ironclaw book 3 - 26-may-2011 · 2018. 4. 28. · steve villing, l. h. white, and the ironclaw...

4
mysteries 361 Introduction What’s in this book? This book introduces more Careers and magical Gifts for your Ironclaw game. The page numbers in his book pick up where the last books left off. Druid Magic .................. page 367 Druid Magic are the spells of the judges and the spiritual advisors of the Phelan. This magic calls down death from a clear blue sky, can curse the land and people (or remove those curses), and can give unusual insight into time and space. Druid Magic requires learning the native language of the Phelan, the Bérla Féini. This language isn’t difficult for those of the western wilderness, where it’s the starting language for the natives ... but regular player- characters will have to use a Gift to learn the language. The higher-level Druid spells will require passing many tests (represented by more Gifts) and earning the trust of the masters (represented by Insider). Priestly Magic ............... page 377 Priestly Magic are the secret spells of the Church of s’Allumer, untranslatable from their original language. While the common White Magic of the Clerics can heal the sick and strengthen the spirit, the Priestly Magic can go a few steps beyond.. Priestly Magic requires learning another language: Magniloquentia, the lost tongue of ancient days. And yes, it requires more tests to prove your worthiness to the Sacerdotal Elite to allow you access to the hidden manuscripts (again, represented by Insider). Charisms .................... page 395 Those with strong faith in the Shining Light of All- Creation might manifest saintly powers. Charisms are extremely rare magic that can miraculously defy the laws of nature. In game terms, Charisms are Plot Gifts. Plot Gifts are at the greater mercy of the storyline. The Game Host may have Plot-Gift abilities suddenly activate, or they may not be available at all. Blessed Ways ................ page 399 Where there is life, there is a blessing. While Blessed Magic can potentially do almost anything, you reap what you sow – any violence has the possibility of coming back. The worshippers of the goddess Lutara revere the Blessed, often promoting them to positions of power; elsewhere in Calabria, they may be branded as witches and shunned ... or worse. Blessed Magic requires self-sacrifice. All Blessed Magic requires the Gift of Pacifist. This isn’t to say it can’t be used for violence ... just that using Blessed Ways to call down the wrath can have untoward consequences. (In game terms, all hostile Blessed Magic has the Unholy effect ... including the unpleasant side effects.) Also, some Blessed Magic requires lifestyle choices, such as avoiding public places, which may not be appropriate for all campaigns. Kyndranigar’s Virtues ........ page 415 It is said that Kyndranigar the Shadow-Magus, disappointed with discovering the ways of Thaumaturgy, went on to write seven more books of spells with even greater command of magic. Kyndranigar’s Virtues are split up into many books, and each one has to be tracked down separately. The books are rare collector’s items, and they may be expensive to procure. The Game Host should use the Virtues as an opportunity for some exciting fetch quests. Credits Written by Jason Holmgren, with Erik Coons, Pat Kelley, Van Pigtain, Norman Rafferty, and Pieter Van Hiel Interior illustrations by Jamie Belknap, Brett Foster, Diana Harlan-Stein, Candy Janney, Pat Kelley, Richard Luschek, Phil Morrissey, Norman Rafferty, and Jay Shell. Cover illlustration by Chris Goodwin and Ron Murphy with Norman Rafferty. Art direction by Norman Rafferty. Special thanks to Jamie Belknap, Jeremy Belknap, Denson Conn, Colin Hymel, Carl Hisle, Allison June, Sean McLane, Amy Stoneburner, James Stoneburner, Steve Villing, L. H. White, and the Ironclaw Mailing List. This book is a work of fiction. Any resemblance to real persons, places, or events is coincidental. This book is not to be taken as an instructional manual for the practice of real magic, nor as the bible for a real faith, religion, creed, cult, philosophy, belief system, spiritual hierarchy, or unifying theory of existence. Copyright © 1999, 2000, 2001, 2003, 2005, 2007, 2009, 2011 Sanguine Productions Ltd. All rights reserved. Duplication of this book without permission is a violation that will haunt you threefold. Sample file

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Page 1: Ironclaw Book 3 - 26-May-2011 · 2018. 4. 28. · Steve Villing, L. H. White, and the Ironclaw Mailing List. This book is a work of fiction. Any resemblance to real persons, places,

mysteries

361

Introduction

What’s in this book? This book introduces more Careers and magical

Gifts for your Ironclaw game. The page numbers in his book pick up where the last books left off.

Druid Magic . . . . . . . . . . . . . . . . . .  page 367 

Druid Magic are the spells of the judges and the spiritual advisors of the Phelan. This magic calls down death from a clear blue sky, can curse the land and people (or remove those curses), and can give unusual insight into time and space.

Druid Magic requires learning the native language of the Phelan, the Bérla Féini. This language isn’t difficult for those of the western wilderness, where it’s the starting language for the natives ... but regular player-characters will have to use a Gift to learn the language. The higher-level Druid spells will require passing many tests (represented by more Gifts) and earning the trust of the masters (represented by Insider).

Priestly Magic    . . . . . . . . . . . . . . .  page 377 

Priestly Magic are the secret spells of the Church of s’Allumer, untranslatable from their original language. While the common White Magic of the Clerics can heal the sick and strengthen the spirit, the Priestly Magic can go a few steps beyond..

Priestly Magic requires learning another language: Magniloquentia, the lost tongue of ancient days. And yes, it requires more tests to prove your worthiness to the Sacerdotal Elite to allow you access to the hidden manuscripts (again, represented by Insider).

Charisms   . . . . . . . . . . . . . . . . . . . .  page 395 

Those with strong faith in the Shining Light of All-Creation might manifest saintly powers. Charisms are extremely rare magic that can miraculously defy the laws of nature.

In game terms, Charisms are Plot Gifts. Plot Gifts are at the greater mercy of the storyline. The Game Host may have Plot-Gift abilities suddenly activate, or they may not be available at all.

Blessed Ways   . . . . . . . . . . . . . . . .  page 399 

Where there is life, there is a blessing. While Blessed Magic can potentially do almost anything, you reap what you sow – any violence has the possibility of

coming back. The worshippers of the goddess Lutara revere the Blessed, often promoting them to positions of power; elsewhere in Calabria, they may be branded as witches and shunned ... or worse.

Blessed Magic requires self-sacrifice. All Blessed Magic requires the Gift of Pacifist. This isn’t to say it can’t be used for violence ... just that using Blessed Ways to call down the wrath can have untoward consequences. (In game terms, all hostile Blessed Magic has the Unholy effect ... including the unpleasant side effects.) Also, some Blessed Magic requires lifestyle choices, such as avoiding public places, which may not be appropriate for all campaigns.

Kyndranigar’s Virtues   . . . . . . . .  page 415 

It is said that Kyndranigar the Shadow-Magus, disappointed with discovering the ways of Thaumaturgy, went on to write seven more books of spells with even greater command of magic.

Kyndranigar’s Virtues are split up into many books, and each one has to be tracked down separately. The books are rare collector’s items, and they may be expensive to procure. The Game Host should use the Virtues as an opportunity for some exciting fetch quests.

Credits Written by Jason Holmgren, with Erik Coons, Pat

Kelley, Van Pigtain, Norman Rafferty, and Pieter Van Hiel Interior illustrations by Jamie Belknap, Brett Foster,

Diana Harlan-Stein, Candy Janney, Pat Kelley, Richard Luschek, Phil Morrissey, Norman Rafferty, and Jay Shell. Cover illlustration by Chris Goodwin and Ron Murphy with Norman Rafferty. Art direction by Norman Rafferty.

Special thanks to Jamie Belknap, Jeremy Belknap, Denson Conn, Colin Hymel, Carl Hisle, Allison June, Sean McLane, Amy Stoneburner, James Stoneburner, Steve Villing, L. H. White, and the Ironclaw Mailing List.

This book is a work of fiction. Any resemblance to

real persons, places, or events is coincidental. This book is not to be taken as an instructional manual for the practice of real magic, nor as the bible for a real faith, religion, creed, cult, philosophy, belief system, spiritual hierarchy, or unifying theory of existence.

Copyright © 1999, 2000, 2001, 2003, 2005, 2007, 2009, 2011 Sanguine Productions Ltd. All rights reserved. Duplication of this book without permission is a violation that will haunt you threefold.

Sam

ple

file

Page 2: Ironclaw Book 3 - 26-May-2011 · 2018. 4. 28. · Steve Villing, L. H. White, and the Ironclaw Mailing List. This book is a work of fiction. Any resemblance to real persons, places,

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Page 3: Ironclaw Book 3 - 26-May-2011 · 2018. 4. 28. · Steve Villing, L. H. White, and the Ironclaw Mailing List. This book is a work of fiction. Any resemblance to real persons, places,

Ascetic

A monkperson whconditionin

Include Academ Brawli Supern

Trapping

BeguineA Bless

their giftsfound in a has taken

Include Academ Inquiry Supern

Trapping

Brehon

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Include Academ Negoti Supern

Trapping

k, nun, or other ho specializes in ng.

e Career Dice with: mics ng

natural

gs: Cloth armor (d4)

e

sed man or woms to help others

Lutarist commua vow of pover

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Language - Bérl

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religious physical

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Include Care Dodge Melee Com Ranged Com

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Include Care Academics Melee Com Supernatur

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Include Care Academics Observatio Supernatur

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bat mbat

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guage - Bérla Fé

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rich person withgic, or just a pesecrets of the ay eventually be

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Page 4: Ironclaw Book 3 - 26-May-2011 · 2018. 4. 28. · Steve Villing, L. H. White, and the Ironclaw Mailing List. This book is a work of fiction. Any resemblance to real persons, places,

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A devout rebelieves in selflsimple life, abov

Include Caree Craft Endurance Supernatura

Trappings: Clo

Hermit

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Include Caree Academics Endurance Supernatura

Trappings: Clo

Hexenham

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Include Caree Dodge Melee Comb Ranged Com

Trappings: Lea(Da

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ligious person wessness and livive all else.

er Dice with:

al

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devotee who liveowhere, showinging removed fro

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bat mbat

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king stick, holy symb

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r Gifts: gic

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Include Career DicAcademics Endurance Supernatural

Trappings: Cloth ar

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In Avoirdupois acial agents root

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Include Career DicInquiry Searching Supernatural

Trappings: Leatherreligiou

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Include Career DicAcademics Inquiry Leadership

Trappings: Cloth ar

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