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	<updated>2026-10-08T18:53:03Z</updated>
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		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=845</id>
		<title>Feat</title>
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		<updated>2024-05-10T17:21:36Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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 Way of Affinity Feat, one Realm Feat and nine Feats from the Ways. Realm Feats are restricted to natives of that Realm, and each Way of Affinity feat is restricted to specific species, 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.  [[Weeping]] characters cannot take feats with the Quiescent keyword.&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;
==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;Peacsworn&amp;lt;/u&amp;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 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.&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;
If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.  &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-Peaccesworn characters.&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;
Any creature that causes the death of a Peacesworn character (colloquially called “Peaceslayers”), will gain a mark to indicate this, phys repped by a specific symbol on the forehead, either as a symbol on a piece of fabric, drawn on the forehead with makeup, or shown in some other way approved by the event team.  While this mark can be obscured by heavy clothing such as a hood, the mark should be obvious to anyone who can see the face of a “Peaceslayer”. This mark is an indelible mark on the creature’s soul, and cannot be faked.  The symbol and the means of displaying it are OOC markers, in character Peaceslayers are identified by their disturbing aura.  Anyone generating the Diagnose Effect on a Peaceslayer will perceive an image or an idea of the symbol.&lt;br /&gt;
&lt;br /&gt;
==The Path of Renewal==&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&lt;br /&gt;
&lt;br /&gt;
==The Way of Affinity==&lt;br /&gt;
&lt;br /&gt;
(Table to be inserted)&lt;br /&gt;
&lt;br /&gt;
WIP&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;
===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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;
==Retired Feats==&lt;br /&gt;
The following feats no longer exist within the game - although some may have been retooled into other feats.  Any reference to them is likely outdated or no longer valid.&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;
&lt;br /&gt;
'''Creidhe: Golden Touch'''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Drakeblooded: Roar of the Dragon '''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Fathach: Pillar of their Community '''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Firetouched: Desert Born'''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Human: Human Ingenuity'''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Krieger: Back in the Fight'''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Leasiar: Well Travelled'''&lt;br /&gt;
&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;
&lt;br /&gt;
'''Vartach: Mark of Destiny'''&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=844</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=844"/>
		<updated>2024-05-10T17:14:58Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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 Way of Affinity Feat, one Realm Feat and nine Feats from the Ways. Realm Feats are restricted to natives of that Realm, and each Way of Affinity feat is restricted to specific species, 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.  [[Weeping]] characters cannot take feats with the Quiescent keyword.&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;
==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;Peacsworn&amp;lt;/u&amp;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 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.&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;
If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.  &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-Peaccesworn characters.&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;
Any creature that causes the death of a Peacesworn character (colloquially called “Peaceslayers”), will gain a mark to indicate this, phys repped by a specific symbol on the forehead, either as a symbol on a piece of fabric, drawn on the forehead with makeup, or shown in some other way approved by the event team.  While this mark can be obscured by heavy clothing such as a hood, the mark should be obvious to anyone who can see the face of a “Peaceslayer”. This mark is an indelible mark on the creature’s soul, and cannot be faked.  The symbol and the means of displaying it are OOC markers, in character Peaceslayers are identified by their disturbing aura.  Anyone generating the Diagnose Effect on a Peaceslayer will perceive an image or an idea of the symbol.&lt;br /&gt;
&lt;br /&gt;
==The Path of Renewal==&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&lt;br /&gt;
&lt;br /&gt;
==The Way of Affinity==&lt;br /&gt;
&lt;br /&gt;
(Table to be inserted)&lt;br /&gt;
&lt;br /&gt;
WIP&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;
===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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;
==Retired Feats==&lt;br /&gt;
The following feats no longer exist within the game - although some may have been retooled into other feats.  Any reference to them is likely outdated or no longer valid.&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;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=843</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=843"/>
		<updated>2024-05-10T17:13:15Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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 Way of Affinity Feat, one Realm Feat and nine Feats from the Ways. Realm Feats are restricted to natives of that Realm, and each Way of Affinity feat is restricted to specific species, 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.  [[Weeping]] characters cannot take feats with the Quiescent keyword.&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 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;Peacsworn&amp;lt;/u&amp;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 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.&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;
If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.  &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-Peaccesworn characters.&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;
Any creature that causes the death of a Peacesworn character (colloquially called “Peaceslayers”), will gain a mark to indicate this, phys repped by a specific symbol on the forehead, either as a symbol on a piece of fabric, drawn on the forehead with makeup, or shown in some other way approved by the event team.  While this mark can be obscured by heavy clothing such as a hood, the mark should be obvious to anyone who can see the face of a “Peaceslayer”. This mark is an indelible mark on the creature’s soul, and cannot be faked.  The symbol and the means of displaying it are OOC markers, in character Peaceslayers are identified by their disturbing aura.  Anyone generating the Diagnose Effect on a Peaceslayer will perceive an image or an idea of the symbol.&lt;br /&gt;
&lt;br /&gt;
===The Path of Renewal===&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&lt;br /&gt;
&lt;br /&gt;
==The Way of Affinity==&lt;br /&gt;
&lt;br /&gt;
(Table to be inserted)&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&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;
===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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;
==Retired Feats==&lt;br /&gt;
The following feats no longer exist within the game - although some may have been retooled into other feats.  Any reference to them is likely outdated or no longer valid.&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;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Effect&amp;diff=842</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Effect&amp;diff=842"/>
		<updated>2024-05-10T16:40:59Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Roleplay combat in Five Oaths consists of characters generating [[Effect]]s.  These Effects are either an instantaneous Effect (such as knocking a target to the ground) or cause something to happen for a duration.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Causing an Effect==&lt;br /&gt;
Effects can be generated in four ways:&lt;br /&gt;
*by weapon blow;&lt;br /&gt;
*by feat;&lt;br /&gt;
*by spell; or&lt;br /&gt;
*as directed by a Referee.&lt;br /&gt;
&lt;br /&gt;
===Weapon Blows===&lt;br /&gt;
Weapon blows, by default, cause the Single Damage Effect when they strike a location. Players are not required to call ‘Single’ when striking for the Single Damage Effect.&lt;br /&gt;
&lt;br /&gt;
All characters may choose to generate Zero Damage, representing an IC pulled blow. If two characters agree to only generate the Zero Damage Effect then they are not required to call it for their bout; they should call Single once to indicate that they are no longer pulling their blow.&lt;br /&gt;
&lt;br /&gt;
Feats, magic items or other Effects may mean a character causes another Effect with their weapon blows. In order to do this, the player should call out that Effect as they successfully strike another character, spending the necessary Vigour as they do so. It is only possible to add one non-Damage Effect to a weapon blow. For example, you can strike as normal causing the Damage Effect, or you can call Strikedown which will inflict the Damage Effect and the Strikedown Effect, but you may not call Strikedown Through. There are two Effects that do not combine with Damage, they are Bane and Sunder. A weapon blow is always deemed to be for the Single Damage Effect in addition to any called Effect unless the character calls the Zero Damage Effect in addition to another Effect.&lt;br /&gt;
&lt;br /&gt;
Weapon blows can be parried. A weapon blow is considered to be parried if it connects with a weapon or shield that is being wielded by a character. Sheathed weapons and shields are not considered to give any defensive bonus, and so blows that connect with sheathed weapons and shields deliver the Effect to the target. For the most part if a blow is parried, it has no further Effect. However there are some Effects that target objects and not people (such as Fumble and Shatter) which will affect the weapon or shield if struck.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
A [[Spellcasting]] character is a character that has acquired one or more Spellcraft Feats. Each Spellcraft Feat provides a character with the knowledge of how to cast a Spell. Other Feats alter the manner in which Spells may be cast.&lt;br /&gt;
&lt;br /&gt;
Spells are used to create an Effect at range; on a target up to 10m away (with the exception of the Global Stop Bleed Effect which is touch range and the Ward Effect which is self only). The caster may choose to make themselves the target.&lt;br /&gt;
&lt;br /&gt;
By default, casting requires at least one free hand, or a focus item to be held in that hand.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must use the following vocals. The parts in bold are mandatory and must be said word for word, the parts within brackets are flexible and up to the player to decide, once they follow the outlined theme.&lt;br /&gt;
“'''I call upon the power of ('''chosen source''') to ('''brief description of desired outcome''') and cast ('''Spell Effect+ any relevant modifiers like mass,location/global, time duration, and target group''').'''”&lt;br /&gt;
&lt;br /&gt;
Some suitable examples include “I call upon the power of the Shaper to send you on to earn your glory and cast Global Heal 1” and “I call upon the power of the land itself to turn friend into foe and cast Rampage 10s”.&lt;br /&gt;
&lt;br /&gt;
Some spells are “instant” and do not require these casting vocals. These instant spells include “Global Stop Bleed” and “Mindslash”, and instead should just be cast with “Instant cast (Spell Effect)”&lt;br /&gt;
&lt;br /&gt;
Casting a Spell can be disrupted if the caster loses consciousness during the cast.&lt;br /&gt;
&lt;br /&gt;
Spells are categorised into three types. These types are: Enchantment (En), Evocation (Ev), and Transmutation (Tr).&lt;br /&gt;
&lt;br /&gt;
===Ritual Casting===&lt;br /&gt;
The mechanism for casting ritual Spells differs significantly from that of other Spells. Ritual magic does not use Vigour. Instead, a ritual can only be performed at a ritual circle. Generally there will be two ritual circles available at an event - one as part of the player camp and one outside of it. Ritual circles are clearly marked and the physrep for the circle should not be disturbed or moved by players.&lt;br /&gt;
&lt;br /&gt;
While you do not need the Feat to participate in a ritual being lead by someone else, you do need to know the ritual as a Feat in order to lead it. By default a ritual must last between 1 and 5 minutes unless otherwise noted. Including the leader there may be up to 10 participants in a ritual. You may not begin casting a ritual in a circle that already has a ritual underway in it.&lt;br /&gt;
&lt;br /&gt;
Each ritual has a target difficulty, and the success or failure of the ritual is determined by generating points to meet or exceed this difficulty.&lt;br /&gt;
*The number of characters who remain within the ritual circle for the entire duration of the ritual and any bonuses they have from Feats. Each ritual participant, including the leader, contributes 1 point to the ritual’s success by default.&lt;br /&gt;
*If the ritual leader is not [[Weeping]], they incur a 1 point penalty for each Weeping who participates in their ritual circle. If the ritual leader is Weeping and all ritual participants are Weeping, they gain a 1 point bonus for each Weeping who participates in their ritual circle.&lt;br /&gt;
*Ritual Effigy items that are sacrificed during the ritual. Each Effigy sacrificed gives points according to the lammie for that item. Any Ritual Effigy items that are sacrificed for the ritual must be valid for the current event.&lt;br /&gt;
All rituals have additional conditions that must be met for the ritual to succeed such as roleplay guidelines, and each ritual has a set duration in which the participants must conduct the ritual. If these conditions are not met, the ritual fails regardless of the points generated by the participants.&lt;br /&gt;
&lt;br /&gt;
By default, the result of a ritual will take place immediately. Some rituals may have a delay before the result occurs; this is discussed in the description of the ritual. If the ritual would cause a permanent Effect on another character, like a Punishment ritual, the ritual should be witnessed by an Event Team member.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual with the Punishment keyword does not count as a participant, nor may they contribute to the score. Punishment rituals may have only one target, who must be present in the circle.&lt;br /&gt;
&lt;br /&gt;
==Effect List==&lt;br /&gt;
===Bane===&lt;br /&gt;
'''Call:''' (Category) Bane&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. A fearsome blow specifically designed to strike at the vulnerabilities of an enemy. When targets an unarmoured location of the Category stated (Beast, Gwyllt, Mortal, or Undead) the location is destroyed, going to -1 Body hits.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the effect delivers Single Damage instead. This Effect cannot be combined with the Damage Effect.&lt;br /&gt;
&lt;br /&gt;
===Charm===&lt;br /&gt;
'''Call:''' Charm (Duration)&lt;br /&gt;
&lt;br /&gt;
For the duration of the Effect, the target of this Effect becomes well disposed to the source and treats them as a close friend.  This Effect ends if the source deals damage to the charmed target. When this effect ends they are aware they were magically compelled.&lt;br /&gt;
The guidelines for how to behave while under this effect are as follows.&lt;br /&gt;
A character under the Charm effect:&lt;br /&gt;
*Won’t take aggressive actions towards the source of the Effect, including casting harmful spells or attacking with a weapon.&lt;br /&gt;
*Will provide healing or similar nonviolent support to the source of the Effect.&lt;br /&gt;
*Will physically protect the source of the Effect if they are martially capable, there is not a requirement for the Charmed character to injure anyone.&lt;br /&gt;
*Is well disposed towards the source of the Effect.  This disposition does not extend to allies of the source of the Effect.&lt;br /&gt;
&lt;br /&gt;
===Cure===&lt;br /&gt;
'''Call:''' Cure (Effect)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of a Cure Effect has the specified Effect removed if they are under it, but will not be protected from any future iterations of that Effect.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
'''Call:''' Zero/Single (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. 0/1 is removed from the target’s hits on the called location, starting with Armour, then Body. Players are not required to call Single Damage for basic weapon blows.&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
'''Call:''' Daze (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is confused for the duration of the Effect. They cannot voluntarily walk or run, cannot strike anyone, and cannot concentrate. They can still talk, and can still defend themselves from strikes.&lt;br /&gt;
&lt;br /&gt;
===Detect===&lt;br /&gt;
'''Call:''' Detect (Target group)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous, when a character who is within 10 metres of the source of the effect is a member of the target group or has an item of the target group they must say “Ping” in a loud clear voice. In character, this Effect causes this noise, so everyone around the Detected character is aware of the Effect.&lt;br /&gt;
&lt;br /&gt;
This Effect is considered to always have the Piercing modifier.&lt;br /&gt;
&lt;br /&gt;
===Diagnose===&lt;br /&gt;
'''Call:''' Diagnose&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous and has a range of 5cm from an unresisting target.&lt;br /&gt;
&lt;br /&gt;
The target should OOC answer any questions the source asks about their current and maximum Body hits, current and maximum Vigour, whether they are bleeding or under any other effects such as Disease or Venom. In addition, a Referee may tell the source about special Effects that the target is suffering from. This Effect is considered to always have the Piercing modifier.&lt;br /&gt;
&lt;br /&gt;
''Unofficial Note: At training, the head of rules clarified that Protection (Healing) is a relevant effect that may be disclosed in response to the Diagnose effect.''&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
'''Call:''' Disease&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of Disease suffers a detriment to the Healing Effect. Any Healing that would cause the target’s Body hits to rise above 0 causes them to rise to 0 only. This includes the Healing Effect granted by the Recovery mechanic. This Effect remains in place until a Cure Effect is called on the target, or until Time Out is called.&lt;br /&gt;
&lt;br /&gt;
===Execute===&lt;br /&gt;
'''Call:''' Executing&lt;br /&gt;
&lt;br /&gt;
A character may concentrate on an unresisting, bleeding target within melee strike range and repeat the OOC call “Executing” at a level audible to all within 10 metres while counting down from 30 seconds. They may then strike with a call of “Execute” and instantly kill that target at the end of the 30 seconds. Attempting to generate an Execute Effect on an invalid target will get a “No Effect” response at the end of the process. &lt;br /&gt;
&lt;br /&gt;
All characters can generate this Effect if they have a melee weapon drawn.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
'''Call:''' Fear (Duration)&lt;br /&gt;
&lt;br /&gt;
The target becomes filled with dread towards the source of this Effect for the duration of the Effect. For the duration they must move out of the source’s melee and spellcasting range (10m), cannot strike anyone or Concentrate, and must roleplay terror (cowering, hiding etc).&lt;br /&gt;
&lt;br /&gt;
===Fumble===&lt;br /&gt;
'''Call:''' Fumble (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target is forced to drop any items held in the target location. Items may not be caught until they have fallen on the ground. If an item held within the target’s hand is a larp-safe item, such as a weapon, a shield, or an approved spell focus then the Effect may be generated by striking the item where the Effect is being delivered by weapon blow.  If you have an OOC reason for not wishing to drop the affected item you may choose to let the item hang limp for 10 seconds. During this time it may not be used in any way and blows that strike it are treated as having struck the location holding it.&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
'''Call:''' Halt (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is frozen to the spot for the duration of the Effect, and may not move, speak, or take any actions. They are still aware of their surroundings. Items may not be taken from a Halted character, voluntarily or otherwise.  Fumble will still cause a Halted character to drop a carried item.&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
'''Call:''' Healing 1 (Location)/Full Healing (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target recovers a number of Body hits equal to the amount stated by the generator of this Effect. This number may be 1, or it may be “Full”, which restores all Body hits to the location.&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
'''Call:''' Identify&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. You gain knowledge of the properties of a lammied item without attuning to that item.&lt;br /&gt;
&lt;br /&gt;
===Lure===&lt;br /&gt;
'''Call:''' Lure (Duration)&lt;br /&gt;
&lt;br /&gt;
For the duration, the target of this Effect becomes fixated on the source of the Effect and can do nothing but move towards it at normal walking speed, altering their path if the source moves locations, and remaining motionless when they reach the source. Being struck by the Damage Effect will not break the Lure Effect. '''Please note: Grappling/restraining people is not permitted. '''&lt;br /&gt;
&lt;br /&gt;
===Mindslash===&lt;br /&gt;
'''Call:''' Mindslash&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The Effect breaks the Concentration of the target.&lt;br /&gt;
&lt;br /&gt;
===Mute===&lt;br /&gt;
'''Call:''' Mute (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is silenced. For the duration of the Spell the character cannot perform any vocal action including casting Spells. They may still generate weapon blow Effects, or other actions which require concentration.&lt;br /&gt;
&lt;br /&gt;
===Notice Bleeding===&lt;br /&gt;
'''Call:''' Notice Bleeding&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. A character with locations on -1 Body hits will respond by stating the locations that are bleeding. A characer that is not bleeding will respond by saying “Not bleeding”. A character who is dead will respond by saying “Dead”. This Effect is always considered to have the Piercing modifier.&lt;br /&gt;
&lt;br /&gt;
Any character may look at another character within 1 metre for 10s of concentration and determine if they have any locations which are bleeding. The player does this by pointing at the character and calling &amp;quot;Notice Bleeding&amp;quot;. Notice Bleeding will work on a character under the Ward Effect, but does not remove a charge from Ward.&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
'''Call:''' Protection (Effect) (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is protected from the specified Effect for the duration, and should call “No Effect” to any instances of it while protected. This does not remove any instances of any Effect they are already under when they get take the Protection Effect.&lt;br /&gt;
&lt;br /&gt;
===Push===&lt;br /&gt;
'''Call:''' Push&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. A force pushes the character. The target is pushed directly away from the source for 10m. During this time they may defend themselves. Once the target has moved 10m from the location of the source at the time of casting, they may come back (note this Effect does not have a duration). If a player is OOC unable to move as directed by the Push Effect due to something blocking you (such as a wall or OOC unsafe terrain) they must stop at the blocking terrain for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===Rampage===&lt;br /&gt;
'''Call:''' Rampage (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is filled with uncontrollable rage. For the duration they will strike the closest being to them, including their allies, to the best of their ability and continue either until their target has escaped beyond reasonable pursuit or their target is downed. If they cause a creature to fall unconscious, they will either move to strike the next closest creature, or if there is no other creature close by they will use the Execute call on the downed creature.&lt;br /&gt;
&lt;br /&gt;
===Rend===&lt;br /&gt;
'''Call:''' Rend&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The location struck with this Effect begins to bleed and the character gains Immunity Healing. The character can use the location as normal (depending on the number of Body hits) but the location is also bleeding. Your character is in their deathcount as if the location was at -1 Body hits. The response to a Diagnose call is the number of Body hits remaining and bleeding. A Stop Bleed that affects the location will end the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
===Repair===&lt;br /&gt;
'''Call:''' Repair (Armour location)/Repair (Item)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. When this Effect targets a character’s armour, the target character’s Armour hits on the target location are restored by 1. This cannot increase the target’s Armour hits above the total allowed by their Feats and any bonuses given by magic armour. When this Effect targets a weapon, shield, or other item which has been affected by Shatter, it will become usable again.&lt;br /&gt;
&lt;br /&gt;
The Repair Effect can be delivered manually by all characters on weapons, shields and other items, however armour can only be repaired by a character with the correct Feat. The Repair Effect is done within touch range and requires 1 minute of roleplayed action of handling and fixing the armour, weapon or shield. Generating the Repair Effect is an action which requires concentration and the repairer and repairee to be standing stationary for the duration of the required roleplay action.  It is not possible to repair the armour or weapons of a target which is actively engaged in melee combat.&lt;br /&gt;
&lt;br /&gt;
===Shatter===&lt;br /&gt;
'''Call:''' Shatter&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. Weapons, shields and items are cracked and broken, making them useless. If a weapon or shield is shattered it becomes unusable until repaired. The special properties of items cannot be used if the item is shattered.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
'''Call:''' Sleep (Duration)&lt;br /&gt;
&lt;br /&gt;
The target falls to the ground, asleep, for the duration of the Effect. If the target takes the Damage Effect after the start of the Sleep Effect, the Effect ends immediately. While asleep a character is unconscious, unable to take any other actions, and is unaware of what is IC happening around them (players should still stay aware of what is OOC happening around them for safety reasons).&lt;br /&gt;
&lt;br /&gt;
===Stop Bleed===&lt;br /&gt;
'''Call:''' Stop Bleed (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. This Effect has a range of 5cm from the target unless otherwise specified. The target’s Body hits on the target location are restored to 0 Body hits if on -1 Body hits.&lt;br /&gt;
&lt;br /&gt;
===Sunder===&lt;br /&gt;
'''Call:''' Sunder&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. If this Effect targets a location that location’s Armour hits are reduced to 0. If the location’s Armour hits were already at 0, then the location is taken to -1 Body hits. This Effect cannot be combined with a Damage Effect.&lt;br /&gt;
&lt;br /&gt;
===Through===&lt;br /&gt;
'''Call:''' Through&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. This Effect allows a combined Damage Effect to ignore the target’s Armour hits and directly affect their Body hits, leaving Armour hits unhurt.&lt;br /&gt;
&lt;br /&gt;
===Venom===&lt;br /&gt;
'''Call:''' Venom&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of a Venom Effect has their deathcount length reduced by 120 seconds. If a character is in their deathcount when struck by Venom, the reduction does not happen until they leave their current deathcount. This reduction stays in place until Time Out or until the application of a Cure Effect, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
===Ward===&lt;br /&gt;
'''Call:''' Ward (Number)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous and may only be cast on the source. A barrier of invisible magical energy surrounds the character casting the Spell. This energy, or Ward, protects the character from any ranged, non-Piercing, Effect not delivered by weapon blow that would normally affect them (Except Drop, Diagnose and Notice Bleed).&lt;br /&gt;
&lt;br /&gt;
The number in the Ward call is the number of times the character will be protected by the Ward, this is the “charges” that the Ward Spell has. A character should respond “warded” if their Ward protects them from an Effect in this way, and one charge in their Ward is removed. The number of charges on the Ward is determined by the Spell that grants it.&lt;br /&gt;
&lt;br /&gt;
A Ward Effect expires when all charges are removed, or if the character willingly drops their Ward. A warded character cannot regain Vigour.&lt;br /&gt;
&lt;br /&gt;
==Interaction of effects==&lt;br /&gt;
For the purposes of Effect interaction, Effects are broken into physical effects and mental effects. If one Effect would interfere with carrying out another Effect, physical takes precedence over mental, and the first listed Effect gets resolved first. If the original Effect would still be in duration when the interfering Effect is resolved you then resolve the original Effect until the duration is over.&lt;br /&gt;
E.g. If your character is hit with Rampage 30s, and 15 seconds into the duration of that they suffer the Lure Effect. Lure has priority as it is higher on the list for mental Effects than Rampage. Your character follows the Lure Effect’s directions for the next 10 seconds, before reverting to the Rampage Effect for the final 5 seconds of its duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Physical Effects priority&amp;lt;/u&amp;gt;&lt;br /&gt;
*Fumble&lt;br /&gt;
*Push&lt;br /&gt;
*Halt&lt;br /&gt;
Suggested mnemonic = Friendly Parrots Squawk  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mental Effects Priority&amp;lt;/u&amp;gt;&lt;br /&gt;
*Lure&lt;br /&gt;
*Fear&lt;br /&gt;
*Rampage&lt;br /&gt;
*Sleep&lt;br /&gt;
*Daze&lt;br /&gt;
*Charm&lt;br /&gt;
Suggested mnemonic = Little French Rodents Shouldn't Digest Cake&lt;br /&gt;
&lt;br /&gt;
==Event Team Effects==&lt;br /&gt;
The following are OOC calls that characters may never prevent or be immune to in any way.  These calls may only be made by a Referee.&lt;br /&gt;
&lt;br /&gt;
===Time in===&lt;br /&gt;
This indicates that play has begun for the day, and the game area is to be considered In Character (IC). This call is also used to end a Time Freeze and resume play.&lt;br /&gt;
&lt;br /&gt;
When Time In is called at the beginning of the gameplay for that day, all characters who were still alive at Time Out the night before come into play with full Body hits, Armour hits, and Vigour.&lt;br /&gt;
&lt;br /&gt;
===Time Freeze===&lt;br /&gt;
This indicates that play is to be paused in the area until further notice from a Referee, who will resume play with the Time In call.&lt;br /&gt;
&lt;br /&gt;
===Time Out===&lt;br /&gt;
This indicates that play has ended for the day. The game area is to now be considered Out of Character (OOC).&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
Your character immediately enters an unconscious state. Your Body and Armour hits cannot be discerned and a Diagnose Effect targeting your character should receive the response “Indeterminate”. The Referee who called you to Drop will brief you on your character’s new status as soon as possible.&lt;br /&gt;
&lt;br /&gt;
===Fair Escape===&lt;br /&gt;
This means a character (or group of characters) has escaped their pursuers for now and should not be chased. A referee may declare “Fair Escape” if a character has sufficient distance or obstacles between them and their pursuers, or if a character has an IC attribute to support it.&lt;br /&gt;
&lt;br /&gt;
==Safety Calls==&lt;br /&gt;
Five Oaths includes a number of calls which are intended to keep participants safe. While these are not 'Effects', all characters should be familiar with these as they may be used in the midst of combat and have responses that should be observed.  These include “Man Down”, “Fire!” “Non Combatant” and “Lay off”. Participants are expected to familiarise themselves with the appropriate responses to these calls prior to attending their first event.&lt;br /&gt;
&lt;br /&gt;
A brief explanation of these is below:&lt;br /&gt;
*Man Down - To be used when a player is, or may be, OOC injured.  This should be used to alert a Referee to the injury and to allow them to call a Time Freeze (if appropriate).&lt;br /&gt;
* Fire! - To be used when a fire has occured in an area which has not been designated by the event team as a fire pit / campfire.  This could also be used if a fire in a designated area has gone out of control. In the event of this call, OOC safety should be the priority. In-character situations that might reference 'fire' are encouraged to use other words instead (such as flames, or - in the case of an archer line - loose).&lt;br /&gt;
*Non Combatant - If a Non-Combatant is about to be struck, or has been struck, they should call &amp;quot;Non-Combatant&amp;quot;, move to an OOC safe location away from any group combat (if necessary) and drop to 0 Body hits on their torso. The Non-Combatant’s character may be attacked further at this time in a safe and no-contact manner. These situations must be monitored carefully by a Referee to ensure OOC safety and fairness. Casting Spells into an active fight is considered a combative action for the purposes of OOC safety, and so should not be done by players who are Non-Combatants.&lt;br /&gt;
*Lay Off - If an IC situtation is getting too intense, loud, or otherwise out of a character's OOC comfort zone, they can use the 'lay off' call to indicate to the other player to dial it back. This can also be indicated non-verbally by making an 'L' shape with your hand.&lt;br /&gt;
&lt;br /&gt;
If you need any clarification with regard to these rules, please ask a member of the Event Team or a referee. Deliberately disregarding these or deliberately striking someone who is wearing a Peacesworn tabard (as they are automatically considered to be non-combatant) will be treated as serious misconduct by the Event Team. A Peacesworn tabard is an all-white garment that should be readily visible.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Retired Effects==&lt;br /&gt;
These effects are no longer in the game, if you find a piece of rules text which refers to them, please be aware that it is out of date and likely no longer valid.&lt;br /&gt;
&lt;br /&gt;
===Strikedown===&lt;br /&gt;
'''Call:''' Strikedown&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target is made to fall to the ground. Their torso must fall on the ground before they can get back up. If it is OOC unsafe to do so, they may kneel down and not take any offensive action (including Spellcasting) for 5s instead.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=841</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=841"/>
		<updated>2024-05-10T14:43:34Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||30||6  ||90&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||45||9 ||135&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||60||12 ||180&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||75||15 ||225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Windfall Crafting==&lt;br /&gt;
Windfall Receipes produce random Durable or Consumable items of the appropriate level. These Receipes may only be crafted by characters possessing the Unexpected Opportunities feat.&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 1 Animal&lt;br /&gt;
&lt;br /&gt;
Randomly produce 3 of a Student level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Protection (Push) 10 min Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Student level Consumable or a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 1 Plant, 3 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable or a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 2 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable or a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 2 Animal, 3 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable or a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot 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;'''Student Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Metal, 1 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Metal, 2 Animal, 1 Plant&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Metal, 2 Animal, 1 Plant, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Master Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Metal, 2 Animal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=840</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=840"/>
		<updated>2024-05-10T14:43:10Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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.  [[Weeping]] characters cannot take feats with the Quiescent 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;
===The Path of Renewal===&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=839</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=839"/>
		<updated>2024-05-10T14:41:54Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been depreciated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||30||6  ||90&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||45||9 ||135&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||60||12 ||180&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||75||15 ||225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Windfall Crafting==&lt;br /&gt;
Windfall Receipes produce random Durable or Consumable items of the appropriate level. These Receipes may only be crafted by characters possessing the Unexpected Opportunities feat.&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 1 Animal&lt;br /&gt;
&lt;br /&gt;
Randomly produce 3 of a Student level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Protection (Push) 10 min Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Student level Consumable or a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 1 Plant, 3 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable or a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 2 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable or a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 2 Animal, 3 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable or a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot 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;'''Student Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Metal, 1 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Metal, 2 Animal, 1 Plant&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Metal, 2 Animal, 1 Plant, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Master Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Metal, 2 Animal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=838</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=838"/>
		<updated>2024-05-10T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been depreciated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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.  [[Weeping]] characters cannot take feats with the Quiescent 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;
===The Path of Renewal===&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=837</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=837"/>
		<updated>2024-05-10T14:07:28Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||30||6  ||90&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||45||9 ||135&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||60||12 ||180&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||75||15 ||225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Windfall Crafting==&lt;br /&gt;
Windfall Receipes produce random Durable or Consumable items of the appropriate level. These Receipes may only be crafted by characters possessing the Unexpected Opportunities feat.&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 1 Animal&lt;br /&gt;
&lt;br /&gt;
Randomly produce 3 of a Student level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Protection (Push) 10 min Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Student level Consumable or a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 1 Plant, 3 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable or a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 2 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable or a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 2 Animal, 3 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable or a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot 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;'''Student Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Metal, 1 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Metal, 2 Animal, 1 Plant&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Metal, 2 Animal, 1 Plant, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Master Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Metal, 2 Animal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=836</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=836"/>
		<updated>2024-05-10T14:06:39Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||30||6  ||90&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||45||9 ||135&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||60||12 ||180&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||75||15 ||225&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Windfall Crafting==&lt;br /&gt;
Windfall Receipes produce random Durable or Consumable items of the appropriate level. These Receipes may only be crafted by characters possessing the Unexpected Opportunities feat.&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 1 Animal&lt;br /&gt;
&lt;br /&gt;
Randomly produce 3 of a Student level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Protection (Push) 10 min Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Alchemy'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Plant, 2 Animal, 2 Processed, 1 Metal&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Student level Consumable or a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 1 Plant, 3 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of an Apprentice level Consumable or a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 1 Animal, 2 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Journeyman level Consumable or a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Windfall Arcanistry'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Metal, 2 Animal, 3 Plant, 4 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces 3 of a Master level Consumable or a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot 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;'''Student Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Metal, 1 Animal, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Student level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Metal, 2 Animal, 1 Plant&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Apprentice level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Metal, 2 Animal, 1 Plant, 1 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Journeyman level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Master Windfall Forging'''&amp;lt;/u&amp;gt; [Windfall]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 5 Metal, 2 Animal, 1 Plant, 2 Processed&lt;br /&gt;
&lt;br /&gt;
Randomly produces a single Master level Durable item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=835</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=835"/>
		<updated>2024-05-10T13:38:59Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* General Points on Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||6 ||6  ||18&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||9 ||9 ||27&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||12 ||12 ||36&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||15 ||15 ||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection (Strikedown) 5 min and Protection (Push) 5 min.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Portion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot within 10s. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Concentration&amp;diff=834</id>
		<title>Concentration</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Concentration&amp;diff=834"/>
		<updated>2024-05-10T13:34:24Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Certain actions in these rules refer to a character requiring concentration to perform them. Although fighting, watching where you are walking and talking to people do require you as a player to concentrate, they do not require your&lt;br /&gt;
character’s “concentration.” An action will state if it requires concentration in order to be performed. A character may only concentrate on one thing at a time.&lt;br /&gt;
&lt;br /&gt;
If their concentration is broken, they may begin the task again, but must do so from scratch. Some of the actions that require concentration include casting a Spell, repairing armour and searching someone.&lt;br /&gt;
&lt;br /&gt;
While concentrating on a task, a character cannot strike another character with a weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=833</id>
		<title>Recipe</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Recipe&amp;diff=833"/>
		<updated>2024-05-10T13:31:33Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Recipes are instructions or techniques for making magical items of some form.  There are recipes for each of the Way of the Alchemist, the Way of the Arcanist and the Way of the Forge.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==General Points on Recipes==&lt;br /&gt;
Items that may be made using crafting recipes come in two kinds: consumable and durable.&lt;br /&gt;
*Consumable items have a duration of 3 events from the downtime they are made, and may only be used once before they are destroyed.&lt;br /&gt;
*Durable items have a duration of 3 events from the downtime they are made, but may be used multiple times.&lt;br /&gt;
&lt;br /&gt;
The following recipes all come with ingredient requirements which are the ingredients used up to make the item as part of the Craft downtime action.  Characters will also be able to buy items from non-player character merchants, and the expected market coin costs for each level of crafting are listed below.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable plainrowheaders&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Item Guideline Material and Coin Costs&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumable Items&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Durable Items&lt;br /&gt;
|-&lt;br /&gt;
!Grade ||Number of Ingredients ||Coin costs ||Number of Ingredients ||Coin costs&lt;br /&gt;
|-&lt;br /&gt;
!Student &lt;br /&gt;
|2 ||6 ||6  ||18&lt;br /&gt;
|-&lt;br /&gt;
!Apprentice &lt;br /&gt;
|3 ||9 ||9 ||27&lt;br /&gt;
|-&lt;br /&gt;
!Journeyman &lt;br /&gt;
|4 ||12 ||12 ||36&lt;br /&gt;
|- &lt;br /&gt;
!Master &lt;br /&gt;
|5 ||15 ||15 ||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Way of the Alchemist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Polish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Repair 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Coagulant Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that extends a character's death count by 60 seconds when consumed for the next hour. This potion cannot be consumed by a character in their death count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Increased Vitality'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Potion that gives a character +1 maximum and current Body hits for 5 mins when consumed. You may only be under the effect of one instance of this potion at a time. After 5 minutes your maximum hits reset to normal, your current hits are unaffected unless they would be more than your maximum and if so they decrease to your maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Restorative Balm'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Once used, on the next weapon blow generate the Daze 10s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tonic Potion'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Flower&lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 6 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bracing Brew&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Pelt, 1 Flower &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection (Strikedown) 5 min and Protection (Push) 5 min.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Curing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Disease) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Cleansing Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates the Cure (Venom) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flesh and Steel'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Leaf, 1 Root&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Global Heal 1 Global Repair 1 Effects on ingestion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Locking Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Dung, 1 Seed, 1 Root - &lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with this weapon after use generates the Halt 30s Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Mystic Counterstrike'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bark, 1 Bone, 1 Seed - &lt;br /&gt;
&lt;br /&gt;
Potion that may be used on a weapon. Next strike with this weapon after use generates the Cure (Ward) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour Salve'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 2 Leaf, 1 Ink&lt;br /&gt;
&lt;br /&gt;
Potion that generates the Full Global Repair Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dazzling Liquid'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Bone, 1 Glass, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Daze 10s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Health Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Flower, 1 Gold, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Portion that generates the Full Global Heal Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Muffling Smoke'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Leaf, 1 Parchment, 1 Seed - Generate&lt;br /&gt;
&lt;br /&gt;
Bomb that generates a Mass Mute 30s Effect on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Purging Poison'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Flower, 1 Pelt, 1 Seed&lt;br /&gt;
&lt;br /&gt;
Poison that may be used on a weapon. Next strike with the weapon on which it is applied generates the Cure (Protection) Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vigour Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
 &lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Incense, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Potion that allows the character that consumes it to regain 12 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Flash Freeze'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 1 Heart, 1 Ink, 1 Iron, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomb that generate a Mass Halt 10s on the user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Murderer’s Ointment'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense, 1 Pelt, 2 Root&lt;br /&gt;
&lt;br /&gt;
Poison that may be applied to a weapon. Poison that allows your next strike with the weapon on which it is applied to generate the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Revitalising Tonic'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Leaf, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
Potion that generates Global Heal 1, Global Repair 1 and restores 9 Vigour when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Varnish'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Leaf, 1 Parchment, 1 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Potion that generates Protection Sunder 5 minutes when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of Life'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Bone, 1 Copper, 1 Glass, 1 Pelt, 1 Seed &lt;br /&gt;
&lt;br /&gt;
Generate a Mass Undead Bane Chest effect. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Vapours of the Moon'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Dung, 1 Flower, 1 Heart, 1 Leaf, 1 Root &lt;br /&gt;
&lt;br /&gt;
Bomnb that generate a Mass Gwyllt Bane Chest effect on a user. This Effect may not target an arc.&lt;br /&gt;
&lt;br /&gt;
==Way of the Arcanist==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Heart, 1 Incense, 1 Ink, 1 Iron, 1 Leaf &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 3. If you deattune to this item your maximum Vigour immediately resets to what it was without this item. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Crystal of the Clear Mind'''&amp;lt;/u&amp;gt; [Consumable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Incense &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Daze) 5 minute and Protection (Charm) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Fang, 2 Incense, 1 Parchment, 1 Seed &lt;br /&gt;
&lt;br /&gt;
This item allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Heart, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Gives +5 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Student Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 1 Ink, 1 Parchment, 1 Silver, 1 Wax&lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a first level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unrelenting Rant'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Glass &lt;br /&gt;
&lt;br /&gt;
A crystal that generates the Protection (Mute) 5 minute and Protection (Mindslash) 5 minute Effects when consumed.&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Flower, 3 Glass, 1 Leaf, 1 Pelt, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a second level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Apprentice Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost''': 1 Fang, 2 Ink &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Eye of the Shaper'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 3 Heart, 1 Iron, 3 Parchment, 1 Root &lt;br /&gt;
&lt;br /&gt;
Allows an enclosed structure, like a tent, that has stood in place since dawn to be treated as a ritual circle for rituals of up to difficulty 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Ritual Scroll'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Copper, 1 Glass, 1 Incense&lt;br /&gt;
&lt;br /&gt;
You inscribe one ritual that you can perform onto this item, this allows anybody to lead this ritual once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Talisman of Barbarous Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Bone, 1 Bronze, 1 Gold, 2 Ink, 2 Wax&lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +1 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of Increased Potential'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 3 Dung, 2 Incense, 1 Leaf, 1 Seed, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Increase your maximum Vigour cap by 6. This does not affect your current Vigour. If you deattune to this item your maximum Vigour immediately resets to what it was without this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Gwyllt Foe'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Gold, 1 Incense, 3 Ink, 1 Iron, 1 Leaf, 3 Pelt, 1 Root &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Gwyllt category by 1 Vigour, to a minimum of 1 Vigour. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of the Prodigy'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
''Crafting Cost:''' 2 Fang, 2 Flower, 4 Glass, 1 Gold, 1 Incense, 1 Root, 1 Silver &lt;br /&gt;
&lt;br /&gt;
Choose one school of magic (Evocation, Enchantment, or Transmutation). Craft an amulet (attunes neck) that allows the user to cast Spells of that school for 1 Vigour less than normal to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Champion of Life’s Amulet'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 1 Bone, 1 Bronze, 1 Copper, 3 Parchment, 4 Wax &lt;br /&gt;
&lt;br /&gt;
Reduces the cost of Spells and Effects that have the Undead category by 1 Vigour, to a minimum of 1. Attunes to neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron &lt;br /&gt;
&lt;br /&gt;
Increases the score of a ritual it is used in by +15.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Journeyman Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Copper, 1 Flower, 1 Glass, 2 Heart, 1 Leaf, 4 Parchment &lt;br /&gt;
&lt;br /&gt;
You may transcribe a spell focus of a third level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lesser Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Glass, 1 Incense, 1 Silver, 1 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 5 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Amulet of Boundless Vitality'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Dung, 1 Fang, 2 Flower, 4 Glass, 1 Incense, 1 Ink, 2 Iron, 1 Silver &lt;br /&gt;
&lt;br /&gt;
While attuned, grants the wearer +2 maximum Body hits per location, but may not be attuned while wearing armour. This does not increase your current Body hits, which must be raised through healing. Attunes to Neck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Casting Crystal'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Gold, 1 Ink, 1 Root, 1 Wax&lt;br /&gt;
&lt;br /&gt;
The cost of your next Spell is reduced to 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Greater Way Stone'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Incense, 1 Seed, 3 Wax &lt;br /&gt;
&lt;br /&gt;
Allows you to perform a ritual of up to difficulty 10 without a circle, remaining within 5 metres of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Ritual Effigy'''&amp;lt;/u&amp;gt; [Consumable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 1 Bronze, 1 Ink, 1 Leaf, 1 Parchment &lt;br /&gt;
&lt;br /&gt;
Grants +20 to the ritual score it is used in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Master Spellbook Transcription'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 2 Bone, 1 Fang, 3 Ink, 4 Parchment, 2 Root, 2 Seed &lt;br /&gt;
&lt;br /&gt;
You may transcribe a Spell focus of a fourth level Spell you can cast. This allows someone attuned to it to cast that Spell for the normal Vigour cost.  Attunes to hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Wand of the Nemesis'''&amp;lt;/u&amp;gt; [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 1 Fang, 2 Flower, 2 Heart, 5 Incense, 2 Leaf, 2 Pelt &lt;br /&gt;
&lt;br /&gt;
Choose a target category when crafting this item (mortal, beast, gwyllt, or undead.) All Spells that target only this category have their Vigour cost reduced by 1 to a minimum of 1. Attunes to hand.&lt;br /&gt;
&lt;br /&gt;
==Way of the Forge==&lt;br /&gt;
===Student===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fortifying Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Bronze, 1 Dung, 1 Pelt&lt;br /&gt;
 &lt;br /&gt;
A set of light armour- when attuned to this armour, whenever you activate a Resistance Feat to gain Immunity X 10s, instead gain Immunity X 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hamstringing Knife'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Costs:''' 3 Copper, 1 Fang, 1 Glass, 1 Heart &lt;br /&gt;
&lt;br /&gt;
When you activate the Tripping Blow Feat with this small weapon, you may additionally generate the Strikedown 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;'''Improved Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 3 Gold, 1 Heart, 1 Incense&lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Lengthy Silence'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Iron, 2 Bone, 1 Pelt, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
When you activate the Cut Throat Feat with this large weapon, you may additionally generate the Mute 10s Effect on your next successful strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Piercing Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Dung, 1 Ink, 1 Iron, 2 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate the Penetrating Strike Feat with this medium weapon, you may additionally generate the Through Effect on your next successful weapon strike within 10s, in addition to the normal damage for a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Powerful Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 2 Iron, 1 Flower, 1 Wax -&lt;br /&gt;
&lt;br /&gt;
When you activate the Repelling Blow Feat with this ranged weapon, you may additionally generate the Push Effect on your next successful shot within 10s. This is in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Apprentice===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Breaking Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bark, 5 Bronze, 2 Dung, 1 Leaf&lt;br /&gt;
&lt;br /&gt;
When you activate the Shattering Strike Feat with this ranged weapon you may additionally generate the Shatter Effect on the next successful shot within 10s. This Effect will only work on a shield (for safety reasons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Creviced Steel'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Copper, 2 Gold, 1 Iron, 2 Seed &lt;br /&gt;
&lt;br /&gt;
A set of heavy armour that allows the wearer to count as resisting searching even if they would not normally be able to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Honed Dagger'''&amp;lt;/u&amp;gt; ''(Small weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 1 Flower, 3 Gold, 1 Pelt &lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Through Effect with this small weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Offensive Blade'''&amp;lt;/u&amp;gt; ''(Medium weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 3 Copper, 1 Glass, 2 Gold, 1 Leaf, 2 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Bane Effect with this medium weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Shattering Staff'''&amp;lt;/u&amp;gt; ''(Large weapon)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 4 Iron, 1 Parchment, 1 Root, 3 Silver&lt;br /&gt;
&lt;br /&gt;
Reduce the cost of generating the Shatter Effect with this large weapon by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Strengthened Leathers'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 2 Fang, 1 Incense, 5 Pelt &lt;br /&gt;
&lt;br /&gt;
A set of light armor that gives +1 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Journeyman===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Broad Resistance'''&amp;lt;/u&amp;gt; ''(Light armour)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bone, 2 Dung, 1 Glass, 1 Incense, 2 Iron, 1 Leaf, 4 Silver &lt;br /&gt;
&lt;br /&gt;
When you activate a Resistance Feat while wearing this light armor, all of your Resistance Feats activate for no additional cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death of the Mage'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 1 Glass, 3 Heart, 5 Iron, 1 Seed&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to generate the Cure Ward Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Unsettled'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bone, 2 Fang, 5 Gold, 1 Pelt, 1 Root, 1 Parchment&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Undead Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Fear of the Wicked'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 3 Fang, 1 Flower, 1 Incense, 1 Pelt&lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Fear Gwyllt Effect in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Stunning Bow'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crating Cost:''' 1 Bark, 6 Bronze, 3 Dung, 1 Fang, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Daze Effect by arrow shot for 1 Vigour, in addition to the Damage Effect of weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Unbreakable Armour'''&amp;lt;/u&amp;gt; ''(Heavy armour)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Flower, 2 Gold, 1 Heart, 2 Iron, 1 Leaf, 5 Silver &lt;br /&gt;
&lt;br /&gt;
While wearing this heavy armour you may cast the Spell &amp;quot;Protection Sunder 1 minute&amp;quot; on yourself only for 5 Vigour. This Spell requires a free hand to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Master===&lt;br /&gt;
====Durable Items====&lt;br /&gt;
&amp;lt;u&amp;gt;'''Armour of Leadership'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bark, 4 Bone, 2 Copper, 1 Gold, 2 Incense, 4 Silver&lt;br /&gt;
&lt;br /&gt;
A suit of armour that allows the user to cast the Spell “Mass Protection Rampage 5 minutes” for 5 vigour as per the spellcasting rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Death’s Grip'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable] &lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Bronze, 2 Copper, 1 Flower, 4 Heart, 2 Ink - &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 3 Vigour to strike for Halt 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;'''Masterwork Armour'''&amp;lt;/u&amp;gt; ''(All armour types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 6 Copper, 4 Fang, 1 Gold, 1 Leaf, 3 Parchment&lt;br /&gt;
&lt;br /&gt;
A suit of armour that gives +2 Armour hits when worn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pacifying Edge'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Fang, 1 Glass, 7 Gold, 2 Heart, 1 Ink, 1 Root, 2 Wax &lt;br /&gt;
&lt;br /&gt;
A weapon that allows the user to spend 2 Vigour to generate the Cure Rampage Effect by weapon Blow, in addition to the Damage Effect of a weapon blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Provocative Barb'''&amp;lt;/u&amp;gt; ''(Ranged weapon)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 2 Bronze, 4 Dung, 6 Iron, 2 Seed, 1 Wax &lt;br /&gt;
&lt;br /&gt;
A ranged weapon that allows the user to generate the Rampage 10s Effect by arrow shot for 3 Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''True Foe’s Weapon'''&amp;lt;/u&amp;gt; ''(All weapon types)'' [Durable]&lt;br /&gt;
&lt;br /&gt;
'''Crafting Cost:''' 1 Bronze, 1 Ink, 1 Iron, 4 Pelt, 2 Root, 6 Silver&lt;br /&gt;
&lt;br /&gt;
When you activate any Feat that allows you to strike for the Bane Effect, additionally strike for the same type of Bane Effect on your next successful strike within 10s.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Audible_level&amp;diff=832</id>
		<title>Audible level</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Audible_level&amp;diff=832"/>
		<updated>2024-05-10T13:30:50Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Certain Effects require you to perform an action and speak at an audible level. For the purposes of this game, the action must be audible to the intended target. If the target at the time is not certain (such as Mass effects) then you must speak loudly enough that you can be heard by a target at the Effect’s maximum range.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Vigour&amp;diff=831</id>
		<title>Vigour</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Vigour&amp;diff=831"/>
		<updated>2024-05-10T13:30:08Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Characters in the Five Realms have a resource called Vigour.  This is an innate power within them that can be used to power [[Spells]], weapon blow [[Effect]]s, and resistances granted by [[Feat]]s.&lt;br /&gt;
&lt;br /&gt;
All residents of [[Tirneach]] have at least 1 Vigour.  A gallóglach who has sworn their oaths gains an additional 5 Vigour, for a starting Vigour pool of 6.  Additional Vigour can be gained through the 'Vigorous' feat.&lt;br /&gt;
&lt;br /&gt;
All Vigour is regained at Time In each day.  There are other ways to regain Vigour through Feats, [[Rituals]], or items.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=830</id>
		<title>Feat</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Feat&amp;diff=830"/>
		<updated>2024-05-10T13:28:37Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&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.  [[Weeping]] characters cannot take feats with the Quiescent 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;
===The Path of Renewal===&lt;br /&gt;
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Weeping&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' Path of Renewal&lt;br /&gt;
You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.&lt;br /&gt;
&lt;br /&gt;
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.&lt;br /&gt;
&lt;br /&gt;
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.&lt;br /&gt;
&lt;br /&gt;
You may cast the Detect Weeping Spell for 0 Vigour.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of this condition, Weeping does not cost a Feat.&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:''' Referee, 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, Referee, 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:''' Referee, 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:''' Quiescent, 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, Referee, 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:''' Quiescent, Referee, 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, Referee, 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:''' Referee, 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;
====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;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Spellcasting&amp;diff=829</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Spellcasting&amp;diff=829"/>
		<updated>2024-05-10T13:28:07Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
A [[Spellcasting]] character is a character that has acquired one or more Spellcraft [[Feat]]s. Each Spellcraft Feat provides a character with the knowledge of how to cast a Spell. Other Feats alter the manner in which Spells may be cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Spellcasting Mechanics==&lt;br /&gt;
&lt;br /&gt;
Spells are used to create an Effect at range; on a target up to 10m away (with the exception of the Global Stop Bleed Effect which is touch range and the Ward Effect which is self only). The caster may choose to make themselves the target.&lt;br /&gt;
&lt;br /&gt;
By default, casting requires at least one free hand, or a focus item to be held in that hand.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must use the following vocals at an [[audible level]]. The parts in bold are mandatory and must be said word for word, the parts within brackets are flexible and up to the player to decide, once they follow the outlined theme.&lt;br /&gt;
“'''I call upon the power of ('''chosen external source''') to ('''brief description of desired outcome''') and cast ('''Spell Effect+ any relevant modifiers like mass,location/global, time duration, and target group''').'''”&lt;br /&gt;
&lt;br /&gt;
Some suitable examples include “I call upon the power of the Shaper to send you on to earn your glory and cast Global Heal 1” and “I call upon the power of the land itself to turn friend into foe and cast Rampage 10s”.&lt;br /&gt;
&lt;br /&gt;
Some spells are “instant” and do not require these casting vocals. These instant spells include “Global Stop Bleed” and “Mindslash”, and instead should just be cast with “Instant cast (Spell Effect)”&lt;br /&gt;
&lt;br /&gt;
Casting a Spell can be disrupted if the caster loses consciousness during the cast.&lt;br /&gt;
&lt;br /&gt;
Spells are categorised into three types. These types are: Enchantment (En), Evocation (Ev), and Transmutation (Tr).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ritual Casting==&lt;br /&gt;
&lt;br /&gt;
The mechanism for casting ritual Spells differs significantly from that of other Spells. Ritual magic does not use Vigour. Instead, a ritual can only be performed at a ritual circle. Generally there will be two ritual circles available at an event - one as part of the player camp and one outside of it. Ritual circles are clearly marked and the physrep for the circle should not be disturbed or moved by players.&lt;br /&gt;
&lt;br /&gt;
While you do not need the Feat to participate in a ritual being lead by someone else, you do need to know the ritual as a Feat in order to lead it. By default a ritual must last between 1 and 5 minutes unless otherwise noted. Including the leader there may be up to 10 participants in a ritual. You may not begin casting a ritual in a circle that already has a ritual underway in it.&lt;br /&gt;
Each ritual has a target difficulty, and the success or failure of the ritual is determined by generating points to meet or exceed this difficulty.&lt;br /&gt;
*The number of characters who remain within the ritual circle for the entire duration of the ritual and any bonuses they have from Feats. Each ritual participant, including the leader, contributes 1 point to the ritual’s success by default.&lt;br /&gt;
* Ritual Effigy items that are sacrificed during the ritual. Each Effigy sacrificed gives points according to the lammie for that item. Any Ritual Effigy items that are sacrificed for the ritual must be valid for the current event.&lt;br /&gt;
&lt;br /&gt;
All rituals have additional conditions that must be met for the ritual to succeed such as roleplay guidelines, and each ritual has a set duration in which the participants must conduct the ritual. If these conditions are not met, the ritual fails regardless of the points generated by the participants.&lt;br /&gt;
&lt;br /&gt;
By default, the result of a ritual will take place immediately. Some rituals may have a delay before the result occurs; this is discussed in the description of the ritual. If the ritual would cause a permanent Effect on another character, like a Punishment ritual, the ritual should be witnessed by an Event Team member.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual with the Punishment keyword does not count as a participant, nor may they contribute to the score. Punishment rituals may have only one target, who must be present in the circle.&lt;br /&gt;
&lt;br /&gt;
Characters learn rituals by selecting Feats from the [[The Way of the Ritualist]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
There are three schools of magic: Enchantment (En), Evocation (Ev), and Transmutation (Tr). Spells marked with a (C/) may not be taken by Peacesworn.&lt;br /&gt;
&lt;br /&gt;
===First Level Spells===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |First Level Spells (Cost 1 Vigour)&lt;br /&gt;
|-&lt;br /&gt;
| Charm 10s (C/n) || Cure Charm (Ev) || Cure Daze (Ev) || Cure Fear (Ev) || Cure Mute (Ev) || Cure Sleep&lt;br /&gt;
|-&lt;br /&gt;
| Daze 10s (C/Ev) || Detect Beast (Ev) || Detect Bleeding (Ev) || Detect Gwyllt (Ev) || Detect Mortal (Ev) || Detect Undead (Ev)&lt;br /&gt;
|-&lt;br /&gt;
| Fumble (C/Tr) || Global Stop Bleed (Tr) || Healing 1 (Location) (En) || Mindslash (C/En) || Mute 10s (C/En) || Protection Charm 5 minute (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Protection (Daze) 5 Minutes (Tr) || Protection (Fumble) 5 Minutes (Tr) || Protection (Mindslash) 5 Minutes (Tr) || Protection (Mute) 5 Minutes (Tr) || Protection (Push) 5 Minutes (Tr) || Single Damage (location) (C/Ev)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Second Level Spells===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Second Level Spells (Cost 2 Vigour)&lt;br /&gt;
|-&lt;br /&gt;
| Charm 30s Beast (C/En) || Charm 30s Mortal (C/En) || Cure Disease (Ev) ||Cure Halt (Ev) || Cure Lure (Ev) || Cure Rampage (Ev) &lt;br /&gt;
|-&lt;br /&gt;
| Cure Venom (Ev) || Fear Beast 10s (C/En) || Fear Undead 10s (C/En) || Global Healing 1 (En) || Halt 10s Gwyllt (C/Ev) || Halt 10s Undead (C/Ev)&lt;br /&gt;
|-&lt;br /&gt;
| Protection (Healing) 5 Minutes (C/Tr) || Protection (Protection) 5 Minutes (Tr) || Protection (Strikedown) 5 Minuets (Tr) || Rampage Beast 10s (C/En) || Rampage Mortal 10s (C/En) || Sleep Beast 10s (C/En)&lt;br /&gt;
|-&lt;br /&gt;
| Sleep Mortal 10s (C/En) || Ward 1 (Ev)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Third Level Spells===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Third Level Spells (Cost 3 Vigour)&lt;br /&gt;
|-&lt;br /&gt;
| Charm 30s (C/En) || Cure (Protection) (Ev) || Daze 30s (C/Ev) || Disease (C/En) || Fear 10s (C/En) || Full Healing (Location) (En)&lt;br /&gt;
|-&lt;br /&gt;
| Halt 10s (C/Ev) || Lure 10s Gwyllt (C/En) || Lure 10s Undead (C/En) || Mute 30s (C/En) || Protection (Disease) 5 Minutes (Tr) || Protection (Fear) 5 Minutes (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Protection (Halt) 5 Minutes (Tr) || Protection (Rampage) 5 Minutes (Tr) || Protection (Sleep) 5 Minutes (Tr) || Protection (Stop Bleed) 5 Minutes (C/Tr) || Protection (Through) 5 Minutes (Tr) || Protection (Venom) 5 Minutes (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Sleep 10s (C/En) || Rampage 10s (C/En) || Ward 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fourth Level Spells===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Fourth level Spells (Cost 4 Vigour)&lt;br /&gt;
|-&lt;br /&gt;
| Halt (Gwyllt) 30s (C/Ev) || Halt (Undead) 30s (C/Ev) || Identify (Tr) || Lure (C/En) || Mass Charm 10s (C/En) || Mass Cure (Charm) (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Mass Cure (Daze) (Tr) || Mass Cure (Mute) (Tr) || Mass Cure (Fear) (Tr) || Mass Cure (Sleep) (Tr) || Mass Daze 10s (C/Ev) || Mass Fumble (C/Tr)&lt;br /&gt;
|-&lt;br /&gt;
|Mass Mute 10s (C/En) || Mass Protection (Charm) 5 Minutes (Tr) || Mass Protection (Daze) 5 Minutes (Tr) || Mass Protection (Fumble) 5 Minutes (Tr) || Mass Protection (Mindslash) 5 Minutes (Tr) || Mass Protection (Mute) 5 Minutes (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Protection (Execute) 5 Minutes (Tr) || Protection (Lure) 5 Minutes (Tr) || Protection (Shatter) 5 Minutes (Tr) || Rampage (Beast) 30s (C/En) || Rampage (Mortal) 30s || Ward 3 (Ev)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fifth Level Spells===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;| Fifth Level Spells (Cost 5 Vigour)&lt;br /&gt;
|-&lt;br /&gt;
| Fear 30s (C/En) || Full Global Healing (En) || Halt 30s (C/Ev) || Mass Cure (Halt) (Tr) || Mass Cure (Lure) (Tr) ||Mass Cure (Rampage) (Tr)&lt;br /&gt;
|-&lt;br /&gt;
| Mass Fear (Beast) 10s (C/En) || Mass Fear (Undead) 10s (C/En) || Mass Halt (Gwyllt) 10s (C/Ev) || Mass Halt (Undead) 10s (C/Ev) || Mass Protection (Healing) 5 Minutes (C/Tr) || Mass Protection (Protection) 5 Minutes (Tr) &lt;br /&gt;
|-&lt;br /&gt;
| Mass Protection (Strikedown) 5 Minutes (Tr) || Rampage 30s (C/En) || Sleep 30s (C/En)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Traditions of Ritual Magic==&lt;br /&gt;
The Church of the Shaper teaches that knowledge of ritual magic was gifted to Mortals by the Shaper&lt;br /&gt;
themself. This knowledge has been passed down within the Church for centuries and comprises a canon of&lt;br /&gt;
rituals, the methods for training ritualists, and the techniques required for developing new rituals.&lt;br /&gt;
&lt;br /&gt;
The development of new rituals is difficult, dangerous, and only rarely successful. The process often involves&lt;br /&gt;
unintended consequences and the uncontrolled release of massive amounts of magical energy. It is the position&lt;br /&gt;
of the Church that is foolish hubris for Mortals to attempt ritual magic without the intercession of the Shaper&lt;br /&gt;
to guide the process. Despite this, there continue traditions of ritual magic outside the auspices of the&lt;br /&gt;
Church. The least controversial and most well accepted of these is the ancient ritual used in the creation of&lt;br /&gt;
Fathach. At the other end of the spectrum are the profane rituals used by Grave-Robbers, and the unholy&lt;br /&gt;
rites of the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Sitting at a somewhat uncomfortable middle point are the rituals developed through arcane magical research.&lt;br /&gt;
Arcane theory teaches that it is the mind of the ritualist alone that directs the effects of ritual magic and that&lt;br /&gt;
no other intercessions are necessary. The Church rejects this idea and argues that if arcane ritualists are not&lt;br /&gt;
seeking aid from the Shaper then they are either gambling with their lives and the lives of those around them&lt;br /&gt;
or they are unwittingly receiving aid from, and coming under the influence of, more dangerous forces.&lt;br /&gt;
&lt;br /&gt;
The practice and development of arcane rituals is not widespread but continues in spite of the disapproval of&lt;br /&gt;
the Church. The usefulness of arcane researchers and practitioners in general has made it politically&lt;br /&gt;
undesirable for the Prelates Council to declare the practice entirely heretical. Some members of the Orders,&lt;br /&gt;
particularly amongst the Torchbearers, argue for a more pragmatic approach and have demonstrated&lt;br /&gt;
willingness in the past to collaborate with arcane ritualists for the greater good of Tirneach. It is entirely&lt;br /&gt;
possible for ritualists of either tradition to successfully perform the rituals of the other, though they may find&lt;br /&gt;
the forms unfamiliar or personally distasteful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Effect&amp;diff=828</id>
		<title>Effect</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Effect&amp;diff=828"/>
		<updated>2024-05-10T13:26:54Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Note: This page has been deprecated and no longer reflects the current rules, please refer to the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Current Rulebook] instead)&lt;br /&gt;
&lt;br /&gt;
Roleplay combat in Five Oaths consists of characters generating [[Effect]]s.  These Effects are either an instantaneous Effect (such as knocking a target to the ground) or cause something to happen for a duration.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Causing an Effect==&lt;br /&gt;
Effects can be generated in four ways:&lt;br /&gt;
*by weapon blow;&lt;br /&gt;
*by feat;&lt;br /&gt;
*by spell; or&lt;br /&gt;
*as directed by a Referee.&lt;br /&gt;
&lt;br /&gt;
===Weapon Blows===&lt;br /&gt;
Weapon blows, by default, cause the Single Damage Effect when they strike a location. Players are not required to call ‘Single’ when striking for the Single Damage Effect.&lt;br /&gt;
&lt;br /&gt;
All characters may choose to generate Zero Damage, representing an IC pulled blow. If two characters agree to only generate the Zero Damage Effect then they are not required to call it for their bout; they should call Single once to indicate that they are no longer pulling their blow.&lt;br /&gt;
&lt;br /&gt;
Feats, magic items or other Effects may mean a character causes another Effect with their weapon blows. In order to do this, the player should call out that Effect as they successfully strike another character, spending the necessary Vigour as they do so. It is only possible to add one non-Damage Effect to a weapon blow. For example, you can strike as normal causing the Damage Effect, or you can call Strikedown which will inflict the Damage Effect and the Strikedown Effect, but you may not call Strikedown Through. There are two Effects that do not combine with Damage, they are Bane and Sunder. A weapon blow is always deemed to be for the Single Damage Effect in addition to any called Effect unless the character calls the Zero Damage Effect in addition to another Effect.&lt;br /&gt;
&lt;br /&gt;
Weapon blows can be parried. A weapon blow is considered to be parried if it connects with a weapon or shield that is being wielded by a character. Sheathed weapons and shields are not considered to give any defensive bonus, and so blows that connect with sheathed weapons and shields deliver the Effect to the target. For the most part if a blow is parried, it has no further Effect. However there are some Effects that target objects and not people (such as Fumble and Shatter) which will affect the weapon or shield if struck.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
A [[Spellcasting]] character is a character that has acquired one or more Spellcraft Feats. Each Spellcraft Feat provides a character with the knowledge of how to cast a Spell. Other Feats alter the manner in which Spells may be cast.&lt;br /&gt;
&lt;br /&gt;
Spells are used to create an Effect at range; on a target up to 10m away (with the exception of the Global Stop Bleed Effect which is touch range and the Ward Effect which is self only). The caster may choose to make themselves the target.&lt;br /&gt;
&lt;br /&gt;
By default, casting requires at least one free hand, or a focus item to be held in that hand.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must use the following vocals. The parts in bold are mandatory and must be said word for word, the parts within brackets are flexible and up to the player to decide, once they follow the outlined theme.&lt;br /&gt;
“'''I call upon the power of ('''chosen source''') to ('''brief description of desired outcome''') and cast ('''Spell Effect+ any relevant modifiers like mass,location/global, time duration, and target group''').'''”&lt;br /&gt;
&lt;br /&gt;
Some suitable examples include “I call upon the power of the Shaper to send you on to earn your glory and cast Global Heal 1” and “I call upon the power of the land itself to turn friend into foe and cast Rampage 10s”.&lt;br /&gt;
&lt;br /&gt;
Some spells are “instant” and do not require these casting vocals. These instant spells include “Global Stop Bleed” and “Mindslash”, and instead should just be cast with “Instant cast (Spell Effect)”&lt;br /&gt;
&lt;br /&gt;
Casting a Spell can be disrupted if the caster loses consciousness during the cast.&lt;br /&gt;
&lt;br /&gt;
Spells are categorised into three types. These types are: Enchantment (En), Evocation (Ev), and Transmutation (Tr).&lt;br /&gt;
&lt;br /&gt;
===Ritual Casting===&lt;br /&gt;
The mechanism for casting ritual Spells differs significantly from that of other Spells. Ritual magic does not use Vigour. Instead, a ritual can only be performed at a ritual circle. Generally there will be two ritual circles available at an event - one as part of the player camp and one outside of it. Ritual circles are clearly marked and the physrep for the circle should not be disturbed or moved by players.&lt;br /&gt;
&lt;br /&gt;
While you do not need the Feat to participate in a ritual being lead by someone else, you do need to know the ritual as a Feat in order to lead it. By default a ritual must last between 1 and 5 minutes unless otherwise noted. Including the leader there may be up to 10 participants in a ritual. You may not begin casting a ritual in a circle that already has a ritual underway in it.&lt;br /&gt;
&lt;br /&gt;
Each ritual has a target difficulty, and the success or failure of the ritual is determined by generating points to meet or exceed this difficulty.&lt;br /&gt;
*The number of characters who remain within the ritual circle for the entire duration of the ritual and any bonuses they have from Feats. Each ritual participant, including the leader, contributes 1 point to the ritual’s success by default.&lt;br /&gt;
*If the ritual leader is not [[Weeping]], they incur a 1 point penalty for each Weeping who participates in their ritual circle. If the ritual leader is Weeping and all ritual participants are Weeping, they gain a 1 point bonus for each Weeping who participates in their ritual circle.&lt;br /&gt;
*Ritual Effigy items that are sacrificed during the ritual. Each Effigy sacrificed gives points according to the lammie for that item. Any Ritual Effigy items that are sacrificed for the ritual must be valid for the current event.&lt;br /&gt;
All rituals have additional conditions that must be met for the ritual to succeed such as roleplay guidelines, and each ritual has a set duration in which the participants must conduct the ritual. If these conditions are not met, the ritual fails regardless of the points generated by the participants.&lt;br /&gt;
&lt;br /&gt;
By default, the result of a ritual will take place immediately. Some rituals may have a delay before the result occurs; this is discussed in the description of the ritual. If the ritual would cause a permanent Effect on another character, like a Punishment ritual, the ritual should be witnessed by an Event Team member.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual with the Punishment keyword does not count as a participant, nor may they contribute to the score. Punishment rituals may have only one target, who must be present in the circle.&lt;br /&gt;
&lt;br /&gt;
==Effect List==&lt;br /&gt;
===Bane===&lt;br /&gt;
'''Call:''' (Category) Bane&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. A fearsome blow specifically designed to strike at the vulnerabilities of an enemy. When striking an unarmoured location of the Category stated (Beast, Gwyllt, Mortal, or Undead) the location is destroyed, going to -1 Body hits.&lt;br /&gt;
&lt;br /&gt;
If a Bane Effect strikes an armoured location 1 point of Damage is dealt to that location. Similarly, if the Bane strikes an unarmoured location and the target is not of the stated Category, they take the Single Damage Effect instead. This Effect cannot be combined with the Damage Effect.&lt;br /&gt;
&lt;br /&gt;
===Charm===&lt;br /&gt;
'''Call:''' Charm (Duration)&lt;br /&gt;
&lt;br /&gt;
For the duration of the Effect, the target of this Effect becomes well disposed to the source and treats them as a close friend, will not strike them, and will defend them from anyone attempting to harm them. This Effect ends if the source deals damage to the charmed target.&lt;br /&gt;
&lt;br /&gt;
===Cure===&lt;br /&gt;
'''Call:''' Cure (Effect)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of a Cure Effect has the specified Effect removed if they are under it, but will not be protected from any future iterations of that Effect.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
'''Call:''' Zero/Single (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. 0/1 is removed from the target’s hits on the called location, starting with Armour, then Body. Players are not required to call Single Damage for basic weapon blows.&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
'''Call:''' Daze (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is confused for the duration of the Effect. They cannot voluntarily walk or run, cannot strike anyone, and cannot concentrate. They can still talk, and can still defend themselves from strikes.&lt;br /&gt;
&lt;br /&gt;
===Detect===&lt;br /&gt;
'''Call:''' Detect (Target group)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous, when a character who is within 10 metres of the source of the effect is a member of the target group or has an item of the target group they must say “Ping” in a loud clear voice. In character, this Effect causes this noise, so everyone around the Detected character is aware of the Effect.&lt;br /&gt;
&lt;br /&gt;
This Effect will work against targets under the Effect of Ward, and will not remove a charge of the Ward.&lt;br /&gt;
&lt;br /&gt;
===Diagnose===&lt;br /&gt;
'''Call:''' Diagnose&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous and has a range of 5cm from an unresisting target.&lt;br /&gt;
&lt;br /&gt;
They should OOC tell the source how many Body hits they have left on each location as well as the character’s maximum Body hits on each location, current and maximum Vigour, as well as if they are under the Effects of Disease, Venom, or if they are bleeding. In addition, a Referee may tell the source about special Effects that the target is suffering from. This Effect will work against targets&lt;br /&gt;
under the Effect of Ward, and will not remove a charge of the Ward.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
'''Call:''' Disease&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of Disease suffers a detriment to the Healing Effect. Any Healing that would cause the target’s Body hits to rise above 0 causes them to rise to 0 only. This includes the Healing Effect granted by the Recovery mechanic. This Effect remains in place until a Cure Effect is called on the target, or until Time Out is called.&lt;br /&gt;
&lt;br /&gt;
===Execute===&lt;br /&gt;
'''Call:''' Executing&lt;br /&gt;
&lt;br /&gt;
A character may concentrate on an unresisting, bleeding target within melee strike range and repeat the OOC call “Executing” at an audible level for 30 seconds. They may then strike with a call of “Execute” and instantly kill that target at the end of the 30 seconds. Attempting to generate an Execute Effect on an invalid target will get a “No Effect” response at the end of the process. &lt;br /&gt;
&lt;br /&gt;
All characters can generate this Effect if they have a melee weapon drawn.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
'''Call:''' Fear (Duration)&lt;br /&gt;
&lt;br /&gt;
The target becomes filled with dread towards the source of this Effect for the duration of the Effect. For the duration they will do their best to get as far away as possible from the source of their Fear, including striking any allies who try to prevent their escape.&lt;br /&gt;
&lt;br /&gt;
===Fumble===&lt;br /&gt;
'''Call:''' Fumble (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target is forced to drop any items held in the target location. Items may not be caught until they have fallen on the ground. If you have an OOC reason for not wishing to drop the affected item you may choose to let the item hang limp for 10 seconds. During this time it may not be used in any way and blows that strike it are treated as having struck the location holding it.&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
'''Call:''' Halt (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is frozen to the spot for the duration of the Effect, and may not move, speak, or take any actions. They are still aware of their surroundings.&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
'''Call:''' Healing 1 (Location)/Full Healing (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target recovers a number of Body hits equal to the amount stated by the generator of this Effect. This number may be 1, or it may be “Full”, which restores all Body hits to the location.&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
'''Call:''' Identify&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. You gain knowledge of the properties of a lammied item without attuning to that item.&lt;br /&gt;
&lt;br /&gt;
===Lure===&lt;br /&gt;
'''Call:''' Lure (Duration)&lt;br /&gt;
&lt;br /&gt;
For the duration, the target of this Effect becomes fixated on the source of the Effect and can do nothing but move towards it at normal walking speed, altering their path if the source moves locations, and remaining motionless when they reach the source. Being struck by the Damage Effect will not break the Lure Effect. Please note: Grappling/restraining people is not permitted.&lt;br /&gt;
&lt;br /&gt;
===Mindslash===&lt;br /&gt;
'''Call:''' Mindslash&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The Effect breaks the concentration of the target.&lt;br /&gt;
&lt;br /&gt;
===Mute===&lt;br /&gt;
'''Call:''' Mute (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is silenced. For the duration of the Spell the character cannot perform any vocal action including casting Spells. They may still generate weapon blow Effects, or other actions which require concentration.&lt;br /&gt;
&lt;br /&gt;
===Notice Bleeding===&lt;br /&gt;
'''Call:''' Notice Bleeding&lt;br /&gt;
&lt;br /&gt;
Any character may look at another character within 1 metre for 10s of concentration and determine if they have any locations which are bleeding. The player does this by pointing at the character and calling &amp;quot;Notice Bleeding&amp;quot;. A character with locations on -1 Body hits will respond by stating the locations that are bleeding. A characer that is not bleeding will respond by saying “Not bleeding”. Notice Bleeding will work on a character under the Ward Effect, but does not remove a charge from Ward.&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
'''Call:''' Protection (Effect) (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is protected from the specified Effect for the duration, and should call “No Effect” to any instances of it while protected. This does not remove any instances of any Effect they are already under when they get take the Protection Effect.&lt;br /&gt;
&lt;br /&gt;
===Push===&lt;br /&gt;
'''Call:''' Push&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. A force pushes the character. The target is pushed directly away from the source for 10m. During this time they may defend themselves. Once the target has moved 10m from the location of the source at the time of casting, they may come back (note this Effect does not have a duration). If a player is OOC unable to move as directed by the Push Effect due to something blocking you (such as a wall or OOC unsafe terrain) they must stop at the blocking terrain for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===Rampage===&lt;br /&gt;
'''Call:''' Rampage (Duration)&lt;br /&gt;
&lt;br /&gt;
The target is filled with uncontrollable rage. For the duration they will strike the closest being to them, including their allies, to the best of their ability and continue either until their target has escaped beyond reasonable pursuit or their target is downed. If they cause a creature to fall unconscious, they will either move to strike the next closest creature, or if there is no other creature close by they will use the Execute call on the downed creature.&lt;br /&gt;
&lt;br /&gt;
===Rend===&lt;br /&gt;
'''Call:''' Rend&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The location struck with this Effect begins to bleed and the character gains Immunity Healing. The character can use the location as normal (depending on the number of Body hits) but the location is also bleeding. Your character is in their deathcount as if the location was at -1 Body hits. The response to a Diagnose call is the number of Body hits remaining and bleeding. A Stop Bleed that affects the location will end the Rend Effect.&lt;br /&gt;
&lt;br /&gt;
===Repair===&lt;br /&gt;
'''Call:''' Repair (Armour location)/Repair (Item)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. When this Effect targets a character’s armour, the target character’s Armour hits on the target location are restored by 1. This cannot increase the target’s Armour hits above the total allowed by their Feats and any bonuses given by magic armour. When this Effect targets a weapon, shield, or other item which has been affected by Shatter, it will become usable again.&lt;br /&gt;
&lt;br /&gt;
The Repair Effect can be delivered manually by all characters on weapons, shields and other items, however armour can only be repaired by a character with the correct Feat. The Repair Effect is done within touch range and requires 1 minute of roleplayed action of handling and fixing the armour, weapon or shield. Generating the Repair Effect is an action which requires concentration and standing stationary.&lt;br /&gt;
&lt;br /&gt;
===Shatter===&lt;br /&gt;
'''Call:''' Shatter&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. Weapons, shields and items are cracked and broken, making them useless. If a weapon or shield is shattered it becomes unusable until repaired. The special properties of items cannot be used if the item is shattered.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
'''Call:''' Sleep (Duration)&lt;br /&gt;
&lt;br /&gt;
The target falls to the ground, asleep, for the duration of the Effect. If the target takes the Damage Effect after the start of the Sleep Effect, the Effect ends immediately. While asleep a character is unconscious, unable to take any other actions, and is unaware of what is IC happening around them (players should still stay aware of what is OOC happening around them for safety reasons).&lt;br /&gt;
&lt;br /&gt;
===Stop Bleed===&lt;br /&gt;
'''Call:''' Stop Bleed (Location)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. This Effect has a range of 5cm from the target unless otherwise specified. The target’s Body hits on the target location are restored to 0 Body hits if on -1 Body hits.&lt;br /&gt;
&lt;br /&gt;
===Strikedown===&lt;br /&gt;
'''Call:''' Strikedown&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target is made to fall to the ground. Their torso must fall on the ground before they can get back up. If it is OOC unsafe to do so, they may kneel down and not take any offensive action (including Spellcasting) for 5s instead.&lt;br /&gt;
&lt;br /&gt;
===Sunder===&lt;br /&gt;
'''Call:''' Sunder&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. If this Effect targets a location that location’s Armour hits are reduced to 0. If the location’s Armour hits were already at 0, then the location is taken to -1 Body hits. This Effect cannot be combined with a Damage Effect.&lt;br /&gt;
&lt;br /&gt;
===Through===&lt;br /&gt;
'''Call:''' Through&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. This Effect allows a combined Damage Effect to ignore the target’s Armour hits and directly affect their Body hits, leaving Armour hits unhurt.&lt;br /&gt;
&lt;br /&gt;
===Venom===&lt;br /&gt;
'''Call:''' Venom&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous. The target of a Venom Effect has their deathcount length reduced by 120 seconds. If a character is in their deathcount when struck by Venom, the reduction does not happen until they leave their current deathcount. This reduction stays in place until Time Out or until the application of a Cure Effect, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
===Ward===&lt;br /&gt;
'''Call:''' Ward (Number)&lt;br /&gt;
&lt;br /&gt;
This Effect is instantaneous and may only be cast on the source. A barrier of invisible magical energy surrounds the character casting the Spell. This energy, or Ward, protects the character from any ranged Effect not delivered by weapon blow that would normally affect them (Except Drop, Diagnose and Notice Bleed).&lt;br /&gt;
&lt;br /&gt;
The number in the Ward call is the number of times the character will be protected by the Ward, this is the “charges” that the Ward Spell has. A character should respond “warded” if their Ward protects them from an Effect in this way, and one charge in their Ward is removed. The number of charges on the Ward is determined by the Spell that grants it.&lt;br /&gt;
&lt;br /&gt;
A Ward Effect expires when all charges are removed, or if the character willingly drops their Ward. A warded character cannot regain Vigour.&lt;br /&gt;
&lt;br /&gt;
==Interaction of effects==&lt;br /&gt;
For the purposes of Effect interaction, Effects are broken into physical effects and mental effects. If one Effect would interfere with carrying out another Effect, physical takes precedence over mental, and the first listed Effect gets resolved first. If the original Effect would still be in duration when the interfering Effect is resolved you then resolve the original Effect until the duration is over.&lt;br /&gt;
E.g. If your character is hit with Rampage 30s, and 15 seconds into the duration of that they suffer the Lure Effect. Lure has priority as it is higher on the list for mental Effects than Rampage. Your character follows the Lure Effect’s directions for the next 10 seconds, before reverting to the Rampage Effect for the final 5 seconds of its duration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Physical Effects priority&amp;lt;/u&amp;gt;&lt;br /&gt;
*Fumble&lt;br /&gt;
*Push&lt;br /&gt;
*Strikedown&lt;br /&gt;
*Halt&lt;br /&gt;
Suggested mnemonic = Fuzzy Peaches Seem Healthier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Mental Effects Priority&amp;lt;/u&amp;gt;&lt;br /&gt;
*Lure&lt;br /&gt;
*Fear&lt;br /&gt;
*Rampage&lt;br /&gt;
*Sleep&lt;br /&gt;
*Daze&lt;br /&gt;
*Charm&lt;br /&gt;
Suggested mnemonic = Little French Rodents Shouldn't Digest Cake&lt;br /&gt;
&lt;br /&gt;
==Event Team Effects==&lt;br /&gt;
The following are OOC calls that characters may never prevent or be immune to in any way.  These calls may only be made by a Referee.&lt;br /&gt;
&lt;br /&gt;
===Time in===&lt;br /&gt;
This indicates that play has begun for the day, and the game area is to be considered In Character (IC). This call is also used to end a Time Freeze and resume play.&lt;br /&gt;
&lt;br /&gt;
When Time In is called at the beginning of the gameplay for that day, all characters who were still alive at Time Out the night before come into play with full Body hits, Armour hits, and Vigour.&lt;br /&gt;
&lt;br /&gt;
===Time Freeze===&lt;br /&gt;
This indicates that play is to be paused in the area until further notice from a Referee, who will resume play with the Time In call.&lt;br /&gt;
&lt;br /&gt;
===Time Out===&lt;br /&gt;
This indicates that play has ended for the day. The game area is to now be considered Out of Character (OOC).&lt;br /&gt;
&lt;br /&gt;
===Drop===&lt;br /&gt;
Your character immediately enters an unconscious state. Your Body and Armour hits cannot be discerned and a Diagnose Effect targeting your character should receive the response “Indeterminate”. The Referee who called you to Drop will brief you on your character’s new status as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Safety Calls==&lt;br /&gt;
Five Oaths includes a number of calls which are intended to keep participants safe. While these are not 'Effects', all characters should be familiar with these as they may be used in the midst of combat and have responses that should be observed.  These include “Man Down”, “Fire!” “Non Combatant” and “Lay off”. Participants are expected to familiarise themselves with the appropriate responses to these calls prior to attending their first event.&lt;br /&gt;
&lt;br /&gt;
A brief explanation of these is below:&lt;br /&gt;
*Man Down - To be used when a player is, or may be, OOC injured.  This should be used to alert a Referee to the injury and to allow them to call a Time Freeze (if appropriate).&lt;br /&gt;
* Fire! - To be used when a fire has occured in an area which has not been designated by the event team as a fire pit / campfire.  This could also be used if a fire in a designated area has gone out of control. In the event of this call, OOC safety should be the priority. In-character situations that might reference 'fire' are encouraged to use other words instead (such as flames, or - in the case of an archer line - loose).&lt;br /&gt;
*Non Combatant - If a Non-Combatant is about to be struck, or has been struck, they should call &amp;quot;Non-Combatant&amp;quot;, move to an OOC safe location away from any group combat (if necessary) and drop to 0 Body hits on their torso. The Non-Combatant’s character may be attacked further at this time in a safe and no-contact manner. These situations must be monitored carefully by a Referee to ensure OOC safety and fairness. Casting Spells into an active fight is considered a combative action for the purposes of OOC safety, and so should not be done by players who are Non-Combatants.&lt;br /&gt;
*Lay Off - If an IC situtation is getting too intense, loud, or otherwise out of a character's OOC comfort zone, they can use the 'lay off' call to indicate to the other player to dial it back. This can also be indicated non-verbally by making an 'L' shape with your hand.&lt;br /&gt;
&lt;br /&gt;
If you need any clarification with regard to these rules, please ask a member of the Event Team or a referee. Deliberately disregarding these or deliberately striking someone who is wearing a Peacesworn tabard (as they are automatically considered to be non-combatant) will be treated as serious misconduct by the Event Team. A Peacesworn tabard is an all-white garment that should be readily visible.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Graves&amp;diff=827</id>
		<title>Season of Graves</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Graves&amp;diff=827"/>
		<updated>2024-05-10T13:23:05Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fifth of the Five Oaths events, that took place between 30th June and 2nd July 2023 in Collon Scout Camp.&lt;br /&gt;
&lt;br /&gt;
==Event Blurb==&lt;br /&gt;
As [[Tirneach]] begins to enjoy the stability brought by the new Réig, the people look forward to a period of peace and prosperity, and the Arcane College of Draíod looks to expand its campus to reach new heights (and depths).&lt;br /&gt;
&lt;br /&gt;
However the college is surrounded by sealed tunnels swarming with threats. Some from the Siege of the Blazing Host. Others older, and in some cases forgotten.&lt;br /&gt;
&lt;br /&gt;
[[The_Band|Cumhacht na Réige]] has accepted the task of clearing the way for the College’s expansion and hunting down a collection of menaces, new and old. Setting up camp in a clearing on the surface, opportunity and peril wait below in the tunnels of Crag Oscionn in equal measure.&lt;br /&gt;
&lt;br /&gt;
==Occurences during the Event==&lt;br /&gt;
[[The Band]] was presented with six bounties by the Arcane College, and they managed to complete them all.&lt;br /&gt;
&lt;br /&gt;
*'''The Golden [[Gwyllt#Caorthannaigh|Caorthannaigh]]''' - Identifiable by their Golden Armour, this creature was slain on the first evening, and the Golden Armour retrieved. However, the Armour was thought to attract [[Undead#The_Sluagh|Sluagh]], who were attacking the camp until a ritual was enacted to destroy the Armour, however, this assumption later proved untrue.&lt;br /&gt;
*'''Sadhbh Saoislayer''' - A [[Shaper#The_Breaker_Heresy|Breaker]] Cult leader, Saoislayer was encountered in a remote series of tunnels by one of the Band's roving patrols, and she and her cultists were easily dispatched.&lt;br /&gt;
*'''The [[Undead#Sluagh_King|Sluagh King]]''' - The location of this horrific writhing mass of [[Undead#The_Sluagh|Sluagh]] was provided by a concerned local, and although the Band were driven back on their first attempt to slay this monster, they were able to apply the lessons they learned and dispatch it when it attacked their camp.&lt;br /&gt;
*'''The Rot Mother''' -  This incredibly dangerous abomination was responsible for swarms of fungus-infested undead, and was only defeated by demonstrations of Clarity and Perseverance that allowed the Band to find and exploit what few vulnerabilities it presented.&lt;br /&gt;
*'''Bán''' - The leader of a pack of [[Beasts#Cabhrúcailleach|Cabhrúcailleach]] that had been engaged in coordinated thefts of artefacts from the Arcane College. Unfortunately, although the pack was dispersed and Bán slain, the magical items remain unrecovered.&lt;br /&gt;
*'''The Physick''' - One of the few missions Cumhacht na Réige would have gladly engaged in for free, The Physick had a dark history with the Band. Infamous for experiments on the Weeping, this depraved Grave Robber was traced to abandoned tunnels under the Arcane College, and after over an hour of fighting through his minions the Band captured him. After an interrogation The Physick was executed for willingly and maliciously creating undead, as well as dozens of other offenses against the Shaper and the Realm.&lt;br /&gt;
&lt;br /&gt;
These were not the only jobs the Band completed, nor the only foes they faced. Along with the traditional Judgements delivered by the band, they also funded several research projects from scholars at the Arcane College, though they rejected a number over safety concerns. More significant was the unidentified flora creature that attacked the Band multiple times over the campaign. Although the Band managed to drive it away on each occasion, its final attack came as the Band were returning with the captured Physick. Exhausted, injured and moving through twisting tunnels, the Band's rear-guard was struck by the flora monster. At one point the creature's powerful enchantments struck down almost all the rear-guard, with only [[Smeagol]] left standing. Smeagol managed to hold the creature off long enough for his colleagues to recover, but eventually succumbed to his wounds.&lt;br /&gt;
&lt;br /&gt;
Besides the bounties, contracts and judgements completed by The Band, they also cleared collapsed tunnels around Crag Oscionn. On the advice of the Band, many of these tunnels were allocated to the Riding of Mealldáv, under Caoimhín Thunderbrand. &lt;br /&gt;
&lt;br /&gt;
==Officers for the Event==&lt;br /&gt;
*'''Thane's Lieutenant''' - [[Alejandro_Montalbán_O%27Reilly|Alejandro Montalbán O'Reilly]]&lt;br /&gt;
*'''Deputy Lieutenant''' – [[Sorrel Airiúgladh]]&lt;br /&gt;
*'''Watch Officer''' – [[Malartu]]&lt;br /&gt;
*'''Master of the Camp''' – [[Éabha]]&lt;br /&gt;
*'''Quartermaster''' – [[Doran]]&lt;br /&gt;
*'''Cinnire-at-arms''' – [[Briste]]&lt;br /&gt;
*'''Wizard-at-arms''' – [[Valeria_Llamerada|Valeria Llamerada]] &lt;br /&gt;
*'''Reconnaissance Officer''' – [[Rumann MacUltan]]&lt;br /&gt;
&lt;br /&gt;
==Casualties==&lt;br /&gt;
*[[Smeagol_&amp;quot;Seagull&amp;quot;_Buttonwood|Smeagol]] - Highlander Barman of the Amber Wolf, slain by the flora monster while preventing it breaking through the rear-guard.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=826</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=826"/>
		<updated>2024-05-10T13:22:08Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Band Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed effects. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Rulebook] which includes the process of making a character.  In short, you will choose a species and a homeland, and then decide what kind of skills and experience your character has.&lt;br /&gt;
&lt;br /&gt;
There are many different approaches to character creation. Some people choose to build their character based on what kind of role they wish to play in combat, or how they want to interact with other characters. Others choose to create a character based on who they think it would be fun to portray for a weekend. Some decide on their concept based on which options provide the most interesting or least taxing costuming opportunities. It’s up to you what takes your interest.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when creating a character is that it is beneficial if they are curious, or ambitious, and generally ready to get involved in the world around them. A character with these drives will help you engage with the game and other characters.&lt;br /&gt;
&lt;br /&gt;
Your character’s skills in the game are defined by Feats. Once again the rulebook covers these in detail. Feats will determine whether your character is particularly tough, what kind of armour they use, whether or not they can use magic, and what other kinds of fun tricks they have up their sleeves. They’ll also allow you to gain extra information about the game world or craft useful items in the time between games.&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*Life in Tirneach&lt;br /&gt;
**[[Calendar]]&lt;br /&gt;
**[[Currency in the Five Realms]]&lt;br /&gt;
**[[Law and Order in Tirneach]]&lt;br /&gt;
**[[Nobility in the Five Realms]]&lt;br /&gt;
**[[Occupations in the Five Realms]]&lt;br /&gt;
**[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
**[[Marriage in Tirneach]]&lt;br /&gt;
**[[Adoption in Tirneach]]&lt;br /&gt;
*Foreign Lands&lt;br /&gt;
**[[Orohogar]]&lt;br /&gt;
**[[Schlachtfeld]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
*[[Season of Renewal]] - Summer 2022 Event&lt;br /&gt;
**[[The Songbook Conspiracy]] - Post-Campaign Report&lt;br /&gt;
**[[Ultan Twinspear’s abridged summation of the ritual techniques required to quell necromantic perversion of Siabhals greatest heroes during Season of Renewal| Ritual To Remedy The Fable of Siabhals Heroes]] - Post-Campaign Report&lt;br /&gt;
*[[Season of Smiling]] - Spring 2023 Event&lt;br /&gt;
*[[Season of Graves]] - Summer 2023 Event&lt;br /&gt;
*[[Season of Grief]] - Autumn 2023 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2024 Event&lt;br /&gt;
&lt;br /&gt;
===Band Resources===&lt;br /&gt;
*[[The Reconnaissance Office]] - Information on the Band's Reconnaissance Officer and Deputies, as well as details on current enemies and research topics.&lt;br /&gt;
*[[Band Finances]] - Information on how the Band’s Quartermaster determines payment for missions.&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=825</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=825"/>
		<updated>2024-05-10T13:19:27Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed effects. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Rulebook] which includes the process of making a character.  In short, you will choose a species and a homeland, and then decide what kind of skills and experience your character has.&lt;br /&gt;
&lt;br /&gt;
There are many different approaches to character creation. Some people choose to build their character based on what kind of role they wish to play in combat, or how they want to interact with other characters. Others choose to create a character based on who they think it would be fun to portray for a weekend. Some decide on their concept based on which options provide the most interesting or least taxing costuming opportunities. It’s up to you what takes your interest.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when creating a character is that it is beneficial if they are curious, or ambitious, and generally ready to get involved in the world around them. A character with these drives will help you engage with the game and other characters.&lt;br /&gt;
&lt;br /&gt;
Your character’s skills in the game are defined by Feats. Once again the rulebook covers these in detail. Feats will determine whether your character is particularly tough, what kind of armour they use, whether or not they can use magic, and what other kinds of fun tricks they have up their sleeves. They’ll also allow you to gain extra information about the game world or craft useful items in the time between games.&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*Life in Tirneach&lt;br /&gt;
**[[Calendar]]&lt;br /&gt;
**[[Currency in the Five Realms]]&lt;br /&gt;
**[[Law and Order in Tirneach]]&lt;br /&gt;
**[[Nobility in the Five Realms]]&lt;br /&gt;
**[[Occupations in the Five Realms]]&lt;br /&gt;
**[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
**[[Marriage in Tirneach]]&lt;br /&gt;
**[[Adoption in Tirneach]]&lt;br /&gt;
*Foreign Lands&lt;br /&gt;
**[[Orohogar]]&lt;br /&gt;
**[[Schlachtfeld]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
*[[Season of Renewal]] - Summer 2022 Event&lt;br /&gt;
**[[The Songbook Conspiracy]] - Post-Campaign Report&lt;br /&gt;
**[[Ultan Twinspear’s abridged summation of the ritual techniques required to quell necromantic perversion of Siabhals greatest heroes during Season of Renewal| Ritual To Remedy The Fable of Siabhals Heroes]] - Post-Campaign Report&lt;br /&gt;
*[[Season of Smiling]] - Spring 2023 Event&lt;br /&gt;
*[[Season of Graves]] - Summer 2023 Event&lt;br /&gt;
*[[Season of Grief]] - Autumn 2023 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2024 Event&lt;br /&gt;
&lt;br /&gt;
===Band Resources===&lt;br /&gt;
*[[The Reconnaissance Office]] - Information on the Band's Reconnaissance Officer and Deputies, as well as details on current enemies and research topics.&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Caoltan&amp;diff=824</id>
		<title>Caoltan</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Caoltan&amp;diff=824"/>
		<updated>2024-05-10T13:18:36Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|name = Caoltan&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
[[Category: Retired]]&lt;br /&gt;
&lt;br /&gt;
Caoltan is a Leasiar from Siabhal who acts as a frontline scout for Cumhacht na Réig.  He was formerly a member of the [[Oakhearts]] band.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=823</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=823"/>
		<updated>2024-05-10T13:15:05Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed effects. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://fiveoaths.com/wordpress/wp-content/uploads/2024/03/Five_Oaths_Rules_11_03_2024.pdf Rulebook] which includes the process of making a character.  In short, you will choose a species and a homeland, and then decide what kind of skills and experience your character has.&lt;br /&gt;
&lt;br /&gt;
There are many different approaches to character creation. Some people choose to build their character based on what kind of role they wish to play in combat, or how they want to interact with other characters. Others choose to create a character based on who they think it would be fun to portray for a weekend. Some decide on their concept based on which options provide the most interesting or least taxing costuming opportunities. It’s up to you what takes your interest.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when creating a character is that it is beneficial if they are curious, or ambitious, and generally ready to get involved in the world around them. A character with these drives will help you engage with the game and other characters.&lt;br /&gt;
&lt;br /&gt;
Your character’s skills in the game are defined by Feats. Once again the rulebook covers these in detail. Feats will determine whether your character is particularly tough, what kind of armour they use, whether or not they can use magic, and what other kinds of fun tricks they have up their sleeves. They’ll also allow you to gain extra information about the game world or craft useful items in the time between games.&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*Life in Tirneach&lt;br /&gt;
**[[Calendar]]&lt;br /&gt;
**[[Currency in the Five Realms]]&lt;br /&gt;
**[[Law and Order in Tirneach]]&lt;br /&gt;
**[[Nobility in the Five Realms]]&lt;br /&gt;
**[[Occupations in the Five Realms]]&lt;br /&gt;
**[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
**[[Marriage in Tirneach]]&lt;br /&gt;
**[[Adoption in Tirneach]]&lt;br /&gt;
*Foreign Lands&lt;br /&gt;
**[[Orohogar]]&lt;br /&gt;
**[[Schlachtfeld]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
*[[Season of Renewal]] - Summer 2022 Event&lt;br /&gt;
**[[The Songbook Conspiracy]] - Post-Campaign Report&lt;br /&gt;
**[[Ultan Twinspear’s abridged summation of the ritual techniques required to quell necromantic perversion of Siabhals greatest heroes during Season of Renewal| Ritual To Remedy The Fable of Siabhals Heroes]] - Post-Campaign Report&lt;br /&gt;
*[[Season of Smiling]] - Spring 2023 Event&lt;br /&gt;
*[[Season of Graves]] - Summer 2023 Event&lt;br /&gt;
*[[Season of Grief]] - Autumn 2023 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2024 Event&lt;br /&gt;
&lt;br /&gt;
===Band Resources===&lt;br /&gt;
*[[The Reconnaissance Office]] - Information on the Band's Reconnaissance Officer and Deputies, as well as details on current enemies and research topics.&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Timeline_of_Tirneach&amp;diff=549</id>
		<title>Timeline of Tirneach</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Timeline_of_Tirneach&amp;diff=549"/>
		<updated>2023-03-20T13:05:47Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Year 800 TR - A time of Renewal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides a brief description of major historical events, together with events relevant to the band [[Cumhacht na Réig]].&lt;br /&gt;
&lt;br /&gt;
Time in Five Oaths is usually measured in years from the arrival of the first Réig to the shores of [[Tirneach]] (Teacht an Réig or TR)&lt;br /&gt;
&lt;br /&gt;
===Before Year 0 TR===&lt;br /&gt;
Prior to the arrival of the Réig to Tirneach, the land was largely overrun by the [[Gwyllt]].  During this time:&lt;br /&gt;
*The people of [[Siabhal]] relied upon a host of great heroes to defend its people from the Gwyllt, though their society was not stable due to the influence of the Gwyllt causing traitors to emerge from their midst.&lt;br /&gt;
*[[Draíod]] kept to their underground caverns, sharing learning with Siabhal but otherwise not engaging with the surface world.&lt;br /&gt;
*The people of [[Baol]] relied upon the fell bargains made by the lady of the Amber Hall with the Gwyllt to survive, though the Amber Hall itself fell more than a hundred years before the arrival of the Réig.&lt;br /&gt;
*The people of [[Uasa]] harnessed water spirits for their protection&lt;br /&gt;
*The lands of [[Bruid]] were overrun by the great forest and impassable to all but the Gwyllt and their servants.&lt;br /&gt;
&lt;br /&gt;
===Year 0 TR - The arrival of the Réig===&lt;br /&gt;
''For more detail on this time, and what came before, please see the [[Réig]]''&lt;br /&gt;
&lt;br /&gt;
The Réig arrived in Tirneach from across the Shaper's Sea (or the Howling Sea as it was known) together with the first Gallóglaigh bands, traversing the sea upon a great land bridge - the remains of which are known as the Shaper's Steps.&lt;br /&gt;
&lt;br /&gt;
The Siabhalaigh viewed the arrival of the Réig as an invasion and attacked, eager to defeat the invaders.  The Gallóglaigh of the Réig were hard pressed, for the Réig had made clear the children of Tirneach were not their enemy.  However, they received aid from an likely source, as the people of Uasa came to their aid.  &lt;br /&gt;
&lt;br /&gt;
The people of Uasa gave the Réig and their Gallóglaigh shelter and hospitality and soon they were the Réig's staunchest allies in Tirneach and gave the Réig their title.&lt;br /&gt;
&lt;br /&gt;
Upon becoming aware of the Réig's arrival, the Saoi of Draíod posed a challenge to them and, upon its completion, they too swore allegiance to the Réig.&lt;br /&gt;
&lt;br /&gt;
A short time after this, the Siabhalaigh marched to the borders of Uasa, opposed by the followers of the Réig.  The Réig sought to bring peace between them, but their armies were assailed by the Gwyllt.  In seeing the Réig's prowess and the skill of their cause, the Siabhalaigh joined forces, seeing in the Réig the characteristics of their hundred heroes of old.  It was on that battlefield that the great forces of the Gwyllt were broken and the dark pall of their influence driven back.&lt;br /&gt;
&lt;br /&gt;
The combined armies of Uasa, Siabhal and Draíod soon brought Baol into the fold, without much opposition as Baol did not have a unified leadership at that time.&lt;br /&gt;
&lt;br /&gt;
Once the four realms had been united, the Réig declared that a new realm, Bruid, would be created from the wilderness and tasked the first Iarla of Bruid with reclaiming it with the aid of the Gallóglaigh.&lt;br /&gt;
&lt;br /&gt;
In time the first Réig died. In the times since many Réig have succeeded the first.&lt;br /&gt;
&lt;br /&gt;
===Recent History===&lt;br /&gt;
&lt;br /&gt;
===Year 711 TR===&lt;br /&gt;
Leamh The Long Lived was declared Réig. She ruled for forty years and enacted the Great Design, which reclaimed large swathes of land from the swamps and rivers of Uasa. &lt;br /&gt;
&lt;br /&gt;
===Year 751 TR===&lt;br /&gt;
The Time of Tumult began, seeing an unprecedented three Réigs in ten years, none of whom served for longer than five years. &lt;br /&gt;
&lt;br /&gt;
===Year 761 TR===&lt;br /&gt;
Duarcan the Grim, head of House Roaring Thunder, became Regent for six years following the sudden death of the previous Réig. He brought the Time of Tumult to an end and ruled with an iron fist, holding the Iarla of the realms hostage until finally organizing a grand tourney to select the next Réig.&lt;br /&gt;
&lt;br /&gt;
===Year 767 TR===&lt;br /&gt;
Seocha Uí Chonchobhair was declared Réig. One of her first acts was to depose Duarcan the Grim and install a new head of House Roaring Thunder.&lt;br /&gt;
&lt;br /&gt;
===Year 777 TR===&lt;br /&gt;
Airt Ua Chonchobhair was declared Réig. He was characterised by a thirst for knowledge and holding academic ideals above all others.&lt;br /&gt;
&lt;br /&gt;
===Year 790 TR - The Coronation of Maeláine Uí Chonchobhair===&lt;br /&gt;
In the year 790, Maeláine Uí Chonchobhair was declared Réig following the sudden death of their uncle Airt Ua Chonchobhair.  Maeláine secured their claim to the throne by a duel to the death with their cousin.&lt;br /&gt;
&lt;br /&gt;
===Year 797 TR - A time of Loyalty and Seeking===&lt;br /&gt;
The band Cumhact na Réig was formed.  &lt;br /&gt;
&lt;br /&gt;
Following the swearing of their oaths in Corroch, during the [[Season of Loyalty]], they conducted their first missions as Gallóglaigh and upon the Réig's direction helped to put down an uprising by Riverborn heretics of Uasa.&lt;br /&gt;
&lt;br /&gt;
The second mission that Cumhacht na Réig undertook was to protect the great cattle-mart of Baol during the [[Season of Seeking]].  There, they defeated the Bluehand Band, who had been hired to disrupt the running of the mart, and protected the reputation of the Rider Duardo Ortega Mera.&lt;br /&gt;
&lt;br /&gt;
===Year 798-799 TR - A time of Uncertainty===&lt;br /&gt;
''For more details on the period of 798 to 800 TR, please see [[Seasons of Uncertainty]]''&lt;br /&gt;
&lt;br /&gt;
During a trip to the Shaper's Steps, Maeláine Uí Chonchobhair was attacked and was killed. Without a named heir, or a clear successor, the lands of Tirneach were thrown into turmoil.&lt;br /&gt;
&lt;br /&gt;
The Regent, Cian Treebreaker, head of House Roaring Thunder, called all Gallóglaigh to return to Corroch to act as a peacekeeping force to allow for the appointment of a new Réig.  Cian Treebreaker was assassinated by the Riverborn. The post of Regent, and head of House Roaring Thunder, was taken up by Tiergan took up the leadership of House Roaring Thunder. Tiergan, together with those Gallóglaigh who had answered the call of the Regent, managed to stave off an attempt by adherents of the Breaker Heresy to kill the Prelates of the Church of the Shaper and the remaining members of House Roaring Thunder.&lt;br /&gt;
&lt;br /&gt;
At this time, Mairi of Clann Niamha, claimed that they were the new Réig and that the Lowlands of Baol belonged to the highlands, causing a civil war to break out.  A number of Gallóglaigh supported Iarla Dalles of Baol in opposing Mairi's claim.  Rider Tiernan Mac Aonghusa rallied opposition against Mairi and cornered them at the battle of the Scarlet Heather. During the battle Tiernan Mac Aonghusa killed Mairi, and a number of her key supporters were also killed, the remainder surrendering soon after.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, a large host of Gwyllt assailed Ardbealach in Draíod - in particular the ritual circle outside of Ardbealach.  The assault turned into a protracted siege, which was only alleviated when the Gwyllt relented in their assault following a minor shift in the leylines which caused a temporary disempowerment of the ritual circles near Ardbealach.  During the siege, a Weeping Fathach by the name of Amhlaoibh was rescued by a number of Weeping members of Cumhacht na Réig from a secluded laboratory of a Linebreaker Vartach. Amhlaoibh was found by the Saoi of Draíod to bear a mark of Destiny.&lt;br /&gt;
&lt;br /&gt;
The Regent and the Iarlas of the five realms issued an edict for Gallóglaigh of all bands to travel to a capital of one of the realms to ensure safety and stability while a new Réig was appointed.   &lt;br /&gt;
&lt;br /&gt;
During the Summer of 799, there was a resurgence of Gwyllt activity, resulting in major attacks upon each of Tirneach's five realms:&lt;br /&gt;
*In Uasa, a group called Lobhan's Legacy murdered several Uasaigh Riders and there was significant unrest following exposure to a newly discovered type of Gwyllt, a one-eyed fish.  Notably, the one-eyed Gwyllt fish caused paranoia and were capable of merging into larger amalgams - a gigantic version of which assaulted Corroch and was only turned back by the Gallóglaigh stationed there.&lt;br /&gt;
*In Siabhal, severe Gwyllt attacks were experienced and this caused several ridings to become isolated and cut off from the realm as a whole.  A Major Assault on Barr by a Gwyllt resembling a large tower almost resulted in the death of the Iarla of Siabhal, and candidate for Réig, Éaltna Ní Órfhaiche.  Meanwhile, an assault by the Gwyllt upon Iomra caused the destruction of one of its three towers.  The attacks caused shortages of supplies, although this did not rise to the level of famine in Siabhal.&lt;br /&gt;
*In Baol, the presence of a Gwyllt imposter caused significant unrest after it facilitated an attack upon Uaircinn which included an assassination attempt upon Tiernan MacAonghusa.  The heirs of the highlands of Baol's courtly Clanns began to receive visions of the Amber Hall promising a lost power to help defeat the Gwyllt, only to meet their deaths and become undead abominations.&lt;br /&gt;
*In Draíod, Cragg Oscionn experienced severe flooding after water was found to be leaking into several tunnels near the Arcane College.  Gallóglaigh present there assisted with the recue and recovery efforts and helped to root out and defeat both Undead and Gwyllt who were discovered in the surrounding areas.&lt;br /&gt;
*In Bruid, the increase of Gwyllt activity (most notably Knochenbriseadh and Wenigadaí) required the aid of a significant number of Gallóglaigh to repel, together with the assistance of a pilgrimage to Bruid from Shlachtfeld.  The borders of the great forest advanced northward to within sight of the south walls of Caraoic. &lt;br /&gt;
&lt;br /&gt;
===Year 800 TR - A time of Renewal===&lt;br /&gt;
Tiergan, Head of House Roaring Thunder, declared that the Réig would be the winner of a duel between Éaltna Ní Órfhaiche and Tiernan MacAonghusa.  At the appointed hour for the duel, Éaltna conceded the duel to Tiernan, declaring they had received a vision from the Shaper the night before and they believed that Tiernan was the rightful Réig of Tirneach.  With that, Tiernan MacAonghusa was crowned Réig.&lt;br /&gt;
&lt;br /&gt;
The Thane of Cumhact na Réig, Declan Ó Ceallaigh, retired, replaced by Thane Ualgarg Corcra on the Réig's orders, a Drakeblooded Torchbearer who had been the Cinnire-at-Arms of White Eye’s Band. Orders were given for Cumhacht na Réig to assemble under their Thane in Barr.&lt;br /&gt;
&lt;br /&gt;
The Band was enlisted to help Iarla Éaltna Ní Órfhaiche in dealing with hunting down a Heffa Wyllt in the Grey Lands in Siabhal, near the border of Uasa.  In addition, they were entrusted with the task of uncovering the purpose behind mysterious groups of armed individuals moving around between the Ridings in the area and in doing so they uncovered a conspiracy amongst a number of the Riders of the area to usurp the Iarla's authority - and arrested the perpetrators.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting Information]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=545</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=545"/>
		<updated>2023-03-02T16:25:54Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* How do I play Five Oaths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed [[effect]]s. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://fiveoaths.com/wordpress/wp-content/uploads/2022/07/Five-Oaths-Field-Rules-Players-Handbook-Updated-180722.pdf Rulebook] which includes the process of making a character.  In short, you will choose a species and a homeland, and then decide what kind of skills and experience your character has.&lt;br /&gt;
&lt;br /&gt;
There are many different approaches to character creation. Some people choose to build their character based on what kind of role they wish to play in combat, or how they want to interact with other characters. Others choose to create a character based on who they think it would be fun to portray for a weekend. Some decide on their concept based on which options provide the most interesting or least taxing costuming opportunities. It’s up to you what takes your interest.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when creating a character is that it is beneficial if they are curious, or ambitious, and generally ready to get involved in the world around them. A character with these drives will help you engage with the game and other characters.&lt;br /&gt;
&lt;br /&gt;
Your character’s skills in the game are defined by Feats. Once again the rulebook covers these in detail. Feats will determine whether your character is particularly tough, what kind of armour they use, whether or not they can use magic, and what other kinds of fun tricks they have up their sleeves. They’ll also allow you to gain extra information about the game world or craft useful items in the time between games.&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*[[Calendar]]&lt;br /&gt;
*[[Currency in the Five Realms]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*[[Law and Order in Tirneach]]&lt;br /&gt;
*[[Nobility in the Five Realms]]&lt;br /&gt;
*[[Occupations in the Five Realms]]&lt;br /&gt;
*[[Orohogar]]&lt;br /&gt;
*[[Schlachtfeld]]&lt;br /&gt;
*[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
*[[Season of Renewal]] - Summer 2022 Event&lt;br /&gt;
**[[The Songbook Conspiracy]] - Post-Campaign Report&lt;br /&gt;
**[[Ultan Twinspear’s abridged summation of the ritual techniques required to quell necromantic perversion of Siabhals greatest heroes during Season of Renewal| Ritual To Remedy The Fable of Siabhals Heroes]] - Post-Campaign Report&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Renewal&amp;diff=528</id>
		<title>Season of Renewal</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Renewal&amp;diff=528"/>
		<updated>2022-08-29T14:34:03Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Occurences during the Event */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Third of the Five Oaths events, that took place between 19th and 21nd August 2022 in Collon Scout Camp.&lt;br /&gt;
&lt;br /&gt;
==Event Blurb==&lt;br /&gt;
Tirneach is still reeling from the events of the Season of Uncertainty.&lt;br /&gt;
&lt;br /&gt;
The coronation of the new Réig Tiernan Mac Aonghusa has brought a veneer of peace, but all over the Five Realms there are still major disturbances and many fear a return to chaos. Siabhal has always prided itself on being the most civilised and peaceful of the Realms, but this pride was badly mauled with the attacks on Barr and, even worse, on Iomra. &lt;br /&gt;
&lt;br /&gt;
Éalthna Ní Órfhaiche, the erstwhile contender for the throne, must now attend to the troubles in their own Realm.&lt;br /&gt;
&lt;br /&gt;
Cumhacht na Réige have proved their mettle during the Season of Uncertainty, and have been reconsecrated on the holy fields of Corroch. They now march northwards to answer the call of the Iarla of Siabhal, where a terrible Gwyllt creature: the Helfa Wyllt, stalks the lands. The creature drives normally placid beasts to hideous acts of violence and stands between the folk of the Grey Lands and rebuilding their lives and their realm.&lt;br /&gt;
&lt;br /&gt;
==Occurences during the Event==&lt;br /&gt;
The new Thane of the Band, Ualgarg Corcra, took command and asserted their control through the officers.&lt;br /&gt;
&lt;br /&gt;
[[The Band]] eliminated the Helfa Wyllt as contracted to do, led directly by the Thane.  The Band was also asked to investigate and deal with [[The Songbook Conspiracy]].&lt;br /&gt;
&lt;br /&gt;
==Officers for the Event==&lt;br /&gt;
*'''Thane's Lieutenant''' - [[Alejandro_Montalbán_O%27Reilly]]&lt;br /&gt;
*'''Deputy Lieutenant''' – [[Sorrel Airiúgladh]]&lt;br /&gt;
*'''Watch Officer''' – [[Cathasaigh MacTire]]&lt;br /&gt;
*'''Master of the Camp''' – [[Ambrosio de Costana]]&lt;br /&gt;
*'''Quartermaster''' – [[Doran]]&lt;br /&gt;
*'''Cinnire-at-arms''' – [[Briste]]&lt;br /&gt;
*'''Acting Wizard-at-arms''' – [[Tornac]] (Appointed by Briste after a task to prove their mettle)&lt;br /&gt;
*'''Reconnaissance Officer''' – [[Rumann MacUltan]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Renewal&amp;diff=527</id>
		<title>Season of Renewal</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Season_of_Renewal&amp;diff=527"/>
		<updated>2022-08-29T14:31:07Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;The Third of the Five Oaths events, that took place between 19th and 21nd August 2022 in Collon Scout Camp.  ==Event Blurb== Tirneach is still reeling from the events of the Season of Uncertainty.  The coronation of the new Réig Tiernan Mac Aonghusa has brought a veneer of peace, but all over the Five Realms there are still major disturbances and many fear a return to chaos. Siabhal has always prided itself on being the most civilised and peaceful of the Realms, but thi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Third of the Five Oaths events, that took place between 19th and 21nd August 2022 in Collon Scout Camp.&lt;br /&gt;
&lt;br /&gt;
==Event Blurb==&lt;br /&gt;
Tirneach is still reeling from the events of the Season of Uncertainty.&lt;br /&gt;
&lt;br /&gt;
The coronation of the new Réig Tiernan Mac Aonghusa has brought a veneer of peace, but all over the Five Realms there are still major disturbances and many fear a return to chaos. Siabhal has always prided itself on being the most civilised and peaceful of the Realms, but this pride was badly mauled with the attacks on Barr and, even worse, on Iomra. &lt;br /&gt;
&lt;br /&gt;
Éalthna Ní Órfhaiche, the erstwhile contender for the throne, must now attend to the troubles in their own Realm.&lt;br /&gt;
&lt;br /&gt;
Cumhacht na Réige have proved their mettle during the Season of Uncertainty, and have been reconsecrated on the holy fields of Corroch. They now march northwards to answer the call of the Iarla of Siabhal, where a terrible Gwyllt creature: the Helfa Wyllt, stalks the lands. The creature drives normally placid beasts to hideous acts of violence and stands between the folk of the Grey Lands and rebuilding their lives and their realm.&lt;br /&gt;
&lt;br /&gt;
==Occurences during the Event==&lt;br /&gt;
The new Thane of the Band took command and asserted their control through the officers.&lt;br /&gt;
&lt;br /&gt;
[[The Band]] eliminated the Helfa Wyllt as contracted to do.  The Band was also asked to investigate and deal with [[The Songbook Conspiracy]].&lt;br /&gt;
&lt;br /&gt;
==Officers for the Event==&lt;br /&gt;
*'''Thane's Lieutenant''' - [[Alejandro_Montalbán_O%27Reilly]]&lt;br /&gt;
*'''Deputy Lieutenant''' – [[Sorrel Airiúgladh]]&lt;br /&gt;
*'''Watch Officer''' – [[Cathasaigh MacTire]]&lt;br /&gt;
*'''Master of the Camp''' – [[Ambrosio de Costana]]&lt;br /&gt;
*'''Quartermaster''' – [[Doran]]&lt;br /&gt;
*'''Cinnire-at-arms''' – [[Briste]]&lt;br /&gt;
*'''Acting Wizard-at-arms''' – [[Tornac]] (Appointed by Briste after a task to prove their mettle)&lt;br /&gt;
*'''Reconnaissance Officer''' – [[Rumann MacUltan]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=514</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=514"/>
		<updated>2022-08-01T19:51:55Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* How do I play Five Oaths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed [[effect]]s. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://fiveoaths.com/wordpress/wp-content/uploads/2022/07/Five-Oaths-Field-Rules-Players-Handbook-Updated-180722.pdf Rulebook]&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*[[Calendar]]&lt;br /&gt;
*[[Currency in the Five Realms]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*[[Law and Order in Tirneach]]&lt;br /&gt;
*[[Nobility in the Five Realms]]&lt;br /&gt;
*[[Occupations in the Five Realms]]&lt;br /&gt;
*[[Orohogar]]&lt;br /&gt;
*[[Schlachtfeld]]&lt;br /&gt;
*[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=513</id>
		<title>Law and Order in Tirneach</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=513"/>
		<updated>2022-08-01T19:49:18Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Judges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are only two crimes which all authorities in [[Tirneach]] are bound to prevent, pursue, and punish: the raising of [[undead]] abominations and treating with the [[Gwyllt]] enemy. &lt;br /&gt;
&lt;br /&gt;
All other issues are seen not as matters for the [[Tiarnaí]], the [[Church]], or even the militias and Galloglaigh to concern themselves with, but as disputes between families or individuals. To resolve these disputes and prevent disagreements from flourishing into feuds, the people of Tirneach rely on a tradition of arbitration by judges. &lt;br /&gt;
&lt;br /&gt;
==Judges==&lt;br /&gt;
Being a judge is not a permanent or formal role, though there are individuals who have developed a skill and reputation for it, but rather a position that is filled as needed. The judge who is to hear any particular dispute is chosen by the parties of that case, though often they cannot agree on who should judge the matter and it falls to their Rider to make the choice (or the Iarla, if Riders are involved). If there is no local figure with a strong reputation as a judge, or if they’re not seen as impartial in the case at hand, travelling [[Peacesworn]] are usually the preferred choice. Typically either one or three judges are appointed, depending on the severity of the case, and both sides must swear to be bound by the decision of the judges. Judges are officially paid by the local Rider, although they may often be given gifts by those who are grateful for the outcome of their judgement. Riders are incentivised to keep the peace in their Riding, as more than one tale tells of an opportunistic (and probably apocryphal) judge descending on a previously happy Riding and having the denizens at each other’s throats by sundown.&lt;br /&gt;
&lt;br /&gt;
In the case of a crime such as murder, the victim’s family may bring a claim against the alleged killer. If any individual refuses to cooperate or appear before a judge, the head of their household can be held responsible for their actions. Judgements usually result in a fine being paid by the offending party to the individual they have wronged, although punishment rituals and more novel sanctions are also common. If a fine cannot be paid, property of equal value may be seized in its place.&lt;br /&gt;
&lt;br /&gt;
There are many, particularly among the Teachers, who take a scholarly interest in the practice of judgement, and writings offering guidance and opinion on good judicial practice, as well as collections of rulings and commentary, circulate throughout the Realms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;''I was held up in Daracaoi for two days to hear out a claim of theft against the smith of the town. It was, in my view, entirely spurious. I ruled that the amount claimed to have been stolen was due to the smith as recompense for the slander against her.''” – Laeg, Peacesworn Merchant''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no prisons in Tirneach but most large settlements will maintain a small jail where the disorderly or anti-social can be corralled temporarily. Riders are permitted to maintain a militia suitable for the defence of their stronghold and it is traditionally tolerated for this militia to be deployed for the general purposes of keeping the peace in the Riding. It is rare for this type of action to result in the involvement of a judge.&lt;br /&gt;
&lt;br /&gt;
==Loyalty and Treason==&lt;br /&gt;
All people of Tirneach are presumed to owe loyalty to their family, their Rider, their Iarla, the Réig, and the Shaper. It is upon this duty of loyalty, rather than a code of law which the authority of the Réig rests and by which they are empowered to issue edicts to their people. In many situations however, this natural loyalty is supplemented with oaths that specify additional rights and responsibilities. It is through oaths that the Iarlas, and Riders derive their authority, and the Gallóglaigh their strength. Treason, dereliction of loyalty and the breaking of oaths, are grave matters in Tirneach and would be seen as more than enough reason to bring a claim against the offending party. In most cases however the matter is resolved personally, and permanently.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Calendar&amp;diff=512</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Calendar&amp;diff=512"/>
		<updated>2022-08-01T19:48:16Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Autumn/Fómhar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The land of [[Tirneach]] follows a four hundred-day calendar, with four seasons divided equally into one hundred days. While there are other calendars in other lands which use different divisions, some based on the phases of the moon, others on mysterious omens and signs, most of them also add up to a four hundred day cycle. This can be attributed to astronomers in ancient times noting the position of the sun in the sky at different times of the year, and of course farmers needing to know when to plant their crops.&lt;br /&gt;
&lt;br /&gt;
In Tirneach as in most places in the world, different times of year are marked by the change in activity of the [[Gwyllt]]. Certain times are safer than others.&lt;br /&gt;
&lt;br /&gt;
While there is an expectation that certain times of the year will have reliable weather, Tirneach’s temperate climate means that there are regularly unseasonable spells. One day may pass without comment, but if the unseasonable weather continues for longer than a week it is called a Luaineach or Fifth Season. &lt;br /&gt;
&lt;br /&gt;
==Notation==&lt;br /&gt;
The notation used in Tirneach for a date is, for example, “the 44th day of Spring, 800”, with the years marked from when the [[Réig]] first arrived in Tirneach. While it is noted that the moon goes through its own cycle, and these cycles are referred to as months, they have not been used to reckon the calendar in Tirneach for several centuries. Colloquially they are often used, as a handy term for a period of around 30 days, and cinnirí note the passing of the phases of the moon, however officially the 100 day seasonal calendar is used instead. &lt;br /&gt;
&lt;br /&gt;
Cycles of 10 days are referred to as “weeks”. Each season is punctuated with a major festival taking place across the 50th and 51st day. Before this festival is referred to as the early season, and afterwards the late. There are other smaller celebrations that take place in different Realms, but the major festivals are celebrated by all.&lt;br /&gt;
&lt;br /&gt;
==The Seasons==&lt;br /&gt;
===Spring / Earrach===&lt;br /&gt;
Spring in Tirneach is a time of renewal and rebirth. Rumours often abound that more [[Weeping]] go through Atosú in springtime, however this has never been proven and plenty of Weeping will point out that unless more people are killed in spring then it’s unlikely to have any truth to it. It is true that spring is when many [[Leasiar]] decide to walk on the Path of Many Candles, taking the advent of spring as a sign that they should start anew.&lt;br /&gt;
&lt;br /&gt;
All across the Five Realms in spring, farmers are sowing their crops, and carefully preparing for the summer season when most growth will be done. During this season, sheep and cattle give birth to their young and the air is full of the sounds of young animals.&lt;br /&gt;
&lt;br /&gt;
The major festival of spring is the Teallach or Hearth Festival. It is a celebration of the pleasures of hearth and home, and families and neighbours will congregate for a large meal of the remaining stores left in from winter-time. Households will often hold a ceremonial exchange of calves, piglets, lambs or other young creatures in a mock form of fostering or hostage-taking, to symbolise the bond between neighbours and relatives, and often the offspring of these hostages are returned to their original family in subsequent years. Teallach often has a poignant edge to it, and the happiness of the young is especially celebrated during this time, as their elders know that summer is coming, and with it the zenith of Gwyllt activity during the year. During spring, [[gallóglaigh]] are most often involved in quarrels and bloodshed among the high families and Tiarnaí of the Five Realms, who take this opportunity to settle scores that have built up during the long year.&lt;br /&gt;
&lt;br /&gt;
===Summer/Samradh===&lt;br /&gt;
Summer in the Five Realms is a time of growth and the flourishing of nature, but also a time of turmoil when the attacks of the Gwyllt grow most frequent, coming to a crescendo during the Longest Days, when most mortals must pray to the Shaper for survival. Those Krieger who glory in battle and conflict look forward to summer in Tirneach all year, and in fact many make the long voyage from Schlachtfeld to [[Bruid]] just to take part in what they call the Worfeln, the intense rolling skirmishes against the Gwyllt as they boil up from the Great Forest. The Thing of Zahnhafen holds a seat for the most renowned warrior who comes out the other end of the summer season, also called Die Helleklinge. Those [[Firetouched]] whose families hark back to Orohogar celebrate the Festival of Flame or Fiesta de la Llama during late summer, although many of them wish for the blazing heat of their homeland rather than the unreliable weather of Tirneach. During this festival they pay respect to the Shaper (among other spirits that they venerate) and hold great markets which bring wares from all over the Five Realms and beyond.&lt;br /&gt;
&lt;br /&gt;
While those who are tied to the land must stay to defend it, and hope that their crops and livestock will survive the predations of the Gwyllt in large enough measure to help them make it through the rest of the year, those who travel or have no fixed home will often congregate in the larger towns and villages, leading to a large swell in their population. This can present an even more tempting target for the Gwyllt, unfortunately, and the leaders of many towns struggle to keep them at bay. More than one ruined and abandoned settlement can be traced back to a bad pair of Longest Days. It is a busy time for the bands of gallóglaigh as well, who always have gainful but hard-going employment during the days of summer.&lt;br /&gt;
&lt;br /&gt;
The Longest Days or Droch-cuingir are more an observance than a festival, with many dreading their approach all year. A common device in poems and ballads is that the Longest Days are like a pair of horses, drawing closer during the year with thundering hooves, until they trample all over you and then are blessedly fading in the distance. Nevertheless it is a time when families and neighbours come together, out of necessity and protection more than companionship granted, but for congregations with children there is still some effort to make the occasion as light-hearted as it can be. Long-lasting meals are prepared, and the expression “the last broth of summer” is used to refer to an onerous task or commitment that is now completed and won’t have to be fulfilled again for a long time.&lt;br /&gt;
&lt;br /&gt;
===Autumn/Fómhar===&lt;br /&gt;
Autumn is a time when the Five Realms take stock and see what remains after the many dangers of the summer season. The [[Creidhe]] find themselves in high demand for repair work, and as many of them congregate in towns and settlements all over they take the opportunity during autumn to hold showcases for journeyman crafters to display their masterworks and be judged for master status in their skill. The Trade Guilds of [[Baol]] attempt to muscle into these proceedings wherever they can, always anxious to place their own members in a pre-eminent position on crafting councils, however the independent crafters of other Realms do their best to diminish the Trade Guilds’ involvement…while acknowledging that they possess some expertise. Human journeyman crafters often strive to outdo each other with the most outlandish masterworks, and while their track record at gaining acknowledged master status is spotty, many a gifted Human has garnered renown for a failed experiment which still represented a breakthrough in the crafting arts.&lt;br /&gt;
&lt;br /&gt;
For [[Wildling]]s of both stripes, autumn is a time of veneration of nature. Field Wildlings take pride in the harvest that they have protected throughout the year, and acknowledge the blessing of the Shaper in sustaining Their flock. Forest Wildlings see autumn as a portentous time of decay, when the wild world prepares to sleep for the season of winter. They see it as a reminder that death is a natural part of life, and that they must live and strive as the Shaper exhorts them.&lt;br /&gt;
&lt;br /&gt;
The major festival of autumn is the Cessation or Scor. Following the losses of summer, many across the Five Realms might find themselves succumbing to grief, which is a dangerous emotion that can cause the dead to return to plague the living. Cinnirí of the Order of Necromancers mobilise in great numbers during Scor, travelling everywhere across Tirneach. As they visit households and speak in town squares, they call on the Shaper’s flock to celebrate the lives of those they have lost and not to lose themselves in mourning. Most of all the Necromancers encourage everyone listening to them to keep on living themselves, and to face the next challenge that life throws at them. The Cessation can at times be solemn or raucous, depending on how much a community has lost during summer-time, and on what the legacy of those who were lost was. It is also a time when those who have least can rely on their friends and neighbours to provide assistance, whether with repairs or supplies. For the gallóglaigh, this is a time when the undead are widespread, and their scouts will be on the lookout for any massacre sites from summer…and for potential patrons who can pay to have the aftermath put down.&lt;br /&gt;
&lt;br /&gt;
===Winter/Geimhreadh===&lt;br /&gt;
Winter in Tirneach often comes as something of a relief to the beleaguered people of the Five Realms. While the weather might turn worse than at other times of the year, it is rarely as bad as in farflung realms (where according to the tales the snow piles as deep as the trees). The [[Drakeblooded]] take particular joy in the storms that hit the coasts, often making pilgrimages to pay homage to their forebears: the great dragons. They say the spirits of the dragons still reside in those storms, even though their bodies have departed. For the Vartach and Fathach of Draíod, winter is a time of determination and creation. The Arcane Colleges of [[Draíod]] hold their final examinations at this time, allowing the Saoí to identify potential candidates to join their ranks or serve the Realm in some other capacity. Winter is also a time when the most new [[Fathach]] are brought to life, as scholars have observed over the centuries that the leylines are best attuned to creation at this time. The same scholars have theorised that the leylines of the caverns are somehow oppositely charged to life above, as above ground winter is a time when nature stands still, but these theories remain unproven.&lt;br /&gt;
&lt;br /&gt;
The Longest Night or Tost is the name given to the two days in the middle of winter when the hours of darkness are longest, and it is a time of great celebration everywhere. During the Longest Night, the power of the Shaper is at its pinnacle, and the Gwyllt are kept completely at bay. In all the long history of the Five Realms, there has never been an attack by the Gwyllt during the Longest Night. Even in Bruid, the Great Forest is devoid of fear…although of course one must still be wary of wild beasts and other perils! The Longest Night is marked by parties and other festivities throughout the Five Realms, and it is important to acknowledge that all lives are precious in the eye of the Shaper. High families often go out of their way to rub shoulders with the commons; the Réigs of history have famously gone in disguise to visit their people and given boons to those they find worthy; all rank and title is forgotten. At least, that’s what the grand tradition of the Longest Night is, whether it is upheld depends very much on the attitudes of those in power at the time.&lt;br /&gt;
&lt;br /&gt;
For gallóglaigh, the Longest Night is a welcome rest, and many bands disperse to visit their homelands and families. There are some especially vigilant bands that strictly keep to their duty during the festival, often those bands whose thanes hail from Bruid or listen to the counsel of the Torchbearers. They are not alone in wondering if one Longest Night the Gwyllt will break through the protection of the Shaper and wipe the Five Realms from the map entirely.&lt;br /&gt;
&lt;br /&gt;
==Other festivals==&lt;br /&gt;
The faithful of the Shaper mark the first full moon of Winter as a time for veneration, looking forward to the arrival of the Longest Night and giving thanks for the protection bestowed by the great god. Cinnirí of the Order of the Teachers often organise shows of skills, and encourage the wealthy to make donations to the poor, as a way of showing that all are grateful for the gifts they have received.&lt;br /&gt;
&lt;br /&gt;
A minor festival celebrated in Siabhal alone is Finian’s Day, or Lá Fhéile Fhinian, which takes place on the last day of Spring. As Spring moves into Summer and the Gwyllt become more fearsome even in the relatively quiet lands of Siabhal, children are taught a different story of the Hundred Heroes each day of Spring, culminating with Finian the Brave and his defence of Siabhal against the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Bridging Day or Muircuing is the celebration of the Réig’s arrival into Tirneach centuries ago. It is most widely celebrated in Uasa in the second-last week of Winter, but other Realms take this time to pay homage as well.&lt;br /&gt;
&lt;br /&gt;
In the highlands of Baol, the first week of Summer is marked as the Ómós Ómra or the Days of Amber, when the Courtly Clanns tell tales of the Amber Hall and the great protection and honour once granted to them by the King and Queen. The lowlanders of Baol celebrate this time too, but mostly because the highlanders are too engaged in their revels to mount any raids upon their neighbours.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Calendar&amp;diff=505</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Calendar&amp;diff=505"/>
		<updated>2022-07-27T11:31:04Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;The land of Tirneach follows a four hundred-day calendar, with four seasons divided equally into one hundred days. While there are other calendars in other lands which use different divisions, some based on the phases of the moon, others on mysterious omens and signs, most of them also add up to a four hundred day cycle. This can be attributed to astronomers in ancient times noting the position of the sun in the sky at different times of the year, and of course farme...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The land of [[Tirneach]] follows a four hundred-day calendar, with four seasons divided equally into one hundred days. While there are other calendars in other lands which use different divisions, some based on the phases of the moon, others on mysterious omens and signs, most of them also add up to a four hundred day cycle. This can be attributed to astronomers in ancient times noting the position of the sun in the sky at different times of the year, and of course farmers needing to know when to plant their crops.&lt;br /&gt;
&lt;br /&gt;
In Tirneach as in most places in the world, different times of year are marked by the change in activity of the [[Gwyllt]]. Certain times are safer than others.&lt;br /&gt;
&lt;br /&gt;
While there is an expectation that certain times of the year will have reliable weather, Tirneach’s temperate climate means that there are regularly unseasonable spells. One day may pass without comment, but if the unseasonable weather continues for longer than a week it is called a Luaineach or Fifth Season. &lt;br /&gt;
&lt;br /&gt;
==Notation==&lt;br /&gt;
The notation used in Tirneach for a date is, for example, “the 44th day of Spring, 800”, with the years marked from when the [[Réig]] first arrived in Tirneach. While it is noted that the moon goes through its own cycle, and these cycles are referred to as months, they have not been used to reckon the calendar in Tirneach for several centuries. Colloquially they are often used, as a handy term for a period of around 30 days, and cinnirí note the passing of the phases of the moon, however officially the 100 day seasonal calendar is used instead. &lt;br /&gt;
&lt;br /&gt;
Cycles of 10 days are referred to as “weeks”. Each season is punctuated with a major festival taking place across the 50th and 51st day. Before this festival is referred to as the early season, and afterwards the late. There are other smaller celebrations that take place in different Realms, but the major festivals are celebrated by all.&lt;br /&gt;
&lt;br /&gt;
==The Seasons==&lt;br /&gt;
===Spring / Earrach===&lt;br /&gt;
Spring in Tirneach is a time of renewal and rebirth. Rumours often abound that more [[Weeping]] go through Atosú in springtime, however this has never been proven and plenty of Weeping will point out that unless more people are killed in spring then it’s unlikely to have any truth to it. It is true that spring is when many [[Leasiar]] decide to walk on the Path of Many Candles, taking the advent of spring as a sign that they should start anew.&lt;br /&gt;
&lt;br /&gt;
All across the Five Realms in spring, farmers are sowing their crops, and carefully preparing for the summer season when most growth will be done. During this season, sheep and cattle give birth to their young and the air is full of the sounds of young animals.&lt;br /&gt;
&lt;br /&gt;
The major festival of spring is the Teallach or Hearth Festival. It is a celebration of the pleasures of hearth and home, and families and neighbours will congregate for a large meal of the remaining stores left in from winter-time. Households will often hold a ceremonial exchange of calves, piglets, lambs or other young creatures in a mock form of fostering or hostage-taking, to symbolise the bond between neighbours and relatives, and often the offspring of these hostages are returned to their original family in subsequent years. Teallach often has a poignant edge to it, and the happiness of the young is especially celebrated during this time, as their elders know that summer is coming, and with it the zenith of Gwyllt activity during the year. During spring, [[gallóglaigh]] are most often involved in quarrels and bloodshed among the high families and Tiarnaí of the Five Realms, who take this opportunity to settle scores that have built up during the long year.&lt;br /&gt;
&lt;br /&gt;
===Summer/Samradh===&lt;br /&gt;
Summer in the Five Realms is a time of growth and the flourishing of nature, but also a time of turmoil when the attacks of the Gwyllt grow most frequent, coming to a crescendo during the Longest Days, when most mortals must pray to the Shaper for survival. Those Krieger who glory in battle and conflict look forward to summer in Tirneach all year, and in fact many make the long voyage from Schlachtfeld to [[Bruid]] just to take part in what they call the Worfeln, the intense rolling skirmishes against the Gwyllt as they boil up from the Great Forest. The Thing of Zahnhafen holds a seat for the most renowned warrior who comes out the other end of the summer season, also called Die Helleklinge. Those [[Firetouched]] whose families hark back to Orohogar celebrate the Festival of Flame or Fiesta de la Llama during late summer, although many of them wish for the blazing heat of their homeland rather than the unreliable weather of Tirneach. During this festival they pay respect to the Shaper (among other spirits that they venerate) and hold great markets which bring wares from all over the Five Realms and beyond.&lt;br /&gt;
&lt;br /&gt;
While those who are tied to the land must stay to defend it, and hope that their crops and livestock will survive the predations of the Gwyllt in large enough measure to help them make it through the rest of the year, those who travel or have no fixed home will often congregate in the larger towns and villages, leading to a large swell in their population. This can present an even more tempting target for the Gwyllt, unfortunately, and the leaders of many towns struggle to keep them at bay. More than one ruined and abandoned settlement can be traced back to a bad pair of Longest Days. It is a busy time for the bands of gallóglaigh as well, who always have gainful but hard-going employment during the days of summer.&lt;br /&gt;
&lt;br /&gt;
The Longest Days or Droch-cuingir are more an observance than a festival, with many dreading their approach all year. A common device in poems and ballads is that the Longest Days are like a pair of horses, drawing closer during the year with thundering hooves, until they trample all over you and then are blessedly fading in the distance. Nevertheless it is a time when families and neighbours come together, out of necessity and protection more than companionship granted, but for congregations with children there is still some effort to make the occasion as light-hearted as it can be. Long-lasting meals are prepared, and the expression “the last broth of summer” is used to refer to an onerous task or commitment that is now completed and won’t have to be fulfilled again for a long time.&lt;br /&gt;
&lt;br /&gt;
===Autumn/Fómhar===&lt;br /&gt;
Autumn is a time when the Five Realms take stock and see what remains after the many dangers of the summer season. The [[Creidhe]] find themselves in high demand for repair work, and as many of them congregate in towns and settlements all over they take the opportunity during autumn to hold showcases for journeyman crafters to display their masterworks and be judged for master status in their skill. The Trade Guilds of [[Baol]] attempt to muscle into these proceedings wherever they can, always anxious to place their own members in a pre-eminent position on crafting councils, however the independent crafters of other Realms do their best to diminish the Trade Guilds’ involvement…while acknowledging that they possess some expertise. Human journeyman crafters often strive to outdo each other with the most outlandish masterworks, and while their track record at gaining acknowledged master status is spotty, many a gifted Human has garnered renown for a failed experiment which still represented a breakthrough in the crafting arts.&lt;br /&gt;
&lt;br /&gt;
For [[Wildlings]] of both stripes, autumn is a time of veneration of nature. Field Wildlings take pride in the harvest that they have protected throughout the year, and acknowledge the blessing of the Shaper in sustaining Their flock. Forest Wildlings see autumn as a portentous time of decay, when the wild world prepares to sleep for the season of winter. They see it as a reminder that death is a natural part of life, and that they must live and strive as the Shaper exhorts them.&lt;br /&gt;
&lt;br /&gt;
The major festival of autumn is the Cessation or Scor. Following the losses of summer, many across the Five Realms might find themselves succumbing to grief, which is a dangerous emotion that can cause the dead to return to plague the living. Cinnirí of the Order of Necromancers mobilise in great numbers during Scor, travelling everywhere across Tirneach. As they visit households and speak in town squares, they call on the Shaper’s flock to celebrate the lives of those they have lost and not to lose themselves in mourning. Most of all the Necromancers encourage everyone listening to them to keep on living themselves, and to face the next challenge that life throws at them. The Cessation can at times be solemn or raucous, depending on how much a community has lost during summer-time, and on what the legacy of those who were lost was. It is also a time when those who have least can rely on their friends and neighbours to provide assistance, whether with repairs or supplies. For the gallóglaigh, this is a time when the undead are widespread, and their scouts will be on the lookout for any massacre sites from summer…and for potential patrons who can pay to have the aftermath put down.&lt;br /&gt;
&lt;br /&gt;
===Winter/Geimhreadh===&lt;br /&gt;
Winter in Tirneach often comes as something of a relief to the beleaguered people of the Five Realms. While the weather might turn worse than at other times of the year, it is rarely as bad as in farflung realms (where according to the tales the snow piles as deep as the trees). The [[Drakeblooded]] take particular joy in the storms that hit the coasts, often making pilgrimages to pay homage to their forebears: the great dragons. They say the spirits of the dragons still reside in those storms, even though their bodies have departed. For the Vartach and Fathach of Draíod, winter is a time of determination and creation. The Arcane Colleges of [[Draíod]] hold their final examinations at this time, allowing the Saoí to identify potential candidates to join their ranks or serve the Realm in some other capacity. Winter is also a time when the most new [[Fathach]] are brought to life, as scholars have observed over the centuries that the leylines are best attuned to creation at this time. The same scholars have theorised that the leylines of the caverns are somehow oppositely charged to life above, as above ground winter is a time when nature stands still, but these theories remain unproven.&lt;br /&gt;
&lt;br /&gt;
The Longest Night or Tost is the name given to the two days in the middle of winter when the hours of darkness are longest, and it is a time of great celebration everywhere. During the Longest Night, the power of the Shaper is at its pinnacle, and the Gwyllt are kept completely at bay. In all the long history of the Five Realms, there has never been an attack by the Gwyllt during the Longest Night. Even in Bruid, the Great Forest is devoid of fear…although of course one must still be wary of wild beasts and other perils! The Longest Night is marked by parties and other festivities throughout the Five Realms, and it is important to acknowledge that all lives are precious in the eye of the Shaper. High families often go out of their way to rub shoulders with the commons; the Réigs of history have famously gone in disguise to visit their people and given boons to those they find worthy; all rank and title is forgotten. At least, that’s what the grand tradition of the Longest Night is, whether it is upheld depends very much on the attitudes of those in power at the time.&lt;br /&gt;
&lt;br /&gt;
For gallóglaigh, the Longest Night is a welcome rest, and many bands disperse to visit their homelands and families. There are some especially vigilant bands that strictly keep to their duty during the festival, often those bands whose thanes hail from Bruid or listen to the counsel of the Torchbearers. They are not alone in wondering if one Longest Night the Gwyllt will break through the protection of the Shaper and wipe the Five Realms from the map entirely.&lt;br /&gt;
&lt;br /&gt;
==Other festivals==&lt;br /&gt;
The faithful of the Shaper mark the first full moon of Winter as a time for veneration, looking forward to the arrival of the Longest Night and giving thanks for the protection bestowed by the great god. Cinnirí of the Order of the Teachers often organise shows of skills, and encourage the wealthy to make donations to the poor, as a way of showing that all are grateful for the gifts they have received.&lt;br /&gt;
&lt;br /&gt;
A minor festival celebrated in Siabhal alone is Finian’s Day, or Lá Fhéile Fhinian, which takes place on the last day of Spring. As Spring moves into Summer and the Gwyllt become more fearsome even in the relatively quiet lands of Siabhal, children are taught a different story of the Hundred Heroes each day of Spring, culminating with Finian the Brave and his defence of Siabhal against the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Bridging Day or Muircuing is the celebration of the Réig’s arrival into Tirneach centuries ago. It is most widely celebrated in Uasa in the second-last week of Winter, but other Realms take this time to pay homage as well.&lt;br /&gt;
&lt;br /&gt;
In the highlands of Baol, the first week of Summer is marked as the Ómós Ómra or the Days of Amber, when the Courtly Clanns tell tales of the Amber Hall and the great protection and honour once granted to them by the King and Queen. The lowlanders of Baol celebrate this time too, but mostly because the highlanders are too engaged in their revels to mount any raids upon their neighbours.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=504</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=504"/>
		<updated>2022-07-27T11:09:27Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed [[effect]]s. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://drive.google.com/file/d/1dlyxjk4EuTs4wAh3yy_HYJWXB70kQX65/view Rulebook]&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*[[Calendar]]&lt;br /&gt;
*[[Currency in the Five Realms]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*[[Law and Order in Tirneach]]&lt;br /&gt;
*[[Nobility in the Five Realms]]&lt;br /&gt;
*[[Occupations in the Five Realms]]&lt;br /&gt;
*[[Orohogar]]&lt;br /&gt;
*[[Schlachtfeld]]&lt;br /&gt;
*[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Church&amp;diff=503</id>
		<title>Church</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Church&amp;diff=503"/>
		<updated>2022-07-27T11:03:14Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Redirected page to Church of the Shaper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect[[Church of the Shaper]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=502</id>
		<title>Law and Order in Tirneach</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=502"/>
		<updated>2022-07-27T11:00:39Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are only two crimes which all authorities in [[Tirneach]] are bound to prevent, pursue, and punish: the raising of [[undead]] abominations and treating with the [[Gwyllt]] enemy. &lt;br /&gt;
&lt;br /&gt;
All other issues are seen not as matters for the [[Tiarnaí]], the [[Church]], or even the militias and Galloglaigh to concern themselves with, but as disputes between families or individuals. To resolve these disputes and prevent disagreements from flourishing into feuds, the people of Tirneach rely on a tradition of arbitration by judges. &lt;br /&gt;
&lt;br /&gt;
==Judges==&lt;br /&gt;
Being a judge is not a permanent or formal role, though there are individuals who have developed a skill and reputation for it, but rather a position that is filled as needed. The judge who is to hear any particular dispute is chosen by the parties of that case, though often they cannot agree on who should judge the matter and it falls to their Rider to make the choice (or the Iarla, if Riders are involved). If there is no local figure with a strong reputation as a judge, or if they’re not seen as impartial in the case at hand, travelling [[Peacesworn]] are usually the preferred choice. Typically either one or three judges are appointed, depending on the severity of the case, and both sides must swear to be bound by the decision of the judges. Judges are officially paid by the local Rider, although they may often be given gifts by those who are grateful for the outcome of their judgement. Riders are incentivised to keep the peace in their Riding, as more than one tale tells of an opportunistic (and probably apocryphal) judge descending on a previously happy Riding and having the denizens at each other’s throats by sundown.&lt;br /&gt;
&lt;br /&gt;
In the case of a crime such as murder, the victim’s family may bring a claim against the alleged killer. If any individual refuses to cooperate or appear before a judge, the head of their household can be held responsible for their actions. Judgements usually result in a fine being paid by the offending party to the individual they have wronged, although punishment rituals and more novel sanctions are also common. If a fine cannot be paid, property of equal value may be seized in its place.&lt;br /&gt;
&lt;br /&gt;
There are many, particularly among the Teachers, who take a scholarly interest in the practice of judgement, and writings offering guidance and opinion on good judicial practice, as well as collections of rulings and commentary, circulate throughout the Realms.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;q&amp;gt;I was held up in Daracaoi for two days to hear out a claim of theft against the smith of the town. It was, in my view, entirely spurious. I ruled that the amount claimed to have been stolen was due to the smith as recompense for the slander against her.” – Laeg, Peacesworn Merchant&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no prisons in Tirneach but most large settlements will maintain a small jail where the disorderly or anti-social can be corralled temporarily. Riders are permitted to maintain a militia suitable for the defence of their stronghold and it is traditionally tolerated for this militia to be deployed for the general purposes of keeping the peace in the Riding. It is rare for this type of action to result in the involvement of a judge.&lt;br /&gt;
&lt;br /&gt;
==Loyalty and Treason==&lt;br /&gt;
All people of Tirneach are presumed to owe loyalty to their family, their Rider, their Iarla, the Réig, and the Shaper. It is upon this duty of loyalty, rather than a code of law which the authority of the Réig rests and by which they are empowered to issue edicts to their people. In many situations however, this natural loyalty is supplemented with oaths that specify additional rights and responsibilities. It is through oaths that the Iarlas, and Riders derive their authority, and the Gallóglaigh their strength. Treason, dereliction of loyalty and the breaking of oaths, are grave matters in Tirneach and would be seen as more than enough reason to bring a claim against the offending party. In most cases however the matter is resolved personally, and permanently.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=501</id>
		<title>Law and Order in Tirneach</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Law_and_Order_in_Tirneach&amp;diff=501"/>
		<updated>2022-07-27T10:59:44Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;There are only two crimes which all authorities in Tirneach are bound to prevent, pursue, and punish: the raising of undead abominations and treating with the Gwyllt enemy.   All other issues are seen not as matters for the Tiarnaí, the Church, or even the militias and Galloglaigh to concern themselves with, but as disputes between families or individuals. To resolve these disputes and prevent disagreements from flourishing into feuds, the people of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are only two crimes which all authorities in [[Tirneach]] are bound to prevent, pursue, and punish: the raising of [[undead]] abominations and treating with the [[Gwyllt]] enemy. &lt;br /&gt;
&lt;br /&gt;
All other issues are seen not as matters for the [[Tiarnaí]], the [[Church]], or even the militias and Galloglaigh to concern themselves with, but as disputes between families or individuals. To resolve these disputes and prevent disagreements from flourishing into feuds, the people of Tirneach rely on a tradition of arbitration by judges. &lt;br /&gt;
&lt;br /&gt;
==Judges==&lt;br /&gt;
Being a judge is not a permanent or formal role, though there are individuals who have developed a skill and reputation for it, but rather a position that is filled as needed. The judge who is to hear any particular dispute is chosen by the parties of that case, though often they cannot agree on who should judge the matter and it falls to their Rider to make the choice (or the Iarla, if Riders are involved). If there is no local figure with a strong reputation as a judge, or if they’re not seen as impartial in the case at hand, travelling [[Peacesworn]] are usually the preferred choice. Typically either one or three judges are appointed, depending on the severity of the case, and both sides must swear to be bound by the decision of the judges. Judges are officially paid by the local Rider, although they may often be given gifts by those who are grateful for the outcome of their judgement. Riders are incentivised to keep the peace in their Riding, as more than one tale tells of an opportunistic (and probably apocryphal) judge descending on a previously happy Riding and having the denizens at each other’s throats by sundown.&lt;br /&gt;
&lt;br /&gt;
In the case of a crime such as murder, the victim’s family may bring a claim against the alleged killer. If any individual refuses to cooperate or appear before a judge, the head of their household can be held responsible for their actions. Judgements usually result in a fine being paid by the offending party to the individual they have wronged, although punishment rituals and more novel sanctions are also common. If a fine cannot be paid, property of equal value may be seized in its place.&lt;br /&gt;
&lt;br /&gt;
There are many, particularly among the Teachers, who take a scholarly interest in the practice of judgement, and writings offering guidance and opinion on good judicial practice, as well as collections of rulings and commentary, circulate throughout the Realms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;q&amp;gt;I was held up in Daracaoi for two days to hear out a claim of theft against the smith of the town. It was, in my view, entirely spurious. I ruled that the amount claimed to have been stolen was due to the smith as recompense for the slander against her.” – Laeg, Peacesworn Merchant&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are no prisons in Tirneach but most large settlements will maintain a small jail where the disorderly or anti-social can be corralled temporarily. Riders are permitted to maintain a militia suitable for the defence of their stronghold and it is traditionally tolerated for this militia to be deployed for the general purposes of keeping the peace in the Riding. It is rare for this type of action to result in the involvement of a judge.&lt;br /&gt;
&lt;br /&gt;
==Loyalty and Treason==&lt;br /&gt;
All people of Tirneach are presumed to owe loyalty to their family, their Rider, their Iarla, the Réig, and the Shaper. It is upon this duty of loyalty, rather than a code of law which the authority of the Réig rests and by which they are empowered to issue edicts to their people. In many situations however, this natural loyalty is supplemented with oaths that specify additional rights and responsibilities. It is through oaths that the Iarlas, and Riders derive their authority, and the Gallóglaigh their strength. Treason, dereliction of loyalty and the breaking of oaths, are grave matters in Tirneach and would be seen as more than enough reason to bring a claim against the offending party. In most cases however the matter is resolved personally, and permanently.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=500</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=500"/>
		<updated>2022-07-27T10:54:48Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed [[effect]]s. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://drive.google.com/file/d/1dlyxjk4EuTs4wAh3yy_HYJWXB70kQX65/view Rulebook]&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*[[Currency in the Five Realms]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*[[Law and Order in Tirneach]]&lt;br /&gt;
*[[Nobility in the Five Realms]]&lt;br /&gt;
*[[Occupations in the Five Realms]]&lt;br /&gt;
*[[Orohogar]]&lt;br /&gt;
*[[Schlachtfeld]]&lt;br /&gt;
*[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Ruby_Court&amp;diff=499</id>
		<title>Ruby Court</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Ruby_Court&amp;diff=499"/>
		<updated>2022-07-27T10:49:15Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Adding links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruby Court is an ancient institution made up of the high families of [[Siabhal]], most of whom claim descent from one of the [[Hundred Heroes]] of legend. While it hasn’t had official standing since the days before the First [[Réig]], the high families still proudly claim the title of Ruby Courtier. The Ruby Court is synonymous with high society, status and influence in Siabhal.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, the families of the Ruby Court spend most of their time at leisure. Scarcely a week passes without one family or another hosting a hunt, tournament, feast, or other diversion. It is on these social battlefields however that the future leaders of the Realm are honed and skilled courtiers can wield the power of a guestlist against their rivals as brutally as a Highlander of [[Baol]] might deploy a raid. &lt;br /&gt;
&lt;br /&gt;
The Ruby Families never shy away from bringing violence against interlopers, traitors, the [[undead]], or the [[Gwyllt]]; but outside of personal duels, resorting to force of arms to establish dominance over another of their number is tantamount to admitting defeat. Sometimes of course, the spoils of battle are worth the loss of face.&lt;br /&gt;
&lt;br /&gt;
==Circles of the Court==&lt;br /&gt;
&lt;br /&gt;
The families of the court fall into three tiers, known as Circles. The least prestigious of these is known as the Scarlet Circle, the highest is the Carmine Circle, while the bulk of families lie in the middle tier of the Crimson Circle. &lt;br /&gt;
&lt;br /&gt;
===The Scarlet Circle===&lt;br /&gt;
The Scarlet Circle contains families whose claim to descent from the Hundred Heroes is acknowledged but who have not maintained significant political or economic success. The efforts of these families turn mostly to gaining entry to the Crimson Circle, though at times their situation is such that they can look towards little beyond keeping up appearances. Such efforts often lead them to be the most visibly involved in local affairs, volunteering for responsibilities in the less prestigious Ridings that are not already sewn up by the more influential families and being especially eager to help new Riders. It is often said that behind the most generous charitable acts in Siabhal is a Scarlet family looking for favours worth far more than Pingin. Those of the Scarlet Circle who join the Galloglaigh are noted particularly for their ambition. &lt;br /&gt;
&lt;br /&gt;
===The Crimson Circle===&lt;br /&gt;
The families of the Crimson Circle do most of the work of actually running Siabhal, all the while fending off attempts to undermine their position from the Scarlet Circle and contending with one another for entry to the Carmine Circle. The practical power of these families comes not just from their wealth and connections but from the responsibility they are given for administering logistics and infrastructure within the realm. Ambitious Scarlet Circle families will always have an eye out for Crimson Circle families who are not living up to their duties, in the hopes of convincing the Tiarnaí to transfer the authority to them. To earn their place in the Carmine Circle these families must prove themselves not just capable of producing a single talented generation but an enduring dynasty of skilled and farsighted courtiers.&lt;br /&gt;
&lt;br /&gt;
===The Carmine Circle===&lt;br /&gt;
The Carmine Circle holds the most prestigious families of the Ruby Court. All of the longest standing members of this Circle claim descent from Finian the Brave and use the names of later ancestors to differentiate themselves. It is unusual for members of the main lines of any of these families to be directly &lt;br /&gt;
&lt;br /&gt;
involved in administration but their influence and oversight is felt everywhere in the Realm. It is a rare occasion for a new family to be welcomed to the Carmine Circle.&lt;br /&gt;
&lt;br /&gt;
==Status and Recognition==&lt;br /&gt;
There exists no formal list of which families fall into which Circle and there are no specific criteria for entry to each. Inclusion in any given Circle is instead based on consensus and families are just as likely to move down through the circles as up. For this reason a family hoping to rise in status must make their claim indisputable, it must be clear to everyone in which Circle they truly belong. Additionally, it helps to have a sponsor in the upper circle willing to take a chance on acknowledging them. A Crimson Circle family that invites a Scarlet Circle family to a gathering of Crimson guests may be congratulated on their eye for talent as the lower family  rises up by consensus or they may lose face as their Crimson peers doubt their judgement. A member of the Carmine circle who acknowledges a Scarlet family as rightfully sitting in the Crimson circle would rarely be questioned but such an act would represent a significant investment of influence.&lt;br /&gt;
&lt;br /&gt;
It is not unheard of for families without claims to storied lineage who have achieved great wealth or influence to “discover” a previously overlooked connection to one of the Hundred Heroes in their family tree. Occasionally a genealogist working for a more established family might unearth the connection, the revelation of which is a gift to the upstart family that is not soon forgotten. &lt;br /&gt;
&lt;br /&gt;
==Attitudes towards the Court==&lt;br /&gt;
The Ruby Court is sometimes looked upon with scepticism by the more direct and pragmatic minds of the other Realms. Even the bureaucrats of Uasa and the scholars of Draoid find it hard to fathom the subtle power of the Ruby Families, and while few can deny that they have helped keep Siabhal safe, stable, and prosperous in centuries past, there are those who criticise them as a relic of a bygone era that undermines the authority of the Tiarnaí.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Ruby_Court&amp;diff=498</id>
		<title>Ruby Court</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Ruby_Court&amp;diff=498"/>
		<updated>2022-07-27T10:47:50Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;The Ruby Court is an ancient institution made up of the high families of Siabhal, most of whom claim descent from one of the Hundred Heroes of legend. While it hasn’t had official standing since the days before the First Réig, the high families still proudly claim the title of Ruby Courtier. The Ruby Court is synonymous with high society, status and influence in Siabhal.  To the outside observer, the families of the Ruby Court spend most of their time at leisure. Scar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ruby Court is an ancient institution made up of the high families of Siabhal, most of whom claim descent from one of the Hundred Heroes of legend. While it hasn’t had official standing since the days before the First Réig, the high families still proudly claim the title of Ruby Courtier. The Ruby Court is synonymous with high society, status and influence in Siabhal.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, the families of the Ruby Court spend most of their time at leisure. Scarcely a week passes without one family or another hosting a hunt, tournament, feast, or other diversion. It is on these social battlefields however that the future leaders of the Realm are honed and skilled courtiers can wield the power of a guestlist against their rivals as brutally as a Highlander of Baol might deploy a raid. &lt;br /&gt;
&lt;br /&gt;
The Ruby Families never shy away from bringing violence against interlopers, traitors, the undead, or the Gwyllt; but outside of personal duels, resorting to force of arms to establish dominance over another of their number is tantamount to admitting defeat. Sometimes of course, the spoils of battle are worth the loss of face.&lt;br /&gt;
&lt;br /&gt;
==Circles of the Court==&lt;br /&gt;
&lt;br /&gt;
The families of the court fall into three tiers, known as Circles. The least prestigious of these is known as the Scarlet Circle, the highest is the Carmine Circle, while the bulk of families lie in the middle tier of the Crimson Circle. &lt;br /&gt;
&lt;br /&gt;
===The Scarlet Circle===&lt;br /&gt;
The Scarlet Circle contains families whose claim to descent from the Hundred Heroes is acknowledged but who have not maintained significant political or economic success. The efforts of these families turn mostly to gaining entry to the Crimson Circle, though at times their situation is such that they can look towards little beyond keeping up appearances. Such efforts often lead them to be the most visibly involved in local affairs, volunteering for responsibilities in the less prestigious Ridings that are not already sewn up by the more influential families and being especially eager to help new Riders. It is often said that behind the most generous charitable acts in Siabhal is a Scarlet family looking for favours worth far more than Pingin. Those of the Scarlet Circle who join the Galloglaigh are noted particularly for their ambition. &lt;br /&gt;
&lt;br /&gt;
===The Crimson Circle===&lt;br /&gt;
The families of the Crimson Circle do most of the work of actually running Siabhal, all the while fending off attempts to undermine their position from the Scarlet Circle and contending with one another for entry to the Carmine Circle. The practical power of these families comes not just from their wealth and connections but from the responsibility they are given for administering logistics and infrastructure within the realm. Ambitious Scarlet Circle families will always have an eye out for Crimson Circle families who are not living up to their duties, in the hopes of convincing the Tiarnaí to transfer the authority to them. To earn their place in the Carmine Circle these families must prove themselves not just capable of producing a single talented generation but an enduring dynasty of skilled and farsighted courtiers.&lt;br /&gt;
&lt;br /&gt;
===The Carmine Circle===&lt;br /&gt;
The Carmine Circle holds the most prestigious families of the Ruby Court. All of the longest standing members of this Circle claim descent from Finian the Brave and use the names of later ancestors to differentiate themselves. It is unusual for members of the main lines of any of these families to be directly &lt;br /&gt;
&lt;br /&gt;
involved in administration but their influence and oversight is felt everywhere in the Realm. It is a rare occasion for a new family to be welcomed to the Carmine Circle.&lt;br /&gt;
&lt;br /&gt;
==Status and Recognition==&lt;br /&gt;
There exists no formal list of which families fall into which Circle and there are no specific criteria for entry to each. Inclusion in any given Circle is instead based on consensus and families are just as likely to move down through the circles as up. For this reason a family hoping to rise in status must make their claim indisputable, it must be clear to everyone in which Circle they truly belong. Additionally, it helps to have a sponsor in the upper circle willing to take a chance on acknowledging them. A Crimson Circle family that invites a Scarlet Circle family to a gathering of Crimson guests may be congratulated on their eye for talent as the lower family  rises up by consensus or they may lose face as their Crimson peers doubt their judgement. A member of the Carmine circle who acknowledges a Scarlet family as rightfully sitting in the Crimson circle would rarely be questioned but such an act would represent a significant investment of influence.&lt;br /&gt;
&lt;br /&gt;
It is not unheard of for families without claims to storied lineage who have achieved great wealth or influence to “discover” a previously overlooked connection to one of the Hundred Heroes in their family tree. Occasionally a genealogist working for a more established family might unearth the connection, the revelation of which is a gift to the upstart family that is not soon forgotten. &lt;br /&gt;
&lt;br /&gt;
==Attitudes towards the Court==&lt;br /&gt;
The Ruby Court is sometimes looked upon with scepticism by the more direct and pragmatic minds of the other Realms. Even the bureaucrats of Uasa and the scholars of Draoid find it hard to fathom the subtle power of the Ruby Families, and while few can deny that they have helped keep Siabhal safe, stable, and prosperous in centuries past, there are those who criticise them as a relic of a bygone era that undermines the authority of the Tiarnaí.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Siabhal&amp;diff=497</id>
		<title>Siabhal</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Siabhal&amp;diff=497"/>
		<updated>2022-07-27T10:37:47Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* The Ruby Court */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Siabhal]] lies in the north of [[Tirneach]] and, with its ancient legends and great cities, is called the Heart of the Realms.&lt;br /&gt;
[[File:Siabhal-crest.png|400px|thumb|right|Early image of Siabhal Crest from the Five Oaths website]] &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Quotes about Siabhal==&lt;br /&gt;
“''The Wildling boy smiled and beckoned to her, and his long curling hair caught the sun and dazzled her, creating a halo of light around his golden head. His strong sharp teeth were white as fresh milk, and Sorcha longed to kiss those cleft lips, red as blood. Before she could step towards him, her brooch dug into her collar and whispered in her grandmother’s voice ‘Did I not warn you to beware the corn-haired child, who is not as tame as he appears?’''” – Sorcha of the Red Cloak, a Siabhlach Folktale&lt;br /&gt;
&lt;br /&gt;
“''Siabhal is rightly named the Heart of the Realms. What the Leasiar perfected in Uasa, they learned here, through careful work over many centuries. Here all the species work in concert for the greater glory of the Shaper to bring forth the Great Vision to Tirneach. Rolling fields, towers which scrape the sky, gentlefolk and honest labourers are all to be found in Siabhal. There are dangers here, few places in Tirneach are entirely safe, but if you do not venture too far afield they are unlikely to seek you out.''” – Treasna an’Fanach, A Survey of the Five Realms&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Known as the Heart of the Realms, Siabhal is the most northerly of the Five Realms. It is also the largest; its coast stretches from the Shaper’s Sea in the east, up to the Endless Sea in the north, and out to the Sea of Fortunes in the northwest. Siabhal is a cultivated land of rolling hills and plains, with some of the largest towns and cities in all the Realms. &lt;br /&gt;
&lt;br /&gt;
The saying goes that there is no need to ask a Siabhlach where they are from, because they’ll tell you. The Siabhlaigh are justifiably proud of their Realm, as it is one of the most civilised and stable parts of [[Tirneach]]. The great city of Iomra is the oldest and grandest in the whole of the Five Realms, a testament to [[Leasiar]] architecture and engineering. The rolling farmlands and pastures of the Golden Valley, nurtured by the Field [[Wildling]]s, help to feed Siabhal’s large population and make Siabhal a powerful mercantile power. &lt;br /&gt;
&lt;br /&gt;
===Notable Settlements and Ridings===&lt;br /&gt;
&lt;br /&gt;
'''Dundesh''' (Small town) – Dundesh is located on the northern side of the inlet called Manann’s Finger, and glares across the bay at Rathclay, which is located on the Baol side. The two towns have always been at odds, legends say that in the past two siblings argued so much that the sea intervened to separate them, and they still wouldn’t give up the argument, founding a town on that very spot to prove their point. The valuable fishing stocks in the Finger are the subject of violent disagreement to this day, and any fishing boat going beyond “their side” of the inlet is likely to be sunk.&lt;br /&gt;
&lt;br /&gt;
'''Barr''' (City) – If it was in another Realm Barr would have always been the most prominent city, but since it is in Siabhal it was often eclipsed by Iomra far to the north, until it was made the capital after unification. Barr was always a market town, and lies in the heart of the Golden Valley where the farmers of Siabhal bring their produce to sell. The citizens of Barr are proud of their capital status, and they provide barracks for many bands of gallóglaigh. The Iarlas of Siabhal maintain a scrupulous presence in Barr, ensuring it has all the trappings of a true capital, while they often foster their children among the great house of Iomra.&lt;br /&gt;
&lt;br /&gt;
'''Iomra''' (City) – In ancient times, Iomra was the capital of the kingdom of Siabhal, and it is still the largest settlement in the Five Realms. Siabhlaigh are often heard to exclaim “by the towers of Iomra” meaning the three towers which were built by the Leasiar in the days of the kingdom of Siabhal. Some say there were more once but they have since fallen down, though the Leasiar reject this besmirching of their craft. Iomra is home to the self-styled nobility of Siabhal, most of whom can trace their lineage back to pre-unification days. Many of these folk are now Riders, though they visit their ridings out in the countryside only seldomly.&lt;br /&gt;
&lt;br /&gt;
'''Cheilg''' (Riding) – Cheilg is a riding in the Grey Lands, on the border marches between Siabhal and Uasa, where the excellent farmland of Siabhal begins to give way to the moors of Uasa. Cheilg’s Rider is Gurvan the Bold, a Leasiar artificer of some renown in Iomra where he spends most of his time. His regular absences from his own lands might explain why he maintains such a large standing militia, but he is also one of those nobles who loudly talks about the glory days of Siabhal, so perhaps he has something else in mind.&lt;br /&gt;
&lt;br /&gt;
'''Sciatrian''' (Riding) – Even though Siabhal is mostly safe for its many farmers and homesteaders, there are still areas where the Gwyllt’s influence is strong. In these places, the ridings are generally claimed by soldiers and warriors who can fight the evil creatures that emerge, and strangely few of the old nobility hold these ridings. Sciatrian is one such riding, and its Rider is a Wildling named Fiainfaobhar. Fiainfaobhar was once a gallóglach, and fought against the Gwyllt’s creatures many times in his career. Now a Rider, he leads his militia against them to protect what is his, to bring glory to the Shaper, and to dispel rumours about his people being more loyal to the Gwyllt than to the Réig.   &lt;br /&gt;
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'''Bolscar''' (Riding) – Located in the far northwest of Siabhal, looking out into the Shaper’s Sea, Bolscar has the honour of being the home riding of the current line of Réigs. It is said that growing up on the shores of the same sea the Shaper used to travel to Tirneach infused the line of Conchobhair with greatness. The Réigs still travel here every few years, to the combined honour and dismay of the current Rider, Úna Uí Chonchabhair, who finds herself and her riding inundated with visitors when this pilgrimage takes place. The most recent Réig notably never visited, it is said that she and Úna did not see eye to eye as children.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
It’s true that Siabhal was the first of the Five Realms to take shape as a Realm of its own. Settlers of all species arrived on the rocky eastern coast of what would become Siabhal, determined to carve out a space to live from the deep forest and wild places under the sway of the [[Gwyllt]]. The struggle against the Gwyllt’s insidious power gave rise to great heroes, who formed the first of the noble houses which dominate Siabhal society to this day. Most Siabhlaigh can trace their lineage back to one or more of these heroes, and they all know the stories of their conquests and tribulations off by heart.&lt;br /&gt;
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When the Réig came to Tirneach, Siabhal stood against the armies that came to spread the word of the Shaper. Siabhal stood against the [[Réig]] for many years, along with their allies in [[Draíod]]. In the end the Siabhlaigh were no match for the power of the Shaper wielded by the Réig, the determined fighters by the Réig’s side, or the cunning of the Uasaigh, the tribal people to the south who drew the Siabhlaigh into endless confrontations in their marshy homeland. There are many versions of the eventual surrender and unification of the Realms told in Siabhlaigh, many of them include betrayal and bloodshed under an oath of truce, but today Siabhal is firmly in the Five Realms.&lt;br /&gt;
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After unification, the Réig commanded that the Iarla’s seat would be in a new town, closer to the border with the Crown Realm of [[Uasa]]. To that end, the Leasiar of Siabhal created the town of Barr, in a pale imitation of the glory of Iomra, the ancient capital of Siabhal. The Iarlas of Siabhal have maintained a scrupulous presence in Barr ever since, while sending their children to be educated amongst their relatives in Iomra, and retaining their ancestral estates.&lt;br /&gt;
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===The Ruby Court===&lt;br /&gt;
Siabhal is a realm thick with history and tradition, and a vital part of that are the Ruby Families, nobility named for the [[Ruby Court]] in the great city of Iomra. &lt;br /&gt;
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The Ruby Families claim descent from heroes of legend that fought against the Gwyllt at a time when the Gwyllt’s hold on Tirneach was all the more fearsome. The legends of Siabhal, preeminent among them the Legend of Lobhan, serve as a way of cataloguing the Hundred Heroes of Siabhal and the status of those descended from them. &lt;br /&gt;
Noble folk from Siabhal generally style themselves according to their most famous ancestor, so “Cillian Mac Fhiona” or “Siún Nic Shiún”, referring to Fiona Who Slew the Red Prince and Siún Who Leapt the Flaming Wall respectively. &lt;br /&gt;
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Most of the Ruby Families count at least one Rider among their number, but some keep lands without one, which shows the status the Ruby Families have maintained in their Realm. The Iarla of Siabhal has always been a descendant of the royalty of the Kingdom of Siabhal, themselves descended from the greatest of the [[Hundred Heroes]], the iconic Finian the Brave.&lt;br /&gt;
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Siabhal’s aristocracy predates the unification of the Five Realms, and it runs alongside the noble structures of the Realms themselves. Nobles of Siabhal are often Riders, but not always. This means that polite society tends to be a quagmire of hidden social hierarchy. Who is in favour or out of favour at the Ruby Court, where the nobility congregate for the many festivals and feasts, is perfectly evident to a skilled courtier but completely incomprehensible to an outsider.&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
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The long lived Leasiar and the Field Wildlings are the two most iconic species of Siabhal, with legacy and heritage being highly valued.&lt;br /&gt;
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== Culture ==&lt;br /&gt;
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Despite its wealth, political power and proud history, Siabhal is not the foremost of the Five Realms. This is something of a sore point for the nobility of Siabhal in particular, but even the common folk will often say that the seat of the Réig should be in Iomra. After all, the Réig has acceded to the throne from Siabhal more often than any other Realm, and Uasa is no match for Siabhal on almost any measure you care to mention. The Uasaigh usually ignore such tired commentary, or say that loyalty counts for more than legacy. &lt;br /&gt;
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The wealthiest and most populous of the realms, Siabhal is home to the majority of Tirneach’s agriculture as well as most of its political intrigue. Despite Uasa being the capital realm and the seat of the Réig’s power, many feel that honour should belong to Siabhal, especially as Réigs have hailed from this realm more often than any other.&lt;br /&gt;
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===Siabhal Fashion===&lt;br /&gt;
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The nobility of Siabhal will always look to Iomra for the latest fashions, which become more ostentatious with every new season as the courtiers of Iomra seek to outdo each other. Rich reds and yellows are often in evidence, evoking the majesty of the Golden Valley, and the ancient blood that every Siabhlach has flowing in their veins. Siabhalaigh [[Gallóglaigh]] don’t take to the battlefield wearing ballgowns and dancing slippers (or at least not often), but presenting yourself well is still hugely important to a character who comes from Siabhal. This applies to all levels of society in Siabhal, and a visitor to even the smallest town in Siabhal would be forgiven for asking if there is a festival taking place, as the clothes worn by the least prosperous worker in the fields will match or better the feastday best of any other Realm.&lt;br /&gt;
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==Siabhalach Opinions on the other Realms==&lt;br /&gt;
'''Baol (Highlands):''' A place that should be consigned to ancient romances, and never visited. A people that should have died out centuries ago, and yet insist on making a nuisance of themselves.&lt;br /&gt;
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'''Baol (Lowlands):''' This brooch is from a very gifted jewellery maker in Rathmaebh, see how it catches the light? They may not have a single drop of truly noble blood in their veins, but the lowlanders have clever hands and they know when to offer respect.&lt;br /&gt;
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'''Bruid:''' Imagine it, forest as far as the eye can see! You could command a Riding as large as you liked, so long as you were willing to live knee-dip in mud and raise your children alongside your pigs.&lt;br /&gt;
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'''Draíod:''' Of course both Realms are loyal to the Réig but in case there came a day when the Five Realms fell and Siabhal again rose to preeminence in Tirneach, the Draíodaigh are bound by ancient compact to take our side. They may not know how to dress or hold a proper conversation, but they are mighty in magic.  &lt;br /&gt;
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'''Uasa:''' You know my dear I speak most highly of the Réig. Truly the people of Uasa did the first Réig a great service when the Five Realms came together before we had quite realised that the first Réig was the right sort of person… but surely they have been honoured enough and the Réig should stop living in the middle of a swamp and transfer their capital here?&lt;br /&gt;
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==Playing a Siabhalach Character==&lt;br /&gt;
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As the most populous Realm, Siabhal is well represented among the gallóglaigh. It is far from the privations of Bruid or the ructions of Baol, so the Siabhlaigh often grow up well fed, well adjusted and eager to prove themselves. The Fifth Oath is the most important for gallóglaigh who hail from Siabhal. By serving as a gallóglach, you carry your family legacy with you, venerating the heroes of the past and adding your own chapter to your family’s story. Dedicated service as part of a band is a common way of determining which child shall inherit the majority of a family’s wealth and social standing, and rival siblings or cousins might join different bands to gain the greatest chance of coming out on top.&lt;br /&gt;
&lt;br /&gt;
The nobility of Siabhal will always look to Iomra for the latest fashions, which become more ostentatious with every new season as the courtiers of Iomra seek to outdo each other. Rich reds and yellows are often in evidence, evoking the majesty of the Golden Valley, and the ancient blood that every Siabhlach has flowing in their veins. Gallóglaigh don’t take to the battlefield wearing ballgowns and dancing slippers (or at least not often), but presenting yourself well is still hugely important to a character who comes from Siabhal. This applies to all levels of society in Siabhal, and a visitor to even the smallest town in Siabhal would be forgiven for asking if there is a festival taking place, as the clothes worn by the least prosperous worker in the fields will match or better the feastday best of any other Realm.&lt;br /&gt;
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Siabhlaigh characters grow up knowing exactly their station in life, what they owe to their family (everything) and what they owe to anyone else (as little as possible). Their Loyalty Undivided Feat allows them to ignore the effect of Charm by spending 1 Vigour. Their heads will not be turned so easily!&lt;br /&gt;
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Siabhlaigh value the skills and knowledge which have made Siabhal great, and most noble children will get some grounding in the “civilised arts”. Each family has a responsibility to educate their children to inherit the legacy of their forebears, and to defeat their opponents both on the battlefield and in the halls of power. Even Siabhlaigh from poorer backgrounds are proud of their family’s history, and committed to being the first of their line to rise to greatness.&lt;br /&gt;
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== Characters from Siabhal ==&lt;br /&gt;
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category = Siabhal&lt;br /&gt;
category = Characters&lt;br /&gt;
order = ascending&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=496</id>
		<title>Hundred Heroes</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=496"/>
		<updated>2022-07-27T10:34:32Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* The Brash */&lt;/p&gt;
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&lt;div&gt;The Hundred Heroes were mighty warriors led by Finian the Brave, who fought against the [[Gwyllt]] at a time when the Gwyllt’s hold on [[Tirneach]] was all the more fearsome, a time before the First [[Réig]]. The Hundred Heroes are part of the folklore of Siabhal, and together the tales of their adventures are known as the Legend of Lobhan. &lt;br /&gt;
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==The Smiths==&lt;br /&gt;
The Hundred Heroes bore weapons and wore armour which were almost as famous as the Heroes themselves. Siabhal culture has always valued skill at artifice, so the creators of these magic items were attributed great renown in the Legend of Lobhan. Some of them took the extra step of joining the fight against the Gwyllt and are numbered among the Hundred Heroes. Those Ruby Families who claim descent from Smiths are often still involved in crafting, whether as patrons or as master crafters.&lt;br /&gt;
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===Niall, whose hammer sings===&lt;br /&gt;
Three versions of Niall appear throughout stories, allowing listeners of all ages to identify with him at different points. &lt;br /&gt;
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Most common, particularly in stories for children, is the eager smith’s apprentice who hung up his apron to follow Finian on the road — whether the hero willed it or not. Filled with too many stories and too little sense, the boy’s overconfidence gets the heroes into trouble as often as his earnest honesty seems to get them out.&lt;br /&gt;
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More plot device than character, the full-grown Niall is a journeyman smith and experimental tinkerer. He often hands the protagonist a piece of wildly specific equipment near the start of a tale that ultimately helps the hero win the day by the end.&lt;br /&gt;
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The elder Niall is a master smith, whose speed and stamina have declined as his strength and skills have grown. The source of several legendary weapons, such as Duskbringer and Fhrisnéis, he mostly dispenses wisdom and friendly jibes to characters who echo his younger self.&lt;br /&gt;
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Niall is almost always represented as human, though his association with fire, his notable ageing, and the characteristic foolhardiness of his youth make him a popular character among Firetouched growing up in Siabhal.&lt;br /&gt;
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===Steelscale Conrad, Breaker of Chains===&lt;br /&gt;
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Conrad was a Drakeblooded who suffered from an unexplained ailment that caused their scales to become malformed and absent in patches, leading them to forge scales of steel to fill the gaps – which earned them the moniker of ‘Steelscale’.  They are often taciturn and aloof in the stories they appear in.&lt;br /&gt;
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They first appear in stories as a background character, a smith providing weapons and armour to the heroes but they would eventually join the host of Finian’s company. They first came to Finian’s aid when he went to accost a Gwyllt, a foul amalgam of chain and flesh that ensnared many of the heroes and sought to drag them to their deaths, in a bog on the border of Uasa.  Conrad emerged from the evening mists and set about shattering the chains that held the companions with a mighty warhammer before turning their attention to the beast itself and laying it low. Many stories after this focus on them destroying bindings, freeing captives, or breaking a key structure of the enemy.&lt;br /&gt;
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Despite being a Drakeblooded, the prevalence of breaking chains as a positive symbol in their stories has made Conrad an icon to many young Broken Chain Vartach.&lt;br /&gt;
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===Micheál the Reforger===&lt;br /&gt;
A blacksmith and builder of peerless quality, Michael was a tireless staple of Finian’s Court. It was said that even an ordinary weapon struck by his hammer was blessed with exceptional durability and longevity, a quality Michael himself was known for as he was an exceptionally long-lived Creidhe.&lt;br /&gt;
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Though he often features in the background of stories around combat, Micheál’s most renowned stories feature not him, but other heroes wielding his specially crafted magical weapons and tools, from sturdy Bristenhammer that could raise a city in one day, to the dread Oicheneach, the Night Spear. Most of Michael’s creations were lost long ago, and many a Gallóglaigh band has been paid in the hopes of finding even one of these legendary weapons.&lt;br /&gt;
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==The Wild Wanderers==&lt;br /&gt;
While the deep forests of Siabhal were the haunt of the Gwyllt, some of the bravest Siabhlaigh in ancient times fought the Gwyllt in their dens. While the Hundred Heroes are generally seen as a civilising force against the chaotic emnity of the Gwyllt, these Hundred Heroes serve as a reminder that the wild places too had to be reclaimed from the Gwyllt’s foul influence. While there are Ruby Families who claim descent from these Heroes at the forefront of civil life in Iomra and Barr, descendants of the Wild Wanderers are more likely to be found in farther flung parts of Siabhal.&lt;br /&gt;
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===Féilim, who walked among the beasts===&lt;br /&gt;
Féilim came to join the hundred heroes when one of their number – usually Siún – is facing down a large pack of wild animals who can not be tamed by any magic. Fearing the beasts to be touched by the Gwyllt, they prepare to do battle, but for the arrival of a wild man clothed only in animal hide, who counsels them to lay down their arms, and show that they mean no harm. With some cajoling, they do so, and after a time the beasts lower their hackles, and eventually go on their way. Once the pack had moved on, the wild man introduces himself as Féilim, and declares that he’ll stick around to keep them out of trouble, and usually proceeds to do exactly the opposite before the end of the tale. Further appearances of Féilim are characterised by a staunch dedication to protecting the beasts of forest and field from Gwyllt and man alike.&lt;br /&gt;
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Féilim is depicted as either a Leasair or Human, usually corresponding to whether his role in the tale is that of wisdom or exuberance&lt;br /&gt;
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===Immovable Láimhiarainn and Sly Cruachín (lawv-eerrun, crew-uck-een)===&lt;br /&gt;
Two heroes who almost exclusively appear in stories together, Láimhiarrainn and Cruachín, were parent and child. The tales say that Láimhiarrainn encountered Cruachín as a feral child in the mountains of Siabhal and brought the strange youngster before Finian the Brave to declare they would be adopting the child and training them to become a great warrior. Legends which feature Cruachín as a young child usually centre around Láimhiarrainn having to track down and rescue Cruachín after they have followed their curiousity into some dangerous place or situation. As Cruachín ages they are most commonly shown tricking or outwitting their enemies and on a number of occasions must rely on their guile to rescue Láimhiarrainn from a powerful foe. Láimhiarrainn is typically described as a living mountain or an animated statue, while Cruachín is described only as having the darkest hair and the brightest eyes. Láimhiarrainn earned his nickname by single handedly holding a bridge against a horde of Gwyllt invaders while Cruachín ran ahead to warn the nearby towns of their approach.&lt;br /&gt;
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Láimhiarrainn is traditionally identified as a rare Fathach wanderer in Siabhal while Cruachín’s species is left entirely up to the story teller.&lt;br /&gt;
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==The Companions==&lt;br /&gt;
The exact composition of the Hundred Heroes seems to vary depending on who you ask, and some Heroes are known only in certain localities or to those families who claim descent from them. These Heroes most often appear as companions to Finian the Brave or other more major figures in the Legend of Lobhan. Their descendents are likely to be no less proud of their origins, after all even the least of the Hundred Heroes is still a Hero in their own right.&lt;br /&gt;
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===Sé of the silver eye===&lt;br /&gt;
Séaghdha met the heroes — though which heroes vary with the telling — in a tavern. Or at a feast. Or around a campfire. Either way, there were people and music, and money changing hands.&lt;br /&gt;
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Sé had been a travelling trader, and lost everything in the Gwyllt attack which left him with his trademark silver eye. Since then he had been winning drinks, dinner, and the odd coin in games of wits against people whose fortunes were little better.&lt;br /&gt;
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After most of the heroes had lost coins or drinks to him in games of cards, riddles, or strategy, Finian — or sometimes another leading hero — approached him and offered him a greater purpose toward which he might employ those skills.&lt;br /&gt;
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Shea’s role in the stories is usually to talk: He persuades a local noble to join the heroes in battle; he gathers a group of farmers to rebuild a road, or repair a fortification; he talks a bandit leader into siding with the people they’ve been robbing, against the Gwyllt.&lt;br /&gt;
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Shay’s species is generally at the discretion of the storyteller, though he is always just on the far side of middle age for whichever species he may be.&lt;br /&gt;
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===Lyra Blackthorn &amp;quot;the carer of all&amp;quot;===&lt;br /&gt;
Lyra was a field Wildling with a visage of black thorns and piercing amber eyes. Many assumed from the solitary tendencies that they were cold and uncaring, but this could not be further from the truth.&lt;br /&gt;
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Lyra was also known as a solid defender, and it was said that once she planted her feet it was impossible to move her from that spot no matter the force or how hard she was struck. Most stories about Lyra involve her defending a bridge, mountain pass, or small village against impossible odds until the other Heroes can arrive to reinforce her and vanquish the foe.&lt;br /&gt;
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In many of the stories the only survivors are a group of children, orphaned by the Gwyllt’s assault. These stories always end the same way, with one of the heroes asking what would happen to the children and Lyra, confused that any decision needed to be made, telling those present, ‘I will care for them, they shall have my name to show I defend them, and that they are part of the Blackthorn family.’&lt;br /&gt;
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===Ultan of the Valley===&lt;br /&gt;
Few epic poems or famous songs are written about Ultan of The Valley. No one even knows which valley they hail from. However Ultan may be the hero who appears in the most works, always in a supporting role. When Saoirse slew the Gibbering Hound, it was Ultan that distracted it. When Cormac The Red and a dozen warriors held the Drywind Pass, Ultan was one of the dozen. And when Tyrone lost his duel with Keira the Many-Hearted, it was Ultan that carried the body home. Many were the heroes that called Ultan friend, though some scholars claim that Ultan was simply a common name at the time, or was added in later tellings to make The Hundred Heroes seem more united than they truly were. Of course the scholars who make that claim take great care to never voice those opinions around those who can trace their lineage back to Ultan or any of the Heroes they were said to have aided.&lt;br /&gt;
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The majority of those who claim descent from Ultan are Human, though their own species is never explicitly stated.&lt;br /&gt;
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===Lorcan Rua===&lt;br /&gt;
Lorcan Rua is a tragic figure among the hundred heroes. A young warrior, he is typically not the focus of any story but rather the victim, often willing, of a danger at hand. There are many tales depicting the grim trials or death of Lorcan. Some learned cinnirí suggest that Lorcan Rua is a name given to a host of unknown dead, lost to the vagaries of war, but the typical lay storyteller will have a favourite tale of Lorcan Rua they maintain is the truth with all others being misattributed or simply wrong. When he appears in a tale Lorcan will typically offer himself up to save a comrade, whether by holding the line to give them time to retreat or paying the ultimate price for another hero’s misdeeds. His pain or death typically spurs other heroes to further greatness but in some melancholy tales his suffering is without meaning or relief, reflecting the dark days the hundred heroes lived in. In modern tales Lorcan often prophesises the coming of the Shaper as he dies.&lt;br /&gt;
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Lorcan Rua is often identified as a Human, good-hearted but reckless, but is also seen as a selfless Creidhe by some.&lt;br /&gt;
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===Órfhaiche, who turned the Earth===&lt;br /&gt;
Órfhaiche rarely features in tales of derring do, though some storytellers credit her as saving more lives than any other hero. Her most common role is to serve as the call to action in other heroes’ stories, being the wealthy landowner or village leader who summons Finian’s companions to solve some great problem, with that other companion’s heroism being the focus of the story. She held the ball where Cathal and Barra became betrothed after a night of comic misunderstandings, she sent for Lyra when the smoking horde marched on Cheilg, and when glistening skinless Gwyllt stalked the fields she called for Conlaoch the sword eater to slay them with his bare hands.&lt;br /&gt;
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Scholars have in recent years begun obsessing over the minor details introduced as preamble to whatever disaster needs the intervention of the other heroes, ranging from bartering with the Uasaigh tribes for the knowledge of bringing water to dry land, to being the one to first develop a three-field crop rotation system to preserve the fertility of the land.&lt;br /&gt;
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Due to her association with agriculture and appearances in even the earliest tales, she is usually identified as a Leasiar.&lt;br /&gt;
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==The Brash==&lt;br /&gt;
Against the Gwyllt, martial virtue was often the deciding factor in whether Siabhal was wiped from the face of Tirneach or not. These Hundred Heroes are among the most celebrated and ferocious of warriors, sometimes to their own detriment. Siabhlaigh who descend from them are quite commonly found among the gallóglaigh bands, eager to make their own name and live up to their ancestors’ legacy.&lt;br /&gt;
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===Conlaoch the Sword Eater===&lt;br /&gt;
Also styled as the Bold or the Fearless, his origins vary from story to story, in some he was a wolf who became a Forest Wildling under the full moon, or a Field Wilding boy who rallied his friends to fight off a Gwyllt, armed with nothing but sticks. Some forgo any history and introduce him mid-battle, adorned only in the blood of his enemies.&lt;br /&gt;
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A hulking, brutish fighter who preferred to fight bare handed, with little in common with Finian’s other companions save their hatred of the Gwyllt – while he often appears out of the blue to rescue a less martial hero from the Gwyllt, more than one tale focuses on arguments between Conlaoch and other cooler-headed Heroes, which come to blows until he can be tricked or mollified. The most notable is the day Conlaoch challenged Finian, declaring them weak and unsuited to lead the companions, leading to a duel.  When Finian is about to deal the fatal blow and lop off Conlaoch’s head he catches the blade between his teeth and breaks it. This settles the matter, and stories set after this event normally show a more respectful Conlaoch, though one whose fury in battle is undimmed.&lt;br /&gt;
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===Cathal Dearg &amp;amp; Barra Buí, the Spear and the Shield===&lt;br /&gt;
Always appearing together, these lovers travelled widely, fighting both the Gwyllt and any other threat to Siabhall. Their tales tend to fall into two categories.&lt;br /&gt;
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The first stresses their teamwork in battle. Cathal fought with no thought whatsoever for defence, tearing wildly through foe after foe and shattering spear after spear upon their armour. Barra acted as his protector and spear-carrier, using his tactical instincts and Creidhe gifts to keep his reckless human lover alive and armed. Every single strike pierced three foes and shattered the weapon besides. It is said that Barra could mend a weapon simply by twirling it around his fingers, and throw it to Cathal as fast, while his own shield was unbreakable.&lt;br /&gt;
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The second is comedic, playing up the common stereotypes of humans and Creidhe. These tales are never of battle, but instead feature an endless variety of domestic and social situations where their wildly different personalities would lead to hilarity: meeting the other’s foster parents, both being asked to protect a ball against intrigue, and one rescuing another from a misunderstanding are common themes.&lt;br /&gt;
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In every tale, the lovers are completely inseparable, and both frustrated and deeply delighted by their partner’s perspective on life.&lt;br /&gt;
&lt;br /&gt;
===Siún, Who Lept the Flaming Wall (Shoon)===&lt;br /&gt;
Said to have known Finian the Brave since childhood, Siún is best known for her brash, impetuous nature. Legends about Siún tend to fall into one of two patterns: in the first, Siún is the source of the conflict and other members of the Hundred Heroes must step in to rescue her or restore order after some rash action goes awry. In the second kind, Siún saves the day, stepping up to cut straight to the heart of the crisis and end the threat when the other Heroes were too cautious or circumspect to do so. Siún’s most famous deed happened in a town (usually one local to the storyteller) that fell under siege from Caorthainigh Gwyllt. All hope seemed lost as their defences burned and the Gwyllt soldiers massed outside, ready to enter the town and begin the slaughter. No longer willing to sit and wait for the enemy, Siún is said to have lept not only over the town’s burning walls but over 15 ranks of Gwyllt beyond to land face to face with the Caorthainigh Queen and strike her down.&lt;br /&gt;
&lt;br /&gt;
Siún is traditionally identified as a Field Wildling but some mutter that her feats were far too bold for a “tameling”.&lt;br /&gt;
&lt;br /&gt;
===Alarig Gorm, also known as Alarig the Relentless (Alarig Gur-um)===&lt;br /&gt;
The stories say that following a terrible storm, Alarig Gorm was found washed up on the Northern shore of Siabhal by seaweed gatherers who brought him before Finian the Brave. When Alarig heard of the Hundred Heroes’ ongoing campaign to preserve Siabhal from the Gwyllt, he pledged to join them in their battles. Alarig is said to have had tusks which grew to terrifying size when he exerted himself in battle and which were strong enough to turn away an axe-blow. Famed for his extraordinary resilience, many of his legends revolve around him beating overwhelming odds through feats of endurance. In his most famous tale, Alarig was amongst a group of warriors who were ambushed by the Gwyllt. Following the initial attack the creatures left Alarig for dead and carried off the others for some foul, unknown purpose. Upon awakening, Alarig pursued the Gwyllt for six days and six nights without rest, food, or drink. When he finally ran down his quarry, he freed the prisoners and led them in destroying their Gwyllt captures.&lt;br /&gt;
&lt;br /&gt;
Alarig Gorm is usually identified as an early Krieger arrival in Tirneach though a few voices insist he must have been a Wilding.&lt;br /&gt;
&lt;br /&gt;
==The Counsellors==&lt;br /&gt;
Although the Hundred Heroes were united in fighting against the Gwyllt, they didn’t always agree in the best way to rid themselves of their vile influence. Those Hundred Heroes known as the Counsellors sometimes stood in opposition to the others, particularly Finian the Brave, and were known for their wisdom. Today, their descendants are as prestigious as other Ruby Families, and many of them have a reputation for straight talk and wise counsel. Sometimes it’s even earned.&lt;br /&gt;
&lt;br /&gt;
===Aran &amp;quot;The Knight of the Loaves&amp;quot;===&lt;br /&gt;
The tales of Aran “The Knight of the Loaves” generally fall into two categories, those intended for children and those intended for adults.&lt;br /&gt;
&lt;br /&gt;
The tales aimed at children involve frequent and on the nose puns to keep their interest, about a local hero rising to the occasion and using his loaf to save the day, and joining the upper crust of society. &lt;br /&gt;
&lt;br /&gt;
The tales intended for adults are normally more grounded, and mostly start with Aran already being a member of the Hundred Heroes, and during the course of the tale reveal he was once merely a wealthy and respected baker from the village or town their adventure is taking place, and saves the day with either some obscure piece of local knowledge or an old relationship with a member of the community that provides them with crucial aid or information.&lt;br /&gt;
&lt;br /&gt;
The stories always feature a different village as his hometown, making Leasiar the most common species for Aran to be portrayed as.&lt;br /&gt;
&lt;br /&gt;
===Luachra the Longarmed===&lt;br /&gt;
Luachra is said to have been a wanderer, known across much of Siabhal during Finian’s time, where she was known for involving herself in other’s business uninvited. She often appeared to accompany Finian in times of need, wielding a longspear with unsurpassed skill, dancing beyond the reach of their foes despite her shorter stature. In some cases, Finian or another of the heroes had to come to her aid, after finding herself in a greater danger than she could face alone.  A sometimes-divisive figure, Luachra is said to have been brash and outspoken – some say to the point of being unmannerly – while others focus on Luachra’s open-hearted and compassionate nature.  She often appears in stories to chastise other heroes for letting their ambition or greed to get the better of them, or to counsel them in times of grief or despair.  She is said to have met her end fighting to protect a stricken comrade, though which Hero she was protecting, and the reason why, are often left to the storyteller’s imagination.&lt;br /&gt;
&lt;br /&gt;
Luachra is usually identified as a Forest Wildling, though a few depictions claim she was a Human made fierce and resolute by life in the wild.&lt;br /&gt;
&lt;br /&gt;
===Fiona, Who Slew the Red Prince===&lt;br /&gt;
Fiona first appears in the tales of the Hundred Heroes as an enemy of Finian and his followers. She is said to have considered him simply another would-be warlord, with no loyalty to Siabhal but simply out for his own petty gains. The filí argue over the details of the story but it is agreed that it was some desperate act of self-sacrifice by Finian that finally won her to his cause and that Finian would not have survived the ordeal without her intervention. Even after joining the cause Fiona is often cast in the role of an accuser in the stories of other heroes, calling out their misdeeds and exhorting them to live up to their duty to Siabhal. Fiona’s most acclaimed deed comes in the tales of the Red Prince, which recount the tragedy of Finian’s son, returned from the grave as a terrible undead abomination. When Finian was unable to bring himself to destroy the thing that was once his son, Fiona took on the burden and slew the creature in single combat.&lt;br /&gt;
&lt;br /&gt;
Fiona is traditionally identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
==The Masters of the Arcane==&lt;br /&gt;
With all the force of arms possessed by the Hundred Heroes, it also took great skill at magic to keep the Gwyllt from tearing the throat from the people of Siabhal for so many centuries. These Hundred Heroes were known to possess great power, and the Siabhlaigh would claim they even surpassed the Saoí of Draíod in their depth of knowledge. Many of the greatest practitioners of magic today in Siabhal can trace their ancestry back to one of the Heroes, though sometimes that power comes with a strange legacy.&lt;br /&gt;
&lt;br /&gt;
===Bróna Derarca Diavall of the Last Sight===&lt;br /&gt;
A Leasiar who appears in stories often in a minor role, emphasising her intelligence, sense of justice, and legendary compassion of both living and dead.Often she appears at the very end of a story, eulogising another companion of Finian the Brave who fell in battle, summarising their legacy and lighting the funeral pyre herself.&lt;br /&gt;
&lt;br /&gt;
There is a small subsection of tales where the Gwyllt storm her ancestral home, Tor Brónach, laying low every other companion of Finian the Brave in a lengthy battle. But on the final night Bróna called for the heroes, both those lying on the field of battle and those resting in urns as ash, to rise once more not as undead, but fully revived and at the peak of their power, to slay ten hundred or ten thousand or a hundred thousand Gwyllt with moonlit glowing blades. The fate of those risen varies, but in all tales all that remained of Brona was the echo of her voice, she and her great book of spells had vanished in the melee never to be seen again but always to be heard, a keening voice celebrating every hero’s life when the winds around Tor Brónach pick up.&lt;br /&gt;
&lt;br /&gt;
===Cathbad, the Resplendent Thunder===&lt;br /&gt;
A proud and graceful warrior, Cathbad was a wizard of great renown. Not content with a life of quiet learning and contemplation he walked the path of battle magic. His spells wreaked havoc on many a Gwyllt host and his skills were sought the length and breadth of Siabhal. In short order he became known as one of the finest wizards the realm had seen and Cathbad is described as famously prideful to the point of arrogance. Stories involving Cathbad tend to feature him prominently but they are not always kind; in many stories it is Cathbad who single-handedly turns the tide of a battle or outwits a cunning Gwyllt, but in just as many it is his arrogance that causes terrible danger to fall on him and his fellows in the first place. No matter the cause Cathbad succeeds in all of his adventures, including his famous death tale where he is forced to become the storm itself to break apart an army of Gwyllt and save the kingdom. He is destroyed by the effort.&lt;br /&gt;
&lt;br /&gt;
Cathbad is nearly universally identified as a Drakeblooded, though some storytellers portray them as a Human or Vartach who stole thunder from the dragons.&lt;br /&gt;
&lt;br /&gt;
===Meirliún Gall, also known as Meirliún the Marked===&lt;br /&gt;
Meirliún is described as having entered Finian’s service as payment for a great debt. Her stories focus on her secret knowledge and powerful skill with the arcane. Meirliún is said to have turned away packs of Gwyllt with a word and to have granted Finian insight into the nature of the enemy that turned the tide of battles. Meirliún is commonly credited with uncovering and defeating hidden or secret enemies such as Gwyllt impostors or creatures who lurked unseen and spread subtle corruptions. Meirliún’s most famous story involves an extended duel with a powerful Gwyllt that pursued her from her homeland. In the tale, Meirliún must discern and satisfy conditions of time, place, and preparedness before she can harm the creature. There are tales that paint Meirliún’s uncanny knowledge of the Gwyllt in a sinister light and repeating them is sure to earn the ire of those who claim her as their ancestor.&lt;br /&gt;
&lt;br /&gt;
Meirliún is traditionally identified as a Vartach. In earlier stories her brand is described rather than named, in vague enough terms to be identified as Sunspear, Clashing Sword, Broken Chain and rarely a Linebreaker, depending on what best suits the themes of the story.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=495</id>
		<title>Hundred Heroes</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=495"/>
		<updated>2022-07-27T10:34:16Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* The Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hundred Heroes were mighty warriors led by Finian the Brave, who fought against the [[Gwyllt]] at a time when the Gwyllt’s hold on [[Tirneach]] was all the more fearsome, a time before the First [[Réig]]. The Hundred Heroes are part of the folklore of Siabhal, and together the tales of their adventures are known as the Legend of Lobhan. &lt;br /&gt;
&lt;br /&gt;
==The Smiths==&lt;br /&gt;
The Hundred Heroes bore weapons and wore armour which were almost as famous as the Heroes themselves. Siabhal culture has always valued skill at artifice, so the creators of these magic items were attributed great renown in the Legend of Lobhan. Some of them took the extra step of joining the fight against the Gwyllt and are numbered among the Hundred Heroes. Those Ruby Families who claim descent from Smiths are often still involved in crafting, whether as patrons or as master crafters.&lt;br /&gt;
&lt;br /&gt;
===Niall, whose hammer sings===&lt;br /&gt;
Three versions of Niall appear throughout stories, allowing listeners of all ages to identify with him at different points. &lt;br /&gt;
&lt;br /&gt;
Most common, particularly in stories for children, is the eager smith’s apprentice who hung up his apron to follow Finian on the road — whether the hero willed it or not. Filled with too many stories and too little sense, the boy’s overconfidence gets the heroes into trouble as often as his earnest honesty seems to get them out.&lt;br /&gt;
&lt;br /&gt;
More plot device than character, the full-grown Niall is a journeyman smith and experimental tinkerer. He often hands the protagonist a piece of wildly specific equipment near the start of a tale that ultimately helps the hero win the day by the end.&lt;br /&gt;
&lt;br /&gt;
The elder Niall is a master smith, whose speed and stamina have declined as his strength and skills have grown. The source of several legendary weapons, such as Duskbringer and Fhrisnéis, he mostly dispenses wisdom and friendly jibes to characters who echo his younger self.&lt;br /&gt;
&lt;br /&gt;
Niall is almost always represented as human, though his association with fire, his notable ageing, and the characteristic foolhardiness of his youth make him a popular character among Firetouched growing up in Siabhal.&lt;br /&gt;
&lt;br /&gt;
===Steelscale Conrad, Breaker of Chains===&lt;br /&gt;
&lt;br /&gt;
Conrad was a Drakeblooded who suffered from an unexplained ailment that caused their scales to become malformed and absent in patches, leading them to forge scales of steel to fill the gaps – which earned them the moniker of ‘Steelscale’.  They are often taciturn and aloof in the stories they appear in.&lt;br /&gt;
&lt;br /&gt;
They first appear in stories as a background character, a smith providing weapons and armour to the heroes but they would eventually join the host of Finian’s company. They first came to Finian’s aid when he went to accost a Gwyllt, a foul amalgam of chain and flesh that ensnared many of the heroes and sought to drag them to their deaths, in a bog on the border of Uasa.  Conrad emerged from the evening mists and set about shattering the chains that held the companions with a mighty warhammer before turning their attention to the beast itself and laying it low. Many stories after this focus on them destroying bindings, freeing captives, or breaking a key structure of the enemy.&lt;br /&gt;
&lt;br /&gt;
Despite being a Drakeblooded, the prevalence of breaking chains as a positive symbol in their stories has made Conrad an icon to many young Broken Chain Vartach.&lt;br /&gt;
&lt;br /&gt;
===Micheál the Reforger===&lt;br /&gt;
A blacksmith and builder of peerless quality, Michael was a tireless staple of Finian’s Court. It was said that even an ordinary weapon struck by his hammer was blessed with exceptional durability and longevity, a quality Michael himself was known for as he was an exceptionally long-lived Creidhe.&lt;br /&gt;
&lt;br /&gt;
Though he often features in the background of stories around combat, Micheál’s most renowned stories feature not him, but other heroes wielding his specially crafted magical weapons and tools, from sturdy Bristenhammer that could raise a city in one day, to the dread Oicheneach, the Night Spear. Most of Michael’s creations were lost long ago, and many a Gallóglaigh band has been paid in the hopes of finding even one of these legendary weapons.&lt;br /&gt;
&lt;br /&gt;
==The Wild Wanderers==&lt;br /&gt;
While the deep forests of Siabhal were the haunt of the Gwyllt, some of the bravest Siabhlaigh in ancient times fought the Gwyllt in their dens. While the Hundred Heroes are generally seen as a civilising force against the chaotic emnity of the Gwyllt, these Hundred Heroes serve as a reminder that the wild places too had to be reclaimed from the Gwyllt’s foul influence. While there are Ruby Families who claim descent from these Heroes at the forefront of civil life in Iomra and Barr, descendants of the Wild Wanderers are more likely to be found in farther flung parts of Siabhal.&lt;br /&gt;
&lt;br /&gt;
===Féilim, who walked among the beasts===&lt;br /&gt;
Féilim came to join the hundred heroes when one of their number – usually Siún – is facing down a large pack of wild animals who can not be tamed by any magic. Fearing the beasts to be touched by the Gwyllt, they prepare to do battle, but for the arrival of a wild man clothed only in animal hide, who counsels them to lay down their arms, and show that they mean no harm. With some cajoling, they do so, and after a time the beasts lower their hackles, and eventually go on their way. Once the pack had moved on, the wild man introduces himself as Féilim, and declares that he’ll stick around to keep them out of trouble, and usually proceeds to do exactly the opposite before the end of the tale. Further appearances of Féilim are characterised by a staunch dedication to protecting the beasts of forest and field from Gwyllt and man alike.&lt;br /&gt;
&lt;br /&gt;
Féilim is depicted as either a Leasair or Human, usually corresponding to whether his role in the tale is that of wisdom or exuberance&lt;br /&gt;
&lt;br /&gt;
===Immovable Láimhiarainn and Sly Cruachín (lawv-eerrun, crew-uck-een)===&lt;br /&gt;
Two heroes who almost exclusively appear in stories together, Láimhiarrainn and Cruachín, were parent and child. The tales say that Láimhiarrainn encountered Cruachín as a feral child in the mountains of Siabhal and brought the strange youngster before Finian the Brave to declare they would be adopting the child and training them to become a great warrior. Legends which feature Cruachín as a young child usually centre around Láimhiarrainn having to track down and rescue Cruachín after they have followed their curiousity into some dangerous place or situation. As Cruachín ages they are most commonly shown tricking or outwitting their enemies and on a number of occasions must rely on their guile to rescue Láimhiarrainn from a powerful foe. Láimhiarrainn is typically described as a living mountain or an animated statue, while Cruachín is described only as having the darkest hair and the brightest eyes. Láimhiarrainn earned his nickname by single handedly holding a bridge against a horde of Gwyllt invaders while Cruachín ran ahead to warn the nearby towns of their approach.&lt;br /&gt;
&lt;br /&gt;
Láimhiarrainn is traditionally identified as a rare Fathach wanderer in Siabhal while Cruachín’s species is left entirely up to the story teller.&lt;br /&gt;
&lt;br /&gt;
==The Companions==&lt;br /&gt;
The exact composition of the Hundred Heroes seems to vary depending on who you ask, and some Heroes are known only in certain localities or to those families who claim descent from them. These Heroes most often appear as companions to Finian the Brave or other more major figures in the Legend of Lobhan. Their descendents are likely to be no less proud of their origins, after all even the least of the Hundred Heroes is still a Hero in their own right.&lt;br /&gt;
&lt;br /&gt;
===Sé of the silver eye===&lt;br /&gt;
Séaghdha met the heroes — though which heroes vary with the telling — in a tavern. Or at a feast. Or around a campfire. Either way, there were people and music, and money changing hands.&lt;br /&gt;
&lt;br /&gt;
Sé had been a travelling trader, and lost everything in the Gwyllt attack which left him with his trademark silver eye. Since then he had been winning drinks, dinner, and the odd coin in games of wits against people whose fortunes were little better.&lt;br /&gt;
&lt;br /&gt;
After most of the heroes had lost coins or drinks to him in games of cards, riddles, or strategy, Finian — or sometimes another leading hero — approached him and offered him a greater purpose toward which he might employ those skills.&lt;br /&gt;
&lt;br /&gt;
Shea’s role in the stories is usually to talk: He persuades a local noble to join the heroes in battle; he gathers a group of farmers to rebuild a road, or repair a fortification; he talks a bandit leader into siding with the people they’ve been robbing, against the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Shay’s species is generally at the discretion of the storyteller, though he is always just on the far side of middle age for whichever species he may be.&lt;br /&gt;
&lt;br /&gt;
===Lyra Blackthorn &amp;quot;the carer of all&amp;quot;===&lt;br /&gt;
Lyra was a field Wildling with a visage of black thorns and piercing amber eyes. Many assumed from the solitary tendencies that they were cold and uncaring, but this could not be further from the truth.&lt;br /&gt;
&lt;br /&gt;
Lyra was also known as a solid defender, and it was said that once she planted her feet it was impossible to move her from that spot no matter the force or how hard she was struck. Most stories about Lyra involve her defending a bridge, mountain pass, or small village against impossible odds until the other Heroes can arrive to reinforce her and vanquish the foe.&lt;br /&gt;
&lt;br /&gt;
In many of the stories the only survivors are a group of children, orphaned by the Gwyllt’s assault. These stories always end the same way, with one of the heroes asking what would happen to the children and Lyra, confused that any decision needed to be made, telling those present, ‘I will care for them, they shall have my name to show I defend them, and that they are part of the Blackthorn family.’&lt;br /&gt;
&lt;br /&gt;
===Ultan of the Valley===&lt;br /&gt;
Few epic poems or famous songs are written about Ultan of The Valley. No one even knows which valley they hail from. However Ultan may be the hero who appears in the most works, always in a supporting role. When Saoirse slew the Gibbering Hound, it was Ultan that distracted it. When Cormac The Red and a dozen warriors held the Drywind Pass, Ultan was one of the dozen. And when Tyrone lost his duel with Keira the Many-Hearted, it was Ultan that carried the body home. Many were the heroes that called Ultan friend, though some scholars claim that Ultan was simply a common name at the time, or was added in later tellings to make The Hundred Heroes seem more united than they truly were. Of course the scholars who make that claim take great care to never voice those opinions around those who can trace their lineage back to Ultan or any of the Heroes they were said to have aided.&lt;br /&gt;
&lt;br /&gt;
The majority of those who claim descent from Ultan are Human, though their own species is never explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Lorcan Rua===&lt;br /&gt;
Lorcan Rua is a tragic figure among the hundred heroes. A young warrior, he is typically not the focus of any story but rather the victim, often willing, of a danger at hand. There are many tales depicting the grim trials or death of Lorcan. Some learned cinnirí suggest that Lorcan Rua is a name given to a host of unknown dead, lost to the vagaries of war, but the typical lay storyteller will have a favourite tale of Lorcan Rua they maintain is the truth with all others being misattributed or simply wrong. When he appears in a tale Lorcan will typically offer himself up to save a comrade, whether by holding the line to give them time to retreat or paying the ultimate price for another hero’s misdeeds. His pain or death typically spurs other heroes to further greatness but in some melancholy tales his suffering is without meaning or relief, reflecting the dark days the hundred heroes lived in. In modern tales Lorcan often prophesises the coming of the Shaper as he dies.&lt;br /&gt;
&lt;br /&gt;
Lorcan Rua is often identified as a Human, good-hearted but reckless, but is also seen as a selfless Creidhe by some.&lt;br /&gt;
&lt;br /&gt;
===Órfhaiche, who turned the Earth===&lt;br /&gt;
Órfhaiche rarely features in tales of derring do, though some storytellers credit her as saving more lives than any other hero. Her most common role is to serve as the call to action in other heroes’ stories, being the wealthy landowner or village leader who summons Finian’s companions to solve some great problem, with that other companion’s heroism being the focus of the story. She held the ball where Cathal and Barra became betrothed after a night of comic misunderstandings, she sent for Lyra when the smoking horde marched on Cheilg, and when glistening skinless Gwyllt stalked the fields she called for Conlaoch the sword eater to slay them with his bare hands.&lt;br /&gt;
&lt;br /&gt;
Scholars have in recent years begun obsessing over the minor details introduced as preamble to whatever disaster needs the intervention of the other heroes, ranging from bartering with the Uasaigh tribes for the knowledge of bringing water to dry land, to being the one to first develop a three-field crop rotation system to preserve the fertility of the land.&lt;br /&gt;
&lt;br /&gt;
Due to her association with agriculture and appearances in even the earliest tales, she is usually identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
==The Brash==&lt;br /&gt;
Against the Gwyllt, martial virtue was often the deciding factor in whether Siabhal was wiped from the face of Tirneach or not. These Hundred Heroes are among the most celebrated and ferocious of warriors, sometimes to their own detriment. Siabhlaigh who descend from them are quite commonly found among the gallóglaigh bands, eager to make their own name and live up to their ancestors’ legacy.&lt;br /&gt;
&lt;br /&gt;
===Conlaoch the Sword Eater===&lt;br /&gt;
Also styled as the Bold or the Fearless, his origins vary from story to story, in some he was a wolf who became a Forest Wildling under the full moon, or a Field Wilding boy who rallied his friends to fight off a Gwyllt, armed with nothing but sticks. Some forgo any history and introduce him mid-battle, adorned only in the blood of his enemies.&lt;br /&gt;
&lt;br /&gt;
A hulking, brutish fighter who preferred to fight bare handed, with little in common with Finian’s other companions save their hatred of the Gwyllt – while he often appears out of the blue to rescue a less martial hero from the Gwyllt, more than one tale focuses on arguments between Conlaoch and other cooler-headed Heroes, which come to blows until he can be tricked or mollified. The most notable is the day Conlaoch challenged Finian, declaring them weak and unsuited to lead the companions, leading to a duel.  When Finian is about to deal the fatal blow and lop off Conlaoch’s head he catches the blade between his teeth and breaks it. This settles the matter, and stories set after this event normally show a more respectful Conlaoch, though one whose fury in battle is undimmed.&lt;br /&gt;
&lt;br /&gt;
===Cathal Dearg &amp;amp; Barra Buí, the Spear and the Shield===&lt;br /&gt;
Always appearing together, these lovers travelled widely, fighting both the Gwyllt and any other threat to Siabhall. Their tales tend to fall into two categories.&lt;br /&gt;
&lt;br /&gt;
The first stresses their teamwork in battle. Cathal fought with no thought whatsoever for defence, tearing wildly through foe after foe and shattering spear after spear upon their armour. Barra acted as his protector and spear-carrier, using his tactical instincts and Creidhe gifts to keep his reckless human lover alive and armed. Every single strike pierced three foes and shattered the weapon besides. It is said that Barra could mend a weapon simply by twirling it around his fingers, and throw it to Cathal as fast, while his own shield was unbreakable.&lt;br /&gt;
&lt;br /&gt;
The second is comedic, playing up the common stereotypes of humans and Creidhe. These tales are never of battle, but instead feature an endless variety of domestic and social situations where their wildly different personalities would lead to hilarity: meeting the other’s foster parents, both being asked to protect a ball against intrigue, and one rescuing another from a misunderstanding are common themes.&lt;br /&gt;
&lt;br /&gt;
In every tale, the lovers are completely inseparable, and both frustrated and deeply delighted by their partner’s perspective on life.&lt;br /&gt;
&lt;br /&gt;
===Siún, Who Lept the Flaming Wall (Shoon)===&lt;br /&gt;
Said to have known Finian the Brave since childhood, Siún is best known for her brash, impetuous nature. Legends about Siún tend to fall into one of two patterns: in the first, Siún is the source of the conflict and other members of the Hundred Heroes must step in to rescue her or restore order after some rash action goes awry. In the second kind, Siún saves the day, stepping up to cut straight to the heart of the crisis and end the threat when the other Heroes were too cautious or circumspect to do so. Siún’s most famous deed happened in a town (usually one local to the storyteller) that fell under siege from Caorthainigh Gwyllt. All hope seemed lost as their defences burned and the Gwyllt soldiers massed outside, ready to enter the town and begin the slaughter. No longer willing to sit and wait for the enemy, Siún is said to have lept not only over the town’s burning walls but over 15 ranks of Gwyllt beyond to land face to face with the Caorthainigh Queen and strike her down.&lt;br /&gt;
&lt;br /&gt;
Siún is traditionally identified as a Field Wildling but some mutter that her feats were far too bold for a “tameling”.&lt;br /&gt;
&lt;br /&gt;
===Alarig Gorm, also known as Alarig the Relentless (Alarig Gur-um)===&lt;br /&gt;
The stories say that following a terrible storm, Alarig Gorm was found washed up on the Northern shore of Siabhal by seaweed gatherers who brought him before Finian the Brave. When Alarig heard of the Hundred Heroes’ ongoing campaign to preserve Siabhal from the Gwyllt, he pledged to join them in their battles. Alarig is said to have had tusks which grew to terrifying size when he exerted himself in battle and which were strong enough to turn away an axe-blow. Famed for his extraordinary resilience, many of his legends revolve around him beating overwhelming odds through feats of endurance. In his most famous tale, Alarig was amongst a group of warriors who were ambushed by the Gwyllt. Following the initial attack the creatures left Alarig for dead and carried off the others for some foul, unknown purpose. Upon awakening, Alarig pursued the Gwyllt for six days and six nights without rest, food, or drink. When he finally ran down his quarry, he freed the prisoners and led them in destroying their Gwyllt captures.&lt;br /&gt;
&lt;br /&gt;
Alarig Gorm is usually identified as an early Krieger arrival in Tirneach though a few voices insist he must have been a Wilding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Counsellors==&lt;br /&gt;
Although the Hundred Heroes were united in fighting against the Gwyllt, they didn’t always agree in the best way to rid themselves of their vile influence. Those Hundred Heroes known as the Counsellors sometimes stood in opposition to the others, particularly Finian the Brave, and were known for their wisdom. Today, their descendants are as prestigious as other Ruby Families, and many of them have a reputation for straight talk and wise counsel. Sometimes it’s even earned.&lt;br /&gt;
&lt;br /&gt;
===Aran &amp;quot;The Knight of the Loaves&amp;quot;===&lt;br /&gt;
The tales of Aran “The Knight of the Loaves” generally fall into two categories, those intended for children and those intended for adults.&lt;br /&gt;
&lt;br /&gt;
The tales aimed at children involve frequent and on the nose puns to keep their interest, about a local hero rising to the occasion and using his loaf to save the day, and joining the upper crust of society. &lt;br /&gt;
&lt;br /&gt;
The tales intended for adults are normally more grounded, and mostly start with Aran already being a member of the Hundred Heroes, and during the course of the tale reveal he was once merely a wealthy and respected baker from the village or town their adventure is taking place, and saves the day with either some obscure piece of local knowledge or an old relationship with a member of the community that provides them with crucial aid or information.&lt;br /&gt;
&lt;br /&gt;
The stories always feature a different village as his hometown, making Leasiar the most common species for Aran to be portrayed as.&lt;br /&gt;
&lt;br /&gt;
===Luachra the Longarmed===&lt;br /&gt;
Luachra is said to have been a wanderer, known across much of Siabhal during Finian’s time, where she was known for involving herself in other’s business uninvited. She often appeared to accompany Finian in times of need, wielding a longspear with unsurpassed skill, dancing beyond the reach of their foes despite her shorter stature. In some cases, Finian or another of the heroes had to come to her aid, after finding herself in a greater danger than she could face alone.  A sometimes-divisive figure, Luachra is said to have been brash and outspoken – some say to the point of being unmannerly – while others focus on Luachra’s open-hearted and compassionate nature.  She often appears in stories to chastise other heroes for letting their ambition or greed to get the better of them, or to counsel them in times of grief or despair.  She is said to have met her end fighting to protect a stricken comrade, though which Hero she was protecting, and the reason why, are often left to the storyteller’s imagination.&lt;br /&gt;
&lt;br /&gt;
Luachra is usually identified as a Forest Wildling, though a few depictions claim she was a Human made fierce and resolute by life in the wild.&lt;br /&gt;
&lt;br /&gt;
===Fiona, Who Slew the Red Prince===&lt;br /&gt;
Fiona first appears in the tales of the Hundred Heroes as an enemy of Finian and his followers. She is said to have considered him simply another would-be warlord, with no loyalty to Siabhal but simply out for his own petty gains. The filí argue over the details of the story but it is agreed that it was some desperate act of self-sacrifice by Finian that finally won her to his cause and that Finian would not have survived the ordeal without her intervention. Even after joining the cause Fiona is often cast in the role of an accuser in the stories of other heroes, calling out their misdeeds and exhorting them to live up to their duty to Siabhal. Fiona’s most acclaimed deed comes in the tales of the Red Prince, which recount the tragedy of Finian’s son, returned from the grave as a terrible undead abomination. When Finian was unable to bring himself to destroy the thing that was once his son, Fiona took on the burden and slew the creature in single combat.&lt;br /&gt;
&lt;br /&gt;
Fiona is traditionally identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
==The Masters of the Arcane==&lt;br /&gt;
With all the force of arms possessed by the Hundred Heroes, it also took great skill at magic to keep the Gwyllt from tearing the throat from the people of Siabhal for so many centuries. These Hundred Heroes were known to possess great power, and the Siabhlaigh would claim they even surpassed the Saoí of Draíod in their depth of knowledge. Many of the greatest practitioners of magic today in Siabhal can trace their ancestry back to one of the Heroes, though sometimes that power comes with a strange legacy.&lt;br /&gt;
&lt;br /&gt;
===Bróna Derarca Diavall of the Last Sight===&lt;br /&gt;
A Leasiar who appears in stories often in a minor role, emphasising her intelligence, sense of justice, and legendary compassion of both living and dead.Often she appears at the very end of a story, eulogising another companion of Finian the Brave who fell in battle, summarising their legacy and lighting the funeral pyre herself.&lt;br /&gt;
&lt;br /&gt;
There is a small subsection of tales where the Gwyllt storm her ancestral home, Tor Brónach, laying low every other companion of Finian the Brave in a lengthy battle. But on the final night Bróna called for the heroes, both those lying on the field of battle and those resting in urns as ash, to rise once more not as undead, but fully revived and at the peak of their power, to slay ten hundred or ten thousand or a hundred thousand Gwyllt with moonlit glowing blades. The fate of those risen varies, but in all tales all that remained of Brona was the echo of her voice, she and her great book of spells had vanished in the melee never to be seen again but always to be heard, a keening voice celebrating every hero’s life when the winds around Tor Brónach pick up.&lt;br /&gt;
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===Cathbad, the Resplendent Thunder===&lt;br /&gt;
A proud and graceful warrior, Cathbad was a wizard of great renown. Not content with a life of quiet learning and contemplation he walked the path of battle magic. His spells wreaked havoc on many a Gwyllt host and his skills were sought the length and breadth of Siabhal. In short order he became known as one of the finest wizards the realm had seen and Cathbad is described as famously prideful to the point of arrogance. Stories involving Cathbad tend to feature him prominently but they are not always kind; in many stories it is Cathbad who single-handedly turns the tide of a battle or outwits a cunning Gwyllt, but in just as many it is his arrogance that causes terrible danger to fall on him and his fellows in the first place. No matter the cause Cathbad succeeds in all of his adventures, including his famous death tale where he is forced to become the storm itself to break apart an army of Gwyllt and save the kingdom. He is destroyed by the effort.&lt;br /&gt;
&lt;br /&gt;
Cathbad is nearly universally identified as a Drakeblooded, though some storytellers portray them as a Human or Vartach who stole thunder from the dragons.&lt;br /&gt;
&lt;br /&gt;
===Meirliún Gall, also known as Meirliún the Marked===&lt;br /&gt;
Meirliún is described as having entered Finian’s service as payment for a great debt. Her stories focus on her secret knowledge and powerful skill with the arcane. Meirliún is said to have turned away packs of Gwyllt with a word and to have granted Finian insight into the nature of the enemy that turned the tide of battles. Meirliún is commonly credited with uncovering and defeating hidden or secret enemies such as Gwyllt impostors or creatures who lurked unseen and spread subtle corruptions. Meirliún’s most famous story involves an extended duel with a powerful Gwyllt that pursued her from her homeland. In the tale, Meirliún must discern and satisfy conditions of time, place, and preparedness before she can harm the creature. There are tales that paint Meirliún’s uncanny knowledge of the Gwyllt in a sinister light and repeating them is sure to earn the ire of those who claim her as their ancestor.&lt;br /&gt;
&lt;br /&gt;
Meirliún is traditionally identified as a Vartach. In earlier stories her brand is described rather than named, in vague enough terms to be identified as Sunspear, Clashing Sword, Broken Chain and rarely a Linebreaker, depending on what best suits the themes of the story.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=494</id>
		<title>Hundred Heroes</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=494"/>
		<updated>2022-07-27T10:33:54Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Tidying up formatting.&lt;/p&gt;
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&lt;div&gt;The Hundred Heroes were mighty warriors led by Finian the Brave, who fought against the [[Gwyllt]] at a time when the Gwyllt’s hold on [[Tirneach]] was all the more fearsome, a time before the First [[Réig]]. The Hundred Heroes are part of the folklore of Siabhal, and together the tales of their adventures are known as the Legend of Lobhan. &lt;br /&gt;
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==The Smiths==&lt;br /&gt;
The Hundred Heroes bore weapons and wore armour which were almost as famous as the Heroes themselves. Siabhal culture has always valued skill at artifice, so the creators of these magic items were attributed great renown in the Legend of Lobhan. Some of them took the extra step of joining the fight against the Gwyllt and are numbered among the Hundred Heroes. Those Ruby Families who claim descent from Smiths are often still involved in crafting, whether as patrons or as master crafters.&lt;br /&gt;
&lt;br /&gt;
===Niall, whose hammer sings===&lt;br /&gt;
Three versions of Niall appear throughout stories, allowing listeners of all ages to identify with him at different points. &lt;br /&gt;
&lt;br /&gt;
Most common, particularly in stories for children, is the eager smith’s apprentice who hung up his apron to follow Finian on the road — whether the hero willed it or not. Filled with too many stories and too little sense, the boy’s overconfidence gets the heroes into trouble as often as his earnest honesty seems to get them out.&lt;br /&gt;
&lt;br /&gt;
More plot device than character, the full-grown Niall is a journeyman smith and experimental tinkerer. He often hands the protagonist a piece of wildly specific equipment near the start of a tale that ultimately helps the hero win the day by the end.&lt;br /&gt;
&lt;br /&gt;
The elder Niall is a master smith, whose speed and stamina have declined as his strength and skills have grown. The source of several legendary weapons, such as Duskbringer and Fhrisnéis, he mostly dispenses wisdom and friendly jibes to characters who echo his younger self.&lt;br /&gt;
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Niall is almost always represented as human, though his association with fire, his notable ageing, and the characteristic foolhardiness of his youth make him a popular character among Firetouched growing up in Siabhal.&lt;br /&gt;
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===Steelscale Conrad, Breaker of Chains===&lt;br /&gt;
&lt;br /&gt;
Conrad was a Drakeblooded who suffered from an unexplained ailment that caused their scales to become malformed and absent in patches, leading them to forge scales of steel to fill the gaps – which earned them the moniker of ‘Steelscale’.  They are often taciturn and aloof in the stories they appear in.&lt;br /&gt;
&lt;br /&gt;
They first appear in stories as a background character, a smith providing weapons and armour to the heroes but they would eventually join the host of Finian’s company. They first came to Finian’s aid when he went to accost a Gwyllt, a foul amalgam of chain and flesh that ensnared many of the heroes and sought to drag them to their deaths, in a bog on the border of Uasa.  Conrad emerged from the evening mists and set about shattering the chains that held the companions with a mighty warhammer before turning their attention to the beast itself and laying it low. Many stories after this focus on them destroying bindings, freeing captives, or breaking a key structure of the enemy.&lt;br /&gt;
&lt;br /&gt;
Despite being a Drakeblooded, the prevalence of breaking chains as a positive symbol in their stories has made Conrad an icon to many young Broken Chain Vartach.&lt;br /&gt;
&lt;br /&gt;
===Micheál the Reforger===&lt;br /&gt;
A blacksmith and builder of peerless quality, Michael was a tireless staple of Finian’s Court. It was said that even an ordinary weapon struck by his hammer was blessed with exceptional durability and longevity, a quality Michael himself was known for as he was an exceptionally long-lived Creidhe.&lt;br /&gt;
&lt;br /&gt;
Though he often features in the background of stories around combat, Micheál’s most renowned stories feature not him, but other heroes wielding his specially crafted magical weapons and tools, from sturdy Bristenhammer that could raise a city in one day, to the dread Oicheneach, the Night Spear. Most of Michael’s creations were lost long ago, and many a Gallóglaigh band has been paid in the hopes of finding even one of these legendary weapons.&lt;br /&gt;
&lt;br /&gt;
==The Wild Wanderers==&lt;br /&gt;
While the deep forests of Siabhal were the haunt of the Gwyllt, some of the bravest Siabhlaigh in ancient times fought the Gwyllt in their dens. While the Hundred Heroes are generally seen as a civilising force against the chaotic emnity of the Gwyllt, these Hundred Heroes serve as a reminder that the wild places too had to be reclaimed from the Gwyllt’s foul influence. While there are Ruby Families who claim descent from these Heroes at the forefront of civil life in Iomra and Barr, descendants of the Wild Wanderers are more likely to be found in farther flung parts of Siabhal.&lt;br /&gt;
&lt;br /&gt;
===Féilim, who walked among the beasts===&lt;br /&gt;
Féilim came to join the hundred heroes when one of their number – usually Siún – is facing down a large pack of wild animals who can not be tamed by any magic. Fearing the beasts to be touched by the Gwyllt, they prepare to do battle, but for the arrival of a wild man clothed only in animal hide, who counsels them to lay down their arms, and show that they mean no harm. With some cajoling, they do so, and after a time the beasts lower their hackles, and eventually go on their way. Once the pack had moved on, the wild man introduces himself as Féilim, and declares that he’ll stick around to keep them out of trouble, and usually proceeds to do exactly the opposite before the end of the tale. Further appearances of Féilim are characterised by a staunch dedication to protecting the beasts of forest and field from Gwyllt and man alike.&lt;br /&gt;
&lt;br /&gt;
Féilim is depicted as either a Leasair or Human, usually corresponding to whether his role in the tale is that of wisdom or exuberance&lt;br /&gt;
&lt;br /&gt;
===Immovable Láimhiarainn and Sly Cruachín (lawv-eerrun, crew-uck-een)===&lt;br /&gt;
Two heroes who almost exclusively appear in stories together, Láimhiarrainn and Cruachín, were parent and child. The tales say that Láimhiarrainn encountered Cruachín as a feral child in the mountains of Siabhal and brought the strange youngster before Finian the Brave to declare they would be adopting the child and training them to become a great warrior. Legends which feature Cruachín as a young child usually centre around Láimhiarrainn having to track down and rescue Cruachín after they have followed their curiousity into some dangerous place or situation. As Cruachín ages they are most commonly shown tricking or outwitting their enemies and on a number of occasions must rely on their guile to rescue Láimhiarrainn from a powerful foe. Láimhiarrainn is typically described as a living mountain or an animated statue, while Cruachín is described only as having the darkest hair and the brightest eyes. Láimhiarrainn earned his nickname by single handedly holding a bridge against a horde of Gwyllt invaders while Cruachín ran ahead to warn the nearby towns of their approach.&lt;br /&gt;
&lt;br /&gt;
Láimhiarrainn is traditionally identified as a rare Fathach wanderer in Siabhal while Cruachín’s species is left entirely up to the story teller.&lt;br /&gt;
&lt;br /&gt;
==The Companions==&lt;br /&gt;
The exact composition of the Hundred Heroes seems to vary depending on who you ask, and some Heroes are known only in certain localities or to those families who claim descent from them. These Heroes most often appear as companions to Finian the Brave or other more major figures in the Legend of Lobhan. Their descendents are likely to be no less proud of their origins, after all even the least of the Hundred Heroes is still a Hero in their own right.&lt;br /&gt;
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===Sé of the silver eye===&lt;br /&gt;
Séaghdha met the heroes — though which heroes vary with the telling — in a tavern. Or at a feast. Or around a campfire. Either way, there were people and music, and money changing hands.&lt;br /&gt;
&lt;br /&gt;
Sé had been a travelling trader, and lost everything in the Gwyllt attack which left him with his trademark silver eye. Since then he had been winning drinks, dinner, and the odd coin in games of wits against people whose fortunes were little better.&lt;br /&gt;
&lt;br /&gt;
After most of the heroes had lost coins or drinks to him in games of cards, riddles, or strategy, Finian — or sometimes another leading hero — approached him and offered him a greater purpose toward which he might employ those skills.&lt;br /&gt;
&lt;br /&gt;
Shea’s role in the stories is usually to talk: He persuades a local noble to join the heroes in battle; he gathers a group of farmers to rebuild a road, or repair a fortification; he talks a bandit leader into siding with the people they’ve been robbing, against the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Shay’s species is generally at the discretion of the storyteller, though he is always just on the far side of middle age for whichever species he may be.&lt;br /&gt;
&lt;br /&gt;
===Lyra Blackthorn &amp;quot;the carer of all&amp;quot;===&lt;br /&gt;
Lyra was a field Wildling with a visage of black thorns and piercing amber eyes. Many assumed from the solitary tendencies that they were cold and uncaring, but this could not be further from the truth.&lt;br /&gt;
&lt;br /&gt;
Lyra was also known as a solid defender, and it was said that once she planted her feet it was impossible to move her from that spot no matter the force or how hard she was struck. Most stories about Lyra involve her defending a bridge, mountain pass, or small village against impossible odds until the other Heroes can arrive to reinforce her and vanquish the foe.&lt;br /&gt;
&lt;br /&gt;
In many of the stories the only survivors are a group of children, orphaned by the Gwyllt’s assault. These stories always end the same way, with one of the heroes asking what would happen to the children and Lyra, confused that any decision needed to be made, telling those present, ‘I will care for them, they shall have my name to show I defend them, and that they are part of the Blackthorn family.’&lt;br /&gt;
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===Ultan of the Valley===&lt;br /&gt;
Few epic poems or famous songs are written about Ultan of The Valley. No one even knows which valley they hail from. However Ultan may be the hero who appears in the most works, always in a supporting role. When Saoirse slew the Gibbering Hound, it was Ultan that distracted it. When Cormac The Red and a dozen warriors held the Drywind Pass, Ultan was one of the dozen. And when Tyrone lost his duel with Keira the Many-Hearted, it was Ultan that carried the body home. Many were the heroes that called Ultan friend, though some scholars claim that Ultan was simply a common name at the time, or was added in later tellings to make The Hundred Heroes seem more united than they truly were. Of course the scholars who make that claim take great care to never voice those opinions around those who can trace their lineage back to Ultan or any of the Heroes they were said to have aided.&lt;br /&gt;
&lt;br /&gt;
The majority of those who claim descent from Ultan are Human, though their own species is never explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Lorcan Rua===&lt;br /&gt;
Lorcan Rua is a tragic figure among the hundred heroes. A young warrior, he is typically not the focus of any story but rather the victim, often willing, of a danger at hand. There are many tales depicting the grim trials or death of Lorcan. Some learned cinnirí suggest that Lorcan Rua is a name given to a host of unknown dead, lost to the vagaries of war, but the typical lay storyteller will have a favourite tale of Lorcan Rua they maintain is the truth with all others being misattributed or simply wrong. When he appears in a tale Lorcan will typically offer himself up to save a comrade, whether by holding the line to give them time to retreat or paying the ultimate price for another hero’s misdeeds. His pain or death typically spurs other heroes to further greatness but in some melancholy tales his suffering is without meaning or relief, reflecting the dark days the hundred heroes lived in. In modern tales Lorcan often prophesises the coming of the Shaper as he dies.&lt;br /&gt;
&lt;br /&gt;
Lorcan Rua is often identified as a Human, good-hearted but reckless, but is also seen as a selfless Creidhe by some.&lt;br /&gt;
&lt;br /&gt;
===Órfhaiche, who turned the Earth===&lt;br /&gt;
Órfhaiche rarely features in tales of derring do, though some storytellers credit her as saving more lives than any other hero. Her most common role is to serve as the call to action in other heroes’ stories, being the wealthy landowner or village leader who summons Finian’s companions to solve some great problem, with that other companion’s heroism being the focus of the story. She held the ball where Cathal and Barra became betrothed after a night of comic misunderstandings, she sent for Lyra when the smoking horde marched on Cheilg, and when glistening skinless Gwyllt stalked the fields she called for Conlaoch the sword eater to slay them with his bare hands.&lt;br /&gt;
&lt;br /&gt;
Scholars have in recent years begun obsessing over the minor details introduced as preamble to whatever disaster needs the intervention of the other heroes, ranging from bartering with the Uasaigh tribes for the knowledge of bringing water to dry land, to being the one to first develop a three-field crop rotation system to preserve the fertility of the land.&lt;br /&gt;
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Due to her association with agriculture and appearances in even the earliest tales, she is usually identified as a Leasiar.&lt;br /&gt;
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&lt;br /&gt;
==The Brash==&lt;br /&gt;
Against the Gwyllt, martial virtue was often the deciding factor in whether Siabhal was wiped from the face of Tirneach or not. These Hundred Heroes are among the most celebrated and ferocious of warriors, sometimes to their own detriment. Siabhlaigh who descend from them are quite commonly found among the gallóglaigh bands, eager to make their own name and live up to their ancestors’ legacy.&lt;br /&gt;
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===Conlaoch the Sword Eater===&lt;br /&gt;
Also styled as the Bold or the Fearless, his origins vary from story to story, in some he was a wolf who became a Forest Wildling under the full moon, or a Field Wilding boy who rallied his friends to fight off a Gwyllt, armed with nothing but sticks. Some forgo any history and introduce him mid-battle, adorned only in the blood of his enemies.&lt;br /&gt;
&lt;br /&gt;
A hulking, brutish fighter who preferred to fight bare handed, with little in common with Finian’s other companions save their hatred of the Gwyllt – while he often appears out of the blue to rescue a less martial hero from the Gwyllt, more than one tale focuses on arguments between Conlaoch and other cooler-headed Heroes, which come to blows until he can be tricked or mollified. The most notable is the day Conlaoch challenged Finian, declaring them weak and unsuited to lead the companions, leading to a duel.  When Finian is about to deal the fatal blow and lop off Conlaoch’s head he catches the blade between his teeth and breaks it. This settles the matter, and stories set after this event normally show a more respectful Conlaoch, though one whose fury in battle is undimmed.&lt;br /&gt;
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===Cathal Dearg &amp;amp; Barra Buí, the Spear and the Shield===&lt;br /&gt;
Always appearing together, these lovers travelled widely, fighting both the Gwyllt and any other threat to Siabhall. Their tales tend to fall into two categories.&lt;br /&gt;
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The first stresses their teamwork in battle. Cathal fought with no thought whatsoever for defence, tearing wildly through foe after foe and shattering spear after spear upon their armour. Barra acted as his protector and spear-carrier, using his tactical instincts and Creidhe gifts to keep his reckless human lover alive and armed. Every single strike pierced three foes and shattered the weapon besides. It is said that Barra could mend a weapon simply by twirling it around his fingers, and throw it to Cathal as fast, while his own shield was unbreakable.&lt;br /&gt;
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The second is comedic, playing up the common stereotypes of humans and Creidhe. These tales are never of battle, but instead feature an endless variety of domestic and social situations where their wildly different personalities would lead to hilarity: meeting the other’s foster parents, both being asked to protect a ball against intrigue, and one rescuing another from a misunderstanding are common themes.&lt;br /&gt;
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In every tale, the lovers are completely inseparable, and both frustrated and deeply delighted by their partner’s perspective on life.&lt;br /&gt;
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===Siún, Who Lept the Flaming Wall (Shoon)===&lt;br /&gt;
Said to have known Finian the Brave since childhood, Siún is best known for her brash, impetuous nature. Legends about Siún tend to fall into one of two patterns: in the first, Siún is the source of the conflict and other members of the Hundred Heroes must step in to rescue her or restore order after some rash action goes awry. In the second kind, Siún saves the day, stepping up to cut straight to the heart of the crisis and end the threat when the other Heroes were too cautious or circumspect to do so. Siún’s most famous deed happened in a town (usually one local to the storyteller) that fell under siege from Caorthainigh Gwyllt. All hope seemed lost as their defences burned and the Gwyllt soldiers massed outside, ready to enter the town and begin the slaughter. No longer willing to sit and wait for the enemy, Siún is said to have lept not only over the town’s burning walls but over 15 ranks of Gwyllt beyond to land face to face with the Caorthainigh Queen and strike her down.&lt;br /&gt;
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Siún is traditionally identified as a Field Wildling but some mutter that her feats were far too bold for a “tameling”.&lt;br /&gt;
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===Alarig Gorm, also known as Alarig the Relentless (Alarig Gur-um)===&lt;br /&gt;
The stories say that following a terrible storm, Alarig Gorm was found washed up on the Northern shore of Siabhal by seaweed gatherers who brought him before Finian the Brave. When Alarig heard of the Hundred Heroes’ ongoing campaign to preserve Siabhal from the Gwyllt, he pledged to join them in their battles. Alarig is said to have had tusks which grew to terrifying size when he exerted himself in battle and which were strong enough to turn away an axe-blow. Famed for his extraordinary resilience, many of his legends revolve around him beating overwhelming odds through feats of endurance. In his most famous tale, Alarig was amongst a group of warriors who were ambushed by the Gwyllt. Following the initial attack the creatures left Alarig for dead and carried off the others for some foul, unknown purpose. Upon awakening, Alarig pursued the Gwyllt for six days and six nights without rest, food, or drink. When he finally ran down his quarry, he freed the prisoners and led them in destroying their Gwyllt captures.&lt;br /&gt;
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Alarig Gorm is usually identified as an early Krieger arrival in Tirneach though a few voices insist he must have been a Wilding.&lt;br /&gt;
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==The Counsellors==&lt;br /&gt;
Although the Hundred Heroes were united in fighting against the Gwyllt, they didn’t always agree in the best way to rid themselves of their vile influence. Those Hundred Heroes known as the Counsellors sometimes stood in opposition to the others, particularly Finian the Brave, and were known for their wisdom. Today, their descendants are as prestigious as other Ruby Families, and many of them have a reputation for straight talk and wise counsel. Sometimes it’s even earned.&lt;br /&gt;
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===Aran &amp;quot;The Knight of the Loaves&amp;quot;===&lt;br /&gt;
The tales of Aran “The Knight of the Loaves” generally fall into two categories, those intended for children and those intended for adults.&lt;br /&gt;
&lt;br /&gt;
The tales aimed at children involve frequent and on the nose puns to keep their interest, about a local hero rising to the occasion and using his loaf to save the day, and joining the upper crust of society. &lt;br /&gt;
&lt;br /&gt;
The tales intended for adults are normally more grounded, and mostly start with Aran already being a member of the Hundred Heroes, and during the course of the tale reveal he was once merely a wealthy and respected baker from the village or town their adventure is taking place, and saves the day with either some obscure piece of local knowledge or an old relationship with a member of the community that provides them with crucial aid or information.&lt;br /&gt;
&lt;br /&gt;
The stories always feature a different village as his hometown, making Leasiar the most common species for Aran to be portrayed as.&lt;br /&gt;
&lt;br /&gt;
===Luachra the Longarmed===&lt;br /&gt;
Luachra is said to have been a wanderer, known across much of Siabhal during Finian’s time, where she was known for involving herself in other’s business uninvited. She often appeared to accompany Finian in times of need, wielding a longspear with unsurpassed skill, dancing beyond the reach of their foes despite her shorter stature. In some cases, Finian or another of the heroes had to come to her aid, after finding herself in a greater danger than she could face alone.  A sometimes-divisive figure, Luachra is said to have been brash and outspoken – some say to the point of being unmannerly – while others focus on Luachra’s open-hearted and compassionate nature.  She often appears in stories to chastise other heroes for letting their ambition or greed to get the better of them, or to counsel them in times of grief or despair.  She is said to have met her end fighting to protect a stricken comrade, though which Hero she was protecting, and the reason why, are often left to the storyteller’s imagination.&lt;br /&gt;
&lt;br /&gt;
Luachra is usually identified as a Forest Wildling, though a few depictions claim she was a Human made fierce and resolute by life in the wild.&lt;br /&gt;
&lt;br /&gt;
===Fiona, Who Slew the Red Prince===&lt;br /&gt;
Fiona first appears in the tales of the Hundred Heroes as an enemy of Finian and his followers. She is said to have considered him simply another would-be warlord, with no loyalty to Siabhal but simply out for his own petty gains. The filí argue over the details of the story but it is agreed that it was some desperate act of self-sacrifice by Finian that finally won her to his cause and that Finian would not have survived the ordeal without her intervention. Even after joining the cause Fiona is often cast in the role of an accuser in the stories of other heroes, calling out their misdeeds and exhorting them to live up to their duty to Siabhal. Fiona’s most acclaimed deed comes in the tales of the Red Prince, which recount the tragedy of Finian’s son, returned from the grave as a terrible undead abomination. When Finian was unable to bring himself to destroy the thing that was once his son, Fiona took on the burden and slew the creature in single combat.&lt;br /&gt;
&lt;br /&gt;
Fiona is traditionally identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
==The Masters of the Arcane==&lt;br /&gt;
With all the force of arms possessed by the Hundred Heroes, it also took great skill at magic to keep the Gwyllt from tearing the throat from the people of Siabhal for so many centuries. These Hundred Heroes were known to possess great power, and the Siabhlaigh would claim they even surpassed the Saoí of Draíod in their depth of knowledge. Many of the greatest practitioners of magic today in Siabhal can trace their ancestry back to one of the Heroes, though sometimes that power comes with a strange legacy.&lt;br /&gt;
&lt;br /&gt;
===Bróna Derarca Diavall of the Last Sight===&lt;br /&gt;
A Leasiar who appears in stories often in a minor role, emphasising her intelligence, sense of justice, and legendary compassion of both living and dead.Often she appears at the very end of a story, eulogising another companion of Finian the Brave who fell in battle, summarising their legacy and lighting the funeral pyre herself.&lt;br /&gt;
&lt;br /&gt;
There is a small subsection of tales where the Gwyllt storm her ancestral home, Tor Brónach, laying low every other companion of Finian the Brave in a lengthy battle. But on the final night Bróna called for the heroes, both those lying on the field of battle and those resting in urns as ash, to rise once more not as undead, but fully revived and at the peak of their power, to slay ten hundred or ten thousand or a hundred thousand Gwyllt with moonlit glowing blades. The fate of those risen varies, but in all tales all that remained of Brona was the echo of her voice, she and her great book of spells had vanished in the melee never to be seen again but always to be heard, a keening voice celebrating every hero’s life when the winds around Tor Brónach pick up.&lt;br /&gt;
&lt;br /&gt;
===Cathbad, the Resplendent Thunder===&lt;br /&gt;
A proud and graceful warrior, Cathbad was a wizard of great renown. Not content with a life of quiet learning and contemplation he walked the path of battle magic. His spells wreaked havoc on many a Gwyllt host and his skills were sought the length and breadth of Siabhal. In short order he became known as one of the finest wizards the realm had seen and Cathbad is described as famously prideful to the point of arrogance. Stories involving Cathbad tend to feature him prominently but they are not always kind; in many stories it is Cathbad who single-handedly turns the tide of a battle or outwits a cunning Gwyllt, but in just as many it is his arrogance that causes terrible danger to fall on him and his fellows in the first place. No matter the cause Cathbad succeeds in all of his adventures, including his famous death tale where he is forced to become the storm itself to break apart an army of Gwyllt and save the kingdom. He is destroyed by the effort.&lt;br /&gt;
&lt;br /&gt;
Cathbad is nearly universally identified as a Drakeblooded, though some storytellers portray them as a Human or Vartach who stole thunder from the dragons.&lt;br /&gt;
&lt;br /&gt;
===Meirliún Gall, also known as Meirliún the Marked===&lt;br /&gt;
Meirliún is described as having entered Finian’s service as payment for a great debt. Her stories focus on her secret knowledge and powerful skill with the arcane. Meirliún is said to have turned away packs of Gwyllt with a word and to have granted Finian insight into the nature of the enemy that turned the tide of battles. Meirliún is commonly credited with uncovering and defeating hidden or secret enemies such as Gwyllt impostors or creatures who lurked unseen and spread subtle corruptions. Meirliún’s most famous story involves an extended duel with a powerful Gwyllt that pursued her from her homeland. In the tale, Meirliún must discern and satisfy conditions of time, place, and preparedness before she can harm the creature. There are tales that paint Meirliún’s uncanny knowledge of the Gwyllt in a sinister light and repeating them is sure to earn the ire of those who claim her as their ancestor.&lt;br /&gt;
&lt;br /&gt;
Meirliún is traditionally identified as a Vartach. In earlier stories her brand is described rather than named, in vague enough terms to be identified as Sunspear, Clashing Sword, Broken Chain and rarely a Linebreaker, depending on what best suits the themes of the story.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=The_Siege_of_Lobhan&amp;diff=493</id>
		<title>The Siege of Lobhan</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=The_Siege_of_Lobhan&amp;diff=493"/>
		<updated>2022-07-27T10:31:36Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Siabhlach with noble blood claims descent from one of the [[Hundred Heroes]]. The central legend of [[Siabhal]] is the Legend of Lobhan. Lobhan was, until recently, a mid-sized town in northern Siabhal. The Legend speaks of Finian the Brave, the Hundred Heroes and their great victory over the Gwyllt which made Siabhal a comparative haven for mortal people in the centuries before the arrival of the first [[Réig]]. Lobhan no longer exists. &lt;br /&gt;
&lt;br /&gt;
In the declining years of Réig Airt Ua Chonchobhair’s reign, starting in the late Autumn of 787, the leading family of Lobhan, named House Mac Éanans, proclaimed that they were some of the most prominent Hundred Heroes reborn. They produced the famed relics of the Heroes, many of which had been thought lost. They spoke and acted as if they were the Heroes of the Legend and even reproduced some of their great feats, for example the daughter of House Mac Éanan who claimed to be Siún Who Leapt the Flaming Wall was able to vault over houses and the town walls. &lt;br /&gt;
&lt;br /&gt;
Claiming to be figures from legend and magical feats are one thing, but the Mac Éanans and their followers did not stop at that. Soon they began to speak of restoring the glory of Siabhal, with them as the natural leaders of the restored Kingdom of Siabhal of course. Even in the wayward years of Réig Airt’s rule this treachery could not stand.&lt;br /&gt;
&lt;br /&gt;
The gallóglaigh bands were mustered and marched on Lobhan. When they arrived, the gallóglaigh found the town gates sealed, and the populace madly in support of the Hundred Heroes Reborn, as they were called. More and more of the Mac Éanans and their associated relatives took on the roles of the Heroes, until the whole band out of the Legend were represented.&lt;br /&gt;
&lt;br /&gt;
It was weeks before the siege formally began. Gallóglaigh thanes first called on the town to surrender, but whenever they would negotiate with the town’s leadership, they would first become sympathetic and inevitably would enter the town and not return. A month had passed before the danger was recognised for what it was and the order went out that only written communication was allowed to pass between the gallóglaigh bands and the besieged. Even then every night the gallóglaigh camp would find that more of their number had deserted.&lt;br /&gt;
&lt;br /&gt;
Details of what happened inside Lobhan are sketchy, but from survivors’ accounts it seems the Hundred Heroes Reborn were dedicated to recreating their famous battle out of legend, with the gallóglaigh bands outside cast in the role of the Gwyllt. A few skirmishes took place, with horrible casualties on both sides, but the ranks of the besieged were soon replenished. Despite the best efforts of the besiegers, countryfolk were still deserting their farms and gallóglaigh abandoning their posts, daring to enter the town of Lobhan and act out the strange play within.&lt;br /&gt;
&lt;br /&gt;
As 787 lumbered into 788, morale was low among the gallóglaigh bands. The Thanes had even begun to discuss whether some accommodation could be reached with the Mac Éanans and their fanatic followers. Things changed when the Golden Knives arrived at Lobhan. Led by the Réig’s niece Maeláine Uí Chonchobhair, this band had won great fame in fighting in the deepest tunnels of Draíod against the strangest and most fearsome of foes. It was said that every gallóglach in the band had walked the Way of Wisdom, fighting every step of the way. &lt;br /&gt;
&lt;br /&gt;
Maeláine called a council of the thanes, claiming that her uncle the blessed Réig had dispatched her band specially to end the siege and bring peace to northern Siabhal. The other thanes scoffed privately at this, as it was common knowledge that Réig Airt was suspicious of his niece and her ambitions, and had refused to grant her an audience for many years. They began to listen however as Maeláine outlined her plan: sending gallóglaigh into Lobhan to take it from within.&lt;br /&gt;
&lt;br /&gt;
Surely this was madness, as everyone who entered the town fell under the spell and began to act out the Legend of Lobhan? To counter their protests, Maeláine introduced Solatas, her cinnire-at-arms and a famed ritualist. Solatas told the assembly that he had studied the reports of the siege and had created a ritual that would shield a small group from the influence that had struck all within the town. With this protection and other boons bestowed by the Shaper, the gallóglaigh would be able to steal within Lobhan, open the gates, and put an end to the whole affair.&lt;br /&gt;
&lt;br /&gt;
Although they were dubious, the thanes agreed to this plan when Maeláine said it would be her own Golden Knives that would make the attempt. Solatas led the rituals along with the cinnirí-at-arms of the other bands, bestowing the blessings of the Shaper upon the ten gallóglaigh who had volunteered to break the siege. When the ritual was ended, they ventured forth into the night.&lt;br /&gt;
&lt;br /&gt;
Hours passed, and nothing was heard from the town. No attacks harried the gallóglaigh lines, but the gates did not open. The bands had begun to murmur amongst themselves that the attempt had failed, when a terrible cry rose up from the town, as if thousands of people were suffering a fate worse than death and had full knowledge of it before it befell them. Afterwards there was dead silence, and not even the birds sang as dawn began to break.&lt;br /&gt;
&lt;br /&gt;
Finally, a lone figure appeared atop the walls of the town, and clambered down to the outside. Her livery was torn and she was battered and bloodied, but a cry soon went up from the Golden Knives as they recognised Maoithneasa the gallóglach. She began to walk back to the besieging bands’ lines, but fell to her knees before she could make it all the way. Maeláine was among the first to reach her, and many heard what Maoithneasa said to her: “Burn it to the ground. Leave nothing standing.”&lt;br /&gt;
&lt;br /&gt;
Straight away, Maeláine directed her gallóglaigh to begin the preparations for the burning of Lobhan. The other thanes challenged her, and demanded a council, and Maoithneasa was brought before them. Only those who were at that council know what she said, but within an hour the orders had gone out that all assembled bands were to find anything that would burn in the nearby countryside and bring it to the town walls. &lt;br /&gt;
&lt;br /&gt;
As the fire was set and it began to spread within the town walls, the gallóglaigh did not hear the cries of fear they had been dreading, nor did the smell of burned flesh reach their noses. It was as if every living thing in the town had already disappeared. Rumours flew about what Maoithneasa had seen, and what the terrible cry had been, but Maoithneasa and the thanes refused to speak of it.&lt;br /&gt;
&lt;br /&gt;
When the great fire had died down, the walls were broken and the stones themselves hauled to the Endless Sea where they were tumbled off the Cliffs of Ísliú into the Endless Sea. Nothing remained of Lobhan except the Legend itself, and many of those gallóglaigh who took part in the Siege of Lobhan, even those who were themselves Siabhlaigh, could no longer bear to hear it recited in their presence.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=The_Siege_of_Lobhan&amp;diff=492</id>
		<title>The Siege of Lobhan</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=The_Siege_of_Lobhan&amp;diff=492"/>
		<updated>2022-07-27T10:31:05Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;Every Siabhlach with noble blood claims descent from one of the Hundred Heroes. The central legend of Siabhal is the Legend of Lobhan. Lobhan was, until recently, a mid-sized town in northern Siabhal. The Legend speaks of Finian the Brave, the Hundred Heroes and their great victory over the Gwyllt which made Siabhal a comparative haven for mortal people in the centuries before the arrival of the first Réig. Lobhan no longer exists.   In the declining years of Réig Airt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Siabhlach with noble blood claims descent from one of the Hundred Heroes. The central legend of Siabhal is the Legend of Lobhan. Lobhan was, until recently, a mid-sized town in northern Siabhal. The Legend speaks of Finian the Brave, the Hundred Heroes and their great victory over the Gwyllt which made Siabhal a comparative haven for mortal people in the centuries before the arrival of the first Réig. Lobhan no longer exists. &lt;br /&gt;
&lt;br /&gt;
In the declining years of Réig Airt Ua Chonchobhair’s reign, starting in the late Autumn of 787, the leading family of Lobhan, named House Mac Éanans, proclaimed that they were some of the most prominent Hundred Heroes reborn. They produced the famed relics of the Heroes, many of which had been thought lost. They spoke and acted as if they were the Heroes of the Legend and even reproduced some of their great feats, for example the daughter of House Mac Éanan who claimed to be Siún Who Leapt the Flaming Wall was able to vault over houses and the town walls. &lt;br /&gt;
&lt;br /&gt;
Claiming to be figures from legend and magical feats are one thing, but the Mac Éanans and their followers did not stop at that. Soon they began to speak of restoring the glory of Siabhal, with them as the natural leaders of the restored Kingdom of Siabhal of course. Even in the wayward years of Réig Airt’s rule this treachery could not stand.&lt;br /&gt;
&lt;br /&gt;
The gallóglaigh bands were mustered and marched on Lobhan. When they arrived, the gallóglaigh found the town gates sealed, and the populace madly in support of the Hundred Heroes Reborn, as they were called. More and more of the Mac Éanans and their associated relatives took on the roles of the Heroes, until the whole band out of the Legend were represented.&lt;br /&gt;
&lt;br /&gt;
It was weeks before the siege formally began. Gallóglaigh thanes first called on the town to surrender, but whenever they would negotiate with the town’s leadership, they would first become sympathetic and inevitably would enter the town and not return. A month had passed before the danger was recognised for what it was and the order went out that only written communication was allowed to pass between the gallóglaigh bands and the besieged. Even then every night the gallóglaigh camp would find that more of their number had deserted.&lt;br /&gt;
&lt;br /&gt;
Details of what happened inside Lobhan are sketchy, but from survivors’ accounts it seems the Hundred Heroes Reborn were dedicated to recreating their famous battle out of legend, with the gallóglaigh bands outside cast in the role of the Gwyllt. A few skirmishes took place, with horrible casualties on both sides, but the ranks of the besieged were soon replenished. Despite the best efforts of the besiegers, countryfolk were still deserting their farms and gallóglaigh abandoning their posts, daring to enter the town of Lobhan and act out the strange play within.&lt;br /&gt;
&lt;br /&gt;
As 787 lumbered into 788, morale was low among the gallóglaigh bands. The Thanes had even begun to discuss whether some accommodation could be reached with the Mac Éanans and their fanatic followers. Things changed when the Golden Knives arrived at Lobhan. Led by the Réig’s niece Maeláine Uí Chonchobhair, this band had won great fame in fighting in the deepest tunnels of Draíod against the strangest and most fearsome of foes. It was said that every gallóglach in the band had walked the Way of Wisdom, fighting every step of the way. &lt;br /&gt;
&lt;br /&gt;
Maeláine called a council of the thanes, claiming that her uncle the blessed Réig had dispatched her band specially to end the siege and bring peace to northern Siabhal. The other thanes scoffed privately at this, as it was common knowledge that Réig Airt was suspicious of his niece and her ambitions, and had refused to grant her an audience for many years. They began to listen however as Maeláine outlined her plan: sending gallóglaigh into Lobhan to take it from within.&lt;br /&gt;
&lt;br /&gt;
Surely this was madness, as everyone who entered the town fell under the spell and began to act out the Legend of Lobhan? To counter their protests, Maeláine introduced Solatas, her cinnire-at-arms and a famed ritualist. Solatas told the assembly that he had studied the reports of the siege and had created a ritual that would shield a small group from the influence that had struck all within the town. With this protection and other boons bestowed by the Shaper, the gallóglaigh would be able to steal within Lobhan, open the gates, and put an end to the whole affair.&lt;br /&gt;
&lt;br /&gt;
Although they were dubious, the thanes agreed to this plan when Maeláine said it would be her own Golden Knives that would make the attempt. Solatas led the rituals along with the cinnirí-at-arms of the other bands, bestowing the blessings of the Shaper upon the ten gallóglaigh who had volunteered to break the siege. When the ritual was ended, they ventured forth into the night.&lt;br /&gt;
&lt;br /&gt;
Hours passed, and nothing was heard from the town. No attacks harried the gallóglaigh lines, but the gates did not open. The bands had begun to murmur amongst themselves that the attempt had failed, when a terrible cry rose up from the town, as if thousands of people were suffering a fate worse than death and had full knowledge of it before it befell them. Afterwards there was dead silence, and not even the birds sang as dawn began to break.&lt;br /&gt;
&lt;br /&gt;
Finally, a lone figure appeared atop the walls of the town, and clambered down to the outside. Her livery was torn and she was battered and bloodied, but a cry soon went up from the Golden Knives as they recognised Maoithneasa the gallóglach. She began to walk back to the besieging bands’ lines, but fell to her knees before she could make it all the way. Maeláine was among the first to reach her, and many heard what Maoithneasa said to her: “Burn it to the ground. Leave nothing standing.”&lt;br /&gt;
&lt;br /&gt;
Straight away, Maeláine directed her gallóglaigh to begin the preparations for the burning of Lobhan. The other thanes challenged her, and demanded a council, and Maoithneasa was brought before them. Only those who were at that council know what she said, but within an hour the orders had gone out that all assembled bands were to find anything that would burn in the nearby countryside and bring it to the town walls. &lt;br /&gt;
&lt;br /&gt;
As the fire was set and it began to spread within the town walls, the gallóglaigh did not hear the cries of fear they had been dreading, nor did the smell of burned flesh reach their noses. It was as if every living thing in the town had already disappeared. Rumours flew about what Maoithneasa had seen, and what the terrible cry had been, but Maoithneasa and the thanes refused to speak of it.&lt;br /&gt;
&lt;br /&gt;
When the great fire had died down, the walls were broken and the stones themselves hauled to the Endless Sea where they were tumbled off the Cliffs of Ísliú into the Endless Sea. Nothing remained of Lobhan except the Legend itself, and many of those gallóglaigh who took part in the Siege of Lobhan, even those who were themselves Siabhlaigh, could no longer bear to hear it recited in their presence.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=The_Battle_of_Traitor%27s_Tears&amp;diff=491</id>
		<title>The Battle of Traitor's Tears</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=The_Battle_of_Traitor%27s_Tears&amp;diff=491"/>
		<updated>2022-07-27T10:28:02Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Probably the most seismic battle in Tirneach’s recent history took place in [[Baol]]. It was the culmination of a plot that had gone on from the reign of the previous [[Réig]] and erupted in the early years of Maeláine Uí Chonchobhair’s accession to the crown, in the year 792. What had been an internecine affair of skirmishes, assassinations and raids became full-scale warfare, with [[gallóglaigh]] bands taking one side or the other, not for coin but for promises of wealth and power.&lt;br /&gt;
&lt;br /&gt;
The Iarla of Baol, Gearóidín Nic Ardal, had joined the other Iarlas in a sense of growing discontent during the reign of Airt Ua Chonchobhair. Her towns were under constant harassment by the highlander Clanns, the Réig’s courtiers imposed higher and higher tariffs on trade through her Realm, and Kriegerish privateers flying the flag of Bruid were constantly harrying ships along her coast. Out of desperation she even challenged the Réig to a duel, using a technicality of her oaths that even the hoariest scholars had to scratch their heads about, but no answer was forthcoming. In the end she took the law into her own hands.&lt;br /&gt;
&lt;br /&gt;
The Baolach trade guilds have always maintained armed guards for their caravans and chapter houses, but now the Iarla issued a charter demanding that each supply a standing militia for the use of the Realm, to restore order and peace during a period of emergency. Some were only to happy to oblige, and they were intrigued by the demand for secrecy. No word of this mobilisation was to leave Baol.&lt;br /&gt;
&lt;br /&gt;
Of course it did, and rapidly. The Réig’s courtiers were alarmed, but in the declining years of Airt’s reign little could be done, with so many crises around the Five Realms shouldn’t they be grateful one Iarla was taking control? The trade guild militias held back the Clanns for a raiding season and normalcy was restored. Réig Airt died in 790, and Réig Maeláine rose to the throne. Gearóidín Nic Ardal travelled to Corroch and spoke the oaths with the other Iarlas, and the problem seemed to have gone.&lt;br /&gt;
&lt;br /&gt;
Still operating as an open secret, Iarla Gearóidín was expanding her trade guild militias and looking beyond her borders to the north and south. She was encouraged in this by the Happy Harvest Trade Guild, friends of her family for many decades, and the Guild with the largest and most widespread militias. The Iarla and the Happy Harvest hatched a plan together: declare Baol to be a sovereign Realm, leave the other four Realms to their benighted Ua Chonchobhair dynasty, seize whatever territory they could in the ensuing chaos, and reap the rewards.&lt;br /&gt;
&lt;br /&gt;
It was an ambitious plan, and one that very nearly worked. Iarla Gearóidín had fought as a gallóglach herself, and was widely known and respected. Her agents approached several thanes and whispered in their ears. Those thanes who refused to break their oaths were dealt with, leaving their bands in disarray. The bands that turned traitor swiftly mobilised and made their way to Baol, joining the trade guild militias in the Green Marches and Lakelands to stand against the rest of the Realms.&lt;br /&gt;
&lt;br /&gt;
To the surprise of the whole of Tirneach, when the news came of Baol’s rebellion, it was the Réig who stood up and took action. She rallied those bands that were still loyal, and rode to the borderlands with Baol herself at the head of a column of mounted Drakeblooded, loyal guards of House Roaring Thunder. She was met there by six bands of loyal gallóglaigh, and they faced the numerically superior traitor army on the high ground above Loch Cleamh, with a steep drop to the north.&lt;br /&gt;
&lt;br /&gt;
Many hundreds lost their lives in what was swiftly afterwards called the Battle of Traitor’s Tears, as the skies opened and the rain tore the foothills into a muddy and treacherous marsh. Things looked grim for a time for the Réig’s army, until two things turned the tide. First, a surprise assault came from a band led by the human highlander thane Gríosla Mac Niamha, who scaled the cliffs by the side of Loch Cleamh and attacked the rebel army from behind, allowing the Réig’s forces to regroup from the first assault. Second, the Réig herself called in a voice like thunder, using the power of the Shaper to overpower the storm itself, to condemn the traitors and proclaim they had broken their oaths. &lt;br /&gt;
&lt;br /&gt;
The traitor gallóglaigh had already been fighting below their full strength, the First Oath broken as soon as they took the field against the Réig herself. Now they were completely undone, the power that the Five Oaths granted had abandoned them. They were now no match for the loyal gallóglaigh bands, who had already outclassed the trade guild militias and now rounded on their former comrades-in-arms. The Creidhe thane Tríona Nic Eibhlín fought fiercest of all, standing alongside the Réig, and slayed the traitor thane of the Red Wolf band.&lt;br /&gt;
&lt;br /&gt;
The loyal army won the day and forced the rebels to surrender. The traitor gallóglaigh bands were disbanded, their oaths already broken. The Happy Harvest Trade Guild had their charter revoked and their assets sold to their rivals. Iarla Gearóidín Nic Ardal was stripped of her title and sent into exile, while in her place for the first time in living memory a highlander was sworn in as Iarla, one Dalles of Clann Niamha, the famous Drakeblooded warrior. The thanes of the loyal gallóglaigh bands were richly rewarded with Ridings and political power, and Réig Maeláine Uí Chonchobhair had struck the first blow in dispelling the legacy of her uncle.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=The_Battle_of_Traitor%27s_Tears&amp;diff=490</id>
		<title>The Battle of Traitor's Tears</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=The_Battle_of_Traitor%27s_Tears&amp;diff=490"/>
		<updated>2022-07-27T10:24:50Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Created page with &amp;quot;Probably the most seismic battle in Tirneach’s recent history took place in Baol. It was the culmination of a plot that had gone on from the reign of the previous Réig and erupted in the early years of Maeláine Uí Chonchobhair’s accession to the crown, in the year 792. What had been an internecine affair of skirmishes, assassinations and raids became full-scale warfare, with gallóglaigh bands taking one side or the other, not for coin but for promises of wealth a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Probably the most seismic battle in Tirneach’s recent history took place in Baol. It was the culmination of a plot that had gone on from the reign of the previous Réig and erupted in the early years of Maeláine Uí Chonchobhair’s accession to the crown, in the year 792. What had been an internecine affair of skirmishes, assassinations and raids became full-scale warfare, with gallóglaigh bands taking one side or the other, not for coin but for promises of wealth and power.&lt;br /&gt;
&lt;br /&gt;
The Iarla of Baol, Gearóidín Nic Ardal, had joined the other Iarlas in a sense of growing discontent during the reign of Airt Ua Chonchobhair. Her towns were under constant harassment by the highlander Clanns, the Réig’s courtiers imposed higher and higher tariffs on trade through her Realm, and Kriegerish privateers flying the flag of Bruid were constantly harrying ships along her coast. Out of desperation she even challenged the Réig to a duel, using a technicality of her oaths that even the hoariest scholars had to scratch their heads about, but no answer was forthcoming. In the end she took the law into her own hands.&lt;br /&gt;
&lt;br /&gt;
The Baolach trade guilds have always maintained armed guards for their caravans and chapter houses, but now the Iarla issued a charter demanding that each supply a standing militia for the use of the Realm, to restore order and peace during a period of emergency. Some were only to happy to oblige, and they were intrigued by the demand for secrecy. No word of this mobilisation was to leave Baol.&lt;br /&gt;
&lt;br /&gt;
Of course it did, and rapidly. The Réig’s courtiers were alarmed, but in the declining years of Airt’s reign little could be done, with so many crises around the Five Realms shouldn’t they be grateful one Iarla was taking control? The trade guild militias held back the Clanns for a raiding season and normalcy was restored. Réig Airt died in 790, and Réig Maeláine rose to the throne. Gearóidín Nic Ardal travelled to Corroch and spoke the oaths with the other Iarlas, and the problem seemed to have gone.&lt;br /&gt;
&lt;br /&gt;
Still operating as an open secret, Iarla Gearóidín was expanding her trade guild militias and looking beyond her borders to the north and south. She was encouraged in this by the Happy Harvest Trade Guild, friends of her family for many decades, and the Guild with the largest and most widespread militias. The Iarla and the Happy Harvest hatched a plan together: declare Baol to be a sovereign Realm, leave the other four Realms to their benighted Ua Chonchobhair dynasty, seize whatever territory they could in the ensuing chaos, and reap the rewards.&lt;br /&gt;
&lt;br /&gt;
It was an ambitious plan, and one that very nearly worked. Iarla Gearóidín had fought as a gallóglach herself, and was widely known and respected. Her agents approached several thanes and whispered in their ears. Those thanes who refused to break their oaths were dealt with, leaving their bands in disarray. The bands that turned traitor swiftly mobilised and made their way to Baol, joining the trade guild militias in the Green Marches and Lakelands to stand against the rest of the Realms.&lt;br /&gt;
&lt;br /&gt;
To the surprise of the whole of Tirneach, when the news came of Baol’s rebellion, it was the Réig who stood up and took action. She rallied those bands that were still loyal, and rode to the borderlands with Baol herself at the head of a column of mounted Drakeblooded, loyal guards of House Roaring Thunder. She was met there by six bands of loyal gallóglaigh, and they faced the numerically superior traitor army on the high ground above Loch Cleamh, with a steep drop to the north.&lt;br /&gt;
&lt;br /&gt;
Many hundreds lost their lives in what was swiftly afterwards called the Battle of Traitor’s Tears, as the skies opened and the rain tore the foothills into a muddy and treacherous marsh. Things looked grim for a time for the Réig’s army, until two things turned the tide. First, a surprise assault came from a band led by the human highlander thane Gríosla Mac Niamha, who scaled the cliffs by the side of Loch Cleamh and attacked the rebel army from behind, allowing the Réig’s forces to regroup from the first assault. Second, the Réig herself called in a voice like thunder, using the power of the Shaper to overpower the storm itself, to condemn the traitors and proclaim they had broken their oaths. &lt;br /&gt;
&lt;br /&gt;
The traitor gallóglaigh had already been fighting below their full strength, the First Oath broken as soon as they took the field against the Réig herself. Now they were completely undone, the power that the Five Oaths granted had abandoned them. They were now no match for the loyal gallóglaigh bands, who had already outclassed the trade guild militias and now rounded on their former comrades-in-arms. The Creidhe thane Tríona Nic Eibhlín fought fiercest of all, standing alongside the Réig, and slayed the traitor thane of the Red Wolf band.&lt;br /&gt;
&lt;br /&gt;
The loyal army won the day and forced the rebels to surrender. The traitor gallóglaigh bands were disbanded, their oaths already broken. The Happy Harvest Trade Guild had their charter revoked and their assets sold to their rivals. Iarla Gearóidín Nic Ardal was stripped of her title and sent into exile, while in her place for the first time in living memory a highlander was sworn in as Iarla, one Dalles of Clann Niamha, the famous Drakeblooded warrior. The thanes of the loyal gallóglaigh bands were richly rewarded with Ridings and political power, and Réig Maeláine Uí Chonchobhair had struck the first blow in dispelling the legacy of her uncle.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Battles_of_Note&amp;diff=489</id>
		<title>Battles of Note</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Battles_of_Note&amp;diff=489"/>
		<updated>2022-07-27T10:24:25Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Creating page for battles of note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Significant Battles==&lt;br /&gt;
*[[The Battle of Traitor's Tears]]&lt;br /&gt;
*[[The Siege of Lobhan]]&lt;br /&gt;
==Minor Battles==&lt;br /&gt;
*[[Macha's Folly]]&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=488</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Main_Page&amp;diff=488"/>
		<updated>2022-07-27T10:22:23Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the currently rather bare-bones and definitely unofficial wiki for the Five Oaths Live Action Roleplaying Game.&lt;br /&gt;
&lt;br /&gt;
==What is Five Oaths==&lt;br /&gt;
Five Oaths is a Live-Action Roleplaying game. This means it is a collaborative storytelling and adventure game in which the players portray their characters and interact with the game world presented by the Event Team. Unlike tabletop roleplaying games, players portray their character at Five Oaths events by putting on a costume and doing and saying whatever their character does or says.&lt;br /&gt;
&lt;br /&gt;
In the game, you will be both audience and author of your character’s story and the stories of the characters around you. Combat makes up a significant portion of the adventure aspect of the game as Player Characters&lt;br /&gt;
face off against menacing ne’er-do-wells and dangerous monsters of all sorts. Combat in Five Oaths is resolved with the use of (carefully safety-checked) foam and latex replicas of swords, axes, and other assorted&lt;br /&gt;
weaponry. There is also, usually, camping as the events take place over the course of a weekend.&lt;br /&gt;
&lt;br /&gt;
The world of Five Oaths takes inspiration from medieval Ireland, though no knowledge of this period is required to enjoy the game. All player characters in the game live in the Five Realms of Tirneach (tear-knock) and are members of an elite class of warriors known as the Gallóglaigh (gallow-glee). These warriors swear Five Oaths to serve their god, their ruler, their nation, and each other. From then on they are specially empowered mercenaries, wandering the Five Realms looking to make a name for themselves, and earn some money along the way.&lt;br /&gt;
&lt;br /&gt;
==How do I play Five Oaths==&lt;br /&gt;
&lt;br /&gt;
The game takes place in person, usually in a large outdoor space with a mixture of fields and woodland. You will act as your character during the game. Your character can be as similar or dissimilar to you in personality and appearance as you like but any differences in appearance should be represented by costuming where possible. During the game you will be “in character” and expected to respond to the world and other players as your character would. Much of the game time is spent in this improvised roleplay with other characters, who may be other players or non-player-characters created by the event team.&lt;br /&gt;
&lt;br /&gt;
Combat is carried out in real-time using foam weapons and roleplayed [[effect]]s. If you want to defeat a monster you’ll have to go over there and thwack them until they fall over. All characters and monsters have a certain number of body hits, which they can potentially protect with armour. If you strike another character with a weapon they’ll lose hit points or armour, eventually becoming incapacited or dead. While you do actually strike other players during combat, it’s important to note that your blows should always be pulled. If your blows cause actual pain to another player, you are hitting them too hard.&lt;br /&gt;
&lt;br /&gt;
Special effects, such as magic, are handled using a system of keywords. A character who has the [[feat]]s necessary to cast magic will take a moment to prepare and then call out the effect and the target or could, together with others, engage in a longer ‘ritual’ to create a more powerful effect.&lt;br /&gt;
&lt;br /&gt;
The mechanics for the game are outlined in the [https://drive.google.com/file/d/1dlyxjk4EuTs4wAh3yy_HYJWXB70kQX65/view Rulebook]&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
A quick index to find your way around&lt;br /&gt;
&lt;br /&gt;
[[Tirneach]] - The Land of Five Oaths&lt;br /&gt;
&lt;br /&gt;
[[Beyond Tirneach]] - The Lands beyond the shores of Tirneach, where characters may hail from. &lt;br /&gt;
&lt;br /&gt;
[[The Band]] - The &amp;quot;Heroes&amp;quot; of Cumhacht Na Reig&lt;br /&gt;
&lt;br /&gt;
[[The Five Oaths]] - The oaths sworn by The Band&lt;br /&gt;
&lt;br /&gt;
[[Species]] - The playable species of Tírneach&lt;br /&gt;
&lt;br /&gt;
== Index of Topics ==&lt;br /&gt;
&lt;br /&gt;
===Setting Information===&lt;br /&gt;
*[[Tirneach]]&lt;br /&gt;
**[[Baol]]&lt;br /&gt;
**[[Bruid]]&lt;br /&gt;
**[[Draíod]]&lt;br /&gt;
**[[Siabhal]]&lt;br /&gt;
**[[Uasa]]&lt;br /&gt;
*[[Battles of Note]]&lt;br /&gt;
*[[Currency in the Five Realms]]&lt;br /&gt;
*[[Gallóglaigh]] and information on Gallóglaigh [[Band]]s&lt;br /&gt;
*[[Gwyllt]]&lt;br /&gt;
*[[Nobility in the Five Realms]]&lt;br /&gt;
*[[Occupations in the Five Realms]]&lt;br /&gt;
*[[Orohogar]]&lt;br /&gt;
*[[Schlachtfeld]]&lt;br /&gt;
*[[Trade and Commerce in the Five Realms]]&lt;br /&gt;
*The [[Réig]]&lt;br /&gt;
*The [[Shaper]]&lt;br /&gt;
*The [[Church of the Shaper]] and the [[Cinnire]]&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Q&amp;amp;A]] with the Event Team&lt;br /&gt;
&lt;br /&gt;
===Character Information===&lt;br /&gt;
*[[Species]]&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;br /&gt;
*[[Peacesworn]]&lt;br /&gt;
*[[Weeping]]&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
*[[Audible level]]&lt;br /&gt;
*[[Concentration]]&lt;br /&gt;
*Crafting [[Recipe]]s&lt;br /&gt;
*[[Effect]]s&lt;br /&gt;
*[[Feat]]s&lt;br /&gt;
*[[Spellcasting]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*[[Season of Loyalty]] - Summer 2019 Event&lt;br /&gt;
*[[Season of Seeking]] - Autumn 2019 Event&lt;br /&gt;
*[[Season of Scrutiny]] - Spring 2020 Event (Cancelled)&lt;br /&gt;
*[[Seasons of Uncertainty]] - 2022 Downtime Event&lt;br /&gt;
&lt;br /&gt;
== Editing the Wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Creating a page ===&lt;br /&gt;
You can create a page that doesn't already exist by searching for it and clicking on the link to create it.&lt;br /&gt;
&lt;br /&gt;
=== Formatting Wikki text ===&lt;br /&gt;
Here is a guide to [https://www.mediawiki.org/wiki/Help:Formatting formatting wiki text], and here you can find instructions on [https://www.mediawiki.org/wiki/Help:Links linking to pages]&lt;br /&gt;
&lt;br /&gt;
=== Making a page for your character ===&lt;br /&gt;
If you're making a page for your character, please include this short template at the start of the page. Remember to change the details to match your character! It'll add your character to a bunch of the relevant categories. It'll also include a little info box, but I'll probably update that to something nicer at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Character&lt;br /&gt;
|name = Doran&lt;br /&gt;
|species = Leasiar&lt;br /&gt;
|realm = Siabhal&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Player Band]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=487</id>
		<title>Hundred Heroes</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=Hundred_Heroes&amp;diff=487"/>
		<updated>2022-07-27T10:16:56Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: Updating the list of the hundred heroes to reflect the submissions accepted by the Event team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hundred Heroes were mighty warriors led by Finian the Brave, who fought against the [[Gwyllt]] at a time when the Gwyllt’s hold on [[Tirneach]] was all the more fearsome, a time before the First [[Réig]]. The Hundred Heroes are part of the folklore of Siabhal, and together the tales of their adventures are known as the Legend of Lobhan. &lt;br /&gt;
&lt;br /&gt;
==The Smiths==&lt;br /&gt;
The Hundred Heroes bore weapons and wore armour which were almost as famous as the Heroes themselves. Siabhal culture has always valued skill at artifice, so the creators of these magic items were attributed great renown in the Legend of Lobhan. Some of them took the extra step of joining the fight against the Gwyllt and are numbered among the Hundred Heroes. Those Ruby Families who claim descent from Smiths are often still involved in crafting, whether as patrons or as master crafters.&lt;br /&gt;
&lt;br /&gt;
===Niall, whose hammer sings===&lt;br /&gt;
Three versions of Niall appear throughout stories, allowing listeners of all ages to identify with him at different points. &lt;br /&gt;
&lt;br /&gt;
Most common, particularly in stories for children, is the eager smith’s apprentice who hung up his apron to follow Finian on the road — whether the hero willed it or not. Filled with too many stories and too little sense, the boy’s overconfidence gets the heroes into trouble as often as his earnest honesty seems to get them out.&lt;br /&gt;
&lt;br /&gt;
More plot device than character, the full-grown Niall is a journeyman smith and experimental tinkerer. He often hands the protagonist a piece of wildly specific equipment near the start of a tale that ultimately helps the hero win the day by the end.&lt;br /&gt;
&lt;br /&gt;
The elder Niall is a master smith, whose speed and stamina have declined as his strength and skills have grown. The source of several legendary weapons, such as Duskbringer and Fhrisnéis, he mostly dispenses wisdom and friendly jibes to characters who echo his younger self.&lt;br /&gt;
&lt;br /&gt;
Niall is almost always represented as human, though his association with fire, his notable ageing, and the characteristic foolhardiness of his youth make him a popular character among Firetouched growing up in Siabhal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Steelscale Conrad, Breaker of Chains===&lt;br /&gt;
&lt;br /&gt;
Conrad was a Drakeblooded who suffered from an unexplained ailment that caused their scales to become malformed and absent in patches, leading them to forge scales of steel to fill the gaps – which earned them the moniker of ‘Steelscale’.  They are often taciturn and aloof in the stories they appear in.&lt;br /&gt;
&lt;br /&gt;
They first appear in stories as a background character, a smith providing weapons and armour to the heroes but they would eventually join the host of Finian’s company. They first came to Finian’s aid when he went to accost a Gwyllt, a foul amalgam of chain and flesh that ensnared many of the heroes and sought to drag them to their deaths, in a bog on the border of Uasa.  Conrad emerged from the evening mists and set about shattering the chains that held the companions with a mighty warhammer before turning their attention to the beast itself and laying it low. Many stories after this focus on them destroying bindings, freeing captives, or breaking a key structure of the enemy.&lt;br /&gt;
&lt;br /&gt;
Despite being a Drakeblooded, the prevalence of breaking chains as a positive symbol in their stories has made Conrad an icon to many young Broken Chain Vartach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Micheál the Reforger===&lt;br /&gt;
A blacksmith and builder of peerless quality, Michael was a tireless staple of Finian’s Court. It was said that even an ordinary weapon struck by his hammer was blessed with exceptional durability and longevity, a quality Michael himself was known for as he was an exceptionally long-lived Creidhe.&lt;br /&gt;
&lt;br /&gt;
Though he often features in the background of stories around combat, Micheál’s most renowned stories feature not him, but other heroes wielding his specially crafted magical weapons and tools, from sturdy Bristenhammer that could raise a city in one day, to the dread Oicheneach, the Night Spear. Most of Michael’s creations were lost long ago, and many a Gallóglaigh band has been paid in the hopes of finding even one of these legendary weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Wild Wanderers==&lt;br /&gt;
While the deep forests of Siabhal were the haunt of the Gwyllt, some of the bravest Siabhlaigh in ancient times fought the Gwyllt in their dens. While the Hundred Heroes are generally seen as a civilising force against the chaotic emnity of the Gwyllt, these Hundred Heroes serve as a reminder that the wild places too had to be reclaimed from the Gwyllt’s foul influence. While there are Ruby Families who claim descent from these Heroes at the forefront of civil life in Iomra and Barr, descendants of the Wild Wanderers are more likely to be found in farther flung parts of Siabhal.&lt;br /&gt;
&lt;br /&gt;
===Féilim, who walked among the beasts===&lt;br /&gt;
Féilim came to join the hundred heroes when one of their number – usually Siún – is facing down a large pack of wild animals who can not be tamed by any magic. Fearing the beasts to be touched by the Gwyllt, they prepare to do battle, but for the arrival of a wild man clothed only in animal hide, who counsels them to lay down their arms, and show that they mean no harm. With some cajoling, they do so, and after a time the beasts lower their hackles, and eventually go on their way. Once the pack had moved on, the wild man introduces himself as Féilim, and declares that he’ll stick around to keep them out of trouble, and usually proceeds to do exactly the opposite before the end of the tale. Further appearances of Féilim are characterised by a staunch dedication to protecting the beasts of forest and field from Gwyllt and man alike.&lt;br /&gt;
&lt;br /&gt;
Féilim is depicted as either a Leasair or Human, usually corresponding to whether his role in the tale is that of wisdom or exuberance&lt;br /&gt;
&lt;br /&gt;
===Immovable Láimhiarainn and Sly Cruachín (lawv-eerrun, crew-uck-een)===&lt;br /&gt;
Two heroes who almost exclusively appear in stories together, Láimhiarrainn and Cruachín, were parent and child. The tales say that Láimhiarrainn encountered Cruachín as a feral child in the mountains of Siabhal and brought the strange youngster before Finian the Brave to declare they would be adopting the child and training them to become a great warrior. Legends which feature Cruachín as a young child usually centre around Láimhiarrainn having to track down and rescue Cruachín after they have followed their curiousity into some dangerous place or situation. As Cruachín ages they are most commonly shown tricking or outwitting their enemies and on a number of occasions must rely on their guile to rescue Láimhiarrainn from a powerful foe. Láimhiarrainn is typically described as a living mountain or an animated statue, while Cruachín is described only as having the darkest hair and the brightest eyes. Láimhiarrainn earned his nickname by single handedly holding a bridge against a horde of Gwyllt invaders while Cruachín ran ahead to warn the nearby towns of their approach.&lt;br /&gt;
&lt;br /&gt;
Láimhiarrainn is traditionally identified as a rare Fathach wanderer in Siabhal while Cruachín’s species is left entirely up to the story teller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Companions==&lt;br /&gt;
The exact composition of the Hundred Heroes seems to vary depending on who you ask, and some Heroes are known only in certain localities or to those families who claim descent from them. These Heroes most often appear as companions to Finian the Brave or other more major figures in the Legend of Lobhan. Their descendents are likely to be no less proud of their origins, after all even the least of the Hundred Heroes is still a Hero in their own right.&lt;br /&gt;
&lt;br /&gt;
===Sé of the silver eye===&lt;br /&gt;
Séaghdha met the heroes — though which heroes vary with the telling — in a tavern. Or at a feast. Or around a campfire. Either way, there were people and music, and money changing hands.&lt;br /&gt;
&lt;br /&gt;
Sé had been a travelling trader, and lost everything in the Gwyllt attack which left him with his trademark silver eye. Since then he had been winning drinks, dinner, and the odd coin in games of wits against people whose fortunes were little better.&lt;br /&gt;
&lt;br /&gt;
After most of the heroes had lost coins or drinks to him in games of cards, riddles, or strategy, Finian — or sometimes another leading hero — approached him and offered him a greater purpose toward which he might employ those skills.&lt;br /&gt;
&lt;br /&gt;
Shea’s role in the stories is usually to talk: He persuades a local noble to join the heroes in battle; he gathers a group of farmers to rebuild a road, or repair a fortification; he talks a bandit leader into siding with the people they’ve been robbing, against the Gwyllt.&lt;br /&gt;
&lt;br /&gt;
Shay’s species is generally at the discretion of the storyteller, though he is always just on the far side of middle age for whichever species he may be.&lt;br /&gt;
&lt;br /&gt;
===Lyra Blackthorn &amp;quot;the carer of all&amp;quot;===&lt;br /&gt;
Lyra was a field Wildling with a visage of black thorns and piercing amber eyes. Many assumed from the solitary tendencies that they were cold and uncaring, but this could not be further from the truth.&lt;br /&gt;
&lt;br /&gt;
Lyra was also known as a solid defender, and it was said that once she planted her feet it was impossible to move her from that spot no matter the force or how hard she was struck. Most stories about Lyra involve her defending a bridge, mountain pass, or small village against impossible odds until the other Heroes can arrive to reinforce her and vanquish the foe.&lt;br /&gt;
&lt;br /&gt;
In many of the stories the only survivors are a group of children, orphaned by the Gwyllt’s assault. These stories always end the same way, with one of the heroes asking what would happen to the children and Lyra, confused that any decision needed to be made, telling those present, ‘I will care for them, they shall have my name to show I defend them, and that they are part of the Blackthorn family.’&lt;br /&gt;
&lt;br /&gt;
===Ultan of the Valley===&lt;br /&gt;
Few epic poems or famous songs are written about Ultan of The Valley. No one even knows which valley they hail from. However Ultan may be the hero who appears in the most works, always in a supporting role. When Saoirse slew the Gibbering Hound, it was Ultan that distracted it. When Cormac The Red and a dozen warriors held the Drywind Pass, Ultan was one of the dozen. And when Tyrone lost his duel with Keira the Many-Hearted, it was Ultan that carried the body home. Many were the heroes that called Ultan friend, though some scholars claim that Ultan was simply a common name at the time, or was added in later tellings to make The Hundred Heroes seem more united than they truly were. Of course the scholars who make that claim take great care to never voice those opinions around those who can trace their lineage back to Ultan or any of the Heroes they were said to have aided.&lt;br /&gt;
&lt;br /&gt;
The majority of those who claim descent from Ultan are Human, though their own species is never explicitly stated.&lt;br /&gt;
&lt;br /&gt;
===Lorcan Rua===&lt;br /&gt;
Lorcan Rua is a tragic figure among the hundred heroes. A young warrior, he is typically not the focus of any story but rather the victim, often willing, of a danger at hand. There are many tales depicting the grim trials or death of Lorcan. Some learned cinnirí suggest that Lorcan Rua is a name given to a host of unknown dead, lost to the vagaries of war, but the typical lay storyteller will have a favourite tale of Lorcan Rua they maintain is the truth with all others being misattributed or simply wrong. When he appears in a tale Lorcan will typically offer himself up to save a comrade, whether by holding the line to give them time to retreat or paying the ultimate price for another hero’s misdeeds. His pain or death typically spurs other heroes to further greatness but in some melancholy tales his suffering is without meaning or relief, reflecting the dark days the hundred heroes lived in. In modern tales Lorcan often prophesises the coming of the Shaper as he dies.&lt;br /&gt;
&lt;br /&gt;
Lorcan Rua is often identified as a Human, good-hearted but reckless, but is also seen as a selfless Creidhe by some.&lt;br /&gt;
&lt;br /&gt;
===Órfhaiche, who turned the Earth===&lt;br /&gt;
Órfhaiche rarely features in tales of derring do, though some storytellers credit her as saving more lives than any other hero. Her most common role is to serve as the call to action in other heroes’ stories, being the wealthy landowner or village leader who summons Finian’s companions to solve some great problem, with that other companion’s heroism being the focus of the story. She held the ball where Cathal and Barra became betrothed after a night of comic misunderstandings, she sent for Lyra when the smoking horde marched on Cheilg, and when glistening skinless Gwyllt stalked the fields she called for Conlaoch the sword eater to slay them with his bare hands.&lt;br /&gt;
&lt;br /&gt;
Scholars have in recent years begun obsessing over the minor details introduced as preamble to whatever disaster needs the intervention of the other heroes, ranging from bartering with the Uasaigh tribes for the knowledge of bringing water to dry land, to being the one to first develop a three-field crop rotation system to preserve the fertility of the land.&lt;br /&gt;
&lt;br /&gt;
Due to her association with agriculture and appearances in even the earliest tales, she is usually identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Brash==&lt;br /&gt;
Against the Gwyllt, martial virtue was often the deciding factor in whether Siabhal was wiped from the face of Tirneach or not. These Hundred Heroes are among the most celebrated and ferocious of warriors, sometimes to their own detriment. Siabhlaigh who descend from them are quite commonly found among the gallóglaigh bands, eager to make their own name and live up to their ancestors’ legacy.&lt;br /&gt;
&lt;br /&gt;
===Conlaoch the Sword Eater===&lt;br /&gt;
Also styled as the Bold or the Fearless, his origins vary from story to story, in some he was a wolf who became a Forest Wildling under the full moon, or a Field Wilding boy who rallied his friends to fight off a Gwyllt, armed with nothing but sticks. Some forgo any history and introduce him mid-battle, adorned only in the blood of his enemies.&lt;br /&gt;
&lt;br /&gt;
A hulking, brutish fighter who preferred to fight bare handed, with little in common with Finian’s other companions save their hatred of the Gwyllt – while he often appears out of the blue to rescue a less martial hero from the Gwyllt, more than one tale focuses on arguments between Conlaoch and other cooler-headed Heroes, which come to blows until he can be tricked or mollified. The most notable is the day Conlaoch challenged Finian, declaring them weak and unsuited to lead the companions, leading to a duel.  When Finian is about to deal the fatal blow and lop off Conlaoch’s head he catches the blade between his teeth and breaks it. This settles the matter, and stories set after this event normally show a more respectful Conlaoch, though one whose fury in battle is undimmed.&lt;br /&gt;
&lt;br /&gt;
===Cathal Dearg &amp;amp; Barra Buí, the Spear and the Shield===&lt;br /&gt;
Always appearing together, these lovers travelled widely, fighting both the Gwyllt and any other threat to Siabhall. Their tales tend to fall into two categories.&lt;br /&gt;
&lt;br /&gt;
The first stresses their teamwork in battle. Cathal fought with no thought whatsoever for defence, tearing wildly through foe after foe and shattering spear after spear upon their armour. Barra acted as his protector and spear-carrier, using his tactical instincts and Creidhe gifts to keep his reckless human lover alive and armed. Every single strike pierced three foes and shattered the weapon besides. It is said that Barra could mend a weapon simply by twirling it around his fingers, and throw it to Cathal as fast, while his own shield was unbreakable.&lt;br /&gt;
&lt;br /&gt;
The second is comedic, playing up the common stereotypes of humans and Creidhe. These tales are never of battle, but instead feature an endless variety of domestic and social situations where their wildly different personalities would lead to hilarity: meeting the other’s foster parents, both being asked to protect a ball against intrigue, and one rescuing another from a misunderstanding are common themes.&lt;br /&gt;
&lt;br /&gt;
In every tale, the lovers are completely inseparable, and both frustrated and deeply delighted by their partner’s perspective on life.&lt;br /&gt;
&lt;br /&gt;
===Siún, Who Lept the Flaming Wall (Shoon)===&lt;br /&gt;
Said to have known Finian the Brave since childhood, Siún is best known for her brash, impetuous nature. Legends about Siún tend to fall into one of two patterns: in the first, Siún is the source of the conflict and other members of the Hundred Heroes must step in to rescue her or restore order after some rash action goes awry. In the second kind, Siún saves the day, stepping up to cut straight to the heart of the crisis and end the threat when the other Heroes were too cautious or circumspect to do so. Siún’s most famous deed happened in a town (usually one local to the storyteller) that fell under siege from Caorthainigh Gwyllt. All hope seemed lost as their defences burned and the Gwyllt soldiers massed outside, ready to enter the town and begin the slaughter. No longer willing to sit and wait for the enemy, Siún is said to have lept not only over the town’s burning walls but over 15 ranks of Gwyllt beyond to land face to face with the Caorthainigh Queen and strike her down.&lt;br /&gt;
&lt;br /&gt;
Siún is traditionally identified as a Field Wildling but some mutter that her feats were far too bold for a “tameling”.&lt;br /&gt;
&lt;br /&gt;
===Alarig Gorm, also known as Alarig the Relentless (Alarig Gur-um)===&lt;br /&gt;
The stories say that following a terrible storm, Alarig Gorm was found washed up on the Northern shore of Siabhal by seaweed gatherers who brought him before Finian the Brave. When Alarig heard of the Hundred Heroes’ ongoing campaign to preserve Siabhal from the Gwyllt, he pledged to join them in their battles. Alarig is said to have had tusks which grew to terrifying size when he exerted himself in battle and which were strong enough to turn away an axe-blow. Famed for his extraordinary resilience, many of his legends revolve around him beating overwhelming odds through feats of endurance. In his most famous tale, Alarig was amongst a group of warriors who were ambushed by the Gwyllt. Following the initial attack the creatures left Alarig for dead and carried off the others for some foul, unknown purpose. Upon awakening, Alarig pursued the Gwyllt for six days and six nights without rest, food, or drink. When he finally ran down his quarry, he freed the prisoners and led them in destroying their Gwyllt captures.&lt;br /&gt;
&lt;br /&gt;
Alarig Gorm is usually identified as an early Krieger arrival in Tirneach though a few voices insist he must have been a Wilding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Counsellors==&lt;br /&gt;
Although the Hundred Heroes were united in fighting against the Gwyllt, they didn’t always agree in the best way to rid themselves of their vile influence. Those Hundred Heroes known as the Counsellors sometimes stood in opposition to the others, particularly Finian the Brave, and were known for their wisdom. Today, their descendants are as prestigious as other Ruby Families, and many of them have a reputation for straight talk and wise counsel. Sometimes it’s even earned.&lt;br /&gt;
&lt;br /&gt;
===Aran &amp;quot;The Knight of the Loaves&amp;quot;===&lt;br /&gt;
The tales of Aran “The Knight of the Loaves” generally fall into two categories, those intended for children and those intended for adults.&lt;br /&gt;
&lt;br /&gt;
The tales aimed at children involve frequent and on the nose puns to keep their interest, about a local hero rising to the occasion and using his loaf to save the day, and joining the upper crust of society. &lt;br /&gt;
&lt;br /&gt;
The tales intended for adults are normally more grounded, and mostly start with Aran already being a member of the Hundred Heroes, and during the course of the tale reveal he was once merely a wealthy and respected baker from the village or town their adventure is taking place, and saves the day with either some obscure piece of local knowledge or an old relationship with a member of the community that provides them with crucial aid or information.&lt;br /&gt;
&lt;br /&gt;
The stories always feature a different village as his hometown, making Leasiar the most common species for Aran to be portrayed as.&lt;br /&gt;
&lt;br /&gt;
===Luachra the Longarmed===&lt;br /&gt;
Luachra is said to have been a wanderer, known across much of Siabhal during Finian’s time, where she was known for involving herself in other’s business uninvited. She often appeared to accompany Finian in times of need, wielding a longspear with unsurpassed skill, dancing beyond the reach of their foes despite her shorter stature. In some cases, Finian or another of the heroes had to come to her aid, after finding herself in a greater danger than she could face alone.  A sometimes-divisive figure, Luachra is said to have been brash and outspoken – some say to the point of being unmannerly – while others focus on Luachra’s open-hearted and compassionate nature.  She often appears in stories to chastise other heroes for letting their ambition or greed to get the better of them, or to counsel them in times of grief or despair.  She is said to have met her end fighting to protect a stricken comrade, though which Hero she was protecting, and the reason why, are often left to the storyteller’s imagination.&lt;br /&gt;
&lt;br /&gt;
Luachra is usually identified as a Forest Wildling, though a few depictions claim she was a Human made fierce and resolute by life in the wild.&lt;br /&gt;
&lt;br /&gt;
===Fiona, Who Slew the Red Prince===&lt;br /&gt;
Fiona first appears in the tales of the Hundred Heroes as an enemy of Finian and his followers. She is said to have considered him simply another would-be warlord, with no loyalty to Siabhal but simply out for his own petty gains. The filí argue over the details of the story but it is agreed that it was some desperate act of self-sacrifice by Finian that finally won her to his cause and that Finian would not have survived the ordeal without her intervention. Even after joining the cause Fiona is often cast in the role of an accuser in the stories of other heroes, calling out their misdeeds and exhorting them to live up to their duty to Siabhal. Fiona’s most acclaimed deed comes in the tales of the Red Prince, which recount the tragedy of Finian’s son, returned from the grave as a terrible undead abomination. When Finian was unable to bring himself to destroy the thing that was once his son, Fiona took on the burden and slew the creature in single combat.&lt;br /&gt;
&lt;br /&gt;
Fiona is traditionally identified as a Leasiar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Masters of the Arcane==&lt;br /&gt;
With all the force of arms possessed by the Hundred Heroes, it also took great skill at magic to keep the Gwyllt from tearing the throat from the people of Siabhal for so many centuries. These Hundred Heroes were known to possess great power, and the Siabhlaigh would claim they even surpassed the Saoí of Draíod in their depth of knowledge. Many of the greatest practitioners of magic today in Siabhal can trace their ancestry back to one of the Heroes, though sometimes that power comes with a strange legacy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bróna Derarca Diavall of the Last Sight===&lt;br /&gt;
A Leasiar who appears in stories often in a minor role, emphasising her intelligence, sense of justice, and legendary compassion of both living and dead.Often she appears at the very end of a story, eulogising another companion of Finian the Brave who fell in battle, summarising their legacy and lighting the funeral pyre herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a small subsection of tales where the Gwyllt storm her ancestral home, Tor Brónach, laying low every other companion of Finian the Brave in a lengthy battle. But on the final night Bróna called for the heroes, both those lying on the field of battle and those resting in urns as ash, to rise once more not as undead, but fully revived and at the peak of their power, to slay ten hundred or ten thousand or a hundred thousand Gwyllt with moonlit glowing blades. The fate of those risen varies, but in all tales all that remained of Brona was the echo of her voice, she and her great book of spells had vanished in the melee never to be seen again but always to be heard, a keening voice celebrating every hero’s life when the winds around Tor Brónach pick up.&lt;br /&gt;
&lt;br /&gt;
===Cathbad, the Resplendent Thunder===&lt;br /&gt;
A proud and graceful warrior, Cathbad was a wizard of great renown. Not content with a life of quiet learning and contemplation he walked the path of battle magic. His spells wreaked havoc on many a Gwyllt host and his skills were sought the length and breadth of Siabhal. In short order he became known as one of the finest wizards the realm had seen and Cathbad is described as famously prideful to the point of arrogance. Stories involving Cathbad tend to feature him prominently but they are not always kind; in many stories it is Cathbad who single-handedly turns the tide of a battle or outwits a cunning Gwyllt, but in just as many it is his arrogance that causes terrible danger to fall on him and his fellows in the first place. No matter the cause Cathbad succeeds in all of his adventures, including his famous death tale where he is forced to become the storm itself to break apart an army of Gwyllt and save the kingdom. He is destroyed by the effort.&lt;br /&gt;
&lt;br /&gt;
Cathbad is nearly universally identified as a Drakeblooded, though some storytellers portray them as a Human or Vartach who stole thunder from the dragons.&lt;br /&gt;
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===Meirliún Gall, also known as Meirliún the Marked===&lt;br /&gt;
Meirliún is described as having entered Finian’s service as payment for a great debt. Her stories focus on her secret knowledge and powerful skill with the arcane. Meirliún is said to have turned away packs of Gwyllt with a word and to have granted Finian insight into the nature of the enemy that turned the tide of battles. Meirliún is commonly credited with uncovering and defeating hidden or secret enemies such as Gwyllt impostors or creatures who lurked unseen and spread subtle corruptions. Meirliún’s most famous story involves an extended duel with a powerful Gwyllt that pursued her from her homeland. In the tale, Meirliún must discern and satisfy conditions of time, place, and preparedness before she can harm the creature. There are tales that paint Meirliún’s uncanny knowledge of the Gwyllt in a sinister light and repeating them is sure to earn the ire of those who claim her as their ancestor.&lt;br /&gt;
&lt;br /&gt;
Meirliún is traditionally identified as a Vartach. In earlier stories her brand is described rather than named, in vague enough terms to be identified as Sunspear, Clashing Sword, Broken Chain and rarely a Linebreaker, depending on what best suits the themes of the story.&lt;/div&gt;</summary>
		<author><name>OpticalSage</name></author>
	</entry>
	<entry>
		<id>https://fiveoaths.larp.ie/wiki/index.php?title=The_Band&amp;diff=484</id>
		<title>The Band</title>
		<link rel="alternate" type="text/html" href="https://fiveoaths.larp.ie/wiki/index.php?title=The_Band&amp;diff=484"/>
		<updated>2022-07-19T13:12:19Z</updated>

		<summary type="html">&lt;p&gt;OpticalSage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[band]] of [[Gallóglaigh]] known as Cumhacht na Réig (The Power of the [[Réig]]) first assembled at [[Corroch]] in [[Uasa]] during the year 797 during the [[Season of Loyalty]] and were responsible for defending it from [[Gwyllt]] attacks.  As recognition for their efforts they were Blessed by the [[Shaper]].&lt;br /&gt;
&lt;br /&gt;
Cumhacht na Réig is also responsible for defending the Great Cattle Mart of [[Baol]] during the [[Season of Seeking]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Officers==&lt;br /&gt;
The current officers of the Band are as follows:&lt;br /&gt;
*'''Thane's Lieutenant''' - [[Alejandro_Montalbán_O%27Reilly]]&lt;br /&gt;
*'''Deputy Lieutenant''' – [[Sorrel Airiúgladh]]&lt;br /&gt;
*'''Watch Officer''' – [[Cathasaigh MacTire]]&lt;br /&gt;
*'''Master of the Camp''' – [[Ambrosio de Costana]]&lt;br /&gt;
*'''Quartermaster''' – [[Doran]]&lt;br /&gt;
*'''Cinnire-at-arms''' – [[Briste]]&lt;br /&gt;
*'''Wizard-at-arms''' – [[Valeria Llamerada]]&lt;br /&gt;
*'''Reconnaissance Officer''' – [[Rumann MacUltan]]&lt;br /&gt;
&lt;br /&gt;
== Active Membership == &lt;br /&gt;
&amp;lt;DynamicPageList&amp;gt;&lt;br /&gt;
category    = Characters&lt;br /&gt;
category    = Player Band&lt;br /&gt;
notcategory = Deceased&lt;br /&gt;
notcategory = Retired&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>OpticalSage</name></author>
	</entry>
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