretical. They see the others that follow
such powers as foolish, and will only tolerate their
company if forced. They will make an attempt to
dissuade others from following said person’s advice,
and provide their own prophetic messages.
Awakened- The followers of the unified Riot. The
most peaceful of the lizard folk, this tribe has
developed a greater understanding of Riot and have
unified the differing beliefs. The priests in this culture
have found that Riot follows seasons and stages of
development, flowing from one to the other. This
culture is rich with antiquity and looks down upon the
two others for their ways. Possessing of great
posterity, the Awakened suffer persecution from the
Ais'pa and Shin'shi, and have therefore developed
many faithful paladins and clerics to defend their
beliefs.
Cultural Disadvantages for the Awakened:
-The Awakened cannot and will not worship or follow
any other god/goddess than Riot: Mischief, Storms,
Magic, and Fate. All Awakened have to take both
Religion – Riot: Mischief and Storms and Riot: Magic
and Fate
Role-play Requirement for the Awakened:
The Awakened live and breathe the balance of Riot.
They are secretive and speak only blessings on both
aspects and the teachings of either. They only attempt
once at trying to pacify the objections over either
teaching, as they believe that both aspects were once
one whole and the whole should be appreciated over
anything else.
The Deep Elf Culture
These noble and reclusive people have more secrets
than almost any other race on Xadune. Even what
most people believe to be true is merely a fabrication
to make the less informed look the other way. Deep
elves have withdrawn from the world after making
their mark. For the most part, these people consider
themselves as the protectors of Xadune, and the mind
of reason for the world. Rare ever is it to see one in
the world for no reason, but it has been known to
happen. But it is a fact that during every conflict, every
important meeting, everything that could be
connected to the world, the deep elves were there,
whether you knew it or not. Deep Elves are also
among the few races that are still bonded together;
meaning almost every Deep Elf was raised a Deep Elf.
Exceptions are normally not tolerated by the race and
dealt with swiftly.
Cultural Disadvantages for Deep Elves:
- Due to the lack of major forests and woodlands in
their home land, all forest based skills cost double
and/or require twice the Skill points when using most
skills (not combat or production) in that setting. Most
Deep Elves are also mesmerized by the forests. Even
though they are not their best while in the forests,
they are drawn to them as if they are a beauty that
has been out of their life for too long. Role-playing this
isn’t required, but would be a nice plus.
Dee
p
Elves
live
by
hon
or
and
are
raise
d to
alwa
ys
fight
a
fair
fight
;
because of this a Deep Elf is never allowed to attack
someone from behind or take advantage of them if
they are unarmed during combat (unless of course the
target is a known caster of some type).
Role-play Requirements for the Deep Elves:
Deep Elves are not used to extra heat or bright light.
Though it does not hurt them or blind them, it does
make them irritable. Prolonged exposure to either of
these elements can be a quick recipe for a pissed off
Deep Elf (even the most reserved Deep Elves will show
a different side). Additionally Deep Elves know the
route of the world and the path it has taken. Most
look down on the other races and often chastise them
71
for their decisions. Deep Elves pride themselves most
when they do not let their emotions lead them, but
instead allow logic and wisdom to guide their way.
NOTE ON DEEP ELF CULTURE: Unlike all other races, if
you play a Deep Elf you must play the Deep Elf culture.
There is almost no exception to this rule. If you have
any questions or inquiries please feel free to ask Staff.
Area Cultures
The Cultures of Jarr
Jarr holds some of the oldest societies. It has lived
and seen many, many wars and holds one of the
oldest known surface cities.
Revrent- Citizens of Revrent enjoy the newest of new
inventions and the best that magic has to offer. Most
have already seen time in the armed forces, and thus
are able to readily defend themselves. Revrent has a
large standing army, a well trained navy, one of the
largest sky fleets, and, until recently, was among the
best in magical research. New to the table in Revrent
now is the power and science of steam. Inventions in
thermal technology, electricity, and basic hydraulics
are starting a path towards a new found age… one
that does not have a use for magic. Science, unlike
magic, does not require months and years of study to
use; science also has the advantage of being able to be
explained for the most part (where as debate still
rages among scholars about the origins and roots of
magic).The nation’s language is Common English, but
most, if not all, schooled citizens also know one other
language. All of Revrent enjoys a fairly adequate
schooling system giving the nation a literacy level of
about 95%, and most citizens are well versed in
common mathematics, simple science, the history of
magic, national history, and world history. Even the
people that do not live in one of the five main cities
enjoy these skills and teachings of life.
Revrent only takes up about 65% of the landmass
that is Jarr. All cities outside the walls are known as
free cities and have all dealt with the world on their
own, and to date have done a great job at remaining
independent. Each has its own uniqueness and its own
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way of doing things. Jarr also has a few roaming
societies, or nomads, that have gone unchecked for
years.
Cultural Disadvantage for the Revrean Culture:
“Put a Revrean in a city and they will make the best of
it and live it up, drop them in the woods and consider
them lost and doomed.”
~Alex Woodgrove, Sage of Starport
- Due to the lack of major forests and woodlands, all
forest based skills cost double and/or require twice
the Skill points when using most skills (not combat or
production) in that setting. Put at best, most people of
Revrent do not fare well in the woods. Role-playing
this isn’t required, but would be a nice plus.
Role-play Requirements for the Revrent Culture:
In general, Revrent citizens hold themselves much
higher than everyone else and thus are sort of looked
down on by the rest of Xadune; on top of that most
other nations of Xadune fear Revrent for their large
power base. Characters should RP in regards to other
cultures with the attitude of “why don’t you do it our
way, it’s better” or in a similar fashion.
The Truth of the Matter: Revrent can be most closely
related to Great Britain circa late 1800s in regards to
fashion, most customs, and mannerisms. This is the
best real world equivalent if you want to get a general
idea of what Revrent is like. Refer to page ___ for
more information on the area and people.
New Starport- One of the most famous and well
known cities of Xadune. If Revrent is the city of
renaissance, then New Starport is the melting pot of
Xadune. Though service in the military is purely by
volunteer, the city has never had a problem with
people wanting to better their home and protect it.
She mainly makes her income off of sea goods,
imports, and some light farming in the surrounding
area. New Starport also boasts the most diverse
population on Xadune. She is truly the city that never
sleeps.
Cultural Disadvantage for the New Starport Culture:
None
Role-play Requirements for the New Starport Culture:
Most residents of New Starport are very open to new
people they meet and very friendly. Most, if not all
residents are so used to seeing so many different
races that they are not thrown off by the mix, and
when they do meet something they have never
encountered they normally are surprised and very
open to try to learn more about said creature.
The Truth of the Matter: New Starport can be most
closely related to New Amsterdam circa mid 1800s in
regards to fashion, most customs, and mannerisms.
This is the best real world equivalent if you want to
get a general idea of what New Starport is like. Refer
to page for more information on the area and people.
The Tri-Gates- Once, when Jarr and Kanada were
connected, the three cities of North Gate, Gate Town,
and South Gate spanned the land bridge in between
the two nations and served as the main toll ways into
either nation. After time and growth, the three cities
that were once separated by many miles (North Gate,
Gate Town, and South Gate) grew to meet each other
and became one huge city space, now known as the
Tri-Gates. Now that the land bridge is gone, the cities
do not serve as an important connection between the
two nations, but they still serve as the official customs
passage between the two. The Tri-Gates are some of
the coldest cities on Jarr, with temperatures dipping
as low as the mid teens in the winter. Together they
have a combined population of about 420,000 that
span the almost 85 miles that the cities stretch across
the coastline.
Cultural Disadvantage for the Tri-Gates Culture:
- Due to the lack of major forests and woodlands, all
forest based skills cost double and/or require twice
the Skill points when using most skills (not combat or
production) in that setting. Put at best, most people of
Jarr do not fare well in the woods. Role-playing this
isn’t required, but would be a nice plus.
Role-play Requirements for the Tri-Gates Culture:
Tri-Gate residents tend to be wary of new people.
They have learned throughout time that unless they
know you, you are just a passer-by. Most seem standoffish at first and many are seen as aloof for this
reason. Of course, this doesn’t mean they are fine
without people around. Most Tri-Gates dwellers have
never been alone. Instances when they are alone can
often show a traumatic and panicked side that even
they didn’t know about.
The Truth of the Matter: Tri-Gates can be most closely
related to Hong Kong circa the early 1900s in regards
to fashion, most customs, and mannerisms. This is the
best real world equivalent if you want to get a general
idea of what Tri-Gates is like. Refer to page ___ for
more information on the area and people.
The Vireen (R)- These wandering folk have been
around since anyone in Jarr can remember. Mostly
composed of humans, these nomads are often cheery
and embrace both the magic arts and science. Never
staying in one place for long, they often camp near
cities for trade purposes from their goods; goods that
often seem hard to believe that a group of nomads
can produce. They are known for also having ancient
knowledge and sight into the future. Of course, people
also say they can curse you, but what are the odds of
that?
Cultural Disadvantage for the Vireen:
- Oddly, Vireen can never clearly do a self-evaluation
of themselves. They can read others’ futures and
pasts, but never anyone from their own kind as clearly
as they can others. Because of this, almost no use of
astrology, fortune telling, prophecy, or séance can
accurately work on any other Vireen.
- Vireen will never have a permanent location of
residence. If it does not move it is not a home.
Additionally, they only stay in one place for short
periods of time. They must move locations at least
once a week.
- No Vireen will be caught near a follower of one of
the “Dark Powers” unless they 100% have to. And
even then they are sure to make a scene. Additionally,
they also view “Dark Necromancers” in the same light.
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Lastly, a Vireen can never follow one of these paths
and/or use items that could be related.
Dark Powers includes Goddamas, Echpen, Grim,
Regality, & Jamileveka. Dark Necromancers are those
that employ undead for unsavory tasks; killing without
concern or good cause.
Role-play Requirements for the Vireen:
The Vireen are always upbeat and happy during the
day. They will see the bright side of things no matter
what, even if they have to stretch the reality just a tad
to do so. It is only at night and when with favored
company that they show their darker side. It is also an
almost inherent trait that all Vireen tend to never
really tell the truth, but rather embellish a story or
issue. “Oh, no good Sir, I didn’t steal your change
purse, it was merely on the ground and I was keeping
it safe for you…” Lastly, almost under no
circumstances will a Vireen go near North Revrent.
They know it’s evil, it’s that simple.
NOTE: It should be mentioned that the Vireen are not
an exclusively human culture, though as with all
characters, non-human Vireen should be discussed
with Staff before considering them.
The Culture of Kanada
Of all modern nations Kanada is by far the oldest
and most influential. The birthplace of firearms and
claimed father of invention, Kanada has always been
up to speed with the technology of today. They are a
very disciplined and developed society. Here,
everyone has a purpose and meaning. Most are taught
from birth in their trade or art, and all hold closely to
their traditions and ways. Kanada’s army is small, but
one of the most feared. Many claim that a lone
warrior can count for a hundred on the battle field.
They also have a large sea fleet and a quickly growing
sky fleet. Though not completely confirmed, it is
rumored that Kanada suffers from the same
predicament as Revrent in the sense that a debt of
magic or science is keeping many diplomats awake at
night.
Cultural Disadvantage for Kanada:
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- Kanadians live by honor and tradition. Hence, they
are raised to always fight a fair fight; because of this a
Kanadian would never attack someone from behind or
take advantage of them if they are unarmed during
combat (unless of course the target is a caster of some
type).
Role-play Requirements for the Kanadian Culture:
- Kanadians are very reserved, yet hold themselves
with great pride. When it comes to their area of
specialty, they are the best or striving to be it. In so,
most also feel their opinions in matters of their field
are that of an expert, and often feel very insulted
when looked over or ignored in the matter. Kanadians
also tend to be somewhat gullible in the ways of
others outside of Kanada, and sometimes their sense
of honor can be their downfall. Currently the nation as
a whole is loathing Greachen for their recent raids and
attacks on Kanada itself.
The Truth of the Matter: Kanada can be most closely
related to Japan circa mid 1800s in regards to fashion,
most customs, and mannerisms. This is the best real
world equivalent if you want to get a general idea of
what Kanada is like. Refer to page ___ for more
information on the area and people.
The Cultures of Pha
Though often known as the older landmass, Pha,
until recently, was very distant from the world. This
comes expected from an area that has been on the
losing side of war for seemingly thousands of years.
Barboroy- The people of Barboroy have some of the
most cutting edge technologies of the world. It is one
of the few democratic nations on Xadune and a nation
that embraces the new found sciences with open
arms. Unfortunately, the neighboring nations do not
see eye to eye with these fellows. As such, Barboroy
has seen constant attacks all over for many years.
Some say this has only made Barboroy stronger, but
many of the aristocrats feel differently. Within its
borders science reigns supreme and education is one
of their top concerns. Still a fledgling nation in the
sense of growing to perfection, Barboroy’s mass
education is second to Revrent, but they do have a
better higher education system. Within the borders
most scientists are freely allowed to research and
develop new sciences. Barboroy is rumored to be the
birthplace of modern medicine, and the roots of
electrical science. The nation holds an opposable and
well trained army, a fairly decent navy, and a
formidable sky fleet. Some of the best sky captains
hail from the Barboroy sky fleet… along with some of
the most feared sky pirates.
Cultural Disadvantage for Barboroy:
- Magic is foreign to citizens of Barboroy, because of
this all forms of magic cost 50% more in purchase cost
and take double the normal learn time.
- All skills relating to Arcane knowledge cost 50% more
XP and require double the normal learn time.
- Players may not start with any Arcane magic skills
(this includes Read Magic).
Role-play Requirements for the Barboroian Culture:
- As mentioned earlier, magic is foreign and often
regarded as evil. Most have never seen it, and others
just find it as fanatical tales. It can be an awe inspiring
thing and also something that most just disbelieve in.
Regardless, magic is never something that a person for
Barboroy just looks over. It is often something that
either scares them, intrigues them, or enrages them.
- Many customs and ways of other people are far
foreign to people from Barboroy; additionally the
Barboroians have a strong sense that their way of life
is the “right way”. This is heavily reflected in their
mannerisms and attitudes against customs and ways
that are different than their own. In short, they are
not open to new customs, social ideas, or ways.
- Revrent is the Nation that stopped the people of
Barboroy from progressing. They are the sole reason
for strife in many people's eyes. No known citizen of
Revrent is to be treated as if they had nothing to do
with it. It is now a long rooted hatred and they are not
to be treated kindly.
The Truth of the Matter: Barboroy can be most closely
related to a conservative United States circa late
1800s in regards to fashion, most customs, and
mannerisms. This is the best real world equivalent if
you want to get a general idea of what Barboroy is
like. The northern border is almost picturesque of the
“wild west” in almost every regard. Refer to page
____for more information on the area and people.
South Kinsley- Kinsley is still an up and coming
nation suffering from self warfare and turmoil. Here,
science has no place and many have come here just
for that point. Though they are ruled by a king,
rebellions still break out in a fight for a more
diplomatic form of government. Regardless, they have
a formidable land and sea army and some of the more
grass root mages in the world. Despite its new arrival
in the world, it is often referred to as the Old
Kingdom.
Disadvantages of Southern Kinsley Culture:
-The Engineering skill costs 5 XP to purchase and no
character may start with the skill.
-Additionally no PC from Kinsley may start with the
Firearm skill.
-If a PC wishes to start with the Healing skill they must
pay 50% more XP per rank purchased at character
creation.
-Any lore skill that deals with technology or new age
science costs twice as much to purchase during
character creation.
Role-play Requirements for the Southern Kinsleian
Culture:
Kinsleians still uphold and are raised on the belief that
technology will only bring about the ruin of the world.
Most will scoff at the talk of science or technology
from the other parts of the world, while some will just
turn their back on it and walk away. It’s not that they
have a blind eye to its abilities, but that they think it is
wrong. Some even go as far as to spend their life
dedicated to destroying it across the globe. The civil
war with the North is unfortunately against the people
and their views that the monarchy should be
dissolved. In the South they are hopeful that in time
the North’s views will change and until then they have
to bolster their defenses and in times use force to halt
the rebels’ attacks. For most, it’s a sad affair that most
wish could be solved without violence. Only a handful
wishes to take the war to the North.
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North Kinsley- The harsher environment of the
Darken Wood (R)- The rogues’ forest. Here be the
northern part of Kinsley forges the people into a
rougher crowd. Still holding true to the anti-science
beliefs, only a few differences separate the North
from the South. For starters, the main home of the
rebellion is here. This area also seems to birth more
fighters than mages, though it’s just a statistical fact.
place where thieves are born. Once long, long ago a
sanctuary for the Elven kind, now only a breeding
ground for thugs. Within these woods, where the sun
almost never touches the ground, the most notorious
thieves and brigands are born. Those that come from
this part rarely speak of it, but it is a cut throat place.
Survival is a way of life, as is the way of the sword.
People with grudges all the way down to people just
born in the wrong stop are from here. There is no law,
no help, and no mercy.
Disadvantages of Northern Kinsley Culture:
-The Engineering skill costs 5 XP to purchase and no
character may start with the skill.
-Additionally no PC from Kinsley may start with the
Firearm skill.
-If a PC wishes to start with the Healing skill they must
pay 50% more XP per rank purchased at character
creation.
-Any lore skill that deals with technology or new age
science costs twice as much to purchase during
character creation.
Role-play Requirements for the Northern Kinsleian
Culture:
Kinsleians still uphold and are raised on the belief that
technology will only bring about the ruin of the world.
Most will scoff at the talk of science or technology
from the other parts of the world, while some will just
turn their back on it and walk away. It’s not that they
have a blind eye to its abilities, but that they think it is
wrong. Some even go as far as to spend their life
dedicated to destroying it across the globe. However,
this does not hamper the North Kinsleians from seeing
the advantages from a more “up to date” form of
government. The civil war with the South is not
against the people, but against the government, and
almost all in the North have a strong sense that there
is a need for a change of government, and they will
stand behind that and the cause until death.
The Truth of the Matter: Kinsley can be most closely
related to France and Italy circa late 1700s in regards
to fashion, most customs, and mannerisms. This is the
best real world equivalent if you want to get a general
idea of what Kinsley is like. Refer to page ____for
more information on the area and people.
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Cultural Disadvantages of the Darken Wood Culture:
- No race gets the Read/Write skill for free.
- Characters must pay double XP for the following
skills: Decipher Language, Scribing, Etiquette,
Engineering, Gunsmithing, Basic Alchemy, and
Blacksmithing.
- Characters need to clear with Staff or Plot any Lore
skills they wish to start with.
Role-play Requirements for the Darken Wood Culture:
Darken Wood is the home of thieves, thugs, and
generally the baddies of the world. One of its Port
towns is a Pirate’s pit stop, it has one of the world’s
most known and expansive black-markets, and most
people that are not welcome there never come out. It
didn’t get this reputation from its good guys or from
the nice people around the province. It didn’t get that
rep because those people do not exist. You are the
thieves and thugs born of Xadune. Your character
should reflect this in all ways. To add, residents of
Darken Wood have a HUGE chip on their shoulder
when it comes to anyone not of their stature; which is
pretty much the rest of the world. This doesn’t mean
they cannot deal with them, but someone from
Darken Wood would certainly give them a large
amount of grief about it. For lack of a better
explanation, think of your most stereotypical people
growing up in the projects. There’s your target
attitude for your character towards others.
The Truth of the Matter: Darken Wood can be most
closely related to a very dark version of Sherwood
Forest or Taluga in regards to fashion, most customs,
and mannerisms. This is the best real world equivalent
if you want to get a general idea of what Darken
Wood is like. Refer to page ____ for more information
on the area and people.
should be discussed with Staff before considering
them.
The Nelot Kackertoe (R)- The old ones. Their name
The people of New Zeal grow up in a world that
resembles nothing else on Xadune. Harsh and
untamed, the land has forged the people into much
harder and often more realistic images of their
Northern and more cushy cousins.
means “to never settle”. Records of them can be
found as far back as anyone on Pha can find. They are
known to be distant and often not trusted amongst
city dwellers. They are the few and only people that
seem to be able to cross through Darken Woods and
the Nigean Mountains seemingly with no
consequences. Like their Jarr cousins, they are
rumored to be well versed in both astrological arts
and are amongst the best survivors on Xadune.
Cultural Disadvantages of the Nelot Kackertoes:
“Once you wander, you can never stop…”
~ Old Nelot Kackertoe Proverb
-Nelot Kackertoes are always on the move. Staying in
one place for long can start to cause grievous effects.
For every night the Nelot stays in one spot, they start
to become sick. Each night spent in the same bed will
cause the Nelot to suffer -50% to their max body and
Skill. This continues for a week until it kills the Nelot,
dusting their body.
- Nelots can only cast from the schools of
Enchantment, Illusion, Divination, or Sigils and cannot
be followers of Trom, Ashton, Filter, or Neltēveye.
Role-play Requirements for the Nelot Kackertoes:
Nelots are first off one of the most somber people you
can meet on Xadune. In so, they are also extremely
passive. Sometimes great amount of coercing must
partake in order to get them to do something that was
not their idea. Rare is it that a Nelot will just up and do
something someone else recommends. Nelots also
suffer from Moon Sickness: On the three nights of a
full moon the Nelot’s wandering urges reach a peak.
Almost nothing can keep them focused during these
times for too long (thirty minutes max). Often they
wander to spend the time quietly under the stars.
NOTE: It should be mentioned that the Nelot
Kackertoes are not an exclusively human culture,
though as with all characters, non-human Nelots
The Cultures of New Zeal
Inlanders- For as long as anyone can remember New
Zeal has lived under a monarch, normally one of the
best of the slave fighters that made his way into
freedom, who watches over numerous city-states.
New Zeal has never really had to worry about foreign
invasion, but they do hold a fearful military. It is the
only nation that still freely flaunts slavery. This fact,
coupled with their beyond cruel punishment and law
system (to outsiders that is), has been enough to keep
most out. But those who get to know the Kingdom
find it rich in history and knowledge. There one can
still find teachings of the old ways and magic of the
mind.
Cultural Disadvantages of the Inlanders Culture:
- No Inlander, or native New Zealer, is used to cold. In
times when temps drop below 65 degrees (half of
their normal temperature most of the time) they have
trouble concentrating and working. All skills cost 10%
more Skill points (fractions rounded up) to use.
- Due to the lack of any forests and woodlands, all
forest based skills cost double and/or require twice
the Skill points when using most skills (not combat or
production) in that setting. Put at best, most people of
New Zeal do not fare well in the woods. Role-playing
this isn’t required, but would be a nice plus.
Role-play Requirements for the Inlanders Culture:
- Inlanders tend to be very superstitious. Most people
believe in the power of envy, magic (mental, arcane,
and divine), genies, etc. to affect them and inflict harm
upon them. It is not uncommon to hear someone
saying that they are ill or that their kids are ill because
they have been envied or affected by the evil eye. It is
less common to find people saying that they have
been suffering from magic, but it exists. The advice,
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heedings, and words of prophets and the like are
always hung on as if they are solid fact. Additionally,
these people are often respected for their talents and
abilities.
- Inlanders are normally to most open to outsiders,
but they still have a harsh attitude towards them that
no one will miss.
- Water is precious beyond belief. Waste of it is
forbidden, and it should be respected.
Outlanders- The settlements founded away from the
heart of New Zeal still follow the same rule but
normally have a much less crowded life. These people
have less slaves normally and more time for the more
magical arts. Often settlements pop up near newly
found dig sites. Depending on the finds, the small
settlement might turn into a larger populous or
dwindle into a small collection of a hand full of
families struggling to survive. Sometimes the only
things separating these people from the Wanderers
are their homes.
Cultural Disadvantages of the Outlander Culture:
- Outlanders cannot purchase lore skills at character
creation.
- Read/Write cost double to purchase.
- No Outlander, or native New Zealer, is used to cold.
In times when temps drop below 65 degrees (half of
their normal temperature most of the time) they have
trouble concentrating and working. All skills cost 10%
more Skill points (fractions rounded up) to use.
- Due to the lack of any forests and woodlands, all
forest based skills cost double and/or require twice
the Skill points when using most skills (not combat or
production) in that setting. Put at best, most people of
New Zeal do not fare well in the woods. Role-playing
this isn’t required, but would be a nice plus.
Role-play Requirements for the Outlander Culture:
Outlanders by nature are very much aloof. They do
not work well with those they are not close to, and
generally have no wish to. They are also extremely
suspicious of anyone new to a situation or place. No
one can really be trusted. This is something that is
driven into their mind from birth and is not something
that will go away easily. Lastly, water is a precious
78
resource beyond belief. Waste of it is forbidden, and it
should be respected in all situations.
The Truth of the Matter: New Zeal can be most closely
related to Persia circa mid 1800s in regards to fashion,
most customs, and mannerisms. This is the best real
world equivalent if you want to get a general idea of
what New Zeal is like. Refer to page ____ for more
information on the area and people.
The Cultures of Greachen
Greachen’s a land aspiring to be part of the civilized
world; adopting the ways of Revrent and Kinsley, this
monarchial society is trying to usher in the new age of
science while still embracing the ancient arts of magic.
One of the best naval fleets Xadune has seen belongs
to Greachen; though its land army is no laughing
matter either. Once a more savage and nomadic
scavenger society, the old blood runs strong in the
people. Greachen also suffers from a slight lack in
mass schooling, though within their few larger cities
they do hold some good universities that specialize in
both magic and science. Greachen is very strong
rooted in tradition and the old ways. They are among
the few societies that still pay homage to the older
ways.
Cultural Disadvantages of the Greachen Culture:
- Unfortunately a life of oral tradition and warring
does not help them in the literacy department.
Humans do not gain the bonus of read/write, and
additionally the initial read/write skill costs one more
XP to purchase.
- War-forged: Only real Greachens die in battle; one
will almost never give up or surrender on a battle
unless that was the original plan.
Role-play Requirements for the Greachen Culture:
Greachens are very in your face and brutish about
things. They are not “act then think” people, to say,
but are very strong willed and physical about what
they do believe in. Additionally, all Greachens are
weaned on the stories of religion. Most will hold them
in awe and hang on every word. The word of the
church is the word of the Power, and any real
Greachen hero will obey the word of the church.
The Truth of the Matter: Greachen can be most closely
related to Norway or Denmark circa early 1800s in
regards to fashion, most customs, and mannerisms.
This is the best real world equivalent if you want to
get a general idea of what Greachen is like. Refer to
page ____for more information on the area and
people.
Not Taking a Culture
& Other Cultural Issues
Okay, so we’ve talked about cultures and your
character, let’s now look at your character and not
taking a culture. As stated before, you do not have to
take one. The info provided in them is a small general
amount that adds spice to your character beyond
what you read in this handbook. Taking a culture can
have drawbacks in the eyes of some players. Each
does have role-play requirements and cultural
disadvantages. What you gain from them are a few
advantages and knowing about your society you grew
up in. These advantages, disadvantages, and role-play
requirements represent the forging of yourself by your
culture as you grew up.
But not everyone was forged by their culture and
instead chooses to be the rebel. That’s fine too. You
can be born and raised from somewhere and be as
you wish. This way you do not have the cultural
disadvantages or role-play requirements, but in turn
you also do not gain the cultural advantages or
allotted area information. If you want the allotted
information that is given in the cultural packets you
need to either buy the lore skill or find out the info inplay. While everyone else was being “brainwashed” by
your standards with the info, you were off living your
own life. And that’s not hard to grasp. There are tons
of people in the real world that could barely tell you
jack about where they live or grew up because they
never cared or paid attention.
Some people will feel that cultural requirements do
not seem fair. If this is how you feel then do not take
the culture packet option. People raised in a culture of
beliefs and thoughts seldom clash back against them.
Your bonus for actually playing your culture and not
being an exception that normally would not exist is
the advantages the culture gives and info it has to
offer. If you play the exception then you didn’t let
these lessons set in.
So now you ask yourself, “What if I want to pick a
culture once I start playing?” Well, the culture packet
represents how you grew up and what all you took in.
So, give it ten to fifteen years of you working on that
culture and I am sure you will get somewhere. In other
words, a culture packet must be chosen at character
creation, if at all.
In short, do not think cultures are required. You can
be from somewhere and act as you wish, or you can
be from somewhere and act like the majority. For the
few races that are primarily homegrown (Deep Elves,
Felines, Gnolls, Dwarves, Fairies, & Brownies) you are
sort-of stuck with taking the culture pack. You can ask
a few of the people playing one of these races, and I
assure you it is cool. But people like to play
exceptions, and they are there. BUT, in playing so you
will not know about your race or culture as much as
these other people will. These listed races do not have
renegade PCs (i.e.: people that were part of the
culture but then broke off). That is not a PC option for
those races. If you do not want to play the race as it is
intended than you were not raised there and do not
expect to know about that information just because
the rest of your race does. And also, assume you are
not on the best terms with your home race. Talking to
Staff about your character ideas will help smooth this
out a lot in the long run and answer your questions for
the most part.
Lastly, we should note characters that are raised by
one type of race/culture and still grew up in a
different area/culture. It could happen, not saying it
cannot. You would still have to pick between the two.
There is no mixing and matching. You get one, and you
go with one. If you feel it is not the direction you had
in mind for your character than just do not take one.
With all this in mind, remember you are still bound
by the game world on what you can know as your
character. This means that even though you did not
take a culture, you still have to work with what an
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area has to offer. For example, if you’re from an area
that is at war with another, just because you didn’t
take the culture doesn’t mean you are not also on bad
terms with the other nation.
Information like this, once again, can only be
acquired by talking to Staff about your character. We
cannot stress this point enough: one way or another, if
you’re making a character you need to talk to staff
some to make sure your ideas all work within the
world. Pretty much the only exception is in playing a
character from somewhere that is not Xadune.
Some might be asking, “What about the Elf
cultures?” There are no elf cultures, so to speak. The
race is dying and heading out the door. Culture was
not preserved for the most part and the remainders of
the race are nothing like they were back in the day of
legend. Elves, for the most part, are dying out and in
shambles. They are no longer grand, they are not
noble (so to say), and are not the new cool thing. In
the eyes of most, they got what they had coming to
them. Most elves of today are part of some other
society. Not a group of their own. Finding out about
the elven past is like pulling teeth. Or better yet, it’s
like trying to find the true family tree of an adopted
child of an adopted child. There are rumors and crazy
old people, but unless you were actually there (which
is no PC, and no PC family member would say next to
anything on it) the info is scarce. Imagine it as
Germany talking about WWII, they just don’t. Even in
Darken Wood the info is pretty much lost. In the
Woods these days is like Lord of the Flies meets Robin
Hood. The Pha elves are very, very woodsy and live by
it. They are not the elven culture of old. To say one
would hate a big city would be an understatement for
them. They are hunters by trade, and fairly decent at it
in all respects.
Elves, as said many times, are next to a dead race.
There is no real elven culture anymore. Elves are
either assimilated into another culture, either through
generations of cultural immersion or just plain being
raised that way, or they do not have a culture at all.
Unless you were born about 500+ years ago you
wouldn’t have had much of a family or “elven” culture
to be raised by.
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Elves used to be very, very much like your
stereotypical elves of pretty much any game or
setting. Over the past few hundred years, their grip of
influence over the rest of the world was slipping more
and more away from them and into the hands of other
races. They had great cities and all the normal good
stuff, then, as if over night, whole collections of them
would end up dead or just plain disappear. In the case
of the dead, it would be like a slaughter, one in which
it would always seem like no one even got up to fight
back. In the case of the disappearances, it was like
they just vanished, Roanoke style. It also didn’t help
that a racial disease was taking its toll at the time and
that most of the youth were leaving for the big cities
to learn these “new” ways.
So that’s elves. It just is how it is. The general “old
person’s” perspective on it is that they had it coming.
Just like how, if you ask someone about the bombing
of Japan more than half a century ago, most would say
they had it coming. It’s the opinion of the masses. The
elves of today just didn’t ask questions, and if they did
you haven’t heard about them or from them since.
Now, that doesn’t mean your character can’t ask. But
that’s a different story and needs to be done in-play.
It should also be noted that Orcs are not your dumb
brutish thugs. They are as smart as a human, stronger
than one, and have a pretty sound reasoning ability. If
you are imagining a normal pub full of people, slap a
few bigger green guys in there dressed just like
everyone else and you have Orcs. Yes, there are still a
few tribes roaming the lands, but they are not what
most would imagine. They are civilized, sophisticated,
and just like any other nomad group.
Far-Born races are not cute and cuddly. And lastly,
the Fae (Brownies and Fairies) are small and curious,
but they are not cute and sparkly. Glitter does not drip
from their pores. They might be tricksy, but it’s not
most of the time in a cute way, it is in a cruel way.
They
are
by
nature
innately
magic.
FAQ: What supersedes what in regards to
requirements, advantages, and disadvantages? In
almost all situations your race requirements are a
base, with your culture requirements modifying them,
then anything else one might have/get/achieve
modifying that (being the race and culture
requirements). So, in a case where one thing
contradicts the other the latter would 99.9% of the
time be the correct set of requirements, advantages,
and disadvantages added to the former and thus
superseding it. In the few cases where these occur, it
will be much more clearly explained to the player.
Character Backgrounds &
Histories
Up until now, everything, except cultures, in this
handbook is required for you to make a character and
play the game. Your character’s background or history
is one of the last aspects of your character that one
needs to consider. A background or history is not
required to play the game. A background or history is
not required for you to have fun. A background or
history can bite you in the ass later. It should be said,
however, that even though you are not really required
to have a background or history, you should have a
few general ideas about your character worked out.
When thinking of your background and history you
should keep a few things in mind. First of which is if it
fits into the world. Xadune is a vast world, but it is also
very solid. Places exist and histories have been
written. If you are making a character from Xadune
you should be sure to roll with what Xadune has to
offer, rather than attempt to make up things that do
not exist. The best way to work with this is to keep in
contact with Staff. One constant that most everyone
needs to keep in mind when creating their background
is why they are coming to the City.
Some players might want to play an event or two to
get a feel for the world before making a history. It is
also highly recommended that your history is
something brief. You should keep in mind that you are
trying to create a character you want to play and
grow, not a character that is grown already. And
playing someone older or with a complex history often
leaves you with a large chunk of time where your PC
just sat around and did nothing or a ton of information
you say you have but you in truth do not. Because let’s
face it, you do things as you get older and learn more.
It starts getting difficult to explain why you are 400
and level 1 with no knowledge of the world or why
you say you were in the army and lived here, here,
and there but don’t have any of the skills to reflect this
intricate history.
The best advice we can give you is to make your
background fun for you but sparse enough where it
makes sense. The more loose ends you have, the more
likely you are to have your story picked up by Staff and
get meddled with. Once you have some general ideas
about your character thought up, you should type
them up and submit them to Staff. Not hearing back
from Staff is a good thing in this case. It means that
they saw nothing really wrong with anything and all is
good. If something does need to be changed or
tweaked due to continuity of the world or just for
game balance, you will be made aware. Keep in mind
that not everything about the world is presented in
this book. There may be things you write in your
history that are wrong or do not work with the world
of Xadune. Not your fault, but these things will be told
to you and asked to be tweaked once you submit a
history to Staff.
A few things that should be kept in mind are that
“short and sweet” is the way to go. Hit up facts and
important things, we do not need to know every detail
of every year of your life. Also keep in mind that the
information should be understandable. If you found
yourself not understanding something when you
reread it, then we will not understand it either most
likely. Also, keep in mind that although your
background and history is part of what made you who
you are, it will not give you anything in-play. No super
powers, no real fame, no money, no rich parents that
will bail you out all the time, nothing like that. Try to
avoid those types of situations unless it works out.
Remember that if those situations are there, then
more than likely the idea will be rejected by Staff due
to balance issues or Staff will change it into a way
where you cannot benefit from it. Again, you are
trying to make a character to live, not live a character
that is made. Rest assured that if we accepted some
absurd history that it got messed with… a lot, and you
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more than likely will wish you did not make yourself a
once high ranking officer or millionaire.
Lastly, we recommend that before coming up with
the most stereotypical abandoned, bastard child,
amnesia affected character you can think of that you
take a moment to develop a character that is not an
exception, much like almost everyone else will try to
be, and make a character that can become the
exception.
Characters not from Xadune
The last thing to cover when it comes to character
creation is characters not from Xadune, but instead
from another game or setting. But, it is not as
spectacular as it might sound at first. The game and
setting is set up in a way where you can play a
character from another world. This of course gives
way to allowing you to be able to play a character
from another game. However, do not expect to have
anything special or high level about your character
from whatever other game you come from. Let’s say
you walk your character from another world through a
portal and into Xadune; your PC will suffer from what
natives call “Walkers Sickness”. Meaning that you will
in all essence be level 1 and all your cool widgety stuff
will become mundane. You will remember you are a
badass back home, you can even remember how you
were a badass, but you just can’t seem to recall how
to redo it. Think of it as a form of amnesia.
Many players are very attached to their characters
from other games and like the idea of being able to
play them in different settings so this is a fun twist on
things. It should be mentioned, though, that some
games feel your character ideas are owned by the
game and might take offence to you playing your
character in another game. It is best advised that you
make sure your intellectual property in one game is
just that, yours, and not that of the game before
playing that character in Xadune. We wouldn’t want
you getting in trouble at your other game for this. This
is highly unlikely, but we would rather you check your
bases before angering someone. If all is good, then
you would be good to go at playing your PC at Xadune
and be able to talk about all your past exploits.
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So, what do you mean when you say, “Will not get
the benefits of being from Xadune”? It means a few
things. First it means that in truth you shouldn’t be
privy to the vast amounts of world information in this
handbook, but we cannot really control that. It also
means that you do not get to take a culture packet.
This isn’t a big deal for most. What it could also mean
is that some things that might be dependent on if you
are a native to Xadune you cannot be a part of. This
could be anything from a spell that stops non-natives
from entering, to a banishment spell that pretty much
would forbid your character from ever coming back to
Xadune (no worries, this isn’t exactly something that
grows on trees, but it could happen so it’s
noteworthy).
My character is old, why do they not get info
from it?
Just because you made your character old does not
mean they get extra info. Almost no race needs to be
much older than 250-300. The few races that would
recommend it (Deep Elf: and that’s it pretty much) are
covered on things. Playing anything else that old or
older does not grant you special insight into
something; it just makes you have an old character
that was not up on the current affairs. An Elf, for
example, could be very much an adult by age 175 and
be very mature. Just like a Fae by age 150 could be the
same. The players of races that have “coming of age”
ceremonies or the like will know about it.
This is the same as saying “___ and ___ happened in
my history, why do I not get information on it?”
Because saying one thing and buying the skill is two
different things. Your background is not there to give
you bonus skills and information. If you say you did
this and that you still need to buy the skills to know
about it. If you do not buy the skill, you do not get the
information.
Advantages, money, family with ‘pull’, and
other things not to put in your background
Just because you said it happened to you before you
played the game does not mean you get to call upon
it. Do not give yourself a wealth of money, if you do
we will find a way to take it from you. Your
background and history is there to enrichen your
character, not give you scapegoats and advantages.
Making yourself the son of a king or anyone with pull
will not work out well if you ever try to call upon them
for help. As will anything else you put in your history.
In short, if you do it and then try to use it it will not be
pretty in your mind. You need to figure things out on
your own, not relay on information you just gave
yourself. Earn things; you will enjoy it far more.
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Religion & Astrology
Religion
Though not a requirement for a character to exist, it
is a common element in the world; religion is a long
understood and followed thing on Xadune. And for
good reason: the gods (or Powers) have been known
to become active participants in the everyday life of
the residents of the planet. So it’s not hard for a
follower to listen to a sermon about the “just hand” of
so-and-so and believe it. Most people have a few
favored Powers, while a select few have chosen to be
a devout follower of just one.
The Powers are divided into three separate groups:
the Seven Greaters who are known as the most
powerful and influential Powers, the Five Sisters who
are noted for having family ties and dealing with the
more terrestrial issues, and the Lesser Powers who are
normally less involved with the day-to-day lives of
others. Do not let the title of the last group fool you;
they are just as powerful as the more interfering
brethren. Most people know of the Powers and a large
amount follow one or a few. A select few are servants
of them; these priests, or priestesses, are known
followers that are dedicated to a Power. Because of
this they have been known to be granted powers by
the Power to assist them in life and in spreading their
faith to others. These select few only benefit from this
relationship through proven deeds and signs of
dedication to a Power.
The Seven Greater Powers
“In the beginning there was the world and there was
mankind. With no sense of direction and no morals or
ethical calling, mankind roamed the planet in chaos.
Searching for an answer, seven random people from
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across the globe were crucified. They were taken to
the highest mountain peak and raised to the sky as a
sacrifice to a nonexistent deity. Hoping for an answer
to their unknown existence, mankind waited. For
forty-five days the seven hung from their death beds.
On the forty-sixth day the seven were gone. Some ran
in fear, others cried in happiness. Five days later the
seven reappeared one by one. Each was clothed in
rich flowing garments and holding an undeniable
charisma. All showed frightening powers and each
held different affiliates.”
~A common telling of the coming of the Greater Seven
The generic symbol for the Greater Seven is a sevenpointed star.
Trom (Male)
Loyalty, Protection, & Sun
Alias: The Day Lord
Holy Symbol: Clenched gauntlet (right hand) in front
of a sun burst
Favored Weapon: Mace
Description of Power: Bringer of daylight, warmth,
and truth, Trom, The Day Lord, is the “good guy” of
the Powers. He represents loyalty and protection at
their most base meaning and is often seen as the
Power that resides over the suns of Xadune; thus often
envisioned as the Power that brings each passing day.
Religion & Astrology
Priests: Trom priests serve as advisors in many
situations and are regularly the “go-to guys” for almost
any issue.
Followers: Your typical Trom followers are law abiding
citizens and generally feverously loyal to the cause
and/or country.
Temples/Churches: Churches are normally large,
clean, well lit, and open to anyone. When it comes to
the hard numbers, Trom is openly the most generally
worshiped Power, with his priests being almost the
most called upon for general advice, wedding
ceremonies, and the like.
Goddamas (Male)
War & Madness
Alias: God of War
Holy Symbol: Crossed Ax & Sword
Favored Weapon: Ax & Sword
Description of Power: Conflict and battles are the joy
of this Power. It is said Armadel is joyous to watch this
man work, while Ashton only weeps. Goddamas, God
of War, enjoys most of all to see people insane from
war or over abuse of power. He is always the patron
Power of war and is known to usher in madness, often
seen as the reason wars are started.
Priests: In times of war, battle, or physical conflict, a
priest of Goddamas is normally always at hand. They
are sometimes known to be traveling priests that
normally bring with them a wave of crazed battle.
Followers: Followers have a wide range of
personalities from madmen to battle hardened
soldiers. At one point or another, almost every warrior
or solider has made a prayer to Goddamas.
Temples/Churches: Most temples are fairly large, but
they are sparsely spaced with some areas only having
one temple per region (sometimes even country).
These grounds are often full of generals either paying
homage or making plans.
Latansee (Female)
Luck & Money
Alias: Lady Luck
Holy Symbol: A 3 Unit Coin
Favored Weapon: Short Sword
Description of Power: She is known as Lady Luck, she
is known to all, and is often known as the most
random of all the Powers.
Priests: Often called upon in times of “trouble” or
monetary distress, Priests are often kind and will give
5
a listening ear. Many are in fact professional gamblers
or run some type of casino or game house.
Followers: Often seen as floozies or deadbeats most
are always in good spirits and always looking for a
good game.
Temples/Churches: Shrines are more common then
full-blown temples but both are always well kept and
often well visited, often also doubling as a House of
Chance.
Ashton (Male)
Life & Rebirth
Alias: Bringer of Life
Holy Symbol: Phoenix
Favored Weapon: Staff
Description of Power: Ashton enjoys seeing the
people of Xadune alive and moving. At times of an
important birth, it is rumored that Ashton is present.
Priests: Almost always kind-hearted and cheerful,
these priests seem to always look to the brighter side
of life, even in the face of death. Ashton priests are
only rivaled by priests of Armadel in being the most
frequently visited priests.
Followers: It should go without saying that followers
are pro life. Most keep in heart what the church
teaches and that is to always look to the brighter side
of things; even in death is rebirth.
Temples/Churches: Churches of Ashton are clean,
tidy, and always inviting. They are one of the few
churches open at all hours of day and night. Though
they do not always have an answer, they are always
hospitable.
Riot* (Female)
Mischief & Storms
Alias: The Lost One
Holy Symbol: A Black Spot
Favored Weapon: Spear
Description of Power: In love with playing with
residents of Xadune, Riot is commonly known as the
trickster and the one that loves to rain on your parade.
It is rumored that of all the Powers, she is the most
active in physically contacting mortals. She often
enjoys most to charade as her other half and confuse
all. When enraged or sad, though, she is known to
bring the storm down.
Priests: Comical and often described as bi-polar, these
priests are lively and helpful to others, though it will
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be in their own way. Most don’t realize they were ever
helped at all, and that’s how they like it.
Followers: Luckily the followers normally drop far
from the tree. These people are typically much calmer
in manner and very passionate in all their beliefs.
Temples/Churches: Newcomers to these temples are
often shocked; always combined with Riot’s other half
their area is often wet from a storm that stays above
(inside the temple) and adorned with knick-knacks of a
pranking nature. They often collect their tithes by
selling joke products, in house.
Riot* (Female)
Magic & Fate
Alias: The Divine Arcane
Holy Symbol: A Nine-pointed Star
Favored Weapon: Magic
Description of Power: The much, much more serious
half of the two sides of Riot, there has never been a
recorded account of when she has ever contacted a
follower, other than granting the people the gift of
magic. It is said she often works hard on the loom of
fate, making sure everything is in its place.
Priests: These much more down to earth Priests are
calm spoken though sometime cryptic in their
responses. They try to be the polar opposite of the
family and often present themselves in well trimmed
modern fashion.
Followers: Followers are your typical down to earth
people. Though they do often let some opportunities
pass them by, some would say they believe all
happens for a reason.
Temples/Churches: When not being distracted by the
insane nature of the adjoined temple, this half is often
neatly kept and furnished to be comfortable. Though
high moisture content of the temple might make one
assume the whole temple will be humid, it is never the
case.
*Many of the Greater Powers found Riot as a deity
that couldn’t handle her power and responsibilities;
thus they split her in two. Both look and act very
similar, and are in many ways the same entity.
Armadel (Female)
Alias: Lady Death
Symbol: Ripped “X”
Favored Weapon: Scythe
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Death & Loss
Description of Power: Armadel plays her role only
when needed. She cares less for the feelings or
thoughts of others than about her workings. Her
avatar is often portrayed as a beautiful pale skinned
female dressed lightly in flowing reds or blacks. People
both fear and love her. She is always calm and
normally shows no emotion in her voice, speaking
slow and being very articulate.
Priests: These commonly monotone and stoic Priests
are often feared for their followings, but wise people
know they are there only to help those around them in
times of need.
Followers: Followers are normally not as dark as their
priests but tend to still be somber. They have a heavy
belief that death is the inevitable true end to life and
that nothing else matters.
Temples/Churches: Churches are often cold and of a
spartan interior. They are almost always busy and
visited as death is one constant that everyone shares,
and they are often visited by mourners.
Echpen (Male)
Poison & Suffering
Alias: Lord of Pain
Holy Symbol: A Jawless Horned Skull with Fangs
Favored Weapon: Poison
Description of Power: It is said that Echpen touched
water and turned it into the toy Armadel enjoys so
much in times of hate. He loves to see others in pain,
and is said to be a rival to Cobanoglu for Armadel’s
heart.
Priests: Echpen priests can be eccentric, or they can be
completely obfuscated from the eyes of the public.
The two major sects lay on opposite sides of a course
of thought: one that the world should drown in poison
and suffering, and the other that suffering is the path
to enlightenment.
Followers: Followers tend to also be in this spilt of
either absolute “evil” or learning the calm in the
method. Most feel that both however are lost in
translation of the world.
Temples/Churches: Most temples are dark and often
unkempt. Shrines dot back allies and thieves’ dens.
Most common people do not even know full blown
temples exist except in the larger cities.
Religion & Astrology
5
The Five Sisters
Priests: Some are cold blooded killers, others are
calculated murders, while some are agents of unrest
Of all the Powers, it is known that the Five Sisters are and in a constant state of stirring up trouble.
neither Greater nor Lesser. The limits of their powers Followers: As one might guess these followers often
are unknown, along with their origins, even to other nothing more than people with a taste for blood and
Powers. They were watching over Xadune first, this is a destruction of either body or soul, if not both.
known fact. No other Power has ever crossed the path Temples/Churches: Dark, clean cut, and often vacant,
of one of the Five.
shrines are few and far between, but most major cities
have temples to the Lady in Red; often used as a
The most accepted generic symbol for the Five Sisters
meeting ground for the less savory leaders of rival
as a whole is a five-pointed star.
factions.
Dew (Female)
Gallo (Female)
Stars, Space, & Navigation
Alias: Maiden of the Heavens
Holy Symbol: Field of Stars
Favored Weapon: Morning Star
Description of Power: The oldest of the Five Sisters,
men lost at sea often go to Gallo for help, and more
often than not she is a kind and caring one making sure
the lost find their way home.
Priests: Often perceived as mystics more than priests,
these calm priests are always helpful and willing to
give aid to those lost and educate those in question of
the sky.
Followers: Nine of ten of these followers are travelers
of the world and come form numerous cuts of society.
Temples/Churches: Shrines are often a collection of
guidance markers and sun dial, where temples tend to
be well kept observatories in the larger cities and
havens for star gazers in the small cities. Often well
kept and always manned by a friendly priest.
Nature & Druids
Alias: The Green Mother
Holy Symbol: Oak Tree
Favored Weapon: Club
Description of Power: It’s whispered that Dew
brought the gift of grass and trees to Xadune. Before
her there was none. She works hand in hand with her
twin sister, Tinder.
Priests: As one might imagine druids are the main
priest types for Dew, however they are not often kind
or willing to have words with those opposed to their
views and beliefs.
Followers: Few followers are not druids, and all have a
strong feeling of preservation of the world. Often
regarded as hard to get along with these followers are
luckily rare to find.
Temples/Churches: Though shrines exist in spots
around Xadune, no real temples are known to the
general public, though groves used for gathers are
rumored to be near most populaces.
Tinder (Female)
Forests & Rangers
Alias: Maiden of the Woods
Holy Symbol: Maple Leaf
Favored Weapon: Axe
Description of Power: Twin to the Green Mother, they
are the middle children. She prefers to look over the
large forests and those who seek to protect them.
Grim (Female)
Murder, Tyranny, & Discord
Priests: Like the druids of Dew, the Rangers of Tinder
Alias: Lady in Red
are often loners and only associate with others when
Holy Symbol: Three Jagged Lines in a Broken Circle
they feel the need, and not vice versa.
Favored Weapon: Kris
Followers: Unlike their priests, however, most
Description of Power: Second born, Grim is often
followers tend to be open minded. Trackers,
regarded as evil’s best friend. This lovely lady enjoys
woodsmen, and those that live of the woods tend to
seeing senseless bloodshed and chaos.
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follow Tinder’s ways and are often happy to talk to
others and show them how to respect the forests.
Temples/Churches: Most churches are simple in
construction and small by most standards. Almost no
accounts of a church being in a city are recorded, but
they frequently dot wood lines.
Cheva (Male)
Art, Bards, & Inspiration
Alias: Lord of Talent
Holy Symbol: Harp
Favored Weapon: Thrown Dagger
Description of Power: Inspiration is said to have been
given out by Cheva, Lord of Talent. Also referred to as
the Muse of Man, Cheva is at the heart of every
Filter (Female)
Purity, Law, & Innocence
musician, artist, poet, storyteller, and the like.
Alias: Lady in White
Priests: Usually are the most influential people
Holy Symbol: Tipped Scale
known, a master of their craft as well as the faith.
Favored Weapon: Long Sword
Many are known to be the best storytellers and are
Description of Power: Filter works alongside Ashton.
known to inspire the youth into their flock.
She is said to give all new life a clean slate to start
Followers: Often coming in all shapes and sizes,
with. She is the youngest of the sisters.
determined to influence and inspire those around
Priests: Polite, clean spoken, and often the final word;
them to aspire greatness.
priests of Filter come in two fashions: those that are of
Temples/Churches: Temples are often built in the
innocence and often youth, and those that act as the
most unique and beautiful places in the world.
unbiased law.
Overlooking vast valleys, or with an ocean view. There
Followers: Most are kind, clean cut, and rambunctious
is always a large window in the shrine room
for lack of a better description. People see the
overlooking these areas to inspire those whom visit.
lighthearted side in these followers.
The door is always an open, even if they are few and
Temples/Churches: Almost every court in the world
far between.
has a white marble shrine to Filter in it, and the
temples are very clean kept and open to all. The larger
Cold, Winter, & Water
cities have whole temples made of white marble, Cobanoglu (Male)
Alias: The Ice King
brightly lit, and always with an open door.
Holy Symbol: Snowflake
Favored Weapon: Javelin
The Lesser Powers
Description of Power: As the title he is given states,
Not named so because they are any less powerful, just Cobanoglu brings winter and cold nights to Xadune. He
seemingly less involved or followed. Where the is also lord over the fringed murky depths. Some say
Greaters are the seven most worshipped Powers, and he is secretly in love with Armadel, thus is the rumor
the Sisters are the most mysterious, the Lessers lack a to why the dead grow so cold.
story of grandeur. They are because they are. Each Priests: Opposed to popular beliefs priests of
governed over things just as important as all others, Cobanoglu are often warm hearted and fun to be
some even more substantial than others, but that’s all around. Outspoken and viewed as faithful listeners
and wise advisors these priests can be a can be
in the eye of the beholder.
welcome joy at times.
Falling in suit with the Greaters and the Five Sisters,
Followers: Sailors and those north of the frost line
the generic symbol for the Lesser Powers as a
often make up the ranks of followers along with pretty
collective is a thirteen-pointed star.
much anyone once it gets cold outside. Most have
varied attitudes and views in the world, but those core
followers often keep in good spirits and try to follow in
stride with the priests.
Temples/Churches: Well crafted and often adorn with
winter motifs, temples can be found in many cities, in
all port towns, and in most towns of the north. Though
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Religion & Astrology
5
often cold they always seem inviting and in odd way
warm.
Everglave (Male)
Temples/Churches: Churches tend to look just like
everyone else’s, or is often the most glamorous
temple of all. None the less, they are often regarded as
Knowledge & Pity the best house of worship though often difficult to
locate in a time of need.
Alias: The All Knowing
Holy Symbol: An Open Tome
Favored Weapon: Polearm
Description of Power: Calm and compassionate,
Everglave is often known as the wisest power. Many
come to him when questions arise. He is also known to
keep a running history of the world, and thus is often
referred to as “the Historian”.
Priests: Regarded as often the most helpful and egger
to help of the Priests. When not out and about,
however, they are seen almost in constant study.
Followers: Most often kind and helpful, these people
are always egger to learn and spread what they have
learned; though always with good intent, this trait
often gives them a bad reputation of being “know-italls”.
Temples/Churches: As one would imagine these
sanctuaries are libraries of knowledge; however, the
general public is not allowed to browse the books.
Most temples also have more lavish decorations than
other Powers’.
Neltēveye (Male)
Peace & Love
Alias: Lord of Tranquility
Holy Symbol: Head of a Unicorn
Favored Weapon: Quarterstaff
Description of Power: Hate and bloodshed are the last
thing Neltēveye wants to see. He is known to be one
of the harder workers of all the Powers. He weeps
when he looks upon Xadune, but he and his followers
never lose hope. Neltēveye often takes form of an old
man who shines with such serenity it brings smiles to
even the most foul of men.
Priests: Often seen wearing comfortable clothing and
walking about bare footed these priests walk with
confidence and give advice to lost souls. They are
known to give hope, faith, love and peace to the
world.
Followers: Most are older in nature, having seen how
the world once was and how it has developed; they
came for guidance and wish to spread peace and love
among all. They range in influence from beggars to
Jamileveka (Male)
Deception & Lies men with political power.
Alias: Lord of Lies
Temples/Churches: Shrines can be found in every city,
Holy Symbol: Two Headed Snake
no matter the scale. Serenity can be found here with
Favored Weapon: Hand Crossbow
the echoes of the gentle flow of water from the
Description of Power: Why tell the truth while fountains, or standing in the tranquil pool to find
Jamileveka, Lord of Lies, is on your side? His holy guidance; most come here to clear their mind or make
symbol is a golden gem wrapped in a serpent. His peace with fellow men.
followers are opposed to all things magical and he
Torture & Hurt
demands a ritual prayer in his name ever 3 hours that Reglaity (Male)
must last a minimum of 1 hour. Also, at sunset on the Alias: The Screaming Man
third Day, of the second week, of each month, those Holy Symbol: Cat of 9 Tails
devoted to the Lord of Lies must sacrifice an innocent Favored Weapon: Cat of 9 Tails
in a 4 hour ritual to Jamileveka. This twisted man Description of Power: Known commonly as Echpen’s
enjoys the company of Grim for likely reasons.
right hand man, Reglaity is cold and merciless. It is
Priests: Truly dedicated priests spend enough time in rumored that he is the helping hand that pushes
their daily sacrifices that they tend to overlook the people to cause agony.
simpler things in life, such as breathing.
Priests: Often male, although there has been the
Followers: The common Jamilevekan is often a lively occasional female that could have withstood the pain
soul full of good spirits and laughter. Most people to gain their “cloth” into the priesthood. They stand
wouldn’t know one if they lived next door, but no one over their followers topless, baring their scars in pride.
has complained about one to date.
89
They deliver the pain onto their followers to make
them repent their sins.
Followers: “To be punished by those who follow the
path is an honor, to give the punishment is
godliness.”The people whom take upon this faith often
are in strange fields of occupation that would almost
give their religion away; such as butchers,
executioners, torturers, etc.
Temples/Churches: Dark, forbidden places, hidden
from the outside world. Rumors of dungeons and such
pain that would need give any man the need of a cleric
or healer to ease the pain. But these people wouldn’t
accept such.
Relanegī (Female)
Fire & Destruction
Alias: Burning Rage
Holy Symbol: Flaming Sword
Favored Weapon: Fire
Description of Power: Often referred to as Goddamas’
lover, Relanegī is actually much calmer then her title
leads people to believe. But those that are led astray
by her often calm greeting find themselves in a
horrible position in the end.
Priests: Eccentric, loud, emotional; all these describe a
fire priest. Often full of rage, these priests often not
the most understanding but have a teaching that some
find an appreciation for.
Followers: As with the priests, the followers of
Relanegī are often brash and not the best in a social
situation. Most often are regarded as hooligans,
vandals, or straight up thugs.
Temples/Churches: Temples look like something in
shambles. Scattered brick and mortar as if a war came
through the area, most avoid it unless they are
dedicated or have some vengeance that they have
wish to be fulfilled. Temples are located near the
edges of some towns, keeping them away from any
cities that may draw the attention of their goddess.
Selita (Female)
Farms, Agriculture, & Earth
Alias: Mother Earth
Holy Symbol: Bundle of Wheat
Favored Weapon: Sickle
Description of Power: The one that taught man to
raise food from the earth and Mother to those that
dwell in the ground. Farmers pray to her each morning
90
to keep their crops safe and protected, even through
the long cold winter days of Harvest’s End.
Priests: Kind and warm hearted these preists often
give advice grounded in optimistic reality. Often the
most common priest in the country, Selita priest are
the ones most turn to in times of need and direction.
Followers: Followers are often farmers but also have a
small number of druids that are seen as protectors of
the earth.
Temples/Churches: Most are no more ten simple
wooded churches, but of all the Lessers Selita has
maybe the most numbers dwellings because of the
rural following. Inviting and in an odd way comforting,
these sanctuaries tend to always have open doors.
Sēv (Female)
Darkness, Night, & Thieves
Alias: Maiden of Darkness
Holy Symbol: Eclipsed Sun
Favored Weapon: Dagger
Description of Power: Bringer of night, this lovely Lady
enjoys working alone and she encourages her
followers to do the same. She looks over her flock and
shrouds them in darkness as they go about their way.
Priests: These dark and mysterious priests are almost
never seen during daytime hours, highly
misunderstood but amazingly helpful in times of need;
Sēv priest are often considered to be introverted.
Followers: Often misjudged by the general populous
they tend to keep their allegiance hidden. However
most are dedicated in the ways of Sēv.
Temples/Churches: Temples are kept neat, clean, and
mostly free of furnishings; but all this would be
unknown to the typical visitor as the temples are
normally only open at night and lit only in darkness. In
short they are the darkest temple in a town.
Sonla (Male)
Energy & Mages
Alias: Lord of Mages
Holy Symbol: Magic Wand pulsing with energy
Favored Weapon: Magic
Description of Power: The watchdog over energy and
watcher over mages of all aptitude, he is often said to
be working closely with Riot. Sonla is key in the
workings of magic and the power which makes it work.
Priests: Proud and often a little flamboyant, these
priest tend to be in the know when it comes to the
Religion & Astrology
inner workings of magic and often as a counsel of all
mages and users of magic.
Followers: It should go without saying that a vast
majority of the followers of Sonla are users of magic.
Their views often vary as well as their attitudes though
all seem to treat the fact they are a follower more like
being in a secret society.
Temples/Churches: Temples are usually hidden from
the public. To gain entry, a person of a person of a
person will generally know the location, but to gain
the password for entry is the difficult part. Rumor has
it that they are mostly built under cities for the sake of
protection and influence from the outside world.
5
Priests: Doubling often as master smiths of varying
fields, priests tend to be very instructive to their flock
and understanding; happy to teach the ways of Utilī to
all that will listen.
Followers: Like the mages of Sonla, the craftsman of
Utilī tend to be highly varied in their attitudes and
views.
Temples/Churches: Most temples can be found
outside of a forge and even outside of engineering
schools. They are in public view, often built into the
building – creating a nook area for the shrine – the
public can pray at anytime to the goddess that creates
their path.
Supraltize (Male)
Dreams, Nightmares, Vox (Female)
Void, Time, & the Dead
& the Wind Alias: Lady of Nothingness
Alias: The Dream Walker
Holy Symbol: Crowned Skull
Holy Symbol: Dream Catcher
Favored Weapon: Wand
Favored Weapon: Bow and Arrow
Description of Power: Keeper of the dead, holder of
Description of Power: The bringer of dreams, he is the time, the last Power; much about Vox is a secret, but
one that brings us our visions as we slumber. Traveling what is known is that she can be reasoned with. She
upon the silent wind, Supraltize takes a stance on often uses her only Proxy, a young girl by the name of
people’s actions based on how he feels at the time.
Sawa, to do her messaging to the people. Not even
Priests: Often visualized as dreams and scatterbrained some of the other Powers speak directly with Vox. She
mystics, priests of Supraltize are actually good leaders is holder of nothing (void) and patron of time, but
and listeners of a community. Often warm hearted and most importantly she is the one Power that makes
ready to help these priests are an asset to most.
sure the dead stay where they belong.
Followers: Following suit to their leaders, most Priests: Vox priests are a very somber bunch, though
followers tend to keep an open mind and try to aid they are often consulted on in times of question about
those in need. Kind and gracious, only a few seem to a passed loved one or when the misunderstanding of
sit on the darker side of Supraltize’s ways.
time comes about.
Temples/Churches: Churches are often colorfully Followers: Though her devoted priests might not be a
decorated and have high arching ceilings. They tend to lively bunch, her followers range from all types,
be open at all hours of the day and have a free flowing including those who hold faith in nothing in general to
design that many find awe-inspiring.
those who value time. If there is one aspect that is
rarely worshiped upon, it is that she is keeper of the
Utilī (Female)
Construction & Crafts dead. Most just come to her in that respect to ask for a
Alias: Mother of Invention
loved one back, which seemingly always just tends to
Holy Symbol: Gear Cog over an Anvil
fall on a deaf ear.
Favored Weapon: Hammer
Temples/Churches: Temples to Vox are large and
Description of Power: Mother of Invention and normally empty. Unless filled with followers it is
bringer of great ideas; many believe Utilī is the reason nothing more than a vast hall with almost no
technology is where it is today. She is also known as furnishings and clergy members that just tend to clean
the Forgebringer, and every ring of a blacksmith’s or pray.
hammer is a call to her. Followers of Utilī will argue to
their grave that the fires of creation are brought on by
her and not Relanegī.
91
The Zodiac
The Zodiac denotes an annual cycle along the
apparent path of the stars across the heavens dividing
the Suns’ paths into thirteen different zones.
Astrologers understood the movement of the planets
and the Suns through the Zodiac as a means of
explaining and predicting events on Xadune. By
noting your Zodiac it can make it easier to understand
the character. The signs of the Zodiac can give great
insights into our day to day living as well as the many
talents and special qualities. You can discover a great
deal of relevant information about yourself through
reading about your Zodiac sign.
and formally. (They are likely to have a good memory
for apt quotations.) Although they are well suited for
careers in machine drawing, surveying and similar
occupations, they are better fitted for a job in a library
or office than a workshop.
Aminos = December 24 - January 20
Animal: Raven
Color: Dark Purple
Stone: Amethyst
Traits: Timid, loving, ambitious, creative, intelligent,
crafty, deceiving, & manipulative
Aminos are on the more passionate side yet they are
quiet and keep to themselves most of the time. They
are crafty, deceiving, and manipulative and they seek
power through knowledge. They have potential
abilities in the arts, sciences and language. They
especially use language correctly, clearly, consciously
Cataf
eli = January 21 - February 17
Animal: Gynx
Color: Orange/Gold
Stone: Tiger's Eye
Traits: Honest, simple, gallant, tender, self-assured,
astute, compassionate, flexible, elegant, reserved,
cautious, artistic, moody, demanding, & lazy
Since they lack the quality of conscientiousness, they
are apt to fight a losing battle in any attempts they
make to be moral. But the outward lack of feeling
may conceal too much emotion, which they are afraid
of giving away because they do not trust others, nor
do they have confidence in themselves and their
judgments. They have a keen, intuitive, sometimes
brilliant intelligence and they love cerebral
challenges. But their concentration, though intense
for a while, does not last. Their mental agility and
energy gives them a voracious appetite for knowledge
from youth onward, though they dislike the labor of
learning.
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Religion & the Zodiac
Bas = February 18 - March 18
Animal: Basilisk
Color: Brown
Stone: Ruby
Traits: Charming, sophisticated, good
sense of humor, jealous, possessive, &
bewitching.
The basilisk seldom lets anyone know
what he or she is truly thinking and is
known to be secretive. They are not
known for their emotions, for they lack
much in that area, but make up for it in
knowledge or strength. Those born
under the Bas consider themselves the
best in any study. On the down side
however, lacking a show of emotion, the
Bas find themselves lonelier than others.
5
Serpentis = April 16 - May 12
Animal: Snake
Color: White
Stone: Opal
Traits: Forthright, disciplined,
systematic, meticulous,
charismatic, hardworking,
industrious, manipulative,
vindictive, mendacious, venal,
& selfish
Their minds are such that they
need the stimulus of practical
problems to be solved rather
than the mere routine or
working to set specifications
that need no thought. They are careful with
money and their interest in statistics makes
them
excellent
bookkeepers
and
accountants. They also make good editors,
physicists and analytical chemists. They also
can be over-ambitious, ruthless, intolerant,
and scheming.
Elequarious (El-e-kwareous) = March 19 - April
15
Animal: Koi Fish
Color: Silver
Stone: Aquamarine
Traits: Headstrong, intelligent, over confident,
doubtful and impersonal
The Elequarious has power of the unconscious mind.
Quick to connect to the source and full of emotion,
they lack faith in others and in doing so they are very
hard to connect with on a personal level. They
alternate in attitudes to adjust to conflict and are very
wise in the area of politics. Elequarious are motivated
individuals, very creative and good listeners.
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Echo = May 13 - June 9
Animal: Mezen
Color: Grey
Stone: Diamonds
Traits: Dependable, Persistent, Loyal, Patient,
Generous, Stubborn, Lazy, and Possessive.
Materialistic, self-indulging, clever, creative and
often the center of attention, describe this zodiac.
They are bright and excel easily at anything they put
their mind to. They are intellectually inquiring,
methodical and logical, studious and teachable. They
combine
mental
ingenuity with the
ability to produce a
clear analysis of the
most
complicated
problems. They have an
excellent eye for detail
but they may be so
meticulous that they
neglect larger issues.
Often
they
hate
confrontations
or
arguments.
Ocridorn = June 10 – July 7
Animal: Horse
Color: Dark Red
Stone: Garnet
Traits: Humorous, reserved, patient, practical,
pessimistic, & grudging
Ocridorns are ambitious and disciplined. They have
good critical faculty and are able to stand back and
look impartially at matters which call for an
impartial judgment to be made on them. But they
do not tolerate argument from anyone who
challenges their opinions, for once they have
reached a conclusion, its truth seems to them selfevident; and among their faults is an impatience of
criticism and a greed for approval. On the
downside, they are pessimistic and begrudging.
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Saclips = July 8 - August 4
Animal: Lovers
Color: Pink
Stone: Quartz
Traits: peace-loving, patient, loyal, hard-working,
trusting, sincere, honest, intelligent, straightforward,
materialistic, perfectionist, jealous, & suspicious.
Saclips loves to be with their family in the comfort of
their home. The latter impression is sometimes
confirmed by preciseness, refinement, fastidious love
of cleanliness, hygiene and good order. They are
conscious of certain shortcomings in themselves of
worldliness, of practicality, of sophistication and of
outgoingness. They hide their apprehensiveness
about themselves and often sympathize with people
under a mantle of
matter-of-factness
and undemonstrative,
quiet reserve.
Religion & the Zodiac
Reynard = August 4 - August 31
Animal: Fox
Color: Dark Blue
Stone: Onyx
Traits: Confident, Ambitious,
Generous, Loyal, Encouraging,
Pretentious, Domineering,
Melodramatic, Stubborn, & Vain
Reynards are never boring
although they become bored
easily. As a social animal the fox
isn’t the type for long quiet
vacations or a solo get-away. Cunning, intelligent,
and above all, strong willed. It is rare to see a
Reynard give up on anything; however it is not
unheard of. When they do, they tend to be very
pessimistic until they succeed in another area.
Those born under the fox make lifelong friends and
offer great advice.
Vayan = September 1 - September 28
Animal: Siamese Twins
Color: Sky blue
Stone: Lace Agate
Traits: Inventor, motivator, improviser, quick, witted,
inquisitive, impulsive, vigorous,
stimulating, unpredictable,
rebellious, colorful, & selfindulgent
The sign of the Twins is dualnatured, elusive, complex and
contradictory. On the one hand it
produces the virtue of versatility
and on the other the vices of twofacedness and flightiness. They are
natural teachers and philosophers
with a talent for expounding the
moral principles and laws which seem to explain the
universe. This gift enables them to be successful
churchmen on the one hand and scientists on the
other. The law and politics also suit them, as does
public service, social administration, public relations
5
and
advertising.
Travel
and
exploration naturally appeal to such
restless souls.
Stagra (Stah-gruh) = September 29 October 26
Animal: head of a lion and body of a
minotaur, has
horns that curve backwards.
Color: Amber
Stone: Topaz
Traits: Dedicated, dependable,
personable, flighty,
charismatic, strong-willed,
& egotistical
The Stagra is said to be
the more persistent of the
Zodiac signs. Those born
under Stagra are known to
have a directed will and a
strong heart, yet they use
their internal conflicts to
bring about change to their
life and those around them.
They have both profound
and widely ranging minds, equipped with foresight
and good judgment, and they can be witty
conversationalists. They are strong-willed and good at
organizing, a combination that
gives them the ability to bring any
project they undertake to a
successful conclusion. They are
natural born leaders and very
charismatic. Being a positive sign,
the greatest handicap to the Stagra
is impulsiveness.
95
Arachne = October 27 - November 23
Animal: Spider
Color: Green
Stone: Emerald
Traits: Jealous, Obsessive, Suspicious,
Manipulative, Unyielding, Meticulous, Smart,
Cunning, & Observant
Arachnes like to break the rules. They are creative
and become restless in a “hum-drum” job as they are
lovers of the adrenaline rush. Often they can be very
self-assured, gifted and natural leaders. In fact they
often can lose their tempers when their “orders” are
not followed. Spiders are highly attractive to the
opposite sex. They love to entertain, be trendy, and
are most definitely extroverts.
Terrapin = November 24 - December 23
Color: Black
Animal: Tortoise
Stone: Obsidian
Traits: Deep thinker, wise, mystic, soft-spoken,
creative, prudent, shrewd, ambitious, cautious
Terrapins can often be loners, bad communicators,
possessive, hedonistic, self-doubting, distrustful, and
mendacious. The negative Terrapin may show frivolity
and shallowness. They can be changeable and
indecisive, impatient of routine, colorlessly
conventional and timid, easygoing to the point of
inertia, seldom angry even when circumstances
demand it. Yet they can shock everyone around them
with sudden bursts of rage. They may also take a long
time to make up their mind but once they do they are
in for the long haul.
96
Skills & Abilities
Introduction
Next up on the path to creating your PC are your
skills and abilities. For the most part, there is no
difference between the two, but skills are grouped as
non-combat while abilities are used mostly during
combat.
Each skill or ability has an XP cost. Every player starts
with 15 XP which they can spend on any skill below.
Some can be bought multiple times, with each time
gaining you more knowledge in the field. It should be
noted that all skills have a starting limit as to which
rank you can begin with. With most all Lore skills you
can only begin with the first rank, and no higher. With
Production skills, you are not able to start higher than
rank 2, as is the same with Arcane and Divine abilities.
With Craft skills, one cannot begin game with higher
than rank two in a said craft. These prices are listed
also. Skills and abilities also sometimes have a Skill
cost. This requires a character to spend Skill Points to
use said skill. If you do not have enough Skill Points
then you simply cannot perform the action at that
time.
At character creation you are allowed to start with
almost anything that is listed below, limited by the
ranks listed previously, but afterwards you are
required to learn the skill or ability. This might be as
simple as finding a friend to teach you, or a long and
hard journey to find a teacher. Some skills can be
learned from books of knowledge, but most all
abilities require an actual teacher to show you the
ropes. Learning skills and abilities also takes time.
Some can be picked up between events, others might
take up to a year; it all really depends on how you
learn the skill. It should be noted that some races are
known to learn things faster than others; this also
comes into effect when learning skills.
It should be said lastly that not all of the skills
presented here have full descriptions of what they are
capable of doing at higher ranks. This knowledge is
reserved to be found out in play. Additionally, it
should be mentioned that this is not a complete list of
skills and abilities, but only what characters are
capable of starting with. As a character grows and
progresses in the world of Xadune, the wealth of
knowledge, skills, and abilities that can be offered are
only limited by how far you are willing to go to learn
something.
Skill Points
Skill Points, much like body points, are determined by
your race. These points are a little harder to regain
than body points. Normally, once an event, at the
player's chosen time (this time is a onetime thing the
player picks each event. i.e.: on the fly), you can fully
restore you Skill Points to their max as long as you
have done your volunteer shift for the game. There
are many other ways to gain Skill back as well.
Working extra for the game is one of them (yes that
means more monstering). There are also in-play ways
to regain Skill, both slowly and quickly. But those need
to be learned about in-play.
It should be noted that Skill Points can only be used at
and during events. You, typically, cannot use Skill
Points between events to help assist you in some way.
It should also be said that your starting Skill at each
97
Skills & Abilities
event is something you accumulated over the entire
time between events, not something you have every
day. The Re-Skill is a bonus you get during the event to
help assist you in your endeavors and not something
that happens every day.
Using Skills and Abilities
At some point you’re going to want to use an ability or
skill. Productions skills will be covered separately,
along with magic. Below we will talk about using base
skills and combat abilities.
Most craft or lore skills that will be used in-play will be
in situations where a player feels their talent might
help them in a situation. In the case of craft skills, a
character might have an artistic ability or something of
the sort. When producing said media and presenting
it, or looking over a piece from the same skill, the
player might say “Craft skill: ____”. This denotes that
the character has said craft skill, if the situation calls
for it, and is entitled to know if something looks right,
or that they have indeed produced a good example of
the craft. Be aware that this tagline is an out-of-play
courtesy, not something said in-play.
Same goes with Lore skills. At some point in the game
a situation might occur or happen where a player will
feel that their lore skill might have insight on a
situation. For example, a character might know the
Lore: Revrent History. If they hear a new story from a
non-player character about the history of Revrent the
player might say “Lore: Revrent History:”, denoting
that they know about these things. That player might
then be given a little more insight on the story or
circumstances around it.
Just to remind one once again: at all times when craft
& lore skills are announced in a manner described
above, it is done strictly on an out-of-play level. In
other words, the character does not actually say “Craft
skill: _____”, but rather it is the player saying it out-ofplay to make the Staff or other players aware that
they have a skill.
Combat abilities work in almost the same manner.
Most combat abilities are added to the combat
tagline, but some require the attacker to also add a
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6
separate tagline after the ability is announced, such as
Shield Bash.
Lastly, it should be noted that many skills and abilities
require Skill Points to use. Each time these are used
the player must spend the Skill cost.
Lore Skills
Lores are your general knowledge skills. These are the
skills one takes when trying to learn about an area,
place, or thing. They differ from production & craft
skills in the fact that they do not actually produce
something or accomplish an act other than
knowledge. Lore skills marked with an * can be
learned three times, with the second time costing
double the original amount and the third costing triple
the original cost. Generally speaking, lore skills are
rarely used actively in-play. When used in-play (i.e.:
saying “I have the lore ____” or just plainly “Lore:
____”) it is done to see if there is more insight you
might have on a situation due to the lore. Lores do not
grant special favors, provide plot given role-play, or
give an instant effect; they provide knowledge to the
player to enhance personal role-play. It is then up to
the player to do something with it. Lores do not
always grant you all information on the subject; just
like in combat, you can miss your target. Though
having a lore can provide much insight, it is not
something that will always aid you in every situation.
Airship Lore
XP Cost: 5* LT: 4 Weeks
Skill Cost: nil
A common skill in the sky fleet, with this the character
is well versed on the ships of the sky. This includes the
different types, classes, and a little insight into who
flies what.
Ancient History
XP Cost: 7* LT: 16 Weeks
Skill Cost: nil
This extensive skill allows the character to be more
versed in the history of the world. Each level will grant
more and more knowledge into the history and how
things went down according to scholars. This lore also
allows the character to have a chance at knowing
where to look in regards to an important event in the
past as well as some familiarity with principal legends,
historical events, locations, battles, breakthroughs,
unsolved mysteries, and other oddities of time. This
skill, however, does not give detailed insights into
information that other lore skills cover.
Area Lore
XP Cost: 6 LT: 6 Weeks
Skill Cost: nil
With this skill, the player becomes more informed on
a selected area. This could include knowledge on the
local people from what they like to eat to what time
they normally hang people. Local customs and a brief
history is a good way of looking at what is learned.
This skill needs to be purchased each time for each
area the character wishes to know.
Astronomy
XP Cost: 5* LT: 6 Weeks
Skill Cost: nil
Most people know that Xadune has two stars and two
moons and not much more is needed to be known,
but others strive to learn more. Astronomy
concentrates on studying the movements in the sky.
This skill aids the character in giving a greater insight
into what makes Xadune’s cosmos tick. The more an
astronomer learns in this lore the better they can
predict eclipses, anticipate the return of comets or
meteor showers, and answer questions about the
locations or predicted locations of various planets or
other bodies in the sky.
Bureaucracy
XP Cost: 5
Skill Cost: varies
Pre-Reqs: Read/Write
LT: 16 w
Knowing the law is not everything. With this lore the
character is versed in the inner workings of a select
government and the red tape with which it is involved;
in essence they are versed in the use and abuse of
bureaucratic systems. It can allow the character to
avoid/reduce tax payments, reduce the time you
spend in prison, arrange meetings etc.. This can be
particularly helpful in knowing the backhanded ways
out of things. The character knows the officials to
approach and when to approach them, where records
are normally kept and how to attempt to gain access
to them, and how to circumvent unfriendly or
particularly slow bureaucrats. This lore makes one
knowledgeable, except in extreme circumstances, in
the proper forms and paperwork for proper
governmental procedures along with any loopholes in
a procedure. For most effective use, a specific nation,
government, or group should be picked in which this
knowledge is specialized in; otherwise it is a more
generalized lore and, though effective, might not
always achieve the desired effect in specific situations.
The character may purchase additional ranks of this
lore to expand the proficiency to other regions.
Official organizations include government councils,
regulatory boards, and church hierarchies. This lore is
only effective when dealing with organizations of 10
or more members.
A character can also use Bureaucracy to turn the
system against someone else. A successful skill bid
doubles the amount of time to make a government
decision, causes a permit to be issued under the
wrong name, or temporary misplace an important
document.
Celestial Navigation
XP Cost: 4 LT: 6 Weeks
Skill Cost: nil
We all need to get from place to place, but this skill
lets you really get there, granted you have a view of
the sky and general idea of where you are. With use of
this Lore and a familiar sky the character can
determine the direction they are heading and a very
rough location. Additional tools can help aid the
usefulness of this Lore, such as aiding and successfully
navigating a ship to a location on a map.
City Lore
XP Cost: 5* LT: 4 Weeks
Skill Cost: nil
Much like the Area Lore skill but more highly refined
and centered on just one city. This is the skill that lets
you walk around a city like a tour guide to your
friends: from the hottest spot to catch a look at the
nobles to the general area where the black-market is
located. This skill needs to be purchased each time for
each city the character wishes to know.
Commerce
XP Cost: 4
Skill Cost: varies
Pre-Reqs: Read/Write
LT: 12 w
Understanding and knowing trade can be a good
thing. This lore grants the character knowledge of how
business works in a particular city and its surrounding
towns and villages, and can predict when certain
commercial activities will take place (i.e. when the
Market is at its fullest, when and where some smaller
street markets open, etc.). While the skill doesn’t
allow for any special contacts, the character knows:
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The guilds and their duties (and guild
contacts)
The location of major shops and their wares
Where to find particular non-magical goods
for sale
The skill also comes with the knowledge of currency
of the world, a very basic understanding of the
economics of it, and trade routes all useful to a
character looking to make their mark in the world.
This general knowledge lore does not assist in
anything that does not relate to commerce.
lore giving very light knowledge on the workings of the
Outer Planes.
Elemental Lore
Racial Lore
XP Cost: 7* LT: 10 Weeks
Skill Cost: nil
One out of a thousand people have never even heard
of the elemental planes, but with this lore that can
change. The elements can be a tough thing, but with
this skill the character has a better idea about how
they work than his clueless friend about to get eaten
by the fire elemental. This skill allows one to have a
general understanding of the home plane and
creatures of said element. This skill needs to be
purchased each time for each element the character
wishes to know or can be taken as a highly generalized
lore giving very light knowledge on the workings of the
Elemental Planes.
Heraldry
XP Cost: 5 LT: 4 Weeks
Skill Cost: nil
Every kingdom and nation has their own set of colors
that mean… well next to anything. With this skill you
are able to tell if you are being approached by a
general, or a messenger. This skill also gives insight
into the different common flags and meanings of the
different kingdoms and nations.
Planar Lore
XP Cost: 7* LT: 12 Weeks
Skill Cost: nil
Outside of the “normal” world is a vast place: the
planes. Going there can be as easy as stepping
through a portal, understanding them is a whole other
story. Being versed and understanding a plane can be
the difference in life and death, and that’s what this
skill does along with give insight into the general
creatures that reside in said plane and how the plane
affects the rest of the multiverse. This skill needs to be
purchased each time for each plane the character
wishes to know or can be taken as a highly generalized
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Planar Navigation
XP Cost: 6 LT: 12 Weeks
Skill Cost: nil
Then there are your times you are in another world.
The sights are vast and the sky could also be the
ground, but with this skill a character has a grasp on
how it all works and a general idea of how to get from
here to there. As with Elemental and Planar Lore, this
skill needs to be taken for each plane to work;
however there is no generalized version of this Lore.
XP Cost: 7 LT: 6 Weeks
Skill Cost: nil
Every race has a history, and every race has its own
ways. With this skill, characters have learned enough
about said race to understand how they tick, why they
are the way they are, their customs, and some brief
history about them. This skill needs to be purchased
each time for each race the character wishes to know.
Religion
XP Cost: 5* LT: 8 Weeks
Skill Cost: nil
With twenty six different powers out there, you get a
lot of different versions on how the world was made.
Well, not really, but they do have their own ideas,
customs, and ways. With this skill, a character has
been taught some of these views and has a better
grasp on how the people and said Power work. This is
also the base skill required for a cleric, priest, or
priestess to have in order to start down the path of
said Power. This skill needs to be purchased each time
for each religion the character wishes to know.
Statecraft
XP Cost: 5 LT: 16 Weeks
Skill Cost: nil
One of the last fabled skills in becoming a full fledged
lawyer or government worker. With this skill, one has
studied hard in the workings of a political system and
understands the workings of politics & people within
public affairs. With this lore, the player is
knowledgeable in the proper people to contact or talk
to about certain governmental situations. In order for
this skill to work more efficiently, a specific
governmental type should be picked to specialize the
lore.
Underground Navigation XP Cost: 4 LT: 12 Weeks
Skill Cost: nil
Sometimes you do not have a view of the sky…
sometimes there is no sky at all. When you find
yourself underground, navigation takes on a whole
new meaning, but with this skill the character is just as
versed in it as one is for above ground.
Production Skills
The production skills are the creation skills of the
game. There are two major types of production skills
in Xadune: Smithing and Alchemy. Scroll making and
potion brewing are also different types of production
skills, but both are quickly dwindling in quantities and
in followers of the art form.
Smithing
One of the most widely known and oldest forms of
production is the smith. Smiths are your metal
workers and basic creators. These are the people that
make your core weapons and all your armors. Most
engineers require a smith to make their shells for
items, or casings for inventions. Doubtful is it that
these skills will ever go extinct.
Blacksmithing
XP Cost: 2
Skill
Cost: nil
LT: 4 Weeks
The base skill required before you can step into
knowing any other real form of smithing. This skill
allows you to understand the basic workings of the art
and how things are formed. With this in combination
with other Working skills, you can make basic items.
Metal Working, Low
XP Cost: 6
Skill
Cost: 1
LT: 4 Weeks
We all have to start somewhere; with this skill you
learn how to work your basic metals. Iron, brass, and
other low grade metals are all included in this skill.
This is the normal, and most abundant, metals that
things are made of.
The last and highest stage in metal working, your high
skill metals include green steel, Damascus steel,
adamantium, and the like. Fabled for their amazing
strengths and near impossibilities in availability, these
items are your top notch items.
Non-Metal Working, Low XP Cost: 6
Skill
Cost: 1
LT: 4 Weeks
Like with metal, non-metal products have to start
somewhere. This skill includes items that consist of
deer hide, animal pelts, wood, and the sort. These are
of course your base items and the standard of the
world, thus making it the most common.
Non-Metal Working, Mid XP Cost: 12
Skill
Cost: 3
LT: 12+ Weeks
Sometimes your basic hides and wood are not what
someone wants. Nobles and the more specialized
people often require a step up. With this skill, the
character can properly work medium grade materials
like Elven Dark Woods, Enchanted creature hides, and
the like.
Non-Metal Working, High XP Cost: 17
Skill
Cost: 5
LT: 52+ Weeks
The best of the best is hard to come by, but it is the
best. Understanding how to work mythical creature’s
hides, extinct woods, and gem stones into works of
perfection is just what this skill allows.
Weapons, Tiny
XP Cost: 2; 3; 4
Skill
Cost: 1; 2; 3
LT: 8+ Weeks
With this skill, the smith learns how to properly make
tiny weapons such as daggers and saps. Once the
smith has learned the base level, the character can
raise their skill higher to make fine items. After making
fine items is perfected they can move up to making
master-smithed items, the best of the best.
Metal Working, Mid
XP Cost: 12
Skill
Cost: 3
LT: 12+ Weeks
Stepping up in the world, by learning this skill your
character gets the inside scope on working your more
advanced metals. Silver, steel, and the sort are all
included in this. Most of your military grade weapons
and nobles use these metals.
Weapons, Small
XP Cost: 4; 6; 8
Skill
Cost: 2; 3; 4
LT: 4+ Weeks
Small weapons include short swords, axes, small arms
ammunition, and similar weapons in size. Once the
smith has learned the base level, the character can
raise their skill higher to make fine items. After making
fine items is perfected they can move up to making
master-smithed items, the best of the best.
Metal Working, High
Cost: 5
Weapons, Medium
Cost: 3; 5; 7
XP Cost: 17
LT: 52+ Weeks
Skill
XP Cost: 6; 9; 12
LT: 6+ Weeks
Skill
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Skills & Abilities
The most common item in this group is the long
sword, but also includes battle axes, long arms
ammunition, and spears. Once the smith has learned
the base level, the character can raise their skill higher
to make fine items. After making fine items is
perfected, they can move up to making mastersmithed items, the best of the best.
Weapons, Large
XP Cost: 8; 12; 16
Skill
Cost: 4; 6; 8
LT: 6+ Weeks
Bows, crossbows, shotgun shells, and bastard
weapons are all considered large. Once the smith has
learned the base level, the character can raise their
skill higher to make fine items. After making fine items
is perfected, they can move up to making mastersmithed items, the best of the best.
Weapons, Giant
XP Cost: 10; 15; 20 Skill
Cost: 5; 7; 10
LT: 6+ Weeks
Your last classification of weapons includes your pole
arms, great swords, and heavy crossbows. Once the
smith has learned the base level, the character can
raise their skill higher to make fine items. After making
fine items is perfected, they can move up to making
master-smithed items, the best of the best.
Armor, Light
XP Cost: 4; 6; 8
Skill
Cost: 1; 3; 5
LT: 4+ Weeks
This skill grants the character the knowledge to create
light armors. Once the smith has learned the base
level, the character can raise their skill higher to make
fine items. After making fine items is perfected, they
can move up to making master-smithed items, the
best of the best.
Armor, Medium
XP Cost: 6; 9; 12
Skill
Cost: 3; 5; 7
LT: 5+ Weeks
With this skill the character can make medium suits of
armor. Once the smith has learned the base level, the
character can raise their skill higher to make fine
items. After making fine items is perfected, they can
move up to making master-smithed items, the best of
the best.
Armor, Heavy
XP Cost: 10; 15; 20 Skill
Cost: 5; 7; 10
LT: 6+ Weeks
Heavy armor is learned in this last classification of
armor. Once the smith has learned the base level, the
character can raise their skill higher to make fine
items. After making fine items is perfected, they can
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move up to making master-smithed items, the best of
the best.
Jewelry
XP Cost: 5; 10; 15
Skill
Cost: 3; 6; 9
LT: 16+ Weeks
From rings to ornate crowns, the smith can make most
forms of jewelry depending on their workings
knowledge. Once the smith has learned the base level,
the character can raise their skill higher to make fine
items. After making fine items is perfected, they can
move up to making master-smithed items, the best of
the best.
Locks
XP Cost: 4; 12; 24
Skill
Cost: Varied
Often seen as one of the shadier engineering arts,
traps and locks are perhaps the oldest of all forms of
engineering. With this skill, a character begins to learn
how to form both traps and locks. There are three
levels of advancement for this art: low, medium, and
high. Each level allows the character to develop more
complex traps and locks, thus making them more
dangerous or difficult to bypass. The skill cost for
making a trap or lock depends on just how much work
the character wishes to put into the item.
Traps
XP Cost: 4; 12; 24
Skill
Cost: Varied
Often seen as one of the shadier engineering arts,
traps and locks are perhaps the oldest of all forms of
engineering. With this skill, a character begins to learn
how to form both traps and locks. There are three
levels of advancement for this art: low, medium, and
high. Each level allows the character to develop more
complex traps and locks, thus making them more
dangerous or difficult to bypass. The skill cost for
making a trap or lock depends on just how much work
the character wishes to put into the item.
Gunsmithing
XP Cost: 2
Skill Cost: Varied
One of the most highly accepted art forms of
engineering, gunsmithing is the art of creating,
modifying, and repairing firearms. This skill is broken
down into a few categories in which the character
combines to make a firearm: Single shot & repeaters
types are the common forms, and then either small
arms, carbines, or long arms are the normal sizes. This
starter skill gives the character an advanced
understanding of most guns and how they work, along
with allowing them to piece them together.
Create Single Shot (Caseless or Cased)
XP
Cost: 7
Skill Cost: 8
Single shot firearms are amongst the easiest and
simplest to create. A single shot weapon is defined as
a firearm that requires reloading after every shot is
fired. Please be aware that this design is different
between caseless firearms and cased firearms.
Create Cylinder Repeater (Caseless or Cased)
XP
Cost: 14
Skill Cost: 16
Repeaters are becoming more and more popular
these days for many reasons. A repeater is a firearm
that can be loaded with multiple ammunition at once
but requires cocking between each shot.
Unfortunately, the inner workings of these guns is
more complex than their single shot cousins and thus
requires more skill. Please be aware that this design is
different between caseless firearms and cased
firearms.
Create Small Arm
XP Cost: 6
Skill Cost: 6
A small arm is a weapon that is no longer than
560mm. Though these weapons are classically thought
to be small and not very effective in combat, they
often hold a good level of concealment. The later
popularity of the handgun made people reconsider
the reputation of these weapons.
Create Scattergun
XP Cost: 18
Skill Cost: 14
This is all your shotgun type weapons, or any large
bore firearm. Most of these are of single shot variety
but a few repeaters have been known to have been
made. Shotguns are also the only firearms that
normally come equipped with two barrels.
Create Long Arm
XP Cost: 12
Skill Cost: 16
The largest of your firearms are your long arms. These
are any firearms that are as short as 561mm and
upwards of 1200mm. Anything over that is pretty
much unusable as a hand held weapon. Rifles are your
main types of firearms in this category.
Alchemy
A skill that has been studied for many years; within
the bounds of alchemy a character can learn to brew
tonics that can help a man, or poisons that can kill
him. Alchemists were also the ones to give the world
explosive powders, thus making them the father of
firearms. Alchemical Learn times can range broadly
from twelve weeks to almost half a year depending on
the rank of the skill being learned.
Basic Alchemy
XP Cost: 2
Skill Cost: nil
LT: 4 Weeks
This is your beginner’s skill into the art. Without this
skill, a character cannot understand the basic workings
of mixing things and how substances work together.
With this skill, the knowledge into the skill is bridged
and allows you to start down the path you want to
venture next in the art.
Pastes, Powders, Oils, & Solvents
XP Cost: 6; 10; 14
Skill Cost: 2; 5; 8
This is the most common art form within alchemy.
Artisans of this school learn to make different types of
oils (including blade oils) and other amazing
substances that can, for example, do quick field
repairs on armor. This is also the art form that gave
birth to gun powder. Without an alchemist skilled in
this field, one could never make the bullets that
firearms use. It should also be noted that if an
alchemist ever wishes to learn poisons or acids, orbs,
& pitches they must at a minimum know the base arts
in this school.
Tonics, Elixirs, & Bandages
XP Cost: 3; 5; 7; 9; 11; 13; 15; 17; 19; 21
Skill Cost: 3; 5; 7; 9; 11; 13; 15; 17; 19; 21
Widely known as the healing art of alchemy, these
students become versed in many forms of solutions
that can save a person’s life. These tonics are world
renown as life savers, in many senses. But they are not
limited to just healing people, different elixirs can
change a person. Alter them just slightly to benefit
their needs. Rumors of invisibility tonics along with
serums that can boost strength are not unheard of.
With the rise of science, many doctors learn these
formulas to help aid them. Injections of solutions into
a patient are known to give these new formed miracle
workers a double look.
Acids, Orbs, & Pitches
XP Cost: 8; 10; 12; 14
Skill Cost: 3; 5; 8; 12
The more offensive form of alchemy, these students
become skilled in forms of alchemy that allow them to
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Skills & Abilities
6
stand up to the most armored combatant and be a
force to reckon with. Though acid vials and flaming
bombs are the most common things learned, it has
been reported that orbs of lightning and other more
science-induced things have been seen leaving the
hands of these artisans. The Acid Handling skill is still
required to use these items in the field as well as
being a prerequisite (along with Lv.1 PPO&S) for this
production.
As always, there is a base skill that allows a character
to know more about engineering. With this knack, the
character can look at something and understand the
basic concept of how it is working or at least the
simplistic theory behind it, meaning with this knack
the character can determine if clockwork, steam, or
electrical engineering is being utilized. This also allows
the character to then start down the pathway of a
chosen engineering form.
Poisons
XP Cost: 4; 7; 11; 16; 8; 14; 22; 32
Skill Cost: 3; 6; 9; 12; 15; 18; 21; 24
The deadly art of alchemy. This highly hushed, and
often illegal, form of alchemy requires great discipline
and a very careful hand. Each time the alchemist
learns more into this art they become more deadly. It
is said that the best can form a poison that can utterly
dust a person upon contact. The Poison Handling skill
is still required to use these items in the field as well
as being a prerequisite (along with Lv.1 PPO&S) for
this production.
Note: Not having Base Engineering Knack makes it
nearly impossible for an uneducated character to
know the difference between arcane magic, divine
intervention, technology, or the unimaginable.
Without it, people just are incapable of being able to
differentiate the difference.
Engineering Knacks
Though often viewed as the newest of the world,
proof that engineering has been around for centuries
seems to be popping up more and more. Engineering
is often referred to as tinkering, but all true to the art
do not tinker, they create, explore and learn. The
engineering art is also one of the hardest to learn to
do correctly and often the least forgiving to mistakes.
It is also the one art form that relies heavily on the
other skills to work. Without the smith, an engineer
could not have a shell for an invention; be it a
construct, firearm, or even the casing for the
ammunition the firearms fire. Without the alchemist,
they would not have their liquid power supplies, their
glues for quick fixes, or black powder for their
ammunition. Like alchemy, Engineering learning times
can vary greatly depending on the rank of the skill
being learned. Times generally range from as little as
six weeks to as long as half a year to learn.
Base Engineering
104
XP Cost: 3
LT: 4 Weeks
Skill Cost: nil
Clockwork Engineering Knacks (Lv. 1 - 4)
Pre-req: Base Engineering Knack and Read/Write:
Common
XP Cost: 7; 14; 21; and 30
Skill Cost: nil
LT: 8; 16; 26; and 39 Weeks
There is a base set of knacks that allows a character to
know more about clockwork engineering with four
levels of understandings: Basic, Intermediate,
Advanced, and Master. Depending on the level of
knack a character can look at something and to
varying degrees know more about it. The basic level
covers the fundamental foundation of applied science
and simple mathematics in the operation and base
history of the clockwork engineering field including
the theories behind elastic energy, spring rates, and
gear ratios, but not an understanding or fathoming of
the true potential. This also allows them to then start
down the pathway of a clockwork engineering track
and be able to dabble in and use their creations later
on. Intermediate level is the true beginning of
grasping the potential of the clockwork field and the
reality of its potential rather than a fantastical
misconception; this includes a grasp on helical and
worm gears, torsion springs, and mechanical motion.
Advanced level grants the character knowledge and
capabilities of one truly versed in the field allowing
them to have realistic envisions of its abilities and
limits along with understandings of its theories and
practical applications; this covers a base
understanding of hydrodynamics, base outer-casing
metallurgy, advanced mathematics and its theories,
the physics of torque, and apparatus movement
dynamics. Mastery is the pinnacle of the field allowing
one to fully understand the field within the limits of
the world’s advancements and also see beyond to the
possibilities of what truly could be done. Masters are
also allowed to develop their own schematics for the
clockwork engineering field (with close supervision
from staff).
Steam Engineering Knacks (Lv. 1 - 4) Prerequisite:
Base Engineering Knack and Read/Write: Common XP
Cost: 7; 14; 21; and 30
Skill Cost: nil
LT: 8; 16; 26; and 39 Weeks
This is a base set of knacks that allows a character to
know more about steam engineering with four levels
of understandings: Basic, Intermediate, Advanced, and
Master. Depending on the level of knack a character
can look at something and to varying degrees know
more about it. The basic level covers the fundamental
foundation of applied science and simple mathematics
in the operation and base history of the steam
engineering field including the theories behind heat
transfer, pressure, and base metallurgical tolerances,
but not an understanding or fathoming of the true
potential. This also allows the character to then start
down the pathway of a steam engineering track and
be able to dabble in and use their creations later on.
Intermediate level is the true beginning of grasping
the potential of the steam field and the reality of its
potential rather than a fantastical misconception; this
includes a grasp on thermodynamics, fluid dynamics,
and mechanical motion. Advanced level grants the
character knowledge and capabilities of one truly
versed in the field allowing them to have realistic
envisions of its abilities and limits along with
understandings of its theories and practical
applications; this covers a base understanding of
aerodynamics, heat engines, advanced mathematics
and its theories, pneumatics, and apparatus
movement dynamics. Mastery is the pinnacle of the
field allowing one to fully understand the field within
the limits of the world’s advancements and also see
beyond to the possibilities of what truly could be
done. Masters are also allowed to develop their own
schematics for the steam engineering field (with close
supervision from staff).
Electrical Engineering Knacks (Lv. 1 - 4)Prerequisite:
Base Engineering Knack and Read/Write: Common XP
Cost: 7; 14; 21; and 30
Skill Cost: nil
LT: 8; 16; 26; and 39 Weeks
At its core of electrical engineering is a base set of
knacks that allows a character to know more about
engineering. The electrical engineering field has four
levels of knacks to define the general understandings
of the field: Basic, Intermediate, Advanced, and
Master. Depending on the level of knack a character
can look at something within that field and
understand the basics of how it works or at least the
theories behind it. The Basic Engineering Knack covers
the fundamental foundation of applied science and
simple mathematics in the operation and base history
of the electrical engineering field including the
theories behind electrical current, electric charges,
and electric potential, but not an understanding or
fathoming of the true potential. This also allows the
character to then start down the pathway of an
electrical engineering track and be able to dabble in
and use their creations later on. Intermediate level is
the true beginning of grasping the potential of the
electrical field and the reality of its potential rather
than a fantastical misconception; this includes a grasp
on magnetism and electromagnetism, electric fields,
and mechanical motion. Advanced level grants the
character knowledge and capabilities of one truly
versed in the field allowing them to have realistic
envisions of its abilities and limits along with
understandings of its theories and practical
applications; this covers a base understanding of
metallurgical conductivity, advanced mathematics and
its
theories,
magnetohydrodynamics,
and
electromagnetic radiation. Mastery is the pinnacle of
the field allowing one to fully understand the field
within the limits of the world’s advancements and also
see beyond to the possibilities of what truly could be
done. Masters are also allowed to develop their own
schematics for the electrical engineering field (with
close supervision from staff).
Clockwork Creations XP Cost: 3; 5; 8; 12; 17; 23
Skill Cost: Varied
Your clockworks often create some of the most
beautiful pieces of art. But they are not limited to just
watches, these are your inventors of moving parts and
most things with gears. Your constructs are
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Skills & Abilities
predominately made by these people. There are six
different ranks of this art, each one grows off the next
and allows the character to become more and more
skilled in the art form.
Steam Creations
XP Cost: 4; 8; 13; 18; 23; 28
Skill Cost: Varied
A power source that has revolutionized the world:
steam. These engineers are highly sought after in
some places, and burned at the stake in others. This
skill is also made of six ranks which, like clock working,
grows off the last allowing the character to become
more creative in their works.
Electrical Creations
XP Cost: 5; 9; 15; 22; 29; 36
Skill Cost: Varied
Newest to the field, electrical engineers are feared
and often shunned. This very unpredictable form of
energy is hard to work with, but seems to be effective
in most cases. Characters with this skill can build
larger and more complex pieces as they grow and
level the six different ranks this skill is divided into.
Note: Most of the engineering Skill costs depend on
what is being created. Due to the almost unlimited
amount of things a player might create, these
numbers are almost impossible to put to paper. But, a
system does exist and an engineer becomes more and
more adept to the system as they grow as a character.
Craft Skills
Craft skills are your most commonly taken skills that
help round out a character. These are the skills that
give the little things to the person. By definition, craft
skills differ from production skill and lore skills in the
way that they give your character depth. Most craft
skills give you no immediate advantage in the game
world, but that in no way means that they will not
come in handy at some point when you find yourself
in a pinch. Craft skills are broken down into three subcategories: General Crafts, Trade Crafts, and Rogue
Crafts.
General Crafts
Artistic Skill
6 Weeks
106
XP Cost: 2-50
Skill Cost: 2 LT:
6
There are almost countless mediums for art. With this
skill, the character is well trained in one of them and is
able to create pieces in said form. This can be anything
from painting and drawing to playing a type of musical
instrument. Each work of art created for a reason
costs 2-50 skill points.
Astrology
XP Cost: 4 Skill Cost: nil
LT:
6 Weeks
The zodiac is a powerful thing in Xadune. This skill
makes a character knowledgeable to the world of
astrology. With it they are sometimes given a glimpse
into how a signed person might be of help to the
needs of a situation.
Barter
XP Cost: 7; 7; 14; 14; 21
Skill Cost: 5 LT: 12 Weeks
Everyone likes stuff, but even more people like stuff
for cheaper. With this skill the character can attempt
to gain 5% off non-player character merchant
purchases. This skill can be bought multiple times,
each added to the last up to a 25% discount. Use of
this skill requires a use of 5 Skill for that encounter.
This skill is not guaranteed to always work on some
merchants or all the time on the same vendor.
Boating
XP Cost: 2 Skill Cost: nil LT:
4 Weeks
Understanding how a boat works can be the
difference between life and death for a character.
When this skill is taken, the player must choose
between airships and sea vessels. Boating gives the
character a base understanding of the workings of a
boat and would allow them to be a qualified
knowledgeable member of a crew.
Calligraphy
XP Cost: 2 Skill Cost: 2
LT:
4 Weeks
Often regarded as one of the more recognized but
underrated art forms, this skill allows the character to
use and understand the most current form of
calligraphy; a usefully skill for the more sophisticated
societies or when addressing nobility. This skill often
requires special tools to perform.
Cooking
XP Cost: 3
Skill Cost: varies
Pre-Reqs:
none
LT: 6 w
Some people have it, others don’t; although all
characters have rudimentary cooking skills, the
character with this skill is an accomplished cook Often
regarded as the fastest way to an adventurer’s
stomach. With this skill, a character has what it takes
to make a meal that makes an impression. Skill
expenditure is only required only when attempting to
prepare a truly magnificent meal worthy of a master
chef (5sp per dish/food). If this skill is taken a second
time (6xp) the PC gains the ability to detect spoiled,
polluted, or foul food. If taken a third time (9xp) the
PC can identify if food has been poisoned. If taken a
fourth time (12xp) the character is capable of making
a meal that is so substantial that it gives the recipient
a bonus 5 body (added to their maximum body) for
the next 48 hours. A recipient can only reap the
rewards once from a well cooked meal in a 48 hour
period. The chef must pay a 10sp expenditure per
plate and is required to spend an hour in preparation
of the meal, per plate.
Craft Skill ____
XP Cost: 2-25 Skill Cost: 2 LT:
4 Weeks
If there is any base craft skill that is not covered in this
section, this is your general all purpose skill here.
There are almost countless craft skills out there, so do
not feel timid if you have one that would fill the niche
you are looking for.
Decipher Language XP Cost: 10 Skill Cost: 5
LT:
12 Weeks
Like codes, but different, a foreign language can be a
feat in its own to figure out. This skill helps the
character in unraveling said language and gets the
general meaning of what the text is trying to say if
they know the root language or a sister language to
the one they are trying to decipher. This skill does not
allow the character to learn a new language. The cost
is 5 Skill per section deciphered and 10 minutes per
section. A section is generally defined as a paragraph
or a few (five to ten) sentances.
Etiquette
4 Weeks
XP Cost: 3 Skill Cost: nil
LT:
Growing up in a higher class, planning on going to a
masque ball, or just trying to impress the ladies; this
skill grants the character knowledge on basic etiquette
and manners of most societies. With this skill,
characters have a base understanding of the proper
forms of behavior and address required in many
different situations, particularly of those in positions
of rank. This skill does not, however, protect the
character from social faux pas, proper role-play is still
often required to make it through some encounters.
Farming
XP Cost: 2 Skill Cost: nil LT:
4 Weeks
Everyone likes plants, most of the time. With this skill,
the character is versed in growing common plants in a
small scale environment like a house hold. This skill
also gives insight to planting, harvesting, and storing
crops. This skill often requires special tools to perform.
Foraging
XP Cost: 8/lv. Skill Cost: nil LT:
6 Weeks
A wilderness based gathering skill; this allows the
character to start each event with a few materials that
can be found normally in the wilderness (wood, pelts,
etc). There are three levels to this skill, each allowing
the character to collect more items before an event.
Haggling
XP Cost: 5 Skill Cost: 3
LT:
8 Weeks
A unique skill that not everyone possesses; with it a
character can attempt to work out a better buying
deal on an item the character is selling (as in maybe
influencing items for trade instead of straight cash).
Use of this skill requires 3 Skill Points to be used, and
does not always guarantee the results wanted but will
often get you somewhere.
Info Gathering
XP Cost: 5
Skill Cost: varies
Pre-Reqs:
none
LT: 8 w
Some people just have their ear to the ground. This
skill lets the character gain a small edge on trying to
find information out about certain things throughout
the world. Granted, not all the info is necessarily true.
Through the use of this skill, a character can attempt
to gain information about a specific person, place, or
thing. In appropriate circumstances, a character will
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Skills & Abilities
be aware of major rumors circulating around a town
or area. With a skill bid, information can be gleaned.
The following modifiers are used:
Characters clout or notability in the area could
vary the amount from -25% target amount to
+25%
Faction, guild, and merchant house members
receive a -15% target amount (due to resources
of guild at their disposal)
When outside friendly territory there is a +25%
increase to target amount (e.g., an elf in a
dwarven community etc.)
Money is also required or a +25% penalty is imposed
(Money is used for payoffs etc., this will usually cost
between 1 and 30units, this must be spent before the
skill bid is made, the investment is lost whether or not
the desired information is made.
Read & Write
XP Cost: 2 Skill Cost: nil LT:
4 Weeks
Literacy is one of the most commonly overlooked
abilities in a LARP. Without it you cannot read
anything, but with it you are able to read and write
the common tongue. Additionally this skill can be
taken for other languages as well.
Riding
XP Cost: 4 Skill Cost: nil LT:
4 Weeks
Once in awhile a character will find that being able to
ride a mount is a beneficial thing. With the purchase
of this skill the character must choose a general type
of mount (horse, griffon, giant seahorse, etc.). This
skill allows the character to be versed in riding and
maintain the riding equipment of said mount. Without
this skill, the character will find it near impossible to
perform more than the very base tasks on the mount
acquired.
Rope Use
XP Cost: 2 Skill Cost: nil LT:
4 Weeks
Tricky thing ropes can be. This skill lets one be able to
properly manage ropes and knots, allowing the
character to perform what most might consider
amazing acts. Knots can be formed that slip, hold
tight, slide slowly, or loosen with a quick jerk. If a
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character’s hands are bound, they can attempt to
escape at the cost of 4 Skill.
Rumor Control
XP Cost: 5 Skill Cost: Varies
With this skill, the character can better determine
rumor from truth. An often useful skill when you have
to deal with the less savory types. This skill does not
give you the ability to detect a lie, but rather use other
informational knowledge to determine if the
information you are hearing is bullshit or not.
Scavenging
XP Cost: 8/lv. Skill Cost: nil LT:
6 Weeks
A city based gathering skill; this allows the character
to start each event with a few materials that can be
found normally within a city (metal scraps, pelts, etc.).
There are three levels to this skill, each allowing the
character to collect more items before an event.
Survival
XP Cost: 3 Skill Cost: nil LT:
4 Weeks
Sometimes one can find themselves in a situation
where they have to make do. When this skill is
learned, an environment must be selected. When
inside said environment, the character is able to make
do and survive much longer than the average
character.
Trade Crafts
Acid Handling
XP Cost: 6
Skill Cost: 1
Not having the skill and training that your more
advanced alchemist has can be taxing on a character,
but with this skill they can handle most acid globes
and the like without the fear of them melting on you.
This skill costs 1 Skill Point per use.
Alternate Use
XP Cost: 8
Skill Cost: 5
Often one cannot find exactly what they are looking
for to make an item. This helpful skill allows the
character to use unusual items as a substitute
material, but the results might vary. This skill is taken
separately for each of the three production skills.
When using this skill, the appropriate tags and formula
are presented during creation and the marshal on
duty determines the ultimate outcome. This will not
always guarantee a success in the manner wished for,
nor should it be expected that the results can be
LT: 6 We
reproduced even if the same materials are used. Each
time this skill is used it requires 5 Skill Points along
with the skill required for the formula it is being used
with.
Appraising
XP Cost: 3 per level
Skill Cost: 2
Often a character might happen across different
objects, gems, or materials that have a value to them
on the open market. The appraisal skill lets a character
be able to see an object and determine the open value
on it. In other words, tagged items of value can be
deciphered via their code. There are five levels to this
skill, each building off the last, allowing the character
to determine more about an object (if available) and
assess more types of objects. Weapons and armor are
exempt from this skill. Each item appraised takes 2
Skill Points.
Arms Appraising
XP Cost: 4 per level
Skill Cost: 2
Objects of art and gems are not the only thing of value
on Xadune. Often times weapons and armor can be
found that are equally sought out by a collector. This
skill does for weapons and armors what appraising
does for art and such. In other words, tagged items of
value can be deciphered via their code. There are five
levels to this skill, each building off the last, allowing
the character to determine more about a weapon or
armor (if available) and assess more types of arms.
Each item appraised takes 2 Skill Points.
Boating
XP Cost: 2
Skill Cost: nil
Pre-Reqs: none
LT: 4 w
Understanding how a boat works can be the
difference between life and death for a character.
When this skill is taken, the player must choose
between airships and sea vessels. Boating gives the
character a base understanding of the workings of a
boat and would allow them to be a semi-qualified
member of a crew.
Cartography
Skill Cost: 5+
XP Cost: 10
Pre-Reqs: A.S.: Drawing R.2, Distance Sense
LT: 12 w
Some people have a gift that allows them to look at
an area and later accurately redraw it in a useful form
other than a landscape. This skill permits a character
to create maps of any kind, at a cost. At its base form
with this skill, the character is able to draw out a very
rough map of an area they have seen and explored at
the cost of 5sp. Additionally, one is slightly more
versed in where to find maps for any given region or
area, knows how to generally interpret maps using
various forms of notation, and can attempt to solve or
complete encrypted or partial maps. This skill often
requires special tools to perform.
Additionally the character can choose to make much
more accurate and useful maps. To do so, the
character must develop an excellent sense of spatial
relationships and become a good judge of distances.
When called upon to manufacture a new map, the
first thing a cartographer must do is research the area
to be mapped. The length of this research depends
upon the size of the area. Obviously, mapping out the
borders of a kingdom is a much more involved task
than mapping out the streets of a small village.
While performing his research, the character must
make several sketches. Once he is done with his
research, the cartographer uses these sketches, along
with his other notes, to construct the map. The
character the goes to a Staff member and makes a skill
point bid. Exceedingly difficult maps that require much
time will require multiple bids through-out the time
frame. If the bid is too low, the cartographer comes up
with an inaccurate and entirely useless map. The
cartographer could sell the poorly made map, but his
reputation would suffer, and the purchasers will
certainly come looking for the seller once they
discover how bad the map is.
If the skill points are under-bid by more than 25%,
the cartographer does not realize the inaccurate
nature of the map. Otherwise, the character is aware
that the map contains flaws. If the skill point bid is
over-bid by more than 50% the cartographer has
created an almost perfect map. The cartography
community at large will use the perfect map as model
from which all other maps of the area in question be
based. Such a map is worth triple the normal price.
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Skills & Abilities
A cartographer can also use this skill to create a map
of a specific area from memory. When making a map
entirely from memory without notes or sketches-the
character suffers a 75%increase in the target bid
amount. Success, however, means that the
cartographer reproduces a useful map of the area in
question.
The Cartography skill can also be used to estimate
distances. In most cases, a cartographer can
automatically estimate distances with 75% accuracy.
The cartographer can choose to spend 5sp which
enables him to judge distances with 100% accuracy.
Diagnostic
XP Cost: 6
Skill Cost: nil
Everyone can apply a bandage, but not everyone can
look a person over and see what’s wrong. With this
skill, a character can determine the status of another
character. To use this skill, the character goes up to
the intended target and puts their hand over them
and states: “diagnose, what is your status?” This is an
out of play question and must be answered by the
player unless they are conscious and choose to resist.
The target should respond with how much body the
target is down, and what status they are at. Without
this skill, a character has next to no way of
determining what status or body another character is
at.
Explosive Handling XP Cost: 6
Skill Cost: 1
Without the skill and training that your more
advanced alchemist has, one can find working with
explosives more than just dangerous. This skill allows
the handling of explosives without major
repercussions. This skill costs 1 Skill Point per use.
Healing
XP Cost: 7; 9; 12; 16; 21
Skill
Cost: varied
The art of healing is perhaps the most complex and
new of the craft skills. Field doctors are becoming
more and more desirable for their abilities. For a
character to take this skill, they must first know
Diagnostic. Each rank afterwards adds to the next and
lets the character do more and more. Some can do
amazing things with bandages; others have been
known to bring a person back to life with an electrical
device. Each rank brings with it some limited skills, but
more can still be learned for each rank.
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Rank 1
- A PC can halt a bleeding count and nurse a wounded
person from -1 body to 1 body after 1 minute of care.
If the act is interrupted in some way (i.e.: the doctor
gets pulled away) then the victim resumes their death
count. Note that they do not restart it, they resume it.
No bandages or any other items are required for this
procedure.
-Characters at this rank are also able to properly use
special bandages.
-Lastly a PC can properly refill a syringe, thus making it
reusable, with a healing tonic.
Rank 2
-Character can stack bandages, though the same time
restraint remains.
-Characters at this level are also more versed in the
use of bandages and healing practices and they are
able to double the effectiveness of all bandages they
use for the cost of 1 Skill Point per bandage used in
this way.
Reminder: Special tonics (i.e.: anything that does more
than heal body) require a special skill to use.
Identify Alchemy
XP Cost: 5
Skill Cost: 1
Sometimes having too much alchemy can become a
confusing burden. With this skill, a character can
identify a common alchemical solution by examining it
for 30 seconds. More complex alchemies can be
identified after 60 seconds of examination, though
unless the character is familiar with the compound,
their findings might be a little hard to explain. This skill
takes 1 Skill to use per use.
Fortune Telling
XP Cost: 5
Skill Cost: 2
This age old skill allows the character to learn about
another through a selected means of Fortune telling.
Only a single style of this art can be taken per
purchasing of this skill. With this skill, the character
can attempt to see into the immediate future of a
person or situation. Staff should be informed when
the action is made. Each use of this skill requires 2 Skill
Points. It is not always guaranteed that good, or any
useful, information will be gained from this.
Gem Cutting
XP Cost: 4
Skill Cost: 4
Often a gem might be larger than a person wants, or
they could just want a few smaller stones cut from
one but still have each maintain their value. This skill is
often used by smiths specialized in jewelry making but
can be used by anyone that knows how. Each gem cut,
despite how the cut is, takes 4 Skill. This skill often
requires special tools to perform.
Piloting
XP Cost: 3
Skill Cost: nil
Having a skilled pilot is something every Captain
wants. This allows the character to be able to
accurately pilot a vessel. When this skill is taken the
player must choose between airships and sea vessels.
Special maneuvers or piloting in adverse conditions
will require use of Skill Points.
Poison Handling
XP Cost: 6
Skill Cost: 1
As with acids and explosives, working with poisons
without the proper knowledge can be deadly.
However, with this skill one is able to handle and use
poisons without killing or infecting themselves. This
skill costs 1 Skill Point per use.
Read Magic
XP Cost: 5
Skill Cost: nil
This skill allows the character to read magical texts
such as scrolls and spell books. This is the base skill
required for a character to start to learn magic.
Without it, the character will be unable to learn and
use spells from a spell book.
Sail Manipulation
XP Cost: 3
Skill Cost: 1
That extra bit of speed can always come in handy. This
skill helps the character in being able to get the entire
amount of use out of the sail of a boat. Each use of
this skill takes 1 Skill Point.
Scribing
XP Cost: 5
Skill Cost: 2/page Pre-Reqs: Read/Write
LT: 8 w
A character with this skill is skilled at making exact
copies of any non-magical written material. To be
successful, the character must have an original in front
of him during the entire process. A skill bid is made at
2sp per page, and if successful, the copy is a perfect
copy of the first, without loss of any words or
meaning. The new copy is obviously in a different
hand than the original (this is not a substitute for
forgery). The character need not understand the
language of the original, as long as the letters are
easily readable. Characters must take the
reading/writing proficiency prior to this one, although
the specific language is not important. It takes
approximately 10 minutes per page to scribe a copy. A
typical scribing kit, complete with carrying case,
magnifying lens, 2 bottles of ink, a dozen pages of
parchment, and a like number of quills costs around
50 units and last about two hundred pages. Special
inks and quills are available in large cities. A character
with the forgery proficiency gains a -25% cost in skill
target bids if the scribing proficiency is also known.
Séance
XP Cost: 15
Skill Cost: 2+
Pre-Reqs: none
LT: 12 w
Another well known skill for the fated is the art of
contacting the dead. With this skill, the player can
attempt to talk to others in the Twilight. Alternatively,
creatures in the Twilight might also be able to talk
through the character to the living realm. It should be
noted that this skill does not allow a character to see
into the Twilight. Each active use of this skill costs 2
Skill Points a minute.
Semaphore
XP Cost: 2
Skill Cost: nil
A long-time used form of communication between
boats, semaphore gives the character the ability to
use and understand long distance signaling.
Torture
XP Cost: 7/lv. Skill Cost: 7
With this skill a character has learned how to deal out
agony. Each level brings its own definition of hurt to
the situation and forces an opponent to divulge
certain information. There are five levels to this skill,
each working off the next in effectiveness. Each use of
the skill requires the expenditure of 7 Skill Points. A
Staff member needs to be present during a torture
session in order to help guide players in the proper
amount of information that may be obtained in each
situation.
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Skills & Abilities
Torture Resistance
XP Cost: 7/lv. Skill Cost: 7
The only defense to torture. With this skill, the
character has been taught to resist forced ways of
information gathering. There are five levels to the skill,
each growing on the last and countering the equal
level of torture. Each use of this skill requires 7 Skill
Points.
Tracking
XP Cost: 7
Skill Cost: 2+
Pre-Reqs:
LT: 8 w
Tracking someone can be difficult, but not as much
with this skill. Characters with tracking skill are able to
follow the trail of creatures and characters across
most types of outdoors terrain. Skill bid starts at 6sp
and are modified based on many factors. In addition,
other modifiers are also applied to the attempt,
according to the table below.
Terrain
Modifications
Soft or muddy ground
-4sp
Thick brush, vines, or reeds
-3sp
Occasional signs of passage, dust
-2sp
Normal ground, wood floor
+5sp
Rocky ground or shallow water
+10sp
Light trafficked area
+3sp
Medium trafficked area
+7sp
Heavy trafficked area
+10sp
Every two creatures in the group
-1sp
Every 12 hours since trail was made
+2sp
Every hour of rain, snow, or sleet
+6sp
Poor lighting (moon or starlight)
+6sp
Tracked party attempts to hide trail
+5sp
Tracked party is utilizing Trail Hiding
varies
Tracked party is utilizing Evasion
varies
The modifiers in the above table are cumulative—
total the modifiers for all conditions that apply and
combine that with the trackers base chance for
success to get the modified chance to track. No act of
tracking can cost less than 2sp. If the modifiers adjust
the cost to lower then that it still cost at least 2sp to
perform the track.
For the tracking to succeed, the creature tracked
must leave some type of trail. Thus it is virtually
impossible to track flying or non-corporeal creatures.
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The marshal may allow rare instances, but he should
also assign substantial penalties to the attempt.
To track a creature, the character must first find the
trail. Indoors, the tracker must have seen the creature
in the last three minutes and must begin tracking from
the place last seen. Outdoors, the tracker must either
have seen the creature, have eyewitness reports of its
recent movement, or must have obvious evidence that
the creature is in the area. If these conditions are met,
a skill bid is made. Success means a trail has been
found. Failure means no trail is found. Another
attempt cannot be made until the above conditions
are met again under different circumstances.
Once the trail is found, additional skill bids are made
for the following situations:
The chance to track decreases due to modifier or
conditional changes.
A second track crosses the first.
The party resumes tracking after a halt of more
than sixty seconds.
Once the tracker fails a skill bid, another check can
be made after spending at least one hour searching
the area for new signs. If this rebid failed, no further
attempts can be made. If several trackers are
following a trail, a -3sp bonus is added to the chance
of the most adept tracker. Once he loses the trail, it is
lost to all.
If the modifiers raise to cost the tracker more skill
then they have max, the trail is totally lost to that
character and further tracking is impossible. Other
characters may be able to continue tracking, but that
character cannot.
A tracking character can also attempt to identify the
type of creatures being followed and the approximate
number by doing a skill bid of 5sp. All the normal
tracking modifiers apply. One identifying check can be
made each time a check is made to follow the trail. A
successful check identifies the creatures (if the
character has knowledge of such creatures) and gives
a round estimate of their numbers.
When following a trail, the character must slow
down, the speed depending on the character’s
modified chance to track as found from the above
table.
Chance to Track
13+sp
6-12sp
0-5sp
Movement Rate
¼ normal
½ normal
¾ normal
These rates are determined each time the chance to
track changes. Each rank of this skill makes the
character more adept at tracking someone through
almost any environment by dropping all the modifiers
by one in skill cost (to a minimum of zero skill cost for
original positive modifiers, though negative modifiers
can get lower; this does not affect the skill modifiers
gained from a tracked party using Evasion or Trail
Hiding). This skill can be purchased up to five times at
7xp per rank.
Veterinary Healing XP Cost: 10
Skill Cost: nil
Sometimes you like animals a lot, and sometimes your
friend happens to be one. This skill lets a character
apply the science of medical knowledge towards
animals, Wild Ones, and any Far-Born that apply as
well. This skill has also been proven to be helpful for
doctors that wish to become multiversed in all the
races of Xadune and is required to apply anything
medical to a Wild One or select Far-Born other than a
bandage.
Zero-Gravity Combat XP Cost: 20
Skill Cost: 2
This amazing skill allows the character to operate in
the lack of gravity perfectly. Each session (time in) the
character goes into said environment requires 2 Skill
Points for the character to benefit from this skill.
Rogue Crafts
Concealment/Stealth
XP Cost: 10
Skill Cost: 10
Pre-Reqs: none
LT: varies
With this skill, the character can try to disappear into
shadows or any other type of concealment—bushes,
curtains, crannies, etc. The character can hide this way
only when no one is looking at him; he remains hidden
only as long as he remains virtually motionless. The
success of a skill bid is kept secretly by the marshal, as
the character always thinks he is hidden. Concealment
in shadows cannot be done in total darkness, since the
talent lies in fooling the eye as much as in finding real
concealment. However, hidden characters are equally
concealed to those with or without blind-fighting.
Spells, magical items, and special abilities that reveal
invisible objects can reveal the location of a concealed
character.
A hard ability to learn, but a lifesaver at times; there
are five ranks to this skill. Activation of this ability
requires the user to be in the shadows and use a three
count to fade into them. Use of this skill at rank one
allows a character to become invisible in shadows for
one minute. Moving, talking, or doing anything
besides staying still breaks this skill. If an observer is
watching as this skill is used they simply see the
character blend into the shadows. All rules for
invisibility also apply to this skill. At rank two, the
character can extend their time in the shadows to five
minutes, with all of the above restrictions applied.
Rank three allows that character to move at a very
slow pace and remain hidden as long as they remain in
the shadows, but any other action will break Stealth.
At rank four, the character is allowed to move at a
normal walking pace while in shadows and still remain
hidden, as well as whisper; however any other action
will result in breaking Stealth. Each use of this ability
requires 10 Skill Points. Being successfully attacked
while in Stealth will also break this skill, as well as ever
leaving the shadows. As a reminder, a teacher is
required for each rank of this skill to be obtained. This
is the only craft skill that disallows a character from
starting with any higher than rank 1 in the art. It
should also be noted that there are means for players
to sense or even spot users of this ability; it is not
omnipotent.
Disarm Trap
Cost: variable
XP Cost: 5; 10; 15
Skill
LT: 12+ Weeks
With use of this skill, the character is able to attempt
to disarm a trap. There are three levels to this skill,
each requiring the latter to progress. To try and
disarm a trap, the character determines how much
skill they want to put into the act of disarming the
trap. Each rank allows the character to spend more
skill in the act. First rank allows for up to ten Skill
Points, the next up to twenty, and the last allows up to
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thirty Skill to be used in picking a lock. To successfully
disarm a trap the character needs to spend more Skill
in the act then spent in making the trap.
Escapology
XP Cost: 10
Skill Cost: 4+
Pre-Reqs: none
LT: 10 w
Once in a while you find yourself in a situation where
you just need to get out. This skill is just that; with it
the character is learned in finding escape routes along
with getting out of general confines. This is the ability
to escape shackles, ropes and even straightjackets by
body contortions and limb manipulation. Though
success is never guaranteed with this skill, it does offer
the character a much better chance than someone
who does not have the skill. Tight ropes and your basic
physical confining of webs impose a +2sp penalty
(which is performed on a 3 second count), locked
metal cuffs impose a +6sp penalty (and a 15 second
count), and straightjackets impose a +10sp penalty
(and a 60 second count). For multiple bonds, these
values are cumulative. Note that having the Rope Use
skill, and spending the skill amount, increases the
Escapology skill chance for rope bonds by 4sp. More
difficult confines need to be discussed with a marshal
for the time and Skill Points required. It should be
noted that magical effects that do not produce
physical confines (Bind, Snare, Confine, Immobilize,
Trammel, etc.) cannot be escaped via this skill.
Espionage
XP Cost: 8
Skill Cost: 4+
LT: 16 Weeks
Characters might need to obtain, gather, or collect
information without anyone knowing the wiser. With
this skill, that is just something much more likely than
someone who does not have said skill. The character is
much better at secret information gathering,
infiltration, and the sort. An added plus of this skill is
that the character is also highly likely to spot when
said art is being used by another, or has been used in a
situation.
Evasion
XP Cost: 13
Skill Cost: varies
Pre-Reqs: none
LT: 12 w
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This skill allows the character to lose someone who
is following him or keep a particular person from
finding him in a public place. As one might imagine
this skill is most effective in urban environments,
though it can be utilized to limited effects in nonurban situations. The character can spend as much
skill as they wish to attempt to evade their pursuers.
Spent skill points then work directly against the
trackers and their modifiers. Familiarity with the area
adds a +25% bonus to the skill points spent. Each
additional rank of this skill makes the character more
adept at evading someone. Each rank additional adds
an additional 25% bonus to skill points spent.
Forgery
XP Cost: 5 Skill Cost: 4+ LT:
6 Weeks
Often considered as an art form to some but crime to
others, this skill allows the character to be extremely
talented in duplicating other people’s hand writing
and signatures. It takes 4 Skill Points to forge just a
signature. Forging anything more complex than a
document or signature requires a more complex array
of skills and materials.
Lock Picking
XP Cost: 5; 10; 15
Skill
Cost: variable
LT: 12+ Weeks
With use of this skill, the character is able to attempt
to pick a lock. There are three levels to this skill, each
requiring the former to progress. To try and pick a lock
a character determines how much Skill they want to
put into picking the lock. Each rank allows the
character to spend more Skill in the act. First rank
allows for up to ten Skill, the next up to twenty, and
the last allows up to thirty Skill to be used in picking a
lock. To successfully pick a lock the character needs to
spend more Skill in the act then spent in making the
lock.
Observation
XP Cost: 5 LT: 5 Weeks Skill
Cost: nil
This allows a character to often notice things most
people wouldn’t. For example, that thing over there
that you never noticed, your character would have
seen. It’s good for quick situations when taking in as
much as you can is important. It might also make the
character privy to the little things and can give you an
edge in a situation.
Rate Lock
XP Cost: 8 Skill Cost: 5 LT:
5 Weeks
A basic skill that is useful to almost any engineer or
rogue. With this skill the character can look over a lock
and determine its rank after 15 seconds, its Skill level
after 30 seconds, and any special information after 60
seconds of scrutiny. Each use of this skill requires 5
Skill Points.
Rate Trap
XP Cost: 8 Skill Cost: 5
LT: 5 Weeks
A basic skill that is useful to almost any engineer or
rogue. With this skill the character can look over a trap
and determine its rank after 15 second, its skill level
after 30 seconds, and any special information after 60
seconds of scrutiny. Each use of this skill requires 5
skill.
Smuggling
Cost: Varies
XP Cost: 15
Skill
LT: 16 Weeks
This rare skill lets the character know the ins and outs
of the illegal art of smuggling. In so, it also grants the
character access to the local black-markets along with
ties to the shadier people… not that that’s a good
thing sometimes.
Trap Detection
XP Cost: 12
Skill Cost: 2
LT: 12 Weeks
Just because you can make a trap or even disarm it
does not mean you can see it or find a hidden one.
Trap detection is vital to the dungeon crawler, with it
the character can spot a trap if they have enough Skill
to spend at the time. This skill is thought of to be
always in effect unless the player states it is not. If the
character does not have enough Skill Points to use the
skill, they are unable to spot hidden traps ahead of
time.
Note on Craft Skills: Though many do not require Skill
Points to use for role-play purposes, Staff & Plot do
retain the right to require an allotted amount of Skill
Points for any use of any Craft Skill that can produce
any type of product or significant in-play result.
Combat Abilities
Combat is one of the most intense and physically
exerting parts of LARPing. Though some people will
prove to be more naturally skilled in physical combat,
in-play abilities are offered to anyone and everyone to
help level the playing field.
Most of the abilities below require you to announce
when you use said ability, like when avoidance is used.
Others will add an effect to your combat tagline. And
lastly, a few are abilities that are used to help you in
the long run of your character’s life, like being
ambidextrous or learning a level of armor
optimization. It should also be noted that most incombat abilities require the use of Skill Points for each
use. It should go without saying that not having
enough Skill to use an ability means you cannot use
said ability.
Accurate Attack
XP Cost: 15
Skill
Cost: 10
Pre-Reqs: (non-free)
Weapon Prof. r1
LT: 8 w
Landing a hit on an opponent is easy; landing a great
hit often requires some skill. Upon using this ability
the character can call x2 damage for 1 swing. This
ability can be stacked with other abilities. When using
this ability, the additive “Accurate” must be added to
the tagline as well as the correct damage being called
out. So, for example, if a character normally calls “5,
Slashing, Normal” and they use this skill, the tagline
should be “10, Accurate, Slashing” or “10, Slashing,
Accurate”; whichever the character prefers. It costs
10sp to use this ability.
Aggressive Defense
XP Cost: 20
Skill
Cost: 15
Pre-Reqs: none
LT: 6 w
Sometimes a good defense comes at a cost.
Activating this ability halves all damage the character
deal out (fractions rounded down), including any
damage dealt via a combat ability; but in doing so the
character only takes half the amount of damage
inflicted upon them (fractions also rounded down)
from physical attacks. This effect lasts for ten minutes
after activation, which requires the player to
announce “Aggressive Defense”, till the end of
combat, or the incapacitation of the character;
whichever comes first. Note that it is the player’s
responsibility to call half their own called damage in
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Skills & Abilities
their attack tagline and calculate only half damage
from incoming physical attacks. It costs 15sp to use
this ability.
Ambidextrous
XP Cost: 5
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST)
This is the first step in fighting with almost any two
weapons in both hands at once. With this ability, a
character is able to fight with a short weapon in their
off hand and a long weapon in their other hand.
Armor Opt., Heavy
XP Cost: 5
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST past r1)
Each time a character purchases this ability it
increases the protection all heavy armor offers by 10%
(fractions rounded up). This ability can be purchased
up to five times.
Armor Opt., Light
XP Cost: 3
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST past r1)
Each time a character purchases this ability it
increases the protection all light armor offers by 10%
(fractions rounded up). This ability can be purchased
up to five times.
Armor Opt., Medium
XP Cost: 4
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST past r1)
Each time a character purchases this ability it
increases the protection all medium armor offers by
10% (fractions rounded up). This ability can be
purchased up to five times.
Avoidance
XP Cost: 20
Skill
Cost: 15
Pre-Reqs: none
LT: 12
w
With a little luck, and some skill, you can move like
they do… With this ability you can avoid, or move out
of the way, of a foreseen incoming attack. Any type of
attack ability that is used or exhausted due to contact
is not used or exhausted if Avoidance is used to
defend against it. This skill does not allow you to avoid
the effects of the “Burst” tagline, the Unavoidable
ability, or “Radius Effects” nor can it be used to defend
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against attack made from behind such as Waylay or an
Assassinate. In using this ability, the character must
announce “Avoidance” immediately after being hit
with an attack. It should be noted that asking “what
was that?” and then deciding to use the skill after
determining if it’s worth “avoiding” or not is not
considered immediately after an attack. Additionally a
character can only use Avoidance once per combat
and costs 15sp to use.
Blind-Fighting
XP Cost: 8
Skill
Cost: nil
Pre-Reqs: none
LT: 12
w
Situations might arise when one is forced to fight in
the dark. When this ability is purchased, a character is
not as hindered by fighting in darkness or when their
vision might be hindered. This does not allow the
character to be privy to any information about a
hidden attacker, just the ability to be unhindered by
its hidden nature. This skill does not help with things
outside of hands reach of the character, but functions
alone like a sixth sense, so other effects such as
deafness would not effect this ability. In other words,
if a Blind-fighting character walks within hands reach
of an invisible or the like object or creature they would
sense it. When engaged in hand to hand combat with
invisible creatures, a Blind-fighting PC can defend and
attack as if they could see them, even though in truth
they cannot, they are just reacting on finely honed
skills. However, once the invisible foe leaves this arm’s
reach “sixth sense” area, the Blind-fighting character
once again would be unaware of the foe or their
whereabouts. This skill is always considered active,
but it is considerate to announce when using it against
invisible opponents for the sake of clarification.
Cleave Armor
XP Cost: 15
Skill
Cost: 15
Pre-Reqs: none
LT: 10
w
Armor is an amazing thing, but some see it as
something that only proves to slow down killing a
man. With this ability a character adds the “pierce”
tagline to their melee combat tagline for against one
combatant during one combat engagement. This
weapon requires the use of a “Slashing” weapon to be
used and costs 15sp per use.
Deflect
XP Cost: 8
Skill
Cost: 5
Pre-Reqs: none
LT: 4 w
(ST)
Arrows and bolts keeping you down? With use of
this ability a character can parry any one normal nonfirearm ranged weapon damage dealing attack
allowing them to avoid the damage of the attack. In
order to use this ability, the character needs to have a
weapon in hand to in-effect deflect the attack with,
and announce the tagline “Deflect” clearly. Using a
ranged weapon to Deflect an attack requires the
character to remove one arrow, bolt, or bullet from
their inventory per time used. Note: Arrow and bolt
phys reps should not be physically struck with the
melee weapon. This ability costs 5sp per use.
Favored Weapon
XP Cost: 12
Skill
Cost: nil
Pre-Reqs: none
LT: n/a
We all normally have a weapon that we prefer over
all others. Purchasing this ability requires the
character to pick one specific weapon type (short
sword, rifle, crossbow, etc.). From that point forward
that character deals +2 damage with that weapon,
which also effectively raises the weapon’s maximum
damage by two points. This ability can only be bought
once, ever, and does not affect future weapon
proficiencies purchase costs (i.e.: increasing them).
This ability’s cost raises by 2XP per 4 proficiencies in a
weapon (example: if a PC has +9 proficiency in axe and
wants to purchase Favored Weapon: Axe; it will cost
16XP to do so).
Disarm
XP Cost: 10
Skill
Cost: 5
Pre-Reqs: none
LT: 4 w
(ST)
Often the best way to get an edge on your opponent
is to get their weapon out of their hands. This ability
allows the character to disarm a combatant, requiring
the opponent to drop their weapon and not be able to
pick it up for five seconds. If the opponent is wielding
two weapons the attacker must specify which weapon
is disarmed. In order for this ability to work, the
attacker only needs to make any type of melee
weapon contact with their opponent along with
announcing “Disarm”. It should be noted that this
ability deals no damage and can be used with either a
melee weapon or bare hands, but not a ranged
weapon and cost 5sp to use.
Firearms
XP Cost: 7
Skill
Cost: nil
Pre-Reqs: none
LT: 6 w
Of all the weapons that can be found on Xadune,
only firearms require training to use. Without this
ability a character can do nothing but pull the trigger
on a firearm. But, with it they are allowed to use the
firearm to its full extent. This ability allows common
knowledge in all types of firearms.
Endurance
XP Cost: 5
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST)
Though not really a combat ability per se, it certainly
helps. This ability can be purchased up to ten times.
Each purchase adds an extra amount to the
character’s base body equal to their base amount.
Additionally, it raises max allowance by the base
amount each time it is purchased. Example: a human
with 5 levels of endurance at level 10 has 75 body and
has reached their racial body max (instead of 50
body).
Immaculate Attack
XP Cost: 20
Skill
Cost: 15
Pre-Reqs: (non-free)
Weapon Prof. r2
LT: 14 w
Sometimes you get lucky, other times you aim to kill.
Upon using this deadly ability you can call x3 damage
for 1 swing. This ability can be stacked with other
abilities. As with Accurate Attack, using this ability
requires the additive “Immaculate” to be added to the
tagline as well as the correct damage being called out.
So, for example, if a character normally calls “7, Blunt,
Normal” and they use this skill, the tagline should be
“21, Immaculate, Slashing” or “21, Slashing,
Immaculate”; whichever the attacker prefers.
Florentine
XP Cost: 7
Skill
Cost: nil
Pre-Reqs: Ambidextrous
The companion to being ambidextrous (which must
be purchased first in order to gain this ability): this
ability allows a character to wield a long weapon in
both of hands if they wish and any combination
weapons smaller in size.
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Skills & Abilities
Knockdown
XP Cost: 8
Skill
Cost: 7
Pre-Reqs: none
LT: 4 w
Foes just will not get out of your face? Try putting
them in their place by knocking them to the ground.
Use of this ability forces combatants to fall to the
ground (or take a knee) for 3 seconds. The opponent
can still defend and attack back but must do so from
the ground. In order for this ability to work, the
attacker only needs to make any type of weapon
contact with their opponent and announce the tagline
“Knockdown”. It should be noted that this ability deals
no damage and costs 7sp per use.
Layer Armor
XP Cost: 12; 18
Skill
Cost: nil
Pre-Reqs: none
LT: 4 w
(ST)
One suit of armor not enough? With this ability you
can now layer one more suit of armor of a lesser
category then your main armor. You gain the full
armor allowance from each suit along with the
bonuses for armor optimizations. This ability can be
purchased twice to allow up to three layers of armor
to be worn and count towards armor points.
Riposte
XP Cost: 17
Skill
Cost: 12
Pre-Reqs: none
LT: 6 w
(ST past r1)
Often being trained in combat pays off; this ability
allows a character to parry an immediate melee attack
and then immediately counterattack after the parry
and call x2 damage. Confusing? Maybe, let’s look at an
example: A character is attacked via melee and hit.
They immediately announce “Parry, Riposte” to the
attack and then must make a counter attack in which
their damage is x2 (it is the character’s responsibility
to calculate the damage in their counter attack). The
player must still actually make the counter attack (in
other words successfully hit the opponent), which
could be in turn blocked or parried. Use of this skill
costs 12sp.
Severing Blow
XP Cost: 18
Skill
Cost: 18
Pre-Reqs: none LT: 10 w
One of the most devastating things that can happen
to a front line fighter is to lose a limb. Successful use
of this ability renders whatever limb is hit useless in
combat, effectively severing the limb from the body.
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This ability affects whichever limb is hit. Torso hits
cause 30 points of “Body” damage and do not sever
any limb. Severed limbs require special magic or
doctorial treatment to be reattached and be useful
again. The tagline “Severing Blow” should be made
when this ability is used and only a slashing weapon
can be used with this ability. Additionally this ability
can only be used once per combat and it cost 18sp per
use.
Shield Bash
XP Cost: 8
Skill
Cost: 5
Pre-Reqs: none
LT: 4 w
(ST)
Getting an opponent on the ground is made even
easier if you are skilled with a shield. Use of this ability
forces combatants to fall to the ground (or take a
knee) for 3 seconds. The opponent can still defend
and attack back but must do so from the ground. You
are required to have a shield up and in use in order to
use this ability. In order for this ability to work the
attacker must have a shield readied and in proper use
on his person and then only needs to make any type
of weapon contact with their opponent and announce
“Knockdown”. Do not hit your opponent with your
shield. It should be noted that this ability deals no
damage and cost 5sp per use.
Shield Block
XP Cost: 7
Skill
Cost: 4
Pre-Reqs: none
LT: 4 w
(ST)
Shields are often regarded as a warrior’s best friend
in combat along with their weapon. Use of this ability
allows the character to block a normal melee or
ranged attack that they were not actually able to
physically block themselves. This ability is only usable
if a shield is in the user’s hand and is used against a
melee or ranged attack that is delivered from in front
of the character. Additionally, only normal, damage
causing, melee or ranged attacks can be parried;
which for this ability are defined as any attack that
does not have a specialized status effect such as: Slay,
Fatal Blow, Knockdown, Massive, Stun, Disarm,
Severing Blow, or the like and/or does not deal more
than fifty point of damage. Note that this ability does
not block firearm piercing damage. To use this ability,
you are required to have a shield up and in use and
announce “Shield Block” when used and cost 4sp per
use
Stunning Blow
XP Cost: 10
Skill
Cost: 6
Pre-Reqs: none
LT: 6 w
A little time is often all that is needed in combat.
Upon a successful use of this ability, the opponent is
stunned for 2 seconds, making them unable to do
anything. This ability requires the attacker only to
make any type of weapon contact with their opponent
to work and announce “Stunning Blow.” It should also
be noted that killing blowing an opponent requires 3
seconds (thus, a Stunning Blow does not provide
enough time to render a killing blow). This skill
exhausts 6sp per use.
Sunder Armor
XP Cost: 13
Skill
Cost: 8
Pre-Reqs: none
LT: 8 w
As stated earlier, armor can be the bane to some
combatants. With this heralded ability, a character
causes double damage to its opponent’s armor. It is
the opponent’s responsibility to calculate the double
damage to armor. This ability requires use of a
slashing or blunt weapon and is active for three swings
that make contact or three seconds, whichever comes
first. If the opponent has less armor points than
damage dealt, they take half the originally called
damage to their body (fractions rounded down).
Example: In a melee, a combatant calls “12; slashing;
sunder armor” which makes contact with the
opponent. The opponent only has 15 armor points.
Since the attack dealt 24 points of damage to the
opponent’s armor, which is more than the opponent
has, he loses all his armor and takes 6 points of
damage to his body. This ability cost 8sp to use.
Thrown Weapon
XP Cost: 5
Skill
Cost: nil
Pre-Reqs: none
LT: 6 w
(ST)
By use of this ability the character can call the
“Pierce” tagline with the appropriate thrown weapons
(i.e.: bladed weapons). Without this skill, all characters
can still use any throwing weapon, but are limited to
the “Blunt” tagline for all weapons thrown.
Trick Shot
XP Cost: 10
Skill
Cost: 5
Pre-Reqs: none
LT: 4 w
(ST)
Much like the disarm ability, this ability allows the
character to disarm a combatant but with a ranged
weapon requiring the opponent to drop their weapon
and not be able to pick it up for five seconds. If the
opponent is wielding two weapons, the attacker must
specify which weapon is disarmed. In order for this
ability to work, the attacker only needs to make any
type of projectile weapon contact with their opponent
and announce “Disarm”. It should be noted that this
ability deals no damage and cost 5sp to use.
Unavoidable
XP Cost: 20
Skill
Cost: 20
Pre-Reqs: none
LT: 24
w
Not often, but sometimes someone is just that damn
good. This long sought after ability makes an attack
almost completely unavoidable via another combat
ability be it physically parried or blocked, from the
Weapon Parry, Shield Block, Deflect, Unbelievable
Reflex, Avoidance, or Riposte ability. The only thing
that can counter this ability is the Dodge and Fatal
Parry ability. This ability can be added to another
combat ability and cost 20sp to use.
Waylay
XP Cost: 10
Skill
Cost: 8
Pre-Reqs: none
LT: 6 w
Once in awhile you need to subdue an opponent.
With correct use of this ability, the character renders
their opponent unconscious for 10 minutes and
inflects 1 point of “Body” damage. All the normal rules
of unconsciousness apply. For this ability to work, the
attack must be made from behind, meaning the
attacker needs to be behind the shoulder line of the
target and the attack needs to land on the back of the
target and announce “Waylay”. Any fitted metal
armor covering the rear neck or head would negate
the effects of this attack (fitted, meaning made to
protect the character’s neck). Additionally, this effect
can be avoided if the target is immune to normal
attacks or Waylays, has magical, alchemical, or
technological protections against such a style of
attack, has a “Tolerance” of 1 or greater, or if they use
the Dodge ability. Waylays delivered by characters of
higher than average strength deliver such additional
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Skills & Abilities
“Body” damage and moves the required amount of
“Tolerance” required to avoid this attack up
appropriately; in which the tagline for this ability
would then be “+_ Waylay”. This ability cost 8sp to
use.
Weapon Parry
XP Cost: 8
Skill
Cost: 5
Pre-Reqs: none
LT: 4 w
(ST)
Next to the shield, a warrior’s best friend in combat
is their weapon. Use of this ability allows the character
to parry a normal melee attack that they were not
actually able to physically block or parry themselves.
This ability is only useable if a melee weapon is in the
user’s hand and against a melee attack that is
delivered from in front of the character. Additionally,
only normal, damage causing, melee attacks can be
parried; which for this ability are defined as any attack
that does not have a specialized status effect such as:
Slay, Fatal Blow, Knockdown, Massive, Stun, Disarm,
Severing Blow, or the like and/or does not deal more
than fifty point of damage. The tagline “Parry” should
be announced when this ability is used and it cost 5sp
per use.
Weapon Proficiency
XP Cost: Special
Skill
Cost: nil
Pre-Reqs: none
LT:
Special (ST)
Weapon proficiencies might seem a little complex at
first, but really they are not. When taking on
proficiency in a weapon, the character must first
choose a weapon in which to train in. Once chosen,
the amount of XP required raising the skill in said
weapon (effectively causing +1 more damage with the
weapon) is based on the amount of the weapon’s base
damage. Damage is divided into five different ranks:
Small Damage: 1-5 points of damage = 7 XP each rank
Normal Damage: 6-10 points of damage = 9 XP each
rank
Heavy Damage: 11-15 points of damage = 11 XP each
rank
Extreme Damage: 16-20 points of damage = 13 XP
each rank
Ultimate Damage: 21-25 points of damage = 15 XP
each rank
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So, to gain a proficiency in a dagger, a character would
spend 7 XP to raise their damage from 1 to 2 with the
dagger.
Now, let’s look at a more complex example: Let us say
a character wishes to train as hard as they can with a
short sword. For the first three proficiencies, the
character would spend 7 XP each, but for the next 5
proficiencies it will cost the character 9 XP each. This
would allow the character to use a short sword to its
maximum potential and they would be calling 10 base
damage with it, all costing the character a total of 66
XP.
Keep in mind that adjustments to damage for a
weapon, say from the Wee-est of the Wee trait or
from the Furious Strength trait, does not adjust the
weapon’s base damage and does not alter the layout
of XP costs for proficiencies. Additionally, the Favored
Weapon ability does not affect this ability as it alters
the weapon’s final damage (as like the two above
mentioned traits, strength bonuses, and the like).
Arcane Magic Abilities
Of all the magics on Xadune, the Arcane is by far the
most common. With roots stretching back so far that
even Deep Elves don’t know where it began, Arcane
magic has served the mages for eternity. The nine
levels of magic are split into four groupings, but each
level must be learned and mastered before the mage
can advance to the next level. The cost to cast a spell
is its level in Skill Points. So a 3rd level spell cost 3 Skill
to cast, while a 1st level spell takes only 1.
1st Level Arcane Magic
XP Cost: 7
Skill Cost: 1+
The low level magics composing the first three circles
of magic. Mages in these levels are required to use full
incantations in their casting. Most known low level
spells require little or no components or prep time. A
PC needs to be skilled and knowledgeable in each
consecutive rank or circle to cast said level of spell.
2nd Level Arcane Magic
Cost: 9
XP
Skill Cost: 2+
The low level magics composing the first three circles
of magic. Mages in these levels are required to use full
incantations in their casting. Most known low level
spells require little or no components or prep time. A
PC needs to be skilled and knowledgeable in each
consecutive rank or circle to cast said level of spell.
3rd Level Arcane Magic
XP Cost: 11
Skill Cost: 3+
The low level magics composing the first three circles
of magic. Mages in these levels are required to use full
incantations in their casting. Most known low level
spells require little or no components or prep time. A
PC needs to be skilled and knowledgeable in each
consecutive rank or circle to cast said level of spell.
these spells require some type of component or prep
time. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
7th Level Arcane Magic
XP Cost: 33
Skill Cost: 7+
This caliber of mage is your high level caster which is
your 6th and 7th circles of magic. These characters can
cast low level magic with only one word and mid-level
magic with shortened incantations, but must still cast
high level magic with full incantations. Most all of
these spells require some type of component or prep
time. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
4th Level Arcane Magic
XP Cost: 15
Skill Cost: 4+
These are your mid-level magics consisting of the 4th
and 5th circles of magic. As some people put it, “this is
when it gets good.” Mages of these levels must use
full incantations for mid-level spells, but are allowed
to use shortened incantations for low level spells. A
good deal of these spells requires components or prep
time. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
5th Level Arcane Magic
XP Cost: 21
Skill Cost: 5+
These are your mid-level magics consisting of the 4th
and 5th circles of magic. As some people put it, “this is
when it gets good.” Mages of these levels must use
full incantations for mid-level spells, but are allowed
to use shortened incantations for low level spells. A
good deal of these spells requires components or prep
time. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
6th Level Arcane Magic
XP Cost: 27
Skill Cost: 6+
This caliber of mage is your high level caster which is
your 6th and 7th circles of magic. These characters can
cast low level magic with only one word and mid-level
magic with shortened incantations, but must still cast
high level magic with full incantations. Most all of
Archmagic
XP Cost: 40; 50
Skill Cost: varied
The highest levels of Arcane magic. Characters of this
rank can cast low and mid-level magic with just a
single word. High level magic requires a shortened
incantation. All spells of this level will require
components, some prep time, and even a complex
incantation … but the few that can cast it have proven
it to be worth it.
Divine Magic Abilities
Right behind Arcane magic is the Divine magic. Unlike
the Arcane, people know where Divine magic roots
from: the Powers. Each Power may grant different
types of spells. Only followers of said religion know for
sure what the Power is more likely to grant. Like
Arcane magic, there are four groupings but only six
levels for the follower to learn. Also like Arcane
magic, the cost to cast divine magic is the spell’s level
in Skill Points.
1st Level Divine
XP Cost: 7
Skill Cost: 2+
The lowest state for clergy members, this is where it
all begins. With this knowledge, the caster is able to
channel and pray for 1st and 2nd level spells from a
Power. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
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Skills & Abilities
2nd Level Divine
XP Cost: 15
Skill Cost: 4+
The lowest state for clergy members, this is where it
all begins. With this knowledge, the caster is able to
channel and pray for 1st and 2nd level spells from a
Power. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
3rd Level Divine
XP Cost: 25
Skill Cost: 6+
Being a full blown priest/priestess is a favored state.
These PCs are learned in 3rd and 4th level spells from
their respected Power. A PC needs to be skilled and
knowledgeable in each consecutive rank or circle to
cast said level of spell.
4th Level Divine
XP Cost: 35
Skill Cost: 8+
Being a full blown priest/priestess is a favored state.
These PCs are learned in 3rd and 4th level spells from
their respected Power. A PC needs to be skilled and
knowledgeable in each consecutive rank or circle to
cast said level of spell.
5th Level Divine
XP Cost: 40
Skill Cost: 10+
This is the end of the line for most clergy members.
This is the high magic of the Divine. With this
knowledge, a PC can call upon 5th level prayers from a
Power. A PC needs to be skilled and knowledgeable in
each consecutive rank or circle to cast said level of
spell.
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6
Growing Your Character
So far you have learned what a LARP is, how the
rules of the game work, how to create and form a
character; the next thing there is to address now
before setting out is how to advance and grow your
character. Also included in this final section is how to
make your own weapons, a small plug for the online
forums, and the little bit of paperwork that needs to
be filled out before you can play.
Leveling Up
One of the bigger things on your mind right now
might be “so how do I level up?” Well, the best way to
do that is to play the game. Each event you play gets
you a base experience (or XP) amount of 3. Below is a
chart that helps explain how you can gain XP.
3XP
Event: Paid & Played
3XP
Amount of Stored XP that can be used from
donations per event
3XP
Amount of Bonus XP you can turn in per
event
Stored XP is experience you gain through donations.
You can always donate to the game. Be it monetary
donations, props, work for the game, or the like. Any
of these things will get you XP that will be stored on
your character sheet. Each event you play you are
allowed to use up to 3XP on your character from these
means. If you have XP on the book in this manner it
will be automatically used towards your character as it
becomes available.
Most donations will be based on the money value of
the items, so please keep your receipt. Without it,
Staff will only award what they feel is appropriate
which could often be less than what you paid. In all
cases, though, Stored XP can be gained at a rate of 1XP
for every $10 spent. For an up to date list of Game
needs, please log on to the forum.
Bonus XP is experience you gain from an in-play
source. Be it getting rewarded for intense or
amazingly well done role-play, or from collecting XP
from monsters. Each event you play you are allowed
to turn in up to 3XP worth of experience to be used
towards your character.
Almost everything your character killing blows will
hand over a tag that will have an assigned XP value on
it. Most will be in fractions of an XP. By collecting
enough tags to make a whole XP a player can turn this
in for Bonus XP.
Through gaining more XP, your character will get
closer to leveling up. Your level is of course
determined by your race and the amount of XP you
have.
Earning Bonus XP
Combat XP is handed to the person that killing blows
the creature, and no one else. If on an In-Play level
you feel people are stealing your kills in order to gain
XP, then you need to deal with it in the exact same
way you would as if someone stole the loot from that
creature: because it’s the same thing. You and your
Player Character know you gain experience from
killing things. It is no different than dealing with
people that steal your loot. People that steal other
people’s kills are nothing but rogues just like with
everything else. The In-Game law mechanics and
ability to deal with it would be no different from any
other forms of theft if push came to shove.
Now, moving on from that but staying in the same
topic; XP is not just earned via combat. Role-playing,
use of skills in an ingenious way, inventing something
way outside of the box, and other like situations will
net you XP (ie: completion of a complex Arcane ritual,
or a really deep prayer from a priest, you get the idea).
And you might not always be handed it in person
(though in the future we will try to mostly hand it to
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Growing Your Character 7
you); it will be recorded via your character sheet (like
a bulk majority of the RP XP from this event will be).
Also on this topic, combat XP, most of the time, will
mostly always net you less XP per “bip” then earning
XP through RP. In other words you might get some XP
from killing monster X, but you will get more from
RPing your way out of a situation. So yes, killing a few
things in a field battle might not be as rewarding to
you as the fighter that will blow through things, but
that doesn’t stop a PC from handing you some of their
XP from being a support caster or healer.
Plain and simple, some people are mean. They will
try to steal XP and never reward their support
characters: and I am sure that they will have a
relatively short life span in comparison to the other
characters. This, of course, in no way means you
cannot be a “bad guy,” just being rude or
inconsiderate Out-of-Play will not get you far.
Every player will always get 3 XP per event,
minimum. After that it is up to you to earn the next 3
XP you could earn and then you need to give back to
the game to earn the other 3. And by give back to the
game we mean monster or volunteer more that the
required one shift, or via donations and the sort.
Lastly, all XP is date stamped. If you hold onto your XP
chits they have a 3 event shelf life. In other words turn
them in or they will be worth nothing after three
events (not three months).
Now, on to earning XP and how it works. We realized
that some people do not understand what a linear
growth rate is compared to a logarithmic growth rate.
Pretty much every LARP out there works off a reverse
logarithmic growth rate for your character’s level
growth. This means you can earn a lot of XP in the
beginning, but as you get higher level your ability to
earn more XP/build is limited. At Xadune we work off
a linear growth rate; meaning you can earn and gain at
higher levels exactly what you gain at lower levels. So,
for those who love pictures we offer the chart above.
So what does all that mean? As you can see, as you
gain more XP/build in other games your growth rate
lowers, while at Xadune it is a flat line. At other LARPs,
while you might advance faster in the beginning, at
high levels you advance very slowly. At Xadune the
rate is always constant. The trade off is you don’t
see/feel the effects at low level as you do at high. For
those of you that care only about numbers, what this
124
says is by 100 XP/build you are earning more at
Xadune towards your character than at your typical
other LARP from doing nothing more than paying and
showing up.
Buying New Skills & Abilities
As characters gain more XP they draw closer to
leveling up, but that doesn’t mean you have to wait
until you level before you can buy skills or abilities. At
the end of an event a player may decide to spend his
XP in learning a skill or ability. Of course, to do so, one
must have first the proper amount of XP to purchase
said skill or ability. Secondly, a character must also
have a teacher for said skill or ability. If a PC lacks
either of these two things required, they will not be
allowed to learn the skill or ability. PCs can teach skills
only if they have an appropriate Teaching skill. There
is a teaching skill for each of the four types of skills
and abilities: lores, productions, the three types of
crafts, magical, and combat abilities. A PC must at
least be of level 10 or higher to learn a teaching skill,
and then must still learn the skill from another source.
The next thing that should be addressed is that skills
and abilities are not learned over night. All skills and
abilities in the book require the time noted in the
description in order to learn a skill or ability. That
means if you wait till the beginning of an event to
spend your XP on a new found skill or ability that
requires a month to learn, then you will have to wait
till the next event to use it. Rarely will there ever be an
exception to this. You can double up and learn
multiple skills or abilities at once. Up to 3 skills and/or
abilities can be learned at a time. Any more than that
and the character must wait until they have fully
learned one of the skills or abilities before they can
start to learn the next.
Additionally, it should be noted that learn times only
progress as you play the game. In other words you
have to play to grow. For example, if you start learning
a skill that takes 3 months to learn at the end of an
event then do not return to game until after 3 months
(presuming there was two events that you did not
attend) you will not have learned your skill. Only the
average time will be applied towards your learn time;
in this case being a month. So you would still have two
months of learn time to wait. Of course exceptions are
made for extreme circumstances such as active
military, as well as players that choose to still pay for
events but cannot attend will progress as if they were
at the events.
There is one major exception to this. Each character
has a one-time only trait that allows them to pick up a
skill on the fly. This is a trait that shows the one time
versatility of a character. This can be used almost at
any time, including during events. Though all the lore,
magical, & production skills still require a teacher,
some combat and craft skills can be learned in this
one-time only fashion without the need of a teacher.
Think of it as a product of the situation experience.
Use of this trait requires on the spot or prior Staff
approval and/or verification and confirmation.
Self-learned Skills
Teachers are not always required to learn things,
though they will always be the most prudent and
quick way to do so. Characters can learn a few skills on
their own. Weapon proficiencies are the first set of
abilities a character can learn without a teacher, but
only to a certain level:
- The first three levels of proficiencies in a weapon can
be learned without a teacher
- Endurance
This costs nothing extra, and takes no extra time to
learn. Below is a list of skills a character can learn
without a teacher; however, to learn these skills it
requires twice as much time to learn and costs +25%
more XP to purchase.
- All General Craft Skills*
- Rank 1 of all Lores*
- Ambidextrous, Disarm, Favored Weapon, Rank 1 of
Layer Armor, Shield Block, Thrown Weapon, Weapon
Parry
The following skills can also be self-learned, but cost
+50% more XP to purchase and take 3 times as much
time to learn:
- Rank 1 of all Rogue & Trade Crafts*
- Engineering, Basic Alchemy, & Blacksmithing
Production Skills*
All magical abilities and all other combat abilities, and
further ranked skills along with the production skills,
require a teacher (or other suitable source) to learn.
* This rule applies only to lores, skills, and abilities
presented within this handbook.
Growing Magically
At some point or another, magical casters of the
game will want to advance in their abilities. Though
most of the needs and requirements have been glazed
over previously, we will recap here again.
Arcane Advancement: Not all arcane casters are
born equal; however the less privlaged ones however
are the majority thus we will address the non-Born
Sorcerer here. In order for one to learn the next level
of magic they need the two things that everyone
needs in order to learn a skill or ability: the proper XP
and a teacher source. Just like all other skills and
abilities, it requires a small amount of time to learn
the next level of magic.
When it comes to learning spells, the caster requires
a few different things. First they must be able to read
magic (which all player character arcane casters need
to be able to do to cast anyway), then they need a
copy of the spell in their spell book, and lastly they
need to learn how to properly cast the spell from
someone that can already cast it. The time required in
learning spells varies from spell to spell. Some might
take a few hours of dedicated teachings, others might
take weeks. It all just depends on the spell. Players can
only learn a max of three spells at a time.
Specialization in a school is an entirely different
advancement. For starters, a character cannot
specialize in a school of magic until they have at least
70XP gained since they learned their first Arcane spell
level. Then they must find a suitable source to learn
their specialized school. Often this will be from a
teacher, but can on very rare instances be a different
source. Further specialization requires the same
things, learning wise, but the character must first have
earned 235XP since learning their first arcane spell
before specializing in a second school, and a minimum
of 470XP before even considering specializing in a
third and final school. Be forewarned that
specialization does not happen overnight, and that
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Growing Your Character 7
each spell level of specialized magic will be acquired
on a scheduled XP allotment based on the character’s
starting XP of specialization. Specialization in different
fields can heavily hinder and even not allow
specialization in Arcane magic as well as some school
specializations might hinder future non-magical
specialization later down the road.
Divine Advancement: Priests advance just a little
differently. Though they do require the XP in order to
ascend to the next level of casting, the other thing
they need is the favor of their Power. When
advancement is granted by the Power will depend on
the Power’s personal wishes and their relationship
with the character. Something that is also different
from the Arcane advancement is the fact that a Power
can at any point demote a character, thus removing
their ability to cast from a certain level. It should also
be noted that if too much physical distance is put inbetween the caster and the Power, that sometimes
the spells, though being granted, cannot reach the
caster.
Learning new Divine spells is much easier than the
Arcane. For the most part, the caster is made aware of
their full abilities and what spells they are allowed to
pull from. Though there are often many other spells
the priest can call upon, they are often only granted as
the Power deems it fit, and not when the character
does. Though often one can plead with a Power for
certain spells, it is recommended that the character
keep in mind that they are asking for a Power to go
out of their way for one person among billions. Some
do not like being pestered in that way. It should be
addressed that priests are a specialized profession and
effect future specialization.
Specialization
Arcane casters can specialize in a school of magic,
priests are a direct form of specialization, but what
about everyone else? Xadune is full of specializations
(or Specs for short), you just have to put yourself out
there and find one. Characters are not allowed to
begin specialization in a field until they have at least
70XP (PCs started as Priests are already specialized
and must wait till 235XP for their second
specialization). Additionally, further specialization in a
field or different fields cannot happen until one has
126
gained at least 165XP more since their first
specialization, and a third specialization in something
or a new field cannot happen until 235XP more is
gained after their second specialization.
This does not mean that upon reaching 70XP that a
character becomes specialized, it means that they are
now allowed doing so if they have the means, “the
means” being a serious drive and a little luck. Teachers
are required for the most part to learn a
specialization. From Specialization teachers a
character gets a base from them but also gains traits
specific to themselves. At the end of the day, even if
two characters are learning a specialization from the
same teacher they most likely will not learn the same
skills. Keep that in mind when putting your mind
towards a Spec.
Like arcane teachers and appeasing a deity of
choose, specialization does not just fall into ones lap.
You cannot just demand or expect specialization to
start at 70XP or any time after without putting in a lot
of effort. That can mean a large amount of IP funds
going to pay someone, or major networking of
important NPCs. It could also mean years of detailed
in-between event actions. Some specializations, or
goals, could require base specializations even;
meaning that one must first follow down one path
before the doorway to another opens. Grand Arch
Mages or a Paladin for a Power are both examples of
specializations taken only after the acquisition of a
pre-required earlier specialization.
Specs are not all gold and rainbows. Every
specialization comes with some type of hindrance.
Typically it cuts you off from other skill sets, but often
also comes with moral obligations and the like.
Breaking a moral code of a specialization often results
in very strong in-play consequences. Like many things
in Xadune, specializing is not required, nor is it
required for one to “keep up with others”. It does
allow one to refine their character and hone it, but it
also takes away some freedom. If you have any vise
with that concept then most likely you will not be
happy with a specialization regardless of what it grants
you. Not specializing has its advantages including not
having to worry about being blocked out of future
skills or abilities. It also saves your character time,
money, and a world of headaches (which typically also
effects the player).
Respending Your Character
Every character gets a free one time ever respend.
However,
there
is
a
time
limit
and
restrictions/guidelines that need to be followed. This
must be done within the first three events the
character is played. In other words, once you have
played your fourth event, the character is set in their
XP layout. Secondly, you only get to respend your
original starting XP. So if you started with 35XP, then
you get to respend 35XP. Any XP you gain after
character creation can either be kept spent in the skills
or abilities they were spent in, or they can be
converted back to banked/unspent XP. In other words,
if you started with 35XP and earned 12XP over the
next two events you do not get to full respend 47XP as
if you just started game with it.
Respending and Changing Cultures: Changing your
culture, either by dropping it or picking one up, is
considered a respend. Do so very wisely. As another
reminder: cultures are not required, but they do have
role-play requirements & disadvantages. You should
heavily think about talking to Staff about your entire
character ideas and goals before committing. As a
player you are only allowed to have access to one
culture per five new player characters made after a
culture has be picked by said player in which each
character must survive past the respend period.
Respending and Lore Skills: Most Lore Skills involve
a packet of some type that you get. This is normally a
large amount of information, or at least a crucial
amount that gives you insight on things that normal
characters would have no clue about. If your character
starts off with a Lore Skill and you respend, there is a
chance you will be asked to keep that Lore packet
because you now know the information. This could
work vice versa as well. This game world is not like
75% of the other LARPs in the area right now where
every PC pretty much knows most there is to know
because it’s been around for a decade or so.
Wonderment and mystery is something we would like
to maintain. Unfortunately all priests pretty much
require their Lore packet of their Power to RP them
properly. When respending these types of characters,
pretty much plan on having to keep that Lore skill.
Respending After Your Trial Period: You are allowed
to also once, and only once, fully respend your
character after the three month trial period has
passed. However, this comes with huge repercussions
and requirements. First off, if you completely respend
your character it will cost you half of your XP. So for
example, if you had 133 XP and went for a complete
respend, you would only get 66 XP. Secondly, your
respend must be into a completely different character.
You cannot be a sibling or related to your former
character in any type or way. You character would not
know the people the previous one did and it would be
just like starting a new character. Lastly, all special,
magical, and production items, weapons, and armors
will be revoked from the character and either
eliminated from the game or recycled back into it.
Whatever happens to them, your newly respent PC
will not have them. There are no exceptions to these
stipulations of a complete respend, so think it over
long and hard before taking it on. In essence, you are
making a new character by respending this way; you
just have some more XP to play around with.
Multiple Player Characters
It’s been said once, and it will be said again: it is very
important to keep in mind that one of your characters
is not like the other. If you have a secondary or need
to make another character (due to character final
death, imprisonment, or the like) you need to make
sure that none of your characters are alike. The
hardest part is that all your characters should not
share anything: intentions, friends, and the like. It’s
tough. The easiest way to avoid the “black hole” of the
same character with a different name is to not play
the same character. Make something different, get
your feet wet in different skills. Were you the “good
guy” before? Maybe you should try to play the sneaky
thief. The more diverse the better.
If your first player character had a culture then your
second one cannot. You are only allowed to play a
culture once out of every five player characters. That
means you need to legitimately get killed off five times
before being allowed to play another culture and at
least last through the respend period. That’s fifteen
events for those of you keeping up with the math. This
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Growing Your Character 7
doesn’t mean you can’t play a player character from
somewhere else and be just as suave and gung ho
about the country as someone with the culture, but
you will not be allowed the information packet or
advantages of the culture.
This also goes hand in hand with race: one out of
two of your player characters must be of human, orc,
or elven descent. Additionally, you can only play a
non-human or non-orc race once, per race, out of
every ten player characters past their trial period. In
other words if you play a celestial kin and lose the
character for some reason you cannot play another
celestial kin until you have played at least ten more
characters that must be played past there trial period
(three events). For those doing the math that’s at least
thirty events played in full.
Growing Beyond the Handbook
Within this handbook are the bounds and confines
that players use to create a character. But, once a
character is made and placed in the game world, they
enter a new world of advancement. Though the
handbook is a solid ground for growing your character
and planning advancement by, there are many other
options that might become available for characters in
the game world. It should be noted that there is no
level cap for the game system, so as long as you
continue to play, your character will grow.
It goes without saying that one can make a great
warrior, mage, or scientist with the rules provided, but
there are some out there that push the threshold
further than that. It is encouraged for a PC to follow
their dreams and learn from others things that might
not originally be available to them.
In closing, do not be surprised if you meet someone
that seems to be more attuned to their trade. Do not
expect that everyone will be the same. Do not think
that just because one hero begins down the path to
become an amazing front line fighter that the next
person that does the same will have any of the same
special abilities or traits as the one previous. Every
character is unique, and it is doubtful that after time
immersed in the world that any two characters will be
even close to being the same.
128
The only limits on growing your character are the
ones you place on yourself; the options are there, you
just have to find and obtain them…
Magic & Technology
Introduction
Nothing is more awe inspiring then the presence of magic and the advent of technology. Though they are
blaringly different and their in-game mechanics share little simile it is still fitting to place the two subject
matters together in one place. One is dying off while the latter is just leaving its infancy, magic and technology.
Both are very complex when looking at them from both an out-of-play game system aspect and an in-play
metaphysical aspect. Neither is for the novice role-player or character, to say the least. In this chapter we will
discuss the finer points of arcane magic along with presenting the list of the common general spell list, then we
will look at the aspect of divine magic and what it means to be a devote priest and see examples of their general
prayers. On the technological side of things we will spend a good amount of time going over firearms; if your
character plan’s on wielding one of these new fangled inventions you should make yourself familiar with this
section. The practicality of the weapon along with the engineering aspect will both be covered. Past that we will
go into the inner workings of smithing, engineering, and chemistry in Xadune. We will be covering the step by
steps of the production skills item creation system, and lastly we will touch on the evolving world of medical
science and take a close up look at traps and locks, the adventure’s bane.
Arcane Magic
A Note about Magic in Xadune
Magic is a dying art form. It is not extremely rare,
but it is not something amazingly common either.
Learning it can sometimes be difficult, and often it is
not an easy route in life. The cost for components is
steep, and ever becoming harder to find. We are not
saying it is a path no one should bother to follow, but
we are warning you now that it is not one that will be
handed to you nor gained easily. Most suitable
teachers are not quick to take on a pupil, and no one
does the task for free. There are schools, talked about
later, but they are difficult to pay for and even more
difficult to get accepted to. And to add, the
community tends to be very tight knit due to its size,
so if you do something bad or dumb to someone, it
should go without saying that any caster with a name
for themselves will know about it in some form or
another. Just remember these facts when determining
if you want to be a caster of Arcane magic.
Magical Universities
A few countries have at least one university still
dedicated to learning magic. These specialized schools
are often hidden from the outside world and are very
expensive to attend. Most schools are 7 year
programs, with each rank in magic taking about a year
to learn. This is about the norm for learning magic in
Xadune. Bear that in mind when pondering going
down the path of learning magic. Just because you
might be able to afford it XP-wise does not mean it
will happen any quicker or easier.
Arcane Magic & You
Arcane magic is fundamentally pretty straight
forward in terms of how it works, from a game
mechanics standpoint. Unless your character is a Born
Sorcerer (special trait) you are required to have a
teacher in-play to learn arcane magic. Your character
must also be able to read magic as well as have a basic
understanding of it. You use XP to buy levels of magic,
and in essence to be able to cast higher levels. All
mages do not have the ability to cast all spells in
within the levels of magic that they know. At first a
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mage can only cast from the generalist spell list. Even
so, he can only cast spells that are taught to him via a
teacher and contained in the mage’s grimoire, a text
containing the mage’s arts.
There are three different stages to magic: the mage
or low level casters, the magus which are the midlevel casters, and wizards which can do the high level
stuff. In essence, you have seven levels of magic split
into three power groupings: 1st-3rd level spells are
considered low level, 4th & 5th are mid-level, and 6th &
7th are your high level magic. There are also very
complicated spells and rituals which are your 8th & 9th
level magic, but those are rarely seen. Most people
can grasp and learn low level magic, but getting higher
than that is a feat in its own. Unless one is a Born
Sorcerer they cannot achieve higher then mid-level
magic without direct aid of an institution, highly
qualified teachers, or a similar greater aid.
There are eight different types or schools of magic,
but most all casters are general in nature and learn all
these types. However, if a caster was ever able to gain
the knowledge and schooling to become more
specialized in a specific school they would gain access
to a wealth of spells in said school that your mundane
caster could not cast. But, this comes at the cost of
never being able to cast spells from three of the
opposing schools of magic to the selected school.
Attempting to do so always results in failure. There is
no exception. With that known, a caster can specialize
in a school and be able to cast all magic he can find for
that school, along with whatever spells in the
generalist list that are not opposite of the specialized
school. Once more, the caster can specialize again in
another school (obviously not in a school already in
opposition). Once the school is chosen, the school
opposite of it and the two schools beside the new
opposite, are unable to be learned or cast by said
caster ever. This should leave the caster with two
specialized schools to cast from along with one
general school to cast from. However, no character
can start off specializing in a school. One must first
have earned at least 70XP since being able to cast
their 1st level spell before they can specialize.
A person gains spells by learning them in-play, and
it’s not as simple as just having them in your grimoire,
learning new spells takes time and each spell has a
different learning time. So, a character can have a
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spell in their grimoire, but no teacher to teach them to
use it, thus they still cannot cast the spell initially. This
also means that stealing a grimoire full of spells can
get you nowhere fast when it comes to learning new
spells. Assuming you have the correct level of magic,
you have learned a spell which you have in your
grimoire and said grimoire is on your person, and you
have the free Skill Points to use said spell as well as
any components or prededicated prep time the spell
might require then you can then “cast the spell”
reciting the incantation of the spell and the release of
a spell packet towards the target.
Casting Arcane Magic
Casting any spell costs Skill Points. A few skills, traits,
and items (such as if the character is skilled to wield a
wand) can aid or hinder the caster in the expenditure
of Skill Points and components required for casting. As
you can imagine, higher level spells cost more than
lower level spells. A caster will be aware of the Skill
cost to cast all their spells. Unless noted, all spells cost
at minimum the number of Skill Points equal to their
level. Once casting of a spell is started via the start of
the incantation the skill Points are spent towards the
spell, regardless if the incantation is finished or if the
spell makes contact or not.
Many spells necessitate a component to cast.
Components are required aids in channeling the magic
and are consumed by the magic upon casting of the
spell. The component must be on the caster at the
time of casting for the spell to work. Most
components can be obtained for a price or found on a
high adventure. High level spells often require more
rare or expensive components. All components are of
magical quality in nature, meaning that not just any
sample of said component will do. Spells that do not
require a component obviously do not need one to be
preformed and can be cast more freely by the caster.
As with Skill Points, once a spell is started the
component is consumed.
Spells that require prep times are often spells that
are taxing to cast. Prep rituals can be done far prior to
casting of the spell (but within the timeframe of the
current game event weekend). Prep rituals require the
caster to role-play a short ritual that channels the
magic necessary to cast said spell. This is normally
done in a private, quiet place. The caster cannot be
disrupted from concentration during the prep ritual
and must have their grimoire with the prepped spell
open and be reading from it for the ritual to work.
Most spells allow for multiple prep rituals to be
performed and mages are able to cast a spell multiple
times. Be aware some spells require the prep ritual to
be performed directly prior to casting.
Incantations, the words use in the casting of all
spells, depend on your rank as a caster. The more
adapt and higher level you are in your casting arts the
more refined and short your easier spell incantations
are. Low level casters have to work for their spells.
Their incantations are long and drawn out. A low rank
caster (only skilled in 3rd level or lower arcane) cannot
have an incantation that is less than seven words long.
The requirements for the incantation are the spell
name along with the effect tagline placed in the
incantation, unless it is a damage spell in which you
follow up with the amount of damage after the
incantation.
Thus, a low level mage casting, say, Fumble, might
have a incantation like this: “I command you to fumble
your long sword” in which they would throw a packet
and hope for contact. The incantation has the spell
name and is evident enough to the opponent as to the
effect. Most spells are pretty evident in their name as
to what they do. While casting, the caster cannot take
body or mental damage or the spell fails, and once the
incantation is complete they have only a three
seconds to throw the spell before the power
dissipates. A different spell which deals damage such
as Acid Dart might have a incantation like this: “I
summon forth an acid dart to harm you; 10 Acid”.
Because this spell is a damage spell, the caster must
call the damage. This can be done as the caster throws
the packet and not directly after the incantation.
Higher level casters become faster and more adept at
low level casting, so their incantations are shorter,
though they must still use the spell name in the
incantation and call the effect tagline. Common
incantations for generalist spells are given wit their
description, but the caster can use different
incantations as long as they meet the outlined criteria.
It should be noted that incantation must be said loud
enough for the person closest to you to hear it clearly
and understand what was said. Additionally the caster
is responsible to make sure the target is also aware of
what the spell was that hit them (that is if it hits them)
if they were unable to hear the incantation.
Because the system is “cast on the go”, battle magic,
or without prior memorization for most respects, all
casters are required to have their grimoires on them
in order to cast.
Lastly, in respects to casting a spell is the release of
the packet. All arcane spells show signs of magic
during casting; this is represented by a spell packet
(much like an alchemical packet but of any solid color
except green). Though spell packets cannot be stolen,
they can be seen in the game world and noted as
some form of magical energy. The caster must have a
hand empty of an in-play object save a packet before
they start the incantation. Once the incantation is
finished the caster has up to three seconds to throw
the packet. All packet delivered spells will be
considered a hit upon an opponent if it hits them in
any way or form. The only exception to this are spells
that deal physical damage, such as bulk damage
elemental spells, which can possibly be blocked via a
shield. Spells that miss their target are wasted spells
and have no outcome. Spells that hit unintended
targets, including the caster, still place their full effect
upon the recipient.
There are, however, conditions which could happen
that will cause a spell to fail. Failed spells still require
the expenditure of proper Skill Points and the
consumption of the components if required but the
target suffers no effects from the spell. Spells can fail
because their incantations were inaudible or unclear.
Blurted or mumbled incantations only result in loss of
Skill Points and components. Packets throw before the
incantation is finished or after the three second grace
period are also considered failed spells. Additionally, if
a caster ever takes damage to the body while reciting
the incantation the spell fails.
Over Casting: Over Casting is when a player
unintentionally casts a spell they should not have been
able to cast. When this happens either due to lack of
component or required Skill Points the player is issued
an Over Casting warning. This warning stays on the
player’s character card for a year. If a second case of
Over Casting happens while issued a warning they
player will permanently lose either four times as much
spell levels worth of spells at the player’s choice or
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double the amount of spell levels worth of spells at
Staff’s choice. Over Casting by casting a spell that the
character does not possess automatically results in
loss of spells as described above. Abusive Over Casting
will result in additional punishments including
suspension from game.
Grimoires
In order to copy a grimoire or even read one, the
character must first have the Read Magic skill. Next
the character also needs the Scribing skill. The
character also needs to be able to understand (i.e.: be
able to cast) the spell to correctly copy it. Lastly, a
special ink must be used when scribing a spell into a
grimoire. This ink is normally provided by one’s
teacher, but can be obtained through merchant
contacts. A good question is, “Can someone just rip
out the pages and sew them into a different
grimoire”? The answer is yes, but the still must be able
to Read Magic to make sure they get the right pages.
Most PCs that wish to be mages will more than likely
start as such, and should also be encouraged to talk
with staff about their background so they can already
have/had a teacher and a small grimoire and list of
known spells.
Starting Spells
Players with arcane magic skills get to begin the
game with a starting grimoire. Players may begin
with only spells in their grimoire that they are able
to cast. If they can cast first level spells, then they
can have any three first level generalist spells
presented in this handbook in their beginning
grimoire. Second level students can have two
spells from that level in their grimoire as well. As a
reminder, spells take up one side of a page per
level, and can be written on the front and back
sides of the page. So, if you have three first level
spells and two second level spells in your tome, it
will take a full three and a half (half a page being
on side of paper) of paper in their grimoire. Starter
grimoires can be provided to brand new players to
the game but they need to be replaced by a
personal grimoire within three events and the
starter text returned to the game.
The Eight Different Schools of Arcane Magic
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It is common knowledge to anyone versed in arcane
arts that there are eight different schools that make
up Arcane magic. Each school is thought to have a
plethora of spells within them. As a generalist caster,
as all arcane casters start off as, small amounts of
spells from each school is easily channeled and can be
performed by most. These spells make up what is
known as the Generalist Spell List. But, in order to
learn these more focused spells a caster must sacrifice
being able to cast from the opposite schools. The spell
tree on the next page shows all eight schools and how
they oppose each other. In order to specialize in one
school, the caster loses the ability to cast spells from
the three opposing it.
So, a specialized Elementalist could never cast from
the schools of necromancy, illusion, or warding. A stiff
price to pay, but Elementalists are amongst the most
powerful battle casters around. It should be noted
that the Elementalist can still cast the spells from the
general spell list in schools which he is not barred
from. Each school has its own niche in the world. Here
are the highlights of the schools and what the
specialist casters are called.
Alteration (Transmuter): Magic that changes one
thing to another or move them from one to another.
Spells such as Disintegrate, Teleport, and a Polymorph
spell belong to this school.
Elemental (Elementalist): Magic that deals with one
of the primary elements (fire, water, air, and water).
Most of these spells manipulate a particular chosen
element for either offensive or defensive purposes.
Enchantment (Enchanter): This school specializes in
your charms and item creation. It is known for its
curses as well.
Sigils (Poet)*: A school that deals in counter-magic.
Its effects are the least focused of the schools, but the
odd diversity makes it a powerful asset. These rare
casters are known for their beauty and elegance in
casting.
Warding (Warder): The school of protections. It
includes all the spells you need to make sure you
never have to worry about anything again.
Necromancy (Necromancer): Dealings with the
flesh. Some people use it for evil, others for good;
when dealing with the flesh, it can always go one way
or the other. This is the only school of Arcane magic
that can truly “heal” someone.
Illusion (Illusionist): Your trickster magic. It’s been
known to mimic other spells along with create ruses to
confuse others.
Divination (Diviner): These spells are used to gain
knowledge and information. All of your scrying magic
is here along with a few defenses.
*Sigils are the only spells that require writing and a
rhyme scheme in the incantation to perform the
spells. All poems require the sigil to be etched in the
air while casting. Sigils are also the only form of magic
where the caster can take damage during the casting
of said spell and it not result in spell failure. As long as
the caster is able to recite the poem the spell will take
effect. If disrupted from reciting the poem, the caster
has 3 seconds from stopping to continue on with the
poem before the spell will be considered a failure.
To become a specialty mage, one must first find a
teacher, school, or the like; only then can a character
start to learn the particulars of the school.
The Laws of Magic
There are three known universal laws of magic that
exist on Xadune:
1) Magic cannot create something from nothing. It can
move one thing from one place to another but can
never fabricate something from thin air. Only three
things cannot be “moved”: food, water, and air. In
other words a mage cannot create or “move” food,
water, or air from one place to another. A mage could
transmute one thing to another, though it might not
be the most enticing thing created.
2) Magic is incapable of causing or creating true love.
3) Magic cannot allow a living creature to fly or be
altered correctly to allow flight on their own. In other
words if the creature couldn’t fly to begin with, magic
cannot change that.
The General Arcane Spell List
The general mage is where everyone starts. Below is
the most common list of spells that mages learn. It has
been known from time to time for a mage to learn a
few spells not mentioned below, but, for the most
part, only specialists can truly dive deeper into a
school of magic and be able to cast the other spells.
Spell Descriptions
All spells are presented in an easy to follow format.
Below you will find the explanations for each heading.
Note that not all headings pertain to every spell in
which case the headings will be absent.
Spell Name: This is the common name for the spell.
Spell Level: This is the level of magic the caster must
be of or higher in order to cast the spell.
School: This is the school of magic that the spell
originates from. The (G) indicates that the spell is of
the general spell list. (S) is an indication of a specialist
spell, of which you must be specialized in that school
of magic to be able to cast said spell.
Type: This is the type of effect that the spell delivers.
People that can resist certain effect types cross
reference this entry.
Learn Time: This is the amount of time it will take a
student to learn said spell. A caster can only learn up
to three new spells at a time.
Duration: This is how long the spell’s effects last.
Some spells have multiple conditions of duration. In
these cases the longest condition is the pressing
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matter unless one of the lesser conditions is made. For
an example, repulse lasts for 10 minutes and as long
as there is directed concentration; meaning the spell
last for ten minutes but if directed concentration is
broken then the spell duration ends.
Time Limit: A set amount of time in which the effects
last until such time has expired. This can be minutes,
hours, in the length of an event (which would be
ending when game-off is called), a number of events,
or years.
Instantaneous: The second the incantation is
finished and the delivery method meet the spell is
over as is the effect.
Permanent: These effects are in place permanently.
Adverse effects can typically be fixed by recasting of
the spell, finding an alternative way to repair the
effect, or the appropriate magic to dispel or destroy
said magic.
Directed Concentration: This duration is when the
caster must specify their target by pointing them out
with their hand, finger, or weapon. This specification
must continue towards the target to maintain the
effect. Indicated direction of who the spell is inflicted
upon can only be broken for three seconds or less or
the spell ends. The caster can still perform actions
with the other hand and still perform effectively in
combat (including enduring body damage).
Concentration: Concentration is considered not
being able to cast other spells or heavily engage is a
different combat, but can still deliver killing blows,
killing spells, and defend one's self while this spell is
active.
Line of Sight: Line of sight is where the caster can see
the target. As long as the caster can view the target
the spell is in effect.
Delivery: Most spells are either touch based or packet
delivered, but a few are by sight or just knowledge of
a targets existence.
Cast Only: Only the caster can take the effects of this
spell.
Touch: The target of this spell must be touched by
the caster for the effect to be delivered.
Packet: This delivery method is the iconic form of
spell deliver which is done by throwing a spell packet
at the target.
Line of Sight: Line of sight delivery is when the target
is visible by the caster, and indicated as the target.
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Known Creature: This is any creature in which the
caster is familiar with (i.e. has met).
Ally: This is a designated person or persons that are
assigned as allies before casting of a spell. When
delivery in this fashion is done the caster must
vocalize to his allies what effects they are taking.
Range: Some spells have a limited range, this defines
those characteristics.
Set Distance: The most simplistic of ranges, it is a set
distance normally in feet or miles.
Area of Effect: This is an encompassing effect that
typically has a set distance in which all creatures
within that distance is affected.
Line of Sight: Line of sight range is when the target is
visible by the caster.
Arm’s Reach: This is where the range is only what
the caster can reach, by not over reaching or bending
towards, with their physical arms.
Same Plane: This is a range within the same plane or
on the same planet as the caster.
Extra-planar: This far reaching range can effect
anywhere in the universe.
Effect: This is the verbal effect that should be included
somewhere in your incantation. Some creatures or
PCs might have a trait that allows them to resist
specific effects.
Component: This is the required component for the
spell. These items are not of mundane quality and are
special in magical nature. All components are
consumed upon casting a spell.
Prep Time: This is the required amount of time
needed to prep the spell for quick casting later in the
day. Spells that require prep times that are directly
prior to casting mean exactly that: the spell is pretty
much a long spell to cast. Prep Rituals require the
caster to role-play a short ritual that channels the
magic necessary to cast said spell. This is normally
done in a private, quiet place. The caster cannot be
disrupted from concentration during the Prep Ritual
and must have their spell book with the prepped spell
open and be reading from it for the ritual to work.
Special: Any special information that regards to the
spell and casting of it such as increased Skill Costs,
special OOP requirements for the spell, or special
conditions of the spell.
Common Incantation: These are incantations that are
most common amongst Xadune’s casters.
Spell Explanation: Lastly is the explanation of the
spell.
Low Level Magic
Detect Magic
Level 1
School: Divination (G)
Type: General
Learn Time: 1 day
Duration: Instantaneous
Delivery: Line of sight
Range: Arm’s Reach
Common Incantation: “With arcane knowledge I
detect all magic before me.”
This spell allows the caster to detect magic within an
area. Upon completion of this spell, the caster can
sense a maximum number of items equal to Skill
Points used and determine if they are magical or not.
This is the only spell that all arcane casters can know,
despite their specialty field of magic.
Flame Bolt
Level 1
School: Elemental (G)
Type: Physical, Fire
Learn Time: 1 day
Duration: Instantaneous
Delivery: Packets x3
Effect: “5 Fire”
Common Incantation: “With elemental furry I smite
you with a flame bolt.”; “5 Flaming” x3
By means of this spell the caster creates three small
fireballs (packets; preferably red), each dealing five
points of flaming damage (5 Flaming). The magical fire
does not start physical fires and all packets must be
thrown within five seconds of casting.
Fumble
Level 1
School: Enchantment (G) Type: General
Learn Time: 1 day
Duration: 5 seconds
Delivery: Packet
Effect: “Fumble”
Common Incantation: “I command you to fumble your
(insert item).”
By means of this spell, the caster causes the target
to drop a designated item from their hand and inhibit
it to from being picked it up by the original wielder for
five seconds. The item to be effected must be
specified in the incantation. “Fumble your ‘weapon’ or
‘item’” is not descriptive enough, where “fumble your
‘sword’” would be. Vials, orbs, and the like are not
destroyed when dropped in this manner.
Light
School: Sigil (G)
Type: Enchantment
Learn Time: 1 day
Duration: 12 hours
Special: Actual light source required
Common Incantation:
“In humble effort to make things bright,
I recite this spell to produce arcane light.”
This poem creates a magical light source that lasts
for twelve hours. The sigil for this spell can vary from
caster to caster, but the poem must always be a full
couplet in length at minimum. The player must
provide a small light source of their own for this spell
and should be of an unidirectional source (i.e.: not a
direct beam like a flashlight).
Repulse
Level 1
School: Warding (G)
Type: Mental, Enchant
Learn Time: 1 day
Duration: 10 minutes, Directed concentration
Delivery: Packet
Effect: “Repulse”
Common Incantation: “I repulse this creature from me
with arcane might.”
This spell inflects the repulse effect on the target.
This spell does require the target to be pointed out
during the duration of combat.
Acid Dart
Level 2
School: Alteration (G)
Type: Physical, Acid
Learn Time: 2 days
Duration: Instantaneous
Delivery: Packet
Effect: “10 Acid”
Components: Leaf of Monkshood
Common Incantation: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this spell the caster creates an acid
attack (packet delivered; preferably green) that does
ten points of acid damage to the target. If this spell
hits and effects armor first, any remaining spill over
damage is damage to the body of the target, rounded
down (Example 1: Target has 58 armor and 10 body, is
hit with acid dart: they lose all their armor, but suffer
only 4 points of body damage (58 armor – 100 acid
(remember acid damage does times 10 damage to
armor) = 0 armor; 42 damage remaining -> 4 acid; 10
body – 4 acid = 6 body) (Example 2: Target has 5
armor and 10 body, is hit with acid dart: they lose all
their armor, but suffer only 5 points of body damage
(5 armor – 100 acid (remember acid damage does
Level 1
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times 10 damage to armor) = 0 armor; 95 damage
remaining -> 9 acid; 10 body – 9 acid = 1 body).
Bind
Level 2
School: Enchantment (G) Type: Confining, Enchant
Learn Time: 1 day
Duration: 10 minutes, Slight concentration, Line of
sight
Delivery: Packet
Effect: “Bind”
Common Incantation: “With arcane might I bind your
arms.”
With this spell, the target’s arms are magically
bound to the sides of their body for ten minutes or
until line of sight is broken. While the target’s arms
are bound, they must hold their arms at their sides
and are not able to attack or defend through these
means. The bind spell can be broken by +1 strength or
greater on a three count.
Destroy Weapon
School: Alteration (G)
Learn Time: 2 days
Delivery: Packet
Common Incantation: “I
with arcane vengeance.”
Level 2
Type: General
Duration: Instantaneous
Effect: Destruction
destroy your (insert item)
By means of this spell the caster can destroy a
weapon the target is holding - as long as it is
destroyable. The object needs to be specified in the
casting of the spell and can be no larger than a bastard
sword. Shields cannot be destroyed via these means.
Vials, orbs, and explosives can be destroyed in this
way, but do not inflict their damage or effect on their
wielder.
Holy Word
Level 2
School: Sigil (G)
Type: Physical, Holy
Learn Time: 2 days
Duration: Instantaneous
Delivery: Packet
Effect: “5 Holy”
Common Incantation:
“To expedite one’s own self penance,
Let this holy word to be my vengeance.”; “5 Holy”
With this poem, the caster can cause five points of
holy damage (5 Holy) to the target. This is a packet
delivered effect whose poem must be at least a
couplet in length. Sigils for this spell typically mimic a
Power’s holy symbol.
Lightning Bolt
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Level 2
8
School: Elemental (G)
Type: Physical, Electric
Learn Time: 2 days
Duration: Instantaneous
Delivery: Packet
Effect: “15 Lightning”
Component: Small Copper Rod
Common Incantation: “With elemental furry I smite
you with a lightning bolt.”
This spell allows the caster to throw three lightning
bolts (packets; preferably yellow or white) that deal
fifteen points of lightning (15 Lightning) damage each.
All three packets must be thrown within five seconds
of casting.
Counter Spell
Level 3
School: Sigil (G)
Type: Enchantment
Learn Time: 3 days
Duration: 1 event
Delivery: Caster only
Retort: “Magical Reflect”
Common Incantation:
“Through the gloom of Twilight only time will tell,
Drawing from a mighty arcane well,
If I am granted defense with this counter spell.”
This poem is precast on the caster. Afterwards, the
next offensive known spell to the caster that makes
contact with the caster of low level stature is reflected
back on the opponent. This spell lasts an event, until
used, or until the character reaches dead status. The
tagline for this spell is “Magical Reflect”, and
onlookers can visibly see the spell reflect off the caster
back at the attacking caster. The sigil for this spell is
normally a shield, but can vary. The poem must be a
tercet in length at minimum. If the shielded caster
does not know the spell being offensively cast at him
(meaning it is not in his grimoire or is but of higher
level than the character’s ability to understand), he
can not reflect it back. Attacks that are successful in
this manner do not dispel the counter spell.
Detect Lesser Illusion
Level 3
School: Divination (G)
Type: General
Learn Time: 2 days
Duration: 10 minutes
Delivery: Caster only
Range: Line of sight
Component: Pinch of Powdered Silver
Common Incantation: “I drawn back the veil and
detect all minor illusions.”
With this spell cast, the caster has the ability to see if
something is a minor (level 3 or under) illusion or if it
is real. The caster is no longer affected by the minor
illusions via this spell, but other characters still are,
regardless of warnings.
Fear
Level 3
School: Illusion (G)
Type: Mental, Enchant
Learn Time: 2 days
Duration: 1 minute
Delivery: Packet
Effect: “Fear”
Common Incantation: “With arcane dread I command
you to fear me.”
This useful spell causes the target to become afraid
of the caster. Targets of this spell are ripped in fear of
the caster. They are unable to attack, defend, or do
much of anything else verses the attacker other than
cry and pee their pants. It should be noted that targets
are allowed to leave, flee, or run from the attacker
which is the normal course of action. This effect is only
shared between the attacker and target; it does not
require the opponent to be effected in this way by
anyone else in the combat situation.
Preserve Dying
Level 3
School: Necromancy (G) Type: Metabolic, Enchant
Learn Time: 2 days
Duration: 1 event
Delivery: Touch
Common Incantation: “With respects to life I preserve
the dying.”
This spell allows the caster to extend one target’s
death count to double the normal death count. This
spell can be cast on both the living and dead. This is a
touch based spell and cannot be stacked multiple
times. This spell lasts one event or until used (i.e.: as
soon as the death count starts), whichever is first. If
cast on a dead character, it does not restart the count,
merely adds to it.
Sleep
Level 3
School: Enchantment (G) Type: Metabolic, Enchant
Learn Time: 2 days
Duration: 10 minutes
Delivery: Packet
Effect: “Sleep”
Common Incantation: “I weave this spell to put you to
sleep.”
This minor enchantment causes the target to fall
asleep (unconscious) for ten minutes. Thirty seconds
of continual shaking will awaken the target from this
deep slumber.
Mid Level Arcane Magic
Detoxify
Level 4
School: Necromancy (G) Type: Metabolic
Learn Time: 8 days
Duration: Instantaneous
Delivery: Touch
Effect:”Detoxify”
Component: Pinch of Powdered Monkshood Root
Special: Casting costs 6 Skill Points
Common Incantation: “I cleanse this vessel and
detoxify it of poison”
Targets touched with this spell have the effects of
Poison removed from a target. This does not remove
the effects of alchemical poisons unless they cause the
Poison effect.
Invisible Mail
Level 4
School: Alteration (G)
Type: Enchantment
Learn Time: 2 weeks
Duration: 1 event
Delivery: Caster only
Effect: 60 magical armor
Component: Small Bar of Pure Iron
Prep Time: 5 minutes directly prior to casting
Common Incantation: “I form about me invisible mail
forged by arcane might.”
This spell adds sixty points of magical armor to the
caster. This spell does not stack with physical armor
above the light category. This magical armor cannot
be repaired and dissipates upon character reaching
dead status. This spell can be dispelled or destroyed
by any effect that would effect a 4th level or higher
spell.
Minor Dispel Illusion
Level 4
School: Illusion (G)
Type: General
Learn Time: 8 days
Duration: Instantaneous
Delivery: Line of sight
Range: Line of sight
Component: Drop of Mercury
Special: Casting costs 6 Skill Points
Common Incantation: “I rip the veil and dispel this
illusion before me.”
This spell can dispel one low level illusion (level 3 or
lower), thus negating the effects of it and existence of
it to all. The caster only needs to be in line of sight of
said illusion and then specify it when casting.
Poison
Level 4
School: Necromancy (G) Type: Metabolic
Learn Time: 8 days
Duration: 10 minutes
Delivery: Packet
Effect: “Poison”
Component: Pinch of Powdered Monkshood Root
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Special: Casting costs 6 Skill Points
Common Incantation: “I weave this spell to
contaminate you with poison.”
Targets hit with this spell are inflicted with the
Poison effect. This causes the target to feel very sickly
as such they cannot run and deal only half their
normal physical damage.
Veil
Level 4
School: Illusion (G)
Type: Enchantment
Learn Time: 2 weeks
Duration: 24 hours
Delivery: Caster only
Component: Pinch of Dust from the Twilight
Prep Time: 15 minutes directly prior to casting
Common Incantation: “I draw forth the veil to protect
me from searching eyes.”
This spell prevents minor scrying (level 3 or lower)
on the caster, and caster only, for a twenty-four hour
period.
Circle of Element
Level 5
School: Elemental (G)
Type: General, Elemental
Learn Time: 6 weeks
Duration: 10 minutes
Delivery: Packet
Range: Area of effect up to 5 feet in radius
Component: Pure Piece of the appropriate Element
Prep Time: 3 seconds directly prior to casting
Common Incantation: “I scribe about me a circle of
(insert element) to protect me from harm.”
This spell creates an impenetrable globe of one of
the four elements (caster’s choice) around the caster.
When casting this spell, a circle with a maximum
radius of five feet needs to be inscribed on the ground
around the caster, the incantation uttered, and a spell
packet thrown on the ground. The caster must then
raise the circle in order to gain its protection. A globe
of the appropriate element then encompasses the
area. All forms of this spell are visible in effect, but
semitransparent in nature and allow sound to easily
transfer to and from. No normal magical spells or
physical attacks can pass through the circle. This does
not affect creatures in the Twilight in any way. The
caster has the ability to lower and raise the circles on
the fly. Representation of a raised circle is the caster’s
hand or weapon raised in the air. The caster is also
required to announce “Circle of ____ Up” or “Circle
Down” when doing the appropriate action. While the
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circle is down, it is as if the spell is not in effect; only
when it is up or raised will it provide any type of
protection. Living creatures can stand on the circle line
while it is down which will not allow the circle to be
raised until they move, but inanimate objects or
creatures will be flung off the circle (inanimate
player’s choice as to direction) if they are standing on
the cusp when it is raised. The spell ends when the
caster dies, is incapacitated, leaves the spell area, or
ten minutes is up; whichever comes first. This spell
requires a three second Prep Ritual done directly
before casting of this spell which involves etching the
circle of effect. This spell can be disrupted by an
appropriate anti-elemental spell or dispelled or
destroyed by the appropriate magic of 5th level or
higher.
Confine
Level 5
School: Enchantment (G) Type: Confining, Enchant
Learn Time: 4 weeks
Duration: 10 minutes
Delivery: Packet
Effect: “Confine”
Component: Piece of Gripvine
Special: Casting costs 8 Skill Points
Common Incantation: “I command you to be confined
and rendered inert.”
This spell completely magically binds the target
(even flying creatures), essentially paralyzing their
body and pinning them to the ground, making them
unable to move. People held by this spell are still very
aware of their surroundings and what is happening.
They can still hear and see everything. The caster has
the ability to release the target from the spell at will as
well as move them around as if they were not pinned
to the ground.
Death Ward
Level 5
School: Warding (G)
Type: General
Learn Time: 6 weeks
Duration: 1 event
Delivery: Touch
Retort: “Spell Shield”
Component: Pinch of Graveyard Dust
Prep Time: 10 minutes
Common Incantation: “With ancient forces I form
about you a death ward.”
With this spell the caster can prevent one death spell
from affecting the target. This spell can only be touch
delivered and lasts for one event or until used,
whichever comes first. This spell does not stop a killing
blow from taking effect, death from bleeding out,
death from toxins, or effects that instantly kill the
target forcing them into the Twilight. When this spell
takes effect, the person is dropped down to 1 body
and must respond with “Spell Shield” to represent the
magical forces that visually absorb the attack.
the caster. The tagline for the effect is “Spell Shield”
and has a visual effect of the spell being absorbed by a
magical barrier around the character. The player has
three seconds from the time of spell impact to
announce they have a spell shield to the spell.
Degenerate Limb
Level 5
School: Necromancy (G) Type: Metabolic
Learn Time: 4 weeks
Duration: Permanent
Delivery: Packet
Effect: “Degenerate”
Component: Drop of Pure or Vile Water
Prep Time: 5 minutes
Common Incantation: “I call upon ancient forces to
degenerate your (insert limb).”
High Level Arcane Magic
This spell causes the target’s limb to be shriveled
and become useless. The limb must be specified (left
leg, right arm, left wing, etc.) in the incantation of this
spell. This effect is permanent until fixed until such
time the target cannot use the limb in question for any
reason.
Regenerate Limb
Level 5
School: Necromancy (G) Type: Metabolic
Learn Time: 4 weeks
Duration: Instantaneous
Delivery: Touch
Component: Drop of Pure or Vile Water
Prep Time: 5 minutes
Common Incantation: “I weave this spell to
regenerate your lost (insert limb).”
Through this spell the caster has the ability to
restore a limb to working order regardless as to why it
was not working. The limb need not be present for
this spell to take effect.
Spell Shield
Level 5
School: Warding (G)
Type: Enchantment
Learn Time: 4 weeks
Duration: 1 event
Delivery: Caster only
Retort: “Spell Shield”
Component: Quill from a Catadillo
Prep Time: 5 minutes
Common Incantation: “With arcane force I form a
spell shield about me.”
Casting of this spell prevents the next mid-level spell
(5th Level) or lower from taking effect on the caster.
This shield lasts for an event, until used, or until the
character reaches dead status, and can only be cast on
Contact Other
Level 6
School: Divination (G)
Type: General
Learn Time: 9 weeks
Duration: Permanent
Delivery: Known creature Range: Same plane
Component: Piece of Parchment
Prep Time: As long as it takes to write the letter
Common Incantation: “With ancient forces reach
across the world to contact another.”
By means of this spell, the caster is able to send a
short message (one hundred words or less) to anyone
the caster is familiar with (i.e.: met in their life). As
long as the target is on the same plane of existence,
they will receive the message. The length of time to
receive a message is equal to the time it takes for the
caster to get the message to the recipient on an outof-play level.
Death Armor
Level 6
School: Necromancy (G) Type: General
Learn Time: 9 weeks
Duration: 1 event
Delivery: Caster only
Retort: “Death armor”
Component: Dust from a Royal Corpse
Prep Time: 10 minutes
Common Incantation: “With ancient forces a weave
about me a death armor to save my life.”
Casting of this spell upon the caster allows a onetime
return from “dead status”. Once the caster hits “dead
status” they are instantly brought back to 2 body.
There is no visible or notable effect of this spell but
the caster is required to announce “Death Armor”
when it takes effect. This is an out-of-play
announcement that is a courtesy to other players. This
spell lasts for one event, until used, or upon death of
the caster, whichever comes first. This spell only
works only for “dead status” and not “slain dead
status”, “maimed dead status”, or the like.
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Dispel Enchantment
Level 6
School: Warding (G)
Type: General
Learn Time: 2 months
Duration: Instantaneous
Delivery: Packet
Effect: “Dispel”
Component: Drop of Powdered Glass
Prep Time: 5 minutes
Special: Casting costs 8 Skill Points
Common Incantation: “With ancient might I dispel all
enchantments before me.”
This spell dispels all enchantments of level 6 or lower
on the target. This is a spell and it only affects spells of
the enchantment type.
Ice Storm
Level 6
School: Elemental (G)
Type: Physical, Ice
Learn Time: 5 weeks
Duration: Instantaneous
Delivery: Packet
Effect: “35 Ice”
Component: A Perfect Snowflake
Prep Time: 5 minutes
Common Incantation: “With elemental might a strike
you with an ice storm.”; “35 Ice” x3
By means of this spell the caster can create three ice
attacks (packets; preferably blue), each dealing thirtyfive points of ice damage (35 Ice). The attacks must be
thrown within five seconds of casting.
Minor Curse
Level 6
School: Enchantment (G) Type: Enchantment
Learn Time: 6 weeks
Duration: Permanent
Delivery: Packet
Effect: “Minor curse”
Component: Earth from a Gypsy’s Campground
Prep Time: 1 minute directly prior to casting
Special: Casting costs 8 Skill Points
Common Incantation: “I draw up ancient arcane
magic to inflect you with a minor curse.”
The target of this spell suffers a horrible fate. Their
max body, Skill, and damage (all forms of dealing
damage) is cut in half (fractions rounded down) until
this spell is removed. The original caster of this spell
can remove this spell by recasting the spell on the
target. Any particular target can only suffer from one
minor curse spell at a time (meaning they do not
compound).
Disintegrate
School: Alteration (G)
Learn Time: 6 months
140
Level 7
Type: General
Duration: Instantaneous
8
Delivery: Packet
Effect: “Disintegration”
Components: Ion Stone & a Lodestone
Prep Time: 15 minutes
Special: Casting costs 15 Skill Points
Common Incantation: “With arcane might
disintegrate that which is before me.”
I
This spell instantly vaporizes the target and all their
belongings (that are destroyable). The soul is
immediately taken to the Twilight (no dead status)
leaving behind only a fine gray pile of dust.
Life
Level 7
School: Sigil (G)
Type: Metabolic
Learn Time: 4 months
Duration: Instantaneous
Delivery: Touch
Effect: “Life”
Component: Dust from a Disintegration
Special: Casting costs 10 Skill Points
Common Incantation:
“Spoken when returning thanks to the Powers,
Who had delivered them from long walk.
They shall rise back and praise the flowers,
Of which have no time for talk.
Fearing no spite from which they might receive,
Their sharp tears still warm upon cold cheeks.
Awaken and resolve your vengeance,
And I shall give back life upon thee.”
A counter poem to one’s death; with the scribing of
this poem, the target is returned to life and placed at
one body. This is a touch based spell. The sigil for this
poem normally relates to life in some form or fashion.
The poem for this spell must be a double quatrain in
length at minimum and be pertaining to giving life.
Nightmare
Level 7
School: Illusion (G)
Type: Enchantment
Learn Time: 3 months
Duration: Permanent
Delivery: Touch
Effect: “Nightmare”
Component: Fetus of a First Unborn Child
Prep Time: 10 minutes directly prior to casting
Special: Casting costs 15 Skill Points
Common Incantation: “Through the veil I weave a
nightmare to consume your soul.”
This spell causes the target to be inflicted with
horrible nightmares every night, slowly degrading
their health. Each night that they suffer through this
spell, their max health is halved until it reaches a
minimum of one body. After which, their Skill max
begins to deplete at the same rate until it reaches a
minimum of one skill. Following which, all damage
they deal, by any means, is then depleted in the same
manner until they reach a minimum of one. Once their
body maximum, Skill maximum, and damage
maximum are at a minimum of one they drop to dead
status every time they go to sleep. This spell continues
until removed. This spell is a touch delivered spell. The
original caster of this spell can remove this spell by
recasting the spell on the target. Any particular target
can only suffer from one nightmare spell at a time
(meaning they do not compound).
Screen
Level 7
School: Divination (G)
Type: Enchantment
Learn Time: 5 months
Duration: 1 event
Delivery: Packet
Range: 1 room
Component: Piece of the Twilight
Prep Time: 30 minutes directly prior to casting
Special: Casting costs 10 Skill Points
Common Incantation: “With ancient arcane forces a
weave together a screen to hide all within.”
By means of this spell, the caster can envelop a
single room in a building with a magical barrier that
does not allow any scrying or divination magic to
penetrate it. This spell affects both spells trying to
penetrate in and going out of the area. This effect lasts
for one event or until dispelled. This spell’s effects
needs to be noted on the cabin notes of said building.
Divine Magic & the Powers
Before we go into the aspects and inner workings of
divine magic, be forewarned that priests are both a
restricted and a capable route for character
professions. Please start talking to Staff if you would
like to start with this route for your character and do
not assume that you will be able too.
Of all the things in the handbook, the closest you will
get to a standard specialization is this: religion. Divine
magic is granted from one of the powers, normally to
one who is a devout and faithful follower of said
power. The first step towards this is to become versed
in a chosen religion. This requires the purchasing of
the religion skill. Then generally a character will
become a follower in two ways: either start the game
as so with the skills, or develop into one. Either way,
you need the XP to purchase the first rank of the
divine magic skill. Those who start the game as so will
be given the benefit of the doubt that they were a
faithful follower; once in the game world, though, it is
up to the player to continue to show this. Players that
decide to follow the path after they have already
played for a time have a slightly harder path ahead of
them. For starters it’s considered a specialization,
meaning a character must be of at least 70xp before
they can start down a divine path. Initially the
character must learn a religion of their choosing, and
then they must prove they are faithful to that power.
Once they have proven this faithfulness they will be
allowed to purchase the first level of divine magic.
This is typically thought of as divine intervention and
the character will get a feeling that their authenticity
is allowing them to move towards a higher cause. The
last thing a character needs to be able to cast divine
magic is a holy symbol of the appropriate power.
Of most of the things in the game, the path of a
religious follower might be considered the hardest to
maintain. Unlike all the other skills that do not require
constant role-play to keep, followers of a religion that
receive divine magic must constantly be following
their path. One stray action could spell loss of the
divine gift. Much of this depends on the power and
the relationship with the character. This is to be
determined once the character starts to be played.
One can say all day long in their history that they are
devout, but what really matters is how much they put
into it in-play. Unlike all other skill, the ability to use
divine magic can be taken away at a whim.
Each religion has a different path, and different
views on how things should be done. Because of this,
each power has different requirements for their
followers. Some do not like violence, others endorse
and encourage it. Most have some type of stipulation
on what weapons or armor can be used. And the
particularly mean ones require constant sacrifice to
prove faith, while a few just want to be checked in on
from time to time.
Once a character has received the blessing of a
power, they can start to partake in their magical gifts.
Like arcane magic, each level of divine magic needs to
be purchased via XP. But, unlike the arcane mage, a
priest can gain these levels without a teacher. Instead
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they are granted or allowed by the power. A character
might have the XP to purchase a rank of divine magic
for a few months, but be forced to wait until the
power decides it is time to advance. Normally this is
nothing big and often just as simple as a request for
advancement or a sign of faith to their power on the
character’s behalf. However, rapid advancement is
normally not common. If you are devoting all your XP
to raise in power in the divine arts it might become
frustrating to learn that it is not given out as fast as
you can earn the XP.
Spell acquisition is also another thing that is
different from arcane magic. The faithful normally
have a prayer book. In such a book lays the normal
arrangement of prayers a priest might call upon. Spells
are normally given to the character by the power upon
rank advancement. So, in essence, there is no need to
find or acquire new spells. All one needs to do is ask.
However, the spells are not memorized or noted like
arcane spells but are instead granted by the power.
Sometimes the character is not granted what spells
they ask for, be it for whatever reason; and other
times they are given spells to cast for reasons only the
powers know.
Each power has their own set of unique spells, but
all priests share the same general pool of spells as
well. All powers have many editions of these lists, but
it’s safe to say that some spells from one religion will
be the same as another. It’s the truly unique to the
power spells that set them apart.
Aside from spells, persistent followers are also
known to be granted special abilities for their
faithfulness. These abilities are considered natural
abilities and can be granted and taken away as the
powers wish. Normally the more faithful have more
luck in these.
Spell casting is similar to arcane magic. The character
conducts a prayer (incantation) and then the spell is
cast. Unlike arcane magic, the priest does not have the
ability to have shorter prayers as they advance. All
incantations need to be discussed and approved with
Staff before being used. Most players will have three
or four basic prayers which they will use each time for
different spells.
Priests also have the option of attempting to pray for
a spell that they do not know or an effect which they
are unable to perform, for one reason or another.
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These prayers are normally a long request for
assistance on the power’s behalf. These unorthodox
requests are not taken lightly, and are not good to do
constantly. When these situations occur, it is asked
that Staff be made aware as quickly as possible that a
prayer request has started.
Most all priests are adept in the general spells of
blessing others and granting light protections. A good
deal are also well known for their abilities to heal. In
fact, almost all priests save a few are able to heal
others in need. The most well known ability a priest
has is to bring a spirit back from the Twilight. Some of
the most powerful can do this even on the battlefield.
Speaking of the battlefield, many are also versed with
a few holy spells capable of harming most foes.
Another category that most priests are good at is the
art of divination. And lastly, all of the faithful are
capable of creation of some sort or another on behalf
of their power; an art that arcane magic has of yet
been unable to reproduce.
Players wishing to take the path of Divine magic are
always in the path of a very heavy role-play
experience. It is not recommended for the light of
heart that does not like having to do what is described
above. Those that fall from the path are normally not
taken lightly in the eyes of their once loved power.
Switching religions is rare, but can happen. In doing
so, the character normally loses a good deal (half XP
that was spent in the original faith) of their
advancement in their previous religion, but are still
capable of putting some of their skill to use in the new
power. Those that just completely lose their faith are
left normally powerless and are forced to start anew.
Those players still have their XP on the books spent
toward the divine arts, but they do nothing for the
character.
Playing a priest can be one of the most difficult
things to role-play in the game. Showing your faith
and devoutness is a necessity for a priest to keep their
powers and granted spells. For some players this
might prove both awkward and difficult and that is
why it is a restricted profession and requires long
discussions with Staff before being allowed to play
one.
On a closing note, any and all characters can make
prayers to a power. Being faithful and proven will not
guarantee you the granting of spells and abilities, but
just because you are not their priest does not mean
that they do not look down on you. Powers have been
known to grant warriors intense bravery before a war,
and sometimes even answer the prayers of the dying.
The General Divine Prayer List
To follow is a small collection of a few of the most
generalized prayers that priests might have access to.
This is to merely serve as an example and not be
considered any type of hard fact as the reality of what
prayers a priest might receive are based on the
character, the needs and want of the power, and the
conditions of the game at the time.
Prayer Descriptions
All prayers are presented in an easy to follow format
just like with arcane spell. Further explanations for
new headings or expanded up definition when
pertaining to priests are also covered. Note that not all
headings pertain to every spell in which case the
headings will be absent. Understand that most divine
spells with effects that deal in hard numbers typically
vary in power depending on the deity and the
character. For this reason these figures are
represented by “X”, where “X” is a changing variable
depending on the granted spell.
It should be noted that unlike arcane spells, divine
spells cost, on average, 2 skill points per level. Some
prayers might cost more and these will be noted in the
description.
Prayer Name: This is the common name for the prayer
or ritual.
Spell Level: This is the range of levels that the priest
might have to have in order to cast the prayer.
Type: This is the type of effect that the spell delivers.
People that can resist certain effect types cross
reference this entry.
Learn Time: This is the amount of time it will take a
student to learn said spell. A caster can only learn up
to three new spells at a time.
Duration: This is the same as it was with arcane spells.
Delivery: This heading is absent from the descriptions
because each spell could have different requirements
depending on the character and power in question.
What one priest might be able to deliver as a packet
might on be deliverable via touch for another.
Range: This category is unchanged from its arcane
counterpart.
Effect: This serves the same purpose as it did in the
arcane spell list.
Component: Typically no divine prayers require any
components except they all require the priest have
their holy symbol on them and visible.
Prep Time: Some prayers require a longer role-play to
take effect. Unlike arcane spells that could require a
prep time hours before casting, all prep times noted
are directly prior to casting for divine prayers.
Special: Any special information that regards to the
prayer and casting of it such as increased Skill Costs,
special OOP requirements for the spell, or special
conditions of the prayer.
Common Prayer: These are pray’s that are most
common amongst Xadune’s priest. Note that a blank
typically represent’s the power’s name that the priest
is faithful too.
Prayer Explanation: Lastly is the explanation of the
prayer.
Aid
Level: 1; 2; or 3
Type: Healing, Protection, Divine
Duration: 1 event
Effect: “Repair X armor, cure X body”
Prep Time: X seconds
Common Prayer: “I ask that you bless this soul with
____’s might.”
This prayer repairs the target’s armor up to X points
along with curing X body. Target can only have one aid
placed upon them every 10 minutes.
Atonement
Level: 4; or 5
Type: Healing, Divine
Duration: Instantaneous
Effect: “Atone”
Prep Time: X minutes
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest removes all
harmful or unwanted effects placed on the target. This
spell is subject to the powers control; meaning that if
they deem the target unworthy to have certain effects
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removed the powers will not allow it to be removed.
More so, if the effects on a target are of a divine
nature these effects might not be removed due to
political ties amongst the powers.
Bless
Level: 1 or 2
Type: Protection, Divine
Duration: 1 event
Effect: “+X magical armor”
Common Prayer: “I ask that you bless this soul with
____’s might.”
This prayer grants the target +10 points of magical
armor. Targets can only have one bless upon them self
at a time. Even if only one point of magical Bless
armor remains the new Bless will be null and void.
Bring Back the Dead
Level: 1; 2; 3; or 4
Type: Healing, Divine
Duration: Instantaneous
Effect: “Resurrect”
Prep Time: 5 minutes
Special: 5 skill points
Common Prayer: “I ask that you bless this soul with
____’s might.”
This complex prayer reforms a spirit’s physical form,
at base body, and places the spirit in it. Though the
priest can attempt this at any location, most prefer to
do so in a Holy Area so they can monitor what sprits
are around along with gaining a slight amount of
protection. This is no simple feat, and can always be
vetoed at will by the granting power. Priests are
encouraged to remind the newly formed individual
that they were just given a second chance by their
power, and that also means that you (the Priest that
preformed the ritual) spoke or acted in their behalf. It
is in short a miracle, and they should be beyond
gracious towards you and your power. The ritual itself
is nothing short of astonishing in the reforming of a
body from base elements, seemingly, out of thin air.
On the dead soul’s part people have reported it as
feeling like a euphoric state to the most painful
experience they have ever felt. The target’s body
begins forming at 2 minutes, fully formed at 4
minutes, and the soul enters the body at the last
second of the ritual. Interruption or failure to finish
the ritual results in the expenditure of skill and the
body vaporizing into nothing.
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Cause Blindness or Deafness
Level: 1; 2; or 3
Type: Harming, Divine
Duration: 1 event
Effect: “Cause blindness” or “Cause deafness”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest inflicts the target
with a magical effect of blindness or deafness.
Cause Critical Wounds
Level: 4 or 5
Type: Harming, Divine
Duration: Instantaneous
Effect: “Cause X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can causes
wounds upon the target resulting in X body worth of
damage (more than cause serious).
Cause Disease
Level: 1; 2; or 3
Type: Metabolic, Divine
Duration: 1 event
Effect: “Disease”
Prep Time: X seconds
Special: X skill points
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest inflicts the target
with one none magical disease. Upon contact the
target calls only half their normal damage. After one
minute of being affected, the target cannot exert any
extra energy outside of defending their self or walking
slowly.
Cause Light Wounds
Level: 1 or 2
Type: Harming, Divine
Duration: Instantaneous
Effect: “Cause X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can causes
wounds upon the target resulting in X body worth of
damage.
Cause Moderate Wounds
Type: Harming, Divine
Level: 2 or 3
Duration: Instantaneous
Effect: “Cause X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can causes
wounds upon the target resulting in X body worth of
damage (more than cause light).
Cause Poison
Level: 2; 3; or 4
Type: Metabolic, Divine
Duration: Instantaneous
Effect: “Poison”
Special: X skill points
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest inflicts the target
with the Poison effect. This causes the target to feel
very sickly as such they cannot run and deal only half
their normal physical damage.
Cause Serious Wounds
Level: 3 or 4
Type: Harming, Divine
Duration: Instantaneous
Effect: “Cause X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can causes
wounds upon the target resulting in X body worth of
damage (more than cause moderate).
Commune
Level: 3; 4; or 5
Type: General, Divine
Duration: Instantaneous
Prep Time: 5 minutes
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer allows contact with patron power to
allow one yes or no question to be asked by the priest.
This prayer does not require a direct or immediate
response or a response at all. Furthermore, though
the question must be of a direct “yes” or “no”
question the response does not have to be a “yes” or
“no” answer. Furthermore this prayer is known to
directly contact the patron power, abusing it, over
using it, or frivolous use of it is a understood bad
thing.
Create Holy Area
Level: 1
Type: Protection, Divine
Duration: 1 event
Range: Area of effect up to 5 feet in radius
Prep Time: 5 minutes
Common Prayer: “With arcane might I bind your
arms.”
This ritual creates a 10 foot diameter area that
allows faint images of creatures from the twilight to
be seen. These images are indistinguishable from one
another, but host priests (i.e.: the caster) can
determine who the spirit is if they are familiar with the
life-force (i.e.: they know the person by name). No
form of communication can be delivered from the
blob-like form or to it. Additionally minor undead
cannot enter the area without succumbing to major
harm. A priest can only have one Holy Area up at a
time.
Create Holy Circle
Level: 2; 3; 4; or 5
Type: Protection, Divine
Duration: 10 minutes
Delivery: Packet
Range: Area of effect up to X feet in radius
Prep Time: 3 seconds directly prior to casting
Common Prayer: “I scribe about me a circle of (insert
element) to protect me from harm.”
This spell creates an impenetrable globe of one of
divine force around the priest. When casting this
prayer, a circle with a maximum radius of X feet needs
to be inscribed on the ground around the priest, the
prayer uttered, and a spell packet thrown on the
ground. The priest must then raise the circle in order
to gain its protection. A globe of translucent faint
shimmering light covers the area. No normal magical
spells or physical attacks can pass through the circle.
This does stop creatures in the Twilight in from
crossing the circle when raised. The priest has the
ability to lower and raise the circles on the fly.
Representation of a raised circle is the priest’s hand or
weapon raised in the air. The priest is also required to
announce “Circle of ____ Up” or “Circle Down” when
doing the appropriate action. While the circle is down,
it is as if the spell is not in effect; only when it is up or
raised will it provide any type of protection. Living
creatures can stand on the circle line while it is down
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which will not allow the circle to be raised until they
move, but inanimate objects or creatures will be flung
off the circle (inanimate player’s choice as to
direction) if they are standing on the cusp when it is
raised. The spell ends when the priest dies, is
incapacitated, leaves the spell area, or ten minutes is
up; whichever comes first. This prayer requires a three
second prep ritual done directly before casting of this
prayer which involves etching the circle of effect. This
prayer can be disrupted by an appropriate anti-divine
prayer or dispelled or destroyed by the appropriate
arcane magic.
Cure Blindness or Deafness
Level: 1; 2; or 3
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure blindness” or “Cure deafness”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the target of
one none magical effect of blindness or deafness.
Cure Critical Wounds
Level: 4 or 5
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the wounds
of the target restoring X body (more than cure
serious).
Cure Disease
Level: 1; 2; or 3
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure disease”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
8
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the wounds
of the target restoring X body.
Cure Moderate Wounds
Level: 2 or 3
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the wounds
of the target restoring X body (more than cure light).
Cure Poison
Level: 2; 3; or 4
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure poison”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the target of
one none magical poison.
Cure Serious Wounds
Level: 3 or 4
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure X body”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the wounds
of the target restoring X body (more than cure
moderate).
Death
Level: 2; 3; 4; or 5
Type: Harming, Divine
Duration: Instantaneous
Effect: “Death”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest cures the target of
one none magical disease.
By means of this prayer the priest drops the target
straight to dead status.
Cure Light Wounds
Type: Healing, Divine
Duration: Instantaneous
Effect: “Cure X body”
Degenerate Limb
Type: Metabolic, Divine
Duration: Permanent
Effect: “Degenerate”
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Level: 1 or 2
Level: 3; 4; or 5
Prep Time: X seconds
Common Prayer: “I call upon ancient forces to
degenerate your (insert limb).”
This prayer causes the target’s limb to be shriveled
and become useless. The limb must be specified (left
leg, right arm, left wing, etc.) in the prayers. This effect
is permanent until fixed until such time the target
cannot use the limb in question for any reason.
Duration: Instantaneous
Delivery: Line of sight
Range: Arm’s Reach
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer allows the priest to detect magic within
an area. Upon completion of this prayer, the caster
can sense a maximum number of items equal to Skill
Points used and determine if they are magical or not.
Destroy Undead
Level: 2; 3; or 4
Type: Harming, Holy, Divine
Duration: Instantaneous
Effect: “Destroy undead”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
Detect Poison
Level: 1 or 2
Type: General, Divine
Duration: Instantaneous
Range: X foot radius
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer only affects undead creatures. To lesser
undead it deals 100 points of direct damage which if it
kills the undead it will utterly destroy them, reducing
them into nothing, unless protected. More powerful
undead take less damage when affected and if
reduced to or past zero are not destroyed.
This prayer allows the priest to detect poison within
an area. Upon completion of this prayer, the priest can
sense poison on or in a person or things and
determine if they are magical or not in nature.
Detect Spirit
Level: 1; 2; or 3
Type: General, Divine
Duration: X minutes
Prep Time: X seconds
Common Prayer: “With arcane knowledge I detect all
magic before me.”
Detect Disease
Level: 1 or 2
Type: General, Divine
Duration: Instantaneous
Range: X foot radius
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer allows the priest to detect disease within
an area. Upon completion of this prayer, the priest can
sense disease on or in a person or things and
determine if they are magical or not.
Detect Life
Level: 1 or 2
Type: General, Divine
Duration: Instantaneous
Range: X foot radius
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer allows the priest to detect life within an
area. Upon completion of this prayer, the caster can
sense and know the location of anyone that is not at
dead status or undead regardless of concealment or
stealth.
Detect Magic
Type: General, Divine
Level: 1
With this prayer the priest can detect and see spirits
(not creatures in the Twilight) for X minutes. These
forms appear as a blurred aberration and any attempt
at understanding communication with the form is
unsuccessful. It should be noted that just because the
priest can see spirits in the Twilight it does not allow
the spirits to see into the mortal realm. If a priest is
intimate with a spirit (i.e.: has resurrected it before)
then they are able to identify it, but nothing more.
Detect Undead
Level: 1; 2; or 3
Type: General, Divine
Duration: Instantaneous
Range: X foot radius
Common Prayer: “With arcane knowledge I detect all
magic before me.”
This prayer allows the priest to undead within an
area regardless of their state on phase. Upon
completion of this prayer, the caster can sense all
undead in range, know their location within the area
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of effect, and determine if they are lesser, greater, or
true in nature.
Holy
Level: 2 or 3
Type: Harming, Divine, Physical
Duration: Instantaneous
Effect: “X holy”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can is able to
produce X holy damage in physical form, harming
anyone that it hits.
Life
Level: 2; 3; 4; or 5
Type: Healing, Divine
Duration: Instantaneous
Effect: “Life”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest brings the target
back to life (from Dead Status) with 1 body. Note:
Starting this prayer, if not instantaneous, does not
stop the Death Count.
Light
Type: Divine
Duration: 12 hours
Special: Actual light source required
Common Prayer:
“In humble effort to make things bright,
I recite this spell to produce arcane light.”
Level: 1
This prayer creates a magical light source that lasts
for twelve hours. The player must provide a small light
source of their own for this spell and should be of an
unidirectional source (i.e.: not a direct beam like a
flashlight).
Obliterate Undead
Level: 3; 4; or 5
Type: Harming, Holy, Divine
Duration: Instantaneous
Effect: “Obliterate undead”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
This prayer only affects undead creatures. To lesser
undead it kills them instantly, regardless of
protections, and utterly destroy them reducing them
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into nothing. More powerful undead take a large
amount of bulk damage when affected and if reduced
to or past zero are utterly destroyed.
Purify Food & Water
Level: 1; 2; or 3
Type: Divine
Duration: Instantaneous
Range: X foot radius
Common Prayer: “I ask that you bless this soul with
____’s might.”
This prayer renders all food and water safe for
consumption, removing any poisoning or disease like
effects, be it magical or mundane in nature.
Regenerate Limb
Level: 2; 3; 4; or 5
Type: Healing, Divine
Duration: Instantaneous
Effect: “Regenerate ____”
Prep Time: X seconds
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can restore back
to fully functional condition any single limb on the
target.
Remove Minor Curse
Level: 2; 3; or 4
Type: Healing, Divine
Duration: Instantaneous
Effect: “Remove minor curse”
Common Prayer: “I summon forth an acid dart to
harm you.”; “10 Acid”
By means of this prayer the priest can remove a
single minor curse affecting a character.
Slow Poison
Level: 1; 2; or 3
Type: Healing, Divine
Duration: 10 minutes
Effect: “slow poison”
Common Prayer: “I ask that you bless this soul with
____’s might.”
This prayer grants slows the effects of any toxin,
thus either doubling a dying count or haling a 10
minute effect count time. This does not cure or
remove the effects of the poison, only delay it. It does
however give comfort to those affected by nausea or
pain caused by the poison, though the negative effects
remain.
Snare
Level: 2 or 3
Type: Confining, Divine
Duration: 10 minutes, Line of sight
Delivery: Packet
Effect: “Snare”
Common Prayer: “With arcane might I bind your
arms.”
With this prayer, the target’s left leg is magically
bound to the ground for ten minutes or until line of
sight is broken. While under this effect, they cannot
move from the spot but can still attack & defend
normally. The target can break from this effect with +3
strength or greater on a three count.
Speak with Dead
Level: 2 or 3
Type: General, Divine
Duration: X minutes
Prep Time: X seconds
Common Prayer: “With arcane knowledge I detect all
magic before me.”
With this prayer the priest attempts to speak with a
member of the dead (the corpse is required) or a
creature/spirit in the base Twilight (Priest needs to be
aware of creature’s/spirit’s presence) for X minutes.
This ritual does not require the target to respond,
answer truthfully, or acknowledge the priest’s
presence but it does allow open and cogent
communication regardless of audio communication
abilities.
Firearms
The first thing technological achievement we will
discuss is the most intricate, firearms; the slow turning
cog of innovation that will change the face of warfare.
To follow we will go over the use, definition, and
practicalities of firearms. Then we will go into the
difficulties of engineering firearms and look at the
economies of them.
Using Firearms
Firearms, in terms of game mechanics, are overly
complicated in some aspects so to represent their
utility and somewhat overpowering nature in the
game world. Unlike all other weapons available for
characters to use in Xadune, firearms require an ability
to be able to properly operate and maintain. Without
the firearms ability a character is only allowed to point
and pull the trigger on a firearm; nothing else. Let’s
look over a few points and suggestions before you
decide if a firearm is the type of weapon you want
with you in combat.
Firearms are more than just a point and click affair.
Thankfully the allowable out-of-play representations
for firearms tend to be as reliable as their real world
counterparts were. These factors must be taken into
account when using them. As such firearms are
treated differently than any other weapon.
Firearm Types
At Xadune firearms are represented by fully
functional combat safe foam projectile launching
representation of firearms. They must fit the criteria
of the firearm you are using. As such all firearms have
a limited capacity in their abilities to fire ammunition.
Most firearms are still single shot weapons, requiring
them to be reloaded after every use, but repeaters are
becoming more common, though prone to misfires.
Real Life Limitations & Firearms Allowed: At
Xadune, the following manufactured toy firearms will
be allowed without question:
Small Arms:
The NERF® Maverick, Element, Reflex, Spectre, Nite
Finder, Sidestrike, Jolt, & Scout, the BuzzBee®
Mustang 6 Shooter & Pirate Pistol
Carbine:
NERF® Crossfire Bow, Firefly, the BuzzBee® Hawk, and
Hunter
Long Arm:
BuzzBee® Rapid Fire Western Blaster, Predator, and
Range Master
Scattergun:
NERF® Barrel Break, Sledgefire, the Lanard® Sawed-Off
Shot gun, the BuzzBee® Double Shot Blaster (both
styles), and Gunsmoke
Any other toy firearms need to be cleared with Staff
first. Remember that though the setting is Victorian,
the progression of firearms, in-game, is not as far
advanced as it was in real history. One should take
time to paint and dress up their firearm to make it fit
into the game setting. Nonpainted firearms will be
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permitted at game, but only for a player’s first three
events. After which they are expected to have a
period dressed firearm or they will not be allowed to
use the weapon. Lastly firearms will not be available
for players to barrow from game if they do not bring
one to the event.
Firearms resembling muskets, wheel-lock pistols,
and the like will almost always be okay, but more
modernized and futuristic ones will not. Keep this in
mind when thinking on the subject.
There are three basic sizes of firearms available for
starting players, two different types of firing
mechanics, and two different categories for accepted
ammunition types (cased or caesless). All new
firearms brought to the game will use caseless
ammunition of the appropriate firearm.
Small arms are firearms that are no longer than
560mm in total length. Small arms can be handled
with just one free hand.
Long arms are firearms that are no shorter than
561mm and upwards of 1200mm in length. Long arms
typically require two hands to use effectively. Firing a
long arm with one hand of use reduces the damage
called by half.
Scatterguns are firearms that are no shorter than
460mm and have a larger bore then the stock physrep for the firearm (with the exception of the Lanard®
Sawed-Off Shotgun & BuzzBee® Double Shot Blaster).
Like long arms, scatterguns need to be handled with
two hands for the most controlled use. Firing a
scattergun with one hand of use reduces the damage
called by half.
In other words, if you want to have a firearm be a
shotgun and it is not one of the two above mentioned
firearms, you need to physically alter the gun so that
the barrel is much larger in size. This increase in size
must be at least a 50% increase in diameter. On your
standard NERF® gun that would mean having to make
the barrel by at least one inch in diameter. Note that
this does not mean you have to switch out the barrel
of the firearm, just cover it to be the appropriate size.
Most people might want to ask Staff or Plot for ideas
or input before butchering a weapon to make a
scattergun.
As with other weapons firearms not made for Fae
creatures cannot be used by them. Alternatively, Fae
firearms cannot be used by a non-Fae character. Like
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their disadvantage with Fae melee weapons but not as
substantial, Fae firearms inflict one less damage then
their normal sized counterpart.
Single shot firearms are firearms that require
reloading after every shot. The NERF® NiteFinder is a
good example of this. On a side note, for you gun
freaks, you will get your best range and accuracy out
of these types mostly.
Repeater firearms can be loaded with multiple
ammunition at once but require cocking between each
shot. The NERF® Maverick is an example of this.
Repeaters have many sub categories depending on
the magazine type employed in it. It is a safe bet that a
cylinder style repeater will be allowed for new player
but magazine style repeaters are not a starting option.
Maintaining a Firearm
Firearms are not free of burden, nor do they have
unlimited ammunition. Firearms work differently and
have special rules; here are their differences.
Jams: Newer repeaters style firearms comes with
the advantage of having more firepower, but the trade
off is unreliability. A misfire occurs when ammunition
for the firearm is loaded but does not fire when it is
suppose too. With the real world commonly marketed
mass made firearm physical representation this can
happen often. Single shot firearms tend to not have
this problem. Regardless, if this occurs then in-game it
is considered a jam. Jammed firearms require thirty
seconds to clear before they can be used again in
combat.
Broken Firearms: Most weapons have a tolerance in
game that is far beyond most damage amounts when
utilized in combat. In normal words if you use a sword
as a sword it typically does not break. The same is true
with firearms, save they are not made to be used as a
blocking instrument or the like. As such most common
place firearms have a tolerance of 4; meaning if they
get hit with over 5 points of damage they become
broken. Broken firearms are not a lost cause, but do
become useless until fixed. Talented gunsmiths can
sometimes repair broken firearms for less than it
would cost to buy a new one. It is, however, in ones
best interests not to bring a firearm to a toe to toe
sword fight unless you are will to take the chance.
Ammunition: Each size of firearm has their own
ammunition type. Different sized ammunition cannot
be used in different sized firearms. Outside of that
specification there are two categories of ammunitions
that firearms use: cased, which is a projectile incased
in a metal housing along with its propellant and
primer, and caseless, which is a projectile incased in
paper housing with its propellant. Firearms made to
fire caseless rounds cannot fire cased round, nor vise
versa. Caseless ammunition has been around longer,
while cased ammunition is just recently coming into
major play. Caseless ammunition is prone to failure
when exposed to water directly and is generally less
powerful; however they are cheaper and their
firearms are vastly cheaper in comparison to cased
firearms.
Shot is the term used for scattergun ammunition.
They to come in cased and caseless form, though both
can be used in any scattergun. Due to the cost of
cased ammunition for scatterguns verses the only
slightly increased power to the round most stick to
what they can afford. Scatterguns have a common
assortment of different types of ammunition due to
the hobby of using the firearm for hunting. Each of
these different ammunitions has their own purpose
based on the need of the prey.
Characters that start with a firearm get a small
allotment of ammunition to start with as well. Starting
ammo choices are as follows per firearm brought into
the game. This is non-negotiable or interchangeable;
meaning, please do not attempt to mix or match
ammo types for starting purposes.
Ammunition Type
Damage
Caseless Small Arm Ammo
4
Cased Small Arm Ammo
5
Caseless Long Arm Ammo
6
Cased Long Arm Ammo
7
Papered Birdshot
4
Full Shelled Birdshot
5
Papered Buckshot
6
Full Shelled Buckshot
7
Papered Slug
8
Full Shelled Slug
9
Damage Starting
Type Amount
P
20
P
P
15
P
P&B
10
P&B
Br P
2
Br P
P
4
P
-
P+ Pierce; B= Blunt; Br P= Burst Pierce
Gunsmithing
Gunsmithing, like all other production skills, requires
formulas. To make a gun, you need to combine two or
more formulas to achieve the results desired. So, for a
quick easy example to make a NiteFinder style firearm
you would need the Single Shot formula and the Small
arms formula, along with the required skills. All
gunsmiths have the base formulas for the skill they
bought. So if you have the above mentioned skills, you
started off with the formulas. These will be provided
to you in your envelope next event, or upon character
creation. Or if you had them already in a book it
should have been signed and stamped.
Making a firearm then requires materials and Skill
Points. For the sake of simplification and what not we
made it easy; the first event requires only an amount
of GEMs equal to Skill Points used. Future formulas
will be close to the same, but will require a different
set amount of GEMs, one or two SEMs depending on
the formulas, and a set amount GBMs (General
Blacksmithed Materials). GBMs can be found, or easily
made by a blacksmith.
By easily made, we mean it costs 1 Skill per 5 units to
make along with a small amount of materials. In the
case of firearms, it would be some type of ore.
Blacksmiths will be provided with a formula for GBMs
so they will know how it works if they need to make
said items.
Repairing broken firearms is fairly the same. The
process will be fully described on the formulas, and
the gunsmith will need the formula, skill, and Skill
Points to fix said weapon. In addition, some extra
materials will be required along with the broken
firearm or at least a tag for said broken firearm.
Bullets work in the same fashion. First you will need
the black powder that is made by an alchemist. Once
you have the black powder, you will need the casings.
These can be made by blacksmiths. Lastly you need
either the blacksmith or the gunsmith to combine the
two into a bullet. Much like the creation of GBMs for
blacksmiths, the said smiths will be provided with a
formula to do so. It is simple and requires a small set
amount of Skill for a larger set value of bullets.
Complicated? Yes, but that’s how it is. Bullets do not
grow on trees. Neither do guns. They are not like
swords that have been made for the past 1000+ years.
And even a skilled real life smith will tell you that
making a quality sword is not easy. Ask a skilled
gunsmith how hard it is to make a good firearm and
you will get a long strung out answer.
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Gunsmithing formulas will let you know what the
limit is of the ability. If you would like your formulas
PMed or emailed to you so you can put them in a book
to get stamped later, please let us know and we will
happily get them to you. Regardless of whether you
have them in a book penned by your hand or on a
sheet we gave you, the formula needs to be stamped,
signed, and dated. This goes for all formulas for
production skills.
How Production Skills Work
Outside of magic, the production skills can be some
of the most complex rules in the game. Normally a
character can produce their work in two different
ways: either during events, or before. Items created
before events are normally ready upon the start of the
event, but the character sacrifices their starting skill
points for that event. All forms of production require
the character to have the appropriate formula to
make said item, the required skill points, and the
mandatory components as dictated by the formula.
Smithing
One of the oldest arts, smithing first and foremost
requires the character to have the blacksmithing skill.
Though this skill does not allow the character to make
anything grand or of practical importance it is the base
skill needed to advance in the art. In order to make
something with the smithing skills, the character must
know how to work a material, and then know how to
create a type of item, and lastly have a formula to
follow and tools to work with. So, for example, if a
smith wanted to be able to create chainmail armor out
of your everyday metal, they would have to know the
skills metal working, (of any quality) and armor,
medium along with the base skill of blacksmithing.
Presuming the smith has the formula for chainmail,
the appropriate skill points, and the materials noted
on the formula then he should be able to make the
chainmail as outlined by the formula.
Creating an item during game also requires time. The
time it takes to create a smithed item is normally
stated on the formula. Most items smithed also
require some materials to make. Your common
materials are normally very easy to get a hold of and
have a small cost. A skilled or smart smith will have an
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open source for such materials. A person with the
blacksmithing skill would know all the requirements
for items he has the formulas for. All of these
requirements will be noted on the formula.
Each of the types of items has different ranks. To
learn the next rank in a group, you need to have
learned the previous. The ranks represent raising
grade of production crafts from armature made to
master crafted. Each rank above normal adds
advantages to the item. For example, a master
smithed weapon typically deals an extra damage
and/or can deliver a higher max damage.
When making or repairing armor the amount of
protection (armor points) yielded is typically
proportional to the amount time and skill needed to
yield results. Repairing armor requires less time and
skill then it does to make a new suit, regardless of the
amount of damage the suit/piece has sustained unless
it is reduced to zero (in other words destroyed). The
smith must still have the formula and required skills to
repair different types or armor. Finely crafted armor
on average grants 25% more armor points and can
resist destruction once. Master crafted armor
characteristically grants 50% more armor and can
resist destruction twice. Here is an example of how
the formula for chainmail looks. Repairing armor tool
to achieve results.
Chain Mail
Required Skills: Blacksmithing; create armor, medium;
and metal working
Skill Cost for new: 2 skill per 10 points of armor
Skill Cost to repair: 1 skill per 10 points of armor
Units of materials needed per point of armor: 1
Additional skill point cost per armor points
Low grade metal:
Medium grade metal:
2 per 10
High grade metal:
4 per 10
Normal armor:
Advanced armor:
4 per 10
Master crafted armor:
6 per 10
Time required per 10 point of armor (in seconds)
Low grade metal, normal armor:
30
Low grade metal, advanced armor:
38
Low grade metal, master crafted armor:
45
Medium grade metal, normal armor:
40
Medium grade metal, advanced armor:
50
Medium grade metal, master crafted armor:
High grade metal, normal armor:
High grade metal, advanced armor:
High grade metal, master crafted armor:
Repair time per 10 point of armor (in seconds)
Low grade metal, normal armor:
Low grade metal, advanced armor:
Low grade metal, master crafted armor:
Medium grade metal, normal armor:
Medium grade metal, advanced armor:
Medium grade metal, master crafted armor:
High grade metal, normal armor:
High grade metal, advanced armor:
High grade metal, master crafted armor:
60
50
63
75
15
19
23
20
25
30
25
32
38
In the example you can see it takes 8 skill points and
120 seconds to craft a normal suit of chainmail out of
low grade metal worth 40 armor points. If the smith
was making a 40 point suit out of high grade metal
and of advanced quality it would cost 48 skill points
and take 252 seconds but the armor would be worth
at least 50 points of armor and be able to resist
destruction once. Furthermore, deepening on the type
of high grade metal there would be more advantages,
but that is dependent on the metal. In all cases the
materials required would be equal to the original
point of armor being made, so 40 units of metal. To
repair the normal suit would cost materials equal to
the points that need to be replaced as well as 1 skill
point per 10 points of armor. The fancier suit would
cost the same in material amount but necessitate 9
skill per 10 points of armor being replaced. Nice things
cost money and time, but people that need them
typically pay for them.
Proper forges, advanced smith tool kits, field repair
kits all decrease the needed skill points to make and
repair armor, but cost money and upkeep.
Weapons follow the same style formulas as armor,
as does little things. To create items that are not
armor or weapons the smith normally only needs to
have the base blacksmithing skill, the skill appropriate
to the material he needs to craft from, and a formula.
These items can include the required materials for a
firearm or materials for engineering devices. Many of
these items are intricate and require molds to be
made and can become time consuming and require
little in material cost but have a long multiple event
prep time.
In all, smithing is pretty straight forward: it’s used to
produce armor, the bulk of your weapons, and metal
worked components. Good weapons can be a great
advantage, as does working with good material which
can give a warrior an edge in combat that will let him
live to fight another day.
Medium and high grade materials
Your everyday normal materials is considered low
grade, in game mechanics terms. This doesn’t mean it
is bad, but it does mean that there are much better
things out there. There are countless special types of
materials, but outlined below are a few common
known ones and a dash of special ones. Xadune can be
a violent place full of special creatures from other
places that are immune to normal weapons or deal
out horrid attacks. Special materials can often be used
to combat or protect one from these things. It should
be noted that armor, weapons, and special items can
only be made out of one material by characters.
Additionally special tools are required along with the
training to work the different grades and types of
materials.
Medium grade materials
Catadillo Hide: This versatile hide is pliable enough for
armorsmiths to easily work with, but far tougher than
normal leather. Its color is typically of a deep red color
with marbling when in its natural state, but can be
dyed almost any color. Protection granted by this
material is double that of normal armor made of
nonmetal hardened leather in the same fashion. It
cost roughly five times the normal price of leather for
this prized material. Armor representations of this
material must be made of out-of-play real semihardened or hardened leather.
Cold Wrought Iron: Special iron from the depths of
the Nigean Mountains is sometimes mined to be used
against innately magical creatures. This dull black
metal is said to wrack those creatures with extreme
pain when their flesh touches it. A special low
temperature forging technique is used to maintain its
properties. Cold wrought iron is considered a hard
metal and has a toughness of two times the items
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typical toughness. Items made of this material must
be colored a matte black color.
Fushion: This fundamentally newly formed alloy is the
combination of pricey and strong elements to form a
commercially successful and robustly tough metal. The
result is a resilient metal with a brilliant pale blue
finish that is capable of resisting destruction
frequently (1 resist destruction per event) and can
typically hold a sharp edge for prolonged periods of
time (+1 damage to all slashing and piercing weapons).
Fushion is an alloy metal and has a toughness of two
times the items typical toughness. Items made of this
material must be colored a pale blue color.
Koaia: This native hard wood from the Seion Islands is
often sought for its unique toughness and light weight
along with being a tone wood. Items made from this
wood have amazing resilience (150% their normal
toughness than when made from normal wood and
can resist one destruction ever). Arrow and bolt shafts
made from this wood also tend to fly more true (+1 to
their damage) when made from this wood. This richly
deep brown wood is used also in some of the finest
instruments in Xadune. Items made of this material
must be colored a deep brown color with a wood
grain.
Pearl Wood: The pearl tree, found in northern Kinsley,
is unique in its natural acidic sap creation. Naturally,
items made from this wood have resilience to acid (all
acid attacks deal only their stated values, not x10).
This opal colored wood with a fine grain is also sought
for its beauty in furniture. Items made of this material
must be colored a grayish color with wood grain.
Petfon: This fine non-metal material is resistant to
corrosive substances (all acid attacks deal only their
stated values, not x10) and ability to absorb non
gaseous poisoned attacks (all toxic and poison attacks
not gaseous in nature are rendered inert to the target,
retort “absorb” if this armor is still intact). This
material is a woven fabric; armor representations of
this material must be made of out-of-play fabric that
has a sheen and may or may not have a pile.
Silver, Coated: Rumor is rampant with many different
abnormal creatures being harmed by silver when
unstoppable by normal means. Metallurgical
techniques (and a few alchemical processes) have
mastered the art of coating a weapon with silver in a
fashion that will not dull the blade (calls “silver”
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instead of “normal”). Items made of this material must
be colored a silver color.
High grade materials
Adamantine: This extremely rare metal holds many
distinctive properties. It is of a silky brown color and is
one of the hardest materials on Xadune. Weapons
made from adamantine hold a better edge then most
(+1 to damage) and a quality all of its own (calls
“magic” instead of “normal”). In all items its resilience
is matched by none (grants the wearer a tolerance of
2 when used to make armor and can resist destruction
5 times an event) and is inert when exposed to acidic
solutions (all acid attacks deal only their stated values,
not x10). Adamantine is a special metal and has an
item toughness of generally quadruple the items
typical toughness. Items made of this material must
be colored a shimmering brown color.
Dragium: This amazing non-metal material has the
flexibility and weight of soft leather but the hardness
of fine metal. All armor made from dragium is
considered plate armor for the purposes of figuring
armor points. The material is so strong it is capable of
resisting destruction frequently (3 resist destruction).
Armor representations of this material must be made
of out-of-play real soft leather dyed any color other
than its natural grain.
Kevline: Special loom techniques and carefully
harvested kevowl spider silk and spun adamantine
strands make up this fabric which has the ability to
stop bullets (all “pierce” attacks are taken as armor
damage). This non-metal material is typically a light
brown tightly woven fabric; armor representations of
this material must be made of out-of-play canvas or
brown/tan/kaki denim.
Marbled Red Ruthen: This very rare wood is noted by
craftsman as the toughest wood on Xadune and one
of the most beautiful, with its fairly straight grain and
deep red color. Items crafted from this material are
remarkably tough (quadruple their normal toughness)
and hard to break (3 resist destructions or breaks an
event). Weapons crafted from this wood carry an
extra “thump” from this woods strength (+2 damage).
Items made of this material must be colored a deep
red color with a sheen and have a relatively straight
wood grain.
Mithril: This metal is known for its luster, light weight,
and toughness. Weapons forged from mithril have
been known to affect almost all creatures and is
rumored to even be able to harm a power (calls
“mithril” instead of “normal”). One prized quality in
mithril is its ability for a large whole piece to absorb
magical energies. Spell and spell-like effects that hit a
shield are absorbed by the metal and do not affect the
target (retort to all spell and spell like effects,
“absorb”). Mithril is an ultra hard metal and has an
item toughness of generally 250% the items typical
toughness and has resist destruction 5 times. Items
made of this material must be colored a reflective
silver color and armor can be made of approved
synthetic out-of-play materials to reflect the lightness.
Skreet Wood: This now extinct wood is still sought
after for its unique qualities. Though highly flexible
this wood is relatively prone to splintering or breaking,
making it a horrible material for most weapons,
however it has the unique quality of experiencing a
matter change when projected as high speeds. When
fashioned into a projectile and fired it is said that it
tears the boundary between the Twilight and mortal
realm, effecting all in its path (calls “magical hellfire”
instead of normal mean used as a high speed
projectile). Items made of this material must be
colored a white color with wood grain.
Grey Fushion: Like it’s more common place
counterpart this alloy is the combination of expensive
and otherworldly elements to form a vigorously tough
metal. The result is a resilient metal with a brilliant
pale grey finish. Weapons made from grey fushion
hold a razor sharp edge (+3 to damage) and are
lightweight making them easy to wield effectively.
Protection granted by this material is double that of
normal armor made of metal in the same fashion.
Grey fushion is a rare hard alloy and has an item
toughness of generally triple the items typical
toughness and is resistant to destruction. Items made
of this material must be colored a pale gray color and
armor can be made of approved synthetic out-of-play
materials to reflect the lightness.
Alchemy
The very popular art of alchemy can be found all
over Xadune. For starters, the character must have the
Basic Alchemy skill. With this they are able to properly
handle and work with most of their substances. The
next thing that an alchemist is required to have is an
outline on how to make something. This is a written
book of formulas that normally go over how things are
brewed and concocted. A starting alchemist will have
a small book to begin with, but outside of those few
items all other forms of alchemy must be learned inplay. This is not to say that an alchemist cannot dabble
and experiment, but it is often a long and hard route
to self-learn alchemy.
Any alchemist can learn Pastes, Powders, Oils, &
Solvents or Tonics, Elixirs, & Bandages, but in order to
learn Acids, Orbs, & Pitches or Poisons the alchemist
must first have at least one rank of learning in Pastes,
Powders, Oils, & Solvents.
Each rank of alchemy has a Skill cost attached to it.
All of the forms of alchemy that reside in that ranking
cost that much Skill to make. Also, much like smithing,
if the items are made in-game then a certain amount
of time is taken in making them. This is equal to the
number of Skill Points that it takes in minutes. Though
a few of your base alchemies do not require
components to create, most of your other alchemies
do. The alchemist will be made aware of this as they
learn the formula for said alchemy.
Handling acids, explosives, pastes, powders, poisons
and other similar dangerous alchemies is a difficult
thing, and not everyone can do it. Alchemists normally
learn these arts as they become skilled in creating
them (i.e.: learn the handling skill along with the
creation skill). Any character attempting to use one of
these alchemies without the handling skills will take
upon them the full effect of said alchemy.
There are countless numbers of alchemies out there
and an alchemist would know of more types than the
common person. Below is a small sample of the more
common alchemies that exist:
+1 Bandage
+5 Body Tonic
Anti-Toxin Elixir
Oil of Slickness
Blade Oil of Slicing +1
5 Flaming Globe
-2 Body Powder
Light Paste
Elixir of Languages
Strength +1 Elixir
+5 Armor Repair Solvent
Black Powder
1 Acid Globe
Sleep Powder
Bandages require 30 seconds to apply and can be
used by anyone. These items can stop someone from
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bleeding to death or even heal a small amount of
damage. Bandages cannot be stacked. Once a person
has received a bandage in any form they cannot
benefit from more until they are either healed in some
other manner or a knowledgeable person tends to
them. Pastes and oils also normally take 5 seconds to
apply and have effects that can last from 10 minutes
to an hour. Solvents can be applied by most people
and take about 10 seconds to slather the object.
Tonics and elixirs can be introduced to a body in two
ways: either injection or by drinking, either of the two
is typically pretty hard to screw up by anyone. All
tonics and elixirs on a character are required to be
represented in some way or fashion. This can be via a
vial in which a syringe can draw the fluid, or individual
vials for each drinkable item. Drinking an item
normally takes up to five seconds, while an injection
takes as long as it takes to do it. It is important to note
that only healing tonics can be administered via a
syringe by an untrained professional. Unless stated on
the tag, any other fluid injected into a PC by an
untrained person yields no results. To represent a
syringe you can use a 30cc medical syringe in which
the tag is placed in. Once the plunger is depressed and
the tag crushed, the alchemy is used. Tonics & Elixirs
are special in the fact that their tags must be kept in
pristine shape. It is the player’s responsibility to make
sure they receive tags for these items that are not
questionable. If a tonic or elixir tag is bent, crushed,
ripped, or damaged in any way it is considered broken
or used. If you have any questions or wish to obtain a
syringe to use in-play please talk to Staff and they will
be happy to assist. The proper way to make sure your
syringe is combat safe for the game will be outlined in
the weapon creation and safety section.
Acids, poison gases, flame globes, explosives, and all
your other forms of combat alchemies were covered
in the combat section, but we will give you a reminder
here as well: Acids, gases, explosives, and other
similar attacks are often represented by a packet or
foam phys-rep. Green packets will be the only
representation for these types of attacks. All these
attack’s vessels will be labeled somewhere on the
phys-rep to help in identifying their effects. When
throwing these types of attacks, the tagline will reflect
the accompanying attacks. For example, a vial of acid
that deals 10 points of damage will be called out as
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“10 Acid,” as a bomb of rather large size might be
called out as “25 explosive.” For the most part, any
contact with these types of attacks will count as a hit,
requiring the opponent to take full damage and effect
of the attack. Use of a shield to block these effects will
vary in usefulness from effect to effect, but for the
most part will only constitute a hit. It should go
without saying that all items on a character should be
represented. If you are ever asked by a Staff member
to display the items on you and their phys-rep and you
are lacking said phys-reps, the items will be stripped
from you. Repeated violations of this will result in
some type of punishment. Along those lines, unlike
arrows and bolts, vials, gases, and explosives are fully
in-play and as such unused ones can be stolen in-play.
However, it is asked that used phys-reps be returned
to the original owner just like you would an arrow or
bolt.
Tags for all alchemies should be destroyed or
returned to Staff for recycling after use.
Lastly it should be reinstated that in order to use
acids and explosives, a character needs the correct
skill (which costs Skill Points to use), unless they can
create them, in which case they learn with the
Creation skill how to handle and use them (without
the use of Skill Points). Poisons, however, always
require the handler to know how to make said poison
before they can use it properly. Lastly, all alchemies
require the Indentify Alchemy skill (which costs Skill
Points to use), in order to determine what an
alchemical substance is, though it is rumored that
your more advanced alchemists can do this easily.
Alchemy, at the end of the day, is your healing
potions, your deadly poisons, and all your fun little
concoctions that are not magical by nature. Characters
will start with a chosen selection of formulas based on
their starting skills. These will include 2 formulas from
rank one of a learned skill, and 1 formula from rank
two of a learned skill.
Engineering
The newest and more complicated art of Xadune is
engineering, or tinkering as some like to refer to it.
Like the other production skills, the first thing a future
engineer needs to learn is the engineering skill. Once
one starts down the path of engineering, the next
thing they need is a log in which to record their
inventions. These logs vary from person to person but
in essence all contain the same things: directions for
creating something, its materials list, and any other
particulars that pertained to the invention.
The next three types of engineering are very open
ended in what they can create, but each function and
work in a similar way. Clock working, steam
engineering, and electrical engineering are the cutting
edge of technology. Each has six ranks for the
engineer to learn. The higher the rank, the more
extravagant and intricate the device can be. The
amount of Skill required for each invention is
dependent on a few things: what rank the item lies in,
how complex it is, and how much more the creator
wants to put into it. Inventions per group can be
anything from a simple clockwork guardian to protect
the home, to a steam power source used to power an
airship. Most electrical and steam inventions are
power sources, but there are a few inventions also
used for war purposes.
All forms of engineering require some sort of
material to make into things. Most likely a smith will
be required to perform things such as the armor for a
golem or parts for a power source. Engineers often
must work very closely with Staff to determine what
they can and cannot do. The route of an engineer is
often tough and sometimes only has an invention that
is useful within a lifetime, but a rare few have a
cornucopia of inventions that are useful forever.
A popular question a few people might have is: “how
do I make ammunition?” The answer is sort of
complex, but only if you think of it that way. A person
needs the powder for the cartridge (alchemy), and the
casing (varying blacksmithing arts) in order to make a
complete cartridge. Both blacksmiths and gunsmiths
can then make a cartridge from a casing and powder
at a small Skill Point cost.
Engineering is the largely open-ended production
that lets players mostly pave the way to invention.
But, be forewarned, simply attempting to backwards
engineer items from the 20th and 21st century will get
you nowhere fast. If you feel you don’t have a bright
and inventive mind you might find the engineering
skills to be a waste of XP. Though formulas do exist for
them, players will start with no starting formulas and
most engineers are very much shut-in by nature.
Production Materials
All items created with production materials require
some type of material to make. Each formula will state
what exactly will be needed to create an item. Some
productions will require very specific materials which
are much more difficult to obtain.
Alchemical Materials
GAMs (General Alchemical Materials)
Pelts
PMs (Poisonous Materials)
SAMs (Specific Alchemical Materials)
Blacksmithing Materials
Metal
Lumber
Engineering Materials
GEMs (General Engineering Materials)
EMs (Electrical Materials)
Gears (Clockwork Materials)
SP s (Steam Parts)
T&Ts (Triggers & Tumblers)
SEMs (Specific Engineering Materials)
Production’s Expiration
Do production items last forever? No, for the most
part. Armor, weapons, and some engineered things
do, but all alchemies including bullets have a shelf life
of about a year. So the most you can stock pile things
is a year. It should be noted that this will go also for
some materials. If the material is date tagged, it will
have a one year expiration date. All formulas also have
the shelf life of the production in question on the
sheet.
FAQ: Can multiple people work on a single project? In
short: no. Not unless the formula requires it. If you do
not have the Skill Points needed to complete a
formula in one sitting, then you cannot successfully
attempt that formula. Additionally, if the formula does
call for extra assistance (which would require the
same level of Skill to work on anyway), no further
development in the project will/can occur unless the
assistant has enough Skill to fully complete the
project. Different parts of large formulas can be made
by different crafters (for example a small arm can have
its two different pieces made by different crafters),
but to put them together requires one crafter to be
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able to do so. But, with smaller projects, extra hands
often just get in the way. Additionally, think of it as if
someone else was helping in a small project that they
would have to look back over everything to make sure
your work was correct (in essence doing the whole
thing themselves), and thus still requiring the full Skill
to complete the project. In in-game mechanic terms, if
two or more people attempt to “pool” their Skill to
complete a project when the formula does not allow
for it, the attempt will fail due to too many people
being involved in the project and an inevitable mistake
happening.
Copying Formulas and Recipes
Copying or scribing a formula or recipe properly is a
difficult task that requires special items, skills, and
time. Most scribes have been studying their art for
decades. For a PC to accomplish this task it requires
much hard work. See Staff for further details when
you wish to do so, but do not expect it to be cheap or
fast.
Healing:
Doctors,
Surgeons, & Bandages
Field
One of the most useful people to have at your side is
a healer, and some of the newest people to this field
are your doctors and surgeons. Science has indeed
ushered in new arts; before only clerics and a few
mages were able to successfully tend to the wounded.
But the science of medicine is still, like many of its
sister skills, in its infancy and has a long way to go
before maturing into its full potential.
Before one can become a doctor they must first be
able to identify problems with a patient. In other
words the Diagnostic skill is required. Like many other
skills, it is normally required for a student to have a
teacher in order to advance in the trade.
Beginning healers are very base but can do much
more for someone than your average character. At
rank one all doctors can nurse a wounded person from
-1 body to 1 body after 1 minute of care. While this act
is being performed the target halts their death count.
If one full minute of uninterrupted role-play is
performed, then the target is saved. If the act is
interrupted in some way (i.e.: the doctor gets pulled
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away) then the victim resumes their death count.
Note that they do not restart it, they resume it. No
bandages or any other items are required for this
procedure. Characters at this level are also able to
properly use special bandages. All these skills normally
cost no Skill Points to perform.
Speaking of bandages, all characters can apply
bandages. Applying a bandage requires 30 seconds. At
the end of 30 seconds, the target gains the
appropriate amount of body back. If a target is
bleeding to death, they do not stop their death count
while being bandaged. So, in other words, one must
be quick to tend to the heavily wounded. It should
also be noted that your normal bandages, though
common, only return 1 body to a person, thus a
person bleeding to death that is successfully bandaged
and saved is only raised to zero body and unconscious.
Any bandage that is applied by an unskilled PC
regardless of the healing amount only heals 1 body.
Bandages that heal more than 1 body or do anything
else are considered Specialty Bandages. Lastly, it
should be noted that bandages cannot be stacked.
Once a person has received a bandage in any form,
they cannot benefit from more until they are either
healed in some other manner or a knowledgeable
person tends to them.
That knowledgeable character would be a second
rank healer. At this rank the character can stack
bandages, though the same time restraint remains.
Characters at this level are also more versed in the use
of bandages and healing practices and they are able to
double the effectiveness of all bandages they use at
the cost of 1 Skill Point per bandage used in this
manner.
Abilities beyond those noted are heard of, such as
field surgeons being able to reattach limbs. Other
rumors of doctors being able to apply bandages in half
the time and seemingly triple their effectiveness are
also common abilities. It is said that truly skilled
talents in healing have been able to keep a dead
person’s soul more stable, and even bring people back
from the dead, with the help of engineered tools.
Lastly, it should be said that medical science is only
applied to the humanoid and demi-human forms (this
does include Wee Ones). All Wild Ones and a few
select Far-Born are not anatomically like anything a
normally trained doctor would encounter. Because of
this, anything other than a bandage cannot be applied
or attempted on one of these creatures without the
Veterinary Healing skill. Players of doctors from these
racial types need to determine if they are trained in
the “Veterinary” types. If so their skills apply opposite,
meaning that they need Veterinary Healing skill in
order to work on humanoids and demi-humans but
can work on all others normally.
Locks & Traps
No action adventure story or game would be
complete without traps and locks. These are the last
things that will be discussed in this chapter. Both
accomplishments are much older then other
technologies, and are designed to do exactly what
their name implies: lock something or trap something.
When dealing with traps your character needs to have
the appropriate skills or traits to make them, use
them, and remove them; regardless if you as a player
can work with them. In an addition to the suitable
skills to create a lock or trap and character will also
need a formula to follow. Without the skill and
formula said item can typically not be made.
Furthermore, a character needs to have the
appropriate skill to be able to study a lock or trap and
be able to fully comprehend the dexterity and luck to
pick or disarm it, otherwise they will be working in the
dark as to the difficulty of what they are trying to
accomplish.
Representation
There are two ways a trap or lock will be handled inplay: either via tag or card, which is when a tag or card
will be written out to represent the lock or trap and
have instructions on it, or it will be actually
represented, as in there will be a lock or an out-of-play
safe but tangible trap setup. Depending on the
situation during a mod you could so both scenarios.
In the case of the where a physical representation is
present a very tricky situation occurs. Tricky as in it
could be beneficial, or prove to be annoying. In these
situations the players will get the option to actually
“do it.” In other words you get a chance to truly pick
the lock or disarm the trap. That is, however, if your
character has the skills to do so.
In module or Staff/stroyeteam/plot monitored
encounter these provisions may be altered, but the
player should always anticipate getting to perform the
task if it arises in order to achieve a fast and more cost
effective way of picking of the lock or successful
disarming of a trap. These stipulations include and
expand upon when locks are picked in game via
remote devices. In these situations, the player will still
be asked to physically pick or disarm the lock or trap.
Characters with the skills to pick or disarm traps will
be expected to have the correct tools to do so, be it
either physical tools or tag representations that need t
be purchased in-play. It is within reason for a player to
request that a tag be made for actual tools so they will
not be forced to give up their tools if the situation
arises for such and instead would surrender the tag.
Lastly, all physical locks and traps need to be
approved by Staff before being put in-play and
accepted as an actual lock or trap for the game. Both
Staff retain the right to disallow or not approve any
lock or trap phys-rep at their discretion.
Making traps and locks
To make a trap or lock a character needs the
appropriate skill, create trap or create lock,
respectfully as well as a formula. These skills are split
into ranks, with each rank serving as a higher level of
difficulty. Additionally each rank allows the smith to
pool more effort into making the device more difficult
to pick or disarm. The first rank allows the engineer to
create the appropriate apparatus and spend up to 20
additional skill points in making them. The more Skill
put into a trap or lock, the more dangerous or difficult
they become. The second rank allows up to 40 more
skill points to be used. The third rank allows up to 60
extra skill points to be used in the production of a trap
a trap or lock. Creating a trap will normally require a
wide variety of materials depending on what the
engineer is attempting to create and what the
formulas requires, while a lock might necessitate
fewer materials to create but be more expensive in
origin as to reflect added strength, traits, and
advantages to the lock.
Locks: As stated before, there are three ranks of
locks for the average person. Each rank allows the
inventor to use higher amounts of skill points when
making a lock, thus making it tougher to open without
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the key beyond the locks base formula. Rank 1 is
allowed up to 10 skill points, rank 2 up to 20 skill
points, and rank 3 is allowed up to 30 skill points be
used in a lock. The skill points used to put into a lock is
then added with the skill points required from the
formula, or combined formulas, used to make a lock
given the grand total of skill needed in the creation of
the desired lock.
Fundamentally there are two ways of doing a lock.
The first is with it built-in to the item you wish to lock;
be it a door, chest, book, or the like. Built-in formulas
comes in different sizes ranging from tiny, such as
those used on small lock boxes or personal travel
dairies, to giant like those used in the main gates to a
citadel. The second way of building a lock is like a
padlock, which is a lock in itself separated from the
intended item to be locked. Like built-in lock, padlocks
formulas come in a different range of sizes.
Once you have the base formula to make a lock the
materials used inside and outside of the lock effect the
locks overall toughness. Locks have a toughness equal
to their rank squared, plus 5, then that total times two
(rank 1 = toughness 12, rank 2 = toughness 18, rank 3
= toughness 28). This base toughness is then adjusted
based on the type of material used which can be
referenced on the chart below. No lock has a
toughness less than 5. As one would imagine, cheaper
materials yield less results. Some materials have
special properties such as being able to resist
destructive effects a few times. Uses in different
materials can also affect the skill cost in making the
lock, as referenced below.
Attribute
Added Skill Cost
Added Traits
Complex
50%
+extra mins to pick
Trapped
Special
Trap’s Effect
Magical/Tech
Special
Magical/tech Effect
Soft Metal
-10%
Toughness -10
Semi-soft Metal
-5%
Toughness -5
Normal Metal
Hard Metal
Toughness +5
Alloy Metal
+15%
Toughness +15
Ultra Hard Metal
+25%
Toughness +25
Rare Alloy Metal
+35%
Toughness +35
Special Material
Special
Special
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When making a lock, the formula always includes the
fact that the corresponding key is also made for the
lock. Duplicate keys cost 25% of the locks total skill
cost to make.
Not all locks are created equal. In addition to the
material used and the rank of the lock, add-on
formulas can be used to give a multitude of effects
when creating a lock. Keys are not the only thing used
to open a lock; add-on formulas can make the
unlocking element of a lock be of a different variety
based on the formula. This can include a combination,
a puzzle, or more complex requirements. Another
add-on formula for locks is the complexity formulas.
These add-ons increase the required time it takes for a
person to pick a lock as well as some also adds to the
lock’s target skill bid. Locks can also be trapped with
the proper add-on formula, thus adding an even
greater element to picking it, or entering the wrong
code. And some of the more talented locksmiths are
capable of using add-on formulas that can have
magical effects or adding complex technological
innovations to the lock.
Though representing a lock with an actual physical
representation does give a rogue a slight advantage if
they can really pick it, it also gives the locksmith the
advantage of increasing the difficulty of the lock. It’s a
give take situation which the locksmith should
consider when making a lock. Base lock formulas have
a chart of the advantages of actually representing said
lock included in their descriptions.
Traps: Traps are can be just as simple as locks, or
vastly more complex. As with locks each trap requires
a formula and the character needs the appropriate
rank of create traps along with the required material.
Most traps can also become more complex with the
addition of add-on formulas. Like locks, traps with a
higher rating are tougher to disarm, but are also more
dangerous. The more skill put into a trap, beyond its
required amount, the tougher it is to disarm.
In reality, there are two types of traps, the
mechanical kind which will be discussed here, and the
magical kind. All traps have the same thing in
common: they all have a trigger that causes
consequence. This effect is classically meant to cause
harm, but can also alarm others. The more elaborate
or hidden the trigger is the more costly and/or
intricate the trap is to make. In relation, the more
dangerous, large, or elaborate the consequence effect
is the more difficult and/or expensive it is to make a
trap.
Formulas are going to be a trigger, a consequence
effect, or an add-on. Trigger formulas are for the part
of the trap that triggers the effect, as the title entails.
This could be as easy as a trip wire, an involved as a
pressure sensitive foot plate, or as complicated as a
sound sensitive device. Each require certain
components to make the trigger and a base skill
amount as well as additional skill for how concealed
you wish the trigger to be. The consequence formula
is the business end of the trap. These range from your
simple sword swinging from over head, to a volley of
crossbows going off, to a room locking itself and filling
with water. As with triggers, consequence formulas
require a base skill point amount as well as the
components to make said device. Added skill options
are available for concealing the device better. As one
might imagine some traps can take a long time to
make and become very costly, but their job typically
gets done.
Add-on formulas, like with locks, give certain
advantages to traps such as longer disarm times, a
higher difficulty in detecting, and options of adding
secondary triggers or consequences. The possibilities
are almost endless.
Magical traps are made by a very unique subset of
smiths that can weave spells and use them in
combination with a trigger, be it magical or
mechanical, to start the onset of the desired effect.
This is a highly advanced and specialized profession
for a trapsmith and is not learned easily or overnight.
Each formula has a time requirement for making the
specific part of the trap. Those requirements must be
met along with the expenditure of the appropriate
skill points for the part to be made. Of course, one is
also expected to have the material components for
the part. Using add-ons will also give an allotted to for
introduction into a part of the trap. Some formulas
require time beyond a typical event and have outlines
on allowed certain amounts of skill points to be
pooled into the part at a time. Regardless of the time
to make the parts, once a smith has the parts, and
presuming the smith is of the appropriate rank to use
each part, she can assemble the parts and set the trap.
The time it takes to do so is determined by the set
time of the formulas used. The combined set times
equal the required amount of time to assemble and
set a trap. It should be noted that some traps are
made up of parts that are not mobile and where they
are made they are also set up. These special
stipulations are also covered on the formulas.
Though representing a trap with an actual physical
representation does give a rogue a slight advantage if
they can spot and or disarm the trap, it also gives the
trapsmith the advantage of increasing the difficulty of
the trap to disarm and the damage it can do. It’s a give
take situation which the trapsmith should consider
when making a trap. Base formulas have a chart of the
advantages of actually representing said lock included
in their descriptions.
Using traps and locks
If you make it you typically did so because you want
to use it. Most of the time a lock or trap is going to be
made with the sole purpose of protecting something.
Due to the mechanical logistics of game locks and
traps can only be used in marshaled areas. In plain
english that means only when on a marshaled
adventure, module, or encounter or on a building with
cabin notes. When applying a trap or lock to an area
staff needs to be informed imminently and the proper
documentation needs to be provided by the player as
well as a representation of the trap or lock.
Locking a typical lock requires the key or
combination, as does unlocking it. It otherwise
requires no skill, ability, or expenditure of skill points.
Locks with add-ons, however, could require certain
skills to set up, but typically none to unlock with the
proper key or code.
Setting a trap requires that the character have the
appropriate rank of create trap to set up the trap.
Some traps are made with purposeful triggers which
can be used by anyone to set off the trap, as well as
some traps have the ability to be reset which can also
be done by a layman. Tampering with a set trap
beyond the two above parameters will cause it to set
off. Once set off, unless disassembled by a character
once again with the appropriate rank of create trap,
the trap will be rendered destroyed and useless if
someone tries to tamper, move, or disassemble the
device.
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Disarming and picking traps and locks
If you don’t have the key or would rather not get hit
with the trap you have the option of turning around
and leaving, or dealing with the situation presented.
The number one rules to remember when disarming a
trap or picking a lock is that to even attempt the feat
you need to have the rank equal in disarming or
picking equal to the rank of the trap or lock. All locks
and traps have skill costs associated with them, and to
be successful in the task at hand you must be able to
outbid these costs. Additionally, these costs are not
known to the character unless they have the
appropriate skill to rate the trap or lock (rate trap and
rate lock, respectfully). Without these skills the
character must guess as to how much skill to bid.
Secondly, without the rate skills a character could be
waiting their time and skill because they can only
asses if the lock or trap is vastly beyond their
capabilities, meaning it is at least two ranks higher
than their current rank. This means that if a character
tries to pick a lock or disarm a trap that is beyond their
level it is an automatic fail.
All skill costs are represented on the lock or trap in a
simple mathematical equation format. Only characters
with the rate lock or rate trap skill are allowed to look
at the equations. Typically these are simple addition or
subtraction problems with the equation equaling the
skill target that needs to be out bid. However, higher
ranked locks and traps can have more complex
equations with letters standing for numbers in an
effort to slow down the player in being able to acquire
the target skill amount quickly, thus representing the
time it takes to pick the lock or disarm a trap.
Regardless if the player can figure out the equation, if
they have the rate lock or rate trap skill they will be
given the answer as to the target amount, but after
the maximum allotted time has passed for the
difficulty of the lock or trap. Additionally, the marshal
will inform the player if their math is wrong, allowing
them to rework the puzzle. The purpose of the
equation is to allow players to be able to get past locks
and traps at different speeds, but regardless of if one
is math competent or not the rate lock and rate trap
skill will give the player the correct amount, it’s just a
matter of time to reflect the in-play nature of the act
of picking a lock or disarming a trap. On average, a
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lock or trap will require one minute per ten skill points
of the lock or trap. So a 26 skill lock will take at least
three minutes to pick, or you could opt to solve the
equation for a faster time. Without the rate trap or
rate lock skill a character is limited to the pick time on
the lock or trap.
Though being able to create a trap or lock does add
an advantage to disarming or picking a device it does
not give the engineer the ability to do so until they
have the skill to pick a lock or disarm a trap. Having
the create lock or trap skill of equal rank to the lock
decreases the skill bid needed to pick or disarm the
lock or trap by 25%. For example, a person with rank 2
pick lock and rank 2 lock picking is trying to pick a rank
2 lock of 26 skill. To do so they would need to spend
20 skill points to successfully pick the lock as opposed
to 27 skill points (27 skill points at 75% = 20.25
rounded up is 21 skill points). Knowing how to create a
trap or lock does not aid in the time it takes to disarm
or unlock said device. Same would go if an equally skill
character was dealing with a trap with a skill of 30. It
would take them 24 skill points to disarm as opposed
to 31.
Special rules and conditions for locks: For starters,
the first thing that people think of when they see a
lock is just breaking it. Depending on the lock’s
material, rank, and construction type (built-in or
padlock) each one can have a different tolerance
ranging anywhere from five to over one hundred.
When attempting to break a lock in this fashion it has
a toughness or twice it’s normal value. So yes,
breaking it is an option. Looking past breaking the lock
most people then look to breaking down the object
that is locked. This, as one might imagine, is loud, time
consuming, and will most likely damage objects on the
other side as well as destroying the vessel and lock.
However this too is an option though the typical
toughness of a locked or bared door starts at 30 and
only gets more difficult depending on many factors.
Blunt or explosive damage is required when trying to
bypass a lock in this fashion.
Acid can also be used to disable a lock, though this
method with render a lock destroyed and requires
special tools to properly be administered. The
strength of the acid required to disable the lock is
equal to the toughness of the lock plus one.
Additionally the effect is not instantaneous and
requires time to disable the lock equal to one minute
for ever ten points of toughness (rounded up) of the
lock. As an illustration, a lock with a toughness of 23
would require an acid of at least 24 points or higher
and take three minutes to be disabled. Multiple acids
do not stack or add up when determining the strength
of the acid, only a single form of the appropriate value
or higher will work on the lock.
Picking a lock also requires time. Non-complex locks
only require the time it takes to calculate the skill bid
of the lock. This can be as quick as a couple seconds to
a minute or two. If the character does not have the
rate lock skill then the time required to pick a lock is
the stated pick time. In the case of physically
represented locks the time it takes to pick it is equal to
the actual time it takes to pick it. Adding the
complexity formula to a lock always adds an added
time requirement to picking a lock. Depending on the
formula used this can be anywhere from a minute and
longer.
Locks that have magical or technological add-ons
built into them often have consequences when trying
to pick them as does purposefully trapped locks. The
disarm trap skill is required to understand these
advanced multipurpose locks better and avoid their
devastation, though the skill is not required to pick the
lock.
Special rules and conditions for traps: The thing that
makes most traps effective is the fact that no normally
knows they are there. Though carelessly laid traps
could be spotted by someone with observation, if the
marshal is feeling nice or it’s a lower level situation, all
other cases require that a player have the trap
detection skill. This ranked skill is sort of like a six
sense for trap ro… er, characters. With it the character
can use it in two different fashions, depending on how
they wish to utilize their skill, to detect and locate
traps. If a character does not know where the trap is
they cannot start to disarm it; so merely being told the
room is trapped only starts the adventure.
From there a character need at least one rank of
disarm traps to move forward with the task at hand.
Once location of the trap is determined expertise
knowledge of the field takes over to let the rouge be
able to assess the trigger from the consequence.
Without rate trap, the character is flying blind at the
exact scope of the trap; much like with locks. Without
rate trap one can only tell if a trap is far beyond their
abilities, meaning it is at least two ranks higher than
their skill rank in disarm trap.
Past the hoops you have to be able to jump through
to get the chance to disarm the trap it is pretty
straight forward: outbid the skill cost of the trap, work
with it the required time period and presto, trap is
now disarmed.
But what about other ways around the trap? Can’t
we just throw the new person we brought along into
every room as our “trap finder”? Yes, you can, though
I don’t think it’s the best way to make friends and
assuming the first trap takes him out who are you
going to use on the next one? What about throwing
around objects to check for traps in rooms? That too is
a possibility, but also time consuming and I would
imagine loud at times. What about that scene in that
movie where the wall was trapped and closing in to
crush them and they wedged some debris between it
to stop it. Yes, ingenuity on a mod can save you from
time to time, though I clearly remember that never
working in movies and someone typically always
disarming the trap to save them.
Bottom line: traps kill. They get the job done nine
out of ten times. A trust friend with knowledge in the
field will come in handy more than once. There are a
few ways around traps but they will be costly, time
consuming, at times fun to do, but never as easy as it
would be if you had a skill cohort.
Remarks on trap and lock making
In the end, the economics of being able to make a
lock or a trap might seem finite in comparison to just
buying one. True, most really good traps cannot be set
by a character without the proper skills, but that
doesn’t stop a person from just hiring a trapsmith to
come out to their house and setting up the defense.
Same with a lock; why go through the trouble of
making one when you could hire someone to make
one? The answer is because the option is there. In
reality only one out of maybe every two hundred
characters will learn how to make a lock or trap, but
that doesn’t mean everyone does not have the option.
Will the spent experience used to be an awesome
trapsmith pay off? Honestly, only on a satisfactory
level of watching that awesome corrosive gas trap you
set up in your cabin finally be put to use one day, but
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everyone else is different. In short, unlike many of the
other production skills that create items that are used
on an everyday basis in mass quantity, traps and locks
are not at the top of the list of customer demand. Just
keep that in mind.
Bringing it all Together...
To answer the question “what is possible”: only what
you limit yourself too. At Xadune all the tools are
there for you when it comes to players coming up with
things. If you want to try to make a new spell in the
general list, the tools are there; granted you will need
to do a lot of in-play work. If you want to make a new
type of production item that isn’t covered, it will
happen if you put enough work into it. Now, we are
not saying a first rank or level person can invent and
use “300 Acid” or the spell “ultimate mega kill,” but a
skilled and talented enough player can, given enough
time. The production skill of engineering is a prime
example of this. There is no real finalized list like there
is for the smith and alchemy skills because the options
of what a character might do are almost limitless.
There are confines within each rank, but that’s it.
Same goes for specialty magic: we have a crap ton of
spells pre-written, but that doesn’t mean the player
might not want something they either haven’t found
or hasn’t been written, but if that character wanted
something that bad they are able to produce it. And
just to arbitrate for a moment, there are a lot of prewritten engineering things, but we suspect that
players will be going off on their own imaginative
ideas pretty quickly.
Example 1: A Divination caster wants a specific spell
that will work like lo-jack: in other words the caster
will know where this person is all the time. Okay, well
after some looking, searching, and a few adventures
they decide that such a spell has not been made so
they decide to make it. After some researching and
thinking (i.e.: talking to Staff) they have an idea of
what level it might be and what might need to be
done to make it work out. Luckily, it does seem to be a
spell a Diviner would be able to cast and it does
happen to be something they could create. So after
some hard work and a little bit of sweat, blood, and
blood of others that the Diviner would doop into
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doing their dirty work, the spell is made. YAY! We
have lo-jack, the logistical nightmare. This is just an
example, spanning over a year of hard work, money,
and role-play from a high level character, but we are
sure you get the point.
Example 2:
Sample Lock:
Hardened Metal Padlock
Rank 2
Acid Toughness: 23
Breaking Toughness: 46
Key #: ABCD1234
Pick Time: 2 minutes
Skill: ((((K+D)-YX)*W)/2Y)-(B-O)
Code: A: 26, B: 25, C: 24…
Sample Trap:
Electric Arc Trap
Rank 3
Type: mechanical Disarm Time: 5 minutes
Trigger: touch
Reset Time: none
Effect: “30, electric, body”
Duration: Instantaneous
Range: 2’x30’ line
Skill: ((((K+D)-YX)*W)/2Y)-(B-O)
Code: A: 26, B: 25, C: 24…
This trap discharges a surge of electrical energy in a
straight line starting from the point of origin. The
surge is two feet wide and thirty feet in length,
effecting all in the path.
The World of
Xadune
Introduction
Xadune, a vast and seemingly ever-changing world;
over a century ago events of an unknown nature
ripped the lands asunder. Darkness ruled over the
entire planet, and almost all thought they would
perish. Then, as quickly as it occurred, the light came
back and life went on. Xadune orbits around one star,
while a larger star lies off her southern horizon.
Because of this, the southern hemisphere of Xadune is
always in the light, while the northern most portion
sits in darkness. For the most part, central Xadune is
like your ordinary world: night, day, and a turn of
seasons. Most of your habitable areas lay in this
region. Overall, three major landmasses dominate
Xadune, while numerous islands dot the four oceans.
In this section, we are going to give you a general
idea about Xadune and the areas that make it up. We
will also talk about laws, currency, money, and the
other little things that make a world turn.
Lastly, we will address the most important thing in
this section, XA0024, or The City. That would happen
to be the place on the map where the game itself will
take place. So, regardless of where on the world you
are from, this is where you will end up.
Jarr
Throughout time, Jarr has been one of the more
advanced continents of Xadune. The kingdom of
Revrent is the only nation on Jarr, but doesn’t cover
the entire continent. Jarr, itself, is mainly rolling
fields. With few mountain ranges, and scattered small
forests, agriculture was Jarr’s main form of profit. As
time progressed, valuable mines were found under
the soil, thus giving boon to the lead source of income
for the nation of Revrent: valuable minerals. Almost all
forms of ore are found in the rich soils of Jarr, along
with gold and many precious gems.
Summer temperatures can reach as high as 100°F in
the south and normally 80° in the north. In the winter
the north can get frigid with temps dropping easily
below freezing while the south sees about 20°F as a
low point. Summer days tend to be long and humid,
while the winters are normally much shorter and
unfortunately still humid.
The only real mountains are more like foothills on
the northwestern coastline of Jarr. The Rosso Colline,
as they are often called, are about the only non-flat
and rolling part of Jarr. They are noted to have a deep
red coloration in the stones that make them and are
likely remnants of what is believed to be the oldest
mountains on Xadune.
Revrent: Since the birth of the Kingdom of Revrent,
its level of growth (as a culture, nation, and populous)
has been steady throughout time. Jewel of Jarr and
leading nation of Xadune for thousands of years, often
called the renaissance nation, and heralded for having
some of the oldest standing structures in the world,
Revrent is the ideal Kingdom. It is made primarily of
the Capital city of Revrent, and the four border cities
(North, South, East, & West Revrent). Within the walls
of Revrent is mainly rolling hills with spots of forest
(no larger than a few acres) here and there. The
coastline nicely meets the ocean and most of the
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The World of Xadune
beaches share the coloration of a lovely, off-white
sand. The most notable landmark within the nation is
the dormant volcano in which the Capital is built on
and around, Mt. Raven. Standing at nearly 6,000 feet
it is the tallest land mass on the continent.
Kanada
Until the recent cataclysmic events, Kanada was
connected to Jarr via land bridge; but even during
these times Kanada kept very much to itself. Since the
separation, Kanada has been enjoying a more peaceful
solitude. The events of the past have caused Kanada
to be slightly smaller than it was two centuries ago,
but this in no way has stopped it from being just as
mesmerizing. Visitors to these lands return often
speaking of paradise and tranquility. Lush
mountainsides, waterfalls, and green valleys cover this
volcanically formed island.
A large mountain range maxing out at about 3,000
feet stretches across the landmass, with the north side
being mostly mountains and forest and uninhabited.
The western rim dips low and is mostly like a large
plateau leveling off at sea level.
Kanada has a much colder climate than Jarr, but
regardless still holds a full green landscape. Summers
average about 80°F but can sometime reach higher
depending on the winds that blow in from the Aturin
Ocean. Winters can get very cool, normally dipping to
freezing. Oddly, a strange phenomenon from the
north causes warm air to come in which Kanada soaks
up; this often lets them enjoy a warmer winter than
northern Jarr. This winter breeze also helps the
greenery make it through the cold winter. The months
of June and July are normally spent in a constant
rainfall.
Villages and towns dot the countryside. Cities are
very symmetrical, with obvious signs that they were
built with a well thought out plan. Also unique to
Kanada is their architecture which mainly emphasizes
on articulation and bilateral symmetry (think Asian).
The small island to the south of Kanada is one of the
flattest and most urbanized areas in Kanada. Most of
the vegetation has been removed except for a few
farmlands to help feed the island. This is where the
Capital of Kanada lays. It’s said that most residents of
the Empire do not even see the Capital within their
lifetime. Very few foreigners have seen it as well.
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New Zeal
Second largest continent on the planet and second
most dangerous area on the planet, New Zeal offers a
landscape all its own. Known to many as the Land of
the Unsetting Sun, it is mainly covered by vast and
open desert. Truly the land where only the strongest
survive, it always has one of the Sun’s light, if not
both, beating down on it. Surrounded by silt seas, just
getting there is an adventure. To add, the constantly
shifting sands and almost infinite desert offer an
insight deep into the past. Many venture here in
attempts to learn more about time forgotten, never to
return.
Two large mountain ranges tear across the New Zeal
deserts. Both rocky and treacherous masses mirror
each other. Few but the Wanderers dare crossing
them. Most just deal with the extra days of peril to go
around them if they have to. It’s said that from the
peak of one range you can clearly view the other,
despite the almost 750 miles that separate them.
New Zeal boasts an average temperature of over
100°F. The seasons are summer, followed by hot
summer, then summer again. It’s not rare for the
temps to reach almost 130°F.
The deserts are one of the most notable landscapes
of New Zeal, and the long stretching sands are almost
endless in their expanse. Natives recognize three
different deserts covering the lands. Each has a
distinct feature to set it apart: the color of it’s sand.
Grid east of the center is white sand, to grid west are
the red sands, and at the bottom of the planet are the
fabled black sands of New Zeal.
Despite these horrible conditions, life still moves
forward on New Zeal. Rarely do visitors ever choose to
call this place home. Whole cities develop around
oasis that in some cases can get as large as hundreds
of acres. Buildings are normally formed from a
sand/clay composition or from stone from either of
the Zeō mountain ranges. The Capital city of New Zeal
sits almost at the bottom of the world, which also
holds the richest oasis on the continent. There one
can find remnants of civilizations long past.
Pha
The largest of all the continents on Xadune and also
the most diverse in geography; Pha is the mystical
homeland to many creatures, a safe haven to the near
extinct, and prison to the lost. The largest land
mountain on Xadune lies on Pha along with the largest
forest and fresh water lake. She is separated into nine
different regions; some at war, others at peace.
Temperatures vary heavily, with the north seeing
freezing conditions almost half of the year, while the
southern tips have almost twenty hours of daylight
and heat in the summertime. Due to the valleys and
mountains, Pha also almost receives more rainfall per
year than any other landmass. Heavy fogs are
common across the continent. Villages, towns, and
even large cities dot almost every area of Pha.
Darken Wood: Many people believe the woods
along the southern region to be haunted. The brush is
over grown and little to no light comes through the
canopy of the trees, all of which appear to be dead
and rotted. Many people say that the ghosts of those
fallen in the catastrophic event live here or perhaps it
is haunted by the thousand s of elves that have died in
the forests of Pha. Only the bravest of adventurers
dare to venture into the haunted forest of Darken
Wood.
Kinsley: One of the challenged areas on the globe
due to civil war and unrest, Kinsley is one of the oldest
areas on the globe. Structures of old populate the
rolling foot hills and forest of this area. Fields have
been cleared out for farming and even a Halfling
village or two can be found hidden in this still
untouched environment. The green grasslands and
forest give way to open beaches that line all of their
east coast, while they are protected on the west by
the Nigean Mountains.
Northern Frontier: The Northern region is commonly
referred to as the Frontier by Nelots. It’s separated
from the rest of Pha by one of the world’s largest
mountain ranges and highest, the Nigean Mountains.
It is a world in its own, cut off from the rest of Pha and
Xadune. Even today travel to the Northern Frontier is
rare and very dangerous. To outsiders, little is known
about what is on the other side of the Nigeans, and
most don’t care. For more than a thousand years life
has gone on in this pocket world, and most would
stare in disbelief if they actually saw what was
happening over the mountains.
Western Kingdom: This is an entire kingdom made
up of a dense, magical forest, home to the Fae race
and all naturally magical creatures. The Western
Kingdom is also known as The Great Forest. In the
Center of the Forest stands a large tree, also known as
the Grand Tree, meant for gathering but also viewed
as a place for answers and more.
Barboroy: If ever there was a place to represent the
new coming of times, Barboroy would be it. Most of
the lands have been cleared to make way for
innovation and science. A few large forests still stand
to mark where nature once ruled, but for the most
part, the sights to see here are the sprawling cities.
With that said, invention is alive here. In all of Xadune,
only here does the smoke stack rival the Dwarven
Kingdom’s. Winter is normally the rainy season, with
average temperatures being warmer than most of
Pha.
Kaz’letai: Kaz’letai is the nation founded by the
Minotaurs and the lands have been named after them.
It sits on the edge of the southern region of the
Nigean Mountains. Many who enter the region are
immediately met as hostile, unless they show a white
flag of surrender, and then are immediately brought
to the chief of the clan or tribe and interrogated as to
why they have entered Minotaur lands. Many
travelers will go out of their way to avoid the southern
region of the Nigean Mountains in order to avoid the
interrogations given by the clans. These lands are
almost always covered in a mist or fog from the
mountain range winds and the warmer winds of the
Raspin colliding.
Shirri’saan’isssi: This is the region around the
swamps of Pha that makes up the home of the Lizard
folk. The area is full of sinkholes, boggy land, and
many creeks and rivers. Many do not travel to the
swampy regions of Pha because more than just the
Lizard folk dwell in the waters of Shirri’saan’isssi. Local
legend says a swamp hag rules over the swamp, and
she has many followers and guardians. But many say it
is just a story told to scare little children. There is an
average of about 40 days without rain in this narrow
delta valley.
Shaerorer Thysaer: The once beautiful and
flourishing nation of the Elven race is known as
Shaerorer Thysaer. At one point in time it was the
place to be. The elves were a beautiful and elegant
race and their beloved forest reflected that. Their
cities were full of flowers, and they used everything
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The World of Xadune
nature offered. That time has long passed, and the
nation of elves is in shambles and lost. When one
walks through this area now, they see hints of lights in
the enormous trees that make up the Thysaer Forest.
It is very rare to see an elf when traveling through
these lands, and those who do either do not
remember or remember it at the tip of a sword. The
once beautiful forest is now dull woodland overrun
with thugs and bandits and a dying race in hiding. This
is now the home to many races as the lands are
generally free of rule.
Nigean Mountains: These mountains stretch south
from the Raspin Ocean to the Xelian Ocean at the top
of Pha, and about in the middle of Pha it cuts almost
straight across the continent to the Aturin Ocean. This
is the home to the Dwarven nations. Dotting the
entire range one can find populations of Dwarven
cities, along with the occasional Gnome city. Of
course, if you want to see any of this you have to go
below the earth, and survive. One of the most notable
features of the mountains is the anti-magic zones that
seem to follow the entirety of the range, making
crossing these barriers even more treacherous. This,
grouped together with the treacherous rock surfaces
and what seem to a layman as an almost impassable
set of mountains, makes the Nigean one of the largest
claimers of life on the planet. At least a hundred
people die every year trying to cross the range. None
has been successful to date.
The Islands
There are hundreds of islands within the oceans of
Xadune, each unique in their own way. Some are
recognized nations; others are merely well known
areas.
Greachen: A fairly large island in the northern Espen
Ocean with a ring of coastal mountains surrounding
the low central plains that make this countryside
notable. The island's lush vegetation, a product of its
mild climate and frequent rainfall, is one of the most
notable features of Greachen. The least arable land
lies in the south-western and western areas. These
areas are largely mountainous and rocky, with green
panoramic vistas. Overall, Greachen has a mild but
changeable, oceanic climate with few extremes.
The Seion Islands: The chain of islands that formed
in the Espen Ocean after the events of Fallen Star is
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9
known most commonly as the Seion Islands. Hundreds
of islands make up this chain, some almost as large as
Kanada, others only an acre in size. Many races dwell
on these patches of sand and land and call it home.
Most of the islands share a very warm climate and
plentiful rainfall. This is mostly due to the winds off
both Pha and Jarr rushing across the Espen ocean in
combination with the blistering heat coming almost
straight into the chain from New Zeal.
Mirth: Mirth used to be a small continent with year
round temperate weather, wild with floral over
growth, pure magic and an abundance of goods. Over
the years, with the temperature changes, the ice from
northern Pha had melted causing the water levels to
slowly bury the continent leaving several islands
behind. Over time the island’s growth brought new
and unique floral vegetation, species and goods. This
island does have seasons, but only two (being winter
and summer), and celebrates both with its own
holiday thanks to the celebrative feline Manx culture.
Although this is the biggest island of the chain that
was left behind, the magic still thrives within each
separate island; whether it has diluted over the years
or not is debatable. Any visitor of this island will tell
you that they consider it paradise and often wonder
why they hadn’t come sooner. Even still, the island
has some sort of magic to it, as it draws in all sorts of
people. Many different mages and tinkerers have
tried to figure out the power of the island or if there is
even some sort of power to it. They too have gotten
lost in the beat of Mirth and have not been able to
finish their studies.
Inferna: This island was formed by excessive volcano
explosions and has been here for countless years since
the cataclysm. In fact the entire island is a chain of
volcanoes. The largest one is in the center and there
are about 10 that surround it on the island. The
beaches and land are black from all of the molten rock
and what little vegetation grows is unique in its own
fashion. Almost every volcano on the isle is active and
there is a constant flow of lava underground. The
largest Volcano is Mt. Inferna. Many people will stay
away from Inferna Isle, not only because of the active
Volcanoes but because the Greks, an indigenous race
that inhabit the isle, enjoy capturing people and
enslaving them. Another reason people do not often
come onto the island is because of the fire- blossoms.
Fire-blossoms are beautiful red flowers that lure
victims over with their exuberant colors and then they
spit a ball of fiery magma onto their victims, melting
the flesh straight off. Even though many stay away
from the island, there are many who venture in to
hunt the native fire bison whose meat is one of the
most tender and finest of all meats on Xadune, and
lords and ladies of all races will pay unbelievable
amounts of units to have a slab of it on their plate.
Hailnot: Far off the north western coastline of Jarr
lays Hailnot. Before the cataclysm, it was the second
largest penal colony in the world, but now it serves as
free lands that have been taken over by forests and
nature. Ruins of the old prisons can be found
throughout the island which now often serves as a
tourist attraction. The climate is almost identical to
Kanada’s in most ways as well as its terrain. Some
speculate that it was the product of a volcano chain
now long dead. A few nomadic races call this island
home: a few orc tribes and a hobgoblin gathering or
two.
Veltome: Veltome was once part of Jarr, but due to
the event over a century ago it has become its own
area. Since then it has been used as the ultimate
neutral ground for Xadune. Here is where world law is
decided. No nation calls this island home, as well as no
race. It is free lands that are patrolled by the world’s
army. The island itself is relatively flat with a few
rolling hillsides. Light forests grow around the
perimeter of the island as the center is cleared for the
world hall.
El Rural Dante: To the north of Jarr and past Kanada
the oceans start to ice up and the sun stays in the sky
shorter and shorter. At what is almost the limit of a
seafaring vessel that is made to endure these harsh
environments is a small collection of islands that serve
as Xadune’s most harsh and most cruel prison: El Rural
Dante. She lies about 25 miles inside the dead magic
zone that covers the top of the planet and is the only
prison on the planet that is capable of holding a
Gatherer. On these islands there are no walls, almost
no guards, and mostly nothing for the prisoners to do
but die. Those that choose to be productive in their
sentence by helping in the mining have a shot at
making parole.
The Oceans of Xadune
Four oceans encompass Xadune. Each is just a little
different from the last, and each has its own set of
perils.
The Xelian Ocean: The largest ocean on Xadune and
also almost 100% frozen. Little is known about this
ocean other than it is one of the more violent and
dangerous oceans on Xadune. The strongest winds on
the planet have been recorded here along with some
of the coldest known temperatures. Another good to
know fact about the Xelian Ocean is that it seems to
be almost completely covered by an anti-magic area.
Some think this was caused by a great war from eons
past, others argue it was caused by the Powers. The
truth might never be known. This ocean outside of its
brutal conditions also offers the most dangerous
sailing areas. Icebergs dot the rims making a safe
journey almost impossible. The last notable feature
about the Xelian is the almost complete lack of light.
As one progresses farther north, the darker it gets,
making the perils of this death trap even greater.
The Aturin Ocean: Third largest Ocean on Xadune,
the Aturin is also the most open. The past century has
seen the most travel on this ocean as well, with trades
between Pha and Jarr. The Aturin is also the warmest
ocean in the world, but also known to be one of the
fiercest. Storms the size of Jarr have been known to
kick up and tear apart anything that dare traverse it.
Pirates enjoy these open waters, though not as much
as the Espen. Often one travels here to “get lost.”
The Espen Ocean: The Espen Ocean is one of the
busiest oceans of Xadune. Typically it is referred to
either as the East Espen (Jarr side) or the West Espen
(Pha side). Each has a few different characteristics that
should be noted. In the East side, oceanic movements
are generally clockwise, while the Western Espen has
a counter-clockwise ocean flow. Salinity is often much
less near the center where most of the rainfall occurs.
The Espen also has the most seas of any of the other
oceans. Many pirates and smugglers also call this
ocean home. Most of the merchant vessels that use
these waters have to cross through the Seion Sea
which is perfect for ambushes.
The Raspin Ocean: Most people do not even
consider the Raspin an Ocean, but rather a very large
sea. Regardless, it is the smallest of the four oceans
and often the most rough. Waves get kicked up from
the constant temperature changes caused by the
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The World of Xadune
warmth from New Zeal and the cool rains off the Pha
coast. Oceanic directions are known to change
without warning, making it a pain for even the most
skilled sailor to navigate.
The Silt Sea: This is the slush of sand and water that
surround New Zeal. The Espen, Raspin, and Aturin all
feed this concoction of earth and water. There are
harbor points set up all across the borders for
passengers and cargo to exchange ships before
continuing in either direction, for the Silt Sea requires
special boats in order to cross it. This is just the first of
many obstacles in the way of anyone wishing to enter
New Zeal.
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Chapter 9: The World of Xadune
Technology, Laws,
Demographics, & Customs
A good thing to know is how the technological state
of the world stands. Firearms do exist, and have for
hundreds of years. BUT, not until recently have people
been able to accurately work metal in order to start
making their own. So, back to the beginning: Firearms
have existed for hundreds of years and they were very
rare until recently when people learned the proper
techniques to forge their own firearms. They are in
their infancy for the most part. Smiths have just within
the past 25 years been able to mold brass into fixed
cartridge rounds. Semi-automatic and full automatic
firearms are on the horizon, but nothing that will see
the common man’s hand for years. For the most part,
firearms are limited to single shot and some repeater
types.
Laws are also something most would like to know a
little on. Though the Law Lore will cover almost every
law and loophole within the system, we will note the
more important and obvious ones here. Hand in hand
we will also look at the demographics of the different
areas of Xadune as well as customs that most would
know from those areas or races.
It should be known, though, that only players playing
certain races or players with the Racial or Area Lore
skills will know all the ins and outs. Internet has not
been invented on Xadune, and 95% of the people on
the planet have no real idea of what it is like or even
could be like anywhere else in the world.
Airships, though they have been around for some
time, are not a dreamy joy ride, yet. If it wasn’t a
military vessel then it was more than likely an
experience that would make most people throw up.
There are three major classes of airships: the ones
that are magical in nature, which are very rare and
either a military ship or government property for the
most part (or a good mage’s or very rich noble’s); the
ones that operate off of steam and a balloon ballast,
which are the most common; and then you have the
three very rare airships that are from time lost (two of
which are pirate vessels and the other is the New Zeal
flagship).
Back to the steam ballast ships: these are the
Chapter 9: The World of Xadune
common types, what most people have seen and been
on if they were lucky enough to catch a ride. These
vessels make due for the most part. Most pirate
vessels were once military ships that have been high
jacked. Your common merchant and passenger
airships are not the best in the world, but they get the
goods from one place to another. There are indeed
sky pirates that prey on both air and sea vessels.
These types are, for the most part, in constant hunt by
some military group, but most manage to make do.
Smuggler ships are more common than actual pirate
vessels. Smugglers at least get to live; most pirates are
killed on capture.
Revrent: Revrent is fairly advanced in their
technologies. Think of the inventions of the world in
the mid 1800s. Their army is known and battle proven.
Though they still have a strong standing infantry, their
musketeers are very formidable. Revrent also has one
of the largest mixed Sky Fleets including normal and
magical vessels. Though their normal air ships are not
up to par with Barboroy, their magical ships surpass
them in many ways.
The laws of Revrent are the common for the world.
Most felonies, such as murder and rape, are dealt with
swiftly with capital punishment. Most people are
expected to be responsible for themselves by age 7. It
is at age 7 that one can be charged with a felony. By
age 9 you are eligible for receiving the death penalty,
and age 10 allows you to be put up for transportation
(moved from the country into an offsite correctional
facility). Smaller crimes are punishable by time served,
public example, or simply a fine. Repeat offenders,
though, often have their crimes wracked together
which places them as a felony offender on their third
repeat.
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country. Currently they are not at war with any
countries, though still feel a slight disturbance
from Barboroy. They are long known allies of
Kanada and often aid New Zeal without
hesitation.
Kanada: Like Revrent, Kanada is well versed in the
new sciences as well as magic. If it was not for the
skilled craftsman of Kanada, one questions if
firearms or even the whole technology race would
even exist. It was Kanada that was able to produce
the first firearm that would not explode upon
firing, and it was Kanada that perfected the
cartridge round. Despite all these advancements,
they are very reluctant to use them. Though they
have the potential to match everyone else, in
terms of a Sky Fleet, they choose not to. Either
that or they are hiding their fleet, most do not
know.
Of all the nations, most will find Revrent to be like the
typical fantasy world set in a steam era. Prostitution is
not taboo, but instead a slight tool of the government
for extra earnings. Most people are friendly and
normally share no bias nature. Of all the places on the
planet Revrent would be the least likely place to find
racism. Many view them as being a very liberal
Much like Revrent and the rest of the world,
Kanada’s laws are pretty normal. Though they are
often much hastier to punish people more strictly and
use someone to set examples. Capital punishment is
often highly favored over transportation. Visitors are
treated as the lowest class you can be, so most must
be on their best behavior while in Kanada. One of the
most striking differences is that the peasant class is
not allowed to have firearms, though they are allowed
to have weapons to defend themselves. This is often
an overlooked law.
Kanada does differ some in their customs and culture.
They are much stricter and focused than most other
cultures and nations. They, like Revrent, allow an
“entertainer” option of employment, but are much
closer regulated than they are by their off seas
brethren. People here also follow a very strict class
system, so one would do best to be sharp on all the
correct mannerisms before getting beheaded for
something most would find common place.
New Zeal: Truly a world in its own. Like Revrent and
Kanada, New Zeal is a close runner for technology,
though a few steps behind some might say. But a
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native would say that was not a problem. New Zeal
has one of the few airships from what is thought to
be time lost. This flagship is incomparable to almost
any other airship in the sky and is the corner stone
of their arsenal and research. The rest of their sky
fleet is pretty up to date as well with both magical
and normal airships.
Some might view New Zeal as a much stricter world
than the more “civilized” places of Xadune. There is
no age limitation for punishment and often the law
is dealt out swiftly and upon proven guilt (and
sometimes guilt is not needed to be proven). It goes
without saying that outsiders are almost never given
second chances and are often targets to be made
examples of. Death is a penalty that is dealt out
more common than any other, second to slavery.
Most all crimes are considered high crimes, but
often it really just depends on who caught you that
makes the difference.
New Zeal is the only fully open nation that also heavily
condones slavery. Almost 20% of the population is
slavery. But that does not mean they are treated any
worse than a normal citizen. Some strange
customs also walk the sand of New Zeal, often
rivaling the ones of Kanada. So, it is best to do
some research before heading out there.
Mirth: In terms of science and technology,
Mirth is very backwater. All that they have is
from other nations or people. People of Mirth
so far show no interest in making technological
improvement of their own.
While on Mirth, the laws of the Felines are the
laws of the land. All laws are openly posted for
visitors to see. Most visitors to the isle are
deported upon breaking the law and left in the
hands of their mother country’s law system.
Felonies being the only exception, which are the
norm for most of the planet.
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Maybe the most offsetting custom that
one will find on the isle is the large
amount of celebrations and holidays.
Most also note that Mirth is amongst
the most “laid back” nation on Xadune
outside of the Halflings ways.
Greachen: Lower on the totem pole of
technology is Greachen. Their sciences
are often acquired more than made,
though they have been making good
progress the past decade due to their
rather good set of universities. The do
have a rather small Sky Fleet, but their
sailing abilities more than make up for
it. Something to mention in the area of
technology is that a Greachen naval ship
is by far the best made in the world.
Greachen’s laws are much like the rest
of the world’s, and somewhat modeled
off of the Revrent system. Though, some
will find their rules to often not be so
forgiving. As with most nations, they do
not favor the outsider.
Maybe one of the more notable customs of Greachen
is the fact that almost nothing is written down.
Instead, the Greachen people strive very much on
their strong sense of oral tradition. Other than that
and the fact that most visitors are often picked on for
being “weaklings,” not much is odd in Greachen.
Kinsley: Kinsley is easy to describe in the sense of
technology: there is none. This is the one place on the
planet that does not endorse it at all in any way. Even
the Western Kingdom has more technology than
Kinsley, and that’s saying a lot.
Law-wise they are very traditional and old school,
some might say. There is a strong caste system set up,
with each caste treated in the sense of the law slightly
different from another. A good rule of thumb is the
higher class you are the more you can get away with.
Though most entering the lands are of some class, be
prepared to present paperwork in case you get in
trouble. It’s always best to make sure you are very up
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front in displaying your stature and country of origin
when in Kinsley.
Much like their laws, Kinsley’s customs are that of the
old age. Though most are nothing out of the norm one
would be best off to brush up on them before heading
in.
Barboroy: Barboroy has sworn off magic and is the
true nation of invention. They are the furthest along in
those regards and have some of the best aviation
equipment around. Additionally, only the mind is the
limit to what can be accomplished here. Though
Kanada is the father of firearms, Barboroy is the
nurturing mother that has brought them and all other
children of science up and further than they could
have ever gone.
When speaking of customs in Barboroy, the first thing
that comes to mind is proper. Their people there are
nothing short of it. Being the cutting edge also makes
them feel as if they are also the leaders in many other
things. So, when on the way to Barboroy prepare to
feel like you were a peasant back home. Another thing
to note is that Barboroy is about the only society that
views prostitution as a major taboo. With properness
also comes a large amount of conservative attitudes.
Darken Wood: Darken Wood is not a nation, but
should be mentioned here. There is no technology, no
science, no laws, and no customs. Just live and do not
Laws are also amongst the most lenient on the planet.
Most nations feel Barboroy offers too many second
chances and is nothing more than a breeding ground
for mistakes. Barboroy is also the only nation that
feels children are not fully responsible for their
actions. They also do not endorse transportation but
instead prefer to use their own penal system.
die. Most do not go here and the ones that do, do not
come back. It’s just that simple.
Shaerorer Thysaer: Like Darken Wood, Shaerorer
Thysaer is a free land. There is no law other than that
of the land. Customs vary from tribe to clan. What you
come across is what you find. Often some carry with
them science they have gained from elsewhere, but
there
is
no
real
source
of
it
here.
Universal Laws: Most countries all have the same sets
of wrongs, though how they treat and deal with these
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Page 177
may vary from place to place. Here is a list of crimes
that are almost universal across Xadune:
Aggravated Assault: Assault upon a person with a
deadly weapon.
Battery: Is a form of assault, normally in some physical
means.
Arson: The act of deliberately setting fire to an area or
location.
Burglary: Entering into a building for the purposes of
committing an offense.
Illegal Substance Sales: The sale of items that are
considered illegal by the government. Consult your
local government for a list of all illegal substances.
Theft: The act of taking something unlawfully that is
not yours.
Treason: Is acts of disloyalty to one's sovereign or
nation.
Espionage: Is obtaining information that is considered
secret or confidential without permission.
Robbery: Is the crime of seizing property through
violence or intimidation.
Murder: The act of killing someone, directly or
indirectly.
Rape: Having sexual intercourse with someone
without consent.
Kidnapping: Is seen as taking someone and holding
them against their will.
Fraud: Deception made for personal gain or to
damage another individual.
World Laws: Xadune does have a World council, and
often laws are made that are enforced across the
world. These laws are often complex and pertaining to
large bodies, but can often also affect the little man.
Here is a list of the most well known World Laws:
Bombs: This law prohibits the use of high yield
explosive weapons both on small and large scales. In
general terms, if it goes boom and destroys things, it is
not legal. It should be noted this does not include the
use of firearms and artillery.
Piracy: This is when crime-like acts are committed by a
non-state people, especially robbery or criminal
violence, in open waters or air. Punishment is death.
Money & Time
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Everyone likes money, and Xadune is no exception.
Precious metals and stones are the core set of trade
when it comes to the universal denomination. Each
nation normally does have their own mint of coin, but
thanks to a World Law all nations must mint their
coins in proper world denomination. The currency of
Xadune is the Unit.
The Unit is a coin based currency that has a set
amount of precious metal amounts in it. Each
denomination has a different combination of these
metals to give it its worth. Thus, each nation can mint
their own style coin, but each coin still has the same
value no matter where you go in Xadune. Units come
in a few different sizes: 1 Unit, 5 Units, 25 Units, 100
Units, & 500 Units. Sometimes amongst the lower
class and peasants 1 Unit coins are broken up into bits,
but this is frowned upon and only done when money
is in short demand.
Some nations have taken to printed notes also as a
form of currency. This is still fairly new across the
world, and though normally approved for trade, and
the home banks can use such forms for debt
consolidation, a few merchants and independents do
not accept this form of currency. Some people wish to
only play it safe with hard currency. Universal Notes
printed by Veltome is the only fully accepted paper
Unit and note of debt. These paper currencies come in
1 Unit (Revrent make), 5 Unit (Barboroy make), 8 Unit
(Veltome make), 15 Unit (Kanada make), 50 Unit
(Kinsley make), 100 Unit (Greachen), and the 250 Unit
(New Zeal make) notes.
For the most part, players need to earn their
spending money in-play. It’s important to note that
you will not be given money for any “job” you say you
have between events. The money you might earn
from these jobs is used to support your character’s
cost of living. This goes for all PCs, including military
personal. The higher the rank just means you eat
better and live a little more easily. But regardless of
what you say your character has or does, it cannot
help you monetarily in-play unless Staff or Plot directly
does something.
Time in Xadune is fairly straight forward: there are
365 days in a year, 12 months in a year, from 28 to 31
days in a month, and 24 hours in a day. These are all
Chapter 9: The World of Xadune
rough estimates, but for the common man, the
numbers do. A day is about 24 hours long, 60 minutes
in an hour, and 60 seconds in a minute.
The current calendar for Xadune is rated by AFS, or
After Fallen Star. It notes the first day of the last major
cataclysm. Since then the calendar clicks forward. All
dates before are referred to as BFS, or Before Fallen
Star. As of October 31st 2008 it was ASF 128.
Before the cataclysm the calendar, was tracking an
almost lost event: the last World War. The year was
1497AW (After War) when the cataclysm occurred.
Many have theorized that civilization has existed for
thousands of years before that as well, and many
archeological finds back this up. However, the lack of
written documents makes it hard to really pinpoint
true dates or timelines.
After Fallen Star Timeline
BFS
1
What seemed a normal day was
just the beginning of an apocalypse. At around midday
the sun Tirus disappears. A week later the sun Eros
disappeared as well. And then finally a week after
Eros’ disappearance the largest and last sun on the
solar system, Jokus, disappeared. For the next six
months the planet of Xadune was wracked by
devastating natural disasters in a frozen world. Nearly
60% of the world population was killed in those six
months.
AFS
0
Without reason or warning the
suns Eros and Jokus reappear. Though disasters still
follow the rewarming of the planet, the worst was
over. Tirus never reappeared.
AFS
015
Large groups of people with
similar ideals and values formed together in the south
western region of Pha. Gathering from almost all areas
of Xadune they formed what would from then out be
known as the Nation of Barboroy.
AFS
018
Kinsley attempt unsuccessfully to
expand south into Darken Wood.
AFS
021
The borders of Barboroy and the
Western Kingdom meet for the first time. One of the
more lengthy and bloody wars of the century begins.
AFS
023
The Minotaur leader Kaziga’thai de
Aurluig dies, he was succeeded by his son Korlock de
Aurluig.
AFS
028
Second Hobgoblin Civil War.
AFS
032
First production of a new firearm
by the gunsmith Tang So in Kanada.
AFS
035
First Minotaur Emissaries are sent
out from Kaz’letai, the Minotaur lands.
AFS
037
The war between Barboroy and
the Western Kingdom finally ends, to say. A thin veil of
peace settles as tension keeps high between the two
countries. Also, the Awakened are wiped out to near
extinction due to civil war.
AFS
038
The Eight Year Raids: Greachen
launches an aggressive campaign against Kinsley
which lasts nearly eight years.
AFS
050
The Elven population drops to 10%
of what it would have been 3 centuries ago.
AFS
001
Battle of 1000 Beards: Civil war
between clan Stonefist and the rest of the Dwarven
nation. Battle lasted 366 days ending with the exile of
the Stonefist clan. The doors to Dwarven nation were
closed to the world.
AFS
052
The Bomb That Shook the World:
the subterranean goblin city was accidently destroyed
by a goblin made bomb.
AFS
002
peace.
AFS
060
Mirth established the Arts
Development Council (LADC) to protect the rights and
development of the arts.
All Orcs tribes declare inner tribal
AFS
013
The newly formed island, now
named Greachen, becomes permanently inhabited by
the Greachen people.
AFS
014
AFS
AFS
058
069
Third Hobgoblin Civil War.
Feline populous disappears.
First Hobgoblin Civil War.
Chapter 9: The World of Xadune
Page 179
AFS
073
The first account of small rebel
groups in Kinsley to attempt to usher in the new
sciences.
AFS
077
The beginning of the War of 080:
Between Barboroy and Revrent.
AFS
079
The Dwarven nation reopened
their doors to the world.
AFS
080
The end of the War of 080 and
signing of the Barboroy Treaty.
AFS
088
Fourth Hobgoblin Civil War.
AFS
092
Kinsley is split in half, North and
South Kinsley, in an attempt to promote a new form of
government. Civil war ensues for the years to follow.
AFS
099
The New Gift was passed. This was
also the last time the feared Sky Pirate vessel
Elfmörder was seen.
AFS
100
Halflings across the world made
great feasts to celebrate making it one century
without dying or having to endure an apocalypse.
AFS
101
Western Faction (in the Western
Kingdom) began to show extreme racism towards all
non-Fae.
AFS
102
In the Western Kingdom civil war
finally erupts when the Western faction begin full
attacks on the Northern faction.
AFS
109
Felines reemerged.
AFS
119
Bultungin Matriarch, Luna, was
named for the Gnoll Race.
AFS
127
First cartridge round was invented.
Also on February 24th, the City was found by the
merchant vessel Arjus.
AFS
131
Present date (as of 2011).
XA0024
For the most part the game itself will take place on
the island of XA0024 which is most commonly just
called “the City”. Measuring in at about 26 square
miles (roughly a tad larger then Manhattan Island) it
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has a max length of about 14 miles and at most 7.5
miles wide. XA0024 has obviously been underwater
for thousands of years, but despite the worn and
water soaked appearance, a large amount of the City
which covers almost the entire island is still intact.
It has been estimated that the island has been
surfaced for about 3 years now (as of AFS 129).
Dwellings on the island range from what seem to have
been small homes to large buildings now rotted away
and nothing but rubble. Large sections of the City are
marked off as off limits to most, both for safety
reasons and to keep the area clean for future
research. Architecture is familiar to a few styles of
Xadune but not like anything that can be found today.
Structurally speaking, everything is made from stone,
but reports have claimed that some buildings are
made of stone not native to the planet.
“People come to XA0024 for a few different reasons.
Most are there because their government, group, or
Faction sent them. In all truth, most of the people that
are there for this reason believe this is the only reason
you should be there. But it is an independent free
landmass so they cannot exactly stop people from
coming in unless they do something to get exiled.
Outside of that, the main other reason people come
to XA0024 is less glamorous and important sounding:
money. Governments and factions might be able to
control “their areas” but they cannot secure the entire
landmass. This makes it one big payday for most
people in all respects. Traders come to set up shop
because where there are people, there is trade.
Smugglers and other sorts find it as a good meeting
spot… though the authorities are not dumb to this
fact. And adventurers come to do what they do best:
loot.
Not much further down the list from people there to
make money are the people looking for answers.
Ancient ruins means knowledge of the past, and that
is something a lot of people would like more answers
to. Some come for close personal reasons, other just
want to know why things are the way they are.
And last on the list of people on XA0024 are the
accidents, or the lost. Having portals from all over
does happen to cause an accident or two. And to
make things better, the City is the only place on
Chapter 9: The World of Xadune
Xadune that has open ties with the entire mulitverse
with next to no strings attached or at least no special
key. Sometimes accidents happen. Sometimes people
just walk through the wrong door.
And speaking of wrong doors, that is still a very
common thing on the island: wrong doors or portals.
See, not many have the abilities to see portals, and
seeing how, according to the magic types, every
doorway or arch is a portal waiting to be opened, it
isn’t an uncommon sight to see a group of people
just… well, get lost somewhere else. It’s a peril that
comes with the territory. Most that go to the City
know about this and are prepared for it… but the new
folks, not so much luck. But it sure is funny to watch.”
Eric Stonewell
Lead Scientist from the Faction of Lost Knowledge
-Missing since AFS 128”
the nations, 3 guild groups, and the sky pirate Sylvia
Angel who claimed to represent all pirates of Xadune.
A timeline of the events of XA0024
-On October 31st of AFS 128, all communication and
contact with XA0024, or the City as the residents
dubbed it, was lost (it should be noted that on
Xadune, up until this time this particular day of the
year held no real significance). Each major
organization that was capable formed a large joint
investigation into the incident. Nothing was ever
released to the public and all access to the City was
denied and strictly enforced.
As everyone starts brewing ideas, character concepts,
and group ideas it would be good for everyone to
know what they will be walking into, literally,
character wise. Here are the known facts:
-On February 24th of AFS 127 (that would be
2/24/2007 in the real world for those keeping track)
the merchant vessel Arjus recorded the sighting of an
unknown landmass in the Aturin Ocean while in route
to South Revrent.
-This sighting was then confirmed by the RRAS (Royal
Revrent Air Ship) Alexandria on the 29th of February
of the same year. It was confirmed that the island was
a new landmass which was fully covered in ruins. The
Island was labeled XA0024. Within a week, almost
every Nation of Xadune had gotten word about the
island and the City on it. After a global meeting with
almost every major nation, faction, and group of
Xadune, it was declared that the Island is a neutral
ground which was to be acknowledged by all groups
present and be studied equally by any and all that
were a part of the treaty signed that day. Over 57
parties are on the Peace Treaty of XA0024. The Treaty
consists of all 15 major nations, the 26 churches, 7
merchant houses, 5 scientific factions separate from
Chapter 9: The World of Xadune
-Within days of the signing almost every group was
represented on the XA0024. Within moments the
potential of XA0024 was realized with its almost
infinite doorways to everywhere. For the next year,
XA0024 was studied extensively. Though most of the
populous of XA0024 was purely government and
faction followers, it did not stop the immigration of
your curious populous and “explorers.”
-Most portals which worked on an inner-world level to
a major Treaty group were tagged. Though new ones
were still being discovered, all the major ones seemed
to have been recorded. Only pure accident would lead
one through a new unmarked inner-world portal via
XA0024.
-It was announced that on May 3rd of AFS 129 that all
treaty members would be allowed back into the City
after a meeting which will be held on the 28th of May.
With that all said, here are the rumors:
-Much of the current leaps and bounds in science are
because of information found in the City.
-Tales of the adventures and learnings found in foreign
lands spread as portal use became more common.
-The City was commonly visited by pirates, both of the
sky and sea, as a trading ground seeing that they were
in essence immune to the law while on City grounds.
This gave grounds for the many rumors of it just being
a black-market for the world, and just a backdoor way
for governments and groups to do their shady
dealings.
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-Of course, the religious zealots believe it to be a gift
from the Powers. With that in mind, no Power has
ever been said to officially comment on the subject.
-Almost every group that was in the City doing
research learned something different and new, which
they all kept for themselves.
-Though openly there was peace and a grand universal
neutrality while in the City, despite what was
happening on a global level, there was still a behindthe-scenes inner turmoil over control of the City.
-There are almost countless rumors about what
happened on October 31st. Use your imagination and I
am sure it has been said somewhere…
-Despite their best efforts to keep the City closed off,
patrolling all the portals all the time was impossible,
which gave root to many stories about groups of
people sneaking in.
Page 182
Chapter 9: The World of Xadune
Life in Xadune After Events
So the event is over, you had a great time (hopefully)
and you just spent the next week recovering… now
what? There are a few weeks between now and the
next event, whatever do you do? Go online. Thanks to
the flexibility and availability of the modern internet,
players are able to connect, talk, and even role-play
over the internet. Often Staff will also drop many
plotline hints and hooks or run small encounters over
the web.
Come visit us if you haven’t already at
www.Xadune.com. The forums are always active, and
Staff will happily answer any questions one might
have. The internet is also a great place to learn more
information on the game world. In the “Stories &
History” section of the forum, one can find a growing
bounty of common stories and knowledge that
characters might know or have heard of while growing
up on Xadune.
“Will RPing on the boards between events help me
at game?”
It could never hurt. Board activity will normally always
be there from a Staff or Plot perspective. If PCs do not
talk to them or interact with them, it’s pretty much
the same as snuffing an NPC at the event. So what you
do is in your hands, but do not say that the
opportunity was never there.
In-between Event Actions
You will also find a section for In-between Event
Actions online. There you may attempt to do more
impacting actions for your character; however, let it
be known that only about two of your major actions
will get recognized or accomplished between events.
It should also be noted that these actions are intended
to be more beneficial on a role-play level, and not on a
numerical advancement level. In other words if you
spend your In-between Event Action to, “Go learn
____ skill from random guy ____” you will most likely
be charged the maximum amount. Role-playing will
always get you further than just saying you’re doing
Chapter 9: The World of Xadune
something. Additionally, realize that this is a courtesy,
and you should not always expect it to work or to get
a response. Your actions will be read but most of the
time you might not get anything from it. Lastly it
should be noted that these are in-between event
actions, not per month actions. Despite rather lengthy
down times that might occur, especially during winter
or the peak summer months, your character will only
get around two impactful actions in-between that
time.
“Does doing things between events cost money?”
No… hell no. Your PC’s life does go on in-between
events. Now, doing things that can directly relate and
affect your PC is all good as well, within moderation.
Use the “In-between Events” button on the forum Nav
bar to submit what you would like your PC to do if it
falls outside the norm of everyday life. The worst that
could happen is you get nothing from it. Also
remember to think small and the odds of you getting
somewhere are much greater than if you think big.
Also, limit your actions to about 2 or 3 things that
could have “cause/effect” situations. A good rule of
thumb is that we will not take into account much
more than that. If you never hear back, assume that
your character just followed dead leads or got
nowhere in their endeavors this time around. It
happens; sometimes you have to try that thing a lot to
get lucky. Remember, also, that though this option is
available, it is not a guarantee of accomplishing
anything or even a reliable tool to forward your
character. Advancement is intended to happen at
game. This little between event things is just to spice
things up now and then during the weeks between
games.
Boffer Making 101
Here we will teach you everything you will need to
know to make your own items at Xadune. As
mentioned in the combat section of the rule book,
safety is our number one priority and in following this
guide you can stay within our guidelines while keeping
everyone safe and still having a blast!
Page 183
Material you will need:
1/2” PVC pipe for weapons up to 41”
3/4” PVC pipe for weapons 42” to 72”
5/8” thick PVC pipe foam (Note: ALL WEAPONS
THAT ARE BOFFERS STRIKING BLADES NEED TO
BE MADE OF 5/8” FOAM. NO EXCEPTION! A
caliper might be used to measure weapons and
make sure they are of proper size. It has come to
our attention that some LARP weapons have
been made of smaller wall pipe foam. Please
check your weapons. They should measure in at
1.905” to 2.015” for 1/2" pipe weapons.)
• 2” thick open cell foam
• Gaff tape, kite tape, or duct tape
• Electrical tape
• Saw, PVC cutter, or other tool which will be used
to cut PVC
• Knife, razor, box cutter, scissors, etc.
• Gray or brown spray paint (if needed)
Weapon Color Requirements:
Grey
Normal Steel/Metal Weapon
Brown
Normal Wooden Weapon
All other colors are reserved for different material
types so please do not come to site with a normal
weapon made in a different color. However, if you are
unable to get your weapon painted/colored
beforehand we will have paint on site to appropriately
color your weapon if needed. It should be denoted
that weapons of different materials are sort of a clue
in that something different is happening with your
weapon and might make it a target for in-play
acquisition.
If making a weapon for donation, it is most helpful if
the color is black, grey, or white. These colors are
easiest to paint. Staff and Game weapons will be
denoted on the safety tags on the weapon’s hilt.
Making the Weapon
First thing we will look at is the many different types
of weapons you can make here at Xadune and their
measurements and requirements.
Here are a few specifics not listed in the chart that you
will need to know:
Page 184
Bastard Swords can be wielded one or two handed,
with one handed dealing 3 points of damage and 2handed dealing 4
Clubs have no hand guards
Maces require stubs
War-Hammers require a hammer head with its
smallest length being 5" and the largest being 10"
Battle and Great Axes bladed edge must be from 8" to
as large as is safe
Quarterstaffs must be fully padded except for a 15"20" center grip
Bows & Crossbows cannot have more than a
maximum of a 15 pound pull. Bows should have their
limbs covered in foam for safety reasons.
Thrown Weapons need to be completely from foam.
All thrusting weapons need to be have a 2” open cell
foam thrusting tip resulting in tip that is 2.5” with no
core.
Waylay Widgets/Saps need to be at least 17” in
length and have a trusting tip (see above).
Fist Phys-Reps need to be 17” in length with a
thrusting tip
Construction
These guidelines should always be followed when
constructing your weapons from PVC and pipe foam:
First thing you do is measure out the length of
the PVC that you wish to use in the construction
of your weapon.
Mark your PVC where you wish to cut it, cut it
about 3 inches shorter than your intended
finished length (this accounts for the pommel and
thrusting tip).
Then take your PVC cutting tool and cut the pipe.
File down the edges and make an asterisk-like
pattern over both ends of the PVC. This helps in
depleting the wear on the foam plus gives a bit
more snugness at the ends.
Next you will take your piece of 5/8” foam and
measure out the length you want your “blade.”
Have the length long enough so it hangs about
half an inch off the end of your PVC.
Using your Razor, knife, box cutter, etc. cut it,
making sure you leave plenty of room for your
Chapter 10: Everything Else Unsaid
handle. (Note- Handles should be no more than 2
½ Hand Lengths.
Then taking your cutting tool you will angle it at
the end and cut the edge of the foam off, leaving
an angled edge which will be the base of your
“blade.”
Now you will slide the Pipe Foam onto the pipe,
leaving, at least, an inch of room at the top.
Now take your Gaff or Duct tape and pull it the
length of your blade, extending the piece about
2-3 inches past the angled edge of the foam. DO
NOT SPIRAL WRAP THE WEAPON WITH TAPE.
Once you have covered the entire “blade,” which
should take about 4-5 pieces of tape, pull the
extended parts of the tape down around the
pipe, connecting the foam to the pipe.
Then take your electrical tape and wrap it around
the base of the foam, locking the tape down.
Next you are going to take your open cell foam
and cut a square piece out, using the top of your
weapon as a base measurement. Make sure the
square piece of foam fits the diameter of the top
part of your weapon.
Cut a half inch piece of pipe foam and then shave
it so it can be rolled up and placed in the half inch
overhang you left on your pipe foam.
Place it on the top and measure out two pieces of
tape and place them over your “tip.” Then take a
3rd piece and wrap it around the base of the tip
and the top of your pipe foam, locking the taped
tip in place
Next you will construct your hilt, if there is one.
Take out the left over piece of pipe foam from
your blade, if any, and cut off about 3-5 inches.
Take the butt of your sword, which should still
have pipe showing, and push it through the
center of the foam you just cut. Take it back off.
Now you will cover it with tape, making sure to
cut holes back out of the hilt which you just
made.
Slide it up to the base of the foam.
Now we make the pommel. Cut a 1.5 to 2 inch
piece of pipe foam and cut another angled cut
into both sides of the foam leaving about half an
inch of straight foam in the center.
Chapter 10: Everything Else Unsaid
Slide your pommel onto the end of the blade
leaving about half of an inch hanging off. As with
the tip cut some pipe foam and roll it up putting
it in this void.
Next secure the pommel with and asterisk–like
pattern with electrical tape and and then wrap
the base of the pommel with electrical tape,
securing the tape of the pommel to the pipe.
Finish wrapping the handle in electrical tape,
making sure ALL pipe is covered.
Congratulations, you have made a weapon!
If you have any questions, concerns, or confusion
on making a weapon, please contact Staff or Plot
and they will be happy to answer your questions.
Useful Tips
Duct tape is fine for a first time weapon. Gaff tape is
much stronger and last years longer, however most
gaff taps have low adhesive so using some spray
adhesive or little drops of super glue on the ends of
the tape can help hold it in place. Kite tape is light and
durable, but it’s also the least forgiving when mistakes
are made and the most expensive tape.
The proper thickness pipe foam might be hard to
source in the south, but some calling around to local
hardware stores should turn up good results.
Alternatively some people like to use the camp pad
foam, however particular attention must be given to
thicknesses on sticking surfaces as well as the foam is
not the required 5/8 inch thick so if must be stacked
to achieve proper thickness. These weapons tend to
be much trickier for novices to construct and can end
up weighing a lot, as well as breaking down much
faster than a properly made pipe foam weapon.
Fiberglass, kite spar, and graphite cores are allowed,
but please check with Staff before constructing or
buying these weapons. We like to triple check source
material and construction for safety before people
invest in them. These weapons, often referred to as
ultra-lights, can be a much lighter alternative to a PVC
weapon, however they can also be too light resulting
in a dangerous weapon. Remember: it’s not just you
using your weapon we have to consider, it’s if
Page 185
someone much larger then you picks it up and starts
swinging it. With a “tap” hit system like we use some
people might wipe the weapon far more easily then
you can resulting in accidentally hurting people.
Mass produced weapons are also useable options.
These weapons are often the most astatically pleasing
but have a price tag to represent this. Some of these
weapon last a long time, while others break down
rater quickly. As long as their construction adheres to
our safety guidelines we will allow the weapon.
However please ask Staff first before making a
purchase as they must give a final approval over the
weapon and might also have some insight on the
weapon or a firsthand account of it.
Page 186
Chapter 10: Everything Else Unsaid
Appendix A: Quick Reference Charts
Starting a Character Check-List
Question
Starting XP
Race
Culture
Skills
Retort
15
Is it a capped or restricted race?
Yes/No? Did you talk to Staff about it?
Do you understand what your skills do?
Do you have/want one? Did you clear it
with Staff?
What’s your Birthday?
Do you have a preference?
Background/History
Zodiac
Religion
Tolerances
Item Tolerances
Bows & Crossbows
Firearms
Medium Sized Mundane Items
Normal Shield
Fine Crafted Shield
Master Crafted Shield
Large Objects
Normal Crafted Locks
Tolerance
3
4
5
9
17
25
30
(Rank +5) x2
Breaking Confines
Confines
Bind
Web*
Snare
Greater Bind
Greater Web
Confine
Immobilize
Trammel
Strength
Required
+1 (+3)
+2 (+5)
+3 (+7)
+4 (+9)
+5 (+11)
+6 (+13)
+8 (+17)
+10 (+21)
Breaking
Count
3 sec.
3 sec.
3 sec.
6 sec.
6 sec.
6 sec.
9 sec.
12 sec.
Be it noted that creatures cannot be killing blowed while actively breaking confines. Additionally, it
requires double the required strength +1 to instantly snap a confine; this is shown as the number in
Parentheses.
*Physical or natural webs can be cut on an uninterrupted 6 count. Greater webs cannot be cut via
normal means.
Appendix A: Quick Reference Charts
Page 187
Firearm Ammunition
Type
Caseless Small Arm
Ammo (XSAA)
Cased Small Arm Ammo
(SAA)
Caseless Long Arm
Ammo (XLAA)
Cased Long Arm Ammo
(LAA)
Papered Birdshot
Full Shelled Birdshot
Papered Buckshot
Full Shelled Buckshot
Full Shelled Slug
Damage
Tagline
Allotted Starting
Amount
4
Pierce
20
5
Pierce
15
6
Pierce
15
7
Pierce
10
4
5
6
7
9
Burst, Blunt
Burst, Blunt
Burst, Pierce
Burst, Pierce
Pierce
10
10
2
2
6
The Lore Skills
Lore Skills
Airship Lore*
Ancient History*
Area Lore
Astronomy*
Bureaucracy
Celestial Navigation
City Lore*
Commerce
Elemental Lore*
Heraldry
Planar Lore*
Planar Navigation
Racial Lore*
Religion*
Statecraft
Underground Navigation
XP Cost
5
7
6
5
5
4
5
4
5
5
7
6
7
5
5
4
Skill Cost
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
nil
Learn Time
4 Weeks
16 Weeks
6 Weeks
6 Weeks
16 Weeks
6 Weeks
4 Weeks
12 Weeks
10 Weeks
4 Weeks
12 Weeks
12 Weeks
6 Weeks
8 Weeks
16 Weeks
12 Weeks
Lores marked with an * can be learned three times, with the second time costing double the
original amount and the third costing triple the original cost.
Page 188
Appendix A: Quick Reference Charts
The Craft Skills
Craft Skill
General Crafts
Artistic Skill
Astrology
Barter
Boating
Calligraphy
Cooking
Craft Skill ____
Decipher Language
Etiquette
Farming
Foraging
Haggling
Info Gathering
Observation
Read & Write: Common
Riding
Rope Use
Rumor Control
Scavenging
Survival
Trade Crafts
Acid Handling
Alternate Use
Appraising
Arms Appraising
Cartography
Diagnostic
Evasion / Tracking
Explosives Handling
Fortune Telling
Gem Cutting
Healing
Identify Alchemy
Piloting
Poison Handling
Read Magic
Sail Manipulation
Scribing
Séance
Semaphore
XP Cost
Skill Cost
2
4
7; 7; 14; 14; 21
2
2
3
2
10
2
2
8 per level
5
5
5
2
4
2
5
8 per level
3
2-50
nil
5
nil
2
nil
nil
5
nil
nil
nil
3
Varies
nil
nil
nil
nil
Varies
nil
nil
6 Weeks
6 Weeks
12 Weeks
4 Weeks
4 Weeks
4 Weeks
4 Weeks
12 Weeks
4 Weeks
4 Weeks
6 Weeks
8 Weeks
8 Weeks
5 Weeks
4 Weeks
4 Weeks
4 Weeks
6 Weeks
6 Weeks
4 Weeks
6
8
3 per level
4 per level
2
6
7 per level
6
5
4
7; 9; 12; 16; 21
5
3
6
5
3
3
15
2
1
5
2
2
2
nil
2-10
1
2
4
Variable
1
nil
1
nil
1
2
2
nil
4 Weeks
16 Weeks
6 Weeks
6 Weeks
4 Weeks
6 Weeks
8 Weeks
6 Weeks
6 Weeks
8 Weeks
Varies
8 Weeks
4 Weeks
4 Weeks
52 Weeks
4 Weeks
4 Weeks
8 Weeks
4 Weeks
Appendix A: Quick Reference Charts
Prerequisite
Diagnostic
Read/Write
Learn Time
Page 189
Torture
Torture Resistance
Veterinary Healing
Zero-Gravity Combat
Rogue Crafts
Disarm Trap
Escapology
Espionage
Forgery
Lock Picking
Rate Lock
Rate Trap
Smuggling
Stealth
Trap Detection
7 per level
7 per level
10
20
7
7
nil
2
5; 10; 15
10
8
5
5; 10; 15
8
8
15
10; 12; 14; 16
12
Variable
4+
4+
4+
Variable
5
5
Varies
10
2
Healing
10 Weeks
10 Weeks
10 Weeks
26 Weeks
12+ Weeks
10 Weeks
16 Weeks
6 Weeks
12+ Weeks
5 Weeks
5 Weeks
16 Weeks
Varies
12 Weeks
The Production Skills
Production Skills
Smithing
Blacksmithing
Metal Working, Low
Metal Working, Mid
Metal Working, High
Non-Metal Working, Low
Non-Metal Working, Mid
Non-Metal Working, High
Weapons, Tiny
Weapons, Small
Weapons, Medium
Weapons, Large
Weapons, Giant
Armor, Light
Armor, Medium
Armor, Heavy
Jewelry
Alchemy
Basic Alchemy
Pastes, Powders, Oils, & Solvents
Tonics, Elixirs, & Bandages
Acids, Orbs, & Pitches
Page 190
XP Cost
2
6
12
17
6
12
17
2; 3; 4
4; 6; 8
6; 9; 12
8; 12; 16
10; 15; 20
4; 6; 8
6; 9; 12
10; 15; 20
5; 10; 15
2
Skill Cost
nil
1
3
5
1
3
5
1; 2; 3
2; 3; 4
3; 5; 7
4; 6; 8
5; 7; 10
1; 3; 5
3; 5; 7
5; 7; 10
3; 6; 9
nil
Prerequisite
Yes
Blacksmithing
Blacksmithing
Blacksmithing
Blacksmithing
Blacksmithing
Blacksmithing
Working Skill
Working Skill
Working Skill
Working Skill
Working Skill
Working Skill
Working Skill
Working Skill
Working Skill
Yes
XP Cost:
6; 10;6;14
10; 14
2; 5; 8
Basic Alchemy
3; 5; 7; 9; 11;
13; 15; 17; 19;
21
3; 5; 7; 9; 11;
13; 15; 17; 19;
21
Basic Alchemy
8; 10; 12; 14
3; 5; 8; 12
P,P,O, & S
& Acid Handling
Learn Time
4 Weeks
4 Weeks
12+ Weeks
52+ Weeks
4 Weeks
12+ Weeks
52+ Weeks
8+ Weeks
4+ Weeks
6+ Weeks
6+ Weeks
6+ Weeks
4+ Weeks
5+ Weeks
6+ Weeks
16+ Weeks
4 Weeks
12/12/16
Skill Cost: 2; 4; 6
Weeks
12 Weeks
16 Weeks
28 Weeks
12 Weeks
16+ Weeks
Appendix A: Quick Reference Charts
4; 7; 11; 16;
8; 14; 22; 32
Poisons
Engineering
Engineering
Locks & Traps
Gunsmithing
Create Single Shot, Cased
Create Single Shot, Caseless
Create Cylinder Repeater, Cased
Create Cylinder Repeater, Caseless
Create Small Arm
Create Scattergun
Create Long Arm
Clockwork Pieces
Steam
Electrical
3; 6; 9; 12; 15;
P,P,O, & S
18; 21; 24
& Poison Handling
2
nil
Yes
4; 12; 24
Varied
Engineering
2
7
7
14
14
6
18
12
3; 5; 8; 12; 17;
23
4; 8; 13; 18; 23;
28
5; 9; 15; 22; 29;
36
nil
8
8
16
16
6
14
16
Engineering
Gunsmithing
Gunsmithing
Gunsmithing
Gunsmithing
Gunsmithing
Gunsmithing
Gunsmithing
Varied
Engineering
Varied
Engineering
Varied
Engineering
8/10 Weeks
16/20/24
Weeks
24 Weeks
4 Weeks
12/16/20
Weeks
6 Weeks
12 Weeks
12 Weeks
14 Weeks
14 Weeks
8 Weeks
8 Weeks
8 Weeks
8+ Weeks
24+ Weeks
6+ Weeks
20+ Weeks
8+ Weeks
24+ Weeks
The Combat Abilities
Combat Abilities
Accurate Attack
Aggressive Defense
Ambidextrous
Armor Opt., Heavy
Armor Opt., Light
Armor Opt., Medium
Avoidance
Blind-Fighting
Cleave Armor
Deflect
Disarm
Endurance
Favored Weapon
Firearms
Florentine
Immaculate Attack
Knockdown
Layer Armor
Riposte
XP Cost
15
20
5
5
3
4
20
8
15
8
10
5
12
7
7
20
8
12; 18
17
Appendix A: Quick Reference Charts
Skill Cost
10
15
nil
nil
nil
nil
15
nil
15
5
5
nil
nil
nil
nil
15
7
nil
12
Prerequisites
Yes
Ambidextrous
Learn Time
6 Weeks
6 Weeks
4 Weeks
4 Weeks
4 Weeks
4 Weeks
12 Weeks
12 Weeks
8 Weeks
4 Weeks
4 Weeks
4 Weeks
6 Weeks
4 Weeks
12 Weeks
4 Weeks
4 Weeks
6 Weeks
Page 191
Severing Blow
Shield Bash
Shield Block
Stunning Blow
Sunder Armor
Sweeping Blow
Thrown Weapon
Trick Shot
Unavoidable
Waylay
Weapon Parry
Weapon Proficiency
- Small Damage
- Normal Damage
- Heavy Damage
- Extreme Damage
- Ultimate Damage
18
18
8
5
10
5
10
10
13
15
18
15
5
nil
Yes
10
5
20
20
10
8
8
5
Special
nil
1-5 base damage = 7 XP each rank
6-10 base damage = 9 XP each rank
11-15 base damage = 11 XP each rank
16-20 base damage = 13 XP each rank
21-25 base damage = 15 XP each rank
8 Weeks
4 Weeks
4 Weeks
6 Weeks
8 Weeks
12 Weeks
4 Weeks
4 Weeks
24 Weeks
8 Weeks
4 Weeks
4 Weeks
6 Weeks
10 Weeks
16 Weeks
24 Weeks
All learn times are approximate estimations that depend more on how/who the PC learns from along with what additions,
aids, or hindrances are involved in learning.
The Magical Abilities
Magical Abilities
Low Level Arcane Magic
Mid Level Arcane Magic
High Level Arcane Magic
Archmagic
Low Level Divine
Mid Level Divine
High Level Divine
Proxy
XP Cost
7; 9; 11
15; 21
27; 33
40; 50
7; 15
25; 35
40
55
Skill Cost
1; 2; 3*
4; 5*
6; 7*
varied
2; 4*
6; 8*
10*
varied
Learn Time
16 Weeks
20 Weeks
24 Weeks
28 Weeks
-
* Most spells have set costs, but some may vary from others in its level.
Self-learned Skills & Abilities
Skill/Ability Set
First 3 weapon proficiencies in a
weapon
Endurance
All General Craft Skills*
Rank 1 of all Lores*
Ambidextrous, Disarm, Favored
Weapon, Rank 1 of Layer Armor,
Shield Block, Thrown Weapon,
Weapon Parry
Page 192
Additional
XP Cost
Additional Learn
time
none
none
none
+25%
+25%
none
x2
x2
+25%
x2
Appendix A: Quick Reference Charts
Rank 1 of all Rogue Crafts*
Rank 1 of all Trade Crafts*
Engineering, Basic Alchemy, & the
Blacksmithing Production Skills*
+50%
+50%
+50%
x3
x3
x3
* This rule applies only to lores, skills, and abilities presented within this handbook.
Generalist Arcane Magic Spell List
Level
1
1
1
1
1
2
2
2
2
2
3
3
3
3
3
4
4
4
5
5
5
5
5
5
6
6
6
6
6
7
7
7
7
Spell
School
Fumble
Detect Magic
Repulse
Light
Flame Bolt
Acid Dart
Bind
Lightning Bolt
Destroy Weapon
Holy Word
Fear
Sleep
Preserve Dying
Detect Minor Illusion
Counter Spell
Invisible Mail
Dispel Illusion
Poison/Detoxify
Veil
Spell Shield
Confine
Re/De-generate Limb
Death Ward
Circle of Element
Death Armor
Dispel Enchantment
Ice Storm
Minor Curse
Contact Other
Disintegrate
Nightmare
Life
Screen
Enchantment
Divination*
Warding
Sigil
Elemental
Alteration
Enchantment
Elemental
Alteration
Sigil
Illusion
Enchantment
Necromancy
Divination
Sigil
Alteration
Illusion
Necromancy
Illusion
Warding
Enchantment
Necromancy
Warding
Elemental
Necromancy
Warding
Elemental
Enchantment
Divination
Alteration
Illusion
Sigil
Divination
Appendix A: Quick Reference Charts
Learn Time
Comp.
1 day
1 day
1 day
1 day
1 day
2 days
1 day
2 days
2 days
2 days
2 days
2 days
2 days
2 days
3 days
2 weeks
8 days
8 days
2 weeks
4 weeks
4 weeks
4 weeks
6 weeks
6 weeks
9 weeks
2 months
5 weeks
6 weeks
9 weeks
6 months
3 months
4 months
5 months
No
No
No
No
No
Yes
No
Yes
No
No
No
Yes
No
Yes
No
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Prep
Time
No
No
No
No
No
No
No
No
No
No
No
No
No
No
No
Yes*
No
No
Yes*
Yes
No
Yes
Yes
Yes*
Yes
Yes
Yes
Yes*
Yes*
Yes
Yes*
No
Yes*
Page 193
Appendix B: Taglines, Effects, & Statues
Appendix B: Taglines, Effects, & Statuses
One of the most common things you will hear in the game during combat is a tagline. We already discussed
how you say your taglines, now we will talk about what each different tagline means. Most effect taglines last
ten minutes unless specified (i.e.: sap, disease, minor curse, and dominate), outside of the fast acting effect in
combat like knockdown and stun. Also included below are some very common effects that you will come across
during gameplay.
Weapon & Physical Taglines
These are the most common taglines that will occur
during melee combat. All the following taglines must
go through armor first before causing physical body
damage and typically can be blocked by shields.
Normal: This is your basic attack.
Blunt: This crushing common weapon attack is
known for causing damage but not spilling blood.
Slashing: This is your most common weapon effect
tagline.
Acid: Deals x10 damage to armor and shields. Spill
over damage (extra damage over the armor) is dealt
to the opponent’s body. The acid effect deals normal
damage to the body.
Burst: These attacks have a small burst-like effect.
Though they cause no extra damage, they are
capable of covering a decent area making them
effective even against the Avoidance skill. Use of the
Avoidance skill does not stop this type of attack from
making contact.
Fire, Ice/Water, Lightning/Gale, or Stone/Earth: An
elemental type attack.
Full Effect: This tagline designates that regardless of
your defenses (half damage from attacks, no damage,
toughness of 3, whatever your case may be) you take
the full damage amount of the attack. So if
something attacks with “5, Slashing, Full Effect”, and
it makes contact (without being blocked or parried)
you take that 5 Slashing damage regardless of your
defenses or special abilities.
Hellfire: A Twilight piercing attack that is capable of
effecting targets in the Twilight as well as effecting
targets from in the mortal realm from the Twilight.
Holy: Divine damage; like elemental damage these
attacks are brute damage for the most part. They do
deal considerably more damage to undead and
similar creatures.
Magic: Is damaging to most creatures and
represents pure arcane magical energy.
Pain: This effect causes the target to be wracked in
pain for one minute. During this time all the target
can do is defend and crawl. Even speech is difficult to
get out while in this state.
Permanent Wounds: This effect has an everlasting
effect. Only special means can heal damage dealt as
Permanent Wounds.
Sap: Takes the character to unconscious status for 5
minutes. Avoidance cannot normally be used to
counter this tagline when it is used from behind.
Sunder Armor: Double damage to armor (fractions
rounded down).
Waylay: Takes the character to unconscious status
for 10 minutes. Avoidance cannot normally be used
to counter this tagline when used from behind. This
effect deal 1 point of body damage.
Armor Avoiding & Physical Taglines
These are also common melee attack taglines;
however these effect bypass both physical and
natural armor and cause direct body damage or the
called-for effect.
Assassinate: Drops the target straight to dead
status. Avoidance cannot normally be used to
counter this tagline. On some larger creatures this
attack deals large amounts of damage based on the
core damage dealt.
Body: Body damage surpasses the target’s armor
and deducts directly from the body pool. Attacks like
this could include a poison or environmental effect.
Explosive: Outright destroys all items unless they
are protected or magical as well as dealing
appropriate damage. This includes your weapons,
armor, and vials of whatever.
Fatal Blow: This devastating combat ability rends a
target’s soul from their body forcing them straight
into the Twilight and dusting their body. On some
larger creatures this attack deals massive amounts of
damage based on the core damage dealt.
194
Knockdown: Forces you to the ground (or knee) for
5 seconds. You can still defend and attack.
Maim: This attack causes the target to drop directly
to dead status. Additionally the target’s death count
is only one minute instead of the normal five
minutes.
Massive: Massive attacks are so tremendous there
is almost no defense against them. If this attack
touches the target in any way, they take the full
damage. Even if the attack is parried or blocked, even
via the combat abilities, the target would still take
the effects. The only true, sure-fire way to avoid the
attack is to not let it hit you at all.
Pierce: This attack goes through natural and
physical armors and hits the body.
Rend: Rend is a packet delivered attack special to
most priests. This attack only affects undead and
certain other creatures; for the most part PCs are
unaffected by this.
Sever Limb: Through this attack the target suffers
loss of the specified limb forcing the player to act as if
the limb is no longer there. Only the legs and arms
can be affected by this tagline. Special forms of
healing, both magical and natural, must be employed
to remedy this status effect.
Slay: Drops target straight to “Slain Dead” status.
Only special forms of natural healing can remedy this
effect, though most magical means of restoring life
will work. On some larger creatures this attack deals
large amounts of damage based on the core damage
dealt.
Stun: This effect temporarily dazes the opponent
for 2 seconds. The target can do nothing for those
two seconds. Note that 2 seconds is not long enough
to killing blow something.
NOTE: The Fatal Blow, Maim, and Slay attack abilities
require contact with a targets physical self in order to
take effect. However, these abilities normally stay
active for a set amount of time or number of swings
until such contact is made. Regardless if the target
has armor, magical or physical, if contact is made, the
effects take place. These taglines are normally
accompanied by the full three-part tagline for
logistical purposes for creatures that do not take the
tagline’s effect but instead take an alternative effect.
For example: “15, Slay, Magic” against said large
195
imposing creature may not drop them to dead status
but instead cause them to take x5 damage from the
attack, thus dealing 75 points of magical damage.
Mental Effects
These effects directly affect the mind and thus can
be resisted or even not affect characters with the
appropriate trait. These effects only have to make
contact with the target to take effect.
Amnesia: A devastating effect, when the target is
struck it causes them to forget up to a full day in their
life. When not specified, the past 24 hours is erased
from the target’s mind, but when used more
sinisterly any area of time up to 24 hours in a span
can be erased from a target. This effect is permanent
and can only be remedied via special means.
Berserk: This effect causes the target to lose all
grasp on the difference between friend and foe and
attack with the best of their ability everyone they can
find, starting with the closest person in their vicinity.
Charm: This effect overtakes the target’s will and
forces them to do the attacker’s bidding without
question or discretion. The target should perform
flawlessly in all tasks they are asked to do and are
capable of doing and not falter or dillydally. Unlike
dominate, where subconsciously they know they are
being controlled, a charmed character is not aware of
the effect and thus will act normally under all
situations. Additionally the target will remember
nothing of what they did while under this effect,
which lasts an hour.
Confuse: This role-play intensive status infects the
victim with a disillusion of who is how. Targets
affected with the effect should confuse friend from
foe, distinct person from one another, and even what
direction (both physically and mentally) that they
were heading. Lastly targets under this affect are fully
intent that what they think they see, hear, and feel is
correct and only hear or see other people’s plea that
they are confused as something else. In other words,
the target does not know they are confused nor can
it be explained to them.
Fear: Fear is an effect shared between the attacker
and the target. Targets of this spell are ripped in fear
of the attacker. They are unable to attack, defend, or
do much of anything verses the attacker other than
Appendix B: Taglines, Effects, & Statues
cry and pee their pants. It should be noted that
targets are allowed to leave, flee, or run from the
attacker which is the normal course of action. This
effect is only shared between the attacker and target;
it does not require the opponent to be effected in
this way by anyone else in the combat situation.
Feeblemind: This effect renders the target
completely dumbfounded. They are unable to speak
logically or make coherent conversation, be it
written, mimed, or spoken. They are still fully combat
in-effect, but cannot cast any type of arcane, divine,
or mental spells for the duration of the effect. The
target is fully aware of what is going on, but can do
nothing about it at the time.
Forced Truth: This cruel effect renders the target to
behave as if they are under the complete scrutiny of
an interrogation. While under this effect the target
must answer all questions asked in the most truthful,
straightforward, and non-misleading manner. This
effect lasts for one minute.
Forget: This much less tragic form of amnesia
causes the target to forget the past hour of their life.
Everything that occurred in the past hour is a blank to
the target. This effect is permanent and can only be
remedied via special means.
Fracture Mind: This effect temporarily causes the
target to lose focus of all mental faculties. This effect
is normally accompanied with an added effect such
as “Screaming Sorrow” or “Crying Fit” or something
of the like. The added tagline should be something
that people can interpret and easily role-play. While
affected by this status, the target must then role-play
the noted emotional or mental breakdown. From a
role-play standpoint, this should be a shining star
moment for the target. If an effect is not specified
upon delivery, the target is allowed to pick their
mental disorder and role-play it appropriately. While
under these effects the target cannot attack and
normally can do nothing to defend one’s self.
Friendship: This effect makes the target think they
are friends with the attacker. They would act toward
the attacker just as they would if they were an old,
well-known friend on more than good terms.
Horror: Much like fear, but this encompassing
effect does require the target to flee the situation of
combat and hide in fear of life for the length of the
effect. This does not take away the target’s ability to
operate in combat in any way other than fearing for
one’s life.
Implant: A rare but devious effect, when hit the
target player is required to listen to the opponent’s
brief description. The said thought is then deeply
implanted into the target’s head, being near
impossible to distinguish from truth. This implanted
thought is permanent and can only be removed via
special means. Players are encouraged to do their
best with the role-play of the situations this could
cause.
Example: “Implant” attack makes contact with target,
“You killed your best friend.” If the said implant was
used, the target would think from that point forward
that they truly did kill their best friend at some point.
Some might even take it as far as making themselves
find a way in their mind as to how it happened. But
no matter what, they know and feel that they did do
what was implanted. It should also be noted that the
implant description, when said, is being told OOP,
and is not common knowledge. Many times the
implant description will be told secretly to avoid any
problems saying it aloud might cause.
Insanity: This is the more permanent and specific
form of Fracture Mind. When the target is inflicted
with this effect, the effects are permanent until
remedied via specific means. Additionally, the
insanity induced is almost always specified. Unlike
Fracture Mind, this effect can sometimes allow the
target to engage in combat, but still be affected by
this status. There are many types of Insanities, and all
are different.
Laughter: Just as the tagline boasts, this effect
causes the target to fall into an uncontrollable fit of
laughter. While under this effect the target can
defend to some degree (cannot use combat abilities)
and move slowly (not run due to over consuming
laughter).
Mind/Mental: This damage affects the target
regardless of the armor or protection they have.
Unless something specifically states that it blocks
mental attacks, the victim takes full effect. Mind
damage is dealt directly to the body of the character.
Some mental effects can mimic existing spells, in
196
which the spell name will be used in addition to this
tagline.
Repulse: This effect forces the target ten feet from
the caster. This cannot force the target off a cliff or
push them back if the effecter advances against the
effected, but it does require the effected to withdraw
at a covenant and safe pace back to the ten foot
range. “Covenant and safe pace” is defined as
immediately out of the melee attack range of the
effecter but not in such a way as to endanger directly
the effected. This effect can last up to ten minutes
but to do so require the target to be pointed out
during the duration of the effect, either with a
pointed finger or extended hand of the caster.
However the effecter can still perform actions with
the other hand and still perform in combat (including
enduring body damage), but once this indication
stops for longer than three seconds the effect ends.
Silence: A mental affecting status that renders the
target unable to speak, thus not allowing verbal
communication or spell casting. This effect lasts 10
minutes.
Trance: A common effect in magic that renders the
target unconscious for ten minutes. Nothing short of
30 seconds of uninterrupted shaking or a specific
remedy will awaken the target from this deep
slumber.
Truth: A sometimes useful and baneful effect, truth
requires the target to speak only the truth for the
next 10 minutes. However, while under the effects of
this, the target is not required to speak.
Metabolic Effects
Metabolic effects directly affect the functions of the
body, and so creatures with metabolic resists or
immunities can avoid such effects. These effects
directly bypass armor if delivered in gaseous or
venom form, thus only requiring any contact with the
target; however blade poisons that are not piercing
do have to go through armor first to take effect.
Blindness/Deafness: These effects are purely RP
effects. We cannot in good mind require a person to
be blindfolded or close their eyes due to safety, but
the effects do need to be role-played to the target’s
best ability. As a side note, these are one of the
effects that, when it hits, you are being asked to do
197
one of the hardest things in LARPing, which is act like
one of your sensory inputs that we cannot take away
is gone. This is where good role-playing comes about,
much like the dealing with invisibility things and
pretending that the person isn’t there even though
you know very well out-of-play they are.
Disease: This effect inflicts the target with a base
disease. Upon contact the target calls only half their
normal damage. After one minute of being affected,
the target cannot exert any extra energy outside of
defending their self or walking slowly. This effect lasts
indefinitely or until cured. This effect needs to
penetrate or breech armor before taking effect.
Paralyze: Much like Stun this effect stops the
target, making them unable to do anything. They are
still aware of their surroundings, however. The
effects of this tagline last for 10 minutes when not
specified and only needs to penetrate or breech
armor before taking effect when delivered via
weapon.
Poison: This causes the target to feel very ill or sick.
They cannot run and deal (call) only half of their
normal melee damage. The effects of this tagline last
for 10 minutes when not specified. Packet or spell
delivered forms of this attack bypass armor; however
melee variants of this effect must bypass armor
before taking effect.
Sleep: Like Trance, but not affecting the mind but
instead the body, this renders the target unconscious
for 10 minutes. Nothing short of 30 seconds of
uninterrupted shaking will awaken the target from
this deep slumber or a specific remedy.
Toxins, Elixirs, Injections, & Gasses: Alchemically
made metabolic attacks which normally come in
gaseous form, consumable form, or delivered via
syringe. Effects vary by type. A few blade poisons
have been known to exist (this only takes effect if it
bypasses armor).
Venom: This packet delivered attack normally
mimics some other type of spell or effect, such as
“Death Venom”. It is denoted as coming from the
user’s mouth, but can also be secreted from
someplace different. Counter-effects that would
normally stop said mimicked attacks would do the
same when delivered in this manner.
Death Effects
Appendix B: Taglines, Effects, & Statues
The following are effects that cause death in some
way or another. When packet delivered, these effects
only need to hit the target, but when combined in a
combat tagline they need to make body contact with
the target to cause the effect, meaning that armor
could in fact save one’s life.
Death: As the name implies, this effect drops the
target to dead status.
Slow Death: Like Death, Slow Death drops the
target to dead status but only after 60 seconds of
agonizing pain. Within that time there is an
opportunity to relieve the target of the death effect
with an appropriate remedy, if available.
Instant Death: This horrifying effect kills the target
instantaneously and forces the target’s spirit into the
Twilight, thus causing the loss of a life count.
Instant Killing Blow: This effect delivers normal
damage, but if the attack drops the target to zero or
less body it instantly killing blows the target,
dropping them straight to dead status.
Punish Living: This effect kills the target instantly
and forces the target’s spirit into the Twilight, but is
stronger than an instant death and causes the target
to lose an additional life from the experience.
Disintegrate: Rips apart the target’s corporeal form
and instantly destroys all non-protected items.
Contact is all that needs to be made. One’s soul is
sent directly to the Twilight.
Destroy/Annihilate Spirit: This devastating attack
kills the target instantly, forces the spirit into the
Twilight, and causes the immediate loss of a life
count. Additionally, the strain of the attack causes
the target to lose 2 more life counts, resulting in a
grand total of a loss of 3 lives from the attack.
Wrack/Eliminate Spirit: This upgraded attack kills
the target instantly, forces the spirit into the Twilight,
and causes the immediate loss of a life count.
Additionally, the strain of the attack causes the target
to lose 5 more life counts, resulting in a grand total of
6 lost lives from the attack.
Snuff/Obliterate Spirit: A much stronger variant of
Wrack Spirit. These effects cause the complete loss of
9 life counts in the target, effectively making it
impossible for a spirit to reform again.
Negative Energy Effects
Negative Energy effects leach energy from you in
some way or another, be it any form. A good rule of
thumb is to remember that “Drain” effects are
Negative Energy attacks. Body attacks take directly
from your body, while Life takes from your life pool,
and so on. So, a Drain Experience attack would do
exactly what it states: Drain x amount of experience
from the target. Lastly, these effects are permanent
and can only be remedied via special means. When
packet delivered, these affects only need to hit the
target, but when combined in a combat tagline they
need to make body contact with the target to cause
the effect.
Drain Body: This effect is normally accompanied by
a count or number. When a base number is given:
“10, Drain Body”, that amount of body is directly lost
from the target. No normal armor can block this
effect. If delivered via weapon, it can be blocked by a
shield or weapon, but if packet delivered the effect
takes place regardless if the packet hits you or one of
your items, including readied weapons. If the effect is
delivered via a count: “Drain Body 1, Drain Body 2,
Drain Body 3…” The attacker should give a number at
the end of the effect as to the amount drained. This
form of the tagline can be resisted if the target is not
held captive or restrained.
Drain Experience: This effect works just like drain
body or life would but instead leaches experience
points directly from the target. For example: “10,
Drain Experience”, that amount of XP is directly lost
from the target. No normal armor can block this
effect. Changes in level, body, and skill happen
immediately. All purchased skills and abilities remain,
but are now in a state of back-pay; meaning that you
need to relearn lost XP first before obtaining new
skills or abilities. Characters that are reduced to zero
or lower XP need to see Staff immediately.
Life Drain: This ravaging effect works similar to
Drain Body, but instead drains life-force from the
target. Normally this only drains one life from the
victim at a time: “1 Drain Life” or “Drain 1 Life”, but in
very rare occasions with powerful creatures has been
known to take away more. When delivered via count,
the effect only takes full effect if the end count is
reached. For example: “Draining life 1, Draining Life
2, Draining Life 3, one life has been drained”. If the
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count is interrupted, the effects are not felt. Though
not required, the results of this effect are considered
to be extremely painful and the role-play of such is
completely understandable and encouraged. This
effect does not drop the target to dead status, but
does remove a life from their character’s total life
count.
Time Effects
In general, Diminish effects are Time based attacks.
These effects directly affect the time flow of the
mortal realm. When packet delivered, these effects
only need to hit the target, but when combined in a
combat tagline they need to make body contact with
the target to cause the effect.
Degenerate Limb: Through this effect the target’s
specified limb shrivels and become useless.
Diminish Body/Skill: Similar to the “Drain” effects
in delivery; Diminish Body’s (or Diminish Skill’s) effect
causes the target to lose body (or skill) to the
appropriate amount as given in the tagline or count.
Some Diminish effects will have bulk amount such as
“Diminish Half Body”. In such cases the target would
lose half their current body points.
Haste: This status allows the target to move at
accelerated speeds. They deal twice as much
damage, and gain an Avoidance per 10 levels of
experience. The effect normally lasts for 10 minutes,
but has been rumored to have detrimental after
effects.
Slow: This effect slows down the target in which
the target must pause 1 second between each swing
in combat, cannot run, move or react quickly, use the
Avoidance skill, or the like. The effects of this spell
last for 10 minutes. This does not require the target
to talk slowly, nor does it affect spell casting.
Stop Person: This effect stops the target, making
them unable to do anything. For all intents and
purposes, all functions of the person have stopped
making them unaware of their surroundings. This can
be used to stop other effects, time wise, along with
halting the death count. The effects of this tagline
last for 10 minutes when not specified and only need
to penetrate or breech armor before taking effect
when delivered via weapon.
Stop Time: This very rare effect calls for a hold.
During that time the people not affected by the
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effect can still move about freely while everyone else
is in a state where time stands still. Anything that
happens during the hold will happen without the
knowledge of those affected by the effect.
Force/Confining Effects
These are effects that in some way impede the
target in movement of some type. Most of these
effects can be broken with a certain amount of
strength over a given time. Only the creature that is
confined can break its confinements (meaning no
combined strength from other people). While a
creature is breaking a confinement, they can resist
killing blows if they so wish. Additionally, if a target of
a confining effect has double the strength plus one of
what it requires to break an effect they can in turn
“Snap” the effect and be free of it instantly. Lastly it
should be noted that all confining effects last for ten
minutes.
Bind: This effect/tagline causes the targets arms to
be tightly bound to their sides. While the target’s
arms are bound they must hold their arms at their
sides and are not able to attack or defend through
these means. The Bind effect can be broken by +1
strength or greater on a 3 count.
Confine: This effect completely fully confines the
target, essentially paralyzing their body. This effect
does paralyze a fairy, but they can still float about.
People held by this effect are still very aware of their
surroundings and what is happening. They can still
hear and see everything. Confine can be broken by +5
strength or greater on a 6 count.
Freeze: This effect causes the target to freeze over
in an ice sheet. You are still aware and can see and
hear what is happening around you. Like being
petrified, you have a tolerance of 14 (7 verses blunt)
which, if surpassed, causes your form to shatter
instantly, sending your soul to the Twilight. This is
also an elemental event.
Greater Bind: This effect/tagline is a more powerful
version of bind; likewise it causes the target’s arms to
be tightly bound to their sides. While the target’s
arms are bound, they must hold their arms at their
sides and are not able to attack or defend through
these means. Greater Binds can be broken by +4
strength or greater on a 6 count.
Appendix B: Taglines, Effects, & Statues
Greater Web: Like web but stronger, this effect
consumes the target and effectively covers them in a
web making them unable to move; alternatively,
other people can move them. A person can break
from this effect with the help of +6 strength or
greater on a 6 count. Unlike normal webs, greater
webs cannot be cut.
Immobilize: This effect completely binds the target,
essentially paralyzing their body and pinning them to
the ground, making them unable to move. This effect
does effectively paralyze a fairy and forces them to
the ground, pinning them to it as well. People held by
this effect are still very aware of their surroundings
and what is happening. They can still hear and see
everything. This effect can be broken by +8 strength
or greater on a 9 count.
Petrify: This lovely effect turns you to stone. You
are unaware of anything happening around you.
Additionally, you have a tolerance of 14 (7 verses
blunt) which, if surpassed, causes your form to
shatter instantly, sending your soul to the Twilight.
Push: This effect forces the target to be pushed 10
feet back and away from the attacker and forces
them to the ground for an instant.
Snare: With this effect, the target is pinned to the
ground by their left foot. While under the effect, they
cannot move from the spot but can still attack &
defend. The target can break from this effect with the
help of +3 strength or greater on a 3 count.
Tether: With this effect, the target is effectively
tethered to the plane of existence they are currently
on when struck with this effect. This would include
the mortal realm or physical realm for those
creatures that are phasing. This effect can also
prevent a spirit on the Twilight from reentering the
mortal realm for a short time. This effect cannot be
broken, but instead can only be remedied or waited
out. Be it noted as well that this effect has no effect
on the Stealth ability.
Trammel: This powerful confining effect completely
immobilizes the target, pins them to the ground, and
covers them in a barrier that virtually is impenetrable
to effects that are not magically piercing in nature;
other than that, only the creature that caused the
effect can in turn affect the target. The target still
can see (though not move their head), but cannot
hear what is going on around him. However, targets
can attempt to break this effect if they have +10
strength or greater on a 12 count.
Wave: The use of this effect is denoted by the
attacker announcing, “Wave!” All players within 10
feet of the creature or object are required to back up
10 feet and are forced to the ground as if hit by a
knockdown effect. Though some creatures may be
immune or be able to resist the knockdown type
effect, they are still forced back ten feet. Normally
the visual effect for this effect is a wave of water
washing the targets back, but variations such as
“Force Wave” are more of an unforeseen force
pushing the targets back. Damage can also be added
to this effect by various types of creatures or devices.
This is described by adding the amount with the
tagline: “10 Wave” forces the targets back ten feet,
causes the targets to take a knockdown, and causes
10 points of damage. This damage cannot be blocked
via a parry, weapon block, or the like, but can be
soaked by armor, both natural and magical. This
effect is also considered an area of effect and in such
cannot be avoided via the Avoidance ability or the
like.
Web: This basic effect consumes the target and
effectively covers them in a web, be it physical or
magical in nature, making them unable to move;
alternatively other people can move them. A person
can break from this effect with the help of +2
strength or greater on a 3 count. Physical Webs can
be cut which takes an uninterrupted 6 count;
however only physical webs may be cut.
Generalized Effects
General effects have no true category or do not
belong in one; as such most creatures have no real
immunities or resists to them.
Area of Effect: Area of effects are large
encompassing attacks that cover spherical patches of
area. These attacks cannot be avoided via the
Avoidance skill and deal damage to all caught within
the area. This includes people also on the cusp of the
area of effect.
Cure: This is normally something that gives body
back to player characters. These effects only require
contact with the target to take effect.
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Disarm/Fumble: By effect the target is forced to
drop their weapon, or specifically noted weapon or
item, to the ground. Disarmed or fumbled targets
cannot pick up the weapon/item that was dropped
for 5 seconds. This effect only requires contact with
the target to take effect, though melee combat
variants of the effect can be blocked or parried via
the appropriate ability (not physically).
Dominate: This effect takes over the character and
requires them to perform as directed by the attacker
without question or discretion. Dominate is observed
by the target as an overwhelming force causing them
to do things; they know they are being controlled but
can do nothing to stop it. The target should perform
flawlessly in all tasks they are asked to do and are
capable of doing and not falter or dillydally. This
effect is permanent (lasting even through death)
when not specified and only requires contact with
the target to take effect.
Gaze: This packet delivered attack normally mimics
some other type of spell or effect, such as “Charm
Gaze”. It is denoted as coming from the user’s ocular
cavities. Eye contact is not required for the effect to
be dealt. Spell Shields that would normally stop said
type of attack would do the same for them delivered
via a Gaze attack. However, magical barriers, walls, or
circles will not stop a Gaze attack.
Heal: Like the cure tagline, heal is normally a tagline
used to denote regaining body points. These effects
only require contact with the target to take effect.
Harm/Cause: Is the opposite of curing or healing, it
normally does straight body damage to player
characters. These effects only require contact with
the target to take effect.
Inferno: This tagline causes the target to be
engulfed in pain and continue to take the damage in
the tagline each second for the next 5 seconds unless
countered. This effect only requires contact with the
target to take effect. This is an elemental effect.
Magical Pierces: Attacks of this nature are when
spells have the pierce tagline added to them. These
spells are powerful enough to pierce through any and
all magical barriers and make contact with the
opponent, causing full effect.
Minor Curse: The target of this effect suffers a
horrible fate. Their max body, skill, and damage (all
forms of dealing damage) are cut in half (fractions
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rounded down) until this effect is removed. One
target can only suffer from one Minor Curse effect at
a time (meaning they do not compound). This effect
lasts until removed or until death. Additionally, this
effect only requires contact with the target to take
effect.
Mute: This is a generalized effect that causes the
target to not be able to speak in any way, thus
making verbal communication and spell casting
impossible.
Repel: This effect forces the target ten feet from
the caster. This cannot force the target off a cliff or
push them back if the effecter advances against the
effected, but it does require the effected to withdraw
at a covenant and safe pace back to the ten foot
range. “Covenant and safe pace” is defined as
immediately out of the melee attack range of the
effecter but not in such a way as to endanger directly
the effected. This effect can last up to ten minutes
but to do so require the target to be pointed out
during the duration of the effect, either with a
pointed finger or extended hand of the caster.
However the effecter can still perform actions with
the other hand and still perform in combat (including
enduring body damage), but once this indication
stops for longer than three seconds the effect ends.
Slumber: Like Trance & Sleep, but does not affect
the mind nor body, this renders the target
unconscious for ten minutes. Nothing short of 30
seconds of uninterrupted shaking or a specific
remedy will awaken the target from this deep
slumber.
Spellstrike: This add on effect duplicates the effect
of a spell in the form of pure magical energy. Unlike
spells it does not require a incantation or
components. The effect is exactly as the spell it is
duplicating and should be treated the same in the
terms of combat rules.
Terror: This tagline is normally used by ‘epic’ or
elder creatures. This add-on effect changes the effect
of a regular tagline (such as adding “Terror” to
“Paralysis” to get “Terror Paralysis”) to an effect that
cannot be resisted and will affect the target
regardless of any protections. It can also affect
creatures that are normally immune to such effect.
For example: “Terror Paralysis” or “Paralyzing Terror”
will cause the target to suffer the effects of paralysis
Appendix B: Taglines, Effects, & Statues
regardless of whether they could resist the effect, if
they were immune to the effect, or had some type of
protections against the effect. This would go the
same for any effect the “Terror” tagline would
accompany, including Death effects.
Protections, States, & Barriers
These are the responses one might hear in retort to
the above taglines or effects. They are also
descriptions of some of the protections or barriers
one might see or special states a creature might be in.
Block: The attack was blocked. Any attack that
would be expended due to a hit is done so by this
tagline.
Caught: This extraordinary retort shows that a
thrown or projected weapon/projectile was caught
by the target. In doing so, they avoided the effects
and damage from the attack.
Immune: Some creatures or objects are just plain
immune to an attack form. The normal response to
attacks or effects that one is immune to should be
“Immune”. It should be noted that people that are
immune to an effect show no physical effect to the
tagline or effect.
In Extremis: A rare state of being “Bleeding to
Death” status. While in extremis the PC is still
bleeding to death, and still only has one minute
before hitting dead status, but unlike the normal
bleeding to death status, they can still talk, but only
faintly. The PC can only just barely talk; they cannot
move, scream, make an action, or do anything else.
Invisible: Invisible creatures or objects are not seen
by the normal eye. Characters should act like the
person or object is not even there. A character with
blind-fighting is able to detect if invisible creatures
are around when they are aware of their movement.
Also, a character with blind-fighting is able to attack,
for the most part, creatures or objects that are
invisible. People that are invisible will either have a
light/neon green headband on or have both arms
crossed over their chest; at night they will be wearing
a green glow band.
Forced Miss: This tagline also designates that an
attack missed, but unlike the Miss tagline, the actual
attack was forced out of the way and in a different
direction. Any special attack that would be exhausted
due to a hit is done so by this tagline (i.e.: it counts as
a hit but does not take effect and the skill is spent).
Magical Barriers: Act in many ways the same as
circles but encompass much larger areas and
normally last much longer as well. Another difference
is that the caster can typically freely leave the area of
effect without worry of the spell dissipating, but
instead the act of raising and lowering the barrier is
depicted by some other action such as a lever being
thrown or a lock being opened or closed. Most
barriers are required to have their line of effect be
very obvious to players, be it via tape on the ground
or a series of rope lights (preferred). Raising and
lowering the barrier is done in much the same way as
with a circle: the player in charge of lowering or
raising the barrier will announce either “Barrier Up”
or “Barrier Down” pending on the action being taken.
It should be noted that, like circles, barriers fully
encompass an area, so even burrowing and flying
creatures cannot pass through the area.
Magical Circles: There are some that can create
magical globes or circles to protect themselves and
close allies. These circles normally fully encompass
the caster and their friends from all angles and sides
at a set distance from a center point. No normal
magical spells or physical attacks can pass through
the circles. This normally does not affect creatures in
the Twilight in any way, but some do. The caster of
said spell will let players in the Twilight know if they
can pass through their circle. Casters normally also
have the ability to lower and raise circles on the fly.
Representation of a raised circle is the caster’s hand
or weapon raised in the air. The caster is also
required to announce “Circle Up” or “Circle Down”
when doing the appropriate action. While the circle is
down, it is as if the spell is not in effect, only when it
is up or raised will it provide any type of protection.
Living creatures can stand on the circle line while it is
down which will not allow the circle to be raised until
they move, but inanimate objects or creatures will be
flung off the circle (inanimates are player’s choice as
to direction) if they are standing on the cusp when it
is raised. These spells normally last for the spell
duration (which can be anywhere from 10 minutes to
an hour) or until the caster is dead, incapacitated, or
leaves the area of effect (i.e.: the circle).
202
Miss: This tagline designates when an attack
misses, like when Avoidance is used. Any special
attack that would be exhausted due to a hit is not if
this tagline is used.
No Effect: This is the response to an attack that
takes no effect and it is readily apparent that it did
nothing.
Parry/Deflect: Very similar to a block in effect, but
with more style. Any special attack that would be
exhausted due to a hit is done so by this tagline (i.e.:
it counts as a hit but does not take effect and the skill
is spent). Though very, very rare this retort can be
used against firearms if done by the properly skilled
opponent.
Phased: These creatures or objects are in a quasirealm between the Twilight and the physical world.
Characters can in no way know of the whereabouts
of a phased creature or object. Creatures or objects
that are phasing in or out are not physically tangible
until they are in the physical world completely; i.e. at
the end of the phase-in count all the way up until the
end of the phase-out count. Phased-out creatures are
still affected by some barriers in the physical world
due to their quasi nature, but these are things only
most wizards and powerful priests know of. People
that are phased-out will either have a light/neon
green headband on or have both arms crossed over
their head.
Reflect/Return: This is when said spell or effect is
turned back on the caster or initial creature at full
effect. The returned or reflected effect or spell
automatically hits the initial creature; requiring them
to take the effect unless they block, parry, shield the
said effect,or the like.
Resist: Having a resistance to a type of attack or
effect is often common. The appropriate response to
an attack or effect that one is resistant to is “Resist”.
It should be said that creatures or objects can
normally use their resistance as they choose. Resists
are not a passive effect, meaning the user must
actively use it. Some spells or effects might be foreign
or unknown to some so one cannot resist them.
Bottom-line: if you need to ask what the effect is (not
“what was that?”) you cannot resist it.
Spell Shields: Some characters will or can have spell
shields up. They will know what spells these shields
will block or protect the character from. The player
203
has 3 seconds from the time of spell impact to
announce they have a spell shield to the spell. This is
represented by the player retorting with the tagline
“Spell Shield” or “Shielded” which represents the
physical effect of the spell’s magic not affecting the
character but instead being obviously blocked in
some magical way.
Tolerance: This is a set amount of damage that an
item can soak and not be damaged. Once this level is
surpassed in a single attack, the item breaks, thus
making it useless.
Toughness: This is an amount of damage that an
item or person can take no effect from. For example
a creature with a toughness of 2 deducts 2 points of
damage from all attacks and only suffers the
remaining amount of damage.
A Final Note on Taglines, Effects, & Statuses
Though there seems to be an endless sea of these,
they are not that hard. Most do exactly what one
would imagine they do. Heal heals you, harm hurts
you, sleep puts you to sleep and so forth. Familiarize
yourself with them and you should be good. More
than half of these you will almost never see often and
only in rare, special occasions. So if it’s intimidating,
no fears. If you get hit with something you are not
sure about right off the hook, ask the caster or dealer
of damage.
A majority of effect taglines will be packet delivered
and be just the name of the effect. It’s pretty easy
then to determine how things work. However, most
get confused when effects are strung together in a
tagline. Here are some examples of taglines and how
they would work:
“6, Slashing, Normal” This is an example of a very
typical melee combat tagline. You would take 6
points of slashing damage to your armor or body.
“6, Slashing, Paralyze” A twist on the previous
tagline. You would take 6 points of damage to your
armor and nothing more, however, if you have 5 or
less armor you would still take the 6 points, but also
get paralyzed from the attack. Being a general effect,
it would last 10 minutes or until remedied.
“Death Venom” This nasty tagline would cause the
target to be affected by a metabolic effect that would
Appendix B: Taglines, Effects, & Statues
induce death, thus dropping the target to dead status
unless they can avoid the effect in some way. Armor
does not affect the results.
“20 Mind” This attack, normally packet delivered,
would cause 20 points of mind damage which would
in turn be 20 points of body. Creatures with
immunities to mental attacks can avoid this attack;
no form of armor though would help in preventing
the damage.
FAQ: What about effects that overlap in type?
An example of this would be “Trance Venom” or
“Slow Death Gas”. Most of these events will happen
with either the Metabolic or Mind effects overlapping
in some way. In these cases, if you are resistant or
immune to one of the types of effect, you are
resistant or immune to the entire tagline. So a “Slow
Death Gas” is both a Death effect and a Metabolic
effect; if you can resist either one, then you can resist
the effect.
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Legal Forms
No LARP is complete without its array of legal forms and releases, and Xadune is no different. All players will be
required to sign a legal release form, a safety acknowledgment form, and a medical alert form. In addition, all
players under the age of 17 are required to have a lengthy form filled out by one’s parents that gives permission
for the player to participate at events. Sadly, the minor release form is very strict and up front about what the
game is and why it is required for the form to be filled out by the parent. We understand that we may indeed
not be able to have some responsible and mature players able to play the game because of this. But, we also
realize that the troubles and difficulties that could incur from a less accurate and detailed form are not worth
the trouble.
Appendix B: Legal Forms
Page 205
WAIVER OF LIABILITY, RELEASE, ASSUMPTION OF RISK AND COVENANT NOT TO
SUE BY PARTICIPANT IN XADUNE
I do hereby make the following waiver, release, assumption of risk, covenant not to sue and
statements in consideration of my participation in the live-action roleplaying game Xadune:
1. WAIVER OF LIABILITY, RELEASE AND ASSUMPTION OF THE RISK. I waive
any and all claims against the live-action role-playing game Xadune and all employees,
agents or volunteers of Xadune for injury, illness, death or property damages that may
directly or indirectly result from my voluntary participation in Xadune. Additionally, I
release such parties from any and all loss, damage, liability, claim, demand, action, cause of
action, cost, or damages resulting therefrom, which in any way relate to or arise out of my
voluntary participation in Xadune. Being duly aware of the risks and hazards associated with
the aforementioned activity, I hereby voluntarily assume full responsibility for the risk of
bodily injury, death, or property damage that may directly or indirectly result from my
voluntary participation in the live-action role-playing game Xadune. I expressly agree that
this waiver, release and assumption of the risk agreement is intended to be as broad and
inclusive as permitted by the laws of the State of Georgia, and that if any portion hereof is
held invalid, it is agreed that the balance shall, notwithstanding, continue in full legal force
and effect. It is my intention that this waiver of liability, release and assumption of the risk
shall apply to me and also to my spouse, assigns, parents, guardian, heirs, estate and legal
representatives.
2. COVENANT NOT TO SUE. I further covenant and agree that for the consideration stated
above I will not file suit against Xadune and all employees, agents or volunteers of Xadune
for any injury, illness, death or property damages that may directly or indirectly result from
my voluntary participation in Xadune.
3. ACKNOWLEDGMENT. I acknowledge that the purchase of liability insurance by Xadune
shall not affect the waiver, release and covenant not to sue effectuated by this document. I
further acknowledge that I have read and understand this document, and in affixing my
signature thereto, I signify my acceptance of this Waiver of Liability, Release, Assumption of
Risk and Covenant not to Sue.
__________________________
Participant’s Signature
__________________________
Participant’s Printed Name
Date: _______/_______/__________
Participant’s Birth Date: _______/_______/__________
Witness:
_________________________
Signature
_________________________
Printed Name
__________________________
Parent/Guardian’s (if not 18 or older) Signature
__________________________
Parent/Guardian’s (if not 18 or older) Printed Name
Date: _______/_______/__________
Medical Information Form
Be it known that the following information is for Xadune staff in case of an emergency. Xadune will keep
this information private and in confidence for game officials only, and on a need-to-know basis. If you are
uncomfortable writing this information but still feel it should be known, please hold council with the
appropriate member of the Xadune staff.
Name: ______________________________________________________________________________
Street Address: _______________________________________________________________________
City: _____________________________ State: ___________________ Zip Code: ________________
Telephone: (
) ________ - _________
Birth Date: ___/___/______
Emergency Contacts Information:
Primary Contact Name: ___________________________ Phone Number: (
) ________ - _________
Secondary Contact Name: _________________________ Phone Number: (
) ________ - _________
Known illnesses (both physical & mental), allergies, and current medications:
____________________________________________________________________________________________
____________________________________________________________________________________________
____________________________________________________________________________________________
____________________________________________________________________________________________
____________________________________________________________________________________________
Please note any special information or instructions you might have in medical treatment:
____________________________________________________________________________________________
____________________________________________________________________________________________
____________________________________________________________________________________________
____________________________________________________________________________________________
I confirm that I am in good physical health and do not suffer from any physical disabilities that would
inhibit my ability to play or place me in jeopardy. In so, I herby confirm that all the above information is
correct.
_________________________ _________________________
Signature
Date
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