As well as The Unfinished Tome, your character will find the Akashic Spire and the Arynian Gate nearby.
Your characters have access to a magical tome, called the The Unfinished Tome, that allows you to learn and forget magical knowledge, called Lore, with ease.
All player characters have access to all of the Lore that have been added to the Archive. The information included here is the current Archive content.
Player characters currently have the ability to carry 3 Lore. This may increase as more Lore is added.
Everything within is freely accessible to players. Nothing in the archive is limited or restricted. A guide summarising the various Lore can be found here.
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Naniresh the Green Warden and Mourne Kalashti were able to put aside their rivalry and begin an era of friendship, all beginning with a promise.
Oaths of friendship and cordiality are the first to have been bound in pact magic. For without such friendships how can one have a basis for future oaths and agreements?
As an officiator of oaths one must defend their mind from intrusion and this aspect of the flourishing wind also provides insight into other areas.
You gain knowledge of the following:
- Greater Rite: My Pact is My Bond
Spiritual Renewal: Swear an oath to another or officiate an oath being sworn between others.
As a Lesser Magic, you can Resist: Silence or Resist: Enthral.
As a Lesser Magic, you may cast Entangle at range by declaring, “by oath and pledge I bind you”.
A Greater Rite to create an oath of friendship and be empowered by it.
Cost
2 Green Ribbons, 2 White Ribbons
Optional: Additional Green Ribbons
If the caster is Wise in Law, once per day they may reduce the cost by 1 White Ribbon.
The caster and any participants cannot cast or benefit from this Rite if they are Oathbreakers.
Action
The caster and target sit around a table. The caster writes out their oath and declaration of friendship. It must be signed by all targets of the Rite and all present declare the targets as friends and allies in the eyes of the Keeper of the Pacts of Friendship.
Effect
The caster and the target become Enchanted and each tie a Green Ribbon to themselves. The Enchantment lasts for several days or until the oath given in the declaration of friendship is broken. Whilst Enchanted, the caster and target have +1 HP and once per Spiritual Renewal may cast Heal 3 at Touch Range on a person they have declared friendship with by giving them 10 seconds of encouragement.
A copy of the declaration of friendship will be added to the Comrades’ Ledger.
Additional Green Ribbon
For each additional Green Ribbon, the caster may Enchant an additional target beyond the first two.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The Keeper of Oaths and Bargains is a being of simplicity. It keeps its ledger and enforces its oaths. Always. Staying on its good side is a simple matter, of course.
By submitting oaths to its ledger you do more than record them: you also proclaim to powerful beings that you will keep your oath. The Keeper and its fellows despise those that do not keep their word, and none should sign the ledger lightly.
Learning of the Keeper of Oaths and Bargains, as well as its fellows, gives expertise in the wind that binds us all. This allows you to shrug off other bindings even as it lets you strengthen the binding of your comrades to their lives.
You gain knowledge of the following:
- Greater Rite: Word Demands Deed
Spiritual Renewal: Uphold an oath you have sworn.
As a Lesser Magic, you may cast Ward: Entangle or Ward: Paralyse at touch range using the vocals, "your word will be all that binds you".
As a Lesser Magic, you may cast Heal 2 at touch range with 10 seconds of roleplay including the vocals, "by my oath be strengthened".
A Greater Rite to swear an oath, fulfil a debt or make a promise with grave penalty for failure.
Cost
2 Green Ribbons, 2 White Ribbons
If the caster is Wise in Law, then once per day they may reduce the cost by 1 White Ribbon.
Action
The caster goes down on one knee, unrolling parchment and placing ink to one side of them. They write and speak their oath to the air, calling upon the Keeper of Oaths and Bargains to witness their words.
Effect
An Oath Bound Page recording the oath the caster swears as part of this Rite is entered into their Tome.
The Chronicler recorded this Lore was added to the Archive by Notary.
Even Awakened are not impervious to the world. They can suffer injuries that rob the use of their limbs and body, while others may be born with challenges others might not.
The Cerulean Sage triumphed when she duelled with Raakash the Black Tongued, even though Raakash’s withering magic left her arm permanently ruined. However, she overcame this limitation with a new arm, invested with the Sapphire Wind that drives all things to move.
By learning her methods, one must combine the healing arts with the arts of animating the inanimate through the winds.
You gain knowledge of the following:
- Greater Rite: A Limb Moved by the Winds
Spiritual Renewal: Healing a grievous injury with practised ease.
Whenever you Heal a target, you may also cast Ward: Entangle or Ward: Fling on them and yourself for no cost.
As a Lesser Magic, you may cast Fling at range twice in quick succession by calling on the Sapphire Wind.
A Greater Rite to make a replacement limb for an Awakened.
Cost
4 Blue Ribbons, 2 Metallic Ribbons, 1 Green Ribbon, 1 Crafting Metal or Wood
Action
The caster measures themselves, ruminating on which limb is to be replaced. They will place their chosen piece of crafting material before themselves and begin shaping it with the winds of magic, calling upon it to take shape. As it brings on new shape the caster will begin to weave the green magic between the new limb and themselves, connecting it to them and replacing their original limb. Finally they will call upon, “the sapphire wind which drives all things to move, invest this empty vessel with movement at my will”.
Effect
The caster gains an Arcane Prosthesis.
The Chronicler recorded this Lore was added to the Archive by Septimus Varthale and Tobias van Otolith.
Sometimes concealment and avoidance of conflict is no longer possible and one must know how to prevent harm to themselves.
The Nessians consider the basis of their arts to be defensive in nature, though there were many who learned to hurl fire and lightning it was a decree by their ruling council that protective forms must come first.
These protective forms can be quite potent in defending oneself but also taxing to the spirit of an Awakened.
You gain knowledge of the following:
- Lesser Rite: Runic Aegis
As a Lesser Magic, you may Resist: Silence.
As a Greater Magic, you may begin a chant of Warding whilst you have a free hand. Whilst chanting, you may Resist the damage from the next 2 non-Sunder weapon blows you take. If you are not wearing any armour, you may instead Resist the damage from the next 3 non-Sunder weapon blows you take. The effect ends early if you stop chanting for more than a few seconds. Resisting damage in this way does not grant immunity to damage for 10 seconds as a normal Resist would.
A Lesser Rite to bolster your magical defences.
Cost
3 White Ribbons
Action
The Caster traces runes and sigils, first in the air in front of them then, on the back and palm of one hand.
Effect
The caster is Enchanted and ties a White Ribbon to themselves. This Enchantment lasts until the next dawn. Whilst Enchanted, as a Greater Magic, they may Resist: Blast by calling on the Runic Aegis. If they are wearing no armour, as a Lesser Magic, they may instead Resist: Blast.
The Chronicler recorded this Lore was added to the Archive by Sight.
Learn to capture the inexorability of meteors and imbue your arrows with their destructive power. If you have seen the scars on Solem where they have fallen, you know the devastation they bring.
In battle against Dominion, it is remembered that Camarion the Fell Sighted used this power in an attempt to strike a grievous wound against it and even a being such as Dominion took a backwards step from the arrows of Camarion before it destroyed them and the mountaintop they aimed from.
By imbuing your arrows with this power you will learn to shatter your enemies and leave them reeling from your assault.
You gain knowledge of the following:
- Greater Rite: A Bow of Twin Comets
As a Lesser Magic, you may strike for Daze 30 with an arrow.
As a Lesser Magic, you may strike for Impale with an arrow.
A Rite to create a mighty bow whose arrows fall like meteors from the heavens.
Cost
4 Green Ribbons, 4 Orange Ribbons, 2 Metallic Ribbons, 2 pieces of Crafting Wood, usually Thieves’ Bark, Wychwood, Sun Oak and / or Ironleaf
Action
The caster crafts a bow or crossbow from magical wood.
Effect
A Bow of Twin Comets is created, a magical bow that allows damage inflicted by this bow to be swiftly followed by a bolt of magic.
The Chronicler recorded this Lore was added to the Archive by Torv.
An item of worth is a mark of pride for its maker. The artisan makes their mark so the world can see their virtue.
After the 10,000th strike of a hammer or the 1,000,000th flick of a brush, a great sadness may settle on an artisan for their work is over and their creation may go forth into the world, but be separated from its maker. By this mark a link is forever forged, declaring the maker and proudly showing their craft.
The true artisan takes care with their equipment and ensures they are always fully prepared for danger.
You gain knowledge of the following:
- Greater Rite: The Maker’s Mark
Spiritual Renewal: You witness an item bearing your Maker’s Mark used in a great deed or significant event.
While wearing armour you gain +2 HP.
As a Lesser Magic, you may Resist: Impale if your weapon, shield, or armour is Enchanted.
A Greater Rite to craft an item and place your mark upon it.
Cost
1 Metallic Ribbon or 1 White Ribbon
Action
The caster crafts an item from base materials. They make their mark upon the item and weave the ribbons of magic into it, imprinting this mark upon it magically. The caster may also choose to name the item and / or imprint a short phrase upon it.
Effect
An item is created with the caster’s Makers’ Mark magically imprinted upon it. Anyone who Gazes With the Third Eye will know who crafted the item. If a name or phrase was given to the item then this will also be visible to anyone who Gazes upon it.
If this Rite is cast during another Rite to create an item, then the effect is applied to the item produced in the other Rite.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The spirit is power, it can be thought of as the fabric of every living being; the fabric of the spirit can have sewn to it all manner of magical things.
Weft and weave, stitch and sew, darn and knit the technique you use is up to you but always they make and grow.
You patch an extra piece of power onto your spirit, embracing the power of the materials you have used, knowing them like no other as they become you. Your hands work quicker and more skilfully than before with the materials that you know best and those who weave their own spirit can claim power from others.
You gain knowledge of the following:
- Greater Rite: Sew the Weave Gheist
For each 10 seconds that you are under an Entangle effect, you regain 1 HP.
As a Lesser Magic, you may cast Consume Spirit at touch range with a 30 seconds of vocals, including, "my weaves consume you".
As a Lesser Magic, you may cast Entangle at range with the vocals, "my threads bind your feet".
A Greater Rite to sew an ephemeral weave into a being’s spirit. By crafting a reinforcement to the spirit made of ephemera they can enhance themselves and a specific area of their craft in turn.
Cost
3 Orange Ribbons, 2 Green Ribbons, 1 Yellow Ribbon, 2 Bobbins of Golden Thread
Action
The caster demonstrates their existing skill at creating things made out of cloth and fabrics. As they do they talk of their desire to make more, to make it quicker and to make it better. The caster then begins to stitch and sew the bobbins together with the power of the ribbons. They then place the result over their flesh and say, "I bind this weave unto my spirit, and redefine myself as I subsume it to my pattern".
Effect
The target becomes a Weave Gheist, a creature able to enhance the power of woven items depending on the bobbins that are used.
If the target is already a Weave Gheist, they can add additional weavings to themselves.
The Chronicler recorded this Lore was added to the Archive by Liana Thornseaker.
Record information and send it to a constellation.
The Witness watches, and so do you.
Information can be condensed, stored, and recalled with great efficiency once you have the necessary skills. Part and parcel of this feat is being able to communicate it. Especially in a manner that is enticing to the ignorant.
You gain knowledge of the following:
- Greater Rite: Testimony to the Divine
Spiritual Renewal: Mark an object with your signature, cipher, emblem, or personal seal.
The concept of information that is vague, inaccurate, or false is intensely annoying to you.
As a Lesser Magic, you may cast Cleanse: Silence and Ward: Silence at touch range on the same target using the vocals, “speak your testimony”.
As a Lesser Magic, you may cast Enthral at range using the vocals, “I have knowledge you seek”. If you are wearing no armour, this becomes Enthral 20.
A Greater Rite to give information to the stars.
Cost
2 White Ribbons, 1 Yellow Ribbon
Action
The caster creates a piece of nonfiction writing in a single volume, be it in a book or simply on a piece of paper. The caster places the testimony and a lit candle or lantern into any opaque container and covers it. The caster places their hands on the container, calls to a constellation, says their own name, and briefly describes what they want the constellation to know. The caster finishes the Rite by chanting, “I give testimony to the divine”.
Effect
The testimony will vanish in a flash of light, and its information will be sent directly to the named constellation. The constellation will receive the information but will not be able to respond as part of this Rite.
The Chronicler recorded this Lore was added to the Archive by Pellegrino Soubeyran and Wren.
Do not fear the rot within. Embrace its beauty and degeneracy.
was not afraid of what they were and embraced it without fear. They did not fear the rot setting in, they did not fear disease, censure or excess. Only that they would run out of time.
Disease is something that came to control. They utilised it against their enemies and empowered themselves with its virulency.
You gain knowledge of the following:
- Greater Rite: A Sickness that you Will Love
Whilst you are under the Scourge effect, whenever you are targeted by Heal you recover +2 HP.
As a Greater Magic, you may call Mass Scourge by declaring, “I vomit forth pestilence”. If you are Scourged, this is a Lesser Magic.
A Greater Rite to unleash pestilence and plague.
Cost
4 Black Ribbons, 4 Red Ribbons
Optional: Additional pairs of Black and Red Ribbons
Action
The caster must gather a bag of food, rot, mucus and the mixed flesh of mortals and beasts. They crush and massage the bag, mixing it and moulding it whilst giggling with joy at their creation. Once moulded, they must bury the polyp beneath a dwelling and bless it in the name of the Vulture.
Effect
A plague springs forth from the polyp infecting a small number of non-Awakened people. The infected begin to bleed and weep green pus from cysts and sores. Despite all laws of decency they quickly grow to love the sickness that has taken hold and seek to infect others so they may share in the joy they have found. The disease can be cured, either on a case by case basis, or by destroying the polyp at the heart of the pestilence.
Additional Black and Red Ribbons
For every additional pair of Ribbons…
Increase the number of infected to the population of a small hamlet.
Increase the number of infected to the population of a village.
Increase the number of infected to the population of a town.
The Chronicler recorded this Lore was added to the Archive by Teller.
A Lore to think like beasts, hunt like them, and even become like them.
Some Awakened look down on those who practise the magics of beasts and wild places. They are not refined enough for those who dwell in lofty towers and sit upon thrones. But they forget we are all flesh and blood in the end and our kinship with beasts is undeniable.
For every animal upon Solem there is the need to hunt and chase and weakness means death. By channelling these magics one gains strength and learns to harry and catch prey.
You gain knowledge of the following:
- Lesser Rite: Claws of the Hunter
- Greater Rite: Beast Sense
As a Lesser Magic, you may Resist: Weakness.
As a Lesser Magic, you may strike for Entangle by letting out a howl or roar.
A Lesser Rite to become like the beast. To fight and hunt as they do.
Cost
1 Red Ribbon
The caster cannot be a construct or other creature made of non-organic material.
Action
The caster howls or roars at the sky, they scrape the floor with their feet and snarl at any nearby people. They ensure their hands are empty and tense their fingers like claws, they crouch or take up a stance that is ready for combat. They howl or roar as their transformation begins.
Effect
The caster becomes Enchanted and ties a Red Ribbon to themselves. The Enchantment lasts until dawn or until they choose to end it. While Enchanted, they grow claws and may fight with them. As a Lesser Magic, they may strike for Daze with their claws.
A Greater Rite to feel through their senses and see their paths. You are one with the beasts.
Cost
2 Red Ribbons
If the caster is Wise in Beasts, they may reduce the cost by 1 Red Ribbon.
This Rite cannot be cast if no wild animals live in the nearby area.
Action
The caster strokes the ground, examines prints and plants, and smells the air. They sniff an item of the creature they are trying to track, fiercely roar or howl, and spill their blood upon the ground with a weapon of bone or the claw, talon, or fang of a wild beast, losing 1 HP. They speak in a bestial snarl, "by blood and scent let the trail be found. Let my senses become one with every beast and bird".
Effect
The caster gains clues, given by bestial scents, tracks, or sounds about where the target creature has travelled and will often allow the caster to accurately track them down. The target creature must have passed through the area within the last few days.
The Chronicler recorded this Lore was added to the Archive by Tristan Tew.
Though you have no light of your own you glitter with a thousand reflections.
Whilst greatest glory was given to the priests and viziers who clustered about the Throne they were guarded and kept safe by the order of the Mirror Hearts. The Mirror Hearts stood at the lower level of the pyramid with the Radiant Walkers about the Throne above them, attending to the Brilliant Midnight. While below the Logophages stalked the streets of the City of Endless Day.
Once inducted into the Mirror Hearts’ ranks, an initiate is taught to turn aside magics and rebound it upon their enemies. This Lore offers a taste of that power.
You gain knowledge of the following:
- Lesser Rite: Mirrorshine
- Greater Rite: A Cold and Vitreous Heart
When you Resist a ranged effect using a Warding, you may immediately cast the same effect at range within the next 10 seconds.
As a Lesser Magic, you may cast Ward: Blast, Ward: Burn, or Ward: Daze at touch range by calling on the reflecting mirror.
A Lesser Rite which lets one safely detect magic in their vicinity.
Cost
1 Yellow Ribbon
Action
The caster holds a reflective surface or light source aloft and speaks words similar to, “light speaks to light, and we see into darkness”.
Effect
For the next 60 seconds, when the caster Gazes with the Third Eye they may call, “I see the truth of magic, even that which is hidden. Cleanse: All Concealing Enchantments”.
A Greater Rite to allow the removal of a being's heart and the provision of a far more efficient replacement.
Cost
6 Purple Ribbons, 3 Red Ribbons, 2 Yellow Ribbons, 1 Metallic Ribbon
The paths of the Logophage and Radiant Jinn will be forever closed to the target.
Action
The caster must blindfold the target and seat them surrounded by light sources. With a sharp, clean blade, the caster cuts into the target’s chest over the heart, causing them to fall to 0 HP. Reaching into the hole they must place a piece of mirror in the cut and speak of cutting away the physical heart and binding the mirror to the Cor Magiae of the target. They then call upon the Blinding Midnight to bless this guardian with a cold and vitreous heart.
Effect
The target loses their Lineage and they become a Mirror Heart.
The Chronicler recorded this Lore was added to the Archive by Cambric, Cicero Sanzang, Clinker, Gredge, and Valto d'Brey.
If you should hear, deep in supposedly deserted wilds, the strumming of lyres and beat of dancing feet, be cautious, the Lord of Wine is likely close.
The Lord of Wine calls many to them as servants and revellers, for those who return from their wild dances they are a source of inspiration. Others though are drawn too far into the dance and do not break away.
The first of The Lord of Wine’s servants are those who draw in new dancers with magic. Those who drink from the wines so blessed find them potent and disorientating, but new life pumps through them as well restoring them.
You gain knowledge of the following:
- Greater Rite: Sacrament of the Vine
When an Enthral effect ends on you, you may Heal 2.
As a Lesser Magic, you may cast Enthral at range by calling on the power of the wild revel or playing a short piece of music.
A Greater Rite by which wine might be blessed and ensorcelled with magic.
Cost
1 Metallic Ribbon, 1 Purple Ribbon
Action
The caster pours a splash of wine from a bottle into a bowl. As a drum is beaten or set of pipes played, the caster must bless the wine for the coming dances and raise it above their head, crying to the sky of the night's coming festivities.
Effect
A bottle of Reveller’s Vine, a wine which will renew the Spirit, but leave its drinker temporarily overwhelmed by the magic of revelry.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
For those who have been gifted Ancient Bark some feel a calling to return and tend the tree.
They will curl themselves in the moss at the base of the Ancient Tree and cover themselves in leaves till they are reborn in a new form, one bound to the health and vitality of an Ancient Tree itself.
Those who tend the land learn to help ease the suffering and pain of others with new life springing from burned ash and desolation.
You gain knowledge of the following:
- Greater Rite: The Emergence of a Child of Moss
- Greater Rite: Plant Sacred Grove
As a Lesser Magic, you may cast Cleanse: Burn or Cleanse: Scourge at touch range with the vocals, “I shield this land from fire and pestilence”.
As a Lesser Magic, you may cast Heal 3 at touch range by chanting the vocals, “I bring forth new life”, for 10 seconds.
A Greater Rite to give up a mortal shell and bind oneself to an Ancient Tree.
Cost
4 Green Ribbons, 4 Purple Ribbons, 2 Crafting Herbs
Action
The caster wraps themselves in moss and leaves at the base of an Ancient Tree. Their assistants plant the Herbs upon them and sprinkle them with water. The assistants bid their roots grow deep and the moss change them so that they may tend to the Ancient Tree till the setting of their final sun.
Effect
If the caster is earnest in their desire to tend to the Ancient Tree, the target loses their Lineage and they become a Child of Moss and Root.
A Child of Moss and Root is a long-lived tender of the Sacred Groves whose life is entwined with the fate of the Ancient Tree.
A Greater Rite to Plant a Sacred Grove.
Cost
8 Green Ribbons, 4 Purple Ribbons, 5 Crafting Herbs, a Seed of an Ancient Tree, Water from a River’s Source
Action
The caster declares their intent to create a Sacred Grove where an Ancient Tree will grow and invites their assistants to inspect the ground and ensure that it is suitable. Each assistant inspects the ground in turn, selects a site for a Herb and plants it while speaking of that Herb’s properties and what influence it might have upon the grove. Once all the Herbs are planted, the caster inspects each in turn and praises them. They plant the Seed of an Ancient Tree near the centre of the grove and water it with the Water from a River’s Source. Finally they promise to guide, nurture, and protect the grove and its tree.
Effect
A Sacred Grove is created where the sapling of an Ancient Tree will grow. The character of the grove and the tree will be influenced by the Herbs that were planted, the water that was used and the words and actions of the people who cast the Rite.
The Ancient Tree will remember the one who planted it.
The Chronicler recorded this Lore was added to the Archive by Kite.
Blessed for services rendered to the Naiads, your power over the waters grows.
Anyone can call upon the Pact of Salt and Silver, such are its terms but some who have aided the Naiad’s are marked for greater things. Blessed by running water, if they continue down this path they may even be made an emissary with access to the entirety of the Pact.
A blessing of a Naiad is no small thing and brings with it new boons, protecting the blessed from the dangers of flame and the crushing depths of the ocean. If one is very lucky and a Naiad can be convinced with these blessings one might even be able to visit the deep waters of the world.
You gain knowledge of the following:
- Lesser Rite: Winds Bound in Rope
- Greater Rite: The Mariner’s Mark
As a Lesser Magic, you may Resist: Burn.
As a Lesser Magic, you may cast Fling twice at range by calling on the blessing of running waters. Both spells must be cast within 5 seconds of each other.
A Lesser Rite to bind the winds to rope and nets.
Cost
1 Blue Ribbon, 1 Green Ribbon
If the caster is Wise in Seafaring, once per hour they may reduce the cost by 1 Green Ribbon.
Action
Standing outside and facing east, the caster must tie three knots in a length of rope, speaking of the binding of the winds within each knot.
Effect
The rope or nets are Enchanted and the caster ties a Blue Ribbon to them. They will remain Enchanted until the next dawn or until all three knots are unbound. Whilst it is Enchanted, the caster may cast Mass Fling by undoing one of the three knots tied in it.
A Greater Rite to mark a ship for safe passage over the seas or give mortals passage beneath the waves.
Cost
2 Green Ribbons, 1 Purple Ribbon, 1 White Ribbon, an item gifted by a Naiad
Optional: Additional Green Ribbons.
If the caster is Wise in Seafaring, they may reduce the cost by 1 Purple Ribbon.
If the caster does not have an item gifted to them by a Naiad, they may spend an additional Purple Ribbon instead.
Action
The caster and their companions create a representation of a boat and sit in it. The caster pours water into a bowl, jug or ewer and places an item given to them by a naiad next to it. Calling upon the blessing of running water they mark a small crew of five or fewer people with a symbol of their vessel. The caster then calls to all signatories of the Pact of Salt and Silver to know the crew and their vessel and that they are marked as friends.
Effect
The caster and up to 4 of their companions become Friends of Salt and Silver. You may spend an additional Green Ribbon to affect up to 4 more targets. Friends of Salt and Silver are able to survive underwater when in the presence of a naiad.
Additional Green Ribbons
The caster may spend an additional Green Ribbon to affect up to 4 more targets.
The Chronicler records this Lore was added to the Archive by Dredger.
Returning power to the flowering earth is not simply an act of thanks to the ground that has provided nourishment. It is planning for the future, seeding a little of the winds and raising trees and crops in future years.
Unlike the magics of the Hodekin and other creatures of the deeps below this is a magic of sunkissed earth and soil. Many kingdoms of Awakened have benefitted from plentiful soils, from Nessus at the time of its founding to Keld and its walled gardens.
An Awakened can learn how to encourage growth and life from the earth. It is not a swift magic but it is powerful given time to call upon it.
You gain knowledge of the following:
- Greater Rite: The Flowering Earth
- Greater Rite: Preparation of the Bountiful Garden
Spiritual Renewal: Plant or tend to crops or flowers with care.
If you are wearing no armour, you regain 1 HP 60 seconds after generating a Heal effect.
As a Lesser Magic, if you are wearing no armour, you may cast Heal 5 on yourself by chanting for 10 seconds about the power of the flowering earth.
As a Lesser Magic, you may cast Heal 3 at touch range by chanting for 10 seconds calling on the power of the flowering earth. If you are wearing a flower, Heal 4 instead.
A Greater Rite to infuse the earth with bountiful growth.
Cost
1 Green Ribbon, 1 Purple Ribbon, 1 Yellow Ribbon
Optional: 1-2 additional Green Ribbons
Action
The caster walks the flowering earth they wish to bless, leading a procession of assistants. They cast seeds about them as they and their assistants chant, “we plant the seed to bear fruit in the future”.
Next the caster and their assistants dip their left hands into small bowls of water and cast it across the seeds as they chant, “no seeds will grow in a desert and so we bless them with this water”.
Finally the caster and their assistants raise their right hands to the sun above and chant, “no seeds will grow in darkness so we bless them with this light and warmth”.
Effect
Over the next year the earth that the caster has blessed, up to the size of a large garden, blooms and blossoms. Normal crops and flowers that are planted grow at astonishing rates over mere weeks, greatly enhancing the region's agriculture and ecology. Many wild plants will also grow and some of the magic may also impact magical plants and trees.
Additional Green Ribbons:
The area covered by the Rite increases with the amount of additional ribbons spent…
+1: The area covers the gardens and fields of a town.
+2: The area covers a whole region such as a town and its surrounding lands and villages.
A Greater Rite to bless a garden with a magical crop.
Cost
2 Green Ribbons, 1 Purple Ribbon
Action
The caster and assistants must walk the perimeter of a carefully tended bed of soil, placing straight sticks at each corner of the area to be Enchanted and saying, “here is the earth that shall be bountiful”.
Taking the Purple Ribbon and tying it to one of the marker sticks, and sprinkling the ground with water, they say, “here is the water to nourish their growth”.
They must then tie the Green Ribbons to the marker sticks and plant a Crafting Herb in the prepared bed, saying, “here is a promise of the bounty to come”.
Effect
The marked area becomes Enchanted and the caster ties a Green Ribbon to it. This Enchantment lasts for several days.
Each night 1 new Herb for each unique Herb that is planted will sprout in the area, up to a maximum of 5 in total.
The Chronicler recorded this Lore was added to the Archive by Gobban
Once you were a slave, but no longer, now you have broken your chains…
Once you swore yourself to a King or Queen and knelt and scraped and bowed to them. Now you have seen the truth, no one will rule your destiny and you reject them as tyrants and thieves.
This makes you indomitable and free, a dangerous thing for tyrants.
You gain knowledge of the following:
- Greater Rite: Breaker of Chains and Crowns
- Greater Rite: Regicide
You will not swear an oath to any kind of sovereign or tyrant.
As a Lesser Magic you cast Cleanse: Entangle or Cleanse: Paralyse at touch range by declaring, “I am a Breaker of Chains”.
As a Lesser Magic you may Resist: Silence or Resist: Enthral.
As a Lesser Magic, you may call Reveal: Sovereign at range with the vocals, “show yourself tyrant”.
As a Lesser Magic, you may call Reveal: Knight at range with the vocals, “show yourself tyrant’s lackey”.
If a target is Revealed as a Sovereign or Knight, you may strike them for Impale. You may then use a Lesser Magic to strike them for Impale additional times.
A Greater Rite by which the symbols of tyranny and their servants might be thrown down.
Cost
1 Blue Ribbon, 1 Orange Ribbon
The target must be an item that is part of a Sovereign’s Regalia.
Action
The caster declares their name and affirms their freedom from tyrants and dictators and speaks a message, mocking, taunting or threatening the Sovereign that the item belonged to. They state, “I am a breaker of chains and crowns, hear forever the words that shatter your crown”, and bring their weapon down on the target item.
Effect
The target is destroyed beyond repair and it is struck from the Tome of the Sovereign to which it belonged. The Sovereign may not replace the destroyed item for a year and a day. The affected Sovereign will always hear the words used as part of this Rite, no matter how far the distance.
A Greater Rite for the execution of Sovereigns.
Cost
1 Orange Ribbon
The target creature must be on 0 HP or be bound with chains or rope and they must be a Sovereign.
Action
The caster lists the target’s crimes, which must include crimes of tyranny, and declares that the target’s life is forfeit. The caster must give the target a brief opportunity to speak their last words.
The caster speaks the final words of judgement, “for the crime of tyranny may you face eternal death and may your kingdom fall to ruin”, and brings their weapon down upon the target with a mighty blow.
Effect
The target Sovereign is slain and their Spirit is permanently dispersed and will not rise again as a ghost, nor can it be returned to life by any other manner.
The caster is a Regicide.
The Chronicler recorded this Lore was added to the Archive by Eadric and Mercurio di Vadi Firenze.
Istrika’s fires burned so hot within the forges that her assistants sometimes took a part of that magic into themselves. Driven to create, design and forge they sometimes went too close to the fire and were consumed.
A forge produces many things, but all stems from the fire that heats the ores and softens the metals.
One who can create an ember has begun to learn the secrets of fire.
You gain knowledge of the following:
- Greater Rite: Preparation of the Mortal Spirit
As a Lesser Magic, you may Cleanse: Weakness at touch range with the vocals, “let my fire drive you”.
As a Lesser Magic, you may Resist: Weakness with the vocals, “you cannot douse my fire”.
As a Lesser Magic, you may cast Heal 2 on someone you consider a friend at touch range with 10 seconds of encouragement.
A Greater Rite to create a spirit within a mortal that burns with inner flame.
Cost
6 Orange Ribbons, 3 Metallic Ribbons
Action
The caster extols the creative virtues of their mortal target, what their mortal mind and spirit have already achieved, and what they might be able to do in the future if their fire would but burn a little brighter.
Effect
The target becomes an Ember of Creativity.
An Ember of Creativity is a creature that can empower the forging of metal items.
The Chronicler records this Lore was added to the Archive by Gobban.
Your knights are loyal to you my liege, but now you must claim a crown and throne.
Without a kingdom what is a king? Nought but a pretender. Can you call yourself a Sovereign without a crown? By placing your throne you mark the land as yours by right of conquest. Many will challenge you for they do not see the good you bring but with knights at your side you can prevail.
On the battlefield you will command and not be silenced whilst being a beacon for your knights to rally to in the tumult of the battles to come.
You gain knowledge of the following:
- Greater Rite: A Sovereign’s Regalia
- Greater Rite: Let the Bonds of Fealty be as Iron
You may only take this Lore if you are a Sovereign.
As a Lesser Magic, you may Resist: Enthral.
As a Lesser Magic, you may cast Enthral at range by calling upon your right as a Sovereign and demanding someone approach.
As a Lesser Magic, you may cast Heal 3 at touch range on one of your Knights and Heal 3 on yourself with 10 seconds of encouragement or a reminder of their oaths.
A Greater Rite to let you claim an item as a piece of your regalia.
Cost
3 Yellow Ribbons, 2 Black Ribbons
Action
The caster presents an item that they wish to claim as a piece of Regalia before their Knights or a gathered crowd. They speak of the item’s history, craftsmanship and importance. They symbolically claim the item such as sitting upon a throne, placing a crown on their head or even declaring it as theirs from this day forth. Regalia must be suitably historically or culturally significant or magical in nature.
Effect
The item becomes a piece of the caster’s Regalia.
A Greater Rite to allow others to swear fealty and bend the knee.
Cost
5 Green Ribbons, 5 Yellow Ribbons, 1 Metallic Ribbon
Optional: Additional sets of 5 Green Ribbons
If the caster is a Sovereign, there is no Yellow cost.
Action
The caster stands before those who would be their Knights and declares their name and the title that they will be known by. They must declare clearly what they will be Sovereign of.
There is no need for the caster to be currently in possession or control of what they claim to be Sovereign over but if they do not seek to claim it they will lose their Sovereignty.
There is no need that the thing they declare themselves a Sovereign of to be a physical land or place. For example one could become a Sovereign of Thieves and Beggars. However it may be difficult for them to claim something too esoteric as if they cannot take steps to prove they are sovereign of it their power will fade.
The caster declares I walk now as a sovereign and this shall be my regalia, holding up an item of cultural, historical or magical significance.
Their Knights must kneel before the new Sovereign and declare their name or names. They must make an oath to be the blade of their Sovereign and swear fealty to them.
Effect
The caster becomes a Petty Sovereign, if they are not already one and the item they held up becomes a piece of Regalia for them. One Awakened who kneels becomes a Knight.
Additional Green Ribbons
For each Awakened beyond the first, an additional 5 Green Ribbons must be spent in order for them to become a Knight.
The Chronicler recorded this Lore was added to the Archive by Tobias van Otolith.
The earth and stone remembers, it does not forget as mortals do.
The Hodekin will often record their histories upon the stone but for the most important secrets the stones themselves are Enchanted to hold the information.
Stone is hard to trick and confuse and the magic of the Deep Earth can gird the mind. Awakened who walk this path can also call on the ground itself to hamper their enemies.
You gain knowledge of the following:
- Lesser Rite: The Earth and Stone Remembers
As a Lesser Magic, you may Resist: Enthral.
As a Lesser Magic, you may strike for Entangle. If you have a weapon made of stone, you may strike with it for Entangle 20 instead.
A Greater Rite to record information in an undimmed manner.
Cost
2 White Ribbons, 1 Purple Ribbon
If the caster is Wise in Stone, once per day they may reduce the cost by 1 White Ribbon.
Action
The caster sits and meditates on a small stone, writing down a memory of theirs that can be described in one hundred words or less. Once they have completed this they chant, “I have written upon the soul of the stone”.
Effect
The caster creates a Memory Stone that retains the memory.
They still remember the memory placed in the stone.
The Chronicler recorded this Lore was added to the Archive by Saor.
Some believe that politics and courts are confined to mortal cities, but in the wilds there is a court that is older than any: the court of fang and claw, where ancient beasts compete.
The Court of Beasts is not as monolithic an entity as at first it might sound. Creatures of wing and talon, predator and prey, scaled and furred. All of them mixed together in an ever-changing tapestry of alliances and feuds.
Awakened who learn the court's magic gain insight into how to send the court missives and make sure that their voice is heard and regarded.
You gain knowledge of the following:
- Greater Rite: Missive to the Court of Beasts
You are strengthened by the power of the Court and gain +1 HP. If you have a Heart Beast, gain an additional +1HP.
As a Lesser Magic, you may Resist: Silence.
As a Lesser Magic, you may cast Silence at range by demanding that others cease their yammering.
A Greater Rite to send word to the ever-changing court of beasts to earn favour of one faction or another.
Cost
1 Blue Ribbon, 1 Red Ribbon
Optional: 1 additional Blue Ribbon
This Rite may only be cast by someone with a Heart Beast.
Action
The caster lets out cries mimicking the member of the Court of Beasts whom they wish to send a missive to. They then speak the short message they wish the Court of Beasts to hear.
Effect
The message is heard by the imitated member of the Court of Beasts and they may either send a reply or an emissary to the one who addresses them.
Additional Blue Ribbon
The message will be heard by every member of the Court.
The Chronicler recorded this Lore was added to the Archive by Tristan Tew.
All kinds of items sink into the depths and for a small price a Naiad might retrieve one for you.
There are ancient agreements of peace between many of the Naiads of the rivers and the people of the land, unlike those of the sea, yet few are those who remember how to invoke its terms and fewer still those who know the bargain struck fully.
As someone who begins to learn how to speak for the land one must not let their tongue be stilled and in return they will begin to learn of the cleansing power of the rivers.
You gain knowledge of the following:
- Greater Rite: Silver Shines in Deep Waters
As a Lesser Magic, you may call Cleanse: Scourge or Cleanse: Burn at touch range by calling on the Pact of Salt and Silver.
As a Lesser Magic, you may Resist: Silence.
A Greater Rite to request an item be brought to you from the depths.
Cost
1 Green Ribbon, 1 Purple Ribbon
If the caster is Wise in Seafaring, once per day they may reduce the cost by 1 Purple Ribbon.
If the caster is Wise in Law, once per day they may reduce the cost by 1 Green Ribbon.
Action
The caster must toss a piece of silver into the water and call out to any Naiads who might be listening, invoking the Pact of Salt and Silver and describing an item they desire. They must then leave the water’s edge until they hear the song of the sea and are drawn back to the waters edge for the pact to be fulfilled.
Effect
A Naiad living in the water will bring an item from their river that is closest in description to the object requested. If the Naiad is satisfied with the offering of silver given it will often simply leave the item where the Rite was conducted. If the Naiad believes the offering was too small it will remain to negotiate with the item. The Naiad will bring the item even if it does not want to be parted from it but might name a high price for it. If the offering was generous or the call to the Naiad interesting they might remain anyway in order to converse.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
While others seek the safety of the pack and home you are happy to wander the dark and lonely paths.
At the beginning when the wolf became a dog, when the horse was taught to bear a rider and the cow put under the yoke the cat continued to walk alone.
When you rely on no one but yourself you gain a focus for survival and independence that opens new paths of magic to the walker.
You gain knowledge of the following:
- Lesser Rite: I Am Me and I Need No Other
Spiritual Renewal: Walk off alone into the dark with no fear and remain alone for at least 60 seconds.
As a Lesser Magic, you may Resist: Enthral or Resist: Entangle.
As a Lesser Magic, you may cast Heal 3 on yourself after 10 seconds by whispering, “all by myself I walk alone”.
A Lesser Rite to protect you on the dangerous, lonely roads you walk.
Cost
1 Black Ribbon, 1 Red Ribbon
Action
The caster stands apart from a group and watches them, judging them in their tight knit pack, huddled together for protection. The cast affirms that, “I am me and need no other.”
Effect
The caster becomes Enchanted and ties a Black Ribbon to themselves. Whilst Enchanted, the first time they would fall to 0 HP, they may cry, “I am me and I need no other” for 10 seconds and Heal 3. The Enchantment will fade after a few days.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
This Lore is Mighty. If you have this Lore you have no other.
The Vulture was a being of sensation. Once the finest artworks of ink and paint grew stale, they turned to the more delicate pigments of hallucination and frenzy. Once they grew bored of those, and the orchestras of screams, the carnivals of twisted suffering, the sculptures of quivering victims... next it tried to see what works it could make with flesh, bone, skin, and sinew. These kept it sated for a time. At least until it ran out of raw material.
created the first Cathedral of Flesh within the once noble city of Ativesh, ending the proud colleges and alchemists. Yet even this was not their greatest crime.
A pinnacle of Awakened magic, learning to create a Cathedral of Flesh teaches how to wield powerful magics against creatures of flesh and blood.
You gain knowledge of the following:
- Grand Rite: Raising the Cathedral of Flesh
You are Scourged whilst you have this Lore.
As a Lesser Magic, you may call either, “All beings of flesh and blood who hear me: Scourge”, or, “All beings of flesh and blood who hear me: Weakness”.
As a Greater Magic, you may call, “Follow me into Foulness and Degeneracy. All beings of flesh and blood who hear me: Enthral 30”.
A Grand Rite to raise a degenerate idol shaped from the flesh of the living so that it might draw others for a great revel.
OOC Requirement:
This Rite requires the OOC consent of the target and any witnesses.
Cost
50 Red Ribbons, 20 Black Ribbons, 20 Yellow Ribbons, 1 Crafting Crystal or Gemstone
Action
The caster gathers a large number of creatures of flesh and blood and arrays them lying on the ground in a pleasing manner. Troughs and trenches are traced between the bodies. With each one that is drawn the caster chants, “I lay a foundation in flesh and bone”. They must create a minimum of four such foundations to be the bedrock of their cathedral. Once they are satisfied, a spike is driven through the bodies of the creatures so that it does not kill them but that their blood may run freely. As they do so, each time they must chant, “may your flesh be consumed and remade in wondrous form”. As the blood fills the foundations, the caster places the crystal at the centre and weaves the Yellow power through it, speaking of the cathedral they are raising with a beacon at its heart.
Effect
A Cathedral of Flesh is raised.
All non-Awakened who are part of the Rite die and become part of the structure.
Any Awakened do not perish and become bound to the structure as exquisite and abhorrently warped servants to the caster.
Any non-Awakened who come within twenty miles are drawn to the Cathedral of Flesh and any who touch it are violently consumed by it: adding their flesh, sinew and bone to the structure.
All Awakened within twenty miles are assaulted by steadily escalating slews of transcendent emotions. The cathedral is filled with discordant but wondrous music and is populated by innumerable tableaux of artistically shaped flesh.
The Chronicler recorded this Lore was added to the Archive by Eadric.
It swirls all around, but does not stir the fallen leaves to rise. This wind of blue and black chills mortal bones and drives the dead to rage at those who live.
A corpse lies at the centre of a spiral diagram. It calls to the hungry…
Age upon age has this Lore been discovered and unleashed upon Solem. It has won battles, made kings and ruined queens. Most of all though it has ravaged lands as the dead do not obey mortal demands.
Over and over this was called by The Crown, The Haunted One, The Wraith Lord of Soldia. They destroyed their citadel to turn back the Brilliant Midnight in all their glorious power.
To learn to call upon the Revenant’s Spiral requires an unbending spirit, certain of what they are willing to unleash.
You gain knowledge of the following:
- Greater Rite: The Revenant’s Spiral
While you have this Lore you feel you are right and justified in the acts you take, willing to countenance grim deeds.
As a Greater Magic, you may cast Blast at range by declaring, “I wither and end you”. If you kill the target with your Blast, you may Heal 2.
As a Greater Magic, you may cast Mass Silence by declaring, “the Cold Wind that stirs the dead claims your voice”.
A Greater Rite to unleash an untold number of reanimated dead.
Cost
4 Black Ribbons, 4 Blue Ribbons, one mortal being
Optional: Additional pairs of Black and Blue Ribbons
Action
The caster constructs a spiral out of bones, ash, candles and other human remains then laying a living mortal in the centre of the spiral. They call upon the cold wind that raises the dead to twisted unlife and bids the revenants be imbued with hate and malice for those who live, finally they kill the sacrifice.
Effect
A Revenant’s Spiral is created. Dead bodies within a couple of miles animate and converge on the Spiral. If they are killed they will rise again and again until their body is sufficiently destroyed to be unable to rise.
The dead bodies animated by the Spiral attack the living and are especially drawn to anyone who bears the Revenant’s Mark.
The animating force of the spell fades from the bodies if the spiral is destroyed.
Additional Black and Blue Ribbons
For each additional pair of Black and Blue Ribbons, the radius of the affected area is increased by several miles.
The Chronicler records this Lore was added to the Archive by Valto d'Brey.
When flummoxed by a puzzle, seek the aid of those who revel in unsolved conundrums. Gain some measure of the thrill they experience at novel problems.
Nobody would have imagined Rag-and-Bones would become the world’s foremost expert in riddles. Rag-and-Bones wouldn’t have imagined that anyone else had the wits to even try. They aren’t the first to be the Mystery Walker but it is a title that is apt for them.
Sitting in a darkened chamber with only the scratching of a quill to keep you company can make the solving of mysteries a lonely endeavour. It does not have to be so. There are others out there with the same love for seeking answers: seek them out, and revel in shared revelations. As long as you can figure out what to do, you can solve anything. When every problem is a nail, those with hammers get a lot of use from their tools.
You gain knowledge of the following:
- Greater Rite: Just a Hint
- Greater Rite: Petition to the Mystery Walker
Spiritual Renewal: Be led into danger under the Enthral effect for 10 uninterrupted seconds.
As a Lesser Magic, you may cast Cleanse: Daze with the vocals, “don’t worry, I understand”.
As a Lesser Magic, you may cast Daze at range with the vocals, “unsolved mysteries to confuse and confound”.
As a Greater Magic, you may call Reveal: Mystery Walker. The creature that responds affirmatively is one known by the world as the expert in riddles and puzzles.
A Greater Rite to request a small piece of information.
Cost
1 Blue Ribbon, 1 Yellow Ribbon
This Rite will only work on a puzzle that is a deliberately created challenge.
Action
The caster stands in front of the puzzle that has confounded them that they have made an honest attempt to solve as they speak the incantation they should repeat the last major action they attempted:
“To the one the worlds sees as wise in enigmas I heed your aid, I have attempted this with my own wits and come up short. I do not need the answer but a nudge in the right direction.”
Effect
If the Mystery Walker hears the caster’s words and deems their effort true, the caster will receive a single phrase or sentence, this will not give them an answer but information leading the caster to the next piece in the puzzle they face.
A Greater Rite to beseech an expert in enigmas for help.
Cost
1 Blue Ribbon, 1 Green Ribbon, 1 White Ribbon
Action
The caster gathers a writing implement, at least four straight sticks and a piece of twine. The caster creates a circle with the twine and then constructs a square inside of it using the sticks. The caster places a polite invitation describing the puzzle or cypher they are facing, complimenting the Mystery Walker’s intelligence and formally requesting their aid.
Effect
The Mystery Walker will receive the caster’s invitation, and should the puzzle sound of interest, they will shortly arrive to speak to the caster and offer cryptic advice and hints. The Mystery Walker will require payment for their services. They do not enjoy being called for trivial matters.
The Chronicler recorded this Lore was added to the Archive by Adeliza Husewyfe Fontaigne.
Many claim that art cannot be made without sacrifice, it need not be your own sacrifice.
A wife's begging to spare her husband, the cruel pang of betrayal from one’s trusted friend; the sorrow of someone irrelevant, about something unimportant, to my beauty. These are a few of the cruel delights Elegant Bianca wrought and why she was torn down.
To embrace the idea that to be adorned in glory and beauty is far more important than empathy is not a inconsequential choice, it grants a strength that touches the spirit deeply with disgust for those weaker than oneself, and the ability to hurt them in new and interesting ways.
You gain knowledge of the following:
- Greater Rite: Craft Powered by the Caged Spirit
While you wear fine clothes, you have +1 HP.
You feel Sensation: Contempt 30 towards the source of any call you Resist.
As a Lesser Magic, you may Resist: Weakness.
As a Lesser Magic, you may strike for Sensation: Pain or Burn 20. If you are not wearing heavy armour, you may cast it at range by vocally expressing your contempt for the inglorious.
A Greater Rite to create a truly beautiful garment at the cost of the Spirit of another being.
Cost
2 Orange Ribbons, 2 Yellow Ribbons, 2 Bobbins of Golden Thread, 1 filled Spirit Gem, and 3 identical Bobbins of one of the following Crafting Materials: Abyssal Flint, Wychwood, Shadow Pelt, Requiem Hide, Thieves’ Bark, Mortis Steel, Shimmer Flax, or Cursed Lead.
If the caster is Wise in Weaving, they may reduce the cost by 1 Yellow Ribbon.
Action
The caster weaves their Bobbins around the spirit. They use it to shape an item of woven cloth such as a banner, scarf or cloak, they must then speak about the nature of the spirit bound into the woven clothing and they care not for its life before but only for its new purpose to make the wearer of this clothing beautiful.
Effect
A powerful magical piece of clothing is produced, its powers depends on the kind of Spirit sealed within the Spirit Gem and the material of the Bobbins used.
The Chronicler recorded this Lore was added to the Archive by Cambric.
When the winter descends upon Skotho, all things are put to the test. Bitter frosts and driving blizzards smother the land but even these cannot touch deep roots.
The Eternal Evergreen is one of the eldest of the Ancient Trees, sprouting in the closing days of the Age of Strife. Its roots go deep, deep into the frozen tundra and stretch so far that it is capable of sensing much.
An Awakened who has learned from the Eternal Evergreen is immovable and unfettered by cold or harm, growing back stronger from every wound, given time.
You gain knowledge of the following:
- Greater Rite: Sensing The Roots of the World
Spiritual Renewal: Survive or overcome physical hardship.
As a Lesser Magic, you may Resist: Impale with the vocals, “my bark is thick and my roots are strong”.
As a Lesser Magic, you may Resist: Sensation Cold or similar Sensations.
As a Lesser Magic, you may cast Heal 4 on yourself by planting your feet and not moving or speaking for 10 seconds.
A Greater Rite to touch the roots of the World.
Cost
1 Green Ribbons, 1 Yellow Ribbon
If the caster is Wise in Herbs or is a Creature of the Deep Woods, once a day they may reduce the cost by 1 Green Ribbon.
Action
The caster presses bare skin, such as a palm or foot, to the ground and stands in quiet contemplation. When ready, they call on their deep roots to sense others whose roots run deep. The caster finishes by either naming an Ancient Tree whose health and state they wish to sense or, if they do not name one, they will sense the closest one to where they stand.
Effect
The caster receives a brief vision, couched in the senses of a plant, that tells them the name of the Ancient Tree if they did not already know it, the general health of the Ancient Tree, the nature of its surroundings and a general sense of its direction and distance from the caster.
The Chronicler recorded this Lore was added to the Archive by Little Brother.
The making of jewellery is a delicate art, especially compared to the forging of a blade. A smith can learn to imbue many magics into such creations.
A wonderful combination of amulets can be forged from metal and stone and other magical materials besides. Many value the power of weapons and armour, but the protective power of such talismans cannot be underestimated.
With the knowledge of this Lore you gain insight into the protective magics of such creations.
You gain knowledge of the following:
- Greater Rite: Ward Those That Wear You
You feel that crafted items should be treated with great respect. If you are wearing jewellery, you gain +1 HP.
You may be Attuned to one additional item if it is a magical amulet, talisman, or piece of jewellery.
As a Lesser Magic, you may cast Ward: Curse at touch range.
A Greater Rite for the creation of a protective charm.
Cost
2 Metallic Ribbons, 1 Green Ribbon, 1 Crafting Metal, Stone, or Wood
Action
The caster works the materials to create a piece of jewellery, speaking of the protective qualities of their ingredient and who they wish to carry the item.
Effect
A piece of magical jewellery is created.
The properties of the item will depend on the materials that are used. Some materials are unsuitable and will not provide a benefit to the item that is created. The item will likely be imbued with an emotional connection to the crafter, felt by the wearer.
The Chronicler records this Lore was added to the Archive by Octavia Varthale Soubeyran and Pellegrino Soubeyran.
Some hunger for delicacies, others for trite companions, still others the acclaim of a banal and sycophantic crowd. For you it is Knowledge alone.
So has it ever been beneath the throne of Elvinath, that where great light blinds it also leaves dark shadows for their servants to hunt out inconvenient and heretical truths, leaving nothing behind.
This ancient lore begins your induction in the Logophages so that you may hunt more efficiently the secrets others would withhold from the Brilliant Midnight. The Logophages dwelled in the streets below the pyramid; they knew they would never rise to the highest tiers, but were content to devour freely in the shadows.
You gain knowledge of the following:
- Greater Rite: The Hunger Hatches Into New and Abominable Form
As a Lesser Magic, you may cast Consume Spirit at touch range with a 30 second chant, calling upon the power of the Devourer of all Knowledge.
As a Lesser Magic, you may cast Daze at range by calling upon the Blinding Midnight.
A Greater Rite allowing someone to shuck their mortal form and become a Logophage.
OOC requirement
This Rite requires the OOC consent of the target and any witnesses.
Cost
9 Black Ribbons, 2 Yellow Ribbons, 1 Green Ribbon, 1 White Ribbon, a living mortal
The target of this Rite must be a mortal.
Action
The caster seats the target across from the humanoid who is to be their sacrifice. The caster commands the target to find the secrets the other conceals, learn of them intimately then consume them till there is nothing left. The sacrifice is then bound by the caster as the target interrogates and asks questions, once the sacrifice is fully bound the target places their hands on either side of the targets head, touching them only if they have their OOC permission.
The sacrifice begins to have their memories, dreams, hopes and desires drawn from them in a painful and traumatic experience until nothing is left behind and they remember nothing, a few moments after this the sacrifice dies and the target begins their transformation into a Logophage.
Effect
The target loses their Lineage and becomes a Logophage.
A Logophage is a magical creature who is able to devour knowledge.
The paths of the Radiant Jinn and Mirror Heart will be forever closed to the target.
The Chronicler recorded this Lore was added to the Archive by Anon, Gobban, Gredge, Jaryk, and Journey.
Not all dragons are true and mighty beasts of scale and flame. They have at least one lesser cousin as well, one that is more pliable.
Many creatures of the world can be enticed into doing things for you if you just know how to ask. True Dragons are mighty creatures but the Dragonlings can be swayed by small and shiny objects.
To call a Dragonling, one must sometimes use honeyed magics to lure them to you as well as the occasional need to make them stay still long enough to hear your bidding.
You gain knowledge of the following:
- Greater Rite: Call a Scaled Messenger
As a Lesser Magic, you may strike for Entangle.
As a Lesser Magic, you may cast Enthral at range with the vocals, “I lure thee as I lure my scaled messengers”.
A Greater Rite to summon a Dragonling messenger.
Cost
2 Blue Ribbons
Action
The caster decorates a raised area, such as a table, with feathers, coins and trinkets to tempt a Dragonling messenger to visit.
Effect
A Dragonling messenger will arrive shortly to receive a message and who the recipient should be. The Dragonling will do its best to find the intended recipient and if they cannot be found it will find someone else it thinks is suitable to hear it. The message should be written down and the Dragonling will devour the writing and speak the message to the recipient.
The Chronicler recorded this Lore was added to the Archive by Menander Nearchus.
When you have danced with the Lord of Wine they may allow you to drink from their cup and truly become one of the revellers. But a choice is laid before each reveller: the path of the muse or the path of the celebrant.
Arthoa is a genial being, but this compact to act as their celebrant or muse binds the caster under their auspices. They are neither Sovereign nor tyrant, but supping of their wine will bind you to them as tightly as any knightly oath.
The boons of this sacrament come entwined with the knowledge to heal and nurture, whilst also empowering the Awakened with bursts of inspiration.
You gain knowledge of the following:
- Greater Rite: Blessing of the Lord of Wine
- Greater Rite: Celebration of the Lord of Wine
Spiritual Renewal: Either inspire and aid another with the creation of art or song; or dance, party and drink, daring the world to strike you down.
When you complete a Spiritual Renewal, you may use one Greater Magic of your choice without spending Spirit. This must be done within 60 seconds of the Spiritual Renewal.
As a Lesser Magic, you can cast Heal 3 at touch range by calling on the, “power of the vine”, for 10 seconds.
A Greater Rite to take your place as a Muse of Arthoa.
Cost
4 Metallic Ribbons, 4 Orange Ribbons, 2 Red Ribbons, Wine given freely by Arthoa
Action
The caster takes the wine from Arthoa and pours it into a cup. They raise the cup high and say, “I toast the Lord of Wine, whose eternal revel I shall join. Make merry upon this day, as the festival grows by one more spirit!”.
They stand before others and say, “behold me and admire me, for I shall be the madness of artists and creators, fleeting and mercurial. Among the dance I shall be a wondrous vision, and inspiration to the revel, but never for myself. I drink and become a Muse!”. They drink the wine pledging to give their creativity to others and never again feel it themselves in the shaping of art or craft.
Effect
The caster loses their Lineage and becomes a Muse, one who grants inspiration to others and keeps none of their own. They will be forever unable to create art of their own or craft items.
A Greater Rite to take your place as a Celebrant of Arthoa.
Cost
6 Red Ribbons, 4 Metallic Ribbons, Wine given freely by Arthoa
If the caster is a Tulani, they may reduce the cost by 1 Red Ribbon.
Action
The caster takes the wine from Arthoa and pours it into a cup. They raise the cup high and say, “I toast the Lord of Wine, whose eternal revel I shall join. Make merry upon this day, as the festival grows by one more spirit!”.
They dance merrily in a circle and declare, “the dance shall never end! The drink shall flow forever! And I will never leave the revel, but celebrate forever!”. Then they must cheer loudly and drink the wine.
Effect
The caster loses their Lineage and becomes a Celebrant Tulani, one who revels without end.
The Chronicler recorded this Lore was added to the Archive by Midori Rosco.
A surgeon is more than just a butcher with a knife, a surgeon requires precision and skill.
The distilled knowledge of a dozen treatises on anatomy, pharmacy, chirurgy and physicking. This Lore cannot give you a surgeon’s steady hands, nor the muscle memory of a battlefield physick, but by applying this knowledge many lives can be saved.
Turning magic to the aid of healing arts means that new wonders are possible. Diseases are shaken off in a matter of minutes and cuts and breaks mend at pace. Honing your mind like a scalpel you become the agent of such wonders.
You gain knowledge of the following:
- Lesser Rite: The Physick Learns of Maladies
You may call Reveal: Scourge at touch range on someone after studying them for a few seconds.
As a Lesser Magic, you may cast Cleanse: Scourge and Heal 1 at touch range by chanting, “with knowledge of the healing sages I stay the end”, for 10 seconds. While chanting, the target will not die if the spell would successfully stop them from dying.
As a Lesser Magic, you may cast Heal 4 at touch range by infusing common herbs and bandages with the magical knowledge of healing for at least 10 seconds.
A Lesser Rite that aids in curing maladies.
Cost
1 Orange Ribbon, 1 Yellow Ribbon
Action
The caster lays out the instruments of a surgeon with care and examines their patient. They Gaze With the Third Eye upon the patient and describe the symptoms of the malady they wish to cure.
Effect
The target creature can show any pages from their Tome that are listed as a Lingering Malady to the caster. The caster may read any special sections marked with the name of this Rite.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Others will always hunger for your secrets and power; guard against their prying eyes.
As when clouds are drawn across the moon, to conceal is this Lore’s boon. Knowing the magic of this art, a veil to conceal magic can you impart. protecting that which dwells within for a time, through your magic and a simple rhyme. Learn now this most simple spell, for more complex arts we yet foretell.
Nessian runes will protect your heart, should you choose to master this art.
You gain knowledge of the following:
- Lesser Rite: Arcane Veil
If you draw runes upon your skin, or have them marked on your clothing or armour, then you gain +1 HP.
As a Lesser Magic, you may cast Silence at range by calling on the runic arts of veiling. If you are wearing no armour, all Silence effects you generate last 10 seconds longer.
A Lesser Rite to conceal one’s magic.
Cost
1 Purple Ribbon
Action
The caster places fabric over the target’s head and speaks the incantation whilst drawing an arcane sigil above their head, “by woven threads I conceal from mine foes, that which before third eye flows, let spell, enchantment and mystic to seem mundane, and by this spell conceal the arcane”.
Effect
The target becomes Enchanted and ties a Purple Ribbons to themselves. The Enchanted target responds “no” to all Reveal effects. The Enchantment lasts until the next sunrise or sunset, whichever comes first.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
With utmost care the spirit sage may look with their third eye upon that most intimate place; the Spirit of another being.
This is no skill of brutish strength or force of will. The spirit must be tended with a certain gentleness and patience. Those who are too impulsive or violent will be drawn along a dangerous path so beware to always invite and never take.
The eye of the spirit sage gives insight into the strengths and weaknesses of many things. Once you know a creature’s power, you can prepare to meet it. Your eyes also give warning against those who have wounded a spirit.
You gain knowledge of the following:
- Lesser Rite: A Glance of Spirit
- Lesser Rite: Gaze on the Spirit
- Greater Rite: A Violent Gaze of Spirit
As a Lesser Magic, you may cast Ward: Curse, Ward: Weakness, or Ward: Daze at touch range by using words of encouragement to bolster the spirit. You may also cast this Warding against an effect mentioned in a Page of the last Tome you Glanced or Gazed upon.
As a Lesser Magic, you may call Reveal: Scar of the Profane at range with the vocals, “the eye of the spirit sage will know that profane mark”.
A Lesser Rite to read a single page of a Tome.
Cost
1 Orange Ribbon
Action
The caster sits facing the target. Any assistants sit facing the target, forming a circle around them if there are enough of them. All participants meditate, contemplating the pages within their own Tome, and the target thinks deeply of the page they are going to share.
The caster questions the target, “do you willingly share this page, a piece of your very spirit, for us to read with a glance?”. The target replies, “I share this page, that is a part of me, and I do so with a willing spirit”. The target names the page they are going to share.
The caster and their companions Glance With the Third Eye upon the target.
Effect
The caster and their companions may read a page from the target creature’s Tome. The target must be willing and the target chooses which page to share. The target can end the effect immediately and take their Tome back at any time.
The target’s Tome is immediately returned to them if the caster is reduced to 0 HP or they move away from the target.
A Lesser Rite to read the entirety of a Tome.
Cost
2 Orange Ribbons, 1 White Ribbon
Action
The caster sits facing the target. Any assistants sit facing the target, forming a circle around them if there are enough of them. All participants meditate, contemplating the pages within their own Tome, and the target thinks deeply of their Tome.
The caster questions the target, “do you willingly share this Tome, the entirety of your spirit, laid bare for us to read as we gaze?”. The target replies, “I share this Tome, that is the very essence of me, and I do so willingly”. The target describes the essential nature of their Spirit, preparing the caster for what they are about to read.
The caster and their companions Gaze With the Third Eye upon the target.
Effect
The caster and their companions may read any pages from the target creature’s Tome. The target must be willing. The target can end the effect immediately and take their Tome back at any time.
The target’s Tome is immediately returned to them if the caster is reduced to 0 HP or they move away from the target.
A Greater Rite to view the entirety of a Tome, even if the target is unwilling. This act of violence against the Spirit can be damaging.
Cost
2 Orange Ribbons, 1 Black Ribbon, 1 White Ribbon
The target must be on 0 HP or be bound with chains or rope.
Action
The caster stands before the target who is seated or prone before them. Any assistants stand facing the target, forming a circle around them if there are enough of them.
The caster speaks to the target, “I will gaze upon your spirit. Your very essence. I will tear open the pages if needs be. I will rip from you your inner self and look upon the words that are your truth. Helpless before me, your spirit is a thing that I can take”.
The caster and their companions Gaze With the Third Eye upon the target.
Effect
The caster and their companions may read any pages from the target creature’s Tome. While their Tome is being read, the target creature is Dying.
The target’s Tome is immediately returned to them if the caster is reduced to 0 HP or they move away from the target.
The violence of this spell can damage the target’s Tome but the caster has no control over potential damage.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The sleeping mind opens wide, and the flame of inspiration pours through its gates. Arthoa created the Muses and Celebrants but they didn’t create inspiration and creativity.
Callisto, Muse of Arthoa, collected the wild tales of the endless revel and sought to turn them into more than stories. She ventured to Lironon and found lurid dreams. She stoked them to flame in the mind, and in the flame she found beauty and transformation.
Do not allow others to dream quietly, but take their wild, wondrous imaginations forth into the world. Bid them grab their tools and drag those ephemeral marvels into the light.
You gain knowledge of the following:
- Greater Rite: The Crucible Dream
Spiritual Renewal: Inspire someone with grandiose plans or wild new ideas.
Once per minute when you are Enthralled, you Heal 1.
As a Lesser Magic, you may cast Burn at range by calling on the fires of inspiration.
As a Lesser Magic, you may cast Enthral at range by calling upon visions of beautiful creations.
A Greater Rite to transform a being of inspiration into a wildfire of wonder.
Cost
7 Orange Ribbons, 6 Purple Ribbons, 1 Metallic Ribbon, 1 Green Ribbon, 1 Viper Saffron, the willing aid of one who responds positively to Reveal: Dream.
If the caster is Wise in Dreams, they may reduce the cost by 1 Purple Ribbon.
The target of this rite must be a Muse.
Action
The caster takes soap and water and makes a lather, and washes the hands of the target, saying, “let the hands of the artist be clean, that they may be true to their vision”. The caster or an assistant Wise in Herbs takes the Viper Saffron and grinds it into a powder with the Orange Ribbons and places it over a fire. The target must inhale the smoke of the burning herb as the caster chants of lurid dreams and wondrous creations, and of the inspiration that pours into the sleeping mind, until the target falls asleep. The Dream or their mortal vessel must then whisper the nature of their being into the target and anoint them with the Purple Ribbons.
Effect
The target will be transformed into a Font of Inspiration, one who can inspire artists and crafters with the gathered dreams of others to empower their works.
The Dream may choose to lay a single compulsion upon the Font, which will thereafter be a part of their nature.
The Chronicler records that this Lore was added to the Archive by Fiore Conti.
When the dead rise at the behest of the cold winds the living must march to war and bring the flame and the sword till the legions of dead are laid low.
Few are the times that such magics have been called upon to aid the living. Not since the Great Rising in the time before cities has its casting been attempted. Now these magics untouched for millennia have been remembered by Undertow for the cleansing of Soldia.
This Lore will bring the cleansing fire to render the tireless dead as naught but ash and dust.
You gain knowledge of the following:
- Lesser Rite: Pyre for the Fallen
- Greater Rite: A Battle is a Funeral
Spiritual Renewal: Recite a brief eulogy for an undead creature you have just destroyed or are about to destroy.
As a Lesser Magic, you may strike for Burn.
As a Greater Magic, you may cast Mass Burn Undead by swinging your weapon broadly.
A Lesser Rite to burn to ashes a fallen army.
Cost
3 Orange Ribbons, 1 White Ribbon
Action
The caster and their assistants form a funeral procession and solemnly cast salt over a large collection of corpses (whether piled in a mass grave or scattered on a battlefield). When all the corpses have been sanctified, the caster says funeral rites for the deceased and touches fire to one of the bodies.
Effect
The salt bursts into flames and rapidly consumes the bodies. The corpses swiftly disappear, burning into ash. Any spectral beings tied to the corpses pass on.
A Greater Rite to bring final rest to many of those who linger.
Cost
15 Orange Ribbons, 4 Green Ribbons, 2 Black Ribbons
Optional: Additional Orange Ribbons
This Rite may not be performed by an undead being.
Action
The caster stands in a circle of their companions. They light a fire and begin a funeral for the many undead that shall be slain before they are done. They call to their companions, “who will help me lay the dead to rest?” and hold their weapon aloft. As their companions declare that they will aid the caster they touch their weapon to the fire. When the last is done the caster touches their blades to the fire and declares, “I call upon the flame of the final end and will not sheathe my blade till my work is done”.
Effect
All undead within 10 miles become cursed with the Flame of Final End Spiritual Wound until the next dawn. The spiritual wound prevents all but the most powerful undead from rising again once slain. Ghosts’ Spiritual Anchors crack and break and animating energies cannot raise new dead rising within the area of effect for an hour.
All weapons used in the Rite become Enchanted and each participant ties an Orange Ribbon to their weapon. The Enchantment lasts until the next hour. Whilst Enchanted, as a Lesser Magic, the bearers may strike for Burn.
Additional Orange Ribbons
The caster may spend 1 Orange Ribbon per target to be Enchanted beyond the first fifteen.
The Chronicler records that this Lore was added to the Archive by Undertow.
Some wonder what purpose could be behind inflicting such suffering upon another mortal. Others see endless possibilities for revenge and sadism. In the mind of the Vulture, this was simply the ultimate spectator sport.
At the feast of the Hundred Princes, first introduced the Worm that Makes its Home in Warm Flesh. It amused them, for there were few horrors that their jaded guests would find more repugnant than such an invasion of their bodies.
Learning to embed such parasites in the flesh and blood of another drives a knowledge and learning of how to alter one's own flesh. Both to heal and protect against paralysing magics.
You gain knowledge of the following:
- Greater Rite: Worm Makes Home in Warm Flesh
As a Lesser Magic, you may cast Heal 2 on yourself whilst Scourged by revelling in your poisoned flesh for 10 seconds.
As a Greater Magic, you may Resist: Paralyse.
A Greater Rite to infect a being with a Writhing Parasite.
OOC requirement
This Rite requires the OOC consent of the target and any witnesses.
Cost
2 Red Ribbons, 1 Black Ribbon, 1 Yellow Ribbon
This Rite may only target a being made of flesh and blood else the symbiote will be unable to survive within them.
Action
The caster takes vials of vinegar and wine and mixes them with flesh cut from a pig and strange herbs. They infuse the concoction with the Red power, shaking it till the flesh is granted new life and the worm is birthed. It will not survive long, however, so the caster must place the vial against the skin of the target and utilising Yellow power and small piece of gold to lure forth the worm before empowering it with black to drive it to burrow into the flesh of the target.
Effect
The target is infected with a Writhing Parasite.
The Chronicler recorded this Lore was added to the Archive by Eadric.
Walk a mile in someone’s shoes and you will know them better, but take apart the clothes that walked with them for many miles you learn much more.
One element of the Weaving of Impossible things that the Elganti learned of was not just how to create beautiful and dazzling articles of clothing but to unpick someone’s history from the clothes they wore. This in turn would be used as a means to control the people of Aligona.
This branching path of the Weaving of Impossible things teaches instead of how to awe and amaze, how to bind someone with the threads of their own destiny and fears.
You gain knowledge of the following:
- Greater Rite: The Weave Remembers
As a Lesser Magic, you may Resist: Entangle by declaring, “I unbind the weave”. If you do so, you regain 1 HP.
As a Lesser Magic, you may cast Entangle at range by calling upon the twisting of woven strands.
A Greater Rite to learn of a piece of clothing’s one time owner.
Cost
1 Yellow Ribbon, 1 Bobbin of Golden Thread
Action
The caster passes a needle through a piece of clothing with Golden Thread. They then Gaze on the Golden Thread that was passed through the clothing. As they do so they must chant of the weave and twisting of a person's history, comparing it to a tapestry in which a person's life might be read.
Effect
The caster learns the name of the person who wore these clothes for the longest and a place that they visited wearing these clothes. This information may be in the form of feelings, glimpses of insight or even short visions.
The Chronicler recorded this Lore was added to the Archive by Cambric.
The genius artist sees the wonder that lies within, the image that will emerge when all else is cut away.
Over time the many roads of Nessus became host to numerous effigies and idols to a vast array of cults, creeds and traditions. In time the Road Warden, recognising their value to the safety of travellers, made it a crime for any but the owner to disturb them.
You gain insight into what beauty might emerge from unshaped material and may cut away impurity and imperfection.
You gain knowledge of the following:
- Greater Rite: The Carpenter’s Whittled Effigy
- Greater Rite: A Mason’s Graven Idol
Once per minute, when you are affected by a Sensation such as Sensation: Inspiration or Sensation: Creativity, you Heal 1.
As a Lesser Magic, you may strike for Cleanse: Scourge. This would deal 1 damage as normal.
As a Lesser Magic, you may Resist: Daze with the vocals, “by the purity of my vision”.
A Greater Rite to whittle an animal from wood that will enhance and protect.
Cost
3 Green Ribbons, 1 Red Ribbon, 1 Metallic Ribbon, 1 Crafting Wood
Optional: 1 additional Crafting Wood
If the caster is Wise in Herbs, once per day they may reduce the cost by 1 Green Ribbon.
Action
The caster whittles a figurine or depiction of an animal from wood. The caster lays down a gift of food for the effigy and strokes it, beseeching the animal to aid those who do similarly in the future.
Effect
A Whittled Effigy is created, an item that can be set down to enhance abilities or grant boons of healing and protection. The properties of the item will depend on the materials that are used.
A Greater Rite to carve an idol from stone that will empower people nearby.
Cost
3 White Ribbons, 1 Metallic Ribbon, 1 Crafting Stone
Optional: 1 additional Crafting Stone
If the caster is Wise in Stone, once per day they may reduce the cost by 1 White Ribbon.
Action
The caster carves or decorates a stone figurine, tablet or small idol. They bow or kneel before the idol and speak of its significance. They imbue it with power and request that it will gift its power to those who perform a specified act. This could be bowing, saying a particular phrase etc.
Effect
A Graven Idol is created, an item that can be set down to grant boons of power to those who beseech the idol’s power in the way specified in the Rite. The properties of the item will depend on the materials that are used.
The Chronicler recorded this Lore was added to the Archive by Fiore Corti.
So you have heard the song? And now you have more questions. Where does the music come from? Why does it call?
Who dwells in heavenly places? What magic do they command? What secrets might they tell? This knowledge will reveal much, but perhaps bring more questions than are answered.
To gaze upon the stars is to glimpse at destiny and greatness and follow that otherworldly song. Seek those who have heard and show them what lies above and grant them a measure of protection.
You gain knowledge of the following:
- Greater Rite: A Place in the Stars
As a Lesser Magic, you may cast Ward: Silence, Ward: Daze or Ward: Curse at touch range on a target who has Heard the Song of the stars.
As a Lesser Magic, you may cast Heal 3 at touch range by remembering a vision of a constellation for at least 10 seconds and drawing inspiration from it.
As a Greater Magic, you may call Mass Reveal: Heard the Song with the vocals, “show me who has heard the heavenly melody”.
A Greater Rite to learn of the stars.
Cost
1 Yellow Ribbon
The caster must have Heard the Song.
Action
Under the night sky the caster and their companions recreate the song with instruments or voices. They speak the name of a constellation and Gaze With the Third Eye towards the stars.
Effect
The caster and all participants experience a vision from the stars. Anyone who has not Heard the Song does not experience the vision.
The Chronicler records this Lore was added to the Archive by Cosmos the Mad.
One who turns away from a dark way can find a new gentler wisdom, and their own kind of determination to do right.
The way to the Immortal Road can be terrible, and some may come to regret. It is not too late for one who wrongs and repents. You may lead them to the other road whose name is redemption.
With these gentle hands you can tend both spirit and flesh and your knowledge of terrible things helps keep you safe as you work.
You gain knowledge of the following:
- Greater Rite: Mark of the Curse Breaker
- Greater Rite: Spirit Mend
- Greater Rite: Turn to the Other Road Whose Name is Redemption
You may not take this Lore if you have a Scar of the Profane.
As a Lesser Magic, you may cast Cleanse: Curse and Heal 3 at touch range by chanting, “I mend your spirit and your wounds”, for at least 10 seconds.
As a Lesser Magic, you may Resist: Curse or Resist: Scourge.
By examining a non-Awakened humanoid and Gazing With the Third Eye, you can learn if there is a Sensation effect that has significantly altered their Spirit. As a Greater Magic, you may restore their normal personality by continuing to examine them and speaking softly, “the spirit tender restores you”.
A Greater Rite to mark the hands of a spirit sage to help break spiritual wounds.
Cost
7 White Ribbons, 5 Orange Ribbons, 2 Red Ribbons, 1 Bottled Ink of Determination
The target must have skin.
Action
The caster examines the target’s hands, particularly the palms, ensuring they are suitable and ready to receive their marks. The target speaks of their experience with curses, perhaps spiritual wounds done to themselves or others. The target speaks of the determination that is required to defy these wounds and as they do the caster tattoos the target’s palms using the ink.
Effect
The target gains the Marks of the Curse Breaker, a magical tattoo which will empower the bearer’s ability to remove spiritual wounds.
A Greater Rite to mend a wounded Page within a spirit.
Cost
1 Orange Ribbon
The caster must be able to read the target page they wish to heal.
Action
The caster carefully examines the damage done to a Page in a Tome. They tenderly touch the page and imagine what it will be like once fully healed. Finally they shed a tear upon the Page and speak, “by these gentle hands let this Spirit be mended”.
Effect
The target Page will be mended of any minor damages done to it.
This will not restore a Page that has been torn out of a Tome nor will it reverse a Page that has been transformed.
A Greater Rite to help another turn away from the Immortal Road and remove their Scar of the Profane.
Cost
1 Orange Ribbon for every mark on the target’s Scar of the Profane Page.
The target must have a sincere desire to repent for the crimes they have committed and the Spirits they have wounded.
Action
The penitent one kneels before the caster with palms facing upwards. They confess the crimes they have committed and describe the ways in which they wounded Spirits.
The caster scrutinises their confession and their sincerity and asks why they wish to turn to a different road.
The penitent one must convince the caster of their sincerity and begs the caster to help them be absolved.
If the caster is convinced, they will take the penitent one’s hands gently and, looking kindly into the target’s eyes, burn away the crimes with the orange wind. They help the penitent one to rise and promise to help guide them in their new path.
If the caster is not fully convinced, they do not spend the ribbons and instead shun the target or set them a quest or penance.
Effect
The target’s Scar of the Profane is healed.
The Chronicler recorded this Lore was added to the Archive by Sight.
Those who deal with Ghosts and spirits require tools that warriors do not and the materials used can be as strange as the spirits themselves.
With the essence of a departed ghost, harvested by one skilled in dealing with such beings, you can craft uncanny accoutrements.
With hands stained with otherworldly materials, the ghostly artisan may cloak their allies in invisible protections and gain some of the ethereal qualities of those ghostly beings.
You gain knowledge of the following:
- Lesser Rite: Forge a Chain That Ghosts Will Heed
- Lesser Rite: Honing a Blade Fit For Wraiths
- Lesser Rite: Weave a Shroud of the Spectral Orator
As a Lesser Magic, you may Resist: Entangle.
You know the substance of what you craft with. As a Lesser Magic, you may call, “ghostly being show thyself. Reveal: Ghost”, at range.
As a Greater Magic, you may Resist: Impale.
As a Greater Magic, you may cast Ward: Curse or Ward: Paralyse at touch range with the vocals, “ghostly hands ward against a ghostly touch”.
A Lesser Rite to forge chains that can hold a ghost.
Cost
6 Green Ribbons, 4 Metallic Ribbons, 1 Blue Ribbon, 1 Orange Ribbon, 1 Ingot of Adamant, a Vial of Ectoplasm
The caster or an assistant must be Wise in Ghosts.
The caster or an assistant must be Wise in Smithing.
Action
The caster and their assistants work together to forge a chain from adamant and ectoplasm.
Effect
A set of Phantom Shackles are created, chains that can be used to bind and imprison Ghosts.
A Lesser Rite to forge a sword that will wound as a wraith can.
Cost
7 Metallic Ribbons, 3 Black Ribbons, 1 Green Ribbon, 1 Ingot of Mortis Steel, 1 Vial of Ectoplasm, 1 Barrow Bloom
The caster or an assistant must be Wise in Death.
The caster or an assistant must be Wise in Ghosts.
The caster or an assistant must be Wise in Smithing.
Action
The caster and their assistants work together to forge a bladed weapon from mortis steel and ectoplasm. The one Wise in Death mixes the Barrow Bloom with acid and uses it to etch the blade.
Effect
A Wraith Blade is created, a weapon that can inflict cursed wounds and kill as Wraiths can.
A Lesser Rite to weave the garb for one who speaks with the restless dead.
Cost
5 Metallic Ribbons, 1 Blue Ribbon, 1 Green Ribbon, 1 Orange Ribbon, 1 Bobbin of Golden Thread, 1 Bobbin of Ectoplasmic Thread, 1 Shimmer Flax
The caster or an assistant must be Wise in Ghosts.
The caster or an assistant must be Wise in Weaving.
Action
The caster and their assistants work together to weave a garment from Shimmer Flax and Ectoplasm.
Effect
A Shroud of the Spectral Orator is created, a cloth garment that will empower and protect one who deals with spectral creatures.
The Chronicler recorded this Lore was added to the Archive by Ezra, Gobban, Mercy, and Sight.
Forge magical armour for a comrade in arms.
Those who do not fight on the front lines may still send their presence there and may stand beside their friends in spirit with a gift of masterwork armour. Using magical metal from the deep places, a wondrous shield or suit of armour can be made.
Knowledge of how good a defence can become compels people to make it so.
You gain knowledge of the following:
- Greater Rite: Forge Armour of the Deep Metals
You want to try and ensure people are well prepared for battle.
Once per hour, you may reduce the cost of a Rite to Enchant a shield or armour by 1 Ribbon.
As a Lesser Magic, you may cast Ward: Impale at touch range.
As a Lesser Magic, you may cast Heal 3 at touch range on someone who is wearing armour by spending at least 10 seconds inspecting and ensuring their armour is in good condition.
A Greater Rite to forge a shield or armour from magical metal.
Cost
2 Metallic Ribbons, 1 Orange Ribbon, one of an Ingot of Adamant, Mortis Steel, or Cursed Lead
Optional: Another Crafting Ingredient
Action
The caster heats metal with fire. They use it to forge armour or craft a shield, including magical ingredients in the creation process.
Effect
A magical shield or suit of armour is created. The properties of the item will depend on the materials that are used. Some materials are unsuitable and will not provide a benefit to the item that is created.
The Chronicler records that this Lore was added to the Archive by Ezra.
You have found the hoard of a dragon and wish to send it precious gifts and tribute.
Dragons can be distracted and placated by treasures, obviously disposing of the creature might be ideal but when under threat sometimes discretion is the better part of valour. For others they seek to curry favour with the creatures instead hoping for blessings and morsels of power to be passed down to them.
It is true though that offering gold to them brings some protections from Dragons, you will be rewarded for your obeisance and grovelling nature.
You gain knowledge of the following:
- Greater Rite: Another Golden Treasure Sent in Supplication
Spiritual Renewal: Grovelling or offering supplication before a Dragon or monstrous creature.
As a Lesser Magic, you may be granted one of Ward: Burn, Ward: Daze, or Ward: Enthral with the vocals, “I am your hand who brings you fine things, protect me in my hour of need oh scaled tyrant”.
As a Lesser Magic, you may strike for Weakness or Entangle if you grovel or put on a show of pretend frailty to an enemy.
A Greater Rite that allows for an item to be sent to a Dragon's Hoard.
Cost
1 Blue Ribbon, 1 Yellow Ribbon
Action
The caster places a depiction of a Dragon such as a statue, drawing or painting before them. They must bow and grovel, not lifting their head higher than the depiction of the Dragon. With eyes fixed on the dirt they hold the item they are sending up and say “another golden treasure sent in supplication!” and then name the Dragon's Hoard the items are being sent to.
Effect
The caster feels claws and scales rub across their uplifted hands and the item (provided it is portable) disappears and will reappear at the described hoard in the next hour or so. The Dragon who owns the hoard will learn shortly that the item has arrived in their hoard and from whose hand it is sent.
Extremely large items may be impossible to send in this way.
The Chronicler recorded this Lore was added to the Archive by Clinker and Glint.
To gild a rotting flower only grants the appearance of continued beauty.
The sycophants and courtiers of begged and pleaded with the mighty prince for ways to extend their life. In their cruelty, their lord and master gave them one.
Through these magics even as their innards sicken and putrefy they learn to maintain their external facade to perfection.
You gain knowledge of the following:
- Greater Rite: Blessing of Prince’s Arum
As a Lesser Magic, you may cast Scourge and Heal 4 at touch range by chanting about the “gilding of rotting flowers” for at least 10 seconds. Both of these must be cast on the same target.
As a Greater Magic, when an enemy strikes you, you may cast Daze at range by calling upon your rotting heart. If you are scourged when this happens you may cast Daze 20.
A Greater Rite to turn yourself into a Corpse Flower Courtier.
Cost
5 Black Ribbons, 1 Metallic Ribbon, 1 White Ribbon, 1 Yellow Ribbon
Action
The caster creates a circle of salt and candles which they sit within. They scatter flakes of gold over the circle and place a weathered and broken statuette depicting a form the caster finds pleasing on one side of the circle. The caster then lays out a mess of rotting entrails on the opposite side, not washing their hands of the rot and filth for the remainder of the rite.
The caster then kneels looking upwards and pleading for power and long life, no matter the sacrifice to their inner self, let them stave off age and weariness for a time. The caster ends by dipping their hands into a small bowl of vinegar and drawing a symbol in the vinegar somewhere on their skin.
Effect
The caster becomes a Corpse Flower Courtier. A creature of skin stretched over a living and ailing rot within, that maintains its outward health in return for inner corruption. The mark drawn upon them becomes cracked and black, the only sign of the bargain they have made.
The Chronicler recorded this Lore was added to the Archive by Anon, Anon, Anon, Anon, and Anon.
The first child, born with the will to rule, the second inherits the sword.
The third child yearns to uphold the law, the fourth scion guards the lord.
For the fifth the hands of a craftsman await, for the sixth one of coin and trade. For your seventh child, give unto the world, no place among kin shall be made.
The settled life is not for everyone, not everyone can resist the lure of the horizon and new vistas. These are those people who have been given to the world. One such was Aryn who, a seventh child, walked all roads bar the dark and Immortal Road. Now you walk down new roads that they have never seen and wonder what you might find.
Strange wanderers who arrive in town braving the trials of the world are surely protected from harm and many carry the maps of their travels not on mere parchment or vellum but in their very hearts and minds.
You gain knowledge of the following:
- Lesser Rite: The Visionary’s Map
- Greater Rite: Rest Not Your Head
Spiritual Renewal: Arrive at a destination or find a new landmark.
If you are laden down with pack, cloak, and accoutrements of a traveller, the road knows you as one of its own and you gain +2 HP.
As a Lesser Magic, you may strike for Fling by declaring, “I drive you beyond the horizon”.
As a Greater Magic, you may cast Mass Fling with the same declaration.
A Lesser Rite to call forth your memories to map the way.
Cost
1 White Ribbon, 1 Yellow Ribbon
Action
The caster takes a blank piece of paper and traces lines with their finger. They Gaze upon it with their Third Eye and contemplate the strange wonders that might be seen.
Effect
The caster becomes Enchanted and ties a White Ribbon to themselves. This Enchantment lasts for the next hour. During this time, their memories of places they have seen count as maps of those places for any Rites, Lore, or Titled Pages that require maps as a component. If a requirement is to destroy a map, then the caster will cease to remember the location in sufficient detail to make use of their memories for this ability again.
A Greater Rite to mark yourself or another as having no home.
Cost
1 Black Ribbon, 1 Blue Ribbon, 1 Orange Ribbon
If the caster is Wise in Journeys, they may reduce the cost by 1 Blue Ribbon.
Action
The caster opens their Tome and holds it out in front of them, declaring: “I give myself to the world, I will know no hearth nor home, only long miles and roads to roam, I call on the spirits of the road, strike out their name and lighten my load.”
Effect
The name of the caster’s Home will be stricken from their Tome in all places. Never again will they be able to receive the blessings of Hearth and Home, instead they will become a World Walker.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
This Lore is Mighty. If you have this Lore you have no other.
Why are we here? Where does this end? Can we even change it? These are the questions asked by Awakened of every age from Spawning to the present.
It was a question that was only answered by the Order of the Witness of Nessus in the Age of Civilisation, and the answer to it rent them apart into shadow wars with one another.
Having seen the Truth, are you bound to share it? What burden must you carry, and can it ever be shared? You have seen a glimpse and thirst to learn and speak the truth.
You gain knowledge of the following:
- Grand Rite: The Grand Rite of Gnosis Solem
Spiritual Renewal: Gain new significant knowledge.
Spiritual Renewal: Meditate upon the true nature of one of colours of magic, hold aloft a physical trapping of that colour and speak its secret name. You may only do this if you have already done this while trying to pass through an Arynian Gateway to reach the Primal Lands. You may activate this Spiritual Renewal once in addition to another Spiritual Renewal.
You are Immune to Silence, for none shall still your voice.
As a Lesser Magic, you may cast All Within the Sound of my Voice, Silence 30.
As a Greater Magic, you may cast All Within the Sound of my Voice Daze 30 by using the vocals, “I grant you revelation”.
A Grand Rite to Know the Destiny of Solem.
Cost
20 White Ribbons, 10 Yellow Ribbons, 1 Black Ribbon, 1 Blue Ribbons, 1 Green Ribbon, 1 Metallic Ribbon, 1 Orange Ribbon, 1 Purple Ribbon, 1 Red Ribbon, a Page from the Library of Scroll.
Action
At least 18 Awakened, who have all Heard the Song, must form a circle around the caster, who themselves stands within a circle containing physical trappings of each colour of magic. The caster calls on the power they have gathered in this place for they are knowledge seekers and they will crack the world to see to its heart and destiny. The participants join hands and begin to chant “Gnosis Solem” in unison. The caster speaks of each trapping they have in the circle infusing each with its correct colour of magic and giving them to the winds of magic in sacrifice for the knowledge they will gain.
As each colour is spoken of, an assistant must demonstrate some other aspect or understanding of that colour. The participants one by one in clockwise order release their companions' hands, raising them to the sky above and chanting: “Gnosis Solem, we have heard the song. Gnosis Solem, we have felt the thrum of magic and seen its wonders. Gnosis Solem, we open our eyes and spirits to the truth.”
When all participants have their hands raised to the sky the caster calls all the power and casts it starward, earthward and inward. All Gaze With the Third Eye and prepare to enter a transcendent state.
Effect
The caster and all participants experience a transcendent vision in which they gain a true understanding of the world and its nature. They learn foundational truths of Solem and what this means for the future.
The Chronicler recorded this Lore was added to the Archive by Nest.
It is by a Grave Warden’s will that the dead remain at peace.
For many turnings of the world the cold wind has stirred the dead to action. For many it thus became a necessity to learn how to ward their loved ones who had passed on, so their remains did not become turned to new purpose. Many are the Awakened of old who have trod this path; from slayers of the dead to mortuary priests of Nepthys.
As one expands their knowledge of spirits and the dead they escape the dead’s sway and gain some in return.
You gain knowledge of the following:
- Lesser Rite: Return to Ash and Dust
- Greater Rite: The Grave Warden’s Marker
When you Resist: Weakness or Resist: Paralyse, you may regain 2 HP.
As a Lesser Magic, you may Resist: Weakness.
As a Greater Magic, you may Resist: Paralyse.
As a Greater Magic, you may cast Mass Fling by calling, “I am the warden of this place”.
A Lesser Rite for returning a corpse to nature.
Cost
1 Orange Ribbon
Action
The caster walks around a corpse casting salt over it whilst calling on fire to purify and break apart the corpse and to return it to dust.
Effect
The target corpse swiftly disappears, burning into ash and any spectral being tied to the corpse passes on.
A Greater Rite for guarding an area against the risen dead.
Cost
1 Green Ribbon, 1 Orange Ribbon, 1 White Ribbon
Optional: 1 Purple Ribbon, 1-3 additional White Ribbons
Action
The caster must raise a cairn, grave stone, or other suitable static burial marker and conduct a funeral for at least one body. Once raised they must clean and prepare it in the manner of their culture. Any corpses being buried must be cleaned and laid in state respectfully and then the caster gives a eulogy for the people that are buried and wishes them peace in death.
Effect
A Grave Warden’s Marker is created.
It lasts until the next dawn and prevents weaker undead creatures from approaching, prevents bodies buried in a nearby radius from being animated and weakens spectral creatures already tied to the location. The effect ends if the Grave Marker is destroyed.
Additional Purple Ribbon
The source of this effect is concealed from undead creatures making it hard for them to locate it.
Additional White Ribbons
Ribbons spent will increase the duration of the effect…
The effect lasts several days
The effect lasts many years
The effect lasts forever.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
It is a grim and final act to impose the immutable laws of life and death on another being.
It matters not what the law is. The content of the laws are the Order’s to choose, but the Law must be followed. To be of the Tower of Law is to know that its enemies must die, and its lawbreakers must, at times, suffer.
Pursuit and punishment are the two sides to a Lawbringer. This Lore gives you the power to do both.
You gain knowledge of the following:
- Lesser Rite: Judgement
As a Lesser Magic, you may Resist: Entangle.
As a Lesser Magic, you may strike for Entangle or Sensation: Pain.
A Lesser Rite for the execution of criminals so they may never return.
Cost
1 Orange Ribbon
The target creature must be on 0 HP or be bound with chains or rope.
Action
The caster lists the target’s crimes, which must include crimes they believe are worthy of death, and declares that the target’s life is forfeit. The caster invites the target creature to pay the executioner and be spared a painful death.
The caster speaks the final words of judgement, “for your heinous and wicked crimes may you face the pain of death eternal”, and the executioner brings their weapon down upon the target with a mighty blow.
Effect
The target creature dies and their spirit (if present) is permanently dispersed and will not rise again as a ghost nor can it be returned to life by any other manner. If the target refuses to pay the executioner then they experience agonising pain as they die.
The Chronicler recorded this Lore was added to the Archive by Galvin MacAdahm.
When one is slumbering there is a good argument to say that one is at their most vulnerable. Hence the need for windings to protect from nightmares.
Though Onyra was the one who delved the deepest into a dreamscape and discovered many of its magics it was not wholly untrod ground. The first to step there were the dream walkers of Res Dana and swiftly they learned to beware the nightmares of the dreamscape lest they escape and become shades in the waking world.
These ancient arcanists wove simple creations of wood, feather, string and dreams in order to guard their sleep from these shades.
You gain knowledge of the following:
- Greater Rite: Weaving of a Dreamcatcher
Whilst carrying a dream catcher you are guarded by its power and gain +1 HP. If you are Wise in Dreams or Wise in Weaving, you gain an additional +1 HP.
As a Lesser Magic, you may cast Ward: Enthral or Ward: Sensation Fear at touch range with the vocals, “as a guardian of reverie I protect your slumber”.
A Greater Rite to weave a protection for one’s dreams.
Cost
6 Purple Ribbons, 4 Green Ribbons, 2 Blue Ribbons
If the caster is Wise in Weaving, once per day they may reduce the cost by 1 Green Ribbon.
Action
The caster takes string and wood and twists the wood into a circle, binding it with the string, the string is then strung between it to create a dreamcatcher. Then feathers are hung from this new form.
Effect
A Dream-Spun Catcher is created, an item that can help in protecting against and trapping nightmares.
The Chronicler recorded this Lore was added to the Archive by Wren.
Do you dream of thrones, crowns and dominions? You are not alone.
Control, rulership, glory. Since mortals have existed there are those who strive for these things above all else. If these people achieve their desires then they can truly call themselves sovereigns.
When you speak, others must listen. To live this in truth is to take the first step towards sovereignty.
You gain knowledge of the following:
- Greater Rite: Let the Bonds of Fealty be as Iron
As a Lesser Magic, you may Resist: Silence.
As a Lesser Magic, you may cast Silence at range.
As a Greater Magic, you may cast Mass Silence by demanding silence from your surroundings.
A Greater Rite to allow others to swear fealty and bend the knee.
Cost
5 Green Ribbons, 5 Yellow Ribbons, 1 Metallic Ribbon
Optional: Additional sets of 5 Green Ribbons
If the caster is a Sovereign, there is no Yellow cost.
Action
The caster stands before those who would be their Knights and declares their name and the title that they will be known by. They must declare clearly what they will be Sovereign of.
There is no need for the caster to be currently in possession or control of what they claim to be Sovereign over but if they do not seek to claim it they will lose their Sovereignty.
There is no need that the thing they declare themselves a Sovereign of to be a physical land or place. For example one could become a Sovereign of Thieves and Beggars. However it may be difficult for them to claim something too esoteric as if they cannot take steps to prove they are sovereign of it their power will fade.
The caster declares I walk now as a sovereign and this shall be my regalia, holding up an item of cultural, historical or magical significance.
Their Knights must kneel before the new Sovereign and declare their name or names. They must make an oath to be the blade of their Sovereign and swear fealty to them.
Effect
The caster becomes a Petty Sovereign, if they are not already one and the item they held up becomes a piece of Regalia for them. One Awakened who kneels becomes a Knight.
Additional Green Ribbons
For each Awakened beyond the first, an additional 5 Green Ribbons must be spent in order for them to become a Knight.
The Chronicler recorded this Lore was added to the Archive by Blissanthe Elodie Fontaigne.
Bring fierce vengeance against those who defile and despoil Solem’s natural beauty.
Mishkinvisarg’s vengeance is terrible to behold. A primal hunter filled with the vigour and wildness of the great forests. Not content to rely on raw strength alone, a scratch from his claws will bring certain death, for the black ichor which coats them is said to bear a most potent poison. It is said he may make a gift of this poison to those who bring nature’s vengeance on his behalf.
The wild power runs through the hunter’s veins. Your spear strikes true and with the unbridled force of nature. When the time comes you sting with a potent venom.
You gain knowledge of the following:
- Lesser Rite: The Hunter’s Venom
- Greater Rite: Wielding the Dread Poison of Mishkinvisarg
As a Lesser Magic, you may strike for Impale with a bladed weapon over 42” long and wielded in two hands.
As a Lesser Magic, you may strike for Scourge.
As a Greater Magic, you may strike for Impale with a bladed weapon of any size.
A Lesser Rite to apply a venom to weaken your prey.
Cost
1 Purple Ribbon, 1 Red Ribbon, 1 Poisonous Herb
Action
The caster lays out their accoutrements for the upcoming hunt. Their assistants bang drums and beat the earth with fists and feet. They caster crushes poisonous herbs in a mortar and pestle and then mixes in the ribbons. They conclude by daubing the mixture across their chosen weapon.
Effect
The target weapon becomes Enchanted and the caster ties a Purple Ribbon to it. The bearer may strike for Weakness 60 3 times within 30 seconds. The Enchantment lasts for 1 hour or until the strikes are used.
A Greater Rite to infuse Mishkinvisarg’s deadly ichor into a weapon.
Cost
3 Purple Ribbons, 3 Red Ribbons, 1 Mishkinvisarg’s Ichor
Action
The caster places a bowl before them and slowly pours into it the Ichor of the Mishkinvisarg. As they do so they chant words such as: “O ancient hunter of the woods, you who have enforced the pacts since the coming of mortals, I call upon you now for a wrong has been done to the deep woods and your vengeance is due.”
The caster then describes the crime done against the trees and the woods in horrifying detail. They do not need to know the identity of the perpetrators. The woods care not for this. As they finish pouring the ichor the caster carefully anoints their chosen weapon with it and ends the rite by declaring, “Vengeance is coming”.
Effect
The target weapon becomes Enchanted and the caster ties a Purple Ribbon to it. Whilst it is Enchanted, the bearer may strike for Scourge 5 times in a row within 30 seconds. The Enchantment ends after an hour or when the blows are used.
Anyone affected by the Scourge will be afflicted by a terrible poison that will slay even magical creatures and only Yrathea’s Tears will save them. A creature with a more powerful spirit will survive for longer.
Please get a referee to use this effect.
The Chronicler recorded this Lore was added to the Archive by Little Brother.
The power of a giant lies not only in muscle but in their hearts as well.
The last true giants are no more. They either died in ancient battles or left their lives behind to become something new. The magic of the giants still runs in the veins of many however, and can be drawn forth.
These techniques were first perfected in Kitorvo prior to their conquest before the Brilliant Midnight. Their warriors were famed for fighting and ignoring their most grievous wounds and breaking the lines of their enemies.
You gain knowledge of the following:
- Lesser Rite: Mighty in Heart and Hand
You may only take this Lore as long as your heart still beats with warm blood.
The might of Giants flows through you. Gain +2 HP.
As a Lesser Magic, you may strike for Fling.
As a Greater Magic, you may Resist the damage of a non-Sunder weapon blow that would reduce you below 1 HP.
A Lesser Rite that blesses you with the strength and heart of an ancient giant.
Cost
3 Red Ribbons, 1 Metallic Ribbon, 1 Yellow Ribbon
Action
The caster stands illuminated in front of a group of others. They flex their muscles, pound their chest and shout a war cry or battle hymn ending with the line: “See me! A warrior of strong heart and arm!”
Effect
The caster becomes Enchanted and ties a Red Ribbon to themselves. This Enchantment lasts until the next dusk (6pm), when the time of battle is done and the feasting can begin! Whilst Enchanted in this way, they gain an additional +3 HP. As a Greater Magic, the caster may strike for Fling 5 times within the next 60 seconds by letting out a war cry.
The Chronicler recorded this Lore was added to the Archive by Ailis, Eolas, Felix "Filch", Johnny "Marrow" Bones, and Menander Nearchus.
The Mishkinwold is a wild place around the village of Thea. Those who know, do not stray too far beyond a certain border of flowers that surrounds the wall-less citadel.
Among this floral barrier, and other wild places, can be found many herbs of healing. You sense the ancient spirits have permitted their use, but be careful not to defile these wild places. A pact was made between two beings - who were they? Let their names ring out in a wild place as you Gaze and you might learn more.
With spirit and magic the potency of healing herbs can be extracted and increased.
You gain knowledge of the following:
- Greater Rite: The Healer’s Brew
When you cast Heal or Cleanse, you Heal 1 on yourself.
As a Lesser Magic, you may cast Heal 4 at touch range by chanting and drawing energy from a herb or flower for at least 10 seconds. This does not consume the herb or flower.
A Greater Rite to infuse a potion with healing magics.
Cost
1 Green Ribbon, 1 Healing Herb
Action
The caster brews a potion and infuses it with magic.
Effect
A Healing Brew is created, a potion which will Heal 5 when drunk.
The Chronicler recorded this Lore was added to the Archive by Dall.
Huge-hinged heron. Grey-winged weapon. Eked from iron and wreaked from blue and beaked with steel.
The heron is a very different bird to the hawk but a bird they are still and they share a common foe, whilst the hawk hunts the snake, the heron hunts the eel.
Like all birds the heron desires to never be tied down and its wing beats are mighty. But it has a far closer tie to the waters and marshes than other birds represented in the courts of beasts.
You gain knowledge of the following:
- Lesser Rite: Old Enemies Remember
- Greater Rite: Reading the Ripples of the Marsh
As a Lesser Magic, you may Resist: Entangle or Resist: Weakness.
As a Lesser Magic, you may strike for Fling twice. Both blows must be made within 5 seconds of each other.
A Lesser Rite to remind old enemies why they fear you.
Cost
1 Red Ribbon
Action
The caster lets out a heron-like cry and declares their intent to hunt eels.
Effect
The caster becomes Enchanted and ties a Red Ribbon to themselves. This Enchantment lasts for the next hour. If they are Wise in Beasts, it lasts until midnight instead.
As a Lesser Magic, and while Enchanted, the caster may call Mass Reveal: Eel.
As a Lesser Magic, if someone is Revealed as an eel, the caster may call Sensation: Fear on them at range by giving a heron-like cry. Alternatively, as a Greater Magic, the caster may strike for Impale against them.
A Greater Rite to put forth your senses into the marshland.
Cost
1 Purple Ribbon, 1 Yellow Ribbon
Action
The caster stands in a watery, marshy or boggy place such as the bank of a river or edge of a pool. They close their mundane eyes and concentrate, beginning to Gaze With the Third Eye and stating, "I will watch the ripples of this place to see what might be hidden".
Effect
The caster will learn of nearby structures or disturbances in the waters. This can guide the caster to a notable creature, structure or item the larger the creature, structure or object the further the ripples for it can be sensed. Whilst the caster remains in proximity of the body of water it was cast near the ripples will continue.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Hands of rough skin and calluses often create the most wondrous things. Sometimes you need a crafter that others don’t know how to call upon.
Hodekin, creatures of the deepest earth, that live in caves and tunnels that mortal eyes rarely see. They have access to strange ores and gems that are not often found upon the surface.
Your knowledge enhances your will, allowing your voice to not be stifled.
You gain knowledge of the following:
- Greater Rite: Tunnel Echoes
Spiritual Renewal: Find a precious metal or stone.
Whilst carrying a gem stone or piece of magical metal, you gain +1 HP.
As a Lesser Magic, you may cast Cleanse: Silence with an effort of will. This can be cast while Silenced.
As a Lesser Magic, you may Resist: Silence.
A Greater Rite to request an audience with creatures from the deep earth.
Cost
1 Blue Ribbon, 1 White Ribbon
Action
The caster of the rite must introduce themselves to a stone and state that they wish to enter into discussions with the Hodekin in matters of building and crafting. They then take the stone and cast it into the earth, either dropping it into a hole or burying it.
Effect
A representative of the Hodekin is drawn to the area where the rite was cast and knows the name given by the caster. The Hodekin loath to be drawn from their tunnels too often but are interested in the strange wonders of the surface world.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The wolf does not slaughter the herd, but selects their prey with care.
Many were the prey of Vaslof and Lycia, they gathered about them a horde of the great wolves and they knew their strength. The twin wolves who were once people, could tell by scent alone who were too weak and those who would be worthy to hunt alongside them.
You know that the hunt is a choice: not just when and where, but most importantly what. You scent and sight each foe, weighing their merit as prey.
You gain knowledge of the following:
- Greater Rite: Scent the Prey Upon the Wind
Your heart beats strong in the hunt; gain +1HP. If you are Wise in Beasts, gain an additional +1HP.
As a Lesser Magic, you may strike for Entangle with the vocals, “you are the prey”.
As a Lesser Magic, you may strike for Fling with the vocals, “you are not my prey”.
A Greater Rite to determine the strength of a foe.
Cost
2 Red Ribbons, 1 Blue Ribbon
If the caster is Wise in Beast, once per day the cost is reduced by 1 Red Ribbon.
Action
The caster stands in open air and breathes deeply with their assistants. They describe creatures that might be in the area and discuss their merits as prey with each other. Then the caster says, “let us scent the prey”, and breathes deep through the nose.
Effect
The caster and all their assistants smell the scents of creatures in the area, focusing upon the ones described as part of the Rite primarily. They learn through the medium of smells, scents and brief visions the creatures’ rough strength in relation to the caster (weaker, similar, more powerful or mythical) and some likely weaknesses or powers that kind of creature might have.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
In the darkest night, when hope is gone,
And the battle cannot here be won,
From the heart our song stirs your soul,
Ignites the spark and makes you whole.
In the early days of the Age of Citadels, the Lord Commander of the Sunward Knights led his order against the shadow of fear and dread. It was Hanniel who recorded his deeds in song, and sang with such fervour as to restore even the fallen to life to fight again against all odds.
When one who has trained to lift their voice in glory fights alongside their allies, they bring out their true inner strength. As they lead by example they save their comrades from being awed by their foes or tempted, and allow them through their magics to continue standing and turn back a deadly tide.
You gain knowledge of the following:
- Greater Rite: The Song of Salvation
Spiritual Renewal: Sing a song that uplifts or cheers an audience.
When you use a Resist or Ward, you may cast Mass Heal 1 at no cost by singing or playing a short tune for at least 10 seconds.
As a Lesser Magic, you may Resist: Daze.
As a Greater Magic, you may cast Mass Ward: Daze, Mass Ward: Enthral, or Mass Ward: Sensation Fear.
A Greater Rite to grant the power to save another from dread death itself through song.
Note: While a Greater Rite will normally require a referee, this rite can be begun without one if the target’s death is not being observed by a referee. Please contact a referee or have another player do so a soon as possible.
Cost
3 Orange Ribbons, 1 Metallic Ribbon
Action
The caster begins the Song of Salvation, within touching distance of the target, a song which holds the spirit to the body with sheer force of will. The exact words of the song vary, but what is crucial is that it comes from the heart and entreats the target to hold out with the full force of their spirit and resist the call of the song of the stars.
Effect
The target cannot die whilst the caster sings. In addition, the caster may cast Heal 1 at touch range on the target every 10 seconds as they sing.
If the target died within the last 5 minutes, and their body remains, the Song will tether their spirit to their body and once the target is cured of the injuries, Lingering Maladies, Spiritual Wounds, or other causes of death, they will return to life.
The Chronicler recorded this Lore was added to the Archive by Grania.
“Take courage from the light of the sun and carry its light into the darkest places. Banish the darkness and all its terrors.”
Such were the words of the Golden Aegis when they stepped forth to battle the Doom of Nessus and all its spawn. Their hymn filled those dark woods with sunlight and warmth for the first time in an age and their courage drove back the nightmares and shades.
You remember: courage is a shield all of its own, and the duty of the strong is to care for those weaker till they can take up the shield themselves.
You gain knowledge of the following:
- Lesser Rite: Hymn of Valour
Spiritual Renewal: Inspire courage in others.
Your heart is strengthened by courage and honour. You gain +1 HP so long as you do not despair. You gain an additional +2 HP if you are wearing heavy armour.
As a Lesser Magic, you may Resist: Sensation Fear.
As a Lesser Magic, you may cast Heal 3 at touch range by calling on the power of the Sunlit Hymn for 10 seconds.
A Lesser Rite to bring forth a song of courage and bolster hearts in the darkest hours.
Cost
1 Metallic Ribbon, 1 Orange Ribbon
Action
The caster boldly raises their voice in the form of a speech, song or chant of heroism and courage describing why those around them should show no fear; they raise their weapons in the air and march towards a source of fear.
Effect
The caster becomes Enchanted and ties an Orange Ribbon to themselves. The Enchantment lasts for one hour. Whilst Enchanted, they are Immune to Sensation: Fear.
As a Lesser Magic, they may call Mass Cleanse: Sensation Fear or Mass Ward: Sensation Fear when singing or chanting. This may be cast as a Lesser Magic even while wearing heavy armour.
The Chronicler recorded this Lore was added to the Archive by Grania.
A great song to grant name to stone,The Hymn Which Titles Granite is considered to be near a sacred act to the Hodekin of the deep earth.
Apollonia the Maker used this art to build mighty foundries in honour of their patron; each rendition of the song raised a new and mighty structure to arm and armour the Nessian Empire. It is said that Urdannir hear a similar tone when they sleep within the ear.
The Hymn Which Titles Granite is a slow dolorous magic that builds steadily upon itself step by step and so to are the magics it grants.
You gain knowledge of the following:
- Greater Rite: Stonesinging
When you are targeted by a Heal effect, you recover +1 HP. You may spend 1 Spirit to instead increase the amount recovered by +3 HP.
As a Lesser Magic, you may cast Cleanse: Paralyse at touch range with the vocals, “I know your name and purpose”, and the name of the target.
As a Lesser Magic, you may Heal 3 at touch range by humming sonorously for 10 seconds.
A Greater Rite to sing the Hymn Which Titles Granite to shape stone into new shapes.
Cost
3 White Ribbons, 2 Metallic Ribbons
Optional: Additional White Ribbons
Action
The caster and assistants gather in a circle about schematics of the building they are to create. Starting with the caster they begin to hum deeply one by one. They continue to hum as the caster touches the bare earth with their hand and invokes the Hymn Which Titles Granite to shape the stone as they require. As the rite reaches its completion the caster must bestow upon the building a name appropriate to its purpose, stating both the name and the purpose clearly and writing the name into the earth.
Effect
The caster creates a structure of stone, depicted in the schematics presented. The structure is entirely made of stone that shows no seams or breaks and in shapes stone cannot normally achieve. The buildings are not furnished with anything beyond basic stone accoutrements the caster included. The basic rite constructs a building, or bores a tunnel or cavern, the size of a house. This will not unmake deliberate constructions, this is a Rite of creation, not of destruction.
Additional White Ribbons
For every 3 additional White Ribbons spent the caster is able to increase the size of their structure.
If the caster is Wise in Stone or an Urdannir, then they always count as having spent a single additional White Ribbon on this Rite.
The rough progression of structure size is: House, Mansion, Fort, Citadel
The Chronicler recorded this Lore was added to the Archive by Saor.
Other’s fight for themselves and their own power, but you are a Knight and fight on behalf of greater ideals.
What you have given up in some amount of freedom, by binding yourself to a Sovereign, you have gained in purpose. You will see their Kingdom rise by the strength of your blade and the diligence of your quests.
This purpose pushes you on to survive at times where others would fall and instead keep pushing to achieve yet greater things.
You gain knowledge of the following:
- Lesser Rite: The Vow of the Quest
You may only take this Lore if you are a Knight.
You wear your armour like you were born to it. You gain +2 HP while wearing armour.
If your Sovereign fights beside you, after a Spiritual Renewal, you may cast a Ward for a Non Sunder Effect of your choice on them and yourself.
A Lesser Rite to declare a Questing Vow.
Cost
2 Green Ribbons, 1 Metallic Ribbon
Action
The caster must kneel before their Sovereign or an appointed representative, offering up their weapon to them. The Sovereign must invoke the oath given to them and describe a Quest. The caster must proclaim their desire to see their Quest committed to song and story, invoking a tale of a Knight from the past as inspiration. The caster’s Sovereign gives them their blessing for this undertaking.
The Quest must be worthy in its heroism or danger and something that can be actioned in the near future. A Quest to guard or protect indefinitely is unsuitable.
Effect
The caster becomes Enchanted and ties a Green Ribbon to themselves. They will remain Enchanted until the Quest is failed, achieved, or a significant amount of time elapses.
Write the Quest on the Knight Titled Page, and update it when the Quest has been completed.
The Chronicler recorded this Lore was added to the Archive by Valto d'Brey.
Mighty warriors have smote their enemies to ruin and from those battles new and powerful creations might be made.
The Cuirass forged their panoply from the scales of a dragon and the Fist’s blade was adorned with the trophies of their conquests. The creatures that they slew were deadly and dangerous and that power can be brought into new creations so they can seek ever greater challenges.
For that is why you fight, the thrill of the challenge uplifts you and your arms and armour will not fail you.
You gain knowledge of the following:
- Greater Rite: The Conquering Blade
- Greater Rite: From Your Bones I Forge My Armour
Spiritual Renewal: Standing victorious on the battlefield.
As a Lesser Magic, you may Resist: Impale whilst wearing heavy armour.
As a Lesser Magic, you may Heal 2 on yourself by spending 10 seconds to issue a challenge to a monster or enemy champion, reinvigorating you.
A Greater Rite to make a mighty weapon enchanted with arcane ingredients and a magical trophy at its core.
Cost
4 Metallic Ribbons, 2 Orange Ribbons, 1 Red Ribbon, 2 Ingots of Adamant, Mortis Steel and / or Cursed Lead, a trophy from a magical creature
Optional: 2 additional Crafting Ingredients
Action
The caster roars with the fury of conquest as they forge with metal and flame to make a mighty weapon. They place the trophy at the heart of the weapon, describing the battle to fell the creature and what properties it might imbue the weapon.
Effect
A Conquering Blade is created, a powerful weapon which imbues its bearer with a thirst for conquest and battle and is empowered as long as the bearer continues to slay their enemies. Despite its name, the weapon can take any form as long as it is a melee weapon primarily made of metal.
A Greater Rite to make a mighty shield or suit of armour from the bones of your enemies.
Cost
4 Metallic Ribbons, 2 Red Ribbons, 1 Orange Ribbon, 2 Ingots of Adamant, Mortis Steel and / or Cursed Lead, a trophy from a magical creature
Optional: 2 additional Crafting Ingredients
Action
The caster gleefully crafts armour from the metals, trophy and other ingredients, revelling in the victory over their fallen enemy. The caster grinds bones to dust and rubs this into the armour as it is made. They describe the powers of the felled creature and how it might empower their new armour.
Effect
A magical shield or suit of heavy armour is created, that empowers the wearer when attacked and is imbued with defensive powers determined by the ingredients that are used.
The Chronicler recorded this Lore was added to the Archive by Johnny "Marrow" Bones.
For those who have walked in the myriad of animal courts sometimes there comes a point where they wish to choose one above all others to follow as their Heart Beast.
It is not a path for everyone, choosing one part of the court of beasts over another, but some find that they are called by one aspect of the wild and it is right that they should seek to find themselves.
For those who walk this path they find themselves able to tap into the primal living nature of animals, becoming fleet of foot and driven to overcome and survive.
You gain knowledge of the following:
- Greater Rite: Embrace the Beast
Spiritual Renewal: You are forced to fight for your survival.
When you Resist an effect, you may cast Heal 2 on yourself. You may only do this once every 10 seconds.
As a Lesser Magic, you may Resist: Entangle or Resist: Fling.
A Greater Rite to begin the path to choosing a Heart Beast.
Cost
6 Red Ribbons
If the caster is Wise in Beasts, they may reduce the cost by 2 Red Ribbons.
Action
The caster walks into a wild place where they can walk on the earth and see plants. They proclaim, “I have walked the wild and learned the magic of beasts, now I am ready to go deeper and find where my heart truly belongs”.
Effect
The caster begins the Path of the Beastwalker. Though they must learn of many beasts on their journey, at the end they will choose only one beast to be their heart.
The Chronicler recorded this Lore was added to the Archive by Tristan Tew.
Some things transcend lifetimes. Some would claim love or friendship or glory. But really when we become dust all that might be left is memories and written words.
What we have written contains a small piece of us, a memory something that can be passed down through generations and still see our opinion known. Like everything though pieces can become lost or damaged and some Awakened keepers of history seek Lores to remember more fully.
This Lore grants Awakened the ability to relive the hale glory of the recent past and allows them to call upon the same magics to blind others with the truths of what once was.
You gain knowledge of the following:
- Greater Rite: Seeing the Lost Marks of Scribes
Spiritual Renewal: Discover an ancient historical writing including inscriptions not on paper.
As a Lesser Magic, you may cast Heal 3 at touch range by chanting for 10 seconds about reversing the damages of time.
As a Greater Magic, you may cast Daze at range with the vocals, “I illuminate the past”.
A Greater Rite to gain impressions from ancient texts.
Cost
1 White Ribbon, 1 Yellow Ribbon
Action
The caster places a historical document before them. They light a single candle and Gaze With the Third Eye upon the document chanting: “I see your words in ancient ink, I see your marks upon this scroll, now original intent I link, to my yet living soul.”
Effect
The caster experiences a vision and feelings from the document communicating the following:
The age of the document (either Old, Ancient, or Primordial).
The emotional state of the author at time of writing.
If the writer was sincere in what they wrote.
If the caster is Wise in Myths, once a day they may expand the vision to also learn the name of the author and may compare two documents with this Rite to determine which is older.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
You may only take this Lore if you are marked by a Tattoo of Creativity, Intellect or Determination.
Mysterious indeed are the Sprites known as Ink Spirits, strange little creatures drawn to those who make a mark on the world.
Unlike many other sprites they do not appear fully formed naturally, their growth and creation is intricate. They are attracted by people, then bound to them so that they might learn and grow in strength before a fully fledged and unique sprite emerges.
The knowledge to create such a bond is known only to a few, such as the Sphinxes of Nagaikia and those they have taught, bringing with it power over ink.
You gain knowledge of the following:
- Greater Rite: A Blot Upon a Page
Spiritual Renewal: Pen a short poem or haiku.
As a Lesser Magic, you may Cleanse: Burn or Cleanse: Silence by calling upon the fortitude of Ink.
As a Lesser Magic, you may Resist: Silence.
As a Lesser Magic, you may strike for Entangle by calling upon sealing wax.
A Greater Rite to bind a nascent Ink Spirit to a new host.
Cost
4 White Ribbons, 1 Orange Ribbon, an Ink of Creativity, Intellect or Determination.
This Rite may only be performed by a creature capable of creativity and expression.
Action
The caster takes the magical Ink and uses it to pen the final words of a story or poem of their own creation. Once they have finished writing they must mark their forehead with some dust before sprinkling the remainder on the written text.
The caster must then read aloud what they have prepared before the Ink Spirit. As they finish they offer the written document towards the Ink Spirit, saying, “behold my invitation to you, O Ink Spirit. Be welcome as a guest to my mind and a partner to my wit”. They must then look upon the Ink Spirit whilst Gazing with their Third Eye.
Effect
The Ink Spirit, if pleased with the invitation, becomes bound to the caster, learning from their creativity, recording the things that they have made.
The target cannot be bound to an Ink Spirit if they already carry a Sprite within them.
The Chronicler recorded this Lore was added to the Archive by Clinker, Cutter, Johnny "Marrow" Bones, Jota "Ink" Sannath, and Paisley.
Whilst it is not possible for something that has been destroyed to ever truly be remade sometimes glimpses can be snatched by the Ink Spirit.
The forming of magical inks is an important knowledge to acquire before one attempts this, the Nessians expounded upon this...
Books and paper and questions answered can heal the soul and strengthen the Awakened who learns this power.
You gain knowledge of the following:
- Greater Rite - Archaeographology
Spiritual Renewal: Taking time to meticulously draw or write down your thoughts for posterity.
If you are carrying books or scrolls openly and obviously you may have an additional Warding.
As Lesser Magic, you may cast Heal 3 at touch range by calling upon the healing of the Ink Spirit for 10 seconds.
A Greater Rite to glean a summary of an incomplete document.
Cost
6 White Ribbons, 3 Yellow Ribbons, 1 Ink of Intellect.
If this Rite is performed at the Akashic Spire of the Unfinished Tome, the caster may reduce the cost by 3 White Ribbons
Action
The caster stands in a circle of candles and calls to the winds that remember and reveal. They place the damaged document before them, describing the knowledge already contained within and naming the long lost author who penned these words.
They take parchment and quill, dipping the quill into the Ink of Intellect and await the inspiration of the Ink Spirit to delve into the akashic knowledge of the world and summarise the document that has been destroyed. The caster leaves the parchment, quill and ink somewhere undisturbed so that the Ink Spirit can do its writing.
Effect
After a short while, the caster will receive a summary of the target document scribed by the Ink Spirit, describing the content of the target as if it were complete.
The Chronicler recorded this Lore was added to the Archive by Valto d'Brey.
Ink stained hands, a ready quill and a curious gaze? All necessary qualities for a student of the winds and their intricacies.
The Ink Spirit is a concept referred to in many ancient texts and inspired members of the Gnosis Solem in their own works to see their knowledge outlive them. The concept of the Ink Spirit was seen as one's capacity for writing and writing especially magical works. Much as one's Spirit could be used to fuel spells an Ink Spirit could be used to scribe scrolls.
This is a personal path to master one’s Ink Spirit and many who walk the path have learned to dampen fire, the natural enemy of all libraries.
You gain knowledge of the following:
- Greater Rite: Inscribe Ink’s Intent on Fluttering Parchment
As a Lesser Magic, you may cast Cleanse: Burn at touch range by calling upon the Ink Spirit.
As a Lesser Magic, you may cast Silence at range by calling upon the power of the Ink Spirit.
A Greater Rite to give the winds of magic form in ink and parchment.
Cost
2 White Ribbons
Action
The caster unrolls a piece of parchment and draws in ink an arcane sigil in the centre of the page then rings it with eight more sigils and marks. They must write the magic, using 1 Spirit, that they are binding into the scroll upon the parchment.
Effect
The caster creates a Spell Scroll that may be torn in order to cast one of the following: Heal 3, Cleanse: Scourge or Ward: Scourge at touch range. The call must be chosen at the point of the scroll’s creation and written upon it.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Learn to craft everlasting bargains with the ancient and primal creatures of the world.
There are ancient pacts between nature and mortals where a flowering line is drawn between civilization and the wilds. Break these accords at your peril.
The wilds are more easily traversed by those who walk in accord with the natural world. And at times they may wield nature as a weapon in battle.
You gain knowledge of the following:
- Greater Rite: Bind the Ancient Pacts
Spiritual Renewal: Parlay or commune with a creature of nature.
As a Lesser Magic, you may Resist: Entangle or Resist: Fling.
As a Lesser Magic, you may strike for Entangle or cast Entangle at range by calling upon the Binding Pacts of Nature.
As a Greater Magic, you may call Reveal: Bound to an Ancient Pact at range.
A Greater Rite to forge a pact between nature and mortals.
Cost
5 Green Ribbons
If the caster is Wise in Law, once per day they may reduce the cost by 1 Green Ribbon.
Action
The caster parlays with a creature of nature, who must be present throughout the Rite and actively consent to the terms of the pact.
The caster must describe or negotiate the requirements for the pact to be upheld by mortals and the duties or promises that will be given by the target creature.
Once the negotiations are complete the caster summarises the agreement and seals the accord by speaking: “The mortal world will abide and nature will answer in kind. Should we stray then may nature bring its wrath and vengeance! As long as this covenant is kept, let us live in harmony. By these words I forever Bind this Ancient Pact.”
Effect
The target creature of nature becomes Bound to an Ancient Pact, an accord between mortals and the natural world that will endure as long as the agreements are upheld. The significance and wide reaching impacts of this pact will depend on the power and influence of the creature who is bound to it.
The Chronicler recorded this Lore was added to the Archive by Nest.
Mighty are the walls of Keld, but mightier still were they in ancient days before the coming of the Fist.
The architect of Keld was a genius in the arts of construction of buildings, and of drawing plans. Their gift to the world was the knowledge of the legacy of stone, how to replicate a portion of their great talents.
With this knowledge you can peer into the past to learn and see creations fresh from being under the masons hammer and chisel. With this understanding you may levy a small amount of the tenacity and strength of stone as well.
You gain knowledge of the following:
- Greater Rite: The Architect’s Mind
You gain +1 HP. If you are an Urdannir or Wise in Stone, you gain an additional +1HP.
As a Lesser Magic, you may strike for Fling twice with the vocals, “by the strength of stone”. Both blows must be made within 5 seconds of each other.
A Greater Rite to allow the caster to see into the truth of a building’s purpose.
Cost
1 White Ribbon, 1 Yellow Ribbon
Action
The caster touches a monument or building made primarily of stone with the fingertips of their left hand and begins to slowly walk in a circle around the building in an anti-clockwise direction, they speak: “Echoes of creation let me hear you reverberate through the ages, may I sense your connection to the very pillars of the earth, may I see those great moments in your history.”
Effect
The caster and their companions experience a vision of the building's creation. The vision includes the architect and may include other significant events if they are important to the building's story. Magical creatures and events are most likely to appear in the vision. If the building is a ruin the vision may include the building's destruction.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The world is connected on a deeper level than any truly know. The ties which bind the world can be walked, their paths lead further than the steps of mortal kind can carry you.
Even among the ancient trees some are far older than others and even though their seeds have long since grown into wide spreading branches the connection between the ancients of common ancestry is strong and deep.
Even should someone learned in this Lore find their way barred they will not be for long and in dire circumstances they may call upon the rising of root and vine to trap those who would oppose them.
You gain knowledge of the following:
- Greater Rite: The Ancients’ Pathways
When targeted by a Fling effect, you may Resist: Fling and take Entangle instead.
You may shorten the duration of any Entangle effect by 5 seconds using the vocals, “I walk the path unhindered”, once per Entangle effect.
As a Greater Magic, you may cast Mass Entangle with the vocals, “rising roots, halt their path”.
A Greater Rite to walk the paths never travelled and take the route none can find to a distant place among the trees.
Cost
4 Green Ribbons
This Rite must be cast within a forest.
Action
The caster walks ahead of anyone who wants to travel with them and strokes the trees as they pass by and sweeps the ground with a branch. They describe a forest that they wish to travel to. The caster speaks the incantation as they travel: “Ancient boughs and roots of myth, Guide these feet and soon across forest swift, Through thicket and glade pass safely by, And no razor vine will snare or feral beast shall cry.”
Effect
A representative of the Forest will be summoned shortly to collect the caster and up to 7 other targets to be transported to the far off forest.
The representative of the Forest will be empowered to bring the caster and the 7 targets back when they so choose.
The Chronicler recorded this Lore was added to the Archive by Dall and Little Brother.
Young trees prattle with little purpose, but age grants wisdom and strengthens the spirit. Ancients may have words worth hearing now that you know how to listen.
Some trees have lived for so many turnings of Solem that they are as much a part of the world as the mountains and seas. A permanent fixture in this tumultuous land. Wise Awakened will seek out the wisdom of the Ancient Trees.
As one learns to speak with the growing world of branch and leaf one becomes a mouthpiece for the forest and be guarded from magics that might end their task.
You gain knowledge of the following:
- Greater Rite: Voice of the Forest
As a Lesser Magic, you may cast Mass Cleanse: Silence with the vocals, “hear the forest speak!”. You may cast this even whilst Silenced.
As a Lesser Magic, you may Resist: Silence or Resist: Entangle with the vocals, “I give the forest voice”.
A Greater Rite to become the voice for an Ancient Tree so that others might be granted an audience.
Cost
1 Blue Ribbon, 1 Green Ribbon
If the caster is Wise in Herbs, once per day they may reduce the cost by 1 Green Ribbon.
Action
The caster touches the bark of the Ancient Tree, withdraws and kneels before it. They speak their own name and request an audience with the tree on behalf of others who are present.
They place a gift before the ancient tree, approach and touch the bark again. They whisper to the ancient tree of their desire to be its voice and turn, placing their back and both palms in contact with the trunk, as they Gaze With the Third Eye.
Effect
The caster becomes the voice of the tree. They are aware of their actions and may act normally except they cannot choose what words they speak and the tree learns of any ill intent they hold to the forest. Others nearby may converse with the tree who will respond using the caster's voice. The tree is not compelled to respond, but will normally respond helpfully as long as the tree believes their intentions are not harmful to growing things.
The spell ends if the caster loses physical contact with the tree or closes their Third Eye.
The Chronicler records this Lore was added to the Archive by Dall.
Hunt down those wretched souls and bring them the nine deaths they have surely earned.
The Liche’s spirit is protected, even from the final death of such things as Judgement or Final Rest. Nine times or more must they die… unless you can find their Psyketra.
You will know that which must be hunted and defend against it’s cruel magic. The Liche’s blade cuts and rends the spirit, and so you must armour yours.
You gain knowledge of the following:
- Lesser Rite: Armouring the Spirit
- Greater Rite: To Hunt the Unholy Psyketra
When you Resist Curse or you are Cleansed of Curse, you are Immune to Curse for an additional 20 seconds.
As a Lesser Magic, you may call Reveal: Scar of the Profane at range by using the vocals, “evil and profane creature, I will know your crimes”. If a creature responds positively, you may then strike them for Burn 30 once within the next minute for no cost by calling upon the “purifying flame”.
As a Greater Magic, you may Resist: Paralyse.
A Lesser Rite to protect a person’s spirit from the ravages of a Liche’s Spirit Rend.
Cost
3 Orange Ribbons, 1 Green Ribbon.
If the caster is Wise in Death, once per day they may reduce the cost by 1 Orange Ribbon.
Action
The caster must be able to view the target’s Mortal Page within their Tome. If the target and the caster are different people, they will need to use an ability such as the Rite: A Glance of Spirit to see their Tome.
The caster grinds pine needles with a mortar and pestle, burns them and anoints the target’s Mortal Page with the ashes. They speak protections over the page to ward their Spirit.
Effect
The target is Enchanted and the caster ties an Orange Ribbon to them. The Enchantment lasts until the next dawn. While Enchanted, the target is Immune to having their Mortal Page damaged by a Liche’s Spirit Rend and once per hour, they may Resist Curse for no cost.
Cost
2 Yellow Ribbons, 1 White Ribbon.
Action
The caster lights a circle of candles and places an item belonging to a Liche within the circle. They name the Liche who will be hunted and gaze into the candlelight, seeking the place where the creature’s Spirit is hidden.
Effect
The caster learns if the target creature is a Liche, and if so the name of the place where their Psyketra can be found and what direction from their current position it lies.
The Chronicler recorded this Lore was added to the Archive by Zall.
Learn to cherish and care for the light and your path will be well lit and magics of your rivals will be made obvious in your eyes.
Many were the paths of the light bearer that were learned at Elvinath’s knee. Mirror Hearts, Logophages and Radiant Walkers to name but a few, all competing to be the greatest in their master’s eyes. Each learned the basics contained herein for they are the foundation of what is yet to come.
By husbanding and keeping alive a light within your soul more becomes visible to Awakened. But light is an entrancing wonderful thing that can grow so bright it hurts and for that some shun it and those who wield it.
You gain knowledge of the following:
- Lesser Rite: Bright
- Lesser Rite: Mirrorshine
Spiritual Renewal: Cup a light source or reflective object in your hands and marvel at the beauty of the light for at least 10 seconds.
As a Lesser Magic, you may cast Cleanse: Daze by calling on the Blinding Light!
As a Greater Magic, you may cast Daze at range by calling on the Blinding Light!
A Lesser Rite which makes an item glow with magical light.
Cost
None
Action
The caster lays the target item (which must be a physrep which OOC lights up) in the centre of a circle of candles, they snuff the candles one by one and gesture towards the item as though throwing something each time they do so, when the last candle is extinguished they speak “light snuffed, light taken, light given, light shine bright” and motion as though pushing into the item with their hands.
Effect
The item glows with magical light. The light lasts indefinitely, though its magic may expire at any moment, and is not extinguished by lack of air. The item will not suffer non-magical corrosion so long as the light remains. Any Awakened person carrying the light can turn it on and off.
OOC Consideration
This can be used to add lights and other such effects to character costumes. Please be considerate to others with how bright such lights are.
A Lesser Rite which lets one safely detect magic in their vicinity.
Cost
1 Yellow Ribbon
Action
The caster holds a reflective surface or light source aloft and speaks words similar to, “light speaks to light, and we see into darkness”.
Effect
For the next 60 seconds, when the caster Gazes with the Third Eye they may call Cleanse: All Concealing Enchantments by declaring, “I see the truth of magic, even that which is hidden”.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
You have learned to weave golden thread, now all will witness your glorious visage.
Many see pride as simply a vice that should be excised and humility as the correct path. But pride is natural, to deny feelings of accomplishment and recognition of skill is to deny a core part of what it is to be mortal.
With this Lore you recognise the part pride plays within a mortal and rather than hide it you use your works to elevate it to new dazzling heights.
You gain knowledge of the following:
- Greater Rite: Weaving a Robe of Radiance
While wearing beautiful or impressive clothing, but no armour, you gain +1 HP.
As a Greater Magic, you may cast Daze at range by calling on your beauty or importance.
A Greater Rite that creates a robe woven from light.
Cost
3 Metallic Ribbons, 3 Yellow Ribbons, 1 Bobbin of Golden Thread
Action
The caster must thread a needle 3 times with thread from a Bobbin of Golden Thread. They must then sew the thread, time and again into a cloak, robe or similar article of clothing.
Effect
A Robe of Radiance is created, a piece of clothing that allows the wearer to blind, disorient and impress their enemies.
The Chronicler records this Lore was added to the Archive by Cambric.
No warrior can fight without food, even if Awakened. There is magic in the transformative nature of cooking as great as any alchemy taking the inedible and cold to delicious and warm.
When the wanderer returns from afar to the land they have long known and to the hearth where their family dwells they are to be welcomed with food and comfort after the long perils of the road. A homecoming is a joyous occasion but also short lived. We cannot remain locked behind a door and key when darkness rises and when we go out to meet it we should do so with hearty meals in our bellies.
But for now the home is a safe place and the magic of the Hearth will give you the strength to defend it.
You gain knowledge of the following:
- Lesser Rite: The Hearthkeeper’s Hands Create a Feast
If you have eaten today, you gain +1 HP.
As a Lesser Magic, you may strike for Burn by calling to the flames of the hearth.
As a Lesser Magic, you may strike for Impale against someone invading your home uninvited and unwelcome by declaring that you drive them from your hearth.
A Lesser Rite to prepare a band of companions for hardship to come.
Cost
2 Green Ribbons, 1 Orange Ribbon
Optional: Additional Green Ribbons
Action
The caster prepares a decorated feast table with food or delicacies from their hometown. The caster and targets must sit down together and share the food or drink. The caster blesses the gathered people with the strength and fortitude of their hearth.
Effect
The caster and targets become Enchanted and ties a Green Ribbon to themselves. The Enchantment lasts for the next three hours. Whilst Enchanted, the targets each gain +1 HP as their bodies and will are strengthened. Any target who shares a Hearth with the Home and Hearth of the caster gets an additional +1 HP.
The caster and all targets get Sensation: Bonds of Family for 1 hour.
Additional Green Ribbons
For each additional Green Ribbon, the caster may Enchant an additional target beyond the first two.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The first secrets of the creation of Ferosa.
The first constructs were forged by stars in the Age of Strife, but it was not until the Age of Tyrants that mortals accomplished the same feat. Inspired by the creations of Chime of the Brass Tower, the first Feros came to motion in Keld, and the art was later perfected in Ustica.
A Feros does not truly live, and the core of its being is the ability for lifeless matter to move. To create such an enchantment requires a deep understanding of movement itself.
You gain knowledge of the following:
- Greater Rite: By Craft Does Movement Begin
As a Lesser Magic, you may Resist: Entangle. If you Resist: Entangle, you may cast Fling at range for no cost within the next 10 seconds.
As a Lesser Magic, you may cast Enthral at range with the vocals, “I command you to motion”.
A Greater Rite to create a Feros.
OOC requirement
The caster will need to provide the phys rep for the Feros.
Cost
6 Blue Ribbons, 6 Metallic Ribbons, 1 Crafting Wood, Stone, or Metal
Action
The caster and their assistants stand about the body they would make a Feros. As one or more participants begins to ring a bell The caster says: “By craft a body here is made, to rise and serve as it is bade.”
Another participant must take a piece of the material the Feros is built of and hammer it rhythmically into the body. They must continue to do so with further pieces, including the required magical materials and the Metallic Ribbons as the caster intones the purpose of the Feros, ideally expressed in a single short sentence that they repeat as the Feros is completed.
Finally the caster lays their hands above the Feros’ chest holding the Blue Ribbons and says: “Placing now the breath within, I bid you rise and motion begin!”
Effect
A Feros is created, imbued with the stated purpose. Its abilities will depend upon the magical material used to create it, but in all cases it will be obedient but unintelligent, carrying out its commands directly and uncreatively. If the purpose is nonsensical or overcomplicated, the rite will fail.
The Chronicler recorded this Lore was added to the Archive by Wren.
To have proceeded so far upon this path is to have a love of putting quill to parchment. It needs a wonder at the stories that can be painted in the mind of readers and a love of the artistry of the brush stroke.
For many the Ink Spirit is an internal concept, one they curse when faced with a block in their writing. But some can bring it forth and show the world their creative design.
When one has made their Ink Spirit manifest through creativity, determination or intellect alone they must now mark themselves or another with this power. Such a personal act of scribing a true depiction of a piece of you is an act that inspires fear in many, for what if the onlooker hates what they see? But with it comes the chance to heal and mend and mastery over static, painted artistry.
You gain knowledge of the following:
- Greater Rite: Ink Spirit Bound to Skin and Flesh
- Greater Rite: My Ink Spirit Made Manifest
You may store protections and wardings in tattooed markings and may have an additional Warding.
As a Lesser Magic, you may cast Heal 3 at touch range by calling upon the power of your Ink Spirit to restore and mend for 10 seconds.
A Greater Rite to create arcane sigils and runes on an Awakened’s skin.
Cost
7 White Ribbons, 2 Red Ribbons, 1 Metallic Ribbon, 1 Bottled Ink of Creativity, Determination or Intellect
The target creature must have skin and must not already be Marked by the Ink Spirit.
Action
The caster methodically lays out their ink, paint and brushes ready for use then asks the target, “where will the Ink Spirit Mark you?”. They must respond, “the ink spirit will mark me here”, indicating the part of their skin that they are comfortable with being painted on. The caster then draws a design agreed upon onto the skin explaining its significance and speaking of the Ink they are using and how the Ink Spirit will help them manifest one of Creativity, Determination, or Intellect.
Effect
The target becomes inscribed with a magical tattoo and is Marked by the Ink Spirit. Those so Marked are blessed by the chosen virtue of Creativity, Determination, or Intellect.
A Greater Rite to make Inks and Dyes from your very Ink Spirit.
Cost
3 White Ribbons, 1 Orange Ribbon, 1 Red Ribbon, 1 Crafting Herb
Action
The caster grinds the herb in a mortar and pestle, mixing it with water and then touches a quill to their forehead, lips and above their heart. They trace words in the air with their quill, scribing one of Creativity, Determination or Intellect showing how their Ink Spirit will manifest. Reverently they then place the nib of the quill into the preparation of Ink they have made and hold it there for nine heart beats. They pour the mixture into a bottle and then leave it for some time to settle.
Effect
A Bottled Ink of Creativity, Determination, or Intellect is distilled from the plant and the virtues of the caster.
The Chronicler recorded this Lore was added to the Archive by Jota 'Ink' Sannath.
Follow in the path of the Elganti of Aligona to imbue simple yet potent magics into various woven crafts.
The Elganti’s mastery of woven creations was such that they were able to develop flexible magical means for creation even utilising threads woven from adamant or bone.
The Elganti were not a people who cared for others, theirs was a culture of competing against one another in exorbitant fashions and styles. Some even began to weave Spirit Gems into their clothing and jewellery to achieve even greater ends.
You gain knowledge of the following:
- Greater Rite: Weave Strange and Esoteric Patterns
As a Lesser Magic, you may cast Heal 4 on yourself at touch range by inspecting, smoothing, and adjusting your clothing for at least 10 seconds.
Once per hour, you may reduce the cost of a Rite to Enchant a woven item by 1 Ribbon.
As a Lesser Magic, you may cast Ward: Entangle or Ward: Enthral on yourself at touch range.
A Greater Rite to weave magical items of cloth.
Cost
2 Metallic Ribbons, 1 Bobbin of Golden Thread, 1 Crafting Herb, Hide, or Stone
Action
The caster weaves with a strange thread. They use it to shape an item of woven cloth or hide such as a banner, scarf or cloak, including any additional magical ingredients in the creation process.
Effect
A magical woven item is created. The properties of the item will depend on the materials that are used. Some materials are unsuitable and will not provide a benefit to the item that is created.
The Chronicler recorded this Lore was added to the Archive by Cambric.
A cold wind blows strong before the medium’s otherworldly senses and by the azure gift they give a voice to those trapped between two worlds.
You have felt them, their emotions roiling and in pain, uncomprehending of their situation and driven beyond the brink of madness. They are dangerous to contact and when you do you must keep tight rein on your emotions lest they sense weakness or become enraged that which is now denied them. Many mediums cover their faces when engaging with the restless dead to more easily hide their feelings from the spectral being they consort with.
Spectral creatures are known to sap strength and vigour from mortals so guarding against this is a key skill for a medium to be successful.
You gain knowledge of the following:
- Greater Rite: Eyes of the Grave Digger
- Greater Rite: Seance
As a Lesser Magic, you may Resist: Weakness.
As a Lesser Magic, you may cast Ward: Scourge or Ward: Weakness at touch range by calling on protection from the spirits.
As a Greater Magic, you may cast Mass Enthral by calling upon the Azure Tongue or the Spectral Orator.
A Greater Rite to allow the caster to learn the names of the restless dead.
Cost
1 White Ribbon
Action
The caster lays out grave dirt or ash from the dead that last saw light at sunset. They mix it with water in a bowl until it becomes a paste. The caster marks their face with the mix whilst describing why they are seeking out spirits. The caster then Gazes With the Third Eye on an item they believe to be a Spiritual Anchor.
Effect
The caster learns the names of any ghosts bound to the area or item and roughly how strong the spirits are.
A Greater Rite which is an invitation to nearby spirits to converse with the living.
Cost
1 Blue Ribbon, 1 White Ribbon
Action
The caster and participants join hands and sit or stand within a circle of candles. They invite nearby spirits to join them in the circle and converse with them. If they know the name of a spirit they may call upon it by name.
Effect
Nearby spirits are drawn to the circle and answer questions posed by the mortal participants. The spirits’ answers are often confusing and are given through the voice of the caster, by means of parchment and quill, the disturbance of nearby objects, an eerie voice, or by strange sensations in the participants.
If a particular spirit bound to the area was named they will be summoned.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
There is no way to know the future exactly. But beings who have seen years passing like falling leaves can begin to see patterns and others can call upon them to seek their wisdom. For those of sufficient power and wisdom can create the fate that they desire.
To sit at the table of fate is to dwell besides beings ancient and powerful in equal measure. Take care in your questions to them and your methods for not all things old are wise and not all things powerful are kind.
For now you sit and act as an intermediary for those who answer your questions and in this small act you gain a measure of the will and power to craft your fate.
You gain knowledge of the following:
- Greater Rite: At the Table of Fate
As a Lesser Magic, you may Resist: Enthral with the vocals, “my will is my own”.
As a Lesser Magic, you may cast Heal 4 at touch range by chanting for 10 seconds with the vocals, “it is not yet your fated time”.
As a Lesser Magic, you may call Reveal: Fated Being. A creature that responds affirmatively is one that sits at the Table of Fate and answers questions.
A Greater Rite to perform a fateful divination.
Cost
2 Blue Ribbons
Action
If the caster is the questioner, they can perform both parts of the ritual sat across from a mirror.
The caster sits at a table opposite the questioner and speaks the incantation: “You sit at the table of fate, the wise and ancient powers are ready to divine what is to come, speak your course loud and clear.”
The questioner describes a course of action they are considering taking and the caster declares the manner in which the answer will be revealed and how they will know the answer’s meaning. They speak the incantation: “Masters of fate, is our future sealed? By these mystic signs let destiny be revealed.”
The caster stares intently into the questioner’s eyes as both Gaze with the Third Eye and the caster performs the act of divination (e.g. casts the runes, palm reading, tea leaves).
Effect
The tools of divination shift to indicate whether the suggested course of action will lead to success. The result will be “weal”, “woe”, “both”, or “unknown”.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The mortal body is so fragile, so susceptible to collapsing from the inside with poison and disease.
Midnight. A dark hour for business, perhaps thy business is dark also? Certain apothecaries conduct their trade by moonlight or in secret places no constable would dare to walk. A timeless way of disposing of a rival or political nuisance.
The knowledge of the midnight apothecaries is one that aids in breaking down an obstacle in their path, leaving them sickened, in pain and weakened before closing in for the kill.
You gain knowledge of the following:
- Lesser Rite: The Adder’s Kiss
As a Lesser Magic, you may cast Silence at range by calling on the cunning of the Midnight Alchemist.
As a Lesser Magic, you may call Reveal: Scourge. If someone responds positively you may cast Burn 20 or Weakness at range with the vocals, “I invoke the poison in your veins”.
A Lesser Rite to apply poison to a bladed weapon.
Cost
1 Purple Ribbon, 1 Poisonous Herb
Action
The caster crushes the herb and mixes it with a liquid. They speak about the creature they hope to use it on. They taste a drop of the poison and pour it onto the blade and speak “bind thee to this weapon of murder until warm flesh makes a home for your deadly bite”.
Effect
The target weapon is Enchanted and the caster ties a Purple Ribbon to it. The Enchantment lasts 1 hour, and whilst Enchanted, as a Lesser Magic the bearer may use it to strike for Scourge.
The Chronicler recorded this Lore was added to the Archive by Dall.
Some speak with and guide those restless spirits that have not passed on, but others take a firmer hand and exert their might upon them.
With chains forged of ghostly things and a prison crafted to capture a spirit, the spectral inquisitor sets about their duty.
As one who will take a firm grasp upon the ghostly foe, you will resist their blows and learn some of the darker arts of interrogation.
You gain knowledge of the following:
- Greater Rite: Gather the Ghostly Essence
- Greater Rite: Imprison Ghost
- Greater Rite: Spectral Inquisition
If you have cast a Rite relating to Ghosts today, you gain +1 HP. If you are Wise in Ghosts, you gain an additional +1 HP.
As a Lesser Magic, you may cast Sensation: Pain on Ghosts at range with the vocal, “suffer the agony of death”. This may be cast as a Lesser Magic even while wearing heavy armour.
As a Greater Magic, you may Resist: Curse or Resist: Paralyse.
A Greater Rite to gather the strange ethereal substance that can be left in the wake of a Ghost passing on.
Cost
1 Green Ribbon, 1 Orange Ribbon
If the caster is Wise in Ghosts, once per day they may reduce the cost by 1 Orange Ribbon.
This Rite may only be cast shortly after a Ghost or restless spirits have departed the world.
Action
The caster used a net or similar to gather the ethereal strands of ghostly essence that may be found in the air around the area nearby to where a Ghost or restless spirits recently departed the world, Gazing With the Third Eye as they do so as to catch glimpses of the strands.
When the caster is satisfied they have captured enough essence they gently pull it from their net into a vial and allow it to form a solid substance within the vial.
This Rite may fail if the Ghost or restless spirits were destroyed or if there is insufficient essence to gather, but if this is the case then no Ribbons will be spent.
Effect
A Vial of Ectoplasm is created.
A Greater Rite to imprison a Ghost.
Cost
1 Black Ribbon, 1 Green Ribbon
If the caster is Wise in Law, once per day they may reduce the cost by 1 Green Ribbon.
The caster must have Phantom Shackles.
Action
The caster holds a Spirit Gem before a Ghost they wish to imprison or, if the spirit is too weak to manifest a Ghost, they hold it over the Spiritual Anchor it is bound to. If the Ghost is powerful enough to fight, such as a Wraith, then its form must first be destroyed in battle.
The caster uses the Phantom Shackles to bind the Ghost, its Spiritual Anchor or what remains of it and speaks the incantation: “By ghastly bindings of life departed, yet remains, Be imprisoned now, to linger still in chains.”
Effect
The target Ghost is captured in the Spirit Gem.
A Greater Rite to interrogate a Ghost captured within a Spirit Gem.
OOC Requirement
This rite requires the OOC consent of all participants.
Cost
2 Green Ribbons, 2 Red Ribbons, 1 Blue Ribbon
If the caster is Wise in Law, once per day they may reduce the cost by 1 Green Ribbon.
If the caster is Wise in Ghosts, once per day they may reduce the cost by 1 Blue Ribbon.
The caster requires Phantom Shackles and a Spirit Gem containing a Ghost.
Action
The caster begins the inquisition by causing pain in the Ghost. They command the Ghost be summoned and chained so that it may undergo questioning.
Effect
The Ghost within the Spirit Gem is summoned. The caster and their assistants can interrogate it and, if subjected to pain and fear, the Ghost will be likely to divulge secrets it would otherwise withhold. If the Ghost knows Lore then the caster or a chosen assistant may learn it.
The Chronicler recorded this Lore was added to the Archive by Clinker, Eolas, Little Brother, Mercy, and Torv.
In drunkenness and abandon a special kind of inspiration and drive can be found.
The muses of the Lord of Wine are some of their longest lived servants, so long as they attend to their dances they do not age but it is clear that they are servants. They inspire ideas in others around them and bless them with health and joy but they cannot keep any of it for themselves.
This Lore is a taste of that curse and blessing that the Lord of Wine Bestows. They can infuse others with drunkeness and relieve it with a touch but they cannot be blessed by their own cures and their Touch of Inspiration is only for another.
You gain knowledge of the following:
- Lesser Rite: A Touch of Inspiration
As a Lesser Magic, you may cast Cleanse: Daze or Cleanse: Scourge at touch range with the vocals, “I grant you inspiration”. You may not use this on yourself.
As a Lesser Magic, you may cast Daze at range with the vocals, “I dull your senses and dim your mind”.
A Lesser Rite to allow an Awakened to renew their strength.
Cost
2 Red Ribbons, 1 Orange Ribbon
The caster cannot cast this Rite on themselves.
Action
The caster silently sits with the target and listens to them tell of their loves, joys and desires. When the target is finished speaking the caster simply intones, “I grant you the inspiration to follow your passions and dreams”.
Effect
The target is Enchanted and ties a Red Ribbon to themselves. Once whilst Enchanted, the target may make a short speech about their loves, joys or desires to regain 3 Spirit. The Enchantment lasts for 1 hour or until the ability is used.
The Chronicler recorded this Lore was added to the Archive by Fiore Corti.
One of the most ancient of arts is the art of music, and music and magic go hand in hand.
Music has been a companion to many of the great actors upon our world. From the Brilliant Midnight’s palace to the groves of Arthoa, from the decadent yet rotting hell of to the spires of Nessus music has followed them all. Now it comes to your call.
So that you can draw others to you like moths to a flame or bring solace and healing to others. With an effort of magic you can even imbue your music to lull others into completely catatonic states.
You gain knowledge of the following:
- Lesser Rite: Symphony of Slumber
As a Lesser Magic, you may cast Enthral at range by playing or singing a few bars of music.
As a Greater Magic, you may cast Enthral: While I continue to play or Enthral: While I continue to sing at range by playing or singing a piece of music. Whilst you do this, you may not strike or parry with a weapon. After 5 minutes, this magic becomes too tiring to hold and you must pause your music.
As a Greater Magic, you may cast Mass Heal 2 by singing, “may music and song lift your heart, it is not yet your time to depart”.
A Lesser Rite to bewitch the mind of a listener.
Cost
1 Metallic Ribbon, 1 Purple Ribbon
Action
The caster sits with their instrument, testing and tuning it for later great performances and quietly humming a lullaby.
Effect
The target musical Instrument becomes Enchanted and the caster ties a Metallic Ribbon to it. The instrument may be used to play an enchanting lullaby that lasts for up to 5 minutes.
While the bearer of the instrument continues to play the lullaby they may call Sensation: Sleepiness at range once every 10 seconds. They may not strike or parry while playing the lullaby.
The Enchantment lasts until the lullaby is played or until the next dawn.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Wield the power of terror as a weapon, as though you were yourself a Shade, one of the creatures of nightmare, broken through into the waking world.
From the great terror Nedrizim spilled forth his Dread Knights. Each Dread Knight raised their shrines of nightmarish terror and conjured legions of horrors to sweep across the world.
With this knowledge you can revel in the power of nightmare and strike with cursed blades, as though you were yourself a horror.
You gain knowledge of the following:
- Greater Rite: Water Mingles With Blood Upon the Shrine of Nightmares
Spiritual Renewal: See an enemy flee before you.
As a Lesser Magic, you may cast Sensation: Fear at range by calling upon a nightmare or slumbering terror.
As a Greater Magic, you may strike for Curse.
A Greater Rite to create a shrine of nightmares that will conjure nightmare creatures.
Cost
5 Purple Ribbons, 5 Red Ribbons
Action
The caster builds a shrine or decorates an area with symbols that inspire fear.
They lay a creature capable of dreaming down in the centre of the arrangement and wound them mortally, causing their blood to flow onto the shrine. The caster pours water onto the victim and bids them fall into slumber and suffer terrible nightmares as they perish.
Effect
Nightmare creatures will be drawn into the world from the nightmares of the victim, who will continue to suffer horrific nightmares even after death. The strength of the creatures that appear are determined by the strength of the victim’s spirit.
The shrine will remain indefinitely unless it is sufficiently damaged.
The Chronicler recorded this Lore was added to the Archive by Torv.
As there are magics in the world to guard, seal and contain there are also those that instead cast aside locks and their denial of treasures and freedom.
The Path of Keys has often been seen as the purview of thieves and rogues but for the wind that unmakes all bonds it is instead a return to the natural order.
Still those who utilise this Lore will find it useful for nefarious deeds, able to slip past mundane locks and unable to be chained down whilst they have given up their voice.
You gain knowledge of the following:
- Greater Rite: Locks and Chains Will Not Halt Me
Whilst under the effect of Silence, you are Immune to Entangle and will Cleanse any existing Entangle effect.
As a Lesser Magic, you may cast Silence 30 at range with the vocals, “by shade of night and shadow”. You may cast this on yourself.
A Greater Rite to unlock small mundane locks.
Cost
1 Black Ribbon
Action
The caster whispers to a small mundane lock such as on a set of manacles, chest or door. They call upon the Wind that Unmakes All Bonds and call for it to shift and move the apparatus of the lock and grant them access.
Effect
The target lock will open.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
A deity is glorified by the deeds and great works of their Chosen and their faithful acolytes.
A place of veneration must be prepared so that the Chosen may guide prayers to those above. In time perhaps it will become a grand temple or cathedral. The work begins with a Hallowed altar.
You carry the sacred rites to Hallow a shrine of worship, a place of reverence dedicated to great a being. Silence those who offer disrespect and bring restoration to the faithful. You may not be Chosen yourself, but you will see their works completed.
You gain knowledge of the following:
- Greater Rite: Bless the Tools of the Righteous
- Greater Rite: Hallow
If you are not Chosen, you feel inclined to assist those who are.
As a Lesser Magic, you may cast Heal 2 at touch range with a short prayer lasting at least 10 seconds. If your target has prayed with you at a Hallowed altar, you may cast Heal 4 instead.
As a Greater Magic, you may cast Mass Silence 30 with the vocals, “be silenced in the presence of the holy”.
A Greater Rite to bless a tool or weapon in the name of great power so that the deeds performed by them may be witnessed.
Cost
2 Yellow Ribbons, 1 Metallic Ribbon
This Rite must be cast in a place that is Hallowed and the caster must dedicate the target item to the service of the entity to which the area is Hallowed.
Action
The caster places the target item on the altar and praises the entity to which the Hallowed place is dedicated. They speak of the deed they intend to perform in their name.
Effect
The target item becomes Enchanted and the caster ties a Yellow Ribbon to it. The deeds performed with the target item may be witnessed by the entity it is dedicated to. After performing a worthy deed in the name of the entity the item is dedicated to, the one who performed the deed may lead a short ceremony recounting the deed and place the item on the altar. A short time later the item may become empowered.
The Enchantment lasts for several days or until the item is empowered by the ceremony.
A Greater Rite to make a place holy in the name of a powerful magical entity.
Cost
3 Orange Ribbons, 2 Yellow Ribbon
Optional: Additional Orange Ribbons and Yellow Ribbons (double or triple the base cost)
The caster must have Heard the Song.
This Rite must take place at an altar decorated with tokens and offerings to venerate a powerful magical entity.
Action
The caster speaks the name of a magical entity to which they will dedicate the altar. The caster praises the entity’s virtues and describes how they are represented by the tokens and offerings.
The caster walks around the area surrounding the altar, or leads a procession if they have assistants, and bids the area become sacred to the named entity.
Effect
The target area becomes Hallowed of the named entity and can be used in their holy rites and ceremonies. The named entity is more likely to hear or see the non-magical deeds and prayers performed in the area. The effect continues as long as people continue to visit and pray at the altar.
Double Ribbons
The effect will last many years, even if the altar is not visited.
Triple Ribbons
The effect will last forever and the altar cannot be destroyed by natural weathering.
The Chronicler recorded this Lore was added to the Archive by Pellegrino Soubeyran.
You may only take this Lore if you have the Heartbeast: They Who Walk Alone.
When Nobody tried to eat the cats at the place where The One Who Laughs became a star the Cat Father would not have it.
They shaped a place for them in dreams where they could always be safe. A power taken advantage of by They Who Walk Alone.
This Lore is rarely learned due to the connection required with They Who Walk Alone but it enables those who can learn it to benefit from the same protections as a cat.
You gain knowledge of the following:
- Lesser Rite: Summoning the Feline Psychopomp
When you Resist Blast or Resist Entangle, you are protected from those effects for an additional 10 seconds.
Whenever you are the target of a Heal effect, you Heal an additional 1 HP.
As a Lesser Magic, you may grant yourself Ward: Enthral by calling on the blessing of the Cat Father.
A Lesser Rite to summon the dream of a cat to act as a psychopomp.
Cost
2 Purple Ribbons, 1 Blue Ribbon, 1 Red Ribbon.
If the caster is Wise in Dreams or Wise in Seafaring, once per day they may reduce the cost by 1 Purple Ribbon.
Action
The caster takes a fish and places it before them, they cut the fish open so its flesh is visible and chant:
“Hear me those who dwell in the place where cats go, I give you this offering for you to let me walk your pathways and gain your protection for a short time. Hear my call O dream of cats.”
Effect
The caster becomes Enchanted and ties a Purple Ribbon to themselves. The Enchantment lasts for a few days or until the ability is used. Whilst Enchanted, the caster sees a blurry feline form made of mist guiding them onwards and they respond positively to Reveal: Dream. The Enchantment may be ended by the caster calling upon the protection of their feline psychopomp. When this is done they gain one of the following effects as the feline psychopomp protects the caster:
Be protected from the negative consequences of looking upon a Dreamscape with mortal eyes for 3 minutes.
Immediately exit a dreamscape to the Waking World in complete safety.
When using the Rite: Retreat to the Cat’s Shadow rather than just passing through the Place Where Cat’s Go they may pause for up to 3 minutes in the Place. Please report to a Ref that you have done this.
The Chronicler recorded this Lore was added to the Archive by Felix "Filch" and Ulthar Munkustrap Humbert de Carabas.
A cat is a capable creature that can walk alone. There are places that only cats can go, or those that have learned their lessons.
But their true nature is as creatures that slip between and arrive when least expected.
They can slip through the dreamscape to escape danger and evade their enemies and an Awakened can learn to mimic such power.
You gain knowledge of the following:
- Lesser Rite: Retreat to the Cat’s Shadow
You may grant yourself one additional Warding. You cannot benefit from this extra Warding if it is granted by someone other than you.
As a Lesser Magic, you may Resist: Blast with the vocals,“you dare to strike a cat?”.
As a Lesser Magic, you may grant yourself Ward: Blast by calling on the caution of cats.
As a Lesser Magic, you may strike for Entangle.
A Lesser Rite to escape into the shadows to avoid danger.
Cost
1 Black Ribbon, 1 Purple Ribbon
Action
The caster finds a dark place where they cannot see another person and tells the shadows where they would retreat to if threatened and that they dream of safety and solitude.
Effect
The caster becomes Enchanted and ties a Purple Ribbon to themselves. The Enchantment lasts for a few days or until the ability is used. They may use their Enchantment at any time with the vocals, “I retreat to the cat’s shadow”, to disappear into the dreamscape and return to their choice of:
Their Hearth Marker
The site where they awakened (at the Unfinished Tome)
They then Heal 1 on arrival.
They may suffer other consequences if they must travel through a dangerous or unusual dreamscape to escape.
OOC Action
Once the vocals have been said, they should put their hand in the air and find a referee.
The Chronicler recorded this Lore was added to the Archive by Felix.
Sometimes it is not enough that your enemy suffers. Sometimes the only recourse is that all of those they cherish shall wither and fall. Not even then is your fury sated instead let their descendants be racked with hardship and short lives from here till the dying of the stars.
This is one of the most insidious of curses to weave for it must grow and spread like a weed. Inexorably, it infects the spirits of those who come after but not so quickly that their misfortune is fleeting.
By this practice you have learned to guard yourself from being cursed, able to turn back the subtle strands whilst binding many others in your web.
You gain knowledge of the following:
- Greater Rite: The Maledict of Bloodlines and Heirs
Spiritual Renewal: Laying a curse upon an enemy and taking a moment to enjoy their suffering.
As a Greater Magic, you may Resist: Curse.
As a Greater Magic, once per Spiritual Renewal you may cast Mass Curse with the vocals, “I bind your fates to doom and misery”.
A Greater Rite to lay a Curse on not just a person but all their blood who will come after.
Cost
3 Orange Ribbons, 2 Green Ribbons, 2 Red Ribbons
This Rite may only target someone who has greatly wronged the caster.
Action
The caster places blood from their target upon a braid of flowers. The caster intones the name of their target and speaks of the spite and hatred they feel for them, rising in fury as they do so. The caster must then take the bloody flowers and cast them into a hot fire, saying, “a curse upon your house! A curse upon you heirs! Unto the endmost generation I send forth my hate to bring ruin upon your name”.
Effect
The named target and all of their descendants whether by blood or adoption gain the Familial Maledict Spiritual Wound.
The Chronicler recorded this Lore was added to the Archive by Glint, Pellegrino Soubeyran, Secunda 'Hilde' Varthale, Undertow, and Valto d'Brey.
An important precept of alchemy is that it is a magic primarily focused on transmutation and change. A true alchemist can take a base thing and bring forth its true potential.
Alchemists across Solem have always been obsessed with the creation of noble metals, extending life and eventually the creation of a Philosopher’s Stone. This is but one of the potential steps on a path that leads to the forging of that fabled object.
To excel in this field of alchemy one must become adept at managing the transfer of wounds from person to person. Some of the magics you will learn are best employed claiming the remnants of a creatures fading life force.
You gain knowledge of the following:
- Lesser Rite: The Rite of Transference
When you cast Consume Spirit, you restore an additional 2 HP.
As a Lesser Magic, you may cast Consume Spirit at touch range on a recently dead creature with 10 seconds of chanting.
As a Lesser Magic, you may cast Heal 3 on a target at touch range with the vocals, “blood for blood and wound for wound”, but you suffer 3 damage, or 2 damage if you are Wise in Wounds.
A Lesser Rite to move a malady from one person to another.
Cost
1 Orange Ribbon, 1 Red Ribbon
The targets must be within arms reach of each other during the entire rite.
The receiver must be able to be affected by the Lingering Malady being transferred.
Action
During the rite the caster (who may be a target) must connect the two targets symbolically to each other so bare flesh such as palms or hands touch. They draw a knife across both targets in one smooth action and allow their blood to mingle and call a short incantation to draw forth the malady within one spirit and let it pass to the other.
Effect
The caster forces one Lingering Malady to move from one target’s Tome to the other.
If the receiver is non-Awakened they are likely doomed.
The Chronicler recorded this Lore was added to the Archive by Ferryfolk.
A turning point, do you let the hunger and greed flow through you unabated or turn aside and try to find other routes to power.
Atamo-Roth did not turn aside, they wrote their name large in their discoveries, plundering it from others when required. Uncontested in its magnificence is their glittering hoard kept safe beneath their clawed feet. So large is its size; yet still they hunger and their blessed servants gather at its feet to grow their treasures in return for blessings. This is what it means to walk in the wake of Dragons.
You have walked far in the wake of Dragons and now is the time to shuck allies and friends. They cannot be trusted, you can only trust in glittering gold and your own strength of scale and flame.
You gain knowledge of the following:
- Lesser Rite: Hardened Scales and Hardened Heart
- Greater Rite: The Bane of Thieves and Footpads
Spiritual Renewal: Taking a new treasure for your own or counting and revelling in the glittering beauty of your treasures. Whenever you do this, take Sensation: Jealousy for 10 minutes.
You must spend Spirit in order to willingly give an item to another character.
You may be Attuned to one additional item.
As a Lesser Magic, you may call Reveal: Dragon’s Revenge.
As a Greater Magic, you may cast Mass Sensation: Fear followed by Mass Fling by calling on the Dragon's roar or by roaring like a Dragon.
A Lesser Rite to enchant you with the impenetrable hide of a Dragon and its uncaring nature.
Cost
2 Black Ribbons, 2 Yellow Ribbons
Action
The caster sits with their treasures, wondering at what might be done with them. The caster must resolve to never give away their treasures and whisper to them that they belong to them forever. The caster sits proudly and dismisses the weaknesses of charity and sharing from their mind.
Effect
The caster becomes Enchanted and ties a Yellow Ribbon to themselves. The Enchantment lasts for a few days or until they lose or give away an item.
Whilst Enchanted, if the caster has Deepening Draconic Desires, they gain twice as much HP from it. They are Immune to all Sensations that require them to show compassion or empathy for other beings. Every time they complete a Spiritual Renewal, they may cast Ward: Impale on themselves for no cost.
A Greater Rite to lay a spiritual wound upon those who steal from you.
Cost
2 Green Ribbons, 1 Black Ribbon, 1 Orange Ribbon
Optional: Up to 4 additional Black Ribbons
Action
The caster must pour out their treasures and wonders, pawing at these precious things, remembering their shape, their worth and the one they took them from. The caster gathers them close in jealous keeping and creates a protection around a chest or box. They then declare: “I walk in the wake of Dragons. All will steal from me and all will betray me, so I will guard this hoard and woe betide the thieves and footpads who would take it from me.”
Effect
The target chest or box becomes the focus for the caster’s Draconic Hoard. Anyone who steals an item from the hoard will be cursed with the Dragon’s Revenge Spiritual Wound.
Additional Black Ribbons
The Dragon’s Revenge Spiritual Wound becomes deadlier.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The master weaponsmith’s journey must be forged from the respect for the materials they work with.
A myriad combination of wondrous arms could be forged from metal and stone and other magical materials besides. Learning the secrets of these things can be a lifetime’s work for each precious ingot is fiercely fought over by mages, knights and the supernatural.
One who forges weapons gains insight into how to wound and slay for one does not forge a sword for a time of peace. Knowing this, one must always have respect for a well-made weapon.
You gain knowledge of the following:
- Greater Rite: Forge Arms of the Deep Metals
You feel that crafted weapons should be treated with respect.
As a Lesser Magic, you may Heal 2 when you strike a foe with a weapon you made. If it was a killing blow, you may Heal 3 instead.
As a Greater Magic, you may strike for Impale.
A Greater Rite to forge a weapon.
Cost
2 Metallic Ribbons, 1 Orange Ribbon, 1 Ingot of Adamant, Mortis Steel or Cursed Lead
Optional: 1 additional Crafting Ingredient
Action
The caster heats metal with fire. They use it to forge a weapon, including magical ingredients in the creation process.
Effect
A magical weapon is created. The properties of the weapon will depend on the materials that are used. Some materials are unsuitable and will not provide a benefit to the item that is created.
The Chronicler records that this Lore was added to the Archive by Octavia Varthale Soubeyran.
Meditate upon the path of the blade and the song of sword on sword for insights into battle.
There is within each sword a story, a tale of purpose, of heroism and of woe. When these tales are told by mortals they are fraught with falsehoods, but steel speaks truly.
Swords are honest, there is no mistaking their purpose, they bring pain and death. A sword cannot comfort you with lies, nor does a sword distinguish between the lives of the cruel or the kind when taking. Mortals stain their tales with falsehoods, steel possesses a more perfect truth. Still, skilled smiths can see intricacies in weapons that others might miss.
You know something of this truth. You do not move quicker, you are not stronger, instead this gift is an understanding of the dance of steel on steel. You appreciate the honesty of the sword.
You gain knowledge of the following:
- Greater Rite: Confirmation of Steel
- Greater Rite: Revelations of the Blade
You feel a desire to be straightforward and honest.
As a Lesser Magic, you may cast Ward: Impale on yourself with a short period of contemplating, examining your blade, and playing out future battles in your mind.
As a Greater Magic, you may strike for Impale.
A Greater Rite to determine a truth behind a weapon.
Cost
2 Metallic Ribbons
Action
The caster examines a weapon made of metal, checking its sharpness and looking for any chips or flaws. They Gaze With the Third Eye upon the blade and make a statement about the weapon.
Effect
The caster and anyone touching the weapon hears a voice of ringing steel and learns if the statement they made was true.
A Greater Rite to learn the history or purpose of a bladed weapon.
Cost
1 Yellow Ribbon
Optional: An additional 1 Metallic Ribbon or the caster is Wise in Smithing.
Optional: An additional 1 Red Ribbon or the caster is Wise in Wounds.
Action
The caster kneels and holds a bladed weapon above their head with both hands and speaks the words, “let the golden light of revelation bring forth your purpose”.
They place the weapon on the ground in front of them and speak of what is currently known of the weapon and how or where it was obtained. They pick up a light source, stare into it and speak, “let my gaze be blinded to the here and now and wander to find a place of glory”, and they Gaze With the Third Eye upon the weapon.
Effect
The caster and anyone touching the weapon experiences a vision of a significant moment in the weapon’s history, such as the gifting of a sword to a champion, and learns if it was made or intended for a specific task, such as if it was forged for a specific war.
Additional Metallic Ribbon or Wise in Smithing
The vision also includes the creation of the item and the rite(s) that was cast to make it magical (if any).
Additional Red Ribbon or Wise in Wounds
The caster cuts themselves with the weapon, taking 1 damage, and the vision includes a significant time the blade was used to deliberately kill or wound a creature capable of bleeding.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The road winds on far longer than any mortal could hope to patrol. A spectral sentry aids the road wardens in their duty.
Some folk serve a great power or adhere to ancient philosophy. For others it is the simple duty to protect those who are in need. When the roads are beset by danger these noble souls answer the call.
When the hue and cry is raised, the road warden’s voice nor feet may be stilled. With the knowledge that others are at risk a warden's blade can be a deadly weapon.
You gain knowledge of the following:
- Greater Rite: Listen to the Road’s Cry
You may Resist any Sensation effect that would cause you to be less wary or perceptive.
As a Lesser Magic, you may Resist: Entangle or Resist: Silence.
As a Lesser Magic, you may strike for Daze.
A Greater Rite to give roads a voice to cry out when dangers lie upon the roads.
Cost
4 Blue Ribbons, 2 Yellow Ribbons
If the caster is Wise in Law, they may reduce the cost by 1 Yellow Ribbon.
This Rite must be cast near a building and where the sentry’s hue and cry will be heard by people who are likely to answer its call.
Action
The caster and their companions hold lanterns or torches and, raising them high, call to a spectral sentry to patrol the roads vigilantly. The caster and their companions walk between symbols of the places they wish the spectral sentry to patrol and describe the roads and routes between these places.
Effect
When there is danger upon the road, a spectral sentry will return to the place this Rite was cast and announce the danger, giving warning, and in times of great danger, passage to those who wish to give aid.
If the sentry's cry goes unheard and unanswered, the magic will weaken and eventually disappear.
If there is no danger, a sentry will occasionally arrive to give the cry that all is well.
The Chronicler recorded this Lore was added to the Archive by Saor.
Punishment must exist, and yet be neither cruel nor toothless in its delivery. This is the paradox of authority.
Not all crimes are equal. The Grim Methods are unsuitable for the punishment of petty misconduct, yet one who would have order must have recourse to reprimand those transgressions.
One must be sure in their judgements, yet not driven by passion. One must bring retribution, measured and ordained. One is sure. One is the binder. One is the judge.
You gain knowledge of the following:
- Greater Rite: Admonition
You feel compelled to remain dispassionate when faced with a dispute.
As a Lesser Magic, you may cast Entangle at range with the vocals, “in the name of retribution”. If your target has struck at you in the last minute, you may cast Entangle 20 instead.
As a Greater Magic, you may cast Mass Silence with the vocals, “hear my judgement”.
A Greater Rite to lay a burden upon one who must be punished.
Cost
3 Green Ribbons, 3 Yellow Ribbons
If the caster is Wise in Law, once per day they may reduce the cost by 1 Yellow Ribbon.
Action
The caster must take a rod or hammer of wood and rap it thrice. They must then say, “bring forth grievance and I shall weigh it in hand. To those who stray, I shall bring the rod, and they shall know their error”.
Another participant may then step forward, and loudly and clearly name and identify the subject of their grievance. They must explain their grievance with the named entity with sincerity, and beseech the caster for arbitration. The caster must take a lantern and lift it high saying, “I set aside my own passions and take counsel. In the light where there is no malice and no benevolence, this grievance shall be weighed”.
Upon deliberating the case dispassionately, the caster may either rule that the grievance is insufficient, in which case the Rite ends without effect or cost, or say, “I have judged, and this grievance is sufficient”. They gather the power with their rod or hammer and tap the bringer of grievance once saying, “by your troubles they shall be bound, and know their error”. Then they tap their forearm once saying, “so I shall bind them, so I shall admonish them, and when the time comes I shall release them too. This is my judgement”.
Effect
The caster becomes Enchanted and ties a Green Ribbon to themselves. The Enchantment lasts for the next 30 minutes. While Enchanted, they may cast Curse 30 at range using the vocals, “know my admonition, for your actions have brought discord”. When they do so, the target is afflicted with the Mark of Admonition Spiritual Wound, a burden that stifles the victims ability to attune to magic items that may be lifted by the forgiveness of the one who placed it.
This effect may fail to take against creatures that do not comprehend grievance or do not participate in a community with the caster.
The Chronicler recorded this Lore was added to the Archive by Eolas, Felix "Filch", Gredge, and Quintus Adney Varthale.
This Lore is Mighty. If you have this Lore you have no other.
Feel what brings people together, what brings the world together, feel the ties that bind.
More than shackles, more than sovereignty, more than duty, the tie that binds us most is kin and home. Whether that kin is blood or found through years of searching, these are the roots that bind truest of all.
An Awakened who masters this magic is rare indeed, but they gain unparalleled abilities to protect their hearth and home.
You gain knowledge of the following:
- Grand Rite: The Fortress of Roots
You may not take this Lore if you do not have a Hearth.
Spiritual Renewal: Swear to stand beside those of your hearth and home no matter the trials to come.
As a Lesser Magic, you may strike for Entangle 20 four times within the next minute.
As a Lesser Magic, you may cast Entangle 30 by calling upon the Roots that Bind.
As a Greater Magic, you may cast All Who Share a Hearth With Me Heal 2 or Ward: Burn, Ward: Entangle, or Ward: Paralyse.
A Grand Rite that calls the forest to guard your Hearth and Kin.
Cost
27 Green Ribbons
Optional: Additional Green Ribbons.
Action
The caster stands before a Hearth Marker to which they are bound. They bind their hands with rope fastening them to the Hearth Marker and binding about it the Ribbons used in the Rite. At least one assistant walks about the caster scattering seeds and planting them in the earth as the caster calls upon the Root that Binds the World to raise a ‘Fortress of Roots’.
The caster ends the rite with the vocals, “more than shackles, more than sovereignty, more than duty the tie that binds us most is kin and home”.
Effect
Roots and vines spread out from the caster’s Hearth Marker, creating a fortress of bark and branch around it for several miles. A twisting labyrinth of trees that stand guard against danger. It is not hidden, nor subtle, but Sprites of the trees and forest will be called by the Rite to defend the people of the target Hearth from harm. They will assault people of other Hearths who are not in close proximity to the Hearth Marker. It will be difficult for the people to leave the area by mundane means whilst this Rite is in effect. Truly mighty forces or enemies might still be able to force their way through but they would be delayed and diminished.
The effect duration depends on the amount of Ribbons used:
27-53 Ribbons: 1 Day
54-80 Ribbons: A Year and a Day (Until the end of the next Event)
81 Ribbons: 100 Years
The Chronicler recorded this Lore was added to the Archive by Eolas.
The need to keep things contained, whether prisoners or specimens, meant that the scribing of sealing circles remained an important Nessian art.
One extension of learning to defend oneself from harm can be to restrict the movement of others. The Nessians often believed in imprisonment over more brutish solutions for criminals, but these magics found use in keeping many a magical creature captive against their will.
A common tactic of Nessian Legates in battle was to utilise their war mages to create barriers and defences to hurl their enemies back for their legions to drive their enemies onto.
You gain knowledge of the following:
- Lesser Rite: The Forceful Rune Ward
- Greater Rite: Sealing Circle
As a Lesser Magic, you may Resist: Fling.
As a Lesser Magic, you may cast Entangle at range with the vocals, “the power of the wind that binds”.
As a Greater Magic, you may cast Entangle 30 at range with the vocals, “the power of the wind that binds”. This power is a Lesser Magic if you are wearing no armour.
A Lesser Rite to create a barrier of force across a small area.
Cost
2 White Ribbons, 1 Green Ribbon
Action
The caster kneels and without moving from that spot marks five runes in an arc on the ground in front of them. The caster must then rise and call on the winds that bind and mark to raise a Forceful Rune Ward.
Effect
As long as the caster does not move from the spot, they may cast Mass Fling in front of them in the direction marked by the arc at will for no cost.
They are Immune to Fling as long as they maintain this Rite.
A Greater Rite to create a circle of runes that can keep a being contained.
Cost
4 White Ribbons, 2 Green Ribbons
Optional: 1-4 additional pairs of White Ribbons and Green Ribbons
Action
The caster creates a circle of 21 runes in an unbroken circle around an Unresisting creature. The caster then touches each rune in turn, moving anticlockwise, declaring it as a binding rune and that with each rune the links of the chains between each grow stronger.
Before the twenty-first sigil is drawn, the caster places a small sealable container such as a box, lamp or ring with a compartment before the Unresisting creature. They then loudly intone, “I call to the wind that binds and the wind that seals and by this final rune I consign you to be sealed away”. They step from the circle and mark the final rune.
Effect
The target disappears and is bound physically within the indicated item, which becomes a Runic Gaol. They are held in stasis and time does not progress for them. They are not killed and countermeasures that would normally trigger upon death are not activated. By default, this sealing lasts for a day or two.
Additional White and Green Ribbons
The sealing lasts longer for every additional pair of ribbons…
+1: A year and a day
+2: Many years
+4: Until broken
The Chronicler recorded this Lore was added to the Archive by Dredger, Mercurio di Vadi Firenze, Sight, Torv, and Undertow.
Beneath some of even the most chiselled and beautiful of marble statues lie imperfections. Behind those beautiful facades lie deep rot and corruption.
embodies this ideal. Why deny that which you desire at the expense of your soul? Death reaches out a hand to claim all beings, so what purpose does inner righteousness hold? Revel instead in the spreading of depravity and the satiation of your whims, no matter how occult.
Accepting and following the ideals of numbs pain both spiritual and physical, and turns aside magics that seek to sicken and weaken you.
You gain knowledge of the following:
- Lesser Rite: A Form Carved from Marble
Weapon blows no longer seem so important when pain and doubt cease to be of relevance. You gain +2 HP.
You are Immune to any Sensation: Pain or similar effect. Rather, you find it oddly compelling.
As a Lesser Magic, you may Resist: Scourge or Resist: Weakness.
A Lesser Rite to protect and strengthen your outer form.
Cost
1 Black Ribbon, 1 White Ribbon
If the caster is Wise in Stone, once per day they may reduce the cost by 1 White Ribbon.
Action
The caster gathers food and drink, gold dust and a small piece of marble. The caster sprinkles the gold dust over themselves and the food before they begin to eat. In between mouthfuls they kiss the piece of marble fervently before consuming it as well.
Effect
The caster becomes Enchanted and ties a Black Ribbon to themselves. This Enchantment lasts until the next dawn. While Enchanted, whenever they Resist: Scourge or Resist: Weakness, the Immunity to further effects lasts 20 seconds longer.
The Chronicler recorded this Lore was added to the Archive by Torv.
Those golden knights that held against nightmare and struck down the Lord of Shades were skilled at arms and wore shining armour, but it was their hearts that shone with courage and pure devotion to defending others that was their true steel.
As your spirit rises to meet the challenges of the day you do not simply strive to overcome adversity but in your striving raise others to new heights.
As your will to defend others drives you on and courage and hope burn within your heart, you are strengthened against the darkness.
You gain knowledge of the following:
- Lesser Rite: Let Inner Fire Become Shining Protection
Spiritual Renewal: Come to the defence of someone in peril.
As a Lesser Magic, as long as you have not lost hope you may Resist: Sensation Fear or Resist: Weakness.
As a Lesser Magic, you may cast Heal 3 or Sensation: Courage at touch range by speaking words of courage for at least 10 seconds.
As a Greater Magic, as long as you have not lost hope you may Resist: Curse.
A Lesser Rite to let your inner strength protect from magic.
Cost
2 Orange Ribbons, 1 Yellow Ribbon
Action
The caster lights a candle and lifts the candle to their face, illuminating it. As they gaze upon the flame they meditate on the will to face down terrifying enemies, allowing their courage to bolster the light. The caster swears: “I will be the light, the gleaming beacon others might need in the dark, I swear I shall protect them before I find my rest.”
Effect
The caster becomes Enchanted and ties an Orange Ribbon to themselves. The Enchantment lasts until the next dawn or until the oath is broken. Once per Spiritual Renewal with a cry of courage, you may cast Mass Ward: Daze or Mass Ward: Weakness.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Winding coils of glimmering scales are an impressive sight to be sure. This Lore permits an Awakened to emulate a serpent's natural abilities.
Serpents are a creature apart from others of Solem, seemingly unaging and cold blooded and yet filled with venom. Many are the dangerous Awakened that have learned to use the winds to emulate the qualities of a snake.
They use their magic to create venom that burns their prey from the inside out or weaken them for a final strike.
You gain knowledge of the following:
- Lesser Rite: Lie Safe in Warm Sand
As a Lesser Magic, you may cast Cleanse: Scourge at touch range by calling on the serpent's coil.
As a Lesser Magic, you may strike for Burn or Weakness by calling on the serpent's fang.
A Lesser Rite to protect yourself from burning heat.
Cost
1 Black Ribbon, 1 Red Ribbon
If the caster is Wise in Beasts, once per hour they may reduce the cost by 1 Red Ribbon.
Action
The caster must mix a venom with water or alcohol till it is diluted then the target must drink the mixture. It will sting and burn but not hurt the target beyond that. The caster then traces a serpent wrapping it way around one of the target's limbs and invokes the serpent to lend its strength to the target.
Effect
The target becomes Enchanted and ties a Black Ribbon to themselves. The Enchantment lasts until they next perform a Spiritual Renewal.
Whilst Enchanted, they are Immune to any heat related Sensations and, as a Lesser Magic, they may Resist: Scourge. They also respond positively to Reveal: Serpent.
The Chronicler recorded this Lore was added to the Archive by Belahrames Shulman, Cambric, Johnny "Marrow" Bones, Tobias van Otolith, and Wren Coldfeather.
Ease your control of the winds of magic with the creation of a proper tool.
Such things were common once in Nessus. Magic used to create a life of ease and comfort where each citizen could bend the winds at least a little. One thing that aided in this was the creation of the proper instruments to focus and aid the Awakened.
Not all Nessians had learned the crafting of rods and wands but those that did learned other skills as part of their craft.
You gain knowledge of the following:
- Greater Rite: The Carving of Rod and Wand
As a Lesser Magic, you may Resist: Blast by dismissing the fury of the Nine Winds.
As a Greater Magic, you may cast Blast at range by demanding the Nine Winds bend to your will.
A Greater Rite by which a spell can be bound into the runes of a rod or wand.
Cost
2 Metallic Ribbons, 1 White Ribbon, 1 Ingot of True Gold
Optional: 1 additional Ingot of True Gold and / or 1 piece of Wychwood
Action
The caster must shape a wand of wood or metal, carving it and embedding it with runes using only the winds of magic. Part of this process must involve weaving the ribbons into the fabric of the item and imbuing the runes with a spell by casting a Lesser Magic into them.
Effect
A Wand of the Rune Mage is created. A rod or wand that allows the bearer to cast the spell that was imbued. The wand draws power for this spell and does not rely on the bearer’s spirit.
Additional Ingot of True Gold or Wychwood
This item will be more potent if more True Gold and / or Wychwood are used in its creation.
The Chronicler recorded this Lore was added to the Archive by Clinker, Johnny "Marrow" Bones, Jota 'Ink' Sannath, Liana Thornseaker, and Paisley.
If one desires precious ornaments, lovingly ordered, then one must seek unerringly for the precious metals to make them.
Not all knowledge lies together naturally, it can be put together in new and interesting ways.
The Silverstone Sisters knew the places Istrika pulled the precious veins and delved deep for these gifted treasures. They prayed before the Unceasing Hammer’s holy altar and were gifted a golden sight. A sight of copper, tin, iron, lead and much more besides. But more than mundane and base material was now revealed the ores of legend; Mortis Steel, True Gold, Cursed Lead, and Adamant with which to forge much mystery.
You know all too well the desire for magnificent treasures but unlike some you are not ruled by them and in fact turn such desires against your enemies.
You gain knowledge of the following:
- Greater Rite: Delve Deep and See The Winding Vein
You have seen the gleam and glitter of treasures in the deep places. As a Lesser Magic, you may Resist: Daze or Resist: Enthral.
As a Lesser Magic, you may cast Enthral and Sensation: Envy at range on the same target by holding forth a precious item towards them.
A Greater Rite for finding the wealth hidden in the world.
Cost
1 Metallic Ribbon, 1 Yellow Ribbon
Action
The caster stands upon bare earth or stone and speaks the words, “carry me below the earth, let my eyes see what I seek”. They circle once around a map of the area they are divining and indicate clearly where they want to scry.
The caster then holds up a piece of valuable mineral, ore or a gemstone and names the metal they wish to seek before placing the gem or ore on the map over the area indicated. Finally they say, “take me deep beneath the earth, let my eyes see what I seek”, before kneeling down, placing their head against the earth and closing their eyes.
Effect
The caster and their companions experience a vision of the targeted area as though delving into earth. As they look around, any veins of the named mineral present are highlighted to their vision.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
A way to chain Spirits and build vessels to hold them.
A Spirit might stay on Solem if one prepares a place for it. For some this is a useful tool, a way to obtain knowledge from uncooperative creatures. For others it is the first step upon the Immortal Road. The wise have learned to fear those who walk that road for they have approached it themselves. To make a Spirit Gem and stand over a Spirit with cage in hand is to be on the edge of a great precipice.
What creature moves if its Spirit is chained? With such knowledge you can wield a terrifying power. And you have learned to take power from the Spirits that can be bound. There is a gentler method for those with a silver tongue. But the end is the same; a Spirit in a cage.
You gain knowledge of the following:
- Lesser Rite: Spirit Harvest
- Greater Rite: Craft Spirit Gem
- Greater Rite: Invitation of Spirit
As a Lesser Magic, you may cast Consume Spirit at touch range by miming the reeling in of the Spirit for at least 30 seconds and whispering, “with chains of the Spirit I take a portion of your strength”.
As a Greater Magic, you may cast Paralyse at range with the vocals, “your Spirit be held in chains, I paralyse you!”.
A Lesser Rite to harvest the spirit of a slain foe.
Cost
1 Black Ribbon, 1 Green Ribbon
Action
The caster holds a Spirit Gem above the body of a recently slain creature and thrusts a dagger, that has been used to commit murder, into the creature’s stomach. As the thrust is made the caster speaks the incantation: “By blade of murder, the stealing of a life, now to take yet more, I claim the essence that you are”.
Effect
The target creature’s Spirit is captured in the Spirit Gem. The violence of this spell can damage the target Spirit.
A Greater Rite to create a vessel for storing a spirit.
Cost
1 Orange Ribbon, 1 White Ribbon
Action
The caster creates a circle using chain or rope. They inspect a gemstone, which will become the vessel, and place it inside the circle. They speak the incantation: “No tomb shall hold a spirit, once dead the ground is home only to a husk, so let it be, interment of the flesh to lie forgot til nought but dust remains, internment of the spirit to be held forever by this vessel’s chains”.
Effect
A Spirit Gem, a vessel suitable for capturing or storing a spirit, is created.
A Greater Rite to invite the spirit of the recently slain to linger in a spirit gem.
Cost
1 Orange Ribbon, 1 White Ribbon
Action
The caster holds a Spirit Gem above the body of a recently slain creature. They implore the target Spirit to ignore the call of destiny and to not listen to The Song. They invite the Spirit to linger on in the world and attempt to persuade the Spirit to come to rest in the Spirit Gem.
Effect
If the target creature’s Spirit is successfully persuaded then it will fill the Spirit Gem. It can be difficult to persuade a Spirit to remain.
The Chronicler recorded this Lore was added to the Archive by Sight.
Atop the tower little is beyond your view even over the horizon.
A way to see far and bright. The land is illuminated before you and you are illuminated to the world.
You have seen from atop the tower, higher and further than other petty creatures. They cannot phase you and if they try you only grow stronger.
You gain knowledge of the following:
- Greater Rite: Atop the Blazing Tower
As a Lesser Magic, you may Resist: Daze. When you Resist: Daze, you regain 1 HP.
As a Greater Magic, you may cast Daze at range by declaring that you stand atop the Blazing Tower.
A Greater Rite to see a far off place.
Cost
1 Yellow Ribbon
Optional: 1 Purple Ribbon
Action
The caster speaks, “open the door to the blazing tower and ascend the stair to stand above all”, the caster mimes the opening of a door and stands on an elevated area and speaks, “from on high the yellow wind reveals the world”, then they tap or point out their intended target location on a map using a wand or stick.
Effect
The caster and their companions experience a vision of the target location which focuses on notable details in the area. The vision lacks the clarity to make out individual creatures, though large gatherings or huge creatures might be visible.
Magical effects can decrease the effectiveness of this Rite.
While casting this Rite, and a short while after, the Blazing Tower is visible to others who are also casting this Rite, who appear standing atop a tower next to a blazing beacon that rises up high above the world.
Additional Purple Ribbon
The Blazing Tower is hidden from others who are casting this Rite.
The Chronicler recorded this Lore was added to the Archive by Alicia de Molinari.
A piece of magic for one who faces their foes head on; no tricks, no politics, no ambush. Just a single command, “fight me”.
When gold has lost its value and honour is the only currency left to wager. When a challenge must be answered. When skill and strength are ready to be tested. The gladiator steps forth into the arena and walks upon that hallowed, blood-stained, sand. There was one who came before, with a windborn sword, and a shield of gentle wrath.
You raise your shield and deflect their arrows and their spells and whisper, “you must fight me”. You answer challenges that are offered and dance upon the arena sands as though you were born for it as the rush of combat strengthens you.
You gain knowledge of the following:
- Lesser Rite: A Shield of Gentle Wrath
Spiritual Renewal: Begin a duel against an opponent you believe to be of equal or greater strength than your own.
Once per minute when you kill a foe, Heal 1 for no cost if someone applauds or compliments your fighting.
As a Lesser Magic, you may Resist: Entangle or Resist: Weakness.
As a Lesser Magic, you may strike for Impale as the first blow when you begin a duel or ritual combat.
A Lesser Rite to enchant a shield to deflect spells.
Cost
3 Purple Ribbon, 1 Orange Ribbon
Action
The caster flicks a drop of water towards the bearer of the target shield and speaks, “the gladiator’s shield must deflect spells like rain”.
The caster flicks more water toward the shield bearer, who raises it and speaks, “this shield deflects spells like rain. You must fight me”.
The shield bearer advances towards the caster, deflecting drops of water with their shield as the caster flicks it towards them. As they reach the caster they slash towards the caster with their weapon with great fury, stopping their weapon just short of them.
The caster blesses the shield to evade and deflect spells with gentleness and grace, ready to unleash the pent up wrath when the foe is reached.
Effect
The target shield is Enchanted and the caster ties 3 Purple Ribbons and 1 Orange Ribbon to it. The bearer may use a Purple Ribbon to Resist Ranged or Mass Blast, Daze, Fling, or Paralyse. When all the Purple Ribbons have been used, the bearer may use the Orange Ribbon to strike for Daze or Impale. The Enchantment lasts for 1 hour or until all the Ribbons have been used.
The Chronicler recorded this Lore was added to the Archive by Cambric.
Law is not good. Law is not moral. Law is, however, often fallible.
We could lie and say Jadugar used his knowledge of the Law to help the innocent buried under unjust charges; to help those enslaved, trapped within exploitative contracts; to help give a voice to those less fortunate and without means to properly have their story heard. But we would be lying.
But with this knowledge, perhaps you could. Or not. Truly, the choice is yours, and with the power to loose tiresome obligations from yourself or others, choice is your gift.
You gain knowledge of the following:
- Lesser Rite: Summoning a Dark Advocate
- Greater Rite: Under the Cloak of the Rogue Keeper
Spiritual Renewal: Lie and not be questioned about it.
As a Lesser Magic, with 10 seconds of subtle struggling, you may slip from any mundane restraints you have been bound with.
As a Lesser Magic, you may Resist: Entangle.
As a Lesser Magic, you may cast Silence 30 at range by calling upon the subtle tipping of the scales. If you are Wise in Law, you may cast Silence 40 instead.
A Lesser Rite to summon a spirit to help you influence others with your words.
Cost
2 Purple Ribbons, 1 Blue Ribbon
If the caster is Wise in Law, once per day they may reduce the cost by 1 Blue Ribbon.
Action
The caster sits at a table and blindfolds themselves. They extend their hands palms up, saying: “I call to the Rogue Keeper, the unraveller of bargains, the wrongfully honest. For the service of your agent, I offer my form as a host, to witness through my eyes and ears. Make sure my words and make subtle my malice.”
They then take an imaginary pen and sign their name on an imaginary contract.
Effect
The caster becomes Enchanted and ties 2 Purple Ribbons to themselves. The Enchantment lasts until dawn, or until all of the Ribbons have been removed.
While Enchanted, as a Lesser Magic, they may grant themselves Ward: Silence. When they Resist: Silence, they are Immune to Silence for an additional 10 seconds.
While Enchanted, they may call Mass Sensation: Trust by removing one of the Purple Ribbons.
They respond positively to Reveal: Sprite and if anyone Glances or Gazes With the Third Eye at the caster, they see a shadowy figure whispering into the caster’s ear.
A Greater Rite to protect oneself from the Keepers of the Ledger.
Cost
1 Black Ribbon, 1 Orange Ribbon, 1 Purple Ribbon
If the caster is Wise in Law, once per day they may reduce the cost by 1 Black Ribbon.
Action
The caster holds forth their Tome and covers it with a cloth or paper covered in crossed out oaths and promises. They speak to the Rogue Keeper, asking them to shield them from prying eyes in return for nothing being hidden from them.
Effect
The caster is Enchanted and ties a Purple Ribbon to themselves. The Enchantment lasts for the next few days. Whilst Enchanted, they may respond Positively or Negatively to Reveal: Oathbreaker as they prefer.
However, the Rogue Keeper can always see their Tome and all its contents. The Rogue Keeper may sometimes also use this as a means to communicate with those that seek its favour.
The Chronicler recorded this Lore was added to the Archive by Anon, Crone, Cutter, Eadric, and Wren.
A surgeon cannot cut the body without a blade. Some injuries, however, wound the spirit rather than the body. To heal these wounds requires a more rarefied set of implements.
In long past ages, when monsters prowled the edge of the firelight, mortals had to contend with all manner of poisons and curses. When the first cities rose, such as Ativesh and Phoilos, the healing arts were championed to create tools capable of curing the magical organs of the Awakened.
A deep knowledge of the spiritual tissue that comprises the corporus magicae allows one to manipulate flesh and blood in subtle and unconventional ways.
You gain knowledge of the following:
- Greater Rite: Surgeon’s Knife of the Other Might
- Greater Rite: Surgeon’s Knife of the Other Mind
Spiritual Renewal: Heal by using a knife or surgeon's tools.
As a Lesser Magic, you may strike for Entangle or Weakness 20 with a dagger or knife.
As a Lesser Magic, you may strike a target with a small weapon to call Heal 3 (1 damage is inflicted by the strike and then the Heal is applied) by whispering methods of healing for 10 seconds to the weapon.
A Greater Rite to give a surgeon the wisdom and skills they need to heal the spiritual body.
Cost
5 Red Ribbons, 2 Metallic Ribbons
Action
The caster traces the tip of a knife blade across first one palm, then the other. They place the knife across a bowl and hold their hands, clenched into fists, above the knife and bowl. They open their hands so that blood drips onto the knife and recite: “O Knife that cuts and slays, drink of my blood and knowledge. Learn now the wisdom of all whose hearts beat and blood pumps, when I wield you again let your instinct guide my healing hands”.
Effect
A Surgeon’s Knife of the Other Might is created, a tool which can be used to gain the Wisdom required to heal a Lingering Malady.
A Greater Rite to give a surgeon the wisdom and skills they need to heal the spiritual mind.
Cost
3 Red Ribbons, 2 Metallic Ribbons, 2 Purple Ribbons
Action
The caster traces the tip of a knife across first their left cheek, then their right so that a small drop of blood falls from each. They then hold it before their face, point up and whisper to it: “O knife of the Other Mind, learn now my thoughts and of my spiritual mind, know its shape and function. With blood I bind this knowledge of the mind into steel and so shall I call it forth again when the ephemeral needs be cut”.
Effect
A Surgeon’s Knife of the Other Mind is created, a tool which can be used to gain the Wisdom required to heal a Lingering Malady affecting the spiritual mind and allow surgery to be performed on the spiritual mind.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Guard what is yours with cunning and shadow lest they take it from you.
Dragons of old are covetous beings that are always nesting upon storied troves of gold. The old tales are not entirely accurate but do have a kernel of truth to them.
As you begin to learn the magics in the wake of dragons you must embrace some amount of their poisonous greed to truly understand their powers and the strength it brings.
You gain knowledge of the following:
- Lesser Rite: Pouch of Shadows
Spiritual Renewal: Taking a new treasure for your own or counting and revelling in the glittering beauty of your treasures.
When you search another creature, if you continue to mutter, “the Desires of Dragons compel me”, you may complete your search in half the normal time.
As a Lesser Magic, you may strike for Weakness 30 against an opponent that is facing away from you.
As a Lesser Magic, you may call Reveal: Magical Items at range with the vocals, “the Desires of Dragons compel me”.
A Lesser Rite to conceal the contents of a bag, pocket or small container.
Cost
1 Purple Ribbon
Action
The caster takes an empty container such as a small bag or pouch, lights a candle and uses it to illuminate the inside of the container before snuffing it and whispering: "Let no light fall hereafter, this shall be a secret place, of nimble fingers passing by and prying eyes deceived, here my secrets rest safe."
Effect
The target container becomes Enchanted and the caster ties a Purple Ribbon to it. If another creature searches you, they do not discover anything hidden in the container. Anything within the container is ignored by the Reveal effect. The enchantment ends at the next dawn.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
This Lore is Mighty. If you have this Lore, you have no other.
Magic is not a constant, it ebbs and flows like a great invisible tide.
The flow is fast, a pulse quick enough to push a wave forward across the world. To call such a wave and set it on its path, is a great feat few have attempted since the Cerulean Sage of Ativesh.
With a mighty Lore and for a short time one can call in the tide of magic so their allies may bathe in it and renew themselves. Knowing how to raise such a tide lets an Awakened raise up themselves like their tide to the pinnacle of the unalloyed Awakened.
You gain knowledge of the following:
- Grand Rite: Pool the Magic of the World
You gain +2 HP and the normal time it takes you to die is increased by +3 minutes.
As a Lesser Magic, you may cast Mass Ward: Curse by commanding others to fortify their spirit.
As a Lesser Magic, you may cast Blast with the vocals, “tides of magic rise and smite this foe”. You may use this ability three times per Spiritual Renewal for no cost.
As a Greater Magic, you may cast Heal 10 at touch range with the vocals, “tides of magic rise and restore this being”.
A Grand Rite to call the magic of the world so others may bathe in it and renew.
Cost
2 Orange Ribbons, 1 Black Ribbon, 1 Blue Ribbon, 1 Green Ribbon, 1 Metallic Ribbon, 1 Purple Ribbon, 1 Red Ribbon, 1 White Ribbon, 1 Yellow Ribbon
Action
The caster surrounds themselves in a circle of their sources of power, objects or people and commands their magic to pool around them and flow out like a tide. The caster ends the Rite by saying, “tide of magic, rise and fill our spirits!”.
Effect
Those surrounding the caster will be renewed by the magic of the world granting them a Spiritual Renewal (called by a referee).
This may have other effects in areas with unusual magical strength or nature.
The Chronicler recorded this Lore was added to the Archive by Tobias van Otolith.
A gift of blood to the Sanguine Throne may be rewarded with boons of power.
Some thirsts cannot be quenched… But we must try regardless and revel in this savagery, and we will be rewarded for our efforts.
A drop of blood given freely grants a small surge of strength, but to wallow and take one’s time savouring a vast red ocean is a greater delight.
You gain knowledge of the following:
- Greater Rite: A Bloody Gift For the Sanguine Throne
Spiritual Renewal: Slaughter a group of enemies mercilessly.
If you would regain HP from an ability involving killing or drinking blood, you regain an additional 1 HP.
As a Lesser Magic, you may cast Ward: Weakness on yourself by cutting yourself, causing 1 damage. When you use this Warding, you become Immune to Weakness for an additional 20 seconds.
A Greater Rite to sacrifice blood and hearts to the master of the Sanguine Throne.
Cost
2 Red Ribbons, 1 Black Ribbon
Action
The caster and their companions drink the blood of recently dead or dying creatures, smearing the blood upon themselves and savouring the taste of it. They cut the hearts from the creatures and taste a piece of them before holding them aloft as offering to the Bloody Sovereign. Kneeling or lying among the blood and corpses they cry out: “Oh Crimson Lord, Bloody Sovereign and master of the Sanguine Throne, we offer this tribute of blood. May it please you and quench your great thirst, and may we receive your boons, according to your grace’s will.”
Effect
The caster and their companions hear a strange slurping sound, and the creatures’ hearts disappear as they are gifted to the Bloody Sovereign.
The Chronicler recorded this Lore was added to the Archive by Locke.
Place your destiny, your spirit, everything you are, into the hands of another.
For those that have Heard the Song, know what it means and are ready to take the next step.
To take this leap you must become totally vulnerable before a great power, but there is a strength to be found in this vulnerability. To leap off the mountain’s edge is exhilarating… but if you have no wings it can be deadly.
You gain knowledge of the following:
- Greater Rite: Offering of Spirit
Spiritual Renewal: Take a daring action that might leave you vulnerable or in danger.
When you Gaze With the Third Eye, as a Lesser Magic, you may regain 2 HP.
When you take an effect, as a Lesser Magic, you may regain 2 HP and take Sensation: Exhilaration.
A Greater Rite to bare your spirit before a great power.
Cost
1 Blue Ribbon, 1 Orange Ribbon
The caster must have Heard the Song, be in the presence of a magical creature, or have a magical connection to a powerful creature.
Action
The caster must have Heard the Song, be in the presence of a magical creature, or have a magical connection to a powerful creature.
The caster must kneel before a symbol of the power to which they will bare their Spirit. The caster must speak loudly the name to which they offer their Spirit and turn their palms face up.
The caster must Gaze With the Third Eye and speak the incantation: "My Third Eye is opened to witness your divinity, I bare my spirit before you that by this sign you will know my devotion, the will of thee who dwells with power unknowable shall be wrought upon Solem by my hands".
The caster must declare their devotion to the one they offer their Spirit and demonstrate this with symbols and stories of their deeds. The caster speaks the final incantation: "My spirit lies before you, may you find it worthy".
Effect
The caster offers up their Spirit before a greater power.
The Chronicler records that this Lore was added to the Archive by Blissanthe Elodie Fontaigne.
A hearthfire is a sacred thing. In times of dire need, even the slightest person can call upon great fury and power to keep their home safe.
Sometimes monsters and murderers will come to your home and hearth, as the Blinding Midnight did for the Shepherd, but you must stand firm and protect those in your care, shoulder to shoulder with them if needs must.
You learn to make do and mend, others must come first you learn to utilise the small fluttering pieces of magic left over from your spells to keep you pushing forward.
You gain knowledge of the following:
- Lesser Rite: Defender of the Hearth
As long as you have rested near your Hearth today, you are protected by the magic of hearth and home and gain +1 HP.
Every time you grant an ally a Warding, Cleanse an ally, or Heal an ally, you regain 1 HP.
A Lesser Rite that helps one protect their hearth.
Cost
2 Green Ribbons, 1 Orange Ribbon
Action
The caster must warm themselves at a fire in the area near their home and decorate the area with things of cultural or sentimental value. They ritually tidy the area around the fire and ensure it is well tended and once satisfied that their hearth is well kept, they see to their arms and armour and prepare to defend their hearth.
Effect
Empowered by magic to protect their hearth, the caster is Enchanted and ties a Green Ribbon to themselves. The Enchantment lasts until they return to their Hearth again or until danger to the Hearth is repulsed. Whilst defending their hearth, they may call Mass Fling using the vocals, “begone from my hearth!”, once per minute.
The Chronicler recorded this Lore was added to the Archive by Heddwyn Hywel.
There is a saying that behind every legend there is a grain of truth. Sometimes it becomes imperative to strip away the mists of history and fog of memory to see what truths lie behind a story.
Stories do not come to us easily or without change, breaking through the strange lies and embellishments that have been added needs great magic indeed.
By learning this Lore you learn to weave enthralling magic into your speech and stories and protect your voice even at the expense of your health.
You gain knowledge of the following:
- Greater Rite: To Seek the Grain of Truth
Spiritual Renewal: Hearing a new tale or story.
You will tell your tale even if it hurts you. You may lose 1 HP to Cleanse: Silence on yourself.
As a Lesser Magic, you may cast Enthral at range with the vocals, “come hear my tale!”.
A Greater Rite to learn of the greater legend in a tale.
Cost
2 Purple Ribbons, 1 Red Ribbon, 1 Yellow Ribbon
If the caster is Wise in Myths, once per day the caster may reduce the cost by 1 Purple Ribbon.
Action
The caster tells a historical tale to a small crowd of the highs, lows and tribulations of a notable figure, creature or event and as they tell the tale, they must inhale the Purple Ribbons, becoming wilder in the telling as they do so.
Effect
The caster falls unconscious and experiences visions of the subject of their tale, adding to the knowledge they have already described. They take Sensation: Manic Euphoria 120 and feel the intense need to tell the rest of the tale to anyone who will listen.
The visions will include information that was not part of the story that was told, so telling a more detailed story may be useful to prevent learning things they already know.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Finally you approach the peak of your alchemical work. Your journey here will differ from others, but still you stand at the same place as those who have gone before.
The first Philosopher’s Stone was forged in the Age of Tyrants, when mortals were first able to devote themselves to more than survival. The routes one might have taken to reach this point and the drive to do so often differ but the end goal is the same; a stone forged from a portion of someone’s spirit able to extend life and even alter the colours of the winds of magic.
The path to creating your own Philosopher’s Stone is a winding twisting challenge and much wisdom is found along the way. You are familiar with magical liquids and draw additional strength from them.
You gain knowledge of the following:
- Greater Rite: Birthing a Philosopher’s Stone
You may consume a Green Ribbon to become Wise in Herbs for an hour.
You may consume a Metallic Ribbon to become Wise in Smithing for an hour.
If you have drunk at least one magical liquid today, you gain +2 HP.
A Greater Rite for creating a Philosopher’s Stone.
Cost
8 Orange Ribbons, 5 Metallic Ribbons, 3 Red Ribbons, 1 White Ribbon, 1 Ingot of Purified Potential, 3 Ingots of different Crafting Metals, 3 different Healing Herbs
Action
The caster places the Ingot of Purified Potential upon an anvil and inscribes 3 symbols upon its surface describing their meaning to the caster’s journey as an alchemist. The caster begins to heat the 3 ingots of magical metal and Ingot of Purified potential in a container until the metals have melted to join the Ingot of Purified Potential. The caster beats and shapes the Ingot of Purified Potential and as it cools the healing herbs must be mixed with the caster’s blood into a concoction that is used to quench it.
The caster cuts both of their palms and places the wounds over the Ingot of Purified Potential. They must speak of their journey to reach this far and what burden they wish to alleviate with their creation.
Finally the caster declares, “I have learned the pinnacle of the Philosopher’s Path and I hold its result in my hand!”.
Effect
A Philosopher’s Stone is created, an item of powerful transmutation that grants long life to the bearer.
It would be unwise to craft a Philosopher's Stone from Cursed Lead.
The Chronicler recorded this Lore was added to the Archive by Heddwyn Hywel.
There is something about the stars that goes beyond glittering beauty. Something that only becomes real when a spirit fears for the unknown. Tilt your head and listen carefully. Can you hear the Song?
The secrets of the stars are, to the uninitiated, dark and unseemly for to hear the Song requires peril and to suffer the pain of the dying. When the body grows frail or becomes wounded the spirit’s tether becomes weak. It yearns for something. To break free? Yes, but more than that; it seeks the ever enchanting song that calls to us all.
Those who hear the Song hear little else. They are transfixed by the music and may enchant others in turn.
You gain knowledge of the following:
- Greater Rite: Hear the Song
As a Lesser Magic, you may Resist: Enthral.
As a Lesser Magic, you may cast Enthral at range with the vocals, “by the Song of the stars”.
A Greater Rite to hear the otherworldly music of the heavens.
Cost
1 Metallic Ribbon
A person must be Dying and lying under the night sky.
Action
If there are other participants they must join hands and, with the caster, form a ring around the dying person.
All participants meditate to filter out the pain of the dying person. The caster speaks the incantation: “Let peril and true fear of the unknown reveal destiny, with death at hand and suffering most keen, the spirit reaches out to follow the road, the music plays in the heavens and we listen.”
All participants Gaze with the Third Eye upon the stars above and listen intently to hear the song.
Effect
The caster and all participants will Hear the Song of the stars.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Tend and nurture your rage and spite to curse those who have wronged you and make it your weapon.
Life is full of aggravation and toil, injustice and unfairness. Some might be willing to allow slights to pass but those who wish to forge their own Leaden Blade cannot abide mistreatment.
Rage often cools given enough time. Learning to call upon your spite requires you to constantly nurse it like a boiling stove and not let opportunity for vengeance pass you by.
You gain knowledge of the following:
- Greater Rite: The Spiteful Maledict
As a Lesser Magic, you may cast Entangle at range with the vocals, “you will not flee I will see my revenge fulfilled”. When you use this ability you take Sensation: Rage.
As a Greater Magic, you may empower all of your blows against a specific target to strike for Impale at the cost of all your remaining Spirit and by declaring your enmity for the target. This lasts until either you or your target hit 0 HP, or until you take a Spiritual Renewal.
A Greater Rite to lay a spiritual wound upon someone you loathe.
Cost
1 Orange Ribbon, 1 Red Ribbon, a belonging or piece of the target such as hair, blood, or bone
Optional: Up to 5 additional Red Ribbons
Action
The caster must do one of the following actions whilst they speak of the one to suffer a spiritual wound and why they are hateful:
Burn the object or piece of the target.
Bury the item or piece of the target in cold earth, with a spilled drop of blood.
Mix the object or piece of the target into a potion which the caster must then consume.
Effect
The caster curses someone to feel their wrath. The target experiences misfortunes, discomfort, or melancholy for the next day. The caster may end the spiritual wound early by forgiving the target.
If the item or piece of the target is burned: The target suffers burning agony or cramps once per hour.
If the item or piece of the target is buried: Their senses are muted, colour is less vibrant, food tastes of ash and flowers smell of nothing.
If the item or piece of the target is consumed: They suffer continued misfortunes and feel a sense of impending dread.
Additional Red Ribbons
This effect lasts longer and the spiritual wound is harder to remove.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Keld is ancient. All records speak of it as an old city. Many are the great warriors who were broken upon those mighty walls.
Keld’s walls have stood for Age upon Age in some form or another, developed and rebuilt by great minds down the centuries. They survived the destruction brought by Sigmerus, the battles of Servants and the rising of empires. But no wall can stand forever and they were laid low by the Fist and the Towers most Ancient were melted and brought to ruin.
Keld still stands however, beaten and weather worn but always new Awakened will rise to be a guardian of Keld and the people who call it home.
You gain knowledge of the following:
- Lesser Rite: While the Walls of Keld Stand So Shall I
Spiritual Renewal: Preparing to face impossible odds with grim determination.
As a Greater Magic, you may Resist: Impale. This becomes a Lesser Magic if you are wearing heavy armour.
As a Greater Magic, you may become Immune to Fling for the next 10 minutes with the vocals, “here is where we stand! Here is where we fall”. The effect fades if you move away from the area where you used this ability.
A Lesser Rite to make you as immovable as stone.
Cost
1 Orange Ribbon, 1 White Ribbon
If the caster is Wise in Stone, once per day they may reduce the cost by 1 White Ribbon.
Action
The caster takes a piece of stone from a place they have sheltered in. They meditate on the stone and its enduring and protective qualities, willing themselves to stand firm, at least for one more day. The cast speaks the incantation, “so long as there is a place to defend, my strength and courage will not waver”.
Effect
The caster becomes Enchanted and ties a White Ribbon to themselves. The Enchantment lasts for the next hour. Whilst Enchanted, as a Lesser Magic, they may cast Resist: Sensation Fear or Ward: Impale, and gain +2 HP whilst wearing armour.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
A story should not be stilled by such a simple trifle as death.
The spirit may flee the bones of the dead but a tale can give a moment of life even to those near turned to dust. If you lend some of your voice, physical or mystic, and start a tale the bones wish to tell, they will finish it.
By this same power those forgotten voices can lend you power of their own.
You gain knowledge of the following:
- Greater Rite: Deathrattle
- Greater Rite: Tale of Ancient Bones
When you are under a Silence effect, you may say the words, “you may take my shout but not my whisper”. If you do so, you may still speak at a whisper for the duration of the Silence. You may not cast magic until the Silence effect is over as normal.
You are Immune to Sensation: Fear and similar Sensation effects from Ghosts and other spirit creatures.
As a Lesser Magic, you may cast Silence 30 at range by claiming to steal their last breath.
As a Lesser Magic, you may call Reveal: Ghost at range with the vocals, “ghostly being show thyself”.
As a Greater Magic, you may cast Mass Silence 30 at range by claiming to steal their last breath.
A Greater Rite to hear a mortal’s dying gasp.
Cost
1 Blue Ribbon
The target corpse must have some semblance of a head.
Action
The caster whispers to the corpse of a recently deceased mortal and commands them to speak their last breath.
Effect
The target corpse speaks the last words or sentence it spoke before death. The caster may compel the corpse to repeat these words several times.
A Greater Rite to know the stories of those long dead.
Cost
1 Blue Ribbon, 1 Red Ribbon
If the caster is Wise in Death or Wise in Myths, once per day they may reduce the cost by 1 Blue Ribbon.
Action
The caster points a hand or finger at the target corpse or bones, they may outline a story the target may have been involved in, they command the target to speak: “Let death not cease your story, be ye dead for but one day or a thousand years, by sapphire spirit I give you voice, now tell your tale!".
Effect
The target tells a story relating to the one described by the caster. If the target knows of no related story or if the caster declined to describe one then the target tells a story that was most important to them at the time of their death. The target cannot speak of information it did not know in life.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Take your first tentative steps within the House Without Walls, but best not stay overlong…
There is much debate on the nature of the House. Who built it? Why? How many rooms are there? All that is known is that one must be cautious when exploring the House, who knows what lies behind each door? What is beyond the boundary where walls should be? What are the Unreal Ostiaries, the phantom doorkeepers?
Though much of the House remains a mystery, your otherworldly travels have begun to change you. If the Ostiaries deign to bestow a key upon you then such excursions will become far easier.
You gain knowledge of the following:
- Greater Rite: The Doorway in Nothing
- Greater Rite: Summoning the Unreal Ostiary
Spiritual Renewal: Play and toy with a key you have brought back from the House Without Walls.
Whenever you complete a Spiritual Renewal, you may cast Ward: Daze or Ward: Silence on yourself for no cost. As a Lesser Magic, you may cast a Ward against the same effect at touch range.
As a Greater Magic, you may call Mass Reveal: Creature.
A Greater Rite to take a dangerous trip at random into the House Without Walls.
Cost
3 Purple Ribbons, 1 Black Ribbon, 1 Green Ribbon
If the caster is Wise in Dreams, once per day they may reduce the cost by 1 Purple Ribbon.
Action
The caster draws the shape of a door in the air. As the power builds the caster must tie themselves and up to 5 other people to an immovable point in the physical world such as a tree, building or piece of stonework. All the targets must blindfold themselves and clasp hands. The caster reaches out to their doorway feeling about till they find the handle and turn it.
Effect
A doorway to The House Without Walls is opened. The caster and other participants' minds are drawn through into the House Without Walls to a random place in the House Without Walls.
The participants' bodies fade from existence whilst in the House Without Walls, but the bonds by which they tied themselves are left. If they are untied whilst the targets are away they may be lost in the House and not find their way back. If anyone removes their blindfold while within the House they may suffer dire consequences.
If someone says, “I wish to leave the House Without Walls”, and mimes tugging on an invisible rope, they are returned to the real world with everything they are carrying.
A Greater Rite to ask for one of the House’s servants to meet with you, despite the risks.
Cost
1 Black Ribbon, 1 Blue Ribbon
Action
While within the House Without Walls and blindfolded the caster calls out: “I trespass in the House, where mortals are not meant to walk, would you make a guest of me? Of doors and secrets shall we talk?”
Then they knock on stone or wood or ring a bell to draw the attention of the Unreal Ostiary.
Effect
The caster draws the attention of an Unreal Ostiary and soon all within the room hear a door swing open as they arrive.
Looking upon an Unreal Ostiary comes with dangers and is likely to drive them away.
The Chronicler records this Lore was added to the Archive by Wren Siare.
You have trod the outskirts of the House Without Walls, now the place begins to reveal its secrets. Has the place and its keepers accepted you?
With a key in hand now you have more consistent access to the lower reaches of the house such as its cellars and store rooms. Occasionally you will find objects that have been left by previous visitors, small scraps of previous Awakened who have dared this path. But it is made clear that you do not walk freely here, there are many rooms that are locked and barred against you as you continue to map the house and its lower reaches.
The invitation of the Unreal Ostiaries into the House teaches you to subtly shift from the real waking world to the dreamscape where the House is built, though be careful you do not lose connection to the physical.
You gain knowledge of the following:
- Greater Rite: In the House Without Walls
Each time you use one of the following abilities, take Sensation: Calm as the dreamscape’s nature touches you for a brief moment.
As a Lesser Magic, you may Resist: Entangle, physical bindings being ineffective if you slip in between this world and the dreamscape of the House.
As a Greater Magic, you may strike for Impale with the vocals, “my blade slips between worlds”, as your blade slips between this world and the dreamscape of the House.
A Greater Rite to more accurately choose where you arrive in the House Without Walls.
Cost
3 Purple Ribbon, 1 Black Ribbon, 1 Green Ribbon
If the caster is Wise in Dreams, once per day they may reduce the cost by 1 Purple Ribbon.
Action
The caster must tie themselves and up to six other people to an immovable point in the physical world such as a tree, building or piece of stonework. All the targets must blindfold themselves and clasp hands. The caster raises their key to the House Without Walls out to the empty air and turns it as they say “grant me entrance!” and name the room in the House they wish to be transported to.
Effect
A doorway to The House Without Walls is opened. The caster and other participants' minds are drawn through into the House Without Walls to the named room. If they name a room that does not exist they will arrive in a random room.
The participants' bodies fade from existence whilst in the House Without Walls, but the bonds by which they tied themselves are left. If they are untied whilst the targets are away they may be lost in the House and not find their way back. If anyone removes their blindfold while within the House they may suffer dire consequences.
If someone says, “I wish to leave the House Without Walls”, and mimes tugging on an invisible rope, they are returned to the real world with everything they are carrying.
The Chronicler records this Lore was added to the Archive by Blissanthe Elodie Fontaigne.
When a journey is done there is nothing left of it save memories, worn boots and perhaps a road marker.
The world is a dangerous place and is only made safer by the actions and sometimes blood of those willing to blaze a trail into the unknown. Driven by whatever reason to create these roads their steps are the measured heartbeats of the guarded roads.
A guardian of the roads who follows the teachings of the Horizon, should not be swayed from their journeys and will learn the magic to mark the roads for those who come after. As long as the journey continues, the marker will remain.
You gain knowledge of the following:
- Greater Rite: First Steps on the Road
Spiritual Renewal: Follow a path that others have travelled.
As a Lesser Magic, you may cast Cleanse: Entangle or Ward: Entangle with the vocals, “while you walk with me, no harm will come to you”.
As a Lesser Magic, you may Resist: Entangle or Resist: Fling with the vocals, “I walk where I will”.
A Greater Rite to create a Road Marker.
Cost
2 White Ribbons, 1 Orange Ribbon, or instead of Ribbons, the caster may cast this by laying a pair of road markers and walking between them for a season
If the caster is Wise in Journeys, once per day they may reduce the cost by 1 Ribbon of their choice.
Action
The caster carves a stone into a suitable marker and inscribes it with the name of the road or with directions to a nearby place.
The caster or their companions march around the stone in a clockwise direction and commands it to keep travellers safe from harm.
The caster or their companions march around the stone in an anti-clockwise direction and command the stone to keep the road clear and well-maintained.
Effect
A Road Marker is created, a magical stone marker that keeps monsters away and the road well-maintained as long as the road is travelled.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Using dreams and memories you create a place of safety to guard your mind.
Dreams are the thoughts of the sleeping mind and if left unguarded might be prey for all manner of Awakened and other devious creatures. Some Awakened create all manner of mental protections that often extend into their waking moments.
Utilising magic you create in your mind a metaphorical fortress to guard yourself from dangerous dream predators, though light is often your surest guard against such beings.
You gain knowledge of the following:
- Lesser Rite: Warding of the Looking Glass
As a Lesser Magic, you may Resist: Enthral.
As a Lesser Magic, you may cast Ward: Enthral at touch range by declaring you are warding the Waking Mind.
As a Lesser Magic, you may call Reveal: Shade at range. If a target responds positively, as a Lesser Magic, you may cast Daze at range against them.
A Lesser Rite to allow allies to maintain their mind as they wish.
Cost
1 Purple Ribbon or 1 White Ribbon
Action
The caster must show their target their reflection in a small mirror or other reflective surface. They must ask the target if they remember who they are, and they must respond with their name and a promise to not forget themselves. The caster will then respond that is sufficient.
Effect
The target becomes Enchanted and ties a White or Purple Ribbon to themselves. The target may Resist a long lasting Spiritual Wound Page caused by a dream creature. The target’s dreams cannot act as a pathway for dream creatures and shades to enter the waking world. The Enchantment lasts until the target next awakens from slumber or, if the target is Wise in Dreams, it lasts for several days instead. The Enchantment ends immediately if it is used to Resist a Spiritual Wound Page.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
What strange and wondrous things might be woven from dreams and light?
Weaving is often considered a humble art but when one is Awakened to the true nature of the world it becomes so much more. An Awakened see’s the magic twisting and curling through the world and can bind seemingly impossible things such as fear, light and dreams into their clothing.
Clothing woven from strands of light or even more ephemeral concepts easily lends an aura of wonder and power to a person. Therefore it is but a simple enchantment for a student of this Lore to shroud themselves with a small amount of this power continually.
You gain knowledge of the following:
- Greater Rite: The Turning of the Spinning Wheel Leaves only Shining Gold
- Greater Rite: Strands Spun from Sturdy Things
While wearing beautiful or impressive clothing, you gain +1 HP.
If you toy with a Bobbin of Golden Thread and think of the power of weaving as you look upon it, the next Entangle effect you generate within the next 30 seconds lasts 10 seconds longer.
As a Lesser Magic, you may cast Mass Sensation: Awe by calling upon your beauty or greatness.
A Greater Rite for transmuting solid mystical materials into fabrics.
Cost
2 Metallic Ribbon, 1 Crafting Ingredient.
If the caster is Wise in Weaving, once a day they may reduce the cost by 1 Metallic Ribbon.
Action
The caster must use an object associated with weaving, such as a spinning wheel or spindle, to change a magical material into thread.
Effect
This produces a Bobbin of the Crafting Ingredient put into the Rite.
A Greater Rite for converting magical power into brilliant golden thread.
Cost
1 Metallic Ribbon, 1 Yellow Ribbon
If the caster is Wise in Weaving, once a day they may reduce the cost by 1 Metallic Ribbon.
Action
The caster must use an object associated with weaving, such as a spinning wheel or spindle, to bind the magic of the ribbons into thread. This transforms the thread into something new.
Effect
This produces a Bobbin of Golden Thread, a bobbin brimming with Yellow and Metallic magic and valuable to those with a love of shiny things.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
We are only truly gone when we are forgotten…
There is power in remembering what has been, without this the actions of the present are meaningless so it falls to some Awakened to remember what has transpired and learn of forgotten secrets.
And in these forgotten deeds and names there is power.
You gain knowledge of the following:
- Greater Rite: The Name Remains
- Greater Rite: Numbering of Days
Spiritual Renewal: You learn the name of a creature which is long dead.
As a Lesser Magic, you may Resist: Silence.
As a Lesser Magic, you may cast Ward: Daze or Ward: Enthral at touch range with the vocals, “remember who you are and your name”.
A Greater Rite to learn the deeds of a being significant to history.
Cost
1 Blue Ribbon, 1 White Ribbon
Action
Write the name of a being upon a slip of paper then toss it into the air calling out, “O Witness to years and ages, tell me of”, and name the individual written on the paper.
Effect
The paper is caught by a current of wind snatching it and carrying it far away. A scrap of parchment will descend from the clouds before the caster sometime later with any additional names or titles the named being was known by and any Mythic Deeds they achieved or their most notable achievement.
A Greater Rite to learn how many ages have been witnessed.
Cost
1 White Ribbon
Action
Make a mark on a piece of paper such as a symbol or word, strike it out, destroy or break it and ask aloud, “O Witness to years and ages, tell me of the numbering of days”.
Effect
A dry, impatient voice will inform the caster of the current Age as well as the name of the Age if one has been chosen.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
For those whose feet are bound to follow the road wherever it may lead. They might follow the stars or the vagaries of memory.
Some find a better way to wander, to create for themselves a compass. With a needle enchanted to be drawn to The Final Peal until new magic was applied to it, it became one of Aryn’s most prized possessions and the sign by which they are now known.
Those who have learned this Lore are often hardier than others after long travel and the promise of new places gives succour, swiftly mending minor injuries and washing away fatigue.
You gain knowledge of the following:
- Greater Rite: The World Walker’s Ally
Your long journeys have strengthened you, giving you +1 HP.
While you have more than half your maximum HP, as a Lesser Magic, you may cast Heal 2 on yourself by declaring that you have faced worse travels.
As a Lesser Magic, you may strike for Fling with the vocals, “the needle points the way and I follow”.
A Greater Rite to shape a Compass to guide you.
Cost
3 Yellow Ribbons, 1 Blue Ribbon, 1 Metallic Ribbon, 1 White Ribbon, 1 Ingot of True Gold or Aethernite
Action
Spread about the caster a variety of maps, or records of their journeys. The caster must take the ingot of true gold and tell it the path their journey has taken thus far, telling it of each location as it is touched. They must then point to the place on the map where they currently are with the ingot and clearly describe it.
Then the caster must express their desire to travel the world and see new things and proclaim that they do not know where to go next; and say, “I care not where I roam, only that the compass guides me on many great journeys, proud and free”.
The caster then mimes transferring the ingot into a suitable compass physrep.
Effect
The World Walker’s Ally is created, a magical compass that helps points towards The Final Peal and can be focused to point in the direction of a named item or place upon a map.
The Chronicler recorded this Lore was added to the Archive by Septimus Varthale.
A piece of the world claimed: a home is made and your stone stands tall like a flag in the ground. Now the stone itself will defend this claim.
The stone will know who belongs. Stone keeps you safe and it will not take kindly to those who disturb its peace.
Feel like the stone. You will feel the weight of it and become an unyielding fortress. You will be a refuge for those who shelter beneath you. And your wrath will fall like a landslide on those who disturb your peace.
You gain knowledge of the following:
- Greater Rite: The Hearth Becomes A Sentinel of Stone
You gain +1 HP. While wearing heavy armour, you gain an additional +1 HP. If you are Urdannir or Wise in Stone, you gain an additional +1 HP.
As a Lesser Magic, you may strike for Fling. If you use a weapon made of stone, you may strike for Fling twice in succession. Both blows must be made within 5 seconds of each other.
As a Lesser Magic, you may cast Heal 1 after giving someone words of reassurance and protection for at least 10 seconds.
A Greater Rite to build upon and empower a Hearth Marker.
Cost
3 White Ribbons, 1 Green Ribbon, 1 Orange Ribbon
Action
The caster carves additional runes into an existing Hearth Marker.
They carve a rune to be a symbol of protection and grant safety for the people who call this place their home.
They carve a rune to be a symbol of hope that those who make a home here can live in peace.
Finally the caster brings a small flame close and carves a rune to be a symbol of the wrath that will spill forth if this hearth is threatened.
Effect
The target Hearth Marker is empowered to cast magic by itself if the need arises. The Hearth Marker will Heal the wounded and Blast foes who raise arms against the people who live nearby.
The Chronicler recorded this Lore was added to the Archive by Saor and Adwig De Flint.
What marks civilisation apart from the wilds is the homes they build and the raising of a Hearth Marker is one of the strongest expressions of this.
The changing of a hearth fire to stone adds permanence to a place so that it becomes not just a home for this generation but for many yet to come. This powerful magic is not the pinnacle of what can be wrought with Hearth Magic but now it branches to become something wider.
With the knowledge to create Hearth Markers comes a greater ability to use their unique properties.
You gain knowledge of the following:
- Greater Rite: Raising a Hearth Marker
Once per day when you are casting a Rite in the presence of your Hearth Marker, you may add an Orange Ribbon or a White Ribbon used in that Rite to the Hearth Marker.
As a Lesser Magic, you may cast Cleanse: Scourge at touch range. You may also cast Cleanse for the effect named on any Hearth Marker that is nearby.
As a Lesser Magic, you may cast Ward: Weakness at touch range. You may also cast Ward against the effect named on any Hearth Marker that is nearby.
A Greater Rite to raise a new Hearth Marker.
Cost
1 Green Ribbon, 1 Metallic Ribbon, 1 Orange Ribbon, 1 White Ribbon
This Rite will fail if a Hearth Marker already exists in the nearby area.
Action
The caster builds a small fire and rings it with smooth stones to prevent it from spreading. They watch as the fire consumes the wood and begins to tell the story of the place that they are now sat in. They tell of the stories of the people here, their history with this place and their hopes and dreams for the future of this home. The caster then tells tales of enemies or threats who have tried to destroy this fledgling community. As they do so they add more stones covering the fire.
The caster finishes out their stories and chants, “fire become stone and remember now and always the warmth of the hearth”.
Effect
A Hearth Marker is created on the spot indicated allowing people to be bound to it as their Hearth and Home as well as protecting the nearby area.
The Chronicler records this Lore was added to the Archive by Saor and Viktor Bailey.
Mark a place as your home and hearth and guard it whilst it returns the favour.
We all want a place to call home, where we belong and know the shape of the land and the faces of the people. There is magic in the simple things as much as the grand designs of queens and monsters. There is a specialness to belonging.
As we tend and care for a place, shaping it with hard work, in turn it will care for you also.
You gain knowledge of the following:
- Greater Rite: Claiming a Warm Hearth
Someone shares a home with you if they have the same Home and Hearth as you on the first page of their Tome.
As long as you have rested near your Hearth today, you are protected by the magic of hearth and home and gain +1 HP.
As a Greater Magic, you may cast Ward: Paralyse, Ward: Scourge, or Ward: Weakness on yourself and anyone else gathered nearby who shares a home with you by remembering your home and reaffirming your bonds of fellowship.
A Greater Rite to mark an Obelisk as your home.
Cost
1 Green Ribbon
Action
The caster places the hand of the target being bound (which can be themselves) on to the Hearth Marker (this often takes the form of a large stone obelisk). The target must state that this place is home and recall a memory of this place.
Effect
The target gains a new Home and Hearth and they are now mystically tied to this area.
If the target has this Rite cast on them again, their Home and Hearth will change to the new location.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Above all other tools of war some love the arrow for its swiftness and precision.
To strike an enemy from afar is an act of control and precision, a feat to be lauded for its difficulty. Since first a bow was bent and an arrow nocked archers have competed to strike targets at incredible range and this Lore begins to teach of this specialty.
With this knowledge your focus will improve and you may learn to pin them with your arrows so that they might be easy targets for your next volley.
You gain knowledge of the following:
- Greater Rite: The Seeking Arrow
Spiritual Renewal: Making a difficult or impressive shot.
As a Lesser Magic, you may Resist: Daze.
As a Lesser Magic, you may strike for Entangle. You may strike an Entangled target with an arrow for Daze for no cost.
A Greater Rite to send an arrow to strike a target, no matter the distance.
Cost
1 Blue Ribbon, 1 Yellow Ribbon
Action
The caster stands beneath the open sky and fits an arrow to the string of their bow, they whisper to the arrow describing the target and where they might be found. They wish it speed and good flight and loose the arrow so it may seek the target.
Effect
The arrow flies whatever distance is required and strikes the caster’s foe for Impale so long as they stand beneath the open sky.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
The throne most bloody appears for likely supplicants. The power within may call forth the one who rules.
You hear a whisper on the wind as you close your eyes at night, “hail to thee who sits upon the sanguine throne and grants knowledge beyond mortal reach to those who seek”. Will you bow to your curiosity and beseech the throne or choose the better part of valour? All those who bear rank at the Court Sanguine began with this act.
The art of claiming blood and power from others, and the arrogance it brings, are so central to the tenets of the Court that even this simple knowledge colours the spirit.
You gain knowledge of the following:
- Greater Rite: Beseech the Sanguine Throne
When you kill a foe with a melee weapon, you may restore 1 HP by roleplaying tasting the blood of your fallen enemy.
As a Lesser Magic, you may cast Heal 3 by chanting in the name of the Sanguine Throne for at least 10 seconds and spending 1 HP while touching your target.
A Greater Rite to summon a dark presence, that questions might be answered.
Cost
1 Black Ribbon, 1 Red Ribbon
Action
In a place of darkness, the caster must kneel before an empty chair, spill a drop of their own blood, and ask for an audience with the Sanguine Throne. If the caster has no rank in the Sanguine Court, they must specifically kneel such that their forehead touches the ground or show a similar display of obsequiousness. They must then retreat and await the call of blood to return.
The caster must:
Be respectful and subservient to the Throne.
Refer - by name - to the Bloody Sovereign at least once.
Specifically offer "tribute", "sacrifice", or "tithe" and never a gift.
Incantations which are solemn and fearful are more likely to please the Throne.
Effect
A creature, drenched in blood and shrouded in darkness, will appear on the chair and converse with the caster and their companions. A price will be asked for each question and will be paid in blood and life.
The Chronicler recorded this Lore was added to the Archive by Eadric.
All do their duty when there's no cost to it. Honour comes easy then. Yet sooner or later there comes a day when it's not easy. A day when you must choose.
The Keepers of the Ledger are not omniscient: they must rely on those who hold the value of Law in high esteem to aid in discerning fault and punishing the guilty.
This is a many-faceted task; some must investigate, measure, and weigh to find the depth of betrayal and the price of infidelity. Then some others must take steel in hand to subdue the traitor should they refuse their restitution.
You gain knowledge of the following:
- Greater Rite: The Oath of the Arbiter
- Greater Rite: The Oath of the Marshal
You cannot take this Lore if you are an Oathbreaker.
Spiritual Renewal: Exercise dispassion when delivering judgement.
While you are armoured, you have +1HP. If you are bound by a magical oath, you gain +2HP instead.
As a Lesser Magic, you may Resist: Enthral with the vocals, “justice is not waylaid”.
As a Lesser Magic, you may strike for Silence.
A Greater Rite to swear yourself as an agent of investigation for the Comrades.
Cost
3 Green Ribbons, 3 White Ribbons, 3 Yellow Ribbons
If the caster is Wise in Law, they may reduce the cost by 1 Green Ribbon.
Action
The caster kneels before a record of the oaths they have witnessed, with a wand in one hand and says; “By the Comrades’ Ledger and by my honour, I make this oath in the eyes of its Keepers.”
The caster taps their empty hand or wrist four times with the wand and continues: “I pledge my service to witness where pacts lie broken and traitors walk, and at the Comrades’ command to investigate diligently, and judge honestly. I shall not flinch to admonish the wicked, nor allow greed or mercy or any vice of passion to sway me from my duty.”
The caster lights a candle and holds it aloft saying: “Thus I swear, by the legacy of the Green Warden and Mourne Kalashti.”
Effect
The caster becomes an Arbiter of the Ledger, sworn to investigate transgressions and determine reparations in disputes.
A Greater Rite to swear yourself as an enforcer of the Comrade’s Ledger.
Cost
4 Green Ribbons, 4 Orange Ribbons, 4 White Ribbons
If the caster is Wise in Law, they may reduce the cost by 1 Green Ribbon.
Action
The caster kneels before a record of the oaths they have witnessed, with a wand in one hand and says: “By the Comrades’ Ledger and by my honour, I make this oath in the eyes of its Keepers.”
The caster taps their empty hand or wrist four times with the wand and continues: “I pledge my service to uphold the integrity of the Comrades, and at their command to bring judgement upon the Oathbreaker. Neither rain nor fog nor gloom of night shall stay my pursuit, and neither mercy nor fear shall stay my hand when I deliver their wrath.”
The caster takes a burning coal in their empty hand and continues: “Thus I swear, by the legacy of the Green Warden and Mourne Kalashti.”
Effect
The caster becomes a Marshal of the Keepers, sworn to enforce their judgements and defend the Ledger.
The Chronicler recorded this Lore was added to the Archive by Esun "Notary" Van Berq.
The rising wind begins with a whisper, a gust, a gentle breeze.
The wind will carry our words across the world. The wind will rise and in time may become a storm. There are words which can be spoken but not written which tie themselves to storm and sky.
You can whisper across the world, your words carried upon the wind, and you know the wind can become a mighty gust.
You gain knowledge of the following:
- Greater Rite: Whisper on the Wind
As a Lesser Magic, you may cast Ranged Fling at range with the vocals, “the wind begins with a whisper”. For your next Lesser Magic, you may cast Mass Fling by shouting, “the gale has risen!”.
As a Greater Magic, you may whisper for up to 60 seconds while Silenced.
A Greater Rite to whisper a message on the wind.
Cost
1 Blue Ribbon
Action
If there is no wind, the caster creates it by wafting fabric. They whisper the name and / or description of the intended recipient of their message. Then they whisper a message up to 10 words in length and gesture blowing it onto the wind.
Effect
The message will be whispered to the recipient some time later.
If the name or description are inaccurate the message may go astray.
The Chronicler recorded this Lore was added to the Archive by Alicia Molinari.
A dreamscape is a place of infinite possibilities, but its effects and power recede quickly upon it entering the waking world. Some powers exist, though, that carry a little bit of a dreamscape into the waking world.
One such example is that of dreaming wine. The dull senses of a drunkard are close kin to the dulled mind of one asleep. Within a dreamscape, the Uncertain Wind blurs this line to indistinction, and mere wine can become something far more potent. This can then be brought to full potency within a dreamscape. Such wines can bring strange and wondrous visions and, for those with the wisdom to understand them, a respite from the mortal world.
The most useful power of the wine, however, is to make a mortal being appear to be somewhat close to the nature of a dream creature. This can allow a dreamer fleeing to the waking world to slip by the dreams that hunt them.
You gain knowledge of the following:
- Greater Rite: Distillation of Dream
Spiritual Renewal: Drink a draught of Dream Wine.
You have learned to use your dreamscape to absorb some of the harmful magics of the waking world for you. You may have an additional Warding.
As a Lesser Magic, you may cast Ward: Impale by calling upon the power of the dreaming realms.
A Greater Rite to create a bottle of Dream Wine.
Cost
1 Metallic Ribbon, 1 Purple Ribbon
Action
When inside a Dreamscape such as the House Without Walls a dreamer must place a bottle of wine before them and weave throughout it the shards of power that they have brought, speaking of the dream that the drinker will appear to be.
Effect
The caster creates a bottle of Dream Wine, a wine that will empower the imbiber with some limited powers of a dream and let them appear as if they were one of them.
The Chronicler recorded this Lore was added to the Archive by Cenhelm and Coladh.
By calling upon the gentle Eastern Winds one can often learn of wisdom and far off murmurings.
Stand and listen to the wind, feel its flow and let it be quieted as it flows around you and let it bring you news from far off.
Some of those who draw on the magics of skies and storms first learn to call a gale but those who practise the magic of the Eastern Winds learn to calm the winds instead.
You gain knowledge of the following:
- Greater Rite: Windborne Wisdom
When you Resist: Fling or Ward: Fling, you Heal 1.
As a Lesser Magic, you may cast Mass Ward: Fling with the vocals, “the winds calm and abate”.
As a Lesser Magic, you may cast Enthral at range with the vocals, “a gentle breeze dulls your mind and guides you near”.
A Greater Rite to learn of far off happenings.
Cost
1 Blue Ribbon, 1 Yellow Ribbon
Action
The caster stands and listens to the wind, the movement of branches and trees, they smell the scents brought on the breeze. They close their physical eyes and Gaze With the Third Eye upon the wind.
Effect
The caster experiences strange omens about current events in the world shown through forms such as the movement of trees, the shifting of sands, movement of animals, or the scents brought to them.
Once per day, if the caster is Wise in Dreams, a referee will explain what one of the mysterious omens actually means.
The Chronicler recorded this Lore was added to the Archive by Synn.
Those who risk conversing with long departed spirits may gain wisdom and insight from those experiences.
Spectral orators shall sense lingering ghostly essences, they shall speak with it and gather what remains so it may benefit those yet living.
With the insights of a spectral orator comes new ways to protect against those ethereal foes who would do harm to the living and as their essence may be gathered in a net, so might the Ghost be restrained.
You gain knowledge of the following:
- Lesser Rite: Anoint the Spectral Orator
- Greater Rite: Gather the Ghostly Essence
As a Lesser Magic, you may cast Paralyse Ghost at range with the vocals, “I bind the spectral foe”. If you are wearing no armour, you may cast Paralyse Ghost 20 instead.
As a Greater Magic, you may cast Ward: Curse or Ward: Paralyse at touch range with the vocals, “I ward you against the wraith blade”.
A Greater Rite to anoint the caster as a Spectral Orator.
Cost
5 Blue Ribbons, 3 Orange Ribbons, 1 White Ribbon, 1 Vial of Ectoplasm
The caster must have conducted at least one Seance.
The caster must have helped at least one Ghost or restless spirit to pass on.
The caster must have learned the name of at least one Ghost.
Action
The caster recounts their dealings with ghosts and spirits thus far, naming the ghosts they have encountered and what happened to them.
An assistant pours the Vial of Ectoplasm into a bowl and mixes it with oils. The assistant Opens their Third Eye and anoints the caster’s Third Eye with the mixture and proclaims, “now you will see as befits a spectral orator”.
The caster dips a finger into the mixture, presses it to their lips and speaks, “now my voice will grow as befits a spectral orator”.
Effect
The caster is marked as a Spectral Orator, one who will become more adept at dealing with Ghosts and restless spirits as their wisdom and experience grows.
A Greater Rite to gather the strange ethereal substance that can be left in the wake of a Ghost passing on.
Cost
1 Green Ribbon, 1 Orange Ribbon
If the caster is Wise in Ghosts, once per day they may reduce the cost by 1 Orange Ribbon.
This Rite may only be cast shortly after a Ghost or restless spirits have departed the world.
Action
The caster used a net or similar to gather the ethereal strands of ghostly essence that may be found in the air around the area nearby to where a Ghost or restless spirits recently departed the world, Gazing With the Third Eye as they do so as to catch glimpses of the strands.
When the caster is satisfied they have captured enough essence they gently pull it from their net into a vial and allow it to form a solid substance within the vial.
This Rite may fail if the Ghost or restless spirits were destroyed or if there is insufficient essence to gather, but if this is the case then no Ribbons will be spent.
Effect
A Vial of Ectoplasm is created.
The Chronicler recorded this Lore was added to the Archive by Sight.
There is a way of speaking, that reaches further than any other, to the ears of the Bazaar of Zephyrs.
Who can be called to land for barter and trade? Weightless sounds that can carry words of import high and far. The Bazaar will answer the call and bring strange wonders of the sky for trade and sale. Magical silks, Aetherite and other wonders not found among ground dwellers.
To know such secret words is to become friend to the wind, have it come to your call and to gain some of its elusiveness.
You gain knowledge of the following:
- Greater Rite: Bargain With the Zephyrs
Spiritual Renewal: Stand facing into the wind for several seconds, feeling it tug at your hair and clothes.
As a Lesser Magic, you may Resist: Entangle.
As a Lesser Magic, you may cast Fling twice at range by beseeching the storm. Both spells must be cast within 5 seconds of each other.
A Greater Rite to summon the Bazaar of Zephyrs.
Cost
1 Blue Ribbon, 1 White Ribbon
Action
The caster cups their hands around their mouth whispering an invitation to the Bazaar of Zephyrs. They uncup their hands and purse their lips letting out a whistle sending the invitation speeding on its way. The caster places a large rock in an open space and speaks a blessing over the rock so that it might anchor the Bazaar for a short time to the earth.
Effect
The Bazaar of Zephyrs will arrive and be bound to the earth by the anchor for a short time. They will bring items for trade and offer to exchange for other valuables. The Bazaar is in great demand and may ignore repeated invitations to visit the same location, preferring to see other sights far afield.
The Chronicler recorded this Lore was added to the Archive by an Awakened joining the Tower.
Specialisation. Modification. Refinement.
In the Age of Civilisation, Ferosa were made in numbers not seen before or since. Many were made to be soldiers, but some were also made to scout, to serve, or even to entertain.
A Feros is a tool, and it can be refined to suit its purpose. You see the world as a series of problems, each waiting for the correct tool to solve.
You gain knowledge of the following:
- Greater Rite - Augmentation of the Entertainer
- Greater Rite - Augmentation of the Scout
- Greater Rite - Augmentation of the Soldier
If you are wearing physical armour you have modified to suit your needs, you gain +2 HP.
As a Lesser Magic, you may strike for Burn by using the vocals, “I augment my weapon with cunning flame”.
As a Lesser Magic, you may strike for Fling twice in succession by using the vocals, “I augment my weapon with restless wind”.
A Greater Rite to improve and specialise a Feros as a entertainer.
Cost
4 Metallic Ribbons, 3 Blue Ribbons, 1 Red Ribbon
Action
The caster and their assistants surround the target Feros. Assistants scratch the target with animal claws, while the caster intones: “Artifice moved by the winds, thy form we now augment, With rhythm in our motions sure, we add to thine intent.”
The caster or their assistants take hammers or similar tools and begin altering the Feros, while other participants begin weaving the Ribbons into the target. An assistant then demonstrates song and speech to the target, coaching it to pronounce and project.
The caster then touches a feather to the Feros’ head and declares: “A voice we give that thou may speak, and passions stoke with skill, With work and wind thy self refined, we set thy course to speak and trill.”
Effect
The Feros will become capable of speech, song, and dance. It will also become significantly more intelligent, capable of adapting to more specific requests and engaging in limited dialogue, although it will never attain sapience.
A Feros cannot benefit from a second casting of this rite.
A Greater Rite to improve and specialise a Feros as a scout.
Cost
4 Metallic Ribbons, 2 Blue Ribbons, 1 Purple Ribbon, 1 Yellow Ribbon
Action
The caster and their assistants surround the target Feros. Assistants must place a veil over the target, while the caster intones: “Artifice moved by the winds, thy form we now augment, With rhythm in our motions sure, we add to thine intent.”
The caster or their assistants take hammers or similar tools and begin altering the Feros, while other participants begin weaving the Ribbons into the target. An assistant then demonstrates observation to the target, teaching it how to recognise and seek.
The caster then touches a feather to the Feros’ head and declares: “A cloak we place about thy form, and light we place within the eye. With work and wind thy self refined, we set thy course to spy.”
Effect
The Feros will become faster and more agile, capable of hiding and seeking. It will also become significantly more intelligent, capable of seeking specific objects and people, although it will never attain sapience.
A Feros cannot benefit from a second casting of this rite.
A Greater Rite to improve and specialise a Feros as a soldier.
Cost
4 Metallic Ribbons, 2 Blue Ribbons, 1 Green Ribbon, 1 Orange Ribbon
Action
The caster and their assistants surround the target Feros. Assistants must polish and clean the target, while the caster intones: “Artifice moved by the winds, thy form we now augment, With rhythm in our motions sure, we add to thine intent.”
The caster or their assistants take hammers or similar tools and begin altering the Feros, while other participants begin weaving the Ribbons into the target. An assistant then demonstrates how to guard to the target, teaching it how to stand vigilant.
The caster then touches a feather to the Feros’ head and declares: “To thee we give a blade to heft, and armour for thy might. With work and wind thy self refined, we set thy course to fight.”
Effect
The Feros will become hardier of body and be endowed with the capacity to fight and guard with skill and co-operation. It may also become slightly more intelligent, although it will never attain sapience.
A Feros cannot benefit from a second casting of this rite.
The Chronicler recorded this Lore was added to the Archive by Tobias van Otolith.