Enclave- Tapping into the Arcane
-Enclave- Tapping into the Arcane-
Enclave buildings focus on the Farfields and bending them to your advantage.
--Twisted Landscape- Arcane energy bends around the building. The range depends on the incantation cast. The forces of the Farfield will defend this building and it's inhabitants. Manifestations may appear as: possessed wildlife - dark whispers - illusions - inclement weather - living plants - faric spirits. These acts as traps and tricks to slow and distract invading forces.
-Academy- Aspirant mages come to study and learn arcane prowess. You can recruit hirelings from this room. These hirelings start with 1 level in Adept and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Crucible- The Farfields bend around this place which increases the runic potential of items crafted alone the Leylines. When crafting a magic item or a runic tablet, gain +2 to the roll. (Crafting such an item usually requires a defy danger roll w/Int or Cha. The greater the intended effect, the greater the cost and challenge)
-Greenery- A garden of plants. Depending on what is planted, the garden can: act as a defensive trap, provide alchemical ingredients, provide an exotic plant to be sold or used. Upgrades to this room can increase the effectiveness of the room or be used to hold another type of plant.
-Library- Books are the key to knowledge of the world. Once per Session, the party can establish one fact about the world based upon what was read or make a Spout Lore roll with an automatic 12.
-Alchemical Laboratory- A room dedicated to the arts of Alchemy. The room is always stocked with the basic alchemical supplies to make any potion. Further more, the room is home to a small grow bed. This bed provides the ingredients to make a healing potion (1d4+1 hp) during a period of recovery.
-Scrying Pool- The pool reveals far away scenes. Once per recovery, the party can establish a fact about an NPC's recent activity or reveal the current actions of a target NPC.
-Faric Rift- A tear in the Farfields allows you to pull a Faric Spirit into Thaos and bind it. When recruiting a Faric Spirit, Roll with no bonus. 10+ summons a Faric spirit that serves you; 2 Loyalty +1d4+1 skills. 7-9 summons a lesser Faric Spirit; 1 Loyalty +1d4 skills. 6- summons a malicious spirit that harms Thaos.
--Twisted Landscape- Arcane energy bends around the building. The range depends on the incantation cast. The forces of the Farfield will defend this building and it's inhabitants. Manifestations may appear as: possessed wildlife - dark whispers - illusions - inclement weather - living plants - faric spirits. These acts as traps and tricks to slow and distract invading forces.
-Academy- Aspirant mages come to study and learn arcane prowess. You can recruit hirelings from this room. These hirelings start with 1 level in Adept and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Crucible- The Farfields bend around this place which increases the runic potential of items crafted alone the Leylines. When crafting a magic item or a runic tablet, gain +2 to the roll. (Crafting such an item usually requires a defy danger roll w/Int or Cha. The greater the intended effect, the greater the cost and challenge)
-Greenery- A garden of plants. Depending on what is planted, the garden can: act as a defensive trap, provide alchemical ingredients, provide an exotic plant to be sold or used. Upgrades to this room can increase the effectiveness of the room or be used to hold another type of plant.
-Library- Books are the key to knowledge of the world. Once per Session, the party can establish one fact about the world based upon what was read or make a Spout Lore roll with an automatic 12.
-Alchemical Laboratory- A room dedicated to the arts of Alchemy. The room is always stocked with the basic alchemical supplies to make any potion. Further more, the room is home to a small grow bed. This bed provides the ingredients to make a healing potion (1d4+1 hp) during a period of recovery.
-Scrying Pool- The pool reveals far away scenes. Once per recovery, the party can establish a fact about an NPC's recent activity or reveal the current actions of a target NPC.
-Faric Rift- A tear in the Farfields allows you to pull a Faric Spirit into Thaos and bind it. When recruiting a Faric Spirit, Roll with no bonus. 10+ summons a Faric spirit that serves you; 2 Loyalty +1d4+1 skills. 7-9 summons a lesser Faric Spirit; 1 Loyalty +1d4 skills. 6- summons a malicious spirit that harms Thaos.
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