Uthriem Roliri 1
thriem Roliri, “Brotherhood of the Forest” in the Sindarin tongue, is a covert brotherhood of human woodsmen intent on protecting the wilderness and its wildlife. The group was founded by followers of Siem in the foothills of the Sorkin Mountains in the second century TR as a reaction to the depredations committed by gargun. The Uthriem Roliri exists only on Hârn. The Brotherhood rarely has more than 200 members, preferring to remain a small and elite group. Although still concentrated in eastern Hârn, the Brothers can be found in most frontier or wilderness areas, especially where gargun live near human settlements. A second focus of the Uthriem Roliri is to protect the wilderness from their fellow humans. The expansion of agricultural land, large-scale deforestation due to mining operations, and similar aspects of civilized life concern the Uthriem Roliri. The extent to which they should oppose these activities is a controversial issue among the Brotherhood. Although most Brothers view the spread of civilization as inevitable, there are some who see any harm to the wilderness as desecration and oppose it vigorously. The secretive nature and impressive wilderness skills of the Uthriem Roliri have caused them to become figures of folklore. Most people have heard legends of the “wood-shadows,” and they are sometimes thought of as supernatural beings. They are frequently credited with defending villages from gargun, caring for sick and injured wild animals, and protecting and returning livestock or people lost in the wilds. The Brotherhood takes pains to maintain this mysterious reputation. Some of their goals and actions are at odds with local laws, social customs, or religious doctrine. Their beliefs and practices are little understood by outsiders and they are likely to be viewed with suspicion by most authorities, some of whom consider them little better than outlaws.
The Uthriem Roliri use the acorn, pierced by an arrow, as a symbol of membership. There is no official badge registered with the Heralds’ Guild.
The Eternal Struggle One aspect of Siemist belief that most members of the Uthriem Roliri share with the Sindarin is an acceptance that destruction of nature by man is inevitable. Yet the Brothers struggle on, knowing that Siem does not condemn those who fail, only those who do not try. This fatalistic philosophy colors most aspects of a Brother’s life.
Devotion to Siem Siemist beliefs are an integral part of life in the Uthriem Roliri. Through contemplation and mastery of the Natural Mysteries (ancient secrets about the ordering of life), the Siemist adherent comes to understand the natural order and how to protect it. Although the Uthriem Roliri is a lay organization, this attunement to nature leads some Brothers to become enlightened holy men, or Inthiar. These Brothers are given special responsibilities within the Uthriem Roliri, such as tending to the forest groves that are sacred to Siem. There is no central church of Siem. Siemism is a matter of the heart and soul, not of doctrine. In this sense, there are no worshipers of Siem, only those who worship the beauty with which he is associated. The sincere adherent is a moral entity, compassionate and trustworthy, and one who strives towards greater wisdom and patience. Although all Brothers abhor cruelty towards animals, they see hunting as the natural way. They kill only what they need for food and offer a prayer to Siem over their fallen prey. Trapping animals solely for furs or entertainment is considered repugnant.
Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
CREDITS WRITER Brent Bailey ARTIST Richard Luschek CONTRIBUTORS Joe Adams Daniel Bell Jim Chokey John Sgammato EDITORS Grant Dalgliesh Tom Dalgliesh
HârnWorld #4741
Uthriem Roliri 2 ORIGINS AND HISTORY The Fall of Lothrim The collapse of Lothrim’s empire in 120 TR led to a period of anarchy in eastern Hârn. Elkall-Anuz and other outposts of the empire were razed and the Foulspawn swarmed into the mountains. When a massive swarm of Gargu-Viasal attacked and captured the Khuzan mining settlement of Fana in 135, the best hunters and woodsmen from frontier villages of the kingdom of Tanor banded together with Jarin from Azadmere to watch the hills for signs of further gargun activity. This group met to share information and develop their skills, tactics, and equipment. The new brotherhood was united by a common cause and shared Siemist beliefs.
The Migration Wars Years of poor weather and a population surge of gargun pushed the tribal peoples of eastern Hârn into settled lands, seeking food. At the same time, the kingdoms in the region were pushing outward, bringing more land under cultivation in an effort to feed their people. This struggle for land and food ignited the Migration Wars. The Brotherhood barely survived this period. For those who wandered the wilderness, caught in the crossfire between barbarians, civilized folk, and gargun, it was a very dangerous time. Many Brothers felt that a collapse of civilization would be a good thing, although others felt the only winner in such an outcome would be the gargun. Those who had originally banded together to fight the gargun started calling themselves Uthriem Roliri and vowed to serve Siem by protecting the wilderness from all who would defile it. Some tales of these formative days suggest that the fledgling group received guidance from Sindarin rangers.
The Martyrdom of Rogyn Bakiar Inthiar Rogyn Bakiar tended a Taur-im-Aina (holy grove) that had been used since the days when humans shared the land with the Elder Peoples. When settlers began to clear the forest around the grove to establish a new manor, Rogyn was able to frighten them off. But when the manor's lord sent his men-at-arms to deal with Rogyn, he resisted and was killed. Outraged Siemists from the surrounding area took up Rogyn’s cause. Workers clearing the forest started reporting strange creatures in the woods. Shadowy figures them, their tools were destroyed and oxen set free. Men vanished in broad daylight, never to return. The lord was unable to identify or catch those responsible and turned his attention elsewhere. The abandoned manor became a Rola-Taur (refuge) for Uthriem Roliri.
The Tale of Lylanath Lylanath, one of the founders of the Brotherhood, was a renowned gargun hunter who patrolled the foothills of the Sorkin Mountains. Tales are told of how Lylanath and three Brothers turned a gargun swarm away from an isolated village at the cost of their own lives. The tale is told throughout Hârn.
The New Kingdoms A primary result of the Migration Wars was the unification of petty kingdoms. Large areas of civilization had been overrun, but by 238 a united Kaldor had defeated the barbarians and sought to recover lost land. The Brotherhood again found themselves opposing the expansion of cropland, mining, and other spoilage of the wilderness. The death of Rogyn Bakiar (see sidebar) was a grim sign to the Siemists of the increasing dangers that faced the wilderness. A number of Brothers were outlawed for their efforts and took refuge in the forests. Though unable to prevent expansion, the Uthriem Roliri were a constant thorn in the side of the crown and its agents. During this time, some members of the Brotherhood left Kaldor. Many went north to the Jahl Mountains to aid the Jarin settlements there that were plagued by gargun. Others followed the path of gargun expansion westward. These Brothers witnessed, and opposed where possible, the rise of the Corani Empire and its expansion into the Peran wilderness. Since the fall of the Empire, the constant warring among the kingdoms of the west has helped constrain expansion. Brothers in western Hârn also encountered a new foe, the morvrin. These undead servants of the Morgathian church are as unnatural and abhorrent in the eyes of Siem as the gargun. Most Brothers in the region receive training on hunting and slaying the undead.
Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
HârnWorld
Uthriem Roliri 3
CURRENT SITUATION Over the centuries, the Uthriem Roliri has grown and its members can now be found all along the fringes of civilized Hârn.
Evael and Azadmere The Uthriem Roliri have a deep respect for the Sindarin and many adopt aspects of the Sindarin lifestyle. Although their relationship is an informal one, the Brothers keep the Sindarin court aware of their activities and receive in return gifts of special weapons, armour, and equipment. Wandering Sindarin occasionally visit with Brothers to share information and assist with training. The Brotherhood has close ties to the Jarin inhabitants of Evael and Azadmere. Many apprentices are recruited from among those there who have significant woodland skills. Despite some tension caused by extensive Khuzan industry, the Brothers maintain contact with the King of Azadmere through the Baron of Habe. The two groups regularly work together to battle the gargun tribes that threaten the Jarin and Khuzdul settlements of Azadmere.
Barbarian Tribes The Uthriem Roliri have a friendly relationship with some tribal peoples but not with all. Rangers are able to match or exceed the woodland skills of most tribesmen, allowing them to avoid conflict where necessary. The Brothers have gained the trust of many tribes through their common conflict with the gargun, and some have taken barbarian wives. The Brothers and the Taelda tribes north and east of Kaldor are frequent allies. On the other hand, the Tulwyn and the Kabloqui around Lake Benath are always hostile and Brothers who venture into these areas take care to avoid detection.
Human Kingdoms
Tricks & Talents Through their long experience with the tribal peoples of Hârn, the Uthriem Roliri have learned some useful tricks. Brothers frequently camouflage themselves and mask their scent using a dye made from the Uthwyll berry, a practice they picked up from the Anoa. Another common trick is to fletch arrows to match those used by local tribes or yeomen. By using these arrows in the right situations, the Brothers manipulate tensions between tribesmen and their civilized neighbors to inhibit further development. The Brotherhood has garnered extensive knowledge of herbs and healing techniques, mainly from the Taelda.
The Demon of Leth Siemist belief favors actions that confuse rather than harm, so frightening landclearing serfs or miners is preferable to attacking them. To this end, Brothers often employ costumes fashioned from animal skins, feathers, skulls, and antlers. For ten years, the “Demon of Leth” has roamed the southern parts of Leth Forest in Kaldor’s Kirsta Hundred. The “demon” is in fact a particularly hideous costume featuring a huge malformed gargun skull. The Brother playing the part of the demon has successfully limited the expansion of mining around the forest.
Despite having a reputation as protectors and gargun hunters, many Brothers’ actions cause them to run afoul of the law. The Uthriem Roliri take a dim view of activities that despoil the wilderness and this regularly brings them into conflict with charcoalers, miners, and timberwrights, among others. Mining consumes vast quantities of timber and is particularly destructive to the forest. Sabotage is the usual tactic but, despite the Brothers’ efforts to avoid violence, casualties are not unknown. Those who ignore warnings may disappear, never to be seen again, although abduction is a more common tactic. Captives are usually found days later, babbling about the spirits in the forest. Many acres of such “haunted” woods have been left uncleared. Brothers are careful not to be caught interfering with those engaged in lawful activities. As a result, their actions are usually seen as being of mysterious origin and are seldom associated with the Uthriem Roliri. Although most of the Jarin people in Orbaal worship Ilvir, there are also many there who follow the old ways of Siem. Although the focus of the Uthriem Roliri in this region continues to be the many gargun tribes, some Brothers’ Jarin heritage has led them to become involved in the resistance movement against this northern kingdom’s Sarajin-worshiping Ivinian occupiers. Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
HârnWorld
Uthriem Roliri 4 ORGANIZATION The Uthriem Roliri are loosely organized and widely dispersed. Most Brothers know only the other local members and a few Tamsen Roliri.
Rangers Most Brothers act as Rangers, patrolling an assigned region and watching for signs of gargun or any activity that could harm the wilderness. Rangers are highly mobile, living for months on end out of temporary encampments, with friendly tribes, or simply under the stars. They monitor the woodlands for blights, rusts, and other plant diseases and keep an eye on the health of key wildlife populations. Rangers are mostly self-supporting, living off the land for much of the year. Some earn coin as military scouts, expedition guides, cartographers, and gargun hunters. Many are skilled herbalists who generate income selling valuable herbs to apothecaries.
Guardians The Guardians coordinate the activities of several Rangers in a region. Guardians are chosen for their spiritual attunement, as they tend the sacred Taur-im-Aina groves near their Rola-Taur. The period of training and contemplation required to become a Guardian also results in ordination as an Inthiar. Guardians work with trusted craftsmen, farmers, and local Tamsen Roliri to provide some supplies for the Rangers.
Wardens The Wardens are regional leaders, getting reports from and coordinating the efforts of Guardian and Ranger teams. They serve as historians and repositories of knowledge, collecting information on plant diseases and the skills and tactics of the various barbarian and gargun tribes in their areas. This information is shared with the other Wardens throughout Hârn by using Rangers or Tamsen Roliri as messengers. Wardens tend to be well connected in their communities. Many serve powerful nobles as woodwards, foresters, or huntsmen, or in other positions of power. Many a Wardens has been successful in educating his liege and his vassals in better conservation of the wildlands. A few Wardens are themselves members of the nobility. Strong political connections make Wardens invaluable to the order. Hogarth of Thurl, the Royal Huntsman to the court of Kanday’s King Andasin IV, is one such Warden. Hogarth’s family has served Clan Kand for almost 100 years, and many of his kin have been Uthriem Roliri. Hogarth has shared his extensive knowledge of forest and game management with his receptive liege, and Andasin now requires his vassals to consult with Hogarth on these and related issues. Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
The Tamsen Roliri Though not members of the Uthriem Roliri, the Tamsen Roliri, “Kindred of the Forest,” are a vital part of its mission. Called “Cousins” by the Brotherhood, they are trusted people (mostly Siemists) who are sympathetic to the cause and help the Brotherhood by relaying messages and providing supplies and shelter. Many are farmers, woodsmen, and hunters, but others are local guildsmen. One such Cousin is Tiald Sigan, who leads the Thicesund Sentinels, a mercenary company that escorts Silver Way caravans.
Rola-Taur Rola-Taur are Uthriem Roliri outposts and typically use abandoned structures like watchtowers, hunting lodges, manorhouses, barns, and windmills. Most Rola-Taur have a nearby holy grove, known as a Taur-imAina, where the Brothers meditate.
The Council of Wardens A Council of Wardens meets every few years, or as needed, to coordinate activities, resolve disputes, and handle external affairs. The Council selects one of its own to act as Marshal of the Brotherhood in situations that require one voice.
HârnWorld
Uthriem Roliri 5 UTHRIEM ROLIRI CHARACTERS Becoming a Brother Although most Uthriem Roliri are human, there are a few Aenarin (halfSindarin) among the membership. Most members are commoners, but there have always been some noble members. Though membership commonly moves from father to son, outsiders can be admitted to the ranks. There are a few women members. Any Brother may sponsor a candidate for apprenticeship, but the selection is made by a Warden. To be accepted as an apprentice, a candidate must have proven ability in a number of wilderness skills. Besides being able to survive alone in the wilderness, having a spiritual attunement to nature is the primary requirement. Most candidates are hunters, herdsmen, woodwards, or those with similar occupations that impart the necessary skills.
Apprentices An apprentice trains with a veteran Ranger, patrolling a region, gaining and improving skills, and otherwise learning the ways of the Uthriem Roliri. Apprentices are taught the Natural Mysteries of Siem, including a handful of useful ritual invocations of the 1st Circle. The training is rigorous and dangerous. When a candidate is deemed ready by his mentoring Ranger and their Guardian, he is inducted as a full member of the Uthriem Roliri. Apprentices who are not chosen for membership in the Brotherhood can usually find employment with a member of the Tamsen Roliri.
Rangers The role of Ranger is the most physically demanding job in the Uthriem Roliri. Rangers are assigned to a region but, after a number of years, may choose to move to a new area. There are no official ranks within the Rangers; individuals are recognized for their efforts through the awarding of special equipment and weapons. A Ranger who has served eight to 10 years often seeks an apprentice. Under the guidance of a Guardian, the Ranger may learn invocations to the 3rd Circle.
UTHRIEM ROLIRI SKILLS An apprentice Ranger should have the following skills: Bow/4, one weapon/4, Tracking/3, Survival/4, Awareness/5, Weatherlore/3. In addition, they must have at least two of the following: Agriculture/2, Animalcraft/2, Fletching/2, Foraging/3, Herblore/2, Stealth/3, Timbercraft/3. By the end of their apprenticeship (typically 3–5 years), the new Brother will have gained Ritual (Siem)/2, one Language (tribal)/2, and any skills listed above they did not start with. After 4–5 years of Ranger experience, Brothers with high spiritual aptitude may be trained as Guardians. After a few years of this special training, they will have gained the following skills: Agriculture/3, Astrology/4, Drawing/2, Folklore/3, Herblore/4, Intrigue/4, Mental Conflict/4, Musician/2, Oratory/3, Physician/4, Rhetoric/4, Ritual (Siem)/4, Tarotry/2, Timbercraft (tree care)/5, Language (Sindarin)/5, Script (Lakise and Selenian)/70+SB. A Warden has the appropriate skills listed above, plus Animalcraft/4, Agriculture/4, Drawing (Cartography)/5, Heraldry/3, Intrigue/6, Language (Sindarin)/5, Law/3, Rhetoric/5, Script (Lakise and Selenian)/70+SB.
Guardians Those Rangers who show significant spiritual aptitude and interest in the Natural Mysteries are chosen to study to become Guardians. They then serve with a veteran Guardian, learning new skills and ritual invocations up to the 4th Circle. The proximity of most Rola-Taur to a Taur-im-Aina permits great spiritual advancement. At the end of this training, the new Guardian is ordained as an Inthiar. Through further contemplation and training, he may learn the Natural Mysteries of Siem to the 5th Circle.
Wardens Following the spiritual path of the Inthiar is not required for a Brother to become a Warden. Although most Wardens have served as Guardians, some Rangers with exceptional leadership potential are chosen to work closely with a Warden and may themselves become Wardens in turn. Wardens have all the skills they learned as Rangers and Guardians, as well as those needed as leaders of the Brotherhood. Wardens tend to specialize. For example, some focus on spiritual matters, others are master herbalists and healers, and still others are expert in the ways of the gargun. Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
HârnWorld
Uthriem Roliri 6 UTHRIEM ROLIRI EQUIPMENT Common Equipment Brothers carry everyday tools such as a knife, tinderbox, sharpening stone, knapsack, and bedroll, and tend to wear sturdy boots and cloaks suitable for wilderness travel. Spare bowstrings and fletching supplies to craft or repair arrows are standard. A felling axe, pruning knife, or billhook is carried for use in clearing brush and pruning diseased limbs. In addition to the preserved foods common to travelers, the Brothers usually carry a bit of dried bone marrow that can be dissolved in hot water to make a thin but nourishing soup stock, made palatable by the addition of roots, nuts, berries, and the like. The Rangers’ need to travel light means less-frequently used equipment is stored in secret supply caches or at the Guardians’ Rola-Taur.
Weapons and Armour The bow is by far the most common weapon among the Uthriem Roliri and many tales tell of their almost supernatural ability with it. The traditional short bow is used by many Brothers, but the longbow has become increasingly popular. A few brothers carry composite short bows made in a fashion learned from the Hodiri tribesmen. From the Taelda, the Uthriem Roliri have learned to make bowstrings that maintain their tension in wet weather. Tassels are woven into bowstrings to dissipate sound, increasing stealth. The hand axe, falchion, spear, and staff are the most common hand weapons. A Brother’s felling axe and billhook can also be used as weapons if needed. Many Brothers keep a good sword in a Rola-Taur, but few of common birth are willing to attract attention by carrying one in civilized areas. Swords are more common among the Wardens, who may carry them by virtue of their own gentle status or that of their lord. The mobile nature of a Ranger’s tasks requires lightweight armour, with most usually wearing leather, kurbul, or both. Most Brothers rely more on their agility, speed, and woodland skills than on heavier armour, although some have a mail shirt stashed away for use when needed.
Symbols and Regalia Members of the Uthriem Roliri tend to wear garments of green, brown, and gray—colors that enable them to blend into the forest. Blue has special significance to Siem, so Brothers typically have an azure scarf to wear when meditating. The acorn is a symbol of membership in the Uthriem Roliri. Each Brother is presented with a consecrated acorn badge as part of the ceremony inducting them into the Brotherhood. This ring, clasp, or brooch is usually passed down from a parent or crafted for the new Brother by a sponsor or mentor and is typically kept for ceremonial or other special uses. Many Brothers pin real acorns, twigs, and leaves to their cloaks or caps in ways that permit ready identification by other Brothers while looking like nothing more than personal whimsy to the casual observer.
Herbal Preparations Using the body of herblore amassed through centuries of observing Hârn’s tribal peoples and through their own experimentation, the Uthriem Roliri have developed some useful herbal preparations. Many oils and powders have been developed over the years by Clan Swaern, a family of Jarin apothecaries in the Sindarin city of Elshavel. At least nine generations of Clan Swaern have been counted as members of the Tamsen Roliri. The latest, Sarvin Swaern, is continuing the work of his forefathers. A number of Uthriem Roliri Rangers are testing the latest batches of Sarvin’s concoctions, and others throughout Hârn help gather the ingredients he uses. Many Rangers are themselves accomplished herbalists with close personal connections to apothecaries in larger settlements. The coin gained from sale of valuable herbs buys useful supplies to take into the field.
Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
HârnWorld
Uthriem Roliri 7 SPECIAL EQUIPMENT In addition to common items, the Uthriem Roliri use some special equipment received as gifts from the Sindarin or Khuzdul, made for them by trusted craftsmen, or consecrated by Inthiar. Bladesharp Oil Uncommon The oil from crushed seeds of the habsulara plant, which, when allowed to soak into a common sharpening stone, gives blades an uncommonly sharp and durable edge. Adds +1 to Weapon Quality. Must be used once each 1d4 days. Waterproofing Oil Common Treating boots, quivers, and other leather goods with this oil made from leaves of the stiltrassa plant allows them to shed water much more effectively than untreated leather. Cloaks and other cloth items can also be treated, but to a lesser effect than leather goods. Must be reapplied each 1d4 months. Item must be completely dry before the oil can be applied. Sarvin’s Bowl Rare These woven reed bowls are impregnated with oil pressed from the stems of the emeldrys plant. Pouring water through this porous bowl produces water free from contaminants, which promotes healing and helps counter infection. Improves Treatment EML by 10–20. Drydust Common The tough, fibrous roots of the sab reed can be dried and ground to produce a coarse powder that is very absorbent. When sprinkled on leaves, grass, or wood, these items dry out enough to be flammable much faster than usual. Damp clothing and boots can also benefit from this drying powder. Adds +50 to the EML to start a fire (Survival skill). Rogyn’s Acorns Common These consecrated acorns have led to the survival of more than a few Brothers caught in adverse conditions. Two acorns will sustain a person for one day. No survival role is required for the day’s nourishment and no penalties are taken for lack of food. After a number of days equal to END÷3, however, penalties accrue at half the normal rate. Divining Rod or Staff Uncommon Divining rods or staffs are crafted from branches of hazel or oak trees from holy groves. They can be used to indicate which direction is north, the direction of the nearest water, or to point out diseased plants, without rolling against Survival or Agriculture skills. Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
Eamonn’s Boots Rare Eamonn of Ganik, an Inthiar in Kanday’s Aleur Hundred, performs rituals throughout the process of making these boots. He makes a limited number of boots each year. The boots increase the wearer’s endurance and allows him to travel farther without tiring. Add 1d6 to Endurance for walking. Bonus does not apply to combat or the ability to sustain damage. Sindarin Hartbow Uncommon Each year, the Sindarin king provides a few hartbows to the Brotherhood, which the Council of Wardens awards to Brothers on the basis of valor or need. Constructed of wood, bone, and sinew, the hartbow has the size and weight of a short bow but range and impact exceeding a longbow. Vagorsereq (Sindarin Longknife) Uncommon The Uthriem Roliri also receive from the Sindarin a regular, if limited, supply of longknives of superior quality. These blades are 18–24 inches long and have hilts that are intricately carved with acorns or other Siemist motifs. Sindarin Rope Uncommon Supple rope that weighs half as much as conventional rope yet has twice the strength. Sindarin Mail Rare The Sindarin occasionally grant a gift of mail armour to Brothers who distinguish themselves or who face a difficult foe. This expertly crafted mail is more resilient (+2 against all weapon aspects) yet weighs half as much as normal mail. Khuzan Lightstone Uncommon A crystal that emits light equivalent to that of a lantern. Khuzan lightstones do not seem to fade or go out. Khuzan Armour Rare Brothers who protect Khuzdul settlements have been known to receive gifts of Khuzan weapons and armour. This exceptional armour is 3/4 the weight of standard armour but provides +1d4 protection against all weapon aspects. Khuzan Crossbow Uncommon The Brothers patrolling the Sorkin Mountains are often supplied with superior quality Khuzan crossbows by the Baron of Habe. These are 3/4 the weight of standard crossbows but do normal damage. Add +1 to weapon quality.
HârnWorld
Uthriem Roliri 8 RITUAL INVOCATIONS Diagnose Plant
or
Animal Disease I
Time: 15 – RSI seconds Ritual: Prayer Range: Touch Duration: One Treatment Roll Allows the caster to diagnose common and uncommon diseases in plants and animals, providing a +20 (MS) or +50 (CS) bonus to tests against Animalcraft, Timbercraft (trees), or Agriculture (crops and other plants).
Uldin’s Tent I Time: 25 – RSI minutes Ritual: Chant/Shelter Range: Touch Duration: 1 (MS) or 3 (CS) days When cast upon a crude shelter, such as a lean-to of branches, this invocation makes the shelter impervious to the elements. MF means the shelter has slight leaks.
Spark I Time: 15 – RSI seconds Ritual: Prayer Range: Self Duration: Instantaneous Allows caster to make a small flame briefly appear from a finger. The flame is ineffective as a weapon but is convenient for starting camp fires.
Cure Plant
or
Animal II
Time: 15 – RSI seconds Ritual: Prayer Range: Touch Duration: One Healing Roll Allows the caster to cure natural diseases in an individual plant or animal. Provides an additional roll on the Infection Table modified for success, +20 (MS) or +50 (CS).
Ironwood IV Time: 15 – RSI Minutes Ritual: Chant Range: Touch Duration: 1 week (MS) or indefinite (CS) Increases the hardness of a wooden object of up to RSI pounds in weight. Typically cast on clubs or staffs but also useful on thorns or hedges. Adds 50% to blunt aspect damage.
Restore Health IV Time: 15 – RSI seconds Ritual: Chant Range: Self/Touch Duration: One use CS: Heals the designated wound completely in one day MS: Stops bloodloss and heals one injury level from a wound. CF: Causes the designated wound to become infected.
Bewilderment IV Time: 25 – RSI seconds Ritual: Silent Prayer Range: RSI hexes Duration: 1 (MS) or 3 (CS) days Subject must make a WIL×3 (MS) or WIL×2 (CS) test or lose bearings and sense of direction. No matter which way subject goes, they always end up where they started.
Sustenance IV Time: 15 – RSI minutes Ritual: Chant Range: Self/Touch Duration: 2 (MS) or 6 (CS) days Subject is unaffected by hunger and thirst for Duration. Malnutrition is cured. Works only once per subject per month.
Speak
with
Spirit IV
Little Sun II
Time: 15 – RSI seconds Ritual: Meditation Range: RSI hexes Duration: 10 (MS) or 30 (CS) min.
Time: 15 – RSI seconds Ritual: Chant Range: RSI hexes Duration: 4 (MS) or 12 (CS) hours
Allows communication and Mental Conflict with one ethereal creature. Does not affect creature’s disposition toward caster.
Causes an object to emit light and heat equivalent to a small fire. Caster can diminish the light or heat on command. The light has the quality of sunlight and can grow shade-tolerant plants.
Forget III Time: 15 – RSI seconds Ritual: Silent Prayer Range: Touch Duration: 1 (MS) or 3 (CS) days
Command Spirit V Time: 25 – RSI seconds Ritual: Chant Range: RSI hexes Duration: 10 (MS) or 30 (CS) min. An ethereal subject must make a WIL×3 (MS) or WIL×2 (CS) test or be subject to command or Mental Conflict by invoker.
Firebreak V Time: 15 – RSI minutes Ritual: Chant Range: RSI acres Duration: RSI days
Causes target to make a WIL×3 (MS) or WIL×2 (CS) test or temporarily forget a minor incident or fact. For example, they may forget that they have seen the invoker or where they tied up their horse.
Prevents fire from affecting the area within the invocation’s range. Invoker must walk the perimeter of the protected area.
Sweet Dreams III
Rogyn’s Ghost V
Time: 15 – RSI seconds Ritual: Chant Range: RSI feet Duration: 10 (MS) or 30 (CS) min. Causes target to make a WIL×3 (MS) or WIL×2 (CS) test or fall asleep. The subject enjoys peaceful dreams. Light touch and normal noise will not awaken the subject, but harm will.
Copyright © 2008, Columbia Games, Inc.
Joseph McCallum (order #5164612)
Time: 15 – RSI Hours Range: see below
Ritual: Chant Duration: RSI days
Creates eerie lights and sounds to make 2d6 (MS) or 4d6 (CS) acres seem haunted. Anyone other than invoker must make a WIL×3 (MS) or a WIL×2 (CS) test to enter or stay in the area and must retest each hour thereafter.
HârnWorld