Culture of Feyworld

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Time

Original article: Time in Feyworld

The year in Feyworld is 364 days long, broken up into thirteen, 28 day lunar cycles. Each season is 91 days long (3 months, 7 days). Each day is further divided into 24 hours, each hour into 60 minutes and each minute into 60 seconds, but these latter divisions are typically only used by sages and scholars, as they are the only ones with the means or necessity to determine precise time.

Several calendars are used broadly enough to be considered 'standard' calendars, including the Aebasan Calendar, the Imperial Calendar, the Koramian Calendar and the Neptaran Calendar.

Months in Feyworld

Original article: Months in Feyworld
Abarisian Season Hieronymide Month Davidian Month Season
Noxheggan Claudris Eanaire Winter
Noxheggan Duobris Gerran Winter
Noxheggan/Marageddon Tertilis Folloch3 Winter/Spring
Marageddon Quartilis Giblean Spring
Marageddon Quinctilis Beltain Spring
Marageddon/Garnheggan1 Sextilis Betasha Spring/Summer
Garnheggan Septilis Mudens Summer
Garnheggan Octavius Lunasa Summer
Garnheggan Novembris Sheldsmet Summer
Ralishar Decembris Damhar Autumn
Ralishar Augustilis Sultain Autumn
Ralishar Duodecilis Samhain Autumn
Ralishar/Noxheggan Tertidecembris or Ditilis2 Nollaig Autumn/Winter
1The Abarisian Calendar begins on the Summer Solstice, the 1st day of Garnheggan

2 The Hieronymide Calendar ends on the Nones (5th) of Ditilis

3 The Davidian Calendar begins on the Spring Solstice, Folloch 15

The Abarisian Calendar

Original article: Abarisian Calendar

The Abarisian Calendar was created by Saint Alabariachus the Elven and is primarily used by mages to provide what they view as a logical and neutral means to discuss time, irrespective of local dating systems. The Abarisian Calendar also tends to count years within a specific Epoch (each of variable length), said to have been defined by Saint Alabariachus himself, though it is considered appropriate to count from the foundation of . Weekday names are not used and days are counted from the start of the seasons: Garnheggan (summer), Ralishar (autumn), Noxheggan (winter) and Marageddon. Like traditional dating systems, they tend to divide each day into twenty-four hours, but count those hours evenly regardless of the local sunrise and sunset.

The current Abarisian Year is 8348 FO, the 42nd Year of the Epoch of Red Scroll.

The Aebasan Calendar

Original article: Aebasan Calendar

The Aebasan Calendar is most often used in western Gallorea. It is based on the establishment of the first human city, Thenos, in Aebasa at the dawn of the First Age of Man slightly less than eight millennia ago. Events prior to this are abbreviated "AT" (Antethenos) and events after this foundation are abbreviated "MT" (Metathenos). Though most nations on Gallorea have their own calendar based on how long the current regnant has been ruling or since the foundation of their kingdom, the Aebasan calendar is commonly used among historians and sages of the continent as a 'neutral' calendar. It is the oldest known human dating system.

The current year in the Aebasan Calendar is 7979 AT.

Davidian Calendar

Original article: Koramian Calendar
Davidian Days of the Week

1. Luanday

2. Mirtday

3. Ciadain

4. Ardainday

5. Anday

6. Satharn

7. Domnach

Koramians use the Davidian calendar for naming their months, established by St. David Gaelsman the Wodesman of Vortumnus. In the Davidian calendar, each month is divided into four weeks of seven days apiece, and each day has its own, traditional name, as shown in the table to the right.

Domnach is considered to be a holy day to the Koramian religion, and is the day in which most regular church services are held, kings are coronated, priests ordained, and marriages conducted. Furthermore, the Davidian calendar uses traditional Durian names for the names of the months.

Traditionally, the Koramian Calendar dates from the same year as the Imperial Calendar. Some recent Koramian scholars would rather date the calendar from the discovery of the Glorious Galleon in 186 IC.

Hieronymide Calendar

Original article: Imperial Calendar

The Imperial calendar is a fairly complex dating system resulting from centuries of modification by various Emperors and scholars. Only three days of each month are named, and all other days are listed by how far they are from one of these days. The Calends is the first day of any given month, the Nones is the fifth day and the Ides is the fifteenth day.

It is also important to note that when the Imperials count days they include both the start and end day of the time span in question. Thus, the 3rd of Folloch in Koramia would be the 4th day after the Calends of Tertilis to an Imperial. To contribute to the confusion in the Imperial dating system, there is no traditional convention as to which of the three days one counts from. Thus, the 4th day after the Calends of Tertilis is also the 2nd day before the Nones of Tertilis. It is also acceptable to merely list how many days into the month an event takes place, a convention used by those who must often write out dates such as bureaucrats and priests. Thus, the 3rd day after the Ides of Quinctilis can also be listed as the 18th of Quinctilis.

The Imperial calendar, called the Hieronymide Calendar, is based on the work of Hieronymous of House Sanctus and, thus, has different names for the months as well as a different New Year's Day. Whereas the new year begins on the 1st of Folloch (the first day of Spring) for the Koramians, the Hieronymide calendar begins on the 2nd day after the Nones of Ditilis (the 6th day of the month and the Winter solstice). Though the Davidian calendar has remained relatively unchanged since its creation, various Emperors have altered the Hieronymide calendar, typically by naming a month after themselves.

The calendar is dated from the election of the first Emperor of Zeth, Octavius of House Zetar, over 1350 years ago. The current year is 1354 IC.

Neptaran Calendar

Original article: Neptaran Calendar

The Neptaran Calendar, primarily used in the Freecity of Neptaris, is a horribly complex dating system that mixes aspects of the Hieronymide Calendar and the Davidian Calendar. Typically, Davidian month names are used, though the days of those months often reference either the Imperial Calends, Nones and Ides or count from the nearest religious holiday (or even an event in history, such as the day celebrated as the foundation of a trade guild or noble house). Only scholars tend to count the days of a month according to Davidian tradition. Neptarans themselves tend to prefer this complex system of describing dates and are known to have no small amount of joy at the confusion it causes outsiders to the City.

The Neptaran Calendar dates from the legendary Foundation of Neptaris. The current year is 2104 NC.

Holidays and Festivals

Original article: Holidays and Festivals in Feyworld

Religious and secular holidays are extremely important to the people of Feyworld, though each holiday itself is of varying importance, depending on the event celebrated or the deity honored. Refer to the table below for a listing of the holidays celebrated by the Koramian and Imperial peoples. Months are listed as according to the Davidian calendar. Those holidays specifically celebrated in Koramia are listed with a parenthetical K, and religious holidays note the deity worshiped on that day.

Dates below are given according to the Durian months, used in the Koramian Calendar and the Neptaran Calendar.

Spring Holidays

Original article: Spring Holidays
Spring Holidays
Folloch 15 Spring Equinox

Marageddon (the Healing) (Abaris)

The Planting (Podalirius)

Folloch 21 The Beckoning (Selene)
Folloch 28 Saint Justinian's Day (the Walk) (Pavor)
Giblean 7 Disjunction (Cthos)
Giblean 21 Start of the Phemoan Games (Phemos)
Giblean 28 End of the Phemoan Games

Laurel Day (Phemos)

Beltain 1 Saint Pomerius' Fair begins (Minos)
Beltain 7 Day of the Patron (Thalia)

Saint Pomerius' Fair ends with the Spring Summit (Minos)

Beltain 22 Greysword's Day (K)
Betasha 1 The Revelation (K, Vortumnus)
Betasha 7 The Annunciation (K, Vortumnus)
Betasha 20 Prelude to the Waters begins (Betshaba)

Folloch

The Beckoning
Original article: The Beckoning

The Beckoning is the high holy day to Selene, though it is observed in most human cultures. The day is filled with revelry, drinking and adult worshipers are expected to engage in the sexual act at least once in the day (whether wed or not). In many regions, young women are expected to wear sheer clothing and heavy makeup to beautify themselves, while young men are expected to be anointed by oil and run naked through their city or village. If such a runner is caught by a woman, they are expected to copulate. At a feast at the end of the day, a Rose Queen is selected as the most beautiful woman at the festival and a Green Man is chosen from among the ugliest of men (meant to symbolize Selene and her husband, Podalirius). These two are given the seat of honor at the feast table and, if they copulate that night, it is believed Selene will particularly honor the group in attendance for the following year. In more conservative areas, a kiss can suffice for the sex act.

Marageddon (the Healing)
Original article: Marageddon

The spring equinox is referred to by worshipers of Abaris as the Marageddon, the Healing, and is observed with a service at the Mysteriorum at dawn, followed by a day of contests of magical aptitude and scholarly intellect. During the Marageddon Symposium, potential Apprentices are tested and selected by their Masters. Those who cannot attend service are expected to pray to Abaris at dawn in thanks for their knowledge and for the strength to continue to expand their knowledge. Adherents typically wear a Hyacinth cluster on this day.

The Planting
Original article: The Planting

The Planting is a festival on the Spring Equinox observed by farmers and is holy to worshipers of Podalirius. The day is marked with traditional cleaning of the residence in the morning, followed by dancing, drinking and general revelry in the afternoon. Many regions incorporate celebrations to other deities, particularly for Drames, Selene and Taygete, something encouraged by the clergy of Podalirius.

Saint Justinian's Day (the Walk)
Original article: Saint Justinian's Day

Saint Justinian's Day is observed by messengers, laypeople and worshipers of Pavor as a day to honor Saint Justinian the Wanderer. Celebrants participate in "The Walk," a parade that begins at dawn, stopping every three hours to tell a tale or, in more urban areas, watch a play about Pavor or one of his saints. The Walk ends in a feast at dusk, where there is singing, dancing and more tales are told. In many areas, it is considered particularly favorable to cross a river (in honor of Pavor's mother, Adrasteia) on a log (in honor of Pavor's father, Virtus) during the Walk.

Giblean

Disjunction
Original article: Disjunction

Disjunction is one of the two high holy days of Cthos and occurs on the 7th day of Giblean. It is during this day that Cthos relinquishes his hold on the spirits of the damned and permits them to walk the mortal world. Most spirits who elect to visit the mortal world do so to remind the sinful of the horrid afterlife that awaits them or relate some important piece of information they took to their grave, but some come to do harm. Mortals celebrate this holy day by attending Church and repenting of their sins during the day and decorating their houses with Yew branches at night, to ward off the angry dead.

Laurel Day
Original article: Laurel Day

Laurel Day is the high holy day of Phemos, god of sport. On years where the Phemoan Games are held, it is on this day that winners are announced and rewarded for their victories. Even in years where the Games are not held (or in regions where it is not observed), Laurel Day is a day to recognize great heroes and athletes (though it would be sacrilege to recognize a gladiator on this day). Feasts and triumphal marches are held for those chosen to receive the Laurel Crown and songs about their deeds are sung. A foot race for young men or children is usually held on the day, if the day is not celebrating the conclusion of the Phemoan Games.

The Phemoan Games
Original article: The Phemoan Games

The Phemoan Games is a series of sporting events conducted to honor Phemos, the god of sport. Particularly popular in Aebasa and in some of the nations formerly part of the Great Empire, organized competitions include wrestling, horse racing, boxing, foot races, discus throwing and javelin throwing, though regional variations often include sports specific to those regions. Unlike most holy weeks, the Phemoan Games take place only once every four years (a period of time sometimes referred to as a Phemiad). The games conclude with Laurel Day, where the winners of the events are awarded and lavished with gifts. Adherents to Phemos consider the Phemoan Games a sacred time for enemies to put aside their weapons and compete peacefully... conducting war during this time is considered a sin. The only worse sin to a worshiper of Phemos would be conducting a gladiatorial combat as part of the Games (there are legends of wicked tyrants daring to do so and invariably they are deposed, rather bloodily, with a Phemiad).

Beltain

Day of the Patron
Original article: Day of the Patron

One of the high holy days of Thalia, the Day of the Patron is a day set aside to honor fathers and fatherhood. Traditionally, it is a day where fathers are granted a day free of work, where their family attends to their needs, where practical. The day begins with a ceremonial footwashing, conducted by the man's wife (or, lacking such, one of his daughters). Children are expected to give a small gift that they crafted themselves to symbolize their thanks to their father. In the Old Empire, it was also considered a day for clients to recognize the beneficence of their patrons, even between client states and the Emperor himself. Though this tradition has waned since the fall of the Empire, the day has recently been celebrated in a more traditional manner.

Greysword's Day
Original article: Greysword's Day

The birthday of King William I Greysword, Greysword's Day is still observed in Koramia even a century after his death. Veterans of the Koramian military are honored on this day, including former soldiers and city guardsmen. In Paeldain, it is a day of great pageantry, where knights and nobles march in a parade through the city, ending with a service at the temple to Vortumnus to honor the memory of their king.

Saint Pomerius' Fair
Original article: Saint Pomerius' Fair

Saint Pomerius' Fair is a week-long market fair holy to Minos as a week to honor Saint Pomerius the Young. As with most of the Minoan Fairs, the Fair takes place in a designated Market Town where merchants from nearby countries gather to sell and trade. Traditionally, Saint Pomerius' Fair is also when new craftsman or merchant Apprentices are judged and, if they pass the tests placed on them by the Masters of their crafts, are chosen for Apprenticeship. It is also a time when many new contracts are initiated between merchants and craftsmen. Saint Pomerius' Fair ends on Beltain 7, with a morning service at the local temple to Minos where new Apprentices are presented to the congregation, followed by the Spring Summit among local guildmasters.

Spring Summit
Original article: Spring Summit

Spring Summit is a holy day of Minos where local guildmasters are expected to gather at the nearest temple to Minos to discuss plans for the following year, set prices (where it is legal to do such) and settle any inter-guild disputes from the previous season. It takes place on the last day of Saint Pomerius' Fair, which is why guildmasters observant to Minos are generally absent from the Market Towns during that festival.

Betasha

The Annunciation
Original article: The Annunciation

The highest of holy days for worshipers of Vortumnus who follow the Koramian Heresy, the Annunciation is believed to be the day that Saint Garimund of Ryard was commanded by the archangel Michahel to spread word of what was revealed to him in the Koram aboard the Glorious Galleon. Where observed, it is a solemn occasion marked by five Great Masses throughout the day.

Prelude to the Waters
Original article: Prelude to the Waters

Prelude to the Waters are feast days holy to Betshaba celebrating the bounty of the sea, leading up to the Rise of the Waters ceremony on the summer solstice. The solemnity of the event varies widely depending on differences in local culture: some Preludes are loud, drunken affairs where sailors tell tall tales and eat vast amounts of crab and oysters while others are more subdued celebrations with calm music and various fish dishes prepared. Sailing on the open ocean during Prelude is considered bad form at best and, unless the Rise is observed faithfully, tempting Betshaba's legendary rage.

The Revelation
Original article: The Revelation

One of the high holy days for Vortumnus in the Koramian Heresy, it is believed that this is the day that Saint Garimund of Ryard first boarded the Glorious Galleon and discovered the Koram in 186 IC. Where observed, it is the start of a week-long series of tournaments where knights compete in jousts and duels for honors. In Koramia itself, a King who has acceded to the throne is formally crowned on this day (recently, this tradition has been observed in Narbonne as well). The holy week ends with the Annunciation.

Summer Holidays

Original article: Summer Holidays
Summer Holidays
Betasha 22 Summer Solstice

First day of Abarisian Calendar (Abaris)

Garnheggan (the Brightening) (Abaris)

Rise of the Waters

Prelude to the Waters ends (Betshaba)

Ophion's Day (Ophion)

Betasha 28 Saint Basilieos the Wanderer's Day (Cebren)
Mudens 14 Furinalia (Furinus)
Mudens 28 Lord Karga's Day (Kratos)
Lunasa 7 Saint Anne's Day (Selene)
Lunasa 28 Arrival of the Stonehands (Baelthor)
Sheldsmet 7 Arrival of the Seaqueen (Betshaba)

Day of the Matron (Thalia)

Sheldsmet 12 Unification Day (K)
Sheldsmet 14 Arrival of the Father (Ptharos)
Sheldsmet 21 Dedication of the Triad (the Triad)
Sheldsmet 26 The Strands (Paelemona)
Sheldsmet 28 All Troth's Day (Fides)

Saint Michael's Day (Michaelmas) (Erato)

Betasha

Garnheggan (the Brightening)
Original article: Garnheggan

Garnheggan, the Brightening, is observed by worshipers of Abaris on Betasha 20th, the summer solstice. Observers are expected to attempt to reach the nearest Mysteriorum for noontime prayer, followed by the Garnheggan Symposium, where lectures are given on new theories in magic and prominent magi are expected to share their discoveries with their fellows. Wearing a red carnation is customary on Garnheggan and those unable to attend Mysteriorum are at least expected to pause at noon to give thanks to Abaris for the Gift of Knowing. It is also the deadline for delivery of research papers for inclusion in the previous years' Codex Annuus Abaris.

Ophion's Day
Original article: Ophion's Day

The high holy day of Ophion, Ophion's Day is traditionally celebrated by conducting the Ophionic Games on the summer solstice where horse-racing, chariot-racing and other horse-related sports are played by young men. Some regions (particularly Narbonne and Koramia) observe Ophion's Day by holding a tourney with jousting as its focus. Though traditions vary by region, one of the most popular rewards for the overall winner of the games is for a local sponsoring tavern to grant the victor free wine for a year and a day.

Rise of the Waters
Original article: Rise of the Waters

The high holy day of Betshaba, the Rise of the Waters is a ceremony that takes place at a high tide in daylight on the summer equinox. The local priests and any congregants present wade into the largest body of water (preferably the ocean) and give thanks to Betshaba, imploring her for calm seas and a safe summer season. Though the Prelude to the Waters, the feast days preceding the Rise, can often be a raucous occasion, even the most debauched sailors will maintain their solemnity during this event, lest they risk attracting Betshaba's ire. Women who are believed to be particularly beautiful (or believe themselves to be) are expected to wear plain or hideous masks, so as to avoid Betshaba's jealous rage.

Saint Basilieos the Wanderer's Day
Original article: Saint Basilieos the Wanderer's Day

Saint Basilieos the Wanderer's Day (often called 'Saint Basil's March' on Duria) is a holy day for Cebren the Piper in honor of Saint Basilieos the Wanderer. Celebrants march through the streets of the city (or between towns on well-worn pilgrimage routes) singing and dancing. Celebrants are prohibited from purchasing food or drink and so entreat their audience to give them bread and wine in appreciation for Cebren's Spirit invoking music in them. In some regions, groups of singers go from house to house, singing a song at each until food or wine is given.

Mudens

Furinalia
Original article: Furinalia

The high holy day of Furinus, Furinalia is a day of revelry, dance and, most importantly, wanton drunkenness. In regions where it is celebrated, masters are expected to give their servants a day and a half free of work (Furinalia itself to celebrate and the first half of the following day to recuperate). Traditionally, a goat is sacrificed by a group of women tearing it limb from limb (symbolizing the defeat of wickedness), though more recently many regions prefer to ceremonially slaughter the goat, which becomes the centerpiece of an evening feast. Bread and wine are also consumed in copious amounts during these feasts. In some areas, a local simpleton or fool is crowned "King of the Day" and treated as royalty by the revelers. In more conservative regions, the day is celebrated only by having mutton, bread and wine at an evening meal.

Lord Karga's Day
Original article: Lord Karga's Day

Lord Karga's Day is the holiest day to followers of Kratos the Steelhand. It is on this day every five years that the Test of the Myrmidon is conducted. Whether the Test is being conducted or not, followers of Kratos gather on this day to test their skills in a great fair in those cities where Kratos is honored. Contests include gladiatorial-style combats, combats on horseback, axe-throwing and archery contests. The most significant competition, however, is ironically the Kratai tournament. Kratai is a board game, played by two people, that relies on knowledge of tactics and strategy. The victor of the Kratai tournament is Master of the Feast for the night and must be served at a feast that follows by the others in attendance regardless of rank, even if one of those in attendance is the Warpriest himself! Ironically, fighting on a battlefield is forbidden on this day and enemy soldiers will often call a truce for the day to join in Lord Karga's Day celebrations with one another.

Lunasa

Arrival of the Stonehands
Original article: Arrival of the Stonehands

Arrival of the Stonehands is the first of three holidays collectively called the Arrival of the Triad, representing the return of the Triad from the chaos and the creation of the world. One of the high holy days of Baelthor, the festival day usually includes a trade fair where craftsmen working in stone or earth open their workshops to visitors or set up in the street so others may observe them working. There are often also contests of strength throughout the day, including wrestling, log-tossing and stone-lifting. The day ends with a mass at dusk, with a sermon on the arrival of Balthor from the chaos and the creation of Baltheron and a celebration of his children, the Ilum Balthoran.

Saint Anne's Day
Original article: Saint Anne's Day

A holy day to Selene the Vermillion, goddess of beauty, in honor to Saint Anne the Wise, Saint Anne's Day is a solemn celebration of marital love. Marriages on this day are common, particularly if the wedding is of free choice and not an arranged marriage. Married couples are forbidden to argue on this day, though they will often consult with a priestess of Selene on their differences in honor of the Vermillion goddess. The day usually ends with a mass at a local temple to Selene (where such exists) and a private evening meal with one's family. Of course, that evening observant worshipers who are wed are expected to engage in sexual intercourse with their spouse. Brothels dedicated to Erato, god of love and Selene's son, are typically closed on Saint Anne's Day and observant courtesans forbidden from taking a lover for the evening.

Sheldsmet

All Troth's Day
Original article: All Troth's Day

All Troth's Day is a high holy day dedicated to the god of oaths, Fides the Oathbinder. Traditionally, it is considered an auspicious day to enter into new contracts, treaties between nations are formally recognized and a day to affirm the renewal of annual contracts (many contracts initiated by the faithful of Fides will stipulate this annual renewal as a requirement of the contract). In most urban areas, this renewal is handled in a morning service at temple, where the congregation participates in a general promise to renew all oaths given in the previous year. Lying on All Troth's Day is considered to draw the particular wrath of Fides and children often play "Trothed or Durst" where a question is asked and the other must answer truthfully or accept a dare defined by the questioner.

Arrival of the Father
Original article: Arrival of the Father

Arrival of the Father (also known as Arrival of the King on Aurea) is the last of three holidays collectively called the Arrival of the Triad. One of the high holy days of Lord Ptharos, the day begins at dawn with a traditional mass, followed by a festival that features plays depicting various stories of the creation of world. In large cities with a strong following, these plays are often elaborate affairs, with stages and costuming built well in advance by individual trade guilds who vie with one another for the most impressive display. Banners and windsocks are flown where possible, often by children enjoying the festivities.

Arrival of the Seaqueen
Original article: Arrival of the Seaqueen

Arrival of the Seaqueen is the second of three holidays collectively called the Arrival of the Triad, representing the return of the Triad from the chaos and the creation of the world. One of the high holy days of Betshaba, the festival day usually includes a number of competitions in honor of Betshaba, including swimming, rowing, fishing and, for children, even knot tying. The festivities cease for a solemn noontime mass, which traditionally includes a sermon on how Betshaba gave water to Baltheron and the genesis of her children, the Ilum Bet-sha.

Day of the Matron
Original article: Day of the Matron

One of the high holy days of Thalia, the Day of the Matron honors mothers and the concept of motherhood. Mothers are typically granted a day free from work where the holiday is observed. The day begins with a ceremonial foot washing conducted by the mother's husband (or sons, if there is no husband). Flowers are common gifts from children to their mothers on this day. Many regions, particularly on Aurea observe the day with some levity, where husbands compete in traditionally motherly tasks, such as washing clothes, sewing garments or spinning, with their wives judging the winners.

Dedication of the Triad
Original article: Dedication of the Triad

A holy day to Lord Ptharos, Betshaba the Seaqueen and Baelthor the Stonehands, the Dedication to the Triad is an important holy day even in regions where the Triad's importance has waned. On this day, an immense bonfire is built as evening approaches. Children put on masks and run through the streets of their village or town, screaming and playing as loud as possible, to chase off any evil spirits who may seek to disrupt the ceremony. Then, as midnight approaches, the worshipers gather at the bonfire carrying a bucket of earth or water. They begin to sing a hymn to the Triad which empowers a casting performed by the ranking priest. If Lord Ptharos is pleased with those present and the ceremony itself, a wind will suddenly build at midnight, signaling the worshipers to throw the contents of their buckets onto the fire, dousing it. They then return to their homes, forgiven of the sins of the past year for as long as they keep their ceremonial bucket prominently displayed in their house. The event symbolizes the defeat of Dagon by the Triad, and its successful operation is extremely significant to the worshipers who participate. An unsuccessful Dedication of the Triad ceremony has resulted in more than a few villages being deserted by its inhabitants, who fear the displeasure of Lord Ptharos. Recently, a tradition has begun where those who do not wish to be disturbed by the rampaging children give them confections or toys to keep them appeased. Many church fathers are disgruntled at this behavior, but the Pontifex has not yet issued an official decree on the matter.

Saint Michael's Day
Original article: Saint Michael's Day

Saint Michael's Day (also known as Michaelmas) is a holy day to Erato honoring Saint Michael the Archer. In most areas, husbands and wives exchange flowers, paramours write poems for their intended and even children give little heart-shaped wreaths to one another. In regions where Erato is particularly honored, there are archery competitions throughout the day, with the victor being proclaimed "Lord of Love" and (if he is unwed) granted free visits to the a brothel dedicated to Erato for the following week. The day is also marked with a mass at noon, where the local priest entreats those harboring a secret love to reveal that love to the object of their affection.

The Strands
Original article: The Strands

The high holy day of Paelemona, goddess of Fate, the Strands is a festival day for weavers and clothiers. In cities and towns, local guilds associated with weaving usually sponsor parades with elaborate wagons depicting anything from stories of Paelemona to more regional displays celebrating local rulers or heroes. Fortune-tellers often set up tents on this day to ply their trade and various forms of divination (whether actually empowered or conducted using more mundane means) are considered to be particularly accurate and favored by Paelemona. In cities with prominent temples to Paelemona, local rulers are expected to walk barefoot to the local temple to receive predictions on the year to come from the oracle. Unsurprisingly, it is considered very bad luck to kill a spider during the Strands.

Unification Day
Original article: Unification Day

Unification Day is held in Koramia to commemorate the Battle of Dragon Pass, where King William I Greysword accepted the surrender of the Iceni army under Prince Alric of the Iceni in 1210 IC. It is celebrated in Koramia with feasting, tournies and military parades in the nation's large cities. Veterans of Koramia's wars can expect to drink for free in most taverns on Unification Day.

Autumn Holidays

Original article: Autumn Holidays
Autumn Holidays
Damhar 1 Autumn Equinox

Ralishar (the Coloring) (Abaris)

Godric's Day (Baelthor)

Damhar 10 Saint Garimund's Day (K, Vortumnus)
Damhar 14 Taskday (Ladon)
Damhar 21 The Harvesting (Podalirius)
Sultain 5 Foundation Day
Sultain 15 Saint Amandus' Fair begins (Minos)
Sultain 21 Saint Amandus' Fair ends (Minos)
Nollaig 5 The Reckoning (Aridnus)
Nollaig 7 Remembrance (Cthos)

Damhar

Godric's Day
Original article: Godric's Day

Godric's Day is a significant holiday to Baelthor, the Stonehands, and tends to be practiced primarily in rural, manorial areas, though some cities where worship of Baelthor is particularly strong also participate. The celebration, which takes place on the autumnal equinox, is a day-long feast dedicated to the bounty of the earth. It is held inside, where possible, and is supplied by the people who eat of it. On this day, the farmer may take his fill first, with the knights of the noble next, and finally, the highest ranking individual present, often the noble of the household, who must take the scraps left behind. The purpose of the ceremony is to remind the nobility that they subsist only through the hard work of their subjects. Most nobles take the ceremony in good humor, as there is rarely a paucity of food to go around. Nobility who refuse to partake are often viewed with suspicion at best and banning the holy day outright is typically seen as the sign of a tyrant. Godric's Day is dedicated to Heiliger Godric.

The Harvesting
Original article: The Harvesting

The Harvesting is a high holy day of Podalirius the Gnarled Man. This harvest festival is a day set aside to celebrate the year's harvest and to give thanks to Podalirius for his bounty. The day is marked with feasting and agricultural games, like plow races, baking competitions and hay-heaving. An evening mass is conducted at the local temple. Typically, any chevage due by the peasantry to their lord is paid or accounted for by this holiday.

Ralishar (the Coloring)
Original article: Ralishar

Ralishar, the Coloring, is observed by worshipers of Abaris on the autumnal equinox. Typically, a service is held at the Mysteriorum at dusk where Apprentices who are deemed ready are formally recognized as Masters in their respective Orders. If a worshiper can't attend the Ralishar Convocation, they are expected to at least observe a moment of prayer to Abaris at dusk. Most observers will wear a holly leaf or spring of holly on Ralishar.

Saint Garimund's Day
Original article: Saint Garimund's Day

Saint Garimund's Day is a feast day for the god of honor, Vortumnus, dedicated to Saint Garimund of Ryard. It is believed that on this day in 198 IC Saint Garimund was martyred fighting in the Battle of Waite Crossing against giants who sought plunder from a temple to Vortumnus there. Nobility who observe the day grant their workmen a day free of labor for feasting, though there is typically a long services in the morning recounting the deeds of Saint Garimund of Ryard (though those who follow the Imperial and Aebasan traditions focus on his martyrdom and ignore the discovery of the Glorious Galleon in this youth).

Taskday
Original article: Taskday

Taskday is a feast day honoring Ladon Stronghands observed on Damhar 14th. In regions where the worship of Ladon is respected, workers are granted the day free of labor, with feasting, dancing and games encouraged. Even in the few regions where the worship of Ladon is prohibited, slaves will often find a way to secretly celebrate the day at a communal evening meal.

Sultain

Foundation Day
Original article: Foundation Day

Foundation Day is celebrated solely in the Freecity of Neptaris on Duria. On this day in 1 NC, it is believed that Zarakos of Taranio and his companions founded Neptaris after years at sea searching for a new home. The day is celebrated with triumphal marches, parades celebrating the independence of the city and the veneration of those gods popular among the people of Neptaris.

Saint Amandus' Fair
Original article: Saint Amandus' Fair

Saint Amandus' Fair is a week-long autumn market fair holy to Minos as a week to honor Saint Amandus the Venerable. As with most of the Minoan Fairs, the Fair takes place in a designated Market Town where merchants from nearby countries gather to sell and trade. Traditionally, Saint Amandus' Fair is when new Guildmasters are elected to office by trade guilds, retired guildsmen are honored and deceased guildsmen of import are recognized. Saint Amandus' Fair ends on Giblean 28 with a sunset service at the local temple to Minos.

Samhain

Nollaig

The Reckoning
Original article: The Reckoning

The Reckoning is the high holy day of Aridnus the Fair, set on Nollaig 5th. The day is marked with a solemn morning service intended to remind adherents of their duty to truth and proper judgement. After this service, merchants and craftsmen are expected to come to the priests of Aridnus to have their weights and measures examined and approved. Particularly devout worshipers are also expected to submit themselves for judgement for any sins they have yet to atone for in the previous year. In regions where the priesthood of Aridnus act as secular judges, the day is usually marked with the execution of criminals and judicial fines from the previous year are to be paid on this day.

Remembrance
Original article: Remembrance

The second high holy day of Cthos, Remembrance, occurs on the 2nd day of Winter (the 7th of Nollaig or Ditilis). This is a day to remember and honor the dead. On this day, services are held to remember the dead and flowers are placed on gravesites to show one's respect for those who have passed. In some regions, a small gift (like a coin) must also be left behind at the grave-site as a sacrifice for the well-being of the deceased's spirit.

Winter Holidays

Original article: Winter Holidays
Winter Holidays
Nollaig 8 Winter Solstice

First day of the Hieronymide calendar

Noxheggan (the Darkening) (Abaris)

Clemency (Clementia)

Nollaig 21 Feast of the Yul (Alcyoneus)
Eanaire 7 Sanctuary (Pavor)
Eanaire 14 Accounting (Minos)
Eanaire 22 The Ascension of Saint Garimund (K., Vortumnus)
Folloch 1 First day of the Davidian Calendar
Folloch 14 Saint Saraphina's Day (Drames)

Nollaig

Clemency
Original article: Clemency

Clemency is the high holy day of Clementia and takes place on Nollaig 8, the winter solstice. On this day, prayers for the unfortunate and oppressed are given from dawn to dusk at all temples to Clementia. Devout worshipers are encouraged to tender work in food houses, orphanages, hospitals and leper colonies, regardless of whether they are supported by the clergy of Clementia or not. Alternatively, worshipers can dress in the robes of a beggar and sit on the stoop or at the gate of the wealthy, imploring mercy for criminals and the sick to any who pass (this symbolizes Clementia's place at the doorstep of her mother, Betshaba, begging for her to be merciful). In some large cities, the day is marked by granting clemency to minor criminals currently in custody. In regions where the worship of Clementia is prohibited, there are often massive pogroms on these days as her worshipers steadfastly refuse to keep their beliefs secret.

Feast of the Yul
Original article: Feast of the Yul

The Feast of the Yul is a high holy day of the god of youth, Alcyoneus the Yul. The day is celebrated with feasting and gift-giving, particularly for children. Generosity and kindness is particularly encouraged by celebrants. Groups of singers will often travel from home to home singing hymns or light ditties, expecting a warm beverage in a show of generosity and appreciation. Among the Valtang, it is traditionally a day to hunt boar, a tradition that has begun to spread even among their enemies across Aurea and Duria (though in regions where boar are rare, other animals will suffice).

Noxheggan (the Darkening)
Original article: Noxheggan

Noxheggan, the Darkening, is observed by the worshipers of Abaris on the winter solstice. Observant worshipers are expected to attend service at the nearest Mysteriorum at midnight followed by the Noxheggan Symposium, where the mages who have passed in the last year are recognized for their accomplishments. Even if a worshiper is unable to attend the Symposium, they are expected to give thanks to Abaris silently at midnight for those mages that have come before them, noting particularly any deceased Masters or mages who influenced their work. The flower of the Black Hellebore is commonly worn by worshipers of Abaris on Noxheggan.

Eanaire

Accounting
Original article: Accounting

Accounting, which takes place on Eanaire 14, is a high holy day for Minos, god of commerce. On this day, merchants and craftsmen observant to Minos are expected to balance their books, pay any remaining debts past due and submit their accounting to the nearest temple to Minos, where it is recognized and recorded (and often sent to the local lord to determine appropriate taxation and fines). Failure to comply with the tradition is, at least, considered disrespectful to Minos and, in some regions, considered an attempt to avoid paying taxes, subjecting the merchant to arrest and imprisonment for failure to pay his debts.

The Ascension of Saint Garimund
Original article: The Ascension of Saint Garimund

The Ascension of Saint Garimund (often referred to simply as 'Ascension') is a high holy day for Vortumnus, god of honor. It is thought that this is the day that Saint Garimund of Ryard rose from the grave and ascended into sainthood at Vortumnus' side. It is a solemn feast day where observed, marked with a morning mass for the dead and an afternoon mass celebrating the resurrection of Saint Garimund as a demigod.

Sanctuary
Original article: Sanctuary

Sanctuary, held on Eanaire 7 is a high holy day of Pavor Longshanks. The day is marked with feasting and observers are expected to welcome any traveler to their feast table in return for stories from far off lands (or just the village down the path, depending on how far they have traveled). In some regions, outlaws are granted the right to travel into towns and villages unmolested by the local authorities, though they are expected to depart by nightfall. Outlaws specifically considered excommunicate by the clergy of Pavor (often for taking advantage of Sanctuary) are similarly excluded from the day and may be arrested if found.

Folloch

Saint Saraphina's Day
Original article: Saint Saraphina's Day

Saint Seraphina's Day is a high holy day for Drames, the Many-Sheaved, in honor of Saint Saraphina the Kind. It is a feast day in honor of handmaidens and midwives, but is typically also a day for young wives and their husbands to entreat Saint Saraphina to intercede for them with Drames for fertility or, if the woman is already with child, an easy child birth. Breads and beer are common at the feast and midwives are treated as guests of honor, served by those they have helped through childbirth (both mothers and, possibly, their children).


Languages

Original article: Languages in Feyworld

The Ten Tongues of Man

Original article: The Ten Tongues of Man

Scholars refer to the "Ten Tongues of Man" as those families of languages that can be traced directly to a "parent" language (which is often no longer used in modern days). It is a bit of a misnomer, as there are human languages that aren't related to any of the ten recognized language families. Recent scholarship has uncovered that the parent languages of the Ten Tongues were invented whole-cloth by an entity known as Oghma at the conclusion of the Second Age of Man, as a means to ensure that the conflict that tore through the world in the Second Age could not repeat itself. Some scholars dispute this so-called Curse of Ten Tongues and deny the existence of a god-like being outside the ancestry of the Old Gods.

Adan-Halic Tongues

Original article: Adan-Halic Tongues

Spoken primarily in eastern Gallorea, the Adan-Halic Tongues are descendants of the ancient Balguri tongue, spoken in the Empire of Balguran.

Adan
Original article: Adan Language

Adan is spoken primarily in Adanar, Nadera, Perivel and Valduran, with no small number of speakers in Thet and Hartland. It is rarely used outside these regions eastern Gallorea. It is known by some scholars as Southern Balguri, a reference to its Balguri roots.

Balguri (Extinct)
Original article: Balguri Language

Balguri was the language of the Empire of Balguaran in eastern Gallorea before it fell some seven centuries ago. While still known by some scholars and researchers who specialize in Balguric history, it is not used by any modern cultures.

Halic
Original article: Halic Language

Halic, a close relative of Adan, is spoken primarily in Halgard, Haleland, Hartland, Oridal and the Pale Marches. It is known by some scholars as Northern Balguri, a reference to its Balguri roots. Some traders beyond these regions that work extensively in Halic lands know a smattering of Halic.

Thesh
Original article: Thesh Language

An offshoot of Balguri spoken primarily in Thet and Scythia, rarely used outside those regions.

Aebasan Tongues

Original article: Aebasan Tongues

The Aebasan tongues are spoken primarily in western Gallorea and the island of Dresta that is usually associated with Aurea. Aebasan itself has been used as a trade language in western Gallorea for centuries.

Aebasan
Original article: Aebasan Language

Though primarily spoken in Aebasa, Feldosha and Pthokos, Aebasan is spoken as a secondary trade language throughout western Gallorea and beyond. Though rare in Duria, even traders in southern Aurea tend to have enough knowledge of the language to conduct business.

Drestan
Original article: Drestan Language

Spoken primarily in Dallea, Mendar and Thevaste, Drestan is a descendant of Aebasan almost unknown outside the island of Dresta.

Espirian
Original article: Espirian Language

Spoken primarily in Daciara, Eeridia and Narisia, Espirian is a descendant of Aebasan uncommon outside these three cultures.

Neptaran
Original article: Neptaran Language

A distant cousin to Old Aebasan, Neptaran has developed independently of Aebasan for over two millennia. Spoken primarily by the citizens of the Freecity of Neptaris, the language has become a trade language of southern Duria in the last two centuries, replacing Zetian as the common trade language.

Old Aebasan (Extinct)
Original article: Old Aebasan Language

Spoken in the distant past, the language remains in written form only in extremely old ruins and fragments. Modern scholars have been unable to translate the language, though it is believed to have been the progenitor not only to modern Aebasan, but to Abarisian, the language of the mages of Abaris.

Taurish
Original article: Taurish Language

Unique among the languages believed to be descendant from the Ten Tongues, Taurish is the language of centaurs and minotaurs, suggesting some common origin for the two races. It is spoken primarily among the centaurs of the Tarescan Fields and among the minotaurs of Gengel. Some scholars have even suggested that Taurish, not Old Aebasan is the progenitor of all the Aebasan Tongues.

Aurean Tongues

Original article: Aurean Tongues

Spoken primarily on the continent of Aurea, the Aurean tongues have nevertheless spread across both Aurea and Duria, particularly in those lands conquered by the Great Empire, influencing Durian languages there.

Aurean
Original article: Aurean Language

The modern descendant of Old Aurean, Aurean is spoken primarily in Aescalapea, Milosia, Treva and Vistria . It is very closely related to modern Zetian and basic communication between native speakers is not difficult.

Cambrecian
Original article: Cambrecian Language

The Cambrecian language developed only in the last three or four centuries, as contact with the mainstream Zetian tongue was limited during the latter half of the Third Age of Man. In the Fourth Age of Man, Cambrecian is a distinct language, almost unintelligible from its original tongue. It is spoken primarily in Cambrecia, Daredonia, Kamaros and Numentora, its use is on the decline outside the modern borders of Cambrecia

Cordosan
Original article: Cordosan Language

A relatively recent offshoot of Zetian, Cordosan is spoken primarily in Aquilia, Cordosia, Karony and Medalia.

Dracian
Original article: Dracian Language

Primarily spoken in Dracia, Stavaria and Waldavia, the language is often used as a Trade Language in central Aurea. It is primarily derived from Zetian, with some influences from Murgosh a now-lost local dialect of Old Aurean that predated the Imperial conquest of Dracia. While not necessarily a secret language, Dracian merchants outside their home countries tend to suppress instruction in the language, preferring to keep knowledge of it reserved for native Dracians.

Ganesian
Original article: Ganesian Language

An ancient offshoot of Old Aurean spoken in Ganesia during the early centuries of the Third Age of Man, the language languished during the Imperial era, with only a few speakers in the foothills of the northeastern hills by the end of the Third Age of Man. With the fall of the Empire, however, the language (as well as national pride in Ganesia) has seen a strong resurgence, though it is still rare to encounter outside of Ganesia and Pavardy.

Narbonais
Original article: Narbonais Language

Narbonais is a combination of Zetian and Narbar, an extinct language spoken in Narbonne prior to the Zetian conquest of the region. The language is common in Campois, Mabagne and Narbonne on the continent of Aurea. The language was the language of Imperial nobility in Koramia for some centuries and contributed heavily to the formation of modern Koramian.

Old Aurean (Extinct)
Original article: Old Aurean Language

The ancient language of Aurea, it is now mostly only understood by scholars and historians specializing in ancient Aurean history.

Zetian
Original article: Zetian Language

The dominant language derived from Old Aurean, Zetian is spoken throughout Aurea and northwestern Duria. It is spoken as a primary language in Camaria, Ciritasnia, Ganesia and Zeth. It is often used as a trade language else where on Aurea and northern Duria, though Koramian and Neptaran have begun to dominate trade on Duria in the Fourth Age of Man.

Durian Tongues

Original article: Durian Tongues

A loose family of languages spoken primarily in northeastern Duria, there is no known direct evidence of a parent language. It is notable, however, that the grammatical structure of the Durian Tongues is identical to that of Dwarven and more than a few words are obviously derivative of dwarven words. Dwarven scholars discount this as coincidence, as there is little evidence of extended friendly contact between dwarves and humans on Duria until the past century.

Illyrian
Original article: Illyrian Language

Illyrian, a close relative of Koramian, is spoken almost exclusively in Illyria and Dakra, in the far north of Duria

Koramian
Original article: Koramian Language

Koramian is spoken primarily in Koramia, though there are no small number of speakers on Stormward Isle and Tamerynd. It is the language of the peasantry of Ciritasnia and is presumably spoken by whatever sentients still exist on the Black Isle. Koramian is something of an amalgamation of a large variety of languages, with strong influences from Zetian and Narbonais, due to its long history of conquest by the Empire.

Pelusian
Original article: Pelusian Language

Pelusian is spoken primarily in Pelusia. Of the Durian Tongues, it tends to be the most unique, with a slightly different grammatical structure than other Durian Tongues. Most scholars suggest that this is because it developed in the high valleys of Pelusia with almost no contact with the outside world for centuries.

Nagosi
Original article: Nagosi Language

Nagosi is spoken primarily in Nagos, though it is something of a minor trade language to the human nations of the Sea of Blades. Scholars familiar with elemental languages suggest that there is some Aquan influences on Nagosi, but this controversial theory is by no means proven.

Simer (Extinct)
Original article: Simer Language

Simer is the extinct language of the western half of the Divian Peninsula, known mainly to scholars through translation guides that survived the Imperial Conquest of present-day Koramia.

Tracini (Extinct)
Original article: Tracini Language

Tracini was spoken by the tribes of the same name prior to the Imperial Conquest in present-day Koramia, particularly in the southeast of the nation. Scholar suggest that it is the direct precusor of modern Koramian and the influence of Dwarven seems even more pronounced in Tracini than in Koramian.

Kamaran Tongues

Original article: Kamaran Tongues

The Kamaran Tongues are primarily spoken in southern Duria.

Kamaran
Original article: Kamaran Language

Kamaran is spoken primarily in Kamaros in southern Duria, though knowledge of the language is starting to spread to scholars in Daredonia and Auteria. For centuries, while Kamaros was under Cambrecian rule, the language was all but stamped out, kept alive only by hillfolk and some Kamaros scholars in exile in nearby Neptaris. With the dissolution of Cambrecia during the Dark Times, Kamaran has seen a resurgence as the Kamaros re-establish their national identity.

Malvetian
Original article: Malvetian Language

Malvetian is spoken primarily in Malvetia and Auteria. Though it was once spoken by the small human population of Danas, Calmergh Teanga has almost completely replaced it there. Some elemental scholars have suggested that the language suggests strong Terran influences, though mainstream scholars tend to discount this theory and instead suggest that those influences are Dwarven.

Old Kamaran (Extinct)
Original article: Old Kamaran Language

Old Kamaran was spoken by the clans of southern Duria prior to the Imperial Conquest. Though fragments of the written language have been found in ancient ruins, modern scholars have no real linguistic comparison available to determine how it was spoken.

Murgosh Tongues

Original article: Murgosh Tongues

The Murgosh Tongues are primarily spoken in central Aurea. There is evidence of strong Orcish influence (particularly Tan'kol) in all of these tongues, though speakers of the tongues vehemently deny any relationship.

Mitarian
Original article: Mitarian Language

Mitarian is a rare language spoken by an extremely small number of people in the city of Vareshna in Mitaria. Though once spoken throughout the nation, the Imperial Conquest and more recent conquest by the Caledonian clansmen have all but wiped out use of the language.

Murgosh
Original article: Murgosh Language

Murgosh is spoken primarily in Murgosia and Rigania, as well as among human settlers in Schweinholz. The language remained the language of the lower and middle class for centuries in Murgosia, despite Imperial attempts to encourage Zetian as the primary language of the state while under Imperial rule. It is used as something of a trade language in towns on the Brothers, but is extremely rare elsewhere.

Narbar (Extinct)
Original article: Narbar Language

Narbar was the language spoken by the Nabar people of modern-day Narbonne prior to their conquest by Zeth. With the coming of the Empire, attempts to stamp out the Nabar tongue resulted in Narbonais, which is only loosely influenced by its predecessor.

Old Murgosh (Extinct)
Original article: Old Murgosh Language

Old Murgosh was the language spoken in western and central Aurea. It is known by a few rare scholars, but otherwise not used in modern times.

Sonath
Original article: Sonath Language

Sonath is spoken primarily by the humans and half-elves of Anclea and Dreluria. Scholars believe there is a strong elven influence on the language, which lends it a lyrical quality. No small number of bards on Aurea have composed ballads and songs in Sonath and today the language is something of a common tongue to bards across Aurea.

Tangar (Extinct)
Original article: Tangar Language

Tangar was spoken by the ancient, pre-Imperial human kingdoms of western Aurea, including modern-day Anclea and Drallia. It is also believed to have been spoken by humans in the Ride of Tongwr and the Plains of Tazgrat before those lands were overwhelmed by the orcish hordes. Rumors abound of the remnants of a human kingdom beyond the orcish lands called Kadach where Tangar is still spoken. Tangar is the ancestor of Sonath and Tanosian.

Tanosian
Original article: Tanosian Language

Tanosian is spoken in Drussa, Drallia and Scalaro and is not well known outside these nations. Use of the language was all but stamped out in Drussa during the Imperial occupation, but the dissolution of the Great Empire lead to a resurgence in its use, mainly due to increasingly close ties to Drallia.

Rhazi Tongues

Original article: Rhazi Tongues

The Rhazi Tongues are spoken primarily in western and central Gallorea. Some scholars have suggested Infernal roots to the languages, though this is generally discounted as Aebasan propaganda against Rhazi-speaking nations.

Bandi
Original article: Bandi Language

Bandi is spoken by the remote tribesmen of Bandarland.

Khardi
Original article: Khardi Language

Khardi is spoken by the people of Kardesca and Balasa.

Kuro
Original article: Kuro Language

Kuro is spoken by the people of Kuroshka.

Lenthi
Original article: Lenthi Language

Lenthi is spoken by the people of Lenthos.

Rhazi
Original article: Rhazi Language

Rhazi is spoken by the people of Bakal and Bythnadocia, though it was once spoken throughout the ancient Empire of Bakal, which stretched across Gallorea from the Eternal Ocean to the Lagorkan Bay. It is one of only two of the original Ten Tongues of Man still spoken today.

Zamardan
Original article: Zamardan Language

Zamardan is spoken by the people of Zamarda. Of all the Rhazi Tongues, Zamardan shows the most influence from Infernal, a concept not generally denied by the witches of Zamarda.

Zeni
Original article: Zeni Language

Zeni is spoken by the people of Zean.

Valtaani Tongues

Original article: Valtaani Tongues

The Valtaani tongues are primarily used by humans in the extreme north, by the Valtang and in those places they have conquered (Haethgrind, Ljoetrlund, Rathurthjoth and Sparghurst). Much to the consternation of human scholars, the common tongue of trolls on Aurea and Duria also seems related to Valtaani and some have suggested that the human languages are actually descendant of Trolle.

Iceni
Original article: Iceni Language

Iceni is spoken primarily by the nobility of Norlund. It is generally believed to be the ancestor of Norl.

Norl
Original article: Norl Language

Norl is spoken primarily by the middle and lower class people of Norlund. The language is an amalgam of Iceni and Koramian that arose during the Imperial Conquest of the Divian Peninsula.

Trolle
Original article: Trolle Language

Trolle (pronounced "Trulla") is the language of the trolls of Aurea and Duria. It is spoken as a primary language only in the Trollstova Isles.

Valtaani
Original article: Valtaani Language

Valtaani is primarily spoken in Haethgrind, Ljoetrlund, Rathurthjoth and Valtaan.

Zaran Tongues

Original article: Zaran Tongues

The Zaran Tongues are spoken in eastern Duria, south of the Mauradine.

Dorakian
Original article: Dorakian Language

Dorakian is spoken primarily by the mages of Lun Dorak and is an amalgam of Zaran, Zetian and Abarisian.

Zaran
Original article: Zaran Language

Zaran is spoken by many of the native slaves of Lun Dorak and in Stenoa. Despite domination by the Dorakian mages, Zaran is one of the only of the original Ten Tongues of Man still spoken today.

Ygarl Tongues

Original article: Ygarl Tongues

The Ygarl Tongues are spoken in central Gallorea. Ygarl is considered one of the Ten Tongues of Man, despite the parent language being spoken primarily by giant races.

Lagan
Original article: Lagan Language

Lagan is spoken primarily in Lagorka, though it is often used as a trade language for nations around the Lagorkan Bay.

Ogrish
Original article: Ogrish Language

Ogrish is spoken by ogres worldwide and is considered to be a corruption of Ygarl.

Rennan
Original article: Rennan Language

Rennan is spoken primarily in Renland and Euboros. The language is grammatically Ygarl, though with strong Aebasan influences.

Velan
Original article: Velan Language

Velan is spoken primarily in Velanos. It is generally considered descendant from Zengaran, with strong influences from Taurish

Ygarl
Original article: Ygarl Language

Though Ygarl is considered to be one of the Ten Tongues of Man, it is today spoken almost exclusively by the giant races across the world. Human scholars contend that this is because the original human speakers of Ygarl taught it to giant slaves, but giant traditions speak of enslaved humans learning their tongue.

Zengaran
Original article: Zengaran Language

Zengaran is spoken primarily in Zengara. The language shows strong influences from Balguri.

Other Human Languages

Ashran

Original article: Ashran Language

Ashran is the strange language of Deshret, Kuut and Barakesh. It seems related to Keshi Language, but few scholars outside southern Gallorea are even aware of the language, much less have studied its relationship to other languages.

Gael

Original article: Gael Languages

The Gael Languages are spoken by disparate clansmen across the world, a fact which leads many scholars to suggest that they are derived from an original human tongue. They therefore place Gael languages outside the Ten Tongues of Man. Others suggest that Gael was spoken by nomadic tribesmen of the distant past who did not lose their language when they settled across the continents. More recently, the druids have told the story that, to punish mankind for wars at the conclusion of the Second Age of Man, the Tuatha de Dannan cursed most of humanity with the Ten Tongues, leaving some remote areas uncursed. Debate continues as to why isolated peoples from disparate parts of the world speak such similar languages.

Calmergh Teanga
Original article: Calmergh Teanga

Calmergh Teanga is spoken by the clansmen of the Calmerian Marches and by slaves taken from the Marches in Lun Dorak. Strangely, of the Gael Languages, Calmergh Teanga is most similar to Llanyeon Teanga, spoken in northern Aurea.

Llanyeon Teanga
Original article: Llanyeon Teanga

Llanyeon Teanga is spoken by the people of Donnagh Saoristat, Gyneiniog, Lothaven, Ywys and the clansmen of the Challieann Mountains. For reasons that baffle scholars, Llanyeon Teanga is most similar to Calmergh Teanga, spoken by the Gaels of Duria.

Hagerian Teanga
Original article: Hagerian Teanga

Hagerian Teanga is the language spoken by the clansmen of Hageria.

Ludaeg Teanga (Extinct)
Original article: Ludaeg Teanga

Ludaeg Teanga was once spoken in Luderea, though it has long since been replaced by Ludan. As the language was not known to have been written down by its native speakers, the only known remnants of the language are in place names and references to the language in ancient texts.

Uaine Teanga
Original article: Uaine Teanga

Uaine Teanga is spoken by the savage cannibals of the Green Isle. It is almost unintelligible to even other Gael speakers and is assumed to have been corrupted from Llanyeon Teanga.

Keshi

Original article: Keshi Language

Keshi is spoken only in Kesh and is all but unknown outside the island nation. Though some suggest it is related to Ashran, few scholars have studied similarities between the two languages.

Tamerish

Original article: Tamerish Language

Tamerish is an amalgam language spoken primarily by the pirates of Braregia, Stormward Isle, Harshwind, Marosh and Tamerynd. It freely uses word and grammatical structure from Aebasan, Koramian, Zetian and may even contain some Old Utherian. It is widely known in the Pirate Isles and along the inner shores of all three continents.

Utherian Languages

Original article: Utherian Languages

The Utherian languages were believed to be dominant across central Duria prior to the Imperial Conquest of Duria, but the only known modern descendant of Utherian is spoken in pastoral Enesia.

Enesian

Original article: Enesian Language

Enesian is spoken primarily in Enesia and by human settlers in the western Mistwood. It is relatively rare elsewhere, even among scholars, who tend to find little use in its study.

Old Utherian (Extinct)

Original article: Old Utherian Language

Old Utherian was spoken primarily in central Duria, in ancient Enesia and Numentora. Based on some scant historical finds, some scholars suggest that Old Utherian was once spoken throughout the Sea of Blades in a long-forgotten Empire, but little direct evidence exists of this theory.

Other Languages

Abarisian

Original article: Abarisian Language

Abarisian is the tongue of the Church of Abaris, seemingly created whole-cloth by the priests or mages of Abaris in ancient times. According to religious texts, the language was handed down by Abaris herself to allow her followers to speak with one another no matter their cultural background.

Druidic

Original article: Druidic Language

The secret language of the druids across the world, Druidic (called Draoidheach Taenga by the druids themselves) seems related both to the Gael Languages and to Sylvan Language, though the relationship is not close enough in either case to consider either an ancestor tongue.

Planar Languages

Aquan

Original article: Aquan Language

Aquan is the language of creatures of the Elemental Plane of Water, typically only spoken by mages specializing in elemental magic and clergies of Betshaba and Taltos

Astraean

Original article: Astraean Language

Astraean is the language of creatures of the Elemental Plane of Air, typically only spoken by mages specializing in elemental magic and clergies of Ptharos and Maelphegor.

Celestial

Original article: Celestial Language

Celestial is the language of angels and other servants of the Triad, rarely spoken by mortals, though scholars specializing in ancient Triadic religious ritual will often study the complex language in the hopes of understanding some key secret of Creation.

Daoineth

Original article: Daoineth Language

Daoineth is the language of the Unseelie Fey. Though there are some druids who have studied the language, it is only rarely studied elsewhere among mortal races.

Ignan

Original article: Ignan Language

Ignan is the language of creatures of the Elemental Plane of Fire, typically only spoken by mages specializing in elemental magic and clergy of Dagon.

Infernal

Infernal is the language of demons, entital servants of the Dagonian deities and the secret language of Witches. It is rarely spoken by mortals and knowledge of the language is usually prohibited in most Triadic cultures.

Sylvan

Original article: Sylvan Language

Sylvan is the language of the Seelie Fey. It is generally known by druids and some scholars have recently begun studying the language in more detail. It is sometimes used by groups of rangers and foresters as a secret language in areas where it is otherwise unknown.

Terran

Original article: Terran Language

Terran is the language of creatures of the Elemental Plane of Earth, typically only spoken by mages specializing in elemental magic and clergies of Baelthor and Enosigaois.

Racial Languages

Draconic

Original article: Draconic Language

Draconic is spoken primarily in the Dragonlands, though some sorcerors across the world maintain it as a secret language that they teach only to other sorcerors. It is related to no known language and is believed to be the ancient tongue of dragons themselves.

Dwarven

Original article: Dwarven Languages

The languages of the dwarves are extremely similar in grammar and syntax, with only minor differences between the different dialects. Dwarven is believed to be related to Terran and perhaps derivative of it and, strangely, seems to have great influence on several human languages in Duria.

Derlsprache
Original article: Derlsprache

Derlsprache is spoken by the dwarves of Derlos beneath the Cambrecian Mountains on Duria.

Eisensprache
Original article: Eisensprache

Eisensprache is spoken by the dwarves of Eisenhallen beneath the Paelusian Mountains in western Gallorea.

Gundasprache
Original article: Gundasprache

Gundasprache is spoken by the dwarves of Gundag beneath the Divian Mountains in northern Duria.

Nuthsprache
Original article: Nuthsprache

Nuthsprache is spoken by the dwarves of Nuithone deep beneath Valtaan off the northeastern shore of Aurea.

Reichsprache
Original article: Reichsprache

Reichsprache is spoken by the dwarves of Unterreich deep beneath the Antasian Mountains in southern Aurea. The Unterreich dwarves claim it is the purest form of dwarven.

Valsprache
Original article: Valsprache

Valsprache is spoken by the dwarves of Valdal beneath the Janos Mountains in eastern Gallorea as well as in Dieros and Valduran on the surface.

Elven

Original article: Elven Language

There is but one Elven Language, sung where ever elves keep their homes, including Almwood, Elarean, the Glistening Weald, Mistwood, the Sapphire Wood and Webwood. There are legends of a vast library somewhere in Elarean dedicated to the elven language that maintains the language's purity throughout the world.

Elsh'Akal
Original article: Elsh'Akal

Elsh'Akal is the elven "Battle Tongue," essentially a much abbreviated version of Elven. It is the language most often learned by non-elves and is primary only in Palerean in southern Gallorea.

Goblin

Original article: Goblin Language

Goblin is not so much a language as a collection of amalgamated languages spoken by goblins throughout the world. Though most goblin languages include aspects of Orcish Languages, Ygarl Language and, oddly, strong Daoineth influences, they also include a smattering of whatever human language is dominant in the area in which they live. Even neighboring tribes may have difficulties understanding one another and a non-goblin speaker, at best, understands how goblins invent their language and can usually figure out much of what they're saying based on knowledge of where their tribe originated.

Hobbit

Original article: Hobbit Language

Hobbit is a near-universal language spoken by Hobbits everywhere. Regional variations exist as the local language invariably creeps into the language, though all Hobbit displays a strong influence, if not ancestry from, the Gael Languages. It is primarily spoken only in Danas and Hartland.

Orcish

Original article: Orcish Languages

The languages of the orcs are almost identical across all three continents, much to the surprise (and consternation) of the few scholars who study the language.

Dun'ka
Original article: Dun'kol

Dun'kol (or "Great Tongue") is the secret language spoken only by orcish shamans and great leaders across the world. No scholar outside these orcish circles has ever recorded the language and even its existence is only rumored. Of the Orcish Languages, it is the most unique and is generally unintelligible to orcish speakers.

Gorosh'kol
Original article: Gorosh'kol

Gorosh'kol is spoken by the orcs of central Gallorea, including Vagorosh.

Kagra'kol
Original article: Kagra'kol

Kagra'kol is spoken by the orcs of eastern Gallorea, including Vor Kagran.

Midal'kol
Original article: Midal'kol

Midal'kol is spoken by the orcs of Duria, including Vor Midal and the Orcish Wastes.

Tan'kol
Original article: Tan'kol

Tan'kol is spoken by the orcs of northwestern Aurea, including the Plains of Tazgrat, the Orcish Moorlands and the Ride of Tongwr. Those few scholars who have studied the language suggest some influence from the now-extinct Tangar

Language Table (UNFINISHED)

Original article: Language Table
Language Nations where common Bonuses Reality Equivalent
Aurean Aescalapea, Darria, Milosia, Cordosia -2 Zetian/ -9 Hobbit Vulgate Latin
Caledonian Challieann Mountains -3 Gael/ -8 Mitarian/ -10 Valish Scots Gaelic
Valish Valtaan -3 Mitarian/ -5 Dwarven/ -9 Gael Norse
Dracian Dracia -5 Zetian Romanian
Dwarven Deiros -5 Valish/ -8 Koramian/ -9 Mitarian German
Elven Elarean -4 Hobbit/-5 Gael N/A
Gael Mabean Marches, Ywys, The Green Isle -3 Caledonian/ -8 Elven/ -9 Valish/ -10 Mitarian Irish Gaelic
Hobbit Various hobbits -2 Gael/ -4 Caledonian/ -8 Elven Gaelic
Koramian Koramia -8 Gael/ -8 Zetian/ -8 Narbonnese/ -9 Dwarven English
Mitarian Mitaria -3 Valish/ -8 Gael Anglo-Saxon
Murgosh Murgosia, Anclea, Drallia Nil N/A
Narbonese Narbonne -5 Zetian/ -9 Mitarian French
Orcish The Plains of Tazgrat Nil N/A
Tamerish Tamerynd Isle -10 Zetian N/A
Zetian Zeth, Camaria, Ganesia, Medalia -2 Aurean/ -6 Dracian/ -6 Narbonese/ -7 Koramian/ -10 Tamerish Classical Latin

Organizations

Original article: Organizations in Feyworld

Mage Guilds

Original article: Mage Guilds in Feyworld

The Abarisian Order

Original article: The Abarisian Order
14 points

Style Prerequisite: Hermetic Potential, Hermetic Aptitude 1

Grand Council: The Grand Mysteriorae at Tulgaren, Zengara

Locales

The Abarisian Order is fairly popular in the east and a chapterhouse in most major human cities. It's power in Aebasan and the Adan-Halic lands is waning, though still strong.

Nickname(s): The Magi

Philosophy: The Abarisian Order is dedicated to the precepts of Abaris and works closely with her priests. Their interest is primarily in researching the nature of magic itself, though the Abarisians prefer to do research in their labs and libraries as opposed to fieldwork. Research into illusion was proscribed until very recently, so they tend to have view illusion spells available in their tomes.

Membership: Members of the Abarisian Order tend to be viewed as typical mages: conservative, reclusive and pedantic. Most do fit into this stereotype, though there are some whose research leads them into the creation of magical items. A small few (usually of a younger generation) who follow the precepts of Saint Libriacus the Wanderer and explore the world first-hand.

Hierarchy: The Council of Five in Zengara leads the Abarisian Order. Each Councilor oversees the chapterhouses of a specific region. Each region is further divided into five Demesnes, each led by a High Master. Demesnes are further divided into five Precincts, each with its own Governor. Precincts can be further divided into five individual Chapterhouses, with a Provost oversees each chapterhouse. The Order maintains no more than 625 chapterhouses throughout the world. Every ten years, the hierarchy of the Order is examined by the Council of Five to determine if a new chapterhouse needs to be established to replace one that was destroyed or disbanded.

Required Skills: Fortune-Telling (Astrology), Hidden Lore, Mathematics, Occultism, Thaumatology, Theology, Research, Writing

Required Spells: Counterspell, Detect Magic, Lend Energy, Seek Power, Sense Foes

Perks: Adjustable Spell (Spell Enhancement), Academic Rank, Convenience Caster, Flexible Ritual, Intuitive Cantrip (Kindle or Magical Analysis), Magical Style Adaptation, Mana Compensation, Named Possession, No Gestures, No Incantations, Sanctum, Scroll-Reading, Secret Spell, Special Exercises (IQ or Magery), Spell Bond, Spell Duelist, Spell Resistance, Staff Attunement, Staff Bond, Standard Operating Procedure (Any), Thaumatological Doublespeak and Willful Casting.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Fellowship of the Golden Quill

Original article: The Fellowship of the Golden Quill
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Hall of Night at Parvos, Eeridia

Locales

Aurea

Original article: Apostates on Aurea

Despite only beginning to gain in popularity after the fall of Lucius "The Heretic", the Fellowship has spread throughout the human-dominated lands of southern and eastern Aurea. They are particularly strong in Mabagne, Dracia, Drussa and Waldavia. Though it is presumed that they have a Grand Council established on Aurea, as most of the other Mages' Guilds do, its location is unknown.


Duria

Apostates on Duria

Gallorea

Original article: Apostates on Gallorea
The Fellowship is gaining in popularity and has numerous chapterhouses in both the Aebasan lands and amongst the Adal-Halic people. Its influence is weak in the south, where the Abarisian Order still commands much respect. The Grand Council on Gallorea is located at The Hall of Night at Parvos, Eeridia.

Philosophy: The result of a schism in the Abarisian Order, the Fellowship is primarily a group of secular mages who have many of the same interests as the Magi, but few of the rules restricting research. The Apostates believe that, while Abaris is an important patron of magic and its wielders, magical research should be independent of ecclesiastic influence. One of the Fellowship's first interests was the exploration of illusions, which was once proscribed by the Abarisian Order.

Membership: The Apostates tend to be more interested in the world around them than their parent Order and encourage their members to be fruitful members of society as well as researchers in the magical arts. Over the centuries, this policy has garnered them much support in Aebasan and Adal-Halic lands, to the point that they enjoy almost as much popularity in those regions as the Magi.

Hierarchy: The Fellowship's hierarchy runs along clearly defined lines, but it is much more open than that of its parent Order. The Fellowship is ruled by the three-member Council of Archmagi, which dictate the overall policies of the Order. Regional governance is handled by a varying number of Magiarchs, from which the Archmagi are elected. Each region is further divided into Precincts, each governed by a Lord Magister. The Precincts are composed by the chapterhouses, each of which are commanded by a Magister. While the Fellowship encourages magical research into new areas, the Office of the Examiner, which has branches in each Precinct, must approve each new experiment.

Required Skills: Archaeology, Area Knowledge, Disguise, Hidden Lore, Mathematics, Occultism, Thaumatology, Writing

Required Spells: Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion, Sound

Perks: Adjustable Spell (Spell Enhancement), Academic Rank, Improvised Magic, Intuitive Cantrip (Kindle or Magical Analysis), Magical Style Adaptation, Mana Compensation, Named Possession, Paraphernalia Pro, Sanctum, Scroll-Reading, Secret Mage, Secret Spell, Secret Words, Shortcut to Power, Special Exercises (any), Spell Bond, Spell Duelist, Spell Resistance, Stabilizing Skill, Staff Attunement, Staff Bond, Thaumatological Doublespeak, Willful Casting, Wizardly Dabbler and Wizardly Garb

Optional Traits

Attributes: Improved IQ, Will and Per

Advantages: Languages (particularly ancient languages), improved Hermetic Aptitude,

Disadvantages: None

Skills: Architecture, Artist (Illusion), Geology, Literature, Research

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Find Direction, Keen Sense, Sense Emotion, Sense Foes, Simple Illusion and Sound to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Colors Keen Sense Seek Food
Fear Light Sense Emotion
Find Direction Seek Air Sense Foes
Foolishness Seek Earth Simple Illusion
Haste Seek Fire Sound
Ignite Fire

Second Ring (Scholar) An Apprentice becomes a Scholar upon learning at least the six required Apprentice spells. Having Hermetic Aptitude I is strongly recommended, though some few otherwise very talented Apprentices do receive promotion to full membership in the Fellowship as a Scholar.

Alertness* Find Weakness Reflect
Analyze Magic Fireproof Scryguard
Apportation Forgetfulness Seek Magic
Armor Glow Seeker
Aura Grease Shape Earth
Complex Illusion Great Haste* Shape Fire
Conceal Magic Hinder Shape Light
Continual Light Identify Spell Shape Water
Counterspell Illusion Disguise Sound Vision
Create Fire Illusion Shell Suspend Spell
Daze Independence Thunderclap
Deflect Missile Know Illusion Truthsayer
Detect Magic Lend Energy Voices
Disorient Magelock Ward
Dull Sense Mirror Weaken Will
Extinguish Fire Rear Vision Wisdom
Far-Tasting Recover Energy

Third Ring (Wizard) A Scholar may become a Wizard upon learning at least ten Apprentice Spells and five Scholar spells, one of which must be Complex Illusion. Typically, a scholar is required to submit to an examination by a higher-ranking member of the Fellowship, during which he will be required to create a convincing illusion, so some accomplishment with Artist (Illusion) is strongly recommended. Very few Scholars not possessing Hermetic Aptitude II will be considered for promotion to Wizard.

Ancient History Great Ward Permanent Forgetfulness*
Animate Object* Hide Poltergeist
Avoid History Quick March
Boost Attribute (Intelligence) Hold Fast Resist Fire
Catch Missile Initiative Return Missile
Command Inscribe Scrywall
Control Illusion Jump See Secrets
Copy Levitation Sense Observation
Dancing Object Light Tread Shield
Deflect Energy Lighten Burden Sleep
Dispel Illusion Mage Light Slow
Dispel Magic Mage Sense Slow Fall
Distant Blow Mage Sight Sunlight
Dullness* Magic Resistance Suspend Magic
False Aura Mass Daze Trace
Far-Hearing Memorize Wizard Ear
Fascinate Mind-Reading Wizard Eye
Fireball Missile Shield Wizard Mouth
Flame Jet Perfect Illusion Wizard Nose
Great Voice

Fourth Ring (Master Wizard) To become a Master Wizard, a Wizard must be familiar with at least ten Apprentice spells, ten Scholar spells and five Wizard spells, one of which must be Perfect Illusion. The Wizard must undergo rigorous examination by the available Master Wizards of the Chapterhouse he belongs to or wishes to become a Master Wizard at, including the creation of an illusion convincing to the Chapterhouse's Master Wizards. Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master Wizard, the Apostate is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Fellowship, a Wizard will not be promoted until there is an Apprentice available (or another Master Wizard already has more than one and is willing to surrender one of his Apprentices to the new Master Wizard).

Continual Mage Light Flying Carpet* Recall
Continual Sunlight Freedom Reconstruct Spell
Delay Hawk Flight* Remember Path
Displace Spell Images of the Past Remove Aura
Echoes of the Past Lend Skill Repel
Encrypt Mind-Sending Scryfool
Explosive Fireball Phantom* Spell Shield
Flaming Armor Prehistory Sunbolt
Flight* Pull Swim

Fifth Ring (Grand Master of the Art) Elevation to Grand Master of the Art generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though some younger Chapterhouses, particularly on Aurea and Duria, may elevate a Master Wizard to the position of Magister without a comparative elevation in Ring, particularly if the Master Wizard is the only one of his Chapterhouse. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Scholar spells, ten Wizard spells and five Master Wizard spells, one of which must be Phantom. A Grand Master of the Art is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned.

Control Creation Create Warrior Mind-Search*
Create Animal Duplicate* Steal Spell*
Create Mount Lend Spell Teleport*
Create Servant

Sixth Ring (Transcendent Master of the Art) Elevation to Transcendent Master of the Art is extremely rare and, generally, there are no more than five of these archmages on each of the three known continents. The criteria for such an advancement are unknown and their identities are kept secret, even from the junior members of the Fellowship. These Transcendent Masters direct the Fellowship as a whole and, rumor suggests, the three meet at a hidden location every five years to share significant findings and determine the direction of the Fellowship for the next five years.

As with everything else about the Transcendent Masters, the spells they share amongst one another are kept secret and are generally unknown (though wild stories of reality-bending magics are a traditional theme among those given to conjecture).

The Iron Band

Original article: The Iron Band
17 points

Style Prerequisite: Hermetic Potential

Grand Council: The Triple Tower at Bellad, Oridal

Locales

Nobles generally distrust the Iron Band, but they still have at least one major guildhouse in most human nations. They have an uneasy truce in Oridal, where their Grand Council meets, with the merchant guilds that trust them even less than most, but still find themselves in dire need of their services.

Nickname(s): Directors

Philosophy: The Iron Band are a semi-secret society of mages interested primarily in research into mind-influencing magic. While their existence is generally well-known, few know about their internal workings, which has resulted in much suspicion from other mages and non-casters alike. The central philosophy of the Iron Band is the belief that an understanding of reality can only be gained through thought. Based on the writings of Agemo the Wise, their belief is that reality is an illusion created by the mind of the individual and by experimenting with thought, one can piece together the true nature of reality.

Membership: Membership in the Iron Band is open to anyone who can pass the rigorous mental tests that they require of all potential apprentices. These mental inquiries not only determine if an individual is knowledgeable, but also if the aspiring Director has the willpower and problem-solving skills that the Order requires.

Hierarchy: The internal Hierarchy of the Iron Band is generally unknown, but the most believable theories hold that the Band is divided into several Circles, each with its own responsibilities and goals. It is known that the internal hierarchy is extremely rigid and members of the Band are not beyond executing someone who has transgressed their code.

Required Skills: Acting, Brainwashing, Cryptography, Diplomacy, Fast-Talk, Hidden Lore, Intimidation, History, Mathematics, Psychology, Thaumatology

Required Spells: Dull Sense, Foolishness, Keen Sense, Sense Foes, Truthsayer

Perks: Afflicted Casting (Flagellant's Blessing), Area Spell Mastery, Attribute Substitution (Will), Blocking Spell Mastery, Continuous Ritual, Elixir Resistance, Extra Option (Stabilizing Skill), Far Casting, Guild Rank, Intuitive Cantrip (Avatar), Kill Switch, Limited Energy Reserve, Magical Style Adaptation, No Gestures, Reduced Footprint, Secret Mage, Secret Spell, Special Exercises (IQ), Spell Bond, Spell Hardiness, Spell Resistance, Standard Operating Procedure (Magical Lawyer), Thaumatological Doublespeak and Willful Casting.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Though an Apprentice may learn any number of the spells listed, they must learn Dull Sense, Foolishness, Keen Sense, Sense Foes and Truthsayer to be considered a member of the Fellowship and even be considered for promotion to Scholar.

Bravery Itch Slow Fall
Disorient Keen Sense Sound
Dull Sense Panic Tell Time
Fear Sense Emotion Terror
Foolishness Sense Foes Truthsayer
Haste Sense Life Vexation
Hinder Silence

Second Ring (Mentalist) An Apprentice becomes a Mentalist upon learning at least the six required Apprentice spells and passing the required tests. Having Hermetic Aptitude I is strongly recommended, though some few otherwise very talented Apprentices do receive promotion to full membership in the Iron Band as a Mentalist.

Alarm Glib Tongue Scryguard
Alertness* Grace Seeker
Berserker Hide Sense Danger
Clumsiness Hide Emotion Sleep
Command Lend Energy Slow
Conceal Magic Lend Language Sound Vision
Daze Loyalty Spasm
Death Vision Madness Steal Energy
Detect Magic Memorize Vigor
Drunkenness Mental Stun Voices
Dullness* Might Wall of Silence
Encrypt Mind-Reading Weaken Will
Fascinate Peaceful Sleep Wisdom
Find Direction Persuasion Wizard Nose
Forgetfulness Rear Vision

Third Ring (Director) A Mentalist may become a Director upon learning at least ten Apprentice Spells and five Mentalist spells, one of which must be Loyalty. Typically, a Mentalist is required to submit to an examination by a higher-ranking member of the Iron Band, during which he will be required to use his magic to have a stranger perform a series of tasks of increasing risk or difficulty. Very few Mentalists not possessing Hermetic Aptitude II will be considered for promotion to Director.

Apportation Identify Spell Poltergeist
Aura Insignificance Recall
Avoid Lend Vitality Reflect
Beast-Soother Lure See Secrets
Boost Attribute (Dexterity) Mage Sense Sense Observation
Boost Attribute (Health) Mage Sight Sense Spirit
Boost Attribute (Intelligence) Magelock Shield
Boost Attribute (Strength) Magic Resistance Sickness
Borrow Language Mass Daze Soul Rider
Compel Truth Mass Sleep Steal Vitality
Counterspell Mass Suggestion Strengthen Will
Dancing Object Mindlessness* Suggestion
Delayed Message Mind-Search* Suspend Spell
Ecstasy* Mind-Sending Telepathy*
Emotion Control Missile Shield Trace
Enthrall Oath Vigil*
Hallucination Permanent Madness* Ward
Hide Thoughts Permanent Forgetfulness* Wizard Eye
History

Fourth Ring (Master) To become a Master, a Wizard must be familiar with at least ten Apprentice spells, ten Mentalist spells and five Director spells, one of which must be Emotion Control. The Director must undergo rigorous examination by the available Masters of the Chapterhouse he belongs to or wishes to become a Master at. The examination typically requires using magic to influence a variety of important people in a city or region to achieve a pre-determined result (for example, manipulating a mayoral election to cause an unpopular candidate to win or framing a popular local hero for a crime). Hermetic Aptitude III is typical and Hermetic Aptitude II is all but required. Upon becoming a Master, the wizard is expected to take on at least one Apprentice to provide constant training and guidance to. In most Chapterhouses of the Iron Band, a Wizard will not be promoted until there is an Apprentice available (or another Master already has more than one and is willing to surrender one of his Apprentices to the new Master).

Animal Control False Memory Retrogression
Armor Great Hallucination* Scrywall
Charm Great Ward Spell Shield
Compel Lie Lend Skill Steal Wisdom
Control Person Nightmare Suspend Magic
Dispel Magic Presence Will Lock
Dream Sending Projection

Fifth Ring (Transcendent Master) Elevation to Transcendent Master generally only occurs when there is a vacancy in the position of Magister of a Chapterhouse, though it does periodically occur without such a vacancy. To even be considered for such an elevation, the mage must have Hermetic Aptitude III and familiarity with all Apprentice spells, fifteen Mentalist spells, ten Director spells and five Master spells, one of which must be Control Person. A Transcendent Master is generally expected to be sedentary and take on the leadership responsibilities of the Chapterhouse to which he is assigned, though no small number become advisers to important nobles or find a means by which to elevate themselves to nobility. Examinations for elevation to Transcendent Master are extremely difficult and complex, often taking months to complete, as the Master is tasked with manipulating the regional economy or political alliances. It is rumored that wars have been started due to the completion of a Transcendent Master's final examination.

Borrow Skill Displace Spell Lesser Geas*
Delay Dream Projection Possession*
Dispel Possession Gift of Tongues* Steal Skill*

The Malachite League

Original article: The Malachite League
15 points

Style Prerequisite: Hermetic Potential

Grand Council: The Thaumatrium, in the City of Thenos, Aebasa

Locales

Highly respected in most lands, the Malachite League is strongest in lands with a central nobility. Their dislike of democracy makes them somewhat unpopular in Aebasa and other lands that do not have a ruling hierarchy.

Nickname(s): Regents

Philosophy: The Malachite League was established by mages who found themselves working closely as advisors to local nobility and, thus, believed themselves of a more noble calling. Their philosophy is a strange mixture of servitude and domination which is firmly organized according to the occupation and social status of members. To their liege, they are commanded to be absolutely loyal even, sometimes, to the point of betraying the Order itself. But they also expect respect from non-noble classes, barring important Guild Masters and powerful merchant families. The Malachite League is known to be a harsh critic of democracy and many suspect that the entire Order itself, if not individual members, are aligned strongly with Phlegethon, god of tyranny.

Membership: Membership in the Order is free to those of noble blood. Members of the merchant class must pay an exorbitant fee as proof of their higher blood and members of the lower class are almost never permitted entry, unless they can prove some measure of noble blood in their heritage. Members of the Order are often third or fourth sons of the noble class who aren't expected to inherit their family's wealth, but do not have the heart for service to a Church. In nations without a noble class, such as Aebasa, being able to prove that you are descendant of noble blood has made the League almost incestuous in its practices.

Hierarchy: Authority within the League is based on a highly complex mixture of heredity and merit. The Orgaro family of Thenos leads the League currently, tracing its ancestry back to the deposed King of Thenos. The head of the Order carries the title of Sovereign. Below him in status are the Archmagi, Magiarchs, Baron Magi, Lord Magi and Peers of the League. This hierarchy is mixed with the typical Archmage-Mage-Master-Apprentice hierarchy common to the Orders. Thus, there are certain situations in which an Archmage-Peer must bow to an Apprentice Sovereign. Usually, blood is more significant in secular matters, while rank is more important to magical matters.

Required Skills: Detect Lies, Diplomacy, Gesture, History, Mathematics, Mental Strength, Observation, Public Speaking, Thaumatology

Required Spells: None

Perks: Area Spell Mastery, Blocking Spell Mastery, Continuous Ritual, Convenience Casting (Any), Frightening Side Effects, Guild Rank, Intuitive Cantrip (Aid, Avatar, Good With Animal (must be domestic), Kindle, Mystic Gesture), Magical Style Adaptation, Mundane Magic, Named Possession, Power Casting, Sacrificial Blocking Spell, Sanctum, Secret Mage, Secret Spell, Spell Bond, Spell Duelist, Spell Resistance, Standard Operating Procedure (Paraphernalia Pro), Super-Sympathy, Willful Casting, Wizardly Garb

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Dark Star

Original article: The Order of the Dark Star
14 points

Style Prerequisite: Hermetic Potential, Hermetic Aptitude 1

Grand Council: Unknown

Locales

Generally feared and mistrusted by most, the Order of the Dark Star is rumored to have guildhouses in most human nations.

Nickname(s): Theurges

Philosophy: Like much about the Order of the Dark Star, their philosophy is clouded in mystery and half-truths. More earnest researchers have suggested that the Order is founded around the concept that the fabric of magic is not part of nature nor the aspect of divine power, but emanates from a black sun, which can only be seen by particularly gifted mages. The Theurges attempt to understand this Dark Star through the use of shadows and illusions and, it is said, it is this sort of investigation that leads so many of the Order into madness.

Membership: Many other magi distrust the Order as power-mad geniuses. This stereotype is not without its basis in fact, as many of the greatest villains of history were also members of the Order of the Dark Star. It is unknown how the Order selects its members, but it is known that no one applies for membership; potential apprentices are offered a place among them. That no one is known to refuse them either highlights their extreme care in choosing a member of their Order or their tendency to silence those who refuse. The truth in this matter is, of course, unknown.

Hierarchy: The ruling hierarchy is unknown, but it is generally believed that, like most other Orders, positions of authority are given to those who show merit in service to the Order. As truthfulness about the Order is strongly discouraged, the masters of this order must certainly be very good at being someone else.

Required Skills: Engineer, Fortune-Telling (Astrology), Hidden Lore, Mathematics, Mental Strength, Mind Block, Occultism, Thaumatology

Required Spells: Debility, Keen Sense, Light, Scryguard, Simple Illusion

Perks: Adjustable Spell (Spell Variation), Attribute Substitution (Per-based), Continuous Ritual, Covenant of Rest, Extra Option (Astrological Ceremonies, Blood Magic, Intimidating Curses), Frightening Side Effects, Guild Rank, Intuitive Cantrip (Corpse Smart, Intuitive Illusionist, Kindle, Magical Analysis, Muffle, Screen), Life-Force Burn, Magical Style Adaptation, Mana Compensation, Mundane Magic, No Gestures, No Incantations, Obscure True Name, Power Casting, Reduced Footprint, Rule of 17, Sanctum, Scroll-Reading, Secret Mage, Secret Spell, Secret Words, Special Exercises (FP can exceed HT, Magery) and Spell Bond)

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Stave

Original article: The Order of the Stave
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Hermitage, in the Tarescan Fields

Locales

The Order of the Stave is strongest in remote regions, though they do have a few major urban guildhouses in the Lagorkan lands.

Nickname(s): Hermits

Philosophy: The Order of the Stave believes that magic is a natural part of the world, no more unusual than a babbling brook, a tree in full bloom or a towering mountain. Most mages believe that magic emanates from a divine presence, another plane of existence or even an unseen sun and ridicule the concept that magic is not a disparate part of reality. Though the order only gained prominence in recent years, its members believe that it is based on some of the original theories on magic, from a primordial time when man was only beginning to understand his potential.

Membership: Because they see magic everywhere, members of the Order of the Stave tend to wander through nature, attempting to understand its processes and, through this, the nature of magic and reality itself. Members tend to be loners, only congregating when some great event must take place. There are a few urban-based chapterhouses scattered about, but only the Hermits understand why and where the rare chapterhouse is established.

Hierarchy: The Hermits do not have a strong need for organization and the hierarchy is based almost solely on merit. The master of the Order is called simply the Magister, but other than the respect that this title gives, his responsibilities are few. The only other rank within the Order is one of respect, awarded by the Magister, called an Olam. The title of Olam is given only to those of the Order who have proven themselves to be wise as well as adept in the magical arts. The few chapterhouses of the Order are all led by Olams.

Required Skills: Escoteric Medicine, Herb Lore, Hidden Lore, Mathematics, Naturalist, Occultism, Thaumatology, Weather Sense

Required Spells: Itch, Lend Energy, Seek Food, Seek Plant, Sense Foes

Perks: Continuous Ritual, Convenience Casting (Continual Light, Cook, Create Object, Create Water, Purify Food), Covenant of Rest, Extra Option (Knower of Names, Stabilizing Skill), Far-Casting, Improvised Items (Spell Stone), Improvised Magic, Intuitive Cantrip (Aid, Eye of the Storm, Friendly Undergrowth, Good With Animal (any wild animal), Gut of the Dragon, Kindle, Magical Analysis, Pebbles, Reinforce, Rinse), Life-Force Burn, Magical Style Adaptation, Magical Weapon Bond, Mana Compensation, Mundane Magic, Named Possession, Power Casting, Sacrificial Blocking Spell, Secret Words, Special Excercises (IQ, Magery, Mana Enhancer), Spell Bond, Spell Resistance, Spirit Contract, Staff Attunement, Staff Bond, Super-Sympathy, Willful Casting, Wizardly Dabbler, Wizardly Garb.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Order of the Sword

Original article: The Order of the Sword
16 points

Style Prerequisite: Hermetic Potential

Grand Council: The Red Tower, in Haleland

Locales

Predominant in the Adal-Halic lands, the Order of the Sword enjoys popularity in nations currently at war, though they are often viewed as trouble-makers in more peaceful countries.

Nickname(s): Myrmidons

Philosophy: The Order of the Sword promotes two central philosophies. The first is the concept that through discipline comes enlightenment: only those who have first learned to serve can be given the responsibility of command. The other belief is that the power over life and death is paramount to an understanding of reality and, thus, magic. These two philosophies have resulted in a highly respected Order of warrior-wizards who either serve their nations with great vigor and loyalty or operate as highly paid mercenaries, loyal to their employer and contract.

Membership: Members of the Order of the Sword must be in excellent physical shape, as well as possessed of a quick mind and the wisdom to properly channel the power that they can attain. Apprentices are expected to learn to use a sword early on in their careers and many receive training as fighters as part of their studies. The most powerful members of the Order are master strategists and can command extremely high prices for their services during wartime. Unfortunately, their propensity towards combat often leads to trouble during peacetime and this highly respected Order can easily lose that respect when times are more comfortable.

Hierarchy: The hierarchy of the Order of the Sword is strict, but it is based almost solely on the merits of the individual membership, not on politics or blood. Though most members of the Order pay a fee to become apprentices, some who show promise are allowed to become apprentices despite being unable to pay for their studies. The Order is commanded by the High Warden. Beneath him in rank are the Warden, Seneschal, Monitor, Mage-Steward, Subaltern, Mage-Commander, Serjeant, Wizard 1st Class, Wizard 2nd Class and Apprentice-Cadet. Mixed in with these ranks are titles denoting an individual specialty or responsibility. Preceptors, for example, are responsible for teaching the apprentices of the Order. Proctors oversee the tests that are given between each rank and approve an individual for a rise in rank. A Majordomo is responsible for the day-to-day affairs of the chapterhouses and a Mage-Reeve is responsible for enforcing justice within the Order. A Specialist usually refers to a Mage who has focused on a particular school of magic, particularly evocation (members of this Order tend to be excellent Evokers). This is further complicated by names for various units, such as Auxiliaries (who tend towards magical support), Lancers (who are typically horsemen), and the much-feared Bombardiers (who specialize in devastating area-effect spells).

Required Skills: Any one melee weapon skill, Architecture, Engineer, Forward Observer, Innate Attack, Mathematics, Soldier, Strategy, Tactics, Thaumatology

Required Spells: Ignite Fire, Inspired Creation, Itch, Sense Foes, Shield

Perks: Adjustable Spell (Any), Afflicted Casting (Flagellant's Blessing), Area Spell Mastery, Attribute Substitution (DX, Will), Better Magic Items, Blocking Spell Mastery, Combat Ceremony, Convenience Casting (Continual Light, Cook, Create Object, Haircut), Covenant of Rest, Extra Option (Brute-Force Spell, Fast Casting, Mass Magician, Speedy Enchantment, Stabilizing Skill), Far-Casting, Frightening Side Effects, Guild Rank, Intuitive Cantrip (Boost Enchantment, Good with Horses (or another type of steed), Gut of the Dragon, Kindle, Pebbles, Reinforce, Spark), Magical Style Adaptation, Magical Weapon Bond, Melee Spell Mastery, Mighty Spell, Missile Spell Mastery, Named Possession, No Gestures, Psychic Guidance, Sacrificial Blocking Spell, Sanctum, Secret Spell, Special Exercises (FP can exceed HT), Spell Duelist, Spell Hardiness, Standard Operating Procedure (Precision Recharger), Super-Sympathy.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Philosophers' Academy

Original article: The Philosophers' Academy
13 points

Style Prerequisite: Hermetic Potential

Grand Council: The Grand Hall of Philosophy, the City of Pelora, Aebasa

Locales

Pervasive throughout the east, the Philosophers' Academy enjoys almost as much respect as the Abarisian Order.

Nickname(s): Philosophers

Philosophy: The Philosophers' Academy believes that everything is composed of the four base elements, earth, air, fire and water, and only through the understanding of those elements and the basic force of life itself can one comprehend reality and its workings. While many within the Order promote the use of one particular element over the others, the true masters are those who have at least some comprehension of each element and its associated magic. It is said that the most enlightened members of the Academy have discovered the secrets to immortality, though most authorities outside the Order discount this as mere rumor.

Membership: Potential members of the Academy typically display an aptitude for reason, tempered by wisdom. Even so, personalities among members often vary wildly, from hot-headed water wizards to over-emotional geomancers. What most do not realize is that the Philosophers' Academy is actually four Orders unified by their specific interests and a common ruling hierarchy. Pyromancers, Geomancers, Aeromancers and Hydromancers make up the four sub-Orders, each with their elemental specialty.

Hierarchy: Each sub-Order is led by a Council of Sophists who dictate the precepts of each sub-Order. The High Alchemists handle regional governance and each region is divided into precincts ruled by Magisters. Individual chapterhouses are led by a Provost, under which are the Preceptors, who are responsible for the education of Apprentices. A wizard who masters each sub-Order can be selected for membership in the Resplendent Order, who oversee the four sub-Orders as a whole. Membership in the Resplendent Order is reserved only for those who have become truly enlightened by their research into the elements and tend to be a secretive and reclusive group. It is rumored that there is a single individual, known only as the Transcendant, who is the highest ranking member of the Academy. It is unknown what his responsibilities are or even if he exists.

Required Skills: Alchemy, Hidden Lore, Mathematics, Philosophy, Thaumatology and (Aeromancer) Breath Control and Meteorology OR (Geomancer) Geology and MasonryOR (Hydromancer) Seamanship and Swimming OR (Pyromancer) Chemistry and Smith

Required Spells: Inspired Creation, Itch, Light, Seek Fuel, and (Aeromancer) Seek Air OR (Geomancer) Seek Earth OR (Hydromancer) Seek Water OR (Pyromancer) Ignite Fire

Perks: Academic Rank, Adjustable Spell (Any), Area Spell Mastery, Better Magic Items, Convenience Casting (Continual Light, Copy), Elixir Resistance, Extra Option (Brute-Force Spell, Fast Casting, Flexible Ritual), Far-Casting, Improvised Magic, Intuitive Cantrip (Boost Enchantment, Filter (Aeromancer only), Kindle (Pyromancer), Magical Analysis, Pebble (Geomancer), Rinse (Hydromancer)), Limited Energy Reserve, Magical Style Adaptation, Mana Compensation, Named Possession, Power casting, Quick and Focused, Rote Alchemy, Sanctum, Scroll-Reading, Secret Spell, Special Exercises (IQ, Magery, Mana Enhancer), Spell Bond, Spell Duelist, Spell Hardiness, Spell Resistance, Standard Operating Procedure (All), Thaumatological Doublespeak, Wizardly Dabbler, Wizardly Garb.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

Unfinished

The Watchful Order of the Shrouded Dawn

Original article: The Watchful Order of the Shrouded Dawn
14 points

Style Prerequisite: Hermetic Potential

Grand Council: The Oracle at Parni, in the Peaks of Dreg'nor

Locales

Though not policially significant, the Watchful Order of the Shrouded Dawn has many guildhouses throughout the east, though they tend to concentrate in Aebasan lands.

Nickname(s): Augurs, Seers

Philosophy: The Watchful Order of the Shrouded Dawn believe that they have been chosen by Fate itself, which has power even over the gods, to pierce the veil of time itself and guide others into the future presents. Their philosophy is extremely complex and highly personal, but is based upon the ability to understand the signs and portents which tell of what is to come, as well as what has come and is coming. Little is known about the Order, though this is not as a result of the secrecy of the Order as a whole. Its philosophy encourages explaining how they work, though their explanations are often couched in many layers of allegory and metaphors. While the Watchful Order is not isolationist, they do claim neutrality in political events and avoid involving themselves directly in historical events. Sometimes, they attempt to prevent a particularly harsh future for an individual or even groups of individuals, while other horrific events are allowed to proceed without intervention. Their interests lie not only in the future, but in events of past significance as well, and their libraries are rumored to hold the most accurate histories in the world.

Membership: Requirements for membership in the Order are as mysterious as their philosophy. Many have visions before receiving formal training and some are selected only because, they are told, Fate has chosen them. Mages within the Order are often viewed as strange and eccentric, partially because of the visions that haunt them and partially because of the mind-altering drugs they are known to enjoy.

Hierarchy: The hierarchy of the Watchful Order is almost non-existent. The Oracle at Parni, both a physical structure and the seer within, is typically the most respected member of the Order, but is also the most plagued by insanity. As the Order believes that no man should dominate the fate of another, there are few actual leaders. Chapterhouses are created almost at a whim and disband just as easily.

Required Skills: Dreaming, Fortune Telling, Herb Lore, Mathematics, Meditation, Observation, Occultism, Thaumatology

Required Spells: Keen Sense (any), Purify Water, Seek Fire, Seek Water, Sense Foes

Perks: Adjustable Spell, Afflicted Casting (Mystic's Stupor), Attribute Substitution (Per), Continuous Ritual, Covenant of Rest, Extra Option (Astrological Ceremonies, Flexible Ritual, Knower of Names, Stabilizing Skill), Improvised Magic, Intuitive Cantrip (Aid, Avatar, Controlled, Magical Analysis), Limited Energy Reserve, Mundane Magic, Named Possession, No Gestures, No Incantations, Obscure True Name, Rule of 17, Secret Mage, Secret Spell, Secret Words, Special Exercises (Mana Enhancer, Wild Talent), Spell Bond, Spirit Contact, Standard Operating Procedure (Paraphrenalia Pro), Super-Sympathy, Willfull Casting, Wizardly Dabbler.

Optional Traits

Attributes: None

Advantages: None

Disadvantages: None

Skills: None

Spell List

First Ring (Apprentice)

Alarm Seek Air Sense Foes
Dull Sense Seek Earth Sound
Fear Seek Fire Tell Position
Foolishness Seek Food Tell Time
Keen Sense Seek Plant Test Load
Measurement Seek Water Touch
Purify Water    

Second Ring (Wanderer)

Analyze Magic Itch Sense Emotion
Animal Control Know Location Sense Life
Apportation Lend Language Sense Mana
Aura Locksmith Shape Air
Beast-Soother Mage Sense Shape Earth
Boost Attribute (Intelligence) Mage Sight Shape Water
Complex Illusion Memorize Simple Illusion
Conceal Magic Mind-Reading Spasm
Counterspell Missile Shield Suspend Spell
Create Air Odor Trace
Create Water Pain Truthsayer
Detect Magic Persuasion Voices
Far-Feeling Repel Animal Ward
Find Direction Rider Weaken Will
Forgetfulness Scryguard Wisdom
Haste Seek Coastline Wizard Ear
History Seek Magic Wizard Eye
Identify Plant Seek Pass Wizard Mouth
Identify Spell Seeker Wizard Nose
Infravision    

Third Ring (Augur)

Air Vision Earth Vision Resist Pain
Ancient History Echoes of the Past Scents of the Past
Banish False Aura Scryfool
Beast Seeker Glass Wall Scrywall
Borrow Language Grace See Secrets
Dancing Object Images of the Past Sense Spirit
Dark Vision Know Illusion Sensitize
Death Vision Magic Resistance Shape Plant
Dispel Magic Mind-Search* Sleep
Divination, Augury Pathfinder Slow
Divination, Dactylomancy Perfect Illusion Slow Fall
Divination, Extispicy Plant Vision Stun
Divination, Numerology Poltergeist Suspend Magic
Divination, Oneiromancy Reconstruct Spell Water Vision
Divination, Physiognomy Remember Path Wizard Hand

Fourth Ring (Teacher)

Ambidexterity Invisible Wizard Eye See Invisible
Balance Lend Spell Seek Gate
Compel Truth Prehistory Spell Shield
Divination, Gastromancy Recall Summon Spirit
Dream Sending Reflexes Suspend Curse
Gift of Letters* Remove Aura Telepathy*
Gift of Tongues* Repel Spirits Turn Spirit

Fifth Ring (Visionary)

Alter Visage Astral Vision* Projection
Astral Block Dream Projection Spellguard*
Sixth Ring (Oracle)


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