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	<id>https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Robb</id>
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		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=839</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=839"/>
		<updated>2014-09-30T21:31:06Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{gloss|Rituals}} should consist of 60 seconds of {{gloss|appropriate roleplay}} including talking, unless otherwise noted. Improvising new {{gloss|rituals}} requires a {{gloss|ref}}. If you are trying to get more than the basic effect by putting in more {{gloss|stamina}}, you require a {{gloss|ref}}. {{Gloss|Appropriate roleplay}} is not necessarily shouting about magic for a minute, but it must be appropriate to the intent of the {{gloss|ritual}} and obvious you are trying to cause some effect. You could raise a {{gloss|revenant}} by roleplaying embalming a body with a bottle full of symbolic alchemy. You could use a [[Prof:Knowledge|Knowledge]] {{gloss|ritual}} by drawing a big, complicated spidergram of evidence. The intent of the {{gloss|ritual}} must be clear to anyone who can hear what is going on, but a {{gloss|ritual}} may be performed quietly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone {{gloss|participating}} in a {{gloss|ritual}} spends 2 {{gloss|stamina}} to do so. More people {{gloss|participating}} makes it more likely to have a favourable outcome. Only the {{gloss|leader}} needs to have the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Rituals}} are not fancy unstable magical twiddling that is easily interrupted. They are more like pushing a rock downhill. It takes some effort to get it going, but when it’s rolling, it takes a lot more effort to make it stop. The only reliable way to stop a {{gloss|ritual}} is for all {{gloss|participants}} to be {{gloss|dying}} or suffering from {{call|DISRUPT}}. If interrupted, you lose any {{gloss|stamina}} that went in to the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gloss|Participating}} in a repeat of a successful {{gloss|ritual}} on the same {{gloss|target}} more than once a day will have unhappy consequences. So the same group can’t use [[Prof:Knowledge|Knowledge]] 2 to ask about the same subject twice in a day, but they can ask about 2 different subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
&lt;br /&gt;
Some {{gloss|rituals}} create {{gloss|enhancements}}. These are {{gloss|effects}} that you can activate with 5 seconds of {{gloss|appropriate roleplay}} in order to gain a bonus for the next or current {{gloss|encounter}}. You may activate them once, and then they are gone.&lt;br /&gt;
&lt;br /&gt;
== Improvised Rituals ==&lt;br /&gt;
&lt;br /&gt;
You can improvise a {{gloss|ritual}} to do anything of a similar level of power to a known {{gloss|ritual}} or {{gloss|spell}}. Improvised {{Gloss|rituals}} are dangerous, and get more so the more power is involved. They will always do *something* though this may not be particularly helpful. They work best if you research them in your {{gloss|downtime}}, so that the {{gloss|refs}} have time to decide on possible outcomes. You can improvise {{gloss|rituals}} to cause the same effect as a known {{gloss|ritual}}. These will need more power to be successful than if they were led by someone who knew the {{gloss|ritual}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you perform an improvised {{gloss|ritual}}, every {{gloss|character}} involved secretly draws a bead from a bag and shows it to a {{gloss|ref}}. The {{gloss|ref}} announces the result after all beads have been drawn.&lt;br /&gt;
&lt;br /&gt;
*A white bead means they do not count as a {{gloss|participant}} in the {{gloss|ritual}}.&lt;br /&gt;
*A red bead means they count as one {{gloss|participant}} in the {{gloss|ritual}}. &lt;br /&gt;
*A black bead means they count as two {{gloss|participants}} and the {{gloss|ritual}} suffers a dangerous overload. All {{gloss|participants}} suffer a {{gloss|wound}}.&lt;br /&gt;
&lt;br /&gt;
There will usually be 4 white, 1 black and 5 red beads in the bag, as well as a black token of a distinctive shape to allow you to deliberately pick a black.&lt;br /&gt;
If you are actively being careless {{gloss|IC}}, {{gloss|refs}} may require you to draw twice and take their choice of result. An example of this is trying to improvise a {{gloss|ritual}} that is more powerful than any your {{gloss|PC}} knows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combining Two Rituals You Know ===&lt;br /&gt;
You may attempt to combine the effect of a {{gloss|ritual}} with that of another {{gloss|ritual}} you know. For example [[Prof:Knowledge|Knowledge]] 2 (Subject yourself to an {{gloss|effect}} and learn about it) and [[Prof:Necromancy|Necromancy]] 1 (Reanimate corpse) might be combined to allow you to re-live a dead person’s last memories and find out how they died. Combining {{gloss|rituals}} requires the same bead draw as improvising them. However, any {{gloss|participant}} who knows one of the {{gloss|rituals}} may choose to draw a second time. If so, they must accept the result of the second draw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things Rituals Cannot Do ==&lt;br /&gt;
{{gloss|Rituals}} cannot:&lt;br /&gt;
* Resurrect the dead&lt;br /&gt;
* Teleport living beings&lt;br /&gt;
* Grant invisibility&lt;br /&gt;
* Anything that the {{gloss|refs}} can’t easily {{gloss|physrep}} given 5 minutes.&lt;br /&gt;
&lt;br /&gt;
The {{gloss|refs}} will make it clear before you start when you are trying to do the impossible, and you will get a dangerous result if you continue.&lt;br /&gt;
&lt;br /&gt;
== Self-Sacrifice and Rituals ==&lt;br /&gt;
&lt;br /&gt;
When you harm yourself personally during a ritual, you are devoting your body to your cause or just turning all the safety features off for more power. You may take a Wound and make a bead draw. On a white bead, you count as 2 participants. On a red bead, you count as 1 participant. On a black bead you take another wound and count as 1 participant.&lt;br /&gt;
&lt;br /&gt;
It is possible to use every scrap of your PC’s willpower and stamina in a ritual, leaving none to keep them thinking or breathing. Such a ritual is guaranteed to have a maximised outcome and is always fatal to the Leader of the ritual. Tales of the death curses of powerful beings that sacrificed themselves this way are legendary and terrifying. To do this, you may inform a Ref, or you may simply add 10 to the number of participants. Either way, your PC dies once the ritual ends. When doing this, you call RESIST to any DISRUPTS that hit your PC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=835</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=835"/>
		<updated>2014-09-30T21:28:41Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Supernatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Rituals|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=833</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=833"/>
		<updated>2014-09-30T21:00:38Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Rituals|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=832</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=832"/>
		<updated>2014-09-30T20:55:40Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Gloss|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Outlaw_Groups&amp;diff=831</id>
		<title>Outlaw Groups</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Outlaw_Groups&amp;diff=831"/>
		<updated>2014-09-30T20:50:43Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are groups that are not signatories to the Treaty and general enemies of civilised organisations. Opportunities to be involved with them may arise in play. You don’t find them. They find you. The Refs may also have DPC roles available for these groups. A DPC is a “Directed PC”. You will be given certain instructions and backstory details by the Refs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arrangement ==&lt;br /&gt;
The Arrangement started out as a deal between three gangs in the Hegemony capital of Cranford, where they agreed to stay off each other’s turf and collaborate in their efforts to avoid or subvert the law.  The Arrangement’s people often claim that followers of Builder and Aspirant were involved in this plan, in an attempt to give it a veneer of legitimacy. They’re almost certainly right. However it started, the Arrangement adopted a “Join or Be Conquered” strategy that was a crooked reflection of the Hegemony it soon expanded across. Now, “officers” of the Arrangement keep a guiding hand on illicit activities across the Continent, and see a fine chance to get what people want, what they… need, into or out of Mat Sellah. One way or the other. They have been implicated in kidnappings of Faction agents, smuggling and other major crimes on Mat Sellah.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Guild of Barber-Surgeons ==&lt;br /&gt;
One of the earliest Guilds. Since then they fell on hard times, all the top people sold out to demons or got shanked by the demon cultists. They have been supplanted by the Guild of Physicans as the legitimate trade union, and the Barber-Surgeons are now wholly a demon cult known for their ruthless ambition and widespread network of bribery and corruption. They see the lost treasures of Mat Sellah as power to be fed to their demonic masters, and its scattered villages as a convenient source of sacrificial victims nobody could possibly miss.&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=830</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=830"/>
		<updated>2014-09-30T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Revenants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
Rituals are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Spells_and_Strikes&amp;diff=829</id>
		<title>Spells and Strikes</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Spells_and_Strikes&amp;diff=829"/>
		<updated>2014-09-30T20:42:43Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strikes ==&lt;br /&gt;
A {{gloss|strike}} must be made with a melee weapon. Hit the target and make the call. The {{gloss|strike}} should be roleplayed as delivering a powerful blow or sneaky backstab.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Casting most {{gloss|spells}} requires 5 seconds of {{gloss|appropriate roleplaying}} including some sort of shout, chant or speech throughout. You spend the {{gloss|stamina}} when you successfully cast the {{gloss|spell}}. If a {{gloss|spell}} is marked as instantaneous, it instead requires only a shout of “by my power”. You may then indicate a target and make that call at them. For example “Bob! MAGIC TRIPLE!” or “Skeleton in the Hat! MAGIC TRIPLE!”. Your {{gloss|spell}} is interrupted if you are hit with {{call|DISRUPT}} or strike someone. &lt;br /&gt;
&lt;br /&gt;
== Foci ==&lt;br /&gt;
Whilst casting a {{gloss|spell}} you must hold a {{gloss|focus}}.  A {{gloss|focus}} is some sort of object that represents how your character enforces their will on the world. It might be a fancy wand for a Mage, a holy symbol for a priest, or a bottle o’rum for a vicious pirate. {{gloss|Foci}} must be obvious, appropriate to the character, and visible to an observer. They cannot be a ring you are always wearing, a coin hidden in the hand, etc. The idea is that holding a {{gloss|focus}} is roughly equivalent to holding a gun. {{gloss|Rule 7}} applies. {{gloss|Foci}} are magic items and will have a blue ribbon on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{gloss|Foci}} cannot be used as weapons or to parry&#039;&#039;&#039; and should not resemble weapons. You do not count as holding a {{gloss|focus}} if there is also a weapon or shield in that hand. If you lose a {{gloss|focus}}, you may bond to a new one by finding an appropriate item and performing a 60 second {{gloss|ritual}}. The {{gloss|ref}} will let you know if the item is an acceptable {{gloss|focus}} and hand you a new ribbon.&lt;br /&gt;
&lt;br /&gt;
== Talismans ==&lt;br /&gt;
&lt;br /&gt;
Talismans are the Intent and Power needed to use a Spell or Strike, packaged into a handy device. You do not need to know how to use a Spell or Strike to use that Talisman.  When a character uses a talisman, they may cast the Spell or make the Strike immediately, and the Talisman loses its power. A Talisman will have a card describing the call that it contains. A character may use up to three Talismans a day.&lt;br /&gt;
&lt;br /&gt;
The Talisman for a Spell should be non-weapon items representing a single-use Focus. A magic potion, a scroll, a strange device. You use the Talisman as your Focus to cast the Spell.&lt;br /&gt;
&lt;br /&gt;
A Talisman for a Strike may be a weapon or any other appropriate item: for example a strength potion, a magic brooch, a lucky charm and so on. You only need the talisman in your possession to activate it, &#039;&#039;but&#039;&#039; roleplaying is encouraged. A weapon can represent multiple Talismans, such as a magic sword that has been charged up with 3 uses of TRIPLE. &lt;br /&gt;
&lt;br /&gt;
=== NPC Price List ===&lt;br /&gt;
&lt;br /&gt;
Talisman: 16 Ducatto + 16 Ducatto per level.&lt;br /&gt;
Blank Talisman: 16 Ducatto&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=827</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=827"/>
		<updated>2014-09-30T20:30:45Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
&lt;br /&gt;
[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nations ==&lt;br /&gt;
With the fall of the Unnamed Empire, geographically the world was divided into three major territorial principalities, each of which has developed into a powerful faction by the time of Mat Sellah&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
&lt;br /&gt;
[[The_Hegemony|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
&lt;br /&gt;
[[The_Democracy|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
&lt;br /&gt;
[[The_Vendicsal|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Churches ==&lt;br /&gt;
The Churches were formed around those who believed in a better place for those who died, and the voices of four Gods in the Beyond who aim to shape the realm. Their followers established each one&#039;s political power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Builder ===&lt;br /&gt;
Church of the God of Community and Loyalty, their mission is to create and protect an ordered society.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Builder|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
Whereas the rule of the Churches is cemented by their positions as the only way to ensure your soul goes somewhere better when you die, the Guilds exist only insofar as they can maintain their legal monopolies.&lt;br /&gt;
&lt;br /&gt;
Guilds have a monpoly on providing their services professionally. For example, the Hegemony Army has a core of Guild-accredited Surgeons, but were these surgeons to treat private patients for a fee, they would be breaking Guild law. Below are some of the Guilds who have sent Agents to Mat Sellah. Other guilds do not have enough of a presence to support a PC-driven mission. Three Guilds have sent formal delegations to Mat Sellah. These are the Guild of Caravaneers, the Guild of Mages and the Guild of Antiquarians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Antiquarians ===&lt;br /&gt;
The Guild of Antiquarians have a monopoly on “the professional recovery of unique historical or cultural artifacts”. In short, they steal things that belong in a museum. They are backed by various wealthy patrons who are looking for a classy memento of a far flung land.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Caravaneers ===&lt;br /&gt;
Holds a practical monopoly on trading between cities, and are more than willing to enforce blockades against non-Guild traders. They are instrumental in the anti-smuggler blockade of Mat Sellah and supplying Agents.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Mages ===&lt;br /&gt;
The Mages are approved to perform &amp;quot;extensive bleeding-edge Paradigmatic research&amp;quot;. The uncharitable would say they are a secure place for the unstable but influential to blow themselves up in interesting new ways. They recieve grants from wealthy individuals, nations and other guilds to research risky propositions for them.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Mages|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Factions ==&lt;br /&gt;
&lt;br /&gt;
These are groups that are not signatories to the Treaty. Opportunities to be involved with them will arise in play. You don’t find them. They find you. The Refs may also have DPC roles available for these groups. A DPC is a “Directed PC”. You will be given certain instructions and backstory details by the Refs.&lt;br /&gt;
&lt;br /&gt;
[[Antagonist_Factions|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Caravaneers&amp;diff=826</id>
		<title>Guild of Caravaneers</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Caravaneers&amp;diff=826"/>
		<updated>2014-09-30T20:25:10Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Holds a practical monopoly on trading between cities, and are more than willing to enforce blockades against non-Guild traders. &lt;br /&gt;
&lt;br /&gt;
Faction Skill: [[Prof:Trade|Trade]]&lt;br /&gt;
&lt;br /&gt;
== History and Motivations ==&lt;br /&gt;
&lt;br /&gt;
They are instrumental in the anti-smuggler blockade of Mat Sellah.However, they realize that abuse of their power for more than just profit is not a good plan. To charge a lot for their services, especially in the treacherous waters near the Portal, is good business, to invite destruction by using their power to take hold of the Portal would be bad sense. As such, they plan on remaining strictly neutral in what’s happening at the Portal, upholding the Law and helping bring back valuable goods to the mainland.&lt;br /&gt;
&lt;br /&gt;
Due to this neutral position, and their reputation for honesty (“Yes, it only costs 5 Ducatto over there, but now I brought it over here it costs 30”) and the reliance on them for supplies from the mainland- including say, food, currying favour with Caravaneers will not go amiss.&lt;br /&gt;
&lt;br /&gt;
== Play-style and Costume ==&lt;br /&gt;
&lt;br /&gt;
They are merchants especially interested in valuable, rare Natural Resources like gold and gems, that they can cart off in small boats. They run the local newspaper, the “Dispatch” as a joint venture with the Explorer Church. Their few Agents under the auspices of the treaty are troubleshooters as opposed to trade negotiators, sent to root out impediments to trade routes by sharp wit or sharper blade.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Guild of Caravaneers in five points:==&lt;br /&gt;
;They are here for profit&lt;br /&gt;
:With a captive market of Agents and an ironclad reputation for impartiality, they deliver goods and news in abundance.&lt;br /&gt;
;They are risk-averse, and think of the long view&lt;br /&gt;
:Although they have a small pool of guards and troubleshooters, they hire outsiders for anything really dangerous.&lt;br /&gt;
;They have a reputation to uphold&lt;br /&gt;
:Any of their Traders found favouring one side will soon suffer a very public expulsion and asset seizure at the least, and a mysterious disappearance at worst. &lt;br /&gt;
;They care little for the history&lt;br /&gt;
:That’s the Antiquarians’ business. If they can’t ship it to a wholesaler in crates, they probably don’t give a damn. &lt;br /&gt;
;POINT FIVE&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Caravaneers]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Mages&amp;diff=825</id>
		<title>Guild of Mages</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Mages&amp;diff=825"/>
		<updated>2014-09-30T20:21:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guild of Mages is at the foremost organisation in the research of paradigms and their theoretical backgrounds. Members of the guild range from arcanists controlling the flows of energy in the world, through potion brewing alchemists to enlightened martial sages for whom understanding of the world and mastery of the body are one and the same. Together they strive to learn all they can of the mysteries of the world and their mastery of the power to change it.&lt;br /&gt;
&lt;br /&gt;
Faction Skill: [[Prof:Transmutation|Transmutation]]&lt;br /&gt;
&lt;br /&gt;
==History and Motivations ==&lt;br /&gt;
&lt;br /&gt;
The Guild of Mages started in the Hegemony when the Army decided that Mages would be far more useful in a military role if they could actually be persuaded to agree on something. The level of success this has had is arguable. On the one hand, the Hegemony does extremely well out of being the centre of magical learning. On the other hand, after centuries of research, Mages still can’t determine the most efficient belief to make use of your Paradigm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They were shepherded into the treaty by the Hegemony, who believed that they would be able to control it by funnelling members of a Hegemony mage guild into it and therefore have more power internationally than they should otherwise. This hasn’t particularly worked, as the members of the Guild tend to be more insular and dedicated to their research or advancement of their own Paradigm than their original Nation. Due to the Treaty they are immune to prosecution for refusing aid to their once-sovereign Nations, and this suits them fine.&lt;br /&gt;
&lt;br /&gt;
== Play-style and Costume ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the Paradigms each Mage has, they can be quite fractitious- the only thing they’re bound to agree on is that they should test their theses out via direct experimentation and application of stronger Paradigms via increased participation. In general, they tend to have an elemental theory of existence, with many mages viewing their Paradigm as being that they have control over one of these elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They’re interested in the Portal because, as a tremendous source of power, it can be used to research Paradigms. They feel they’re the Faction who have the most right to the Portal as they are acting for a pure aim- that of furthering the entire World’s understanding in a pan-national manner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beyond that, there is a great deal of interest in Mat Sellah itself from the Mages. The castaway populace have a large number of Mages, often with Cantrips unheard of in the larger community. The first scouts delving into the ruins, amidst mentions of great statues and horrific Golems, have also come back with etchings with diagrams detailing other cantrips- the writing itself difficult to decipher, but the diagrams of “Create Water” and “Extinguish” being almost identical to those used in Teaching within the Guild. &lt;br /&gt;
&lt;br /&gt;
== The Guild of Mages in five points: ==&lt;br /&gt;
;They are here for power and proof&lt;br /&gt;
:The Guild relentlessly seeks and new (or old and lost) ways to manipulate reality. &lt;br /&gt;
;Your way is the best way&lt;br /&gt;
:Whatever Paradigm you’ve come up with is clearly the best means to do the things you want to do with Magic. Prove it.&lt;br /&gt;
;The strange magics of the ruins are secrets waiting to be exploited&lt;br /&gt;
:The prevalence of Demons is a clue to something. It’s up to you to discover it.&lt;br /&gt;
;Capturing something to be examined later is always better than destroying it now. &lt;br /&gt;
:Preserve unusual things so that you can study them.&lt;br /&gt;
;Who people are and where they are from is unimportant&lt;br /&gt;
:What they believe is what is most important.&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Mages]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Antiquarians&amp;diff=824</id>
		<title>Guild of Antiquarians</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Guild_of_Antiquarians&amp;diff=824"/>
		<updated>2014-09-30T20:18:21Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guild of Antiquarians have a monopoly on “the professional recovery of unique historical or cultural artifacts”. In short, they steal things that belong in a museum. They are backed by various wealthy patrons who are looking for a classy memento of a far flung land. They trade in maps, travelogues and antiquities. They have sent various representatives over to chart, sketch and loot anything that’s not actually nailed to the walls. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faction Skill: [[Prof:Trade|Trade]]&lt;br /&gt;
&lt;br /&gt;
== History and Motivation ==&lt;br /&gt;
&lt;br /&gt;
This faction is designed to appeal to characters who want less of a political game and more of an excuse to treasure hunt. You could end up on linears not to Save the Day, but because your backers want a picture of an ancient ruins guardian and apparently there’s some down that dungeon.&lt;br /&gt;
&lt;br /&gt;
Because they receive personal commissions for a job well done, they tend to form close cells in which each member has a speciality, but compete against others of the Guild. Indeed, competition within the cells themselves is far from a rarity. &lt;br /&gt;
&lt;br /&gt;
== Play-style and Costume ==&lt;br /&gt;
&lt;br /&gt;
These Agents are the most likely to have that crowbar for the stuck door on them when you need it, and the hammer for breaking the wall in just the right place, and the dagger for prying the gem off the wall, and the staff for poking the floor ahead of them, and the mirror for looking round corners at creatures without getting up close, and a spare waterskin to help look for depressions in the floor, and a notepad and set of instruments to take a rubbing with.&lt;br /&gt;
&lt;br /&gt;
Often they will be dressed to suit rough weather and all eventualities, with thick clothing which could be discarded if necessary and hoods rather than hats. It is not uncommon for at least one of the group to have a sack tucked away somewhere in case there’s an object too large to carry or stow simply. The Guild’s has its origin as Alfar-commissioned trophy collectors. Alfar regularly accompany Guild members on work to show their bravery, and also to buy the trophies to show off their wealth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Guild of Antiquarians in five points: ==&lt;br /&gt;
;They are here for the Jobs&lt;br /&gt;
:They’ve got the loot that someone else needs, or the skills to go and get it. &lt;br /&gt;
;They work at the whim of their backers&lt;br /&gt;
:The Guild has no grand aim, they exist to fulfil the demand for exotic goods and knowledge.&lt;br /&gt;
;You might be after employment, you might be seeing adventure, you might have your own aims.&lt;br /&gt;
:The Guild doesn’t care. The Guild just wants that McGuffin. &lt;br /&gt;
;Looting is your purview&lt;br /&gt;
:If other factions plunder and keep it, fine. If they SELL it without one of you involved, they broke Guild law.&lt;br /&gt;
;You are being contracted to retrieve these artifacts&lt;br /&gt;
:Don’t throw your life away, you can’t spend your pay if you are dead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Antiquarians]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=823</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=823"/>
		<updated>2014-09-30T20:10:32Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
&lt;br /&gt;
[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Nations ==&lt;br /&gt;
With the fall of the Unnamed Empire, geographically the world was divided into three major territorial principalities, each of which has developed into a powerful faction by the time of Mat Sellah&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
&lt;br /&gt;
[[The_Hegemony|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
&lt;br /&gt;
[[The_Democracy|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
&lt;br /&gt;
[[The_Vendicsal|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Churches ==&lt;br /&gt;
The Churches were formed around those who believed in a better place for those who died, and the voices of four Gods in the Beyond who aim to shape the realm. Their followers established each one&#039;s political power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Builder ===&lt;br /&gt;
Church of the God of Community and Loyalty, their mission is to create and protect an ordered society.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Builder|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
Whereas the rule of the Churches is cemented by their positions as the only way to ensure your soul goes somewhere better when you die, the Guilds exist only insofar as they can maintain their legal monopolies.&lt;br /&gt;
&lt;br /&gt;
Guilds have a monpoly on providing their services professionally. For example, the Hegemony Army has a core of Guild-accredited Surgeons, but were these surgeons to treat private patients for a fee, they would be breaking Guild law. Below are some of the Guilds who have sent Agents to Mat Sellah. Other guilds do not have enough of a presence to support a PC-driven mission. Three Guilds have sent formal delegations to Mat Sellah. These are the Guild of Caravaneers, the Guild of Mages and the Guild of Antiquarians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Antiquarians ===&lt;br /&gt;
The Guild of Antiquarians have a monopoly on “the professional recovery of unique historical or cultural artifacts”. In short, they steal things that belong in a museum. They are backed by various wealthy patrons who are looking for a classy memento of a far flung land.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Caravaneers ===&lt;br /&gt;
Holds a practical monopoly on trading between cities, and are more than willing to enforce blockades against non-Guild traders. They are instrumental in the anti-smuggler blockade of Mat Sellah and supplying Agents.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Mages ===&lt;br /&gt;
The Mages are approved to perform &amp;quot;extensive bleeding-edge Paradigmatic research&amp;quot;. The uncharitable would say they are a secure place for the unstable but influential to blow themselves up in interesting new ways. They recieve grants from wealthy individuals, nations and other guilds to research risky propositions for them.&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Mages|Read More]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=243</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=243"/>
		<updated>2014-09-22T01:35:17Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realm is a large place, and not all is known about it. the same goes for Mat Sellah. As more is discovered, more will end up here.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The war of Igimund&#039;s Rift, and the discovery of Mat Sellah.&lt;br /&gt;
&lt;br /&gt;
[[History|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Key Places ==&lt;br /&gt;
&lt;br /&gt;
A list of the major places in the Realm, that well-travelled agents might know about.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The economy of the Realm, and how money works at the Portal.&lt;br /&gt;
&lt;br /&gt;
== The Races ==&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Humans are humans&lt;br /&gt;
&lt;br /&gt;
=== Ozgur ===&lt;br /&gt;
&lt;br /&gt;
The Ozgur are a former slave race . Mainly found in the Democracy, much of their culture can be found ...&lt;br /&gt;
&lt;br /&gt;
=== Alfar ===&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
&lt;br /&gt;
There are various unpleasant creatures that inhabit the lands of Mat Sellah, and it would be unusual for agents not to encounter these on their journeys. A list of the most common types can be found below&lt;br /&gt;
&lt;br /&gt;
[[Creatures|The Creatures of Mat Sellah]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Explorer&amp;diff=242</id>
		<title>Church of the Explorer</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Explorer&amp;diff=242"/>
		<updated>2014-09-22T01:31:04Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Truth and Knowledge. The Purging Light. Depicted as a sea captain with one hand on her Ship’s wheel and a quill in the other.&lt;br /&gt;
The Church of Explorer has never declared much about her other than her Truths and that she wishes the world to be a better place. They believe that to do so without proof would be a blasphemy and undermine her work. They have declared the following commandments to be current Truths of Explorer, determined from the pattern of her rewards and COMPELs to the faithful.&lt;br /&gt;
&lt;br /&gt;
== Theology ==&lt;br /&gt;
&lt;br /&gt;
The earliest stories hint that Explorer is a being of Light who created the Sun and watches mortals from it, but this has little outspoken following. To commit to a position on Explorer’s existence without evidence would be contrary to her wishes. As such, it is generally accepted that this is a secret Explorer wishes the clergy to shine her light upon- there are sects of clerics who spend their time interrogating or conversing with Demons about the nature of the Realm and the Beyond. The Church believes that if it is within your means to observe something of interest personally, you should not accept an account of it. Most Explorer texts are more like textbooks or travel guides, with chapters devoted to how you can see the subject for yourself.&lt;br /&gt;
&lt;br /&gt;
It is the only Church with something that approaches commandments:&lt;br /&gt;
&lt;br /&gt;
#&amp;quot;Speak the Truth that my light reveals&amp;quot;&lt;br /&gt;
#Shine my Light on all secrets&lt;br /&gt;
#Death is a Truth inherent in Life.&lt;br /&gt;
#Let the Truth of transgressions be known&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
&lt;br /&gt;
The Inquisition of the Explorer would be described as the “academic reviewers from Hell” were their aims not clearly towards the Divine. They task themselves with ensuring priests’ accounts of their experiences are accurate, well-documented and adequately referenced. They have something of a poor reputation with the lower echelons of the Church, who see them as too concerned with second-hand information and insufficiently devoted to witnessing the Truth with their own eyes. Certain Inquisitors prefer to “correct” the “inaccuracies” of the world by hunting down Revenants for destruction. This is seen as going above and beyond the call, but it is thought that Explorer favours destruction of both Revenants and Necromancers.&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
&lt;br /&gt;
With its focus on observable Truths, the Church tries to remain firmly rooted in the everyday. “Only those with their feet on the ground can build castles in the air”. There are many followers of Explorer who found her because they understand the urge to explain the World. What members of the Church do best is, after all, offering explanations, from “Why are we here?” to “Why did my crop fail?”.&lt;br /&gt;
&lt;br /&gt;
== Five points on the Explorer ==&lt;br /&gt;
&lt;br /&gt;
;They are here for Truth&lt;br /&gt;
:The truth of the Beyond, the Truth of what is going on here, or the Truth of what happened to the lost builders of the ruins.&lt;br /&gt;
;The castaways must be shown the Truth of the world&lt;br /&gt;
:Enlighten them as to what happened since they were stranded here, and protect them from turning to the lies of necromancy.&lt;br /&gt;
;Knowledge is the true treasure, not plunder&lt;br /&gt;
:Ensure the ruins are documented, not merely exploited.&lt;br /&gt;
;Find the secrets that others have hidden in darkness and bring them out into the light.&lt;br /&gt;
;The concept of an &#039;end&#039; should never be accepted&lt;br /&gt;
:There is always more to discover.&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Explorer_Church|Legends of the Explorer]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=241</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=241"/>
		<updated>2014-09-22T01:28:52Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Creating a Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
== Basic Abilities ==&lt;br /&gt;
&lt;br /&gt;
A starting PC has 3 global Hits, may gain 2 Hits by wearing armour and has 0 Stamina. They may use one melee weapon up to 42” long to call SINGLE.  They earn 32 Ducatto per week.&lt;br /&gt;
&lt;br /&gt;
Ability - First Aid: Factions like their agents to have at least a bit of first aid training. Anyone can pause another character’s bleed count by placing both hands on them. If neither character is disturbed for 60 seconds, the Dying  companion gains one Hit. Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer. &lt;br /&gt;
&lt;br /&gt;
Ability - Catch Breath: If you are not in a stressful situation (like combat!) you can spend 60 seconds to regain all your PC’s Stamina, It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour or bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally. You may choose to cure any CRUSHed locations and restore all Hits while doing this, but you will take a Wound from pushing yourself too far- see a ref. Getting medical attention is sensible. &lt;br /&gt;
&lt;br /&gt;
=== Abilities and the Portal ===&lt;br /&gt;
&lt;br /&gt;
During the Interactive, the presence of the Portal somehow suppresses the buildup of other power. Because of this, your Stamina does not regenerate normally. Only your HP and CRUSHed limbs regenerate from the 60 seconds. If you do that, you will take a Wound as usual. A call of REFRESH will automatically regenerate your stamina. This prevents people from using all their abilities all the time in the bar.&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
1. A faction membership&lt;br /&gt;
&lt;br /&gt;
2. A background&lt;br /&gt;
&lt;br /&gt;
3. A list of skills&lt;br /&gt;
&lt;br /&gt;
The pages through the link below will help you to stat your character.&lt;br /&gt;
&lt;br /&gt;
[[Creating_a_character|Read More]]&lt;br /&gt;
&lt;br /&gt;
Conversely, visit [[How_to_Create_a_Character|How to create a Character]] for considering the process behind character creation.&lt;br /&gt;
&lt;br /&gt;
== Other Important Information ==&lt;br /&gt;
&lt;br /&gt;
Someone with their finger in the air is not present in the game world, and you should ignore them. &lt;br /&gt;
&lt;br /&gt;
All melee blows remove a minimum of 1 Hit from the target.&lt;br /&gt;
&lt;br /&gt;
You should not aim for the head if you have another reasonable target area.&lt;br /&gt;
&lt;br /&gt;
All arrows cause TRIPLE CRUSH STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
If it is too close to safely take a shot, you may call TRIPLE STRIKEDOWN at your target, unload your weapon, put the arrow back in its quiver and re-load the weapon. You should only do this if you have a clear shot, not if for example the target has a shield in the way of your bow.&lt;br /&gt;
&lt;br /&gt;
=== Compel and Stamina ===&lt;br /&gt;
&lt;br /&gt;
COMPEL is meant to be undetectable to others. This is so that Divine COMPELs, Demonic COMPELs and other COMPELs are indistinguishable unless you observe the source. It also makes proving mental control as a defence for a crime very difficult. &#039;&#039;&#039;No rule will allow you to determine a COMPEL’s source or the presence of a COMPEL.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina represents a sort of belief. As such, there is not a widespread belief that all skills requiring stamina are mystical in a deep sense- TRIPLE, for example, can be belief in your strong physique, or in your ability to empower a sword with Holy Smiting.&lt;br /&gt;
&lt;br /&gt;
These rules are there for plot reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying|Wounds and Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=How_to_Create_a_Character&amp;diff=240</id>
		<title>How to Create a Character</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=How_to_Create_a_Character&amp;diff=240"/>
		<updated>2014-09-22T01:27:19Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: This is not intended to be a short and concise guide on the mechanics of building a character. If you want a precise description of exactly what you need to create a character see [[Creating_a_character|Statting a Character]]. This guide is a more in depth look at both the system and the process of creating and fleshing out a character and the choices you will have to make.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who are you and What gives you power ==&lt;br /&gt;
The first step to creating a character in NFNC is to think about who that character is and what gives them strength. All abilities in NFNC beyond those of a normal being are expressions of inner power through a set of beliefs referred to as a paradigm. This can vary wildly, a mage may believe that by making the right incantations and scribing the right sigils in the air that they can conjure fire from their hands. A priest of one of the gods may believe that their faith gives them the ability to call down their deities divine wrath on their opponent. A heavily armoured knight might believe that their dedication of purpose to defend their nation gives them the strength of ten people and the will to fight on despite heavy injuries. All of these are valid examples of an expression of a paradigm.&lt;br /&gt;
&lt;br /&gt;
The other effect of paradigms is that while characters may have very different beliefs about how the powers they have work, or what gives them the strength to use them, the mechanical skills that they use can be the same. For example both a mage hurling fireballs, a priest declaring divine wrath and a martial artist projecting their Ki can all mechanically use the same skill that lets you damage people at a distance.&lt;br /&gt;
&lt;br /&gt;
When you are thinking about a character, starting from either an archetype, a concept or a paradigm and building up the rest is the easiest way to go about constructing a character. This will then give you a framework to work from when choosing skills, as if a skill can&#039;t be explained under your characters paradigm it probably isn&#039;t one that is thematically appropriate to that character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;For this guide we will be working with an example character, Martha Brentwold, Martha is a soldier, she has spent some time in the army and is talented with a few different weapons. She prefers to solve problems head on and relies on her strength more than anything when she is in trouble. How her skills are tied into her paradigm will be explained further in subsequent sections.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who do you serve and Why are you here ==&lt;br /&gt;
The game is set on a previously unexplored archipelago where an artefact of great power has been discovered. Three nations and six multi-national organisations have all sent agents to stake their claim to what new knowledge and valuables can be found on this new continent. As a player your characters are agents of one of these factions sent to this continent to do that factions will. Along with the three nations are the four churches of the gods and the guilds of antiquarians and mages, for more information on what the different factions are and what there are interested in see the [[The_Factions|Factions]] pages. The top level page for each faction will give you a brief overview of the faction and what their goals are, it will also offer you links to further information on that faction.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=239</id>
		<title>Character Creation Mechanics</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=239"/>
		<updated>2014-09-22T01:23:45Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Character Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Faction Membership ==&lt;br /&gt;
Each Nation, Guild and Church is a Faction. You can only be a member of one Faction. You can play any race or national origin in any faction. Your Faction has trained you in one Skill that they expect all ranking members to be proficient in. You have a 1 XP discount on every level of this skill. This means that L1 is free. &lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.&lt;br /&gt;
Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.&lt;br /&gt;
This skill represents your background and history, and the refs may take this into account in appropriate situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Every Skill costs Experience Points (XP) equal to its level&lt;br /&gt;
The Starting XP for a new PC is 15. Starting XP will increase by 1 per week.&lt;br /&gt;
A starting character may not have any skill above L3. This restriction will be lifted over the course of the game.&lt;br /&gt;
Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Magical Ability trained.&lt;br /&gt;
You must buy up numbered skills in order. So you require Force 1 to buy Force 2, and Force 2 to buy Force 3.&lt;br /&gt;
&lt;br /&gt;
For a list of skills, visit [[Skills]]&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
Characters gain 1 XP per week. Characters that are played in a given week gain an additional 1 XP. &lt;br /&gt;
Characters may have a maximum of 60 XP. &lt;br /&gt;
L5 skills will need to be made available by PC action.&lt;br /&gt;
&lt;br /&gt;
== Sample Character Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Antiquarian’s Guild Ruins Raider ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Shield 2 (3) , Force 1 KNOCKBACK  (1), Corpus 1 CURE 2 (1), Trade Deals 3 (3)&lt;br /&gt;
&lt;br /&gt;
4 Stamina,&lt;br /&gt;
&lt;br /&gt;
1 Stamina for  KNOCKBACK by melee blow.&lt;br /&gt;
&lt;br /&gt;
CURE 2 by 5s vocal and focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
Use a Shield.&lt;br /&gt;
&lt;br /&gt;
8 Hits in Light Armour&lt;br /&gt;
&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
&lt;br /&gt;
May send letters by Ritual. &lt;br /&gt;
&lt;br /&gt;
May disperse rumours in downtime.&lt;br /&gt;
&lt;br /&gt;
Gets a random item each week&lt;br /&gt;
&lt;br /&gt;
=== Research Mage ===&lt;br /&gt;
Stamina 3 (6). Transmutation 3 (3). Force 1&amp;amp;2 (3), Movement 1&amp;amp;2 (3)&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in an Armoured Vest.&lt;br /&gt;
&lt;br /&gt;
1 Stamina for 3 uses of KNOCKBACK over the next 10 seconds&lt;br /&gt;
&lt;br /&gt;
1 Stamina for DISARM to an object.&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged ENTANGLE&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged MAGIC TRIPLE&lt;br /&gt;
&lt;br /&gt;
Orison for roleplay effects.&lt;br /&gt;
&lt;br /&gt;
Can lead ritual to transfer Effects&lt;br /&gt;
&lt;br /&gt;
Can Transmute water into other liquids&lt;br /&gt;
&lt;br /&gt;
Can lead a Ritual to charge up energy for controlled explosions&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.�&lt;br /&gt;
&lt;br /&gt;
=== Explorer Church Surgeon ===&lt;br /&gt;
Surgeon 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 1 RESTORE (1),  Talismancy 1 (1) Knowledge 1 (Free!)&lt;br /&gt;
&lt;br /&gt;
Free CURE or RESTORE given 30s.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
CURE or RESTORE by 5s vocal by focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
Make CURE or RESTORE talismans.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
Determine at least the Strength of an Effect on someone. &lt;br /&gt;
&lt;br /&gt;
CURE 1 to a dying PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Determine Hits or Wounds on a PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Suppress up to 4 levels of Wounds&lt;br /&gt;
&lt;br /&gt;
Heal CRUSH or Hits with appropriate RP in a non-stressful situation.&lt;br /&gt;
&lt;br /&gt;
Remove all Wounds in a medical venue with 5 min roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Aspirant Church Scout ===&lt;br /&gt;
Ranged 3(6), Movement 1 KNOCKBACK (1), Movement 2 ENTANGLE (2), Stamina 2 (3), Armour 1 (1) Hits 1(1), Necromancy 2 (1) &lt;br /&gt;
&lt;br /&gt;
4 Stamina.&lt;br /&gt;
&lt;br /&gt;
Instant KNOCKBACK  by Focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
ENTANGLE by 5s vocal by Focus, 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
7 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.&lt;br /&gt;
&lt;br /&gt;
Can cooperate to reanimate a body with more hits or as a more useful minion.&lt;br /&gt;
&lt;br /&gt;
Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN&lt;br /&gt;
&lt;br /&gt;
Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE&lt;br /&gt;
&lt;br /&gt;
=== Hegemony Henchman ===&lt;br /&gt;
Health 2 (3) Armour 2 (3) Stamina 3 (6) Force 1 Strike: KNOCKBACK (1), Force 2 Strike: STRIKEDOWN (2). Talismancy 1 (Free)&lt;br /&gt;
&lt;br /&gt;
9 hits, 1 CRUSH resist, whilst in Metal Armour&lt;br /&gt;
&lt;br /&gt;
-2 Stamina,&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: STRIKEDOWN, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Make a Talisman of any skill under 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
=== Celebrant Church Alchemist ===&lt;br /&gt;
Psychomancy 3(3), Transmutation 2 (3), Stamina 3(6), Corpus 1 CURE 2 (1), Force 1 Strike: KNOCKBACK (1), Shield 1.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
May use a buckler up to 15” wide.&lt;br /&gt;
&lt;br /&gt;
CURE by touch, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
KNOCKBACK by Strike, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Induce Emotion by 10 seconds talking- 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Create Light, Ignite, etc.&lt;br /&gt;
&lt;br /&gt;
Transmute water into various useful liquids.&lt;br /&gt;
&lt;br /&gt;
Move effects from one target to another.&lt;br /&gt;
&lt;br /&gt;
Create drugs and emotional poisons, 2 Stamina plus 1 per extra..&lt;br /&gt;
&lt;br /&gt;
Find out what a PC is feeling for 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Ritual of give everyone a 1-shot Inflict Emotion effect.&lt;br /&gt;
&lt;br /&gt;
=== Alfar Reaver ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Ambidextrous (1) , Force 1.2 &amp;amp; 3 (6), Biomancy 1-Arcane Mark (Free!), Trade Deals (1)&lt;br /&gt;
&lt;br /&gt;
4 Stamina &lt;br /&gt;
&lt;br /&gt;
1 stamina KNOCKBACK(Strike)&lt;br /&gt;
&lt;br /&gt;
2 stamina DISARM&lt;br /&gt;
&lt;br /&gt;
3 Stamina TRIPLE&lt;br /&gt;
&lt;br /&gt;
Use a weapon in each hand&lt;br /&gt;
&lt;br /&gt;
8 Hits in Full Light Armour&lt;br /&gt;
&lt;br /&gt;
Mark an unresisting target.&lt;br /&gt;
&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
&lt;br /&gt;
Can send rumours.&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=238</id>
		<title>Character Creation Mechanics</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=238"/>
		<updated>2014-09-22T01:23:24Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Antiquarian’s Guild Ruins Raider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Faction Membership ==&lt;br /&gt;
Each Nation, Guild and Church is a Faction. You can only be a member of one Faction. You can play any race or national origin in any faction. Your Faction has trained you in one Skill that they expect all ranking members to be proficient in. You have a 1 XP discount on every level of this skill. This means that L1 is free. &lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.&lt;br /&gt;
Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.&lt;br /&gt;
This skill represents your background and history, and the refs may take this into account in appropriate situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Every Skill costs Experience Points (XP) equal to its level&lt;br /&gt;
The Starting XP for a new PC is 15. Starting XP will increase by 1 per week.&lt;br /&gt;
A starting character may not have any skill above L3. This restriction will be lifted over the course of the game.&lt;br /&gt;
Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Magical Ability trained.&lt;br /&gt;
You must buy up numbered skills in order. So you require Force 1 to buy Force 2, and Force 2 to buy Force 3.&lt;br /&gt;
&lt;br /&gt;
For a list of skills, visit [[Skills]]&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
Characters gain 1 XP per week. Characters that are played in a given week gain an additional 1 XP. &lt;br /&gt;
Characters may have a maximum of 60 XP. &lt;br /&gt;
L5 skills will need to be made available by PC action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sample Character Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Antiquarian’s Guild Ruins Raider ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Shield 2 (3) , Force 1 KNOCKBACK  (1), Corpus 1 CURE 2 (1), Trade Deals 3 (3)&lt;br /&gt;
&lt;br /&gt;
4 Stamina,&lt;br /&gt;
&lt;br /&gt;
1 Stamina for  KNOCKBACK by melee blow.&lt;br /&gt;
&lt;br /&gt;
CURE 2 by 5s vocal and focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
Use a Shield.&lt;br /&gt;
&lt;br /&gt;
8 Hits in Light Armour&lt;br /&gt;
&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
&lt;br /&gt;
May send letters by Ritual. &lt;br /&gt;
&lt;br /&gt;
May disperse rumours in downtime.&lt;br /&gt;
&lt;br /&gt;
Gets a random item each week&lt;br /&gt;
&lt;br /&gt;
=== Research Mage ===&lt;br /&gt;
Stamina 3 (6). Transmutation 3 (3). Force 1&amp;amp;2 (3), Movement 1&amp;amp;2 (3)&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in an Armoured Vest.&lt;br /&gt;
&lt;br /&gt;
1 Stamina for 3 uses of KNOCKBACK over the next 10 seconds&lt;br /&gt;
&lt;br /&gt;
1 Stamina for DISARM to an object.&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged ENTANGLE&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged MAGIC TRIPLE&lt;br /&gt;
&lt;br /&gt;
Orison for roleplay effects.&lt;br /&gt;
&lt;br /&gt;
Can lead ritual to transfer Effects&lt;br /&gt;
&lt;br /&gt;
Can Transmute water into other liquids&lt;br /&gt;
&lt;br /&gt;
Can lead a Ritual to charge up energy for controlled explosions&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.�&lt;br /&gt;
&lt;br /&gt;
=== Explorer Church Surgeon ===&lt;br /&gt;
Surgeon 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 1 RESTORE (1),  Talismancy 1 (1) Knowledge 1 (Free!)&lt;br /&gt;
&lt;br /&gt;
Free CURE or RESTORE given 30s.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
CURE or RESTORE by 5s vocal by focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
Make CURE or RESTORE talismans.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
Determine at least the Strength of an Effect on someone. &lt;br /&gt;
&lt;br /&gt;
CURE 1 to a dying PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Determine Hits or Wounds on a PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Suppress up to 4 levels of Wounds&lt;br /&gt;
&lt;br /&gt;
Heal CRUSH or Hits with appropriate RP in a non-stressful situation.&lt;br /&gt;
&lt;br /&gt;
Remove all Wounds in a medical venue with 5 min roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Aspirant Church Scout ===&lt;br /&gt;
Ranged 3(6), Movement 1 KNOCKBACK (1), Movement 2 ENTANGLE (2), Stamina 2 (3), Armour 1 (1) Hits 1(1), Necromancy 2 (1) &lt;br /&gt;
&lt;br /&gt;
4 Stamina.&lt;br /&gt;
&lt;br /&gt;
Instant KNOCKBACK  by Focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
ENTANGLE by 5s vocal by Focus, 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
7 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.&lt;br /&gt;
&lt;br /&gt;
Can cooperate to reanimate a body with more hits or as a more useful minion.&lt;br /&gt;
&lt;br /&gt;
Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN&lt;br /&gt;
&lt;br /&gt;
Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE&lt;br /&gt;
&lt;br /&gt;
=== Hegemony Henchman ===&lt;br /&gt;
Health 2 (3) Armour 2 (3) Stamina 3 (6) Force 1 Strike: KNOCKBACK (1), Force 2 Strike: STRIKEDOWN (2). Talismancy 1 (Free)&lt;br /&gt;
&lt;br /&gt;
9 hits, 1 CRUSH resist, whilst in Metal Armour&lt;br /&gt;
&lt;br /&gt;
-2 Stamina,&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: STRIKEDOWN, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Make a Talisman of any skill under 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
=== Celebrant Church Alchemist ===&lt;br /&gt;
Psychomancy 3(3), Transmutation 2 (3), Stamina 3(6), Corpus 1 CURE 2 (1), Force 1 Strike: KNOCKBACK (1), Shield 1.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
May use a buckler up to 15” wide.&lt;br /&gt;
&lt;br /&gt;
CURE by touch, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
KNOCKBACK by Strike, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Induce Emotion by 10 seconds talking- 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Create Light, Ignite, etc.&lt;br /&gt;
&lt;br /&gt;
Transmute water into various useful liquids.&lt;br /&gt;
&lt;br /&gt;
Move effects from one target to another.&lt;br /&gt;
&lt;br /&gt;
Create drugs and emotional poisons, 2 Stamina plus 1 per extra..&lt;br /&gt;
&lt;br /&gt;
Find out what a PC is feeling for 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Ritual of give everyone a 1-shot Inflict Emotion effect.&lt;br /&gt;
&lt;br /&gt;
=== Alfar Reaver ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Ambidextrous (1) , Force 1.2 &amp;amp; 3 (6), Biomancy 1-Arcane Mark (Free!), Trade Deals (1)&lt;br /&gt;
&lt;br /&gt;
4 Stamina &lt;br /&gt;
&lt;br /&gt;
1 stamina KNOCKBACK(Strike)&lt;br /&gt;
&lt;br /&gt;
2 stamina DISARM&lt;br /&gt;
&lt;br /&gt;
3 Stamina TRIPLE&lt;br /&gt;
&lt;br /&gt;
Use a weapon in each hand&lt;br /&gt;
&lt;br /&gt;
8 Hits in Full Light Armour&lt;br /&gt;
&lt;br /&gt;
Mark an unresisting target.&lt;br /&gt;
&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
&lt;br /&gt;
Can send rumours.&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=237</id>
		<title>Character Creation Mechanics</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=237"/>
		<updated>2014-09-22T01:22:52Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;== Faction Membership == Each Nation, Guild and Church is a Faction. You can only be a member of one Faction. You can play any race or national origin in any faction. Your Fac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Faction Membership ==&lt;br /&gt;
Each Nation, Guild and Church is a Faction. You can only be a member of one Faction. You can play any race or national origin in any faction. Your Faction has trained you in one Skill that they expect all ranking members to be proficient in. You have a 1 XP discount on every level of this skill. This means that L1 is free. &lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.&lt;br /&gt;
Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.&lt;br /&gt;
This skill represents your background and history, and the refs may take this into account in appropriate situations.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Every Skill costs Experience Points (XP) equal to its level&lt;br /&gt;
The Starting XP for a new PC is 15. Starting XP will increase by 1 per week.&lt;br /&gt;
A starting character may not have any skill above L3. This restriction will be lifted over the course of the game.&lt;br /&gt;
Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Magical Ability trained.&lt;br /&gt;
You must buy up numbered skills in order. So you require Force 1 to buy Force 2, and Force 2 to buy Force 3.&lt;br /&gt;
&lt;br /&gt;
For a list of skills, visit [[Skills]]&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
Characters gain 1 XP per week. Characters that are played in a given week gain an additional 1 XP. &lt;br /&gt;
Characters may have a maximum of 60 XP. &lt;br /&gt;
L5 skills will need to be made available by PC action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sample Character Builds ==&lt;br /&gt;
&lt;br /&gt;
=== Antiquarian’s Guild Ruins Raider ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Shield 2 (3) , Force 1 KNOCKBACK  (1), Corpus 1 CURE 2 (1), Trade Deals 3 (3)&lt;br /&gt;
4 Stamina,&lt;br /&gt;
1 Stamina for  KNOCKBACK by melee blow.&lt;br /&gt;
CURE 2 by 5s vocal and focus, 1 Stamina.&lt;br /&gt;
Use a Shield.&lt;br /&gt;
8 Hits in Light Armour&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
May send letters by Ritual. &lt;br /&gt;
May disperse rumours in downtime.&lt;br /&gt;
Gets a random item each week&lt;br /&gt;
&lt;br /&gt;
=== Research Mage ===&lt;br /&gt;
Stamina 3 (6). Transmutation 3 (3). Force 1&amp;amp;2 (3), Movement 1&amp;amp;2 (3)&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in an Armoured Vest.&lt;br /&gt;
&lt;br /&gt;
1 Stamina for 3 uses of KNOCKBACK over the next 10 seconds&lt;br /&gt;
&lt;br /&gt;
1 Stamina for DISARM to an object.&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged ENTANGLE&lt;br /&gt;
&lt;br /&gt;
2 Stamina for ranged MAGIC TRIPLE&lt;br /&gt;
&lt;br /&gt;
Orison for roleplay effects.&lt;br /&gt;
&lt;br /&gt;
Can lead ritual to transfer Effects&lt;br /&gt;
&lt;br /&gt;
Can Transmute water into other liquids&lt;br /&gt;
&lt;br /&gt;
Can lead a Ritual to charge up energy for controlled explosions&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.�&lt;br /&gt;
&lt;br /&gt;
=== Explorer Church Surgeon ===&lt;br /&gt;
Surgeon 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 1 RESTORE (1),  Talismancy 1 (1) Knowledge 1 (Free!)&lt;br /&gt;
&lt;br /&gt;
Free CURE or RESTORE given 30s.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
CURE or RESTORE by 5s vocal by focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
Make CURE or RESTORE talismans.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
Determine at least the Strength of an Effect on someone. &lt;br /&gt;
&lt;br /&gt;
CURE 1 to a dying PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Determine Hits or Wounds on a PC with 10s RP&lt;br /&gt;
&lt;br /&gt;
Suppress up to 4 levels of Wounds&lt;br /&gt;
&lt;br /&gt;
Heal CRUSH or Hits with appropriate RP in a non-stressful situation.&lt;br /&gt;
&lt;br /&gt;
Remove all Wounds in a medical venue with 5 min roleplay.&lt;br /&gt;
&lt;br /&gt;
=== Aspirant Church Scout ===&lt;br /&gt;
Ranged 3(6), Movement 1 KNOCKBACK (1), Movement 2 ENTANGLE (2), Stamina 2 (3), Armour 1 (1) Hits 1(1), Necromancy 2 (1) &lt;br /&gt;
&lt;br /&gt;
4 Stamina.&lt;br /&gt;
&lt;br /&gt;
Instant KNOCKBACK  by Focus, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
ENTANGLE by 5s vocal by Focus, 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
7 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.&lt;br /&gt;
&lt;br /&gt;
Can cooperate to reanimate a body with more hits or as a more useful minion.&lt;br /&gt;
&lt;br /&gt;
Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN&lt;br /&gt;
&lt;br /&gt;
Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE&lt;br /&gt;
&lt;br /&gt;
=== Hegemony Henchman ===&lt;br /&gt;
Health 2 (3) Armour 2 (3) Stamina 3 (6) Force 1 Strike: KNOCKBACK (1), Force 2 Strike: STRIKEDOWN (2). Talismancy 1 (Free)&lt;br /&gt;
&lt;br /&gt;
9 hits, 1 CRUSH resist, whilst in Metal Armour&lt;br /&gt;
&lt;br /&gt;
-2 Stamina,&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: STRIKEDOWN, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Make a Talisman of any skill under 2 Stamina.&lt;br /&gt;
&lt;br /&gt;
Salvage a Talisman for parts.&lt;br /&gt;
&lt;br /&gt;
=== Celebrant Church Alchemist ===&lt;br /&gt;
Psychomancy 3(3), Transmutation 2 (3), Stamina 3(6), Corpus 1 CURE 2 (1), Force 1 Strike: KNOCKBACK (1), Shield 1.&lt;br /&gt;
&lt;br /&gt;
6 Stamina&lt;br /&gt;
&lt;br /&gt;
5 Hits in Light Armour.&lt;br /&gt;
&lt;br /&gt;
May use a buckler up to 15” wide.&lt;br /&gt;
&lt;br /&gt;
CURE by touch, 1 Stamina.&lt;br /&gt;
&lt;br /&gt;
KNOCKBACK by Strike, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Induce Emotion by 10 seconds talking- 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Create Light, Ignite, etc.&lt;br /&gt;
&lt;br /&gt;
Transmute water into various useful liquids.&lt;br /&gt;
&lt;br /&gt;
Move effects from one target to another.&lt;br /&gt;
&lt;br /&gt;
Create drugs and emotional poisons, 2 Stamina plus 1 per extra..&lt;br /&gt;
&lt;br /&gt;
Find out what a PC is feeling for 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Ritual of give everyone a 1-shot Inflict Emotion effect.&lt;br /&gt;
&lt;br /&gt;
=== Alfar Reaver ===&lt;br /&gt;
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Ambidextrous (1) , Force 1.2 &amp;amp; 3 (6), Biomancy 1-Arcane Mark (Free!), Trade Deals (1)&lt;br /&gt;
&lt;br /&gt;
4 Stamina &lt;br /&gt;
&lt;br /&gt;
1 stamina KNOCKBACK(Strike)&lt;br /&gt;
&lt;br /&gt;
2 stamina DISARM&lt;br /&gt;
&lt;br /&gt;
3 Stamina TRIPLE&lt;br /&gt;
&lt;br /&gt;
Use a weapon in each hand&lt;br /&gt;
&lt;br /&gt;
8 Hits in Full Light Armour&lt;br /&gt;
&lt;br /&gt;
Mark an unresisting target.&lt;br /&gt;
&lt;br /&gt;
64 Ducatto bonus income.&lt;br /&gt;
&lt;br /&gt;
Can send rumours.&lt;br /&gt;
&lt;br /&gt;
=== Democracy Guard ===&lt;br /&gt;
Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike:  KNOCKBACK (1),  Force 2 Strike: DISARM (2), Meta-Rituals 1 &amp;amp; 2 (1)&lt;br /&gt;
&lt;br /&gt;
7 Hits with 1 CRUSH resist whilst in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
5 Stamina in a Breastplate.&lt;br /&gt;
&lt;br /&gt;
Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
Strike: KNOCKBACK, 1 Stamina&lt;br /&gt;
&lt;br /&gt;
Strike: DISARM, 2 Stamina&lt;br /&gt;
&lt;br /&gt;
Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina&lt;br /&gt;
&lt;br /&gt;
Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=236</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=236"/>
		<updated>2014-09-22T01:14:42Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
== Basic Abilities ==&lt;br /&gt;
&lt;br /&gt;
A starting PC has 3 global Hits, may gain 2 Hits by wearing armour and has 0 Stamina. They may use one melee weapon up to 42” long to call SINGLE.  They earn 32 Ducatto per week.&lt;br /&gt;
&lt;br /&gt;
Ability - First Aid: Factions like their agents to have at least a bit of first aid training. Anyone can pause another character’s bleed count by placing both hands on them. If neither character is disturbed for 60 seconds, the Dying  companion gains one Hit. Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer. &lt;br /&gt;
&lt;br /&gt;
Ability - Catch Breath: If you are not in a stressful situation (like combat!) you can spend 60 seconds to regain all your PC’s Stamina, It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour or bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally. You may choose to cure any CRUSHed locations and restore all Hits while doing this, but you will take a Wound from pushing yourself too far- see a ref. Getting medical attention is sensible. &lt;br /&gt;
&lt;br /&gt;
=== Abilities and the Portal ===&lt;br /&gt;
&lt;br /&gt;
During the Interactive, the presence of the Portal somehow suppresses the buildup of other power. Because of this, your Stamina does not regenerate normally. Only your HP and CRUSHed limbs regenerate from the 60 seconds. If you do that, you will take a Wound as usual. A call of REFRESH will automatically regenerate your stamina. This prevents people from using all their abilities all the time in the bar.&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
1. A faction membership&lt;br /&gt;
&lt;br /&gt;
2. A background&lt;br /&gt;
&lt;br /&gt;
3. A list of skills&lt;br /&gt;
&lt;br /&gt;
The pages through the link below will help you do this.&lt;br /&gt;
&lt;br /&gt;
[[Creating_a_character|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Other Important Information ==&lt;br /&gt;
&lt;br /&gt;
Someone with their finger in the air is not present in the game world, and you should ignore them. &lt;br /&gt;
&lt;br /&gt;
All melee blows remove a minimum of 1 Hit from the target.&lt;br /&gt;
&lt;br /&gt;
You should not aim for the head if you have another reasonable target area.&lt;br /&gt;
&lt;br /&gt;
All arrows cause TRIPLE CRUSH STRIKEDOWN.&lt;br /&gt;
&lt;br /&gt;
If it is too close to safely take a shot, you may call TRIPLE STRIKEDOWN at your target, unload your weapon, put the arrow back in its quiver and re-load the weapon. You should only do this if you have a clear shot, not if for example the target has a shield in the way of your bow.&lt;br /&gt;
&lt;br /&gt;
=== Compel and Stamina ===&lt;br /&gt;
&lt;br /&gt;
COMPEL is meant to be undetectable to others. This is so that Divine COMPELs, Demonic COMPELs and other COMPELs are indistinguishable unless you observe the source. It also makes proving mental control as a defence for a crime very difficult. &#039;&#039;&#039;No rule will allow you to determine a COMPEL’s source or the presence of a COMPEL.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina represents a sort of belief. As such, there is not a widespread belief that all skills requiring stamina are mystical in a deep sense- TRIPLE, for example, can be belief in your strong physique, or in your ability to empower a sword with Holy Smiting.&lt;br /&gt;
&lt;br /&gt;
These rules are there for plot reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying|Wounds and Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=235</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=235"/>
		<updated>2014-09-22T01:09:22Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
== Basic Abilities and Interactives ==&lt;br /&gt;
&lt;br /&gt;
A starting PC has 3 global Hits, may gain 2 Hits by wearing armour and has 0 Stamina. They may use one melee weapon up to 42” long to call SINGLE.  They earn 32 Ducatto per week.&lt;br /&gt;
&lt;br /&gt;
Ability - First Aid: Factions like their agents to have at least a bit of first aid training. Anyone can pause another character’s bleed count by placing both hands on them. If neither character is disturbed for 60 seconds, the Dying  companion gains one Hit. Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer. &lt;br /&gt;
&lt;br /&gt;
Ability - Catch Breath: If you are not in a stressful situation (like combat!) you can spend 60 seconds to regain all your PC’s Stamina, It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour or bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally. You may choose to cure any CRUSHed locations and restore all Hits while doing this, but you will take a Wound from pushing yourself too far- see a ref. Getting medical attention is sensible. &lt;br /&gt;
&lt;br /&gt;
During the Interactive, the presence of the Portal somehow suppresses the buildup of other power. Because of this, your Stamina does not regenerate normally. Only your HP and CRUSHed limbs regenerate from the 60 seconds. If you do that, you will take a Wound as usual. A call of REFRESH will automatically regenerate your stamina. This prevents people from using all their abilities all the time in the bar.&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying|Wounds and Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Skills&amp;diff=234</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Skills&amp;diff=234"/>
		<updated>2014-09-22T01:07:09Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Skill Basics ==&lt;br /&gt;
&lt;br /&gt;
You may not use more than one skill at the same time. For example, if you are doing a Ritual, you cannot also apply First Aid to someone or throw Spells at an enemy.&lt;br /&gt;
&lt;br /&gt;
Some Skills cost Stamina to use. If you are out of Stamina, you cannot use these skills. &lt;br /&gt;
&lt;br /&gt;
== Skill Branches ==&lt;br /&gt;
&lt;br /&gt;
* [[Combat_Skills|Combat Skills]]&lt;br /&gt;
* Mystic Skills&lt;br /&gt;
** [[Skills:Force|Force]]&lt;br /&gt;
** [[Skills:Movement|Movement]]&lt;br /&gt;
** [[Skills:Corpus|Corpus]]&lt;br /&gt;
* Profession Skills&lt;br /&gt;
** [[Prof:Knowledge|Knowledge]]&lt;br /&gt;
** [[Prof:Necromancy|Necromancy]]&lt;br /&gt;
** [[Prof:Biomancy|Biomancy]]&lt;br /&gt;
** [[Prof:Psychomancy|Psychomancy]]&lt;br /&gt;
** [[Prof:Will|Will]]&lt;br /&gt;
** [[Prof:Transmutation|Transmutation]]&lt;br /&gt;
** [[Prof:Meta-Rituals|Meta-Rituals]]&lt;br /&gt;
** [[Prof:Surgeon|Surgeon]]&lt;br /&gt;
** [[Prof:Talismancy|Talismancy]]&lt;br /&gt;
** [[Prof:Trade|Trade]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=233</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=233"/>
		<updated>2014-09-22T01:06:27Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying|Wounds and Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=232</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=232"/>
		<updated>2014-09-22T01:06:10Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
&lt;br /&gt;
You may not use more than one skill at the same time. For example, if you are doing a Ritual, you cannot also apply First Aid to someone or throw Spells at an enemy.&lt;br /&gt;
&lt;br /&gt;
Some Skills cost Stamina to use. If you are out of Stamina, you cannot use these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying|Wounds and Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Wounds_and_Dying&amp;diff=231</id>
		<title>Wounds and Dying</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Wounds_and_Dying&amp;diff=231"/>
		<updated>2014-09-22T01:05:19Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a character is hit by an attack, they lose a certain number of Hits. Nothing can silence a character short of killing them.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 Hits, you should fall to the floor. Your character is now Dying.&lt;br /&gt;
&lt;br /&gt;
A Dying character who receives a Cure call ceases to be Dying, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is Dying can neither move under their own power nor take any IC action except talking. A Dying character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds Dying, a character becomes Terminal. They cannot be saved by any means, and the player may choose when the character dies. A character may only remain Terminal until the end of the next interactive.&lt;br /&gt;
&lt;br /&gt;
A Terminal character who receives a CURE call is able to walk but is otherwise treated as Dying. If they take any damage, they should fall over until they receive another CURE.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be executed with 10 seconds spent roleplaying delivering an obvious deathblow to the target. &lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a Wound instead of completely being executed. This takes 10 seconds &lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
If your PC becomes Dying, either a Ref will come over to you or you should remind a Ref at the end of the Encounter. You will then receive an appropriate Wound card with 8 levels of Wounds on it. You start at L1 and go up each time your PC becomes Dying. Wounds may also be handed out at Ref discretion. Wounds heal naturally over time, and a PC loses 2 Wounds at the end of each Interactive. &lt;br /&gt;
&lt;br /&gt;
Wounds may by physical or mental, this has no effect on the skill needed to treat them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=230</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=230"/>
		<updated>2014-09-22T01:04:59Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an OOC document, that explains the general rules of NFNC &lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
&lt;br /&gt;
You may not use more than one skill at the same time. For example, if you are doing a Ritual, you cannot also apply First Aid to someone or throw Spells at an enemy.&lt;br /&gt;
&lt;br /&gt;
Some Skills cost Stamina to use. If you are out of Stamina, you cannot use these skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Wounds_and_Dying]]&lt;br /&gt;
* [[Armour]]&lt;br /&gt;
* [[Mystic_Attacks]]&lt;br /&gt;
* [[Magical_Items]]&lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Revenants]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Wounds_and_Dying&amp;diff=229</id>
		<title>Wounds and Dying</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Wounds_and_Dying&amp;diff=229"/>
		<updated>2014-09-22T01:03:26Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;When a character is hit by an attack, they lose a certain number of Hits. The result of this can be seen here.  == Dying ==  If your character reaches 0 Hits, you should fall...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a character is hit by an attack, they lose a certain number of Hits. The result of this can be seen here.&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 Hits, you should fall to the floor. Your character is now Dying.&lt;br /&gt;
&lt;br /&gt;
A Dying character who receives a Cure call ceases to be Dying, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is Dying can neither move under their own power nor take any IC action except talking. A Dying character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds Dying, a character becomes Terminal. They cannot be saved by any means, and the player may choose when the character dies. A character may only remain Terminal until the end of the next interactive.&lt;br /&gt;
&lt;br /&gt;
A Terminal character who receives a CURE call is able to walk but is otherwise treated as Dying. If they take any damage, they should fall over until they receive another CURE.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be executed with 10 seconds spent roleplaying delivering an obvious deathblow to the target. &lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a Wound instead of completely being executed. This takes 10 seconds &lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
If your PC becomes Dying, either a Ref will come over to you or you should remind a Ref at the end of the Encounter. You will then receive an appropriate Wound card with 8 levels of Wounds on it. You start at L1 and go up each time your PC becomes Dying. Wounds may also be handed out at Ref discretion. Wounds heal naturally over time, and a PC loses 2 Wounds at the end of each Interactive. &lt;br /&gt;
&lt;br /&gt;
Wounds may by physical or mental, this has no effect on the skill needed to treat them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=228</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=228"/>
		<updated>2014-09-22T00:59:57Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Realm is a large place, and not all is known about it. the same goes for Mat Sellah. As more is discovered, more will end up here.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The war of Igimund&#039;s Rift, and the discovery of Mat Sellah.&lt;br /&gt;
&lt;br /&gt;
[[History|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Key Places ==&lt;br /&gt;
&lt;br /&gt;
A list of the major places in the Realm, that well-travelled agents might know about.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The economy of the Realm, and how money works at the Portal.&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
&lt;br /&gt;
There are various unpleasant creatures that inhabit the lands of Mat Sellah, and it would be unusual for agents not to encounter these on their journeys. A list of the most common types can be found below&lt;br /&gt;
&lt;br /&gt;
[[Creatures|The Creatures of Mat Sellah]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=227</id>
		<title>Creatures</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=227"/>
		<updated>2014-09-22T00:57:44Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Demons ==&lt;br /&gt;
Demons are unnatural beings that can manifest in the Realm. When most people think of a Demon they tend to think of Hellions, a common power-hungry being from the Beyond. Demons often enter the Realm through Portals, but have also been known to spontaneously appear at notable locations. For example, the sites of battlefields are often cursed with vengeful Phantoms, Golems stalk sites of great magical disaster, and Dryads can be found near ancient trees.&lt;br /&gt;
&lt;br /&gt;
[[Demons|The Demonic]]&lt;br /&gt;
&lt;br /&gt;
== Natural Hazards ==&lt;br /&gt;
&lt;br /&gt;
Creatures of the Beyond are not the only dangers that stalk Mat Sellah. Agents will have to be wary of the other enemies that they might face.&lt;br /&gt;
&lt;br /&gt;
=== Outlaws ===&lt;br /&gt;
&lt;br /&gt;
Outlaws are those who have committed crimes such that they have no legal recourse, or those who forswore legal protection to begin with, or the children of such. Some of these “shipwrecked” mariners on Mat Sellah may well in fact be Outlaws, and the archipelagos’ reef-filled and treacherous waters make it a good place for Pirates to raid.&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&lt;br /&gt;
The local flora and fauna may also be dangerous. There are no confirmed sightings, but a scouting party of three Alfar failed to report on the second day after arrival. The subsequent search party found one body with deep claw marks scoring through their armour, and little evidence of the others besides a shattered shield and a dropped torch. A local questioned about this simply made a sickle sign with one hand and said “My grandpappy called ‘em Antsantsa, we stay away from them places”&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Strangers&amp;diff=226</id>
		<title>Strangers</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Strangers&amp;diff=226"/>
		<updated>2014-09-22T00:55:11Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;Anywhere there is power, there are Demons. As such, everyone has been instructed to be vigilant. Most PCs who have put any effort into learning their Demons will have the foll...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anywhere there is power, there are Demons. As such, everyone has been instructed to be vigilant. Most PCs who have put any effort into learning their Demons will have the following knowledge:&lt;br /&gt;
&lt;br /&gt;
== Hellions ==&lt;br /&gt;
&lt;br /&gt;
Hellions are red-faced, dangerous and powerful. They tend to have horns, carry threatening weaponry and often have the capabilities to prepare Magical Items, which they “reward” their human servants with. They are obsessed by the gathering of Power, and have been known to demand sacrifices or worship in this aim. When an average person thinks of a Demon, it is an image of a Hellion they have in their mind.&lt;br /&gt;
&lt;br /&gt;
== Phantoms ==&lt;br /&gt;
&lt;br /&gt;
Phantoms are a form of Sprite left behind at the sites of great battles, haunting those who return there. There are known cases of phantoms killing looters and arranging their bodies in horrifying positions to discourage further desecration They are fairly intangible,  the fluid, congealed properties of their essence making them highly resistant to weaponry, but their substance is quickly distorted by concerted effort or by Magical power.&lt;br /&gt;
&lt;br /&gt;
== Golems ==&lt;br /&gt;
&lt;br /&gt;
Golems seem to have no defining purpose. They tend to be tough, regardless of what they appear to be constructed from, which varies wildly from example to example. They tend to respond to nearby Life by striking it to the ground and continuing to smash against it until it stops moving. These are extremely rare- maybe four or five reported cases in the past decade, but reports from Mat Sellah’s first scouting parties of all Factions have reported Golems roaming areas of the countryside. This is especially concerning because Golems, once their physical form is destroyed, tend to reform and return to their previous habits- killing anything nearby.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
Sprites, in general, are Demons seemingly in tune with a particular place and emotion. They are unpredictable, ranging from malicious to benevolent, and often reform after discorporation.&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
This is not to say that that was an exhaustive list of Demons, simply ones which have been observed to have features linking to them, making them in some ways more comprehensible. There are many Demons out there with only the vaguest resemblance to each other.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=225</id>
		<title>Creatures</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=225"/>
		<updated>2014-09-22T00:53:44Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Demons ==&lt;br /&gt;
Demons are unnatural beings that can manifest in the Realm. When most people think of a Demon they tend to think of Hellions, a common power-hungry being from the Beyond. Demons often enter the Realm through Portals, but have also been known to spontaneously appear at notable locations. For example, the sites of battlefields are often cursed with vengeful Phantoms, Golems stalk sites of great magical disaster, and Dryads can be found near ancient trees.&lt;br /&gt;
&lt;br /&gt;
[[Demons|The Demonic]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=224</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_World&amp;diff=224"/>
		<updated>2014-09-22T00:52:49Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History ==&lt;br /&gt;
&lt;br /&gt;
The war of Igimund&#039;s Rift, and the discovery of Mat Sellah.&lt;br /&gt;
&lt;br /&gt;
[[History|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
&lt;br /&gt;
There are various unpleasant creatures that inhabit the lands of Mat Sellah, and it would be unusual for agents not to encounter these on their journeys. A list of the most common types can be found below&lt;br /&gt;
&lt;br /&gt;
[[Creatures|The Creatures of Mat Sellah]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=223</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=223"/>
		<updated>2014-09-22T00:51:42Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
Rituals are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to the links on the Faction page.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=222</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=222"/>
		<updated>2014-09-22T00:51:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Supernatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
Rituals are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to the links on the Faction page.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
There are various unpleasant creatures that inhabit the lands of Mat Sellah, and it would be unusual for agents not to encounter these on their journeys.&lt;br /&gt;
&lt;br /&gt;
[[Creatures|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=221</id>
		<title>Creatures</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=221"/>
		<updated>2014-09-22T00:50:39Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Demons ==&lt;br /&gt;
Demons are unnatural beings that can manifest in the Realm. When most people think of a Demon they tend to think of Hellions, a common power-hungry being from the Beyond. Demons often enter the Realm through Portals, but have also been known to spontaneously appear at notable locations. For example, the sites of battlefields are often cursed with vengeful Phantoms, Golems stalk sites of great magical disaster, and Dryads can be found near ancient trees.&lt;br /&gt;
&lt;br /&gt;
The Demonic&lt;br /&gt;
Anywhere there is power, there are Demons. As such, everyone has been instructed to be vigilant. Most PCs who have put any effort into learning their Demons will have the following knowledge:&lt;br /&gt;
Hellions are red-faced, dangerous and powerful. They tend to have horns, carry threatening weaponry and often have the capabilities to prepare Magical Items, which they “reward” their human servants with. They are obsessed by the gathering of Power, and have been known to demand sacrifices or worship in this aim. When an average person thinks of a Demon, it is an image of a Hellion they have in their mind.&lt;br /&gt;
Phantoms are a form of Sprite left behind at the sites of great battles, haunting those who return there. There are known cases of phantoms killing looters and arranging their bodies in horrifying positions to discourage further desecration They are fairly intangible,  the fluid, congealed properties of their essence making them highly resistant to weaponry, but their substance is quickly distorted by concerted effort or by Magical power.&lt;br /&gt;
Golems seem to have no defining purpose. They tend to be tough, regardless of what they appear to be constructed from, which varies wildly from example to example. They tend to respond to nearby Life by striking it to the ground and continuing to smash against it until it stops moving. These are extremely rare- maybe four or five reported cases in the past decade, but reports from Mat Sellah’s first scouting parties of all Factions have reported Golems roaming areas of the countryside. This is especially concerning because Golems, once their physical form is destroyed, tend to reform and return to their previous habits- killing anything nearby.&lt;br /&gt;
Sprites, in general, are Demons seemingly in tune with a particular place and emotion. They are unpredictable, ranging from malicious to benevolent, and often reform after discorporation.&lt;br /&gt;
This is not to say that that was an exhaustive list of Demons, simply ones which have been observed to have features linking to them, making them in some ways more comprehensible. There are many Demons out there with only the vaguest resemblance to each other.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=220</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=220"/>
		<updated>2014-09-22T00:50:04Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
Rituals are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to the links on the Faction page.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
There are various unpleasant creatures that inhabit the lands of Mat Sellah, and it would be unusual for agents not to encounter these on their journeys.&lt;br /&gt;
&lt;br /&gt;
[[Creatures|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=219</id>
		<title>Faction Regulation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=219"/>
		<updated>2014-09-22T00:48:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Trials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Faction has the right to punish and reward its own members as they see fit. This tends to be administered by Ambassadors (who are NPCs) or their appointed representatives (who may be PCs). Punishments tend to include fining the offender their pay for several weeks, putting them under the parole of a senior faction member, banning them from Rituals with other Agents, etc. Rewards might be money, equipment or the authority to call in NPC backup, skills or resources.&lt;br /&gt;
&lt;br /&gt;
In serious cases, matters are taken to trials made from various Faction members&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
An Accusation of Crime must be made by a named Individual or Faction (the Accuser). They must name a Suspect and their desired Punishment. The Suspect Faction or Individual is tried by Judges from 3 Factions that are neither the Accuser’s or Suspect’s Faction. Judges are picked quickly by the Suspect, who must pick from those nearby and should pick those who show willing. The Accused can Veto one choice, disallowing it. The Accuser and the Suspect each have 2 minutes to make their case, then the Judges have 2 minutes to confer.&lt;br /&gt;
Note that conspiring, or attempting to conspire,, with your Judges to avoid rightful punishment is a High Crime (Either interfering with the Trial if spontaneous or Undermining the Treaty if pre-meditated)&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
&lt;br /&gt;
All Judges must vote either Guilty or Not Guilty. A verdict requires 3 votes.&lt;br /&gt;
If all 3 Judges vote Guilty, the Suspect is punished. &lt;br /&gt;
If all 3 Judges vote Not Guilty then the Accuser is punished for Wrongful Accusation. &lt;br /&gt;
If the Judges cannot agree,  the final Vote may be gained from the result of a Trial by Combat. The combat is seen as a way to test the commitment of both parties to stand by their words, there is no belief the Gods or any other force will intervene. Only the person with the majority support of the Judges may call for a Trial by Combat, otherwise there is no punishment.&lt;br /&gt;
If there is no Trial by Combat, the case is adjourned as clearly the Accuser was insufficiently commited to the case.&lt;br /&gt;
&lt;br /&gt;
The Accused may request a Champion for this fight. Someone who volunteers as a champion will be punished alongside the Accused if they are found Guilty. If a faction is at fault, they may choose any champion who volunteers. The Trial lasts until one fighter concedes. Killing the loser of a Trial by Combat flies in the face of all of Canon Law and is considered a High Crime (so an empowered Representative of the Wronged Faction may come, which is something no-one wants)&lt;br /&gt;
&lt;br /&gt;
=== Influencing Factors ===&lt;br /&gt;
&lt;br /&gt;
Judges set the sentence, and if they feel a Wrongful Accusation was justified but ultimately incorrect, they may make the punishment much less severe. If they feel a Wrongful Accusation was particularly malicious, they may make the punishment more severe. If a Faction is found Guilty of a crime, the punishment is increased in proportion to the number of Faction members who took part in the crime. &lt;br /&gt;
&lt;br /&gt;
If a Faction is accused, but can show to the judges that they have already punished the offenders satisfactorily, they may be declared Not Guilty. If a person is Accused but has already been appropriately punished by their Faction this is a valid defence (Punishment removes the Guilt)&lt;br /&gt;
&lt;br /&gt;
Self Defense or prevention of a greater crime is a legal defence unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
&lt;br /&gt;
=== Petty ===&lt;br /&gt;
&lt;br /&gt;
Petty Crimes are things which do one of the following and are punishable by fines, curses, penal servitude, Wounding etc:&lt;br /&gt;
Raising a Revenant without the deceased or their Faction’s consent.&lt;br /&gt;
Assault &lt;br /&gt;
Petty theft (under 256 Ducatto)&lt;br /&gt;
Subversion of Guild Law (i.e. Selling newly acquired loot without one of the parties being an Antiquarian)&lt;br /&gt;
Reckless Endangerment (Any act that is unreasonably risky and could have caused multiple injuries. Usually Exploding Rituals)&lt;br /&gt;
Defacement: destruction of belongings worth under 256 Ducatto&lt;br /&gt;
Breach of Impartially Witnessed Verbal Contract&lt;br /&gt;
Unlawful Imprisonment (Including Slavery).&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
Capital Crimes are things which include one of the following and are punishable by up to Mutilation, Deportation or Death. Capital Criminals may be freely reanimated as penal servitude. Only the Ambassador of the criminal’s faction or their representative may perform the punishment. &lt;br /&gt;
Raising a Revenant despite the objection of the deceased or their Faction.&lt;br /&gt;
Murder&lt;br /&gt;
Malsanguino  (Preventing a Dying person from receiving medical aid)- Self Defence is often very difficult to justify&lt;br /&gt;
Theft (over 256, under 5000 Ducatto)&lt;br /&gt;
Vandalism: Destruction of belongings worth over 256 and under 10,000 Ducatto&lt;br /&gt;
Forgery or Coinage defacement (destruction of Ducatto)- Self Defence will never be viable.&lt;br /&gt;
Mutilation. &lt;br /&gt;
Breach of Impartially Witnessed Written Contract- It is possible to consent to a duel to the death via contract.&lt;br /&gt;
Repeated and Apparent Criminal Behaviour (Being found guilty of a Petty Crime more than 5 times). For example a fight where you attack 5 people could be counted as this. &lt;br /&gt;
&lt;br /&gt;
=== High ===&lt;br /&gt;
&lt;br /&gt;
High Crimes are things which do one of the following- self-defense is never a viable claim. The punishment is as per Capital Crimes, but the perpetrator’s Faction will further be expected to provide reparations unless they can prove they were working to prevent the Crime:&lt;br /&gt;
Interfere with the functioning of a Trial&lt;br /&gt;
Undermine the Treaty of Ozgur Sehir&lt;br /&gt;
Seek to start a war between Factions protected by the Treaty of Ozgur Sehir&lt;br /&gt;
Grand Theft: Involve the theft of over 5000 Ducatto from a Faction recognised by the Treaty of Ozgur Sehir&lt;br /&gt;
Arson: Involve the Destruction of property worth over 10,000 Ducatto&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=218</id>
		<title>Faction Regulation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=218"/>
		<updated>2014-09-22T00:47:18Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Faction has the right to punish and reward its own members as they see fit. This tends to be administered by Ambassadors (who are NPCs) or their appointed representatives (who may be PCs). Punishments tend to include fining the offender their pay for several weeks, putting them under the parole of a senior faction member, banning them from Rituals with other Agents, etc. Rewards might be money, equipment or the authority to call in NPC backup, skills or resources.&lt;br /&gt;
&lt;br /&gt;
In serious cases, matters are taken to trials made from various Faction members&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
An Accusation of Crime must be made by a named Individual or Faction (the Accuser). They must name a Suspect and their desired Punishment. The Suspect Faction or Individual is tried by Judges from 3 Factions that are neither the Accuser’s or Suspect’s Faction. Judges are picked quickly by the Suspect, who must pick from those nearby and should pick those who show willing. The Accused can Veto one choice, disallowing it. The Accuser and the Suspect each have 2 minutes to make their case, then the Judges have 2 minutes to confer.&lt;br /&gt;
Note that conspiring, or attempting to conspire,, with your Judges to avoid rightful punishment is a High Crime (Either interfering with the Trial if spontaneous or Undermining the Treaty if pre-meditated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Judges must vote either Guilty or Not Guilty. A verdict requires 3 votes.&lt;br /&gt;
If all 3 Judges vote Guilty, the Suspect is punished. &lt;br /&gt;
If all 3 Judges vote Not Guilty then the Accuser is punished for Wrongful Accusation. &lt;br /&gt;
If the Judges cannot agree,  the final Vote may be gained from the result of a Trial by Combat. The combat is seen as a way to test the commitment of both parties to stand by their words, there is no belief the Gods or any other force will intervene. Only the person with the majority support of the Judges may call for a Trial by Combat, otherwise there is no punishment.&lt;br /&gt;
If there is no Trial by Combat, the case is adjourned as clearly the Accuser was insufficiently commited to the case.&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
&lt;br /&gt;
The Accused may request a Champion for this fight. Someone who volunteers as a champion will be punished alongside the Accused if they are found Guilty. If a faction is at fault, they may choose any champion who volunteers. The Trial lasts until one fighter concedes. Killing the loser of a Trial by Combat flies in the face of all of Canon Law and is considered a High Crime (so an empowered Representative of the Wronged Faction may come, which is something no-one wants)&lt;br /&gt;
&lt;br /&gt;
Judges set the sentence, and if they feel a Wrongful Accusation was justified but ultimately incorrect, they may make the punishment much less severe. If they feel a Wrongful Accusation was particularly malicious, they may make the punishment more severe. If a Faction is found Guilty of a crime, the punishment is increased in proportion to the number of Faction members who took part in the crime. &lt;br /&gt;
&lt;br /&gt;
If a Faction is accused, but can show to the judges that they have already punished the offenders satisfactorily, they may be declared Not Guilty. If a person is Accused but has already been appropriately punished by their Faction this is a valid defence (Punishment removes the Guilt)&lt;br /&gt;
&lt;br /&gt;
Self Defense or prevention of a greater crime is a legal defence unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
&lt;br /&gt;
=== Petty ===&lt;br /&gt;
&lt;br /&gt;
Petty Crimes are things which do one of the following and are punishable by fines, curses, penal servitude, Wounding etc:&lt;br /&gt;
Raising a Revenant without the deceased or their Faction’s consent.&lt;br /&gt;
Assault &lt;br /&gt;
Petty theft (under 256 Ducatto)&lt;br /&gt;
Subversion of Guild Law (i.e. Selling newly acquired loot without one of the parties being an Antiquarian)&lt;br /&gt;
Reckless Endangerment (Any act that is unreasonably risky and could have caused multiple injuries. Usually Exploding Rituals)&lt;br /&gt;
Defacement: destruction of belongings worth under 256 Ducatto&lt;br /&gt;
Breach of Impartially Witnessed Verbal Contract&lt;br /&gt;
Unlawful Imprisonment (Including Slavery).&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
Capital Crimes are things which include one of the following and are punishable by up to Mutilation, Deportation or Death. Capital Criminals may be freely reanimated as penal servitude. Only the Ambassador of the criminal’s faction or their representative may perform the punishment. &lt;br /&gt;
Raising a Revenant despite the objection of the deceased or their Faction.&lt;br /&gt;
Murder&lt;br /&gt;
Malsanguino  (Preventing a Dying person from receiving medical aid)- Self Defence is often very difficult to justify&lt;br /&gt;
Theft (over 256, under 5000 Ducatto)&lt;br /&gt;
Vandalism: Destruction of belongings worth over 256 and under 10,000 Ducatto&lt;br /&gt;
Forgery or Coinage defacement (destruction of Ducatto)- Self Defence will never be viable.&lt;br /&gt;
Mutilation. &lt;br /&gt;
Breach of Impartially Witnessed Written Contract- It is possible to consent to a duel to the death via contract.&lt;br /&gt;
Repeated and Apparent Criminal Behaviour (Being found guilty of a Petty Crime more than 5 times). For example a fight where you attack 5 people could be counted as this. &lt;br /&gt;
&lt;br /&gt;
=== High ===&lt;br /&gt;
&lt;br /&gt;
High Crimes are things which do one of the following- self-defense is never a viable claim. The punishment is as per Capital Crimes, but the perpetrator’s Faction will further be expected to provide reparations unless they can prove they were working to prevent the Crime:&lt;br /&gt;
Interfere with the functioning of a Trial&lt;br /&gt;
Undermine the Treaty of Ozgur Sehir&lt;br /&gt;
Seek to start a war between Factions protected by the Treaty of Ozgur Sehir&lt;br /&gt;
Grand Theft: Involve the theft of over 5000 Ducatto from a Faction recognised by the Treaty of Ozgur Sehir&lt;br /&gt;
Arson: Involve the Destruction of property worth over 10,000 Ducatto&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=217</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=217"/>
		<updated>2014-09-22T00:43:55Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Churches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
&lt;br /&gt;
[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Nations ==&lt;br /&gt;
Bit about nations:&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
&lt;br /&gt;
[[The_Hegemony|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
&lt;br /&gt;
[[The_Democracy|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
&lt;br /&gt;
[[The_Vendicsal|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Churches ==&lt;br /&gt;
The Churches were formed around those who believed in a better place for those who died, and the voices of four Gods in the Beyond who aim to shape the realm. Their followers established each one&#039;s political power.&lt;br /&gt;
&lt;br /&gt;
=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Builder ===&lt;br /&gt;
Church of the God of Community and Loyalty, their mission is to create protect an ordered society.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Builder|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
Bit about guilds&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Antiquarians ===&lt;br /&gt;
asnfjkdsanfasnd&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Caravaneers ===&lt;br /&gt;
afdsafdsafadsfas&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Mages ===&lt;br /&gt;
safdfdsafdsa&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Mages|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Faction Rules ==&lt;br /&gt;
&lt;br /&gt;
How justice is administered by Factions&lt;br /&gt;
&lt;br /&gt;
[[Faction Regulation|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=History_of_the_Builder_Church&amp;diff=216</id>
		<title>History of the Builder Church</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=History_of_the_Builder_Church&amp;diff=216"/>
		<updated>2014-09-22T00:42:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;A long time ago, before the Church was heard of or the Nations had formed, there are Legends of an Alfar named Skepta who united several city-states under one banner. This Ske...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A long time ago, before the Church was heard of or the Nations had formed, there are Legends of an Alfar named Skepta who united several city-states under one banner. This Skepta built up and unified a large amount of land, and was rumoured to be blessed with the ability to bond with a person such that he could permanently weaken them in order to gain more energy. Skepta’s efforts led to the formation of some of the first specialized military units.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Builder&amp;diff=215</id>
		<title>Church of the Builder</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Builder&amp;diff=215"/>
		<updated>2014-09-22T00:41:54Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;God of Community and Loyalty. The Perfect City. Never depicted the same twice in any church or artwork, as the Builder is the spirit of community. Identified by the bronze tro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Community and Loyalty. The Perfect City. Never depicted the same twice in any church or artwork, as the Builder is the spirit of community. Identified by the bronze trowel or shovel she holds.&lt;br /&gt;
&lt;br /&gt;
==Theology==&lt;br /&gt;
&lt;br /&gt;
The modern Church of Builder dates to the beginnings of the Hegemony. It is believed that Builder helped communities form during this time, and that when those communities who worship Builder pass through this world join together again in the next one.  Builder Churches have no laws against slavery, but are less open about keeping their slaves after the Treaty, because keeping a member of another Faction captive in such a way may be seen as criminal.&lt;br /&gt;
&lt;br /&gt;
They are certain the Builder favours a strong, hierarchical community. Some believe she wants them to be strong enough to withstand outside threats, to weather storms and profitable enough to make merry during the Winter. The clergy support communities who protect their own and suffer no insult to even the smallest of them and theirs. They believe people should proclaim Builder and all her glory, by word, by deed, by example, by choice.&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
&lt;br /&gt;
Many churches have no Inquisition, although there are often Templars ready to guard a temple from any threat. Templars are particularly conspicuous in their defense of Preachers- any who move to strike a preacher quickly find two Templar blades at their throat. Builder’s preachers not only exalt Builder, but often take it upon themselves to preach against the six evils of society- want, disease, ignorance, squalor, and idleness. Builders consider the demon to be a creature of Ignorance and Idleness, whose nature is to revel in the Realm and not work for the betterment of all. As such, anyone who works or associates with Demons should find no place in their Community.&lt;br /&gt;
&lt;br /&gt;
== Five points on the Builder ==&lt;br /&gt;
:They are here to Strengthen.&lt;br /&gt;
;Castaway villages should follow your example, becoming outposts of their former Nations or countries in their own right.&lt;br /&gt;
:The inhabitants of Mat Sellah fell to something. Their community was weak.&lt;br /&gt;
;Find the nature of this weakness, so that the societies of today can protect themselves.&lt;br /&gt;
:Ensure that the Demons of Mat Sellah are seen as a danger, not an opportunity,&lt;br /&gt;
:Strive to ensure that the Portal is well organized, and that the laws are upheld. &lt;br /&gt;
;Lest the Portal too falls prey to this land, especially the Churches that the Builder has created&lt;br /&gt;
:Preach the importance of the Builder, and encourage others to spread the importance of her virtues&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Builder_Church|Legends of the Builder]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=214</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=214"/>
		<updated>2014-09-22T00:35:34Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a Paradigm, an internal image of themself, their beliefs and their desires. Individuals with a strong Paradigm can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a Paradigm, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored Stamina to reinforce your Paradigm against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A Focus is a shortcut that allows a user to store the memory of how to perform a Spell, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.  &lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
Rituals are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Inhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and Demonic influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Demons come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Demons.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to the links on the Faction page.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
[[Creatures|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=213</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=213"/>
		<updated>2014-09-22T00:34:39Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Builder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
&lt;br /&gt;
[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Nations ==&lt;br /&gt;
Bit about nations:&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
&lt;br /&gt;
[[The_Hegemony|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
&lt;br /&gt;
[[The_Democracy|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
&lt;br /&gt;
[[The_Vendicsal|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Churches ==&lt;br /&gt;
Bit about churches&lt;br /&gt;
&lt;br /&gt;
=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Builder ===&lt;br /&gt;
Church of the God of Community and Loyalty, their mission is to create protect an ordered society.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Builder|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
Bit about guilds&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Antiquarians ===&lt;br /&gt;
asnfjkdsanfasnd&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Caravaneers ===&lt;br /&gt;
afdsafdsafadsfas&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Mages ===&lt;br /&gt;
safdfdsafdsa&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Mages|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Faction Rules ==&lt;br /&gt;
&lt;br /&gt;
How justice is administered by Factions&lt;br /&gt;
&lt;br /&gt;
[[Faction Regulation|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=212</id>
		<title>Church of the Celebrant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=212"/>
		<updated>2014-09-22T00:32:37Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Freedom and Pride. The Passion and the Victory. Usually depicted as a rotund, cheery man with a foaming flagon in one hand and a notched, worn sword in the other.&lt;br /&gt;
&lt;br /&gt;
== Theology ==&lt;br /&gt;
&lt;br /&gt;
Celebrant is the triumph you feel in victory. He is the adoring crowd cheering a master bard. He is the welcome cup of tea after a grueling day in the fields. The Church of Celebrant ensures that people see his hand in every moment of pride and passion in their lives. Achievements should be celebrated, milestones witnessed, and the dead given a fitting tribute recalling their finest hours. The Church therefore seems like more of an event-organizing group. Different areas can expect different results from ignoring this service. in most areas disgustingly dressed and loud people will gatecrash any event where the Church was not given at least a token invite, whereas in some regions there are rumours that sometimes couples go missing on their honeymoon if no prayers were given to Celebrant on their Wedding day.&lt;br /&gt;
&lt;br /&gt;
Groves with Dryadic trees are just as common as luxurious temples as places of worship to Celebrant. One thing that unites them is that they are as well-appointed as the clergy can afford, usually with at least some ornamentation and furniture they have made themselves.&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
&lt;br /&gt;
The Inquisition of Celebrant, as far as it seems to exist, is a loosely organised collection of agents. Some devote their time to freeing slaves, and these “renegades” are a thorn in the side of the Vendicsal’s piracy operations. Others are known to make pilgrimage to the sites of violent conflict, and “set free” the tormented Phantoms that haunt them. Such mindless, aggressive Demons are bound unchanging to one action, with nothing to take pride in and no passion but rage.&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
&lt;br /&gt;
The Church of Celebrant believes that all should be free to achieve things they can be proud of. Whereas Aspirant is about self-improvement for its own sake, Celebrant is about having pride in whatever you accomplish, and showing that to the world. Celebrant’s church detests slavery as it makes your achievements the “property” of someone else. Other than that, they make little judgement on what acts you pride yourself on. One of the greatest gifts which can be given to Celebrant is a public performance dedicated to him. The approval of the crowd and the pride of the actors in their performance is a demonstration of Celebrant’s gifts.&lt;br /&gt;
&lt;br /&gt;
== Five points on the Explorer ==&lt;br /&gt;
&lt;br /&gt;
;They are here for others, to  proclaim their works and encourage their passions. &lt;br /&gt;
;The islands echo with the wails of chained spirits.&lt;br /&gt;
:Set free the imprisoned Demons, let the victims of whatever happened here go to their rest.&lt;br /&gt;
;Celebrant demands his tithe. &lt;br /&gt;
:Encourage pride and revelry, and see he gets his due credit.&lt;br /&gt;
;Slavery is illegal here, and you have a perfect chance to punish such sinners ruthlessly.&lt;br /&gt;
;Do not be idle &lt;br /&gt;
:While Celebrant tells you to take pride in what you have achieved, do not let this stop you from achieving more things to be proud of.&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Celebrant_Church|Legends of the Celebrant]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_democracy_religion&amp;diff=211</id>
		<title>The democracy religion</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_democracy_religion&amp;diff=211"/>
		<updated>2014-09-22T00:28:45Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;The Celebrant is quite widely worshipped by the Ozgur also, who decry accusations the Church began as a Builder cult, due to its messages against slavery, and in self-accompli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Celebrant is quite widely worshipped by the Ozgur also, who decry accusations the Church began as a Builder cult, due to its messages against slavery, and in self-accomplishment.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Democracy&amp;diff=210</id>
		<title>The Democracy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Democracy&amp;diff=210"/>
		<updated>2014-09-22T00:11:28Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;== Supplemental Reading == * Religion in the Democracy&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Supplemental Reading ==&lt;br /&gt;
* [[The_democracy_religion|Religion in the Democracy]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=History_of_the_Celebrant_Church&amp;diff=209</id>
		<title>History of the Celebrant Church</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=History_of_the_Celebrant_Church&amp;diff=209"/>
		<updated>2014-09-22T00:10:01Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;Lyron Asuman, the Ozgur who marshalled them to rise up and throw off their chains was most highly blessed by the Celebrant. He was able to perform Rituals which gave slavers p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lyron Asuman, the Ozgur who marshalled them to rise up and throw off their chains was most highly blessed by the Celebrant. He was able to perform Rituals which gave slavers powerful visions of their wrongdoings, and wracked their weak bodies most painfully if they attempted to recapture escapees, which at times even converted some of his foes into allies.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=208</id>
		<title>Church of the Celebrant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=208"/>
		<updated>2014-09-22T00:09:49Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;God of Freedom and Pride. The Passion and the Victory. Usually depicted as a rotund, cheery man with a foaming flagon in one hand and a notched, worn sword in the other.  == S...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Freedom and Pride. The Passion and the Victory. Usually depicted as a rotund, cheery man with a foaming flagon in one hand and a notched, worn sword in the other.&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Celebrant_Church|Legends of the Celebrant]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=207</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=207"/>
		<updated>2014-09-22T00:08:35Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Distant Past */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major events before the present day, and the debate over Mat Sellah&lt;br /&gt;
&lt;br /&gt;
== The Distant Past ==&lt;br /&gt;
&lt;br /&gt;
Long ago, there was an Unnamed Empire, which ruled from the land where the Democracy currently holds power. They were a theocracy, based around a powerful King seen as chosen by Builder itself, who created numerous monuments in his image, asserting his power across the lands. And the emphasis, here, is on the pronoun &#039;he&#039;. The Unnamed Empire was a sexist, homophobic, transphobic state, based around the core principle of humans as racially superior. For this reason,such attitudes are abhorred by all the Factions, as they bring back memories of the oppression of the past. Those who behave in such manners are called out, and have a tendency to last nano-seconds in the positions that they may have attained. Women were erased from history, suppressed and voiceless. Ozgur were a slave race, bred to fight and labour, and this period was a dark one in the race&#039;s past.&lt;br /&gt;
&lt;br /&gt;
Some time before the present day, the Ozgur led a slave&#039;s rebellion against the Unnamed Empire, led by a Celebrant missionary named Lyron Asuman. This was furthered by the Church of the Explorer: under a society dedicated to Builder, society was dedicated to the concept of the King as the peak of civilization, anathema to the very concept of the Explorer. Indeed, Explorer missionaries passed messages, acted as runners, and some even died as martyrs in the final days. In the end, though, the Ozgur were triumphant, and the former officials of the Unnamed Empire were expelled from the Imperial city as it was razed to the ground.&lt;br /&gt;
&lt;br /&gt;
From this, a large number of disorientated groupings emerged. The Democracy were the first to form coherently, quickly centralizing around the lands that they had taken from their oppressors. In this way, they suppressed its memory, taking and destroying almost all that could be used to revive such a state again. In the lands that were to be the Hegemony, . Meanwhile, the Vendicsal, who had mainly been kept quiet by the power of the Unnamed Empire, upon realizing its fall began the raids that would make their name synonymous with sea-based terror.&lt;br /&gt;
&lt;br /&gt;
The Churches, other than the Explorer Church which found a natural home in the lands of the Democracy, became divided .The Builder Church is mainly focused around the lands of the Hegemony, with one notable Cathedral in the lands of the Democracy (although they are mainly ignored). The Aspirant found places wherever it could maintain a hold, in caverns or mountain-top temples. It is only recently that it&#039;s power is becoming clearer, used to working in the shadows. Meanwhile, Celebrant&#039;s major structure, the Golden Hall, is found to the north among the Vendicsal.&lt;br /&gt;
&lt;br /&gt;
== The War of Igimund&#039;s Rift ==&lt;br /&gt;
&lt;br /&gt;
It has been two decades since the War of Igimund’s Rift. A portal to the Beyond opened, drawing magi, priests and academics from across the three Nations and further afield. In defiance of the custom that Portals should be available to all, Clan Igimund of the Vendicsal seized it, sure that they could use its power to make recapture too expensive. Their extortion attempt failed, but not before each Nation, Guild and Church’s research delegations had called in reinforcements, triggering a confused and bloody fight as each Faction saw others as trying to steal the Portal. The war was ended with a combined Ozgur and Explorer Church peace deal that sought to determine responsibility for the conflict and prevent another. This deal was known as the Treaty of Ozgur Sehir.&lt;br /&gt;
&lt;br /&gt;
== The Discovery of Mat Sellah ==&lt;br /&gt;
&lt;br /&gt;
A recent Hegemony expedition to find a rumoured Fourth Continent came across an island chain curiously not visible from the shore despite its relatively close distance. Divinatory Rituals uncovered a new Portal in this archipelago, and the expedition quickly returned for a larger group to explore the interior. They found a land dotted with ruins of a fallen civilisation, with no settlements other than the occasional village that claimed descent from shipwrecked mariners. These villagers called the archipelago Mat Sellah. &lt;br /&gt;
&lt;br /&gt;
The Nations, Guilds and Churches have all sent delegations to Mat Sellah. Fortunately, the reefs surrounding it make a direct invasion close to impossible, as only small boats can safely navigate through. Despite this, fear of treachery is ever-present.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=206</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=206"/>
		<updated>2014-09-22T00:05:24Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Celebrant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
&lt;br /&gt;
== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
&lt;br /&gt;
[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Nations ==&lt;br /&gt;
Bit about nations:&lt;br /&gt;
&lt;br /&gt;
=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
&lt;br /&gt;
[[The_Hegemony|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
&lt;br /&gt;
[[The_Democracy|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
&lt;br /&gt;
[[The_Vendicsal|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Churches ==&lt;br /&gt;
Bit about churches&lt;br /&gt;
&lt;br /&gt;
=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Builder ===&lt;br /&gt;
falsbfkajdsbflksa&lt;br /&gt;
&lt;br /&gt;
[[Church_of_the_Builder|Read More]]&lt;br /&gt;
&lt;br /&gt;
== The Guilds ==&lt;br /&gt;
Bit about guilds&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Antiquarians ===&lt;br /&gt;
asnfjkdsanfasnd&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Caravaneers ===&lt;br /&gt;
afdsafdsafadsfas&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
&lt;br /&gt;
=== The Guild of Mages ===&lt;br /&gt;
safdfdsafdsa&lt;br /&gt;
&lt;br /&gt;
[[Guild_of_Mages|Read More]]&lt;br /&gt;
&lt;br /&gt;
== Faction Rules ==&lt;br /&gt;
&lt;br /&gt;
How justice is administered by Factions&lt;br /&gt;
&lt;br /&gt;
[[Faction Regulation|Read More]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
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