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	<id>https://bw.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nyeti</id>
	<title>Breaking Worlds - User contributions [en]</title>
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	<updated>2026-05-20T20:04:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Law&amp;diff=1103</id>
		<title>Law</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Law&amp;diff=1103"/>
		<updated>2018-03-15T11:14:22Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* Criminal trials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Society}}&lt;br /&gt;
[[Arginet|Arginese]] law is set out by the Royal Council in the interests of maintaining an orderly [[society]].  It is based not on precedent but on statute and principles - each case is considered on its own merits.&lt;br /&gt;
&lt;br /&gt;
== Officers of the law ==&lt;br /&gt;
&lt;br /&gt;
The law is applied by the magistrates or reeves, officials who are present in every town and city as well as making circuits of the countryside; they wear the symbol of an open eye as a mark of their position.  They are selected by the Crown and are known to be scrupulously impartial.&lt;br /&gt;
&lt;br /&gt;
Many places - including [[Fiveways]] - have a watch who are authorised to enforce the law and to bring suspects before the magistrates.  These people are organised locally and usually not trained to such a high standard.&lt;br /&gt;
&lt;br /&gt;
The Watch in Fiveways can be recognised by their red and dark blue quartered uniforms, typically tabards or sashes.&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
Both criminal and civil trials are conducted by the magistrates.&lt;br /&gt;
&lt;br /&gt;
=== Criminal trials ===&lt;br /&gt;
&lt;br /&gt;
At the start of a trial the accuser (who may be a watch officer or the magistrate themselves) reads the charges against the accused.  The accused then has the option to plead guilty or not guilty; if the former, a lighter sentence is often (though not always) applied, and if the latter, the magistrate will begin questioning to determine guilt.&lt;br /&gt;
&lt;br /&gt;
The accused is expected to speak for themselves, and has no right to silence.  The magistrate will take the statements of the accused into account, and may also call and question witnesses and request other forms of evidence.  The accused may be found guilty of a lesser offence (for example, a murder trial may result in the accused being found guilty of manslaughter or assault).&lt;br /&gt;
&lt;br /&gt;
It should be noted that threatening to take any action is not a crime in itself - but is likely to be considered evidence of guilt.&lt;br /&gt;
&lt;br /&gt;
==== List of offences ====&lt;br /&gt;
&lt;br /&gt;
Arginese law recognises the following as criminal offences:&lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039; - Aiding or engaging in hostilities against the nation or [[the Crown]].&lt;br /&gt;
* &#039;&#039;&#039;Sacrilege&#039;&#039;&#039; - Deliberately destroying, damaging, or trapping a soul.&lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039; - Deliberately causing the death of another person.&lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; - Causing the death of another person without intent to kill.&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039; - Unlawfully striking another person.  (Striking in self-defence or in a consensual duel is considered lawful.)&lt;br /&gt;
* &#039;&#039;&#039;Poisoning&#039;&#039;&#039; - Introducing a substance or effect to another person with intent to harm them.&lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039; - Unlawfully depriving another person of their liberty.&lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039; - Taking the property of another person without permission or intention to return it.&lt;br /&gt;
* &#039;&#039;&#039;Handling stolen goods&#039;&#039;&#039; - Receiving or disposing of goods with the knowledge or belief that they are stolen.&lt;br /&gt;
* &#039;&#039;&#039;Counterfeiting&#039;&#039;&#039; - Falsifying or unlawfully creating or changing legal documents or tender.&lt;br /&gt;
* &#039;&#039;&#039;Criminal damage&#039;&#039;&#039; - Unlawfully damaging or destroying the property of another person.&lt;br /&gt;
* &#039;&#039;&#039;Contempt of court&#039;&#039;&#039; - Disrupting the operation of the law.&lt;br /&gt;
&lt;br /&gt;
==== List of punishments ====&lt;br /&gt;
&lt;br /&gt;
A number of sentences may be given by the magistrates.  Note that any punishment may be applied for any crime.&lt;br /&gt;
* &#039;&#039;&#039;Fine&#039;&#039;&#039; - A payment of money to the victim, the court, or both.&lt;br /&gt;
* &#039;&#039;&#039;Bonded service&#039;&#039;&#039; - Undertaking a period of service, under specific conditions, to the victim or the court.&lt;br /&gt;
* &#039;&#039;&#039;Maiming&#039;&#039;&#039; - Branding or amputating a body part, sometimes with limits imposed on regenerating it.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039; - The ultimate penalty, only used for very serious crimes.&lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039; - This is very rarely used except for short periods; the current state of emergency caused by [[the Breaking]] means that keeping people idle in gaol is considered wasteful.&lt;br /&gt;
&lt;br /&gt;
=== Civil trials ===&lt;br /&gt;
&lt;br /&gt;
People who have a disagreement and are unable to resolve it may call for a magistrate to judge the issue.  Trivial cases may be dismissed by the court - instead this option is used for serious matters such as fraud or disputes over contracts and feudal duties.&lt;br /&gt;
&lt;br /&gt;
The plaintiff and defendant are given a short space of time by the magistrate to argue their cases and present evidence.  The presiding magistrate will then issue a judgement (unless they explicitly choose to reserve judgement) and may give an order that is legally binding on both parties.&lt;br /&gt;
&lt;br /&gt;
== Unresolved legal issues ==&lt;br /&gt;
&lt;br /&gt;
Until recently the only statute specifically dealing with [[ancestors]] and other [[spirits]] was the crime of sacrilege.  However, [[the Breaking]] has led to ancestors returning as [[revenants]] and to the physical manifestation of spirits in the mortal world.  Are these entities persons under Arginese law?  So far no ruling has been made, and different groups continue to agitate for a clear ‘yes’ or ‘no’ from the Royal Council.&lt;br /&gt;
&lt;br /&gt;
[[The Noble Houses]] have a particular interest in this matter as their traditions of [[The Noble Houses marriage and inheritance|inheritance]] have been thrown into disarray with the dead returning to life.  More than a few families have already become divided over this matter of jurisprudence...&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1102</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1102"/>
		<updated>2018-03-14T19:45:13Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Hand shading the eyes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaking Worlds, like many LARP systems, uses a set of ‘calls’ as part of the operation of the game.  All calls are out-of-character (OOC) - they are auditory cues to &#039;&#039;players&#039;&#039;, rather than being spoken or heard by the characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game calls ==&lt;br /&gt;
&lt;br /&gt;
These calls are used to are used to tell the players (not the characters) about the operation of the game, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP.  {{Call|STOP THE GAME}} means there has been an real-life injury, someone has lost their glasses or there has been another OOC emergency.  Anyone may call {{Call|STOP THE GAME}} and should do so if needed.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as {{Call|STOP THE GAME}} is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken.  Repeat the call to anyone who has not noticed.  Once the emergency is over, if the game is to continue then people are asked to return to where they were when {{Call|STOP THE GAME}} was called, and {{Call|TIME IN}} restarts the action. &lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as {{Call|STOP THE GAME}}.  It is included here as an alternative because it is in common usage in many systems, so people may call this instead of {{Call|STOP THE GAME}}.  {{Call|STOP THE GAME}} is preferred where possible because we’re not all men.&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you’ve been hit too hard by somebody.  Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse!  If it’s happening a lot, speak to a ref.  If somebody says ‘Ow’ and acts in pain but doesn’t say this, usually they’re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying.  Once TIME IN is called, the game has started.  This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying.  Once TIME OUT is called, the game is over for that evening.  This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward.  On linears, occasionally additional time is needed to get a big encounter ready; in this case, {{Call|TIME FAFF}} will be called and the party will spontaneously stop for a quick IC break.  This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
The call to pause roleplaying.  Upon hearing {{Call|TIME FREEZE}}, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
=== Visual cues ===&lt;br /&gt;
&lt;br /&gt;
As well as game calls we use &#039;&#039;visual&#039;&#039; cues for game organisation.  Two of these indicate that someone or something present OOC is not present in the game world, while the other is a way for a player or crew member to signal that they want to leave a roleplay scene.&lt;br /&gt;
&lt;br /&gt;
==== High-vis ====&lt;br /&gt;
Anyone wearing a high-visibility jacket (usually fluorescent yellow or orange) or an item marked with high-vis is not present IC and should be ignored.&lt;br /&gt;
&lt;br /&gt;
==== One hand in the air ====&lt;br /&gt;
Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored.  If you are [[monstering]], you should use this when moving between encounters.&lt;br /&gt;
&lt;br /&gt;
==== Hand shading the eyes ====&lt;br /&gt;
If you are feeling unconfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so.  This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== System calls ==&lt;br /&gt;
&lt;br /&gt;
These calls are used to indicate special effects within the system.  They can be shouted by players, NPCs, or Refs.&lt;br /&gt;
&lt;br /&gt;
There are several ways of indicating whom a combat call effects:&lt;br /&gt;
* &#039;&#039;&#039;By blow:&#039;&#039;&#039; Shouting the call at the same time as making a blow with a weapon.  The call affects the person struck.  If parried or blocked by a shield, it does not take effect unless noted otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Close range:&#039;&#039;&#039; Saying the call while close enough to touch the target - although you do not need to actually touch them.  The call affects that person.&lt;br /&gt;
* &#039;&#039;&#039;Ranged:&#039;&#039;&#039; Shouting the IC or OOC name or a description of the target, who must be within five metres of you, followed by the call.  For example, “Nye!  {{Call|SINGLE}}!” or “You in the hat!  {{Call|REPEL}}!”  The call affects the person indicated.&lt;br /&gt;
* &#039;&#039;&#039;Mass:&#039;&#039;&#039; Shouting {{Call|MASS}} followed by the call.  For example, “{{Call|MASS}} {{Call|DOUBLE}}!”  You can indicate an area of effect with your arms.  If you do, the call affects everyone in that arc within five metres; otherwise it affects everyone within five metres regardless of direction.&lt;br /&gt;
* &#039;&#039;&#039;Wide:&#039;&#039;&#039; Shouting {{Call|WIDE}} followed by the call.  For example, “{{Call|WIDE}} {{Call|STRIKEDOWN}}!”  Outdoors, the call affects everyone within ten metres; indoors, it affects everyone in the room.&lt;br /&gt;
&lt;br /&gt;
=== Damage calls ===&lt;br /&gt;
&lt;br /&gt;
==== ZERO ====&lt;br /&gt;
Nothing happens.  A player or NPC can call this by blow (roleplaying a suitably gentle swing) to indicate that they are not aiming to deal damage.&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
You lose one [[Combat rules#Hits|Hit]].&amp;lt;br&amp;gt;&lt;br /&gt;
By default all melee blows and thrown weapons deal {{Call|SINGLE}} and you do not need to call it out loud.  However, a player or NPC can still call {{Call|SINGLE}} if they feel it is important to draw attention.&lt;br /&gt;
&lt;br /&gt;
==== DOUBLE ====&lt;br /&gt;
You lose two [[Combat rules#Hits|Hits]].&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
You lose three [[Combat rules#Hits|Hits]].&lt;br /&gt;
&lt;br /&gt;
==== CLEAVE ====&lt;br /&gt;
If this hits a limb, that limb is &#039;&#039;[[Combat rules#Complications|ruined]]&#039;&#039; and cannot be used until healed, and you lose one [[Combat rules#Hits|Hit]].&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, you lose all of your [[Combat rules#Hits|Hits]].&amp;lt;br&amp;gt;&lt;br /&gt;
By default all arrows and crossbow bolts deal {{Call|CLEAVE}} and you do not need to call it out loud when shooting.  However, a player or NPC can still call {{Call|CLEAVE}} if they feel it is important to draw attention.&lt;br /&gt;
&lt;br /&gt;
=== Status calls ===&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
Fall to the floor.  If it is not safe to do so, you should at a minimum touch one knee and one hand to the ground for a second.&amp;lt;br&amp;gt;&lt;br /&gt;
This call still takes effect if parried or blocked by a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|STRIKEDOWN}}.)&lt;br /&gt;
&lt;br /&gt;
==== REPEL ====&lt;br /&gt;
For the next five seconds, move as far away from the person making the call as you safely can.&amp;lt;br&amp;gt;&lt;br /&gt;
This call still takes effect if parried or blocked by a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|REPEL}}.)&lt;br /&gt;
&lt;br /&gt;
=== Healing calls ===&lt;br /&gt;
&lt;br /&gt;
==== CURE ====&lt;br /&gt;
{{Call|CURE}} &#039;&#039;&#039;X&#039;&#039;&#039;, where X is a number: You gain X Hits.  You cannot exceed your maximum Hits in this way.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Call|CURE}} &#039;&#039;&#039;ALL&#039;&#039;&#039;: You gain enough Hits to return to your maximum Hits.&lt;br /&gt;
&lt;br /&gt;
==== RESTORE LIMB ====&lt;br /&gt;
You recover the use of a limb ruined by {{Call|CLEAVE}}.  The person calling this can choose to indicate which limb, if more than one is ruined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTORE ALL&#039;&#039;&#039;: You recover the use of all limbs ruined by {{Call|CLEAVE}}.&lt;br /&gt;
&lt;br /&gt;
=== Special calls ===&lt;br /&gt;
&lt;br /&gt;
==== EFFECT ====&lt;br /&gt;
&#039;&#039;&#039;MINOR&#039;&#039;&#039;/&#039;&#039;&#039;MAJOR&#039;&#039;&#039;/&#039;&#039;&#039;EPIC&#039;&#039;&#039; {{Call|EFFECT}}: You are under a supernatural Effect of the stated strength.&amp;lt;br&amp;gt;&lt;br /&gt;
By default this lasts the remainder of the interactive or linear.  Some may have a specific duration (for example, five minutes); where this is the case it will be stated as part of the Effect.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{Call|EFFECT}} call cannot be used in combat, and it cannot be dodged.&lt;br /&gt;
&lt;br /&gt;
==== COMPEL ====&lt;br /&gt;
&#039;&#039;&#039;MINOR&#039;&#039;&#039;/&#039;&#039;&#039;MAJOR&#039;&#039;&#039;/&#039;&#039;&#039;EPIC&#039;&#039;&#039; {{Call|COMPEL}}: You are under a supernatural compulsion of the stated strength.  The person calling this will give a command, and you must either lose all your Hits or follow the command for five minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
You are under an {{Call|EFFECT}} of the stated strength for as long as you follow the command.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{Call|COMPEL}} call cannot be dodged.&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
You have been affected by harmful magic or alchemy.  Inform a Guide once you are out of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|CURSE}}.)&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
Called in response to another call or blow: that call or blow has not had full effect.  It has been dodged or it has been partly or entirely resisted.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have dodged a call or blow and it has had no effect, you &#039;&#039;may&#039;&#039; call &#039;&#039;&#039;MISSED&#039;&#039;&#039;, but {{Call|RESIST}} is preferred.&lt;br /&gt;
&lt;br /&gt;
=== Targetting calls ===&lt;br /&gt;
These calls are always followed by another call.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
If the person calling this indicates an area of effect with their arms: The call affects everyone in that arc within five metres.&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise: The call affects everyone within five metres regardless of direction.&lt;br /&gt;
&lt;br /&gt;
==== WIDE ====&lt;br /&gt;
Outdoors: The call affects everyone within ten metres.&amp;lt;br&amp;gt;&lt;br /&gt;
Indoors: The call affects everyone in the room.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=FAQ&amp;diff=1101</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=FAQ&amp;diff=1101"/>
		<updated>2018-03-01T12:36:12Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the answers to some questions we’ve been asked about the [[rules]] and setting of [[Breaking Worlds]].&amp;lt;br&amp;gt;&lt;br /&gt;
If you have any questions of your own, please send an e-mail to [mailto:larp-refs@srcf.net larp-refs@srcf.net] and we’ll be happy to answer them.&lt;br /&gt;
&lt;br /&gt;
== General questions ==&lt;br /&gt;
&lt;br /&gt;
;Can I opt not to be part of a faction?&lt;br /&gt;
:Definitely &#039;&#039;&#039;yes&#039;&#039;&#039;.  Joining a faction is entirely optional, and is not free (in mechanical nor narrative terms).&lt;br /&gt;
&lt;br /&gt;
;Can you bind a ghost to an item, or is that just elementals?&lt;br /&gt;
:In theory &#039;&#039;&#039;yes&#039;&#039;&#039;.   In practice, very few [[ancestors]] will allow you to bind them to an item.&lt;br /&gt;
&lt;br /&gt;
;Least spirits are “near-mindless.”  Does that mean they’ll basically be fine with being bound to anyone who looks like they’ll be fun, that they’ll give powers to anyone who offers a sacrifice?&lt;br /&gt;
:Many Least Elementals can be bound by anyone with the skill, but either of those conditions could be the case depending on the spirit.&lt;br /&gt;
&lt;br /&gt;
;Can a spirit unbind itself if it wants to?&lt;br /&gt;
:Generally &#039;&#039;&#039;yes&#039;&#039;&#039;.  However, it is possible to prevent them from doing so - for instance by using [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] or [[Metal spells#Mastery of Metal|Mastery of Metal]].&lt;br /&gt;
&lt;br /&gt;
;What happens if I break a code of conduct imposed on me by a spirit?&lt;br /&gt;
:The spirit will react accordingly.  If the spirit is bound to you or an item, it will generally unbind itself (see above), and it may also manifest and attack you.&lt;br /&gt;
&lt;br /&gt;
;If I’m playing an [[offworlders|offworlder]], can I take [[General skills#Followers|Followers]] to represent other people who fell through a rift with me?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039;.  For instance, you could use the skill to represent an Archipelagan ship’s crew, or a Praesidian political entourage.&lt;br /&gt;
&lt;br /&gt;
== Rules questions ==&lt;br /&gt;
&lt;br /&gt;
;Is it possible to completely ignore [[downtime]] and play Breaking Worlds?&lt;br /&gt;
:Definitely &#039;&#039;&#039;yes&#039;&#039;&#039;.  Downtime is an optional part of the game.&lt;br /&gt;
&lt;br /&gt;
;Are Mana and Stamina different?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039;.  Mana is a stat that Channellers have and can use to cast spells.  Stamina is a resource that Warriors have and can use to power combat abilities.  You can have both a Mana pool and a Stamina pool if you have both the Channeller and Warrior skills.&lt;br /&gt;
&lt;br /&gt;
;If your only opponents are incapable of fighting you, can you recoup Stamina?&lt;br /&gt;
:Broadly &#039;&#039;&#039;yes&#039;&#039;&#039;.  If they’re out of a fight for more than a couple of minutes (for instance, due to being bound by [[Metal spells#Compulsion of Metal|Compulsion of Metal]]) you can recover Stamina; ask the refs if you are unsure in a given situation.&lt;br /&gt;
&lt;br /&gt;
;How deceptive you can be when performing rituals?&lt;br /&gt;
:You must always make it clear when you are performing a ritual, but you need not make it clear what kind of ritual it is.  A channeller can use Detect Magic to investigate a ritual in progress.&lt;br /&gt;
&lt;br /&gt;
;Can you combine [[Channeller skills#Chained Casting|Chained Casting]] with [[Metal spells#Compulsion of Metal|Compulsion of Metal]] to compel two people at once?&lt;br /&gt;
:In practice &#039;&#039;&#039;no&#039;&#039;&#039;.  You must be able to call the full effect of the spell, and you cannot use an {{Call|EFFECT}} call while engaged in combat (which you probably will be if someone sees you mind-controlling their friend).&lt;br /&gt;
&lt;br /&gt;
;Will more [[skills]] (such as Third Circle spells) be added in the future?&lt;br /&gt;
:Currently &#039;&#039;&#039;no&#039;&#039;&#039;.  We don’t plan to change the rules in the first year unless it’s strictly necessary for balance reasons.  After the first year we may add or review skills, but no promises!&lt;br /&gt;
&lt;br /&gt;
;In general can a spirit of an element probably do anything on the [[spell list]]?&lt;br /&gt;
:Broadly &#039;&#039;&#039;yes&#039;&#039;&#039;.  Spirits can imitate spells as well as other abilities; however, the cost or conditions to use those skills may well be different from the usual.&lt;br /&gt;
&lt;br /&gt;
;Is it possibly to get [[General skills#Followers|Followers]] who are incompetent?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039; if you really want to.  Tell us when you submit your character sheet - they still cost 3 XP.&lt;br /&gt;
&lt;br /&gt;
;Would Raiding be the appropriate [[Downtime#Map Action|Map Action]] for an elite group of paladins if I want to attack something?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039;.  ‘Raiding’ covers every kind of action where violence is a first resort - you can add a little about your goals and tactics when you submit your downtime.&lt;br /&gt;
&lt;br /&gt;
== Setting questions ==&lt;br /&gt;
&lt;br /&gt;
;What calendar is used in [[Arginet]]?&lt;br /&gt;
:Years are counted from the crowning of [[King Estienne]] just over a millennium before the start of the game.  The date IC is generally the date OOC with 1000 taken off the year number - so the first interactive is set on &#039;&#039;&#039;Friday 14&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; October 1016&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;What languages exist in the setting?&lt;br /&gt;
:Everyone speaks a common language, physrepped by English. There are no other languages in the setting, although you can use foreign names and loans to add flavour to [[foreign nations]] or [[other worlds]].  Language is not really a theme of Breaking Worlds.&lt;br /&gt;
&lt;br /&gt;
;What kind of technology can be brought through from [[other worlds]]?&lt;br /&gt;
:Anything more complicated than a simple clockwork device (see the [[crafts and learning]] page for more) will stop working or fall to pieces in [[Arginet]].  In particular, you cannot carry guns, even as mementoes.&lt;br /&gt;
&lt;br /&gt;
;Where do you draw the line on “[[offworlders]] have no understanding of [[the Spirit World]]”?&lt;br /&gt;
:Offworlders may know stories or legends about lingering spirits of the departed, but will never have seen [[ancestors]] or elementals.&lt;br /&gt;
&lt;br /&gt;
;When creating a [[Animist orders|religious order]] for our characters, can we also create particular Greater Spirits we venerate and might want to summon?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039;.  You are welcome to create NPCs such as Greater Spirits linked to your PCs.  Please state in your background whether you would like them to appear in play - we can’t guarantee anything but will do our best.&lt;br /&gt;
&lt;br /&gt;
== System Questions ==&lt;br /&gt;
&lt;br /&gt;
;Can I use the Breaking Worlds system myself?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039;.  Breaking Worlds is licensed under a [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike] license.  This license lets you remix, tweak, and build upon this work even for commercial reasons, as long as you credit and license all new creations under identical terms.&lt;br /&gt;
: Breaking Worlds itself borrows heavily from Empire LRP, No Flag No Country, Cambridge University Treasure Trap, other LARPS and tabletop games, and many works of fiction as well as myths and legends.&lt;br /&gt;
&lt;br /&gt;
;Can I run player events in the Breaking Worlds universe?&lt;br /&gt;
:&#039;&#039;&#039;Yes&#039;&#039;&#039; - though those events will only be canon in the main campaign with the agreement of the main campaign’s refs.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Water&amp;diff=1098</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Water&amp;diff=1098"/>
		<updated>2018-02-24T12:02:00Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* Principles and relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Elements}}&lt;br /&gt;
Spirits of Water are calm, resourceful, and contemplative, though they are sometimes weakened by fear.  They admire the application of knowledge and intellect and the pursuit of understanding.&lt;br /&gt;
&lt;br /&gt;
Using [[Water spells]] or binding a spirit of Water grants powers associated with information.  Water is the element most suited to divination, and it can be used to evade and misdirect others.&lt;br /&gt;
&lt;br /&gt;
Water is opposed to [[Fire]] and [[Earth]].  It is represented by the colour blue and wavy lines, and its totem animal is the [[Totem spirits#Serpent|Serpent]].&lt;br /&gt;
&lt;br /&gt;
=== Principles and relationships ===&lt;br /&gt;
&lt;br /&gt;
The key attribute of Water is &#039;&#039;&#039;contemplation&#039;&#039;&#039;.  It is the element of dormancy, knowledge, and the winter.  It collects information for its own sake and seeks to understand the world on every level.&lt;br /&gt;
&lt;br /&gt;
Water is allied with [[Metal]], with which it shares the attribute of &#039;&#039;&#039;order&#039;&#039;&#039;.  However, spirits of Water view Metal as being too concerned with controlling others and not enough with knowing them.&amp;lt;br&amp;gt;&lt;br /&gt;
Water is also allied with [[Wood]], with which it shares the attribute of &#039;&#039;&#039;curiosity&#039;&#039;&#039;.  However, spirits of Water are not much interested in the outward growth and expansion of Wood.&lt;br /&gt;
&lt;br /&gt;
Water is opposed to [[Fire]].  Water’s cool, contemplative approach is utterly different to the passion and immediate action of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Water is also opposed to [[Earth]].  Water is concerned particularly with thought and abstracts, whereas Earth’s interests are almost exclusively practical and physical.&lt;br /&gt;
&lt;br /&gt;
=== Example characters ===&lt;br /&gt;
&lt;br /&gt;
Inspirations for characters aligned with Water could be calm and scholarly figures like Sherlock Holmes or Hemione Granger (from Harry Potter), or cunning tricksters like Doctor Who or Lyra Belacqua (from His Dark Materials).&amp;lt;br&amp;gt;&lt;br /&gt;
Villains aligned with Water are likely to be powerful deceivers like Loki (from myth or Marvel comics) or Jareth (from Labyrinth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IC|&#039;&#039;“Every question yields a dozen more questions - but I would rather have that and no answer than have no questions at all.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Theodora of Carhais}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Society&amp;diff=1097</id>
		<title>Society</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Society&amp;diff=1097"/>
		<updated>2018-02-09T00:39:07Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* The people */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Society}}&lt;br /&gt;
Although leading a life of adventure has become more common since [[the Breaking]] most people in [[Arginet]] do their best to live normal lives.  [[Offworlders]], straying through the rifts, sometimes find Arginese society strange or unfamiliar, but it has changed little through the ages and the people who make it up take comfort in its apparent timelessness and stability - despite the conflict that has long been simmering beneath the surface…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The people ==&lt;br /&gt;
&lt;br /&gt;
Arginet, like every [[Foreign nations|nation]] in the world, is peopled by [[humans]], of whom a small proportion are [[fay]] touched by the [[The Elements|elements]].  Since the Breaking, they have been joined by [[revenants]] - animated corpses possessed by the [[spirits]] of the [[ancestors]] who inhabited them in life.&lt;br /&gt;
&lt;br /&gt;
== [[Social class]] ==&lt;br /&gt;
&lt;br /&gt;
The people of Arginet are divided between [[The Noble Houses|nobles]] and commoners.  A small but influential minority hold land in the name of [[the Crown]], while the remainder must be content to live quiet lives or seek power in other ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Law]] ==&lt;br /&gt;
&lt;br /&gt;
A simple code of laws underpins the order of the Realm, laid down by the Royal Council and enacted by a cadre of scrupulously impartial magistrates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Crafts and learning]] ==&lt;br /&gt;
&lt;br /&gt;
Arginet is an enlightened mediaeval society where most people have at least a basic education and the towns and cities are home to artisans, scholars, and philosophers.  Many crafts and sciences are cultivated to a high degree - not least among which is the practice of [[magic]].  The [[history]] of the realm is another popular interest of the learned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Sexuality, identity, and relationships]] ==&lt;br /&gt;
&lt;br /&gt;
The diversity of humankind is recognised and celebrated in Arginet, and a veritable rainbow of identities and sexualities exists within the Realm.  While commoners are free to conduct their relationships as they see fit, the nobility hold their own marriages to [[The Noble Houses marriage and inheritance|strict standards]] of fidelity and permanence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Factions]] ==&lt;br /&gt;
&lt;br /&gt;
At present, three main factions - [[the Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] - dominate Arginese society while smaller groups such as the [[animist orders]] also jockey for power.  Though only a small minority of Arginese officially belong to a faction, they exercise a great degree of influence over the nation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Names]] ==&lt;br /&gt;
&lt;br /&gt;
In many cases the name of an Arginese says a lot about them.  People often give or choose names that indicate their class, background, or ideology, and nobles jealously guard their family heritage.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Evocation&amp;diff=1096</id>
		<title>Evocation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Evocation&amp;diff=1096"/>
		<updated>2018-02-09T00:12:06Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* Binding and artifice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Magic}}&lt;br /&gt;
Evocation is the [[magic]]al art of summoning, appeasing, and binding [[spirits]].  A person who treats with the spirits to worship and gain enlightenment is generally called a [[animism|priest]], while a practitioner who uses them to gain more immediate power is called a witch - though the distinction is often blurred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
&lt;br /&gt;
Evokers are capable of calling spirits from [[the Spirit World]] into the mortal plane by ritual magic.  The more [[Spirits#degrees of power|powerful]] the spirit is, the more powerful the ritual must be; a spirit of the least degree can be summoned with a couple of minutes of incantation, while a greater spirit requires an elaborate performance and usually a substantial sacrifice.&lt;br /&gt;
&lt;br /&gt;
It is possible to perform a summoning ritual without a specific spirit in mind.  An evoker can perform a ritual to call a spirit of a particular element and degree, or an ancestor matching a broad description.  Where possible, however, it is best to call a spirit by name; temples, scholarly institutions, and similar organisations sometimes record the names of significant spirits for this reason.&lt;br /&gt;
&lt;br /&gt;
A spirit is able to speak to the evoker and to people within hearing of the place it was summoned.  More powerful spirits will create the image of a body.  This is normally a mere apparition, unable to act directly, but since [[the Breaking]] there have been instances of elementals taking on a real physical form and forcing their way into the material world wholesale.  Obviously this has made evocation a rather riskier business.&lt;br /&gt;
&lt;br /&gt;
When evoking a spirit, it is common practice - though not strictly necessary - to mark out a summoning circle on the ground with rope, chalk, powder, or similar means.  This is done partly out of tradition, and partly because it helps to remind mortals to stay out of the space that the spirit will use to take its form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Negotiation ==&lt;br /&gt;
&lt;br /&gt;
All but the very weakest spirits have minds and wills of their own and will only assist mortals if they consider worthy.  Accordingly an evoker must be able to persuade spirits of their worth - but each individual spirit has its own way of deciding who makes the cut.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; The loyalty of many spirits can simply be bought.  [[Items and equipment#Money|Gold and silver]] are widely appreciated, but sometimes a more powerful or exotic offering is demanded - rare items, secrets, blood, or even human souls.  While a single offering is often sufficient for lesser spirits, many powerful elementals require regular sacrifice in exchange for their services.&lt;br /&gt;
* &#039;&#039;&#039;Contest:&#039;&#039;&#039; Sometimes spirits will challenge mortals directly or pit them against each other.  The element and interests of the spirit will determine the nature of the contest - it might be single combat, a game of dice or cards, wit and trickery, a test of agility, or many other things.&lt;br /&gt;
* &#039;&#039;&#039;Conduct:&#039;&#039;&#039; Spirits will often consent to be bound to someone who they believe will adhere to their principles, and so may set out particular conducts as a condition to being bound.  This might be a prohibition - against, for instance, telling falsehoods or striking another person - or a requirement - for instance to accept any challenge of single combat.  Some spirits (especially those of [[Metal]]) will insist on a contract being drawn up and followed to the letter.&lt;br /&gt;
* &#039;&#039;&#039;Challenge:&#039;&#039;&#039; On a few occasions spirits have challenged mortals to complete a quest or challenge.  The nature and difficulty can vary enormously, but successful completion is valued very highly as it proves that the evoker is both capable and willing to further the spirit’s interests.&lt;br /&gt;
&lt;br /&gt;
== Binding and artifice ==&lt;br /&gt;
&lt;br /&gt;
While some evokers are content to speak to spirits and learn from them, many priests and nearly all witches seek to bind spirits and draw on their power directly.&lt;br /&gt;
&lt;br /&gt;
Any evoker can bind a willing spirit to themselves or to another willing person or item.  However, keeping a spirit in control takes willpower and practice, and most people without skill in evocation cannot have spirits of more than the least degree bound to them without suffering adverse effects.&lt;br /&gt;
&lt;br /&gt;
[[Items and equipment#Magic items|Magic items]] provide a safer though more restrictive way for other people to draw on powerful spirits.  Evokers can learn to use silver and gold to create suitable anchors for spirits, which any person can then use.&lt;br /&gt;
&lt;br /&gt;
A few elementals (most commonly those of [[Earth]]) can be bound into dead bodies.  This is unpopular in [[Arginet]] and condemned by most [[animist orders]] but it can be used by an evoker to create strong, biddable servants and guardians.&lt;br /&gt;
&lt;br /&gt;
A willing spirit can be released from an person or item with a simple command; if there is a suitable person or anchor nearby they can usually be bound to that in the same action.  &#039;&#039;Forcing&#039;&#039; a spirit to leave requires a ritual called the Rite of Dismissal - which is almost always effective if performed with sufficient power, but may cause the (now hostile) spirit to manifest physically...&amp;lt;br&amp;gt;&lt;br /&gt;
The Rite of Dismissal is also apparently very damaging to [[revenants]] if it is focussed on them.&lt;br /&gt;
&lt;br /&gt;
== Sacrifice ==&lt;br /&gt;
&lt;br /&gt;
Making offerings to a spirit is a common practice in [[animism]] and among evokers of all creeds.&lt;br /&gt;
&lt;br /&gt;
Any mortal can make an offering to a spirit that is physically present in summoned, manifested, or bound form.  An evoker with the correct knowledge can perform a ritual to send a sacrifice to a spirit that is not present, and will gain additional favour for doing so.&lt;br /&gt;
&lt;br /&gt;
Almost anything can be given as an offering.  Silver and gold are most common.  Other items are also popular choices, and the greater the material and sentimental value to mortals, the more valued it will be by the spirits.&amp;lt;br&amp;gt;&lt;br /&gt;
It is even possible to sacrifice living beings - this is considered widely distasteful, but it is known to grant the spirits a significant amount of power as they drain the life force from the offering.  [[Humans|Human]] (or [[fay]]) sacrifice is the most powerful of all and allows the receiving spirit to subsume the soul of the victim; few spirits openly demand this, and in [[Arginet]] it is considered a criminal act of [[Law#List of offences|murder, sacrilege, and slavery]] and usually punished by death.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it seems to be possible to make sacrifices to the [[Ancestors|ancestor]] spirits that animate [[revenants]].  A sufficient offering of coin or valuable items will heal or even temporarily strengthen them.&lt;br /&gt;
&lt;br /&gt;
== Other powers ==&lt;br /&gt;
&lt;br /&gt;
An experienced and skilled practitioner can attain what is known as the &#039;&#039;mastery&#039;&#039; of evocation: the ability to improvise new effects and combine their powers with others.  In general these affect summoning, magical items, and spirits.&lt;br /&gt;
&lt;br /&gt;
Experiments undertaken since [[the Breaking]] indicate that this ability is even more effective than [[channelling]] for studying and manipulating the mysterious rifts.  It can certainly be used to push through the Veil and affect [[the Spirit World]] given sufficient power.&lt;br /&gt;
&lt;br /&gt;
One of the most dreaded - but poorly-understood - abilities of a master evoker is the power to break a soul into pieces.  This seems to prevent the soul from continuing its existence in the Spirit World, and given that it can be used as a punishment that continues after death it is considered a criminal act of [[Law#List of offences|sacrilege]].&amp;lt;br&amp;gt;&lt;br /&gt;
Almost incredibly a small number of past evokers are known to have deliberately split their own souls.  This is believed to grant the ability to command more spirits than an entire person could, and creates the possibility of binding soul shards into anchors or even other people (for whatever purpose).  However, few indeed would consider sacrificing any possibility of an afterlife for even the greatest power in this life...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IC|The hall had been cleared, all furniture removed to make space for an intricate summoning circle.  Lines of salt spread and coiled over the flags between four stone tablets inscribed with the symbols of Wood, Earth, Metal, and Water.  A fistful of silver coin and a single gold ducatto were piled neatly in the centre.  Only Fire was conspicious by its absence - even the lamps had been extinguished, leaving the room lit only by the moonlight shining through the tall windows, and shadowing the faces of the robed figures who surrounded the circle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Master Mervyn Courtenay shivered slightly - telling himself it was just the cold - and cleared his throat.  “Are we ready to begin?”&amp;lt;br&amp;gt;&lt;br /&gt;
His companions nodded.&amp;lt;br&amp;gt;&lt;br /&gt;
“Then I call this convocation to order.  Our decision has been made and assented to; a spirit has incited violence and destruction against our college and we must call them to account for their actions.”&lt;br /&gt;
&lt;br /&gt;
He took a deep breath, and spoke again in the most authoritative tone he could muster.  “Spirit, I name you!  Coruscating Genius, I evoke, conjure, and command you to appear before our convocation!”&amp;lt;br&amp;gt;&lt;br /&gt;
The other scholars chanted in echo: “We evoke, conjure, and command you.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You who have wronged us must answer for your wrongdoing.  By my power as Master of this college and by the authority of our convocation I evoke, conjure, and command you!”&amp;lt;br&amp;gt;&lt;br /&gt;
“We evoke, conjure, and command you.”&amp;lt;br&amp;gt;&lt;br /&gt;
“With silver and gold we pay the price to open the Veil, and so I evoke, conjure, and command you to step through!”&amp;lt;br&amp;gt;&lt;br /&gt;
“We evoke, conjure, and command you.”&amp;lt;br&amp;gt;&lt;br /&gt;
Master Courtenay became aware that vague white shape - a Guide - was standing at the centre of the circle and gathering up the offered coins.  A moment later it faded... but not before giving him something like a nod of recognition.&amp;lt;br&amp;gt;&lt;br /&gt;
He shivered again.&lt;br /&gt;
&lt;br /&gt;
The quiet of the hall was suddenly broken by a roaring, crackling sound from the circle.  The Master willed himself to stand firm, knowing that there was nothing left but to carry on.  “Coruscating Genius, I evoke, conjure, and-”&amp;lt;br&amp;gt;&lt;br /&gt;
With a rush of heat and noise, the spirit themselves appeared, seeming to spring up like a flame to form a tall figure of translucent red and gold.  “I heard you the first time.”&amp;lt;br&amp;gt;&lt;br /&gt;
Keeping his voice steady, he continued: “We call you to account for your crimes against this college.  Speak, spirit!”&amp;lt;br&amp;gt;&lt;br /&gt;
The spirit did not respond immediately, and he was about to command them again, but before he could say anything they began: “I suppose I should thank you for bringing me here.  It’s so dull having to act through intermediaries.”&amp;lt;br&amp;gt;&lt;br /&gt;
“What do you mean?”&amp;lt;br&amp;gt;&lt;br /&gt;
“Why, you invited me to come to you in person.  And now we can get properly &#039;&#039;acquainted&#039;&#039;.”  The last word was almost a snarl.&lt;br /&gt;
&lt;br /&gt;
The figure wavered momentarily, then took a step toward Master Courtenay - a step &#039;&#039;out of the circle&#039;&#039;.  Suddenly it seemed far more solid... more dangerous.  He stumbled backward in shock.&amp;lt;br&amp;gt;&lt;br /&gt;
“Well done, mortal,” came the voice as Courtenay felt the flames start to sear his skin.  “You have me right where I want me.”}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Totem_spirits&amp;diff=1095</id>
		<title>Totem spirits</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Totem_spirits&amp;diff=1095"/>
		<updated>2018-02-09T00:07:34Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* Bear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Elements|Magic}}&lt;br /&gt;
The most powerful [[spirits]] known to the [[Animism|priests]] and [[Magic|witches]] of [[Arginet]] are the five totem spirits.  They are tremendously powerful but also distant; they have never been directly contacted by mortals and what is known of them comes from the so-called [[Spirits#Degrees of power|greater spirits]].&lt;br /&gt;
&lt;br /&gt;
The totem spirits are [[Animist orders|worshipped]] as gods by some, and unsurprisingly there is a great degree of curiosity among mortals about their natures and desires.  Even the [[Seekers of the Utmost]], who reject the totems’ divinity, view them with respect and fascination.&lt;br /&gt;
&lt;br /&gt;
== Dragon ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Wood]], usually appearing as masculine.&lt;br /&gt;
&lt;br /&gt;
The spirits of Wood have sometimes been likened to friendly but rowdy youths.  In this analogy, Dragon is the slightly older, wiser figure who serves as a mentor and inspiration to the rest.  He relishes novelty and is said to both collect new finds and encourage his entourage to create new marvels of their own.&lt;br /&gt;
&lt;br /&gt;
Dragon is fond of living things, and seems to particularly love seeing things and people grow.  Despite the youthful associations of Wood he is also invoked to bless comings of age, [[Sexuality, identity, and relationships|weddings]], and graduation ceremonies.  By the same token, stagnation and dullness are likely to draw his anger.&lt;br /&gt;
&lt;br /&gt;
== Phoenix ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Fire]], sometimes appearing as masculine and sometimes as feminine.&lt;br /&gt;
&lt;br /&gt;
Among the passionate spirits of Fire, Phoenix burns the brightest.  They are depicted as constantly changing, flying from one obsession to the next.  A few greater spirits have claimed to be Phoenix’s lovers, or former loves now ignored - or turned enemies.&lt;br /&gt;
&lt;br /&gt;
It has been said that Phoenix does not care how others act, as long as they do act, and listen to their hearts.  They are most associated with acts of creation and destruction: both the sculptor who carves a masterpiece and the iconoclast who smashes it are likely to appeal to Phoenix for their blessing.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Earth]], usually appearing as feminine.&lt;br /&gt;
&lt;br /&gt;
The spirits of Earth seem to regard each other as family of sorts, and though they are not without their differences, they all listen to their matriarch, Bear.  She is revered for her steadfastness and strength and is said to look kindly on others who uphold these virtues.&lt;br /&gt;
&lt;br /&gt;
More than any other totem spirit, Bear is invoked as the patron of organisations and groups.  She is particularly revered by people who work together for a cause, and most of all by those who must fight in defence of their ideal.&lt;br /&gt;
&lt;br /&gt;
== Tiger ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Metal]], usually appearing as genderless.&lt;br /&gt;
&lt;br /&gt;
Tiger is at the pinnacle of the hierarchy of Metal, ruling over their subjects with an iron claw.  Those spirits who have spoken of them describe them as the ultimate authority figure: strong, calculating, and utterly implacable.&lt;br /&gt;
&lt;br /&gt;
They are believed to favour people who seek to establish order in society and to lead - or simply dominate - other people.  Tiger is also invoked by those who feel fear or anger to help harness those darker emotions and channel them into action and resolve.&lt;br /&gt;
&lt;br /&gt;
== Serpent ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Water]], usually appearing as feminine.&lt;br /&gt;
&lt;br /&gt;
Spirits of Water are by their nature beings of thought and contemplation, and Serpent exemplifies this.  She is described as being curious and analytical,  always seeking to feed her unfathomable intellect while presenting a dispassionate face to those around her.  Even the other spirits claim little understanding of her desires and goals.&lt;br /&gt;
&lt;br /&gt;
Even so, Serpent is called on by mortals to grant insight.  She is believed to favour those who make the best use of their minds - people who seek understanding of themselves and the world around them, and who use cunning and trickery to overcome mere physical concerns.&lt;br /&gt;
&lt;br /&gt;
{{IC|The five students sat at their usual table. “So which of the totems do you reckon would be the worst to be killed by?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the other scholars spat out their drink, “Do not piss off the totem spirits!”&amp;lt;br&amp;gt;&lt;br /&gt;
“No I’m just saying, theoretical question!” the first protested, “Because I mean Bear is easiest to piss off, but she’d just swat you and be done with it.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Tiger.” said the third, taking a deep drink, “Definitely Tiger, Metal can be horrible.”&amp;lt;br&amp;gt;&lt;br /&gt;
“I think I agree, Wood’s going to be about the same as Bear, only with less extreme prejudice.”&amp;lt;br&amp;gt;&lt;br /&gt;
The second pulled a face, “And let’s face it, the only difference between if Phoenix loves you or hates you is whether you survive when they say ‘Burn’, and even then it’s chancy.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four of them nodded before the fifth spoke up. “Serpent’s worst.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Really?” the third pulled a face, “But Tiger won’t even kill you quickly, they’ll do it slowly, making sure you knew every damn second just how much bigger they were than you, putting you in your place for every moment of agony before you were ground down beyond dust.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Precisely. Serpent won’t lay a finger on you.” The fifth said quietly, “She’ll smile as she slowly takes away everything you have, job, friends, family… she’ll systematically destroy everything, even hope, until all that’s left is Serpent’s smile.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group shivered.&amp;lt;br&amp;gt;&lt;br /&gt;
“I wish you hadn’t said that, now I need another drink.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Let’s just not piss off any of them.” The second scholar pointed to the fifth. “Also, you’re buying.”}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Northlands&amp;diff=1094</id>
		<title>The Northlands</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Northlands&amp;diff=1094"/>
		<updated>2018-02-08T20:28:29Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: /* Reynes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
The northernmost part of [[Arginet]] is cold and windswept.  Rugged hills and damp pine forests characterise the land between the mountains and the sea.&lt;br /&gt;
&lt;br /&gt;
Northerners tend to see themselves as somewhat apart from other Arginese.  Many families claim to have inhabited the island since even before the time of [[King Estienne]], a claim considered absurd or even blasphemous by some southerners.  Certainly the rule of Kellewick was not always welcome here; in the second century, both noble and commoner rose up against the weak King Enguerrand I in a revolt that was not ended for two years.&lt;br /&gt;
&lt;br /&gt;
Time and the slow mixing of peoples have changed things, and for centuries now the Northlands have been as loyal as any other part of the realm.  Nonetheless, some cultural peculiarities remain.  Northerners place great stock in hospitality and treat guests with the highest honour - a tradition that sometimes even overrides the distinctions of [[social class]].  Their arts and crafts are also noted for the rich variety of patterns they incorporate in cloth, embroidery, and metalwork.&lt;br /&gt;
&lt;br /&gt;
[[File:Northlands.jpg|frame]]&lt;br /&gt;
&lt;br /&gt;
== Notable features ==&lt;br /&gt;
&lt;br /&gt;
=== Reynes ===&lt;br /&gt;
&lt;br /&gt;
Reynes is the northernmost city in the realm and one of the most strongly defended.  Bandits, wolves, and worse roam the forests and mountains inland, but the walls and towers of the city keep its inhabitants safe in their homes.&lt;br /&gt;
&lt;br /&gt;
Plentiful timber and ore from the hinterland feed such a multitude of forges and smithies that the city is often shrouded in a pall of smoke.  The smiths of Reynes are said to be the finest in Arginet, and on par with the best [[Na Rathanna|Rathanna]] artisans - and the witches there are acknowledged masters of binding spirits into all manner of anchors, from axes to amulets.&lt;br /&gt;
&lt;br /&gt;
=== Carden Law ===&lt;br /&gt;
&lt;br /&gt;
Carden Law stands at the point where the Great East Road becomes the Great North Road.  It is the northernmost town in Arginet and the most forbidding, whipped by winds from the Ocean Sea and the chill north.  Its people consider themselves tough even for Northerners and have a reputation for relishing physical challenge.&lt;br /&gt;
&lt;br /&gt;
=== Chapel Moss ===&lt;br /&gt;
&lt;br /&gt;
The town of Chapel Moss is surrounded by a dense and dark forest.  The finest timber in the realm is felled here, dragged overland or floated down the slow-flowing Mosswater.  But fierce beasts lurk in the woods and marshes, and since [[the Breaking]], their numbers have been swelled by new and alien creatures that prey upon the unwary.&lt;br /&gt;
&lt;br /&gt;
[[File:Heart_of_Fire.jpg|frame]]&lt;br /&gt;
&lt;br /&gt;
=== The Heart of Fire ===&lt;br /&gt;
&lt;br /&gt;
Among the craggy mountains of the Northlands one peak stands out from the others by day or night: the Heart of Fire.  A lake of molten rock surrounded by strange formations of basalt bubbles and smokes at the summit; occasionally it bursts forth in a powerful eruption that symbolises the unpredictability of [[Fire]].  The lower flanks and slopes host shrines to the [[spirits]], each one built as an architectural marvel despite the knowledge that eventually the volcano will consume them.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Foreign_nations&amp;diff=1093</id>
		<title>Foreign nations</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Foreign_nations&amp;diff=1093"/>
		<updated>2017-12-06T22:09:15Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Map!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Nations}}&lt;br /&gt;
Despite its traditional policy of splendid isolation, [[Arginet]] is far from the only country in the world, and a number of its citizens have travelled abroad to trade, fight, or learn.  Sea monsters unleashed in [[the Breaking]] have made travel abroad infrequent and perilous but messages can still be sent through the Rite of Sending.&lt;br /&gt;
&lt;br /&gt;
All of the nations with which Arginet has a traditional connection are on a continent that is at its nearest point about three hundred miles to the southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Listenesse]] ===&lt;br /&gt;
A rich and fertile land ruled by a powerful warrior caste.&lt;br /&gt;
&lt;br /&gt;
=== [[Na Rathanna]] ===&lt;br /&gt;
A loose coalition of powerful, cultured city-states.&lt;br /&gt;
&lt;br /&gt;
=== [[Bravellir]] ===&lt;br /&gt;
A northerly republic with a proud, self-sufficient citizenry. &lt;br /&gt;
&lt;br /&gt;
=== [[Parmenia]] ===&lt;br /&gt;
Exotic trading cities, nomad riders, and a culture of mystery and intrigue. &lt;br /&gt;
&lt;br /&gt;
=== [[Kryviczy]] ===&lt;br /&gt;
The unexplored northwestern reaches of the mainland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:World-IC.jpg|center]]&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=1092</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=1092"/>
		<updated>2017-12-06T22:08:46Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: World map link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
Although the [[Society|culture]] of [[Arginet]] is differentiated mostly by [[social class]] and [[Factions|political allegiance]], the various regions of the country each have their own character and customs.&lt;br /&gt;
&lt;br /&gt;
As well as the country map on this page, maps of [[:File:World-IC.jpg|the continent]], [[:File:Fiveways-IC.jpg|Fiveways]] and the [[:File:DowntimeMap.jpg|nearby area]] are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;arginetmap&amp;quot; class=&amp;quot;hackyimage&amp;quot;&amp;gt;[http://www.camlarp.co.uk/w/images/2/23/Arginet-IC-v2_50pc.jpg &amp;amp;nbsp;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Iseur Valley]]&#039;&#039;&#039; in the southwest is the political and mercantile heart of the nation, and the location of the capital city of Kellewick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Summer Coast]]&#039;&#039;&#039; is the fertile south of Arginet, where rich and poor are starkly divided and the effects of [[the Breaking]] are keenly felt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Eastern Reach]]&#039;&#039;&#039; is a once-quiet agrarian region, and the location of [[Fiveways]], the central location of [[Breaking Worlds]].  The [[:File:DowntimeMap.jpg|downtime map]] covers a large part of the Reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lowen Valley]]&#039;&#039;&#039; is a land of plain-spoken and industrious people in the northeast of the nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Northlands]]&#039;&#039;&#039; are rugged and chilly, isolated from the rest of the country by mountains and tradition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Western Reach]]&#039;&#039;&#039; is a prosperous and conservative region and a stronghold of the old nobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Interior]]&#039;&#039;&#039; is sparsely populated and lawless, troubled by bandits and beasts.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=File:World-IC.jpg&amp;diff=1091</id>
		<title>File:World-IC.jpg</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=File:World-IC.jpg&amp;diff=1091"/>
		<updated>2017-12-06T22:07:10Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Map by Aneurin Redman-White, created using public domain stock.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map by Aneurin Redman-White, created using public domain stock.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Combat_rules&amp;diff=1069</id>
		<title>Combat rules</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Combat_rules&amp;diff=1069"/>
		<updated>2017-10-23T20:19:44Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
As well as these rules, you should be familiar with the [[safety]] rules before you engage in combat.&lt;br /&gt;
&lt;br /&gt;
== Basic abilities ==&lt;br /&gt;
{{:Starting abilities}}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
&lt;br /&gt;
=== Hits ===&lt;br /&gt;
&#039;&#039;&#039;Hits&#039;&#039;&#039; are your character’s measure of health.&lt;br /&gt;
* A PC starts with &#039;&#039;&#039;three hits&#039;&#039;&#039;.&lt;br /&gt;
* You can gain more Hits by wearing armour or buying certain skills.&lt;br /&gt;
* You lose one Hit each time you are struck, unless modified by a [[Calls|call]].  (Not that a player can always opt to call {{Call|ZERO}} with a melee blow.)  Some ranged calls can also cause you to lose Hits.&lt;br /&gt;
* Hits are &#039;&#039;&#039;non-locational&#039;&#039;&#039;: no matter where a blow lands, you lose Hits from the same single pool.&lt;br /&gt;
* Hits can be recovered during a game by using skills or items.  If you are in a safe situation, you can spend a short period of appropriate roleplay to recover all your Hits.&lt;br /&gt;
&lt;br /&gt;
=== Dying ===&lt;br /&gt;
A badly beaten character can become &#039;&#039;&#039;Dying&#039;&#039;&#039;.&lt;br /&gt;
* When you are reduced to &#039;&#039;&#039;zero Hits&#039;&#039;&#039;, you become Dying.  You must fall to the ground (as soon as it is safe to do so).&lt;br /&gt;
* While Dying you &#039;&#039;&#039;cannot move&#039;&#039;&#039;, defend yourself or use skills.&lt;br /&gt;
* While Dying your character is &#039;&#039;&#039;still conscious&#039;&#039;&#039; (unless you choose to roleplay otherwise) and can talk or scream.&lt;br /&gt;
* A PC starts with a bleed count of &#039;&#039;&#039;90 seconds&#039;&#039;&#039;.&lt;br /&gt;
* You can pause a dying character’s bleed count with continuous appropriate roleplay.  If you do this for 60 seconds uninterrupted, you may call CURE 1 on them.&lt;br /&gt;
* You stop Dying immediately if you regain any number of Hits.&lt;br /&gt;
A Dying character who is not healed in time is mortally wounded.  In Breaking Worlds, this is called &#039;&#039;&#039;‘Marked for Death’&#039;&#039;&#039;.&lt;br /&gt;
* If you are Dying and you reach the end of your bleed count, you become &#039;&#039;&#039;Marked for Death&#039;&#039;&#039;.  You may be healed, but will die if you are reduced to zero hits again or at the end of the session (whichever is sooner).  If you are Marked for Death you may also choose to die at a dramatically appropriate moment.&lt;br /&gt;
* A [[Humans|human]] or [[fay]] character who dies may, at the player’s option and only if their body is safe, be resurrected as a [[Revenants|revenant]] at a future session.&lt;br /&gt;
You may &#039;&#039;&#039;execute&#039;&#039;&#039; a Dying character with five seconds of appropriate roleplay including a fatal blow to the victim.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
If one of your limbs is hit by the {{Call|CLEAVE}} call, it is &#039;&#039;ruined&#039;&#039; and cannot be used until it is healed.&lt;br /&gt;
* If your arm is ruined, you cannot use that arm to carry anything.&lt;br /&gt;
* If your leg is ruined, you cannot walk (or hop) or stand unaided.&lt;br /&gt;
* Ruined limbs can be healed using the {{Call|RESTORE LIMB}} call.  [[Wood]] Channellers and characters with the Surgery skill can use this call.&lt;br /&gt;
* The Dissection skill can be used to &#039;&#039;sever&#039;&#039; limbs.  In most regards this is the same as being ruined, but it is much harder to heal; {{Call|RESTORE LIMB}} on its own is not sufficient to regenerate a severed limb.&lt;br /&gt;
&#039;&#039;&#039;Wounds&#039;&#039;&#039; are serious injuries that add complications and difficulties to the sufferers’ lives.&lt;br /&gt;
* Wounds are represented by cards given to a character by a Ref.&lt;br /&gt;
* Each wound has a roleplaying effect and may also have a mechanical effect.&lt;br /&gt;
* Under most circumstances Wounds can only be healed using the Surgery skill, or by visiting a healer in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Non-contact combat ===&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons.  If you wish to attack a character played by someone who is non-contact &#039;&#039;&#039;do not strike or swing with your weapon&#039;&#039;&#039;.  Instead you must be close enough to strike them, &#039;&#039;&#039;point&#039;&#039;&#039; your weapon at them and call damage as though you were striking.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=General_skills&amp;diff=1068</id>
		<title>General skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=General_skills&amp;diff=1068"/>
		<updated>2017-10-19T12:29:35Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Reagents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
All [[skills]] that do not belong to a class ([[Warrior skills|warrior]], [[Channeller skills|channeller]], or [[Evoker skills|evoker]]) are called &#039;&#039;general skills&#039;&#039;.  Many of these are useful outside combat, and may give specific advantages in [[downtime]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Toughness|xp=2|prereq=none|description=You gain an additional Hit (+1 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Improved Toughness|xp=2|prereq=Toughness|description=You gain a further additional Hit (+2 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Heroic Toughness|xp=3|prereq=Improved Toughness|description=You gain a further additional Hit (+3 total).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Medicine|xp=1|prereq=none|description=You can spend 10 seconds appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on a [[Combat rules#Dying|Dying]] character at close range.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of [[Items and equipment#Reagents|standard reagents]], to call {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039; on another character at close range.  If you are hit by a melee blow, projectile, or call, or use a Dodge skill, this is interrupted and you must start again.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Surgery|xp=3|prereq=Medicine|description=You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of [[Items and equipment#Reagents|standard reagents]], to call {{Call|RESTORE LIMB}} on another character at close range.  If you are hit by a melee blow, projectile, or call, or use a Dodge skill, this is interrupted and you must start again.&amp;lt;br&amp;gt;&lt;br /&gt;
You can examine and heal [[Combat rules#Complications|Wounds]] affecting another character following the instructions on the card.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Dissection|xp=2|prereq=Medicine|description=You can use 10 seconds appropriate roleplay outside combat to remove an organ or body part from an unresisting or dead creature or character.  (You can sever limbs using this skill, which has the same effect as {{Call|CLEAVE}} but is [[Combat rules#Complications|harder to heal]].)&amp;lt;br&amp;gt;&lt;br /&gt;
You can examine the body of a dead or unresisting character or creature to get a good idea of their abilities.  {{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Graft|xp=3|prereq=Surgery&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Dissection|description=You may attempt to graft an organ, body part, or item onto another willing or unresisting character or creature.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a very risky process.  This skill is most reliable when used to transplant a body part of the same species to replace one which has been lost or irreparably damaged.  Grafting an inorganic item or an organ from another species is rather more dangerous.  It is especially risky to attempt to give someone supernumerary body parts or organs.&amp;lt;br&amp;gt;&lt;br /&gt;
The operation can be made easier and safer with appropriate magic, especially [[Wood]] or [[Earth]].&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Alchemy|xp=3|prereq=Medicine|description=You can spend a few minutes appropriate roleplay and two doses of [[Items and equipment#Reagents|standard reagents]] to create a Potion of Power.  When consumed by a character, it increases either their [[Warrior skills|Stamina]] or [[Channeller skills|Mana]] (but not both) to double its maximum value; they then take a [[Combat rules#Complications|Wound]].  You can also do this in downtime as a Minor Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You may spend 60 seconds appropriate roleplay and one dose of standard reagents to turn a glass of liquid into one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure water, inflammable oil, acid, alkali, lubricant, glue, solvent, dye, bleach, cooling solution, heat solution, preservative.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Advanced Alchemy|xp=2|prereq=Alchemy|description=You can analyse and extract [[Items and equipment#Exotic reagents|exotic reagents]] from biological samples in downtime as a Minor Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You may attempt to create new substances by combining [[Items and equipment#Exotic reagents|different types of reagents]].  This allows you to create new consumables that grant the user special abilities, often related to the creature from which they were extracted.&amp;lt;br&amp;gt;{{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
Substances created from a combination of reagents can only be administered under the supervision of an alchemist, except for Potions of Power and any potion where the instructions specifically state otherwise.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Trader’s Appraisal|xp=1|prereq=none|description=You can inspect an item with a treasure ribbon to get a good idea of its nature, value, and history.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Investigation|xp=2|prereq=Trader’s Appraisal|description=You may detect simple forgeries with close investigation.  You may use [[Items and equipment#Reagents|standard reagents]] to detect advanced forgeries.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at gathering information in downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Spycraft|xp=2|prereq=none|description=You can forge up to one document each downtime as a Minor Action.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Advanced Spycraft|xp=2|prereq=Spycraft|description=You may choose to spend any quantity of [[Items and equipment#Reagents|reagents]] on a forgery.  If you do, anyone wishing to detect it must spend at least as many doses of [[Items and equipment#Reagents|reagents]] as you spent.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at spreading information, rumours, propaganda, and similar in downtime.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Smuggling|xp=2|prereq=Spycraft|description=You may conceal one item under 24” long such that a search cannot detect it.  The item must be physically concealed from view for this skill to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at moving goods or people unnoticed in downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Business Connections|xp=1|prereq=none|description=You may submit one rumour each interactive or in the following downtime, which will appear in the downtime of one or more other characters.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You receive one additional rumour from each downtime.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Excellent Connections|xp=4|prereq=Business Connections|description=You may call in a &#039;&#039;favour&#039;&#039; each downtime: this could be to get the help of some workers or thugs, borrow a fast horse to travel to other parts of the country, or ask traders for a particular item.&amp;lt;br&amp;gt;&lt;br /&gt;
You receive one further additional rumour from each downtime (total two).  If you &#039;&#039;don’t&#039;&#039; call in a favour, you will generally get a rumour from an obscure, distant, or powerful source.&amp;lt;br&amp;gt;&lt;br /&gt;
This skill effectively allows you to choose from a range of options each downtime, and can be used as a passable substitute for skills including Followers (different from any you might already have), Exotic Income, or research abilities.  It is also the only skill that reliably allows you to act outside the [[:File:DowntimeMap.jpg|downtime map]].  However, it still doesn’t allow you to use more than one Major or Map action per downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Disposable Income|xp=1|prereq=none|description=You receive an extra sum of Petty Cash per interactive (twice as much as standard).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Substantial Income|xp=2|prereq=Disposable Income|description=You receive a further extra sum of Petty Cash per interactive (three times as much as standard).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Exotic Income|xp=3|prereq=Substantial Income|description=You receive one valuable or magical item per interactive, at random.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Followers|xp=3|prereq=none|description=You have a group of followers and can ask them to do things for you.  These could be a retinue, gang, military squadron, congregation, or something else.&amp;lt;br&amp;gt;&lt;br /&gt;
You can order your followers to either provide backup on one of your downtime actions, or to take a downtime action on behalf of your character - although you may not take separate Major or Map Actions for yourself and your followers.  They have some training in &#039;&#039;one&#039;&#039; of the following areas, which you should choose when selecting this skill:&lt;br /&gt;
* Exploring&lt;br /&gt;
* Raiding&lt;br /&gt;
* Foraging&lt;br /&gt;
* Influencing&lt;br /&gt;
* Investigating&lt;br /&gt;
* Being numerous}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Career skills ==&lt;br /&gt;
&lt;br /&gt;
These are a special category of general skills.&lt;br /&gt;
&lt;br /&gt;
Buying membership in a faction marks you as a full member and gives you access to the faction’s budget.  It also comes with an in-character expectation of trust and loyalty.  At present, you can only spend XP for membership in the three major [[factions]] - you can belong to a smaller organisation, but there is no special skill involved in doing so.&lt;br /&gt;
&lt;br /&gt;
At [[character creation]], you may choose up to &#039;&#039;one&#039;&#039; of the faction membership skills listed here.  Under certain circumstances, you may be able to advance in rank within a faction; this will allow you to spend XP on skills that give you additional in-character benefits, representing you consolidating influence after promotion.&lt;br /&gt;
&lt;br /&gt;
While you are a member of one faction, you may not buy membership of or career skills for another.  If you are expelled from a faction, you &#039;&#039;do not recover the XP&#039;&#039; spent on career skills for that faction, although you may be allowed to buy membership of another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Noble Membership|xp=3|prereq=none|description=You are a Knight or an influential retainer, and entitled to one share of [[the Noble Houses]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Army Membership|xp=3|prereq=none|description=You are a company officer or sergeant in the Armies, and entitled to one share of [[the Royal Armies]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Coalition Membership|xp=3|prereq=none|description=You are an active member of a reform society, and entitled to one share of [[the Reform Coalition]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1067</id>
		<title>Items and equipment</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1067"/>
		<updated>2017-10-19T12:22:17Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Reagents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Adventurers in the world of [[Arginet]] can make use of a range of items and equipment.  This page describes the various types that are present in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment types ==&lt;br /&gt;
&lt;br /&gt;
As with many LARP games, we represent weapons and shields with specially constructed props.  These are constructed from high-density plastic foam, usually with a GRP (fibreglass) or CFRP (carbon fibre) core, sealed with a layer of latex and varnish.  They are designed not to cause injury or damage, but you should still be aware of our [[Safety#Weapon safety|weapon safety]] rules when fighting with them.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of weapon you can use it normally: you can use it to strike an opponent (for implied {{Call|SINGLE}} or any other call you have access to) and you can block or parry with it.  If you are &#039;&#039;not&#039;&#039; proficient with a class of weapon, you cannot strike with it unless you call {{Call|ZERO}} as you do so, and if you parry or block with it you take the full effect of the blow.&lt;br /&gt;
&lt;br /&gt;
[[Starting abilities|Every character]] is proficient with short and one-handed weapons.  Some [[Warrior skills]] grant proficiency with other weapon classes.&lt;br /&gt;
&lt;br /&gt;
For [[safety]] reasons, you &#039;&#039;must not stab or thrust&#039;&#039; except with a specially constructed thrust-safe weapon, and only after you have had a safety briefing.  Similarly, you may only use a large thrown weapon or a bow or crossbow after you have had a safety briefing.&lt;br /&gt;
&lt;br /&gt;
Weapon classes are defined as follows:&lt;br /&gt;
* &#039;&#039;&#039;Short weapon:&#039;&#039;&#039; 8” to 24” in length.&lt;br /&gt;
* &#039;&#039;&#039;One-handed weapon:&#039;&#039;&#039; 24” to 42” in length.&lt;br /&gt;
* &#039;&#039;&#039;Two-handed weapon:&#039;&#039;&#039; 42” to 60” in length.&lt;br /&gt;
* &#039;&#039;&#039;Polearm:&#039;&#039;&#039; 60” to 84” in length.  May be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;One-handed spear:&#039;&#039;&#039; 60” to 84” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Short thrown weapon:&#039;&#039;&#039; 8” to 24” in length.  Must be coreless.&lt;br /&gt;
* &#039;&#039;&#039;Large thrown weapon:&#039;&#039;&#039; 24” to 36” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; or &#039;&#039;&#039;Crossbow:&#039;&#039;&#039; May only be used to shoot padded arrows or bolts.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of shield you can block with it normally.  If you are &#039;&#039;not&#039;&#039; proficient with a class of shield, if you block with it you take the full effect of the blow.  You may not strike or charge an opponent using a buckler or shield.&lt;br /&gt;
&lt;br /&gt;
Some [[Warrior skills#Buckler Training|Warrior skills]] grant proficiency with bucklers and shields.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buckler:&#039;&#039;&#039; up to 15” in any dimension, held in one hand.&lt;br /&gt;
* &#039;&#039;&#039;Shield:&#039;&#039;&#039; up to 48” in any dimension, held in one hand.&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour to gain one additional Hit; if they have a Mana pool it is reduced by 3 while wearing armour.  Some [[Warrior skills]] increase the Hit bonus from one class of armour or reduce the Mana penalty for light armour.&lt;br /&gt;
&lt;br /&gt;
Your armour must cover your torso for you to get any benefit from it, and we encourage you to wear armour on your arms, legs, and/or head if you can.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Light armour:&#039;&#039;&#039; leather or padded armour&lt;br /&gt;
* &#039;&#039;&#039;Heavy armour:&#039;&#039;&#039; metal, imitation metal, or studded leather armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
As well as more lasting items, various kinds of resources are regularly acquired and spent.&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
Arginet uses a currency called the Ducatto.  The denominations are 1, 4, 16, and 64 silver ducatto (SD) and 1 and 4 gold ducatto (GD) coins; one gold ducatto is worth 128 silver ducatto.&lt;br /&gt;
&lt;br /&gt;
Gold and silver are materials of symbolic and spiritual significance, commonly used as sacrifices to the [[spirits]].  Gold in particular is known to be a valuable and powerful offering.&lt;br /&gt;
&lt;br /&gt;
==== Pocket change ====&lt;br /&gt;
&lt;br /&gt;
Player characters are assumed to have at least a small amount of income, and at each interactive they receive a small amount of &#039;&#039;pocket change&#039;&#039; - normally 10 SD - paid out in 1 SD and 4 SD coins.  Some [[general skills]] increase the amount of pocket change you receive each interactive.&lt;br /&gt;
&lt;br /&gt;
You must hand back all 1 SD and 4 SD coins at the start of each interactive, as they are assumed to be spent on sundry ‘off-screen’ expenses.  This applies no matter what total value of the coins is.&amp;lt;br&amp;gt;&lt;br /&gt;
However, you can freely exchange 1 SD and 4 SD coins for the same sum in higher-value coins during or at the end of an interactive.&lt;br /&gt;
&lt;br /&gt;
==== Serious money ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Serious money&#039;&#039; describes sums of cash that buy magic items and and grease palms.  16 SD, 64 SD, 1 GD, and 4 GD coins are serious money.  [[Factions|Faction]] funds are paid out in serious money, and they expect you to use it to advance their agenda.  Hoarding is treated as suspicion of embezzlement.&lt;br /&gt;
&lt;br /&gt;
Coins with a value of 16 SD or more remain in your character’s possession between events.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
The ingredients used to make such varied concoctions as medicines, dyes, glues, and other alchemical preparations are collectively referred to as &#039;&#039;reagents&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
A number of [[general skills]] use &#039;&#039;standard reagents&#039;&#039; - to speed up healing, create potions, and forge or analyse documents.  Standard reagents are fairly readily available, and usually cost about 8 SD; players may buy them from traders in uptime or with a Minor Action in downtime.  They are represented by clear glass pebbles.&lt;br /&gt;
&lt;br /&gt;
==== Exotic reagents ====&lt;br /&gt;
&lt;br /&gt;
Since [[the Breaking]] a few daring souls have managed to extract &#039;&#039;exotic reagents&#039;&#039; from alien creatures.  These have incompletely understood properties, but can be used by an [[General skills#Advanced Alchemy|expert alchemist]] to concoct experimental potions and preparations.  They are represented by coloured glass pebbles.&lt;br /&gt;
&lt;br /&gt;
The known varieties are below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White&#039;&#039;&#039; - wuffalo milk&lt;br /&gt;
* If you eat this it heals your injuries.  Take a {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red&#039;&#039;&#039; - predator venom&lt;br /&gt;
* If you eat this you suffer internal damage.  Tell a ref and they will give you a [[Combat rules#Complications|Wound card]].&lt;br /&gt;
* If you apply this to a weapon, you must call {{Call|TRIPLE}} on your next blow with that weapon in the next five minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark blue&#039;&#039;&#039; - spider ichor&lt;br /&gt;
* If you eat this you suffer hallucinations.  Tell a ref and they will give you a [[Combat rules#Complications|Wound card]].&lt;br /&gt;
* If you have the [[General skills#Spycraft|Spycraft]] skill, you can use the ichor to make a very effective forgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black&#039;&#039;&#039; - insect eggs&lt;br /&gt;
* If you eat this you gain a burst of speed.  You can use the [[Warrior skills#Dodge|Dodge]] skill once for free in the next five minutes, even if you don’t have the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green&#039;&#039;&#039; - sea monster liquid&lt;br /&gt;
* You can use the liquid to preserve organic things such as body parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yellow&#039;&#039;&#039; - owlbear extract&lt;br /&gt;
* If you eat this your skin and muscle become temporarily tougher.  The first time you take a call of {{Call|CLEAVE}} in the next five minutes, call {{Call|RESIST}} and take a {{Call|TRIPLE}} instead.&lt;br /&gt;
&lt;br /&gt;
== Special items ==&lt;br /&gt;
&lt;br /&gt;
Items with significance to the game are identified with a ribbon: usually gold for valuable items and blue for magical items.  Any character can recognise (in vague terms) that an item is valuable or magical, but some skills allow more detailed identification.&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
&lt;br /&gt;
Magic items in [[Breaking Worlds]] are created by binding a [[Spirits|spirit]] into a specially prepared [[Evoker skills#Artifice|anchor]].  This can be almost any kind of item, although it is not normally possible to create one smaller than a few inches across.  More powerful spirits require more expensive and elaborate anchors.  A spirit anchor lasts until a spirit leaves it.&lt;br /&gt;
&lt;br /&gt;
In general, binding a spirit to an item is less powerful but more flexible than binding one to a person.  Some magical items have a single use - the spirit can be called forth once and will return to [[the Spirit World]] immediately afterward.  Others can be used repeatedly or have an ongoing effect on the character using them.&lt;br /&gt;
&lt;br /&gt;
Many spirits will permit themselves to be bound into any item.  Some others will only accept a particular kind of anchor - this might be a weapon, shield, garment, or something else.  If a spirit is bound to a weapon or shield, a character must normally be proficient with that type of equipment to use it; however, a character whose class is [[Evoker skills|evoker]] is proficient with any item that contains a bound spirit even if they do not have a skill giving them proficiency.&lt;br /&gt;
&lt;br /&gt;
A character can use or carry up to two magical items at a time.  The limit covers all items that are giving them a mechanical effect or that are carried on their person.  A spirit anchor always counts towards this limit whether or not it contains a bound spirit.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=1066</id>
		<title>Breaking Worlds</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=1066"/>
		<updated>2017-10-17T16:32:46Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;H4&amp;gt;Setting and System Wiki&amp;lt;/H4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Characters - Trio.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
For many years, the island realm of [[Arginet]] has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the [[The Elements|elements]] and the [[ancestors]].  But a year ago, quite without warning, cracks started appearing in the fabric of reality in a metaphysical outburst known simply as [[the Breaking]].  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
&lt;br /&gt;
As the dead [[Revenants|rest uneasy]] in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
You are one such adventurer - a native of Arginet or an [[Offworlders|offworlder]] who has fallen through the rifts.  [[The Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] are on the lookout for promising recruits to aid them in their struggles, offering opportunities for the ambitious… or desperate.&lt;br /&gt;
&lt;br /&gt;
Breaking Worlds has now been running for a year.  For a summary of what’s happened, see [[The story so far|the story so far]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Overview|Follow this link for a fuller overview of the setting and system.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can see a map of Arginet and learn about the different regions [[Geography|here]].  Maps of [[:File:Fiveways-IC.jpg|Fiveways]] and the [[:File:DowntimeMap.jpg|nearby area]] are also available.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
The next interactive will be at 7pm on 20/10/2017, at the Unitarian Church Hall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--This week&#039;s linear will be on Grantchester Meadows, end TBC, on Saturday 6th May at 13:00.--&amp;gt;&lt;br /&gt;
&amp;lt;!--There is a weapons practice this week at 13:00 on Saturday 18th February on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows].--&amp;gt;&lt;br /&gt;
This week&#039;s linear will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows] on Saturday 21st October at 13:00.&lt;br /&gt;
&amp;lt;!--This week&#039;s linear will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_Tearoom_End Grantchester Meadows] &#039;&#039;&#039;&#039;&#039;at the far end&#039;&#039;&#039;&#039;&#039; on Saturday 6th May at 13:00.--&amp;gt;&lt;br /&gt;
&amp;lt;!--There is no linear this week.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The XP cap for the next event is 41 XP.&amp;lt;br&amp;gt;&lt;br /&gt;
New characters start with 30 XP.&lt;br /&gt;
&lt;br /&gt;
For further details on events we run, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society main society website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
* [[Society]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Spirits]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[The story so far]]&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Rules|Rules overview]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
* [[Items and equipment]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
|&lt;br /&gt;
* [[Character creation]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Spell list]]&lt;br /&gt;
* [[Costume]]&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Overview&amp;diff=1065</id>
		<title>Overview</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Overview&amp;diff=1065"/>
		<updated>2017-10-17T16:29:43Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Breaking Worlds ==&lt;br /&gt;
&lt;br /&gt;
The world of [[Arginet]] is one of high fantasy and mysticism.  The magic of [[the Spirit World]] touches the people of all [[Foreign nations|nations]] - sometimes in the form of communion with [[The Elements|elemental]] and [[Ancestors|ancestral]] [[spirits]], sometimes as the subtle transformation of humans into [[fay]], and sometimes in the raw power wielded by [[Channelling|channellers]].  [[Animism|Priests]] offer homage and sacrifice to the spirits of [[Wood]], [[Fire]], [[Earth]], [[Metal]], and [[Water]], while the much-maligned [[Seekers of the Utmost]] search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island realm ruled by its [[Social class|nobility]] on behalf of the distant [[The Crown|Crown]].  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven [[The Reform Coalition|reform movement]] has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘[[the Breaking]]’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - [[Offworlders|refugees]] cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as [[revenants]], holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese [[society]] is in turmoil as the realm faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and threatening the island’s links to the other nations of the world.  [[The Noble Houses|The nobility]] cling to their land and power with all their guile and might, while the previously neglected [[The Royal Armies|Royal Armies]] seize their chance for glory, and [[The Reform Coalition|the reformists]] seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of [[Fiveways]] a local [[The Temple of the Fivefold Way|monastic order]] has opened its doors to representatives of the three [[factions]], to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
To learn more about the setting of Breaking Worlds, start here…&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
** [[Society]]&lt;br /&gt;
** [[Fay]]&lt;br /&gt;
** [[Revenants]]&lt;br /&gt;
** [[Fiveways]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
** [[The Noble Houses]]&lt;br /&gt;
** [[The Royal Armies]]&lt;br /&gt;
** [[The Reform Coalition]]&lt;br /&gt;
** [[Animist orders]]&lt;br /&gt;
* [[Magic]] and [[Spirits]]&lt;br /&gt;
** [[The Spirit World]]&lt;br /&gt;
** [[The Elements]]&lt;br /&gt;
** [[Ancestors]]&lt;br /&gt;
** [[Animism]]&lt;br /&gt;
* [[The Breaking]]&lt;br /&gt;
** [[Offworlders]]&lt;br /&gt;
** [[Other worlds]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
To learn more about how to play Breaking Worlds, start here…&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Character creation]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have a question, have a look at our [[FAQ]] page or e-mail us at [mailto:larp-refs@srcf.net larp-refs@srcf.net].&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Arginet&amp;diff=1064</id>
		<title>Arginet</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Arginet&amp;diff=1064"/>
		<updated>2017-10-17T16:28:48Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography|Society|Factions|Nations}}&lt;br /&gt;
&lt;br /&gt;
Breaking Worlds takes place in the island nation of Arginet.  It is an ancient feudal realm, once peaceful, but now troubled by rising [[Society|social conflict]] and threatened by the terrible cataclysm of [[the Breaking]].&lt;br /&gt;
&lt;br /&gt;
The Crown of Arginet has passed from one monarch to another in an unbroken line for the past thousand years, all the way back to the founder of the nation, [[King Estienne]].  In principle they hold absolute authority; in practice, they remain in the capital city of Kellewick and their rule is enacted by a hierarchy of [[The Noble Houses|noble houses]].  The nobility, fractious and competitive though they are, hold a great deal of power from their allegiance to the Crown, from their voices in court, and from their exclusive right to hold land in the royal name.&lt;br /&gt;
&lt;br /&gt;
The [[Social class|common people]] are far from powerless, however.  Wealthy merchants and artisans wield substantial clout and may even dominate the local nobles, while the new-found importance of [[The Royal Armies|the nation’s armies]] has decisively changed the balance of Arginese politics.  And all the while a highly motivated, popular, and sometimes violent [[The Reform Coalition|reformist movement]] seeks to overthrow the whole system from below.&lt;br /&gt;
&lt;br /&gt;
You can see a map of Arginet and learn about the different regions [[Geography|here]].  Maps of [[:File:Fiveways-IC.jpg|Fiveways]] and the [[:File:DowntimeMap.jpg|nearby area]] are also available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Five things about Arginet ====&lt;br /&gt;
* &#039;&#039;&#039;A proud and insular nation.&#039;&#039;&#039;  Arginet and its noble rulers have long been aloof from concerns of [[Foreign nations|the wider world]].&lt;br /&gt;
* &#039;&#039;&#039;Steeped in history.&#039;&#039;&#039;  The nation has prospered for more than a millennium since its legendary founding.&lt;br /&gt;
* &#039;&#039;&#039;Favoured by [[The Spirit World|the spirit world]].&#039;&#039;&#039;  [[Fay]] and bound [[spirits]] are common, and the [[ancestors]] have long guided its people.&lt;br /&gt;
* &#039;&#039;&#039;Threatened by a mysterious cataclysm.&#039;&#039;&#039;  The rifts opened by the Breaking portend chaos for the nation.&lt;br /&gt;
* &#039;&#039;&#039;The future hangs in the balance.&#039;&#039;&#039;  Arginet must adapt in the face of the Breaking, and even the smallest change could be enough to shape its destiny.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=1063</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=1063"/>
		<updated>2017-10-17T16:27:57Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
Although the [[Society|culture]] of [[Arginet]] is differentiated mostly by [[social class]] and [[Factions|political allegiance]], the various regions of the country each have their own character and customs.&lt;br /&gt;
&lt;br /&gt;
As well as the country map on this page, maps of [[:File:Fiveways-IC.jpg|Fiveways]] and the [[:File:DowntimeMap.jpg|nearby area]] are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;arginetmap&amp;quot; class=&amp;quot;hackyimage&amp;quot;&amp;gt;[http://www.camlarp.co.uk/w/images/2/23/Arginet-IC-v2_50pc.jpg &amp;amp;nbsp;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Iseur Valley]]&#039;&#039;&#039; in the southwest is the political and mercantile heart of the nation, and the location of the capital city of Kellewick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Summer Coast]]&#039;&#039;&#039; is the fertile south of Arginet, where rich and poor are starkly divided and the effects of [[the Breaking]] are keenly felt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Eastern Reach]]&#039;&#039;&#039; is a once-quiet agrarian region, and the location of [[Fiveways]], the central location of [[Breaking Worlds]].  The [[:File:DowntimeMap.jpg|downtime map]] covers a large part of the Reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lowen Valley]]&#039;&#039;&#039; is a land of plain-spoken and industrious people in the northeast of the nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Northlands]]&#039;&#039;&#039; are rugged and chilly, isolated from the rest of the country by mountains and tradition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Western Reach]]&#039;&#039;&#039; is a prosperous and conservative region and a stronghold of the old nobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Interior]]&#039;&#039;&#039; is sparsely populated and lawless, troubled by bandits and beasts.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=1061</id>
		<title>Breaking Worlds</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=1061"/>
		<updated>2017-10-14T16:20:52Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Weekly update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;H4&amp;gt;Setting and System Wiki&amp;lt;/H4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Characters - Trio.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
For many years, the island realm of [[Arginet]] has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the [[The Elements|elements]] and the [[ancestors]].  But one year ago, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as [[the Breaking]].  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
&lt;br /&gt;
As the dead [[Revenants|rest uneasy]] in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
You are one such adventurer - a native of Arginet or an [[Offworlders|offworlder]] who has fallen through the rifts.  [[The Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] are on the lookout for promising recruits to aid them in their struggles, offering opportunities for the ambitious… or desperate.&lt;br /&gt;
&lt;br /&gt;
Breaking Worlds has now been running for a year.  For a summary of what’s happened, see [[The story so far|the story so far]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Overview|Follow this link for a fuller overview of the setting and system.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
The next interactive will be at 7pm on 20/10/2017, at the Unitarian Church Hall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--This week&#039;s linear will be on Grantchester Meadows, end TBC, on Saturday 6th May at 13:00.--&amp;gt;&lt;br /&gt;
&amp;lt;!--There is a weapons practice this week at 13:00 on Saturday 18th February on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows].--&amp;gt;&lt;br /&gt;
This week&#039;s linear will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_North_End Grantchester Meadows] on Saturday 21st October at 13:00.&lt;br /&gt;
&amp;lt;!--This week&#039;s linear will be on [http://www.camlarp.co.uk/Locations_We_Use#Grantchester_Meadows_-_Tearoom_End Grantchester Meadows] &#039;&#039;&#039;&#039;&#039;at the far end&#039;&#039;&#039;&#039;&#039; on Saturday 6th May at 13:00.--&amp;gt;&lt;br /&gt;
&amp;lt;!--There is no linear this week.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The XP cap for the next event is 41 XP.&amp;lt;br&amp;gt;&lt;br /&gt;
New characters start with 30 XP.&lt;br /&gt;
&lt;br /&gt;
For further details on events we run, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society main society website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
* [[Society]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Spirits]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[The story so far]]&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Rules|Rules overview]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
* [[Items and equipment]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
|&lt;br /&gt;
* [[Character creation]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Spell list]]&lt;br /&gt;
* [[Costume]]&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1059</id>
		<title>Fiveways</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1059"/>
		<updated>2017-10-11T00:17:44Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
The town of Fiveways is the central location of [[Breaking Worlds]].  Our interactives (indoor events) take place in the town and most linears (outdoor events) are set in the nearby countryside.&lt;br /&gt;
&lt;br /&gt;
Built on the southwestern bank of the River Marle, it is a large and busy town by [[Arginet|Arginese]] standards, with perhaps ten thousand people living within the walls, and is a major hub for traders and travellers in [[the Eastern Reach]].  As well as [[the Temple of the Fivefold Way]] - the sprawling monastery that gives the town its name - it hosts wharves, inns, markets, independent churches, guilds, and many other colourful institutions and inhabitants.&lt;br /&gt;
&lt;br /&gt;
== Local organisations ==&lt;br /&gt;
&lt;br /&gt;
Various different organisations make their home in the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[The Noble Houses|Noble houses]] ===&lt;br /&gt;
&lt;br /&gt;
As with everywhere in Arginet, the land in and around Fiveways is held by various noble families.  The houses of &#039;&#039;&#039;Count Ghen&#039;&#039;&#039;, &#039;&#039;&#039;Count Tremblay&#039;&#039;&#039;, and &#039;&#039;&#039;Count Larue&#039;&#039;&#039; are the most senior, presiding over a double handful of barons and numerous knights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Religious groups ===&lt;br /&gt;
&lt;br /&gt;
Numerous churches, orders, and religious fellowships have adherents in the town.  The most important are described here.&lt;br /&gt;
&lt;br /&gt;
==== The Temple of the Fivefold Way ====&lt;br /&gt;
The oldest and largest church in Fiveways - and the origin of its name - is [[the Temple of the Fivefold Way]].  They are a monastic [[Animist orders|animist order]], but a scrupulously apolitical one, and they accept people of every faith and creed.  The Temple also prints the main local newspaper, the Parish Recorder.&amp;lt;br&amp;gt;&lt;br /&gt;
Their temple complex is at the heart of the town in the [[#Temple Quarter|Temple Quarter]] and is where the game interactives take place.&lt;br /&gt;
&lt;br /&gt;
==== The Abbey of the Holy Reflection ====&lt;br /&gt;
This extremely tidy order of blue-robed priests venerating the element of [[Water]] also make their home in the Temple Quarter.  They believe in the sanctity of knowledge and maintain an impressive library - rivalled in Fiveways only by the collection of the [[#Fiveways Learned Society|Learned Society]] - and a well-regarded school.&lt;br /&gt;
&lt;br /&gt;
==== The Ironbound Fellowship ====&lt;br /&gt;
The quiet neighbourhood of [[#Chapelside|Chapelside]] is the home of the Ironbound Fellowship.  Operating from a small and heavily defended chapterhouse, they are paladins sworn to the cause of [[Metal]], and uphold law and order with quite fanatical zeal.  Although [[#The Town Watch|the Watch]] appreciate the help in keeping the peace, concerns have been raised over their hostility towards [[revenants]] as well as manifested [[spirits]] of elements other than Metal.&lt;br /&gt;
&lt;br /&gt;
==== Seekers ====&lt;br /&gt;
A few [[Seekers of the Utmost]] live in Fiveways and are rumoured to hold secret meetings in backstreet venues, discussing their faith and goals.  Recently they have begun to appear more publically and it is well-known that they are accepting converts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other groups ===&lt;br /&gt;
&lt;br /&gt;
==== The Town Watch ====&lt;br /&gt;
Easily recognisable in their quartered blue and red tabards, the Watch are the official [[law]] enforcement of the town.  Their headquarters is just inside [[#Reachgate|Reachgate]] at the southern end of the town.  At present they are clearly understaffed to deal with the crisis of [[the Breaking]] and they are always on the lookout for willing citizens to help them carry out their duties.&lt;br /&gt;
&lt;br /&gt;
==== Royal Military Academy Fiveways ====&lt;br /&gt;
The [[The Royal Armies internal matters|Army of the Centre]] maintains a small military academy next to [[#Reachgate|Reachgate]].  Aspiring officers are trained in the arts of war and graduate as newly commissioned ensigns - although they tend to throw some parties along the way.&lt;br /&gt;
&lt;br /&gt;
==== Fiveways Learned Society ====&lt;br /&gt;
A group of wealthy citizens meet regularly in their clubhouse on [[#Above Bar|Above Bar]] for intellectual discussion, reading, and trade in rare specimens.  Several members of the Society also act as teachers to the children of local notables.  Their library of books, though substantial, is not quite as thorough as that of the [[#The Abbey of the Holy Reflection|Holy Reflection]] - but their collection of curiosities is second to none.&lt;br /&gt;
&lt;br /&gt;
==== The Four Tuns ====&lt;br /&gt;
The premier coaching inn of the town, the Four Tuns on [[#Above Bar|Above Bar]] is where overland travellers with a few ducatto to spare stay the night.  Its rivalry with the Trow is almost legendary.&lt;br /&gt;
&lt;br /&gt;
==== The Trow ====&lt;br /&gt;
The Trow, in the [[#Marle Docks|Marle Docks]] district, is a substantial inn traditionally favoured by sea captains and known for its fine selection of drinks.  Its rivalry with the Four Tuns is almost legendary.&lt;br /&gt;
&lt;br /&gt;
==== Reformists ====&lt;br /&gt;
A number of [[The Reform Coalition ideologies|Reformist groups]] are present in the town, sometimes competing and sometimes collaborating.  People are regularly seen extolling the virtues of republicanism and direct democracy on street corners, and there is believed to be at least one anarchist cell based in one of the poorer neighbourhoods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Landmarks and locations ==&lt;br /&gt;
&lt;br /&gt;
Fiveways is more or less circular on a map, bounded on the east and northeast by the River Marle and on the other sides by a sturdy town wall.  Inside, the buildings pack tightly, divided and connected by a web of streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Streets and neighbourhoods ===&lt;br /&gt;
&lt;br /&gt;
Each part of Fiveways has its own character and inhabitants.  Traditionally there are seven main neighbourhoods in the town, each of which is described here.&lt;br /&gt;
&lt;br /&gt;
==== Temple Quarter ====&lt;br /&gt;
The centre of Fiveways, built on a slight rise above the river, is the home of [[the Temple of the Fivefold Way]].  Their sprawling temple complex hosts chapels, monastic quarters, cellars, and various  halls, one of which is given over every Friday as a venue for local adventurers to meet and plan.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[#The Abbey of the Holy Reflection|Abbey of the Holy Reflection]] is another significant landmark, and its blue-robed priests and acolytes are a familiar sight.&amp;lt;br&amp;gt;&lt;br /&gt;
The whole Temple Quarter is an old and wealthy (if architecturally untidy) neighbourhood and a number of noble families maintain townhouses there.&lt;br /&gt;
&lt;br /&gt;
==== Above Bar ====&lt;br /&gt;
The stretch of the Great East Road between [[#Reachgate|Reachgate]] and the Temple Quarter is called Above Bar and it lends this name to the surrounding neighbourhood.  It is a prosperous area full of shops and merchants’ houses.&amp;lt;br&amp;gt;&lt;br /&gt;
Just inside the [[#The town wall|wall]] on either side of Reachgate are two fortified edifices: the [[#Royal Military Academy Fiveways|Royal Military Academy Fiveways]] on the north side and the [[#The Town Watch|Town Watch]] headquarters on the south.  Both of these are welcomed by local residents as they help discourage crime - not counting the occasional drunken indiscretion of young officer candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major landmarks are the [[#Fiveways Learned Society|Fiveways Learned Society]] and the [[#The Four Tuns|Four Tuns]], a busy coaching inn that has an old rivalry with the Trow on the other side of town.&lt;br /&gt;
&lt;br /&gt;
==== Pinfold ====&lt;br /&gt;
Behind the brightly-painted shops and townhouses of Above Bar, the neighbourhood of Pinfold serves a messy but vital purpose - it is the location of the town’s livestock markets and slaughterhouses.  The herders and traders make good money, but Pinfold almost always smells bad and few other people live there unless they cannot afford the rents anywhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
The main road is Old Midland Road, running east-west from the Temple Quarter through [[#Pinfold Gate|Pinfold Gate]].  A few local Seekers are known to hold meetings in the streets nearby.&lt;br /&gt;
&lt;br /&gt;
==== Chapelside ====&lt;br /&gt;
Between the alleys of Pinfold and North Street the quiet neighbourhood of Chapelside nestles below the [[#The town wall|walls]].  Mostly inhabited by craftspeople and other commoners of modest means, it has a reputation for being safe and peaceful - both of which are largely due to the [[#The Ironbound Fellowship|Ironbound Fellowship]] patrolling the area from their fortress-like chapterhouse.&lt;br /&gt;
&lt;br /&gt;
==== North Docks ====&lt;br /&gt;
The docks upriver of Fiveways Bridge are smaller and poorer than those downriver since seagoing ships are too large to pass under the bridge, but they are still a lively and important part of the town.&amp;lt;br&amp;gt;&lt;br /&gt;
The North Docks district is roughly a wedge with its corners at [[#Rivergate|Rivergate]], the Temple Quarter, and Fiveways Bridge, and its sides described by North Street, Bridge Street, and the river.  It is known for cramped inns and gambling dens and for outbreaks of violent crime - the main thoroughfare of Cut Throat Lane is named only partly in jest.&lt;br /&gt;
&lt;br /&gt;
==== Marle Docks ====&lt;br /&gt;
Between Fiveways Bridge and Embergate, the riverbank is packed with wharves, jetties, and warehouses.  Ships arrive here from ports across [[Arginet]] and even [[Foreign nations|the continent]] - though since [[the Breaking]] only a few captains will brave the monsters of the open sea.&amp;lt;br&amp;gt;&lt;br /&gt;
Marle Docks is a neighbourhood that tends to be described as ‘colourful’ by the well-to-do, but it is richer and rather safer than North Docks, and hosts many of the town’s more popular drinking establishments.  The largest of these by far is the [[#The Trow|Trow Inn]], a traditional haunt of sea captains and a longtime rival of the Four Tuns.&lt;br /&gt;
&lt;br /&gt;
==== Oldhope ====&lt;br /&gt;
The southeast of Fiveways between Ember Street and Above Bar is considered a rather shabby, down-at-heel area, although it is not quite as undesirable as Pinfold or as crime-ridden as North Docks.  It is widely rumoured to be a hotbed of [[The Reform Coalition|Reformist]] activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The town wall ===&lt;br /&gt;
&lt;br /&gt;
Fiveways is ringed by a defensive wall sufficiently tall and strongly built that it would take an expert to scale and heavy artillery to breach.  So far it has defended the city from the worst dangers of [[the Breaking]]; it also presents a serious (though not impassable) obstacle to anyone trying to get into or out of the town unnoticed.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall has five gates, each consecrated to one of the [[totem spirits]].&lt;br /&gt;
&lt;br /&gt;
==== Bridgegate ====&lt;br /&gt;
Fiveways Bridge is the most important crossing of the Marle, carrying the Great East Road from [[The Eastern Reach#Stow Chine|Stow Chine]] and [[The Lowen Valley#Carhais|Carhais]] across the river, passing by the little settlement of Bar Mills on the east bank.  Built on the central pier of the bridge is Bridgegate.&amp;lt;br&amp;gt;&lt;br /&gt;
Dedicated to [[Totem spirits#Dragon|Dragon]], almost all travellers to or from the east bank pass through it, and it is correspondingly impressive in size and scale.  From the gate to the [[#Temple Quarter|Temple Quarter]] the road is called Bridge Street and it is the busiest thoroughfare in the town.&lt;br /&gt;
&lt;br /&gt;
==== Embergate ====&lt;br /&gt;
Embergate is built into the southeast of the town wall near the river and dedicated to [[Totem spirits#Phoenix|Phoenix]].  It gives access to the lower Marle, and is used mostly by farmers and fisherfolk - but since [[the Breaking]] the fear of water monsters coming up the river has meant that increasing numbers of travellers heading southeast prefer to take Ember Street rather than a boat.&lt;br /&gt;
&lt;br /&gt;
==== Reachgate ====&lt;br /&gt;
The Great East Road from the southwest enters Fiveways through Reachgate.  Even busier and larger than Bridgegate, this massive structure guards the route between the town and the southern cities of [[The Iseur Valley#Kellewick|Kellewick]] and [[The Summer Coast#Suddene|Suddene]]; in recent years it has also become the main route for travellers to and from [[The Western Reach#Aulin|Aulin]] and [[the Interior]].&amp;lt;br&amp;gt;&lt;br /&gt;
As the main land entrance to the town it is immense and heavily fortified, and is consecrated to [[Totem spirits#Bear|Bear]], the patron of community and defence.  The road from here to the [[#Temple Quarter|Temple Quarter]] is called Above Bar as it runs uphill from the gatehouse bar.&lt;br /&gt;
&lt;br /&gt;
==== Pinfold Gate ====&lt;br /&gt;
The western gate of the town is called Pinfold Gate after the nearby pens where stray animals are kept.  It is dedicated to [[Totem spirits#Tiger|Tiger]], who is said to keep the creatures obedient and docile.  These days it is mostly used by herders bringing their animals to market, but in the past it was also the start of the Old Midland Road to [[The Western Reach#Aulin|Aulin]]; the route has fallen out of use as travellers prefer to follow the Great East Road before cutting across country into [[the Interior]].&lt;br /&gt;
&lt;br /&gt;
==== Rivergate ====&lt;br /&gt;
Rivergate in the northern wall is the quietest of the town gates, used by a few farmers and fisherfolk heading up the Marle.  It is rumoured to be a smuggler’s route - the gate is seldom heavily guarded, and it would certainly be easy to move goods in and out.  The gatehouse is consecrated to [[Totem spirits#Serpent|Serpent]] and the road passing through it is called North Street.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other landmarks ===&lt;br /&gt;
&lt;br /&gt;
==== The Old Arch ====&lt;br /&gt;
&lt;br /&gt;
A huge marble arch straddles [[#Bridgegate|Bridge Street]] as it leads out of the [[#Temple Quarter|Temple Quarter]].  Built more than two hundred years ago on the orders of the Seeker [[The Crown|King]] Enguerrand&amp;amp;nbsp;IV (the self-proclaimed Elior&amp;amp;nbsp;I), the inscriptions were all chiselled away shortly after his assassination, but it remains a major landmark of the town.&lt;br /&gt;
&lt;br /&gt;
==== Master Alison’s Shrine ====&lt;br /&gt;
&lt;br /&gt;
A large and recently built [[Ancestors|ancestor shrine]] stands just off Ember Street, on the boundary between the [[#Marle Docks|Marle Docks]] and [[#Oldhope|Oldhope]].&amp;lt;br&amp;gt;&lt;br /&gt;
In life Master Alison was a travelling sage widely respected for her passion, artistic talent, and devotion to the ideals of Fire.  She arrived in Fiveways in early 1017, suffering from a long illness, and rather than fade away she chose to end her life in a literal blaze of glory.  Her disciples wasted no time in erecting the shrine to her memory  and the [[Animism|veneration]] of her spirit is now an accepted part of the town’s religious life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map of Fiveways ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fiveways-IC.jpg|center]]&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1058</id>
		<title>Fiveways</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1058"/>
		<updated>2017-10-11T00:16:16Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Map!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
The town of Fiveways is the central location of [[Breaking Worlds]].  Our interactives (indoor events) take place in the town and most linears (outdoor events) are set in the nearby countryside.&lt;br /&gt;
&lt;br /&gt;
Built on the southwestern bank of the River Marle, it is a large and busy town by [[Arginet|Arginese]] standards, with perhaps ten thousand people living within the walls, and is a major hub for traders and travellers in [[the Eastern Reach]].  As well as [[the Temple of the Fivefold Way]] - the sprawling monastery that gives the town its name - it hosts wharves, inns, markets, independent churches, guilds, and many other colourful institutions and inhabitants.&lt;br /&gt;
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== Local organisations ==&lt;br /&gt;
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Various different organisations make their home in the town.&lt;br /&gt;
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=== [[The Noble Houses|Noble houses]] ===&lt;br /&gt;
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As with everywhere in Arginet, the land in and around Fiveways is held by various noble families.  The houses of &#039;&#039;&#039;Count Ghen&#039;&#039;&#039;, &#039;&#039;&#039;Count Tremblay&#039;&#039;&#039;, and &#039;&#039;&#039;Count Larue&#039;&#039;&#039; are the most senior, presiding over a double handful of barons and numerous knights.&lt;br /&gt;
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=== Religious groups ===&lt;br /&gt;
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Numerous churches, orders, and religious fellowships have adherents in the town.  The most important are described here.&lt;br /&gt;
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==== The Temple of the Fivefold Way ====&lt;br /&gt;
The oldest and largest church in Fiveways - and the origin of its name - is [[the Temple of the Fivefold Way]].  They are a monastic [[Animist orders|animist order]], but a scrupulously apolitical one, and they accept people of every faith and creed.  The Temple also prints the main local newspaper, the Parish Recorder.&amp;lt;br&amp;gt;&lt;br /&gt;
Their temple complex is at the heart of the town in the [[#Temple Quarter|Temple Quarter]] and is where the game interactives take place.&lt;br /&gt;
&lt;br /&gt;
==== The Abbey of the Holy Reflection ====&lt;br /&gt;
This extremely tidy order of blue-robed priests venerating the element of [[Water]] also make their home in the Temple Quarter.  They believe in the sanctity of knowledge and maintain an impressive library - rivalled in Fiveways only by the collection of the [[#Fiveways Learned Society|Learned Society]] - and a well-regarded school.&lt;br /&gt;
&lt;br /&gt;
==== The Ironbound Fellowship ====&lt;br /&gt;
The quiet neighbourhood of [[#Chapelside|Chapelside]] is the home of the Ironbound Fellowship.  Operating from a small and heavily defended chapterhouse, they are paladins sworn to the cause of [[Metal]], and uphold law and order with quite fanatical zeal.  Although [[#The Town Watch|the Watch]] appreciate the help in keeping the peace, concerns have been raised over their hostility towards [[revenants]] as well as manifested [[spirits]] of elements other than Metal.&lt;br /&gt;
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==== Seekers ====&lt;br /&gt;
A few [[Seekers of the Utmost]] live in Fiveways and are rumoured to hold secret meetings in backstreet venues, discussing their faith and goals.  Recently they have begun to appear more publically and it is well-known that they are accepting converts.&lt;br /&gt;
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=== Other groups ===&lt;br /&gt;
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==== The Town Watch ====&lt;br /&gt;
Easily recognisable in their quartered blue and red tabards, the Watch are the official [[law]] enforcement of the town.  Their headquarters is just inside [[#Reachgate|Reachgate]] at the southern end of the town.  At present they are clearly understaffed to deal with the crisis of [[the Breaking]] and they are always on the lookout for willing citizens to help them carry out their duties.&lt;br /&gt;
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==== Royal Military Academy Fiveways ====&lt;br /&gt;
The [[The Royal Armies internal matters|Army of the Centre]] maintains a small military academy next to [[#Reachgate|Reachgate]].  Aspiring officers are trained in the arts of war and graduate as newly commissioned ensigns - although they tend to throw some parties along the way.&lt;br /&gt;
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==== Fiveways Learned Society ====&lt;br /&gt;
A group of wealthy citizens meet regularly in their clubhouse on [[#Above Bar|Above Bar]] for intellectual discussion, reading, and trade in rare specimens.  Several members of the Society also act as teachers to the children of local notables.  Their library of books, though substantial, is not quite as thorough as that of the [[#The Abbey of the Holy Reflection|Holy Reflection]] - but their collection of curiosities is second to none.&lt;br /&gt;
&lt;br /&gt;
==== The Four Tuns ====&lt;br /&gt;
The premier coaching inn of the town, the Four Tuns on [[#Above Bar|Above Bar]] is where overland travellers with a few ducatto to spare stay the night.  Its rivalry with the Trow is almost legendary.&lt;br /&gt;
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==== The Trow ====&lt;br /&gt;
The Trow, in the [[#Marle Docks|Marle Docks]] district, is a substantial inn traditionally favoured by sea captains and known for its fine selection of drinks.  Its rivalry with the Four Tuns is almost legendary.&lt;br /&gt;
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==== Reformists ====&lt;br /&gt;
A number of [[The Reform Coalition ideologies|Reformist groups]] are present in the town, sometimes competing and sometimes collaborating.  People are regularly seen extolling the virtues of republicanism and direct democracy on street corners, and there is believed to be at least one anarchist cell based in one of the poorer neighbourhoods.&lt;br /&gt;
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== Landmarks and locations ==&lt;br /&gt;
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Fiveways is more or less circular on a map, bounded on the east and northeast by the River Marle and on the other sides by a sturdy town wall.  Inside, the buildings pack tightly, divided and connected by a web of streets and alleyways.&lt;br /&gt;
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=== Streets and neighbourhoods ===&lt;br /&gt;
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Each part of Fiveways has its own character and inhabitants.  Traditionally there are seven main neighbourhoods in the town, each of which is described here.&lt;br /&gt;
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==== Temple Quarter ====&lt;br /&gt;
The centre of Fiveways, built on a slight rise above the river, is the home of [[the Temple of the Fivefold Way]].  Their sprawling temple complex hosts chapels, monastic quarters, cellars, and various  halls, one of which is given over every Friday as a venue for local adventurers to meet and plan.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[#The Abbey of the Holy Reflection|Abbey of the Holy Reflection]] is another significant landmark, and its blue-robed priests and acolytes are a familiar sight.&amp;lt;br&amp;gt;&lt;br /&gt;
The whole Temple Quarter is an old and wealthy (if architecturally untidy) neighbourhood and a number of noble families maintain townhouses there.&lt;br /&gt;
&lt;br /&gt;
==== Above Bar ====&lt;br /&gt;
The stretch of the Great East Road between [[#Reachgate|Reachgate]] and the Temple Quarter is called Above Bar and it lends this name to the surrounding neighbourhood.  It is a prosperous area full of shops and merchants’ houses.&amp;lt;br&amp;gt;&lt;br /&gt;
Just inside the [[#The town wall|wall]] on either side of Reachgate are two fortified edifices: the [[#Royal Military Academy Fiveways|Royal Military Academy Fiveways]] on the north side and the [[#The Town Watch|Town Watch]] headquarters on the south.  Both of these are welcomed by local residents as they help discourage crime - not counting the occasional drunken indiscretion of young officer candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major landmarks are the [[#Fiveways Learned Society|Fiveways Learned Society]] and the [[#The Four Tuns|Four Tuns]], a busy coaching inn that has an old rivalry with the Trow on the other side of town.&lt;br /&gt;
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==== Pinfold ====&lt;br /&gt;
Behind the brightly-painted shops and townhouses of Above Bar, the neighbourhood of Pinfold serves a messy but vital purpose - it is the location of the town’s livestock markets and slaughterhouses.  The herders and traders make good money, but Pinfold almost always smells bad and few other people live there unless they cannot afford the rents anywhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
The main road is Old Midland Road, running east-west from the Temple Quarter through [[#Pinfold Gate|Pinfold Gate]].  A few local Seekers are known to hold meetings in the streets nearby.&lt;br /&gt;
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==== Chapelside ====&lt;br /&gt;
Between the alleys of Pinfold and North Street the quiet neighbourhood of Chapelside nestles below the [[#The town wall|walls]].  Mostly inhabited by craftspeople and other commoners of modest means, it has a reputation for being safe and peaceful - both of which are largely due to the [[#The Ironbound Fellowship|Ironbound Fellowship]] patrolling the area from their fortress-like chapterhouse.&lt;br /&gt;
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==== North Docks ====&lt;br /&gt;
The docks upriver of Fiveways Bridge are smaller and poorer than those downriver since seagoing ships are too large to pass under the bridge, but they are still a lively and important part of the town.&amp;lt;br&amp;gt;&lt;br /&gt;
The North Docks district is roughly a wedge with its corners at [[#Rivergate|Rivergate]], the Temple Quarter, and Fiveways Bridge, and its sides described by North Street, Bridge Street, and the river.  It is known for cramped inns and gambling dens and for outbreaks of violent crime - the main thoroughfare of Cut Throat Lane is named only partly in jest.&lt;br /&gt;
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==== Marle Docks ====&lt;br /&gt;
Between Fiveways Bridge and Embergate, the riverbank is packed with wharves, jetties, and warehouses.  Ships arrive here from ports across [[Arginet]] and even [[Foreign nations|the continent]] - though since [[the Breaking]] only a few captains will brave the monsters of the open sea.&amp;lt;br&amp;gt;&lt;br /&gt;
Marle Docks is a neighbourhood that tends to be described as ‘colourful’ by the well-to-do, but it is richer and rather safer than North Docks, and hosts many of the town’s more popular drinking establishments.  The largest of these by far is the [[#The Trow|Trow Inn]], a traditional haunt of sea captains and a longtime rival of the Four Tuns.&lt;br /&gt;
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==== Oldhope ====&lt;br /&gt;
The southeast of Fiveways between Ember Street and Above Bar is considered a rather shabby, down-at-heel area, although it is not quite as undesirable as Pinfold or as crime-ridden as North Docks.  It is widely rumoured to be a hotbed of [[The Reform Coalition|Reformist]] activity.&lt;br /&gt;
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=== The town wall ===&lt;br /&gt;
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Fiveways is ringed by a defensive wall sufficiently tall and strongly built that it would take an expert to scale and heavy artillery to breach.  So far it has defended the city from the worst dangers of [[the Breaking]]; it also presents a serious (though not impassable) obstacle to anyone trying to get into or out of the town unnoticed.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall has five gates, each consecrated to one of the [[totem spirits]].&lt;br /&gt;
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==== Bridgegate ====&lt;br /&gt;
Fiveways Bridge is the most important crossing of the Marle, carrying the Great East Road from [[The Eastern Reach#Stow Chine|Stow Chine]] and [[The Lowen Valley#Carhais|Carhais]] across the river, passing by the little settlement of Bar Mills on the east bank.  Built on the central pier of the bridge is Bridgegate.&amp;lt;br&amp;gt;&lt;br /&gt;
Dedicated to [[Totem spirits#Dragon|Dragon]], almost all travellers to or from the east bank pass through it, and it is correspondingly impressive in size and scale.  From the gate to the [[#Temple Quarter|Temple Quarter]] the road is called Bridge Street and it is the busiest thoroughfare in the town.&lt;br /&gt;
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==== Embergate ====&lt;br /&gt;
Embergate is built into the southeast of the town wall near the river and dedicated to [[Totem spirits#Phoenix|Phoenix]].  It gives access to the lower Marle, and is used mostly by farmers and fisherfolk - but since [[the Breaking]] the fear of water monsters coming up the river has meant that increasing numbers of travellers heading southeast prefer to take Ember Street rather than a boat.&lt;br /&gt;
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==== Reachgate ====&lt;br /&gt;
The Great East Road from the southwest enters Fiveways through Reachgate.  Even busier and larger than Bridgegate, this massive structure guards the route between the town and the southern cities of [[The Iseur Valley#Kellewick|Kellewick]] and [[The Summer Coast#Suddene|Suddene]]; in recent years it has also become the main route for travellers to and from [[The Western Reach#Aulin|Aulin]] and [[the Interior]].&amp;lt;br&amp;gt;&lt;br /&gt;
As the main land entrance to the town it is immense and heavily fortified, and is consecrated to [[Totem spirits#Bear|Bear]], the patron of community and defence.  The road from here to the [[#Temple Quarter|Temple Quarter]] is called Above Bar as it runs uphill from the gatehouse bar.&lt;br /&gt;
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==== Pinfold Gate ====&lt;br /&gt;
The western gate of the town is called Pinfold Gate after the nearby pens where stray animals are kept.  It is dedicated to [[Totem spirits#Tiger|Tiger]], who is said to keep the creatures obedient and docile.  These days it is mostly used by herders bringing their animals to market, but in the past it was also the start of the Old Midland Road to [[The Western Reach#Aulin|Aulin]]; the route has fallen out of use as travellers prefer to follow the Great East Road before cutting across country into [[the Interior]].&lt;br /&gt;
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==== Rivergate ====&lt;br /&gt;
Rivergate in the northern wall is the quietest of the town gates, used by a few farmers and fisherfolk heading up the Marle.  It is rumoured to be a smuggler’s route - the gate is seldom heavily guarded, and it would certainly be easy to move goods in and out.  The gatehouse is consecrated to [[Totem spirits#Serpent|Serpent]] and the road passing through it is called North Street.&lt;br /&gt;
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=== Other landmarks ===&lt;br /&gt;
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==== The Old Arch ====&lt;br /&gt;
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A huge marble arch straddles [[#Bridgegate|Bridge Street]] as it leads out of the [[#Temple Quarter|Temple Quarter]].  Built more than two hundred years ago on the orders of the Seeker [[The Crown|King]] Enguerrand&amp;amp;nbsp;IV (the self-proclaimed Elior&amp;amp;nbsp;I), the inscriptions were all chiselled away shortly after his assassination, but it remains a major landmark of the town.&lt;br /&gt;
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==== Master Alison’s Shrine ====&lt;br /&gt;
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A large and recently built [[Ancestors|ancestor shrine]] stands just off Ember Street, on the boundary between the [[#Marle Docks|Marle Docks]] and [[#Oldhope|Oldhope]].&amp;lt;br&amp;gt;&lt;br /&gt;
In life Master Alison was a travelling sage widely respected for her passion, artistic talent, and devotion to the ideals of Fire.  She arrived in Fiveways in early 1017, suffering from a long illness, and rather than fade away she chose to end her life in a literal blaze of glory.  Her disciples wasted no time in erecting the shrine to her memory  and the [[Animism|veneration]] of her spirit is now an accepted part of the town’s religious life.&lt;br /&gt;
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=== Map of Fiveways ===&lt;br /&gt;
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[[File:Fiveways-IC.jpg|center]]&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=File:Fiveways-IC.jpg&amp;diff=1057</id>
		<title>File:Fiveways-IC.jpg</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=File:Fiveways-IC.jpg&amp;diff=1057"/>
		<updated>2017-10-11T00:09:47Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Nyeti uploaded a new version of &amp;amp;quot;File:Fiveways-IC.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map by Aneurin Redman-White, created using the 1711 Plan of Kingston-upon-Hull and other public domain stock.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=File:Fiveways-IC.jpg&amp;diff=1056</id>
		<title>File:Fiveways-IC.jpg</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=File:Fiveways-IC.jpg&amp;diff=1056"/>
		<updated>2017-10-10T23:45:12Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Map by Aneurin Redman-White, created using the 1711 Plan of Kingston-upon-Hull and other public domain stock.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map by Aneurin Redman-White, created using the 1711 Plan of Kingston-upon-Hull and other public domain stock.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Water_spells&amp;diff=1055</id>
		<title>Water spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Water_spells&amp;diff=1055"/>
		<updated>2017-10-09T21:12:52Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Clarity on Concealment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Water]] ==&lt;br /&gt;
&lt;br /&gt;
Water magic grants powers associated with information, and can be used for divination or to evade and misdirect others.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Fire and Earth.&lt;br /&gt;
&lt;br /&gt;
=== Starting Water spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Water (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Energy of Water|range=Self or Close range|cost=1|class=Water|description=You call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; at self or close range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Water spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Water to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Snare of Water|range=Ranged|cost=1|class=Water|description=You call {{Call|STRIKEDOWN}} twice at range in the space of five seconds.  This is a single spell so there is no minimum time between the calls, and you can use the calls on the same or different targets.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Voice of Water|range=Close range|cost=2|class=Water|description=You speak to a single magic item or Effect for five minutes.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Scrying|size=Minor|class=Water|description=All participants receive a vision, secret, or piece of knowledge about the immediate area or the people within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Water spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Water spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Tranquillity of Water|range=Close range|cost=2|class=Water|description=You inform a person that you are at peace with them.  You then get “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: For five minutes you may call {{Call|RESIST}} to ignore any calls or Effects made by the person you have chosen; this Effect ends if you attack them in any way.”  The EFFECT lasts five minutes or until you attack the person.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Evasion|size=Minor|class=Water|description=All participants get “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: You may dodge any one call (except {{Call|EFFECT}} or {{Call|COMPEL}}), melee blow, or projectile for free.  When you do, call {{Call|RESIST}} and touch the ground with one hand; any call you dodge does not affect you.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.  You may use the free dodge even while wearing heavy armour.  The Effect lasts until used or until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Concealment|size=Major|class=Water|description=One participant gets “&#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|EFFECT}}: For one week, your appearance changes.  You may conceal your identity, and may disguise yourself as human, fay (of any type), or revenant, but cannot disguise yourself as another specific person.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Major Ritual, a character can be the target of this ritual up to once per day.  The Effect lasts for one week or until the start of the next interactive.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Divination|size=Major|class=Water|description=All participants receive a vision of an action that will help them solve a particular problem specified in the casting.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Rite of Scrying|Rite of Scrying]] as well as another First Circle Water spell to learn this spell.&#039;&#039;&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Water ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Water when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Water.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Water spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Water include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Aiding information gathering.&lt;br /&gt;
** Calming people’s emotions.&lt;br /&gt;
** Enhancing concealment and deception.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Water ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Water when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Water.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Water to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Water include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Enhancing evasion and agility.&lt;br /&gt;
** Searching for an item, person, or secret.&lt;br /&gt;
** Gaining understanding of something mysterious.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to study it).&lt;br /&gt;
** Disguising or concealing something huge.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1054</id>
		<title>Items and equipment</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1054"/>
		<updated>2017-10-09T21:09:47Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Exchange&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Adventurers in the world of [[Arginet]] can make use of a range of items and equipment.  This page describes the various types that are present in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment types ==&lt;br /&gt;
&lt;br /&gt;
As with many LARP games, we represent weapons and shields with specially constructed props.  These are constructed from high-density plastic foam, usually with a GRP (fibreglass) or CFRP (carbon fibre) core, sealed with a layer of latex and varnish.  They are designed not to cause injury or damage, but you should still be aware of our [[Safety#Weapon safety|weapon safety]] rules when fighting with them.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of weapon you can use it normally: you can use it to strike an opponent (for implied {{Call|SINGLE}} or any other call you have access to) and you can block or parry with it.  If you are &#039;&#039;not&#039;&#039; proficient with a class of weapon, you cannot strike with it unless you call {{Call|ZERO}} as you do so, and if you parry or block with it you take the full effect of the blow.&lt;br /&gt;
&lt;br /&gt;
[[Starting abilities|Every character]] is proficient with short and one-handed weapons.  Some [[Warrior skills]] grant proficiency with other weapon classes.&lt;br /&gt;
&lt;br /&gt;
For [[safety]] reasons, you &#039;&#039;must not stab or thrust&#039;&#039; except with a specially constructed thrust-safe weapon, and only after you have had a safety briefing.  Similarly, you may only use a large thrown weapon or a bow or crossbow after you have had a safety briefing.&lt;br /&gt;
&lt;br /&gt;
Weapon classes are defined as follows:&lt;br /&gt;
* &#039;&#039;&#039;Short weapon:&#039;&#039;&#039; 8” to 24” in length.&lt;br /&gt;
* &#039;&#039;&#039;One-handed weapon:&#039;&#039;&#039; 24” to 42” in length.&lt;br /&gt;
* &#039;&#039;&#039;Two-handed weapon:&#039;&#039;&#039; 42” to 60” in length.&lt;br /&gt;
* &#039;&#039;&#039;Polearm:&#039;&#039;&#039; 60” to 84” in length.  May be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;One-handed spear:&#039;&#039;&#039; 60” to 84” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Short thrown weapon:&#039;&#039;&#039; 8” to 24” in length.  Must be coreless.&lt;br /&gt;
* &#039;&#039;&#039;Large thrown weapon:&#039;&#039;&#039; 24” to 36” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; or &#039;&#039;&#039;Crossbow:&#039;&#039;&#039; May only be used to shoot padded arrows or bolts.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of shield you can block with it normally.  If you are &#039;&#039;not&#039;&#039; proficient with a class of shield, if you block with it you take the full effect of the blow.  You may not strike or charge an opponent using a buckler or shield.&lt;br /&gt;
&lt;br /&gt;
Some [[Warrior skills#Buckler Training|Warrior skills]] grant proficiency with bucklers and shields.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buckler:&#039;&#039;&#039; up to 15” in any dimension, held in one hand.&lt;br /&gt;
* &#039;&#039;&#039;Shield:&#039;&#039;&#039; up to 48” in any dimension, held in one hand.&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour to gain one additional Hit; if they have a Mana pool it is reduced by 3 while wearing armour.  Some [[Warrior skills]] increase the Hit bonus from one class of armour or reduce the Mana penalty for light armour.&lt;br /&gt;
&lt;br /&gt;
Your armour must cover your torso for you to get any benefit from it, and we encourage you to wear armour on your arms, legs, and/or head if you can.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Light armour:&#039;&#039;&#039; leather or padded armour&lt;br /&gt;
* &#039;&#039;&#039;Heavy armour:&#039;&#039;&#039; metal, imitation metal, or studded leather armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
As well as more lasting items, various kinds of resources are regularly acquired and spent.&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
Arginet uses a currency called the Ducatto.  The denominations are 1, 4, 16, and 64 silver ducatto (SD) and 1 and 4 gold ducatto (GD) coins; one gold ducatto is worth 128 silver ducatto.&lt;br /&gt;
&lt;br /&gt;
Gold and silver are materials of symbolic and spiritual significance, commonly used as sacrifices to the [[spirits]].  Gold in particular is known to be a valuable and powerful offering.&lt;br /&gt;
&lt;br /&gt;
==== Pocket change ====&lt;br /&gt;
&lt;br /&gt;
Player characters are assumed to have at least a small amount of income, and at each interactive they receive a small amount of &#039;&#039;pocket change&#039;&#039; - normally 10 SD - paid out in 1 SD and 4 SD coins.  Some [[general skills]] increase the amount of pocket change you receive each interactive.&lt;br /&gt;
&lt;br /&gt;
You must hand back all 1 SD and 4 SD coins at the start of each interactive, as they are assumed to be spent on sundry ‘off-screen’ expenses.  This applies no matter what total value of the coins is.&amp;lt;br&amp;gt;&lt;br /&gt;
However, you can freely exchange 1 SD and 4 SD coins for the same sum in higher-value coins during or at the end of an interactive.&lt;br /&gt;
&lt;br /&gt;
==== Serious money ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Serious money&#039;&#039; describes sums of cash that buy magic items and and grease palms.  16 SD, 64 SD, 1 GD, and 4 GD coins are serious money.  [[Factions|Faction]] funds are paid out in serious money, and they expect you to use it to advance their agenda.  Hoarding is treated as suspicion of embezzlement.&lt;br /&gt;
&lt;br /&gt;
Coins with a value of 16 SD or more remain in your character’s possession between events.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
The ingredients used to make such varied concoctions as medicines, dyes, glues, and other alchemical preparations are collectively referred to as &#039;&#039;reagents&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
A number of [[general skills]] use &#039;&#039;standard reagents&#039;&#039; - to speed up healing, create potions, and forge or analyse documents.  Standard reagents are fairly readily available, and usually cost about 8 SD; players may buy them from traders in uptime or with a Minor Action in downtime.  They are represented by clear glass pebbles.&lt;br /&gt;
&lt;br /&gt;
Since [[the Breaking]] a few daring souls have managed to extract &#039;&#039;exotic reagents&#039;&#039; from alien creatures.  These have poorly understood properties, but can be used by an [[General skills#Advanced Alchemy|expert alchemist]] to concoct experimental potions and preparations.  They are represented by coloured glass pebbles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special items ==&lt;br /&gt;
&lt;br /&gt;
Items with significance to the game are identified with a ribbon: usually gold for valuable items and blue for magical items.  Any character can recognise (in vague terms) that an item is valuable or magical, but some skills allow more detailed identification.&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
&lt;br /&gt;
Magic items in [[Breaking Worlds]] are created by binding a [[Spirits|spirit]] into a specially prepared [[Evoker skills#Artifice|anchor]].  This can be almost any kind of item, although it is not normally possible to create one smaller than a few inches across.  More powerful spirits require more expensive and elaborate anchors.  A spirit anchor lasts until a spirit leaves it.&lt;br /&gt;
&lt;br /&gt;
In general, binding a spirit to an item is less powerful but more flexible than binding one to a person.  Some magical items have a single use - the spirit can be called forth once and will return to [[the Spirit World]] immediately afterward.  Others can be used repeatedly or have an ongoing effect on the character using them.&lt;br /&gt;
&lt;br /&gt;
Many spirits will permit themselves to be bound into any item.  Some others will only accept a particular kind of anchor - this might be a weapon, shield, garment, or something else.  If a spirit is bound to a weapon or shield, a character must normally be proficient with that type of equipment to use it; however, a character whose class is [[Evoker skills|evoker]] is proficient with any item that contains a bound spirit even if they do not have a skill giving them proficiency.&lt;br /&gt;
&lt;br /&gt;
A character can use or carry up to two magical items at a time.  The limit covers all items that are giving them a mechanical effect or that are carried on their person.  A spirit anchor always counts towards this limit whether or not it contains a bound spirit.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1053</id>
		<title>Rules changes</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1053"/>
		<updated>2017-10-09T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following changes have been made to the rules between the first and second years.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== [[Calls]] ===&lt;br /&gt;
&lt;br /&gt;
* There is a new call, {{Call|COMPEL}}.  It is always called as &#039;&#039;&#039;MINOR/MAJOR/EPIC COMPEL&#039;&#039;&#039; and followed by a short command.  When you are targetted by a &#039;&#039;&#039;COMPEL&#039;&#039;&#039; call, you must either lose all your hits or follow the command for five minutes.  You are under an {{Call|EFFECT}} of appropriate strength for the duration of the command.  A COMPEL call cannot be dodged.&lt;br /&gt;
** Previously this required the rather wordy call of “MINOR/MAJOR/EPIC EFFECT: Either lose all of your Hits, or...”&lt;br /&gt;
** Players have access to this call through the [[Metal spells#Second Circle Metal Spells|Compulsion of Metal]] spell.&lt;br /&gt;
** If you have an ability introduced in Year 1 that allows you to {{Call|RESIST}} EFFECTs that would affect your behaviour, subject to ref confirmation it will also allow you to resist COMPELs of the same strength.&lt;br /&gt;
&lt;br /&gt;
* We have written [[Combat rules#Non-contact combat|rules]] for combat that involves non-contact players.&lt;br /&gt;
** Previously the rules did not explicitly state how to resolve combat with non-contact players.&lt;br /&gt;
&lt;br /&gt;
=== [[Spellcasting]]  ===&lt;br /&gt;
&lt;br /&gt;
* An [[Spellcasting#Improvised rituals|improvised]] Minor or Major ritual always requires one more power source than a standard ritual of the same level, and always requires material sacrifice.&lt;br /&gt;
** Previously there was no difference in cost between standard and improvised rituals.  This led to improvised rituals being strictly better than standard rituals, which were not very well used.&lt;br /&gt;
** Improvised rituals may be mastered by spending XP to remove this requirement. Speak to a Guide if you wish to do this.&lt;br /&gt;
&lt;br /&gt;
=== [[Downtime]] ===&lt;br /&gt;
&lt;br /&gt;
* If you have only played NPCs in a given week, you may still &#039;&#039;at ref discretion&#039;&#039; submit a downtime.&lt;br /&gt;
** Previously it was implied that you could only submit a downtime if you played a PC during that week.&lt;br /&gt;
&lt;br /&gt;
=== [[Items and equipment]] ===&lt;br /&gt;
&lt;br /&gt;
* Spirit anchors now explicitly count towards your limit of two magic items whether or not they contain bound spirits.&lt;br /&gt;
** Previously it was not clear whether an empty enchor counted as a magic item.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
* Newly created characters start with 30 XP.&lt;br /&gt;
** Previously characters started with 20 XP.  This is now underpowered compared to older characters.&lt;br /&gt;
&lt;br /&gt;
=== [[Starting abilities]] ===&lt;br /&gt;
&lt;br /&gt;
* A character can search another willing or unresisting character with 30 seconds of appropriate roleplay.  They must be close enough to touch the person they are searching, but should &#039;&#039;not&#039;&#039; actually touch them without the physrep’s explicit consent.&lt;br /&gt;
** Previously the rules did not explicitly cover searching.&lt;br /&gt;
&lt;br /&gt;
=== [[Warrior skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Warrior skills#Two-Handed Weapon Mastery|Two-Handed Weapon Mastery]] now allows you to spend 1 ST to call {{Call|CLEAVE}} by two-handed weapon.&lt;br /&gt;
** Previously this skill cost 2 ST to use.  This discouraged use of the skill.&lt;br /&gt;
&lt;br /&gt;
* Dodge and Lightning Dodge now require you to touch the ground with both hands or take a {{Call|STRIKEDOWN}} to {{Call|RESIST}} a call, as well as spending 1 ST.&lt;br /&gt;
** Previously these skill only required you to touch the ground with &#039;&#039;one&#039;&#039; hand.  This made them slightly too effective as counters to powerful calls.&lt;br /&gt;
&lt;br /&gt;
=== [[Channeller skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Channeller skills#Extra Mana|Extra Mana]] and [[Channeller skills#Abundant Mana|Abundant Mana]] now cost 1 XP and 2 XP respectively.  There is also a new skill, [[Channeller skills#Bountiful Mana|Bountiful Mana]], which costs 3 XP and grants you a further +1 Mana (total 8).&lt;br /&gt;
** Previously Extra Mana and Abundant Mana cost 2 XP and 3 XP respectively.  This put channellers at a disadvantage compared to warriors, who could gain proportionally much more Stamina for the stame cost.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Chains of Metal]] now &#039;&#039;specifically&#039;&#039; requires the first circle spell [[Metal spells#First Circle Metal spells|Bolt of Metal]] as a prerequisite.&lt;br /&gt;
** Previously the spell Push of Metal could instead be used as an alternative prerequisite.  This discouraged anyone from learning Bolt of Metal.&lt;br /&gt;
** If your character has Chains of Metal but not Bolt of Metal as of the end of Year 1, you can spend 1 XP ‘in advance’ to buy the latter.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Compulsion of Metal]] now costs 2 Mana and uses the &#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}} call.&lt;br /&gt;
** Previously this spell cost 3 Mana to use and was slowed by the long call.  This discouraged its use.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward a Channelling ritual.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[Evoker skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] now does not allow improvised rituals affecting ancestor spirits unless the character also has [[Evoker skills#Rite of Séance|Rite of Séance]].&lt;br /&gt;
** Previously this skill allowed interaction with the ancestors even if the character would not otherwise be able to do so.  This discouraged anyone from learning Rite of Séance.&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Necromantic Binding|Necromantic Binding]] can explicitly be used to bind elementals to dead bodies, thereby creating &#039;&#039;golems&#039;&#039;.  If a PC has a consenting spirit bound to themself or to an item on their person, they may use Necromantic Binding to bind that spirit to a dead body, which will act as a golem under their control until the end of the present encounter or for five minutes.  Golems raised in downtime may last significantly longer.&lt;br /&gt;
** Previously the capabilities of this skill were not explicitly defined, and it was underused.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward an Evocation ritual.  32 SD is the minimum sacrifice of silver required to make a Common spirit or ancestor tractable.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[General skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[General skills#Excellent Connections|Excellent Connections]] now grants characters an additional rumour, typically from an obscure, distant, or powerful source, on any submitted downtime where they do &#039;&#039;not&#039;&#039; use it to call in a favour.&lt;br /&gt;
** Previously this skill could only be used for downtime favours.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Combat_rules&amp;diff=1052</id>
		<title>Combat rules</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Combat_rules&amp;diff=1052"/>
		<updated>2017-10-09T21:02:52Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Non-contact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
As well as these rules, you should be familiar with the [[safety]] rules before you engage in combat.&lt;br /&gt;
&lt;br /&gt;
== Basic abilities ==&lt;br /&gt;
{{:Starting abilities}}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
&lt;br /&gt;
=== Hits ===&lt;br /&gt;
&#039;&#039;&#039;Hits&#039;&#039;&#039; are your character’s measure of health.&lt;br /&gt;
* A PC starts with &#039;&#039;&#039;three hits&#039;&#039;&#039;.&lt;br /&gt;
* You can gain more Hits by wearing armour or buying certain skills.&lt;br /&gt;
* You lose one Hit each time you are struck, unless modified by a [[Calls|call]].  (Not that a player can always opt to call {{Call|ZERO}} with a melee blow.)  Some ranged calls can also cause you to lose Hits.&lt;br /&gt;
* Hits are &#039;&#039;&#039;non-locational&#039;&#039;&#039;: no matter where a blow lands, you lose Hits from the same single pool.&lt;br /&gt;
* Hits can be recovered during a game by using skills or items.  If you are in a safe situation, you can spend a short period of appropriate roleplay to recover all your Hits.&lt;br /&gt;
&lt;br /&gt;
=== Dying ===&lt;br /&gt;
A badly beaten character can become &#039;&#039;&#039;Dying&#039;&#039;&#039;.&lt;br /&gt;
* When you are reduced to &#039;&#039;&#039;zero Hits&#039;&#039;&#039;, you become Dying.  You must fall to the ground (as soon as it is safe to do so).&lt;br /&gt;
* While Dying you &#039;&#039;&#039;cannot move&#039;&#039;&#039;, defend yourself or use skills.&lt;br /&gt;
* While Dying your character is &#039;&#039;&#039;still conscious&#039;&#039;&#039; (unless you choose to roleplay otherwise) and can talk or scream.&lt;br /&gt;
* A PC starts with a bleed count of &#039;&#039;&#039;90 seconds&#039;&#039;&#039;.&lt;br /&gt;
* You can pause a dying character’s bleed count with continuous appropriate roleplay.  If you do this for 60 seconds uninterrupted, you may call CURE 1 on them.&lt;br /&gt;
* You stop Dying immediately if you regain any number of Hits.&lt;br /&gt;
A Dying character who is not healed in time is mortally wounded.  In Breaking Worlds, this is called &#039;&#039;&#039;‘Marked for Death’&#039;&#039;&#039;.&lt;br /&gt;
* If you are Dying and you reach the end of your bleed count, you become &#039;&#039;&#039;Marked for Death&#039;&#039;&#039;.  You may be healed, but will die if you are reduced to zero hits again or at the end of the session (whichever is sooner).  If you are Marked for Death you may also choose to die at a dramatically appropriate moment.&lt;br /&gt;
* A [[Humans|human]] or [[fay]] character who dies may, at the player’s option and only if their body is safe, be resurrected as a [[Revenants|revenant]] at a future session.&lt;br /&gt;
You may &#039;&#039;&#039;execute&#039;&#039;&#039; a Dying character with five seconds of appropriate roleplay including a fatal blow to the victim.&lt;br /&gt;
&lt;br /&gt;
=== Complications ===&lt;br /&gt;
If one of your limbs is hit by the {{Call|CLEAVE}} call, it is &#039;&#039;ruined&#039;&#039; and cannot be used until it is healed.&lt;br /&gt;
* If your arm is ruined, you cannot use that arm to carry anything.&lt;br /&gt;
* If your leg is ruined, you cannot walk (or hop) or stand unaided.&lt;br /&gt;
* Ruined limbs can be healed using the {{Call|RESTORE LIMB}} call.  [[Wood]] Channellers and characters with the Surgery skill can use this call.&lt;br /&gt;
* The Dissection skill can be used to &#039;&#039;sever&#039;&#039; limbs.  In most regards this is the same as being ruined, but it is much harder to heal; {{Call|RESTORE LIMB}} on its own is not sufficient to regenerate a severed limb.&lt;br /&gt;
&#039;&#039;&#039;Wounds&#039;&#039;&#039; are serious injuries that add complications and difficulties to the sufferers’ lives.&lt;br /&gt;
* Wounds are represented by cards given to a character by a Ref.&lt;br /&gt;
* Each wound has a roleplaying effect and may also have a mechanical effect.&lt;br /&gt;
* Under most circumstances Wounds can only be healed using the Surgery skill, or by visiting a healer in downtime.&lt;br /&gt;
&lt;br /&gt;
=== Non-contact combat ===&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons.  If you wish to attack a character played by someone who is non-contact, you must be close enough to strike them, point your weapon at them and call damage as though you were striking.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1051</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1051"/>
		<updated>2017-10-09T20:59:33Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Non-contact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
When taking part in any LARP, there are always rules to learn, but you shouldn’t worry too much if you don’t know them all.  Safety is the big exception.  The safety rules are extremely important, and all players must know and adhere to them.  People should only take part in LARP if they play safely.&amp;lt;br&amp;gt;&lt;br /&gt;
With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you from doing something silly.  If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it’s your own fault.  If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know.  Use common sense.  If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it.  There are a number of ways to go about this:&lt;br /&gt;
:;{{call|STOP THE GAME}}&lt;br /&gt;
::{{call|STOP THE GAME}} is an out of character “call” that any player can use to alert all players to a dangerous situation.  If somebody shouts {{call|STOP THE GAME}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it.  You should use the {{call|STOP THE GAME}} call if you feel unsafe for any reason, if a genuine injury occurs, or for other situations where you need to stop play.  We also use {{call|STOP THE GAME}} in CLS for lost glasses, which is why it’s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players if they are in danger (such as if they are about to fall in the river) or if they are acting unsafely.  If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Informing a referee&lt;br /&gt;
::For non-immediate issues, inform a referee.&lt;br /&gt;
:;Informing the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, that’s fine too.&lt;br /&gt;
;Listening to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there’s anything you should be aware of.  (For example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon safety ==&lt;br /&gt;
;ONLY FIGHT WITH SUITABLE WEAPON PROPS&lt;br /&gt;
:It is vitally important that you only fight with weapon and shield props that have been specifically built for LARP combat and that have been checked by an experienced weapons tester.  &#039;&#039;&#039;Never&#039;&#039;&#039; hit people with any other item or prop.&lt;br /&gt;
;Don’t hit non-contact players&lt;br /&gt;
:Some players can’t be hit for OOC reasons.  Be very careful to respect this, and use the [[Combat rules#Non-contact combat|non-contact rules]] if you do wish to attack them IC.&lt;br /&gt;
;Never stab with non-stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe.  It’s also not nice to do it to people.  This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In CLS, stabbing is only allowed with two-handed compressible-tip polearms that have been specifically designed for that purpose.  It is your responsibility as a player to ensure that any polearm you pick up is “stab safe” before using it to stab with.  Both your hands must remain on and in control of the polearm at all times.  Running the haft through your leading hand (also known as “snooker cueing”) to increase the reach is not acceptable.&lt;br /&gt;
;Polearm safety&lt;br /&gt;
:If you wish to use a polearm, you must undertake a polearm competency check by the safety officer.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible.  If you are hitting someone too hard, they will tell you.  If you feel that someone is hitting you too hard, you should tell them.  Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder.  Be especially mindful of this at night, because you can’t see people in the dark.  Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is completely out of order.  Do not do it.  As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the most common reason for this), and even then you should exercise cautious judgement.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage from time to time.  If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people - it’s not polite and we don’t allow it.  You may if you wish make a personal arrangement with another player to engage in more physical combat, but you must arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple one week may have an injury the next.  Similarly, just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you.  You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Don’t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing.  Don’t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule.  You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker.  They must be under 36” to do so.&lt;br /&gt;
;Don’t fight hand-to-hand with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won’t be expecting your weapon to bend.&lt;br /&gt;
;Bow safety&lt;br /&gt;
:We use bows and crossbows in our game.  If you wish to use a bow or a crossbow, you must first undertake a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly: if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow safety for all players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, as this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break from fighting for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are two excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive - if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical and emotional wellbeing ==&lt;br /&gt;
If a situation arises that makes you uncomfortable out-of-character, you do not need to continue roleplaying it if you do not want to.  If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|STOP THE GAME}} in this situation.&amp;lt;br&amp;gt;If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we’re happy to discuss how we can avoid that situation occurring in the game.  If you’d prefer to speak to the Exec, that’s fine too.&lt;br /&gt;
&lt;br /&gt;
=== Discrimination ===&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game - in uptime, downtime, or character backgrounds.  We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality.  Although forms of discrimination such as sexism existed in the past of the setting, they have long since been discarded as ridiculous.  We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
In-character discrimination based on political views, social class, religion, and whether or not a person is fay or a revenant do occur within the setting.  However, it is very important to note that this is permitted only while in character, and only for in-character characteristics and beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind.  It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1049</id>
		<title>Fiveways</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Fiveways&amp;diff=1049"/>
		<updated>2017-10-06T13:19:47Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Master Alison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
The town of Fiveways is the central location of [[Breaking Worlds]].  Our interactives (indoor events) take place in the town and most linears (outdoor events) are set in the nearby countryside.&lt;br /&gt;
&lt;br /&gt;
Built on the southwestern bank of the River Marle, it is a large and busy town by [[Arginet|Arginese]] standards, with perhaps ten thousand people living within the walls, and is a major hub for traders and travellers in [[the Eastern Reach]].  As well as [[the Temple of the Fivefold Way]] - the sprawling monastery that gives the town its name - it hosts wharves, inns, markets, independent churches, guilds, and many other colourful institutions and inhabitants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Local organisations ==&lt;br /&gt;
&lt;br /&gt;
Various different organisations make their home in the town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[The Noble Houses|Noble houses]] ===&lt;br /&gt;
&lt;br /&gt;
As with everywhere in Arginet, the land in and around Fiveways is held by various noble families.  The houses of &#039;&#039;&#039;Count Ghen&#039;&#039;&#039;, &#039;&#039;&#039;Count Tremblay&#039;&#039;&#039;, and &#039;&#039;&#039;Count Larue&#039;&#039;&#039; are the most senior, presiding over a double handful of barons and numerous knights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Religious groups ===&lt;br /&gt;
&lt;br /&gt;
Numerous churches, orders, and religious fellowships have adherents in the town.  The most important are described here.&lt;br /&gt;
&lt;br /&gt;
==== The Temple of the Fivefold Way ====&lt;br /&gt;
The oldest and largest church in Fiveways - and the origin of its name - is [[the Temple of the Fivefold Way]].  They are a monastic [[Animist orders|animist order]], but a scrupulously apolitical one, and they accept people of every faith and creed.  The Temple also prints the main local newspaper, the Parish Recorder.&amp;lt;br&amp;gt;&lt;br /&gt;
Their temple complex is at the heart of the town in the [[#Temple Quarter|Temple Quarter]] and is where the game interactives take place.&lt;br /&gt;
&lt;br /&gt;
==== The Abbey of the Holy Reflection ====&lt;br /&gt;
This extremely tidy order of blue-robed priests venerating the element of [[Water]] also make their home in the Temple Quarter.  They believe in the sanctity of knowledge and maintain an impressive library - rivalled in Fiveways only by the collection of the [[#Fiveways Learned Society|Learned Society]] - and a well-regarded school.&lt;br /&gt;
&lt;br /&gt;
==== The Ironbound Fellowship ====&lt;br /&gt;
The quiet neighbourhood of [[#Chapelside|Chapelside]] is the home of the Ironbound Fellowship.  Operating from a small and heavily defended chapterhouse, they are paladins sworn to the cause of [[Metal]], and uphold law and order with quite fanatical zeal.  Although [[#The Town Watch|the Watch]] appreciate the help in keeping the peace, concerns have been raised over their hostility towards [[revenants]] as well as manifested [[spirits]] of elements other than Metal.&lt;br /&gt;
&lt;br /&gt;
==== Seekers ====&lt;br /&gt;
A few [[Seekers of the Utmost]] live in Fiveways and are rumoured to hold secret meetings in backstreet venues, discussing their faith and goals.  Recently they have begun to appear more publically and it is well-known that they are accepting converts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other groups ===&lt;br /&gt;
&lt;br /&gt;
==== The Town Watch ====&lt;br /&gt;
Easily recognisable in their quartered blue and red tabards, the Watch are the official [[law]] enforcement of the town.  Their headquarters is just inside [[#Reachgate|Reachgate]] at the southern end of the town.  At present they are clearly understaffed to deal with the crisis of [[the Breaking]] and they are always on the lookout for willing citizens to help them carry out their duties.&lt;br /&gt;
&lt;br /&gt;
==== Royal Military Academy Fiveways ====&lt;br /&gt;
The [[The Royal Armies internal matters|Army of the Centre]] maintains a small military academy next to [[#Reachgate|Reachgate]].  Aspiring officers are trained in the arts of war and graduate as newly commissioned ensigns - although they tend to throw some parties along the way.&lt;br /&gt;
&lt;br /&gt;
==== Fiveways Learned Society ====&lt;br /&gt;
A group of wealthy citizens meet regularly in their clubhouse on [[#Above Bar|Above Bar]] for intellectual discussion, reading, and trade in rare specimens.  Several members of the Society also act as teachers to the children of local notables.  Their library of books, though substantial, is not quite as thorough as that of the [[#The Abbey of the Holy Reflection|Holy Reflection]] - but their collection of curiosities is second to none.&lt;br /&gt;
&lt;br /&gt;
==== The Four Tuns ====&lt;br /&gt;
The premier coaching inn of the town, the Four Tuns on [[#Above Bar|Above Bar]] is where overland travellers with a few ducatto to spare stay the night.  Its rivalry with the Trow is almost legendary.&lt;br /&gt;
&lt;br /&gt;
==== The Trow ====&lt;br /&gt;
The Trow, in the [[#Marle Docks|Marle Docks]] district, is a substantial inn traditionally favoured by sea captains and known for its fine selection of drinks.  Its rivalry with the Four Tuns is almost legendary.&lt;br /&gt;
&lt;br /&gt;
==== Reformists ====&lt;br /&gt;
A number of [[The Reform Coalition ideologies|Reformist groups]] are present in the town, sometimes competing and sometimes collaborating.  People are regularly seen extolling the virtues of republicanism and direct democracy on street corners, and there is believed to be at least one anarchist cell based in one of the poorer neighbourhoods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Landmarks and locations ==&lt;br /&gt;
&lt;br /&gt;
Fiveways is more or less circular on a map, bounded on the east and northeast by the River Marle and on the other sides by a sturdy town wall.  Inside, the buildings pack tightly, divided and connected by a web of streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Streets and neighbourhoods ===&lt;br /&gt;
&lt;br /&gt;
Each part of Fiveways has its own character and inhabitants.  Traditionally there are seven main neighbourhoods in the town, each of which is described here.&lt;br /&gt;
&lt;br /&gt;
==== Temple Quarter ====&lt;br /&gt;
The centre of Fiveways, built on a slight rise above the river, is the home of [[the Temple of the Fivefold Way]].  Their sprawling temple complex hosts chapels, monastic quarters, cellars, and various  halls, one of which is given over every Friday as a venue for local adventurers to meet and plan.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[#The Abbey of the Holy Reflection|Abbey of the Holy Reflection]] is another significant landmark, and its blue-robed priests and acolytes are a familiar sight.&amp;lt;br&amp;gt;&lt;br /&gt;
The whole Temple Quarter is an old and wealthy (if architecturally untidy) neighbourhood and a number of noble families maintain townhouses there.&lt;br /&gt;
&lt;br /&gt;
==== Above Bar ====&lt;br /&gt;
The stretch of the Great East Road between [[#Reachgate|Reachgate]] and the Temple Quarter is called Above Bar and it lends this name to the surrounding neighbourhood.  It is a prosperous area full of shops and merchants’ houses.&amp;lt;br&amp;gt;&lt;br /&gt;
Just inside the [[#The town wall|wall]] on either side of Reachgate are two fortified edifices: the [[#Royal Military Academy Fiveways|Royal Military Academy Fiveways]] on the north side and the [[#The Town Watch|Town Watch]] headquarters on the south.  Both of these are welcomed by local residents as they help discourage crime - not counting the occasional drunken indiscretion of young officer candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major landmarks are the [[#Fiveways Learned Society|Fiveways Learned Society]] and the [[#The Four Tuns|Four Tuns]], a busy coaching inn that has an old rivalry with the Trow on the other side of town.&lt;br /&gt;
&lt;br /&gt;
==== Pinfold ====&lt;br /&gt;
Behind the brightly-painted shops and townhouses of Above Bar, the neighbourhood of Pinfold serves a messy but vital purpose - it is the location of the town’s livestock markets and slaughterhouses.  The herders and traders make good money, but Pinfold almost always smells bad and few other people live there unless they cannot afford the rents anywhere else.&amp;lt;br&amp;gt;&lt;br /&gt;
The main road is Old Midland Road, running east-west from the Temple Quarter through [[#Pinfold Gate|Pinfold Gate]].  A few local Seekers are known to hold meetings in the streets nearby.&lt;br /&gt;
&lt;br /&gt;
==== Chapelside ====&lt;br /&gt;
Between the alleys of Pinfold and North Street the quiet neighbourhood of Chapelside nestles below the [[#The town wall|walls]].  Mostly inhabited by craftspeople and other commoners of modest means, it has a reputation for being safe and peaceful - both of which are largely due to the [[#The Ironbound Fellowship|Ironbound Fellowship]] patrolling the area from their fortress-like chapterhouse.&lt;br /&gt;
&lt;br /&gt;
==== North Docks ====&lt;br /&gt;
The docks upriver of Fiveways Bridge are smaller and poorer than those downriver since seagoing ships are too large to pass under the bridge, but they are still a lively and important part of the town.&amp;lt;br&amp;gt;&lt;br /&gt;
The North Docks district is roughly a wedge with its corners at [[#Rivergate|Rivergate]], the Temple Quarter, and Fiveways Bridge, and its sides described by North Street, Bridge Street, and the river.  It is known for cramped inns and gambling dens and for outbreaks of violent crime - the main thoroughfare of Cut Throat Lane is named only partly in jest.&lt;br /&gt;
&lt;br /&gt;
==== Marle Docks ====&lt;br /&gt;
Between Fiveways Bridge and Embergate, the riverbank is packed with wharves, jetties, and warehouses.  Ships arrive here from ports across [[Arginet]] and even [[Foreign nations|the continent]] - though since [[the Breaking]] only a few captains will brave the monsters of the open sea.&amp;lt;br&amp;gt;&lt;br /&gt;
Marle Docks is a neighbourhood that tends to be described as ‘colourful’ by the well-to-do, but it is richer and rather safer than North Docks, and hosts many of the town’s more popular drinking establishments.  The largest of these by far is the [[#The Trow|Trow Inn]], a traditional haunt of sea captains and a longtime rival of the Four Tuns.&lt;br /&gt;
&lt;br /&gt;
==== Oldhope ====&lt;br /&gt;
The southeast of Fiveways between Ember Street and Above Bar is considered a rather shabby, down-at-heel area, although it is not quite as undesirable as Pinfold or as crime-ridden as North Docks.  It is widely rumoured to be a hotbed of [[The Reform Coalition|Reformist]] activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The town wall ===&lt;br /&gt;
&lt;br /&gt;
Fiveways is ringed by a defensive wall sufficiently tall and strongly built that it would take an expert to scale and heavy artillery to breach.  So far it has defended the city from the worst dangers of [[the Breaking]]; it also presents a serious (though not impassable) obstacle to anyone trying to get into or out of the town unnoticed.&amp;lt;br&amp;gt;&lt;br /&gt;
The wall has five gates, each consecrated to one of the [[totem spirits]].&lt;br /&gt;
&lt;br /&gt;
==== Bridgegate ====&lt;br /&gt;
Fiveways Bridge is the most important crossing of the Marle, carrying the Great East Road from [[The Eastern Reach#Stow Chine|Stow Chine]] and [[The Lowen Valley#Carhais|Carhais]] across the river, passing by the little settlement of Bar Mills on the east bank.  Built on the central pier of the bridge is Bridgegate.&amp;lt;br&amp;gt;&lt;br /&gt;
Dedicated to [[Totem spirits#Dragon|Dragon]], almost all travellers to or from the east bank pass through it, and it is correspondingly impressive in size and scale.  From the gate to the [[#Temple Quarter|Temple Quarter]] the road is called Bridge Street and it is the busiest thoroughfare in the town.&lt;br /&gt;
&lt;br /&gt;
==== Embergate ====&lt;br /&gt;
Embergate is built into the southeast of the town wall near the river and dedicated to [[Totem spirits#Phoenix|Phoenix]].  It gives access to the lower Marle, and is used mostly by farmers and fisherfolk - but since [[the Breaking]] the fear of water monsters coming up the river has meant that increasing numbers of travellers heading southeast prefer to take Ember Street rather than a boat.&lt;br /&gt;
&lt;br /&gt;
==== Reachgate ====&lt;br /&gt;
The Great East Road from the southwest enters Fiveways through Reachgate.  Even busier and larger than Bridgegate, this massive structure guards the route between the town and the southern cities of [[The Iseur Valley#Kellewick|Kellewick]] and [[The Summer Coast#Suddene|Suddene]]; in recent years it has also become the main route for travellers to and from [[The Western Reach#Aulin|Aulin]] and [[the Interior]].&amp;lt;br&amp;gt;&lt;br /&gt;
As the main land entrance to the town it is immense and heavily fortified, and is consecrated to [[Totem spirits#Bear|Bear]], the patron of community and defence.  The road from here to the [[#Temple Quarter|Temple Quarter]] is called Above Bar as it runs uphill from the gatehouse bar.&lt;br /&gt;
&lt;br /&gt;
==== Pinfold Gate ====&lt;br /&gt;
The western gate of the town is called Pinfold Gate after the nearby pens where stray animals are kept.  It is dedicated to [[Totem spirits#Tiger|Tiger]], who is said to keep the creatures obedient and docile.  These days it is mostly used by herders bringing their animals to market, but in the past it was also the start of the Old Midland Road to [[The Western Reach#Aulin|Aulin]]; the route has fallen out of use as travellers prefer to follow the Great East Road before cutting across country into [[the Interior]].&lt;br /&gt;
&lt;br /&gt;
==== Rivergate ====&lt;br /&gt;
Rivergate in the northern wall is the quietest of the town gates, used by a few farmers and fisherfolk heading up the Marle.  It is rumoured to be a smuggler’s route - the gate is seldom heavily guarded, and it would certainly be easy to move goods in and out.  The gatehouse is consecrated to [[Totem spirits#Serpent|Serpent]] and the road passing through it is called North Street.&lt;br /&gt;
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&lt;br /&gt;
=== Other landmarks ===&lt;br /&gt;
&lt;br /&gt;
==== The Old Arch ====&lt;br /&gt;
&lt;br /&gt;
A huge marble arch straddles [[#Bridgegate|Bridge Street]] as it leads out of the [[#Temple Quarter|Temple Quarter]].  Built more than two hundred years ago on the orders of the Seeker [[The Crown|King]] Enguerrand&amp;amp;nbsp;IV (the self-proclaimed Elior&amp;amp;nbsp;I), the inscriptions were all chiselled away shortly after his assassination, but it remains a major landmark of the town.&lt;br /&gt;
&lt;br /&gt;
==== Master Alison’s Shrine ====&lt;br /&gt;
&lt;br /&gt;
A large and recently built [[Ancestors|ancestor shrine]] stands just off Ember Street, on the boundary between the [[#Marle Docks|Marle Docks]] and [[#Oldhope|Oldhope]].&amp;lt;br&amp;gt;&lt;br /&gt;
In life Master Alison was a travelling sage widely respected for her passion, artistic talent, and devotion to the ideals of Fire.  She arrived in Fiveways in early 1017, suffering from a long illness, and rather than fade away she chose to end her life in a literal blaze of glory.  Her disciples wasted no time in erecting the shrine to her memory  and the [[Animism|veneration]] of her spirit is now an accepted part of the town’s religious life.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Northlands&amp;diff=1048</id>
		<title>The Northlands</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Northlands&amp;diff=1048"/>
		<updated>2017-10-05T15:01:02Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Geography}}&lt;br /&gt;
The northernmost part of [[Arginet]] is cold and windswept.  Rugged hills and damp pine forests characterise the land between the mountains and the sea.&lt;br /&gt;
&lt;br /&gt;
Northerners tend to see themselves as somewhat apart from other Arginese.  Many families claim to have inhabited the island since even before the time of [[King Estienne]], a claim considered absurd or even blasphemous by some southerners.  Certainly the rule of Kellewick was not always welcome here; in the second century, both noble and commoner rose up against the weak King Enguerrand I in a revolt that was not ended for two years.&lt;br /&gt;
&lt;br /&gt;
Time and the slow mixing of peoples have changed things, and for centuries now the Northlands have been as loyal as any other part of the realm.  Nonetheless, some cultural peculiarities remain.  Northerners place great stock in hospitality and treat guests with the highest honour - a tradition that sometimes even overrides the distinctions of [[social class]].  Their arts and crafts are also noted for the rich variety of patterns they incorporate in cloth, embroidery, and metalwork.&lt;br /&gt;
&lt;br /&gt;
[[File:Northlands.jpg|frame]]&lt;br /&gt;
&lt;br /&gt;
== Notable features ==&lt;br /&gt;
&lt;br /&gt;
=== Reynes ===&lt;br /&gt;
&lt;br /&gt;
Reynes is the northernmost city in the realm and one of the most strongly defended.  Bandits, wolves, and worse roam the forests and mountains inland, but the walls and towers of the city keep its inhabitants safe in their homes.&lt;br /&gt;
&lt;br /&gt;
Plentiful timber and ore from the hinterland feed such a multitude of forges and smithies that the city if often shrouded in a pall of smoke.  The smiths of Reynes are said to be the finest in Arginet, and on par with the best [[Na Rathanna|Rathanna]] artisans - and the witches there are acknowledged masters of binding spirits into all manner of anchors, from axes to amulets.&lt;br /&gt;
&lt;br /&gt;
=== Carden Law ===&lt;br /&gt;
&lt;br /&gt;
Carden Law stands at the point where the Great East Road becomes the Great North Road.  It is the northernmost town in Arginet and the most forbidding, whipped by winds from the Ocean Sea and the chill north.  Its people consider themselves tough even for Northerners and have a reputation for relishing physical challenge.&lt;br /&gt;
&lt;br /&gt;
=== Chapel Moss ===&lt;br /&gt;
&lt;br /&gt;
The town of Chapel Moss is surrounded by a dense and dark forest.  The finest timber in the realm is felled here, dragged overland or floated down the slow-flowing Mosswater.  But fierce beasts lurk in the woods and marshes, and since [[the Breaking]], their numbers have been swelled by new and alien creatures that prey upon the unwary.&lt;br /&gt;
&lt;br /&gt;
[[File:Heart_of_Fire.jpg|frame]]&lt;br /&gt;
&lt;br /&gt;
=== The Heart of Fire ===&lt;br /&gt;
&lt;br /&gt;
Among the craggy mountains of the Northlands one peak stands out from the others by day or night: the Heart of Fire.  A lake of molten rock surrounded by strange formations of basalt bubbles and smokes at the summit; occasionally it bursts forth in a powerful eruption that symbolises the unpredictability of [[Fire]].  The lower flanks and slopes host shrines to the [[spirits]], each one built as an architectural marvel despite the knowledge that eventually the volcano will consume them.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1046</id>
		<title>Rules changes</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1046"/>
		<updated>2017-10-03T09:49:38Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following changes have been made to the rules between the first and second years.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== [[Calls]] ===&lt;br /&gt;
&lt;br /&gt;
* There is a new call, {{Call|COMPEL}}.  It is always called as &#039;&#039;&#039;MINOR/MAJOR/EPIC COMPEL&#039;&#039;&#039; and followed by a short command.  When you are targetted by a &#039;&#039;&#039;COMPEL&#039;&#039;&#039; call, you must either lose all your hits or follow the command for five minutes.  You are under an {{Call|EFFECT}} of appropriate strength for the duration of the command.  A COMPEL call cannot be dodged.&lt;br /&gt;
** Previously this required the rather wordy call of “MINOR/MAJOR/EPIC EFFECT: Either lose all of your Hits, or...”&lt;br /&gt;
** Players have access to this call through the [[Metal spells#Second Circle Metal Spells|Compulsion of Metal]] spell.&lt;br /&gt;
** If you have an ability introduced in Year 1 that allows you to {{Call|RESIST}} EFFECTs that would affect your behaviour, subject to ref confirmation it will also allow you to resist COMPELs of the same strength.&lt;br /&gt;
&lt;br /&gt;
=== [[Spellcasting]]  ===&lt;br /&gt;
&lt;br /&gt;
* An [[Spellcasting#Improvised rituals|improvised]] Minor or Major ritual always requires one more power source than a standard ritual of the same level, and always requires material sacrifice.&lt;br /&gt;
** Previously there was no difference in cost between standard and improvised rituals.  This led to improvised rituals being strictly better than standard rituals, which were not very well used.&lt;br /&gt;
&lt;br /&gt;
=== [[Downtime]] ===&lt;br /&gt;
&lt;br /&gt;
* If you have only played NPCs in a given week, you may still &#039;&#039;at ref discretion&#039;&#039; submit a downtime.&lt;br /&gt;
** Previously it was implied that you could only submit a downtime if you played a PC during that week.&lt;br /&gt;
&lt;br /&gt;
=== [[Items and equipment]] ===&lt;br /&gt;
&lt;br /&gt;
* Spirit anchors now explicitly count towards your limit of two magic items whether or not they contain bound spirits.&lt;br /&gt;
** Previously it was not clear whether an empty enchor counted as a magic item.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
* Newly created characters start with 30 XP.&lt;br /&gt;
** Previously characters started with 20 XP.  This is now underpowered compared to older characters.&lt;br /&gt;
&lt;br /&gt;
=== [[Starting abilities]] ===&lt;br /&gt;
&lt;br /&gt;
* A character can search another willing or unresisting character with 30 seconds of appropriate roleplay.  They must be close enough to touch the person they are searching, but should &#039;&#039;not&#039;&#039; actually touch them without the physrep’s explicit consent.&lt;br /&gt;
** Previously the rules did not explicitly cover searching.&lt;br /&gt;
&lt;br /&gt;
=== [[Warrior skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Warrior skills#Two-Handed Weapon Mastery|Two-Handed Weapon Mastery]] now allows you to spend 1 ST to call {{Call|CLEAVE}} by two-handed weapon.&lt;br /&gt;
** Previously this skill cost 2 ST to use.  This discouraged use of the skill.&lt;br /&gt;
&lt;br /&gt;
* Dodge and Lightning Dodge now require you to touch the ground with both hands to {{Call|RESIST}} a call, as well as spending 1 ST.&lt;br /&gt;
** Previously these skill only required you to touch the ground with &#039;&#039;one&#039;&#039; hand.  This made them slightly too effective as counters to powerful calls.&lt;br /&gt;
&lt;br /&gt;
=== [[Channeller skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Channeller skills#Extra Mana|Extra Mana]] and [[Channeller skills#Abundant Mana|Abundant Mana]] now cost 1 XP and 2 XP respectively.  There is also a new skill, [[Channeller skills#Bountiful Mana|Bountiful Mana]], which costs 3 XP and grants you a further +1 Mana (total 8).&lt;br /&gt;
** Previously Extra Mana and Abundant Mana cost 2 XP and 3 XP respectively.  This put channellers at a disadvantage compared to warriors, who could gain proportionally much more Stamina for the stame cost.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Chains of Metal]] now &#039;&#039;specifically&#039;&#039; requires the first circle spell [[Metal spells#First Circle Metal spells|Bolt of Metal]] as a prerequisite.&lt;br /&gt;
** Previously the spell Push of Metal could instead be used as an alternative prerequisite.  This discouraged anyone from learning Bolt of Metal.&lt;br /&gt;
** If your character has Chains of Metal but not Bolt of Metal as of the end of Year 1, you can spend 1 XP ‘in advance’ to buy the latter.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Compulsion of Metal]] now costs 2 Mana and uses the &#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}} call.&lt;br /&gt;
** Previously this spell cost 3 Mana to use and was slowed by the long call.  This discouraged its use.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward a Channelling ritual.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[Evoker skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] now does not allow improvised rituals affecting ancestor spirits unless the character also has [[Evoker skills#Rite of Séance|Rite of Séance]].&lt;br /&gt;
** Previously this skill allowed interaction with the ancestors even if the character would not otherwise be able to do so.  This discouraged anyone from learning Rite of Séance.&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Necromantic Binding|Necromantic Binding]] can explicitly be used to bind elementals to dead bodies, thereby creating &#039;&#039;golems&#039;&#039;.  If a PC has a consenting spirit bound to themself or to an item on their person, they may use Necromantic Binding to bind that spirit to a dead body, which will act as a golem under their control until the end of the present encounter or for five minutes.  Golems raised in downtime may last significantly longer.&lt;br /&gt;
** Previously the capabilities of this skill were not explicitly defined, and it was underused.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward an Evocation ritual.  32 SD is the minimum sacrifice of silver required to make a Common spirit or ancestor tractable.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[General skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[General skills#Excellent Connections|Excellent Connections]] now grants characters an additional rumour, typically from an obscure, distant, or powerful source, on any submitted downtime where they do &#039;&#039;not&#039;&#039; use it to call in a favour.&lt;br /&gt;
** Previously this skill could only be used for downtime favours.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1045</id>
		<title>Rules changes</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1045"/>
		<updated>2017-10-03T00:08:38Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following changes have been made to the rules between the first and second years.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== [[Calls]] ===&lt;br /&gt;
&lt;br /&gt;
* There is a new call, {{Call|COMPEL}}.  It is always called as &#039;&#039;&#039;MINOR/MAJOR/EPIC COMPEL&#039;&#039;&#039; and followed by a short command.  When you are targetted by a &#039;&#039;&#039;COMPEL&#039;&#039;&#039; call, you must either lose all your hits or follow the command for five minutes.  You are under an {{Call|EFFECT}} of appropriate strength for the duration of the command.  A COMPEL call cannot be dodged.&lt;br /&gt;
** Previously this required the rather wordy call of “MINOR/MAJOR/EPIC EFFECT: Either lose all of your Hits, or...”&lt;br /&gt;
** Players have access to this call through the [[Metal spells#Second Circle Metal Spells|Compulsion of Metal]] spell.&lt;br /&gt;
** If you have an ability introduced in Year 1 that allows you to {{Call|RESIST}} EFFECTs that would affect your behaviour, subject to ref confirmation it will also allow you to resist COMPELs of the same strength.&lt;br /&gt;
&lt;br /&gt;
=== [[Spellcasting]]  ===&lt;br /&gt;
&lt;br /&gt;
* An [[Spellcasting#Improvised rituals|improvised]] Minor or Major ritual always requires one more power source than a standard ritual of the same level, and always requires material sacrifice.&lt;br /&gt;
** Previously there was no difference in cost between standard and improvised rituals.  This led to improvised rituals being strictly better than standard rituals, which were not very well used.&lt;br /&gt;
&lt;br /&gt;
=== [[Downtime]] ===&lt;br /&gt;
&lt;br /&gt;
* If you have only played NPCs in a given week, you may still &#039;&#039;at ref discretion&#039;&#039; submit a downtime.&lt;br /&gt;
** Previously it was implied that you could only submit a downtime if you played a PC during that week.&lt;br /&gt;
&lt;br /&gt;
=== [[Items and equipment]] ===&lt;br /&gt;
&lt;br /&gt;
* Spirit anchors now explicitly count towards your limit of two magic items whether or not they contain bound spirits.&lt;br /&gt;
** Previously it was not clear whether an empty enchor counted as a magic item.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== [[Starting abilities]] ===&lt;br /&gt;
&lt;br /&gt;
* A character can search another willing or unresisting character with 30 seconds of appropriate roleplay.  They must be close enough to touch the person they are searching, but should &#039;&#039;not&#039;&#039; actually touch them without the physrep’s explicit consent.&lt;br /&gt;
** Previously the rules did not explicitly cover searching.&lt;br /&gt;
&lt;br /&gt;
=== [[Warrior skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Warrior skills#Two-Handed Weapon Mastery|Two-Handed Weapon Mastery]] now allows you to spend 1 ST to call {{Call|CLEAVE}} by two-handed weapon.&lt;br /&gt;
** Previously this skill cost 2 ST to use.  This discouraged use of the skill.&lt;br /&gt;
&lt;br /&gt;
* Dodge and Lightning Dodge now require you to touch the ground with both hands to {{Call|RESIST}} a call, as well as spending 1 ST.&lt;br /&gt;
** Previously these skill only required you to touch the ground with &#039;&#039;one&#039;&#039; hand.  This made them slightly too effective as counters to powerful calls.&lt;br /&gt;
&lt;br /&gt;
=== [[Channeller skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Channeller skills#Extra Mana|Extra Mana]] and [[Channeller skills#Abundant Mana|Abundant Mana]] now cost 1 XP and 2 XP respectively.  There is also a new skill, [[Channeller skills#Bountiful Mana|Bountiful Mana]], which costs 3 XP and grants you a further +1 Mana (total 8).&lt;br /&gt;
** Previously Extra Mana and Abundant Mana cost 2 XP and 3 XP respectively.  This put channellers at a disadvantage compared to warriors, who could gain proportionally much more Stamina for the stame cost.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Chains of Metal]] now &#039;&#039;specifically&#039;&#039; requires the first circle spell [[Metal spells#First Circle Metal spells|Bolt of Metal]] as a prerequisite.&lt;br /&gt;
** Previously the spell Push of Metal could instead be used as an alternative prerequisite.  This discouraged anyone from learning Bolt of Metal.&lt;br /&gt;
** If your character has Chains of Metal but not Bolt of Metal as of the end of Year 1, you can spend 1 XP ‘in advance’ to buy the latter.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal spells|Compulsion of Metal]] now costs 2 Mana and uses the &#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}} call.&lt;br /&gt;
** Previously this spell cost 3 Mana to use and was slowed by the long call.  This discouraged its use.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward a Channelling ritual.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[Evoker skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] now does not allow improvised rituals affecting ancestor spirits unless the character also has [[Evoker skills#Rite of Séance|Rite of Séance]].&lt;br /&gt;
** Previously this skill allowed interaction with the ancestors even if the character would not otherwise be able to do so.  This discouraged anyone from learning Rite of Séance.&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Necromantic Binding|Necromantic Binding]] can explicitly be used to bind elementals to dead bodies, thereby creating &#039;&#039;golems&#039;&#039;.  If a PC has a consenting spirit bound to themself or to an item on their person, they may use Necromantic Binding to bind that spirit to a dead body, which will act as a golem under their control until the end of the present encounter or for five minutes.  Golems raised in downtime may last significantly longer.&lt;br /&gt;
** Previously the capabilities of this skill were not explicitly defined, and it was underused.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward an Evocation ritual.  32 SD is the minimum sacrifice of silver required to make a Common spirit or ancestor tractable.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[General skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[General skills#Excellent Connections|Excellent Connections]] now grants characters an additional rumour, typically from an obscure, distant, or powerful source, on any submitted downtime where they do &#039;&#039;not&#039;&#039; use it to call in a favour.&lt;br /&gt;
** Previously this skill could only be used for downtime favours.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1044</id>
		<title>Rules changes</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Rules_changes&amp;diff=1044"/>
		<updated>2017-10-02T23:47:01Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following changes have been made to the rules between the first and second years.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== [[Calls]] ===&lt;br /&gt;
&lt;br /&gt;
* There is a new call, {{Call|COMPEL}}.  It is always called as &#039;&#039;&#039;MINOR/MAJOR/EPIC COMPEL&#039;&#039;&#039; and followed by a short command.  When you are targetted by a &#039;&#039;&#039;COMPEL&#039;&#039;&#039; call, you must either lose all your hits or follow the command for five minutes.  You are under an {{Call|EFFECT}} of appropriate strength for the duration of the command.  A COMPEL call cannot be dodged.&lt;br /&gt;
** Previously this required the rather wordy call of “MINOR/MAJOR/EPIC EFFECT: Either lose all of your Hits, or...”&lt;br /&gt;
** Players have access to this call through the [[Metal spells#Second Circle Metal Spells|Compulsion of Metal]] spell.&lt;br /&gt;
** If you have an ability introduced in Year 1 that allows you to {{Call|RESIST}} EFFECTs that would affect your behaviour, subject to ref confirmation it will also allow you to resist COMPELs of the same strength.&lt;br /&gt;
&lt;br /&gt;
=== [[Spellcasting]]  ===&lt;br /&gt;
&lt;br /&gt;
* An [[Spellcasting#Improvised rituals|improvised]] Minor or Major ritual always requires one more power source than a standard ritual of the same level, and always requires material sacrifice.&lt;br /&gt;
** Previously there was no difference in cost between standard and improvised rituals.  This led to improvised rituals being strictly better than standard rituals, which were not very well used.&lt;br /&gt;
&lt;br /&gt;
=== [[Downtime]] ===&lt;br /&gt;
&lt;br /&gt;
* If you have only played NPCs in a given week, you may still &#039;&#039;at ref discretion&#039;&#039; submit a downtime.&lt;br /&gt;
** Previously it was implied that you could only submit a downtime if you played a PC during that week.&lt;br /&gt;
&lt;br /&gt;
=== [[Items and equipment]] ===&lt;br /&gt;
&lt;br /&gt;
* Spirit anchors now explicitly count towards your limit of two magic items whether or not they contain bound spirits.&lt;br /&gt;
** Previously it was not clear whether an empty enchor counted as a magic item.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== [[Starting abilities]] ===&lt;br /&gt;
&lt;br /&gt;
* A character can search another willing or unresisting character with 30 seconds of appropriate roleplay.  They must be close enough to touch the person they are searching, but should &#039;&#039;not&#039;&#039; actually touch them without the physrep’s explicit consent.&lt;br /&gt;
** Previously the rules did not explicitly cover searching.&lt;br /&gt;
&lt;br /&gt;
=== [[Warrior skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Warrior skills#Two-Handed Weapon Mastery|Two-Handed Weapon Mastery]] now allows you to spend 1 ST to call {{Call|CLEAVE}} by two-handed weapon.&lt;br /&gt;
** Previously this skill cost 2 ST to use.  This discouraged use of the skill.&lt;br /&gt;
&lt;br /&gt;
* Dodge and Lightning Dodge now require you to touch the ground with both hands to {{Call|RESIST}} a call, as well as spending 1 ST.&lt;br /&gt;
** Previously these skill only required you to touch the ground with &#039;&#039;one&#039;&#039; hand.  This made them slightly too effective as counters to powerful calls.&lt;br /&gt;
&lt;br /&gt;
=== [[Channeller skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Channeller skills#Extra Mana|Extra Mana]] and [[Channeller skills#Abundant Mana|Abundant Mana]] now cost 1 XP and 2 XP respectively.  There is also a new skill, [[Channeller skills#Bountiful Mana|Bountiful Mana]], which costs 3 XP and grants you a further +1 Mana (total 8).&lt;br /&gt;
** Previously Extra Mana and Abundant Mana cost 2 XP and 3 XP respectively.  This put channellers at a disadvantage compared to warriors, who could gain proportionally much more Stamina for the stame cost.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell Chains of Metal now &#039;&#039;specifically&#039;&#039; requires the first circle spell Bolt of Metal as a prerequisite.&lt;br /&gt;
** Previously the spell Push of Metal could instead be used as an alternative prerequisite.  This discouraged anyone from learning Bolt of Metal.&lt;br /&gt;
** If your character has Chains of Metal but not Bolt of Metal as of the end of Year 1, you can spend 1 XP ‘in advance’ to buy the latter.&lt;br /&gt;
&lt;br /&gt;
* The second circle spell [[Metal spells#Second Circle Metal Spells|Compulsion of Metal]] now costs 2 Mana and uses the &#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}} call.&lt;br /&gt;
** Previously this spell cost 3 Mana to use and was slowed by the long call.  This discouraged its use.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward a Channelling ritual.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[Evoker skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] now does not allow improvised rituals affecting ancestor spirits unless the character also has [[Evoker skills#Rite of Séance|Rite of Séance]].&lt;br /&gt;
** Previously this skill allowed interaction with the ancestors even if the character would not otherwise be able to do so.  This discouraged anyone from learning Rite of Séance.&lt;br /&gt;
&lt;br /&gt;
* [[Evoker skills#Necromantic Binding|Necromantic Binding]] can explicitly be used to bind elementals to dead bodies, thereby creating &#039;&#039;golems&#039;&#039;.  If a PC has a consenting spirit bound to themself or to an item on their person, they may use Necromantic Binding to bind that spirit to a dead body, which will act as a golem under their control until the end of the present encounter or for five minutes.  Golems raised in downtime may last significantly longer.&lt;br /&gt;
** Previously the capabilities of this skill were not explicitly defined, and it was underused.&lt;br /&gt;
&lt;br /&gt;
* 16 SD is the minimum sacrifice of silver required to count toward an Evocation ritual.  32 SD is the minimum sacrifice of silver required to make a Common spirit or ancestor tractable.&lt;br /&gt;
** Previously the minimum sacrifice was not explicitly defined.&lt;br /&gt;
&lt;br /&gt;
=== [[General skills]] ===&lt;br /&gt;
&lt;br /&gt;
* [[General skills#Excellent Connections|Excellent Connections]] now grants characters an additional rumour, typically from an obscure, distant, or powerful source, on any submitted downtime where they do &#039;&#039;not&#039;&#039; use it to call in a favour.&lt;br /&gt;
** Previously this skill could only be used for downtime favours.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Rules&amp;diff=1043</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Rules&amp;diff=1043"/>
		<updated>2017-10-02T23:31:42Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Rules changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
In the interests of fairness and everyone’s well-being, we expect players at [[Breaking Worlds]] to follow the rules of the game.  Follow the links below to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Safety]] ==&lt;br /&gt;
&lt;br /&gt;
The most important rules are those governing &#039;&#039;&#039;[[safety]]&#039;&#039;&#039;.  Please ensure you are familiar with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Character creation]] ==&lt;br /&gt;
&lt;br /&gt;
When you play Breaking Worlds, you play the part of a character (a PC) within the setting.  You can read more on the following pages:&lt;br /&gt;
* &#039;&#039;&#039;[[Character creation]]&#039;&#039;&#039; - A step-by-step guide to building a character.&lt;br /&gt;
* &#039;&#039;&#039;[[Starting abilities]]&#039;&#039;&#039; - The basic set of abilities that every character starts with.&lt;br /&gt;
* &#039;&#039;&#039;[[Skills]]&#039;&#039;&#039; - More specialised and powerful abilities that you can choose for your character.&lt;br /&gt;
** &#039;&#039;&#039;[[Warrior skills]]&#039;&#039;&#039; - Skills focussed around physical combat.&lt;br /&gt;
** &#039;&#039;&#039;[[Channeller skills]]&#039;&#039;&#039; - Skills focussed around using [[The Elements|elemental]] magic to cast [[Spell list|spells]].&lt;br /&gt;
*** &#039;&#039;&#039;[[Wood spells]]&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;[[Fire spells]]&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;[[Earth spells]]&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;[[Metal spells]]&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;[[Water spells]]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[[Evoker skills]]&#039;&#039;&#039; - Skills focussed around using [[spirits]] to gain power.&lt;br /&gt;
** &#039;&#039;&#039;[[General skills]]&#039;&#039;&#039; - Skills in a range of areas including healing, alchemy, spycraft, and faction membership.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Combat rules]] ==&lt;br /&gt;
&lt;br /&gt;
Combat is a major theme of Breaking Worlds and players should be familiar with the following:&lt;br /&gt;
* &#039;&#039;&#039;[[Combat rules]]&#039;&#039;&#039; - The basic rules governing combat, injury, and death.&lt;br /&gt;
* &#039;&#039;&#039;[[Calls]]&#039;&#039;&#039; - The verbal cues used to start and stop the game and to indicate damage and other in-character effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The game world ==&lt;br /&gt;
&lt;br /&gt;
The rules support a range of ways to interact with the game world.  You can read more on the following pages:&lt;br /&gt;
* &#039;&#039;&#039;[[Spellcasting]]&#039;&#039;&#039; - The rules governing magical abilities, spells and rituals.&lt;br /&gt;
* &#039;&#039;&#039;[[Items and equipment]]&#039;&#039;&#039; - The types of items and resources present in the game world.&lt;br /&gt;
* &#039;&#039;&#039;[[Guides]]&#039;&#039;&#039; - The in-character avatars of the game referees (refs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Monstering]] ==&lt;br /&gt;
&lt;br /&gt;
We rely on society members to play the parts of non-player characters (NPCs) as well as their own characters.  This is called &#039;&#039;&#039;[[monstering]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules changes ==&lt;br /&gt;
&lt;br /&gt;
Between the first and second years of Breaking Worlds some minor changes were made to the rules.  New players in the second year don’t need to worry about these, but returning players can refer to the list [[Rules changes|here]].&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Skills&amp;diff=1042</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Skills&amp;diff=1042"/>
		<updated>2017-10-02T23:23:33Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
This page lists the skills you can buy at [[character creation]] or when advancing your character.  It only provides a brief summary of each skill; for full details, read the individual class skill pages linked from the top of each section.&amp;lt;br&amp;gt;&lt;br /&gt;
See also the page describing the [[starting abilities]] that every character starts with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Warrior skills]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;fillwidthcontainer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! XP Cost&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
| 0&amp;amp;nbsp;for&amp;amp;nbsp;Warriors&amp;lt;br&amp;gt;&lt;br /&gt;
4 otherwise&lt;br /&gt;
|&lt;br /&gt;
| Pool of 3 ST&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 1 ST to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on self&lt;br /&gt;
|-&lt;br /&gt;
! Extra Stamina&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| +1 ST (total 4)&lt;br /&gt;
|-&lt;br /&gt;
! Exceptional Stamina&lt;br /&gt;
| 3&lt;br /&gt;
| Extra Stamina&lt;br /&gt;
| Further +1 ST (total 5)&lt;br /&gt;
|-&lt;br /&gt;
! Melee Weapon Practice&lt;br /&gt;
| 1&lt;br /&gt;
| Warrior&lt;br /&gt;
| Spend 1 ST to call {{Call|DOUBLE}} by melee weapon&lt;br /&gt;
|-&lt;br /&gt;
! Melee Weapon Expertise&lt;br /&gt;
| 2&lt;br /&gt;
| Melee Weapon Practice&lt;br /&gt;
| Spend 1 ST to call {{Call|TRIPLE}} by melee weapon&lt;br /&gt;
|-&lt;br /&gt;
! Two-Handed Weapon Training&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| Proficient with two-handed weapons&lt;br /&gt;
|-&lt;br /&gt;
! Two-Handed Weapon Mastery&lt;br /&gt;
| 2&lt;br /&gt;
| Two-Handed Weapon Training&amp;lt;br&amp;gt;&#039;&#039;and&#039;&#039;&amp;lt;br&amp;gt;Melee Weapon Expertise&lt;br /&gt;
| Spend 1 ST to call {{Call|CLEAVE}} by two-handed weapon&lt;br /&gt;
|-&lt;br /&gt;
! Two-Handed Weapon Prowess&lt;br /&gt;
| 2&lt;br /&gt;
| Two-Handed Weapon Training&lt;br /&gt;
| Spend 1 ST to call {{Call|STRIKEDOWN}} by two-handed weapon&lt;br /&gt;
|-&lt;br /&gt;
! Polearm Training&lt;br /&gt;
| 3&lt;br /&gt;
| Two-Handed Weapon Training&lt;br /&gt;
| Proficient with polearms and one-handed spears&lt;br /&gt;
|-&lt;br /&gt;
! Ambidexterity&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| May use two weapons at once&lt;br /&gt;
|-&lt;br /&gt;
! Buckler Training&lt;br /&gt;
| 1&lt;br /&gt;
| Warrior&lt;br /&gt;
| Proficient with bucklers&lt;br /&gt;
|-&lt;br /&gt;
! Shield Training&lt;br /&gt;
| 4&lt;br /&gt;
| Buckler Training&lt;br /&gt;
| Proficient with shields&lt;br /&gt;
|-&lt;br /&gt;
! Thrown Weapon Training&lt;br /&gt;
| 1&lt;br /&gt;
| Warrior&lt;br /&gt;
| Proficient with short thrown weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Proficient with large thrown weapons&amp;lt;br&amp;gt;&lt;br /&gt;
Call TRIPLE by large thrown weapon&lt;br /&gt;
|-&lt;br /&gt;
! Archery Training&lt;br /&gt;
| 4&lt;br /&gt;
| Warrior&lt;br /&gt;
| Proficient with bows and crossbows &lt;br /&gt;
|-&lt;br /&gt;
! Backstab&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| Spend 1 ST to call {{Call|TRIPLE}} by short weapon from behind&lt;br /&gt;
|-&lt;br /&gt;
! Backstab Mastery&lt;br /&gt;
| 2&lt;br /&gt;
| Backstab&lt;br /&gt;
| Spend 1 ST to call {{Call|CLEAVE}} by short weapon from behind&lt;br /&gt;
|-&lt;br /&gt;
! Trip&lt;br /&gt;
| 3&lt;br /&gt;
| Backstab&lt;br /&gt;
| Spend 1 ST to call {{Call|STRIKEDOWN}} by short weapon&lt;br /&gt;
|-&lt;br /&gt;
! Dodge&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| Spend 1 ST to call dodge a melee blow or {{Call|MASS}} or {{Call|WIDE}} damage&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Dodge&lt;br /&gt;
| 3&lt;br /&gt;
| Dodge&lt;br /&gt;
| Spend 1 ST to call dodge any blow, projectile, or call except {{Call|EFFECT}} or {{Call|COMPEL}}&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot be used while wearing heavy armour&lt;br /&gt;
|-&lt;br /&gt;
! Armour Practice I&lt;br /&gt;
| 1&lt;br /&gt;
| Warrior&lt;br /&gt;
| Further +1 Hit from any armour (total +2)&lt;br /&gt;
|-&lt;br /&gt;
! Armour Practice II&lt;br /&gt;
| 1&lt;br /&gt;
| Armour Practice I&lt;br /&gt;
| Further +1 Hit from any armour (total +3)&lt;br /&gt;
|-&lt;br /&gt;
! Armour Practice III&lt;br /&gt;
| 2&lt;br /&gt;
| Armour Practice II&lt;br /&gt;
| Further +1 Hit from any armour (total +4)&lt;br /&gt;
|-&lt;br /&gt;
! Armour Practice IV&lt;br /&gt;
| 2&lt;br /&gt;
| Armour Practice III&lt;br /&gt;
| Further +1 Hit from heavy armour (total +5)&lt;br /&gt;
|-&lt;br /&gt;
! Armour Practice V&lt;br /&gt;
| 3&lt;br /&gt;
| Armour Practice IV&lt;br /&gt;
| Further +1 Hit from heavy armour (total +6)&lt;br /&gt;
|-&lt;br /&gt;
! Light Armour Specialty&lt;br /&gt;
| 1&lt;br /&gt;
| Armour Practice I&lt;br /&gt;
| Mana penalty from light armour reduced to -1&lt;br /&gt;
|-&lt;br /&gt;
! Heavy Armour Specialty&lt;br /&gt;
| 3&lt;br /&gt;
| Armour Practice I&lt;br /&gt;
| May take {{Call|CLEAVE}} as {{Call|TRIPLE}} while wearing heavy armour&lt;br /&gt;
|-&lt;br /&gt;
! Resolve&lt;br /&gt;
| 2&lt;br /&gt;
| Warrior&lt;br /&gt;
| Spend 1 ST to call {{Call|CURE}}&#039;&#039;&#039; 2&#039;&#039;&#039; on self&lt;br /&gt;
|-&lt;br /&gt;
! Iron Resolve&lt;br /&gt;
| 2&lt;br /&gt;
| Resolve&lt;br /&gt;
| Spend 1 ST to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on self&lt;br /&gt;
|-&lt;br /&gt;
! Survival&lt;br /&gt;
| 3&lt;br /&gt;
| Warrior&lt;br /&gt;
| Spend 1 ST to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on self while dying&lt;br /&gt;
|-&lt;br /&gt;
! Survivor’s Grit&lt;br /&gt;
| 2&lt;br /&gt;
| Survival&lt;br /&gt;
| Spend 1 ST to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on self while dying&lt;br /&gt;
|-&lt;br /&gt;
! Survivor’s Vengeance&lt;br /&gt;
| 1&lt;br /&gt;
| Survival&lt;br /&gt;
| Call {{Call|TRIPLE}} once by melee weapon after using Survival or Survivor’s Grit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Channeller skills]] ==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! XP Cost&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Channeller&lt;br /&gt;
| 0&amp;amp;nbsp;for&amp;amp;nbsp;Channellers&amp;lt;br&amp;gt;&lt;br /&gt;
4 otherwise&lt;br /&gt;
|&lt;br /&gt;
| Pool of 5 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic, 1 Mana: examine magic {{Call|EFFECT}}, item, or being&lt;br /&gt;
|-&lt;br /&gt;
! Extra Mana&lt;br /&gt;
| 1&lt;br /&gt;
| Channeller&lt;br /&gt;
| +1 Mana (total 6)&lt;br /&gt;
|-&lt;br /&gt;
! Abundant Mana&lt;br /&gt;
| 2&lt;br /&gt;
| Extra Mana&lt;br /&gt;
| Further +1 Mana (total 7)&lt;br /&gt;
|-&lt;br /&gt;
! Bountiful Mana&lt;br /&gt;
| 3&lt;br /&gt;
| Abundant Mana&lt;br /&gt;
| Further +1 Mana (total 8)&lt;br /&gt;
|-&lt;br /&gt;
! First Elemental Discipline&lt;br /&gt;
| 1&lt;br /&gt;
| Channeller&lt;br /&gt;
| Access to an elemental list&amp;lt;br&amp;gt;&lt;br /&gt;
Starting spell (effect varies)&lt;br /&gt;
|-&lt;br /&gt;
! Additional Elemental Discipline&lt;br /&gt;
| 2&lt;br /&gt;
| First Elemental Discipline&lt;br /&gt;
| Access to an additional elemental list&amp;lt;br&amp;gt;&lt;br /&gt;
Starting spell (effect varies)&lt;br /&gt;
|-&lt;br /&gt;
! Chained Casting&lt;br /&gt;
| 3&lt;br /&gt;
| First Elemental Discipline&lt;br /&gt;
| Spend +1 Mana to ignore cooldown when casting from one discipline&lt;br /&gt;
|-&lt;br /&gt;
! First Circle Spell&lt;br /&gt;
| 1&lt;br /&gt;
| First Elemental Discipline&lt;br /&gt;
| First Circle spell (effect varies)&lt;br /&gt;
|-&lt;br /&gt;
! Second Circle Spell&lt;br /&gt;
| 2&lt;br /&gt;
| any two First Circle Spells&lt;br /&gt;
| Second Circle spell (effect varies)&lt;br /&gt;
|-&lt;br /&gt;
! Elemental Ascendancy&lt;br /&gt;
| 2&lt;br /&gt;
| any two Second Circle Spells&lt;br /&gt;
| Improvise Minor Rituals in the chosen element&lt;br /&gt;
|-&lt;br /&gt;
! Elemental Mastery&lt;br /&gt;
| 3&lt;br /&gt;
| Elemental Ascendancy&lt;br /&gt;
| Improvise Major and Epic Rituals in the chosen element&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Spell list]] ===&lt;br /&gt;
* &#039;&#039;&#039;[[Wood spells]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Fire spells]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Earth spells]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Metal spells]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Water spells]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Evoker skills]] ==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! XP Cost&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Evoker&lt;br /&gt;
| 0&amp;amp;nbsp;for&amp;amp;nbsp;Evokers&amp;lt;br&amp;gt;&lt;br /&gt;
4 otherwise&lt;br /&gt;
|&lt;br /&gt;
| Least Rite of Evocation, Minor Ritual: summon least elemental&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Binding: bind a spirit to a person or anchor&lt;br /&gt;
|-&lt;br /&gt;
! Second Binding&lt;br /&gt;
| 3&lt;br /&gt;
| Evoker&lt;br /&gt;
| Bind an additional spirit to yourself&lt;br /&gt;
|-&lt;br /&gt;
! Masterful Binding&lt;br /&gt;
| 4&lt;br /&gt;
| Second Binding&lt;br /&gt;
| Bind any number of spirits to yourself&lt;br /&gt;
|-&lt;br /&gt;
! Common Rite of Evocation&lt;br /&gt;
| 2&lt;br /&gt;
| Evoker&lt;br /&gt;
| Use common spirits&amp;lt;br&amp;gt;&lt;br /&gt;
Common Rite of Evocation, Major Ritual: summon common elemental&lt;br /&gt;
|-&lt;br /&gt;
! Greater Rite of Evocation&lt;br /&gt;
| 3&lt;br /&gt;
| Common Rite of Evocation&lt;br /&gt;
| Use greater spirits&amp;lt;br&amp;gt;&lt;br /&gt;
Greater Rite of Evocation, Major Ritual: summon greater elemental&lt;br /&gt;
|-&lt;br /&gt;
! Mastery of Evocation&lt;br /&gt;
| 4&lt;br /&gt;
| Greater Rite of Evocation&lt;br /&gt;
| Use any spirits&amp;lt;br&amp;gt;&lt;br /&gt;
Perfected Rite of Evocation, Epic Ritual: summon any elemental&amp;lt;br&amp;gt;&lt;br /&gt;
Improvise Minor, Major, and Epic Rituals of evocation&lt;br /&gt;
|-&lt;br /&gt;
! Rite of Necromancy&lt;br /&gt;
| 2&lt;br /&gt;
| Evoker&lt;br /&gt;
| Rite of Necromancy, Minor Ritual: use a body to speak to the spirit&lt;br /&gt;
|-&lt;br /&gt;
! Rite of Séance&lt;br /&gt;
| 3&lt;br /&gt;
| Rite of Necromancy&lt;br /&gt;
| Rite of Séance, Major Ritual: summon an ancestor spirit&lt;br /&gt;
|-&lt;br /&gt;
! Necromantic Binding&lt;br /&gt;
| 3&lt;br /&gt;
| Rite of Necromancy&lt;br /&gt;
| Necromantic Binding: bind a spirit to a dead body, create a golem&lt;br /&gt;
|-&lt;br /&gt;
! Rite of Dismissal&lt;br /&gt;
| 2&lt;br /&gt;
| Evoker&lt;br /&gt;
| Rite of Dismissal, Minor, Major, or Epic Ritual: dismiss a bound spirit&lt;br /&gt;
|-&lt;br /&gt;
! Rite of Sacrifice&lt;br /&gt;
| 2&lt;br /&gt;
| Evoker&lt;br /&gt;
| Rite of Sacrifice, Minor, Major, or Epic Ritual: sacrifice to a spirit even if not present&lt;br /&gt;
|-&lt;br /&gt;
! Artifice&lt;br /&gt;
| 2&lt;br /&gt;
| Evoker&lt;br /&gt;
| Make an anchor for a least spirit with 16 SD&lt;br /&gt;
|-&lt;br /&gt;
! Improved Artifice&lt;br /&gt;
| 3&lt;br /&gt;
| Artifice&lt;br /&gt;
| Make an anchor for a common spirit with 64 SD&lt;br /&gt;
|-&lt;br /&gt;
! Greater Artifice&lt;br /&gt;
| 4&lt;br /&gt;
| Improved Artifice&lt;br /&gt;
| Make an anchor for a greater spirit with 256 SD or 2 GD&amp;lt;br&amp;gt;&lt;br /&gt;
Make special anchors with the right materials&lt;br /&gt;
|-&lt;br /&gt;
! Artificer’s Appraisal&lt;br /&gt;
| 1&lt;br /&gt;
| Artifice&lt;br /&gt;
| Appraise magical items&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[General skills]] ==&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;table-layout: fixed;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! XP Cost&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Toughness&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| +1 Hit&lt;br /&gt;
|-&lt;br /&gt;
! Improved Toughness&lt;br /&gt;
| 2&lt;br /&gt;
| Toughness&lt;br /&gt;
| Further +1 Hit (total +2)&lt;br /&gt;
|-&lt;br /&gt;
! Heroic Toughness&lt;br /&gt;
| 3&lt;br /&gt;
| Improved Toughness&lt;br /&gt;
| Further +1 Hit (total +3)&lt;br /&gt;
|-&lt;br /&gt;
! Medicine&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Spend 10 seconds to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on a dying character&amp;lt;br&amp;gt;&lt;br /&gt;
Spend 60 seconds (or 10 seconds with Reagents) to call {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Surgery&lt;br /&gt;
| 3&lt;br /&gt;
| Medicine&lt;br /&gt;
| Spend 60 seconds (or 10 seconds with Reagents) to call {{Call|RESTORE LIMB}}&amp;lt;br&amp;gt;&lt;br /&gt;
Examine and heal wound cards&lt;br /&gt;
|-&lt;br /&gt;
! Dissection&lt;br /&gt;
| 2&lt;br /&gt;
| Medicine&lt;br /&gt;
| Spend 10 seconds to remove an organ or body part&amp;lt;br&amp;gt;&lt;br /&gt;
Examine a body to learn about its abilities&lt;br /&gt;
|-&lt;br /&gt;
! Graft&lt;br /&gt;
| 3&lt;br /&gt;
| Surgery &#039;&#039;and&#039;&#039; Dissection&lt;br /&gt;
| Graft organs, body parts, or items onto creatures or characters&lt;br /&gt;
|-&lt;br /&gt;
! Alchemy&lt;br /&gt;
| 3&lt;br /&gt;
| Medicine&lt;br /&gt;
| Make a Potion of Power with 2 Reagents&amp;lt;br&amp;gt;&lt;br /&gt;
Make simple alchemical substances with liquid and Reagents&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Alchemy&lt;br /&gt;
| 2&lt;br /&gt;
| Alchemy&lt;br /&gt;
| Analyse biological samples in downtime&amp;lt;br&amp;gt;&lt;br /&gt;
Make experimental alchemical substances with samples and Reagents&lt;br /&gt;
|-&lt;br /&gt;
! Trader’s Appraisal&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Appraise valuable items&lt;br /&gt;
|-&lt;br /&gt;
! Investigation&lt;br /&gt;
| 2&lt;br /&gt;
| Trader’s Appraisal&lt;br /&gt;
| Detect forgeries&lt;br /&gt;
|-&lt;br /&gt;
! Spycraft&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
| Create simple forgeries in downtime&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Spycraft&lt;br /&gt;
| 2&lt;br /&gt;
| Spycraft&lt;br /&gt;
| Create advanced forgeries in downtime with Reagents&lt;br /&gt;
|-&lt;br /&gt;
! Smuggling&lt;br /&gt;
| 2&lt;br /&gt;
| Spycraft&lt;br /&gt;
| Conceal an item up to 24” long&lt;br /&gt;
|-&lt;br /&gt;
! Business Connections&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Submit a rumour each interactive or downtime&amp;lt;br&amp;gt;&lt;br /&gt;
Receive one extra rumour each downtime&lt;br /&gt;
|-&lt;br /&gt;
! Excellent Connections&lt;br /&gt;
| 4&lt;br /&gt;
| Business Connections&lt;br /&gt;
| Receive one further extra rumour each downtime (total two extra)&amp;lt;br&amp;gt;&lt;br /&gt;
Call in a favour for assistance each downtime, or get a rumour from a rare source&lt;br /&gt;
|-&lt;br /&gt;
! Disposable Income&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
| Receive one extra share of petty cash each interactive (total 2×)&lt;br /&gt;
|-&lt;br /&gt;
! Substantial Income&lt;br /&gt;
| 2&lt;br /&gt;
| Disposable Income&lt;br /&gt;
| Receive one further extra share of petty cash each interactive (total 3×)&lt;br /&gt;
|-&lt;br /&gt;
! Exotic Income&lt;br /&gt;
| 3&lt;br /&gt;
| Substantial Income&lt;br /&gt;
| Receive one random valuable or magical item each interactive&lt;br /&gt;
|-&lt;br /&gt;
! Followers&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Order followers to assist with or undertake downtime actions&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[General skills#Career skills|Career skills]] ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! XP Cost&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! Noble Membership&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Membership of [[the Noble Houses]]&lt;br /&gt;
Represents the rank of Knight or a position as a senior retainer&lt;br /&gt;
|-&lt;br /&gt;
! Army Membership&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Membership of [[the Royal Armies]]&lt;br /&gt;
Represents the rank of company officer (Lieutenant or Ensign) or Sergeant&lt;br /&gt;
|-&lt;br /&gt;
! Coalition Membership&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
| Membership of [[the Reform Coalition]]&lt;br /&gt;
Represents a position of respect within a reform society&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=General_skills&amp;diff=1041</id>
		<title>General skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=General_skills&amp;diff=1041"/>
		<updated>2017-10-02T23:16:27Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Rumours from Excellent Connections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
All [[skills]] that do not belong to a class ([[Warrior skills|warrior]], [[Channeller skills|channeller]], or [[Evoker skills|evoker]]) are called &#039;&#039;general skills&#039;&#039;.  Many of these are useful outside combat, and may give specific advantages in [[downtime]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Toughness|xp=2|prereq=none|description=You gain an additional Hit (+1 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Improved Toughness|xp=2|prereq=Toughness|description=You gain a further additional Hit (+2 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Heroic Toughness|xp=3|prereq=Improved Toughness|description=You gain a further additional Hit (+3 total).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Medicine|xp=1|prereq=none|description=You can spend 10 seconds appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on a [[Combat rules#Dying|Dying]] character at close range.&amp;lt;br&amp;gt;&lt;br /&gt;
You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of Reagents, to call {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039; on another character at close range.  If you are hit by a melee blow, projectile, or call, or use a Dodge skill, this is interrupted and you must start again.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Surgery|xp=3|prereq=Medicine|description=You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of Reagents, to call {{Call|RESTORE LIMB}} on another character at close range.  If you are hit by a melee blow, projectile, or call, or use a Dodge skill, this is interrupted and you must start again.&amp;lt;br&amp;gt;&lt;br /&gt;
You can examine and heal [[Combat rules#Complications|Wounds]] affecting another character following the instructions on the card.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Dissection|xp=2|prereq=Medicine|description=You can use 10 seconds appropriate roleplay outside combat to remove an organ or body part from an unresisting or dead creature or character.  (You can sever limbs using this skill, which has the same effect as {{Call|CLEAVE}} but is [[Combat rules#Complications|harder to heal]].)&amp;lt;br&amp;gt;&lt;br /&gt;
You can examine the body of a dead or unresisting character or creature to get a good idea of their abilities.  {{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Graft|xp=3|prereq=Surgery&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Dissection|description=You may attempt to graft an organ, body part, or item onto another willing or unresisting character or creature.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a very risky process.  This skill is most reliable when used to transplant a body part of the same species to replace one which has been lost or irreparably damaged.  Grafting an inorganic item or an organ from another species is rather more dangerous.  It is especially risky to attempt to give someone supernumerary body parts or organs.&amp;lt;br&amp;gt;&lt;br /&gt;
The operation can be made easier and safer with appropriate magic, especially [[Wood]] or [[Earth]].&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Alchemy|xp=3|prereq=Medicine|description=You can spend a few minutes appropriate roleplay and two doses of Reagents to create a Potion of Power.  When consumed by a character, it increases either their [[Warrior skills|Stamina]] or [[Channeller skills|Mana]] (but not both) to double its maximum value; they then take a [[Combat rules#Complications|Wound]].  You can also do this in downtime as a Minor Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You may spend 60 seconds appropriate roleplay and one dose of Reagents to turn a glass of liquid into one of the following:&amp;lt;br&amp;gt;&lt;br /&gt;
Pure water, inflammable oil, acid, alkali, lubricant, glue, solvent, dye, bleach, cooling solution, heat solution, preservative.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Advanced Alchemy|xp=2|prereq=Alchemy|description=You can analyse and extract substances from biological samples in downtime as a Minor Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You may attempt to create new substances by combining samples and Reagents.  This allows you to create new consumables that grant the user special abilities, often related to the creature from which they were extracted.&amp;lt;br&amp;gt;{{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
Substances created from a combination of reagents (with the exception of Potions of Power) can only be administered under the supervision of an alchemist.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Trader’s Appraisal|xp=1|prereq=none|description=You can inspect an item with a treasure ribbon to get a good idea of its nature, value, and history.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Investigation|xp=2|prereq=Trader’s Appraisal|description=You may detect simple forgeries with close investigation.  You may use Reagents to detect advanced forgeries.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at gathering information in downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Spycraft|xp=2|prereq=none|description=You can forge up to one document each downtime as a Minor Action.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Advanced Spycraft|xp=2|prereq=Spycraft|description=You may choose to spend any quantity of Reagents on a forgery.  If you do, anyone wishing to detect it must spend at least as many doses of Reagents as you spent.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at spreading information, rumours, propaganda, and similar in downtime.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Smuggling|xp=2|prereq=Spycraft|description=You may conceal one item under 24” long such that a search cannot detect it.  The item must be physically concealed from view for this skill to be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
You are better at moving goods or people unnoticed in downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Business Connections|xp=1|prereq=none|description=You may submit one rumour each interactive or in the following downtime, which will appear in the downtime of one or more other characters.  {{Ref}}&amp;lt;br&amp;gt;&lt;br /&gt;
You receive one additional rumour from each downtime.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Excellent Connections|xp=4|prereq=Business Connections|description=You may call in a &#039;&#039;favour&#039;&#039; each downtime: this could be to get the help of some workers or thugs, borrow a fast horse to travel to other parts of the country, or ask traders for a particular item.&amp;lt;br&amp;gt;&lt;br /&gt;
You receive one further additional rumour from each downtime (total two).  If you &#039;&#039;don’t&#039;&#039; call in a favour, you will generally get a rumour from an obscure, distant, or powerful source.&amp;lt;br&amp;gt;&lt;br /&gt;
This skill effectively allows you to choose from a range of options each downtime, and can be used as a passable substitute for skills including Followers (different from any you might already have), Exotic Income, or research abilities.  It is also the only skill that reliably allows you to act outside the [[:File:DowntimeMap.jpg|downtime map]].  However, it still doesn’t allow you to use more than one Major or Map action per downtime.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Disposable Income|xp=1|prereq=none|description=You receive an extra sum of Petty Cash per interactive (twice as much as standard).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Substantial Income|xp=2|prereq=Disposable Income|description=You receive a further extra sum of Petty Cash per interactive (three times as much as standard).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Exotic Income|xp=3|prereq=Substantial Income|description=You receive one valuable or magical item per interactive, at random.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Followers|xp=3|prereq=none|description=You have a group of followers and can ask them to do things for you.  These could be a retinue, gang, military squadron, congregation, or something else.&amp;lt;br&amp;gt;&lt;br /&gt;
You can order your followers to either provide backup on one of your downtime actions, or to take a downtime action on behalf of your character - although you may not take separate Major or Map Actions for yourself and your followers.  They have some training in &#039;&#039;one&#039;&#039; of the following areas, which you should choose when selecting this skill:&lt;br /&gt;
* Exploring&lt;br /&gt;
* Raiding&lt;br /&gt;
* Foraging&lt;br /&gt;
* Influencing&lt;br /&gt;
* Investigating&lt;br /&gt;
* Being numerous}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Career skills ==&lt;br /&gt;
&lt;br /&gt;
These are a special category of general skills.&lt;br /&gt;
&lt;br /&gt;
Buying membership in a faction marks you as a full member and gives you access to the faction’s budget.  It also comes with an in-character expectation of trust and loyalty.  At present, you can only spend XP for membership in the three major [[factions]] - you can belong to a smaller organisation, but there is no special skill involved in doing so.&lt;br /&gt;
&lt;br /&gt;
At [[character creation]], you may choose up to &#039;&#039;one&#039;&#039; of the faction membership skills listed here.  Under certain circumstances, you may be able to advance in rank within a faction; this will allow you to spend XP on skills that give you additional in-character benefits, representing you consolidating influence after promotion.&lt;br /&gt;
&lt;br /&gt;
While you are a member of one faction, you may not buy membership of or career skills for another.  If you are expelled from a faction, you &#039;&#039;do not recover the XP&#039;&#039; spent on career skills for that faction, although you may be allowed to buy membership of another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Noble Membership|xp=3|prereq=none|description=You are a Knight or an influential retainer, and entitled to one share of [[the Noble Houses]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Army Membership|xp=3|prereq=none|description=You are a company officer or sergeant in the Armies, and entitled to one share of [[the Royal Armies]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Coalition Membership|xp=3|prereq=none|description=You are an active member of a reform society, and entitled to one share of [[the Reform Coalition]] budget each week.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not combine this skill with any other faction membership skill.}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Evoker_skills&amp;diff=1040</id>
		<title>Evoker skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Evoker_skills&amp;diff=1040"/>
		<updated>2017-10-02T23:13:19Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Golems and minimum sacrifice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
[[Evocation|Evoker]] [[skills]] are focussed around summoning, binding, and manipulating [[spirits]] to gain power and knowledge.&lt;br /&gt;
&lt;br /&gt;
A sacrifice of silver to empower an evocation ritual of Major and Epic strength, or which is [[Spellcasting#Improvised rituals|improvised]], must be at least 16 SD.  An ancestor spirit or an elemental of Common or greater degree will generally be angry and intractable if summoned using less than 32 SD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Evoker|xp=4|prereq=none|description=&#039;&#039;This skill costs&#039;&#039; &#039;&#039;&#039;0 XP&#039;&#039;&#039; &#039;&#039;if your class is Evoker.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Spirit Binding spell:&lt;br /&gt;
{{Spell|name=Spirit Binding|range=Self or Close range|cost=0|class=Evocation|description=You bind a willing spirit to a willing person or to an item unattended or held by a willing person.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that without specific skills, most characters can only use spirits of the least degree.}}&lt;br /&gt;
You know the Least Rite of Evocation:&lt;br /&gt;
{{Ritual|name=Least Rite of Evocation|size=Minor|class=Evocation|description=You summon an elemental spirit of the least degree; or you speak to any bound spirit for five minutes.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
(If you attempt to lead more than one summoning ritual in the space of half an hour, you are likely to suffer ill effects.)&amp;lt;br&amp;gt;&lt;br /&gt;
A (not necessarily exhaustive) list of the effects that can be gained from least spirits can be found [[Least spirit list|here]].&amp;lt;br&amp;gt;&lt;br /&gt;
If your class is Evoker, you are considered [[Items and equipment|proficient]] with any magic item that has a bound spirit, and you may start play with a bound spirit of the least degree &#039;&#039;unless&#039;&#039; you are a [[Revenants|revenant]] without the Second Binding skill.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Second Binding|xp=3|prereq=Evoker|description=You may have an additional spirit bound to yourself (to a normal maximum of two, or a maximum of one if you are a revenant).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Masterful Binding|xp=4|prereq=Second Binding|description=You may have any number of spirits bound to yourself.  You must speak to a ref if you have more than three bound at any time, or two if you are a revenant.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Common Rite of Evocation|xp=2|prereq=Evoker|description=You can have common spirits bound to yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Common Rite of Evocation:&lt;br /&gt;
{{Ritual|name=Common Rite of Evocation|size=Major|class=Evocation|description=You summon an elemental spirit of common degree.&amp;lt;br&amp;gt;{{Ref}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Greater Rite of Evocation|xp=3|prereq=Common Rite of Evocation|description=You can have greater spirits bound to yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Greater Rite of Evocation:&lt;br /&gt;
{{Ritual|name=Greater Rite of Evocation|size=Major|class=Evocation|description=You summon an elemental spirit of greater degree.&amp;lt;br&amp;gt;{{Ref}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Mastery of Evocation|xp=4|prereq=Greater Rite of Evocation|description=You can have any willing spirit bound to yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Perfected Rite of Evocation:&lt;br /&gt;
{{Ritual|name=Perfected Rite of Evocation|size=Epic|class=Evocation|description=You summon an elemental spirit of &#039;&#039;any&#039;&#039; degree.  Note that as an Epic Ritual you need a suitable plot opportunity to use this ability.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
You are an expert practitioner of evocation and can improvise Minor, Major, and Epic Rituals.  Examples of what effects can be created with Mastery of Evocation include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Investigating a bound spirit or magic item in depth.&lt;br /&gt;
** Hampering the abilities of a spirit.&lt;br /&gt;
** Influencing a future summoning ritual cast in the same area.&lt;br /&gt;
* Major:&lt;br /&gt;
** Investigating a [[The Breaking|rift]].&lt;br /&gt;
** Creating a barrier against spirits.&lt;br /&gt;
** Manipulating the Veil between [[the Spirit World]] and the mortal world - for example to make summoning easier or harder for a short period.&lt;br /&gt;
** Binding a soul to an unwilling, but unresisting, person or creature.  (This could be considered a criminal act.)&lt;br /&gt;
** Splitting a soul into pieces.  (This would be a criminal act of [[Law#List of offences|sacrilege]].)&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift.&lt;br /&gt;
** Affecting the Spirit World directly.&lt;br /&gt;
You must know the [[Evoker skills#Rite of Séance|Rite of Séance]] as well as Mastery of Evocation to improvise rituals specifically affecting ancestor spirits.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Rite of Necromancy|xp=2|prereq=Evoker|description=You know the Rite of Necromancy:&lt;br /&gt;
{{Ritual|name=Rite of Necromancy|size=Minor|class=Evocation|description=You use a recently dead body to speak for five minutes to the spirit that inhabited it.  This only works reliably for mostly complete human corpses.}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Rite of Séance|xp=3|prereq=Rite of Necromancy|description=You know the Rite of Séance:&lt;br /&gt;
{{Ritual|name=Rite of Séance|size=Major|class=Evocation|description=You summon an ancestor spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
This works best when used to contact the recently deceased.  It is particularly unreliable when used to summon the spirit of someone who died more than a few decades ago.  However, it can be used even if physical remains are not present.&amp;lt;br&amp;gt;{{Ref}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Necromantic Binding|xp=3|prereq=Rite of Necromancy|description=You know the Necromantic Binding spell:&lt;br /&gt;
{{Spell|name=Spirit Binding|range=Close range|cost=0|class=Evocation|description=You bind a willing spirit to a dead body.  This only works reliably for mostly complete human corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
This spell can be used to bind [[Spirits#Elemental spirits|elementals]] to dead bodies, thereby creating &#039;&#039;golems&#039;&#039;.  If you have summoned a consenting spirit or have one bound to yourself or to an item on your person, you may transfer and bind that spirit to a dead body, which will act as a golem under your control for five minutes or until the end of the present encounter.  Golems raised in downtime may last significantly longer.}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Rite of Dismissal|xp=2|prereq=Evoker|description=You know the Rite of Dismissal:&lt;br /&gt;
{{Ritual|name=Rite of Dismissal|size=Minor, Major, or Epic|class=Evocation|description=You break the bond between a willing or unresisting person or body, or an item unattended or held by a willing or unresisting person, and any bound spirit.  If this ritual is focused on a [[Revenants|revenant]] it will cause them serious harm.&amp;lt;br&amp;gt;&lt;br /&gt;
The strength of the ritual required is dependent on the degree and attitude of the spirit.&amp;lt;br&amp;gt;{{Ref}}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Rite of Sacrifice|xp=2|prereq=Evoker|description=You know the Rite of Sacrifice:&lt;br /&gt;
{{Ritual|name=Rite of Sacrifice|size=Minor, Major, or Epic|class=Evocation|description=You sacrifice to a spirit, which need not be present.&amp;lt;br&amp;gt;&lt;br /&gt;
The strength of the ritual required is dependent on the degree and attitude of the spirit and on the nature of the sacrifice.  If a spirit is present, you [[Starting abilities|do not need]] to perform a ritual to sacrifice to them, but it will almost certainly gain you favour.&amp;lt;br&amp;gt;{{Ref}}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Artifice|xp=2|prereq=Evoker|description=You can spend a few minutes appropriate roleplay and 16 silver ducatto to create a [[Items and equipment#Magic items|magic item]] suitable for binding a spirit of the least degree, which will last until a spirit leaves it.  You can also do this in downtime as a Minor Action.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Improved Artifice|xp=3|prereq=Artifice|description=You can spend a few minutes appropriate roleplay and 64 silver ducatto to create a magic item suitable for binding a spirit of common degree, which will last until a spirit leaves it.  You can also do this in downtime as a Minor Action.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Greater Artifice|xp=4|prereq=Improved Artifice|description=You can spend several minutes appropriate roleplay and either 256 silver ducatto or 2 gold ducatto to create a magic item suitable for binding a spirit of greater degree, which will last until a spirit leaves it.  You can also do this in downtime as a Major Action.&amp;lt;br&amp;gt;&lt;br /&gt;
Given the right materials you can create items with special properties, such as the ability to store part of a divided soul.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Artificer’s Appraisal|xp=1|prereq=Artifice|description=You can inspect an item with a magic ribbon or tag to get a good idea of its nature, value, and history.&amp;lt;br&amp;gt;{{Ref}}}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Metal_spells&amp;diff=1039</id>
		<title>Metal spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Metal_spells&amp;diff=1039"/>
		<updated>2017-10-02T23:10:41Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Metal]] ==&lt;br /&gt;
&lt;br /&gt;
Metal magic grants powers associated with control, including manipulating the movements of others and influencing their minds.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Wood and Fire.&lt;br /&gt;
&lt;br /&gt;
=== Starting Metal spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Metal (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Spark of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|SINGLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Metal spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Metal to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Push of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|REPEL}} at range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Bolt of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|DOUBLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Mind of Metal|range=Self or Close range|cost=2|class=Metal|description=You give a person “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: For five minutes, you feel:” either Calm, Courage, Fear, or Sorrow.}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Metal spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Metal spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Force of Metal|range=Mass|cost=2|class=Metal|description=You call {{Call|MASS}} {{Call|REPEL}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Push of Metal|Push of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Chains of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|DOUBLE}} {{Call|STRIKEDOWN}} at range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Bolt of Metal|Bolt of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Compulsion of Metal|range=Close range|cost=2|class=Metal|description=You call “&#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}}:” at Close range, with one of the following commands:&lt;br /&gt;
* “Give me [an item]”&lt;br /&gt;
* “Don’t attack or harm me”&lt;br /&gt;
* “Go [somewhere within sight]”&lt;br /&gt;
This spell cannot be used if either you or the target are in combat.&amp;lt;br&amp;gt;&lt;br /&gt;
The use of this spell may be considered a criminal act of [[Law#List of offences|slavery]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Mind of Metal|Mind of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Conviction|size=Minor|class=Metal|description=One participant gets “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: Once per fight, when Dying, you may spend a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself (and stop Dying).   After each use, inform a ref, and you will take a Wound.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual, a character can be the target of this ritual up to twice per day.  The Effect lasts until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Metal ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Metal when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Metal.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Metal spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Metal include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Aiding an individual leader.&lt;br /&gt;
** Delaying the effects of injury.&lt;br /&gt;
** Enhancing battlefield control abilities.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Metal ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Metal when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Metal.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Metal to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Metal include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Restraining a living thing or magical effect.&lt;br /&gt;
** Turning material resources into enhancements.&lt;br /&gt;
** Aiding military tactics and discipline.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to close it).&lt;br /&gt;
** Affecting people’s ideals over a wide area.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Channeller_skills&amp;diff=1038</id>
		<title>Channeller skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Channeller_skills&amp;diff=1038"/>
		<updated>2017-10-02T23:05:04Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
[[Channelling|Channeller]] [[skills]] are focussed around the art of directing [[The Elements|elemental]] power to heal, harm, scry, and much more.&lt;br /&gt;
&lt;br /&gt;
Many channeller skills involve learning [[Spellcasting|spells and rituals]] from the elemental lists.  You can find a list of all spells [[Spell list|here]], or search by element:&lt;br /&gt;
* [[Wood spells]]&lt;br /&gt;
* [[Fire spells]]&lt;br /&gt;
* [[Earth spells]]&lt;br /&gt;
* [[Metal spells]]&lt;br /&gt;
* [[Water spells]]&lt;br /&gt;
&lt;br /&gt;
A sacrifice of silver to empower a channelling ritual of Major and Epic strength, or which is [[Spellcasting#Improvised rituals|improvised]], must be at least 16 SD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Channeller|xp=4|prereq=none|description=&#039;&#039;This skill costs&#039;&#039; &#039;&#039;&#039;0 XP&#039;&#039;&#039; &#039;&#039;if your class is Channeller.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a pool of 5 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Detect Magic spell:&lt;br /&gt;
{{Spell|name=Detect Magic|range=Self or Close range|cost=1|description=You gain a basic understanding of a magic {{Call|EFFECT}} or being, or an item with a blue (magic) ribbon.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
You may regenerate your Mana to its full value by spending 60 seconds appropriate roleplay, such as meditating or exercising.  You may do this during a fight; however, if you move more than a few steps, use a spell, or are dealt damage, this is &#039;&#039;interrupted&#039;&#039;.  If your class is Channeller, once per day you may do this with five seconds appropriate roleplay.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Extra Mana|xp=1|prereq=Channeller|description=Your Mana pool is increased by one (to a normal maximum of 6).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Abundant Mana|xp=2|prereq=Extra Mana|description=Your Mana pool is further increased by one (to a normal maximum of 7).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Bountiful Mana|xp=3|prereq=Abundant Mana|description=Your Mana pool is further increased by one (to a normal maximum of 8).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=First Elemental Discipline|xp=1|prereq=Channeller|description=You know the basic principles of one of [[the Elements]].  You can cast its starting spell and can learn spells from its elemental list.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Additional Elemental Discipline|xp=2|prereq=First Elemental Discipline|description=You know the basic principles of an additional Element and can cast its starting spell and can learn spells from its elemental list.&amp;lt;br&amp;gt;&lt;br /&gt;
Under normal circumstances a character cannot learn elemental disciplines that are opposed to each other (and therefore cannot learn more than two).&lt;br /&gt;
* [[Wood]] is opposed to Earth and Metal.&lt;br /&gt;
* [[Fire]] is opposed to Metal and Water.&lt;br /&gt;
* [[Earth]] is opposed to Water and Wood.&lt;br /&gt;
* [[Metal]] is opposed to Wood and Fire.&lt;br /&gt;
* [[Water]] is opposed to Fire and Earth.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Chained Casting|xp=3|prereq=First Elemental Discipline|description=You may pay an additional 1 Mana to cast any spell from a single discipline you know immediately after another spell (ignoring the usual 5 seconds cooldown) and without a vocal.  You must still have a hand free as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
When you buy this skill, you must choose which discipline it applies to.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=First Circle Spell|xp=1|prereq=First Elemental Discipline|description=You know a First Circle spell from the spell list one of your elemental disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill multiple times.  Each time you buy it, you gain access to another First Circle spell or ritual.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Second Circle Spell|xp=2|prereq=any two First Circle Spells&#039;&#039;&#039; &#039;&#039;(but see text)&#039;&#039;|description=You know a Second Circle spell from the spell list one of your elemental disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill multiple times.  Each time you buy it, you gain access to another Second Circle spell or ritual.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle spells or rituals from an element before you can learn any Second Circle spells in that element.  Some Second Circle spells and rituals have the knowledge of a specific First Circle spell as a prerequisite; where this is the case it is indicated in the lists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Elemental Ascendancy|xp=2|prereq=any two Second Circle Spells|description=You are an accomplished practitioner of channelling an element and can improvise Minor Rituals in that element.  The elemental lists give examples of what effects can be created with Ascendancy of each element.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill up to once for each elemental discipline you have.  You must know at least two Second Circle spells or rituals from an element before you can learn Ascendancy of that element.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Elemental Mastery|xp=3|prereq=Elemental Ascendancy|description=You are an expert practitioner of channelling an element and can improvise Major and Epic Rituals in that element.  The elemental lists give examples of what effects can be created with Mastery of each element.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill up to once for each elemental discipline you have.  You must have Ascendancy of an element before you can learn Mastery of that element.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Ref}}}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Metal_spells&amp;diff=1037</id>
		<title>Metal spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Metal_spells&amp;diff=1037"/>
		<updated>2017-10-02T22:59:30Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: COMPEL, and tougher prerequisites for Chains of Metal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Metal]] ==&lt;br /&gt;
&lt;br /&gt;
Metal magic grants powers associated with control, including manipulating the movements of others and influencing their minds.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Wood and Fire.&lt;br /&gt;
&lt;br /&gt;
=== Starting Metal spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Metal (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Spark of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|SINGLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Metal spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Metal to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Push of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|REPEL}} at range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Bolt of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|DOUBLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Mind of Metal|range=Self or Close range|cost=2|class=Metal|description=You give a person “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: For five minutes, you feel:” either Calm, Courage, Fear, or Sorrow.}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Metal spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Metal spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Force of Metal|range=Mass|cost=2|class=Metal|description=You call {{Call|MASS}} {{Call|REPEL}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Push of Metal|Push of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Chains of Metal|range=Ranged|cost=1|class=Metal|description=You call {{Call|DOUBLE}} {{Call|STRIKEDOWN}} at range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Bolt of Metal|Bolt of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Compulsion of Metal|range=Close range|cost=2|class=Metal|description=You call “&#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|COMPEL}}:” at Close range, with one of the following commands:&lt;br /&gt;
* “Give me [an item]”&lt;br /&gt;
* “Don’t attack or harm me”&lt;br /&gt;
* “Go [somewhere within sight]”&lt;br /&gt;
The use of this spell may be considered a criminal act of [[Law#List of offences|slavery]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Mind of Metal|Mind of Metal]] as well as another First Circle Metal spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Conviction|size=Minor|class=Metal|description=One participant gets “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: Once per fight, when Dying, you may spend a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself (and stop Dying).   After each use, inform a ref, and you will take a Wound.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual, a character can be the target of this ritual up to twice per day.  The Effect lasts until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Metal ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Metal when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Metal.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Metal spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Metal include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Aiding an individual leader.&lt;br /&gt;
** Delaying the effects of injury.&lt;br /&gt;
** Enhancing battlefield control abilities.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Metal ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Metal when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Metal.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Metal to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Metal include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Restraining a living thing or magical effect.&lt;br /&gt;
** Turning material resources into enhancements.&lt;br /&gt;
** Aiding military tactics and discipline.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to close it).&lt;br /&gt;
** Affecting people’s ideals over a wide area.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Warrior_skills&amp;diff=1036</id>
		<title>Warrior skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Warrior_skills&amp;diff=1036"/>
		<updated>2017-10-02T22:56:44Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Warrior [[skills]] are focussed around the use of weapons and armour, dealing more damage, and being able to survive or evade attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Warrior|xp=4|prereq=none|description=&#039;&#039;This skill costs&#039;&#039; &#039;&#039;&#039;0 XP&#039;&#039;&#039; &#039;&#039;if your class is Warrior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a pool of 3 Stamina (ST).&amp;lt;br&amp;gt;&lt;br /&gt;
When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You may regenerate your Stamina to its maximum value &#039;&#039;after a fight&#039;&#039; by spending a few moments of appropriate roleplay to refresh yourself (for example, by taking a drink, adjusting your armour, or doing stretches).  If your class is Warrior, once per day you may do this &#039;&#039;in combat&#039;&#039; with a few moments’ appropriate roleplay.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Extra Stamina|xp=2|prereq=Warrior|description=Your Stamina pool is increased by one (to a normal maximum of 4).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Exceptional Stamina|xp=3|prereq=Extra Stamina|description=Your Stamina pool is further increased by one (to a normal maximum of 5).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Melee Weapon Practice|xp=1|prereq=Warrior|description=You can spend 1 ST to call {{Call|DOUBLE}} with any melee weapon with which you are proficient, except short weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Melee Weapon Expertise|xp=2|prereq=Melee Weapon Practice|description=You can spend 1 ST to call {{Call|TRIPLE}} with any melee weapon with which you are proficient, except short weapons.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Training|xp=2|prereq=Warrior|description=You are proficient with two-handed weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Mastery|xp=2|prereq=Two-Handed Weapon Training&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Melee Weapon Expertise|description=You can spend 1 ST to call {{Call|CLEAVE}} with a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Prowess|xp=2|prereq=Two-Handed Weapon Training|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Polearm Training|xp=3|prereq=Two-Handed Weapon Training|description=You are proficient with polearms and one-handed spears.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use polearms or one-handed spears.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Ambidexterity|xp=2|prereq=Warrior|description=You may use two weapons at once.  (Only short and one-handed weapons can be used in this way.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Buckler Training|xp=1|prereq=Warrior|description=You are proficient with bucklers.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Shield Training|xp=4|prereq=Buckler Training|description=You are proficient with shields.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Thrown Weapon Training|xp=1|prereq=Warrior|description=You are proficient with short thrown weapons.  These deal {{Call|SINGLE}}; you do not need to call this but may do so to make your attacks clear.&amp;lt;br&amp;gt;&lt;br /&gt;
You are proficient with large thrown weapons and can call {{Call|TRIPLE}} with them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use large thrown weapons.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Archery Training|xp=4|prereq=Thrown Weapon Training|description=You are proficient with bows and crossbows.  These deal {{Call|CLEAVE}}; you do not need to call this but may do so to make your attacks clear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use bows or crossbows.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Backstab|xp=2|prereq=Warrior|description=You can spend 1 ST to call {{Call|TRIPLE}} with a short weapon when attacking from behind.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Backstab Mastery|xp=2|prereq=Backstab|description=You can spend 1 ST to call {{Call|CLEAVE}} with a short weapon when attacking from behind.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Trip|xp=3|prereq=Backstab|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a short weapon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Dodge|xp=2|prereq=Warrior|description=You can spend 1 ST to dodge a melee blow or a {{Call|MASS}} or {{Call|WIDE}} damage call.  When you do, call {{Call|RESIST}} and touch the ground with both hands; any call you dodge does not affect you.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this skill allows you to dodge any kind of melee call including backstab attacks, and damage from {{Call|MASS}} and {{Call|WIDE}} calls, but &#039;&#039;not&#039;&#039; ranged calls that target you, {{Call|MASS}} {{Call|STRIKEDOWN}} nor {{Call|MASS}} {{Call|REPEL}}, thrown weapons, arrows, nor bolts.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Lightning Dodge|xp=3|prereq=Dodge|description=You can spend 1 ST to dodge any call (except {{Call|EFFECT}} or {{Call|COMPEL}}), melee blow, or projectile.  When you do, call {{Call|RESIST}} and touch the ground with both hands; any call you dodge does not affect you.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not use this skill while wearing heavy armour.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this skill allows you to dodge ranged calls, all {{Call|MASS}} and {{Call|WIDE}} calls, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice I|xp=1|prereq=Warrior|description=While wearing any armour, you gain an additional Hit (+2 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice II|xp=1|prereq=Armour Practice I|description=While wearing any armour, you gain a further additional Hit (+3 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice III|xp=2|prereq=Armour Practice II|description=While wearing any armour, you gain a further additional Hit (+4 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice IV|xp=2|prereq=Armour Practice III|description=While wearing heavy armour, you gain a further additional Hit (+5 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice V|xp=3|prereq=Armour Practice IV|description=While wearing heavy armour, you gain a further additional Hit (+6 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Light Armour Specialty|xp=1|prereq=Armour Practice I|description=If you have a mana pool, it is reduced by 1 while you are wearing light armour (rather than the normal 3 for wearing armour).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Heavy Armour Specialty|xp=3|prereq=Armour Practice I|description=If you are affected by a call of {{Call|CLEAVE}} while wearing heavy armour you may choose to take it as {{Call|TRIPLE}} instead.  When you do, call {{Call|RESIST}}.  You may do this regardless of whether the location hit is physically covered by armour.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Resolve|xp=2|prereq=Warrior|description=When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 2&#039;&#039;&#039; on yourself.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Iron Resolve|xp=2|prereq=Resolve|description=When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survival|xp=3|prereq=Warrior|description=When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on yourself (and stop Dying).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survivor’s Grit|xp=2|prereq=Survival|description=When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself (and stop Dying).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survivor’s Vengeance|xp=1|prereq=Survival|description=After you use Survival (or Survivor’s Grit if you have it), you may call {{Call|TRIPLE}} with your next melee blow.}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Water_spells&amp;diff=1035</id>
		<title>Water spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Water_spells&amp;diff=1035"/>
		<updated>2017-10-02T22:56:21Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Water]] ==&lt;br /&gt;
&lt;br /&gt;
Water magic grants powers associated with information, and can be used for divination or to evade and misdirect others.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Fire and Earth.&lt;br /&gt;
&lt;br /&gt;
=== Starting Water spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Water (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Energy of Water|range=Self or Close range|cost=1|class=Water|description=You call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; at self or close range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Water spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Water to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Snare of Water|range=Ranged|cost=1|class=Water|description=You call {{Call|STRIKEDOWN}} twice at range in the space of five seconds.  This is a single spell so there is no minimum time between the calls, and you can use the calls on the same or different targets.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Voice of Water|range=Close range|cost=2|class=Water|description=You speak to a single magic item or Effect for five minutes.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Scrying|size=Minor|class=Water|description=All participants receive a vision, secret, or piece of knowledge about the immediate area or the people within it.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Water spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Water spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Tranquillity of Water|range=Close range|cost=2|class=Water|description=You inform a person that you are at peace with them.  You then get “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: For five minutes you may call {{Call|RESIST}} to ignore any calls or Effects made by the person you have chosen; this Effect ends if you attack them in any way.”  The EFFECT lasts five minutes or until you attack the person.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Evasion|size=Minor|class=Water|description=All participants get “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: You may dodge any one call (except {{Call|EFFECT}} or {{Call|COMPEL}}), melee blow, or projectile for free.  When you do, call {{Call|RESIST}} and touch the ground with one hand; any call you dodge does not affect you.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.  You may use the free dodge even while wearing heavy armour.  The Effect lasts until used or until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Concealment|size=Major|class=Water|description=One participant gets “&#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|EFFECT}}: For one week, your appearance changes.  You may conceal your identity, and may disguise yourself as human, fay (of any type), or revenant, but cannot disguise yourself as a specific person.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Major Ritual, a character can be the target of this ritual up to once per day.  The Effect lasts for one week or until the start of the next interactive.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Divination|size=Major|class=Water|description=All participants receive a vision of an action that will help them solve a particular problem specified in the casting.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Rite of Scrying|Rite of Scrying]] as well as another First Circle Water spell to learn this spell.&#039;&#039;&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Water ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Water when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Water.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Water spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Water include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Aiding information gathering.&lt;br /&gt;
** Calming people’s emotions.&lt;br /&gt;
** Enhancing concealment and deception.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Water ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Water when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Water.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Water to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Water include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Enhancing evasion and agility.&lt;br /&gt;
** Searching for an item, person, or secret.&lt;br /&gt;
** Gaining understanding of something mysterious.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to study it).&lt;br /&gt;
** Disguising or concealing something huge.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Fire_spells&amp;diff=1034</id>
		<title>Fire spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Fire_spells&amp;diff=1034"/>
		<updated>2017-10-02T22:53:08Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Fire]] ==&lt;br /&gt;
&lt;br /&gt;
Fire magic grants powers associated with passion, creation, and destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Metal and Water.&lt;br /&gt;
&lt;br /&gt;
=== Starting Fire spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Fire (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Spark of Fire|range=Ranged|cost=1|class=Fire|description=You call {{Call|SINGLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Fire spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Fire to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Bolt of Fire|range=Ranged|cost=1|class=Fire|description=You call {{Call|DOUBLE}} at range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Mind of Fire|range=Self or Close range|cost=2|class=Fire|description=You give a person “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: For five minutes, you feel:” either Anger, Joy, Passion, or Pride.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Voice of Fire|range=Close range|cost=2|class=Fire|description=You speak to a single created object (which need not be magical) for five minutes.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Fire spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Fire spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Jet of Fire|range=Ranged|cost=1|class=Fire|description=You call {{Call|TRIPLE}} at range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Bolt of Fire|Bolt of Fire]] as well as another First Circle Fire spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Blast of Fire|range=Mass|cost=2|class=Fire|description=You call {{Call|MASS}} {{Call|DOUBLE}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Bolt of Fire|Bolt of Fire]] as well as another First Circle Fire spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Empowerment|size=Minor|class=Fire|description=All participants get “&#039;&#039;&#039;MINOR &#039;&#039;&#039;{{Call|EFFECT}}: You may call TRIPLE once for free with any weapon with which you are proficient.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.  The Effect lasts until used or until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Inspiration|size=Minor, Major, or Epic|class=Fire|description=One person, who must be a participant, may study an {{Call|EFFECT}} or magical phenomenon and immediately becomes subject to it.  This ritual must be as powerful as the Effect, and is likely to have other consequences.&amp;lt;br&amp;gt;&lt;br /&gt;
A character can be the target of this ritual up to twice per day if it is cast at Minor strength, or once per day if it is cast at Major or Epic strength.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Fire ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Fire when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Fire spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Fire include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Enhancing offensive combat abilities.&lt;br /&gt;
** Defying effects of control.&lt;br /&gt;
** Aiding artifice and mending.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Fire ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Fire when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Fire to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Fire include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Destroying an item.&lt;br /&gt;
** Causing damage over an area.&lt;br /&gt;
** Aiding offensive tactics and raiding.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to destabilise it).&lt;br /&gt;
** Affecting people’s emotions over a wide area.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Wood_spells&amp;diff=1033</id>
		<title>Wood spells</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Wood_spells&amp;diff=1033"/>
		<updated>2017-10-02T22:51:51Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== [[Wood]] ==&lt;br /&gt;
&lt;br /&gt;
Wood magic grants powers associated with other living things, particularly healing and communication.&amp;lt;br&amp;gt;&lt;br /&gt;
It is opposed to Earth and Metal.&lt;br /&gt;
&lt;br /&gt;
=== Starting Wood spell ===&lt;br /&gt;
&lt;br /&gt;
You learn this spell for free when you learn the elemental discipline of Wood (through [[Channeller skills#First Elemental Discipline|First Elemental Discipline]] or [[Channeller skills#Additional Elemental Discipline|Additional Elemental Discipline]]).&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Energy of Wood|range=Self or Close range|cost=1|class=Wood|description=You call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; at self or close range.}}&lt;br /&gt;
&lt;br /&gt;
=== First Circle Wood spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#First Circle Spell|First Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know the elemental discipline of Wood to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Vigour of Wood|range=Self or Close range|cost=1|class=Wood|description=You call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; at self or close range.}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Voice of Wood|range=Close range|cost=2|class=Wood|description=You speak to a single animal or plant, whether living or dead, for five minutes.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Sending|size=Minor|class=Wood|description=You send a target being on the same plane a message of up to a few sentences.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual, a character can lead this ritual with any given target up to twice per day.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
=== Second Circle Wood spells ===&lt;br /&gt;
&lt;br /&gt;
You learn one of these spells each time you take the [[Channeller skills#Second Circle Spell|Second Circle Spell]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle Wood spells to learn any of these spells.&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Restoration of Wood|range=Self or Close range|cost=1|class=Wood|description=You call {{Call|RESTORE LIMB}} at self or close range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Vigour of Wood|Vigour of Wood]] as well as another First Circle Wood spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Spell|name=Renewal of Wood|range=Self or Close range|cost=2|class=Wood|description=You call {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039; at self or close range.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Vigour of Wood|Vigour of Wood]] as well as another First Circle Wood spell to learn this spell.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Healing|size=Minor|class=Wood|description=All participants get {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039;, &#039;&#039;&#039;[[Calls#RESTORE LIMB|RESTORE]] ALL&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must know [[#Vigour of Wood|Vigour of Wood]] as well as another First Circle Wood spell to learn this spell.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|name=Rite of Regeneration|size=Major|class=Wood|description=All participants get “&#039;&#039;&#039;MAJOR &#039;&#039;&#039;{{Call|EFFECT}}: You may spend 60 seconds uninterrupted roleplay while not incapacitated to get either {{Call|CURE}}&#039;&#039;&#039; ALL&#039;&#039;&#039; or {{Call|RESTORE LIMB}}.”&amp;lt;br&amp;gt;&lt;br /&gt;
As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day.  The Effect lasts until the end of the event.}}&lt;br /&gt;
&lt;br /&gt;
=== Ascendancy of Wood ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Minor Rituals of Wood when you take the [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]] skill for Wood.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two Second Circle Wood spells to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Ascendancy of Wood include the following:&lt;br /&gt;
* Minor:&lt;br /&gt;
** Spreading a rumour.&lt;br /&gt;
** Making people feel lively or curious.&lt;br /&gt;
** Aiding non-magical surgery.&lt;br /&gt;
&lt;br /&gt;
=== Mastery of Wood ===&lt;br /&gt;
&lt;br /&gt;
You can improvise Major and Epic Rituals of Wood when you take the [[Channeller skills#Elemental Mastery|Elemental Mastery]] skill for Wood.&amp;lt;br&amp;gt;&lt;br /&gt;
You must have Ascendancy of Wood to learn this skill.&lt;br /&gt;
&lt;br /&gt;
Examples of what effects can be created with Mastery of Wood include the following:&lt;br /&gt;
* Major:&lt;br /&gt;
** Curing a disease.&lt;br /&gt;
** Enhancing the growth of a living thing.&lt;br /&gt;
** Aiding propaganda or influence-building.&lt;br /&gt;
* Epic:&lt;br /&gt;
** Manipulating a rift (especially to stabilise it).&lt;br /&gt;
** Affecting living things over a wide area.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Channeller_skills&amp;diff=1032</id>
		<title>Channeller skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Channeller_skills&amp;diff=1032"/>
		<updated>2017-10-02T22:49:01Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Bountiful Mana and minimum sacrifice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
[[Channelling|Channeller]] [[skills]] are focussed around the art of directing [[The Elements|elemental]] power to heal, harm, scry, and much more.&lt;br /&gt;
&lt;br /&gt;
Many channeller skills involve learning [[Spellcasting|spells and rituals]] from the elemental lists.  You can find a list of all spells [[Spell list|here]], or search by element:&lt;br /&gt;
* [[Wood spells]]&lt;br /&gt;
* [[Fire spells]]&lt;br /&gt;
* [[Earth spells]]&lt;br /&gt;
* [[Metal spells]]&lt;br /&gt;
* [[Water spells]]&lt;br /&gt;
&lt;br /&gt;
A sacrifice of silver to empower a channelling ritual of Major and Epic strength, or which is [[Spellcasting#Improvised rituals|improvised]], must be at least 16 SD.&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Channeller|xp=4|prereq=none|description=&#039;&#039;This skill costs&#039;&#039; &#039;&#039;&#039;0 XP&#039;&#039;&#039; &#039;&#039;if your class is Channeller.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a pool of 5 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
You know the Detect Magic spell:&lt;br /&gt;
{{Spell|name=Detect Magic|range=Self or Close range|cost=1|description=You gain a basic understanding of a magic {{Call|EFFECT}} or being, or an item with a blue (magic) ribbon.&amp;lt;br&amp;gt;{{Ref}}}}&lt;br /&gt;
You may regenerate your Mana to its full value by spending 60 seconds appropriate roleplay, such as meditating or exercising.  You may do this during a fight; however, if you move more than a few steps, use a spell, or are dealt damage, this is &#039;&#039;interrupted&#039;&#039;.  If your class is Channeller, once per day you may do this with five seconds appropriate roleplay.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Extra Mana|xp=1|prereq=Channeller|description=Your Mana pool is increased by one (to a normal maximum of 6).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Abundant Mana|xp=2|prereq=Extra Mana|description=Your Mana pool is further increased by one (to a normal maximum of 7).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Bountiful Mana|xp=3|prereq=Abundant Mana|description=Your Mana pool is further increased by one (to a normal maximum of 8).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=First Elemental Discipline|xp=1|prereq=Channeller|description=You know the basic principles of one of [[the Elements]].  You can cast its starting spell and can learn spells from its elemental list.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Additional Elemental Discipline|xp=2|prereq=First Elemental Discipline|description=You know the basic principles of an additional Element and can cast its starting spell and can learn spells from its elemental list.&amp;lt;br&amp;gt;&lt;br /&gt;
Under normal circumstances a character cannot learn elemental disciplines that are opposed to each other (and therefore cannot learn more than two).&lt;br /&gt;
* [[Wood]] is opposed to Earth and Metal.&lt;br /&gt;
* [[Fire]] is opposed to Metal and Water.&lt;br /&gt;
* [[Earth]] is opposed to Water and Wood.&lt;br /&gt;
* [[Metal]] is opposed to Wood and Fire.&lt;br /&gt;
* [[Water]] is opposed to Fire and Earth.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Chained Casting|xp=3|prereq=First Elemental Discipline|description=You may pay an additional 1 Mana to cast any spell from a single discipline you know immediately after another spell (ignoring the usual 5 seconds cooldown) and without a vocal.  You must still have a hand free as usual.&amp;lt;br&amp;gt;&lt;br /&gt;
When you buy this skill, you must choose which discipline it applies to.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=First Circle Spell|xp=1|prereq=First Elemental Discipline|description=You know a First Circle spell from the spell list one of your elemental disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill multiple times.  Each time you buy it, you gain access to another First Circle spell or ritual.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Second Circle Spell|xp=2|prereq=any two First Circle Spells&#039;&#039;&#039; &#039;&#039;(but see text)&#039;&#039;|description=You know a Second Circle spell from the spell list one of your elemental disciplines.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill multiple times.  Each time you buy it, you gain access to another Second Circle spell or ritual.&amp;lt;br&amp;gt;&lt;br /&gt;
You must know at least two First Circle spells or rituals from an element before you can learn any Second Circle spells in that element.  Some Second Circle spells and rituals have the knowledge of a specific First Circle spell as a prerequisite; where this is the case it is indicated in the lists.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Elemental Ascendancy|xp=2|prereq=any two Second Circle Spells|description=You are an accomplished practitioner of channelling an element and can improvise Minor Rituals in that element.  The elemental lists give examples of what effects can be created with Ascendancy of each element.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill up to once for each elemental discipline you have.  You must know at least two Second Circle spells or rituals from an element before you can learn Ascendancy of that element.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Ref}}}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Elemental Mastery|xp=3|prereq=Elemental Ascendancy|description=You are an expert practitioner of channelling an element and can improvise Major and Epic Rituals in that element.  The elemental lists give examples of what effects can be created with Mastery of each element.&amp;lt;br&amp;gt;&lt;br /&gt;
You may buy this skill up to once for each elemental discipline you have.  You must have Ascendancy of an element before you can learn Mastery of that element.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Ref}}}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Warrior_skills&amp;diff=1031</id>
		<title>Warrior skills</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Warrior_skills&amp;diff=1031"/>
		<updated>2017-10-02T22:44:53Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Dodge takes two hands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Warrior [[skills]] are focussed around the use of weapons and armour, dealing more damage, and being able to survive or evade attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Warrior|xp=4|prereq=none|description=&#039;&#039;This skill costs&#039;&#039; &#039;&#039;&#039;0 XP&#039;&#039;&#039; &#039;&#039;if your class is Warrior.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a pool of 3 Stamina (ST).&amp;lt;br&amp;gt;&lt;br /&gt;
When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
You may regenerate your Stamina to its maximum value &#039;&#039;after a fight&#039;&#039; by spending a few moments of appropriate roleplay to refresh yourself (for example, by taking a drink, adjusting your armour, or doing stretches).  If your class is Warrior, once per day you may do this &#039;&#039;in combat&#039;&#039; with a few moments’ appropriate roleplay.}}&lt;br /&gt;
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{{Skill|name=Extra Stamina|xp=2|prereq=Warrior|description=Your Stamina pool is increased by one (to a normal maximum of 4).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Exceptional Stamina|xp=3|prereq=Extra Stamina|description=Your Stamina pool is further increased by one (to a normal maximum of 5).}}&lt;br /&gt;
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&lt;br /&gt;
{{Skill|name=Melee Weapon Practice|xp=1|prereq=Warrior|description=You can spend 1 ST to call {{Call|DOUBLE}} with any melee weapon with which you are proficient, except short weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Melee Weapon Expertise|xp=2|prereq=Melee Weapon Practice|description=You can spend 1 ST to call {{Call|TRIPLE}} with any melee weapon with which you are proficient, except short weapons.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Training|xp=2|prereq=Warrior|description=You are proficient with two-handed weapons.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Mastery|xp=2|prereq=Two-Handed Weapon Training&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;Melee Weapon Expertise|description=You can spend 1 ST to call {{Call|CLEAVE}} with a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Two-Handed Weapon Prowess|xp=2|prereq=Two-Handed Weapon Training|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Polearm Training|xp=3|prereq=Two-Handed Weapon Training|description=You are proficient with polearms and one-handed spears.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use polearms or one-handed spears.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Ambidexterity|xp=2|prereq=Warrior|description=You may use two weapons at once.  (Only short and one-handed weapons can be used in this way.)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Buckler Training|xp=1|prereq=Warrior|description=You are proficient with bucklers.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Shield Training|xp=4|prereq=Buckler Training|description=You are proficient with shields.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Thrown Weapon Training|xp=1|prereq=Warrior|description=You are proficient with short thrown weapons.  These deal {{Call|SINGLE}}; you do not need to call this but may do so to make your attacks clear.&amp;lt;br&amp;gt;&lt;br /&gt;
You are proficient with large thrown weapons and can call {{Call|TRIPLE}} with them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use large thrown weapons.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Archery Training|xp=4|prereq=Thrown Weapon Training|description=You are proficient with bows and crossbows.  These deal {{Call|CLEAVE}}; you do not need to call this but may do so to make your attacks clear.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;You must pass an OOC safety check to use bows or crossbows.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Backstab|xp=2|prereq=Warrior|description=You can spend 1 ST to call {{Call|TRIPLE}} with a short weapon when attacking from behind.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Backstab Mastery|xp=2|prereq=Backstab|description=You can spend 1 ST to call {{Call|CLEAVE}} with a short weapon when attacking from behind.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Trip|xp=3|prereq=Backstab|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a short weapon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Dodge|xp=2|prereq=Warrior|description=You can spend 1 ST to dodge a melee blow or a {{Call|MASS}} or {{Call|WIDE}} damage call.  When you do, call {{Call|RESIST}} and touch the ground with both hands; any call you dodge does not affect you.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this skill allows you to dodge any kind of melee call including backstab attacks, and damage from {{Call|MASS}} and {{Call|WIDE}} calls, but &#039;&#039;not&#039;&#039; ranged calls that target you, {{Call|MASS}} {{Call|STRIKEDOWN}} nor {{Call|MASS}} {{Call|REPEL}}, thrown weapons, arrows, nor bolts.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Lightning Dodge|xp=3|prereq=Dodge|description=You can spend 1 ST to dodge any call (except {{Call|EFFECT}}s), melee blow, or projectile.  When you do, call {{Call|RESIST}} and touch the ground with both hands; any call you dodge does not affect you.&amp;lt;br&amp;gt;&lt;br /&gt;
You may not use this skill while wearing heavy armour.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this skill allows you to dodge ranged calls, all {{Call|MASS}} and {{Call|WIDE}} calls, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice I|xp=1|prereq=Warrior|description=While wearing any armour, you gain an additional Hit (+2 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice II|xp=1|prereq=Armour Practice I|description=While wearing any armour, you gain a further additional Hit (+3 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice III|xp=2|prereq=Armour Practice II|description=While wearing any armour, you gain a further additional Hit (+4 total).}}&lt;br /&gt;
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{{Skill|name=Armour Practice IV|xp=2|prereq=Armour Practice III|description=While wearing heavy armour, you gain a further additional Hit (+5 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Armour Practice V|xp=3|prereq=Armour Practice IV|description=While wearing heavy armour, you gain a further additional Hit (+6 total).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Light Armour Specialty|xp=1|prereq=Armour Practice I|description=If you have a mana pool, it is reduced by 1 while you are wearing light armour (rather than the normal 3 for wearing armour).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Heavy Armour Specialty|xp=3|prereq=Armour Practice I|description=If you are affected by a call of {{Call|CLEAVE}} while wearing heavy armour you may choose to take it as {{Call|TRIPLE}} instead.  When you do, call {{Call|RESIST}}.  You may do this regardless of whether the location hit is physically covered by armour.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Resolve|xp=2|prereq=Warrior|description=When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 2&#039;&#039;&#039; on yourself.}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Iron Resolve|xp=2|prereq=Resolve|description=When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survival|xp=3|prereq=Warrior|description=When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on yourself (and stop Dying).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survivor’s Grit|xp=2|prereq=Survival|description=When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 3&#039;&#039;&#039; on yourself (and stop Dying).}}&lt;br /&gt;
&lt;br /&gt;
{{Skill|name=Survivor’s Vengeance|xp=1|prereq=Survival|description=After you use Survival (or Survivor’s Grit if you have it), you may call {{Call|TRIPLE}} with your next melee blow.}}&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Starting_abilities&amp;diff=1030</id>
		<title>Starting abilities</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Starting_abilities&amp;diff=1030"/>
		<updated>2017-10-02T22:43:07Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Searching&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Categories|Rules}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;Every player character (PC) in Breaking Worlds starts with the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;3 Hits:&#039;&#039;&#039; You have three global [[Combat rules#Hits|Hits]].  You lose one Hit each time you are struck, unless modified by a [[Calls|call]].&lt;br /&gt;
* &#039;&#039;&#039;90 second bleed count:&#039;&#039;&#039; If you reach zero Hits, you become [[Combat rules#Dying|Dying]], and you should start counting to 90 seconds.  If you get to the end of the count without being healed, you become Marked for Death.&lt;br /&gt;
* &#039;&#039;&#039;Catch breath:&#039;&#039;&#039; If you are in a safe situation, you can spend 30 seconds of appropriate roleplay to recover all your Hits and heal any limbs ruined by {{Call|CLEAVE}}.  Whenever you heal a limb in this way, you take a [[Combat rules#Complications|Wound]].&lt;br /&gt;
* &#039;&#039;&#039;First aid:&#039;&#039;&#039; You can pause a dying character’s bleed count with continuous appropriate roleplay.  If you do this for 60 seconds uninterrupted, you may call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on them.&lt;br /&gt;
* &#039;&#039;&#039;Weapon proficiency:&#039;&#039;&#039; You are [[Items and equipment#Weapons|proficient]] with short and one-handed weapons (up to 42” long), and can use one weapon at a time.&lt;br /&gt;
* &#039;&#039;&#039;Armour use:&#039;&#039;&#039; You can wear any [[Items and equipment#Armour|armour]] to gain an additional Hit.  If you have a Mana pool it is reduced by 3 while you are wearing armour.&lt;br /&gt;
* &#039;&#039;&#039;Magic item use:&#039;&#039;&#039; You can use up to two [[Items and equipment#Magic items|magic items]] at any time.&lt;br /&gt;
* &#039;&#039;&#039;Searching:&#039;&#039;&#039; You can spend 30 seconds of appropriate roleplay to search another willing or unresisting character.  You must be close enough to touch the person you are searching, but should &#039;&#039;not&#039;&#039; actually touch them without the physrep’s explicit consent.&lt;br /&gt;
* &#039;&#039;&#039;Spirit pact:&#039;&#039;&#039; &#039;&#039;Living [[humans]] and [[fay]] only.&#039;&#039;  You can have one [[Spirits|spirit]] of the [[Spirits#Degrees of power|least degree]] bound to yourself at any time.&lt;br /&gt;
* &#039;&#039;&#039;Undead resilience:&#039;&#039;&#039; &#039;&#039;[[Revenants]] only.&#039;&#039;  Once per fight, when Dying, you may spend a few moments’ roleplay of obvious, dramatic recovery to call {{Call|CURE}}&#039;&#039;&#039; 1&#039;&#039;&#039; on yourself (and stop Dying). &lt;br /&gt;
* &#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; You can make a sacrifice to a spirit that is physically present in summoned, manifested, or bound form.  You &#039;&#039;cannot&#039;&#039; sacrifice to yourself even if you are able to benefit from sacrifices.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1029</id>
		<title>Items and equipment</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Items_and_equipment&amp;diff=1029"/>
		<updated>2017-10-02T22:42:04Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Clarification on item limits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Adventurers in the world of [[Arginet]] can make use of a range of items and equipment.  This page describes the various types that are present in game.&lt;br /&gt;
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&lt;br /&gt;
== Equipment types ==&lt;br /&gt;
&lt;br /&gt;
As with many LARP games, we represent weapons and shields with specially constructed props.  These are constructed from high-density plastic foam, usually with a GRP (fibreglass) or CFRP (carbon fibre) core, sealed with a layer of latex and varnish.  They are designed not to cause injury or damage, but you should still be aware of our [[Safety#Weapon safety|weapon safety]] rules when fighting with them.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of weapon you can use it normally: you can use it to strike an opponent (for implied {{Call|SINGLE}} or any other call you have access to) and you can block or parry with it.  If you are &#039;&#039;not&#039;&#039; proficient with a class of weapon, you cannot strike with it unless you call {{Call|ZERO}} as you do so, and if you parry or block with it you take the full effect of the blow.&lt;br /&gt;
&lt;br /&gt;
[[Starting abilities|Every character]] is proficient with short and one-handed weapons.  Some [[Warrior skills]] grant proficiency with other weapon classes.&lt;br /&gt;
&lt;br /&gt;
For [[safety]] reasons, you &#039;&#039;must not stab or thrust&#039;&#039; except with a specially constructed thrust-safe weapon, and only after you have had a safety briefing.  Similarly, you may only use a large thrown weapon or a bow or crossbow after you have had a safety briefing.&lt;br /&gt;
&lt;br /&gt;
Weapon classes are defined as follows:&lt;br /&gt;
* &#039;&#039;&#039;Short weapon:&#039;&#039;&#039; 8” to 24” in length.&lt;br /&gt;
* &#039;&#039;&#039;One-handed weapon:&#039;&#039;&#039; 24” to 42” in length.&lt;br /&gt;
* &#039;&#039;&#039;Two-handed weapon:&#039;&#039;&#039; 42” to 60” in length.&lt;br /&gt;
* &#039;&#039;&#039;Polearm:&#039;&#039;&#039; 60” to 84” in length.  May be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;One-handed spear:&#039;&#039;&#039; 60” to 84” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Short thrown weapon:&#039;&#039;&#039; 8” to 24” in length.  Must be coreless.&lt;br /&gt;
* &#039;&#039;&#039;Large thrown weapon:&#039;&#039;&#039; 24” to 36” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; or &#039;&#039;&#039;Crossbow:&#039;&#039;&#039; May only be used to shoot padded arrows or bolts.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of shield you can block with it normally.  If you are &#039;&#039;not&#039;&#039; proficient with a class of shield, if you block with it you take the full effect of the blow.  You may not strike or charge an opponent using a buckler or shield.&lt;br /&gt;
&lt;br /&gt;
Some [[Warrior skills#Buckler Training|Warrior skills]] grant proficiency with bucklers and shields.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buckler:&#039;&#039;&#039; up to 15” in any dimension, held in one hand.&lt;br /&gt;
* &#039;&#039;&#039;Shield:&#039;&#039;&#039; up to 48” in any dimension, held in one hand.&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour to gain one additional Hit; if they have a Mana pool it is reduced by 3 while wearing armour.  Some [[Warrior skills]] increase the Hit bonus from one class of armour or reduce the Mana penalty for light armour.&lt;br /&gt;
&lt;br /&gt;
Your armour must cover your torso for you to get any benefit from it, and we encourage you to wear armour on your arms, legs, and/or head if you can.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Light armour:&#039;&#039;&#039; leather or padded armour&lt;br /&gt;
* &#039;&#039;&#039;Heavy armour:&#039;&#039;&#039; metal, imitation metal, or studded leather armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
As well as more lasting items, various kinds of resources are regularly acquired and spent.&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
&lt;br /&gt;
Arginet uses a currency called the Ducatto.  The denominations are 1, 4, 16, and 64 silver ducatto (SD) and 1 and 4 gold ducatto (GD) coins; one gold ducatto is worth 128 silver ducatto.&lt;br /&gt;
&lt;br /&gt;
Gold and silver are materials of symbolic and spiritual significance, commonly used as sacrifices to the [[spirits]].  Gold in particular is known to be a valuable and powerful offering.&lt;br /&gt;
&lt;br /&gt;
==== Pocket change ====&lt;br /&gt;
&lt;br /&gt;
Player characters are assumed to have at least a small amount of income, and at each interactive they receive a small amount of &#039;&#039;pocket change&#039;&#039; - normally 10 SD - paid out in 1 SD and 4 SD coins.  Some [[general skills]] increase the amount of pocket change you receive each interactive.&lt;br /&gt;
&lt;br /&gt;
You must hand back all 1 SD and 4 SD coins at the start of each interactive, as they are assumed to be spent on sundry ‘off-screen’ expenses.  This applies no matter what total value of the coins is.&lt;br /&gt;
&lt;br /&gt;
==== Serious money ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Serious money&#039;&#039; describes sums of cash that buy magic items and and grease palms.  16 SD, 64 SD, 1 GD, and 4 GD coins are serious money.  [[Factions|Faction]] funds are paid out in serious money, and they expect you to use it to advance their agenda.  Hoarding is treated as suspicion of embezzlement.&lt;br /&gt;
&lt;br /&gt;
Coins with a value of 16 SD or more remain in your character’s possession between events.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
The ingredients used to make such varied concoctions as medicines, dyes, glues, and other alchemical preparations are collectively referred to as &#039;&#039;reagents&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
A number of [[general skills]] use &#039;&#039;standard reagents&#039;&#039; - to speed up healing, create potions, and forge or analyse documents.  Standard reagents are fairly readily available, and usually cost about 8 SD; players may buy them from traders in uptime or with a Minor Action in downtime.  They are represented by clear glass pebbles.&lt;br /&gt;
&lt;br /&gt;
Since [[the Breaking]] a few daring souls have managed to extract &#039;&#039;exotic reagents&#039;&#039; from alien creatures.  These have poorly understood properties, but can be used by an [[General skills#Advanced Alchemy|expert alchemist]] to concoct experimental potions and preparations.  They are represented by coloured glass pebbles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special items ==&lt;br /&gt;
&lt;br /&gt;
Items with significance to the game are identified with a ribbon: usually gold for valuable items and blue for magical items.  Any character can recognise (in vague terms) that an item is valuable or magical, but some skills allow more detailed identification.&lt;br /&gt;
&lt;br /&gt;
=== Magic items ===&lt;br /&gt;
&lt;br /&gt;
Magic items in [[Breaking Worlds]] are created by binding a [[Spirits|spirit]] into a specially prepared [[Evoker skills#Artifice|anchor]].  This can be almost any kind of item, although it is not normally possible to create one smaller than a few inches across.  More powerful spirits require more expensive and elaborate anchors.  A spirit anchor lasts until a spirit leaves it.&lt;br /&gt;
&lt;br /&gt;
In general, binding a spirit to an item is less powerful but more flexible than binding one to a person.  Some magical items have a single use - the spirit can be called forth once and will return to [[the Spirit World]] immediately afterward.  Others can be used repeatedly or have an ongoing effect on the character using them.&lt;br /&gt;
&lt;br /&gt;
Many spirits will permit themselves to be bound into any item.  Some others will only accept a particular kind of anchor - this might be a weapon, shield, garment, or something else.  If a spirit is bound to a weapon or shield, a character must normally be proficient with that type of equipment to use it; however, a character whose class is [[Evoker skills|evoker]] is proficient with any item that contains a bound spirit even if they do not have a skill giving them proficiency.&lt;br /&gt;
&lt;br /&gt;
A character can use or carry up to two magical items at a time.  The limit covers all items that are giving them a mechanical effect or that are carried on their person.  A spirit anchor always counts towards this limit whether or not it contains a bound spirit.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=1028</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=1028"/>
		<updated>2017-10-02T22:34:39Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: Improvised ritual costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
The [[magic]] of [[Breaking Worlds]] takes many forms.  The two main types of magical ability within the game are &#039;&#039;spells&#039;&#039; and &#039;&#039;rituals&#039;&#039;.&lt;br /&gt;
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== Spells ==&lt;br /&gt;
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A Spell is a supernatural effect that is cast quickly by a single person.  These almost always have a [[Calls|call]] to indicate the effect.&lt;br /&gt;
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Spells can be targetted in five ways:&lt;br /&gt;
* A &#039;&#039;&#039;self&#039;&#039;&#039; range spell only affects the caster.&lt;br /&gt;
* A &#039;&#039;&#039;close&#039;&#039;&#039; range spell requires the caster to be close enough to touch the target (though they do not need to actually touch).  Unless it is also explicitly a self range spell, the caster may not use it on themself.&lt;br /&gt;
* A &#039;&#039;&#039;ranged&#039;&#039;&#039; spell can be used on a target up to five metres away, and requires the caster to clearly indicate the target (such as by calling their name or description).&lt;br /&gt;
* A &#039;&#039;&#039;mass&#039;&#039;&#039; spell uses the {{Call|MASS}} call, which affects anyone within a five-metre radius of the caster.  The caster may delineate an area of effect with their arms.&lt;br /&gt;
* A &#039;&#039;&#039;wide&#039;&#039;&#039; spell uses the {{Call|WIDE}} call, which affects anyone within a ten-metre radius of the caster.  At an interactive, it affects everyone present.&lt;br /&gt;
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The caster must use a vocal (speak a few words appropriate for spellcasting).  They must also have one hand free (that is, not ruined by {{Call|CLEAVE}} and not holding a weapon or other item) to cast a spell.&lt;br /&gt;
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An exception is that you may cast while holding a clearly magical implement such as a wand, rod, or staff.  This may be [[Safety#Weapon safety|weapon-safe]] - if so, it is considered a weapon and you may strike with it in melee for implied {{Call|SINGLE}} (if you are [[Items and equipment#Weapons|proficient]] with a weapon of that size) or {{Call|ZERO}}, but you may not use it to deliver more powerful blows using [[Warrior skills|stamina]].&lt;br /&gt;
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After casting a spell, a character cannot start casting another spell for five seconds.&lt;br /&gt;
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== Rituals ==&lt;br /&gt;
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A Ritual is a supernatural effect that may have multiple participants and takes more time than a spell.  Rituals are categorised as Minor, Major, or Epic, in the same way as {{Call|EFFECT}}s.&lt;br /&gt;
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* A &#039;&#039;&#039;minor ritual&#039;&#039;&#039; is slower and more complex than a spell, but still fairly routine.  Anyone with the required skill is able to perform a minor ritual with two minutes of appropriate roleplay.  However, they can sometimes increase the effect of the ritual by making additional efforts (see below).  A character may be the target of any given minor ritual up to &#039;&#039;twice per day&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;&#039;major ritual&#039;&#039;&#039; is a significant and impressive work of magic.  Performing a major ritual takes at least two minutes and requires additional costs (at least two or three from the list below, and ideally more).  A character may be the target of any given major ritual up to &#039;&#039;once per day&#039;&#039;.&lt;br /&gt;
* An &#039;&#039;&#039;epic ritual&#039;&#039;&#039; is an exceptional feat of magic.  Performing such a ritual takes several minutes and requires substantial additional costs (examples from the list below) as well as a suitable &#039;&#039;plot opportunity&#039;&#039; - the [[Guides]] can advise on this.&lt;br /&gt;
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Sources of power for a ritual include, but are not limited to:&lt;br /&gt;
* Performing the ritual with several participants&lt;br /&gt;
* Performing the ritual with the assistance of one or more [[spirits]]&lt;br /&gt;
* Performing the ritual in a place of power&lt;br /&gt;
* [[Evocation#Sacrifice|Sacrificing]] a significant amount of [[Items and equipment#Money|silver]] - usually at least 16 SD&lt;br /&gt;
* Sacrificing gold&lt;br /&gt;
* Sacrificing something with inherent magical or spiritual power (including people!)&lt;br /&gt;
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For each ritual performance, its goal is determined by the &#039;&#039;leader&#039;&#039;, who must have the appropriate [[Skills|skill]].  The leader can conceal or obfuscate the goal from observers or even from the other participants.  However, all participants will become aware of the effect of a ritual when it is completed, and any non-participant with the ability to examine a magical effect can use this ability on a ritual in progress.&amp;lt;br&amp;gt;&lt;br /&gt;
Each ritual performance should be obvious to observers, even if its goal is concealed.&lt;br /&gt;
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=== Improvised rituals ===&lt;br /&gt;
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The skills [[Channeller skills#Elemental Ascendancy|Elemental Ascendancy]], [[Channeller skills#Elemental Mastery|Elemental Mastery]], and [[Evoker skills#Mastery of Evocation|Mastery of Evocation]] allow a character to improvise rituals within a particular theme.  These improvised rituals are less efficient than standard rituals and have additional requirements:&lt;br /&gt;
* Improvised rituals always require one more source of power than a standard ritual of the same power level (examples from the list above).&lt;br /&gt;
* Improvised rituals always require some kind of material sacrifice as one of the sources of power.&lt;br /&gt;
In the right circumstances and at ref discretion a character may be given the opportunity to turn a suitable improvised ritual into a standard ritual, which can then be learned as a skill.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1027</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1027"/>
		<updated>2017-10-02T22:20:50Z</updated>

		<summary type="html">&lt;p&gt;Nyeti: COMPEL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaking Worlds, like many LARP systems, uses a set of ‘calls’ as part of the operation of the game.  All calls are out-of-character (OOC) - they are auditory cues to &#039;&#039;players&#039;&#039;, rather than being spoken or heard by the characters.&lt;br /&gt;
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== Game calls ==&lt;br /&gt;
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These calls are used to are used to tell the players (not the characters) about the operation of the game, and in cases of emergency.&lt;br /&gt;
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==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP.  {{Call|STOP THE GAME}} means there has been an real-life injury, someone has lost their glasses or there has been another OOC emergency.  Anyone may call {{Call|STOP THE GAME}} and should do so if needed.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as {{Call|STOP THE GAME}} is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken.  Repeat the call to anyone who has not noticed.  Once the emergency is over, if the game is to continue then people are asked to return to where they were when {{Call|STOP THE GAME}} was called, and {{Call|TIME IN}} restarts the action. &lt;br /&gt;
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==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as {{Call|STOP THE GAME}}.  It is included here as an alternative because it is in common usage in many systems, so people may call this instead of {{Call|STOP THE GAME}}.  {{Call|STOP THE GAME}} is preferred where possible because we’re not all men.&lt;br /&gt;
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==== TOO HARD ====&lt;br /&gt;
Call this if you’ve been hit too hard by somebody.  Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse!  If it’s happening a lot, speak to a ref.  If somebody says ‘Ow’ and acts in pain but doesn’t say this, usually they’re roleplaying the hit.&lt;br /&gt;
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==== TIME IN ====&lt;br /&gt;
The call to start roleplaying.  Once TIME IN is called, the game has started.  This may only be called by a Ref.&lt;br /&gt;
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==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying.  Once TIME OUT is called, the game is over for that evening.  This may only be called by a Ref.&lt;br /&gt;
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==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward.  On linears, occasionally additional time is needed to get a big encounter ready; in this case, {{Call|TIME FAFF}} will be called and the party will spontaneously stop for a quick IC break.  This may only be called by a Ref.&lt;br /&gt;
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==== TIME FREEZE ====&lt;br /&gt;
The call to pause roleplaying.  Upon hearing {{Call|TIME FREEZE}}, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
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=== Visual cues ===&lt;br /&gt;
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As well as game calls we use two &#039;&#039;visual&#039;&#039; cues for game organisation, both of which indicate that someone or something present OOC is not present in the game world.&lt;br /&gt;
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==== High-vis ====&lt;br /&gt;
Anyone wearing a high-visibility jacket (usually fluorescent yellow or orange) or an item marked with high-vis is not present IC and should be ignored.&lt;br /&gt;
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==== One hand in the air ====&lt;br /&gt;
Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored.  If you are [[monstering]], you should use this when moving between encounters.&lt;br /&gt;
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== System calls ==&lt;br /&gt;
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These calls are used to indicate special effects within the system.  They can be shouted by players, NPCs, or Refs.&lt;br /&gt;
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There are several ways of indicating whom a combat call effects:&lt;br /&gt;
* &#039;&#039;&#039;By blow:&#039;&#039;&#039; Shouting the call at the same time as making a blow with a weapon.  The call affects the person struck.  If parried or blocked by a shield, it does not take effect unless noted otherwise.&lt;br /&gt;
* &#039;&#039;&#039;Close range:&#039;&#039;&#039; Saying the call while close enough to touch the target - although you do not need to actually touch them.  The call affects that person.&lt;br /&gt;
* &#039;&#039;&#039;Ranged:&#039;&#039;&#039; Shouting the IC or OOC name or a description of the target, who must be within five metres of you, followed by the call.  For example, “Nye!  {{Call|SINGLE}}!” or “You in the hat!  {{Call|REPEL}}!”  The call affects the person indicated.&lt;br /&gt;
* &#039;&#039;&#039;Mass:&#039;&#039;&#039; Shouting {{Call|MASS}} followed by the call.  For example, “{{Call|MASS}} {{Call|DOUBLE}}!”  You can indicate an area of effect with your arms.  If you do, the call affects everyone in that arc within five metres; otherwise it affects everyone within five metres regardless of direction.&lt;br /&gt;
* &#039;&#039;&#039;Wide:&#039;&#039;&#039; Shouting {{Call|WIDE}} followed by the call.  For example, “{{Call|WIDE}} {{Call|STRIKEDOWN}}!”  Outdoors, the call affects everyone within ten metres; indoors, it affects everyone in the room.&lt;br /&gt;
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=== Damage calls ===&lt;br /&gt;
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==== ZERO ====&lt;br /&gt;
Nothing happens.  A player or NPC can call this by blow (roleplaying a suitably gentle swing) to indicate that they are not aiming to deal damage.&lt;br /&gt;
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==== SINGLE ====&lt;br /&gt;
You lose one [[Combat rules#Hits|Hit]].&amp;lt;br&amp;gt;&lt;br /&gt;
By default all melee blows and thrown weapons deal {{Call|SINGLE}} and you do not need to call it out loud.  However, a player or NPC can still call {{Call|SINGLE}} if they feel it is important to draw attention.&lt;br /&gt;
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==== DOUBLE ====&lt;br /&gt;
You lose two [[Combat rules#Hits|Hits]].&lt;br /&gt;
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==== TRIPLE ====&lt;br /&gt;
You lose three [[Combat rules#Hits|Hits]].&lt;br /&gt;
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==== CLEAVE ====&lt;br /&gt;
If this hits a limb, that limb is &#039;&#039;[[Combat rules#Complications|ruined]]&#039;&#039; and cannot be used until healed, and you lose one [[Combat rules#Hits|Hit]].&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, you lose all of your [[Combat rules#Hits|Hits]].&amp;lt;br&amp;gt;&lt;br /&gt;
By default all arrows and crossbow bolts deal {{Call|CLEAVE}} and you do not need to call it out loud when shooting.  However, a player or NPC can still call {{Call|CLEAVE}} if they feel it is important to draw attention.&lt;br /&gt;
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=== Status calls ===&lt;br /&gt;
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==== STRIKEDOWN ====&lt;br /&gt;
Fall to the floor.  If it is not safe to do so, you should at a minimum touch one knee and one hand to the ground for a second.&amp;lt;br&amp;gt;&lt;br /&gt;
This call still takes effect if parried or blocked by a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|STRIKEDOWN}}.)&lt;br /&gt;
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==== REPEL ====&lt;br /&gt;
For the next five seconds, move as far away from the person making the call as you safely can.&amp;lt;br&amp;gt;&lt;br /&gt;
This call still takes effect if parried or blocked by a shield.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|REPEL}}.)&lt;br /&gt;
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=== Healing calls ===&lt;br /&gt;
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==== CURE ====&lt;br /&gt;
{{Call|CURE}} &#039;&#039;&#039;X&#039;&#039;&#039;, where X is a number: You gain X Hits.  You cannot exceed your maximum Hits in this way.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Call|CURE}} &#039;&#039;&#039;ALL&#039;&#039;&#039;: You gain enough Hits to return to your maximum Hits.&lt;br /&gt;
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==== RESTORE LIMB ====&lt;br /&gt;
You recover the use of a limb ruined by {{Call|CLEAVE}}.  The person calling this can choose to indicate which limb, if more than one is ruined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;RESTORE ALL&#039;&#039;&#039;: You recover the use of all limbs ruined by {{Call|CLEAVE}}.&lt;br /&gt;
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=== Special calls ===&lt;br /&gt;
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==== EFFECT ====&lt;br /&gt;
&#039;&#039;&#039;MINOR&#039;&#039;&#039;/&#039;&#039;&#039;MAJOR&#039;&#039;&#039;/&#039;&#039;&#039;EPIC&#039;&#039;&#039; {{Call|EFFECT}}: You are under a supernatural Effect of the stated strength.&amp;lt;br&amp;gt;&lt;br /&gt;
By default this lasts the remainder of the interactive or linear.  Some may have a specific duration (for example, five minutes); where this is the case it will be stated as part of the Effect.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{Call|EFFECT}} call cannot be used in combat, and it cannot be dodged.&lt;br /&gt;
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==== COMPEL ====&lt;br /&gt;
&#039;&#039;&#039;MINOR&#039;&#039;&#039;/&#039;&#039;&#039;MAJOR&#039;&#039;&#039;/&#039;&#039;&#039;EPIC&#039;&#039;&#039; {{Call|COMPEL}}: You are under a supernatural compulsion of the stated strength.  The person calling this will give a command, and you must either lose all your Hits or follow the command for five minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
You are under an {{Call|EFFECT}} of the stated strength for as long as you follow the command.&amp;lt;br&amp;gt;&lt;br /&gt;
The {{Call|COMPEL}} call cannot be dodged.&lt;br /&gt;
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==== CURSE ====&lt;br /&gt;
You have been affected by harmful magic or alchemy.  Inform a Guide once you are out of combat.&amp;lt;br&amp;gt;&lt;br /&gt;
If this is delivered by a weapon blow with no other call, and you do not parry or block it, you also lose one [[Combat rules#Hits|Hit]].  (In this case it is implied to be {{Call|SINGLE}} {{Call|CURSE}}.)&lt;br /&gt;
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==== RESIST ====&lt;br /&gt;
Called in response to another call or blow: that call or blow has not had full effect.  It has been dodged or it has been partly or entirely resisted.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have dodged a call or blow and it has had no effect, you &#039;&#039;may&#039;&#039; call &#039;&#039;&#039;MISSED&#039;&#039;&#039;, but {{Call|RESIST}} is preferred.&lt;br /&gt;
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=== Targetting calls ===&lt;br /&gt;
These calls are always followed by another call.&lt;br /&gt;
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==== MASS ====&lt;br /&gt;
If the person calling this indicates an area of effect with their arms: The call affects everyone in that arc within five metres.&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise: The call affects everyone within five metres regardless of direction.&lt;br /&gt;
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==== WIDE ====&lt;br /&gt;
Outdoors: The call affects everyone within ten metres.&amp;lt;br&amp;gt;&lt;br /&gt;
Indoors: The call affects everyone in the room.&lt;/div&gt;</summary>
		<author><name>Nyeti</name></author>
	</entry>
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