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	<updated>2026-10-08T23:09:09Z</updated>
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	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Band&amp;diff=953</id>
		<title>Band</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Band&amp;diff=953"/>
		<updated>2025-01-05T23:09:49Z</updated>

		<summary type="html">&lt;p&gt;Callum: Expanding the Seniority section in the interest of clarity, and adding the missing reference to inheriting command to the QMs responsiblities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Gallóglaigh]] [[band]] is a group of Gallóglaigh who have taken up together, to live and fight as one.  They typically swear their Oaths together, but new members can be sworn in over time.  Should the worst happen and most of the band be killed, wounded or no longer wish to continue as Gallóglaigh, the band may cease to exist - examples of this happening include the [[Gryphons]] and the [[Oakhearts]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Structure of a Band==&lt;br /&gt;
A band is comprised of a number of Gallóglaigh who have sworn to serve together and who are united under a Thane.  They are typically a group of warriors but can include members of the [[Peacesworn]], merchants, traders and craftspeople amongst their number.&lt;br /&gt;
&lt;br /&gt;
There are a number of officers within a band who direct how they act day-to-day. &lt;br /&gt;
&lt;br /&gt;
===Thane===&lt;br /&gt;
The Thane is the leader of the band and accepts orders directly from the [[Réig]] though they may also opt to accept missions offered by a [[Rider]] or [[Iarla]].&lt;br /&gt;
&lt;br /&gt;
===Thane's Lieutenant===&lt;br /&gt;
The Thane’s Lieutenant is penultimately responsible for leadership, decision making, and the general operation of the band. All other officers report to them and they report directly to the Thane.&lt;br /&gt;
&lt;br /&gt;
===Deputy Lieutenant===&lt;br /&gt;
The Deputy Lieutenant is the band’s second-in-command, tasked with assisting and supporting the Lieutenant. The Deputy Lieutenant is also expected to act as advocate for the members of the band to the Lieutenant in cases of concern, conflict, or low morale. In the event that the Lieutenant is absent or otherwise unable to fulfil their duties, the Deputy becomes responsible for the duties of the Lieutenant.&lt;br /&gt;
&lt;br /&gt;
===Watch Officer===&lt;br /&gt;
The Watch Officer is responsible for establishing and overseeing procedures to ensure the safety and security of the band’s encampments. In the event that the Lieutenant is unable to fulfill their duties, and the Deputy Lieutenant is unable to take responsibility for them, the Watch Officer becomes responsible for the duties of the Lieutenant. A high degree of cooperation is expected between the Watch Officer and Master of the Camp.&lt;br /&gt;
&lt;br /&gt;
===Master of the Camp===&lt;br /&gt;
The Master of the Camp is responsible for monitoring and maintaining the morale of the band. They are also responsible for establishing and overseeing procedures to ensure that guests of the band are kept safe and treated in a hospitable manner. A high degree of cooperation is expected between the Watch Officer and Master of the Camp.&lt;br /&gt;
&lt;br /&gt;
===Quartermaster===&lt;br /&gt;
The Quartermaster is responsible for the acquisition, use, and upkeep of the band’s common possessions, as well as for recording contracts and for the receipt and distribution of funds. The Quartermaster is also ultimately responsible for the payment of tithes and taxes. In the event that the Lieutenant is unable to fulfill their duties, and the Deputy Lieutenant and Watch Officer are unable to take responsibility for them, the Quartermaster becomes responsible for the duties of the Lieutenant. Separately, in the event that the Master of the Camp is unable to fulfill their duties, the Quartermaster becomes responsible for the duties of the Master of the Camp. &lt;br /&gt;
&lt;br /&gt;
===Cinnire at Arms===&lt;br /&gt;
The Cinnire-at-Arms is chosen from among the band’s cinnirí and is expected to act as an expert and advisor on religious matters as well as spokesperson for the other cinnirí of the band. They are also responsible for setting out and overseeing procedures for dealing with disciplinary issues within the band. Further, they are expected to ensure the band acts within the spirit of the Shaper’s teachings and to guard against heresy and the influence of the gwyllt.&lt;br /&gt;
&lt;br /&gt;
===Wizard at Arms===&lt;br /&gt;
The Wizard-at-Arms is the band’s expert and advisor on the workings of magic and the arcane.&lt;br /&gt;
&lt;br /&gt;
===Reconnaissance Officer===&lt;br /&gt;
The Reconnaissance Officer is responsible for the gathering and distribution of intelligence. They are traditionally afforded a high degree of latitude in pursuit of their duties.&lt;br /&gt;
&lt;br /&gt;
==Who's in Command==&lt;br /&gt;
The Thane's Lieutenant is the direct subordinate of the Thane of the Band and takes command whenever the Thane is not present. &lt;br /&gt;
&lt;br /&gt;
If the Thane's Lieutenant is not present or is indisposed, command falls to the Deputy Lieutenant.&lt;br /&gt;
&lt;br /&gt;
If both the Lieutenant &amp;amp; Deputy Lieutanant are not present or are indisposed, command falls to the Watch Officer&lt;br /&gt;
&lt;br /&gt;
If the Lieutenant, Deputy Lieutanant &amp;amp; Watch Officer are not present or are indisposed, command falls to the Quartermaster&lt;br /&gt;
&lt;br /&gt;
If all four of those officers are not present or indisposed, command falls to the most Vigourous surviving Galloglaigh.&lt;br /&gt;
&lt;br /&gt;
This does not represent a Chain of Command, wherin the Quartermaster is answerable to the Watch Officer, nor does it relate to any responsibilities other than command - i.e the Quartermaster does not become responsible for camp security at any point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Offices]]&lt;br /&gt;
[[Category: Titles]]&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=515</id>
		<title>Q&amp;A</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=515"/>
		<updated>2022-08-15T11:32:51Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an unofficial compilation of questions asked of the event team, and their answers.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
==Be the Change &amp;amp; Mass transmutation spells==&lt;br /&gt;
*''Can I use Be the Change I wish to see with Mass transmutation spells?''&lt;br /&gt;
'''Event Team (Siskey)''': The &amp;quot;Be The Change&amp;quot; Feat is intended to be used with single target spells only, while &amp;quot;Inclusive Casting&amp;quot; produces the same outcome for mass spells. We will clarify this in a future rules update.&lt;br /&gt;
&lt;br /&gt;
==Protection/Cure/Immunity==&lt;br /&gt;
* ''Protection spells prevent further versions of that affect from taking effect, they don't stop current effects? So if I cast protection charm on someone under the effect of a charm they don't stop being charmed?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Protection only prevents new instances of the effect.&lt;br /&gt;
&lt;br /&gt;
Cure removes existing effects.&lt;br /&gt;
&lt;br /&gt;
Immunity both removes current instances and protects against future applications.&lt;br /&gt;
&lt;br /&gt;
==How do things that generate two effects on use interact with the 1 second rule?==&lt;br /&gt;
* ''For items that generate two effects on use - such as the 'Bracing brew'  and 'Flesh and Steel' (Both Page 104)- how do these interact with the 1 second rule (p26 - &amp;quot;Characters may only generate one Effect per second regardless of the source.&amp;quot;)?''&lt;br /&gt;
* ''Do the chain feats break the 1 second rule or should someone casting them be with a 1 second pause during their vocal?''&lt;br /&gt;
'''Event Team (John)''' The effects are generated sequentially, one second apart. The vocals must be announced clearly and intelligibly so in the vast majority of cases it's not possible to get out two effects in one second. Pause between declaring the effects if necessary.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Research==&lt;br /&gt;
* ''How do you do that research? Do you need a particular feat, or do you just put in that you want to look into them?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (Siskey)''': As there have been questions about Research downtime actions, here's the relevant bit from the rulebook (p.43):&lt;br /&gt;
&lt;br /&gt;
::''Research (Requires Scholar Feats)''&lt;br /&gt;
&lt;br /&gt;
:::''To select this action, your character needs to have a Scholar Feat. This action allows your character to seek the answer to a question about the world of the game relating to their Scholar Feat. The answer to your character’s question may not be available in their Location, or at all, in which case the response will either point your character to another Location where the answer could be, or make it clear that the answer is not something they can discover using the Research action.''&lt;br /&gt;
&lt;br /&gt;
The relevant Scholar Feats are Alchemy Lore, Five Realms Lore, Magic Lore, Religion Lore and Smithing Lore (pp.80-81). &lt;br /&gt;
&lt;br /&gt;
On the downtime sheet the Research action is listed as &amp;quot;Ask a question&amp;quot; and then you are prompted to respond to &amp;quot;What do you want to know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So to make it clear, if you don't have a Scholar Feat you can't use the Research action, and you will need to have a relevant Feat to what you are asking. We have also been doing info sheets for different Scholar Feats at the start of games, and would plan to do so for Season of Renewal.&lt;br /&gt;
&lt;br /&gt;
==What can I do when being repaired?==&lt;br /&gt;
'''Event Team:''' While being repaired, both players have to stay still. This means that the player being repaired cannot make strikes or parry weapon blows as that involves movement, but can keep a shield up and can cast a spell so long as they do not gesture or point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==Inheritance of titles==&lt;br /&gt;
* ''I hadn't realised Ridings couldn't be inherited.''&lt;br /&gt;
'''Event Team (John)''': Ridings can be inherited but are not by default. Someone who had done something particularly deserving might be granted a riding for N generations. Otherwise it’s a lifetime appointment only. Iarlas work the same way, the title is also not inherited by default.&lt;br /&gt;
&lt;br /&gt;
* ''Even the Réig isn't a hereditary title, right?''&lt;br /&gt;
'''Event Team (John)''':The Réig title is not inherited but as you say, family can significantly stack the deck. The title most often passes to the appointed successor of the previous Réig, which is almost always a member of their family. To be acknowledged as Réig you must have a high level of both martial and political skill to keep enemies and competitors at bay, though a lack of aptitude in one field can be compensated for by a surplus in the other.&lt;br /&gt;
&lt;br /&gt;
An aspiring Réig needs the approval of those they will rule over but in practice certain elements have far more sway than others. The major families of Tirneach, the high society of Corroch, the Iarlas, and powerful Thanes will want to have their say. &lt;br /&gt;
&lt;br /&gt;
Another key player is the Council of Prelates, the six heads of the five orders of Cinnire, who will wish to ensure that any potential Réig is paragon of the Shapers virtues with whom they can have a good working relationship. &lt;br /&gt;
&lt;br /&gt;
And finally, there's House Roaring thunder, the Drakeblooded house sworn to the service and protection of the Réig. The head of house Roaring Thunder is responsible for presiding over the coronation of the Réig and in the past this has been used a blocking factor. Following a run of weak Réigs and the turmoil they produced, Duarcan the Grim, former head of house Roaring Thunder, refused to crown a new Réig until he was personally convinced a suitable candidate had been found. He ruled Tirneach as regent for six years.&lt;br /&gt;
&lt;br /&gt;
==Iarla vs Rider==&lt;br /&gt;
* ''Can someone remind me the difference between/roles of an iarla and a rider?''&lt;br /&gt;
'''Event Team (John)''' The difference between Iarla and Rider is one of rank, many Riders are under the authority of each Iarla - They’re roughly equivalent to counts (riders) and dukes (iarlas).&lt;br /&gt;
&lt;br /&gt;
==What do the Gwyllt tend to look like?==&lt;br /&gt;
'''Event Team (John)''': There are indeed wide variations in form and appearance  between different types of Gwyllt. Their key shared features are their hostility towards mortal life and their increased activity during daytime and summer compared to nighttime and winter. &lt;br /&gt;
&lt;br /&gt;
You can find descriptions of some common types of Gwyllt [https://cdn.discordapp.com/attachments/964421640614182922/965558590222000148/The_Gwyllt-_Know_Thine_Enemy.pdf here].&lt;br /&gt;
&lt;br /&gt;
==Amber Hall and the Weeping==&lt;br /&gt;
* ''What is the connection between the Amber Hall and the rewrite of the weeping?''&lt;br /&gt;
'''Event Team (John)''': There are many superstitious and legendary explanations for the origin of the weeping, a handful mention the Amber Hall in some way but none of them are particularly popular theories. Some Lowlanders blame the terrible magic done by the King and Queen of the Amber Hall to preserve themselves for sending a curse echoing across Tirneach and down through the ages. Some Highlanders blame the betrayal of the Amber Hall and the rejection of the King and Queen by oathbreakers, in particular lowlanders, for causing the disturbances that have created the Weeping. Most educated folk however will point out that the Amber Hall fell long before the first weeping appeared.&lt;br /&gt;
&lt;br /&gt;
In general, in-character snippets referencing the weeping species that were provided before the weeping redesign can be assumed to no longer be accurate representations of the setting. We aim to provide new material in the future.&lt;br /&gt;
&lt;br /&gt;
==Benefits of noble birth==&lt;br /&gt;
* ''Question about titles usually being 'lifetime appointment only' and how that interacts with &amp;quot;The children of Five Realms nobility are always allowed to join [the Galloglaigh]&amp;quot; in the rulebook. Can the child of a now dead Rider / Iarla that was granted the standard 'lifetime appointment' version join? Does your parent need to have the title already when you're born, or if you get a title when you already have a bunch of grown up kids, are they suddenly eligible?''&lt;br /&gt;
'''Event Team (John)''': Any person with a parent (dead or alive) who was at any time a Iarla or a Rider is eligible. So yes, adults can suddenly become eligible if one of their parents is granted a title.&lt;br /&gt;
&lt;br /&gt;
''Somewhat relatedly, are there other perks to being born the child of a noble?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': The chief perks of being born to a Rider or Iarla are the wealth, connections, and opportunities that are available to the child of someone who has managed to secure such a title. From birth, their home is regularly host to all the most influential figures in their locale and the grandees of the realm, or even of all Tirneach, just an introduction or two away. Whether their ambitions are political, economic, or martial; they begin their life’s works with a head start.&lt;br /&gt;
&lt;br /&gt;
The conventions surrounding the children of nobility vary from realm to realm. All agree however that there are rights and responsibilities conferred on them by their parentage beyond eligibility for joining the Galloglaigh&lt;br /&gt;
&lt;br /&gt;
One of the most commonly visible traditions regarding the children of nobles in Siabhal is that they be granted the choicest portion of any food before them. If more than one child of the nobility is present, they are expected to be able to discern between themselves, with the utmost tact and discretion, who is highest ranked and thus entitled to the honour. It is also expected that the children of nobles be formally introduced to Siabhal society once they come of age, so that their peers may take the measure of them.&lt;br /&gt;
&lt;br /&gt;
The lowland families in Baol have come to adopt some of the traditions of Siabhal, though they consider wealth to be the most appropriate tie-breaker, rather than heritage. The Highlands scoff and mock any with such lofty notions even though it is rare to see the child of a rider not be amongst the first served at a table in the Highlands. In both regions it is expected that the child of a nobility will make a contribution to their family’s success shortly after coming of age, in the Lowlands this may be securing a valuable contract while in the Highlands this often means leading a successful raid.&lt;br /&gt;
&lt;br /&gt;
The people of Bruid aren’t big on perks and those born to nobility chiefly receive an expectation that they prove they’re worthy of their status. A child of nobility in Bruid may not deny a challenge, unless physically or magically unable, or if it would endanger the community. Each child of nobility is also expected to lead a hunt into the forest as soon after their coming of age as is possible.&lt;br /&gt;
&lt;br /&gt;
In the interests of furthering their pursuit of knowledge, a child of nobility in Draíod is permitted by tradition to read any scroll, tome, or document they come across not individually stored in a locked container. In addition, every child of nobility is eligible to enrol in the Arcane College of Crag Oscionn regardless of their brand (except Linebreakers, obviously).&lt;br /&gt;
&lt;br /&gt;
In Uasa, each child of the nobility is to be granted safe and free travel across any body of water within the realm. Every child of nobility is also entitled to a personal meeting with the Réig as soon after their coming of age as is reasonable to personally swear their loyalty.&lt;br /&gt;
&lt;br /&gt;
==Are the Gwyllt used as a boogeyman figure for kids?==&lt;br /&gt;
* ''Incredibly minor question - are the Gwyllt used as a boogeyman figure for kids? Like &amp;quot;eat your dinner or the Gwyllt might getcha&amp;quot;''&lt;br /&gt;
'''Event Team (Siskey)''': 1000000%&lt;br /&gt;
&lt;br /&gt;
==Is there a connection between the Gwyllt and the undead?==&lt;br /&gt;
'''Event Team (John)''': The two are generally considered to be separate phenomena however some examples, such as the Sluagh, have lead scholars to investigate the possibility of a connection. This is primarily a Find Out In Play situation. &lt;br /&gt;
&lt;br /&gt;
==How does Adoption work?==&lt;br /&gt;
* ''I've a question (or rambling musings seeking clarification) on family structure and heredity - Siabhal in particular seems to care greatly about lineage and, given its prevalence in their colour scheme, bloodline. How does adoption fit into that picture? Is there a formalised way of achieving it? Are there any issues that arise around it in society or inheritance (both in terms of material goods and social standing — like, is being descended from one of those great heroes more about cultural descent)? Does having the parent(s) and child be of different species impact any of this? I'd imagine it can't be too uncommon. Inter-species relationships must occur and there'd be no other way for most of them to have kids without issues (assuming we're using species in the biological sense, anyway). Really just trying to poke at how society and &amp;quot;society&amp;quot; might see our unorthodox family units.''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Adoption is a common practice in Tirneach as there have always been many title or property holding individuals and couples who cannot produce heirs unaided. To have an adoption formally recognised the adoptee (who could be a child or an adult) and the adopter (who must be an adult) are required to go before their Iarla and make solemn declarations. The adoptee must renounce any and all claims to the property and titles of their birth family and the adopter must accept the responsibility of a parent for the conduct of their new child. Following this there is no legal or social distinction between a child born into or adopted into a family. &lt;br /&gt;
&lt;br /&gt;
Amongst those who place a high value on lineage, such as the Ruby Families of Siabhal, insinuating that there ought be a distinction made, or that adopted children are not truly of the family is socially disastrous. All of the Ruby Families have at one time or another relied on adoption to continue their legacies and an attack on the legitimacy of a single adopted heir is considered an attack on all.&lt;br /&gt;
&lt;br /&gt;
Many families without inheritance to worry about practice informal adoption as an audience with the Iarla may be more trouble than it is worth to them. It is considered an attack tantamount to the theft of the child to adopt someone who has been given as a hostage to your family. Finally, it is a contentious but not unheard of practice for the head of a household to adopt an heir more pleasing to them if they are completely unsatisfied with the ones nature has provided to them.&lt;br /&gt;
&lt;br /&gt;
==Do Weeping keep titles?==&lt;br /&gt;
* ''What happens if an Iarla get killed and returns as a weeping, do they still hold the title? Also what if they have a multi-generation title, do the kids then have to wait for the weeping to die again?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Titles are lost upon death, reverting to higher authorities or passing heirs as appropriate. Returning as a Weeping does not change this.&lt;br /&gt;
&lt;br /&gt;
==Where do bad people go when they die?==&lt;br /&gt;
&lt;br /&gt;
*''The reward for a life well lived is a place in the afterlife, where the dead are reunited with their departed family and friends, and live on in oneness with the Shaper. So what happens if you don't live well? ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Event Team''': It is an article of faith that very few are outside of the Shaper's forgiveness if they earnestly atone for their misdeeds. For those that are, or do not atone before their death, there is no unified consensus as to what happens, though there are many competing theories within the church.&lt;br /&gt;
&lt;br /&gt;
Some hold that those outside the shapers forgiveness are destroyed utterly, some say that they persist but are exiled to some lonely place outside of Their presence between the lands of the living and the Shaper's Hall, and some say that their evil prevents them from moving on and dooms them to haunt the living as an undead.&lt;br /&gt;
&lt;br /&gt;
Others maintain that, lacking the Shaper's protection, these souls are claimed by the Gwyllt to be consumed, toyed with, or used to hunt mortals for all eternity.&lt;br /&gt;
&lt;br /&gt;
This is not an exhaustive list, and many Cinnirí have their own pet theories but none are universally accepted as truth&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=User:Callum&amp;diff=429</id>
		<title>User:Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=User:Callum&amp;diff=429"/>
		<updated>2022-04-24T22:55:24Z</updated>

		<summary type="html">&lt;p&gt;Callum: Redirected page to Callum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Callum]]&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=427</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=427"/>
		<updated>2022-04-24T22:49:39Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: #4c4c4c; color: white; float: right; margin-right: 30px; min-width: 10%; padding: 0.3em&amp;quot; &amp;gt;&lt;br /&gt;
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&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|&amp;lt;span style=&amp;quot;color: #eaecf0; text-decoration: underline;&amp;quot;&amp;gt;{{{species}}}&amp;lt;/span&amp;gt;]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|&amp;lt;span style=&amp;quot;color: #eaecf0; text-decoration: underline;&amp;quot;&amp;gt;{{{realm}}}&amp;lt;/span&amp;gt;]]&amp;lt;/li&amp;gt;&lt;br /&gt;
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[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=426</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=426"/>
		<updated>2022-04-24T22:48:09Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: #4c4c4c; color: white; float: right; margin-right: 30px; min-width: 10%; padding: 0.3em&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none; margin-right: 1.6em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|&amp;lt;span style=&amp;quot;color: #eaecf0; text-decoration: underline;&amp;quot;&amp;gt;{{{species}}}&amp;lt;/span&amp;gt;]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|&amp;lt;span style=&amp;quot;color: #eaecf0; text-decoration: underline;&amp;quot;&amp;gt;{{{realm}}}&amp;lt;/span&amp;gt;]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Player:&amp;lt;/strong&amp;gt; {{{player_name}}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=424</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=424"/>
		<updated>2022-04-24T22:42:53Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: #4c4c4c; color: white; float: right; margin-right: 30px; min-width: 10%; padding: 0.3em&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none; margin-right: 1.6em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|{{{species}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|{{{realm}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Player:&amp;lt;/strong&amp;gt; {{{player_name}}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=423</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=423"/>
		<updated>2022-04-24T22:35:27Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: ForestGreen; color: white; float: right; margin-right: 30px; min-width: 10%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|{{{species}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|{{{realm}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Player:&amp;lt;/strong&amp;gt; {{{player_name}}}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=422</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=422"/>
		<updated>2022-04-24T22:34:43Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
|player_name = Aonghus Collins&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[File:Callum.jpg|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[Leasiar|leasiar]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour over not a shirt, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=421</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=421"/>
		<updated>2022-04-24T22:34:28Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: ForestGreen; color: white; float: right; margin-right: 30px; min-width: 10%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|{{{species}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|{{{realm}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
{{ #if: {{{player_name|}}} |&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Player:&amp;lt;/strong&amp;gt; {{{player_name}}}&amp;lt;/li&amp;gt; }}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=420</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=420"/>
		<updated>2022-04-24T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: ForestGreen; color: white; float: right; margin-right: 30px; min-width: 10%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|{{{species}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|{{{realm}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=419</id>
		<title>Template:Character</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Template:Character&amp;diff=419"/>
		<updated>2022-04-24T22:22:21Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;characterBox&amp;quot; style=&amp;quot;background-color: ForestGreen; color: white; float: right; margin-right: 30px; min-width: 10%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: larger;&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;{{{name}}}&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style: none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Species:&amp;lt;/strong&amp;gt; [[:Category:{{{species}}}|{{{species}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Homeland:&amp;lt;/strong&amp;gt; [[:Category:{{{realm}}}|{{{realm}}}]]&amp;lt;/li&amp;gt;&lt;br /&gt;
{{#if: {{{player_name|}}}&lt;br /&gt;
  |&amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Player:&amp;lt;/strong&amp;gt; {{{player_name}}}&amp;lt;/li&amp;gt;&lt;br /&gt;
  |&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:{{{species}}}]]&lt;br /&gt;
[[Category:{{{realm}}}]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Category:Weeping&amp;diff=418</id>
		<title>Category:Weeping</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Category:Weeping&amp;diff=418"/>
		<updated>2022-04-24T22:14:17Z</updated>

		<summary type="html">&lt;p&gt;Callum: Created page with &amp;quot;{{:Weeping}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Weeping}}&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Octh%C3%B3-S%C3%A9_Blackthorn&amp;diff=417</id>
		<title>Octhó-Sé Blackthorn</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Octh%C3%B3-S%C3%A9_Blackthorn&amp;diff=417"/>
		<updated>2022-04-24T22:12:59Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Octhó-Sé Blackthorn&lt;br /&gt;
|species = Human&lt;br /&gt;
|realm = Draíod&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
[[Category: Weeping]]&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=416</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=416"/>
		<updated>2022-04-24T22:11:01Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[File:Callum.jpg|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[Leasiar|leasiar]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour over not a shirt, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=415</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=415"/>
		<updated>2022-04-24T22:09:16Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[File:Callum.jpg|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[Leasiar|leasiar]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=414</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=414"/>
		<updated>2022-04-24T22:08:33Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[File:Callum.jpg|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[leasair]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=413</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=413"/>
		<updated>2022-04-24T22:08:10Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[Callum.jpg|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[leasair]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=412</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=412"/>
		<updated>2022-04-24T22:07:57Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&lt;br /&gt;
[[Callum.png|300px|thumb|left|Callum]]&lt;br /&gt;
&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[leasair]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;br /&gt;
&lt;br /&gt;
'''Appearance'''&lt;br /&gt;
&lt;br /&gt;
Callum has silver scales over black skin, with some lighter, unscaled patches around his eyes, ears and mouth. In the field, he wears a leather armour, and wields a claymore which once belonged to his uncle and father.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=File:Callum.jpg&amp;diff=411</id>
		<title>File:Callum.jpg</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=File:Callum.jpg&amp;diff=411"/>
		<updated>2022-04-24T22:07:12Z</updated>

		<summary type="html">&lt;p&gt;Callum: A picture of Callum (as portrayed by Aonghus Collins) from the first Five Oaths game, Season of Loyalty. 

Image is of a man with silver over black scaley makeup , wearing a similarly patterened shirt, along with a black leather jacket and scarf. A sword and bow can be seen over his shoulder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A picture of [[Callum]] (as portrayed by Aonghus Collins) from the first Five Oaths game, [[Season of Loyalty]]. &lt;br /&gt;
&lt;br /&gt;
Image is of a man with silver over black scaley makeup , wearing a similarly patterened shirt, along with a black leather jacket and scarf. A sword and bow can be seen over his shoulder.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=410</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=410"/>
		<updated>2022-04-24T21:54:21Z</updated>

		<summary type="html">&lt;p&gt;Callum: /* Proud Baolach Bastard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[leasair]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=409</id>
		<title>Callum</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Callum&amp;diff=409"/>
		<updated>2022-04-24T21:54:10Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Callum&lt;br /&gt;
|species = Drakeblooded&lt;br /&gt;
|realm = Baol&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
=== Proud Baolach Bastard ===&lt;br /&gt;
&lt;br /&gt;
'''Early Life'''&lt;br /&gt;
Callum is of noble birth, yet he was neither born within wedlock nor formally adopted. When his legitimate brother [[Lachlan]] was born, Callum's uncle spirited him away in the dead of night for fear of what his stepfather might do. Their flight ended in tragedy, however, when the two were set upon by bandits, leaving Callum the only survivor.&lt;br /&gt;
&lt;br /&gt;
Fortunately, he was found by [[Doran]], a [[leasair]] merchant, who took pity on the boy, and raised him as his son. &lt;br /&gt;
&lt;br /&gt;
'''Cumhacht na Réig'''&lt;br /&gt;
&lt;br /&gt;
When Cumhacht na Réig was being formed in the [[Season of Loyalty]], Callum decided to claim what he saw as his birthright, and swear the [[The Five Oaths|oaths]].&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=350</id>
		<title>Q&amp;A</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=350"/>
		<updated>2022-04-20T22:49:00Z</updated>

		<summary type="html">&lt;p&gt;Callum: /* Requirements for Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an unofficial compilation of questions asked of the event team, and their answers.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
==Be the Change &amp;amp; Mass transmutation spells==&lt;br /&gt;
*''Can I use Be the Change I wish to see with Mass transmutation spells?''&lt;br /&gt;
'''Event Team (Siskey)''': The &amp;quot;Be The Change&amp;quot; Feat is intended to be used with single target spells only, while &amp;quot;Inclusive Casting&amp;quot; produces the same outcome for mass spells. We will clarify this in a future rules update.&lt;br /&gt;
&lt;br /&gt;
==Protection/Cure/Immunity==&lt;br /&gt;
* ''Protection spells prevent further versions of that affect from taking effect, they don't stop current effects? So if I cast protection charm on someone under the effect of a charm they don't stop being charmed?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Protection only prevents new instances of the effect.&lt;br /&gt;
&lt;br /&gt;
Cure removes existing effects.&lt;br /&gt;
&lt;br /&gt;
Immunity both removes current instances and protects against future applications.&lt;br /&gt;
&lt;br /&gt;
==How do things that generate two effects on use interact with the 1 second rule?==&lt;br /&gt;
* ''For items that generate two effects on use - such as the 'Bracing brew'  and 'Flesh and Steel' (Both Page 104)- how do these interact with the 1 second rule (p26 - &amp;quot;Characters may only generate one Effect per second regardless of the source.&amp;quot;)?''&lt;br /&gt;
* ''Do the chain feats break the 1 second rule or should someone casting them be with a 1 second pause during their vocal?''&lt;br /&gt;
'''Event Team (John)''' The effects are generated sequentially, one second apart. The vocals must be announced clearly and intelligibly so in the vast majority of cases it's not possible to get out two effects in one second. Pause between declaring the effects if necessary.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Research==&lt;br /&gt;
* ''How do you do that research? Do you need a particular feat, or do you just put in that you want to look into them?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (Siskey)''': As there have been questions about Research downtime actions, here's the relevant bit from the rulebook (p.43):&lt;br /&gt;
&lt;br /&gt;
::''Research (Requires Scholar Feats)''&lt;br /&gt;
&lt;br /&gt;
:::''To select this action, your character needs to have a Scholar Feat. This action allows your character to seek the answer to a question about the world of the game relating to their Scholar Feat. The answer to your character’s question may not be available in their Location, or at all, in which case the response will either point your character to another Location where the answer could be, or make it clear that the answer is not something they can discover using the Research action.''&lt;br /&gt;
&lt;br /&gt;
The relevant Scholar Feats are Alchemy Lore, Five Realms Lore, Magic Lore, Religion Lore and Smithing Lore (pp.80-81). &lt;br /&gt;
&lt;br /&gt;
On the downtime sheet the Research action is listed as &amp;quot;Ask a question&amp;quot; and then you are prompted to respond to &amp;quot;What do you want to know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So to make it clear, if you don't have a Scholar Feat you can't use the Research action, and you will need to have a relevant Feat to what you are asking. We have also been doing info sheets for different Scholar Feats at the start of games, and would plan to do so for Season of Renewal.&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==Inheritance of titles==&lt;br /&gt;
* ''I hadn't realised Ridings couldn't be inherited.''&lt;br /&gt;
'''Event Team (John)''': Ridings can be inherited but are not by default. Someone who had done something particularly deserving might be granted a riding for N generations. Otherwise it’s a lifetime appointment only. Iarlas work the same way, the title is also not inherited by default.&lt;br /&gt;
&lt;br /&gt;
* ''Even the Réig isn't a hereditary title, right?''&lt;br /&gt;
'''Event Team (John)''':The Réig title is not inherited but as you say, family can significantly stack the deck. The title most often passes to the appointed successor of the previous Réig, which is almost always a member of their family. To be acknowledged as Réig you must have a high level of both martial and political skill to keep enemies and competitors at bay, though a lack of aptitude in one field can be compensated for by a surplus in the other.&lt;br /&gt;
&lt;br /&gt;
An aspiring Réig needs the approval of those they will rule over but in practice certain elements have far more sway than others. The major families of Tirneach, the high society of Corroch, the Iarlas, and powerful Thanes will want to have their say. &lt;br /&gt;
&lt;br /&gt;
Another key player is the Council of Prelates, the six heads of the five orders of Cinnire, who will wish to ensure that any potential Réig is paragon of the Shapers virtues with whom they can have a good working relationship. &lt;br /&gt;
&lt;br /&gt;
And finally, there's House Roaring thunder, the Drakeblooded house sworn to the service and protection of the Réig. The head of house Roaring Thunder is responsible for presiding over the coronation of the Réig and in the past this has been used a blocking factor. Following a run of weak Réigs and the turmoil they produced, Duarcan the Grim, former head of house Roaring Thunder, refused to crown a new Réig until he was personally convinced a suitable candidate had been found. He ruled Tirneach as regent for six years.&lt;br /&gt;
&lt;br /&gt;
==Iarla vs Rider==&lt;br /&gt;
* ''Can someone remind me the difference between/roles of an iarla and a rider?''&lt;br /&gt;
'''Event Team (John)''' The difference between Iarla and Rider is one of rank, many Riders are under the authority of each Iarla - They’re roughly equivalent to counts (riders) and dukes (iarlas).&lt;br /&gt;
&lt;br /&gt;
==What do the Gwyllt tend to look like?==&lt;br /&gt;
'''Event Team (John)''': There are indeed wide variations in form and appearance  between different types of Gwyllt. Their key shared features are their hostility towards mortal life and their increased activity during daytime and summer compared to nighttime and winter. &lt;br /&gt;
&lt;br /&gt;
You can find descriptions of some common types of Gwyllt [https://cdn.discordapp.com/attachments/964421640614182922/965558590222000148/The_Gwyllt-_Know_Thine_Enemy.pdf here].&lt;br /&gt;
&lt;br /&gt;
==Amber Hall and the Weeping==&lt;br /&gt;
* ''What is the connection between the Amber Hall and the rewrite of the weeping?''&lt;br /&gt;
'''Event Team (John)''': There are many superstitious and legendary explanations for the origin of the weeping, a handful mention the Amber Hall in some way but none of them are particularly popular theories. Some Lowlanders blame the terrible magic done by the King and Queen of the Amber Hall to preserve themselves for sending a curse echoing across Tirneach and down through the ages. Some Highlanders blame the betrayal of the Amber Hall and the rejection of the King and Queen by oathbreakers, in particular lowlanders, for causing the disturbances that have created the Weeping. Most educated folk however will point out that the Amber Hall fell long before the first weeping appeared.&lt;br /&gt;
&lt;br /&gt;
In general, in-character snippets referencing the weeping species that were provided before the weeping redesign can be assumed to no longer be accurate representations of the setting. We aim to provide new material in the future.&lt;br /&gt;
&lt;br /&gt;
==Benefits of noble birth==&lt;br /&gt;
* ''Question about titles usually being 'lifetime appointment only' and how that interacts with &amp;quot;The children of Five Realms nobility are always allowed to join [the Galloglaigh]&amp;quot; in the rulebook. Can the child of a now dead Rider / Iarla that was granted the standard 'lifetime appointment' version join? Does your parent need to have the title already when you're born, or if you get a title when you already have a bunch of grown up kids, are they suddenly eligible?''&lt;br /&gt;
'''Event Team (John)''': Any person with a parent (dead or alive) who was at any time a Iarla or a Rider is eligible. So yes, adults can suddenly become eligible if one of their parents is granted a title.&lt;br /&gt;
&lt;br /&gt;
''Somewhat relatedly, are there other perks to being born the child of a noble?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': The chief perks of being born to a Rider or Iarla are the wealth, connections, and opportunities that are available to the child of someone who has managed to secure such a title. From birth, their home is regularly host to all the most influential figures in their locale and the grandees of the realm, or even of all Tirneach, just an introduction or two away. Whether their ambitions are political, economic, or martial; they begin their life’s works with a head start.&lt;br /&gt;
&lt;br /&gt;
The conventions surrounding the children of nobility vary from realm to realm. All agree however that there are rights and responsibilities conferred on them by their parentage beyond eligibility for joining the Galloglaigh&lt;br /&gt;
&lt;br /&gt;
One of the most commonly visible traditions regarding the children of nobles in Siabhal is that they be granted the choicest portion of any food before them. If more than one child of the nobility is present, they are expected to be able to discern between themselves, with the utmost tact and discretion, who is highest ranked and thus entitled to the honour. It is also expected that the children of nobles be formally introduced to Siabhal society once they come of age, so that their peers may take the measure of them.&lt;br /&gt;
&lt;br /&gt;
The lowland families in Baol have come to adopt some of the traditions of Siabhal, though they consider wealth to be the most appropriate tie-breaker, rather than heritage. The Highlands scoff and mock any with such lofty notions even though it is rare to see the child of a rider not be amongst the first served at a table in the Highlands. In both regions it is expected that the child of a nobility will make a contribution to their family’s success shortly after coming of age, in the Lowlands this may be securing a valuable contract while in the Highlands this often means leading a successful raid.&lt;br /&gt;
&lt;br /&gt;
The people of Bruid aren’t big on perks and those born to nobility chiefly receive an expectation that they prove they’re worthy of their status. A child of nobility in Bruid may not deny a challenge, unless physically or magically unable, or if it would endanger the community. Each child of nobility is also expected to lead a hunt into the forest as soon after their coming of age as is possible.&lt;br /&gt;
&lt;br /&gt;
In the interests of furthering their pursuit of knowledge, a child of nobility in Draíod is permitted by tradition to read any scroll, tome, or document they come across not individually stored in a locked container. In addition, every child of nobility is eligible to enrol in the Arcane College of Crag Oscionn regardless of their brand (except Linebreakers, obviously).&lt;br /&gt;
&lt;br /&gt;
In Uasa, each child of the nobility is to be granted safe and free travel across any body of water within the realm. Every child of nobility is also entitled to a personal meeting with the Réig as soon after their coming of age as is reasonable to personally swear their loyalty.&lt;br /&gt;
&lt;br /&gt;
==Are the Gwyllt used as a boogeyman figure for kids?==&lt;br /&gt;
* ''Incredibly minor question - are the Gwyllt used as a boogeyman figure for kids? Like &amp;quot;eat your dinner or the Gwyllt might getcha&amp;quot;''&lt;br /&gt;
'''Event Team (Siskey)''': 1000000%&lt;br /&gt;
&lt;br /&gt;
==Is there a connection between the Gwyllt and the undead?==&lt;br /&gt;
'''Event Team (John)''': The two are generally considered to be separate phenomena however some examples, such as the Sluagh, have lead scholars to investigate the possibility of a connection. This is primarily a Find Out In Play situation. &lt;br /&gt;
&lt;br /&gt;
==How does Adoption work?==&lt;br /&gt;
* ''I've a question (or rambling musings seeking clarification) on family structure and heredity - Siabhal in particular seems to care greatly about lineage and, given its prevalence in their colour scheme, bloodline. How does adoption fit into that picture? Is there a formalised way of achieving it? Are there any issues that arise around it in society or inheritance (both in terms of material goods and social standing — like, is being descended from one of those great heroes more about cultural descent)? Does having the parent(s) and child be of different species impact any of this? I'd imagine it can't be too uncommon. Inter-species relationships must occur and there'd be no other way for most of them to have kids without issues (assuming we're using species in the biological sense, anyway). Really just trying to poke at how society and &amp;quot;society&amp;quot; might see our unorthodox family units.''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Adoption is a common practice in Tirneach as there have always been many title or property holding individuals and couples who cannot produce heirs unaided. To have an adoption formally recognised the adoptee (who could be a child or an adult) and the adopter (who must be an adult) are required to go before their Iarla and make solemn declarations. The adoptee must renounce any and all claims to the property and titles of their birth family and the adopter must accept the responsibility of a parent for the conduct of their new child. Following this there is no legal or social distinction between a child born into or adopted into a family. &lt;br /&gt;
&lt;br /&gt;
Amongst those who place a high value on lineage, such as the Ruby Families of Siabhal, insinuating that there ought be a distinction made, or that adopted children are not truly of the family is socially disastrous. All of the Ruby Families have at one time or another relied on adoption to continue their legacies and an attack on the legitimacy of a single adopted heir is considered an attack on all.&lt;br /&gt;
&lt;br /&gt;
Many families without inheritance to worry about practice informal adoption as an audience with the Iarla may be more trouble than it is worth to them. It is considered an attack tantamount to the theft of the child to adopt someone who has been given as a hostage to your family. Finally, it is a contentious but not unheard of practice for the head of a household to adopt an heir more pleasing to them if they are completely unsatisfied with the ones nature has provided to them.&lt;br /&gt;
&lt;br /&gt;
==Do Weeping keep titles?==&lt;br /&gt;
* ''What happens if an Iarla get killed and returns as a weeping, do they still hold the title? Also what if they have a multi-generation title, do the kids then have to wait for the weeping to die again?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Titles are lost upon death, reverting to higher authorities or passing heirs as appropriate. Returning as a Weeping does not change this.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=349</id>
		<title>Q&amp;A</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Q%26A&amp;diff=349"/>
		<updated>2022-04-20T22:48:29Z</updated>

		<summary type="html">&lt;p&gt;Callum: Created page with &amp;quot;This page is an unofficial compilation of questions asked of the event team, and their answers.  =Rules= ==Be the Change &amp;amp; Mass transmutation spells== *''Can I use Be the Change I wish to see with Mass transmutation spells?'' '''Event Team (Siskey)''': The &amp;quot;Be The Change&amp;quot; Feat is intended to be used with single target spells only, while &amp;quot;Inclusive Casting&amp;quot; produces the same outcome for mass spells. We will clarify this in a future rules update.  ==Protection/Cure/Immunit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is an unofficial compilation of questions asked of the event team, and their answers.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
==Be the Change &amp;amp; Mass transmutation spells==&lt;br /&gt;
*''Can I use Be the Change I wish to see with Mass transmutation spells?''&lt;br /&gt;
'''Event Team (Siskey)''': The &amp;quot;Be The Change&amp;quot; Feat is intended to be used with single target spells only, while &amp;quot;Inclusive Casting&amp;quot; produces the same outcome for mass spells. We will clarify this in a future rules update.&lt;br /&gt;
&lt;br /&gt;
==Protection/Cure/Immunity==&lt;br /&gt;
* ''Protection spells prevent further versions of that affect from taking effect, they don't stop current effects? So if I cast protection charm on someone under the effect of a charm they don't stop being charmed?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Protection only prevents new instances of the effect.&lt;br /&gt;
&lt;br /&gt;
Cure removes existing effects.&lt;br /&gt;
&lt;br /&gt;
Immunity both removes current instances and protects against future applications.&lt;br /&gt;
&lt;br /&gt;
==How do things that generate two effects on use interact with the 1 second rule?==&lt;br /&gt;
* ''For items that generate two effects on use - such as the 'Bracing brew'  and 'Flesh and Steel' (Both Page 104)- how do these interact with the 1 second rule (p26 - &amp;quot;Characters may only generate one Effect per second regardless of the source.&amp;quot;)?''&lt;br /&gt;
* ''Do the chain feats break the 1 second rule or should someone casting them be with a 1 second pause during their vocal?''&lt;br /&gt;
'''Event Team (John)''' The effects are generated sequentially, one second apart. The vocals must be announced clearly and intelligibly so in the vast majority of cases it's not possible to get out two effects in one second. Pause between declaring the effects if necessary.&lt;br /&gt;
&lt;br /&gt;
==Requirements for Research==&lt;br /&gt;
* ''How do you do that research? Do you need a particular feat, or do you just put in that you want to look into them?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (Siskey)''': As there have been questions about Research downtime actions, here's the relevant bit from the rulebook (p.43):&lt;br /&gt;
&lt;br /&gt;
::''Research (Requires Scholar Feats)''&lt;br /&gt;
&lt;br /&gt;
:::''To select this action, your character needs to have a Scholar Feat. This action allows your character to seek the answer to a question about the world of the game relating to their Scholar Feat. The answer to your character’s question may not be available in their Location, or at all, in which case the response will either point your character to another Location where the answer could be, or make it clear that the answer is not something they can discover using the Research action.''&lt;br /&gt;
&lt;br /&gt;
The relevant Scholar Feats are Alchemy Lore, Five Realms Lore, Magic Lore, Religion Lore and Smithing Lore (pp.80-81). &lt;br /&gt;
&lt;br /&gt;
On the downtime sheet the Research action is listed as &amp;quot;Ask a question&amp;quot; and then you are prompted to respond to &amp;quot;What do you want to know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So to make it clear, if you don't have a Scholar Feat you can't use the Research action, and you will need to have a relevant Feat to what you are asking. We have also been doing info sheets for different Scholar Feats at the start of games, and would plan to do so for Season of Renewal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==Inheritance of titles==&lt;br /&gt;
* ''I hadn't realised Ridings couldn't be inherited.''&lt;br /&gt;
'''Event Team (John)''': Ridings can be inherited but are not by default. Someone who had done something particularly deserving might be granted a riding for N generations. Otherwise it’s a lifetime appointment only. Iarlas work the same way, the title is also not inherited by default.&lt;br /&gt;
&lt;br /&gt;
* ''Even the Réig isn't a hereditary title, right?''&lt;br /&gt;
'''Event Team (John)''':The Réig title is not inherited but as you say, family can significantly stack the deck. The title most often passes to the appointed successor of the previous Réig, which is almost always a member of their family. To be acknowledged as Réig you must have a high level of both martial and political skill to keep enemies and competitors at bay, though a lack of aptitude in one field can be compensated for by a surplus in the other.&lt;br /&gt;
&lt;br /&gt;
An aspiring Réig needs the approval of those they will rule over but in practice certain elements have far more sway than others. The major families of Tirneach, the high society of Corroch, the Iarlas, and powerful Thanes will want to have their say. &lt;br /&gt;
&lt;br /&gt;
Another key player is the Council of Prelates, the six heads of the five orders of Cinnire, who will wish to ensure that any potential Réig is paragon of the Shapers virtues with whom they can have a good working relationship. &lt;br /&gt;
&lt;br /&gt;
And finally, there's House Roaring thunder, the Drakeblooded house sworn to the service and protection of the Réig. The head of house Roaring Thunder is responsible for presiding over the coronation of the Réig and in the past this has been used a blocking factor. Following a run of weak Réigs and the turmoil they produced, Duarcan the Grim, former head of house Roaring Thunder, refused to crown a new Réig until he was personally convinced a suitable candidate had been found. He ruled Tirneach as regent for six years.&lt;br /&gt;
&lt;br /&gt;
==Iarla vs Rider==&lt;br /&gt;
* ''Can someone remind me the difference between/roles of an iarla and a rider?''&lt;br /&gt;
'''Event Team (John)''' The difference between Iarla and Rider is one of rank, many Riders are under the authority of each Iarla - They’re roughly equivalent to counts (riders) and dukes (iarlas).&lt;br /&gt;
&lt;br /&gt;
==What do the Gwyllt tend to look like?==&lt;br /&gt;
'''Event Team (John)''': There are indeed wide variations in form and appearance  between different types of Gwyllt. Their key shared features are their hostility towards mortal life and their increased activity during daytime and summer compared to nighttime and winter. &lt;br /&gt;
&lt;br /&gt;
You can find descriptions of some common types of Gwyllt [https://cdn.discordapp.com/attachments/964421640614182922/965558590222000148/The_Gwyllt-_Know_Thine_Enemy.pdf here].&lt;br /&gt;
&lt;br /&gt;
==Amber Hall and the Weeping==&lt;br /&gt;
* ''What is the connection between the Amber Hall and the rewrite of the weeping?''&lt;br /&gt;
'''Event Team (John)''': There are many superstitious and legendary explanations for the origin of the weeping, a handful mention the Amber Hall in some way but none of them are particularly popular theories. Some Lowlanders blame the terrible magic done by the King and Queen of the Amber Hall to preserve themselves for sending a curse echoing across Tirneach and down through the ages. Some Highlanders blame the betrayal of the Amber Hall and the rejection of the King and Queen by oathbreakers, in particular lowlanders, for causing the disturbances that have created the Weeping. Most educated folk however will point out that the Amber Hall fell long before the first weeping appeared.&lt;br /&gt;
&lt;br /&gt;
In general, in-character snippets referencing the weeping species that were provided before the weeping redesign can be assumed to no longer be accurate representations of the setting. We aim to provide new material in the future.&lt;br /&gt;
&lt;br /&gt;
==Benefits of noble birth==&lt;br /&gt;
* ''Question about titles usually being 'lifetime appointment only' and how that interacts with &amp;quot;The children of Five Realms nobility are always allowed to join [the Galloglaigh]&amp;quot; in the rulebook. Can the child of a now dead Rider / Iarla that was granted the standard 'lifetime appointment' version join? Does your parent need to have the title already when you're born, or if you get a title when you already have a bunch of grown up kids, are they suddenly eligible?''&lt;br /&gt;
'''Event Team (John)''': Any person with a parent (dead or alive) who was at any time a Iarla or a Rider is eligible. So yes, adults can suddenly become eligible if one of their parents is granted a title.&lt;br /&gt;
&lt;br /&gt;
''Somewhat relatedly, are there other perks to being born the child of a noble?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': The chief perks of being born to a Rider or Iarla are the wealth, connections, and opportunities that are available to the child of someone who has managed to secure such a title. From birth, their home is regularly host to all the most influential figures in their locale and the grandees of the realm, or even of all Tirneach, just an introduction or two away. Whether their ambitions are political, economic, or martial; they begin their life’s works with a head start.&lt;br /&gt;
&lt;br /&gt;
The conventions surrounding the children of nobility vary from realm to realm. All agree however that there are rights and responsibilities conferred on them by their parentage beyond eligibility for joining the Galloglaigh&lt;br /&gt;
&lt;br /&gt;
One of the most commonly visible traditions regarding the children of nobles in Siabhal is that they be granted the choicest portion of any food before them. If more than one child of the nobility is present, they are expected to be able to discern between themselves, with the utmost tact and discretion, who is highest ranked and thus entitled to the honour. It is also expected that the children of nobles be formally introduced to Siabhal society once they come of age, so that their peers may take the measure of them.&lt;br /&gt;
&lt;br /&gt;
The lowland families in Baol have come to adopt some of the traditions of Siabhal, though they consider wealth to be the most appropriate tie-breaker, rather than heritage. The Highlands scoff and mock any with such lofty notions even though it is rare to see the child of a rider not be amongst the first served at a table in the Highlands. In both regions it is expected that the child of a nobility will make a contribution to their family’s success shortly after coming of age, in the Lowlands this may be securing a valuable contract while in the Highlands this often means leading a successful raid.&lt;br /&gt;
&lt;br /&gt;
The people of Bruid aren’t big on perks and those born to nobility chiefly receive an expectation that they prove they’re worthy of their status. A child of nobility in Bruid may not deny a challenge, unless physically or magically unable, or if it would endanger the community. Each child of nobility is also expected to lead a hunt into the forest as soon after their coming of age as is possible.&lt;br /&gt;
&lt;br /&gt;
In the interests of furthering their pursuit of knowledge, a child of nobility in Draíod is permitted by tradition to read any scroll, tome, or document they come across not individually stored in a locked container. In addition, every child of nobility is eligible to enrol in the Arcane College of Crag Oscionn regardless of their brand (except Linebreakers, obviously).&lt;br /&gt;
&lt;br /&gt;
In Uasa, each child of the nobility is to be granted safe and free travel across any body of water within the realm. Every child of nobility is also entitled to a personal meeting with the Réig as soon after their coming of age as is reasonable to personally swear their loyalty.&lt;br /&gt;
&lt;br /&gt;
==Are the Gwyllt used as a boogeyman figure for kids?==&lt;br /&gt;
* ''Incredibly minor question - are the Gwyllt used as a boogeyman figure for kids? Like &amp;quot;eat your dinner or the Gwyllt might getcha&amp;quot;''&lt;br /&gt;
'''Event Team (Siskey)''': 1000000%&lt;br /&gt;
&lt;br /&gt;
==Is there a connection between the Gwyllt and the undead?==&lt;br /&gt;
'''Event Team (John)''': The two are generally considered to be separate phenomena however some examples, such as the Sluagh, have lead scholars to investigate the possibility of a connection. This is primarily a Find Out In Play situation. &lt;br /&gt;
&lt;br /&gt;
==How does Adoption work?==&lt;br /&gt;
* ''I've a question (or rambling musings seeking clarification) on family structure and heredity - Siabhal in particular seems to care greatly about lineage and, given its prevalence in their colour scheme, bloodline. How does adoption fit into that picture? Is there a formalised way of achieving it? Are there any issues that arise around it in society or inheritance (both in terms of material goods and social standing — like, is being descended from one of those great heroes more about cultural descent)? Does having the parent(s) and child be of different species impact any of this? I'd imagine it can't be too uncommon. Inter-species relationships must occur and there'd be no other way for most of them to have kids without issues (assuming we're using species in the biological sense, anyway). Really just trying to poke at how society and &amp;quot;society&amp;quot; might see our unorthodox family units.''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Adoption is a common practice in Tirneach as there have always been many title or property holding individuals and couples who cannot produce heirs unaided. To have an adoption formally recognised the adoptee (who could be a child or an adult) and the adopter (who must be an adult) are required to go before their Iarla and make solemn declarations. The adoptee must renounce any and all claims to the property and titles of their birth family and the adopter must accept the responsibility of a parent for the conduct of their new child. Following this there is no legal or social distinction between a child born into or adopted into a family. &lt;br /&gt;
&lt;br /&gt;
Amongst those who place a high value on lineage, such as the Ruby Families of Siabhal, insinuating that there ought be a distinction made, or that adopted children are not truly of the family is socially disastrous. All of the Ruby Families have at one time or another relied on adoption to continue their legacies and an attack on the legitimacy of a single adopted heir is considered an attack on all.&lt;br /&gt;
&lt;br /&gt;
Many families without inheritance to worry about practice informal adoption as an audience with the Iarla may be more trouble than it is worth to them. It is considered an attack tantamount to the theft of the child to adopt someone who has been given as a hostage to your family. Finally, it is a contentious but not unheard of practice for the head of a household to adopt an heir more pleasing to them if they are completely unsatisfied with the ones nature has provided to them.&lt;br /&gt;
&lt;br /&gt;
==Do Weeping keep titles?==&lt;br /&gt;
* ''What happens if an Iarla get killed and returns as a weeping, do they still hold the title? Also what if they have a multi-generation title, do the kids then have to wait for the weeping to die again?''&lt;br /&gt;
&lt;br /&gt;
'''Event Team (John)''': Titles are lost upon death, reverting to higher authorities or passing heirs as appropriate. Returning as a Weeping does not change this.&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=201</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=201"/>
		<updated>2022-04-13T11:36:05Z</updated>

		<summary type="html">&lt;p&gt;Callum: /* Weeping: Blood Calls to Blood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters in Five Oaths are capable of amazing things. The power imbued in the [[gallóglaigh]] by [[the Five Oaths]] allows them to outstrip other mortals in most pursuits. The abilities of each character are defined by the [[Feat]]s chosen for them by their player.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Obtaining Feats==&lt;br /&gt;
Each Feat taken by a character makes them more powerful. At character creation, a character may choose one Species Feat, one Realm Feat and nine Feats from the Ways. Species and Realm Feats are restricted to members of that Species and natives of that Realm, but Feats from the Open Feats list are available to most characters so long as they meet the requirements. At character creation a character may only take up to three Feats from one of the Ways.&lt;br /&gt;
&lt;br /&gt;
Many Feats have requirements, meaning that a character must have already learned Feats that have a particular keyword in order to learn that Feat. For example, the Blade of the Shaper Feat requires a character to have learned 3 Feats with the Martial Prowess keyword before they can learn it.&lt;br /&gt;
&lt;br /&gt;
A feat can only be taken once by each character, unless it has the 'Multiple' keyword.  &lt;br /&gt;
&lt;br /&gt;
[[Peacesworn]] characters cannot take feats with the Combat keyword.&lt;br /&gt;
&lt;br /&gt;
==Species Feats==&lt;br /&gt;
At character creation all characters automatically get their Species Feats. You must meet the minimum phys rep of your species if there is one.&lt;br /&gt;
&lt;br /&gt;
===Credihe: Golden Touch===&lt;br /&gt;
''(Requires: Character must be a [[Creidhe]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
You may repair a shattered or otherwise destroyed weapon, shield, or item with 10s of roleplayed action. This Feat does not speed armour repair, but you may repair all armour types regardless of what you can use yourself. This includes [[Fathach]]. This Feat counts as the prerequisite for purchasing the Squire Feat.&lt;br /&gt;
&lt;br /&gt;
===Drakeblooded: Roar of the Dragon===&lt;br /&gt;
''(Requires: Character must be a [[Drakeblooded]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
You may spend 4 Vigour to generate the Mass Fear 10s Effect as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
If you gain the Peacesworn Feat, this Feat instead gives you the ability to generate the Mass Protection Fear 5 minutes effect as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
===Fathach: Pillar of their Community===&lt;br /&gt;
''(Requires: Character must be a Fathach)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
You are crafted of stone and not subject to the weaknesses of flesh. In addition to normal Healing Effects, your Body hits may be repaired by anyone who can repair heavy armour (including yourself if you can repair heavy armour), or any Vartach. This restores one Body hit for each Armour hit that would normally be repaired. For clarity, your Body and Armour hits are still separate pools.&lt;br /&gt;
&lt;br /&gt;
===Firetouched: Desert Born===&lt;br /&gt;
''(Requires: Character must be a [[Firetouched]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
Your body brims with energy, and you have learned how to harness it to burn brightly. At any point you may choose to lose 1 Body hit from every location instead of paying the Vigour cost to activate any Feat or cast any Spell that you have. You may do this for any Feat or Spell you have with a base cost of 4 Vigour or less to activate. This Feat does not combine with any way of Sorcerous Schools Feats. While you may enter an unconscious or bleeding state this way, you may not use this Feat if any location is already on -1. The damage is applied immediately after the Effect is generated.&lt;br /&gt;
&lt;br /&gt;
===Human: Human Ingenuity===&lt;br /&gt;
''(Requires: Character must be a [[Human]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
You live up to your kind’s reputation as reckless but gifted innovators. You may use crafting materials as though they were any other materials of the same type needed for the recipe. (The four types are metal, animal, plant, and processed material – so you could use iron instead of bronze, or fang instead of dung.)&lt;br /&gt;
&lt;br /&gt;
You have also innovated a Spell unique to humans- You learn the Spell “Push” and may cast it for 1 Vigour using normal spellcasting rules, though immediately take the push effect yourself.&lt;br /&gt;
&lt;br /&gt;
If you gain the Peacesworn Feat, instead of learning the spell “Push” you instead learn the spell “Protection Push 5 minutes” for 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
===Krieger: Back in the Fight===&lt;br /&gt;
''(Requires: Character must be a [[Krieger]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
Your body craves combat and refuses to stay down even when injured. While unconscious, you may spend 3 Vigour to gain the Global Healing 1 Effect.&lt;br /&gt;
&lt;br /&gt;
===Leasiar: Well Travelled===&lt;br /&gt;
''(Requires: Character must be a [[Leasiar]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
You have been all over the Five Realms in your long life, and the lessons you learned are ingrained. Take two additional Realm Feats.&lt;br /&gt;
&lt;br /&gt;
===Vartach: Mark of Destiny===&lt;br /&gt;
''(Requires: Character must be a [[Vartach]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
Your brand, or lack thereof, is a guide to the destiny written in your soul. Choose any two Spells or Feats that costs 2 or more Vigour to use. This choice is permanent and cannot be changed. The chosen Spell or Feat permanently costs 1 less Vigour for you to use. When making this choice, you may choose a Spell or Feat you do not have: if so, you only gain the benefits once you acquire that Spell or Feat. This does not lower the level of the Spell, if you chose a Spell.&lt;br /&gt;
&lt;br /&gt;
Very little can rewrite a soul’s destiny. But the Sixth Oath can. If a Peacesworn Vartach has chosen a Spell or Feat that is forbidden by the Sixth Oath as the target of this Feat, they must choose a new permanent target for this Feat upon taking the Sixth Oath.&lt;br /&gt;
&lt;br /&gt;
===Wildling: One with the Land===&lt;br /&gt;
&lt;br /&gt;
''(Requires: Character must be a [[Wildling]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Species&lt;br /&gt;
&lt;br /&gt;
The beasts of the forest and field recognise the Wildlings as part of the natural cycle. You can generate the Effects Detect Beast for 1 Vigour, or Sleep Beast 10s, and Charm Beast 30s for 2 Vigour as per the normal spellcasting rules. This Feat also means you start each event with 1 additional plant and animal ingredients.&lt;br /&gt;
&lt;br /&gt;
The Sixth Oath strengthens the connection of Peacesworn Wildlings to the needs of nature. The Peacesworn loses the ability to Sleep and Charm Beasts and instead gains the Spell Full Healing (Location) Beast for 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
==Realm Feats==&lt;br /&gt;
At character creation you automatically get the Feat for the Region that your character hails from.&lt;br /&gt;
&lt;br /&gt;
===Baol: Stubborn as a Goat===&lt;br /&gt;
''(Requires: Character must be from [[Baol]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Realm, Resistance&lt;br /&gt;
&lt;br /&gt;
You are adept navigating hilly regions. You may reactively spend 1 Vigour to gain Immunity Push for 10s. You are also familiar with a wide range of Locations in Baol.&lt;br /&gt;
 &lt;br /&gt;
===Bruid: Careful Hands===&lt;br /&gt;
''(Requires: Character must be from [[Bruid]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Realm, Resistance&lt;br /&gt;
&lt;br /&gt;
You have learned the value of keeping your tools to hand in the dangerous forests of Bruid. You may reactively spend 1 Vigour to gain Immunity Fumble for 10s. You are also familiar with a wide range of Locations in Bruid.&lt;br /&gt;
 &lt;br /&gt;
===Draíod: Strident Voice===&lt;br /&gt;
''(Requires: Character must be from [[Draíod]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Realm, Resistance&lt;br /&gt;
&lt;br /&gt;
You are well used to shouting over your rivals in debates in your homeland. You may reactively spend 1 Vigour to gain Immunity Mute 10s. You are also familiar with a wide range of Locations in Draíod.&lt;br /&gt;
 &lt;br /&gt;
===Siabhal: Loyalty Undivided===&lt;br /&gt;
''(Requires: Character must be from [[Siabhal]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Realm, Resistance&lt;br /&gt;
&lt;br /&gt;
The politics of your homeland have taught you to know your own mind. You may reactively spend 1 Vigour gain Immunity Charm 10s. You are also familiar with a wide range of Locations in Siabhal.&lt;br /&gt;
&lt;br /&gt;
===Uasa: Clarity of Focus===&lt;br /&gt;
''(Requires: Character must be from [[Uasa]])''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Realm, Resistance&lt;br /&gt;
&lt;br /&gt;
You are used to watching for daggers in the dark and are seldom surprised. You may reactively spend 1 Vigour to gain Immunity Daze 10s. You are also familiar with a wide range of Locations in Uasa.&lt;br /&gt;
&lt;br /&gt;
==Open Feats==&lt;br /&gt;
===The Way of the Alchemist===&lt;br /&gt;
These Feats teach the alchemical arts.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Student Alchemist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Alchemist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of student alchemy items in downtime using the Craft action. Your character knows all the [[recipe]]s listed under Student Alchemist . Start the first event after you take this feat with the Tonic Potion item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Apprentice Alchemist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Student Alchemist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Alchemist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of apprentice Alchemy items in downtime using the Craft action. Your character knows all the recipes listed under Apprentice Alchemist . Start the first event after you take this feat with the Flesh and Steel item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Journeyman Alchemist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Apprentice Alchemist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Alchemist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of journeyman alchemy items in downtime using the Craft action. Your character knows all the recipes listed under Journeyman Alchemist . Start the first event after you take this feat with the Dazzling Liquid item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Master Alchemist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Journeyman Alchemist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Alchemist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of master alchemy items in downtime using the Craft action.. Your character knows all the recipes listed under Master Alchemist .  Start the first event after you take this feat with the Revitalising Tonic item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Arcanist=== &lt;br /&gt;
These Feats teach the schematics of the arcanist.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Student Arcanist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Arcanist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of student arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Student Arcanist. Start the first event after you take this feat with the Student Ritual Effigy item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Apprentice Arcanist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Student Arcanist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Arcanist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of apprentice arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Apprentice Arcanist. Start the first event after you take this feat with the Greater Eye of the Shaper item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Journeyman Arcanist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Apprentice Arcanist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Arcanist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of journeyman arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Journeyman Arcanist . Start the first event after you take this feat with the Lesser Way Stone item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Master Arcanist&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Journeyman Arcanist)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Arcanist, Crafting&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of master arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Master Arcanist. Start the first event after you take this feat with the Casting Crystal item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Forge=== &lt;br /&gt;
These Feats teach the lessons of the forge.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Student Blacksmith&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Crafting, Forge&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of student blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Student Blacksmith. Start the first event after you take this feat with the Fortifying Leathers item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Apprentice Blacksmith&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Student Blacksmith)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Crafting, Forge&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of apprentice blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Apprentice Blacksmith. Start the first event after you take this feat with the Creviced Steel item.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Journeyman Blacksmith&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Apprentice Blacksmith)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Crafting, Forge&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of journeyman blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Journeyman Blacksmith. Start the first event after you take this feat with the Fear of the Wicked item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Master Blacksmith&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Journeyman Blacksmith)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Crafting, Forge&lt;br /&gt;
&lt;br /&gt;
Allows the crafting of master blacksmith items in downtime using the Craft action. Your character knows all the recipes listed under Master Blacksmith. Start the first event after you take this feat with True Foe’s Weapon item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of Leather and Steel=== &lt;br /&gt;
These Feats teach techniques for protecting yourself with armour.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats==== &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Bandaging&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
There is a lot of similarity in tightening an armour strap and tightening a bandage. With 30s of roleplayed action and concentration in touch range on an unresisting target, you may generate the Stop Bleed (Location) Effect for 0 Vigour.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Heavy Armour&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You gain the ability to wear heavy armour. Heavy armour must be phys repped with a sturdy armour phys rep such as plated or rigid leather, chainmail, plate mail, or a convincing  metal phys rep. This Feat gives +2 Armour hits per location while wearing heavy armour. This Feat gives the ability to repair heavy armour, and to repair Fathach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Light Armour&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You gain the ability to wear light armour. Light armour must be phys repped by light flexible leather or more rigid leather, heavily padded fabric, skinned furs, lighter material with some reinforced pads, and so on. This Feat gives +1 Armour hit per location while wearing light armour. This Feat gives the ability to repair light armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Mender’s Focus&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Resistance, Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You are used to keeping your focus during long sessions smithing and mending armour. You may reactively spend 1 Vigour to gain Immunity Mindslash 10s.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Requires 1 Feat====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Complete Set&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Light Armour OR Heavy Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
Your character is committed to being fully armoured and gains benefit from this inconvenience. If 5 locations (out of the 6 locations: Head, Torso, Left Leg and Arm, Right Leg and Arm) are more than 50% covered by light or heavy armour the character gains a further +1 to their maximum Armour hits. Extra Armour hits gained through this Feat do not count towards the maximum Armour hits allowed by your armour type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Easily Maintained&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Heavy Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You keep your armour in good shape, making it easy to repair. When subject to the Repair Effect on any location, gain the benefit of an additional Repair Effect to the same location.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''&amp;lt;u&amp;gt;Hardened&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Heavy Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel, Resistance&lt;br /&gt;
&lt;br /&gt;
Your hardened outlook extends to your possessions, and your enemies find it difficult to break you or the items you carry. You may reactively spend 1 Vigour to gain Immunity Shatter for 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Quickened Searching&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Light Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
Your familiarity with wearing armour means you know where others are likely to keep things about their person. You may search with only 10s of roleplay action following all other searching rules, and should call “Quickened Searching” while doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Reinforced&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Heavy Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You have reinforced the armour you wear to make it even sturdier. When wearing heavy armour gain an additional +1 Armour hit per location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Squire&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Leather and Steel Feat, OR the Creidhe: Golden Touch Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You are skilled at maintaining armour, weapons and other items. You can manually perform the Repair Effect with 30s of roleplayed action and concentration, instead of 1 minute of the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Unexposed&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Light Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel, Resistance&lt;br /&gt;
&lt;br /&gt;
What little armour you wear covers all the sensitive areas. You may reactively spend 1 Vigour, gain Immunity Through 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Well Balanced&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Light Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel, Resistance&lt;br /&gt;
&lt;br /&gt;
You may reactively spend 1 Vigour to gain Immunity Strikedown 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Well Oiled&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Light Armour)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel, Resistance&lt;br /&gt;
&lt;br /&gt;
You may reactively spend 1 Vigour to gain Immunity Halt 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 3 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Armour Mastery&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires 3 Leather and Steel Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Leather and Steel&lt;br /&gt;
&lt;br /&gt;
You are an expert in gaining the full benefit of your armour. Gain an additional +1 Armour hit per location when wearing any armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of Martial Prowess===&lt;br /&gt;
These Feats teach techniques for fierce warriors.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats==== &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Constant Vigil&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess, Resistance&lt;br /&gt;
&lt;br /&gt;
Reactively spend 1 Vigour, gain Immunity Sleep 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Diagnostician&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess&lt;br /&gt;
&lt;br /&gt;
When within touch range of an unresisting target, you may generate the Diagnose Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Heroic Loyalty&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Resistance, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
You may reflexively spend 1 Vigour to gain Immunity Rampage 10s.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Repelling Blow&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour, you may generate the Push Effect by weapon blow. This is in addition to the Damage Effect of the weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Tripping Blow&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour, you may generate the Strikedown Effect by weapon blow. This is in addition to the Damage Effect of the weapon blow.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Requires 1 Feat====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Adrenaline Surge&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Martial Prowess Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
When you are subject to either the Fear or Rampage effects (and are not Immune to or Protected from them) you additionally gain a Global Heal 1 effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Boot Camp&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Martial Prowess Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess&lt;br /&gt;
&lt;br /&gt;
You gain 1 Body hit per location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Mighty Blows&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Tripping Blow Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with a medium or large weapon, you may additionally generate the Strikedown Effect on your next successful strike within 10 seconds. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Punishing Blows&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(Requires: Shattering Strike Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with either a large weapon or a ranged weapon you may additionally generate the Shatter Effect on your next successful strike within 10s.. If this Effect is delivered by ranged weapon it will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Room to Breath&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Repelling Blow Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with a medium or large weapon, you may additionally generate the Push Effect on your next successful strike within 10s. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 2 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Shattering Strike&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
For 3 Vigour, you may generate the Shatter Effect by weapon blow against a weapon or shield. If this Effect is delivered by ranged weapon or thrown weapon it will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Warrior’s Heart&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess, Resistance&lt;br /&gt;
&lt;br /&gt;
By spending 1 Vigour reactively, gain Immunity Fear 10s.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Requires 3 Feats====&lt;br /&gt;
 &lt;br /&gt;
'''&amp;lt;u&amp;gt;Blade of the Shaper&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
For 2 Vigour you may generate Gwyllt Bane by weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hold the Line&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess, Resistance&lt;br /&gt;
&lt;br /&gt;
Spend 1 Vigour reactively to gain Immunity Lure 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Last Stand&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
Your character enters a crazed state which you should roleplay, shaking off their wounds for one last final fight. You must be unconscious to activate this Feat, and it costs 4 Vigour to activate. When activated the following happens to your character:&lt;br /&gt;
*Your torso immediately goes to -1 Body hits, if it wasn’t already&lt;br /&gt;
*Your deathcount is reduced to 1 minute remaining (if it was greater than this)&lt;br /&gt;
*For the next minute, you may use all your locations as if they were on 1 or more Body hits&lt;br /&gt;
*You may not generate the Healing, Repair, or Stop Bleed Effects by any means (including by using potions or other items) or cast Spells.&lt;br /&gt;
*Leaving your death count will end this Effect immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Lay to Rest&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Martial Prowess&lt;br /&gt;
&lt;br /&gt;
For 2 Vigour, you may generate the Undead Bane Effect by weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Second Wind&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Martial Prowess Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Martial Prowess&lt;br /&gt;
&lt;br /&gt;
You are adept at getting back in the fight even after having the wind knocked out of you, improving your Recovery. When subject to the Recovery mechanic and taking the Healing 1 Effect to any locations that were on 0 Body hits, take the Healing 1 Effect a second time to those locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Path of Peace=== &lt;br /&gt;
These Feats can only be learned by those who have sworn the Sixth Oath and dedicated themselves to a peaceful existence.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Peacesworn&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Peace&lt;br /&gt;
&lt;br /&gt;
You have sworn the Sixth Oath, the Oath of Peace. You gain an aura that makes this fact obvious to all other creatures, and will be phys repped with a white tabard. Most creatures will be reluctant to strike you or cast Spells at you unless provoked.&lt;br /&gt;
&lt;br /&gt;
You may not take any Feat with the Combat keyword, and if you have any when you take this Feat they are lost and replace with Feats that do not have the Combat keyword. This includes Feats with the Species keyword. A full list of combat/non-combat Feats is provided in Appendix 1.&lt;br /&gt;
&lt;br /&gt;
A Peacesworn character can’t use an item which confers the ability to cause the Damage Effect or another negative Effect.&lt;br /&gt;
&lt;br /&gt;
Peacesworn characters are always immune to the Rampage Effect, and may not lose this Immunity.&lt;br /&gt;
&lt;br /&gt;
Any creature that delivers the physical blow that results in a Peacesworn character dying will gain a mark to indicate this, phys repped by a red bandana or sash in an obvious place. This mark is an indelible mark on the creature’s soul, and cannot be faked.&lt;br /&gt;
&lt;br /&gt;
If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Peacesworn does not cost a Feat.&lt;br /&gt;
&lt;br /&gt;
In downtime, a Peacesworn character cannot use the Guard action. Instead they can use the Mediate action which is unavailable to non-Peacesworn characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of Power===&lt;br /&gt;
These Feats teach [[Spell]]s of all kinds.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats in Path====&lt;br /&gt;
'''&amp;lt;u&amp;gt;First Level Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Power&lt;br /&gt;
&lt;br /&gt;
You learn two first level Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 1 Feat in Path====&lt;br /&gt;
'''&amp;lt;u&amp;gt;Spellcraft&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: First Level Casting)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Power&lt;br /&gt;
&lt;br /&gt;
This Feat can be taken multiple times. You learn a Spell of a level that you can already cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Second Level Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: First Level Casting)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Power&lt;br /&gt;
&lt;br /&gt;
You learn two second level Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Third Level Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Second Level Casting)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Power&lt;br /&gt;
&lt;br /&gt;
You learn two third level Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fourth Level Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Third Level Casting)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Power&lt;br /&gt;
&lt;br /&gt;
You learn two fourth level Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fifth Level Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Fourth Level Casting)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Power&lt;br /&gt;
&lt;br /&gt;
You learn two fifth level Spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Professions===&lt;br /&gt;
These Feats teach the secrets of gathering all kinds of wealth.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Artisan&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Professions&lt;br /&gt;
&lt;br /&gt;
You are skilled at creating useful processed good through a variety of methods.. Each event you attend, gain 3 additional processed material crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific processed material crafting ingredient (one of glass, ink, incense, parchment or wax), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Farmer&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Professions&lt;br /&gt;
&lt;br /&gt;
You are practiced in the field of growing plants and harvesting useful products from them.. Each event you attend, gain 3 additional plant crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific plant crafting ingredient (one of bark, flower, leaf, root, seed), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunter&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Professions&lt;br /&gt;
&lt;br /&gt;
You are experienced with the arts of tracking animals or finding those animals that have died of illness, natural causes or other means, and breaking them down into useful products. Each event you attend, gain 3 additional animal crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific animal crafting ingredient (one of bone, dung, fang, heart, pelt), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Merchant&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Professions&lt;br /&gt;
&lt;br /&gt;
You have a steady stream of income. Each event you attend, gain 6 additional coins. This feat may be taken multiple times, up to 3 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Miner&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Professions&lt;br /&gt;
&lt;br /&gt;
You are accustomed to working in the mines and extracting useful metals. Each event you attend, gain 3 additional metal crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific metal crafting ingredient (one of bronze, copper, gold, iron, silver), and will receive 1 of that ingredient for each time you have taken this Feat. This Feat may be taken multiple times, up to 3 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Ritualist===&lt;br /&gt;
These Feats teach the mysteries of the ritual circle.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Benediction of the Shaper’s Forgiveness&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 10)''&lt;br /&gt;
&lt;br /&gt;
The Shaper understands that even their most devoted followers will sometimes fail, and need help to do better. Led by an initiate of the Shaper, each participant must loudly confess to all present a way that they have personally failed, and how they resolve to do better.&lt;br /&gt;
&lt;br /&gt;
Upon successful completion of this ritual, all participants gain the blessing of Full Global Healing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Binding Ties&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keywords:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 30)''&lt;br /&gt;
&lt;br /&gt;
This ritual is used to ensure loyalty among Torchbearers and their allies. During the ritual, the leader must declare their loyalty to their fellows, and the celebrants take it in turns to swear loyalty to each other on something important to them. Upon successful completion of the ritual, all participants take: Global Sunder Gwyllt, Global Gwyllt Bane, Protection Charm 1 hour, Protection Rampage 1 hour, Protection Lure 1 hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Chastisement of the Traitorous Hands&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Punishment, Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 15)''&lt;br /&gt;
&lt;br /&gt;
Punishment ritual. The ritualist and other participants detail how the target has betrayed them. Following successful completion of this ritual, the target loses the ability to generate the Repair Effect. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Consult the Lost Tome&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 20)''&lt;br /&gt;
&lt;br /&gt;
Rather than summoning a specific spirit, you instead shout a question into the afterlife for all to hear. You ask a question of the collective spirit’s wisdom instead of the knowledge of a single being, and within 24 hours of successful completion of this ritual, you receive an answer. This answer may be “that knowledge is not known to those that have passed.” Repeated use of this ritual in a short span of time may result in increased Undead activity. This ritual is known to not receive knowledge from those who have been subject to Quicken the Inevitable Solace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Honour the Shaper’s Champions&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 10)''&lt;br /&gt;
&lt;br /&gt;
Initiates of the Shaper learn that while humility is important, so too is proper pride in one’s achievements. Each participant must loudly proclaim one great deed they have done for the Shaper that day, and the ritualist and other participants must praise them for it.&lt;br /&gt;
&lt;br /&gt;
Upon successful completion of this ritual, all participants gain the benefit of: Full Global Repair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Invigoration&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 5)''&lt;br /&gt;
&lt;br /&gt;
The Ritualist energizes all participants in the ritual, drawing on either a greater source of power, their prior deeds, or their future challenges to invigorate their participants. Upon Successful completion of this ritual, all participants regain all Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Make Peace Before War&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 30)''&lt;br /&gt;
&lt;br /&gt;
A ritual of the Shaper, used to prepare warriors for their fate before a battle. All participants resolve to let go of earthly ties and make peace with their possible death, and speak one fear they have that they must face, and how they intend to face it. After a successful ritual, all participants gain the following benefits: Regain all Vigour, Full Global Heal, Full Global Repair, Protection Sleep 1 hour, Protection Fear 1 hour, Protection Rampage 1 Hour.&lt;br /&gt;
&lt;br /&gt;
All participants are also affected by Venom.&lt;br /&gt;
&lt;br /&gt;
Additionally, any characters who die in the hour following this ritual immediately gain the benefit of the Quicken the Inevitable Solace ritual.&lt;br /&gt;
&lt;br /&gt;
Characters under the Effect of Venom may not participate in this ritual, and all benefits of this ritual are lost if the Venom Effect is removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Moon Soaked Blades&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 20)''&lt;br /&gt;
&lt;br /&gt;
Initiates of the church of the shaper learn to invigorate their flock, and drive them on to destroy the Gwyllt. To aid this, they learn a special ritual, which a leader may cast once per day. The ritual leader must deliver a sermon excoriating the evils of the Gwyllt and each other participant must pledge to drive them out and state one way they plan to do so that day. Upon successful completion of this ritual all participants gain the following blessing: all Spells and other abilities they possess that target only Gwyllt may be used at 1 less Vigour cost, to a minimum of 1 Vigour, for the rest of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Moonlit Vigil&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 20)''&lt;br /&gt;
&lt;br /&gt;
Initiates of the church of the shaper learn to reassure their flock, and spur them on to combat the undead. To aid this, they learn a special ritual, which a leader may cast once per day. The ritual leader must deliver a sermon railing against the abominations of the undead, and each other participant must pledge to combat them and state one way they plan to do so that day. Upon successful completion of this ritual all participants gain the following blessing: all Spells and other abilities they possess that target only Undead may be used at 1 less Vigour cost, to a minimum of 1, for the rest of the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Penance of Leaden Blood&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Punishment, Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 10)''&lt;br /&gt;
&lt;br /&gt;
Punishment ritual. The ritualist and other participants detail the grave wrongs that the target has done to them. Following successful completion of this ritual, the target’s death count is reduced by 60 seconds. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target. While a target can only be affected by one Penance of leaden blood at a time, this ritual does stack with venom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Quicken the Inevitable Solace&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 10)''&lt;br /&gt;
&lt;br /&gt;
Must be performed over the corpse of the character(s) in question, or items of high significance to them (add +10 to the difficulty). The ritualist must allay any fears or unresolved issues that may tempt the spirit to remain. Upon successful completion of this ritual, the souls of the characters concern are made one with the Shaper, and may not be contacted or corrupted, nor may their corpses become undead beings. If the target is already undead, they are destroyed upon successful completion of this ritual. Any knowledge held solely by the character is lost and may not be discovered through the Consult the Lost Tome ritual, or the Whisper with the Dead ritual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Ritual Celebrant&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Ritualist&lt;br /&gt;
&lt;br /&gt;
Adds an additional +1 to the points generated when contributing to a ritual, either as a leader or just a regular participant. This feat may be taken up to 4 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Sever the Unbreakable Bond&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 30)''&lt;br /&gt;
&lt;br /&gt;
This ritual requires an unresisting target, who may or may not contribute to the ritual score.&lt;br /&gt;
&lt;br /&gt;
The leader and celebrants scorn the bond between the target and the relevant object, describing how it is frail and unnecessary,  and describe how it will be broken.&lt;br /&gt;
&lt;br /&gt;
Upon successful completion, all items currently attuned to the target deattune, even if they cannot normally be deattuned.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Shaper’s Blessing Of The Flock&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 20)''&lt;br /&gt;
&lt;br /&gt;
Those of the Hospitaliers know that their flock need them even when they are not there, so have perfected this ritual to aid even in their absence. The Ritualist calls upon the Shaper to aid and bless their flock, while each celebrant explains one danger they expect to face that day. The leader may use this ritual once per day. Upon successful completion, all participants gain a dated card and write their name upon it. At any stage during that day they may tear this card (including while unconscious, but not while bleeding) to gain one of the following benefits: Full Global Healing; Cure Venom; Cure Disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Solitude of Shame&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Punishment, Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 15)''&lt;br /&gt;
&lt;br /&gt;
Punishment ritual. The ritualist and other participants detail the wrongs that the target has done to them. Following successful completion of this ritual, the target becomes immune to all protections, except Protection Repair, Protection Healing, and Protection Stop Bleed. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Supreme Forgiveness&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 30)''&lt;br /&gt;
&lt;br /&gt;
Influential and experienced initiates of the Shaper may sometimes feel confident enough in their knowledge of their Gods feelings to speak for them and forgive the crimes of their comrades in the Shapers name. The leader must deliver a speech extolling the virtues of the target of this ritual, the target must speak as to their crimes and what they have learned from their punishment, and all other participants must forgive these crimes. Upon successful completion of this ritual, all ongoing Punishment rituals on the target end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Whisper With The Dead&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Ritualist&lt;br /&gt;
&lt;br /&gt;
''(Difficulty 10)''&lt;br /&gt;
&lt;br /&gt;
The spirit of a dead character may be summoned to the ritual circle for 5 minutes if their corpse, part thereof, or an item of significance to that character (+10 to difficulty), is placed in the circle. They may freely converse with anyone in the ritual circle but cannot affect anyone physically. At the end of the 5 minutes they return to the land of the dead. Repeated or frivolous use of this ritual on the same target has been known to unsettle the spirits enough to create undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of Shadowed Blades===&lt;br /&gt;
These Feats teach techniques for those less honourable or conventional.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Aggressive Solution&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 1 Vigour, you may deliver the Through Effect via a thrown weapon, which phys reps throwing a vial. This is in addition to the Damage Effect of a thrown weapon blow. A character using Aggressive Solution will cause Single Damage combined with the Through Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Blinding Fumes&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 1 Vigour you may deliver the Daze Effect via a thrown weapon which phys reps throwing a vial of noxious, blinding fumes. This is in addition to the Damage Effect of a thrown weapon blow. A character using Blinding Fumes causes the Single Damage Effect and cause the target to suffer the Daze Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Cutthroat&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour, on your next weapon blow you may generate the Mute 10s Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''&amp;lt;u&amp;gt;Ear to the Ground&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Rumour, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
Gain an additional rumour each event you attend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Escape Restraints&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
After 30s concentration, you may be free of any IC restraints your character has been the subject of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Slip Strike&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour, on your next weapon blow you may generate the Fumble Effect by weapon blow against a weapon or shield. If this Effect is delivered by a ranged weapon or thrown weapon it will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 1 Feat====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Directed Whispers&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: General Authority Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Rumour, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
Submit a rumour to a specific character as part of your character’s downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Disarmed and Dangerous&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Shadowed Blades Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
When a weapon or shield you are holding suffers the Shatter Effect, you may instantly cast Daze for 0 Vigour at a target within normal Spellcasting range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Distracting Strike&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Shadowed Blades Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour, on your next blow you may generate the Mindslash Effect by blow. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Distilled Fragility&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Shadowed Blades Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 2 Vigour you may deliver the Shatter Effect via a thrown weapon which phys reps throwing a vial of noxious, blinding fumes. This may only be used to target a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;General Authority&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Shadowed Blades Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Rumour, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You may submit a rumour as part of your character’s downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Puncture&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Penetrating Strike Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with either a ranged weapon or a small weapon you may additionally generate the Through Effect on your next successful weapon strike within 10s. This is in combination with the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Shattered Focus&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Distracting Strike Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
When you activate the Distracting Strike Feat with either a small weapon or ranged weapon you may additionally generate the Mindslash Effect on your next successful strike within 10s.This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Silencing Strikes&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Cutthroat Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
When you activate the Cutthroat Feat you may additionally generate the Mute 10s Effect by weapon blow with small and medium weapons on your next successful strike within 10s. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Well Connected&amp;lt;/u&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Ear to the Ground Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Rumour, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
Gain an additional three rumours each event you attend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 2 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Internal Damage&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 3 Vigour, you may generate the Protection Healing 5 minutes Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Penetrating Strike&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 2 Vigour, you may generate the Through Effect by weapon blow. This is in combination with the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Severed Artery&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
For 3 Vigour, you may generate the Protection Stop Bleed 5 minutes Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Volatile Substances&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Shadowed Blade Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You know how to make a variety of short lived alchemical concoctions that you may activate with Vigour. For 2 Vigour you may deliver the Global Single Damage Effect via a thrown weapon which phys reps throwing a cocktail of volatile alchemical substances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 3 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Dexterous Poisoner&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
Due to your training, you know how to get the best use out of your poisons. Double the duration of any poison that you apply to your own weapon (eg. An “on next weapon blow” poison becomes “on next two weapon blows”).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Dropping the Guard&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
A life of ill repute has meant that, on occasion, you have needed to deal with guard dogs. For 2 Vigour, you may generate the Beast Bane Effect by weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Petrifying Potion&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Way of the Shadowed Blade Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You know how to make a variety of short lived alchemical concoctions that you may use offensively. For 3 Vigour, you may deliver the Halt Effect via a thrown weapon which phys reps throwing a vial of chemicals the briefly harden flesh into stone. This is in addition to the Damage Effect of a thrown weapon blow. A character using Petrifying Potion will cause the Single Damage Effect and cause the target to suffer the Halt Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 4 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fatal Blow&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 4 Shadowed Blades Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Combat, Shadowed Blades&lt;br /&gt;
&lt;br /&gt;
You have studied the exact points to strike to cripple mortal beings. For 3 Vigour, your next weapon blow generates the Mortal Bane Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Scholar===&lt;br /&gt;
These Feats teach the many lores of the world.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Alchemy Lore&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Scholar&lt;br /&gt;
&lt;br /&gt;
You have extensively studied the secrets of potions, poisons, and their ingredients. You may spend 1 minute concentrating on a potion or poison and generate the Identify Effect. You may use the Research downtime action to ask a question relating to alchemical lore. You may also use the Analyze downtime action to study an alchemical item to add it to your Way of the Alchemist crafting list at the relevant level. You may also get additional relevant information throughout games at times deemed relevant by the Event Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Five Realms Lore&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Scholar&lt;br /&gt;
&lt;br /&gt;
You have either travelled widely in the Five Realms or you have closely studied the accounts of those who have. You may use the Research downtime action to ask a question relating to the history and geography of the Five Realms. Your character is familiar with more Locations throughout the Five Realms than the average character. You may get additional relevant information to the history and geography of the Realms throughout events at times deemed relevant by the Event Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Magic Lore&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Scholar&lt;br /&gt;
&lt;br /&gt;
You have been trained in the art of understanding magic and its rules on a deeper level. You may spend 1 minute concentrating on a magical focus, scroll, or talisman and generate the Identify Effect. You may use the Research downtime action to ask a question relating to magical lore. You may also use the Analyze downtime action to study an arcane item to add it to your Way of the Arcanist crafting list at the relevant level. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Religion Lore&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Scholar&lt;br /&gt;
&lt;br /&gt;
You have received extensive training in the tenets of the church. Gain a +1 bonus to your score for any ritual you participate in. You may use the Research downtime action to ask a question relating to religious lore. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Smithing Lore&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Scholar&lt;br /&gt;
&lt;br /&gt;
You have studied the art of metalwork and its uses in making weapons, armour, and other items. You may spend 1 minute concentrating on a weapon or set of armour and generate the Identify Effect. You may use the Research downtime action to ask a question relating to smithing lore. You may also use the Analyze downtime action to study a smithed item to add it to your Way of the Forge crafting list at the relevant level. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of the Sorcerous Schools=== &lt;br /&gt;
These Feats teach spellcasters how to alter their casting for greater impact.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Be the Change You Want to See&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
Your mastery of transmutative magics allows you to alter yourself easily as you alter others. When you cast a transmutation Spell at a target other than yourself, you may cast the same Spell at yourself for 0 Vigour, with the vocal “including myself”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Enchanting Chain&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
You are able to chain the casting of two enchantment Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Evocative Chain&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
You are able to chain the casting of two evocation Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Evocative Ward&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
When the charges of your Ward Effect are entirely removed by blocking Effects, you may instantly generate a first level Spell Effect that you know how to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Transmutative Chain&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
You are able to chain the casting of two transmutation Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 1 Feat====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Prevention and Cure&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Sorcerous School Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
You have focused your studies on the complete nullification of certain Effects. If you know both the Cure and Protection Spell for the same Effect, when you cast the Cure (X) spell for its normal Vigour cost, you are able to additionally cast the Protection (X) Spell at the same target for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Do Unto Others&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Sorcerous Schools Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools, combat&lt;br /&gt;
&lt;br /&gt;
If you are able to cast both (X) Effect by Spell and Protection (X), when you cast that Effect at a target for its normal Vigour cost, you are able to also cast the Protection (X) spell on yourself for a cost of 1 Vigour less than normal to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Physician Heal Thyself&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Sorcerous Schools feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
When you cast a Healing Spell on a target other than yourself, you may also cast the exact same Spell on yourself for 1 additional Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 2 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Inclusive Casting&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Sorcerous Schools Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
When casting a Spell with the Mass modifier, you may include yourself as a target of the effect for an additional cost of 1 Vigour. You must include the key words “and myself” to the end of your casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 3 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Oathbound&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Sorcerous Schools Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
When you generate an Effect with the Mass modifier that does not already have a target category, you may add either the target category “Non-Gallóglaigh” or “Gallóglach” for 1 additional Vigour cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Saoi’s Revenge&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Sorcerous Schools Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sorcerous Schools&lt;br /&gt;
&lt;br /&gt;
When you are reduced to an unconscious state by the Damage Effect, you may cast one 1 Vigour Spell (not Healing) you know as an instant Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Way of Sturdy Flesh===&lt;br /&gt;
These Feats teach techniques for standing strong against adversity.&lt;br /&gt;
&lt;br /&gt;
====Requires 0 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Veteran&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
You gain 1 Body hit per location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Vigorous&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: Nothing)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Multiple, Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
Upon taking this Feat, gain an additional 4 Vigour. This Feat may be taken up to 6 times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 1 Feat====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Deathproof&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Sturdy Flesh Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Resistance, Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
For 1 Vigour may gain Immunity Execute 10s. This Feat may be used even while unconscious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Die Hard&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 1 Sturdy Flesh Feat)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
Your death count is extended by 120 seconds (to 420 seconds total, or 7 minutes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Requires 2 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Seasoned Veteran&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Sturdy Flesh Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
You gain 1 Body hit per location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Immutable Body&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Sturdy Flesh Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh, Resistance&lt;br /&gt;
&lt;br /&gt;
You may spend 1 point of Vigour to gain Immunity Protection 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Plague Bearer&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 2 Sturdy Flesh Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
While you are under the Disease Effect you may generate the Disease Effect by weapon blow for 2 Vigour.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
====Requires 3 Feats====&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Fortified Resistance&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Sturdy Flesh Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
When you spend 1 Vigour to activate any Resistance Feat, gain Immunity 1 minute to the Effect listed in the Feat instead of Immunity 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Perfect Health&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Sturdy Flesh Feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Resistance, Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
You may reactively spend 1 Vigour to gain Immunity Disease 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Steady Pace&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
''(Requires: 3 Sturdy Flesh feats)''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Resistance, Sturdy Flesh&lt;br /&gt;
&lt;br /&gt;
Reactively spend 1 Vigour to gain Immunity Venom 10s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Weeping&amp;diff=200</id>
		<title>Weeping</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Weeping&amp;diff=200"/>
		<updated>2022-04-13T11:35:26Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Weeping]] are possibly the strangest and most unsettling people in the world. &amp;lt;noinclude&amp;gt; Every Weeping once began life like any other person, whether Creidhe, Krieger, Human, or something else. One day they died, and a short time later they became Weeping. The Weeping begin anew with no memory of who they were or how they died, with tears of blood streaming from their eyes.&lt;br /&gt;
&lt;br /&gt;
==Playing a Weeping==&lt;br /&gt;
If you are playing one of the Weeping, your life is one that stands out as extraordinary and is perhaps only understood by other Weeping. From the moment you woke up, the moment that Weeping generally call Atosú, you might have been regarded variously as a loved one returning miraculously from beyond the grave, as a criminal escaping just punishment, or simply as a stranger completely disconnected from the people around them.&lt;br /&gt;
&lt;br /&gt;
The Weeping are found all over the Five Realms, often in roles where their personal history or lack thereof is not a hindrance. They are particularly common in Bruid where folk are most likely to judge someone on what they do in the present moment. Many join the gallóglaigh, where they can make their own story, and where by ancient decree they are always welcome.&lt;br /&gt;
&lt;br /&gt;
==Weeping Facebook Group==&lt;br /&gt;
Players of Weeping characters can join the [https://www.facebook.com/groups/344818082823651/ Weeping Facebook group] to collaborate with their fellow Weeping players on things like culture, backgrounds, etc.&lt;br /&gt;
&lt;br /&gt;
==Costuming Requirements==&lt;br /&gt;
All players of Weeping characters must represent their tears of blood with facepaint or makeup.&lt;br /&gt;
&lt;br /&gt;
==Weeping Characters==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Weeping&lt;br /&gt;
category = Characters&lt;br /&gt;
order = ascending&lt;br /&gt;
ordermethod = categorysortkey&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Species&amp;diff=199</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Species&amp;diff=199"/>
		<updated>2022-04-13T11:33:09Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are nine playable species in [[Tirneach]]:&lt;br /&gt;
*[[Creidhe]]&lt;br /&gt;
*[[Drakeblooded]]&lt;br /&gt;
*[[Fathach]]&lt;br /&gt;
*[[Firetouched]]&lt;br /&gt;
*[[Humans]]&lt;br /&gt;
*[[Krieger]]&lt;br /&gt;
*[[Leasiar]]&lt;br /&gt;
*[[Vartach]]&lt;br /&gt;
*[[Wildling]]&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=78</id>
		<title>Drakeblooded</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=78"/>
		<updated>2022-04-11T17:43:34Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Drakeblooded]] Houses are great bloodlines, traced back to the days when the storm dragons still ruled the&lt;br /&gt;
skies above Tirneach. &amp;lt;noinclude&amp;gt; If you’re playing a Drakeblooded, your character could be a member of one of the great&lt;br /&gt;
Drakeblooded Houses and an heir to an age-old tradition. Or perhaps due to a terrible defeat you were&lt;br /&gt;
fostered as a child, either to another House not your own or even another species, and you strive to surpass&lt;br /&gt;
the memory of what you have lost.&lt;br /&gt;
&lt;br /&gt;
A Drakeblooded character inherits a rich history, and carries it with them wherever they go. The Drakeblooded&lt;br /&gt;
are renowned throughout the Five Realms, and are generally welcomed as people of intrigue and majesty.&lt;br /&gt;
&lt;br /&gt;
Some Drakeblooded may choose to take advantage of this reputation for personal gain, although if they bring&lt;br /&gt;
their House into disrepute too often they may get an unexpected visit from an angry cousin.&lt;br /&gt;
&lt;br /&gt;
== Leasiar Facebook group ==&lt;br /&gt;
Players of Drakeblooded characters can join the [https://www.facebook.com/groups/304332806914608 Drakeblooded Facebook group] to collaborate with their fellow Drakeblooded players on things like culture, backgrounds, etc.&lt;br /&gt;
&lt;br /&gt;
== Costume requirements ==&lt;br /&gt;
The Drakeblooded may not be dragons but they’re still scaly. To play a Drakeblooded you’ll need to add scale&lt;br /&gt;
patterns of Green, Purple, and/or Silver to your exposed skin.&lt;br /&gt;
&lt;br /&gt;
==Drakeblooded Characters==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Drakeblooded&lt;br /&gt;
category = Characters&lt;br /&gt;
order = ascending&lt;br /&gt;
ordermethod = categorysortkey&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=77</id>
		<title>Drakeblooded</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=77"/>
		<updated>2022-04-11T17:43:24Z</updated>

		<summary type="html">&lt;p&gt;Callum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Drakeblooded]] Houses are great bloodlines, traced back to the days when the storm dragons still ruled the&lt;br /&gt;
skies above Tirneach. &amp;lt;noinclude&amp;gt; If you’re playing a Drakeblooded, your character could be a member of one of the great&lt;br /&gt;
Drakeblooded Houses and an heir to an age-old tradition. Or perhaps due to a terrible defeat you were&lt;br /&gt;
fostered as a child, either to another House not your own or even another species, and you strive to surpass&lt;br /&gt;
the memory of what you have lost.&lt;br /&gt;
&lt;br /&gt;
A Drakeblooded character inherits a rich history, and carries it with them wherever they go. The Drakeblooded&lt;br /&gt;
are renowned throughout the Five Realms, and are generally welcomed as people of intrigue and majesty.&lt;br /&gt;
&lt;br /&gt;
Some Drakeblooded may choose to take advantage of this reputation for personal gain, although if they bring&lt;br /&gt;
their House into disrepute too often they may get an unexpected visit from an angry cousin.&lt;br /&gt;
&lt;br /&gt;
== Leasiar Facebook group ==&lt;br /&gt;
Players of Drakeblooded characters can join the [https://www.facebook.com/groups/304332806914608 Drakeblooded Facebook group] to collaborate with their fellow Drakeblooded players on things like culture, backgrounds, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Costume requirements ==&lt;br /&gt;
The Drakeblooded may not be dragons but they’re still scaly. To play a Drakeblooded you’ll need to add scale&lt;br /&gt;
patterns of Green, Purple, and/or Silver to your exposed skin.&lt;br /&gt;
&lt;br /&gt;
==Drakeblooded Characters==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Drakeblooded&lt;br /&gt;
category = Characters&lt;br /&gt;
order = ascending&lt;br /&gt;
ordermethod = categorysortkey&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Category:Drakeblooded&amp;diff=76</id>
		<title>Category:Drakeblooded</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Category:Drakeblooded&amp;diff=76"/>
		<updated>2022-04-11T17:42:14Z</updated>

		<summary type="html">&lt;p&gt;Callum: Created page with &amp;quot;{{:Drakeblooded}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Drakeblooded}}&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=75</id>
		<title>Drakeblooded</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Drakeblooded&amp;diff=75"/>
		<updated>2022-04-11T17:41:57Z</updated>

		<summary type="html">&lt;p&gt;Callum: Created page with &amp;quot;The Drakeblooded Houses are great bloodlines, traced back to the days when the storm dragons still ruled the skies above Tirneach. &amp;lt;noinclude&amp;gt; If you’re playing a Drakeblooded, your character could be a member of one of the great Drakeblooded Houses and an heir to an age-old tradition. Or perhaps due to a terrible defeat you were fostered as a child, either to another House not your own or even another species, and you strive to surpass the memory of what you have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Drakeblooded]] Houses are great bloodlines, traced back to the days when the storm dragons still ruled the&lt;br /&gt;
skies above Tirneach. &amp;lt;noinclude&amp;gt; If you’re playing a Drakeblooded, your character could be a member of one of the great&lt;br /&gt;
Drakeblooded Houses and an heir to an age-old tradition. Or perhaps due to a terrible defeat you were&lt;br /&gt;
fostered as a child, either to another House not your own or even another species, and you strive to surpass&lt;br /&gt;
the memory of what you have lost.&lt;br /&gt;
&lt;br /&gt;
A Drakeblooded character inherits a rich history, and carries it with them wherever they go. The Drakeblooded&lt;br /&gt;
are renowned throughout the Five Realms, and are generally welcomed as people of intrigue and majesty.&lt;br /&gt;
&lt;br /&gt;
Some Drakeblooded may choose to take advantage of this reputation for personal gain, although if they bring&lt;br /&gt;
their House into disrepute too often they may get an unexpected visit from an angry cousin.&lt;br /&gt;
&lt;br /&gt;
== Costume requirements ==&lt;br /&gt;
&lt;br /&gt;
The Drakeblooded may not be dragons but they’re still scaly. To play a Drakeblooded you’ll need to add scale&lt;br /&gt;
patterns of Green, Purple, and/or Silver to your exposed skin.&lt;br /&gt;
==Drakeblooded Characters==&lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category = Drakeblooded&lt;br /&gt;
category = Characters&lt;br /&gt;
order = ascending&lt;br /&gt;
ordermethod = categorysortkey&lt;br /&gt;
&amp;lt;/DynamicPageList&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Callum</name></author>
	</entry>
</feed>