• You have chosen Wyld as your initial magical path
  • All Fosters in the Six Duchies are trained in the Altars even if they end up in later training with guilds such as the Oath or the University.
  • Your choices now are to decide which Abberundy you follow which are described in the Wyld Brief.
  • You have Chosen to be Foster choosing to serve one of the three Gillieabad of the Wyld; your Realm Word dictated by the name of your Gillieabad:
  • Each Gillieabad is served by one of the Abberundy who are in turn served by the Myrrigun.
  • As a Foster you will dedicate yourself to one of the Abberundy of your Gillieabad.
  • You may then call on any of the Myrrigun of that Abberundy as roleplay in casting
  • When you purchase support words for your Abberundy follow the guidelines of what they represent from the Abberundy Core Descriptive and the Myrrigun additional guides.

Quinrath

  • The Maker, Shaper of words, the Guardian.
  • Quinrath is a watcher and creative power, their hand is seen in teaching others and showing ​ them how to tool and to make, they guard the ways of the Wyld.
  • Their Abberundy and then Myrrigun
    • Omukuru -Guardian of the Deserts
      • Musso Coroni – Hardiness, Oasis, Shadows, Great Cats
      • Jakuta – Evil, Solitude, meditation, calmness
      • Uhlanga – Messengers, Crossroads, caravans and hot sands
      • Oshun – Sandstorms, Visions, Life and madness.
    • Ditaolane – Guardian of the Seas 
      • Lemanja – Aquatic Animals, tears, currents and kindness.
      • ​Ozain – The Drowned, Tides, calm water and water spirits.
      • Babalua Iye – Disease, pestilence, waves and navigation.
      • Ga Garub – Erosion, relentless nature and time.
    • Kaka Guie – Guardian of the Mountains
      • Chiuta – Eternity, Strength, Deep Roots and family.
      • Nana – Boulders, rocks, caves and bears.
      • Agayua – Clouds, snow, ice and valleys.
      • Oxossi – Volcanoes, anger, patience and height.
    • Mwuetsi – Guardian of Shaping & Growth
      • Nasani – Dirt, spiders, webs and ensnarement
      • Cuwu Obi – Agriculture, growth, fertility and trade
      • Nil Orihubo – Tools, cities, roads and civilisation
      • Heiletsi Abib – Buildings, forges, mining and islands

Avvannah

  • The plague bringer, the lover, the nurturing hand.
  • Avvannah ​ is a whimsical power both cruel and caring at the flip of a coin. They are ​ resourceful and in their grace many have found fear.
  • Their Abberundy and then Myrrigun
    • Congal Claen – The Custodian of the Moon
      • Taranis – Unseen Ways, The Blind, Tiredness and Poisons
      • Cadne– Forgetfulness, Memories, Trauma and Bones.
      • Serall – Past Lives, Lineage, Pride and Ancestors.
      • Pooroba – Fairness, Mercy, Liberation and Equality
    • ​Cyheuraeth – The Custodian of the Skies
      • Midhir– The Four Winds, Tempests, Stillness and Currents.
      • Matedas– Fortune, Avians, Songs and Communication
      • Corelarus – Weather, Prediction, Clouds and rain.
      • Laittel – Harvests, Forethought, Festivals and Seasonal Rites
    • Dian Cecht – The Custodian of the Sun 
      • Waschilt – Murder, the Afterlife, destruction and endings
      • Jurno – Health, Smiles, heart and Strength
      • Calimar – Prosperity, Energy, Mornings and Fertility
      • Guhl – War, Bloodshed, Excellence and Battle
    • ​Mug Ruith – The Custodian of Mythical Beasts
      • Dun – Spiritual Contact, swiftness, Fangs and shape shifting
      • Palagon – Fae Contact, Glamour, Lies and Rites of Passage
      • Rawarn – Revenge, terror, Morality and friendship
      • Ruilan– The Unnatural, Abominations, Childbirth and Sex

Ravage

  • The hunter, the fearsome death, creature of the shadows. ​
  • Ravage is a dark and powerful power, cunning and full of tricks. They are ​ merciless and hard breaking those that would oppose their children.
  • Their Abberundy and then Myrrigun
    • Borghild Gudrun – Lord of the Forests
      • Gerd – Dark Places, Resilience, Roots and blindness
      • Heidrun – Hidden Things, place names, fatigue and imagination
      • ​Bil – Great Trees, errands, protection and eternal youth
      • Nott – Whispers, Night, scuttling things, apples.
    • Oden Njord – Lord of Beasts that walk and fly 
      • Nori –Beasts, Forests, victory and chieftains
      • Valyjar – The Raven Lord, Beasts that fly, Protection and nobility.
      • Rorth – Thunder and Lightning, feathers, descriptions and far seeing.
      • Kerth – Great strength, Claws, sinew and speed.
    • Sigurd Verdandi – Lord of the Earth Below 
      • Kaol – Murder, deceit, hate and deception.
      • Foresit – Justice, Sworn words, eggs and binding.
      • Kalakar – Burrowing, tremors, claws and nuts.
      • ​Valil – Silence, loneliness, shields and hardship
    • ​Ing Skuld – Lord of Hunters
      • Koo’or – Frenzied attacks, strength, action and stamina
      • Chool – Tracking, Sharp senses cunning and the chase.
      • Njodor – Blood, rituals, embodiment and the pack
      • Beyla – Terrain, Hearing of spoken Oaths, activity and vengeance
  • Your starting combat casting choices are as follows:
    • Quinrathians – Cannot Choose Control
    • Avvanaharites – Cannot Choose Battle
    • Ravagers – Cannot Choose Healing

Opening Spells

As a Foster you begin with the Wyld Buoyed spell and the Buoyed spell of your Chosen Guild.


Wyld

Sense the Spirits

Magnitude: 1

Effect: Once this spell reaches completion the Foster reaches their hand out to within a few feet of the object/person that they wish to examine – If it holds any Wyld power they will either be informed through the use of Feat Sheets or their spell will be handled by a ref. 


Altar of The Stone Circle

Blessing of the Baserak

Magnitude: 2

Description: This rite seems to have naturally sprung up between ritualist and warrior and is designed to summon the power of the Baserak to those that wish to follow the path of the Vormearn. Whilst this is only a short lived and not as powerful as a Vormearn that is linked fully to their Baserak it is now considered the first step along the path. 

Placing a hand upon the forehead of the target, a compact must be made between recipient and ritualist upon starting the ritual. The ritualist may then perform a rite to ask the spirits for a Baserak to inhabit the target. 

Effect: This can then, upon activation from the ritualist, grant the inhabited individual one of the following abilities for one combat during that day. It cannot be cast on yourself.

+1 tactical point 

+1 increase to armour (severity pull)

+10 seconds to incap count


Altar of The Broken Lady

Hunter’s Boon

Magnitude: 1

Description: A ritualist draws a rough map of the area and burns it whilst calling on the Spirits of the hunt and concentrating on a person or object that they seek.

Effect: Allows the ritualist a rough idea of direction and distance of a desired object or person within approximately 3 miles. The better known to the ritualist the better defined the location is in their mind.


Altar of The Twelve trees

The Rite of Consecrated Chambers

Magnitude: 2

Description: A chamber is prescribed with a wand of an appropriate wood and clearly marked, as the rite is undertaken a small quantity of material known to repel the desired creature is sprinkled.

Effect: Creates an area no more than 20ft x 20ft, that the caster must remain in, that prevents creatures/species of the chosen type or disposition and their effects from entering for a scene. The Ritual is known to repel beings of limited power and weak beings of types such as: 

Lycanthropes

The Returned

Daemons

Spirits 


Altar of The Gorgon

*Spirits* Eyes

Insert name of appropriate chosen spirit: Valyjar for Ravens, Musso Coroni for Lions, Nana for Bears, Nasani for Spiders.

Magnitude: 1

Description: A Ritualist calls to the appropriate spirit and sits, entering a rhythmic chant, and reaches out until they find an appropriate creature and possess it for a short period.

Effect: Allows a ritualist to possess a “beast” within 1 mile of the Ritualist for a scene, they may steer the beast and see through their eyes but take no other actions.


Altar of The Creeping Vine

The Rite of Consecration

Magnitude: 2

Description: An outdoor area is prescribed with a wand of an appropriate wood and clearly marked, as the rite is undertaken a small quantity of material known to repel the desired creature is sprinkled.

Effect: Creates an area no more than 10ft x 10ft that prevents creatures/species of the chosen type or disposition and their effects from entering for a scene. The Ritual is known to repel beings of limited power of types such as: 

Lycanthropes

The Returned

Daemons

Spirits 


Altar of The Emerald Willow

The Cleansing Water of Ditaolane

Magnitude: 2

Description: By method of calling the spirit of Ditaolane to a small vial of water that is purified and then in turn spreads that purification across an area is this Rite completed.

Effect: Purifies an area of aberration. This includes purging water, driving out corrupting spirits or preparing an area for consecration. 10 feet by 10 feet or 1 person/object touched.


Last updated byHolly Goodall