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	<updated>2026-04-06T12:20:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Future_territory_assignment&amp;diff=22144</id>
		<title>Future territory assignment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Future_territory_assignment&amp;diff=22144"/>
		<updated>2013-09-10T23:04:18Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;ic&amp;gt;The first captured virgin territory to be given as homeland to the Orcs granting them a Senate seat and encouraging all Senators to expedite this.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Proposed by Bregasland, seconded by Therunin.&#039;&#039;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
* First captured virgin territory to be given as homeland to the Orcs&lt;br /&gt;
* Passed with 10 votes against&lt;br /&gt;
&lt;br /&gt;
===Date===&lt;br /&gt;
* Passed Winter 376YE (Easter 2013).&lt;br /&gt;
&lt;br /&gt;
===Cost===&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
===Legal Ramifications===&lt;br /&gt;
* None - it is unconstitutional for the Senate to make decisions about what the Senate in the future must do. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;====OOC Notes====&lt;br /&gt;
Empire is designed so that significant political events will occur that must be addressed by the players - issues like the allocation of territories which must be decided by the Senate. If players vote on future events - to dictate the outcome of an event before it has happened - that basically robs the future players of fun they should have had. It also creates all kinds of tedious situations where players are encouraged to vote to over-turn a decision they took earlier - we&#039;re keen to avoid the game being bogged down with too many procedural votes of this kind.&lt;br /&gt;
&lt;br /&gt;
Rather the game is designed so that important votes like this are taken at the point where they are relevant - and many cannot be reversed - precisely to stop players trying to share things (which is a great in-character solution, but terrible for game drama) and to stop them constantly changing their collective mind every time the make-up of the Senate or similar changes.&lt;br /&gt;
&lt;br /&gt;
For all these reasons and more, it is not possible for one of the houses to take a vote instructing any future body of Imperial citizens on how they must vote. Basically you can vote on things that are happening now - but not on things that are going to happen in the future.&lt;br /&gt;
&lt;br /&gt;
Of course it is possible for the Senate to express its will - to make a public statement saying something should happen. That&#039;s perfectly acceptable - but it&#039;s not constitutional as a binding piece of law that characters are legally obliged to either follow or repeal. This statement clearly illustrates what the Senate wanted to happen at the time the vote was taken (being unconstitutional has no effect on that), so at the point where the Senators come to vote it is likely to be an important part of the politics - &#039;&#039;it just isn&#039;t a legal requirement&#039;&#039;.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Senate]]&lt;br /&gt;
[[Category: Senate Motion]]&lt;br /&gt;
[[Category: Winter 376YE]]&lt;br /&gt;
[[Category:Unconstitutional]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hand_of_the_Maker&amp;diff=21549</id>
		<title>Hand of the Maker</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hand_of_the_Maker&amp;diff=21549"/>
		<updated>2013-08-01T18:34:12Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|2}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} The target item must be present throughout. &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This simple divination determines who made a crafted item. It generally provides the common name of the character, and may include an image of that person.&lt;br /&gt;
&lt;br /&gt;
In the case of an item that has been empowered multiple times, the ritual only shows the image of the last person to empower that item. If the item&#039;s enchantment has expired, the ritual may fail. &lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This simple divination ritual both recognises the prowess and skill of an [[Crafting skills#Artisan|artisan]] and serves as another tool in the investigator&#039;s arsenal with which to uncover thieves. The ritual is low enough in magnitude that it can be spontaneously woven in cases where discovering who made an item may help uncover greater crimes or prove that an item has been acquired illicitly. &lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As a divination this ritual often involves the use of runestones, cards or similar devices. A [[The League|League]] ritualist may study a card spread, or carefully handle the item using magical senses to uncover the handiwork of a specific artisan. A [[The Marches|Marcher]] cunning-man might scry the face of the crafter in a metal water-bowl or glass sphere.&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;br /&gt;
[[Category:Target:Item]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Rituals&amp;diff=21548</id>
		<title>Category:Rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Rituals&amp;diff=21548"/>
		<updated>2013-08-01T18:26:55Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Known Rituals by Realm==&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Spring_Ritual|Spring]]&lt;br /&gt;
*Rituals of [[:Category:Summer_Ritual|Summer]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Autumn_Ritual|Autumn]]&lt;br /&gt;
*Rituals of [[:Category:Winter_Ritual|Winter]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Day_Ritual|Day]]&lt;br /&gt;
*Rituals of [[:Category:Night_Ritual|Night]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Spring Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Spring Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Summer Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Summer Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Autumn Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Autumn Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Winter Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Winter Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Day Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Day Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
==Night Rituals==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Night Ritual&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21539</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21539"/>
		<updated>2013-07-30T23:34:35Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
While being treated with the [[Surgical skills#Chirurgeon|chirurgeon]] skill, your &#039;death count&#039; is paused, you are still dying, and subject to all the other rules associated with the state. If the chirurgeon does not complete at least 30 seconds of roleplay to restore you to one hit, then your &#039;death count&#039; will resume with the same time remaining.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
===Spiritual Wounds===&lt;br /&gt;
*&#039;&#039;&#039;You may receive a spiritual wound in battle or from another supernatural cause.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Wounds affect the soul and require the [[Religious skills#Insight|insight]] ceremony to diagnose.&#039;&#039;&#039;&lt;br /&gt;
Spiritual wounds affect the soul of the target and are often associated with noticeable changes to behaviour or personality, in the form of [[Roleplaying effects|roleplaying effects]]. These wounds are spiritual in nature and cannot be treated in the same way as physical injuries, such as physick or healing magic.&lt;br /&gt;
&lt;br /&gt;
If you receive a spiritual wound, you will be given a card by a referee or crew member. This card will detail the symptoms you experience. If a priest performs the[[Religious skills#Insight|insight]] ceremony on you, they will be know what is needed to treat the wound. Some may require [[Religious skills#Exorcism|exorcism]] to cleanse.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a spiritual wound if your character has an appropriate supernatural experience. Some supernatural entities, such as wraiths, are notable for inflicting both spiritual and physical damage when they strike.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon, implement or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon, implement or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon within 6&amp;quot; of the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 15&amp;quot; (40cm) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; (1m) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot; (1m by 60cm)&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Armour made from steel or a similar weight metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If there are plates used they must be at least 1mm thick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Butchers Mail and Ring Mail are not included as heavy armour, regardless of the materials used&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boundary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21538</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21538"/>
		<updated>2013-07-30T23:31:48Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
While being treated with the [[Surgical skills#Chirurgeon|chirurgeon]] skill, your &#039;death count&#039; is paused, you are still dying, and subject to all the other rules associated with the state. If the chirurgeon does not complete at least 30 seconds of roleplay to restore you to one hit, then your &#039;death count&#039; will resume with the same time remaining.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
===Spiritual Wounds===&lt;br /&gt;
*&#039;&#039;&#039;You may receive a spiritual wound in battle or from another supernatural cause.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Wounds affect the soul and require the [[Religious skills#Insight|insight]] ceremony to diagnose.&#039;&#039;&#039;&lt;br /&gt;
Spiritual wounds affect the soul of the target and are often associated with noticeable changes to behaviour or personality, in the form of [[Roleplaying effects|roleplaying effects]]. These wounds are spiritual in nature and cannot be treated in the same way as physical injuries, such as physick or healing magic.&lt;br /&gt;
&lt;br /&gt;
If you receive a spiritual wound, you will be given a card by a referee or crew member. This card will detail the symptoms you experience. If a priest performs the[[Religious skills#Insight|insight]] ceremony on you, they will be know what is needed to treat the wound. Some may require [[Religious skills#Exorcism|exorcism]] to cleanse.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a spiritual wound if your character has an appropriate supernatural experience. Some supernatural entities, such as wraiths, are notable for inflicting both spiritual and physical damage when they strike.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon, implement or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon, implement or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon within 6&amp;quot; of the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
{| width=50%&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 15&amp;quot; (40cm) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; (1m) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot; (1m by 60cm)&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Armour made from steel or a similar weight metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If there are plates used they must be at least 1mm thick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Butchers Mail and Ring Mail are not included as heavy armour, regardless of the materials used&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boundary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21537</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=21537"/>
		<updated>2013-07-30T23:31:18Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
While being treated with the [[Surgical skills#Chirurgeon|chirurgeon]] skill, your &#039;death count&#039; is paused, you are still dying, and subject to all the other rules associated with the state. If the chirurgeon does not complete at least 30 seconds of roleplay to restore you to one hit, then your &#039;death count&#039; will resume with the same time remaining.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
===Spiritual Wounds===&lt;br /&gt;
*&#039;&#039;&#039;You may receive a spiritual wound in battle or from another supernatural cause.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spiritual Wounds affect the soul and require the [[Religious skills#Insight|insight]] ceremony to diagnose.&#039;&#039;&#039;&lt;br /&gt;
Spiritual wounds affect the soul of the target and are often associated with noticeable changes to behaviour or personality, in the form of [[Roleplaying effects|roleplaying effects]]. These wounds are spiritual in nature and cannot be treated in the same way as physical injuries, such as physick or healing magic.&lt;br /&gt;
&lt;br /&gt;
If you receive a spiritual wound, you will be given a card by a referee or crew member. This card will detail the symptoms you experience. If a priest performs the[[Religious skills#Insight|insight]] ceremony on you, they will be know what is needed to treat the wound. Some may require [[Religious skills#Exorcism|exorcism]] to cleanse.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a spiritual wound if your character has an appropriate supernatural experience. Some supernatural entities, such as wraiths, are notable for inflicting both spiritual and physical damage when they strike.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon, implement or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon, implement or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon within 6&amp;quot; of the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon within 6&amp;quot; of the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Shield Type !! Max Dimensions&lt;br /&gt;
|-&lt;br /&gt;
| Buckler|| 15&amp;quot; (40cm) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Round shield|| 40&amp;quot; (1m) diameter&lt;br /&gt;
|-&lt;br /&gt;
| Tower shield|| 40&amp;quot; by 24&amp;quot; (1m by 60cm)&lt;br /&gt;
|-&lt;br /&gt;
| Kite/Heater shield|| 48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Armour made from steel or a similar weight metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If there are plates used they must be at least 1mm thick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Butchers Mail and Ring Mail are not included as heavy armour, regardless of the materials used&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boundary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Dark_Hearts_in_the_Deep_Forest.pdf&amp;diff=21232</id>
		<title>File:Dark Hearts in the Deep Forest.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Dark_Hearts_in_the_Deep_Forest.pdf&amp;diff=21232"/>
		<updated>2013-07-14T22:09:02Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Words_of_Ending&amp;diff=21050</id>
		<title>Words of Ending</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Words_of_Ending&amp;diff=21050"/>
		<updated>2013-07-11T22:20:57Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|4}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} The ritual affects a single item which must be present and able to be touched throughout.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
This ritual permanently destroys the properties of a [[Magical Item]], leaving the physical item itself unharmed. The item ceases to be magical and becomes a mundane item, and any bonds connected to it are immediately cut.&lt;br /&gt;
&lt;br /&gt;
The target must be small enough to be considered an &#039;item&#039; rather than a piece of scenery, and it has no effect on living creatures or [[enchantment]]s. Generally, an object must be easily lifted by a single character to count as a target for this ritual.&lt;br /&gt;
&lt;br /&gt;
===Additional Magnitude===&lt;br /&gt;
This ritual can also be used to destroy the magic of an [[magical items#Artefacts|artefact]]. The magnitude of the ritual must equal or exceed the number of rings of [[Materials#Ilium|ilium]] used to create the artefact. The magnitude of ritual required to destroy an artefact can be determined using the [[Spell list#Detect Magic|detect magic]] incantation if need be.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual is most often employed to destroy [[magical items#Artefacts|artefacts]], rather than the more common crafted items. In the past it has been used to permanently dispose of certain malignant items whose bonds could not be severed more traditionally, as well as to deal conclusively with items such as [[Volodny]] hearts.&lt;br /&gt;
&lt;br /&gt;
The ritual lacks the power to affect buildings or magical structures; a recent effort by ritualists associated with the [[Freedom Heresy]] to destroy the [[The Sentinel Gate|Sentinel Gate]] at [[Anvil]] failed disastrously. It has been used successfully to unravel the magic that motivates constructs such as animated statues or [[Urizen economic interests|ushabti]]. In the former case, the ritual is complicated by the need to keep the construct within close range for the entire performance of the ritual; in the latter the ritual is complicated more by the ease with which most ushabti simply fall apart if dealt any damage at all.&lt;br /&gt;
&lt;br /&gt;
The ritual does not remove [[enchantment|enchantments]] or [[curse|curses]], even those placed on items rather than people.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual, as the name implies, tends to involve a chanted invocation of destruction. Some ritualists focus on the idea of a magical item as a living thing, drawing parallels with the inevitability of death. Trappings associated with a forge are often used, especially when the ritualists are [[The Marches|Marchers]] or [[Wintermark magical traditions#Runesmiths|Winterfolk runesmiths]] or when the target is made of metal. An anvil and a hammer may be employed, either with a single symbolic blow shattering the enchantment at the end of the ritual&#039;s performance or with the ritual performed as part of an extended process of physically destroying the item.&lt;br /&gt;
&lt;br /&gt;
The rune [[Yoorn]] is a common element of this ritual, as are evocations of the names of [[Eternals]] such as [[Kaela]] or members of [[The Thrice-cursed Court]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Even through the haze of an evening&#039;s drinking, Eadric could tell something was wrong. The space within his tent was filled with shadows; nonetheless, his eyes warned him that there were just too many of them, and their shapes not right.&lt;br /&gt;
&lt;br /&gt;
The broad space under the canvas served the thane as his personal quarters, but also the army as its command tent. His hand immediately fumbled for his blade-grip, thinking that perhaps assassins had come for him, or spies come to steal the maps and orders.&lt;br /&gt;
&lt;br /&gt;
As he stepped forwards and blinked, his eyes gaining a fraction more sight in the gloom, he saw something that frightened him far more. A hooded figure wrapped in dark silks stood over the spot where the Owl&#039;s Gaze was laid. Magic sparked and danced around the figure&#039;s fingers as it chanted spells of unmaking over the enchanted shield.&lt;br /&gt;
&lt;br /&gt;
Eadric gathered his breath to bellow a challenge, only to have it knocked out of him; something slammed into his stomach, then hooked his legs and sent him tumbling to the well-trodden earth of the tent&#039;s floor. Even as he tried to twist aside, something else tapped his arm. Cold ice flared there and rushed through his limbs, leaving them leaden and unmoving.&lt;br /&gt;
&lt;br /&gt;
“Curse your witchcraft,” he spat, lying there like a trussed animal.&lt;br /&gt;
&lt;br /&gt;
Several more silk-swaddled figures loomed over him. He prepared for the end, but no blades descended. Instead, a whispered voice drifted down at him.&lt;br /&gt;
&lt;br /&gt;
“Thane Eadric himself. You need not fear for your life, not yet. We are here for the Owl&#039;s Gaze alone.”&lt;br /&gt;
&lt;br /&gt;
And that threat, more than any fear for his own safety, was what brought tears to the Thane&#039;s eyes. “You cannot!” he said, cursing his cold-gripped limbs as he lay there helpless. “The Gaze is the heirloom of my hall, the undying symbol of our victory! Without it, my men... You, your tongue is Urizen. Traitors! How dare you do this?”&lt;br /&gt;
&lt;br /&gt;
One of the figures muttered a fresh chant and then, just as the frost-chill began to creep back from his limbs, a wand darted down and bound him in the enchantment again.&lt;br /&gt;
&lt;br /&gt;
“The Net of Heavens warns us that your skein must not prevail, my good Thane. For the greater good, there is another thread in the tapestry that must be brought to greatness. And, Thane, your skein is so bound up with that shield that, without it, the wider world will see your weakness.”&lt;br /&gt;
&lt;br /&gt;
Over by the Owl&#039;s Gaze, the spell-song ceased, and Eadric groaned in dismay as he felt his bond to the shield break.&lt;br /&gt;
&lt;br /&gt;
“And so it is done. No more will the men of your hall see you stride through the thickest fighting, your shield still shining bright despite the worst of the foe&#039;s weapons. No more will you raise up your father&#039;s father&#039;s shield before battle to show the eternal strength of your line to your soldiers. No more will their spirits swell to know that, no matter how dark grows the night, the Owl&#039;s Gaze will see them through it.”&lt;br /&gt;
&lt;br /&gt;
The figures disappeared from sight as they swept from the tent like the midnight wind,&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Magical_Item&amp;diff=21049</id>
		<title>Magical Item</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Magical_Item&amp;diff=21049"/>
		<updated>2013-07-11T22:20:21Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: Redirected page to Magical Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magical Items]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=21048</id>
		<title>Imperial:TitleBar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=21048"/>
		<updated>2013-07-11T22:17:31Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Main Page|Home]]&lt;br /&gt;
* The Game&lt;br /&gt;
** [[Introduction to LRP]]&lt;br /&gt;
** --&lt;br /&gt;
** = About Empire =&lt;br /&gt;
** [[Game overview]]&lt;br /&gt;
** [[Getting involved|Getting Involved]]&lt;br /&gt;
** [[Children]]&lt;br /&gt;
** [[Costume]]&lt;br /&gt;
** --&lt;br /&gt;
** = Events =&lt;br /&gt;
** [[Events|Event Details]]&lt;br /&gt;
** [[Tournament Stud|Site Details]]&lt;br /&gt;
** [[Player Events]]&lt;br /&gt;
** --&lt;br /&gt;
** = Crew =&lt;br /&gt;
** [[Profound Decisions management team|Event Management]]&lt;br /&gt;
** [[Crew guidelines|Crew Guidelines]]&lt;br /&gt;
** --&lt;br /&gt;
** = Resources =&lt;br /&gt;
** [[Traders]]&lt;br /&gt;
** --&lt;br /&gt;
** = Contact Details =&lt;br /&gt;
** [[Contact Profound Decisions|Contact Us]]&lt;br /&gt;
* The Nations&lt;br /&gt;
** [[Nation overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[The Brass Coast]]&lt;br /&gt;
** [[Dawn]]&lt;br /&gt;
** [[Highguard]]&lt;br /&gt;
** [[Imperial Orcs]]&lt;br /&gt;
** [[The League]]&lt;br /&gt;
** [[The Marches]]&lt;br /&gt;
** [[Navarr]]&lt;br /&gt;
** [[Urizen]]&lt;br /&gt;
** [[Varushka]]&lt;br /&gt;
** [[Wintermark]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Costume advice|Costume Advice]]&lt;br /&gt;
** [[Music]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Nation FAQ|FAQ]]&lt;br /&gt;
* The People&lt;br /&gt;
** = Species =&lt;br /&gt;
** [[Orc]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage overview|Lineage Overview]]&lt;br /&gt;
** [[Briar]]&lt;br /&gt;
** [[Cambion]]&lt;br /&gt;
** [[Changeling]]&lt;br /&gt;
** [[Draughir]]&lt;br /&gt;
** [[Merrow]]&lt;br /&gt;
** [[Naga]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage and species FAQ|FAQ]]&lt;br /&gt;
* The Empire&lt;br /&gt;
** [[Empire overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** = Religion =&lt;br /&gt;
** [[The Way]]&lt;br /&gt;
** [[Ambition]]&lt;br /&gt;
** [[Courage]]&lt;br /&gt;
** [[Loyalty]]&lt;br /&gt;
** [[Pride]]&lt;br /&gt;
** [[Prosperity]]&lt;br /&gt;
** [[Vigilance]]&lt;br /&gt;
** [[Wisdom]]&lt;br /&gt;
** [[Imperial Theology]]&lt;br /&gt;
** --&lt;br /&gt;
** = Imperial Structures =&lt;br /&gt;
** [[The Throne]]&lt;br /&gt;
** [[Imperial Senate|The Senate]]&lt;br /&gt;
** [[Imperial Synod|The Synod]]&lt;br /&gt;
** [[Imperial Military Council|The Military Council]]&lt;br /&gt;
** [[Imperial Conclave|The Conclave]]&lt;br /&gt;
** [[Imperial Bourse|The Bourse]]&lt;br /&gt;
** [[The Academy]]&lt;br /&gt;
** [[Imperial Law]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Imperial history]]&lt;br /&gt;
&lt;br /&gt;
* The World&lt;br /&gt;
** [[World overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Maps]]&lt;br /&gt;
** [[Gazetteer]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Realms]]&lt;br /&gt;
** [[Eternals]]&lt;br /&gt;
** [[Barbarians]]&lt;br /&gt;
** [[Foreign nations]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Pronunciation guide|Pronunciation Guide]]&lt;br /&gt;
&lt;br /&gt;
* The Rules&lt;br /&gt;
** [[Empire rules|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Playing the game|Playing the Game]]&lt;br /&gt;
** [[Combat]]&lt;br /&gt;
** [[Safety overview|Safety]]&lt;br /&gt;
** [[Groups]]&lt;br /&gt;
** [[Battles]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Roleplaying effects|Roleplaying Effects]]&lt;br /&gt;
** [[Ceremonies overview|Ceremonies]]&lt;br /&gt;
** [[Magic overview|Magic]]&lt;br /&gt;
** [[Rituals]]&lt;br /&gt;
** [[Game items|Game Items]]&lt;br /&gt;
** [[Potion|Potions]]&lt;br /&gt;
** [[Magical items|Magical Items]]&lt;br /&gt;
** [[Resource overview|Resources]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Rules update|Rules Update]]&lt;br /&gt;
** [[Frequently Asked Questions|FAQ]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=21047</id>
		<title>Imperial:TitleBar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=21047"/>
		<updated>2013-07-11T22:16:25Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Main Page|Home]]&lt;br /&gt;
* The Game&lt;br /&gt;
** [[Introduction to LRP]]&lt;br /&gt;
** --&lt;br /&gt;
** = About Empire =&lt;br /&gt;
** [[Game overview]]&lt;br /&gt;
** [[Getting involved|Getting Involved]]&lt;br /&gt;
** [[Children]]&lt;br /&gt;
** [[Costume]]&lt;br /&gt;
** --&lt;br /&gt;
** = Events =&lt;br /&gt;
** [[Events|Event Details]]&lt;br /&gt;
** [[Tournament Stud|Site Details]]&lt;br /&gt;
** [[Player Events]]&lt;br /&gt;
** --&lt;br /&gt;
** = Crew =&lt;br /&gt;
** [[Profound Decisions management team|Event Management]]&lt;br /&gt;
** [[Crew guidelines|Crew Guidelines]]&lt;br /&gt;
** --&lt;br /&gt;
** = Resources =&lt;br /&gt;
** [[Traders]]&lt;br /&gt;
** --&lt;br /&gt;
** = Contact Details =&lt;br /&gt;
** [[Contact Profound Decisions|Contact Us]]&lt;br /&gt;
* The Nations&lt;br /&gt;
** [[Nation overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[The Brass Coast]]&lt;br /&gt;
** [[Dawn]]&lt;br /&gt;
** [[Highguard]]&lt;br /&gt;
** [[Imperial Orcs]]&lt;br /&gt;
** [[The League]]&lt;br /&gt;
** [[The Marches]]&lt;br /&gt;
** [[Navarr]]&lt;br /&gt;
** [[Urizen]]&lt;br /&gt;
** [[Varushka]]&lt;br /&gt;
** [[Wintermark]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Costume advice|Costume Advice]]&lt;br /&gt;
** [[Music]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Nation FAQ|FAQ]]&lt;br /&gt;
* The People&lt;br /&gt;
** = Species =&lt;br /&gt;
** [[Orc]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage overview|Lineage Overview]]&lt;br /&gt;
** [[Briar]]&lt;br /&gt;
** [[Cambion]]&lt;br /&gt;
** [[Changeling]]&lt;br /&gt;
** [[Draughir]]&lt;br /&gt;
** [[Merrow]]&lt;br /&gt;
** [[Naga]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage and species FAQ|FAQ]]&lt;br /&gt;
* The Empire&lt;br /&gt;
** [[Empire overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** = Religion =&lt;br /&gt;
** [[The Way]]&lt;br /&gt;
** [[Ambition]]&lt;br /&gt;
** [[Courage]]&lt;br /&gt;
** [[Loyalty]]&lt;br /&gt;
** [[Pride]]&lt;br /&gt;
** [[Prosperity]]&lt;br /&gt;
** [[Vigilance]]&lt;br /&gt;
** [[Wisdom]]&lt;br /&gt;
** [[Imperial Theology]]&lt;br /&gt;
** --&lt;br /&gt;
** = Imperial Structures =&lt;br /&gt;
** [[The Throne]]&lt;br /&gt;
** [[Imperial Senate|The Senate]]&lt;br /&gt;
** [[Imperial Synod|The Synod]]&lt;br /&gt;
** [[Imperial Military Council|The Military Council]]&lt;br /&gt;
** [[Imperial Conclave|The Conclave]]&lt;br /&gt;
** [[Imperial Bourse|The Bourse]]&lt;br /&gt;
** [[The Academy]]&lt;br /&gt;
** [[Imperial Law]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Imperial history]]&lt;br /&gt;
&lt;br /&gt;
* The World&lt;br /&gt;
** [[World overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Maps]]&lt;br /&gt;
** [[Gazetteer]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Realms]]&lt;br /&gt;
** [[Eternals]]&lt;br /&gt;
** [[Barbarians]]&lt;br /&gt;
** [[Foreign nations]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Pronunciation guide|Pronunciation Guide]]&lt;br /&gt;
&lt;br /&gt;
* The Rules&lt;br /&gt;
** [[Empire rules|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Playing the game|Playing the Game]]&lt;br /&gt;
** [[Combat]]&lt;br /&gt;
** [[Safety overview|Safety]]&lt;br /&gt;
** [[Groups]]&lt;br /&gt;
** [[Battles]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Roleplaying effects|Roleplaying Effects]]&lt;br /&gt;
** [[Ceremonies overview|Ceremonies]]&lt;br /&gt;
** [[Magic overview|Magic]]&lt;br /&gt;
** [[Rituals]]&lt;br /&gt;
** [[Game items|Game Items]]&lt;br /&gt;
** [[Potion|Potions]]&lt;br /&gt;
** [[Magical items|Magical Items]]&lt;br /&gt;
** [[Resource overview|Resources]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Rules update|Rules Update]]&lt;br /&gt;
** [[Frequently Asked Questions|FAQ]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Curse&amp;diff=21042</id>
		<title>Template:Curse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Curse&amp;diff=21042"/>
		<updated>2013-07-11T22:04:15Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This effect is a [[curse]]. A target may be under more than one curse at a time. [[Category:Curse]] {{#if: {{{1|}}} | [[Category:Curse:{{{1}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21041</id>
		<title>Template:Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21041"/>
		<updated>2013-07-11T22:02:59Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This spell is an [[enchantment]]. A target may only be under one enchantment effect at a time. [[Category:Enchantment]] {{#if: {{{1|}}} | [[Category:Enchantment:{{{1}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21039</id>
		<title>Template:Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21039"/>
		<updated>2013-07-11T22:02:30Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This spell is an [[enchantment]]. A target may only be under one enchantment effect at a time.&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
{{#if: {{{1|}}} | [[Category:Enchantment:{{{1}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21037</id>
		<title>Template:Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21037"/>
		<updated>2013-07-11T22:01:42Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This spell is an [[enchantment]]. A target may only be under one enchantment effect at a time.&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
{{#if: {{{1}}} | [[Category:Enchantment:{{{1}}}]] | }}&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Streams_of_Silver&amp;diff=21036</id>
		<title>Streams of Silver</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Streams_of_Silver&amp;diff=21036"/>
		<updated>2013-07-11T21:59:46Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|2}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} The target character who controls the [[business]] must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{enchantment|Resource}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The [[business]] provides an additional 24 rings over the next season, in addition to normal production. &lt;br /&gt;
&lt;br /&gt;
{{Downtime buff}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional [[business|businesses]] in the same territory. Each additional business increases the magnitude by 1. The character who controls each business must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
As with [[Rivers of Gold]], this ritual subtly influences the flow of trade, gently warping the effects of chance and synchronicity to encourage people to visit, and spend money in, the target business. The effect of the ritual is difficult to spot without magical means, unless one knows it has been cast. &lt;br /&gt;
&lt;br /&gt;
Some covens, especially in [[The Brass Coast]] and [[The League]] specialise in this simple spell, arranging to perform it on multiple businesses in the same territory in return for an amount of the anticipated extra wealth - usually payable in advance, of course. As with most such rituals, the more targets can be encompassed by the spell the more economically advantageous it becomes to the ritualists.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual moves wealth around, and the performance is often accompanied by coins and other precious items. In [[The Marches]] and [[The Brass Coast]], coins taken from the previous season&#039;s profit are often used as a way to &#039;prime&#039; the enchantment and attract more wealth. The targets often share a goblet of wine among themselves, and the ritual often begins or ends with a symbolic (or literal) payment to the performing coven. The rune [[Pallas]] is often evoked, but so are subtle [[Queros|rune of plots]] and the serendipitous [[Ull|rune of chance]]. Symbols of [[Prosperity]] are also common, often with an invocation highlighting the rewards of hard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Marcher flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21034</id>
		<title>Template:Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21034"/>
		<updated>2013-07-11T21:59:06Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This spell is an [[enchantment]]. A target may only be under one enchantment effect at a time.&lt;br /&gt;
[[Category:Enchantment]]&lt;br /&gt;
{{#if: {{{1}}} | [[Category:Enchantment:{{{1}}}]] }}&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Streams_of_Silver&amp;diff=21031</id>
		<title>Streams of Silver</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Streams_of_Silver&amp;diff=21031"/>
		<updated>2013-07-11T21:55:45Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Autumn|2}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} The target character who controls the [[business]] must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{enchantment|resource}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
The [[business]] provides an additional 24 rings over the next season, in addition to normal production. &lt;br /&gt;
&lt;br /&gt;
{{Downtime buff}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional [[business|businesses]] in the same territory. Each additional business increases the magnitude by 1. The character who controls each business must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
As with [[Rivers of Gold]], this ritual subtly influences the flow of trade, gently warping the effects of chance and synchronicity to encourage people to visit, and spend money in, the target business. The effect of the ritual is difficult to spot without magical means, unless one knows it has been cast. &lt;br /&gt;
&lt;br /&gt;
Some covens, especially in [[The Brass Coast]] and [[The League]] specialise in this simple spell, arranging to perform it on multiple businesses in the same territory in return for an amount of the anticipated extra wealth - usually payable in advance, of course. As with most such rituals, the more targets can be encompassed by the spell the more economically advantageous it becomes to the ritualists.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual moves wealth around, and the performance is often accompanied by coins and other precious items. In [[The Marches]] and [[The Brass Coast]], coins taken from the previous season&#039;s profit are often used as a way to &#039;prime&#039; the enchantment and attract more wealth. The targets often share a goblet of wine among themselves, and the ritual often begins or ends with a symbolic (or literal) payment to the performing coven. The rune [[Pallas]] is often evoked, but so are subtle [[Queros|rune of plots]] and the serendipitous [[Ull|rune of chance]]. Symbols of [[Prosperity]] are also common, often with an invocation highlighting the rewards of hard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Marcher flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21028</id>
		<title>Template:Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Template:Enchantment&amp;diff=21028"/>
		<updated>2013-07-11T21:54:17Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This spell is an [[enchantment]]. A target may only be under one enchantment effect at a time.&lt;br /&gt;
[[Category:Enchantment]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Soghter&amp;diff=20969</id>
		<title>Soghter</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Soghter&amp;diff=20969"/>
		<updated>2013-07-04T22:01:34Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Boons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Eternal of Night==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
The most common sobriquet for Soghter is &#039;&#039;Changer of the Ways&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the [[Principalities of Jarm]], Soghter is called &#039;&#039;The Intrepid Dragon of Infallible Reason&#039;&#039;, and seems to enjoy this name prompting magicians around the world to start using it. Soghter appears to share the tendency of many Night Eternals for enjoying flattery, while being largely unmoved by it. Soghter is also known as &#039;&#039;oroborous&#039;&#039; and the serpent-eating-it&#039;s-own-tail is a symbol often associated with the creature and it&#039;s fascination by cyclic behaviour.&lt;br /&gt;
&lt;br /&gt;
In some parts of the world Soghter is referred to as the &#039;&#039;Snake-Spawner&#039;&#039; or &#039;&#039;Mother/Father of Serpents&#039;&#039;. According to those who use this epithet, those who deal with it have a dramatically inceased incidence of [[naga]] blood in their offspring. Soghter has never admitted any link, and it is difficult to prove one way or another.&lt;br /&gt;
&lt;br /&gt;
Along with [[Murit]], Soghter is sometimes called the &#039;&#039;Azoth&#039;&#039; after a theoretical alchemical compound that enacts miraculous transformations - magicians performing rituals such as [[The Eight-spoked Wheel]], [[The Retrograde Wheel]] and [[Distill the Serpent&#039;s Stone]] sometimes evoke the name during their transformations (although Soghter is better suited to rituals that transform the individual, such as [[Transmogrification of the Soul&#039;s Echo]]. Some scholars suggest that Soghter and Murit are lovers or siblings; others maintain that they are actually different facets of the same entity. A few alchemical treatises contain images of the two serpents wrapped around each other as illustrations of the way disparate substances can be combined together to create new materials. Neither Eternal seems inclined to discuss their relationship, if any.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
In its true form (inasmuch as the Night Eternals have true forms), Soghter has a black-scaled serpentine body with wings of brilliant white and eyes that shift kaleidoscopically. Evidence for this appearance seems entirely anecdotal, based on descriptions by Heralds; no Imperial magician has reported actually encountering Soghter in this form. As with all Night Eternals, Soghter is a shapeshifter and more than most it appears to revel in assuming unique appearances whenever it is encountered. It may appear to be male or female (as with most Night Eternals gender appears to have little meaning to it), but its forms almost invariably include strong elements of either black or white. They also often include images of catterpillars and butterflies or moths, as well as other creatures that undergo profound physical changes as they mature.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Soghter&#039;s primary interest is the way that living beings change naturally over time. It is fascinated by the way that a creature transforms from being young and inexperienced to being old and wise. It adores the &amp;quot;ceremonies of life&amp;quot; - the way mortals mark the transition from one life-stage to another, both for the effect they have on the individual undergoing the change and the way they affect other mortals. The change from child to youth to adult to elder to death is endlessly absorbing for Soghter.&lt;br /&gt;
&lt;br /&gt;
It emphasizes the idea that only personal experience is relevant, and disdains the relevance of instruction whether by another person or via books. To have value, Soghter believes every lesson must include practical hands-on experience, and that creature learn most profoundly by &#039;&#039;doing&#039;&#039; rather than my &#039;&#039;listening&#039;&#039;. It encourages people, especially young people, to take risks and seek our new experiences regardless of the concerns of their elders or peers and for this reason exposure of the young to Soghter must be carefully monitored.&lt;br /&gt;
&lt;br /&gt;
The Eternal itself appears to be a creature of cycles, progressing from one state to another and then returning to the start again. Some scholars have commented that Soghter shifts in personality in a predictable sequence from child-like wonder to passionate sensate to enigmatic riddler to seeker-of-mysteries, and then back to the beginning again. It denies this cycle exists, claiming that it lives in the moment and it is &#039;&#039;always&#039;&#039; the way it is at the moment. Some magicians claim Soghter is completely insane by human standards.&lt;br /&gt;
&lt;br /&gt;
Soghter is fascinated by death, seeing it as a profound transformation from one state to another rather than an end. Indeed, as a Night Eternal Soghter appears unable to accept the idea of something coming to an end. Several times it has asked to observe someone passing from life into death, and is said to find the experience profoundly moving - as being in the presence of the most absolute enigma in existence. &lt;br /&gt;
&lt;br /&gt;
Change is fundamental to Soghter, but it is primarily interested in the way living creatures change. It loves the moment of enlightenment that comes when someone understands a riddle, the way the heart quickens when a creature realises it is in love and the way that mortal beings change completely between one meeting and the next.&lt;br /&gt;
&lt;br /&gt;
All the Night Eternals have an affection for those with [[naga]] blood, but Soghter seems to extend this affection to beings of all lineages.&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Soghter offers boons of transformation, whether temporary or permanent. One of its sought-after boons is the &#039;&#039;shedding of skin&#039;&#039;, a gift it offers to those who wish to completely re-invent themselves. The recipient tears away their own skin, revealing a new being underneath. Often this being has the [[naga]] lineage, but depending on the transformation they seek any or all other details of their life may have been entirely changed - memories, skills, goals, personality, curses, illness, injury ... anything.&lt;br /&gt;
&lt;br /&gt;
Its aid is not always useful. Soghter is a champion of the idea that any obstacle can be overcome by changing oneself, and this is sometimes frustrating. It may suggest that a village threatened by bandits move. ... or transform into sparrows, or become bandits themselves, rather than that they take action against the bandits. In one story, Soghter &#039;helped&#039; a [[Varushka|Varushkan]] vale survive a flood by turning everyone in the village into salmon. &lt;br /&gt;
&lt;br /&gt;
It has several times offered &#039;help&#039; to those who have become trapped in stasis or stagnation - one memorable story speaks of an occasion when a [[The Marches magical traditions#Threshers|Thresher]] lured an immortal sorcerer into Soghter&#039;s domain and without pause it &#039;released&#039; the wicked magician from the trap of its immortality by transforming her into a cloud of butterflies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Soghter&amp;diff=20968</id>
		<title>Soghter</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Soghter&amp;diff=20968"/>
		<updated>2013-07-04T21:59:39Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Eternal of Night==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
The most common sobriquet for Soghter is &#039;&#039;Changer of the Ways&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the [[Principalities of Jarm]], Soghter is called &#039;&#039;The Intrepid Dragon of Infallible Reason&#039;&#039;, and seems to enjoy this name prompting magicians around the world to start using it. Soghter appears to share the tendency of many Night Eternals for enjoying flattery, while being largely unmoved by it. Soghter is also known as &#039;&#039;oroborous&#039;&#039; and the serpent-eating-it&#039;s-own-tail is a symbol often associated with the creature and it&#039;s fascination by cyclic behaviour.&lt;br /&gt;
&lt;br /&gt;
In some parts of the world Soghter is referred to as the &#039;&#039;Snake-Spawner&#039;&#039; or &#039;&#039;Mother/Father of Serpents&#039;&#039;. According to those who use this epithet, those who deal with it have a dramatically inceased incidence of [[naga]] blood in their offspring. Soghter has never admitted any link, and it is difficult to prove one way or another.&lt;br /&gt;
&lt;br /&gt;
Along with [[Murit]], Soghter is sometimes called the &#039;&#039;Azoth&#039;&#039; after a theoretical alchemical compound that enacts miraculous transformations - magicians performing rituals such as [[The Eight-spoked Wheel]], [[The Retrograde Wheel]] and [[Distill the Serpent&#039;s Stone]] sometimes evoke the name during their transformations (although Soghter is better suited to rituals that transform the individual, such as [[Transmogrification of the Soul&#039;s Echo]]. Some scholars suggest that Soghter and Murit are lovers or siblings; others maintain that they are actually different facets of the same entity. A few alchemical treatises contain images of the two serpents wrapped around each other as illustrations of the way disparate substances can be combined together to create new materials. Neither Eternal seems inclined to discuss their relationship, if any.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
In its true form (inasmuch as the Night Eternals have true forms), Soghter has a black-scaled serpentine body with wings of brilliant white and eyes that shift kaleidoscopically. Evidence for this appearance seems entirely anecdotal, based on descriptions by Heralds; no Imperial magician has reported actually encountering Soghter in this form. As with all Night Eternals, Soghter is a shapeshifter and more than most it appears to revel in assuming unique appearances whenever it is encountered. It may appear to be male or female (as with most Night Eternals gender appears to have little meaning to it), but its forms almost invariably include strong elements of either black or white. They also often include images of catterpillars and butterflies or moths, as well as other creatures that undergo profound physical changes as they mature.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Soghter&#039;s primary interest is the way that living beings change naturally over time. It is fascinated by the way that a creature transforms from being young and inexperienced to being old and wise. It adores the &amp;quot;ceremonies of life&amp;quot; - the way mortals mark the transition from one life-stage to another, both for the effect they have on the individual undergoing the change and the way they affect other mortals. The change from child to youth to adult to elder to death is endlessly absorbing for Soghter.&lt;br /&gt;
&lt;br /&gt;
It emphasizes the idea that only personal experience is relevant, and disdains the relevance of instruction whether by another person or via books. To have value, Soghter believes every lesson must include practical hands-on experience, and that creature learn most profoundly by &#039;&#039;doing&#039;&#039; rather than my &#039;&#039;listening&#039;&#039;. It encourages people, especially young people, to take risks and seek our new experiences regardless of the concerns of their elders or peers and for this reason exposure of the young to Soghter must be carefully monitored.&lt;br /&gt;
&lt;br /&gt;
The Eternal itself appears to be a creature of cycles, progressing from one state to another and then returning to the start again. Some scholars have commented that Soghter shifts in personality in a predictable sequence from child-like wonder to passionate sensate to enigmatic riddler to seeker-of-mysteries, and then back to the beginning again. It denies this cycle exists, claiming that it lives in the moment and it is &#039;&#039;always&#039;&#039; the way it is at the moment. Some magicians claim Soghter is completely insane by human standards.&lt;br /&gt;
&lt;br /&gt;
Soghter is fascinated by death, seeing it as a profound transformation from one state to another rather than an end. Indeed, as a Night Eternal Soghter appears unable to accept the idea of something coming to an end. Several times it has asked to observe someone passing from life into death, and is said to find the experience profoundly moving - as being in the presence of the most absolute enigma in existence. &lt;br /&gt;
&lt;br /&gt;
Change is fundamental to Soghter, but it is primarily interested in the way living creatures change. It loves the moment of enlightenment that comes when someone understands a riddle, the way the heart quickens when a creature realises it is in love and the way that mortal beings change completely between one meeting and the next.&lt;br /&gt;
&lt;br /&gt;
All the Night Eternals have an affection for those with [[naga]] blood, but Soghter seems to extend this affection to beings of all lineages.&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Soghter offers boons of transformation, whether temporary or permanent. One of its sought-after boons is the &#039;&#039;shedding of skin&#039;&#039;, a gift it offers to those who wish to compeltely re-invent themselves. The recipient tears away their own skin, revealing a new being underneath. Often this being has the [[naga]] lineage, but depending on the transformation they seek any or all other details of their life may have been entirely changed - memories, skills, goals, personality, curses, illness, injury ... anything.&lt;br /&gt;
&lt;br /&gt;
Its aid is not always useful. Soghter is a champion of the idea that any obstacle can be overcome by changing oneself, and this is sometimes frustrating. It may suggest that a village threatened by bandits move. or transform into sparrows, or become bandits themselves, rather than that they take action against the bandits. In one story, Soghter &#039;helped&#039; a [[Varushka|Varushkan]] vale survive a flood by turning everyone in the village into salmon. &lt;br /&gt;
&lt;br /&gt;
It has several times offered &#039;help&#039; to those who have become trapped in stasis or stagnation - one memorable story speaks of an occasion when a [[The Marches magical traditions#Threshers|Thresher]] lured an immortal sorcerer into Soghter&#039;s domain and without pause it &#039;released&#039; the wicked magician from the trap of it&#039;s immortality by transforming her into a cloud of butterflies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=20965</id>
		<title>Imperial:TitleBar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:TitleBar&amp;diff=20965"/>
		<updated>2013-07-04T21:41:27Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Main Page|Home]]&lt;br /&gt;
* The Game&lt;br /&gt;
** [[Introduction to LRP]]&lt;br /&gt;
** --&lt;br /&gt;
** = About Empire =&lt;br /&gt;
** [[Game overview]]&lt;br /&gt;
** [[Getting involved|Getting Involved]]&lt;br /&gt;
** [[Children]]&lt;br /&gt;
** [[Costume]]&lt;br /&gt;
** --&lt;br /&gt;
** = Events =&lt;br /&gt;
** [[Events|Event Details]]&lt;br /&gt;
** [[Tournament Stud|Site Details]]&lt;br /&gt;
** [[Player Events]]&lt;br /&gt;
** --&lt;br /&gt;
** = Crew =&lt;br /&gt;
** [[Profound Decisions management team|Event Management]]&lt;br /&gt;
** [[Crew guidelines|Crew Guidelines]]&lt;br /&gt;
** --&lt;br /&gt;
** = Resources =&lt;br /&gt;
** [[Traders]]&lt;br /&gt;
** --&lt;br /&gt;
** = Contact Details =&lt;br /&gt;
** [[Contact Profound Decisions|Contact Us]]&lt;br /&gt;
* The Nations&lt;br /&gt;
** [[Nation overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[The Brass Coast]]&lt;br /&gt;
** [[Dawn]]&lt;br /&gt;
** [[Highguard]]&lt;br /&gt;
** [[Imperial Orcs]]&lt;br /&gt;
** [[The League]]&lt;br /&gt;
** [[The Marches]]&lt;br /&gt;
** [[Navarr]]&lt;br /&gt;
** [[Urizen]]&lt;br /&gt;
** [[Varushka]]&lt;br /&gt;
** [[Wintermark]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Costume advice|Costume Advice]]&lt;br /&gt;
** [[Music]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Nation FAQ|FAQ]]&lt;br /&gt;
* The People&lt;br /&gt;
** = Species =&lt;br /&gt;
** [[Orc]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage overview|Lineage Overview]]&lt;br /&gt;
** [[Briar]]&lt;br /&gt;
** [[Cambion]]&lt;br /&gt;
** [[Changeling]]&lt;br /&gt;
** [[Draughir]]&lt;br /&gt;
** [[Merrow]]&lt;br /&gt;
** [[Naga]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Lineage and species FAQ|FAQ]]&lt;br /&gt;
* The Empire&lt;br /&gt;
** [[Empire overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** = Religion =&lt;br /&gt;
** [[The Way]]&lt;br /&gt;
** [[Ambition]]&lt;br /&gt;
** [[Courage]]&lt;br /&gt;
** [[Loyalty]]&lt;br /&gt;
** [[Pride]]&lt;br /&gt;
** [[Prosperity]]&lt;br /&gt;
** [[Vigilance]]&lt;br /&gt;
** [[Wisdom]]&lt;br /&gt;
** [[Imperial Theology]]&lt;br /&gt;
** --&lt;br /&gt;
** = Imperial Structures =&lt;br /&gt;
** [[The Throne]]&lt;br /&gt;
** [[Imperial Senate|The Senate]]&lt;br /&gt;
** [[Imperial Synod|The Synod]]&lt;br /&gt;
** [[Imperial Military Council|The Military Council]]&lt;br /&gt;
** [[Imperial Conclave|The Conclave]]&lt;br /&gt;
** [[Imperial Bourse|The Bourse]]&lt;br /&gt;
** [[The Academy]]&lt;br /&gt;
** [[Imperial Law]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Imperial history]]&lt;br /&gt;
&lt;br /&gt;
* The World&lt;br /&gt;
** [[World overview|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Maps]]&lt;br /&gt;
** [[Gazetteer]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Realms]]&lt;br /&gt;
** [[Eternals]]&lt;br /&gt;
** [[Barbarians]]&lt;br /&gt;
** [[Foreign nations]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Pronunciation guide|Pronunciation Guide]]&lt;br /&gt;
&lt;br /&gt;
* The Rules&lt;br /&gt;
** [[Empire rules|Overview]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Playing the game|Playing the Game]]&lt;br /&gt;
** [[Combat]]&lt;br /&gt;
** [[Safety overview|Safety]]&lt;br /&gt;
** [[Groups]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Roleplaying effects|Roleplaying Effects]]&lt;br /&gt;
** [[Ceremonies overview|Ceremonies]]&lt;br /&gt;
** [[Magic overview|Magic]]&lt;br /&gt;
** [[Game items|Game Items]]&lt;br /&gt;
** [[Potion|Potions]]&lt;br /&gt;
** [[Magical items|Magical Items]]&lt;br /&gt;
** [[Resource overview|Resources]]&lt;br /&gt;
** [[Battles]]&lt;br /&gt;
** --&lt;br /&gt;
** [[Rules update|Rules Update]]&lt;br /&gt;
** [[Frequently Asked Questions|FAQ]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=20954</id>
		<title>Ull</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=20954"/>
		<updated>2013-07-01T22:21:28Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* The Road, Rune of Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right}}&lt;br /&gt;
&lt;br /&gt;
==The Road, Rune of Chance==&lt;br /&gt;
&lt;br /&gt;
Ull is the rune of chance, the counterpart of [[Gralm]] the rune of destiny. Unlike many other runes it does not have an association with one of the realms of magic. It is a highly mystical rune, and defies easy definition. In conjunction with Gralm, it represents the concept of [[Wintermark culture and customs#Skein|skein]]. It represents those things that affect the passage through life which are not the result of a personal choice. Some blasphemous cultists who profess [[Malign spiritual presences#Fate|fatalism]] use Ull as their symbol.&lt;br /&gt;
&lt;br /&gt;
Some mystics call Ull &#039;&#039;The Coin&#039;&#039; (or rarely &#039;&#039;The Dice&#039;&#039;). It is sometimes misinterpretted as representing randomness - but Ull does not represent the chaos of inifinite possibility; rather it represents the many things that &#039;&#039;could&#039;&#039; happen at any given moment. Like the tossed coin or the rolled die, there are a finite number of outcomes to any moment or event. Ull does not care if the outcome is good or bad, only that there &#039;&#039;is&#039;&#039; an outcome.&lt;br /&gt;
&lt;br /&gt;
The Road also represents opportunity - the chance to perform a deed that the individual must choose to grasp, or allow to slip through their fingers. It represents the ability of individuals to perform great deeds, whether for good or ill, based on seemingly chance encounters and events.&lt;br /&gt;
&lt;br /&gt;
===Using Ull in magic===&lt;br /&gt;
Ull is useful in any magic that relies on serendipity, or on altering the likelihood that events will or will not occur. It is sometimes used as an intensifier, especially with [[curse|curses]] that bring doom down on a target.&lt;br /&gt;
&lt;br /&gt;
===Crafting with Ull=== &lt;br /&gt;
Ull is rarely used in crafting. Outside of divination, it commonly appears on simple medallions worn by those seeking adventure. Some gamblers replace the 1 or the 6 on a dice with Ull.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=20953</id>
		<title>Ull</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=20953"/>
		<updated>2013-07-01T21:52:42Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Crafting with Ull */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right}}&lt;br /&gt;
&lt;br /&gt;
==The Road, Rune of Chance==&lt;br /&gt;
&lt;br /&gt;
Ull is the rune of chance, the counterpart of [[Gralm]] the rune of destiny. Unlike many other runes it does not have an association with one of the realms of magic. It is a highly mystical rune, and defies easy definition. In conjunction with Gralm, it represents the concept of [[Wintermark culture and customs#Skein|skein]]. It represents those things that effect the passage through life which are not the result of a personal choice. Some blasphemous cultists who profess [[Malign spiritual presences#Fate|fatalism]] use Ull as their symbol.&lt;br /&gt;
&lt;br /&gt;
Some mystics call Ull &#039;&#039;The Coin&#039;&#039; (or rarely &#039;&#039;The Dice&#039;&#039;). It is sometimes misinterpretted as representing randomness - but Ull does not represent the chaos of inifinite possibility; rather it represents the many things that &#039;&#039;could&#039;&#039; happen at any given moment. Like the tossed coin or the rolled die, there are a finite number of outcomes to any moment or event. Ull does not care if the outcome is good or bad, only that there &#039;&#039;is&#039;&#039; an outcome.&lt;br /&gt;
&lt;br /&gt;
The Road also represents opportunity - the chance to perform a deed that the individual must choose to grasp, or allow to slip through their fingers. It represents the ability of individuals to perform great deeds, whether for good or ill, based on seemingly chance encounters and events.&lt;br /&gt;
&lt;br /&gt;
===Using Ull in magic===&lt;br /&gt;
Ull is useful in any magic that relies on serendipity, or on altering the likelihood that events will or will not occur. It is sometimes used as an intensifier, especially with [[curse|curses]] that bring doom down on a target.&lt;br /&gt;
&lt;br /&gt;
===Crafting with Ull=== &lt;br /&gt;
Ull is rarely used in crafting. Outside of divination, it commonly appears are on simple medallions worn by those seeking adventure. Some gamblers replace the 1 or the 6 on a dice with Ull.&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Principalities_of_Jarm&amp;diff=20951</id>
		<title>Principalities of Jarm</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Principalities_of_Jarm&amp;diff=20951"/>
		<updated>2013-07-01T21:38:51Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ForeignNationWarning}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Principalities of Jarm are an old, confident nation that lies many weeks sailing to the east of the Empire. It is a little larger than the Empire, but regularly riven by internecine bickering between the various factions that rule there. It is often engaged in conflicts with the smaller nations that border it, occasionally engaging in wholesale wars of conquest against those neighbours for resources.&lt;br /&gt;
&lt;br /&gt;
Of particular interest to Imperial citizens are the [[Principalities of Jarm ports|Jarmish ports]] which are open to trade with the Empire.&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
The Principalities are divided into three broad areas. They spread along a wide swathe of coastline with several major rivers; most of the Southern and Northern Principalities have at least one settlement with access to the sea, and many of the Eastern Principalities have a ship-navigable port along one of these waterways. The climate tends to be temperate, a little warmer than the southern Empire in Summer and a little cooler in Winter.&lt;br /&gt;
&lt;br /&gt;
The Southern Principalities are the oldest, and the land there is widely settled and agrarian. The Northern Principalities are cooler, with more hills and bounded on two sides by high mountain peaks. Much of the Eastern Principalities is covered in forest, and many of the people here are the descendants of conquered peoples; the eastern borders are prone to regular raids from nearby nations and at least one tribe of orcs.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The Jarmish people are human. All lineages are known, but there are strong lines of [[changeling]] and [[naga]] - scions of these lines rule several Principalities. [[Orc]]s are known in several parts of Jarm, especially in the Eastern Principalities, but they are exclusively of low station. Those orcs who are not labourers serve in the military and have a reputation as ignorant savages, surly bandits and primitive barbarians incapable of appreciating the various fruits of Jarmish life.&lt;br /&gt;
&lt;br /&gt;
The rulers of Jarm are all magicians; only someone with the ability to cast spells can hold any position of authority. Those who cannot master magic are consigned to the ministerial class or even the landfolk - non-magicians are allowed to own property and wealth but they cannot hold public office.&lt;br /&gt;
&lt;br /&gt;
The people are roughly divided into four classes, and there is comparatively little social mobility. The Magician-Princes are of the &#039;&#039;&#039;Noble&#039;&#039;&#039; class, and their families control most of the wealth, land and magical power in Jarm. The &#039;&#039;&#039;Ministerial&#039;&#039;&#039; class serves the Principalities as educators, scribes, merchants, translators, diplomats and judges and form an educated middle-class under the Magician-Princes. The &#039;&#039;&#039;Landfolk&#039;&#039;&#039; are labourers and shopkeepers, and their standard of living is generally much lower than that of the equivalent Imperial citizen. The lowest class are the &#039;&#039;&#039;Slaves&#039;&#039;&#039; who are considered property, and live short lives of hopeless drudgery. Slightly outside this class-system are doctors and chirurgeons, who have a status somewhere between slaves and landfolk, and are generally considered to be bad luck by more sophisticated Jarmish citizens.&lt;br /&gt;
&lt;br /&gt;
Each Principality maintains its own military forces, and it is only among the soldiery that any semblance of meritocracy is encountered; the Jarmish people are oddly practical when it comes to matters of protecting their nation, and it is entirely possible (if extremely difficult) for one of the Landfolk or even the Slave-class to rise to a position of authority within the army of a Principality.&lt;br /&gt;
&lt;br /&gt;
==Poltics==&lt;br /&gt;
Jarm is made up of a number of self-contained Principalities, each ruled over by a Magician-Prince. The principalities tend to be around the same size geographically as an Imperial territory. Most Principalities have a single small city at their heart which is the site of the Prince&#039;s palace and where the governance of the Principality takes place. While individual Principalities choose their ruling Prince in various different ways, the power rarely moves beyond the control of three or four long-established families; it is rare for a single family to completely dominate a Principality. The Noble class sets the law within their domain, and while they are rarely subject to it they are constantly aware of the need to maintain the respect of their peers within the Principality and in neighbouring domains .&lt;br /&gt;
&lt;br /&gt;
Each Prince also holds a seat in the House of Princes in the  city of Jarm (a central Principality whose Magician-Prince is appointed by the House of Princes directly and serves as an administrative hub for the nation). There they conspire with and intrigue against each other for position and control of their nation&#039;s resources. There is traditionally a good-deal of cut-throat maneuvering between the Northern and Southern Principalities who both seek to exploit the resources of the Eastern Principalities.&lt;br /&gt;
&lt;br /&gt;
While the nation appears chaotic, it is governed by a small body of shared laws. For example, no Jarmish may shed the blood of another Jarmish citizen. This law extends from to the Noble class all the way down to the Slave class. A Magician-Prince.who ignores this law will face the censure of her peers, and several Princes have been toppled by their neighbours for ignoring it. This law is suspended during a formally declared state of inter-Principality war, which is known by a number of names in various languages (&#039;&#039;zemsta&#039;&#039;, &#039;&#039;kättemaks&#039;&#039; or &#039;&#039;pomsta&#039;&#039;) all of which roughly translate to &#039;revenge&#039; or &#039;vendetta&#039;.&lt;br /&gt;
&lt;br /&gt;
A peculiar side-effect of this universal Law has been the creation of a low-status class of doctors and chirurgeons; because they often have to shed the blood of their patients for their own good, they are both disdained and valuable to the Jarmish people. Still, given a choice, any Jarmish citizen would prefer to seek out magical healing over mundane healing.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it is also illegal for anyone outside of the Noble class to own a bow, and crossbows are completely unknown. Principalities rarely field units of archers, preferring to use soldiers trained in the use of thrown weapons such as javelins. Some Principalities maintain elite units of archers made up of troops that have proven their loyalty to the Magician-Prince, but even these soldiers are not considered to own their bows. When a military archer is not on campaign, her bow remains the property of the Magicvian-Prince. This can leave them at a serious disadvantage; many Jarmish armies include soldiers trained in the use of large shields specifically to protect their fellows against enemy archers. The use of archers during internal conflicts is heavily frowned upon, and many Magician-Princes are cautious about deploying bow-wielding troops during the regular inter-Principality tussles. This restriction is believed to be a consequence of the extensive use of [[mage armour]] among the Nobles of Jarm - they ensure that a weapon as devastating as the bow is carefully controlled.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
For the most part, only the Magician-Princes and their retainers are allowed to practice ritual magic in Jarm, although many of the citizens know an incantation or two. Jarmish ritual magic tends to be a combination of [[Astronomancy]] and [[Music of the Spheres]]. Only members of the Noble class are allowed to form or participate in [[Groups#Covens|covens]], and members of other classes found to be practicing ritual magic as part of a group are dealt with very harshly.&lt;br /&gt;
&lt;br /&gt;
Magical items and potions are rarer in Jarm than they are in the Empire, and the majority of Jarmish [[Crafting skills#Artisan|artisans]] focus on crafting robes, implements and ritual paraphernalia for the Magician-Princes.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Jarm has no dominant religion; rather the Principalities embrace religious freedom. With the exception of a few theologically minded Principalities, spiritual beliefs are seen as relevant only to the individual. While many Jarmite citizens cultivate an attitude of amused indifference to religious matters, many more wholeheartedly embrace the tenets of one creed or another. &lt;br /&gt;
&lt;br /&gt;
Consequently adherents of the Way rub shoulders with members of the [[The Commonwealth#Religion|Gemeinwesen]] sects; spiritualists and necromancers loudly debate with materialists and ancestor worshippers; and temples of various gods and powers compete for congregations with the shrines of [[Eternals|Eternal]] cults.&lt;br /&gt;
&lt;br /&gt;
The closest Jarm gets to an established priesthood are the astrologers of the Ministerial class. These magicians combine combine minor rituals from the Realms of Day and Night with the study of the heavens to offer advice to their fellows. Many Jarmish will consult an astrologer before embarking on any major endeavour. While the people often consult these diviners for advice, they do not necessarily follow it - the astrologer fills a cultural role, but few Jarmish place their advice above common sense or their own desires.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
Jarmish costume is strongly influenced by Indian, Southern Asian and Malaysian styles. As befits such a cosmopolitan nation, a very wide range of materials, colours, degrees of ornamentation and styles are found here. Men and women alike enjoy loose fitting, flowing clothing made of loose, wide strips of clothing wrapped around the body and often accompanied by a shirt or blouse. Other popular styles include a long coat cut to just above the knee worn with tight-fitting trousers similar to the [http://en.wikipedia.org/wiki/Clothing_in_India#Sherwani sherwani]; the kurta or kurta pyjama (a knee-length shirt usually made from cotton or linen); the [http://en.wikipedia.org/wiki/Salwar_kameez salwar kameez]; the [http://en.wikipedia.org/wiki/Choli choli] and the lengha.&lt;br /&gt;
&lt;br /&gt;
Jewelry is extremely common among the Jarmish, made from a variety of precious and semi-precious materials. Delicate chains are especially common, and the Jarmish love pendants and intricate head-pieces. Wrist and angle bracelets are much more common than rings - ornate rings are often seen as a mark of indolence as they imply that the wearer does not work with their hands. Likewise, the head is rarely covered by anyone other than the Landfolk; a hat often suggests that one works outside exposed to the rain and so individuals of the Ministerial and Noble class avoid them, preferring jewelry instead.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
The principalities are polyglot, with languages from all over the world spoken in various Principalities. The Jarmish are the descendants of a wide mix of forerunner kingdoms, immigrants and the children of subject peoples; there is no dominant language, and many Jarmish are multi-lingual as a consequence. The languages most commonly spoken in Jarm are shared with many of the surrounding nations, and can be represented by any language belonging to the [[http://en.wikipedia.org/wiki/Slavic_languages Slavic language group]]. &lt;br /&gt;
&lt;br /&gt;
==The Principalities in Play==&lt;br /&gt;
The Empire has traded with the Principalities of Jarm for several centuries, and both nations have benefited from that trade. It is important to remember that the Principalities are much more loosely connected than the nations of the Empire, and that they treat intrigue almost like a popular sport; a good relationship with one Principality might automatically result in a bad relationship with another. The same applies to characters with roots in the Principalities; they may have links to a family in one Principality, but this gives them absolutely no standing with any other Principality. Each Principality keeps itself a little apart from the others, so it is relatively easy to include a Jarmish character or incident in a background; a character who is known by people from one Principalities is likely to be entirely unknown, or even receive a hostile relationship, from the others. It is also easy to play a character who has come from the Principalities to settle in the Empire, or whose parents or grandparents did the same, but how convincing this role may be may depend on your ability to speak one of the Jarmish languages.&lt;br /&gt;
&lt;br /&gt;
Language is also likely to be confusing to Imperial citizens - there is no dominant language, and people from different parts of Jarm may well have problems communicating with each other. This situation is exacerbated for Imperial Citizens who don&#039;t speak any of the languages common in the area. An entire class of translator-diplomats exists to smooth over relations between the Principalities, and these are likely to be the sort of characters that Imperial citizens deal with regularly when they are in Jarm.&lt;br /&gt;
&lt;br /&gt;
Slavery is a reality in Jarm, and one many Imperial citizens (especially the [[The Brass Coast|Freeborn]] and the [[Imperial Orcs]] are very uncomfortable with. Orcs in general are not welcome in Jarm, and an orc will always be assumed to be of the Slave class. An orc that does not &#039;&#039;belong&#039;&#039; to someone is &#039;up for grabs&#039; and may end up being enslaved. Most Jarmish have no more information about the Empire that the Empire has about them, and many are entirely unaware (and unconcerned) that the Imperial orcs exist.&lt;br /&gt;
&lt;br /&gt;
Perhaps the biggest difference from the Empire is the role of magic; people who are not magicians have very little standing in Jarmish society. A Jarmish magician might make an Imperial citizen their fascinating exotic lover, but if they are incapable of performing magic they will soon tire of them. Likewise, visitors to Jarm must be careful not to engage in ritual magic without the permission of a Prince&#039;s family; the Jarmish have little concept of diplomatic immunity - a criminal from the Empire will be dealt with summarily by the Magician-Princes exactly as if they were a Jarmish citizen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commonwealth&amp;diff=20949</id>
		<title>Commonwealth</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Commonwealth&amp;diff=20949"/>
		<updated>2013-07-01T21:36:48Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Terrain==&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
&lt;br /&gt;
==Poltics==&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
==Leerdam (Eastern Commonwealth)==&lt;br /&gt;
&#039;&#039;In Leerdam the Eastern Commonwealth finds it&#039;s purest expression; traders from across the sprawling nation come to trade with foreign merchants, while mendicant preachers advocate their strange philosophy of &amp;quot;the greatest good&amp;quot; to visitors and residents alike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Volkavaar (Western Commonwealth)==&lt;br /&gt;
&#039;&#039;The mithril spires of Volkavaar are snow-bound all year round. Here the Commonwealth operates it&#039;s great university of magic and engineering, and the grand Temple of the Common Good serves as a point of pilgrimage for their strange faith.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Foreign_nations&amp;diff=20948</id>
		<title>Foreign nations</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Foreign_nations&amp;diff=20948"/>
		<updated>2013-07-01T21:34:57Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Foreign Neighbours */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Foreigners are people that are not part of the Empire, that the Empire is not currently at war with. The Empire trades with many of these foreign powers, and may host delegations from them. Foreigners have no ability to directly influence the future of the Empire, but may have political agendas that guide their interaction with the players.&lt;br /&gt;
&lt;br /&gt;
==Foreign Neighbours==&lt;br /&gt;
Nations that are not part of the Empire but which are not [[barbarians]] are sometimes called &#039;local foreigners&#039;. They are smaller than the Empire, and possess a level of influence and military power roughly on par with one to three Imperial nations. They tend to share borders with the Empire, and many are threatened by the same barbarian tribes that threaten their Imperial neighbours.&lt;br /&gt;
&lt;br /&gt;
They speak the same tongue as the Empire, and engage in limited amounts of trade. This trade does not usually involve [[fleet|fleets]]; rather it could be represented with a [[business]], or role-played. Larger scale trades may be entered into but these would be the result of politics with non-player characters from the neighbouring nations.&lt;br /&gt;
&lt;br /&gt;
The primary foreign neighbours of the Empire are:&lt;br /&gt;
* [[Faraden]], a hilly nation of traders with a long history of cooperation with the [[The Brass Coast|Freeborn]] that lies to the west of the Empire.&lt;br /&gt;
* [[Axos]], a magocratic nation that closed its borders some time ago and is only now beginning to emerge from self-imposed isolation. It lies to the east of [[Urizen]].&lt;br /&gt;
* [[Skoura]], a mountainous nation with rich mines and introspective citizens that lies to the south of [[Urizen]].&lt;br /&gt;
* The [[Iron Confederacy]], a nation of feudalistic warlords who worship false gods, lying to the south of the Brass Coast.&lt;br /&gt;
* [[The Vore]], a nation ringed by impassable mountains that lies to the north-east of the Empire&lt;br /&gt;
&lt;br /&gt;
==Distant Foreigners==&lt;br /&gt;
Distant foreigners primarily exist in downtime, although their representatives may attend events or enter correspondence with Imperial citizens. They represent nations that are on par with the Empire in terms of influence and capability - and in interest in world-wide events. They are all physically within four or five weeks hard-sailing of the Empire (meaning a [[fleet]] can reach them and return in a single downtime period; this also means it is largely unfeasible to try and invade them or for them to invade the Empire).&lt;br /&gt;
&lt;br /&gt;
These nations do not speak Imperial as their primay-language (although many citizens there will be familiar with the language). A number of other real-world language families are assigned to represent the languages of these foreign nations, and to the smaller independent nations and tribes that surround them.&lt;br /&gt;
&lt;br /&gt;
The five primary foreign nations active on the world stage as peers of the Empire are:&lt;br /&gt;
&lt;br /&gt;
* The [[Asavean Archipelago]], an old and self-satisfied nation with a taste for luxury.&lt;br /&gt;
* The [[Sarcophan Delves]], a ruthless mercantile nation built in the ruins of a fallen civilisation.&lt;br /&gt;
* The [[Principalities of Jarm]], a fractious magocracy known for exotic wonders and cut-throat politics.&lt;br /&gt;
* The [[Commonwealth]], a comparatively young society founded on the principle of the greatest good for the greatest number of people.&lt;br /&gt;
* The [[Sumaah Republic]], a secretive nation that shares the [[The Way|faith]] of the Empire but rejects the [[The Synod|Synod]]&lt;br /&gt;
&lt;br /&gt;
The list is not exhaustive - there may be other foreign nations out there but they are neither important nor active enough to be trading partners for the Empire. There are also extensive nations beyond the &amp;quot;known world&amp;quot; of the Empire campaign - too far away for regular trade to exist with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Barbarian&amp;diff=20947</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Barbarian&amp;diff=20947"/>
		<updated>2013-07-01T21:33:11Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Barbarians are people that are not part of the Empire, that the Empire is currently at war with.&lt;br /&gt;
&lt;br /&gt;
There are several distinct barbarian powers which represent hostile tribes, kingdoms, and nations. The barbarians are designed to look cool in massive numbers in battles; to provide immersive, exciting and dramatic combat encounters; and to allow a range of interactions outside of combat. Most of the barbarian powers that currently surround the Empire are [[orc|orcs]]. &lt;br /&gt;
&lt;br /&gt;
Players are not able to play barbarian characters - by definition, they are not welcome on the playing field.&lt;br /&gt;
&lt;br /&gt;
==The Orcs==&lt;br /&gt;
There are a large number of scattered orc tribes, but four tribes neighbouring the Empire are large enough that they are considered threats to the Empire.&lt;br /&gt;
&lt;br /&gt;
* The [[Jotun]] are warlike but honourable, and occupy a large swathe of land to the west of [[Wintermark]] and [[The Marches]].&lt;br /&gt;
* The [[Thule]] are dominated by their magicians, and engage in merciless asset-stripping of any lands they invade. They are found across the mountains to the north of [[Varushka]] in an area called [[Otkodov]].&lt;br /&gt;
* The [[Druj]] are a comparatively small tribe that uses fear to exert influence over a number of smaller tribes. They are found in the swamps and forests to the east of [[Dawn]] and [[Highguard]] and known for their treachery and their love of terror-tactics.&lt;br /&gt;
* The [[Grendel]] primarily occupy a land-mass to the south of the Bay of Catazar, and are kept at bay by the activities of the [[The Brass Coast|Freeborn]] corsairs. They are also found in numbers on the Broken Coast to the south of Urizen.&lt;br /&gt;
&lt;br /&gt;
Smaller orc tribes are scattered across the Empire as bandits, or live outside its borders in numbers. The orcs of the hills between the Brass Coast and their foreign neighbours ([[Faraden]] and [[The Iron Confederacy]]) are a case in point.&lt;br /&gt;
&lt;br /&gt;
The orc barbarians are not a monolithic threat - the tribes may form temporary alliances, but they sometimes fight each other with as much ferocity as they show to the Empire.&lt;br /&gt;
&lt;br /&gt;
[[Category:Barbarians]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Scarabmonkey&amp;diff=20833</id>
		<title>User:Scarabmonkey</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Scarabmonkey&amp;diff=20833"/>
		<updated>2013-06-20T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{LinksArmaments}}&lt;br /&gt;
{{LinksGarments}}&lt;br /&gt;
{{LinksAccoutrements}}&lt;br /&gt;
&lt;br /&gt;
[[Dark Hearts in the Deep Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Ritual]] [[Rituals]]&lt;br /&gt;
&lt;br /&gt;
==Rituals by Realm==&lt;br /&gt;
&lt;br /&gt;
*Rituals of [[:Category:Spring_Ritual|Spring]]&lt;br /&gt;
*Rituals of [[:Category:Summer_Ritual|Summer]]&lt;br /&gt;
*Rituals of [[:Category:Autumn_Ritual|Autumn]]&lt;br /&gt;
*Rituals of [[:Category:Winter_Ritual|Winter]]&lt;br /&gt;
*Rituals of [[:Category:Day_Ritual|Day]]&lt;br /&gt;
*Rituals of [[:Category:Night_Ritual|Night]]&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Autumn_Ritual|Autumn]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Day_Ritual|Day]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Night_Ritual|Night]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Spring_Ritual|Spring]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Summer_Ritual|Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Winter_Ritual|Winter]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Sanguine Staff taps upon the power of the [[Spring | Realm of Spring]] to enliven the bearer with additional ritual power. These arcane implements are employed throughout the Empire to fortify the abilities of Spring covens.&lt;br /&gt;
&lt;br /&gt;
It is common to see such an implement in the hands of healer teams engraved with the runes of [[Rhyv]] the Rune of Blood. Many also exhibit [[Mawrig]] the Rune of Storms.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magic overview# Implements | Implement]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Gain 1 rank of Spring Lore.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Sanguine Staff requires seven measures of [[Materials#Iridescent Gloaming|iridescent gloaming]], seven ingots of [[Materials#Orichalcum|orichalcum]], seven ingots of [[Materials#Tempest Jade|tempest jade]], seven ingots of [[Materials#Green Iron|green iron]], seven ingots of [[Materials#Weltsilver|weltsilver]], seven measures of [[Materials#Ambergelt|ambergelt]], seven measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] and seven measures of [[Materials#Dragonbone|dragonbone]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
ingots of [[Materials#Orichalcum|orichalcum]]&lt;br /&gt;
ingots of [[Materials#Tempest Jade|tempest jade]]&lt;br /&gt;
ingots of [[Materials#Green Iron|green iron]]&lt;br /&gt;
ingots of [[Materials#Weltsilver|weltsilver]]&lt;br /&gt;
measures of [[Materials#Ambergelt|ambergelt]], &lt;br /&gt;
measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]&lt;br /&gt;
measures of [[Materials#Dragonbone|dragonbone]]&lt;br /&gt;
measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]&lt;br /&gt;
&lt;br /&gt;
{{Template:HandImplement}}&lt;br /&gt;
{{Template:Implement}}&lt;br /&gt;
&lt;br /&gt;
It takes one month to make one of these items.&lt;br /&gt;
&amp;lt;ic&amp;gt;IC text&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume&amp;diff=20828</id>
		<title>Costume</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Costume&amp;diff=20828"/>
		<updated>2013-06-11T19:20:16Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Social Contract */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
We would like Empire to be an aspirational game, one where every participant strives to have the best possible kit. Kit is more than just costume, it includes the props, set dressing and everything else that players bring into the in-character area at an event. The more effort every individual puts in to their kit, the better the game becomes for everybody. But kit is expensive to make and transport to events so it can become demoralizing to make this effort if people feel other players are not trying equally hard. To get the best possible game we need everyone who participates to agree to try their best.&lt;br /&gt;
&lt;br /&gt;
But all aspirational games are at risk of appearing elitist, the assumption is that participants&#039; costume will be judged against some unknown standard, which can be intensely intimidating to new players. We want Empire to be an accessible game that anyone interested in live roleplaying can feel confident about attending. We want the game to be inclusive, to be inviting and welcoming towards everyone interested in taking part.&lt;br /&gt;
{{CaptionedImage|file=BrassCoastLisa3.jpg|align=right|width=250|caption=Costume by [http://www.facebook.com/houseofwax.nl Lisa-Marie Vermeulen]}}&lt;br /&gt;
An aspirational hobby is one where every participant aims for the best standards they can achieve - an inclusive hobby is one where those involved accept the different standards that others can achieve. What we want for Empire is for every player to agree to try their best - but for no player to ever feel embarrassed that their best effort is not good enough.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*&#039;&#039;&#039;Basic in-character costume that does not include trainers, jeans or t-shirts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dome tents and party tents may not be pitched in the in-character area&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
T-shirts are acceptable if worn under costume and are not visible. These costume requirements are &#039;&#039;not&#039;&#039; intended to be aspirational; they are designed to allow players to attend the event with absolute confidence that their costume is good enough to play the game. Most of our players want to create fantastic kit, but the purpose of these simple rules is to make clear that these are the minimum standards that players can demand of each other. It is important to encourage everybody to make the best effort they can, but it is not appropriate to make other players feel unwelcome because their kit only meets these basic requirements.&lt;br /&gt;
&lt;br /&gt;
We anticipate that the overwhelming majority of our players will not have any difficulty avoiding jeans, t-shirts or trainers. Anyone who is interested in attending a PD event but is not able to source costume that will allow them to achieve our requirements is welcome to get in touch. We have an extensive wardrobe of very basic costume and are happy to lend garments to any player who is interested in trying an event but who is genuinely unable to obtain their own costume.&lt;br /&gt;
&lt;br /&gt;
Our events feature separate in-character and out-of-character camping areas, so players with modern tents are welcome to bring them to the event and use them in the out-of-character field. But modern dome tents and party tents may not be pitched in the in-character area. Some fabrics that are part plastic or impregnated with plastic are fine; materials like polyhemp are positively ideal for guy ropes at Empire. But tents that are obviously synthetic, such as those made of nylon or any material that is sufficiently plastic that it becomes glossy and highly reflective cannot be used in the in-character area.&lt;br /&gt;
&lt;br /&gt;
The standards are much more demanding for tents in the in-character area because modern tents are very disruptive to the immersion of the event. Tents are [http://www.profounddecisions.co.uk/event/tents|available for hire] for events from the Profound Decisions website but no player who is interested in Empire should feel they have to have a tent to play the game. Period tents are expensive and we recommend that players focus on improving their kit in preference to getting a suitable in-character tent if resources are limited. The field will be filled with scores of in-character tents as well as the sets and structures that Profound Decisions build on the site.&lt;br /&gt;
&lt;br /&gt;
==Social Contract==&lt;br /&gt;
*&#039;&#039;&#039;Players should not criticize other player&#039;s kit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Players commit to get the best kit they can given their skills and resources&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Players commit to continual improvement of their kit between events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A social contract is an agreement among members of a community defining the rights and responsibilities of each member involved. The idea is to benefit everyone involved by ensuring that everyone knows what behaviour to expect at an event and what behaviour is expected of them. We hope that these three rules can provide reassurance to players that we only expect &#039;&#039;their&#039;&#039; best, not &#039;&#039;the&#039;&#039; best, and form the basis for a game that is deeply aspirational, and helps to encourage every participant to get the best possible kit but remains as welcoming as possible to all members of the LRP community who want to take part, new and experienced players alike. &lt;br /&gt;
{{CaptionedImage|file=Idiom15.jpg|align=left|width=250|caption=Armour by [[Idiom Productions]]}}&lt;br /&gt;
One of the hardest challenges in live roleplaying is communicating the idea that kit and costume are important - that every element is important and that the organizers expect every participant to try their best - without putting players off by appearing elitist. Because everyone who participates in a LRP game contributes to making the game enjoyable for all, it&#039;s part of the social contract for Empire that everyone agrees to try to get the best kit they can. But if you are being asked to make an effort with your kit then it can be difficult to imagine that you won&#039;t be judged on the basis of how good your kit is.&lt;br /&gt;
&lt;br /&gt;
Although we encourage players to get the best costume they can, we don&#039;t judge how successful they are; we respect the efforts made by our players and require everyone who plays the game to do likewise. This is why everyone involved in Empire should avoid criticizing other player&#039;s costume and kit. It is fine to give advice to our friends on how to improve costume if they ask for it; but criticism from strangers - in person or even worse on-line - is never welcome.&lt;br /&gt;
&lt;br /&gt;
Every individual has different amounts of time, experience and resources available to them. Some players have enough disposable income to buy the costume they want to wear, some have the skills and experience to make their own, while others have been LRPing long enough to own many pieces of kit already. It does not matter if a piece of kit is not the right period, or the right style, because you should assume that the player in question &amp;lt;i&amp;gt;has followed the rules in making the best effort they can&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The best way to build a game that looks amazing but is welcoming to all is to focus on improvement over time. The idea of continual improvement is what makes the social contract aspirational. No costume is perfect - every costume from the simplest home-made tunic to the most expensive tailored outfit can be improved. You can add accessories to improve the overall look or replace parts of the kit with better items. Our kit includes everything we have with us in the in-character area - every element matters so the more we can eliminate even the smallest out-of-character items from our costume and our camps then the more immersive the field becomes.&lt;br /&gt;
&lt;br /&gt;
By committing to continually re-examining your kit between events then you can ensure that the kit you start with improves over time. Just as with creating your kit in the first place, the time and money you can spare to improve your kit has to be your own choice, not something that anyone else can dictate.&lt;br /&gt;
&lt;br /&gt;
The wiki lists scores of links for [[traders]] who sell good quality kit and pages of [[costume advice]] to help players improve their kit.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
We are striving to make Empire an amazing game. We want to see incredible in-character camps and buildings populated with characters with beautiful costume. We want players to be able to wander through the site without seeing modern items that jar with the setting. The only way that can happen is if everyone involved with the game, the organizers, the crew, the traders and the players make it happen. The only way to play in an awesome game is for everyone who participates to make an awesome effort to make the game special. But the best way to achieve that is through encouragement to nurture enthusiasm, it won&#039;t happen through elitism or criticism. To ensure that Empire remains inclusive and open to everyone who wants to play we&#039;ve made these rules to help players who have made their best effort with the kit feel confident that they are welcome to  play the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Costume]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Law_Overview&amp;diff=20825</id>
		<title>Imperial Law Overview</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Law_Overview&amp;diff=20825"/>
		<updated>2013-06-10T22:57:09Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Individuals and the law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended to provide an out-of-character summary of the Imperial Law; it details the basic principles of the law and the key concepts. Most players should be able to get a general feel for the laws of the Empire from reviewing this page.&lt;br /&gt;
&lt;br /&gt;
==Principles of Imperial law==&lt;br /&gt;
&lt;br /&gt;
The principles of Imperial Law are contained in its constitutional documents. The Imperial Constitution sets out:&lt;br /&gt;
* the principles underlying the relationship between the Nations and the Empire and the role of the Imperial Civil Service; &lt;br /&gt;
* the organs of the state and their appointed representatives; and &lt;br /&gt;
* the principles underlying the relationship between the citizen and the state. &lt;br /&gt;
&lt;br /&gt;
==Key Concepts==&lt;br /&gt;
&lt;br /&gt;
The nations which comprise the Empire are governed by Imperial Law which applies equally everywhere in the Empire. While each nation has its own traditions and customs they are superseded in circumstances where they conflict with Imperial Law. Imperial law is based on principles rather than legalistic precedents set by previous cases.&lt;br /&gt;
&lt;br /&gt;
Any member of the [[Imperial Senate]] may submit a bill or motion to the civil service who will table it for debate by the Senate. There are additional requirements which apply to pass any legislation which amends the constitution. The [[Imperial Synod|Synod]] [[General Assembly]] have powers to veto legislation, particularly where it changes the constitution.&lt;br /&gt;
&lt;br /&gt;
Those accused of crimes or engaged in civil claims are normally be expected to speak for themselves. Accordingly, there is no tradition of barristers within the Empire. You can play a lawyer who advises their clients about the law, but imperial law is intended to be simple to understand without being an expert.&lt;br /&gt;
&lt;br /&gt;
Magistrates are non-player characters who are accorded wide-ranging discretionary powers under the constitution to investigate and try those accused of crimes and arbitrate in civil disputes. We will &#039;&#039;never&#039;&#039; run [[Plot guidenlines|plot]] in Empire involving the corruption of magistrates or any other NPC civil servants.&lt;br /&gt;
&lt;br /&gt;
The Imperial Synod have a number of legal powers being: [[Imperial Synod#Sanctuary|sanctuary]], [[Imperial Synod#Confession and Clemency|clemency]], [[Imperial Synod#Witness|witness]], and inquisition. There are also some religious crimes: blasphemy, idolatry, heresy and abuse of powers. [[1]]&lt;br /&gt;
&lt;br /&gt;
==Individuals and the law==&lt;br /&gt;
&lt;br /&gt;
All characters in Empire will fall into one of the following broad categories in relation to the law:&lt;br /&gt;
&lt;br /&gt;
* Citizens of the Empire must fulfil their obligations to the State and in return they receive associated rights. Broadly these concepts are based on personal responsibility and service to the Empire. &lt;br /&gt;
* The child of an Imperial citizen has the full protection of the law as if they were a citizen. Until a child becomes a citizen their parents or guardians are responsible in law for any criminal or civil offences that they commit. &lt;br /&gt;
* Barbarians are defined as anyone with whom the Empire is at war. They have no recourse to Imperial Law but they may be the subject of it. [[Eternals]] and the Heralds of Eternals who are the subject of a [[Conclave session#Declaration of Enmity|declaration of enmity]] by the [[Imperial Conclave]] are considered barbarians. &lt;br /&gt;
* Foreigners are defined as anyone from a country which is not at war with the Empire. Foreigners are subject to the law and accorded protection by it as if they were a citizen, but they do not otherwise enjoy the benefits of citizenship. Eternals, and the Heralds of Eternals, who are subject of a [[Conclave session#Declaration of Amity|declaration of amity]] by the Imperial Conclave are considered foreigners.&lt;br /&gt;
&lt;br /&gt;
==Five things about Imperial Law==&lt;br /&gt;
&lt;br /&gt;
* There is no right to silence for those accused of crimes. When questioned by a magistrate or deputised member of the militia in furtherance of their duties an accused must answer. If they do not a magistrate may draw an adverse inference. All citizens who witness crimes are expected to promptly inform either a member of the militia or a magistrate. Concealing crimes or assisting others to evade arrest is a serious offence. &lt;br /&gt;
* There are no prisons in the Empire. Those accused of crimes are usually released upon swearing an oath that they will attend their trial at the time set by the magistrate. Thief-takers will be ready to recapture them for a reward if they abscond. &lt;br /&gt;
* A citizen cannot be punished for saying that he will do something (which is illegal) before he has done it. Accordingly there are no laws which prohibit blackmail, threats of violence and so on. However, anything a citizen says may be used in evidence against them. So if a citizen threatens to kill someone and that person is then murdered, his death threats are potential evidence. &lt;br /&gt;
* Slavery is illegal in the Empire. &lt;br /&gt;
* Magistrates will use their absolute discretion as to what evidence they will consider when coming to their verdict. So a magistrate might choose to hear out a particular witness&#039;s testimony, or they may stop, redirect or dismiss them, entirely as they see fit. &lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* You can learn more about the Non-Player Character and Player Character officers of the law [[Officers of the Law|here]].&lt;br /&gt;
* You can learn more about how trials are conducted [[Criminal Trials|here]].&lt;br /&gt;
* You can learn more about civil trials and claims against fellow citizens [[Civil Claims|here]].&lt;br /&gt;
* You can review the list of current criminal offences [[List of Criminal Offences|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Law]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Senate_sessions&amp;diff=20824</id>
		<title>377YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=377YE_Spring_Equinox_Senate_sessions&amp;diff=20824"/>
		<updated>2013-06-10T22:51:55Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}[[Category:Senate]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Imperial budget for this season announced by the Civil Service as 173 Thrones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The 8pm session of the Friday ==&lt;br /&gt;
&lt;br /&gt;
No motions presented.&lt;br /&gt;
&lt;br /&gt;
== The 3pm session of the Saturday ==&lt;br /&gt;
&lt;br /&gt;
1) To appoint ambassadors to foreign nations to pursue trade in bulk raw materials: &lt;br /&gt;
&lt;br /&gt;
* The Principalities of Jarm&lt;br /&gt;
* The Asavean Archipelago&lt;br /&gt;
* The Faraden&lt;br /&gt;
* The Commonwealth&lt;br /&gt;
* The Suma Republic&lt;br /&gt;
&lt;br /&gt;
to be presented for Senate approval at the next meeting.&lt;br /&gt;
&lt;br /&gt;
Proposed: Tassato&lt;br /&gt;
Seconded: Temeschwar&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
2) To request an Auditor to be chosen by full Synod by whichever means the Synod see fit to audit accounts of Senators to whom funds have been supplied by Senate vote, auditor to then report back to the Senate.&lt;br /&gt;
&lt;br /&gt;
Proposed: Astalot&lt;br /&gt;
Seconded: Semmerholm&lt;br /&gt;
&lt;br /&gt;
Passed with 1 vote against&lt;br /&gt;
&lt;br /&gt;
== The 8pm session of the Saturday ==&lt;br /&gt;
&lt;br /&gt;
1) Funding, founding and recognition of an Imperial school of medicine and Anvil hospital&lt;br /&gt;
&lt;br /&gt;
Proposed: Bregasland&lt;br /&gt;
Seconded: Sarvos&lt;br /&gt;
Expert witness: Elizabeth Talbot&lt;br /&gt;
&lt;br /&gt;
Passed at 20 Thrones with 11 votes against, money distributed to Bregasland&lt;br /&gt;
&lt;br /&gt;
2) That for this and the following two seasons, an operational budget of 44 Thrones be assigned to Bridget Talbot for the contracted purchase of 40 wains of White Granite for improvements to the fortifications of 3 regions each season.&lt;br /&gt;
&lt;br /&gt;
Failed in principle&lt;br /&gt;
&lt;br /&gt;
== The 3pm session of the Sunday ==&lt;br /&gt;
&lt;br /&gt;
1) To build defenses at Holberg.&lt;br /&gt;
&lt;br /&gt;
(Advised by the civil service to require: 25 wains white granite, 10 wains weirwood, 100 crowns, 25 measures of Bladeroot, 25 measures of Imperial Roseweald.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Necropolis&lt;br /&gt;
Seconded: Karov&lt;br /&gt;
&lt;br /&gt;
Passed at 45 Thrones with 13 votes against, money distributed to Necropolis.&lt;br /&gt;
&lt;br /&gt;
2) In recognition of the vital need to set aside past rivalries within the Empire, and the need for all the Virtues of the Way, the Senate shall commission the construction of a Cathedral to Loyalty in Sarvos, and a Cathedral to Wisdom in Astolat in Dawn, thereby creating a pilgrimage route along the River Gancio, benefiting the citizens of both nations and instilling closer co-operation between them.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service to require 20 wains of white granite.)&lt;br /&gt;
&lt;br /&gt;
Proposed:  Sarvos&lt;br /&gt;
Seconded: Upwold&lt;br /&gt;
&lt;br /&gt;
Failed with 18 votes against&lt;br /&gt;
&lt;br /&gt;
3) To provide funds to reinforce the foothold established in Skarsind as recommended by the military council.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service to require 13 wains of white granite.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Hahnmark&lt;br /&gt;
Seconded: Therunin&lt;br /&gt;
&lt;br /&gt;
Passed at 15 Thrones, money distributed to Hahnmark&lt;br /&gt;
&lt;br /&gt;
4) That for the next two seasons (Spring and Summer) three towns or regions within the Empire to be fortified. The towns or regions to be chosen by the Senator for Upwold.&lt;br /&gt;
&lt;br /&gt;
Proposed: Upwold&lt;br /&gt;
Seconded: Semmersuaq&lt;br /&gt;
&lt;br /&gt;
Passed at 60 Thrones with 9 votes against, money distributed to Upwold.&lt;br /&gt;
&lt;br /&gt;
5) The Spider&#039;s Dream bridge is in a sorry state of repair. I ask for funds towards the fixing of the bridge.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service to require 20 wains of weirwood.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Madruga&lt;br /&gt;
Seconded: Feroz&lt;br /&gt;
&lt;br /&gt;
Passed at 15 Thrones with 3 votes against, money distributed to Madruga.&lt;br /&gt;
&lt;br /&gt;
6) To allow Edward Watcher and Lucifier son of Cyrus on behalf of the Empire to commission research in the Imperial Archives into the prophecies and True Liao visions of Abraxus. An ideal budget to be 5 Thrones. Report to be made available.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service to require 5 Thrones.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Cassinea&lt;br /&gt;
Seconded: Morrow&lt;br /&gt;
&lt;br /&gt;
Passed in principle, with 4 votes against. No thrones allocated.&lt;br /&gt;
&lt;br /&gt;
== The 8pm session of the Sunday ==&lt;br /&gt;
&lt;br /&gt;
1) That safe passage be granted for a Jotun representative(s) to visit Anvil at an appropriate time to discuss a potential peace treaty.&lt;br /&gt;
&lt;br /&gt;
Proposed: Semmersuaq&lt;br /&gt;
Seconded: Weirwater&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
2) Vittorio von Holberg requests access to the Imperial Archives for the purpose of collating historical maps from the various ages of the Empire and before, with a view to pinpointing sites of interest, such as the location of battlefields, regios and the deeds of paragons. This request would be entirely self-funded.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service to require 5 Thrones.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Volodmartz&lt;br /&gt;
Seconded: Kahraman&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
3) That the Senate grant funding to provide resources to the Academy for the training of our next generation.&lt;br /&gt;
&lt;br /&gt;
Proposed: Bastion&lt;br /&gt;
Seconded: Casinea&lt;br /&gt;
&lt;br /&gt;
Passed at 5 Thrones with 12 votes against, money distributed to Bastion.&lt;br /&gt;
&lt;br /&gt;
4) That the cultivation of Vallorn be outlawed by the Empire.&lt;br /&gt;
&lt;br /&gt;
Proposed: Therunin&lt;br /&gt;
Seconded: Zenith&lt;br /&gt;
&lt;br /&gt;
Passed with 8 votes against.&lt;br /&gt;
&lt;br /&gt;
Tassato addressed the Senate pursuiant to the first motion of the 3pm session of the Saturday, the following ambassadors are appointed:&lt;br /&gt;
&lt;br /&gt;
* Constanza Barassadi di Tasssato of the league for the Principalities of Jarm&lt;br /&gt;
* Adnanna Dionati of the League for the Asavean Archipelago&lt;br /&gt;
* Braganza i Arco of the Brass Coast for the Faraden&lt;br /&gt;
* Destain of Derondell of Dawn for the Commonwealth&lt;br /&gt;
* Elisir of Urizen for the Suma Republic&lt;br /&gt;
&lt;br /&gt;
== The 1pm session of the Monday ==&lt;br /&gt;
&lt;br /&gt;
1) We propose the creation of a written history of the lives of the Egregores and their hosts. This work will be collated and maintained by Gwyliwr of the Carrion and other interested historians selected by him and will be submitted to the Imperial Archives.&lt;br /&gt;
&lt;br /&gt;
Proposed: Miaren&lt;br /&gt;
Seconded: Hercynia&lt;br /&gt;
&lt;br /&gt;
Passed with 3 against&lt;br /&gt;
&lt;br /&gt;
2) To send an envoy to Axos to attempt to initiate diplomatic relations and attempt if possible to investigate their recent activities interfering with the Empire if and only if this will not provoke further interferences.&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service that while we can send envoys, we cannot guarantee a response.)&lt;br /&gt;
&lt;br /&gt;
Proposed: Kahraman&lt;br /&gt;
Seconded: Redoubt&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
3) We should give official recognition to the loyalty of those military unit commanders who commit their troops to support our armies in the field. We suggest a roll of honour be posted each season listing those who have aided each campaign.&lt;br /&gt;
&lt;br /&gt;
Proposed: Kallavesa&lt;br /&gt;
Seconded: Astolat&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service that we will need to check costings.)&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
4) Changes to the Urizen voting method for senators in the event of a draw.&lt;br /&gt;
&lt;br /&gt;
- Should more than two candidates be standing then the candidate with the lowest voting strength will conceded with their votes being recast.&lt;br /&gt;
&lt;br /&gt;
- Should it be a draw with no lowest candidate then those previously unable to vote would be granted a voting strength of one. (1)&lt;br /&gt;
&lt;br /&gt;
(Advised by the Civil Service that the motion may have constitutional implications, or require the agreement of the egregore of Urizen.)&lt;br /&gt;
&lt;br /&gt;
Passed unanimously&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Various announcements and statements were also made during the course of the sessions.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_session&amp;diff=20805</id>
		<title>Conclave session</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_session&amp;diff=20805"/>
		<updated>2013-06-07T22:59:40Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: /* Declaration of Sorcery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Traditionally, the Conclave has one formal session each evening during the Imperial summit. The first session is usually dedicated to the appointment of the [[Conclave order#Grandmasters of the orders|grandmasters]] of the [[Conclave order|orders]], which generally takes place on Friday night. Sometimes this is immediately followed by a full session, but more often full sessions take place on Saturday and Sunday evenings, to allow sufficient time to prepare the agenda.&lt;br /&gt;
&lt;br /&gt;
During these sessions, the magicians of the Conclave vote on subjects related to the good conduct of their fellows and the use of their resources.&lt;br /&gt;
&lt;br /&gt;
==The Agenda==&lt;br /&gt;
The agenda for each formal session of the Conclave is determined in advance. Any [[Spell list#Magician|magician]] can add an item to the agenda. The process for doing so is reasonably simple; the magician approaches a Conclave functionary and raises an agenda item. This costs one crystal mana. The civil servant adds the item to the agenda. At the next Conclave session, each item on the agenda is raised and resolved by the meeting, generally in the order in which they were raised.&lt;br /&gt;
&lt;br /&gt;
Each [[archmage]] has the power to add a single agenda item for each session at no cost, and may elect to do so under &#039;&#039;the veil of night&#039;&#039;, in which case the agenda item is described as being raised by them but no further details need be given.&lt;br /&gt;
&lt;br /&gt;
Any Magician can ask to review the agenda for the next Conclave session. The agenda is normally closed half an hour before the session is scheduled to begin.&lt;br /&gt;
&lt;br /&gt;
The two most common agenda items are &#039;&#039;address&#039;&#039; and &#039;&#039;declaration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Address===&lt;br /&gt;
The magician, or one named individual to whom they defer who must be present, can address the Conclave for up to five minutes on whatever topic they desire. &lt;br /&gt;
&lt;br /&gt;
When this item is raised, the civil servant will ask if any of the [[Conclave order#Grandmasters of the orders|grandmasters]] wish to silence the speaker; if one chooses to do so, a vote is called. If the vote passes, the agenda item is removed from the agenda and the address does not take place. As is usual with conclave votes, the mana crystal paid to place the item on the agenda counts as a vote in favour of the address.&lt;br /&gt;
&lt;br /&gt;
===Propose a Declaration===&lt;br /&gt;
The magician proposes that the Conclave votes on an issue, generally the use of one of its legal powers in the form of a Declaration. The crystal of mana always counts as a single vote in favour of the declaration.&lt;br /&gt;
&lt;br /&gt;
The Conclave has a number of powers to enable them to fulfil their constitutional role of protecting the Empire from the abuses of magic. These powers are grouped together as the Declarations of the Conclave.&lt;br /&gt;
&lt;br /&gt;
====Declaration of Candidacy====&lt;br /&gt;
The Conclave can declare someone to hold a specific position controlled by the Conclave. This is most commonly used to propose someone for the post of [[archmage]] or [[Dean of the Lyceum]]. If there is someone already holding the position, they obviously lose it when the vote passes. Occasionally, this same declaration has been used to simply remove someone from their position, by declaring that their post should be filled with &#039;&#039;nobody&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is typical for the civil service to group all declarations of candidacy that effect the same position together at the point on the agenda where the first one is announced and for the position to be claimed only when the last vote for that position has taken place.&lt;br /&gt;
&lt;br /&gt;
====Declaration of Sorcery====&lt;br /&gt;
The Conclave may declare a magician to be a sorcerer. The most common reason for this declaration is as a result of an abuse of &#039;legal curses&#039; against citizens or allies of the Empire. If this Declaration is made:&lt;br /&gt;
* the sorcerer is prohibited from contributing to rituals.&lt;br /&gt;
* the sorcerer is prohibited from carrying or using crystal mana.&lt;br /&gt;
* the sorcerer is not permitted to run a mana site. Such a resource is confiscated by the Conclave, and its production added to the [[Archmage#Vault of the Archmagi|vault]]. &lt;br /&gt;
A sorcerer who violates these prohibitions will be subject to arrest and trial before a [[Imperial Law|magistrate]].&lt;br /&gt;
&lt;br /&gt;
====Declaration of Reconciliation====&lt;br /&gt;
The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned. They regain possession of any confiscated mana site, but not of any crystal mana it may have produced while they were sorcerers.&lt;br /&gt;
&lt;br /&gt;
====Declaration of Enmity====&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] to be an enemy of the Empire. If this declaration is made, it becomes illegal for anyone to consort with the Eternal named in this declaration, or with their Heralds. Such an act can result in the alleged offender being arrested on charges of sorcery or treason, and the case taken before the magistrates.&lt;br /&gt;
&lt;br /&gt;
Performance of rituals that deal with, or appear to deal with, an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scales]], [[Clarion Call of Ivory and Dust]], [[Missive for Sadogua]] and the like) may be treated as sorcery; the magistrates will often seek the assistance of the [[archmage|archmagi]] to clarify this, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
As of 374 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatory and heresy.&lt;br /&gt;
&lt;br /&gt;
====Declaration of Amity====&lt;br /&gt;
The Conclave may declare a specific Eternal to be an ally of the Empire. Imperial citizens are encouraged to demonstrate courtesy and even aid these Eternals, or their Heralds, where it is possible for them to do so. The Heralds of that Eternal receive the same status and protection under Imperial Law accorded to any mortal foreigner.&lt;br /&gt;
&lt;br /&gt;
This declaration is also used to rescind a [[Conclave session#Declaration of Enmity|declaration of enmity]].&lt;br /&gt;
&lt;br /&gt;
====Declaration of Interdiction====&lt;br /&gt;
The Conclave may censor material that could pose a supernatural risk to the citizens of the Empire. They can use this to declare the use of a specific ritual or enchanted item to be an act of sorcery, meaning that anyone found guilty of using that magic is arrested and brought before a magistrate. &lt;br /&gt;
&lt;br /&gt;
Specific items that have been declared under interdiction are usually given to the civil service for secure disposal; scrolls or tomes containing rituals that are placed under interdiction are generally destroyed. However the Conclave can also declare something interdicted without the supervision of the Conclave - generally meaning without the specific intercession of one of the [[archmage|archmagi]]. In this case interdicted items or tomes are handed over to the Conclave for appropriate disposition. &lt;br /&gt;
&lt;br /&gt;
====Declaration of Acceptance====&lt;br /&gt;
This declaration will remove or modify a ban placed by the [[Conclave session#Declaration of Interdiction|declaration of interdiction]]. &lt;br /&gt;
&lt;br /&gt;
This declaration can also be used to suggest that a specific ritual be added to the body of Imperial Lore, allowing magicians all over the Empire to receive training in the ritual. This process can be quite costly, and requires [[Imperial Senate]] approval - it is the senate that meets costs involved, although the Conclave may offer additional support to the Senate if an appropriate [[gambits|gambit]] is raised. If this declaration is made, the civil service functionaries will add it to the [[Imperial Senate]] agenda.  &lt;br /&gt;
&lt;br /&gt;
====Declaration of the Balance====&lt;br /&gt;
The Conclave may require the civil service to arrange the election of the [[Conclave order#Grandmasters of the orders|grandmasters]] again. This declaration rarely passes unless more than one [[Conclave order|order]] (and thus grandmaster) wishes to re-evaluate the voting strength of the orders as a whole. The civil service will attempt to arrange the re-election after the current session, and before the next session, ensuring sufficient time is allowed for all magicians to be aware of the re-election.&lt;br /&gt;
&lt;br /&gt;
===Voting on declarations===&lt;br /&gt;
A declaration is always considered to have a single vote in favour. If nobody opposes it, it passes automatically. If any [[Conclave order#Grandmasters of the orders|grandmaster]] chooses to oppose the declaration, a vote is called&lt;br /&gt;
&lt;br /&gt;
During a vote each grandmaster may commit an amount of crystal mana to either support or oppose the declaration. Crystals are placed secretly, then counted by the civil service. A grandmaster cannot commit more crystals than the voting strength of their order, as recorded during their election.&lt;br /&gt;
&lt;br /&gt;
Declarations pass or are defeated after a single pass. In the case of a tie, the declaration is considered to have passed.&lt;br /&gt;
&lt;br /&gt;
Any crystal mana used during a vote is transferred to the Conclave&#039;s reserves.&lt;br /&gt;
&lt;br /&gt;
===Concluding the Agenda===&lt;br /&gt;
Once all agenda items are dealt with, or (in some very rare circumstances) once the time allocated to the agenda expires, the Conclave session either concludes or moves on to the consideration of the [[#Hearing the Gambits|gambits]]. Any remaining agenda items are added to the start of the next conclave session.&lt;br /&gt;
&lt;br /&gt;
==Hearing the Gambits==&lt;br /&gt;
{{CaptionedImage|file=Wintermark-3133.jpg|title=Magic is expensive|caption=Costume &amp;amp; Headdress by [https://www.facebook.com/TotallyLeathered Totally Leathered]&amp;lt;br/&amp;gt;&lt;br /&gt;
Curved rustic staff by [http://www.skianmhor.co.uk Skian Mhor]|align=right|width=360|height=540}}&lt;br /&gt;
After all agenda items have been raised and resolved, the Conclave proceeds to resolve the gambits put forward by the [[Conclave order#Grandmasters of the orders|Grandmasters of the orders]]. Gambits are usually proposed and decided twice during an Imperial summit, assuming time allows.&lt;br /&gt;
&lt;br /&gt;
The Conclave has a store of resources, usually referred to as the Conclave Vault. This exists predominantly in the form of crystal mana and [[Materials#Ilium|ilium]], but some other [[materials]] also end up in Conclave coffers. These reserves are built up from a range of sources including Conclave politics; seizures from sorcerers and barbarians; and the production of some resources controlled on the Conclave&#039;s behalf by the civil service. The Conclave is responsible for ensuring that these magical reserves are put to the use of the Empire. This is achieved through gambits and through the decision of the [[archmage|archmagi]].&lt;br /&gt;
&lt;br /&gt;
===Proposing a Gambit===&lt;br /&gt;
A gambit is a proposal that formally requests the use of the Empire&#039;s magical resources. It usually takes the form of a statement with three components.&lt;br /&gt;
* The name of the [[Conclave order|conclave order]] that proposes the gambit, and the name of the specific magician who requests the use of, and takes responsibility for, the resources&lt;br /&gt;
* The exact resources needed, clearly identified by type and amount&lt;br /&gt;
* The specific use to which this magical resource will be put is clearly stated; it is common to include a deadline after which any excess materials will be returned to the Conclave.&lt;br /&gt;
&lt;br /&gt;
Examples of past gambits have included:&lt;br /&gt;
* &#039;&#039;The Rod and Shield requires thirty-five crystals of mana for Amelia Larkwood de Rousillon so that she may enchant the armies of the Earl de Rousillon with the Shining Panoply of War before they face the Druj in battle tomorrow morning.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Unfettered Mind require magician Serval i Riqueza receive forty crystals of mana to engage in an investigation of the mechanisms whereby the ritual Tribute to the Thrice-Bound Court functions; he will deliver a report to the Conclave on his findings in one year.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Shuttered Lantern require ten crystals of mana for Garrett of Osterly so that he may scry the dispositions of the Thule armies near Skarsind and deliver a report to the Warmage by tomorrow evening.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The Celestial Arch require that the Icewalker Felendahnk of the Rod and Shield order receive twenty crystals of mana so that he may help the forces defending Mahnraking Hall in Hahnark by raising the Standard of War on their armies.&#039;&#039;&lt;br /&gt;
* &#039;&#039;The magician Heldregard requests that she be given thirty-five crystals of mana so that her coven may perform the Devastating Scythe of Anguish and Loss during the battle tomorrow morning against the Jotun.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each [[Conclave order#Grandmasters of the orders|grandmaster]] may place a single gambit for consideration prior to each session, at the cost of one crystal of mana. &lt;br /&gt;
&lt;br /&gt;
A magician who is not a grandmaster may also place a gambit for consideration, but this requires five crystals of mana, and all gambits from individual magicians are heard after the gambits presented by the grandmasters.&lt;br /&gt;
&lt;br /&gt;
===Presenting a Gambit===&lt;br /&gt;
Prior to the Conclave session, tokens are drawn at random to determine the order in which the gambits will be heard by the [[archmage|archmagi]]. These tokens may be swapped with other token holders as part of a negotiated arrangement. Gambits raised by [[Conclave order#Grandmasters of the orders|grandmasters]] on behalf of their [[Conclave order|orders]] are always heard before gambits raised by individual magicians on their own behalf.&lt;br /&gt;
&lt;br /&gt;
The named magician has five minutes to present their case for the gambit. The [[archmage|archmagi]] then take a short time to discuss the gambit with each other and the magician who has presented it, before deciding if they will resource the gambit.&lt;br /&gt;
&lt;br /&gt;
===Resourcing the Gambit===&lt;br /&gt;
The materials available to resourcing all gambits in a session is determined before the first gambit is presented.&lt;br /&gt;
&lt;br /&gt;
* One-sixth of all mana crystals and materials belonging to the Conclave is assigned to each archmage, which they can apportion as they wish to resource a gambit. &lt;br /&gt;
* Archmagi can agree to co-operatively pool their allocations to resource a gambit, and may discuss their intentions as they wish.&lt;br /&gt;
* After deliberation, each archmage writes down the amount they will contribute to the gambit and passes to the civil servant who announces the numbers and whether it has been resourced or not. &lt;br /&gt;
** If the gambit has been resourced, all materials assigned to that gambit are removed from the archmage&#039;s reserves. If the gambit has been over-resourced, excess materials are returned to the archmage&#039;s supply after the gambits are heard, after the materials have been assigned proportionally by the civil service. This engcourages the archmagi to be sensible with their pledges.&lt;br /&gt;
** If the gambit has not been resourced in full, no materials are assigned, and all materials remain in the supply of the archmagi. The gambit is said to have failed.. &lt;br /&gt;
* There is no requirement for archmagi to utilise all, or even any, of their allocation of materials. The tally of unused materials allocated to each archmage accumulates from season to season, but is the property of the position, not the individual magician.&lt;br /&gt;
&lt;br /&gt;
If the Gambit received sufficient material, it is resourced; the mana is given to the designated magician at the end of the session.&lt;br /&gt;
&lt;br /&gt;
===Concluding the Gambits===&lt;br /&gt;
Once all gambits placed by [[Conclave order#Grandmasters of the orders|grandmasters]] are heard, remaining gambits are presented in a random order, At any point after the six [[Conclave order|order]] gambits are heard, an [[archmage]] may withdraw from the proceedings.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Conclave]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Great_Wyrm&amp;diff=20804</id>
		<title>The Great Wyrm</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Great_Wyrm&amp;diff=20804"/>
		<updated>2013-06-07T22:31:15Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=GreatWyrmConstellation.JPG|title=The Great Wyrm (Constellation)|align=left|width=246|height=240}}&lt;br /&gt;
===The Law=== &lt;br /&gt;
Things Change and Transform&lt;br /&gt;
===The Constellation=== &lt;br /&gt;
The Great Wyrm is the largest recognised constellation comprising of 17 stars. It begins just to the south-west of the brightest star of [[The Drowned Man]], curves below and behind the tail of [[The Phoenix]] to pass between it and [[The Chain]] and concludes just to the west of [[The Web]].&lt;br /&gt;
===Symbolism===&lt;br /&gt;
The Great Wyrm is the emblem of transformation and transfiguration - not just that change is possible but that it is inevitable. It is often used as an emblem or representation of magic itself; it is especially held as influential in alchemical workings where the process by which substances combine to create something greater is called &amp;quot;passing through the flames of the Great Wyrm&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
The touch of the Great Wyrm changes everything, for good or ill; in much the same way that introducing magic to a situation can transform it well beyond the original intent of the magician. The Law of the Wyrm is a nickname for unintended consequences spilling from well-intentioned actions.&lt;br /&gt;
===Invoking the Great Wyrm in Ritual===&lt;br /&gt;
The Great Wyrm is a very large constellation and is only invoked by confident or large ritual teams - it is especially common to invoke it in magical rites and processes that deal with magic itself. It also can be used to represent the transforative touch of magic - rites which change one thing into another or in which alchemy plays a large part are commonly those in which the Wyrm is invoked.&lt;br /&gt;
{{CaptionedImage|file=GreatWyrmnowingsIllustrationInk.JPG|title=The Great Wyrm (Illus.)|align=right|width=246|height=240}}&lt;br /&gt;
&lt;br /&gt;
===Tulpas of The Great Wyrm===&lt;br /&gt;
The Great Wyrm manifests thoughforms either as streamer-like, ephemeral snake-like beings that flutter through the air, or as humanoids, scaled in shimmering rainbows. The Feather-Snake of Brass Coast legend and the Mirrorman of the League are all known tulpas of the Great Wyrm. The Suaq believe the shimmering curtains of light that sometimes light the northern night are an aspect of the Wyrm too.&lt;br /&gt;
{{CaptionedImage|file=GreatWyrmwingsIllustrationInk.JPG|title=The Great Wyrm (with wings) (Illus.)|align=left|width=246|height=240}}&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
The Great Wyrm transforms everything it touches and that includes ritualists. Mostly these transformations are mental; opinions shift, attitudes alter. There are rumours, however, of a highguard ritualist who, after invoking the Great Wyrn in a large ritual, found himself abruptly manifesting Lineage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Astronomancy]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oak&amp;diff=20803</id>
		<title>The Oak</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oak&amp;diff=20803"/>
		<updated>2013-06-07T22:31:08Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=OakConstellation.JPG|title=The Oak (Constellation)|align=left|width=187|height=240}}&lt;br /&gt;
&lt;br /&gt;
===Laws===&lt;br /&gt;
Things Endure&lt;br /&gt;
===The Constellation===&lt;br /&gt;
The Oak is usually located by following the final strand of The Web to pinpoint The Oak’s brightest star, which forms the apex of this constellation of ten stars. What is commonly referred to as the ‘Root’ star is obscured by the horizon until late spring, when it rises over the following months. By late summer this constellation is found almost overhead.&lt;br /&gt;
===Symbolism===&lt;br /&gt;
The Oak is the tree which has the strength to grow out in defiance of the ground; which stands fast against the buffets of fate and weather. Oak endures; it gains strength as it ages and it stands fast against all comers. It is dependable, reliable, does not blunt or rust, can be turned to many uses. Barricades and buttresses, shields and staves, the simple homespun stuff of civilisation. In Varushka where The Oak is not a natural tree the constellation is known as The Summer Tree; in the Marches it is referred to as &amp;quot;Our Good Oak&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Oak can also refer to origin and sense of self; communities that put down deep roots or that have a very strong personal identity often feel the Oak represents them.&lt;br /&gt;
===Invoking The Oak in Magic===&lt;br /&gt;
invoking The Oak is to call on natural strength, on the virtue of good rich earth and the tenacity of that which grows from it. Spells which strengthen, cause people to stand fast, defy other spells, shields the innocent from effects, or have a strong route or association with Ward all benefit from the implication of The Oak. Some subtler ritualists also use The Oak or more specifically the Acorn as a symbol for young warriors and those not yet passed their test of citizenship; associating them with The Oak is believed to provide them with strong and beneficial auspices for the future.&lt;br /&gt;
&lt;br /&gt;
The Oak also has deep roots; rituals to do with hearth, family, sense of self and belonging all benefit from the presence of the Oak as of course does the national egregore ritual.&lt;br /&gt;
{{CaptionedImage|file=OakIllustrationInk.JPG|title=The Oak (Illus.)|align=right|width=218|height=240}}&lt;br /&gt;
===Tulpas of the Oak===&lt;br /&gt;
The Marches have a long history of Oak tulpas – The Green Man, Puck-in-the-Moss, Hob-Robin and The Antrobus Horse are all thought-forms associated with The Oak. They tend to solitary and are usually only encountered in heavily wooded areas. There are some reports though of a woman in armour all made of wood and leaves who appears to Dawnish knights and Highborn in need of strength and fortitude, especially if they sit vigil during the night. Such people speak only of a silent, warm, reassuring presence; and of being ready, in the morning, for the trial. &lt;br /&gt;
===Alignment===&lt;br /&gt;
ritualists who invoke the Oak speak of a strong sense of self and identity; of a deep awareness of national and imperial pride. Some believe that invoking the name of the Oak before taking Liao can increase the chances of placing one in touch with a past life with a past sense of self. One Suaq ritualist described brushing by the Oak as &amp;quot;feeling like I could see a thousand ancestors stretching before me into the past&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Astronomancy]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:Breadcrumbs&amp;diff=20802</id>
		<title>Imperial:Breadcrumbs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:Breadcrumbs&amp;diff=20802"/>
		<updated>2013-06-07T22:30:13Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Costume @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Costume advice|Costume]] &amp;gt;&lt;br /&gt;
* The Synod @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Synod|The Synod]] &amp;gt;&lt;br /&gt;
* The Military @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Military Council|The Military Council]] &amp;gt;&lt;br /&gt;
* The Conclave @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Conclave|The Conclave]] &amp;gt;&lt;br /&gt;
* The Bourse @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Bourse|The Bourse]] &amp;gt;&lt;br /&gt;
* The Senate @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Senate|The Senate]] &amp;gt;&lt;br /&gt;
* The Law @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial Law|Imperial Law]] &amp;gt;&lt;br /&gt;
* Religion @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Religion]] &amp;gt;&lt;br /&gt;
* History @ [[Main Page|Empire]] &amp;gt; [[Empire overview]] &amp;gt; [[Imperial history]] &amp;gt;&lt;br /&gt;
* Magic @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Magic]] &amp;gt;&lt;br /&gt;
* Eternals @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Eternals]] &amp;gt;&lt;br /&gt;
* Realms @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Realms]] &amp;gt;&lt;br /&gt;
* Gazetteer @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Gazetteer]] &amp;gt;&lt;br /&gt;
* Lineages @ [[Main Page|Empire]] &amp;gt; [[Lineage overview|Lineages]] &amp;gt;&lt;br /&gt;
* Foreign Nations @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Foreign nations]] &amp;gt;&lt;br /&gt;
* Barbarians @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Barbarians]] &amp;gt;&lt;br /&gt;
* Varushka Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Varushka Music]] &amp;gt;&lt;br /&gt;
* Wintermark Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Wintermark Music]] &amp;gt;&lt;br /&gt;
* Dawn Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Dawn Music]] &amp;gt;&lt;br /&gt;
* Marches Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Marches Music]] &amp;gt;&lt;br /&gt;
* League Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[League Music]] &amp;gt;&lt;br /&gt;
* Brass Coast Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Brass Coast Music]] &amp;gt;&lt;br /&gt;
* Highguard Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Highguard Music]] &amp;gt;&lt;br /&gt;
* Urizen Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Urizen Music]] &amp;gt;&lt;br /&gt;
* Navarr Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Navarr Music]] &amp;gt;&lt;br /&gt;
* Imperial Orc music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt; [[Imperial Orc music]] &amp;gt;&lt;br /&gt;
* Music @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Music]] &amp;gt;&lt;br /&gt;
* The World @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt;&lt;br /&gt;
* Egregores @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Egregores]] &amp;gt;&lt;br /&gt;
* Imperial Orcs @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Imperial Orcs]] &amp;gt;&lt;br /&gt;
* Highguard @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Highguard]] &amp;gt;&lt;br /&gt;
* The League @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[The League]] &amp;gt;&lt;br /&gt;
* Dawn @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Dawn]] &amp;gt;&lt;br /&gt;
* The Marches @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[The Marches]] &amp;gt;&lt;br /&gt;
* Navarr @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Navarr]] &amp;gt;&lt;br /&gt;
* The Brass Coast @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[The Brass Coast]] &amp;gt;&lt;br /&gt;
* Varushka @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Varushka]] &amp;gt;&lt;br /&gt;
* Wintermark @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Wintermark]] &amp;gt;&lt;br /&gt;
* Urizen @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Urizen]] &amp;gt;&lt;br /&gt;
* Nations @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt;&lt;br /&gt;
* Magic Items @ [[Main Page|Empire]] &amp;gt; [[Game overview|The Game]] &amp;gt; [[Empire rules|Rules]] &amp;gt; [[Magic Items]] &amp;gt;&lt;br /&gt;
* Rules @ [[Main Page|Empire]] &amp;gt; [[Game overview|The Game]] &amp;gt; [[Empire rules|Rules]] &amp;gt;&lt;br /&gt;
* Crew @ [[Main Page|Empire]] &amp;gt; [[Game overview|The Game]] &amp;gt; [[Crew guidelines|Crew]] &amp;gt;&lt;br /&gt;
* The Game @ [[Main Page|Empire]] &amp;gt; [[Game overview|The Game]] &amp;gt;&lt;br /&gt;
* The Empire @ [[Main Page|Empire]] &amp;gt; [[Empire overview|The Empire]] &amp;gt;&lt;br /&gt;
* Help @ [[Main Page|Empire]] &amp;gt; [[Help:Editing|Help]] &amp;gt;&lt;br /&gt;
* Traders @ [[Main Page|Empire]] &amp;gt; [[Traders]] &amp;gt;&lt;br /&gt;
* Leatherworking @ [[Main Page|Empire]] &amp;gt; [[Nation overview|The Nations]] &amp;gt; [[Costume advice|Costume]] &amp;gt; [[Leatherworking Guide]] &amp;gt; [[Basic Skills]] &amp;gt; [[Tooling &amp;amp; Embossing|Tooling]]&lt;br /&gt;
* Maps @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Maps]] &amp;gt;&lt;br /&gt;
* Astronomancy @ [[Main Page|Empire]] &amp;gt; [[World overview|The World]] &amp;gt; [[Astronomancy]] &amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Orc&amp;diff=20691</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Orc&amp;diff=20691"/>
		<updated>2013-06-04T09:11:22Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Orc-3151.jpg|align=left|width=200}} &lt;br /&gt;
==Overview==&lt;br /&gt;
Orcs are a tough physical people who are forceful and loyal. Their heavy bones and thick skin makes them well disposed to physical confrontation, and they derive a visceral enjoyment from conflict and physical competition. Orcs are as intelligent as humans, but they tend to prize simple resilient solutions to problems and disdain needless complexity.&lt;br /&gt;
&lt;br /&gt;
Orcs are most comfortable in groups with other orcs; they derive strength and reassurance by being surrounded by other members of the same legion or tribe. When alone orcs tend to become anxious and lose much of their confidence and certainty. Orcs prefer their groups to adopt simple clear laws that are strongly enforced.&lt;br /&gt;
&lt;br /&gt;
Orcs prefer roles where their natural strength, forceful personality and physical presence allows them to shine. They are drawn to military and religious leaders. The complex layered politics of the Senate often frustrates them, in the Synod and the Imperial Military their fire and enthusiasm for the Empire shine through.&lt;br /&gt;
{{CaptionedImage|file=OrcFace.jpg|align=right|width=300}} &lt;br /&gt;
Inspirations for orc characters include anyone strong and physical who revel in battle. Literary characters like Dr Edwin Hyde from Alan Moore&#039;s second League of Extraordinary Gentlemen graphic novel as well as figures like Hercules and Conan the Barbarian. Orcs are keen supporters of the law and characters like Judge Dredd, Johnny Alpha and Wulf Sternhammer have many orc qualities.&lt;br /&gt;
&lt;br /&gt;
Orc leaders are usually forceful, hard-driving characters who derive their charisma and respect from their physical presence. The classic American tough-guy image of figures like Jesse Ventura, Arnold Schwarzenegger, George Patton or Dwight Eisenhower but also literary figures like the young Robert Baratheon, when he leads his rebellion against the Mad King.&lt;br /&gt;
&lt;br /&gt;
The most important inspiration for orcs is the close physical camaraderie of soldiers. Marines and any mythical band of soldiers are a great basis for any group of orcs. Pvt. J. Vasquez and the other marines from Aliens, the squaddies from Dog Soldiers or the Vikings in 13th Warrior. Imperial Orcs find the discipline and order of the professional soldier appealing - the Ghurkas are a great inspiration for an orc legion.&lt;br /&gt;
&lt;br /&gt;
The only orcs in the Empire available to use as player characters are members of the [[Imperial Orcs|Imperial Orc]] nation. While the details on this brief are applicable to all orcs, they are written with the Imperial Orcs in mind.&lt;br /&gt;
&lt;br /&gt;
==What orcs are not==&lt;br /&gt;
*&#039;&#039;&#039;Warhammer orcs or goblins.&#039;&#039;&#039; Orcs are a single species, rather than a set of related families of creatures encompassing goblins and other greenskins. Most orcs in the world of Empire have pale mottled skin as shown below, the bright green skin of Games Workshop orcs must be avoided.&lt;br /&gt;
{{CaptionedImage|file=OrcFaceCropped.jpg|align=left|width=350}}&lt;br /&gt;
==Phys-rep==&lt;br /&gt;
The Orc face and head is substantially different to the human visage. Unlike lineage, it does not vary wildly from one orc to the next, orcs are a single race that share a common appearance. To achieve the correct look requires a substantial prosthetic or mask which must cover most of the face as a minimum. It is advisable to leave the mouth clear, as this makes speech clearer and allows a much greater range of facial expression, but the rest of the face should be covered to achieve the right look.&lt;br /&gt;
&lt;br /&gt;
It is not possible to achieve the required level of representation with a small prosthetic that covers just the eyes and temple or make-up alone, so please do not attempt this. Make-up is appropriate for all visible areas of skin that are not covered by clothing or prosthetics.&lt;br /&gt;
&lt;br /&gt;
Players who wish to create a non-human character using just make-up should look at the options for [[lineage]].&lt;br /&gt;
{{CaptionedImage|file=WhiteOrc.jpg|align=right|width=250}}&lt;br /&gt;
*&#039;&#039;&#039;Skin colour.&#039;&#039;&#039; Like human skin, orc skin colour covers a range of different shades, but most hues tends to be muted earth tones. Grey is the most common colour, followed by a dark drab olive shade. Black, brown and red-brown shades are also seen but are far less common, akin to true blonde hair colouring in humans. Some orcs have dark mottled patterns radiating from the temples to over the top the ears sometimes reaching as far as the back of the head. Venerable orcs are albinos, their skin turning a bone white colour suddenly sometime past their sixtieth year.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Large ears.&#039;&#039;&#039; Orc ears end in points and most are much larger than human or even [[changeling]] ears. The ears usually sweep backwards following the curve of the skull and give the face a more feral appearance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Upturned nose.&#039;&#039;&#039; All orcs have a large prominent nose. Many orcs noses have large forward facing open nostrils, giving the nose a flat face-on appearance. More human noses with down-turned nostrils are not unknown but in this case the skin over the bridge of the nose is often particularly thick and wrinkled. In some cases these folds continue up the nose and spread over the brow. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bald head.&#039;&#039;&#039; Orcs never have eyebrows, and very few orcs are able to grow a full head of hair. Most have no hair on the temples and sides of the head and many are naturally completely bald. A very narrow crest of hair down the line of the skull like a mane or a single small patch near the top rear of the skull are normal for those orcs with any hair at all. Facial hair around the chin or cheeks is less common but not unknown.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavily Boned.&#039;&#039;&#039; Orcs have thick heavy bones (compared to a human of comparable height) which are prominent in the facial region. Highly defined cheek bones and brow ridges are common. Orc faces are rarely as expressive as human faces and orcs tend to use their voice and body language and gestures to communicate information rather than relying on subtle facial expressions.&lt;br /&gt;
&lt;br /&gt;
==Not Appropriate==&lt;br /&gt;
*&#039;&#039;&#039;No bright colours.&#039;&#039;&#039; While many orcs have a greenish hue to their skin, no orcs have bright or lurid green flesh this would be a sign or a deathly illness. Such an individual is not long for this world.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tusks or fangs.&#039;&#039;&#039; Most orcs have very human teeth if slightly sharper and more yellow than white. Very rarely orcs suffer from an infection in their teeth that causes them to grow in size becoming larger and more pronounced. This is very dangerous as the infection quickly results in the death of the orc if the enlarged teeth are not removed.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
Orcs are fundamentally different to humans in their psychology. They have different instincts, and these roleplaying effects are designed to try and draw out the alien nature of orcs.&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcGroup2.jpg|align=right|width=350}} &lt;br /&gt;
===Gregarious and Loyal===&lt;br /&gt;
Orcs seek group identity; they want to belong to something, to be a part of a group that provides them with an identity and provides them with allies on whom they can rely utterly. These groups are usually close-knit and always fiercely loyal to each other, regardless of size. Most orcs are comfortable with this affinity and enjoy being part of a larger group, even while they maintain some sense of personal identity. &lt;br /&gt;
&lt;br /&gt;
When orcs of the same group are together, even in small numbers, they gain confidence and mental and physical strength from each other. Orcs become more confident and more boisterous in the company of other members of their group. Without this support, they lose their natural assurance, and tend to become quiet, withdrawn and sullen. The more isolated the orc feels, the more they lose their confidence in themselves and their abilities.&lt;br /&gt;
&lt;br /&gt;
Most orcs feel an instinctive loyalty towards their group that overrides fear or personal well-being. They put the best interests of the group first and make whatever sacrifices are necessary to do that. They want to be part of a group that expects this degree of solidarity, with clear rules that lays out what behaviour is expected. Betrayal of the group is a unforgivable crime in the eyes of any orc, but their loyalty to their group also tends to underpin a fierce support for the rule of law and order.&lt;br /&gt;
&lt;br /&gt;
Groups cannot be arbitrary, they must be a fundamental part of an orc&#039;s identity. Most Imperial orcs live as part of a legion, treating all their fellow soldiers as brothers and sisters regardless of parentage. Barbarian orcs are divided into vast tribes, with similar bonds of loyalty.&lt;br /&gt;
{{CaptionedImage|file=OrcBarbarian.jpg|align=left|width=250}} &lt;br /&gt;
===Revel in Battle===&lt;br /&gt;
Orcs enjoy fighting. They are not battle-crazed or foolhardy, but they are not squeamish and their insensitivity to pain and injury means that they have little instinctive fear of being hurt. The flight-or-fight response in orcs is balanced differently than it is in humans, and orcs are much more likely to attack than they are to flee.&lt;br /&gt;
&lt;br /&gt;
In battle groups of orcs can hear their ancestors talking to them and this further reinforces the strength they draw from each raising their spirits and enthusiasm further. Orcs thrive on the adrenalin of combat and conflict; fighting is physically exhilarating for orcs - a pleasurable experience that can become dangerously addictive for some.&lt;br /&gt;
&lt;br /&gt;
Orcs are not blood-thirsty, it is the thrill of combat, the adrenalin of the fight response that they revel in. Without a challenge, without the tension and threat of a credible opponent there is no combat rush for them. Orcs swiftly lose all interest in fighting once an enemy is clearly defeated. They want to overpower their opponents, not to murder them.&lt;br /&gt;
&lt;br /&gt;
Orcs also enjoy direct physical competition; violent confrontational sports are endemic in orc societies. The enjoyment of such bouts, by audience and participants is based on the same responses that make orcs revel and exult in fighting and battle.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*&#039;&#039;&#039;Orcs cannot use liao:&#039;&#039;&#039; An orc that consumes [[Liao]] feels dizzy and unwell, and often throws up shortly afterwards. They cannot learn or use any [[Religious skills]], nor receive a vision from True Liao. They can be affected by religious skills that read auras and create roleplaying effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orcs hear voices:&#039;&#039;&#039; Orcs hear the voices of their [[Imperial_Orcs_religious_beliefs#Imperial_Orc_ancestors|ancestors]] when they are in a heightened state, especially when fighting, angry or afraid. Some orcs hear their ancestors more often, and they are called [[shamans]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orcs draw strength from numbers.&#039;&#039;&#039; Orcs that are exposed to roleplaying effects that provoke them to question their loyalties or betray their group may respond by confronting the source of the effect if there is at least one other orc present who is a member of the same tribe or group as the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Humanoid biology:&#039;&#039;&#039; Orc biology differs a little from that of humans, but [[Skills#Surgical skills|surgical skills]], drugs and potions work on them the same way as they do anyone else.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorWithFalchion2.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==The blood==&lt;br /&gt;
Physiologically orcs are very similar to humans. They are hairy mammals with two sexes. They have slightly more bone and muscle mass, and build up and use fat stores more efficiently, as well as healing a little faster than humans do. They have roughly the same internal organs, and are capable of the physical act of mating with humans - although orc/human liasons never result in offspring. &lt;br /&gt;
&lt;br /&gt;
Until recently the average orc lifespan in the Empire was around 40 years due to the exertion and deprivation suffered as slaves. Since winning their freedom, improved nutrition and medical care has made it common for orcs to reach seventy or eighty years of age without showing any signs of slowing down. Despite this the normal maximum lifespan of an orc is equivalent to that of a human being.&lt;br /&gt;
&lt;br /&gt;
Orcs mature at the same speed as humans, but they tend to stay vital and fertile for longer, It is normal for an orc of 50 or 60 to be as physically active as an orc of 20 years. The transition from adulthood to elder status is marked prominently in orcs. At some point after 60 years of age an orc undergoes a dramatic paling of the skin that takes place over the course of several months. This corresponds with the point at which an orc is no longer fertile. These albino orcs are respected as elders amongst most groups of orcs.&lt;br /&gt;
&lt;br /&gt;
Orcs do not have [[Lineage|lineage]].&lt;br /&gt;
&lt;br /&gt;
==Lines of the Orcs==&lt;br /&gt;
* The [[Imperial Orcs]] live in the Empire, where they form the newest of the ten nations. They are disciplined, loyal and civilized people very much at odds with the barbarians who surround them.&lt;br /&gt;
&lt;br /&gt;
*The [[Jotun]] tribe live in the lands west of [[Wintermark]] and the [[The Marches|Marches]]. A warrior-society with strong traditions of personal and tribal honour, and codes of behaviour in battle. They are known to enjoy warring with the Empire and engage in regular raids into Imperial territory.&lt;br /&gt;
&lt;br /&gt;
* The [[Druj]] tribe dominate the swamps and marshes to the east of [[Highguard]] and [[Varushka]]. They are notoriously devious and treacherous in their dealings with others. They make frequent use of poison on the battlefield, using herbs and magic to create powerful venoms to overcome their enemies.&lt;br /&gt;
&lt;br /&gt;
* The [[Thule]] are the ruling tribe throughout the wastelands north of Wintermark and Varushka. They are cautious and meticulous planners with a reputation for greed. They make extensive use of magic on and off the battlefield and often attack sites of power in the Empire.&lt;br /&gt;
&lt;br /&gt;
* The [[Grendel]] are the strongest tribe on Attar, the great island south of the bay of Catazar. They have raided the nations on the shores of the bay in the past, but their vessels are no match for the superior Freeborn corsairs. It has been decades since a serious Grendel attack has threatened the Empire, and most of that force were sunk long before they reached shore.&lt;br /&gt;
&lt;br /&gt;
==Suppliers==&lt;br /&gt;
There is no requirement to use a mask from these suppliers but both Mandala and Evenlode have been heavily involved with the creation of the visuals for Empire, and their orc masks have been created with the game in mind. Any mask that fits the description for the orcs in Empire is suitable, but if you want to check if a mask is ideal then you are welcome to [mailto:matt@profounddecisions.co.uk email us].&lt;br /&gt;
&lt;br /&gt;
* [[Evenlode Studio]]&lt;br /&gt;
* [[Mandala Studios]]&lt;br /&gt;
* [http://www.facebook.com/pages/Dogbane-SFX-Larp/384699054944351?fref=ts Dogbane SFX]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Magic_Items&amp;diff=20690</id>
		<title>Category:Magic Items</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Magic_Items&amp;diff=20690"/>
		<updated>2013-06-03T22:40:14Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
This is a master list of [[Magical_items|magical Items]], made by [[Crafting skills#Artisan|artisans]] in several [[Forms_of_magical_items|forms]] which affect their bonding. Sub-categories are as follows:&lt;br /&gt;
&lt;br /&gt;
==Personal Items==&lt;br /&gt;
===Armaments===&lt;br /&gt;
{{LinksArmaments}}&lt;br /&gt;
&lt;br /&gt;
===Garments===&lt;br /&gt;
{{LinksGarments}}&lt;br /&gt;
&lt;br /&gt;
===Accoutrements===&lt;br /&gt;
{{LinksAccoutrements}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bands Items==&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
===Banner Items===&lt;br /&gt;
*[[:Category:Magic_Standards | Magic Standards]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
===Coven Items===&lt;br /&gt;
*[[:Category:Paraphernalia | Covenstones]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;&lt;br /&gt;
===Sect Items===&lt;br /&gt;
*[[:Category:Reliquaries | Reliquaries]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enchantment&amp;diff=20689</id>
		<title>Enchantment</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Enchantment&amp;diff=20689"/>
		<updated>2013-06-03T22:33:40Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
An enchantment is a persistent, beneficial magical effect, usually produced by a [[rituals|ritual]].&lt;br /&gt;
&lt;br /&gt;
Any given target may only be under a single enchantment. If a new enchantment is created on a target, it completely removes the earlier enchantment.&lt;br /&gt;
&lt;br /&gt;
The most common examples of targets for enchantments include (but are not limited to):&lt;br /&gt;
* &#039;&#039;&#039;A character&#039;&#039;&#039; [[Splendid Panoply of Knighthood]] and [[Fan the Flame of New Life]] are both enchantments that affect a character&lt;br /&gt;
* &#039;&#039;&#039;A resource&#039;&#039;&#039; [[Rampant Growth]] and [[Streams of Silver]] are both enchantments that affect a resource&lt;br /&gt;
* &#039;&#039;&#039;An item&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A region, territory, nation or empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Enchantment Duration==&lt;br /&gt;
The majority of enchantments last either until the next sunrise, or until the start of the next Empire event that Profound Decisions runs.&lt;br /&gt;
&lt;br /&gt;
In the former case, this is effectively until time-out at most events. The enchantment expires before time-in the next day.&lt;br /&gt;
&lt;br /&gt;
An enchantment whose duration lasts until the start of the next Empire event run by Profound Decisions are usually referred to as lasting for a &#039;season&#039;. The intent is that effect of rituals performed at one event can still be available for use during player events, but it also means that rituals cast at player events will end before the start of the next Profound Decisions Empire event. &lt;br /&gt;
&lt;br /&gt;
It is also possible to make an enchantment permanent through the use of [[Materials#Ilium|ilium]]; further details can be found [[Ritual use of ilium|here]].&lt;br /&gt;
&lt;br /&gt;
==Identifying Enchantments==&lt;br /&gt;
The [[Spell list#Detect Magic|detect magic]] incantation will tell the caster what if a target is under an enchantment; the Realm that enchantment comes from; and the magnitude of the enchantment. Further information is a matter of deduction or using certain rituals that analyse enchantments.&lt;br /&gt;
&lt;br /&gt;
==Removing Enchantments==&lt;br /&gt;
In almost all cases, the most recent enchantment is the only one that applies. A magnitude 50 enchantment affecting a target is removed by a magnitude 2 enchantment that affects the same target.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Night_Ritual&amp;diff=20684</id>
		<title>Category:Night Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Night_Ritual&amp;diff=20684"/>
		<updated>2013-06-03T22:00:19Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Freedom of the Soul]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates an aura on a character that greatly heightens emotions.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Missive for Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to an Eternal.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cast Off The Chain of Memory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Excises memory via voluntary amnesia.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Incantation%27s Mystic Mask]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Obfuscate the next ritual cast by this coven.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Masque of the Blinded Weaver]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Obscures bonds between items or characters.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Secrets for the Shadow Courier]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a year duration night pouch for a character.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Secrets of Skillful Artifice]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants ability to craft a single item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Secrets of the Empty Heart]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives the ability to die rather than reveal a secret.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Signs and Portents]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides a coven with visions of important events.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Chamber of Delights]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates an aura in an area that encourages relaxation.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thief%27s Arcane Gambit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Steals an enchantment.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Riddle hides the Reward]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Makes an item unbondable without the answer to a riddle.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Eight-spoked Wheel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Transforms three ingots or measures of materials along an alchemical path.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Verdant Bounty of the Twilight Bayou]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds five measures to the production of a forest over the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Drawing the Penumbral Veil]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shrouds a region from scying.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Embrace the Living Flame]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an additional hero point for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Ebb and Flow of Battle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Divines the progress of a battle, quest or skirmish.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Retrograde Wheel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Transforms three ingots or measures of materials the other way along an alchemical path.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Twilight Masquerade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a magical disguise that changes lineage.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Whispering Shadow Courtiers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Learns a secret about people in the nearby area.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shadowed Glass of Sung]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants intuitive information about the immediate vicinity.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shroud of Mist and Shadow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a concealing bonus to a military unit for both raiding and war.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unfettered Anarchy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character with uncontrollable emotions.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Conclave of Trees and Shadow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Transforms a forest or herb garden into a powerful military unit for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sift the Dreamscape%27s Sands]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 additional rank of any lore overnight, lasting a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Vale of Shadows]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conceals a resource from invaders.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Still Waters, Running Deep]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 2 additional hero points for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Align the Celestial Net]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Realign regio for the next ritual cast at it.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Transmogrification of the Soul%27s Echo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Permanently change the personality of a willing character, and remove some curses.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dripping Echoes of the Fen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in marsh terrirtory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Distill the Serpent%27s Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a unique consumable alchemical item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wondrous Forests of the Night]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances the production of forests throughout the Empire.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Day_Ritual&amp;diff=20683</id>
		<title>Category:Day Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Day_Ritual&amp;diff=20683"/>
		<updated>2013-06-03T22:00:12Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ascetic Star of Atun]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Removes venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Piercing Light of Revelation]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Removes obscuring effects and opens night pouches.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Horizon%27s Razor Edge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one-time use of cleave with a weapon.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Illuminate the Higher Mind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shares knowledge of one spell with another magician for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Distillation of Diverse Parts]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Recover herbs from potion.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Celestial Library]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives book or scroll to Eternal.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Solace of Chimes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a calm roleplay aura.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bright Lantern of Ophis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Analyses a magical effect.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Reading the Weave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Divine details of bonded item or person.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cold Water from the Mountain]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives a coven a one-use ability to cast purify over the next ten minutes.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crystal Clarity of the Rational Soul]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an aura of calm and serenity to a character for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Revelation of the Jewel%27s Sparkling Heart ]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 8 additional ingots to the production of a mine over the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sign of Aesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reduces the magnitude of the next Day-real ritual you cast by yourself by 2.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ascendance of the Highest Mind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target learns up to three spells known by the coven for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clear Lens of the Eternal River]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants information about the immediate vicinity.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Spider Folds the Net]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Detects the use of large-scale spell effects.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thought Becomes Action]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to cast all standard spells in 5 seconds.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kimus%27 Glaring Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to call three repels with a rod over the course of a day as long as your other hand is empty.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sular%27s Promise]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a fleet greatly increased results from trading action during the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Eyes of the Sun and Moon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Divines details of campaign armies in a territory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Eye of the High Places]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Divines effects on a region or territory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ensnaring Bond of Transient Stasis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants coven a one-use ability to cast paralyse over the course of ten minutes.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Swim Leviathan%27s Depth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Communes with an eternal to divine the causes events.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Standing at the Threshold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows a coven to perform an extra ritual each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Carve the Crystal Guardian]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Transforms a mana site into a powerful military unit for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[All the World in a Grain of Sand]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character with madness that prevents ritual casting.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crystaline Focus of Aesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The next ritual the coven performs has it&#039;s magnitude reduced by 10.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Transcendent Mastery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains all spell knowledge.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Alignment of Mind and Blade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grant the use of one impale each day for a season when wielding one-handed weapon or one-handed spear.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clarity of the Master Strategist]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an increasing bonus to a campaign army when it is on campaign.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Revelatory Light of the Empyrean Spheres]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one use of area-of-effect paralysis.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bright Eyes Gleam in the Depths]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances the production of all mines in the Empire.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Winter_Ritual&amp;diff=20682</id>
		<title>Category:Winter Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Winter_Ritual&amp;diff=20682"/>
		<updated>2013-06-03T22:00:02Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[An Echo of Life Remains]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Identifies a corpse.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Black Iron Blade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cuts all bonds on target.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fallow Fields and Dried Meat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Add 18 rings to the production of a farm over winter.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hunger of the Draughir]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of fortitude and the ability to eat anything for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mark the Flesh Incorruptible]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Preserves a corpse.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tribute to the Thrice-Cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades crafted items for Winter mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Words of Ending]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Destroys the magic of a crafted item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wisdom of the Balanced Blade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Analyses a curse.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Withering Touch of Frost]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character to lose a quarter of farm, forest and herb garden production for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pakaanan%27s Iron Shutters]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seals a portal for ten minutes.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ruthless Vigilance, Healthy Crop]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances a herb garden, increasing production of each herb by two over next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Traitor%27s Fate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Agree to let someone trigger a dangerous curse if they betray you.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crumbling Flesh and Withering Limbs]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants ability to call cleave with a rod once each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Coil of the Black Leech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a target the ability to heal themselves when they cast weakness.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Freezing Brand of Irremais]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brands and influences a target.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hungry Grasp of Despair]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants coven a one-use ability to cast weakness over ten minutes.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ravenous Tongue of Entropy]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to call shatter with a staff once a day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Circle of Trust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Agree to let someone trigger dangerous curse if they betray you.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unyielding Constitution]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to endure the effects of traumatic wounds for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hold Back Frozen Hunger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wards an area against the dead.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[There Is No Welcome Here]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ward an area against eternals and heralds.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ward of the Black Waste]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wards an area against vallornspawn.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Icy Maw Devours the Spark of Essence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curse a region so that mana crystal production is halved for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Naeve%27s Twisting Blight]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blights all crops in a region, halving their production.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fight Tooth and Nail]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two uses of unstoppable each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gnawing, Endless Hunger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character with endless hunger and inability to benefit from potions.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Last Breath Echoes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Restores a terminal character for a short period before they die.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pallid Flesh of the Dead King]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three ranks of endurance for a season at the cost of persistent venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorins Rite of Agony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of winter lore for a season at the cost of an unhealing wound.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dreamscape of the Endless Hunt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character with nightmares and removes ability to recover hero points or mana naturally.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Whispers through the Black Gate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons a dead spirit to answer questions.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Inevitable Collapse into Ruin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Damages a battlefield fortification.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curse of Decrepitude]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a target with persistent weakness for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Howling Despite of the Yawning Maw]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one use of area-of-effect weakness.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Winter%27s Ghosts]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a region so that all production is reduced by a quarter for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Grave%27s Treacherous Edge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one use of area-of-effect venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Devastating Scythe of Anguish and Loss]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one use of area-of-effect shatter.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quickening Cold Meat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a force of animated corpses that enhance a campaign army by around 20%.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wind of Mundane Silence]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Destroys a regio.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wither the Seed]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drastically reduces the fertility of an area for a generation.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Autumn_Ritual&amp;diff=20681</id>
		<title>Category:Autumn Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Autumn_Ritual&amp;diff=20681"/>
		<updated>2013-06-03T21:59:53Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hand of the Maker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Identifies the crafter of an item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mark of Ownership]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Marks a bonded item as owned.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Streams of Silver]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 24 rings to a business&#039; production during the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Anvil of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mends an item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shared Mastery of the Magician%27s Guild]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants knowledge of a spell known by a member of the coven.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Blade Bites Back]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an extra use to a biting blade that has been used that day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ephisis%27 Scale]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows trade with the Eternal Ephisis.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Chamber of Pallas]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates roleplay aura of conviviality in location.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Conspirator%27s Cloak]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an aura of confidence to a character.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ties that Bind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Determines who is bonded to an item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Before the Thone of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swaps raw materials for Autumn mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Call Winged Messenger]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a magical letter.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mantle of the Golden Orator]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increases a congregation for the next season granting additional 3 Liao and 6 votes in the synod.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Ambassadorial Gatekeeper]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lets someone accompany the caster to the Hall of Worlds.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Art of the Deal]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 120 rings to the resources produced by a fleet if it trades during the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Scrivener&#039;s Bloodmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a delayed curse between contractees.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Twist of Moebius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows a coven to perform an extra ritual tomorrow at the cost of a ritual today.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Vault of Hoarded Wisdom]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Coven can consume mana crystals to restore personal mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Barked Command of the Iron Serjant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Three targets gain partial weapon mastery for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Circle of Gold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Five characters gain a one-use Stay with Me they can use on each other.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Imurrement of Leaden Chains]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives a coven a one-use ability to entangle opponents.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Smooth Hands Shape The World]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants ability to cast mend faster for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Lure of Distant Shores]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances resources gained when a fleet takes the trade action over the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stance of the Constricting Scourge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a one-use ability to call entangle with weapon or implement.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rivers of Gold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 180 rings to the production of a business in the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Timeless Hammer Rhythm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an artisan the ability to craft an item overnight.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gathering the Harvest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Replaces Strong Ox, Golden Sun and adds 400 rings to the production of a farm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gift of the Wily Broker]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 1 Liao, 1 of each type of Resource and 1 of each type of herb to production of a business over the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Braying Horns of War]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows a banner to join battles or skirmishes separate to it&#039;s nation for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Brazen Claws of the Lictor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants ability to call entangle with an implement three times over a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Balanced Scales of Lann]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increases one realm lore at the cost of Autumn realm lore for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shadow of the Bronze Colossus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four ranks of endurance to heavy amour wearer for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Like Water Through Your Fingers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a character to lose three-quarters of all resource production for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Inescapable Chains of Bitter Glass]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one area-of-effect entangle.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bound by Common Cause]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances a campaign army for each military unit attached to it.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Spring_Ritual&amp;diff=20680</id>
		<title>Category:Spring Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Spring_Ritual&amp;diff=20680"/>
		<updated>2013-06-03T21:59:46Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blessing of New Spring]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase wealth gained from a farm for three seasons and serves as a foundation for other farm rituals.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blood of the Hydra]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Repairs ruined limbs.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Hands of Sacred Life]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heal lost hits.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Midwife%27s Recourse]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Protects a baby.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Turns the Circle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rots a body.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fan the Flame of New Life]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Makes a couple fertile.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hearthfire Circle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heals, purifies and restores the limbs of the coven.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Call Down Lightning%27s Wrath]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lets a target call strikedown with a staff once a day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Churning Cauldron of Bravash]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates new herbs.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Merciless Wrath of the Reaver]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds three ranks to a military unit for raiding during the next season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rot%27s Rightful Claim]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a coven a one-use ability to cleave undead over ten minutes.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fountain of Life]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target can cast heal, purify and restore limb as if they knew them for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Charge of the Rushing Wind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives a coven a one-use ability to repel opponents.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rampant Growth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants additional money and herbs to the production of a forest.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blood and Salt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increases the amount of plunder gained by a fleet using the piracy action.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Chirurgeon%27s Healing Touch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains two stay with me uses each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Vitality of Rushing Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants fortitude and reduces the effectiveness of venom for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Forest Remains]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two shatters each day with a two-handed weapon, for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Anathemic Call of Bug and Briar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Curses a target and halves the production of their farm, forest or garden resource for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hands of the Healer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target casts heal and restore limb faster for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire in the Blood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants Spring lore for a season, at the cost of lasting venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Touch of Vile Humours]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a one-use ability to call venom with anything and without suffering venom in return.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Irrepressible Monkey Spirit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains two unstoppable or second wind uses each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Skin of Bark, Blood of Amber]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains three ranks of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Foam and Spittle of the Furious Sea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Damages navies in a large area.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unending Cascade of Blood%27s Fire]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target can call five venoms with an implement for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thunderous Deluge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Halves the money produced by buisnesses and farms in a territory for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Curse of Gangrenous Flesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A year-long curse of venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fetid Breath of Teeming Plague]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows the use of an area-of-effect venom call.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rising Roots that Rend Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Breeches a fortification on the battlefield.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rivers of Life]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Halves casualties suffered by campaign armies in a region.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rivers Run Red]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Doubles casualties suffered by campaign armies in a region.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forge the Wooden Fastness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in wooded terrirtory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thunderous Tread of the Trees]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animates rampaging trees in an area.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hallow of the Green World]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enhances herb garden production and birth rates throughout the Empire for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Summer_Ritual&amp;diff=20679</id>
		<title>Category:Summer Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Summer_Ritual&amp;diff=20679"/>
		<updated>2013-06-03T21:58:58Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Rituals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Renewed Strength of the New Day]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Removes weakness condition.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tenacity of Jotra]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a rank of fortitude for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength of the Bull]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strong Ox, Golden Sun]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Replaces blessing of new spring with enhanced production for a farm for two seasons.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Hammer of Thunder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one shatter each day for a season with a two-handed weapon.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Leaping Hare]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one strikedown each day for a season with a pole-arm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Swan%27s Cruel Wing]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one cleave each day for a season with any weapon.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stout Resolve of the Unyielding]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Suppresses the effects of a traumatic wound until end of battle.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unbreakable Spirit, Unbreakable Blades]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a one-use ability to mend a weapon, implement or shield.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Sound of Drums]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one use of Unstoppable each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crimson Ward of Summer Stars]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of endurance while in mage armour for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Champions Shining Resolve]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an additional hero point for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Vigour of Youth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of fortitude for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Chasuble of Majesty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a priest the power to strengthen a ceremony with extra liao for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Splendid Panoply of Knighthood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of endurance to a group for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Delve Deep, Beneath the Mountain]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds additional ingots and wealth to the production of a mine for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Glorious Crown of Enchantment]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives a coven a one-use ability to cast empower.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Raise the Standard of War]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a significant increase to the strength of a military unit in campaign battles.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Noble Mien of the Hawk Lords]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Summer lore for a Season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenge the Iron Duke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds an Eternal to provide a challenge and a reward.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Devastating Maul of Inga Tarn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four shatters a day against shields with a two-handed weapon for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mantle of Lordly Might]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three uses of Stay with Me or Get it Together every day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Talon of the Gryphon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to impale with a one-handed spear once a day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Glory to the Sovereign]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of endurance and 2 uses of cleave each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Might of the Myrmidon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants weapon master, shield, cleaving blows, shattering blows, strikedown and thrown skills for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unbreakable Behemoth%27s Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants five ranks of endurance for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thundering Roar of the Lion-bound Horn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one use of an area-of-effect repel call.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Frozen Citadel of Cathan Canea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in mountainous terrirtory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knights of Glory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons supernatural troops to enhance a campaign army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Summer_Ritual&amp;diff=20678</id>
		<title>Category:Summer Ritual</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Summer_Ritual&amp;diff=20678"/>
		<updated>2013-06-03T21:58:20Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Ritual&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Explanation&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Magnitude&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Renewed Strength of the New Day]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Removes weakness condition.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tenacity of Jotra]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a rank of fortitude for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strength of the Bull]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strong Ox, Golden Sun]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Replaces blessing of new spring with enhanced production for a farm for two seasons.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Hammer of Thunder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one shatter each day for a season with a two-handed weapon.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Leaping Hare]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one strikedown each day for a season with a pole-arm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Swan%27s Cruel Wing]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one cleave each day for a season with any weapon.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stout Resolve of the Unyielding]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Suppresses the effects of a traumatic wound until end of battle.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unbreakable Spirit, Unbreakable Blades]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a one-use ability to mend a weapon, implement or shield.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Sound of Drums]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one use of Unstoppable each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crimson Ward of Summer Stars]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of endurance while in mage armour for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Champions Shining Resolve]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants an additional hero point for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Vigour of Youth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of fortitude for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Chasuble of Majesty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a priest the power to strengthen a ceremony with extra liao for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Splendid Panoply of Knighthood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of endurance to a group for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Delve Deep, Beneath the Mountain]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds additional ingots and wealth to the production of a mine for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Glorious Crown of Enchantment]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gives a coven a one-use ability to cast empower.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Raise the Standard of War]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a significant increase to the strength of a military unit in campaign battles.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Noble Mien of the Hawk Lords]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Summer lore for a Season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenge the Iron Duke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds an Eternal to provide a challenge and a reward.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Devastating Maul of Inga Tarn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four shatters a day against shields with a two-handed weapon for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mantle of Lordly Might]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three uses of Stay with Me or Get it Together every day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Talon of the Gryphon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to impale with a one-handed spear once a day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Glory to the Sovereign]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants two ranks of endurance and 2 uses of cleave each day for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Might of the Myrmidon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants weapon master, shield, cleaving blows, shattering blows, strikedown and thrown skills for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unbreakable Behemoth%27s Strength]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants five ranks of endurance for a day.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thundering Roar of the Lion-bound Horn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows one use of an area-of-effect repel call.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Frozen Citadel of Cathan Canea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in mountainous terrirtory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knights of Glory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons supernatural troops to enhance a campaign army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Rituals]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=20677</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=20677"/>
		<updated>2013-06-03T21:44:30Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magic Calls==&lt;br /&gt;
*&#039;&#039;&#039;There are six magic calls&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The magic calls do not affect targets that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All magic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The MASS call when combined with another magic call expands the range to a 20&#039; cone from the caster&#039;&#039;&#039;&lt;br /&gt;
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CURSE===&lt;br /&gt;
*&#039;&#039;&#039;You are cursed; see a ref for details when it is appropriate to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.&lt;br /&gt;
&lt;br /&gt;
===ENTANGLE===&lt;br /&gt;
*&#039;&#039;&#039;The target may not move their feet; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
*&#039;&#039;&#039;The target may talk but may not make any other movement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===REPEL===&lt;br /&gt;
*&#039;&#039;&#039;The target must move away from the caster at a brisk walk or faster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds or until you have retreated for 20’&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===VENOM===&lt;br /&gt;
*&#039;&#039;&#039;The target’s bleed time drops to zero; they become [[Combat#Terminal|Terminal]] immediately if they lose all body hits (and may not use the unstoppable ability)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
*&#039;&#039;&#039;The target may not use any [[Heroic skills|heroic skills]], utilize any Enchantments, use any mana or activate any magic items; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===MASS===&lt;br /&gt;
*&#039;&#039;&#039;MASS is an area effect call that expands the range of other calls to a 20&#039; cone (maximum 90 degrees) from the caster. It is commonly caused by rituals, though there are unnatural creatures in the world that can cause MASS effects.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*&#039;&#039;&#039;You must expend personal mana or crystalized mana to cast a spell&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every magician starts with four personal mana every day&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All spells require vocals clearly audible to everyone within a few metres&#039;&#039;&#039;&lt;br /&gt;
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].&lt;br /&gt;
&lt;br /&gt;
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell. &lt;br /&gt;
&lt;br /&gt;
Your personal mana replenishes overnight.&lt;br /&gt;
&lt;br /&gt;
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must be a safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Should not look like a weapon&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to change the casting time or extend the range of regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].&lt;br /&gt;
&lt;br /&gt;
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it as clear as possible that they are magical implements and &#039;&#039;not weapons&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour==&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Providers 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
&lt;br /&gt;
* Circlet (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
&amp;lt;span id=&amp;quot;Contributors&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Rituals==&lt;br /&gt;
{{RulesRituals}}&lt;br /&gt;
{{CaptionedImage|file=KallavesiMystic2.jpg|align=right|width=400}}&lt;br /&gt;
{{RulesRitualsText}}&lt;br /&gt;
&lt;br /&gt;
===Performing a Ritual===&lt;br /&gt;
[[Rituals]] require several minutes of [[appropriate roleplaying]].&lt;br /&gt;
&lt;br /&gt;
It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.&lt;br /&gt;
&lt;br /&gt;
You cannot perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
Ritualists can [[Rituals#Contributors|contribute]] to a ritual performance by joining a [[Rituals#Covens|coven]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rituals&amp;diff=20676</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rituals&amp;diff=20676"/>
		<updated>2013-06-03T21:44:11Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{RulesRituals}}&lt;br /&gt;
There is a library of known rituals that have been performed by Imperial magicians. Every ritual draws its power from one of the six magical realms and requires a set amount of crystalized mana to perform. &lt;br /&gt;
&lt;br /&gt;
{{RulesRitualsText}}&lt;br /&gt;
&lt;br /&gt;
Each ritual is connected to a single Realm. To master or perform a ritual, you must have a rank of the appropriate [[Magical skills#Ritual lore|Realm lore]].&lt;br /&gt;
&lt;br /&gt;
==Known Rituals by Realm==&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Spring_Ritual|Spring]]&lt;br /&gt;
*Rituals of [[:Category:Summer_Ritual|Summer]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Autumn_Ritual|Autumn]]&lt;br /&gt;
*Rituals of [[:Category:Winter_Ritual|Winter]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;span3&amp;gt;&lt;br /&gt;
*Rituals of [[:Category:Day_Ritual|Day]]&lt;br /&gt;
*Rituals of [[:Category:Night_Ritual|Night]]&lt;br /&gt;
&amp;lt;/span3&amp;gt;&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
It is possible to create a ritual at an event that is not part of the existing library of known Imperial rituals. In this instance you will need to consult with a referee who will tell you what realm the ritual effect is and how much mana is required to perform the ritual. Spontaneous rituals may vary in cost from one event to another. If you learn to master a ritual that you have created then the cost of that ritual is fixed from that point onwards.&lt;br /&gt;
{{CaptionedImage|file=KallavesiMystic2.jpg|align=right|width=400}}&lt;br /&gt;
==Performing a Ritual==&lt;br /&gt;
Rituals require several minutes of [[appropriate roleplaying]]. Imperial magicians use a number of different sources, symbols, methods and theories when designing their rituals. The most common magical techniques are; [[Rune Overview|Rune magic]], [[Dramaturgy]], [[Astronomancy]] and the [[Music of the spheres]]. These represent bodies of magical lore and theory that can be used to add depth and significance to all magic, and have special resonance for ritual magic. In addition, the description of each ritual includes a &#039;&#039;Common Elements&#039;&#039; section that can be used as a starting point for developing the roleplaying required to perform a ritual.&lt;br /&gt;
&lt;br /&gt;
It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.&lt;br /&gt;
&lt;br /&gt;
==Covens==&lt;br /&gt;
*&#039;&#039;&#039;Ritualists can cooperate to perform a ritual by creating a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any character can create a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A coven must have a name and an oath&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ritualists join the coven by bonding themselves to it&#039;&#039;&#039;&lt;br /&gt;
A ritualist can always perform a ritual by themselves. Most ritualists are also part of a coven, a mystical union that extends the hearth magic of oaths to allow participants to combine their strength. &lt;br /&gt;
&lt;br /&gt;
Any character can create a coven, you can use the online character creation system to form a coven. A coven uses the hearth magic inherent in oaths to allow participants to work together, so every coven must have an oath of some kind, which must be set when the coven is created. Once created, the oath cannot be changed, a new coven must be formed if characters wish to change their oath.&lt;br /&gt;
&lt;br /&gt;
Ritualists can join the coven using the create bond spell that all magicians know. There must be an existing member of the coven present for the spell to work. The caster must know the name of the coven and they must recite at least a few words of the oath when they cast the spell. Only characters that are members of the same nation can join a coven.&lt;br /&gt;
&lt;br /&gt;
Members of a coven can work together to perform a ritual with each participant contributing mana to a ritual up to the limit of their ability.&lt;br /&gt;
&lt;br /&gt;
===Contributors===&lt;br /&gt;
Some rituals refer to contributors. A contributor is a character who is a member of the coven performing the ritual and has at least one rank of the [[Magical skills#Ritual Magic|realm lore]] used by that ritual.&lt;br /&gt;
&lt;br /&gt;
==Regio==&lt;br /&gt;
{{RulesRegio}}&lt;br /&gt;
Ritual magicians can use [[Regio]] to create powerful effects.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* You can learn about the magical skills that magicians master to allow them to perform rituals [[Magical skills|here]].&lt;br /&gt;
* Two most common effects of rituals are to create [[enchantment|enchantments]] and [[curse|curses]] which have their own rules; these can even be made permanent with ilium, and you can learn more about that [[Ritual use of ilium|here]].&lt;br /&gt;
* You can learn more about the magical auras known as regio, including the powerful Imperial regio, [[Regio|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:KallavesiMystic2.jpg&amp;diff=20675</id>
		<title>File:KallavesiMystic2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:KallavesiMystic2.jpg&amp;diff=20675"/>
		<updated>2013-06-03T21:43:40Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: Scarabmonkey moved page File:KallevesiMystic2.jpg to File:KallavesiMystic2.jpg without leaving a redirect&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Drowned_Man&amp;diff=20674</id>
		<title>The Drowned Man</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Drowned_Man&amp;diff=20674"/>
		<updated>2013-06-03T21:43:05Z</updated>

		<summary type="html">&lt;p&gt;Scarabmonkey: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DrownedManConstellation.JPG|title=The Drowned Man (Constellation)|align=left|width=209|height=240}}&lt;br /&gt;
===The Law===&lt;br /&gt;
Things End&lt;br /&gt;
===The Constellation===&lt;br /&gt;
The Drowned Man contains eleven stars, the brightest of which forms the ‘foot’. The ‘arms’ stretch between the head of The Phoenix and the right side of The Mountain.&lt;br /&gt;
===Symbolism===&lt;br /&gt;
the drowned man is an ill omened constellation especially feared in the league and the brass Coast. It marks the end of things, but not necessarily as part of the natural cycle. The drowned man marks abrupt endings where things are left incomplete; work half done, lives half lived, ambitions unresolved and loves unrequited. It&#039;s endings often come through violence or ill fortune – among the Navarr and the Kallavesi it is called the hanged man.&lt;br /&gt;
&lt;br /&gt;
The drowned man is a powerful sign of ill fortune, doom, and violence; League sailors cursed under the stars of the drowned man commonly refuse to leave port.&lt;br /&gt;
&lt;br /&gt;
This figure is seen by the Merrow especially those of Urizen as a symbol of hubris; &amp;quot;Just because you have gills doesn&#039;t mean all the pearls belong to you.&amp;quot; They do not associate it with death and doom as so many others do but instead see it as a lesson – do not overreach yourself and swim too deep.&lt;br /&gt;
===Invoking The Drowned Man in magic===&lt;br /&gt;
the drowned man is a powerful cursing tool and like all such double-edged. Invoking it in ritual usually means great misfortune and frequently, death. Ritualists who commonly used the drowned man in their rituals tend to be viewed in much the same way as swordsman who takes a little too much pleasure in the practice of their art.&lt;br /&gt;
{{CaptionedImage|file=DrownedManIllustrationInk.JPG|title=The Drowned Man (Illus.)|align=right|width=164|height=240}}&lt;br /&gt;
===Tulpas of the Drowned Man===&lt;br /&gt;
The Tulpa is of the drowned man are among the most fearful of all such beings. Sailors speak of beautiful women with voices of surpassing harmony who lure the unsuspecting onto the rocks; others talk of bindweed and see plants that coil unnaturally around the ankles of sailors in the water. Worse still are those that take the form of the drowned dead, staggering forth from cold dark water to give their former friends and lovers a clammy embrace.&lt;br /&gt;
&lt;br /&gt;
In Varushka the Merrow speak of Megas Vodyano; the river king who takes the unwary and drowns them in the cold waters of that land. In Urizen they fear the coming of the Spirit of Dark Water, a dripping, icy, thing cowled in pond weed with cold clammy flesh.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
Ritualists who come into alignment with the drowned man seldom enjoy the experience. They speak of crushing pressure and darkness; of being unable to breathe or see. Some have been known to cough saltwater out of their lungs after a particularly potent ritual. All, though, find themselves fearful of water for several hours afterwards.&lt;br /&gt;
&lt;br /&gt;
Invoking the drowned man is not for the faint of heart.&lt;br /&gt;
&lt;br /&gt;
[[Category:Astronomancy]]&lt;/div&gt;</summary>
		<author><name>Scarabmonkey</name></author>
	</entry>
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