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	<updated>2026-06-21T08:17:32Z</updated>
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		<id>https://wiki.menhirsfate.com/index.php?title=The_World&amp;diff=2604</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_World&amp;diff=2604"/>
		<updated>2026-06-10T17:40:34Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Added information on Rifts to the Rifts section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world in which the players live is called Elandra. Populated by the Nine [[:Category:Nations|Nations]] much of Elandra is currently surrounded by the twisted magic of the Fading which produces a corrupting fog and steals their memories. Elandra has existed for many centuries before the current crisis but due to the severe pressure they have been put under they have agreed to an international treaty of cooperation called the Pact of the Nine. &lt;br /&gt;
&lt;br /&gt;
* [[Elandra/The Fading|The Fading]]&lt;br /&gt;
* [[Elandra/The Pact of the Nine|The Pact of the Nine]]&lt;br /&gt;
* [[Elandra/World History Timeline]]&lt;br /&gt;
&lt;br /&gt;
=== A Closed World ===&lt;br /&gt;
A Closed World Setting is a fictional setting in a game or other medium where the boundaries of the world are set and can’t be expanded upon except through engaging with the game and plot. There is an established canon of history and events, and players cannot change these.&lt;br /&gt;
&lt;br /&gt;
The design reason for this is because it gives a strong foundation for the whole game to be built upon - there is a common understanding of the world for all participants to be able to shape their backstory and their sphere of knowledge within the game.&lt;br /&gt;
&lt;br /&gt;
Exploration is a key part of the game design. Elandra is a world that has lost a significant amount in the last century of the game, and rediscovering the lost history of the Nations and what lies beyond the current national boundaries makes up a significant amount of the long term direction of the game.&lt;br /&gt;
&lt;br /&gt;
=== Character Creation within a Closed World ===&lt;br /&gt;
This means that you can create a character that fits into this world freely, but you cannot play a character from another fictional setting. Characters taken wholesale from another LARP setting, or from another fictional world do not make sense in the setting of Menhirs Fate.&lt;br /&gt;
&lt;br /&gt;
Equally characters who claim to be from beyond the currently known boundaries of Elandra outside the nine nations do not make sense in the setting. The effects of the “Fading” have stripped knowledge of everywhere beyond the current maps. Any people or creatures beyond there can be investigated through the game levers, but are intentionally a mystery until those areas can be uncorrupted and investigated.&lt;br /&gt;
&lt;br /&gt;
Though we have taken inspiration from a wide variety of eras in our look and feel guides for the nations, this is also a fantasy world, not a historical one. There are no historical gender roles or historical attitudes to sexuality and gender identity, and using such as an excuse to push the boundaries of the conduct policy is not acceptable.&lt;br /&gt;
&lt;br /&gt;
As a minimum, characters in the setting need to be from one of the nine nations, follow the costume guides for the nation, have a name that suits that nation under the recommended naming conventions. This ensures that the world remains cohesive, and creativity can span from a solid foundation of the world of Elandra.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Nations|The Nations]]&lt;br /&gt;
&lt;br /&gt;
[[Look and Feel|The Look and Feel Guides]]&lt;br /&gt;
&lt;br /&gt;
=== The Abstraction Layer ===&lt;br /&gt;
The setting being a closed world does not mean we do not want people to develop their backstories and their character’s story, just that we expect and require all characters to exist within the world we have set out.&lt;br /&gt;
&lt;br /&gt;
Every nation’s geography and groups pages lay out the standard makeup of what smaller settlements or households look like. These are quite diverse, from village-style “Cantrefs” and “Courts” in Valdraeth to the city-state business households of each “Coterie” in Hammerstadt, “Vassal Families” in Morvalis and co-living “Domus” in Syradonia.&lt;br /&gt;
&lt;br /&gt;
As long as these fit the setting of the nation, there is a lot of free reign to write your group and individual character’s backstory and what your character’s life looks like between events.&lt;br /&gt;
&lt;br /&gt;
In LARP, this level of canon controlled by the game and individual contribution to the world is sometimes described as the “Abstraction Layer”. Beyond a certain point, the game is not defined or micromanaged by the game writing team.&lt;br /&gt;
&lt;br /&gt;
=== Playable Races ===&lt;br /&gt;
Humans are the only playable species in the world of Menhirs Fate.&lt;br /&gt;
&lt;br /&gt;
Some humans are affected by the magical spheres, in a way that alters their physical appearance and encourages certain emotions and behaviours to come to the fore. These roleplay effects are designed with storytelling in mind, putting emphasis on a character’s stubbornness or creative spirit, among others. These are opt-in, and the Weavemarks only last as long as the player wearing them wants to keep them. People with Weavemarks are still human.&lt;br /&gt;
&lt;br /&gt;
[[Weavemarks Overview|More can be found on Weavemarks here.]]&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
The world of Elandra is inherently magical, with rifts to the spheres occurring randomly in some regions, and magical creatures making temporary homes in areas in every nation. People in the world have innate magical ability - in the same way that anyone could learn martial skills through time and energy, any person in the world can learn magic. There is no genetic or selective reason for magical ability, though like any skill, some have a natural aptitude to it.&lt;br /&gt;
&lt;br /&gt;
=== Rifts ===&lt;br /&gt;
Rifts are natural phenomena that occur in the world of Menhirs Fate. Outside of Haven they are generally quite unstable and aren&#039;t relied on as major transport network but can provide opportunities for those who brave them.&lt;br /&gt;
&lt;br /&gt;
Rifts will generally grow stronger and weaker over time and link to one of the Spheres of magic, allowing for passage for denizens of Elandra into the sphere but also the reverse. This flow of magic exists everywhere in the world of Menhirs but is slightly stronger in the Sanctuaries (Kairos, Syradonia, Morvalis) and so it is a little more common to find Rifts there, for better or worse. Rifts can close completely and new Rifts open around the world but this is hard to predict and impossible to control.&lt;br /&gt;
&lt;br /&gt;
Haven attracts a much larger amount of Rifts but these are much more short lived and usually dissipate relatively quickly compared to other Rifts.&lt;br /&gt;
&lt;br /&gt;
The only exception to the normal rules of travel are Spirit Rifts. Aspects appear in Elandra from these but no one has ever returned on the few occasions they have managed to get through a Spirit Rift &lt;br /&gt;
&lt;br /&gt;
=== Faith and Religion ===&lt;br /&gt;
There are twelve Gods in the world, who manifest sometimes to the mortals of the world in the form of Aspects; versions of themself distilled into a human form. These are sometimes described as being like one facet of a crystal - only one face of a greater whole. Different aspects of the same God can appear at the same time, and sometimes have differing opinions, though some prefer to remain undetected to view their followers on a mortal level.&lt;br /&gt;
&lt;br /&gt;
The Four Corrupted Gods are also worshipped as deities in the setting, but following them is a crime in Haven and the wider Nine Nations, with severe penalties.&lt;br /&gt;
&lt;br /&gt;
Gods from other fictional or historical settings are not part of this game - Thor or Athena are not alternative Gods to follow, nor are Glorificus or Cthulu! There are ways to investigate theology in the game, but including Gods from outside the setting will never be allowed under the Closed World rules.&lt;br /&gt;
&lt;br /&gt;
== World history timeline ==&lt;br /&gt;
While the Fading has caused massive damage to the ability of most nations to stably track facts from their history some things persist. A few key dates that anyone may know are available to give some perspective to the world of Elandra and the nations that inhabit it.&lt;br /&gt;
&lt;br /&gt;
The full timeline can be found [[World History Timeline|here]]&lt;br /&gt;
&lt;br /&gt;
== The Fading ==&lt;br /&gt;
The Fading is a magical problem affecting everyone on Elandra. At first believed to be contained to the corrupted mists it has intensified in recent years and causes knowledge and memory to be lost.&lt;br /&gt;
&lt;br /&gt;
More information on the Fading can be found [[The Fading|here]]&lt;br /&gt;
&lt;br /&gt;
== The Pact ==&lt;br /&gt;
The Pact is a pan-nation document signed by by all the nations at a time when the corruption crisis was only getting worse. It covers a series of agreements that all the nation have agreed to across only reclaiming their own land, interaction with the guilds, respecting the Gods and standing against the corruption itself.&lt;br /&gt;
&lt;br /&gt;
More information on the Pact of the Nine can be found [[The Pact of the Nine|here]]&lt;br /&gt;
&lt;br /&gt;
= Technology in Elandra =&lt;br /&gt;
At Menhirs Fate, Elandra is a world that’s been designed to be inspired by medieval fantasy, but also drawing from some European Enlightenment-era cultures. This section offers some guidance on what is and what isn’t a part of the technology of the world, to avoid doubt.&lt;br /&gt;
&lt;br /&gt;
We have actively designed Menhirs Fate to avoid technology from more modern eras; tech-trees and rapid development are not themes of the game.&lt;br /&gt;
&lt;br /&gt;
The main reason for this is magic!&lt;br /&gt;
&lt;br /&gt;
In a world where magic forms the basis of many daily functions of the nine societies who interact under the Pact, some real world “progress” cannot and will not work.&lt;br /&gt;
&lt;br /&gt;
The world is broadly set around the time of the real-world 17th century enlightenment, which is also the most modern influence on the Look and Feel*&lt;br /&gt;
&lt;br /&gt;
== Included as part of the world: ==&lt;br /&gt;
&lt;br /&gt;
=== The Printing Press ===&lt;br /&gt;
In game there are thriving printing companies around the known world, especially in Hammerstadt, but also throughout the other nations. When replicating hand-printed written documents, try to choose fonts that imitate pre-20th century typefaces - it can be immersion-breaking to read a poster in Ariel or Verdana, not just Comic Sans! Some fonts that can look good on documents in-field are Garamond, IM Fell, Playfair and Copperplate or Gothic style fonts.&lt;br /&gt;
&lt;br /&gt;
Alternatively, handwriting fonts are good for substituting actual hand-written documents, but attempts should be made to ensure they’re legible for as many people as possible to be able to read; some handwriting fonts can be tricky for those participants with dyslexia.&lt;br /&gt;
&lt;br /&gt;
=== Gender Affirming Care ===&lt;br /&gt;
This is a trans-inclusive world, and so in-world the properties of hormone replacement therapy were distilled from plants to create the effects of modern estrogen and testosterone in simple potions and salves, often known as “Aqua Nostos” - “Water of Homecoming”.&lt;br /&gt;
&lt;br /&gt;
If you are transgender in real life, you are welcome to play a character who is trans in the game or not - this setting element is simply for inclusion and to offer that choice to our trans and non-binary players while fitting into the fantasy world.&lt;br /&gt;
&lt;br /&gt;
Medicine and surgery is more advanced in Elandra than in the real world in many ways, due to the proliferation of magical healing. Gender-affirming surgeries are part of the world, done by scar-smiths, bloomtenders and other physicians throughout the lands.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork ===&lt;br /&gt;
Mechanical clocks, watches and other basic clockwork machinery is commonly used for timekeeping devices. Larger-scale clockwork pieces are rarer, and usually powered in some part by Forge Magic. They are not common or used for martial means, due to the sheer number of delicate moving parts that could easily be damaged.&lt;br /&gt;
&lt;br /&gt;
Digital watches should be subtle, and covered up or kept in a pocket if unable to easily blend with clothing.&lt;br /&gt;
&lt;br /&gt;
=== Mobility devices ===&lt;br /&gt;
Mobility devices are always considered acceptably in-character, regardless of material, colour and power needs. Wheelchair users are free to roleplay that these are powered by Forge Magic, clockwork or any other in-character power source for flavour if they wish.&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
In the world of Elandra there are many light sources that can be physically represented (phys-repped) by 3D printing, resin, LED lighting, glow-in-the-dark materials, LED candles and other creative sources.&lt;br /&gt;
&lt;br /&gt;
* Glowstones, naturally glowing crystals, are mined from Syradonia and shipped throughout the land.&lt;br /&gt;
* Phosphorescent mushrooms are common throughout the Crownlands.&lt;br /&gt;
* Some Hammerstadt forges swear by lamps made with Fire Magic, which burn more steadily and for longer.  Candles are made throughout the world from many sources (LED candles are safer than real candles in many applications and fires should not be left unattended).&lt;br /&gt;
* Some Valdrae keep wisps in lanterns for a time, though they have a tendency to disappear when other things take their fancy.&lt;br /&gt;
* Some Syradonians keep phosphorescent jellyfish known as Chasmfish as pets, which give off a soft glow of light that many find soothing.&lt;br /&gt;
&lt;br /&gt;
=== Glasses and Spyglasses ===&lt;br /&gt;
Although a mobility aid so counted above, it should be explicitly stated that glasses are perfectly valid as IC items. Some people in the hobby like to use glasses with more historic or vintage styles, but there is no need to do this, it is entirely on the wearer to decide their personal preferences.&lt;br /&gt;
&lt;br /&gt;
Spyglasses/telescopes are also a valid part of the world, as a 17th century invention.&lt;br /&gt;
&lt;br /&gt;
In-game, many Portavans use them on a daily basis for navigation and practicality.&lt;br /&gt;
&lt;br /&gt;
=== Compasses and Navigational Tools ===&lt;br /&gt;
Though many Portavans and Urdrevani prefer to use the stars to navigate by, compasses are also available in the world to aid in determining the cardinal directions.&lt;br /&gt;
&lt;br /&gt;
== NOT included as part of the world: ==&lt;br /&gt;
&lt;br /&gt;
=== Steam Power ===&lt;br /&gt;
Steam power has not been invented in Elandra, and industrial revolution themes stemming from it are not part of the themes of the game.&lt;br /&gt;
&lt;br /&gt;
Similarly “Steampunk” style clothing and accessories are discouraged, they are thoroughly Victorian in inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Sustained Flight ===&lt;br /&gt;
Planes do not exist in this world - air travel is not developed as a mode of transport. Airships are said to exist in the Air Sphere, however sustained flight outside of the potent magical atmosphere of the spheres has never succeeded, and any past attempts at such are lost to the Fading. This includes planes, hot air balloons and zeppelins.&lt;br /&gt;
&lt;br /&gt;
=== Artificial Intelligence ===&lt;br /&gt;
We discourage any use of AI at Menhirs Fate. There is no in-world analogue for it, and AI should not be used for IC documents or images.&lt;br /&gt;
&lt;br /&gt;
=== Gunpowder ===&lt;br /&gt;
There are no guns or artillery at Menhirs Fate and we will not be pursuing any plot that creates them, by magical or mundane means. The only forms of artillery are catapults, trebuchet and other pre-gunpowder siege machinery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;with some exceptions for 18th Century style stays in Avereaux, Neo-Classical dresses in Kairos and Soviet-kitsch jumpsuits in Syradonia.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Introduction_to_Rules&amp;diff=2587</id>
		<title>Rules/Introduction to Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Introduction_to_Rules&amp;diff=2587"/>
		<updated>2026-06-06T11:34:08Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Cards and Ribbons on items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings, Adventurers!&lt;br /&gt;
&lt;br /&gt;
Welcome to the immersive world of &#039;&#039;&#039;Menhirs Fate&#039;&#039;&#039;, where your imagination comes to life and epic tales unfold. Whether you are a seasoned LARPer or embarking on your first adventure, this rulebook is your guide to the game’s mechanics, safety protocols, and the rich lore that shapes our shared universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Mission&#039;&#039;&#039;: At Menhirs Fate, our mission is to create a safe, inclusive, and exhilarating environment where players can explore new personas, engage in thrilling quests, and build lasting friendships. This rulebook ensures everyone understands the guidelines that keep our game fun and fair for all participants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting Started:&#039;&#039;&#039; In the pages that follow, you will find everything you need to know to embark on your journey. From character creation and costume guidelines to combat rules and magic systems, each section is designed to help you navigate the complexities of the game. We encourage you to read through this rulebook thoroughly and refer back to it as needed throughout your adventures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The World Awaits&#039;&#039;&#039;: Prepare to step into a realm of magic and mystery, where heroes are born, legends are made, and every decision shapes the world around you. As you don your costume and take on your character’s mantle, remember that the power of this game lies in your hands. Your choices, actions, and creativity will bring Menhirs Fate to life in ways that are uniquely yours.&lt;br /&gt;
&lt;br /&gt;
Thank you for joining us on this adventure. Let’s make unforgettable memories together!&lt;br /&gt;
&lt;br /&gt;
== Introduction to the rules ==&lt;br /&gt;
&lt;br /&gt;
===== Out of character (OOC) =====&lt;br /&gt;
&lt;br /&gt;
In the world of live-action role-playing (LARP), participants embody characters within a fictional universe, interacting with each other and the environment according to the rules and lore of the game. However, there are times when players need to step outside their character roles for various reasons. This is referred to as being &amp;quot;Out of Character&amp;quot; (OOC).&lt;br /&gt;
&lt;br /&gt;
===== Races =====&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate all player characters are humans from 1 of the 9 nations in the mundane world.  Humans can be influenced by the magical spheres which can produce [[Weavemarks Overview|physical changes and influences]] upon them but they still remain human.&lt;br /&gt;
&lt;br /&gt;
== Menhirs Fate Team ==&lt;br /&gt;
&lt;br /&gt;
===== Referees and Crew Members =====&lt;br /&gt;
&lt;br /&gt;
Referees and crew members are essential to ensuring a smooth, fair, and safe LARP experience. They enforce rules, resolve conflicts, and oversee player safety. Additionally, referees facilitate the storyline by introducing plot elements and NPCs (Non Player Characters), while managing the logistical aspects of the game, such as coordinating events and maintaining the immersive environment. Their guidance and support helps players engage fully in the adventure. If a referee gives you a direct instruction, please follow it immediately.&lt;br /&gt;
&lt;br /&gt;
===== Medics/Event Support/Security =====&lt;br /&gt;
&lt;br /&gt;
These people attend the events for the safety and well-being of all present. If you are given an instruction by a member of this team, please follow it immediately.&lt;br /&gt;
&lt;br /&gt;
== Dangerous Play ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate considers the following actions to be dangerous play. Please note this list is examples of dangerous play, there may be other actions that also fall under this bracket but are not listed:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charging or Leaping at Shield Walls&#039;&#039;&#039;: Do not charge or leap at shields with the intention of colliding with body weight. This is dangerous for both the charger and the recipients. If you charge at a shield wall during combat, stop short of collision, similar to pulling back a weapon blow.&lt;br /&gt;
* &#039;&#039;&#039;Parrying with non-padded objects&#039;&#039;&#039;: Parrying blows with non-padded objects and props, such as a bow, is forbidden.&lt;br /&gt;
* &#039;&#039;&#039;Physical Combat&#039;&#039;&#039;: Kicking, punching, or any form of martial arts is strictly forbidden.&lt;br /&gt;
* &#039;&#039;&#039;Thrusting&#039;&#039;&#039;: Only use suitable thrust-safe weapons for thrusting.&lt;br /&gt;
* &#039;&#039;&#039;Combat Under Influence&#039;&#039;&#039;: Participating in combat while under the influence of any substance, including alcohol, is extremely dangerous. If a Ref deems a player to be under such influence, the player will be told to refrain from combat until sober.&lt;br /&gt;
* &#039;&#039;&#039;Unpulled Blows&#039;&#039;&#039;: Always remember to pull your blows, meaning you should stop a weapon swing before it contacts an opponent. A light tap is enough to register a hit without causing injury. New players or those unsure how to do this should seek basic weapon training from a member of the Menhirs Fate team.&lt;br /&gt;
&lt;br /&gt;
If you have any questions around dangerous play, please talk to a Volunteer who will be able to explain further. We ask all participants of Menhirs Fate events to be safety aware and conduct themselves in such a way to benefit everyone&#039;s safety and enjoyment.&lt;br /&gt;
&lt;br /&gt;
== Maintaining Safe Play ==&lt;br /&gt;
&lt;br /&gt;
If a member of the Menhirs Fate team sees a person doing actions that they believe to be dangerous they will take the player aside and discuss the problem with them. This may result in a note being placed on their player record, the player being asked to remove themselves from the current encounter, or in more serious situations be restricted from participating in combat until a referee agrees they have sufficiently improved.&lt;br /&gt;
&lt;br /&gt;
If the player continues to act in a dangerous fashion, they may be asked to leave site and their ability to return to the game will be considered by the relevant team after the event.&lt;br /&gt;
&lt;br /&gt;
If there are any questions or queries about this process, then a Ref will be able to discuss with the player, at Ref HQ in the OC Customer Service tent, after the combat.&lt;br /&gt;
&lt;br /&gt;
== Safety in Menhirs Fate ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we have a multi levelled plot which means that encounters and fights are likely to come to your camp as well as you going out on adventures to find them.&lt;br /&gt;
&lt;br /&gt;
Because of this when fighting it is key to remain aware of the following things (Our referee team will also be vigilant in upholding the safety of all participants but we cannot be everywhere all the time, so please assist with the following):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fires/Fire pits &#039;&#039;&#039;- Please ensure you are not fighting near a real fire, or pushing people towards fires when fighting. If this situation does happen, please communicate with those involved and move the fighting away from the fires.&lt;br /&gt;
* &#039;&#039;&#039;Tents - &#039;&#039;&#039;Do not fight inside tents - this may damage the tent, as well as participants. If a fight breaks out in a tent, move it immediately outside the tent (this also means that if you are in a combat situation, do not flee into a tent for any reason). There may be occasional combat during encounters in the dungeon tent area, which are specifically permitted to occur inside those specific tents.&lt;br /&gt;
* &#039;&#039;&#039;Guy ropes - &#039;&#039;&#039;Try where possible to ensure that guy ropes are well lit and not likely to be in the way of the main area of play. If someone does have an accident involving a guyrope, stop fighting them and help them up, ensuring they are okay. If they are unhurt then continue your fighting away from the guy ropes.&lt;br /&gt;
* &#039;&#039;&#039;Unsafe ground/Area&#039;&#039;&#039; - While fighting be aware of your general surroundings and ensure that you are not fighting in a location that is unsafe (bushes, cliffs, ditches, large puddles, lava).&lt;br /&gt;
* &#039;&#039;&#039;Touching &#039;&#039;&#039;- In Menhirs Fate we ask that participants do not touch each other unless you have clear consent from them. Please instead use the ‘hover hands’ system. i.e. putting your hands a few inches away from the person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closed Tents -  &#039;&#039;&#039;It is assumed that a closed tent is always out of character. This means that there is no reason to open a tent that is not yours. This is a person&#039;s private area and we would ask all participants to respect that.&lt;br /&gt;
&lt;br /&gt;
== Red lights for Safety ==&lt;br /&gt;
&lt;br /&gt;
Any participant can use a Red Light for Safety purposes. Our Refs may use these to be unobtrusive while maintaining safety and players may also do this. In situations where a participant is using a light in this way we will brief others to grant some leeway for things such as stealth encounters but you will not be undetectable and can still be interacted with.&lt;br /&gt;
&lt;br /&gt;
== Safety Calls in Menhirs Fate ==&lt;br /&gt;
&lt;br /&gt;
Most commonly the following calls will be made by a member of Menhirs Fate Team and are purely out of character and are for use in safety situations only. As a player feel free to use them if a Ref member is not present in the area.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these calls, Immediately stop what you&#039;re doing and follow the instructions of the Ref or Menhirs team member present.&lt;br /&gt;
&lt;br /&gt;
===== Player Down =====&lt;br /&gt;
&lt;br /&gt;
This signal indicates a genuine injury has occurred. All activities in the immediate area must stop while the situation is assessed and first aid administered as needed. Anyone can make this call, but it should be done cautiously. Please refrain from calling &amp;quot;player down&amp;quot; across a battlefield or skirmish unless you are alerting Menhirs Fate Team to a dangerous situation that has not been noticed. Refs work diligently to localise incidents to minimise disruption to gameplay. If you are near a &amp;quot;player down&amp;quot; situation, kneel and stay in place until Menhirs Fate Refs instructs you to move or resume play. &#039;&#039;&#039;This call should never be used for in-character purposes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Safety =====&lt;br /&gt;
&lt;br /&gt;
This indicates that the area is unsafe for an out of character reason. All activities in the immediate area must stop while the situation is assessed. Refs work diligently to localise incidents to minimise disruption to gameplay. If you are near a ’Safety’ situation, stay in place until Menhirs Fate team instruct you to move or resume play. &#039;&#039;&#039;This call should never be used for in-character purposes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Calls ==&lt;br /&gt;
&lt;br /&gt;
These calls will only be made by Refs to facilitate the game.&lt;br /&gt;
&lt;br /&gt;
===== Time Freeze =====&lt;br /&gt;
&lt;br /&gt;
This signal denotes a pause in the game world. Upon hearing this call, all participants must freeze in place, close their eyes, and hum or otherwise make a little noise to cover the noise of movement until ‘Time In’ is announced. When ‘Time In’ is called, players should resume exactly what they were doing before the pause, as if the event never occurred, until they learn of it in-character.&lt;br /&gt;
&lt;br /&gt;
===== Time Out =====&lt;br /&gt;
&lt;br /&gt;
This signals a suspension of play. During a Time Out, you may relax, sit down, or chat out-of-character (OOC). This call is also made at the end of each day of play and at the conclusion of an event.&lt;br /&gt;
&lt;br /&gt;
===== Time In =====&lt;br /&gt;
&lt;br /&gt;
This call initiates play at the start of each day of the event and resumes play after any of the previous calls.&lt;br /&gt;
&lt;br /&gt;
== Hand signals ==&lt;br /&gt;
&lt;br /&gt;
All players must be aware of these hand signals and may be instructed by Refs to use them.&lt;br /&gt;
&lt;br /&gt;
===== Finger in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person isn’t there and cannot be seen. Please refrain from interacting or responding to any person with their hand in the air.&lt;br /&gt;
&lt;br /&gt;
===== Thumb down in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person is a non-combatant, and it is no longer safe to fight in their vicinity. Please move the fighting safely away from them.&lt;br /&gt;
&lt;br /&gt;
===== Closed fist in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person is currently invisible and cannot be seen. There are ways to detect or see invisible creatures and people (including one rite). Invisible creatures and people may still interact with others and be interacted with in other ways such as touch and can be heard.&lt;br /&gt;
&lt;br /&gt;
== Non-Combatant Rules ==&lt;br /&gt;
&lt;br /&gt;
There is an array of reasons why a person may be a non-combatant (sometimes called non-com) in Menhirs Fate. It is a player&#039;s choice if they wish to follow the Non-Com rules. In some situations, Menhirs Fate team members will inform players that they must refrain from combat.&lt;br /&gt;
&lt;br /&gt;
Players may judge for themselves according to their needs if they are currently a non-combatant. We ask that people do not change from non-combatant to combatant during an encounter so as to not risk any injuries or confusion.&lt;br /&gt;
&lt;br /&gt;
While you are a non-combatant, when there is combat, remove yourself from the immediate area of the combat so that you are in a safe location (in character). If you are unable to remove yourself from the location for any reason, then please clearly do a thumbs down and communicate that you are a non-combatant. This indicates that although you are there (IC) you do not wish to be a combat target. After the fight, please lower your hand (signifying you are now happy for people to interact with you, and you are back in play). At this point the character will take at least one point of damage - look at the fight that has taken place, and take more damage if appropriate (up to being put in a critical state).&lt;br /&gt;
&lt;br /&gt;
We ask that non-combatants do not carry any weapons on them while at our events. This will better allow us to identify people who are non-combatant. If there are any questions about what counts as a weapon, then please contact a referee and they will be able to offer clarity.&lt;br /&gt;
&lt;br /&gt;
== Non-Coms and Excursions ==&lt;br /&gt;
&lt;br /&gt;
It is likely that many combat excursions will not be suitable for players using the non-com rules. They will need to discuss with the Nation Support volunteer team if it is suitable for them to participate based on the level of combat expected.&lt;br /&gt;
&lt;br /&gt;
== Cheating ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are individuals who choose to bend or disregard rules when it benefits them. This not only disrupts fair play but also frustrates those who strive to play honestly.&lt;br /&gt;
&lt;br /&gt;
Players should understand that Refs are sometimes instructed to inquire about characters&#039; skills and items. This should not be taken personally; it&#039;s simply part of maintaining fairness. Additionally, it&#039;s impossible for any single referee to be aware of everything happening in the game at all times. If a player is observed cheating, a Ref will inform them directly about what they are doing wrong. Persistent cheating catches the attention of Refs, leading to a conversation with the player involved. Continued cheating may result in the player losing the right to participate in certain areas of the game or even to participate further at Menhirs Fate events.&lt;br /&gt;
&lt;br /&gt;
Participants at Menhirs Fate are requested and required to uphold the spirit (not just the letter) of the rules of play.&lt;br /&gt;
&lt;br /&gt;
== Cards and Ribbons ==&lt;br /&gt;
Menhirs Fate is a high fantasy setting where the power of Magic and Fate suffuses everything. We often represent many items in the world with a small card or ribbon that explains how you can interact with that effect. Any item with a card  or ribbon is either sufficiently magical or has a certain &amp;quot;aura&amp;quot; about it that draws the eye.&lt;br /&gt;
&lt;br /&gt;
For whatever reason characters are able to pick up on that these items are important even if they don&#039;t really understand the specifics. Sometimes these may be a plot item with an extremely specific use or it may be a handsel requested by the Menhir. Unless specifically directed to by a member of crew or the card itself you are able to notice that these items stick out and interact with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Guilds&amp;diff=2577</id>
		<title>Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Guilds&amp;diff=2577"/>
		<updated>2026-05-31T14:29:50Z</updated>

		<summary type="html">&lt;p&gt;Persephone: added crafted guild link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Guilds of Menhirs Fate are a series of international organisations that have stepped up in the time of the Pact. They are all backed by the Pact as recognised entities within the world.&lt;br /&gt;
&lt;br /&gt;
Each Guild represents different types of LARP game and interests designed to allow you target your experience across a variety of different elements in the game.&lt;br /&gt;
&lt;br /&gt;
* [[The Adventurers Guild|Adventurers Guild]]&lt;br /&gt;
* [[The Court of Daggers]]&lt;br /&gt;
* [[The Bankers Guild]]&lt;br /&gt;
* The Treasure Hunters Guild&lt;br /&gt;
&lt;br /&gt;
Currently there are other organisations within the world that are not part of the Pact but are part of the game world run by NPCs. They are a Guild and perform a similar function.&lt;br /&gt;
&lt;br /&gt;
* [[The Crafters Guild]]&lt;br /&gt;
* The Shrine&lt;br /&gt;
* The Weavers&lt;br /&gt;
&lt;br /&gt;
Other in game guilds outside of these two lists are not Menhirs Fate Game functions nor are they crewed by NPCs. Other organisations may exist in the world but they will not be a Guild.&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Crafters_Guild&amp;diff=2576</id>
		<title>The Crafters Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Crafters_Guild&amp;diff=2576"/>
		<updated>2026-05-31T14:29:21Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Added page for editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Crafters Guild&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=2007</id>
		<title>Rules/Vigour Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=2007"/>
		<updated>2026-03-22T09:24:49Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vigour Skills operate on a series of skill levels representing a character&#039;s skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.&lt;br /&gt;
&lt;br /&gt;
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Rules/Calls|Calls]] and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.&lt;br /&gt;
&lt;br /&gt;
A Focus cannot be used to deliver Calls gained from a Vigour ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you use a Vigour call from the list below and the target doesn&#039;t take a call and doesn&#039;t explicitly stop it affecting them then you don&#039;t expend your use of Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vigour and XP ==&lt;br /&gt;
To buy into any Vigour line costs &#039;&#039;&#039;4xp&#039;&#039;&#039;. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Upgrade.&lt;br /&gt;
&lt;br /&gt;
You may also buy an extra use of a level 2 ability you have already bought. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Mastery.&lt;br /&gt;
&lt;br /&gt;
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.&lt;br /&gt;
&lt;br /&gt;
== Vigour in Haven ==&lt;br /&gt;
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Toughness ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Toughness&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=1XP (+1XP per level)&lt;br /&gt;
|effect=Adds one base hit point per level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thrown ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Thrown&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=2xp&lt;br /&gt;
|effect=This skill allows a character to use [[Rules/Weapons_and_Armour_Safety#Thrown_Weapons|Thrown]] weapons. These weapons always inflict [[Rules/Calls#Stagger|Stagger]] and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Proficiency ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ranged Weapon Proficiency&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=4xp&lt;br /&gt;
|effect=This skill allows a character to use a [[Rules/Weapons_and_Armour_Safety#Bows|Bow]] or [[Rules/Weapons_and_Armour_Safety#Crossbows|Crossbow]]. These weapons always inflict [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Master ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; cannot use with a [[Rules/Weapons and Armour Safety#Pikes|Pike]]; [[Rules/Weapons and Armour Safety#Bows/Crossbows|bows/thrown]] weapons cannot make any calls other than their standard calls. &lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Catch Breath&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=You may use [[Rules/Calls#Regeneration|Regeneration]] once when not in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Clear Out&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|effect=When a nearby ally (within 5m) enters [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], call [[Rules/Calls#Stagger|Stagger]] twice on the next 2 hits or shield blocks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Precision Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (depending on your weapon physrep) on torso hit only.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Signature Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Resist [[Rules/Calls#Shatter|Shatter]] on one chosen weapon (you may change weapon choice between events).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Vanguard ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#Polearms/Polearm Foci|polearms]] only; cannot make any calls with a [[Rules/Weapons and Armour Safety#Pikes|pike]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Make Space&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if you enter a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on next hit when an enemy makes it past your polearm&#039;s point, once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backup Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if your polearm is shattered again&lt;br /&gt;
|effect=While your polearm is shattered, you may call [[Rules/Calls#Stun|Stun]] once with a 1 handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dazzling Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stun|Stun]] on any hit (not to shield).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Drive Them Back&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on hit on two adjacent enemies (you do have to hit both of them sequentially).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harrier ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#One-Handed weapons/One handed Foci|1h weapons]] (optionally ambi), no [[Rules/Weapons and Armour Safety#Heavy Armour|heavy armour]], no shield larger than a [[Rules/Weapons and Armour Safety#Shields|buckler]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backstab&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|effect=You may call [[Rules/Calls#Rend|Rend]] on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Riposte&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=Recharges after landing a torso hit on an enemy&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on Block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shake it off!&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] from critical state or 5 secs of Appropriate Roleplay to call [[Rules/Calls#I&#039;ve_Seen_Worse|I&#039;ve Seen Worse]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weapon Snap&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may call [[Rules/Calls#Shatter|Shatter]] when striking a weapon or focus with the weapons in your primary and off-hand simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Must use a [[Rules/Weapons and Armour Safety#Shields|shield]] (incompatible with Harrier even if your shield is small)&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Over Here&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when the original taunted target enters a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=[[Rules/Calls#Taunt|Taunt]] target on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Brace&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when you next lose a hit point to a melee blow&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on shield hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Push Forward&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on one hit and then call [[Rules/Calls#Shatter|Shatter]] on the next hit within ten seconds. The [[Rules/Calls#Shatter|Shatter]] is wasted if your second hit is on a person rather than a valid shatter target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hold the Line&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] on entering [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], you do not have to get on the ground or stop defending with your shield for this instance of entering critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Brute ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; must be using a [[Rules/Weapons and Armour Safety#Two Handed Weapon/Two-Handed Foci|two handed weapon]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hard Head&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=Recharges when you go [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to take [[Rules/Calls#Rend|Rend]] or [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blood for Blood&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|effect=After taking an offensive call, your next hit can call [[Rules/Calls#Stagger|Stagger]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mighty Blow&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Shatter|Shatter]] but you take [[Rules/Calls#Stagger|Stagger]] away from the opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feud&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Ranged [[Rules/Calls#Taunt|Taunt]] within 10m by pointing and yelling, you are also taunted by them until they reach rules/other-game-rules/#critical-state or end of encounter, you may call [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (as per your weapon type) against them once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Faith_Skills/Entreaty&amp;diff=2005</id>
		<title>Faith Skills/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Faith_Skills/Entreaty&amp;diff=2005"/>
		<updated>2026-03-22T08:40:00Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Faith Skills/Entreaty to Rules/Faith Skills/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rules/Faith Skills/Entreaty]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=2004</id>
		<title>Rules/Faith Skills/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=2004"/>
		<updated>2026-03-22T08:40:00Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Faith Skills/Entreaty to Rules/Faith Skills/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Petition ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the conviction skill have access to this ability. Characters may perform this Ceremony to commune with their dedicated god and discover the amount of faith (!)l that is the “price” of an Entreaty. This Ceremony has a duration of 5 Minutes. This requires 1 Spirit Essence. The characters performing this Ceremony will need to complete the Weaving form and take it to a member of the Weaving team (Guardians of the Menhir) with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Faith or any other requirements and any other information about the Entreaty created through this Ceremony.&lt;br /&gt;
&lt;br /&gt;
== Entreaty ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the Conviction skill have access to this Ceremony.&lt;br /&gt;
&lt;br /&gt;
People with Conviction may spend faith at the Menhir to perform an Entreaty with their Gods and ask for a Boon.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with an Entreaty? ===&lt;br /&gt;
&lt;br /&gt;
* Broaden horizons- You can seek out challenges in the form of roleplay effects to prove or test your faith. Show your God your dedication. Empower yourself- You can gain a boon to bolster or grant yourself skills which last up to a year. Please note, characters may only hold one such boon enhancement at a time.&lt;br /&gt;
* Empower an item- You can dedicate items to your God for effects aligned with their domain. Items may be enchanted up to a one-year duration with a specialist enchantments that are not covered by basic enchantments.&lt;br /&gt;
* Empower an area- Bless a small area in the name of your God, and let your fellow priests. The cost of this will be determined by the effect, its duration, and how long you wish to keep it before deployment. An area can only have one blessing effect at a time.&lt;br /&gt;
* Enquire Divine Wisdom- Characters can use the Entreaty to ask their God a question. The answer is dependent on the God´s knowledge and how relevant the question is to their domain.&lt;br /&gt;
&lt;br /&gt;
=== What can I not do with an Entreaty ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although godly power is great, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply ask a God to destroy a target from afar. Their power goes to helping Haven, the people within need to take care of external threats.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – The Gods cannot be used to suggest that things that affect a person’s out-of-character characteristics can be changed. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they did not ask the Gods to change it.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – The Gods may share insight into the workings of the world if they so please, but they cannot move anyone through time to influence events from the past&amp;lt;br /&amp;gt;&lt;br /&gt;
                      or future.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – If you seek to join a God in their court, become an Aspect, or become a God yourself, this cannot happen immediately. But characters are free to make their case and start the process if the God is willing.&lt;br /&gt;
&lt;br /&gt;
==== What do I need to do to perform an Entreaty? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, an Entreaty consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* Faith – Faith is an offering to the Gods, both showing a character´s devotion and also empowering the Gods to perform miracles. In order to determine the faith cost of an Entreaty, a priest must first enact a ceremony called “Petition” to commune with the Gods through the Menhir and discover the cost. The given amount is the minimum to be met for an Entreaty to succeed.&lt;br /&gt;
* The place and time – Unlike ceremonies, Entreaties may only be performed around a Menhir fragment. As the great power of the Gods is often in high demand, the Guardians have created a system of dedicated time slots which priests can book for their Entreaty. There are four slots available per hour. Once a priest/priests feel confident that they have the required faith, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* The Priest(s) – An Entreaty requires priests to do their work and communicate their intent to their God. All priests participating should be dedicated to the God they are addressing.&lt;br /&gt;
* Dedication – No amount of faith or goodwill will cause things to just happen; no crowd of priests standing motionless can reach a God. Once the priest(s) are gathered in the right place at the right time, they will be able to commune with their chosen God through the Menhir, and combine all these elements for a Entreaty to communicate their wish.&lt;br /&gt;
&lt;br /&gt;
===== Faith =====&lt;br /&gt;
&lt;br /&gt;
Faith is requested to empower a God to grant a character´s request. Every person in Elandria has their faith, and a priest might acquire it through the Dedication ceremony to then use in an Entreaty.&lt;br /&gt;
&lt;br /&gt;
The amount of faith needed is determined via performing the Petition ceremony. A character can only have one Petition open at a time.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of an Entreaty =====&lt;br /&gt;
&lt;br /&gt;
All priests are dedicated to their primary God. Their God has a domain of what they are concerned with and what aspects of the world they interact with. Their domain should reflect the nature of the Entreaty. This does limit the concerns of the Gods to an extent- the Guardian is not for battlefield strategy, that would be the Warrior- even though both have a concept of fighting for those you hold dear.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Warrior might grant a boon to enhance a character´s strength in battle, the Guardian might grant a boon of wisdom to determine imminent threats. Both protect, but in the God´s respective way.&lt;br /&gt;
&lt;br /&gt;
== Entreaty Process ==&lt;br /&gt;
&lt;br /&gt;
Priests must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Entreaty cannot work without a Guardian present! The Guardian will check what Entreaty you are performing, each team member’s God and if the required faith has been collected. Once this is done, you will be given the go-ahead to begin, or told if some element is totally insufficient for the Entreaty to work.&lt;br /&gt;
&lt;br /&gt;
Each Entreaty is uniquely based on the participants, their way of worship and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* Say what you are doing – Tell the chosen God what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it, and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* Present your offering – While the faith has to be handed over, characters can feel free to incorporate this into their Entreaty if they wish to do so; for example, as a ceremonial offering, as part of a narrative.&lt;br /&gt;
* Show your devotion– An Entreaty is a direct address of a God, and it should feel like one. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that you are beseeching a powerful being and show the relevant respect.&lt;br /&gt;
* Use all participants – In an Entreaty, there is no such thing as a bystander. It is not enough for one priest to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting prayers or chants at all times; it may be as simple as placing items in specific areas, or drawing the God´s symbol, or humming in harmony with another singer. Whatever it is, all priests must contribute to the Entreaty.&lt;br /&gt;
&lt;br /&gt;
== Doing an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The player must visit the Guardians and book a time slot as per any Weaving.&lt;br /&gt;
&lt;br /&gt;
All participants of the Entreaty must be devoted to the God the ceremony is dedicated to. Anyone who participates who is not must inform the Guardian before the Entreaty begins.&lt;br /&gt;
&lt;br /&gt;
The characters may now do an Entreaty to their God to ask for a boon. The first step is to complete a Petition (described in the section above this).&lt;br /&gt;
&lt;br /&gt;
In this ceremony, they may spend as much faith as they feel appropriate, but must meet the minimum given by the Weaving team. They should give the relevant amount of faith tokens to the Guardian before they begin. In the Entreaty, the character must state to which God they are doing the Entreaty to, and what they want from their God. They may not use Menhir to simply devote faith without asking for a boon as this is a ceremony already (Devotion) and is a waste of Menhir’s time.&lt;br /&gt;
&lt;br /&gt;
The success of the Entreaty will vary, depending on the following factors:&lt;br /&gt;
&lt;br /&gt;
* How much Faith they have devoted&lt;br /&gt;
* What Boon they have asked for&lt;br /&gt;
* If the Boon is relevant to the chosen God´s domain&lt;br /&gt;
* How powerful the chosen God is&lt;br /&gt;
* How they have performed the Entreaty&lt;br /&gt;
&lt;br /&gt;
== The Marking of an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The Entreaty may vary in success anywhere from exceptional success to catastrophic failure as per the Weaving results. An Entreaty´s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of an entreaty is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
Expression - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the priests have expressed their intention. Priests should ensure the Menhir knows what they are trying to achieve and how, using their god, they intend to go about enacting their will.&lt;br /&gt;
&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
Structure - In this area, the Entreaty will be marked on how it is designed. Elements such as the narrative of an Entreaty are considered and if it suits your god.&lt;br /&gt;
&lt;br /&gt;
For example, two Entreaties wishing to complete the same task might look very different. An Entreaty to the Jester might be filled with bad jokes, silly puns, and slapstick comedy; an Entreaty to the Shadow would hold none of these elements, instead appearing darker and more secretive.&lt;br /&gt;
&lt;br /&gt;
Cohesion - The Entreaty will be marked on how the Priests work together. Does everyone play their part? Do all Priests show they wish to complete the Entreaty? Does the Entreaty run smoothly?Contributing to an Entreaty does not mean having to speak, it can include being an actor in some spoken through play or playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Unlike Weavings, Entreaties can be completed by one Priest and additional Priests are not required. If you do bring additional Priests, they will be considered as part of the Cohesion element. Regardless of the marks for the Entreaty, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
== What to Avoid Doing ==&lt;br /&gt;
&lt;br /&gt;
While every priest might express their faith differently,  there are certain things that you should try to avoid, as they may count against your Entreaty if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting your God&#039;&#039;&#039; - The Gods are powerful, ancient and active in the world. They allow the citizens of Elandria to request boons- disrespecting them while doing so and mocking their help will have consequences, and it is highly unlikely your Entreaty will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit, and it acts as a connection to the Gods. If you are rude to it or its Guardians, you will feel its wrath… and it’s highly unlikely your request/ Entreaty will reach your God.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Entreaty&#039;&#039;&#039; – It is highly important that you do the Entreaty you set out to do, as negotiated with the guardians prior to starting. If your Entreaty appears to deviate from this brief; your Entreaty will fail.&lt;br /&gt;
* &#039;&#039;&#039;Exceeding the allotted time slot&#039;&#039;&#039; – Menhir Entreaties should take roughly &#039;&#039;&#039;five to eight minutes&#039;&#039;&#039;. The Fragment will have lighting and a bell toll that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Entreaty fails, or that you get expelled from the Fragment before even completing it. Take care to limit your Entreaty accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Entreaty&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Entreaty. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working &#039;&#039;&#039;–  This is an Entreaty, a declaration of will and intent. Any priest in the Fragment who openly expresses dissent (for example, saying “I don’t want to do this!” or actively looking bored or disinterested during the Entreaty) will have a negative effect on the Entreaty, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Entreaty, at least one guardian will be watching. They will assess the Entreaty and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the God addressed, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* Exceptional success – Your Entreaty went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the priest themselves, their intended targets or their nation!&lt;br /&gt;
* Success – Your Entreaty succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* Partial success – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect, but with some unexpected negative effects as well.&lt;br /&gt;
* Failure –  Your Entreaty has not worked. There will be no positive or negative effects to this outcome. The faith has been used, and if you wish to repeat the Entreaty at a later time, a new petition will have to be performed.&lt;br /&gt;
* Catastrophic failure – Your Entreaty has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the priests themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Entreaty, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Entreaties, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
All Menhir Fragments are places of great power that are warded to keep others out while working your Entreaty. To begin, the priests must open the Fragment by simply expressing to Menhir that this is their will. Once the priest team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Entreaty (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent). If, for whatever reason, another priest or weaving team wishes to break into the wards to prevent the Entreaty from completing, they must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
A group of weavers must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent. This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
&lt;br /&gt;
All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
&lt;br /&gt;
There must be at least double the number of Weavers attempting to break the ward than there are priests around the Fragment.&lt;br /&gt;
&lt;br /&gt;
At least one of the Weavers outside the tent must match or better the weaving level of the greatest Weaver within the Fragment. That Weaver MUST present themselves as the leader(s) of the effort, and MUST get the attention of the presiding Guardian.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the Weavers inside the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters from the Fragment, repelling them away.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting will not be tolerated within the Fragment.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the Fragment that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Faith Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Miracles&amp;diff=2003</id>
		<title>Miracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Miracles&amp;diff=2003"/>
		<updated>2026-03-22T08:39:45Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Miracles to Rules/Faith Skills/Miracles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rules/Faith Skills/Miracles]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Miracles&amp;diff=2002</id>
		<title>Rules/Faith Skills/Miracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Miracles&amp;diff=2002"/>
		<updated>2026-03-22T08:39:45Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Miracles to Rules/Faith Skills/Miracles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Miracles}}&lt;br /&gt;
Haven is a unique place. Created by the Gods as a place to allow the people of Elandra to fight back against the Corrupted. From here several interested priests have established a gathering of the Faithful from many Nations to help more formally guide the Faithful.&lt;br /&gt;
&lt;br /&gt;
Each time Haven moves the Gods will draw upon the power of Fate to produce a series of potential Miracles they can perform.&lt;br /&gt;
&lt;br /&gt;
== How to do a Miracle ==&lt;br /&gt;
&lt;br /&gt;
Performing a Miracle is very similar to performing an [[Entreaty]], but the priests that participate do not spend the Faith they bring – the power comes from the deity themselves, the priests simply have to be at the relevant combined threshold to show that the people of Elandra are behind this choice.&lt;br /&gt;
&lt;br /&gt;
There will be a limited number of Miracle slots at the Menhir. While the Gods and the Menhir are very powerful, even they have limits and will only be able to perform so many Miracles each time Haven materialises. The faithful of Haven will have to choose where they invest that power.&lt;br /&gt;
&lt;br /&gt;
== Current Miracles ==&lt;br /&gt;
&lt;br /&gt;
This event there will be 2 open slots for Miracles. Potential Miracles will be listed in the Shrine tent – here is a taster of what may be to come, but please check that it has not changed at the event:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an example set of Miracles to give an idea of the scope of what may appear at the event but a full release of the event’s Miracles will be announced or confirmed closer to MF1.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Miracle !! God !! Threshold !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Save the Scholar by sharing power || Hearth || 40 || The Scholar will receive power from the Hearth and no longer be in immediate danger of fading from the world&lt;br /&gt;
|-&lt;br /&gt;
| Shield the people of Nocturne || Guardian || 50 || The Corrupted armies attacking Nocturne will not be able to enter the city&lt;br /&gt;
|-&lt;br /&gt;
| Raise a way across the River || Traveller || 30 || Military units and armies will be able to cross the great river mouth between Avereaux and Urdrevan this season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Rites&amp;diff=2001</id>
		<title>Rules/Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Rites&amp;diff=2001"/>
		<updated>2026-03-22T08:37:53Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Rules/Rites to Rules/Weaving Skills/Rites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rules/Weaving Skills/Rites]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Rites&amp;diff=2000</id>
		<title>Rules/Weaving Skills/Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Rites&amp;diff=2000"/>
		<updated>2026-03-22T08:37:53Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Rules/Rites to Rules/Weaving Skills/Rites&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Weaving contains an element of chaos and risk, and Rites are no exception. A successful Rite can cause great impact and turn the tide of battle. But all Rites can fail, causing devastating or even fatal harm.&lt;br /&gt;
&lt;br /&gt;
== Rites Step by Step ==&lt;br /&gt;
&lt;br /&gt;
All Rites are enacted by following the same simple process:&lt;br /&gt;
&lt;br /&gt;
# Choose a Rite the Weaver (or group of Weavers) wish to weave.&lt;br /&gt;
# Cast the Rite for the weaving duration required, and choose any Flickers you wish to spend.&lt;br /&gt;
# Perform the Wyrd Draw to determine if the Rite is a success or a fail.&lt;br /&gt;
# If the Rite fails, either Tempt Fate or suffer Overload.&lt;br /&gt;
# If the Rite is successful, choose targets and call any effects.&lt;br /&gt;
&lt;br /&gt;
== Choose Sphere ==&lt;br /&gt;
&lt;br /&gt;
Each Weaver is aligned to at least one sphere of magic, and may only Weave Rites from the spheres they are aligned with. If the Rite has a level equal to or lower than their Weaving level then they have a chance of Weaving it successfully on their own. If the Rite is of a higher level, then they will need to perform the Weaving as a group.&lt;br /&gt;
&lt;br /&gt;
== Weave ==&lt;br /&gt;
&lt;br /&gt;
To perform a Rite there are no set rules but as a general guide:&lt;br /&gt;
&lt;br /&gt;
* Work together if you are in a group&lt;br /&gt;
* Reference the rite name that you are performing&lt;br /&gt;
* Reference the specific sphere that you are using&lt;br /&gt;
* Make the Flicker or Essence part of the Rite if they are required&lt;br /&gt;
* Make sure your Rite lasts the specified duration&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we would like to encourage our players to make Rites expressive and interesting works of magic.&lt;br /&gt;
&lt;br /&gt;
The Weaver may choose to contribute &#039;&#039;&#039;Flickers&#039;&#039;&#039; of power to make the Weaving stronger or extend its effect. The result of any extension, and if one is possible, is in the Rite description. Each Flicker used also increases the Rite level by 2. If the Rite level becomes higher than the group&#039;s Weaving level, then the Rite automatically fails and always results in Overload. You cannot Tempt Fate to avoid this outcome.&lt;br /&gt;
&lt;br /&gt;
=== What Disrupts a Rite ===&lt;br /&gt;
&lt;br /&gt;
Rites take much of the caster&#039;s attention, any disruption automatically makes the rite fail:&lt;br /&gt;
&lt;br /&gt;
* A weaver that is part of the Rite enters a Critical State&lt;br /&gt;
* Any aggressive action or defensive action (such as fighting or parrying)&lt;br /&gt;
* Using any ability from Vigour or Faith&lt;br /&gt;
* Intentionally causing the Rite to fail&lt;br /&gt;
&lt;br /&gt;
=== What Doesn&#039;t Disrupt a Rite ===&lt;br /&gt;
&lt;br /&gt;
* Roleplay such as expressing various emotions (unless the Character wishes for it to break the rite)&lt;br /&gt;
* Safety calls – pause their casting time and finish when the game is called back on&lt;br /&gt;
* Being hit with damage or calls – as long as you aren&#039;t forced out of the Rite area and don&#039;t stop casting&lt;br /&gt;
&lt;br /&gt;
=== Stopping a Rite with Movement ===&lt;br /&gt;
&lt;br /&gt;
Rites require the Weaver to remain in the general area that they began the Rite, to focus and draw upon their power. You can take a few paces back and forth for rite roleplaying purposes, but if you decide to move away from the area, the Rite stops – without Overload as it isn&#039;t dangerously Disrupted.&lt;br /&gt;
&lt;br /&gt;
== Wyrd Draw ==&lt;br /&gt;
&lt;br /&gt;
All Weavers carry with them a small draw bag containing several tokens. The bag must not be transparent and must obscure the tokens within.&lt;br /&gt;
&lt;br /&gt;
To begin with, this will contain (2 + Weaving level) tokens of a colour of their choice (we recommend the colour of your Weaving sphere but any will do) and &#039;&#039;&#039;1 additional token which MUST be white&#039;&#039;&#039;. All tokens must be of a similar shape and size. Players may decorate or embellish these however they wish, but these are an OOC tool.&lt;br /&gt;
&lt;br /&gt;
The coloured tokens are the success tokens and the white token is the failure token. Players should also have access to an additional 4 white tokens. Although the standard draw bag will only have 1 fail token, there may be situations where more are required.&lt;br /&gt;
&lt;br /&gt;
Once the Rite has been woven for the required time, the Weaver reaches into the bag and draws 1 token without looking. If they draw a coloured token the Rite has succeeded. If they draw a white token, they have failed.&lt;br /&gt;
&lt;br /&gt;
== Tempt Fate ==&lt;br /&gt;
&lt;br /&gt;
If the Weaver draws a Failure token, they may choose to change the outcome to a Success token. This is called &#039;Tempting Fate&#039;, and Weavers should inform a ref as soon as possible whenever they do so.&lt;br /&gt;
&lt;br /&gt;
Each Weaver may only Tempt Fate a &#039;&#039;&#039;maximum of 3 times per day&#039;&#039;&#039;. After the 3rd time, they may no longer do so but can still Weave more Rites.&lt;br /&gt;
&lt;br /&gt;
Each time you Tempt Fate you gain &#039;&#039;&#039;1 point of Corruption&#039;&#039;&#039;. Please note, too much Corruption may result in a variety of unfortunate circumstances that may include death.&lt;br /&gt;
&lt;br /&gt;
If you are told you have taken corruption or have chosen to take some to tempt fate, please inform a referee at the next available moment so they can record it against your character and provide you with any immediate effects.&lt;br /&gt;
&lt;br /&gt;
If a Rite fails and the Weaver does not Tempt Fate, then they suffer &#039;&#039;&#039;Overload&#039;&#039;&#039;. The Rite does not have its intended effect. The Weaver loses all their hits and enters their critical state. They also suffer an additional roleplay effect of their choosing based on the sphere of Weaving. Some examples are provided with each sphere&#039;s Rites.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
&lt;br /&gt;
If a Success token is drawn then the Rite is successful. The Weaver may choose targets as described by their chosen Rite and carry out the effect.&lt;br /&gt;
&lt;br /&gt;
A Rite with range &#039;touch through focus&#039; is charged up on your Focus. If the rite has a time to deliver, it must be delivered to a target within that time, and you can move to do so. If time to deliver is instantaneous, it must be delivered as soon as possible and without leaving the Rite area.&lt;br /&gt;
&lt;br /&gt;
If you had anything else charged up on your Focus you may pick which effect to have – you cannot have two active at once. If your target already has a positive effect from a rite active, they must pick which one to keep – they cannot have two active at once.&lt;br /&gt;
&lt;br /&gt;
A rite with range &#039;self&#039; applies to yourself. If you have any other positive rite effects active on yourself, you may pick which effect to have – you cannot have two active at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Jess would like to perform the Rite &amp;quot;Rise my Friends&amp;quot;. Jess is a Lvl 2 Athria Weaver and a Lvl 1 Water Weaver. As Lvl 2 is their strongest sphere their token bag should include 4 success tokens, and one failure token. Jess begins the Rite. During the 30 second cast time, Jess will perform a Wyrd draw. They produce the white token! Jess must now either take the Overload effect or Tempt Fate. Jess chooses to Tempt Fate so their Rite is a success! As the time to deliver is instantaneous, Jess must tap the target with their focus from the location the rite was performed – if there is no valid target in reach, the rite has no effect. If there was a time to deliver on this rite, they would have that time to move away from the rite location, find their friend and tap them with their Focus to deliver the effect. Jess will need to inform a referee that they have gained one Corruption.&lt;br /&gt;
&lt;br /&gt;
== Group Rites ==&lt;br /&gt;
&lt;br /&gt;
A Rite can also be woven by a group of Weavers instead of a lone individual. This follows the same basic process with the following clarifications:&lt;br /&gt;
&lt;br /&gt;
* All Weavers must be aligned with the same sphere as the Rite and have access to the corresponding Specialisation if applicable.&lt;br /&gt;
* It should be clear to all Weavers before starting the Rite which Rite they are Weaving.&lt;br /&gt;
* Use the combined Weaving level in the rite&#039;s sphere of all members of the group as the Weaving level when determining if the Rite can be woven and how many Flickers it can be successfully extended by.&lt;br /&gt;
* A single Weaver should be decided upon to perform the Wyrd Draw before beginning. This Weaver must have the highest level of the group in the sphere that the Rite is being cast from. If there are multiple Weavers of the same level in that sphere then they may choose.&lt;br /&gt;
* Any member of the group may contribute any amount of Flickers to extend the Rite. They must make it clear to all the group when they do so.&lt;br /&gt;
* If the Weaver who performs the Wyrd Draw draws a White token, they alone decide whether to Tempt Fate. They must make it clear to the group if they do so, and ALL Weavers in the group should inform a ref as soon as convenient that they tempted fate.&lt;br /&gt;
* In group Rites, if one Weaver has already Tempted Fate three times that day, they alone will take an overload effect while the other Weavers take the Corruption, however the Rite is still a success.&lt;br /&gt;
* If the Rite is ranged, the Weaver who performs the Wyrd Draw selects any/all targets.&lt;br /&gt;
* If the Rite has a range of &#039;Self&#039;, then the Weaver who performs the Wyrd Draw selects which participant takes the effect.&lt;br /&gt;
* If the Rite has a range of &#039;Touch through focus&#039;, the Weaver who performs the Wyrd Draw may distribute targeting amongst any/all foci present as they choose.&lt;br /&gt;
&lt;br /&gt;
== Rites Lists ==&lt;br /&gt;
&lt;br /&gt;
* [[Air Rites]]&lt;br /&gt;
* [[Earth Rites]]&lt;br /&gt;
* [[Fire Rites]]&lt;br /&gt;
* [[Water Rites]]&lt;br /&gt;
* [[Forge Rites]]&lt;br /&gt;
* [[Fable Rites]]&lt;br /&gt;
* [[Athria Rites]]&lt;br /&gt;
* [[Oracle Rites]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving&amp;diff=1999</id>
		<title>Rules/Weaving</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving&amp;diff=1999"/>
		<updated>2026-03-22T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Rules/Weaving to Rules/Weaving Skills/Weaving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rules/Weaving Skills/Weaving]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Weaving&amp;diff=1998</id>
		<title>Rules/Weaving Skills/Weaving</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Weaving&amp;diff=1998"/>
		<updated>2026-03-22T08:37:41Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Rules/Weaving to Rules/Weaving Skills/Weaving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weavings can make great and varied workings of power. None of them are pre-prescribed and hence are unique to the individual needs and wants of the Weavers.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with a Weaving? ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchantments&#039;&#039;&#039; –  Items may be enchanted up to a one-year duration with specialist enchantments that are not covered by basic enchantments.&lt;br /&gt;
* &#039;&#039;&#039;Hexes &#039;&#039;&#039;– These will always require a sympathetic link to the individual or location that you want to hex. It will also require deployment in some form. Until deployment, the Weaving will be held either in a Weaver or an item. Please note, the longer you wish to hold onto this Weaving before deployment, the harder it will be to achieve. If you fail to deploy a hex, there can be unpredictable effects. If you wish to deploy a hex against another player, you need to have a Guardian, Thread, Court of Daggers guildmaster or referee with you. If you want to deploy a hex during an encounter, you have to inform the referees beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Enhancements &#039;&#039;&#039;–  Characters may be enhanced for up to one year. Please note, characters may only hold one Weaving enhancement at a time.&lt;br /&gt;
* &#039;&#039;&#039;Area effects&#039;&#039;&#039; – This may be an area that provides a short-term boost to those within the area, or it may cause damage to those within the area. The difficulty of this will be determined by the effect, its duration, and how long you wish to keep it before Deployment. An area can only have one weaving effect at a time.&lt;br /&gt;
* &#039;&#039;&#039;Divination&#039;&#039;&#039; – Characters may use the Menhir to discover truths within the game; however, some secrets are well hidden, and the better the secret, the harder the Divination. The Oracle Sphere is very rarely straightforward and there is always some degree of interpretation needed.&lt;br /&gt;
&lt;br /&gt;
The list above is not exhaustive, so feel free to come up with thematic ideas for Weavings that fit your Weaving sphere.&lt;br /&gt;
&lt;br /&gt;
At the start of Menhir’s Fate, the Haven Fragment of Menhir, while powerful, is not at its full strength. You may find that there are some Weavings that are simply unattainable at present that may become easier in the future, depending on player action…or harder.&lt;br /&gt;
&lt;br /&gt;
=== What cannot be achieved with a Weaving ===&lt;br /&gt;
&lt;br /&gt;
Power aside, there are some things that the Menhir simply cannot do, as listed below:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although there is great Athrian power that can certainly be utilised with Menhir, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply do a Weaving to destroy a target. That Weaving has to be delivered either in-game for characters, NPCs, monsters, etc, or through downtime if the target is a homeland or distant affair.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – Magic and the Weaving system cannot be used to suggest things that affect a person’s out-of-character characteristics. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they do not use magic to change this.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – Although some Weavings may allow you insight into both the future and the past, they cannot ever take you forward or back to those moments in a way that could allow you to interact with or change the outcome of those events.&lt;br /&gt;
* &#039;&#039;&#039;Souls cannot be trapped&#039;&#039;&#039; - The powers of the Menhir cannot break the freewill of souls, they are the domain of the plane of spirits beyond the influence of the mortal realm and spheres of magic. Athria deals with &#039;&#039;shades&#039;&#039; - the memories of living beings - rather than souls.&lt;br /&gt;
* &#039;&#039;&#039;Becoming a creature of the spheres&#039;&#039;&#039; - While attuned to all spheres of magic, the Menhir holds no dominion over their inhabitants. If you wish to become a creature of the spheres seek their guidance instead.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – Not even the Menhir is this powerful, if you seek Godhood, you must look elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;Creating Rifts&#039;&#039;&#039; - Rifts are beyond the power of Mortal magic and tied closely to the power of Fate. You cannot use a Weaving to create or direct a Rift&lt;br /&gt;
* &#039;&#039;&#039;Create new Rites or Schematics&#039;&#039;&#039; - Weaving cannot create new rites or schematics. Lost knowledge is a part of the game but any new element such as these would be introduced by the Menhirs team and not created through fishing for them via Weaving&lt;br /&gt;
&lt;br /&gt;
==== So what do I need to do to create a Weaving? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, a Weaving consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Handsels&#039;&#039;&#039; – These are gifts and offerings to the Menhir, which have a sympathetic link to the Weaving being woven. In order to determine the Handsels needed, the Weaver must first enact a Rite called “Handsel Augury” to commune with the Menhir and discover its “price”. The Weaving does not require all of the Handsels requested to succeed. However, missing Handsel will make the weaving more difficult to achieve, and missing multiple might cause it to fail.&lt;br /&gt;
* &#039;&#039;&#039;The Place and Time&#039;&#039;&#039; – Unlike Rites, Weavings may only be done around a Fragment. As the great power of the Menhir is often in high demand, Guardians have created a system of dedicated time slots which Weavers can book for their Weaving. There are four slots available per hour. Once a Weaving team feels confident that they have the required Handsels, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and                       the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* &#039;&#039;&#039;The Weavers&#039;&#039;&#039; – A Weaving requires Weavers to do their work. Some Weavers are more powerful than others, and all Weavers are aligned to at least one sphere of magic. Weavers whose alignment matches that of the Weaving will be able to use their full power level within that sphere, while those outside their alignment will only be able to contribute one point of their power to the Weaving, but can still assist. While the power of the Weavers is important and it will certainly help in some situations to have more Weaving power, it is certainly not the only factor. You will be told the minimum power level needed by the Guardians upon completing the Augury.&lt;br /&gt;
* &#039;&#039;&#039;The Weave&#039;&#039;&#039; – No amount of Handsels or Power will cause things to just happen, no crowd of Weavers standing motionless can shift a pebble. Once the right Handsels are gathered in the right place at the right time with the right group of Weavers, they will be able to commune with Menhir, combine all these elements for a performance to enact their will and make their weave a reality.&lt;br /&gt;
&lt;br /&gt;
===== Handsels =====&lt;br /&gt;
&lt;br /&gt;
The Handsel requested can be anything from readily available ingredients (!) to extremely rare relics and anything in between. They can be acquired through trade, thievery, battle spoils, quests, etc. As a general rule, the harder they are to acquire, the more favourably they will be seen by Menhir and the higher their contribution to a weave.&lt;br /&gt;
&lt;br /&gt;
Only the Handsel that has been requested by the Menhir may be used to perform the Weaving; no substitutes are allowed. However, the Weaving does not require all of the Handsel requested to succeed. The Handsel is a suitable offering to be made, not a price demanded. A Handsel offering too small or only consisting of the most abundant of ingredients might make the Weaving impossible to work, but it can still be done without the full amount. Frugal Weavers should bear in mind that fulfilling a larger portion of the request will make the Weave easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only one Handsel Augury may be in progress per person at a time and is valid for one year.&#039;&#039;&#039; The Guardians will try to get back to you expediently, but please be patient and try to limit your Auguries for Weaves you genuinely intend to perform.&lt;br /&gt;
&lt;br /&gt;
You are not locked into a Handsel Augury, if you no longer wish to complete a Weaving on your Augury then you can perform another Handsel Augury. This act will overwrite your previous Augury.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of a Weave =====&lt;br /&gt;
&lt;br /&gt;
All Weavers have a type of magic that defines how they reflect onto the Menhir. This doesn’t prevent them from doing anything specific but does determine the way in which they achieve their weaving in terms of both style and rationale, for example:&lt;br /&gt;
&lt;br /&gt;
A Water Weaver may wish to stop an encroaching army. They can call up floods or magnificent storms, but they cannot call a great wall of Fire; that would be how a Fire Weaver does it. Both may achieve the same end goal, but they must use their personal aspects to do so. Weavers should take care to stick to their alignment while doing a Weave, or this can cause the weave to fail.&lt;br /&gt;
&lt;br /&gt;
== Weaving Process ==&lt;br /&gt;
&lt;br /&gt;
Weavers must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Weaving cannot work without a Guardian present! The Guardian will check what Weaving you are performing, each team member’s alignment and level and also check which Handsels you are using in your Weaving. Once this is done, you will be given the go-ahead to begin.&lt;br /&gt;
&lt;br /&gt;
Each Weaving is uniquely based on the participants, their alignments and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Say what you are doing&#039;&#039;&#039; – Tell the Menhir what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* &#039;&#039;&#039;Present your offering&#039;&#039;&#039; – Handsels have been gathered, and they should form a function within your Weaving. This can be as part of a narrative, as a ceremonial offering or any other way that is fitting to the Weaving.&lt;br /&gt;
* &#039;&#039;&#039;Do some Magic!&#039;&#039;&#039; – Wyrd Weaving is a work of magic, and it should feel like one. At some point in the Weaving, there should be an indication of this. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that a magical element is occurring.&lt;br /&gt;
* &#039;&#039;&#039;Use all participants&#039;&#039;&#039; – In Wyrd Weaving, there is no such thing as a bystander. It is not enough for one Weaver to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting spells and chants at all times, it may be as simple as placing items in specific areas, or drawing runes, or humming in harmony with another singer. Whatever it is, all Weavers must contribute to the Weaving, or their power will not count.&lt;br /&gt;
&lt;br /&gt;
===== The Marking of Weaving =====&lt;br /&gt;
&lt;br /&gt;
All Weaving’s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of a weaving is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expression&#039;&#039;&#039; - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the Weavers have expressed their intention. Weavers should ensure the Menhir knows what they are trying to achieve and how, using their sphere, they intend to go about enacting their will.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structure&#039;&#039;&#039; - In this area, the Weaving will be marked on how it is designed. Elements such as the narrative of a Weaving are considered, how the Handsels have been incorporated, and if the Weaving fits the sphere of magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, two Weavings trying to stop an incoming army might structurally look very different even though they have the same goal. A group of Earth Weavers might choose to do a slow, stompy, and heavy Weaving to fit their sphere. A band of Fire Weavers may decide that a high pace, chaotic Weaving best suits theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cohesion&#039;&#039;&#039; - The Weaving will be marked on how the Weavers work together. Does everyone play their part? Do all Weavers show they wish to complete the Weaving? Does the Weaving run smoothly?&amp;lt;br /&amp;gt;&lt;br /&gt;
Contributing to a Weaving does not mean having to speak, it can include being the one who presents the Handsels. Being a fighter in some tale spoken through by a narrator. Playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Regardless of the marks for the Weaving, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
As some additional general advice and tips to help your work achieve greater results:&lt;br /&gt;
&lt;br /&gt;
The audience was not in your planning meeting – A dance may be beautiful, but the same dance will get far more applause if an audience can understand what it means and how it fits into the work of magic being created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Remember who you are – There are no leaders in a Wyrd Weaving, however, the amount any Weaver contributes to a Weaving should be consistent with the power level and alignment they are bringing. Similarly, a Weaving aligned with water should have water-aligned Weavers taking some spotlight, they are the experts after all. However, make sure to include everyone for a good time!&lt;br /&gt;
&lt;br /&gt;
===== What to Avoid doing =====&lt;br /&gt;
&lt;br /&gt;
While many styles of Weaving are great, there are certain things that you should try to avoid, as they may count against your working if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit. If you are rude to it or to its Guardians, you will feel its wrath… and it’s highly unlikely your Weaving will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Weaving&#039;&#039;&#039; – It is highly important that you do the Weaving you set out to do, as negotiated with the guardians prior to starting. If your Weaving appears to deviate from this brief; your Weaving will fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
Exceeding the allotted time slot – Menhir Weavings should take roughly &#039;&#039;&#039;five to eight minutes &#039;&#039;&#039;per Weaving. The Fragment will have a bell chime that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. A deeper toll will ring at 7 minutes and 30 seconds as well. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Weaving fails, or that you get expelled from the Fragment before even completing  your weave. Take care to limit your Weavings accordingly. OC note: The time limits are in place to ensure an efficient and smooth running of               weavings and avoiding time delays leading to weaving backlogs. If you exceed your time slot, your weaving will fail and you will be kicked out the tent.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Weaving&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Weaving. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working&#039;&#039;&#039; –  This is a Weaving of will and intent. Any Weaver in the Fragment that openly expresses dissent (for example, saying “I don’t wantto do this!” or actively looking bored or disinterested in the Weaving) will have a negative effect on the Weaving, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Weaving, at least two guardians will be watching. They will assess the Weaving and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the magic worked, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exceptional success&#039;&#039;&#039; – Your Weaving went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the Weavers themselves, their intended targets or their nation!&lt;br /&gt;
* &#039;&#039;&#039;Success&#039;&#039;&#039; – Your Weaving succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* &#039;&#039;&#039;Partial success&#039;&#039;&#039; – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect but with some unexpected negative effects as well.&lt;br /&gt;
* &#039;&#039;&#039;Failure&#039;&#039;&#039; –  Your Weaving has not worked. This could lead to further effects or consequences. The Handsels have been used, and if you wish to repeat the Weaving at a later time, a new augury will have to be performed. &#039;&#039;OC note: Failure could be the result of the performance of the weaving, or a consequence of plot/ lore.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Catastrophic failure&#039;&#039;&#039; – Your Weaving has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the Weavers themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Weaving, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Weavings, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
All Menhir Fragments are places of great power that are warded to keep others out while working your Weaving. When a Weaving begins, only participants and Guardians can remain inside the wards.  Once the Weaving team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Weaving (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent).&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, another Weaving team wishes to break into the wards to prevent the Weaving from completing that must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
* They must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent (!). This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
* All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
* There must be at least double the number of Weavers attempting to break the ward than there are Weavers around the Fragment.&lt;br /&gt;
* At least one of the Weavers outside the tent must match or better the weaving level of the greatest Weaver within the Fragment. That Weaver MUST present themselves as the leader(s) of the effort, and MUST get the attention of the presiding Guardian.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the Weavers around the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters away from the Fragment, repelling them away. Fighting will not be tolerated near the tent.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the tent that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Faith/Entreaty&amp;diff=1997</id>
		<title>Faith/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Faith/Entreaty&amp;diff=1997"/>
		<updated>2026-03-22T08:36:05Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Faith/Entreaty to Faith Skills/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Faith Skills/Entreaty]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=1996</id>
		<title>Rules/Faith Skills/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=1996"/>
		<updated>2026-03-22T08:36:05Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Faith/Entreaty to Faith Skills/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Petition ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the conviction skill have access to this ability. Characters may perform this Ceremony to commune with their dedicated god and discover the amount of faith (!)l that is the “price” of an Entreaty. This Ceremony has a duration of 5 Minutes. This requires 1 Spirit Essence. The characters performing this Ceremony will need to complete the Weaving form and take it to a member of the Weaving team (Guardians of the Menhir) with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Faith or any other requirements and any other information about the Entreaty created through this Ceremony.&lt;br /&gt;
&lt;br /&gt;
== Entreaty ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the Conviction skill have access to this Ceremony.&lt;br /&gt;
&lt;br /&gt;
People with Conviction may spend faith at the Menhir to perform an Entreaty with their Gods and ask for a Boon.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with an Entreaty? ===&lt;br /&gt;
&lt;br /&gt;
* Broaden horizons- You can seek out challenges in the form of roleplay effects to prove or test your faith. Show your God your dedication. Empower yourself- You can gain a boon to bolster or grant yourself skills which last up to a year. Please note, characters may only hold one such boon enhancement at a time.&lt;br /&gt;
* Empower an item- You can dedicate items to your God for effects aligned with their domain. Items may be enchanted up to a one-year duration with a specialist enchantments that are not covered by basic enchantments.&lt;br /&gt;
* Empower an area- Bless a small area in the name of your God, and let your fellow priests. The cost of this will be determined by the effect, its duration, and how long you wish to keep it before deployment. An area can only have one blessing effect at a time.&lt;br /&gt;
* Enquire Divine Wisdom- Characters can use the Entreaty to ask their God a question. The answer is dependent on the God´s knowledge and how relevant the question is to their domain.&lt;br /&gt;
&lt;br /&gt;
=== What can I not do with an Entreaty ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although godly power is great, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply ask a God to destroy a target from afar. Their power goes to helping Haven, the people within need to take care of external threats.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – The Gods cannot be used to suggest that things that affect a person’s out-of-character characteristics can be changed. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they did not ask the Gods to change it.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – The Gods may share insight into the workings of the world if they so please, but they cannot move anyone through time to influence events from the past&amp;lt;br /&amp;gt;&lt;br /&gt;
                      or future.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – If you seek to join a God in their court, become an Aspect, or become a God yourself, this cannot happen immediately. But characters are free to make their case and start the process if the God is willing.&lt;br /&gt;
&lt;br /&gt;
==== What do I need to do to perform an Entreaty? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, an Entreaty consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* Faith – Faith is an offering to the Gods, both showing a character´s devotion and also empowering the Gods to perform miracles. In order to determine the faith cost of an Entreaty, a priest must first enact a ceremony called “Petition” to commune with the Gods through the Menhir and discover the cost. The given amount is the minimum to be met for an Entreaty to succeed.&lt;br /&gt;
* The place and time – Unlike ceremonies, Entreaties may only be performed around a Menhir fragment. As the great power of the Gods is often in high demand, the Guardians have created a system of dedicated time slots which priests can book for their Entreaty. There are four slots available per hour. Once a priest/priests feel confident that they have the required faith, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* The Priest(s) – An Entreaty requires priests to do their work and communicate their intent to their God. All priests participating should be dedicated to the God they are addressing.&lt;br /&gt;
* Dedication – No amount of faith or goodwill will cause things to just happen; no crowd of priests standing motionless can reach a God. Once the priest(s) are gathered in the right place at the right time, they will be able to commune with their chosen God through the Menhir, and combine all these elements for a Entreaty to communicate their wish.&lt;br /&gt;
&lt;br /&gt;
===== Faith =====&lt;br /&gt;
&lt;br /&gt;
Faith is requested to empower a God to grant a character´s request. Every person in Elandria has their faith, and a priest might acquire it through the Dedication ceremony to then use in an Entreaty.&lt;br /&gt;
&lt;br /&gt;
The amount of faith needed is determined via performing the Petition ceremony. A character can only have one Petition open at a time.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of an Entreaty =====&lt;br /&gt;
&lt;br /&gt;
All priests are dedicated to their primary God. Their God has a domain of what they are concerned with and what aspects of the world they interact with. Their domain should reflect the nature of the Entreaty. This does limit the concerns of the Gods to an extent- the Guardian is not for battlefield strategy, that would be the Warrior- even though both have a concept of fighting for those you hold dear.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Warrior might grant a boon to enhance a character´s strength in battle, the Guardian might grant a boon of wisdom to determine imminent threats. Both protect, but in the God´s respective way.&lt;br /&gt;
&lt;br /&gt;
== Entreaty Process ==&lt;br /&gt;
&lt;br /&gt;
Priests must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Entreaty cannot work without a Guardian present! The Guardian will check what Entreaty you are performing, each team member’s God and if the required faith has been collected. Once this is done, you will be given the go-ahead to begin, or told if some element is totally insufficient for the Entreaty to work.&lt;br /&gt;
&lt;br /&gt;
Each Entreaty is uniquely based on the participants, their way of worship and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* Say what you are doing – Tell the chosen God what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it, and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* Present your offering – While the faith has to be handed over, characters can feel free to incorporate this into their Entreaty if they wish to do so; for example, as a ceremonial offering, as part of a narrative.&lt;br /&gt;
* Show your devotion– An Entreaty is a direct address of a God, and it should feel like one. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that you are beseeching a powerful being and show the relevant respect.&lt;br /&gt;
* Use all participants – In an Entreaty, there is no such thing as a bystander. It is not enough for one priest to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting prayers or chants at all times; it may be as simple as placing items in specific areas, or drawing the God´s symbol, or humming in harmony with another singer. Whatever it is, all priests must contribute to the Entreaty.&lt;br /&gt;
&lt;br /&gt;
== Doing an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The player must visit the Guardians and book a time slot as per any Weaving.&lt;br /&gt;
&lt;br /&gt;
All participants of the Entreaty must be devoted to the God the ceremony is dedicated to. Anyone who participates who is not must inform the Guardian before the Entreaty begins.&lt;br /&gt;
&lt;br /&gt;
The characters may now do an Entreaty to their God to ask for a boon. The first step is to complete a Petition (described in the section above this).&lt;br /&gt;
&lt;br /&gt;
In this ceremony, they may spend as much faith as they feel appropriate, but must meet the minimum given by the Weaving team. They should give the relevant amount of faith tokens to the Guardian before they begin. In the Entreaty, the character must state to which God they are doing the Entreaty to, and what they want from their God. They may not use Menhir to simply devote faith without asking for a boon as this is a ceremony already (Devotion) and is a waste of Menhir’s time.&lt;br /&gt;
&lt;br /&gt;
The success of the Entreaty will vary, depending on the following factors:&lt;br /&gt;
&lt;br /&gt;
* How much Faith they have devoted&lt;br /&gt;
* What Boon they have asked for&lt;br /&gt;
* If the Boon is relevant to the chosen God´s domain&lt;br /&gt;
* How powerful the chosen God is&lt;br /&gt;
* How they have performed the Entreaty&lt;br /&gt;
&lt;br /&gt;
== The Marking of an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The Entreaty may vary in success anywhere from exceptional success to catastrophic failure as per the Weaving results. An Entreaty´s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of an entreaty is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
Expression - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the priests have expressed their intention. Priests should ensure the Menhir knows what they are trying to achieve and how, using their god, they intend to go about enacting their will.&lt;br /&gt;
&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
Structure - In this area, the Entreaty will be marked on how it is designed. Elements such as the narrative of an Entreaty are considered and if it suits your god.&lt;br /&gt;
&lt;br /&gt;
For example, two Entreaties wishing to complete the same task might look very different. An Entreaty to the Jester might be filled with bad jokes, silly puns, and slapstick comedy; an Entreaty to the Shadow would hold none of these elements, instead appearing darker and more secretive.&lt;br /&gt;
&lt;br /&gt;
Cohesion - The Entreaty will be marked on how the Priests work together. Does everyone play their part? Do all Priests show they wish to complete the Entreaty? Does the Entreaty run smoothly?Contributing to an Entreaty does not mean having to speak, it can include being an actor in some spoken through play or playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Unlike Weavings, Entreaties can be completed by one Priest and additional Priests are not required. If you do bring additional Priests, they will be considered as part of the Cohesion element. Regardless of the marks for the Entreaty, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
== What to Avoid Doing ==&lt;br /&gt;
&lt;br /&gt;
While every priest might express their faith differently,  there are certain things that you should try to avoid, as they may count against your Entreaty if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting your God&#039;&#039;&#039; - The Gods are powerful, ancient and active in the world. They allow the citizens of Elandria to request boons- disrespecting them while doing so and mocking their help will have consequences, and it is highly unlikely your Entreaty will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit, and it acts as a connection to the Gods. If you are rude to it or its Guardians, you will feel its wrath… and it’s highly unlikely your request/ Entreaty will reach your God.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Entreaty&#039;&#039;&#039; – It is highly important that you do the Entreaty you set out to do, as negotiated with the guardians prior to starting. If your Entreaty appears to deviate from this brief; your Entreaty will fail.&lt;br /&gt;
* &#039;&#039;&#039;Exceeding the allotted time slot&#039;&#039;&#039; – Menhir Entreaties should take roughly &#039;&#039;&#039;five to eight minutes&#039;&#039;&#039;. The Fragment will have lighting and a bell toll that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Entreaty fails, or that you get expelled from the Fragment before even completing it. Take care to limit your Entreaty accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Entreaty&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Entreaty. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working &#039;&#039;&#039;–  This is an Entreaty, a declaration of will and intent. Any priest in the Fragment who openly expresses dissent (for example, saying “I don’t want to do this!” or actively looking bored or disinterested during the Entreaty) will have a negative effect on the Entreaty, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Entreaty, at least one guardian will be watching. They will assess the Entreaty and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the God addressed, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* Exceptional success – Your Entreaty went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the priest themselves, their intended targets or their nation!&lt;br /&gt;
* Success – Your Entreaty succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* Partial success – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect, but with some unexpected negative effects as well.&lt;br /&gt;
* Failure –  Your Entreaty has not worked. There will be no positive or negative effects to this outcome. The faith has been used, and if you wish to repeat the Entreaty at a later time, a new petition will have to be performed.&lt;br /&gt;
* Catastrophic failure – Your Entreaty has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the priests themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Entreaty, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Entreaties, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
All Menhir Fragments are places of great power that are warded to keep others out while working your Entreaty. To begin, the priests must open the Fragment by simply expressing to Menhir that this is their will. Once the priest team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Entreaty (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent). If, for whatever reason, another priest or weaving team wishes to break into the wards to prevent the Entreaty from completing, they must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
A group of weavers must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent. This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
&lt;br /&gt;
All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
&lt;br /&gt;
There must be at least double the number of Weavers attempting to break the ward than there are priests around the Fragment.&lt;br /&gt;
&lt;br /&gt;
At least one of the Weavers outside the tent must match or better the weaving level of the greatest Weaver within the Fragment. That Weaver MUST present themselves as the leader(s) of the effort, and MUST get the attention of the presiding Guardian.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the Weavers inside the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters from the Fragment, repelling them away.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting will not be tolerated within the Fragment.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the Fragment that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Faith Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Entreaty&amp;diff=1995</id>
		<title>Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Entreaty&amp;diff=1995"/>
		<updated>2026-03-22T08:35:52Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Entreaty to Faith/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Faith/Entreaty]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=1994</id>
		<title>Rules/Faith Skills/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=1994"/>
		<updated>2026-03-22T08:35:52Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Entreaty to Faith/Entreaty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Petition ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the conviction skill have access to this ability. Characters may perform this Ceremony to commune with their dedicated god and discover the amount of faith (!)l that is the “price” of an Entreaty. This Ceremony has a duration of 5 Minutes. This requires 1 Spirit Essence. The characters performing this Ceremony will need to complete the Weaving form and take it to a member of the Weaving team (Guardians of the Menhir) with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Faith or any other requirements and any other information about the Entreaty created through this Ceremony.&lt;br /&gt;
&lt;br /&gt;
== Entreaty ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the Conviction skill have access to this Ceremony.&lt;br /&gt;
&lt;br /&gt;
People with Conviction may spend faith at the Menhir to perform an Entreaty with their Gods and ask for a Boon.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with an Entreaty? ===&lt;br /&gt;
&lt;br /&gt;
* Broaden horizons- You can seek out challenges in the form of roleplay effects to prove or test your faith. Show your God your dedication. Empower yourself- You can gain a boon to bolster or grant yourself skills which last up to a year. Please note, characters may only hold one such boon enhancement at a time.&lt;br /&gt;
* Empower an item- You can dedicate items to your God for effects aligned with their domain. Items may be enchanted up to a one-year duration with a specialist enchantments that are not covered by basic enchantments.&lt;br /&gt;
* Empower an area- Bless a small area in the name of your God, and let your fellow priests. The cost of this will be determined by the effect, its duration, and how long you wish to keep it before deployment. An area can only have one blessing effect at a time.&lt;br /&gt;
* Enquire Divine Wisdom- Characters can use the Entreaty to ask their God a question. The answer is dependent on the God´s knowledge and how relevant the question is to their domain.&lt;br /&gt;
&lt;br /&gt;
=== What can I not do with an Entreaty ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although godly power is great, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply ask a God to destroy a target from afar. Their power goes to helping Haven, the people within need to take care of external threats.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – The Gods cannot be used to suggest that things that affect a person’s out-of-character characteristics can be changed. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they did not ask the Gods to change it.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – The Gods may share insight into the workings of the world if they so please, but they cannot move anyone through time to influence events from the past&amp;lt;br /&amp;gt;&lt;br /&gt;
                      or future.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – If you seek to join a God in their court, become an Aspect, or become a God yourself, this cannot happen immediately. But characters are free to make their case and start the process if the God is willing.&lt;br /&gt;
&lt;br /&gt;
==== What do I need to do to perform an Entreaty? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, an Entreaty consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* Faith – Faith is an offering to the Gods, both showing a character´s devotion and also empowering the Gods to perform miracles. In order to determine the faith cost of an Entreaty, a priest must first enact a ceremony called “Petition” to commune with the Gods through the Menhir and discover the cost. The given amount is the minimum to be met for an Entreaty to succeed.&lt;br /&gt;
* The place and time – Unlike ceremonies, Entreaties may only be performed around a Menhir fragment. As the great power of the Gods is often in high demand, the Guardians have created a system of dedicated time slots which priests can book for their Entreaty. There are four slots available per hour. Once a priest/priests feel confident that they have the required faith, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* The Priest(s) – An Entreaty requires priests to do their work and communicate their intent to their God. All priests participating should be dedicated to the God they are addressing.&lt;br /&gt;
* Dedication – No amount of faith or goodwill will cause things to just happen; no crowd of priests standing motionless can reach a God. Once the priest(s) are gathered in the right place at the right time, they will be able to commune with their chosen God through the Menhir, and combine all these elements for a Entreaty to communicate their wish.&lt;br /&gt;
&lt;br /&gt;
===== Faith =====&lt;br /&gt;
&lt;br /&gt;
Faith is requested to empower a God to grant a character´s request. Every person in Elandria has their faith, and a priest might acquire it through the Dedication ceremony to then use in an Entreaty.&lt;br /&gt;
&lt;br /&gt;
The amount of faith needed is determined via performing the Petition ceremony. A character can only have one Petition open at a time.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of an Entreaty =====&lt;br /&gt;
&lt;br /&gt;
All priests are dedicated to their primary God. Their God has a domain of what they are concerned with and what aspects of the world they interact with. Their domain should reflect the nature of the Entreaty. This does limit the concerns of the Gods to an extent- the Guardian is not for battlefield strategy, that would be the Warrior- even though both have a concept of fighting for those you hold dear.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Warrior might grant a boon to enhance a character´s strength in battle, the Guardian might grant a boon of wisdom to determine imminent threats. Both protect, but in the God´s respective way.&lt;br /&gt;
&lt;br /&gt;
== Entreaty Process ==&lt;br /&gt;
&lt;br /&gt;
Priests must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Entreaty cannot work without a Guardian present! The Guardian will check what Entreaty you are performing, each team member’s God and if the required faith has been collected. Once this is done, you will be given the go-ahead to begin, or told if some element is totally insufficient for the Entreaty to work.&lt;br /&gt;
&lt;br /&gt;
Each Entreaty is uniquely based on the participants, their way of worship and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* Say what you are doing – Tell the chosen God what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it, and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* Present your offering – While the faith has to be handed over, characters can feel free to incorporate this into their Entreaty if they wish to do so; for example, as a ceremonial offering, as part of a narrative.&lt;br /&gt;
* Show your devotion– An Entreaty is a direct address of a God, and it should feel like one. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that you are beseeching a powerful being and show the relevant respect.&lt;br /&gt;
* Use all participants – In an Entreaty, there is no such thing as a bystander. It is not enough for one priest to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting prayers or chants at all times; it may be as simple as placing items in specific areas, or drawing the God´s symbol, or humming in harmony with another singer. Whatever it is, all priests must contribute to the Entreaty.&lt;br /&gt;
&lt;br /&gt;
== Doing an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The player must visit the Guardians and book a time slot as per any Weaving.&lt;br /&gt;
&lt;br /&gt;
All participants of the Entreaty must be devoted to the God the ceremony is dedicated to. Anyone who participates who is not must inform the Guardian before the Entreaty begins.&lt;br /&gt;
&lt;br /&gt;
The characters may now do an Entreaty to their God to ask for a boon. The first step is to complete a Petition (described in the section above this).&lt;br /&gt;
&lt;br /&gt;
In this ceremony, they may spend as much faith as they feel appropriate, but must meet the minimum given by the Weaving team. They should give the relevant amount of faith tokens to the Guardian before they begin. In the Entreaty, the character must state to which God they are doing the Entreaty to, and what they want from their God. They may not use Menhir to simply devote faith without asking for a boon as this is a ceremony already (Devotion) and is a waste of Menhir’s time.&lt;br /&gt;
&lt;br /&gt;
The success of the Entreaty will vary, depending on the following factors:&lt;br /&gt;
&lt;br /&gt;
* How much Faith they have devoted&lt;br /&gt;
* What Boon they have asked for&lt;br /&gt;
* If the Boon is relevant to the chosen God´s domain&lt;br /&gt;
* How powerful the chosen God is&lt;br /&gt;
* How they have performed the Entreaty&lt;br /&gt;
&lt;br /&gt;
== The Marking of an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The Entreaty may vary in success anywhere from exceptional success to catastrophic failure as per the Weaving results. An Entreaty´s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of an entreaty is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
Expression - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the priests have expressed their intention. Priests should ensure the Menhir knows what they are trying to achieve and how, using their god, they intend to go about enacting their will.&lt;br /&gt;
&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
Structure - In this area, the Entreaty will be marked on how it is designed. Elements such as the narrative of an Entreaty are considered and if it suits your god.&lt;br /&gt;
&lt;br /&gt;
For example, two Entreaties wishing to complete the same task might look very different. An Entreaty to the Jester might be filled with bad jokes, silly puns, and slapstick comedy; an Entreaty to the Shadow would hold none of these elements, instead appearing darker and more secretive.&lt;br /&gt;
&lt;br /&gt;
Cohesion - The Entreaty will be marked on how the Priests work together. Does everyone play their part? Do all Priests show they wish to complete the Entreaty? Does the Entreaty run smoothly?Contributing to an Entreaty does not mean having to speak, it can include being an actor in some spoken through play or playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Unlike Weavings, Entreaties can be completed by one Priest and additional Priests are not required. If you do bring additional Priests, they will be considered as part of the Cohesion element. Regardless of the marks for the Entreaty, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
== What to Avoid Doing ==&lt;br /&gt;
&lt;br /&gt;
While every priest might express their faith differently,  there are certain things that you should try to avoid, as they may count against your Entreaty if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting your God&#039;&#039;&#039; - The Gods are powerful, ancient and active in the world. They allow the citizens of Elandria to request boons- disrespecting them while doing so and mocking their help will have consequences, and it is highly unlikely your Entreaty will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit, and it acts as a connection to the Gods. If you are rude to it or its Guardians, you will feel its wrath… and it’s highly unlikely your request/ Entreaty will reach your God.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Entreaty&#039;&#039;&#039; – It is highly important that you do the Entreaty you set out to do, as negotiated with the guardians prior to starting. If your Entreaty appears to deviate from this brief; your Entreaty will fail.&lt;br /&gt;
* &#039;&#039;&#039;Exceeding the allotted time slot&#039;&#039;&#039; – Menhir Entreaties should take roughly &#039;&#039;&#039;five to eight minutes&#039;&#039;&#039;. The Fragment will have lighting and a bell toll that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Entreaty fails, or that you get expelled from the Fragment before even completing it. Take care to limit your Entreaty accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Entreaty&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Entreaty. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working &#039;&#039;&#039;–  This is an Entreaty, a declaration of will and intent. Any priest in the Fragment who openly expresses dissent (for example, saying “I don’t want to do this!” or actively looking bored or disinterested during the Entreaty) will have a negative effect on the Entreaty, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Entreaty, at least one guardian will be watching. They will assess the Entreaty and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the God addressed, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* Exceptional success – Your Entreaty went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the priest themselves, their intended targets or their nation!&lt;br /&gt;
* Success – Your Entreaty succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* Partial success – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect, but with some unexpected negative effects as well.&lt;br /&gt;
* Failure –  Your Entreaty has not worked. There will be no positive or negative effects to this outcome. The faith has been used, and if you wish to repeat the Entreaty at a later time, a new petition will have to be performed.&lt;br /&gt;
* Catastrophic failure – Your Entreaty has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the priests themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Entreaty, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Entreaties, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
All Menhir Fragments are places of great power that are warded to keep others out while working your Entreaty. To begin, the priests must open the Fragment by simply expressing to Menhir that this is their will. Once the priest team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Entreaty (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent). If, for whatever reason, another priest or weaving team wishes to break into the wards to prevent the Entreaty from completing, they must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
A group of weavers must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent. This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
&lt;br /&gt;
All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
&lt;br /&gt;
There must be at least double the number of Weavers attempting to break the ward than there are priests around the Fragment.&lt;br /&gt;
&lt;br /&gt;
At least one of the Weavers outside the tent must match or better the weaving level of the greatest Weaver within the Fragment. That Weaver MUST present themselves as the leader(s) of the effort, and MUST get the attention of the presiding Guardian.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the Weavers inside the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters from the Fragment, repelling them away.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting will not be tolerated within the Fragment.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the Fragment that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Faith Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1993</id>
		<title>Rules/Weaving Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1993"/>
		<updated>2026-03-22T08:33:52Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many centuries ago, the Gods created Menhir, a vast sentience of magic, which settled deep beneath the surface of the land. Magic is everywhere in the world and it can take many forms. Each nation may have their own unique methods of practicing and teaching magic, but the underlying principles are always the same.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Weaving|Weaving]] ==&lt;br /&gt;
Those who can use magic directly are known as Weavers, and Weaving is the name for works of magic created and performed at the Menhir Shards. These large rocks protrude from the ground and allow a mage to temporarily connect to the vast source of magic and do things on a much greater scale than with purely their own power.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Rites|Rites]] ==&lt;br /&gt;
Rites are small, specific Weavings that can be done anywhere and anytime, because they are smaller and use formulaic magic to produce the same effect every time.&lt;br /&gt;
&lt;br /&gt;
Many Rites require you to deliver the effect via Touch. This will be specified in the individual Rite but this can only be done with a Focus in combat. Rites cannot be delivered with a non-focus weapon. Some Rites may be acceptable to deliver via Touch without a Focus if the other party consents.&lt;br /&gt;
&lt;br /&gt;
== Specialisation ==&lt;br /&gt;
Two distinct types of Rite user have developed over time: &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; and &#039;&#039;&#039;Spellweavers&#039;&#039;&#039;. While any Weaver may perform basic Rites within the Sphere or Spheres they have developed a connection to, these two have honed their skills down two diverging paths that grant them access to a number of exclusive Rites, depending on their training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritecallers&#039;&#039;&#039; are mages who focus on wielding magic in battle, and gain access to rites that have a stronger leaning toward combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to some Rites that have more varied effects, including those that can weave longer lasting area effects. Spellweavers can also manipulate very small amounts of magic to create an effect related to their Sphere (examples are detailed on each Rites page). It is possible for a Fire Spellweaver to claim they are using magic to change the colour of a fire which is phys repped by things like fire powders. These effects are designed to let people roleplay and feel more like a wielder of magic on a low level. There can be other uses beyond the examples and while there is no guarantee that using them in a plot setting will help we encourage people to jump into the roleplay and see what may be possible. While some things in Menhirs Fate require certain mechanical levers to be pulled we are always on the lookout for players who are engaging and putting in effort and their own solutions.&lt;br /&gt;
&lt;br /&gt;
== Handsel Augury ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Handsel Augury&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| level = 10&lt;br /&gt;
| cast_time = 10 minutes&lt;br /&gt;
| cost = 1 Essence of the relevant Sphere&lt;br /&gt;
| effect = All players who take the Weaver skill have access to this ability. Characters may perform this Rite to commune with Menhir and discover the Handsels that are the &amp;quot;price&amp;quot; of a Weaving. The characters performing this rite will need to complete the Weaving form and take it to a member of the Weaving team along with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Handsels and any other information about the Weaving created through this rite.&lt;br /&gt;
| note = More information on the full Weaving process can be found on the [[Weaving]] page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weaving Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| note = This skill is needed before taking any other Weaving skill.&lt;br /&gt;
| effect = This skill allows the Character to perform [[Weaving|Weavings]] and [[Rules/Rites|Rites]] based on their Sphere levels. The character can also use the Handsel Augury Rite. Upon taking this skill, choose a Sphere from the list below – you gain 1 level in that Sphere. A character performing a Rite will need to do a Wyrd draw. The Wyrd draw bag for a Rite must contain 2 weaving tokens + X tokens equal to the level of your highest Sphere level. As a Weaver you may also use a rod, staff or wand as a focus (both for normal melee and for purposes of rites).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Sphere&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 2xp&lt;br /&gt;
| effect = This skill grants you 1 extra level in a sphere or a new sphere. This skill does not increase in cost each time you purchase it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Specialisation&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| effect = Taking this skill allows you to specialise as a Spellweaver or Ritecaller. You can take this twice to specialise in both. &#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to the Utility rite list for any spheres they possess, and access to Spellweaver Effects listed on each Rite page. These are performed using a 10 second Rite. &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; gain access to the Combat rite list for any spheres they possess, and a cast time reduction on the basic combat rites marked on the Rite pages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Spheres and Links to Rites ==&lt;br /&gt;
&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Forge Rites|Forge]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Oracle Rites|Oracle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039; [[Sphere Resonances]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Weaving&amp;diff=1992</id>
		<title>Weaving</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Weaving&amp;diff=1992"/>
		<updated>2026-03-22T08:32:43Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Weaving to Rules/Weaving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Rules/Weaving]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Weaving&amp;diff=1991</id>
		<title>Rules/Weaving Skills/Weaving</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills/Weaving&amp;diff=1991"/>
		<updated>2026-03-22T08:32:43Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Persephone moved page Weaving to Rules/Weaving&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weavings can make great and varied workings of power. None of them are pre-prescribed and hence are unique to the individual needs and wants of the Weavers.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with a Weaving? ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enchantments&#039;&#039;&#039; –  Items may be enchanted up to a one-year duration with specialist enchantments that are not covered by basic enchantments.&lt;br /&gt;
* &#039;&#039;&#039;Hexes &#039;&#039;&#039;– These will always require a sympathetic link to the individual or location that you want to hex. It will also require deployment in some form. Until deployment, the Weaving will be held either in a Weaver or an item. Please note, the longer you wish to hold onto this Weaving before deployment, the harder it will be to achieve. If you fail to deploy a hex, there can be unpredictable effects. If you wish to deploy a hex against another player, you need to have a Guardian, Thread, Court of Daggers guildmaster or referee with you. If you want to deploy a hex during an encounter, you have to inform the referees beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Enhancements &#039;&#039;&#039;–  Characters may be enhanced for up to one year. Please note, characters may only hold one Weaving enhancement at a time.&lt;br /&gt;
* &#039;&#039;&#039;Area effects&#039;&#039;&#039; – This may be an area that provides a short-term boost to those within the area, or it may cause damage to those within the area. The difficulty of this will be determined by the effect, its duration, and how long you wish to keep it before Deployment. An area can only have one weaving effect at a time.&lt;br /&gt;
* &#039;&#039;&#039;Divination&#039;&#039;&#039; – Characters may use the Menhir to discover truths within the game; however, some secrets are well hidden, and the better the secret, the harder the Divination. The Oracle Sphere is very rarely straightforward and there is always some degree of interpretation needed.&lt;br /&gt;
&lt;br /&gt;
The list above is not exhaustive, so feel free to come up with thematic ideas for Weavings that fit your Weaving sphere.&lt;br /&gt;
&lt;br /&gt;
At the start of Menhir’s Fate, the Haven Fragment of Menhir, while powerful, is not at its full strength. You may find that there are some Weavings that are simply unattainable at present that may become easier in the future, depending on player action…or harder.&lt;br /&gt;
&lt;br /&gt;
=== What cannot be achieved with a Weaving ===&lt;br /&gt;
&lt;br /&gt;
Power aside, there are some things that the Menhir simply cannot do, as listed below:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although there is great Athrian power that can certainly be utilised with Menhir, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply do a Weaving to destroy a target. That Weaving has to be delivered either in-game for characters, NPCs, monsters, etc, or through downtime if the target is a homeland or distant affair.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – Magic and the Weaving system cannot be used to suggest things that affect a person’s out-of-character characteristics. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they do not use magic to change this.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – Although some Weavings may allow you insight into both the future and the past, they cannot ever take you forward or back to those moments in a way that could allow you to interact with or change the outcome of those events.&lt;br /&gt;
* &#039;&#039;&#039;Souls cannot be trapped&#039;&#039;&#039; - The powers of the Menhir cannot break the freewill of souls, they are the domain of the plane of spirits beyond the influence of the mortal realm and spheres of magic. Athria deals with &#039;&#039;shades&#039;&#039; - the memories of living beings - rather than souls.&lt;br /&gt;
* &#039;&#039;&#039;Becoming a creature of the spheres&#039;&#039;&#039; - While attuned to all spheres of magic, the Menhir holds no dominion over their inhabitants. If you wish to become a creature of the spheres seek their guidance instead.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – Not even the Menhir is this powerful, if you seek Godhood, you must look elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;Creating Rifts&#039;&#039;&#039; - Rifts are beyond the power of Mortal magic and tied closely to the power of Fate. You cannot use a Weaving to create or direct a Rift&lt;br /&gt;
* &#039;&#039;&#039;Create new Rites or Schematics&#039;&#039;&#039; - Weaving cannot create new rites or schematics. Lost knowledge is a part of the game but any new element such as these would be introduced by the Menhirs team and not created through fishing for them via Weaving&lt;br /&gt;
&lt;br /&gt;
==== So what do I need to do to create a Weaving? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, a Weaving consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Handsels&#039;&#039;&#039; – These are gifts and offerings to the Menhir, which have a sympathetic link to the Weaving being woven. In order to determine the Handsels needed, the Weaver must first enact a Rite called “Handsel Augury” to commune with the Menhir and discover its “price”. The Weaving does not require all of the Handsels requested to succeed. However, missing Handsel will make the weaving more difficult to achieve, and missing multiple might cause it to fail.&lt;br /&gt;
* &#039;&#039;&#039;The Place and Time&#039;&#039;&#039; – Unlike Rites, Weavings may only be done around a Fragment. As the great power of the Menhir is often in high demand, Guardians have created a system of dedicated time slots which Weavers can book for their Weaving. There are four slots available per hour. Once a Weaving team feels confident that they have the required Handsels, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and                       the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* &#039;&#039;&#039;The Weavers&#039;&#039;&#039; – A Weaving requires Weavers to do their work. Some Weavers are more powerful than others, and all Weavers are aligned to at least one sphere of magic. Weavers whose alignment matches that of the Weaving will be able to use their full power level within that sphere, while those outside their alignment will only be able to contribute one point of their power to the Weaving, but can still assist. While the power of the Weavers is important and it will certainly help in some situations to have more Weaving power, it is certainly not the only factor. You will be told the minimum power level needed by the Guardians upon completing the Augury.&lt;br /&gt;
* &#039;&#039;&#039;The Weave&#039;&#039;&#039; – No amount of Handsels or Power will cause things to just happen, no crowd of Weavers standing motionless can shift a pebble. Once the right Handsels are gathered in the right place at the right time with the right group of Weavers, they will be able to commune with Menhir, combine all these elements for a performance to enact their will and make their weave a reality.&lt;br /&gt;
&lt;br /&gt;
===== Handsels =====&lt;br /&gt;
&lt;br /&gt;
The Handsel requested can be anything from readily available ingredients (!) to extremely rare relics and anything in between. They can be acquired through trade, thievery, battle spoils, quests, etc. As a general rule, the harder they are to acquire, the more favourably they will be seen by Menhir and the higher their contribution to a weave.&lt;br /&gt;
&lt;br /&gt;
Only the Handsel that has been requested by the Menhir may be used to perform the Weaving; no substitutes are allowed. However, the Weaving does not require all of the Handsel requested to succeed. The Handsel is a suitable offering to be made, not a price demanded. A Handsel offering too small or only consisting of the most abundant of ingredients might make the Weaving impossible to work, but it can still be done without the full amount. Frugal Weavers should bear in mind that fulfilling a larger portion of the request will make the Weave easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only one Handsel Augury may be in progress per person at a time and is valid for one year.&#039;&#039;&#039; The Guardians will try to get back to you expediently, but please be patient and try to limit your Auguries for Weaves you genuinely intend to perform.&lt;br /&gt;
&lt;br /&gt;
You are not locked into a Handsel Augury, if you no longer wish to complete a Weaving on your Augury then you can perform another Handsel Augury. This act will overwrite your previous Augury.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of a Weave =====&lt;br /&gt;
&lt;br /&gt;
All Weavers have a type of magic that defines how they reflect onto the Menhir. This doesn’t prevent them from doing anything specific but does determine the way in which they achieve their weaving in terms of both style and rationale, for example:&lt;br /&gt;
&lt;br /&gt;
A Water Weaver may wish to stop an encroaching army. They can call up floods or magnificent storms, but they cannot call a great wall of Fire; that would be how a Fire Weaver does it. Both may achieve the same end goal, but they must use their personal aspects to do so. Weavers should take care to stick to their alignment while doing a Weave, or this can cause the weave to fail.&lt;br /&gt;
&lt;br /&gt;
== Weaving Process ==&lt;br /&gt;
&lt;br /&gt;
Weavers must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Weaving cannot work without a Guardian present! The Guardian will check what Weaving you are performing, each team member’s alignment and level and also check which Handsels you are using in your Weaving. Once this is done, you will be given the go-ahead to begin.&lt;br /&gt;
&lt;br /&gt;
Each Weaving is uniquely based on the participants, their alignments and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Say what you are doing&#039;&#039;&#039; – Tell the Menhir what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* &#039;&#039;&#039;Present your offering&#039;&#039;&#039; – Handsels have been gathered, and they should form a function within your Weaving. This can be as part of a narrative, as a ceremonial offering or any other way that is fitting to the Weaving.&lt;br /&gt;
* &#039;&#039;&#039;Do some Magic!&#039;&#039;&#039; – Wyrd Weaving is a work of magic, and it should feel like one. At some point in the Weaving, there should be an indication of this. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that a magical element is occurring.&lt;br /&gt;
* &#039;&#039;&#039;Use all participants&#039;&#039;&#039; – In Wyrd Weaving, there is no such thing as a bystander. It is not enough for one Weaver to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting spells and chants at all times, it may be as simple as placing items in specific areas, or drawing runes, or humming in harmony with another singer. Whatever it is, all Weavers must contribute to the Weaving, or their power will not count.&lt;br /&gt;
&lt;br /&gt;
===== The Marking of Weaving =====&lt;br /&gt;
&lt;br /&gt;
All Weaving’s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of a weaving is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expression&#039;&#039;&#039; - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the Weavers have expressed their intention. Weavers should ensure the Menhir knows what they are trying to achieve and how, using their sphere, they intend to go about enacting their will.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structure&#039;&#039;&#039; - In this area, the Weaving will be marked on how it is designed. Elements such as the narrative of a Weaving are considered, how the Handsels have been incorporated, and if the Weaving fits the sphere of magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example, two Weavings trying to stop an incoming army might structurally look very different even though they have the same goal. A group of Earth Weavers might choose to do a slow, stompy, and heavy Weaving to fit their sphere. A band of Fire Weavers may decide that a high pace, chaotic Weaving best suits theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cohesion&#039;&#039;&#039; - The Weaving will be marked on how the Weavers work together. Does everyone play their part? Do all Weavers show they wish to complete the Weaving? Does the Weaving run smoothly?&amp;lt;br /&amp;gt;&lt;br /&gt;
Contributing to a Weaving does not mean having to speak, it can include being the one who presents the Handsels. Being a fighter in some tale spoken through by a narrator. Playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Regardless of the marks for the Weaving, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
As some additional general advice and tips to help your work achieve greater results:&lt;br /&gt;
&lt;br /&gt;
The audience was not in your planning meeting – A dance may be beautiful, but the same dance will get far more applause if an audience can understand what it means and how it fits into the work of magic being created.&amp;lt;br /&amp;gt;&lt;br /&gt;
Remember who you are – There are no leaders in a Wyrd Weaving, however, the amount any Weaver contributes to a Weaving should be consistent with the power level and alignment they are bringing. Similarly, a Weaving aligned with water should have water-aligned Weavers taking some spotlight, they are the experts after all. However, make sure to include everyone for a good time!&lt;br /&gt;
&lt;br /&gt;
===== What to Avoid doing =====&lt;br /&gt;
&lt;br /&gt;
While many styles of Weaving are great, there are certain things that you should try to avoid, as they may count against your working if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit. If you are rude to it or to its Guardians, you will feel its wrath… and it’s highly unlikely your Weaving will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Weaving&#039;&#039;&#039; – It is highly important that you do the Weaving you set out to do, as negotiated with the guardians prior to starting. If your Weaving appears to deviate from this brief; your Weaving will fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
Exceeding the allotted time slot – Menhir Weavings should take roughly &#039;&#039;&#039;five to eight minutes &#039;&#039;&#039;per Weaving. The Fragment will have a bell chime that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. A deeper toll will ring at 7 minutes and 30 seconds as well. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Weaving fails, or that you get expelled from the Fragment before even completing  your weave. Take care to limit your Weavings accordingly. OC note: The time limits are in place to ensure an efficient and smooth running of               weavings and avoiding time delays leading to weaving backlogs. If you exceed your time slot, your weaving will fail and you will be kicked out the tent.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Weaving&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Weaving. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working&#039;&#039;&#039; –  This is a Weaving of will and intent. Any Weaver in the Fragment that openly expresses dissent (for example, saying “I don’t wantto do this!” or actively looking bored or disinterested in the Weaving) will have a negative effect on the Weaving, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Weaving, at least two guardians will be watching. They will assess the Weaving and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the magic worked, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exceptional success&#039;&#039;&#039; – Your Weaving went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the Weavers themselves, their intended targets or their nation!&lt;br /&gt;
* &#039;&#039;&#039;Success&#039;&#039;&#039; – Your Weaving succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* &#039;&#039;&#039;Partial success&#039;&#039;&#039; – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect but with some unexpected negative effects as well.&lt;br /&gt;
* &#039;&#039;&#039;Failure&#039;&#039;&#039; –  Your Weaving has not worked. This could lead to further effects or consequences. The Handsels have been used, and if you wish to repeat the Weaving at a later time, a new augury will have to be performed. &#039;&#039;OC note: Failure could be the result of the performance of the weaving, or a consequence of plot/ lore.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Catastrophic failure&#039;&#039;&#039; – Your Weaving has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the Weavers themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Weaving, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Weavings, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
All Menhir Fragments are places of great power that are warded to keep others out while working your Weaving. When a Weaving begins, only participants and Guardians can remain inside the wards.  Once the Weaving team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Weaving (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent).&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, another Weaving team wishes to break into the wards to prevent the Weaving from completing that must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
* They must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent (!). This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
* All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
* There must be at least double the number of Weavers attempting to break the ward than there are Weavers around the Fragment.&lt;br /&gt;
* At least one of the Weavers outside the tent must match or better the weaving level of the greatest Weaver within the Fragment. That Weaver MUST present themselves as the leader(s) of the effort, and MUST get the attention of the presiding Guardian.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the Weavers around the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters away from the Fragment, repelling them away. Fighting will not be tolerated near the tent.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the tent that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=1990</id>
		<title>Rules/Skills List</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=1990"/>
		<updated>2026-03-22T08:03:09Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Links added half the skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character gets 10 XP to spend at character generation, If you do not spend any XP at character generation you get it banked as xp to spend later.&lt;br /&gt;
&lt;br /&gt;
XP stands for experience points. These are used to purchase the skills outlined below that are used in the game.&lt;br /&gt;
&lt;br /&gt;
A character gains XP after attending their first and 3rd event in a year. Any character experience not spent on your character will carry over to the next character the player has.&lt;br /&gt;
&lt;br /&gt;
== Basic Skills ==&lt;br /&gt;
&lt;br /&gt;
There are no basic skills at Menhirs Fate that cost xp. There is a variety of things that any character can do and these are detailed on the [[Rules/Basic Skills|Basic Skills]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Vigour Skills|Vigour Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Weapon Master|Weapon Master Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Vanguard|Vanguard Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Harrier|Harrier Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Bulwark|Bulwark Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Brute|Brute Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Brute Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Brute Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Toughness|Toughness]]** || 1xp**&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Thrown|Thrown]]|| 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Weapon Proficiency]]|| 4xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 more xp each time you take it&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Faith Skills|Faith Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Conviction|Conviction]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Following|Following]]* || 2xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Spiritual Reading|Spiritual Reading]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Refuge|Refuge]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Sanctified Strike|Sanctified Strike]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Cleanse Corruption|Cleanse Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Martyrs Gift|Martyrs Gift]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Turn Corruption|Turn Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Light|Divine Light]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Excommunication|Excommunicate]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Inspiration|Divine Inspiration]]|| 1xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 xp more per level taken&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Weaving Skills|Weaving Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaver|Weaver]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Sphere|Weaving Sphere]]‡ || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Specialisation|Weaving Specialisation]]‡ || 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills can be taken multiple times and do not increase in cost&lt;br /&gt;
&lt;br /&gt;
== Physician Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Physician† || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| Mortician || 1xp&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Physician || 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
== Enchanting Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Enchanter† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Enchanting Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
== Apothecary Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1989</id>
		<title>Rules/Weaving Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1989"/>
		<updated>2026-03-22T08:02:46Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many centuries ago, the Gods created Menhir, a vast sentience of magic, which settled deep beneath the surface of the land. Magic is everywhere in the world and it can take many forms. Each nation may have their own unique methods of practicing and teaching magic, but the underlying principles are always the same.&lt;br /&gt;
&lt;br /&gt;
== [[Weaving]] ==&lt;br /&gt;
Those who can use magic directly are known as Weavers, and Weaving is the name for works of magic created and performed at the Menhir Shards. These large rocks protrude from the ground and allow a mage to temporarily connect to the vast source of magic and do things on a much greater scale than with purely their own power.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Rites|Rites]] ==&lt;br /&gt;
Rites are small, specific Weavings that can be done anywhere and anytime, because they are smaller and use formulaic magic to produce the same effect every time.&lt;br /&gt;
&lt;br /&gt;
Many Rites require you to deliver the effect via Touch. This will be specified in the individual Rite but this can only be done with a Focus in combat. Rites cannot be delivered with a non-focus weapon. Some Rites may be acceptable to deliver via Touch without a Focus if the other party consents.&lt;br /&gt;
&lt;br /&gt;
== Specialisation ==&lt;br /&gt;
Two distinct types of Rite user have developed over time: &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; and &#039;&#039;&#039;Spellweavers&#039;&#039;&#039;. While any Weaver may perform basic Rites within the Sphere or Spheres they have developed a connection to, these two have honed their skills down two diverging paths that grant them access to a number of exclusive Rites, depending on their training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritecallers&#039;&#039;&#039; are mages who focus on wielding magic in battle, and gain access to rites that have a stronger leaning toward combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to some Rites that have more varied effects, including those that can weave longer lasting area effects. Spellweavers can also manipulate very small amounts of magic to create an effect related to their Sphere (examples are detailed on each Rites page). It is possible for a Fire Spellweaver to claim they are using magic to change the colour of a fire which is phys repped by things like fire powders. These effects are designed to let people roleplay and feel more like a wielder of magic on a low level. There can be other uses beyond the examples and while there is no guarantee that using them in a plot setting will help we encourage people to jump into the roleplay and see what may be possible. While some things in Menhirs Fate require certain mechanical levers to be pulled we are always on the lookout for players who are engaging and putting in effort and their own solutions.&lt;br /&gt;
&lt;br /&gt;
== Handsel Augury ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Handsel Augury&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| level = 10&lt;br /&gt;
| cast_time = 10 minutes&lt;br /&gt;
| cost = 1 Essence of the relevant Sphere&lt;br /&gt;
| effect = All players who take the Weaver skill have access to this ability. Characters may perform this Rite to commune with Menhir and discover the Handsels that are the &amp;quot;price&amp;quot; of a Weaving. The characters performing this rite will need to complete the Weaving form and take it to a member of the Weaving team along with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Handsels and any other information about the Weaving created through this rite.&lt;br /&gt;
| note = More information on the full Weaving process can be found on the [[Weaving]] page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weaving Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| note = This skill is needed before taking any other Weaving skill.&lt;br /&gt;
| effect = This skill allows the Character to perform [[Weaving|Weavings]] and [[Rules/Rites|Rites]] based on their Sphere levels. The character can also use the Handsel Augury Rite. Upon taking this skill, choose a Sphere from the list below – you gain 1 level in that Sphere. A character performing a Rite will need to do a Wyrd draw. The Wyrd draw bag for a Rite must contain 2 weaving tokens + X tokens equal to the level of your highest Sphere level. As a Weaver you may also use a rod, staff or wand as a focus (both for normal melee and for purposes of rites).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Sphere&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 2xp&lt;br /&gt;
| effect = This skill grants you 1 extra level in a sphere or a new sphere. This skill does not increase in cost each time you purchase it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Specialisation&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| effect = Taking this skill allows you to specialise as a Spellweaver or Ritecaller. You can take this twice to specialise in both. &#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to the Utility rite list for any spheres they possess, and access to Spellweaver Effects listed on each Rite page. These are performed using a 10 second Rite. &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; gain access to the Combat rite list for any spheres they possess, and a cast time reduction on the basic combat rites marked on the Rite pages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Spheres and Links to Rites ==&lt;br /&gt;
&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Forge Rites|Forge]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Oracle Rites|Oracle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039; [[Sphere Resonances]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1988</id>
		<title>Rules/Weaving Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1988"/>
		<updated>2026-03-22T08:01:44Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many centuries ago, the Gods created Menhir, a vast sentience of magic, which settled deep beneath the surface of the land. Magic is everywhere in the world and it can take many forms. Each nation may have their own unique methods of practicing and teaching magic, but the underlying principles are always the same.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Weaving|Weaving]] ==&lt;br /&gt;
Those who can use magic directly are known as Weavers, and Weaving is the name for works of magic created and performed at the Menhir Shards. These large rocks protrude from the ground and allow a mage to temporarily connect to the vast source of magic and do things on a much greater scale than with purely their own power.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Rites|Rites]] ==&lt;br /&gt;
Rites are small, specific Weavings that can be done anywhere and anytime, because they are smaller and use formulaic magic to produce the same effect every time.&lt;br /&gt;
&lt;br /&gt;
Many Rites require you to deliver the effect via Touch. This will be specified in the individual Rite but this can only be done with a Focus in combat. Rites cannot be delivered with a non-focus weapon. Some Rites may be acceptable to deliver via Touch without a Focus if the other party consents.&lt;br /&gt;
&lt;br /&gt;
== Specialisation ==&lt;br /&gt;
Two distinct types of Rite user have developed over time: &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; and &#039;&#039;&#039;Spellweavers&#039;&#039;&#039;. While any Weaver may perform basic Rites within the Sphere or Spheres they have developed a connection to, these two have honed their skills down two diverging paths that grant them access to a number of exclusive Rites, depending on their training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritecallers&#039;&#039;&#039; are mages who focus on wielding magic in battle, and gain access to rites that have a stronger leaning toward combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to some Rites that have more varied effects, including those that can weave longer lasting area effects. Spellweavers can also manipulate very small amounts of magic to create an effect related to their Sphere (examples are detailed on each Rites page). It is possible for a Fire Spellweaver to claim they are using magic to change the colour of a fire which is phys repped by things like fire powders. These effects are designed to let people roleplay and feel more like a wielder of magic on a low level. There can be other uses beyond the examples and while there is no guarantee that using them in a plot setting will help we encourage people to jump into the roleplay and see what may be possible. While some things in Menhirs Fate require certain mechanical levers to be pulled we are always on the lookout for players who are engaging and putting in effort and their own solutions.&lt;br /&gt;
&lt;br /&gt;
== Handsel Augury ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Handsel Augury&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| level = 10&lt;br /&gt;
| cast_time = 10 minutes&lt;br /&gt;
| cost = 1 Essence of the relevant Sphere&lt;br /&gt;
| effect = All players who take the Weaver skill have access to this ability. Characters may perform this Rite to commune with Menhir and discover the Handsels that are the &amp;quot;price&amp;quot; of a Weaving. The characters performing this rite will need to complete the Weaving form and take it to a member of the Weaving team along with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Handsels and any other information about the Weaving created through this rite.&lt;br /&gt;
| note = More information on the full Weaving process can be found on the [[Weaving]] page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weaving Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| note = This skill is needed before taking any other Weaving skill.&lt;br /&gt;
| effect = This skill allows the Character to perform [[Weaving|Weavings]] and [[Rules/Rites|Rites]] based on their Sphere levels. The character can also use the Handsel Augury Rite. Upon taking this skill, choose a Sphere from the list below – you gain 1 level in that Sphere. A character performing a Rite will need to do a Wyrd draw. The Wyrd draw bag for a Rite must contain 2 weaving tokens + X tokens equal to the level of your highest Sphere level. As a Weaver you may also use a rod, staff or wand as a focus (both for normal melee and for purposes of rites).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Sphere&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 2xp&lt;br /&gt;
| effect = This skill grants you 1 extra level in a sphere or a new sphere. This skill does not increase in cost each time you purchase it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Specialisation&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| effect = Taking this skill allows you to specialise as a Spellweaver or Ritecaller. You can take this twice to specialise in both. &#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to the Utility rite list for any spheres they possess, and access to Spellweaver Effects listed on each Rite page. These are performed using a 10 second Rite. &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; gain access to the Combat rite list for any spheres they possess, and a cast time reduction on the basic combat rites marked on the Rite pages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Spheres and Links to Rites ==&lt;br /&gt;
&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Forge Rites|Forge]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Oracle Rites|Oracle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039; [[Sphere Resonances]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1987</id>
		<title>Rules/Weaving Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1987"/>
		<updated>2026-03-22T07:33:02Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Cross linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many centuries ago, the Gods created Menhir, a vast sentience of magic, which settled deep beneath the surface of the land. Magic is everywhere in the world and it can take many forms. Each nation may have their own unique methods of practicing and teaching magic, but the underlying principles are always the same.&lt;br /&gt;
&lt;br /&gt;
Those who can use magic directly are known as Weavers, and Weaving is the name for works of magic created and performed at the Menhir Shards. These large rocks protrude from the ground and allow a mage to temporarily connect to the vast source of magic and do things on a much greater scale than with purely their own power.&lt;br /&gt;
&lt;br /&gt;
== Rites ==&lt;br /&gt;
Rites are small, specific Weavings that can be done anywhere and anytime, because they are smaller and use formulaic magic to produce the same effect every time.&lt;br /&gt;
&lt;br /&gt;
Many Rites require you to deliver the effect via Touch. This will be specified in the individual Rite but this can only be done with a Focus in combat. Rites cannot be delivered with a non-focus weapon. Some Rites may be acceptable to deliver via Touch without a Focus if the other party consents.&lt;br /&gt;
&lt;br /&gt;
== Specialisation ==&lt;br /&gt;
Two distinct types of Rite user have developed over time: &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; and &#039;&#039;&#039;Spellweavers&#039;&#039;&#039;. While any Weaver may perform basic Rites within the Sphere or Spheres they have developed a connection to, these two have honed their skills down two diverging paths that grant them access to a number of exclusive Rites, depending on their training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritecallers&#039;&#039;&#039; are mages who focus on wielding magic in battle, and gain access to rites that have a stronger leaning toward combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to some Rites that have more varied effects, including those that can weave longer lasting area effects. Spellweavers can also manipulate very small amounts of magic to create an effect related to their Sphere (examples are detailed on each Rites page). It is possible for a Fire Spellweaver to claim they are using magic to change the colour of a fire which is phys repped by things like fire powders. These effects are designed to let people roleplay and feel more like a wielder of magic on a low level. There can be other uses beyond the examples and while there is no guarantee that using them in a plot setting will help we encourage people to jump into the roleplay and see what may be possible. While some things in Menhirs Fate require certain mechanical levers to be pulled we are always on the lookout for players who are engaging and putting in effort and their own solutions.&lt;br /&gt;
&lt;br /&gt;
== Handsel Augury ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Handsel Augury&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| level = 10&lt;br /&gt;
| cast_time = 10 minutes&lt;br /&gt;
| cost = 1 Essence of the relevant Sphere&lt;br /&gt;
| effect = All players who take the Weaver skill have access to this ability. Characters may perform this Rite to commune with Menhir and discover the Handsels that are the &amp;quot;price&amp;quot; of a Weaving. The characters performing this rite will need to complete the Weaving form and take it to a member of the Weaving team along with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Handsels and any other information about the Weaving created through this rite.&lt;br /&gt;
| note = More information on the full Weaving process can be found on the [[Weaving]] page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weaving Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| note = This skill is needed before taking any other Weaving skill.&lt;br /&gt;
| effect = This skill allows the Character to perform [[Weaving|Weavings]] and [[Rules/Rites|Rites]] based on their Sphere levels. The character can also use the Handsel Augury Rite. Upon taking this skill, choose a Sphere from the list below – you gain 1 level in that Sphere. A character performing a Rite will need to do a Wyrd draw. The Wyrd draw bag for a Rite must contain 2 weaving tokens + X tokens equal to the level of your highest Sphere level. As a Weaver you may also use a rod, staff or wand as a focus (both for normal melee and for purposes of rites).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Sphere&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 2xp&lt;br /&gt;
| effect = This skill grants you 1 extra level in a sphere or a new sphere. This skill does not increase in cost each time you purchase it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Specialisation&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| effect = Taking this skill allows you to specialise as a Spellweaver or Ritecaller. You can take this twice to specialise in both. &#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to the Utility rite list for any spheres they possess, and access to Spellweaver Effects listed on each Rite page. These are performed using a 10 second Rite. &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; gain access to the Combat rite list for any spheres they possess, and a cast time reduction on the basic combat rites marked on the Rite pages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Spheres and Links to Rites ==&lt;br /&gt;
&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Forge Rites|Forge]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Oracle Rites|Oracle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039; [[Sphere Resonances]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1986</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1986"/>
		<updated>2026-03-22T06:46:01Z</updated>

		<summary type="html">&lt;p&gt;Persephone: fixing incorrect links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you. If you have Conviction you can be dedicated as normal, to any [[The Gods|god]]; it doesn&#039;t change your alignment to a God for the purposes of skills / entreaties etc but it does give you the relevant dedication effect from the other God.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Jester|The Jester]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Hearth|The Hearth]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Muse|The Muse]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may restore one use of a Vigour ability that is rechargeable or 1/encounter with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Smith|The Smith]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Reaper|The Reaper]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Execute|Execute]] on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Warrior|The Warrior]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Guardian|The Guardian]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Scholar|The Scholar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Shadow|The Shadow]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Traveler|The Traveler]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Justicar|The Justicar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The _Celebrant|The Celebrant]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith and even then only between the same God. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough as anyone with Conviction can both use the Dedicate and Bestowal ceremonies these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking)&lt;br /&gt;
|Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Refuge|Refuge]] by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going Critical&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Spiritual Reading&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|effect=View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call [[Rules/Calls#Refuge|Refuge]] on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Excommunication&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=10&lt;br /&gt;
|cost=2 Faith&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=Bestow a malign &#039;boon&#039; on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event and can be Dedicated. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1985</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1985"/>
		<updated>2026-03-22T06:43:35Z</updated>

		<summary type="html">&lt;p&gt;Persephone: cross links throughout the text and skill cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you. If you have Conviction you can be dedicated as normal, to any [[The Gods|god]]; it doesn&#039;t change your alignment to a God for the purposes of skills / entreaties etc but it does give you the relevant dedication effect from the other God.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Jester|The Jester]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Hearth|The Hearth]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Muse|The Muse]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may restore one use of a Vigour ability that is rechargeable or 1/encounter with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Smith|The Smith]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Reaper|The Reaper]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Execute|Execute]] on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Warrior|The Warrior]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Guardian|The Guardian]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Scholer|The Scholar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Shadow|The Shadow]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Traveller|The Traveller]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Justiciar|The Justicar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The _Celebrant|The Celebrant]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith and even then only between the same God. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough as anyone with Conviction can both use the Dedicate and Bestowal ceremonies these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking)&lt;br /&gt;
|Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Refuge|Refuge]] by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going Critical&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Spiritual Reading&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|effect=View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call [[Rules/Calls#Refuge|Refuge]] on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Excommunication&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=10&lt;br /&gt;
|cost=2 Faith&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=Bestow a malign &#039;boon&#039; on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event and can be Dedicated. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1984</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=1984"/>
		<updated>2026-03-22T06:06:32Z</updated>

		<summary type="html">&lt;p&gt;Persephone: added table for threshold skills and some crosslinking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you. If you have Conviction you can be dedicated as normal, to any [[The Gods|god]]; it doesn&#039;t change your alignment to a God for the purposes of skills / entreaties etc but it does give you the relevant dedication effect from the other God.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Jester&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in critical state) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Hearth&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call Refuge, which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Muse&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may restore one use of a Vigour ability that is rechargeable or 1/encounter with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Smith&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call Mend with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Reaper&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call Execute on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Warrior&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call Resist to Stagger or Stun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Guardian&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of Rebound to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Scholar&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Shadow&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Traveller&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call Resist to Ensnare or Stun.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Justicar&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call Ensnare on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Celebrant&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith and even then only between the same God. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough as anyone with Conviction can both use the Dedicate and Bestowal ceremonies these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted (critical state / move away / stop speaking)&lt;br /&gt;
|Call and sustain Refuge as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call Smite by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call Full Heal in exchange for going Critical. Spend the Faith instead for Mass Full Heal in exchange for going Critical&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become ensnared and call Stagger on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call Stun on any target, or Stagger on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Spiritual Reading&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|effect=View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call Refuge on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into critical state or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of Smite to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call FULL HEAL once on a target in touch range and become critical yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take Ensnare. While you refuse to move more than one pace from the spot, you may call Stagger on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call Stagger on three targets or Stun on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Excommunication&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=10&lt;br /&gt;
|cost=2 Faith&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=Bestow a malign &#039;boon&#039; on a target who is either willing or in critical state at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event and can be Dedicated. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1983</id>
		<title>Rules/Weaving Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weaving_Skills&amp;diff=1983"/>
		<updated>2026-03-22T05:54:52Z</updated>

		<summary type="html">&lt;p&gt;Persephone: skill card colours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many centuries ago, the Gods created Menhir, a vast sentience of magic, which settled deep beneath the surface of the land. Magic is everywhere in the world and it can take many forms. Each nation may have their own unique methods of practicing and teaching magic, but the underlying principles are always the same.&lt;br /&gt;
&lt;br /&gt;
Those who can use magic directly are known as Weavers, and Weaving is the name for works of magic created and performed at the Menhir Shards. These large rocks protrude from the ground and allow a mage to temporarily connect to the vast source of magic and do things on a much greater scale than with purely their own power.&lt;br /&gt;
&lt;br /&gt;
== Rites ==&lt;br /&gt;
Rites are small, specific Weavings that can be done anywhere and anytime, because they are smaller and use formulaic magic to produce the same effect every time.&lt;br /&gt;
&lt;br /&gt;
Many Rites require you to deliver the effect via Touch. This will be specified in the individual Rite but this can only be done with a Focus in combat. Rites cannot be delivered with a non-focus weapon. Some Rites may be acceptable to deliver via Touch without a Focus if the other party consents.&lt;br /&gt;
&lt;br /&gt;
== Specialisation ==&lt;br /&gt;
Two distinct types of Rite user have developed over time: &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; and &#039;&#039;&#039;Spellweavers&#039;&#039;&#039;. While any Weaver may perform basic Rites within the Sphere or Spheres they have developed a connection to, these two have honed their skills down two diverging paths that grant them access to a number of exclusive Rites, depending on their training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritecallers&#039;&#039;&#039; are mages who focus on wielding magic in battle, and gain access to rites that have a stronger leaning toward combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to some Rites that have more varied effects, including those that can weave longer lasting area effects. Spellweavers can also manipulate very small amounts of magic to create an effect related to their Sphere (examples are detailed on each Rites page). It is possible for a Fire Spellweaver to claim they are using magic to change the colour of a fire which is phys repped by things like fire powders. These effects are designed to let people roleplay and feel more like a wielder of magic on a low level. There can be other uses beyond the examples and while there is no guarantee that using them in a plot setting will help we encourage people to jump into the roleplay and see what may be possible. While some things in Menhirs Fate require certain mechanical levers to be pulled we are always on the lookout for players who are engaging and putting in effort and their own solutions.&lt;br /&gt;
&lt;br /&gt;
== Handsel Augury ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Handsel Augury&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| level = 10&lt;br /&gt;
| cast_time = 10 minutes&lt;br /&gt;
| cost = 1 Essence of the relevant Sphere&lt;br /&gt;
| effect = All players who take the Weaver skill have access to this ability. Characters may perform this Rite to commune with Menhir and discover the Handsels that are the &amp;quot;price&amp;quot; of a Weaving. The characters performing this rite will need to complete the Weaving form and take it to a member of the Weaving team along with the Essence requirement. The Weaving team will provide a response containing the effects, costs in Handsels and any other information about the Weaving created through this rite.&lt;br /&gt;
| note = More information on the full Weaving process can be found on the [[Weaving]] page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weaving Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| note = This skill is needed before taking any other Weaving skill.&lt;br /&gt;
| effect = This skill allows the Character to perform Weavings and Rites based on their Sphere levels. The character can also use the Handsel Augury Rite. Upon taking this skill, choose a Sphere from the list below – you gain 1 level in that Sphere. A character performing a Rite will need to do a Wyrd draw. The Wyrd draw bag for a Rite must contain 2 weaving tokens + X tokens equal to the level of your highest Sphere level. As a Weaver you may also use a rod, staff or wand as a focus (both for normal melee and for purposes of rites).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Sphere&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 2xp&lt;br /&gt;
| effect = This skill grants you 1 extra level in a sphere or a new sphere. This skill does not increase in cost each time you purchase it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weaving Specialisation&lt;br /&gt;
| sphere = Focus&lt;br /&gt;
| xp = 3xp&lt;br /&gt;
| effect = Taking this skill allows you to specialise as a Spellweaver or Ritecaller. You can take this twice to specialise in both. &#039;&#039;&#039;Spellweavers&#039;&#039;&#039; gain access to the Utility rite list for any spheres they possess, and access to Spellweaver Effects listed on each Rite page. These are performed using a 10 second Rite. &#039;&#039;&#039;Ritecallers&#039;&#039;&#039; gain access to the Combat rite list for any spheres they possess, and a cast time reduction on the basic combat rites marked on the Rite pages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== List of Spheres and Links to Rites ==&lt;br /&gt;
&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Forge Rites|Forge]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Oracle Rites|Oracle]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039; [[Sphere Resonances]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1982</id>
		<title>Rules/Vigour Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1982"/>
		<updated>2026-03-22T05:02:04Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Cross linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vigour Skills operate on a series of skill levels representing a character&#039;s skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.&lt;br /&gt;
&lt;br /&gt;
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Rules/Calls|Calls]] and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.&lt;br /&gt;
&lt;br /&gt;
If you use a Vigour call from the list below and the target doesn&#039;t take a call and doesn&#039;t explicitly stop it affecting them then you don&#039;t expend your use of Vigour.&lt;br /&gt;
&lt;br /&gt;
== Vigour and XP ==&lt;br /&gt;
To buy into any Vigour line costs &#039;&#039;&#039;4xp&#039;&#039;&#039;. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Upgrade.&lt;br /&gt;
&lt;br /&gt;
You may also buy an extra use of a level 2 ability you have already bought. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Mastery.&lt;br /&gt;
&lt;br /&gt;
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.&lt;br /&gt;
&lt;br /&gt;
== Vigour in Haven ==&lt;br /&gt;
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Toughness ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Toughness&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=1XP (+1XP per level)&lt;br /&gt;
|effect=Adds one base hit point per level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thrown ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Thrown&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=2xp&lt;br /&gt;
|effect=This skill allows a character to use [[Rules/Weapons_and_Armour_Safety#Thrown_Weapons|Thrown]] weapons. These weapons always inflict [[Rules/Calls#Stagger|Stagger]] and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Proficiency ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ranged Weapon Proficiency&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=4xp&lt;br /&gt;
|effect=This skill allows a character to use a [[Rules/Weapons_and_Armour_Safety#Bows|Bow]] or [[Rules/Weapons_and_Armour_Safety#Crossbows|Crossbow]]. These weapons always inflict [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Master ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; cannot use with a [[Rules/Weapons and Armour Safety#Pikes|Pike]]; [[Rules/Weapons and Armour Safety#Bows/Crossbows|bows/thrown]] weapons cannot make any calls other than their standard calls. &lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Catch Breath&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=You may use [[Rules/Calls#Regeneration|Regeneration]] once when not in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Clear Out&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|effect=When a nearby ally (within 5m) enters [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], call [[Rules/Calls#Stagger|Stagger]] twice on the next 2 hits or shield blocks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Precision Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (depending on your weapon physrep) on torso hit only.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Signature Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Resist [[Rules/Calls#Shatter|Shatter]] on one chosen weapon (you may change weapon choice between events).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Vanguard ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#Polearms/Polearm Foci|polearms]] only; cannot make any calls with a [[Rules/Weapons and Armour Safety#Pikes|pike]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Make Space&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if you enter a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on next hit when an enemy makes it past your polearm&#039;s point, once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backup Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if your polearm is shattered again&lt;br /&gt;
|effect=While your polearm is shattered, you may call [[Rules/Calls#Stun|Stun]] once with a 1 handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dazzling Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stun|Stun]] on any hit (not to shield).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Drive Them Back&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on hit on two adjacent enemies (you do have to hit both of them sequentially).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harrier ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#One-Handed weapons/One handed Foci|1h weapons]] (optionally ambi), no [[Rules/Weapons and Armour Safety#Heavy Armour|heavy armour]], no shield larger than a [[Rules/Weapons and Armour Safety#Shields|buckler]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backstab&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|effect=You may call [[Rules/Calls#Rend|Rend]] on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Riposte&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=Recharges after landing a torso hit on an enemy&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on Block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shake it off!&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] from critical state or 5 secs of Appropriate Roleplay to call [[Rules/Calls#I&#039;ve_Seen_Worse|I&#039;ve Seen Worse]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weapon Snap&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may call [[Rules/Calls#Shatter|Shatter]] when striking a weapon or focus with the weapons in your primary and off-hand simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Must use a [[Rules/Weapons and Armour Safety#Shields|shield]] (incompatible with Harrier even if your shield is small)&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Over Here&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when the original taunted target enters a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=[[Rules/Calls#Taunt|Taunt]] target on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Brace&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when you next lose a hit point to a melee blow&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on shield hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Push Forward&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on one hit and then call [[Rules/Calls#Shatter|Shatter]] on the next hit within ten seconds. The [[Rules/Calls#Shatter|Shatter]] is wasted if your second hit is on a person rather than a valid shatter target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hold the Line&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] on entering [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], you do not have to get on the ground or stop defending with your shield for this instance of entering critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Brute ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; must be using a [[Rules/Weapons and Armour Safety#Two Handed Weapon/Two-Handed Foci|two handed weapon]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hard Head&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=Recharges when you go [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to take [[Rules/Calls#Rend|Rend]] or [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blood for Blood&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|effect=After taking an offensive call, your next hit can call [[Rules/Calls#Stagger|Stagger]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mighty Blow&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Shatter|Shatter]] but you take [[Rules/Calls#Stagger|Stagger]] away from the opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feud&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Ranged [[Rules/Calls#Taunt|Taunt]] within 10m by pointing and yelling, you are also taunted by them until they reach rules/other-game-rules/#critical-state or end of encounter, you may call [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (as per your weapon type) against them once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1981</id>
		<title>Rules/Vigour Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1981"/>
		<updated>2026-03-22T04:10:02Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Adding links to Templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vigour Skills operate on a series of skill levels representing a character&#039;s skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.&lt;br /&gt;
&lt;br /&gt;
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Rules/Calls|Calls]] and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.&lt;br /&gt;
&lt;br /&gt;
If you use a Vigour call from the list below and the target doesn&#039;t take a call and doesn&#039;t explicitly stop it affecting them then you don&#039;t expend your use of Vigour.&lt;br /&gt;
&lt;br /&gt;
== Vigour and XP ==&lt;br /&gt;
To buy into any Vigour line costs &#039;&#039;&#039;4xp&#039;&#039;&#039;. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Upgrade.&lt;br /&gt;
&lt;br /&gt;
You may also buy an extra use of a level 2 ability you have already bought. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Mastery.&lt;br /&gt;
&lt;br /&gt;
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.&lt;br /&gt;
&lt;br /&gt;
== Vigour in Haven ==&lt;br /&gt;
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Toughness ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Toughness&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=1XP (+1XP per level)&lt;br /&gt;
|effect=Adds one base hit point per level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thrown ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Thrown&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=2xp&lt;br /&gt;
|effect=This skill allows a character to use [[Rules/Weapons_and_Armour_Safety#Thrown_Weapons|Thrown]] weapons. These weapons always inflict [[Rules/Calls#Stagger|Stagger]] and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Proficiency ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ranged Weapon Proficiency&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=4xp&lt;br /&gt;
|effect=This skill allows a character to use a [[Rules/Weapons_and_Armour_Safety#Bows|Bow]] or [[Rules/Weapons_and_Armour_Safety#Crossbows|Crossbow]]. These weapons always inflict [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Master ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; cannot use with a Pike; bows/thrown weapons cannot make any calls other than their standard calls&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Catch Breath&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=You may use [[Rules/Calls#Regeneration|Regeneration]] once when not in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Clear Out&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|effect=When a nearby ally (within 5m) enters [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], call [[Rules/Calls#Stagger|Stagger]] twice on the next 2 hits or shield blocks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Precision Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (depending on your weapon physrep) on torso hit only.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Signature Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Resist [[Rules/Calls#Shatter|Shatter]] on one chosen weapon (you may change weapon choice between events).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Vanguard ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; polearms only; cannot make any calls with a pike&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Make Space&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if you enter a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on next hit when an enemy makes it past your polearm&#039;s point, once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backup Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if your polearm is shattered again&lt;br /&gt;
|effect=While your polearm is shattered, you may call [[Rules/Calls#Stun|Stun]] once with a 1 handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dazzling Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stun|Stun]] on any hit (not to shield).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Drive Them Back&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on hit on two adjacent enemies (you do have to hit both of them sequentially).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harrier ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; 1h weapons (optionally ambi), no heavy armour, no shield larger than a buckler&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backstab&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|effect=You may call [[Rules/Calls#Rend|Rend]] on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Riposte&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=Recharges after landing a torso hit on an enemy&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on Block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shake it off!&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] from critical state or 5 secs of Appropriate Roleplay to call [[Rules/Calls#I&#039;ve_Seen_Worse|I&#039;ve Seen Worse]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weapon Snap&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may call [[Rules/Calls#Shatter|Shatter]] when striking a weapon or focus with the weapons in your primary and off-hand simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Must use a shield (incompatible with Harrier even if your shield is small)&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Over Here&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when the original taunted target enters a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=[[Rules/Calls#Taunt|Taunt]] target on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Brace&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when you next lose a hit point to a melee blow&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on shield hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Push Forward&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on one hit and then call [[Rules/Calls#Shatter|Shatter]] on the next hit within ten seconds. The [[Rules/Calls#Shatter|Shatter]] is wasted if your second hit is on a person rather than a valid shatter target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hold the Line&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] on entering [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], you do not have to get on the ground or stop defending with your shield for this instance of entering critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Brute ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; must be using a two handed weapon&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hard Head&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=Recharges when you go [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to take [[Rules/Calls#Rend|Rend]] or [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blood for Blood&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|effect=After taking an offensive call, your next hit can call [[Rules/Calls#Stagger|Stagger]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mighty Blow&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Shatter|Shatter]] but you take [[Rules/Calls#Stagger|Stagger]] away from the opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feud&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Ranged [[Rules/Calls#Taunt|Taunt]] within 10m by pointing and yelling, you are also taunted by them until they reach rules/other-game-rules/#critical-state or end of encounter, you may call [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (as per your weapon type) against them once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1980</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1980"/>
		<updated>2026-03-22T04:07:08Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Critical State, Terminal State, Dying ==&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
If a character is in a critical state for 120 seconds then they will enter a Terminal State. &lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise. &lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character. While in a Terminal State the character cannot be healed, and follows all the same rules as being in a Critical state. They may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. In all other cases, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
== Mobility and Critical States ==&lt;br /&gt;
Even if you are non-com, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
== Execute ==&lt;br /&gt;
Execute: Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons&lt;br /&gt;
&lt;br /&gt;
== Moving characters ==&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a ref must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
== Apothecary and consumable potions ==&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
== In-Character theft ==&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
Special item, handsel, apothecary consumable or enchanted object - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep the ribbon or card only&lt;br /&gt;
&lt;br /&gt;
In game coins&lt;br /&gt;
&lt;br /&gt;
In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player may not steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
== How many Magic items and how many effects can a person have? ==&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
One ongoing effect provided by a Rite (either on themselves or charged on a weapon or focus they are holding)&lt;br /&gt;
&lt;br /&gt;
One magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
Three Enchanted objects they are actively using&lt;br /&gt;
&lt;br /&gt;
One Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
One Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
As many Boons, Curses, Hexes, and other divine or malign effects as they take - no limits on these&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1979</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1979"/>
		<updated>2026-03-22T04:06:20Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Critical State, Terminal State, Dying&lt;br /&gt;
&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
If a character is in a critical state for 120 seconds then they will enter a Terminal State. &lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise. &lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character. While in a Terminal State the character cannot be healed, and follows all the same rules as being in a Critical state. They may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. In all other cases, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
Mobility and Critical States&lt;br /&gt;
&lt;br /&gt;
Even if you are non-com, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
Execute&lt;br /&gt;
&lt;br /&gt;
Execute: Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons&lt;br /&gt;
&lt;br /&gt;
Moving characters&lt;br /&gt;
&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a ref must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
Apothecary and consumable potions&lt;br /&gt;
&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
In-Character theft&lt;br /&gt;
&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
Special item, handsel, apothecary consumable or enchanted object - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep the ribbon or card only&lt;br /&gt;
&lt;br /&gt;
In game coins&lt;br /&gt;
&lt;br /&gt;
In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player may not steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
How many Magic items and how many effects can a person have?&lt;br /&gt;
&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
One ongoing effect provided by a Rite (either on themselves or charged on a weapon or focus they are holding)&lt;br /&gt;
&lt;br /&gt;
One magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
Three Enchanted objects they are actively using&lt;br /&gt;
&lt;br /&gt;
One Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
One Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
As many Boons, Curses, Hexes, and other divine or malign effects as they take - no limits on these&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1978</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1978"/>
		<updated>2026-03-22T04:05:18Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Formatting and setting page up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Critical State, Terminal State, Dying ==&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
If a character is in a critical state for 120 seconds then they will enter a Terminal State. &lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise. &lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character. While in a Terminal State the character cannot be healed, and follows all the same rules as being in a Critical state. They may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. In all other cases, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
== Mobility and Critical States ==&lt;br /&gt;
Even if you are non-com, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
== Execute ==&lt;br /&gt;
Execute: Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons&lt;br /&gt;
&lt;br /&gt;
== Moving characters ==&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a ref must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
== Apothecary and consumable potions ==&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
== In-Character theft ==&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
Special item, handsel, apothecary consumable or enchanted object - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep the ribbon or card only&lt;br /&gt;
&lt;br /&gt;
In game coins&lt;br /&gt;
&lt;br /&gt;
In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player may not steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
== How many Magic items and how many effects can a person have? ==&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
One ongoing effect provided by a Rite (either on themselves or charged on a weapon or focus they are holding)&lt;br /&gt;
&lt;br /&gt;
One magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
Three Enchanted objects they are actively using&lt;br /&gt;
&lt;br /&gt;
One Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
One Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
As many Boons, Curses, Hexes, and other divine or malign effects as they take - no limits on these&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1977</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=1977"/>
		<updated>2026-03-22T04:04:11Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Other Game Rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Critical State, Terminal State, Dying&lt;br /&gt;
&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
If a character is in a critical state for 120 seconds then they will enter a Terminal State. &lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise. &lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character. While in a Terminal State the character cannot be healed, and follows all the same rules as being in a Critical state. They may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return unless explicitly stated.&lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. In all other cases, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
Mobility and Critical States&lt;br /&gt;
&lt;br /&gt;
Even if you are non-com, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
Execute&lt;br /&gt;
&lt;br /&gt;
Execute: Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons&lt;br /&gt;
&lt;br /&gt;
Moving characters&lt;br /&gt;
&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a ref must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
Apothecary and consumable potions&lt;br /&gt;
&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
In-Character theft&lt;br /&gt;
&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
Special item, handsel, apothecary consumable or enchanted object - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep the ribbon or card only&lt;br /&gt;
&lt;br /&gt;
In game coins&lt;br /&gt;
&lt;br /&gt;
In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player may not steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
How many Magic items and how many effects can a person have?&lt;br /&gt;
&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
One ongoing effect provided by a Rite (either on themselves or charged on a weapon or focus they are holding)&lt;br /&gt;
&lt;br /&gt;
One magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
Three Enchanted objects they are actively using&lt;br /&gt;
&lt;br /&gt;
One Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
One Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
As many Boons, Curses, Hexes, and other divine or malign effects as they take - no limits on these&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1976</id>
		<title>Rules/Vigour Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=1976"/>
		<updated>2026-03-22T03:31:59Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vigour Skills operate on a series of skill levels representing a character&#039;s skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.&lt;br /&gt;
&lt;br /&gt;
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Rules/Calls|Calls]] and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.&lt;br /&gt;
&lt;br /&gt;
If you use a Vigour call from the list below and the target doesn&#039;t take a call and doesn&#039;t explicitly stop it affecting them then you don&#039;t expend your use of Vigour.&lt;br /&gt;
&lt;br /&gt;
== Vigour and XP ==&lt;br /&gt;
To buy into any Vigour line costs &#039;&#039;&#039;4xp&#039;&#039;&#039;. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Upgrade.&lt;br /&gt;
&lt;br /&gt;
You may also buy an extra use of a level 2 ability you have already bought. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Mastery.&lt;br /&gt;
&lt;br /&gt;
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.&lt;br /&gt;
&lt;br /&gt;
== Vigour in Haven ==&lt;br /&gt;
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Toughness ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Toughness&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=1XP (+1XP per level)&lt;br /&gt;
|effect=Adds one base hit point per level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thrown ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Thrown&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=2xp&lt;br /&gt;
|effect=This skill allows a character to use [[Rules/Weapons_and_Armour_Safety#Thrown_Weapons|Thrown]] weapons. These weapons always inflict Stagger and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Proficiency ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ranged Weapon Proficiency&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=4xp&lt;br /&gt;
|effect=This skill allows a character to use a Bow or Crossbow. These weapons always inflict Rend.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Master ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; cannot use with a Pike; bows/thrown weapons cannot make any calls other than their standard calls&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Catch Breath&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=You may use Regeneration once when not in critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Clear Out&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|effect=When a nearby ally (within 5m) enters critical state, call Stagger twice on the next 2 hits or shield blocks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Precision Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Crush or Rend (depending on your weapon physrep) on torso hit only.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Signature Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Resist Shatter on one chosen weapon (you may change weapon choice between events).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Vanguard ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; polearms only; cannot make any calls with a pike&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Make Space&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=Call Stagger on next hit when an enemy makes it past your polearm&#039;s point, once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backup Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if your polearm is shattered again&lt;br /&gt;
|effect=While your polearm is shattered, you may call Stun once with a 1 handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dazzling Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Stun on any hit (not to shield).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Drive Them Back&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Stagger on hit on two adjacent enemies (you do have to hit both of them sequentially).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harrier ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; 1h weapons (optionally ambi), no heavy armour, no shield larger than a buckler&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backstab&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|effect=You may call Rend on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Riposte&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=Recharges after landing a torso hit on an enemy&lt;br /&gt;
|effect=Call Stagger on Block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shake it off!&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Regeneration from critical state or 5 secs of Appropriate Roleplay to call I&#039;ve Seen Worse.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weapon Snap&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may call Shatter when striking a weapon or focus with the weapons in your primary and off-hand simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Must use a shield (incompatible with Harrier even if your shield is small)&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Over Here&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when the original taunted target enters a critical state&lt;br /&gt;
|effect=Taunt target on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Brace&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when you next lose a hit point to a melee blow&lt;br /&gt;
|effect=Call Stagger on shield hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Push Forward&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call Stagger on one hit and then call Shatter on the next hit within ten seconds. The Shatter is wasted if your second hit is on a person rather than a valid shatter target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hold the Line&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Regeneration on entering critical state, you do not have to get on the ground or stop defending with your shield for this instance of entering critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Brute ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; must be using a two handed weapon&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hard Head&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=Recharges when you go critical&lt;br /&gt;
|effect=Call Resist to take Rend or Crush as Stun once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blood for Blood&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|effect=After taking an offensive call, your next hit can call Stagger.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mighty Blow&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call Shatter but you take Stagger away from the opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feud&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Ranged Taunt within 10m by pointing and yelling, you are also taunted by them until they reach critical state or end of encounter, you may call Crush or Rend (as per your weapon type) against them once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=1975</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=1975"/>
		<updated>2026-03-21T17:51:09Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;nation-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-intro-rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Introduction to Rules|Introduction to Rules]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-skills-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Skills List|Skills List]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-basic-skills&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Basic Skills|Basic Skills]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-vigour&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Vigour Skills|Vigour]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-faith&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Faith Skills|Faith]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;nation-grid-item rules-weaving-skills&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Weaving Skills|Weaving Skills]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-healing&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Healing &amp;amp; Wounds|Healing]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-apothecary&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Apothecary|Apothecary]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-enchanting&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Enchanting|Enchanting]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-combat-rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Combat Rules|Combat Rules]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-weapons-safety&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Weapons and Armour Safety|Weapon &amp;amp; Armour Safety]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-damage-effects&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Calls|Calls]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-corruption&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Corruption|Corruption]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-resources&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Resources|Resources]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=1974</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=1974"/>
		<updated>2026-03-21T17:50:55Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Removed Magical skills in line with new rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;nation-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-intro-rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Introduction to Rules|Introduction to Rules]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-skills-list&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Skills List|Skills List]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-basic-skills&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Basic Skills|Basic Skills]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-vigour&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Vigour Skills|Vigour]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-faith&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Faith Skills|Faith]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Magical Skills|Magical Skills]]&amp;lt;/span&amp;gt;&amp;lt;div class=&amp;quot;nation-grid-item rules-weaving-skills&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Weaving Skills|Weaving Skills]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-healing&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Healing &amp;amp; Wounds|Healing]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-apothecary&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Apothecary|Apothecary]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-enchanting&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Enchanting|Enchanting]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-combat-rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Combat Rules|Combat Rules]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-weapons-safety&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Weapons and Armour Safety|Weapon &amp;amp; Armour Safety]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-damage-effects&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Calls|Calls]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-corruption&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Corruption|Corruption]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nation-grid-item rules-resources&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Rules/Resources|Resources]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
</feed>