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	<updated>2026-05-07T03:21:58Z</updated>
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	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=3471</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=3471"/>
		<updated>2026-05-05T17:28:57Z</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&lt;br /&gt;
&lt;br /&gt;
One ongoing effect empowering a Focus through a rite&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. An item generated through a weaving item does not count towards your three enchanted items. This is for items generated through the enchantment skill.&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;br /&gt;
&lt;br /&gt;
== Dealing with Rules Changes ==&lt;br /&gt;
Any character can re-spend their XP if your build isn&#039;t working for you - either between events or at the Customer Service desk.&lt;br /&gt;
&lt;br /&gt;
If you need to refer to things that have changed in the rules to explain previous IC events, you can use the catchphrase &amp;quot;The tides of magic have changed&amp;quot;. If someone uses this phrase or similar wording, you should assume that any discrepancies are due to an OC rules change and not pursue them IC.&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=3470</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=3470"/>
		<updated>2026-05-05T17:28:36Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Dealing with Rules Changes */&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;
== Dealing with Rules Changes ==&lt;br /&gt;
Any character can re-spend their XP if your build isn&#039;t working for you - either between events or at the Customer Service desk.&lt;br /&gt;
&lt;br /&gt;
If you need to refer to things that have changed in the rules to explain previous IC events, you can use the catchphrase &amp;quot;The tides of magic have changed&amp;quot;. If someone uses this phrase or similar wording, you should assume that any discrepancies are due to an OC rules change and not pursue them IC.&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;
[[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/Introduction_to_Rules&amp;diff=3469</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=3469"/>
		<updated>2026-05-05T17:27:03Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Added Dealing with rules changes text to match changelog&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;
== Dealing with Rules Changes ==&lt;br /&gt;
Any character can re-spend their XP if your build isn&#039;t working for you - either between events or at the Customer Service desk.&lt;br /&gt;
&lt;br /&gt;
If you need to refer to things that have changed in the rules to explain previous IC events, you can use the catchphrase &amp;quot;The winds of magic have changed&amp;quot;. If someone uses this phrase or similar wording, you should assume that any discrepancies are due to an OC rules change and not pursue them IC.&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;
[[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=3448</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=3448"/>
		<updated>2026-04-17T13:20:29Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Weaving Skills */  Updated the Weaving Specialisation skill to be clearer that you only need to take it twice to get both specialisations for all spheres&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character gets 10 XP to spend at character generation. If you have any remaining XP after 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 third event in a year. Any earned XP 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 a variety of things that any character can do with no XP cost, 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 twice for Ritecaller and Spellweaver. It does not need to be taken for each Sphere&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Physicians and Healing|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;
| [[Rules/Physicians and Healing#Physician Skills|Physician]]† || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Mortician|Mortician]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Advanced Physician|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=Festivals&amp;diff=2895</id>
		<title>Festivals</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2895"/>
		<updated>2026-04-16T16:52:53Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of Menhirs Fate celebrate many festivals. While they are usually celebrated in their home nations across the yerar many heroes want to make sure they dont lose their connection to their home just because they are off fighting the corruption and take some time to celebrate them in Haven instead. &lt;br /&gt;
&lt;br /&gt;
The Realm Festivals are much the same as one of the few places the nations do congregate together.&lt;br /&gt;
&lt;br /&gt;
This schedule will be update over the year and will become largely fixed from then on.&lt;br /&gt;
&lt;br /&gt;
Festivals are organised so that each nation gets 1 scheduled. This means that we don&#039;t run monster slots and don&#039;t run plot duirng that time slot. Nations may have other festivals throughout the year but these are listed as unscheduled and will not be taken into account by the schedule so we have the capability to run everything we need to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Nation&lt;br /&gt;
!Festival&lt;br /&gt;
!Event&lt;br /&gt;
!Scheduled&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Avereaux&lt;br /&gt;
|Freehold Games&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|The Wonder&lt;br /&gt;
|Cascade&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Valdraeth&lt;br /&gt;
|Ribbon Fest&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|Valdreath&lt;br /&gt;
|The Haunting&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Portavas&lt;br /&gt;
|Armada Day&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammerstadt&lt;br /&gt;
|Klarasburg sausage festival&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan&lt;br /&gt;
|Sunmoot&lt;br /&gt;
|M2&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan &lt;br /&gt;
|Snowmoot&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Kairos&lt;br /&gt;
|The Antequorum&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Syradonia&lt;br /&gt;
|Festival of Light&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Evening/Night&lt;br /&gt;
|-&lt;br /&gt;
|Morvalis&lt;br /&gt;
|Festival Des Amateurs&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Mid Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Festival&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crownlands&lt;br /&gt;
|&lt;br /&gt;
|M3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Commonwealth&lt;br /&gt;
|&lt;br /&gt;
|M1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sanctuaries&lt;br /&gt;
|&lt;br /&gt;
|M2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2774</id>
		<title>Festivals</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2774"/>
		<updated>2026-04-16T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of Menhirs Fate celebrate many festivals. While they are usually celebrated in their home nations across the yerar many heroes want to make sure they dont lose their connection to their home just because they are off fighting the corruption and take some time to celebrate them in Haven instead. &lt;br /&gt;
&lt;br /&gt;
The Realm Festivals are much the same as one of the few places the nations do congregate together.&lt;br /&gt;
&lt;br /&gt;
This schedule will be update over the year and will become largely fixed from then on.&lt;br /&gt;
&lt;br /&gt;
Festivals are organised so that each nation gets 1 scheduled. This means that we don&#039;t run monster slots and don&#039;t run plot duirng that time slot. Nations may have other festivals throughout the year but these are listed as unscheduled and will not be taken into account by the schedule so we have the capability to run everything we need to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Nation&lt;br /&gt;
!Festival&lt;br /&gt;
!Event&lt;br /&gt;
!Scheduled&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Avereaux&lt;br /&gt;
|Freehold Games&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|The Wonder&lt;br /&gt;
|Cascade&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Valdraeth&lt;br /&gt;
|Ribbon Fest&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|Valdreath&lt;br /&gt;
|The Haunting&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Portavas&lt;br /&gt;
|Armada Day&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammerstadt&lt;br /&gt;
|Klarasburg sausage festival&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan&lt;br /&gt;
|Rainmoot/Sunmoot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan &lt;br /&gt;
|Snowmoot&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Kairos&lt;br /&gt;
|The Antequorum&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Syradonia&lt;br /&gt;
|Festival of Light&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Evening/Night&lt;br /&gt;
|-&lt;br /&gt;
|Morvalis&lt;br /&gt;
|Festival Des Amateurs&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Mid Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Festival&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crownlands&lt;br /&gt;
|&lt;br /&gt;
|M3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Commonwealth&lt;br /&gt;
|&lt;br /&gt;
|M1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sanctuaries&lt;br /&gt;
|&lt;br /&gt;
|M2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2773</id>
		<title>Festivals</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2773"/>
		<updated>2026-04-16T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of Menhirs Fate celebrate many festivals. While they are usually celebrated in their home nations across the yerar many heroes want to make sure they dont lose their connection to their home just because they are off fighting the corruption and take some time to celebrate them in Haven instead. &lt;br /&gt;
&lt;br /&gt;
The Realm Festivals are much the same as one of the few places the nations do congregate together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Nation&lt;br /&gt;
!Festival&lt;br /&gt;
!Event&lt;br /&gt;
!Scheduled&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Avereaux&lt;br /&gt;
|Freehold Games&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|The Wonder&lt;br /&gt;
|Cascade&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Valdraeth&lt;br /&gt;
|Ribbon Fest&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|Valdreath&lt;br /&gt;
|The Haunting&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Portavas&lt;br /&gt;
|Armada Day&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammerstadt&lt;br /&gt;
|Klarasburg sausage festival&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan&lt;br /&gt;
|Rainmoot/Sunmoot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan &lt;br /&gt;
|Snowmoot&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Kairos&lt;br /&gt;
|The Antequorum&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Syradonia&lt;br /&gt;
|Festival of Light&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Evening/Night&lt;br /&gt;
|-&lt;br /&gt;
|Morvalis&lt;br /&gt;
|Festival Des Amateurs&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Mid Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Festival&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crownlands&lt;br /&gt;
|&lt;br /&gt;
|M3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Commonwealth&lt;br /&gt;
|&lt;br /&gt;
|M1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sanctuaries&lt;br /&gt;
|&lt;br /&gt;
|M2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2772</id>
		<title>Festivals</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Festivals&amp;diff=2772"/>
		<updated>2026-04-16T15:54:04Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Created page with &amp;quot;The nations of Menhirs Fate celebrate many festivals. While they are usually celebrated in their home nations across the yerar many heroes want to make sure they dont lose their connection to their home just because they are off fighting the corruption and take some time to celebrate them in Haven instead.   The Realm Festivals are much the same as one of the few places the nations do congregate together.  {| class=&amp;quot;wikitable&amp;quot; |+ !Nation !Festival !Event !Scheduled !Time...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The nations of Menhirs Fate celebrate many festivals. While they are usually celebrated in their home nations across the yerar many heroes want to make sure they dont lose their connection to their home just because they are off fighting the corruption and take some time to celebrate them in Haven instead. &lt;br /&gt;
&lt;br /&gt;
The Realm Festivals are much the same as one of the few places the nations do congregate together.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Nation&lt;br /&gt;
!Festival&lt;br /&gt;
!Event&lt;br /&gt;
!Scheduled&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Avereaux&lt;br /&gt;
|Freehold Games&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|The Wonder&lt;br /&gt;
|Cascade&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Valdraeth&lt;br /&gt;
|Ribbon Fest&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|Valdreath&lt;br /&gt;
|The Haunting&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Portavas&lt;br /&gt;
|Armada Day&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hammerstadt&lt;br /&gt;
|Klarasburg sausage festival&lt;br /&gt;
|M2&lt;br /&gt;
|Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Urdrevan &lt;br /&gt;
|Snowmoot&lt;br /&gt;
|M3&lt;br /&gt;
|No&lt;br /&gt;
|Evening&lt;br /&gt;
|-&lt;br /&gt;
|Kairos&lt;br /&gt;
|The Antequorum&lt;br /&gt;
|M3&lt;br /&gt;
|Yes&lt;br /&gt;
|Daytime&lt;br /&gt;
|-&lt;br /&gt;
|Syradonia&lt;br /&gt;
|Festival of Light&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Evening/Night&lt;br /&gt;
|-&lt;br /&gt;
|Morvalis&lt;br /&gt;
|Festival Des Amateurs&lt;br /&gt;
|M1&lt;br /&gt;
|Yes&lt;br /&gt;
|Mid Afternoon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Realm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Festival&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crownlands&lt;br /&gt;
|&lt;br /&gt;
|M3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Commonwealth&lt;br /&gt;
|&lt;br /&gt;
|M1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sanctuaries&lt;br /&gt;
|&lt;br /&gt;
|M2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Combat_Rules&amp;diff=2340</id>
		<title>Rules/Combat Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Combat_Rules&amp;diff=2340"/>
		<updated>2026-04-06T17:56:41Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* How many Magic items and how many effects can a person have? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Global Hit Points ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate, each player character starts with 3 global hit points, which can be increased with armour and skills. For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. A normal unarmoured character can take three points of damage before entering a ‘critical state’. Any increase to your hits also increase them at a global level. You cannot gain different hit points on different sections of the body .&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Characters regain their full amount of hit points at sunrise. There is no other way to naturally regain Hit Points&lt;br /&gt;
&lt;br /&gt;
=== Head hits ===&lt;br /&gt;
&lt;br /&gt;
Head hits are not a viable targets at Menhirs Fate. The head should not be targeted in melee or at range. Characters should aim elsewhere during a fight. We understand accidents happen and if you do accidentally strike the head then give a quick apology. Being struck in the head does not inflict any call or damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do not expect people to use their head to block and this will be dangerous play and may result in combat warnings or bans.&lt;br /&gt;
&lt;br /&gt;
=== The 1 second rule ===&lt;br /&gt;
&lt;br /&gt;
Being hit and receiving damage in Menhirs Fate follows the 1 second rule. This means you can only lose 1 hit from each source of damage every second. It does allow you to take more than 1 damage per second if you are hit by multiple sources of damage such as two separate people hitting you at the same time. The ambidexterity skill may allow you to attack fast enough to hit multiple times very quickly but you will still only cause 1 damage per second.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Magic ===&lt;br /&gt;
&lt;br /&gt;
Ranged spells do not cause a point of damage except the Cantrip elemental blast. However all ranged spells cannot be blocked unless they are counter spelled or resisted by the target.&lt;br /&gt;
&lt;br /&gt;
== What is an Encounter? ==&lt;br /&gt;
An encounter is any time you leave Haven through a rift. Many abilities in Menhirs Fate are usuable on a per encounter basis and will recharge when you return to Haven ready for the next encounter you go on.&lt;br /&gt;
&lt;br /&gt;
Sometimes things occur in Haven that require you to use per encounter abilities. In these cases, 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;
== Sparring ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate does not feature non lethal damage as a mechanic. In the safety of Haven you may spar or otherwise practice with larp weapons and not do any damage or require healing afterwards but only for sparring purposes. Any other kind of combat will inflict damage as normal. You may roleplay that you have received minor training injuries if you wish and give healing roleplay to those playing healers but this will not require mechanical efforts to fix.&lt;br /&gt;
&lt;br /&gt;
== Sanctioned Combat and Grappling ==&lt;br /&gt;
&lt;br /&gt;
At Menhirs Fate grappling is not allowed during normal combat for safety concerns. In certain circumstances we will allow for Sanctioned Combat that may allow for grappling and other stage fighting elements to be used. This must be done under the guidance of a Ref who will check if both participants agree to these elements and also check the area to make sure it is safe for Sanctioned Combat. Generally this will be within Haven in situations such as duels or sparring but occasionally may be occur on a skirmish that is specifically set up to accommodate it. These fights still follow all other combat safety rules and while Stage fighting is allowed you may not land punches and kicks.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour does not count as separate hits for the purposes of healing. When the character is healed their global hits are recovered with no distinction between hits provided from their base hits, armour or other sources.&lt;br /&gt;
&lt;br /&gt;
The coverage system below describes locations but coverage may be achieved by any number of actual armour pieces. Chainmail, Articulated plate arms or a set of shoulder armour and bracers would all achieve the same mechanical effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
For armour to be effective and provide benefits, you must have at least partial coverage as described below. Only then will it stop damage calls and increase the number of hits a character can withstand before entering a critical state.&lt;br /&gt;
&lt;br /&gt;
===== Partial coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Partial Coverage of the whole body you must have any 4 of the locations in the list below. This will grant you the hits listed in the relevant armour types partial coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
===== Full Coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Full Coverage of the whole body you must have one torso location covered and any other 5 of the locations in the list below. This will grant you the hits listed in the relevant armour types Full coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
Mixing armour types may be done for aesthetic reasons but you only gain armour for the lowest armour type involved in the coverage&amp;lt;br /&amp;gt;&lt;br /&gt;
e.g 2 leather greaves and 2 padded arms would result in light partial coverage.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 leather greaves, 2 padded arms and a leather torso would result in medium coverage&lt;br /&gt;
&lt;br /&gt;
Stacking armour layers does not increase global hit points; only the highest layer is considered for hit points. For example, wearing full coverage heavy over full coverage light will not grant eight global hits. The heavy armour will grant five hits and the light armour will not be counted&lt;br /&gt;
&lt;br /&gt;
Armour is then categorised by type of the armour worn:&lt;br /&gt;
&lt;br /&gt;
==== Light Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing light armour, such as soft leather, furs, Mage armour (this covers all clothing that looks like armour), or padded material (excluding simple cloth), gains &#039;&#039;&#039;two &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage: &#039;&#039;&#039;A character wearing light armour, such as soft leather, furs, or padded material (excluding simple cloth) on all locations gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Light armour you are able to cast any Spell/Rite/Ceremony and the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Medium Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or leather scale, gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or ringmail on all locations, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;While wearing Medium armour you may not cast any spell/Rite but you may cast Ceremonies. &#039;&#039;While wearing Medium armour the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heavy Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage&#039;&#039;&#039;: A character wearing heavy armour, such as chainmail, flexible plate (latex/poly plate), or scalemail/brigandine, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing heavy armour, such as chainmail or ringmail, flexible plate (latex/poly plate), or metal scalemail/brigandine on all locations - This gives you &#039;&#039;&#039;five &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Heavy armour you may not cast any spell/Rite but you may cast Ceremonies. While wearing Heavy armour the “REND” damage effect will do only one point of damage &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. if you are wearing 50% light armour. You will have 3 global hits and then 2 additional global hit points that will be conveyed by the light armour. Meaning you will have 5 hits total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weapons, Foci and Relics ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate all larp safe weapons are categorised as either a “Weapon”, “Relic” or a “Foci”.&lt;br /&gt;
&lt;br /&gt;
The descriptions below indicate what sort of physical representation you would need for each type and the safety requirements for them. As there is some amount of crossover in these phys reps, (a staff may be a melee weapon or equally a foci, a wand may be a foci but could equally work as a relic) you must decide which it is to begin with. If you have decided your phys rep is of one type, it may not then be used as another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins has a Wand and has the ability to cast cantrip spells and also some cleric ability. They decided to bring their wand along and use it as their Foci. Later when they want to do a cleric ceremony, Jess must find a different phys rep to use as their Relic, but that&#039;s okay, they have a rather cool looking amulet that they use instead. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we would encourage players to use weapons that fit with the themes of the game and the themes of the nation they are playing within. We suggest that all weapons look like just that; weapons. The Phys rep should also be larp safe as per the weapons guidelines. When looking at any item that we consider to be a ‘Comedy weapon’ we will follow the rules of:&lt;br /&gt;
&lt;br /&gt;
* Is the Item safe for all participants and does the Item conform to weapon safety&lt;br /&gt;
* Could the item parry a sword&lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
&lt;br /&gt;
Foci may be physically represented by a staff, stave, wand or similar. The important part is that it looks like a magical tool as opposed to a weapon as above. The only exception to magical weapons is daggers which must look sufficiently magical e.g made of crystals. &lt;br /&gt;
&lt;br /&gt;
The Phys rep should also be larp safe as per the weapons guidelines. &lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
&lt;br /&gt;
Relics in Menhirs Fate are items of iconography that Clerics and Paladins use to channel their faith and perform ceremonies with. These items are never used to make physical contact with other players and as such we do not require them to be larp safe. These may be physically represented by amulets, symbols of their gods, small effigies of importance to them and their gods.&lt;br /&gt;
&lt;br /&gt;
If there is any confusion on Weapons, Relics or Foci then please contact us (Contact@menhirsfate.com) or speak to a Ref at one of our events.&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=Rules/Combat_Rules&amp;diff=2339</id>
		<title>Rules/Combat Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Combat_Rules&amp;diff=2339"/>
		<updated>2026-04-06T17:54:54Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Questioning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Global Hit Points ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate, each player character starts with 3 global hit points, which can be increased with armour and skills. For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. A normal unarmoured character can take three points of damage before entering a ‘critical state’. Any increase to your hits also increase them at a global level. You cannot gain different hit points on different sections of the body .&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Characters regain their full amount of hit points at sunrise. There is no other way to naturally regain Hit Points&lt;br /&gt;
&lt;br /&gt;
=== Head hits ===&lt;br /&gt;
&lt;br /&gt;
Head hits are not a viable targets at Menhirs Fate. The head should not be targeted in melee or at range. Characters should aim elsewhere during a fight. We understand accidents happen and if you do accidentally strike the head then give a quick apology. Being struck in the head does not inflict any call or damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do not expect people to use their head to block and this will be dangerous play and may result in combat warnings or bans.&lt;br /&gt;
&lt;br /&gt;
=== The 1 second rule ===&lt;br /&gt;
&lt;br /&gt;
Being hit and receiving damage in Menhirs Fate follows the 1 second rule. This means you can only lose 1 hit from each source of damage every second. It does allow you to take more than 1 damage per second if you are hit by multiple sources of damage such as two separate people hitting you at the same time. The ambidexterity skill may allow you to attack fast enough to hit multiple times very quickly but you will still only cause 1 damage per second.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Magic ===&lt;br /&gt;
&lt;br /&gt;
Ranged spells do not cause a point of damage except the Cantrip elemental blast. However all ranged spells cannot be blocked unless they are counter spelled or resisted by the target.&lt;br /&gt;
&lt;br /&gt;
== What is an Encounter? ==&lt;br /&gt;
An encounter is any time you leave Haven through a rift. Many abilities in Menhirs Fate are usuable on a per encounter basis and will recharge when you return to Haven ready for the next encounter you go on.&lt;br /&gt;
&lt;br /&gt;
Sometimes things occur in Haven that require you to use per encounter abilities. In these cases, 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;
== Sparring ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate does not feature non lethal damage as a mechanic. In the safety of Haven you may spar or otherwise practice with larp weapons and not do any damage or require healing afterwards but only for sparring purposes. Any other kind of combat will inflict damage as normal. You may roleplay that you have received minor training injuries if you wish and give healing roleplay to those playing healers but this will not require mechanical efforts to fix.&lt;br /&gt;
&lt;br /&gt;
== Sanctioned Combat and Grappling ==&lt;br /&gt;
&lt;br /&gt;
At Menhirs Fate grappling is not allowed during normal combat for safety concerns. In certain circumstances we will allow for Sanctioned Combat that may allow for grappling and other stage fighting elements to be used. This must be done under the guidance of a Ref who will check if both participants agree to these elements and also check the area to make sure it is safe for Sanctioned Combat. Generally this will be within Haven in situations such as duels or sparring but occasionally may be occur on a skirmish that is specifically set up to accommodate it. These fights still follow all other combat safety rules and while Stage fighting is allowed you may not land punches and kicks.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour does not count as separate hits for the purposes of healing. When the character is healed their global hits are recovered with no distinction between hits provided from their base hits, armour or other sources.&lt;br /&gt;
&lt;br /&gt;
The coverage system below describes locations but coverage may be achieved by any number of actual armour pieces. Chainmail, Articulated plate arms or a set of shoulder armour and bracers would all achieve the same mechanical effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
For armour to be effective and provide benefits, you must have at least partial coverage as described below. Only then will it stop damage calls and increase the number of hits a character can withstand before entering a critical state.&lt;br /&gt;
&lt;br /&gt;
===== Partial coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Partial Coverage of the whole body you must have any 4 of the locations in the list below. This will grant you the hits listed in the relevant armour types partial coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
===== Full Coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Full Coverage of the whole body you must have one torso location covered and any other 5 of the locations in the list below. This will grant you the hits listed in the relevant armour types Full coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
Mixing armour types may be done for aesthetic reasons but you only gain armour for the lowest armour type involved in the coverage&amp;lt;br /&amp;gt;&lt;br /&gt;
e.g 2 leather greaves and 2 padded arms would result in light partial coverage.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 leather greaves, 2 padded arms and a leather torso would result in medium coverage&lt;br /&gt;
&lt;br /&gt;
Stacking armour layers does not increase global hit points; only the highest layer is considered for hit points. For example, wearing full coverage heavy over full coverage light will not grant eight global hits. The heavy armour will grant five hits and the light armour will not be counted&lt;br /&gt;
&lt;br /&gt;
Armour is then categorised by type of the armour worn:&lt;br /&gt;
&lt;br /&gt;
==== Light Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing light armour, such as soft leather, furs, Mage armour (this covers all clothing that looks like armour), or padded material (excluding simple cloth), gains &#039;&#039;&#039;two &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage: &#039;&#039;&#039;A character wearing light armour, such as soft leather, furs, or padded material (excluding simple cloth) on all locations gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Light armour you are able to cast any Spell/Rite/Ceremony and the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Medium Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or leather scale, gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or ringmail on all locations, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;While wearing Medium armour you may not cast any spell/Rite but you may cast Ceremonies. &#039;&#039;While wearing Medium armour the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heavy Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage&#039;&#039;&#039;: A character wearing heavy armour, such as chainmail, flexible plate (latex/poly plate), or scalemail/brigandine, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing heavy armour, such as chainmail or ringmail, flexible plate (latex/poly plate), or metal scalemail/brigandine on all locations - This gives you &#039;&#039;&#039;five &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Heavy armour you may not cast any spell/Rite but you may cast Ceremonies. While wearing Heavy armour the “REND” damage effect will do only one point of damage &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. if you are wearing 50% light armour. You will have 3 global hits and then 2 additional global hit points that will be conveyed by the light armour. Meaning you will have 5 hits total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weapons, Foci and Relics ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate all larp safe weapons are categorised as either a “Weapon”, “Relic” or a “Foci”.&lt;br /&gt;
&lt;br /&gt;
The descriptions below indicate what sort of physical representation you would need for each type and the safety requirements for them. As there is some amount of crossover in these phys reps, (a staff may be a melee weapon or equally a foci, a wand may be a foci but could equally work as a relic) you must decide which it is to begin with. If you have decided your phys rep is of one type, it may not then be used as another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins has a Wand and has the ability to cast cantrip spells and also some cleric ability. They decided to bring their wand along and use it as their Foci. Later when they want to do a cleric ceremony, Jess must find a different phys rep to use as their Relic, but that&#039;s okay, they have a rather cool looking amulet that they use instead. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we would encourage players to use weapons that fit with the themes of the game and the themes of the nation they are playing within. We suggest that all weapons look like just that; weapons. The Phys rep should also be larp safe as per the weapons guidelines. When looking at any item that we consider to be a ‘Comedy weapon’ we will follow the rules of:&lt;br /&gt;
&lt;br /&gt;
* Is the Item safe for all participants and does the Item conform to weapon safety&lt;br /&gt;
* Could the item parry a sword&lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
&lt;br /&gt;
Foci may be physically represented by a staff, stave, wand or similar. The important part is that it looks like a magical tool as opposed to a weapon as above. The only exception to magical weapons is daggers which must look sufficiently magical e.g made of crystals. &lt;br /&gt;
&lt;br /&gt;
The Phys rep should also be larp safe as per the weapons guidelines. &lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
&lt;br /&gt;
Relics in Menhirs Fate are items of iconography that Clerics and Paladins use to channel their faith and perform ceremonies with. These items are never used to make physical contact with other players and as such we do not require them to be larp safe. These may be physically represented by amulets, symbols of their gods, small effigies of importance to them and their gods.&lt;br /&gt;
&lt;br /&gt;
If there is any confusion on Weapons, Relics or Foci then please contact us (Contact@menhirsfate.com) or speak to a Ref at one of our events.&lt;br /&gt;
&lt;br /&gt;
== Death and Dying: ==&lt;br /&gt;
&lt;br /&gt;
When a character has taken damage equal to their hit points the character enters a &#039;&#039;&#039;Critical state&#039;&#039;&#039;.&#039;&#039;&#039; &#039;&#039;&#039;If a character is in a &#039;&#039;&#039;critical state&#039;&#039;&#039; for &#039;&#039;&#039;120 seconds &#039;&#039;&#039;then they will enter a &#039;&#039;&#039;Terminal State&#039;&#039;&#039;. While in a &#039;&#039;&#039;Critical state &#039;&#039;&#039;a person must get in a prone position (get on the ground) and may not move unaided or use any skills, nor may they cast any spells. They remain conscious and may cry out for help or make any noise. The only exception to this is the Regeneration Vigour ability as it allows you to get back up from a &#039;&#039;&#039;Critical state&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
If anyone asks a character they will be able to tell them if they have lost any hit points and if the character is in a &#039;&#039;&#039;Terminal &#039;&#039;&#039;or &#039;&#039;&#039;Critical state&#039;&#039;&#039; or any ongoing effects. While in a &#039;&#039;&#039;Terminal State &#039;&#039;&#039;the character cannot be healed, and follows all the same rules as being in a &#039;&#039;&#039;Critical state&#039;&#039;&#039;. 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 spirit may be returned to interact with. They are dead, and that character cannot return unless explicitly stated.&amp;lt;br /&amp;gt;&lt;br /&gt;
If your character does die for any reason please become Out of Character and go to Player Service Desk.&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;
&#039;&#039;&#039;Execute:&#039;&#039;&#039; 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 shout the call &#039;Execute&#039;. This will immediately kill the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Moving characters ==&lt;br /&gt;
&lt;br /&gt;
If a character is unresisting then they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. &#039;&#039; Please note: if you wish to take ANY character inside a tent etc then a ref must be present&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
When moving a character do not attempt to carry them 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 effect from a Consumable at one time. 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. &#039;&#039;*Note: this will have no effect on the durational effect of Poison.*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== In-Character theft ==&lt;br /&gt;
&lt;br /&gt;
A character may steal Game items 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;
* Enchanted item - Shown by a ribbon attached to the item&lt;br /&gt;
* In game Coins&lt;br /&gt;
* Apothecary Phys reps&lt;br /&gt;
* In game resources (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player may not steal other players Phys reps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. The player will be offered an amount from the Treasure Hunters Guild to “fence” the item. If the player accepts the deal, the Treasure Hunters Guild will take the Phys-rep item off the Thief and pay the amount due. If the player does not accept the deal, the Treasure Hunters Guild will take the Phys-rep item off the Thief then provide the in game effects to a appropriate Phys-rep provided by the player. The player can provide a Phys-rep at a later time if needed. Either way the victim of the theft will need to go to the Treasure Hunters Guild to reclaim stolen item or items. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;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.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen and taken to the Treasure Hunters Guild. 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. 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. Any additional effects will not have an effect upon the character. A character may have:&lt;br /&gt;
&lt;br /&gt;
* A character may have one magical effect provided by a rite.&lt;br /&gt;
* A character may have one magical effect on a weapon provided by a rite&lt;br /&gt;
* A character may have one magical effect that can originate from a weaving&lt;br /&gt;
* A character may have one magical Item or weapon created via weaving.&lt;br /&gt;
* A character may have any number of Malign/Blessings effects upon them.&lt;br /&gt;
* A character may carry three enchanted items.&lt;br /&gt;
* A character may have one Apothecary creation with a duration active on them.&lt;br /&gt;
* A character may use as many Apothecary creations with immediate effects as they want!&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=Air_Rites&amp;diff=2328</id>
		<title>Air Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Air_Rites&amp;diff=2328"/>
		<updated>2026-04-05T16:34:30Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Air sphere resonances can be found [[Sphere Resonances#Air|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overload:&#039;&#039;&#039; In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Air sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Magical lightning backlashes from the rite and electrocutes you.&lt;br /&gt;
* The wind furiously animates all of your limbs, throwing them wildly about and breaking bones.&lt;br /&gt;
* Everything becomes far too annoying to bother with.&lt;br /&gt;
* You become carefree to the point of recklessness.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Air sphere to perform a 10 second Rite that allows them to do small effects such pushing a small object gently or cause a gentle breeze. This may be roleplay or could potentially be achieved by sleight of hand/a concealed fan.&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Shared Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Piercing Wind *&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = An extra [[Resources#Flicker|Air Flicker]] expended in the rite makes the rite ranged. (Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Foci|Focus]], if ranged 10 meters&lt;br /&gt;
| effect = The weaver may call Air [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast for 1 point of Air damage at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Whispers in the Wind&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| cost = 1 Air Flicker&lt;br /&gt;
| extension = Every [[Resources#Flicker|Flicker]] of Air expended in the rite increases the length of message by 1 word (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Within Elandra (Long range only — Cannot be cast to send a message to anyone within Haven)&lt;br /&gt;
| effect = &#039;&#039;To perform this Rite, please inform a referee before you begin.&#039;&#039; The Weavers conclude the rite by speaking together &#039;&#039;&#039;a short written message of no more than 5 words&#039;&#039;&#039;, and naming a specific named character (NPC) outside of Haven. The wind then carries your words in its travels and repeats them when the person is found. It is impossible to predict how long the wind will take in its task, only that it will be done.&lt;br /&gt;
| note = OC Note: The NPC must have handed out tokens to the players, or left such a token with one of the guilds, which is a symbolic link that allows them to be contacted this way. Without referencing such a token, the message will not be delivered.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Warding Winds *&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = Until used or until the end of the encounter&lt;br /&gt;
| duration = This rite cannot be extended&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Resist|Resist]] on [[Rules/Calls#Ensnare|Ensnare]] or call Resist to take [[Rules/Calls#Stun|Stun]] as [[Rules/Calls#Stagger|Stagger]] once.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Forceful Push *&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = 1 minute&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Calls#Blast|Blast]]&lt;br /&gt;
| effect = The weaver may call Stagger on their next hit with their [[Rules/Combat_Rules#Foci|Focus]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Tumbling Heights (Hex)&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| cost = 1 Air Flicker&lt;br /&gt;
| extension = Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through Focus&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Hex Options: &lt;br /&gt;
* You are distracted by voices on the wind that sound like people you know far away.&lt;br /&gt;
* You find it hard to stay still and want to keep moving to new places or talk to different people.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Moment of Calm&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = Every [[Resources#Flicker|Air Flicker]] expended in the rite increases the duration by 30 seconds. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The weaver may pause any imposed roleplay effects on the target for the duration of the rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Soothing Zephyr&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until Sunrise&lt;br /&gt;
| cost = 1 Air Flicker&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = 10 metres (Self if you are one of the 5 targets)&lt;br /&gt;
| effect = Using this Rite a Weaver can empower a space such as a tent to ward against unwelcome visitors and effects. While within the tent, magically imposed roleplay effects are dampened, strong emotions are lessened and visitors from the spheres of magic will feel resistance (but will not necessarily be stopped entirely) when entering uninvited.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&lt;br /&gt;
| note = This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).&lt;br /&gt;
A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Winds of Rebound&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until used or until the end of the encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The Weaver can grant someone the ability to call [[Rules/Calls#Rebound|Rebound]] against the next call targeting them.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Gust of Wind&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instanteous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Stagger|Stagger]] on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Lightning Strike&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 meters&lt;br /&gt;
| effect = The Weaver may choose a target within 10 metres and call [[Rules/Calls#Crush|Crush]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Eye of the Storm&lt;br /&gt;
| sphere = Air&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = 10 meters&lt;br /&gt;
| effect = The Weaver can select one target within 10 metres and call [[Rules/Calls#Curse|Curse]] on them.&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/Weaving_Skills&amp;diff=2325</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=2325"/>
		<updated>2026-04-05T16:17:50Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* List of Spheres and Links to Rites */&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;
== Armour and Rites ==&lt;br /&gt;
While wearing Light armour you are able to cast any Rites. You cannot cast a Rite while wearing Medium or Heavy Armour but these do not stop you having effects cast on you nor is there any restriction stopping you casting then putting either of these armour types on&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;
Spellweavers may also &amp;quot;talk&amp;quot; to their element. This is primarily a roleplay ability but occasionally there will be objects marked with a card that can be interacted with using it&lt;br /&gt;
&lt;br /&gt;
These small effects are not Rites and so do not risk Overload.&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.&lt;br /&gt;
The Wyrd draw bag must contain&lt;br /&gt;
&amp;lt;br /&amp;gt;- 2 Weaving token + additional tokens equal to the highest Sphere level&lt;br /&gt;
&amp;lt;br /&amp;gt;- 1 White token&lt;br /&gt;
&lt;br /&gt;
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;
* [[Air Rites|Air]]&lt;br /&gt;
* [[Earth Rites|Earth]]&lt;br /&gt;
* [[Fire Rites|Fire]]&lt;br /&gt;
* [[Water Rites|Water]]&lt;br /&gt;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Forge Rites|Forge]]&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=Oracle_Rites&amp;diff=2324</id>
		<title>Oracle Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Oracle_Rites&amp;diff=2324"/>
		<updated>2026-04-05T16:15:28Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Oracle Sphere resonances can be found [[Sphere Resonances#Oracle|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Oracle sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* A flash of uncontrolled omniscience overwhelms and crushes your mind.&lt;br /&gt;
* Nothing is real.&lt;br /&gt;
* Your senses are all heightened beyond your ability to tolerate. A whisper is deafening, a candle is blinding, etc.&lt;br /&gt;
* You are forced into deep sleep and ravaged by nightmares.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Oracle sphere to perform a 10 second Rite that allows them to get small impressions and glimpses of the future, or moment from the past of people and objects &#039;&#039;(This ability does not deliver &amp;quot;plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of the full Oracle Rites or Weavings).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Burning Visions *&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=1 minute, if ranged instantaneous&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=When casting this rite, the caster chooses between Air or Fire for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Fire [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Fire Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divination&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|cost=1 Fire or Air Flicker&lt;br /&gt;
|extension=Every Air or Fire Flicker increases the number of targets that can see the vision. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self, Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. Upon completing your Wyrd draw you receive a vision from a vision pool, this may be collected from the Weaving tent, a field ref or Nation Support. The vision pools a player can choose from are Locational (Things that happen within Haven), Temporal (Things that are happening soon but in other places) and Esoterica (Things unconnected to a specific time or place).&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Buried Shame *&lt;br /&gt;
|level=32&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Taunt|Taunt]] on 1 target within 10 meters of the weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Nightmare´s Delight (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minutes&lt;br /&gt;
|time_to_deliver=10 minutes&lt;br /&gt;
|duration=1 hour&lt;br /&gt;
|cost=1 Fire or Air Flicker&lt;br /&gt;
|extension=Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- Your vision seems two-layered, where you see both the world as it is and the twisting strands of fate that are usually hidden.&lt;br /&gt;
- You feel indecisive as each decision pulls you to all possible endings. Choosing a direction seems almost impossible.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Warding Oblivion&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration= Until the end of the next encounter&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=The Weaver can call [[Rules/Calls#Resist|Resist]] to take the next call of [[Rules/Calls#Rend|Rend]] as [[Rules/Calls#Stagger|Stagger]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shadow&#039;s Projection &lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration= 5 minutes&lt;br /&gt;
|cost= 1 Air flicker&lt;br /&gt;
|extension= This rite cannot be extended &lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=To perform this rite, the character must first take cover in a location out of combat. Upon completing the Wyrd Draw, the Weaver can extend their senses and observe from any location within the immediate area. While performing this rite you must put your finger in the air to show that you are projecting and cannot be interacted with, and can then move around within 10 metres from that location to observe and sense from any places of their choosing, including the other side of solid obstacles and inside containers. When the duration ends (or any time before), they return to their original location, lower their hand, and resume play. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Revealing Gaze &lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration= 5 minutes&lt;br /&gt;
|cost= 1 Air flicker&lt;br /&gt;
|extension= This rite cannot be extended &lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The caster learns about any magical afflictions affecting the target. This includes magically imposed roleplay effects by creatures, items or the spheres of magic, hexes and magical wounds. They do not receive details on how to interact with these conditions, for example how to remove them, only that they exist and where they originate from. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weal or Woe &lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration= 5 minutes&lt;br /&gt;
|cost= 1 Fire or Air Flicker&lt;br /&gt;
|extension= This rite cannot be extended &lt;br /&gt;
|range=Self, Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=Upon completing your Wyrd draw you may imbue a target, who must be present throughout the Rite, with a Dream or a Nightmare. The Weaver describes the scene to the target and overnight they experience the chosen scene. Upon waking up the character will experience a roleplaying effect associated with the Dream or Nightmare chosen from the following list:&lt;br /&gt;
All effects to be experienced periodically throughout the morning.&lt;br /&gt;
&lt;br /&gt;
All Dream effects should be accompanied by the roleplay effect of feeling well-rested.&lt;br /&gt;
&lt;br /&gt;
Dream:&lt;br /&gt;
Good morning, Sunshine – You wake up beaming with excitement and joy. No foulness could ruin your day. You have the extreme want to help others through their plights, and spread your love of life.&lt;br /&gt;
Accomplished – You feel a sense of great achievement. You feel you could move mountains, part oceans, construct cities. Though these feats remain confined to dreams, you embrace the day as another opportunity to show off your skills. March forth, headstrong, in search of challenges to conquer.&lt;br /&gt;
The artist within – Inspirations of creativity blossom inside you. You feel a want to create, to visit places of creation. Your hands wish to feel the mastery of a well-crafted blade, or perhaps you wish to taste the flavours of a perfectly mixed potion. If you do not know the skill, then only answered questions can unlock the crafter within you.&lt;br /&gt;
&lt;br /&gt;
All nightmare effects should be accompanied by the roleplay effect of having little or broken sleep.&lt;br /&gt;
&lt;br /&gt;
Nightmare:&lt;br /&gt;
Sorry, I’m not all here – You have trouble paying attention to longer conversations and general surroundings as your day keeps occasionally being interrupted by the most vivid parts of your nightmare.&lt;br /&gt;
Phantom kin – You have distinct memories of a lost friend/family/relative, you don’t know who they are but you feel they have gone missing or are in great danger.&lt;br /&gt;
The end is nigh – Was your nightmare an omen of things to come? You believe a great horror, or disaster, will descend upon Haven or your nation. Your mind is locked on its impending occurrence, and cannot be convinced otherwise. Those who ignore your warnings are destined to suffer.&lt;br /&gt;
&lt;br /&gt;
While this is not a PVP game, if you intend to use this Rite for PVP purposes you must follow all the PVP rules and talk to the Court of Daggers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Memora&#039;s Hand  &lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|cost= 1 Fire or Air flicker&lt;br /&gt;
|extension= This rite cannot be extended &lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=Upon completing this rite you may place an item in a container. The item placed in a container imbued with Memora’s Hand cannot be interacted with nor can it interact with the world until the time set by the Weaver. The Weaver must write a note that is also placed in the container in the following format “The Item in this Bag will return at Day/Time” such as “The Apple in the Bag will return at Saturday/11:00am”&lt;br /&gt;
This bag cannot be used on any living creature. Please be careful with props and physreps and adhere to the usual rules for theft.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hazy Visage &lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|cost= 1 Fire or Air flicker&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= This rite cannot be extended &lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The target receives 3 bonus hit points which are lost before their current hit points. All calls still have their usual effects. These bonus hit points are not ‘true’ vitality and can not be healed when expended. This effect cannot be stacked or cast multiple times to the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Premonition  &lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The target may call [[Rules/Calls#Rebound|Rebound]] on the next call on themselves.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Predestined Foe&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=1 minute&lt;br /&gt;
|extension= Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= Target can call [[Rules/Calls#Taunt|Taunt]] with their next weapon hit within the duration.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overwhelming Portents &lt;br /&gt;
|level=24&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|extension= Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=Upon completing the Wyrd Draw, the Weaver may choose any 1 target(s) within 10 metres and call [[Rules/Calls#Overload|Overload]]. If a target is a Weaver, they immediately suffer overload from their own sphere, regardless of whether they were conducting a rite. They can not tempt fate to avoid this overload. If a target is not a Weaver then the rite has no effect on them.&lt;br /&gt;
}}&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=Oracle_Rites&amp;diff=2322</id>
		<title>Oracle Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Oracle_Rites&amp;diff=2322"/>
		<updated>2026-04-05T15:41:20Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Oracle Sphere resonances can be found [[Sphere Resonances#Oracle|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Oracle sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* A flash of uncontrolled omniscience overwhelms and crushes your mind.&lt;br /&gt;
* Nothing is real.&lt;br /&gt;
* Your senses are all heightened beyond your ability to tolerate. A whisper is deafening, a candle is blinding, etc.&lt;br /&gt;
* You are forced into deep sleep and ravaged by nightmares.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Oracle sphere to perform a 10 second Rite that allows them to get small impressions and glimpses of the future, or moment from the past of people and objects &#039;&#039;(This ability does not deliver &amp;quot;plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of the full Oracle Rites or Weavings).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Shadow’s Projection&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Self (Weaver who makes the Wyrd Draw if cast as a group)&lt;br /&gt;
|effect=&#039;&#039;To perform this rite, the character must first take cover and find a location out of combat.&#039;&#039; Upon completing the Wyrd Draw, the Weaver can extend their senses and observe from any location within the immediate area. While performing this rite you must put your &#039;&#039;&#039;finger in the air &#039;&#039;&#039;to show that you are projecting and cannot be interacted with, and can then move around within 10 metres from that location to observe and sense from any places of their choosing, including the other side of solid obstacles and inside containers. When the duration ends (or any time before), they return to their original location, lower their hand, and resume play.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divination&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|cost=1 Fire or Air Flicker&lt;br /&gt;
|extension=Every [[Resources#Flicker|Flicker]] increases the number of targets that can see the vision - (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through Foci&lt;br /&gt;
|effect=&#039;&#039;To perform this Rite, please inform a referee before you begin.&#039;&#039; Upon completing your Wyrd draw you receive a vision from a vision pool, this may be collected from the Weaving tent, a field ref or Nation Support. The vision pools a player can choose from are Locational (Things that happen within Haven), Temporal (Things that are happening soon but in other places) and Esoterica (Things unconnected to a specific time or place).&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Weal or Woe&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|cost=1 Fire or Air Flicker&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Self, Touch through Foci (Weaver who makes the Wyrd Draw if cast as a group)&lt;br /&gt;
|effect=Upon completing your Wyrd draw you may imbue a target, who must be present throughout the Rite, with a Dream or a Nightmare. The Weaver describes the scene to the target and overnight they experience the chosen scene. Upon waking up the character will experience a roleplaying effect associated with the Dream or Nightmare chosen from the following list: All effects to be experienced periodically throughout the morning. All Dream effects should be accompanied by the roleplay effect of feeling well-rested. &#039;&#039;&#039;Dream:&#039;&#039;&#039; * &#039;&#039;Good morning, Sunshine&#039;&#039; - You wake up beaming with excitement and joy. No foulness could ruin your day. You have the extreme want to help others through their plights, and spread your love of life. * &#039;&#039;Accomplished - &#039;&#039;You feel a sense of great achievement. You feel you could move mountains, part oceans, construct cities. Though these feats remain confined to dreams, you embrace the day as another opportunity to show off your skills. March forth, headstrong, in search of challenges to conquer. * &#039;&#039;The artist within -&#039;&#039; Inspirations of creativity blossom inside you. You feel a want to create, to visit places of creation. Your hands wish to feel the mastery of a well-crafted blade, or perhaps you wish to taste the flavours of a perfectly mixed potion. If you know not the skill, then only answered questions can unlock the crafter within you. All nightmare effects should be accompanied by the roleplay effect of having little or broken sleep. &#039;&#039;&#039;Nightmare:&#039;&#039;&#039; * &#039;&#039;Sorry, I’m not all here - &#039;&#039;You have trouble paying attention to longer conversations and general surroundings as your day keeps occasionally being interrupted by the most vivid parts of your nightmare. * &#039;&#039;Phantom kin -&#039;&#039; You have distinct memories of a lost friend/family/relative, you don’t know who they are but you feel they have gone missing or are in great danger. * &#039;&#039;The end is nigh - &#039;&#039;Was your nightmare an omen of things to come? You believe a great horror, or disaster, will descend upon Haven or your nation. Your mind is locked on its impending occurrence, and cannot be convinced otherwise. Those who ignore your warnings are destined to suffer. While this is not a PVP game, if you intend to use this Rite for PVP purposes you must follow all the PVP rules and talk to the Court of Daggers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Memora&#039;s Hand&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minutes&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|cost=1 Fire or Air Flicker&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=Upon completing this rite you may place an item in a container. The item placed in a container imbued with Memora&#039;s Hand cannot be interacted with nor can it interact with the world. The Weaver must write a note that is also placed in the container in the following format &amp;quot;The Item in this Bag will return at Day/Time&amp;quot; such as &amp;quot;The Apple in the Bag will return at Saturday/11:00am&amp;quot;&amp;lt;br /&amp;gt; This bag cannot be used on any living creature. Please be careful with props and physreps and adhere to the usual conduct rules for theft.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hazy Visage&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the hits are expended or the next sunrise&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The target receives 3 bonus hit points which are lost before their current hit points. All calls still have their usual effects. These bonus hit points are not ‘true’ vitality and can not be healed when expended. If multiple castings of this rite target the same character, their bonus hit points can not go higher than 3 but they may use the longer duration for the effect.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overwhelming Portents&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every [[Resources#Flicker|Flicker]] of Air increases the number of targets by 1 - (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=Upon completing the Wyrd Draw, the Weaver may choose any 1 target(s) within 10 metres and call ’Overload’. If a target is a Weaver, they immediately suffer overload from their own sphere, regardless of whether they were conducting a rite. They can not tempt fate to avoid this overload. If a target is not a Weaver then the rite has no effect on them.&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=Athria_Rites&amp;diff=2321</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2321"/>
		<updated>2026-04-05T15:40:06Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found [[Sphere Resonances#Athria|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Memory Storm *&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= 1 minute, if ranged instantaneous&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, Immune to all roleplay affects, poison and retain access to all known skills. However, they cannot use any abilities that require Faith, Focus, or Vigour. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used &#039;&#039;&#039;May the Gods Witness Me&#039;&#039;&#039; cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Feast of Flesh&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Rise, my friend!&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ghostly Shove*&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death´s Mark (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost= 1 Air or Water Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=10 minutes&lt;br /&gt;
|duration= 1 hour&lt;br /&gt;
|extension=Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Flashing before your Eyes&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds, if ranged 1 minute&lt;br /&gt;
|extension=Every Flicker of Air or Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=c, if ranged 10 metres&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Whispers of the Dead&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|cost=1 Air or Water Flicker&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Goodbye Old Friend&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Laden with Memory&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bonemender&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension= 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Reaper&#039;s Grasp&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death&#039;s Macabre &lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=  The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&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=Athria_Rites&amp;diff=2319</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2319"/>
		<updated>2026-04-05T15:38:40Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Shared Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Memory Storm *&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= 1 minute, if ranged instantaneous&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, Immune to all roleplay affects, poison and retain access to all known skills. However, they cannot use any abilities that require Faith, Focus, or Vigour. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used &#039;&#039;&#039;May the Gods Witness Me&#039;&#039;&#039; cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Feast of Flesh&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Rise, my friend!&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ghostly Shove*&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death´s Mark (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost= 1 Air or Water Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=10 minutes&lt;br /&gt;
|duration= 1 hour&lt;br /&gt;
|extension=Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Flashing before your Eyes&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds, if ranged 1 minute&lt;br /&gt;
|extension=Every Flicker of Air or Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=c, if ranged 10 metres&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Whispers of the Dead&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|cost=1 Air or Water Flicker&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Goodbye Old Friend&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Laden with Memory&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bonemender&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension= 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Reaper&#039;s Grasp&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death&#039;s Macabre &lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=  The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&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=Athria_Rites&amp;diff=2318</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2318"/>
		<updated>2026-04-05T15:38:14Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Memory Storm *&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= 1 minute, if ranged instantaneous&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, Immune to all roleplay affects, poison and retain access to all known skills. However, they cannot use any abilities that require Faith, Focus, or Vigour. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used &#039;&#039;&#039;May the Gods Witness Me&#039;&#039;&#039; cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range= Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
|effect=When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Rise, my friend!&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ghostly Shove*&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death´s Mark (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost= 1 Air or Water Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver=10 minutes&lt;br /&gt;
|duration= 1 hour&lt;br /&gt;
|extension=Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Flashing before your Eyes&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds, if ranged 1 minute&lt;br /&gt;
|extension=Every Flicker of Air or Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=c, if ranged 10 metres&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Whispers of the Dead&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|cost=1 Air or Water Flicker&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Goodbye Old Friend&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Laden with Memory&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension=Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect= The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bonemender&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|extension= 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Reaper&#039;s Grasp&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death&#039;s Macabre &lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=  The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&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=Athria_Rites&amp;diff=2313</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2313"/>
		<updated>2026-04-05T15:15:46Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Overload */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.{{SkillCard&lt;br /&gt;
|name=Rise, my Friends!&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, Immune to all roleplay affects, poison and retain access to all known skills. However, they cannot use any abilities that require Faith, Focus, or Vigour. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used &#039;&#039;&#039;May the Gods Witness Me&#039;&#039;&#039; cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feast of Flesh&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver grants the target the ability that it may consume a corpse (someone In Terminal state or dead and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration. Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Whispers of the Dead&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|cost=1 Air or Water Flicker&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the number of questions you may ask by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver touches a dead target’s skull or head with their foci and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Grave&#039;s Breath&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver can select one target within 10 metres and call “Drain Vigour”&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Death&#039;s Macabre&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Air expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver grants three targets the ability to use the call &#039;&#039;&#039;Petrify&#039;&#039;&#039; for 5 minutes or until Used. Which must be delivered using a Weapon or a Foci. This effect cannot be stacked or cast multiple times to the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Reaper&#039;s Grasp&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Air expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Curse&#039;&#039;&#039; on a target within 10 meters&lt;br /&gt;
}}&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/Weaving_Skills&amp;diff=2312</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=2312"/>
		<updated>2026-04-05T15:12:01Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* List of Spheres and Links to Rites */&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;
== Armour and Rites ==&lt;br /&gt;
While wearing Light armour you are able to cast any Rites. You cannot cast a Rite while wearing Medium or Heavy Armour but these do not stop you having effects cast on you nor is there any restriction stopping you casting then putting either of these armour types on&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;
Spellweavers may also &amp;quot;talk&amp;quot; to their element. This is primarily a roleplay ability but occasionally there will be objects marked with a card that can be interacted with using it&lt;br /&gt;
&lt;br /&gt;
These small effects are not Rites and so do not risk Overload.&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.&lt;br /&gt;
The Wyrd draw bag must contain&lt;br /&gt;
&amp;lt;br /&amp;gt;- 2 Weaving token + additional tokens equal to the highest Sphere level&lt;br /&gt;
&amp;lt;br /&amp;gt;- 1 White token&lt;br /&gt;
&lt;br /&gt;
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;
* [[Athria Rites|Athria]]&lt;br /&gt;
* [[Fable Rites|Fable]]&lt;br /&gt;
* [[Forge Rites|Forge]]&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=Main_Page&amp;diff=2311</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Main_Page&amp;diff=2311"/>
		<updated>2026-04-05T15:10:10Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Added the navigation sections and tidied up the quick reference with new links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MF Banner 1920.jpg|center|1000x1000px]]&lt;br /&gt;
Welcome to the [https://menhirsfate.com Menhirs Fate] wiki. This will be an evolving repository on the world of Menhirs Fate containing information about the game ranging from the lore of the 9 Nations to the rules that you as a player will use to interact with the game!&lt;br /&gt;
&lt;br /&gt;
We will be updating this wiki over time with more information about the events we are running to help you prepare to start your adventure in this world and tell stories for yourself and your friends that are part of this world.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== [[Rules]] ===&lt;br /&gt;
&lt;br /&gt;
The rules of Menhirs Fate will inform you of different ways you can interact with the mechanics of the game to achieve all sorts of wondrous goals. From heroically standing up to monsters on the battlefield, weaving grand magic for epic goals and calling upon the very Gods themselves.&lt;br /&gt;
&lt;br /&gt;
You can find the Rules [[Rules|here]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nations&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Among our first suggestions is to look at the nation briefs and see which of them calls to you.&lt;br /&gt;
Maybe their costume brief catches your eye or there’s a piece of lore that draws you in and gives you an idea of something you want to bring to life!&lt;br /&gt;
Whatever it is, we encourage you to look through and find one that you enjoy.&lt;br /&gt;
The brief that you choose will form a large part of how you engage with Menhirs Fate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realms-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Crownlands-tile.png|link=The Crownlands|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Crownlands]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Avereaux]]&lt;br /&gt;
* [[The Wonder]]&lt;br /&gt;
* [[Valdraeth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Commonwealth-tile.png|link=The Commonwealth|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Commonwealth]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[The Urdrevan People]]&lt;br /&gt;
* [[The Republic of Portavas]]&lt;br /&gt;
* [[The Hammerstadt Charter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Sanctuaries-tile.png|link=The Sanctuaries|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Sanctuaries]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Kairos]]&lt;br /&gt;
* [[Syradonia]]&lt;br /&gt;
* [[Morvalis]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Look and Feel]]&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The look and feel of each nation will explain the costume and the reasoning that ties it into the nation.&lt;br /&gt;
These costume briefs are intended to give a unified look to the nation and make you instantly recognisable as each nation but with plenty of room to make yourself an individual.&lt;br /&gt;
It also contains information on our approach to aspirational kit and some items that are off brief for the game as a whole.&lt;br /&gt;
&lt;br /&gt;
You can find the Look and feel overview [[Look and Feel|here]] along with links to the nations look and feel&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
The world of Menhirs Fate extends beyond the 9 nations into mysterious Magic, powerful Gods and sinister Corruption. In this section you can find information on the wider world including the Pantheon of Elandra, the Spheres of Magic and how they can influence the physical world with the Weavemarks that affect many people. Elandra has a long history though much of it is forgotten to the effects of the Fading but the nations stand together due to the signing of the Pact, with more information on this topics in this section&lt;br /&gt;
&lt;br /&gt;
* [[The Gods]]&lt;br /&gt;
* [[The Spheres]]&lt;br /&gt;
* [[Weavemarks Overview]]&lt;br /&gt;
* [[Elandra]]&lt;br /&gt;
* [[The Corruption]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* [[Accessibility]] - Accessibility information&lt;br /&gt;
* [[Camping information|Camping Information]] — Practical event info&lt;br /&gt;
* [[Player Events]]&lt;br /&gt;
* [[Special:AllPages|All Pages]]&lt;br /&gt;
* [[Special:Categories|Browse by Category]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Spheres&amp;diff=2309</id>
		<title>The Spheres</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Spheres&amp;diff=2309"/>
		<updated>2026-04-05T15:00:20Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Combined Spheres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;OC Note: Knowledge of the Spheres is very patchy currently due to a combination of the Fading sapping knowledge from the world and their nature as being through rifts. The Spheres themselves may appear in a variety of ways at Menhirs Fate sometime in helpful ways and sometime as problems. Discovering, and in some cases rediscovering, information about the spheres will be an ongoing issue for people to figure out and explore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic that is drawn upon to cast rites and cantrips is generally referred to as “Wyrd”. This is a pool of magical energy that infuses everything in the mortal sphere.&lt;br /&gt;
&lt;br /&gt;
In the last few centuries there have been varying arguments as to the ways the spheres overlap, whether the elements that exist in the mortal world are part of that or whether they exist separately. Is all water in some way from the Sphere of Water, for instance? It is a subject of much debate in the various magical institutions of Elandra.&lt;br /&gt;
[[File:Elemental spheres.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another contentious question is whether the sphere of the Gods, sometimes called the “Spirit Sphere”, is at the centre of the spheres, or entirely separate. The Gods themselves have refused to give any indication of the nature of reality from their point of view.&lt;br /&gt;
&lt;br /&gt;
Most depictions of the Spheres overlapping – first created by a group of scholars in a coffeeshop opposite Vellichor University in the Westwyk, Hammerstadt in 798 – show the centremost point marked with a star to indicate this possibility. Such a theory has been decried by the faith of most nations at varying times, according to remaining historical information.&lt;br /&gt;
&lt;br /&gt;
The initial moment of realisation was gained by the students, a mixture of mages from Morvalis, Valdraeth and Hammerstadt, when they saw the overlapping circles of their coffee cups on the pale wood of the table, and as such this is a common way that teachers have introduced their students to the theory.&lt;br /&gt;
&lt;br /&gt;
== Elemental Spheres ==&lt;br /&gt;
The four elemental spheres are among the first lessons taught to children, and mages often start here when they begin their training; whether at home or in school. Fire, Air, Earth and Water are the four Elemental Spheres, each a pure expression of the element they are home to&lt;br /&gt;
[[File:Elemental sphere Colour.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Combined Spheres ==&lt;br /&gt;
Crossed-over Spheres or Combined Spheres are the four Spheres made up from Elemental magic merging together:&lt;br /&gt;
&lt;br /&gt;
Fable is at the meeting point of Water and Earth.&lt;br /&gt;
&lt;br /&gt;
Forge is at the meeting point of Earth and Fire.&lt;br /&gt;
&lt;br /&gt;
Oracle is at the meeting point of Fire and Air.&lt;br /&gt;
&lt;br /&gt;
Athria is at the meeting point of Air and Water.&lt;br /&gt;
&lt;br /&gt;
=== Sphere links ===&lt;br /&gt;
&lt;br /&gt;
* [[The Air Sphere]]&lt;br /&gt;
* [[The Earth Sphere]]&lt;br /&gt;
* [[The Fire Sphere]]&lt;br /&gt;
* [[The Water Sphere]]&lt;br /&gt;
* [[The Athria Sphere]]&lt;br /&gt;
* [[The Fable Sphere]]&lt;br /&gt;
* [[The Forge Sphere]]&lt;br /&gt;
* [[The Oracle Sphere]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Spheres&amp;diff=2308</id>
		<title>The Spheres</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Spheres&amp;diff=2308"/>
		<updated>2026-04-05T14:55:48Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Created page with &amp;quot;&amp;#039;&amp;#039;OC Note: Knowledge of the Spheres is very patchy currently due to a combination of the Fading sapping knowledge from the world and their nature as being through rifts. The Spheres themselves may appear in a variety of ways at Menhirs Fate sometime in helpful ways and sometime as problems. Discovering, and in some cases rediscovering, information about the spheres will be an ongoing issue for people to figure out and explore.&amp;#039;&amp;#039;  The magic that is drawn upon to cast rite...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;OC Note: Knowledge of the Spheres is very patchy currently due to a combination of the Fading sapping knowledge from the world and their nature as being through rifts. The Spheres themselves may appear in a variety of ways at Menhirs Fate sometime in helpful ways and sometime as problems. Discovering, and in some cases rediscovering, information about the spheres will be an ongoing issue for people to figure out and explore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The magic that is drawn upon to cast rites and cantrips is generally referred to as “Wyrd”. This is a pool of magical energy that infuses everything in the mortal sphere.&lt;br /&gt;
&lt;br /&gt;
In the last few centuries there have been varying arguments as to the ways the spheres overlap, whether the elements that exist in the mortal world are part of that or whether they exist separately. Is all water in some way from the Sphere of Water, for instance? It is a subject of much debate in the various magical institutions of Elandra.&lt;br /&gt;
[[File:Elemental spheres.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another contentious question is whether the sphere of the Gods, sometimes called the “Spirit Sphere”, is at the centre of the spheres, or entirely separate. The Gods themselves have refused to give any indication of the nature of reality from their point of view.&lt;br /&gt;
&lt;br /&gt;
Most depictions of the Spheres overlapping – first created by a group of scholars in a coffeeshop opposite Vellichor University in the Westwyk, Hammerstadt in 798 – show the centremost point marked with a star to indicate this possibility. Such a theory has been decried by the faith of most nations at varying times, according to remaining historical information.&lt;br /&gt;
&lt;br /&gt;
The initial moment of realisation was gained by the students, a mixture of mages from Morvalis, Valdraeth and Hammerstadt, when they saw the overlapping circles of their coffee cups on the pale wood of the table, and as such this is a common way that teachers have introduced their students to the theory.&lt;br /&gt;
&lt;br /&gt;
== Elemental Spheres ==&lt;br /&gt;
The four elemental spheres are among the first lessons taught to children, and mages often start here when they begin their training; whether at home or in school. Fire, Air, Earth and Water are the four Elemental Spheres, each a pure expression of the element they are home to&lt;br /&gt;
[[File:Elemental sphere Colour.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Combined Spheres ==&lt;br /&gt;
Crossed-over Spheres or Combined Spheres are the four Spheres made up from Elemental magic merging together:&lt;br /&gt;
&lt;br /&gt;
Fable is at the meeting point of Water and Earth.&lt;br /&gt;
&lt;br /&gt;
Forge is at the meeting point of Earth and Fire.&lt;br /&gt;
&lt;br /&gt;
Oracle is at the meeting point of Fire and Air.&lt;br /&gt;
&lt;br /&gt;
Athria is at the meeting point of Air and Water.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=File:Elemental_sphere_Colour.png&amp;diff=2307</id>
		<title>File:Elemental sphere Colour.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=File:Elemental_sphere_Colour.png&amp;diff=2307"/>
		<updated>2026-04-05T14:55:37Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the spheres overlapping in colour&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=File:Elemental_spheres.png&amp;diff=2306</id>
		<title>File:Elemental spheres.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=File:Elemental_spheres.png&amp;diff=2306"/>
		<updated>2026-04-05T14:54:32Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this depicts the 8 spheres overlapping each other&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Fable_Rites&amp;diff=2303</id>
		<title>Fable Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Fable_Rites&amp;diff=2303"/>
		<updated>2026-04-05T13:52:03Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fable sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Fable sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You feel compelled to move to a musical rhythm that only you can hear.&lt;br /&gt;
* One of the rite components turns out to be explosive or is it?&lt;br /&gt;
* You feel a great need for attention and will act out dangerously to get it.&lt;br /&gt;
* The rite is so funny, you roll on the floor with laughter and injure yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Fable sphere to perform a 10 second Rite that allows them to influence the story they are living in and inflict minor RP effects with OC consent or add very minor illusions to objects (eg. brightening colours as an excuse for modern coloured things, coloured contact lenses to change eye colour).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Catchphrase *&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = 1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = When casting this rite, the caster chooses between Earth or Water for the damage type. The weaver may call Earth [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Earth Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=One more chapter! *&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time_to_deliver =Instantaneous&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#I’ve Seen Worse|I’ve Seen Worse]] at the end of the rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Places Everyone!*&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=Until Used&lt;br /&gt;
|time_to_deliver=1 minute, if ranged instantaneous&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]], if rnaged 10 metres&lt;br /&gt;
|effect=The weaver may call [[Rules/Calls#Ensnare|Ensnare]] on their next hit with their focus. When used at range this lets the user call Ensnare at the end of the rite from their position.You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cutting Betrayal (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost=1 Earth or Water Flicker&lt;br /&gt;
|time_to_deliver=10 minutes&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=1 hour&lt;br /&gt;
|extension= Every extra Flicker of Earth expended in the rite increases the effect duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=: To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
– You speak only in rhymes for the next hour.&lt;br /&gt;
– You feel like everyone is constantly scheming around you, plotting your downfall. You can trust no-one.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bragging Rights&lt;br /&gt;
|level=5 &lt;br /&gt;
|cost=1 Essence of Water&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver: As per copied Rite&lt;br /&gt;
|duration=As per Rite&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=As per copied Rite &lt;br /&gt;
|effect=To perform this rite, the weavers must expend an Essence of Water. This Rite has the same effects as any single other Rite from any Sphere. It can not benefit from extension by any means.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Great Reveal&lt;br /&gt;
|level=1 &lt;br /&gt;
|cost=1 Water or Earth Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration: 5 minutes&lt;br /&gt;
|extension= Every Flicker of Water expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Circle of 1 metre radius (centre to edge)&lt;br /&gt;
|effect=A great mystery requires that the truth comes out at precisely the right moment. Honesty binds acquaintances into trusted comrades. By weaving Fable through a small area around them, this rite empowers a small circle to ensure that only the truth may be spoken within it. The circle is empowered for 5 minutes, or until the Weaver leaves it.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=‘Til we part&lt;br /&gt;
|level=1 &lt;br /&gt;
|cost=1 Water Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver: Instantaneous&lt;br /&gt;
|duration=Until triggered&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The weaver casting the rite and the target are agreeing on a vow bound by magic. Both participants must be willing. If one of the participants breaks the vow, the other party will inevitably find out. The details of the vow are up to the participants.&lt;br /&gt;
OC Note: You must inform the other party OC as soon as possible if the vow has been broken or that you are planning on breaking it by a certain point in the event. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=As luck would have it&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=2 minute&lt;br /&gt;
|time_to_deliver: Instantaneous&lt;br /&gt;
|duration=Until used / end of event&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver selects a target. During that target’s next Wyrd Draw, they may treat a fail token they draw as a pass token instead (without taking corruption). If they draw a pass token, this effect expires unused. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dressing down Demeanour&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver: Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Stagger|Stagger]] on a single target within 10 meters three times within the duration.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=I’m behind you! &lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the duration by 10 seconds (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect= This rite allows the Weaver to hide. The effect lasts up to 10 Seconds or until the target breaks it by using abilities, interacting with the environment or speaking while under the effect. The target does not need to actively hide. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the weaver must hold a closed fist in the air.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Captive Audience&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect= The Weaver may call [[Rules/Calls#Ensnare|Ensnare]] on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Protagonist’s Bulwark &lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|time_to_deliver= Instantaneous&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Rebound|Rebound]] up to 3 times, within the duration or until used. This effect cannot be stacked or cast multiple times on the same target.&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=Fable_Rites&amp;diff=2301</id>
		<title>Fable Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Fable_Rites&amp;diff=2301"/>
		<updated>2026-04-05T13:34:48Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Rites list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fable sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Fable sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You feel compelled to move to a musical rhythm that only you can hear.&lt;br /&gt;
* One of the rite components turns out to be explosive or is it?&lt;br /&gt;
* You feel a great need for attention and will act out dangerously to get it.&lt;br /&gt;
* The rite is so funny, you roll on the floor with laughter and injure yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Fable sphere to perform a 10 second Rite that allows them to influence the story they are living in and inflict minor RP effects with OC consent or add very minor illusions to objects (eg. brightening colours as an excuse for modern coloured things, coloured contact lenses to change eye colour).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = The Great Reveal&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| cost = 1 Water or Earth Flicker&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = circle of 1 metre radius (centre to edge)&lt;br /&gt;
| effect = A great mystery requires that the truth comes out at precisely the right moment. Honesty binds acquaintances into trusted comrades. By weaving Fable through a small area around them, this rite empowers a small circle to ensure that only the truth may be spoken within it. The circle is empowered for 5 minutes, or until the Weaver leaves it.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dressing down Demeanour&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Stagger &#039;&#039;&#039;on a target within 10 meters three times&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=It’s Behind You!&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the duration by 10 seconds – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=This rite allows the Weaver to hide. The effect lasts up to 10 Seconds or until the target breaks it by using abilities, interacting with the environment or speaking while under the effect. The target does not need to actively hide. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the target must hold a closed fist in the air.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=As Luck Would Have It&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Until Used&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver selects a target. During that target&#039;s next Wyrd Draw, they may treat a fail token they draw as a pass token instead (without taking corruption). If they draw a pass token, this effect expires unused. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Protagonist’s Bulwark&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self (Weaver who makes the Wyrd Draw if cast as a group)&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Rebound&#039;&#039;&#039; up to 3 times, within 5 minutes or until used. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bragging Rights&lt;br /&gt;
|level=5 – Requires 1 Essence of Water&lt;br /&gt;
|cast_time=1 minutes&lt;br /&gt;
|duration=As per Rite&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=as per Rite&lt;br /&gt;
|effect=To perform this rite, the weavers must expend an essence of water. This Rite has the same effects as any single other Weaver Rite from any Sphere. It can not benefit from extension by any means.&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=Fable_Rites&amp;diff=2300</id>
		<title>Fable Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Fable_Rites&amp;diff=2300"/>
		<updated>2026-04-05T13:34:01Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fable sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Fable sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You feel compelled to move to a musical rhythm that only you can hear.&lt;br /&gt;
* One of the rite components turns out to be explosive or is it?&lt;br /&gt;
* You feel a great need for attention and will act out dangerously to get it.&lt;br /&gt;
* The rite is so funny, you roll on the floor with laughter and injure yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Fable sphere to perform a 10 second Rite that allows them to influence the story they are living in and inflict minor RP effects with OC consent or add very minor illusions to objects (eg. brightening colours as an excuse for modern coloured things, coloured contact lenses to change eye colour).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Great Reveal&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|cost=1 Water or Earth Flicker&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=circle of 1 metre radius (centre to edge)&lt;br /&gt;
|effect=A great mystery requires that the truth comes out at precisely the right moment. Honesty binds acquaintances into trusted comrades. By weaving Fable through a small area around them, this rite empowers a small circle to ensure that only the truth may be spoken within it. The circle is empowered for 5 minutes, or until the Weaver leaves it.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dressing down Demeanour&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Stagger &#039;&#039;&#039;on a target within 10 meters three times&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=It’s Behind You!&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|extension=Every Flicker of Water expended in the rite increases the duration by 10 seconds – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=This rite allows the Weaver to hide. The effect lasts up to 10 Seconds or until the target breaks it by using abilities, interacting with the environment or speaking while under the effect. The target does not need to actively hide. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the target must hold a closed fist in the air.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=As Luck Would Have It&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|duration=Until Used&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver selects a target. During that target&#039;s next Wyrd Draw, they may treat a fail token they draw as a pass token instead (without taking corruption). If they draw a pass token, this effect expires unused. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Protagonist’s Bulwark&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self (Weaver who makes the Wyrd Draw if cast as a group)&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Rebound&#039;&#039;&#039; up to 3 times, within 5 minutes or until used. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Bragging Rights&lt;br /&gt;
|level=5 – Requires 1 Essence of Water&lt;br /&gt;
|cast_time=1 minutes&lt;br /&gt;
|duration=As per Rite&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=as per Rite&lt;br /&gt;
|effect=To perform this rite, the weavers must expend an essence of water. This Rite has the same effects as any single other Weaver Rite from any Sphere. It can not benefit from extension by any means.&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=The_Tyrant_Monstering&amp;diff=2292</id>
		<title>The Tyrant Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Tyrant_Monstering&amp;diff=2292"/>
		<updated>2026-04-05T12:08:12Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Tyrant Banner.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
= The Tyrant - Look and Feel =&lt;br /&gt;
The Tyrant commands, and they obey. The wailing of carnyx’s, the noise of fifes and the stomping of innumerable feet announce the coming of the tyrant’s legions. &lt;br /&gt;
&lt;br /&gt;
Spilling out from fortified strongholds and whipped into rough columns from the fields and mines surrounding them, the forces of the Tyrant are split between highly trained, elite units, forged into disciplined blocks, and the serf rabble who are driven before them to act as fodder for their advance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall rise to my true potential through the power of my Will, and stand unflinchingly against any who oppose me.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Showers of black-feathered arrows block out the sky, while walls of shields interlock, and overseers &#039;encourage’ their charges to advance. While the Forsaken are given over wholesale to their god in body and mind, interacting with its followers through whispers and dark visions, the Tyrant is solely channelled into a single individual, a monarch of indescribable power, who is split between a mere vessel for divinity and the iron-handed ruler.&lt;br /&gt;
&lt;br /&gt;
Wherever they point, armies march, forests are torn down, industry is erected, and the wheels of war keep turning. &lt;br /&gt;
&lt;br /&gt;
Sycophants, warlords and courtiers alike all bend the knee, seeking to climb their way through the corridors of power and to sit at the right side of the Godhead.&lt;br /&gt;
[[File:Tyrant Group.jpg|center|thumb|709x709px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Black with Red accents&lt;br /&gt;
[[File:Tyrant Archer Block.jpg|thumb|555x555px]]&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Romano-Gallic costume elements,  Late Celts&lt;br /&gt;
&lt;br /&gt;
Tyrannical Empires, where strength rules above all. &lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
The emblem of the Tyrant is a red wheel with six spokes, symbolising the literal blood-soaked wheels of war chariots, the tortures inflicted by authority, the grinding, mechanistic, and impersonal demands of war, and how all authority flows from the centre.&lt;br /&gt;
&lt;br /&gt;
The Iconic kit of forces of the Tyrant is a black sash with the red wheel emblazoned on it.&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
“I shall rise to my true potential through the power of my Will, and stand unflinchingly against any who oppose me.”&lt;br /&gt;
[[File:Tyrant Banner Bearer.jpg|thumb|346x346px]]&lt;br /&gt;
The Crowned of the Tyrant delight in violence and subjugation, they have sacrificed their humanity for raw strength and power. In all things they seek dominion and the destruction of individuality, to burn away whatever is not subservient to their will.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by force; mass conscription, brutalisation, loyalty tests, decimation, and the unfeeling march of war.&lt;br /&gt;
&lt;br /&gt;
== Roles Available to Players: ==&lt;br /&gt;
There are several different types of enemies of Elandra among the Tyrant, the ones most common that players are most likely to encounter are The Fodder, The Levy, The Militia and The Archers.&lt;br /&gt;
&lt;br /&gt;
== The Fodder ==&lt;br /&gt;
[[File:Tyrant Fodder.jpg|left|thumb|293x293px]]&lt;br /&gt;
When the armies of the Tyrant march forth, they do so shepherding a great mass of people before them. Serfs forced out of the fields, captured enemy warriors, political dissidents and more, these unfortunates are whipped forwards into battle armed with nothing more than what they can scavenge. They have accepted the Tyrant and hope that with their acceptance and grinding march they will appease them and escape from this horrible fate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: National kit with a Black sash with Tyrant red&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: No or Light armour, practical tools as weapons. Dark, muddy layers are ideal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Levy ==&lt;br /&gt;
The Levy come in 3 broad varieties. &lt;br /&gt;
&lt;br /&gt;
The heart of the Tyrant’s legions are made up of block after block, column after column of Levy. Given some military training as part of their oath to the Tyrant, these soldiers serve to prove themselves and rise up through the ranks of the Tyrant’s legions, to provide a better standard of living for themselves and their families. If this involves carving a swathe through those that would oppose their dictator, so be it. The Levy come in 3 broad varieties.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: More heavily armed and armoured, disciplined.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Chain armour. No plate armour. 1-handed weapons, spears and shields. Thrown weapons such as javelins are ideal and Roman style helmets are ideal.&#039;&#039;&#039;&lt;br /&gt;
[[File:Tyrant Levy.jpg|center|thumb|524x524px]]&lt;br /&gt;
Those who are innately skilled in the magical arts are not spared their part in the Tyrant’s war machine. Armed in much the same way as their more mundane comrades, they trade off the ability to wear armour for increased damage potential. Sheltering behind their shields, they get close enough to the enemy to, as one, fling ranks of arcane bolts into their foes, before charging into the fray.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Black layers with red details&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: No armour or light armour. Foci. Ideally shields.&#039;&#039;&#039;&lt;br /&gt;
[[File:Tyrant Militia.jpg|center|thumb|472x472px]]&lt;br /&gt;
&lt;br /&gt;
NOCK! DRAW! LOOSE! The archers of the Tyrant fill the sky with arrows, giving their foes no place to hide. Every peasant that bows to the order of the Tyrant is obliged to spend at least a full day every 7 solars training with the bow, enabling the Tyrant to rapidly raise forces across their conquered domain. Failure to comply results first with the loss of a hand, and then with the loss of you and your family’s heads. Few fail to comply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Disciplined, organised archer block.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Bow and arrows.&#039;&#039;&#039;&lt;br /&gt;
[[File:Tyrant Archer.jpg|center|thumb|470x470px]] &lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Tyrant: =&lt;br /&gt;
[[File:Tyrant Overseer.jpg|left|thumb|419x419px]]&lt;br /&gt;
Among the Tyrant, the people of Elandra have seen other types of soldiers as well, referred to as the Crowned. &lt;br /&gt;
&lt;br /&gt;
These, for the most part, will be played by our skirmish crew but may open up to players as they learn more about the world. &lt;br /&gt;
&lt;br /&gt;
These will be more senior roles among the Tyrant, with long-proven commitment and strength in leading the corruption against those who resist it.&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers. Black and red plaid pyjama trousers. Black sash with Red tyrant symbol.&lt;br /&gt;
&lt;br /&gt;
Armour: Gambeson, chain armour&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2290</id>
		<title>The Void Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2290"/>
		<updated>2026-04-05T11:48:53Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Colour Pallet: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Void Banner1.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
= The Void - Look and Feel =&lt;br /&gt;
Marching forth to the beating of great drums and the droning chants of preachers, those under the thrall of the Void are the great masses: the desperate, the downtrodden, and those with nowhere else to turn. &lt;br /&gt;
&lt;br /&gt;
Abandoned by their leaders, their wise ones, and even their very gods, their only succour comes from taking revenge on all those who have wronged not just them, but the great mass of humanity. As they march, they chant the songs of the end, and of the Doom of all things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve Freedom whatever the cost.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Duo1.jpg|left|thumb|651x651px]]&lt;br /&gt;
The ground under their feet is ravaged by their passing, crops and herbs pulled up root and stem, villages and hamlets looted and torched, the earth salted under their tread. &lt;br /&gt;
&lt;br /&gt;
Mayors, preachers and wizards are dragged into the street and dispatched by merciless Despoilers, while those under their care are given a single choice: join the march to take vengeance on those gods and their followers who have destroyed their lives or be granted the peace of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No care is made for the future, only for the now; for what plans can stand against oblivion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Purple and Black accents.&lt;br /&gt;
&lt;br /&gt;
National kit colours, colours from natural dyes.&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Hussites&lt;br /&gt;
&lt;br /&gt;
Peasants Revolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://mirageswar.com/uniform/4990-osprey_menatarms_409__the_hussite_wars_141936.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[File:Void Pilgrims.jpg|thumb|595x595px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
The emblem of the Void is a black flame, symbolising the destructive power of fire to disfigure and pollute, the demand to sacrifice identity and meaning, the drive to transform and co-opt, and the urge to erase.&lt;br /&gt;
&lt;br /&gt;
Purple scarf hoods with a black flame symbol.&lt;br /&gt;
&lt;br /&gt;
Purple Hoods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Void Despoiler.jpg|left|thumb|494x494px]]&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
“I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve freedom, whatever the cost.”&lt;br /&gt;
&lt;br /&gt;
The Crowned of the Void are consumed by bleakness; they have sacrificed their humanity to be rid of the burden of pity. That which has been built or achieved by others is anathema to them, any beauty or legacy from which someone could draw strength is to be ruined without hesitation. &lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are ruled by alienation, deportation, the destruction of identity, iconoclasm, and erasure.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Void, the ones most common that players are most likely to monster as are The Convert, The Pilgrim and the Flagellant. &lt;br /&gt;
&lt;br /&gt;
== The Convert ==&lt;br /&gt;
New converts to the worship of the void, these individuals are drawn from all walks of life, but are united in their desperation. Clad in the clothes of their previous lives, they wish to prove to all that the end is coming.&lt;br /&gt;
&lt;br /&gt;
They resemble an angry mob, with the teachings of the Void driving them to the destruction of everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: National kit with a Purple Void hood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Mostly light or no armour, weapons as per the nation, or one handed weapons. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
Those new converts who prove themselves are inducted fully into the cult of the End, becoming the military arm of the Preachers. Hardened and toughened by their service, these grim-faced individuals act with a military precision in service of their god, all too willing to bring the gift of death to those who would oppose oblivion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Light coloured and natural base layers with purple accents on hoods or scarves. Try to avoid very dark colours where possible. Armour can range from nothing to gambesons and maille, try to avoid plate.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Bills, spears, two handed flails. Gambesons or Maille. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Pilgrims2.jpg|center|thumb|704x704px]]&lt;br /&gt;
&lt;br /&gt;
== The Flagellant ==&lt;br /&gt;
Driven wild by the chanting of the preachers and the unceasing march of the legions of the Void, some void cultists wish to seek peace through oblivion as fast as possible. &lt;br /&gt;
&lt;br /&gt;
Shedding all but the most basic garb and wielding weapons that allow for little chance at blocking blows, these flagellants wait on the whispered command of their priest, before launching themselves at the foe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Warhammer flagellant look. base kit/ robes/ warskirts. Void purple hood/ purple bag on head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: 2 handed weapons, ambidextrous weapons or 1 handed weapons (flails are ideal)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No armour No shields&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Flagellants.jpg|center|thumb|665x665px]]&lt;br /&gt;
&lt;br /&gt;
== The Sharpshooter ==&lt;br /&gt;
Crossbow teams work in groups, working as a unit to accurately fire bolts down on the enemy. Sticking together at all costs. Work in groups of 3-4 teams. Often working with heavily armoured warriors carrying a pavaise, to shield their vulnerable charge from those who would disrupt their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: The same as the pilgrims but with a general step up in kit , showing their hardened service and commitment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Crossbows, Gambesons or Maille&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Sharpshooter.jpg|center|thumb|617x617px]]&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Void: =&lt;br /&gt;
Among the void, the people of Elandra have seen other types of soldiers as well, referred to as the Crowned. &lt;br /&gt;
&lt;br /&gt;
These, for the most part, will be played by our skirmish crew but may open up to players as they learn more about the world. &lt;br /&gt;
&lt;br /&gt;
These will be more senior roles among the Void, with long-proven commitment and strength in leading the corruption against those who resist it.&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: T-tunic and non-baggy trousers. Purple Hood&lt;br /&gt;
&lt;br /&gt;
Armour: Gambeson, chain mantle, pieces of plate, not full plate.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2289</id>
		<title>The Void Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2289"/>
		<updated>2026-04-05T11:47:53Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Iconic kit: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Void Banner1.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
= The Void - Look and Feel =&lt;br /&gt;
Marching forth to the beating of great drums and the droning chants of preachers, those under the thrall of the Void are the great masses: the desperate, the downtrodden, and those with nowhere else to turn. &lt;br /&gt;
&lt;br /&gt;
Abandoned by their leaders, their wise ones, and even their very gods, their only succour comes from taking revenge on all those who have wronged not just them, but the great mass of humanity. As they march, they chant the songs of the end, and of the Doom of all things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve Freedom whatever the cost.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Duo1.jpg|left|thumb|651x651px]]&lt;br /&gt;
The ground under their feet is ravaged by their passing, crops and herbs pulled up root and stem, villages and hamlets looted and torched, the earth salted under their tread. &lt;br /&gt;
&lt;br /&gt;
Mayors, preachers and wizards are dragged into the street and dispatched by merciless Despoilers, while those under their care are given a single choice: join the march to take vengeance on those gods and their followers who have destroyed their lives or be granted the peace of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No care is made for the future, only for the now; for what plans can stand against oblivion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Purple and Black accents.&lt;br /&gt;
&lt;br /&gt;
National kit colours, colours from natural dyes.&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Hussites&lt;br /&gt;
&lt;br /&gt;
Peasants Revolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://mirageswar.com/uniform/4990-osprey_menatarms_409__the_hussite_wars_141936.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[File:Void Pilgrims.jpg|thumb|595x595px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
The emblem of the Void is a black flame, symbolising the destructive power of fire to disfigure and pollute, the demand to sacrifice identity and meaning, the drive to transform and co-opt, and the urge to erase.&lt;br /&gt;
&lt;br /&gt;
Purple scarf hoods with a black flame symbol.&lt;br /&gt;
&lt;br /&gt;
Purple Hoods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Void Despoiler.jpg|left|thumb|494x494px]]&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
“I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve freedom, whatever the cost.”&lt;br /&gt;
&lt;br /&gt;
The Crowned of the Void are consumed by bleakness; they have sacrificed their humanity to be rid of the burden of pity. That which has been built or achieved by others is anathema to them, any beauty or legacy from which someone could draw strength is to be ruined without hesitation. &lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are ruled by alienation, deportation, the destruction of identity, iconoclasm, and erasure.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Void, the ones most common that players are most likely to monster as are The Convert, The Pilgrim and the Flagellant. &lt;br /&gt;
&lt;br /&gt;
== The Convert ==&lt;br /&gt;
New converts to the worship of the void, these individuals are drawn from all walks of life, but are united in their desperation. Clad in the clothes of their previous lives, they wish to prove to all that the end is coming.&lt;br /&gt;
&lt;br /&gt;
They resemble an angry mob, with the teachings of the Void driving them to the destruction of everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: National kit with a Purple Void hood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Mostly light or no armour, weapons as per the nation, or one handed weapons. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
Those new converts who prove themselves are inducted fully into the cult of the End, becoming the military arm of the Preachers. Hardened and toughened by their service, these grim-faced individuals act with a military precision in service of their god, all too willing to bring the gift of death to those who would oppose oblivion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Light coloured and natural base layers with purple accents on hoods or scarves. Try to avoid very dark colours where possible. Armour can range from nothing to gambesons and maille, try to avoid plate.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Bills, spears, two handed flails. Gambesons or Maille. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Pilgrims2.jpg|center|thumb|704x704px]]&lt;br /&gt;
&lt;br /&gt;
== The Flagellant ==&lt;br /&gt;
Driven wild by the chanting of the preachers and the unceasing march of the legions of the Void, some void cultists wish to seek peace through oblivion as fast as possible. &lt;br /&gt;
&lt;br /&gt;
Shedding all but the most basic garb and wielding weapons that allow for little chance at blocking blows, these flagellants wait on the whispered command of their priest, before launching themselves at the foe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Warhammer flagellant look. base kit/ robes/ warskirts. Void purple hood/ purple bag on head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: 2 handed weapons, ambidextrous weapons or 1 handed weapons (flails are ideal)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No armour No shields&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Flagellants.jpg|center|thumb|665x665px]]&lt;br /&gt;
&lt;br /&gt;
== The Sharpshooter ==&lt;br /&gt;
Crossbow teams work in groups, working as a unit to accurately fire bolts down on the enemy. Sticking together at all costs. Work in groups of 3-4 teams. Often working with heavily armoured warriors carrying a pavaise, to shield their vulnerable charge from those who would disrupt their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: The same as the pilgrims but with a general step up in kit , showing their hardened service and commitment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Crossbows, Gambesons or Maille&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Sharpshooter.jpg|center|thumb|617x617px]]&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Void: =&lt;br /&gt;
Among the void, the people of Elandra have seen other types of soldiers as well, referred to as the Crowned. &lt;br /&gt;
&lt;br /&gt;
These, for the most part, will be played by our skirmish crew but may open up to players as they learn more about the world. &lt;br /&gt;
&lt;br /&gt;
These will be more senior roles among the Void, with long-proven commitment and strength in leading the corruption against those who resist it.&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: T-tunic and non-baggy trousers. Purple Hood&lt;br /&gt;
&lt;br /&gt;
Armour: Gambeson, chain mantle, pieces of plate, not full plate.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2288</id>
		<title>The Void Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Void_Monstering&amp;diff=2288"/>
		<updated>2026-04-05T11:47:24Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Void Banner1.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
= The Void - Look and Feel =&lt;br /&gt;
Marching forth to the beating of great drums and the droning chants of preachers, those under the thrall of the Void are the great masses: the desperate, the downtrodden, and those with nowhere else to turn. &lt;br /&gt;
&lt;br /&gt;
Abandoned by their leaders, their wise ones, and even their very gods, their only succour comes from taking revenge on all those who have wronged not just them, but the great mass of humanity. As they march, they chant the songs of the end, and of the Doom of all things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve Freedom whatever the cost.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Duo1.jpg|left|thumb|651x651px]]&lt;br /&gt;
The ground under their feet is ravaged by their passing, crops and herbs pulled up root and stem, villages and hamlets looted and torched, the earth salted under their tread. &lt;br /&gt;
&lt;br /&gt;
Mayors, preachers and wizards are dragged into the street and dispatched by merciless Despoilers, while those under their care are given a single choice: join the march to take vengeance on those gods and their followers who have destroyed their lives or be granted the peace of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No care is made for the future, only for the now; for what plans can stand against oblivion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Purple and Black accents.&lt;br /&gt;
&lt;br /&gt;
National kit colours, colours from natural dyes.&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Hussites&lt;br /&gt;
&lt;br /&gt;
Peasants Revolt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://mirageswar.com/uniform/4990-osprey_menatarms_409__the_hussite_wars_141936.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[File:Void Pilgrims.jpg|thumb|595x595px]]&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
The emblem of the Void is a black flame, symbolising the destructive power of fire to disfigure and pollute, the demand to sacrifice identity and meaning, the drive to transform and co-opt, and the urge to erase.&lt;br /&gt;
&lt;br /&gt;
Purple scarf hoods with a black flame symbol.&lt;br /&gt;
&lt;br /&gt;
Purple Hoods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Void Despoiler.jpg|left|thumb|494x494px]]&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
“I shall cast aside old ways, I shall never let the expectations or achievements of others diminish me, I shall achieve freedom, whatever the cost.”&lt;br /&gt;
&lt;br /&gt;
The Crowned of the Void are consumed by bleakness; they have sacrificed their humanity to be rid of the burden of pity. That which has been built or achieved by others is anathema to them, any beauty or legacy from which someone could draw strength is to be ruined without hesitation. &lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are ruled by alienation, deportation, the destruction of identity, iconoclasm, and erasure.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Void, the ones most common that players are most likely to monster as are The Convert, The Pilgrim and the Flagellant. &lt;br /&gt;
&lt;br /&gt;
== The Convert ==&lt;br /&gt;
New converts to the worship of the void, these individuals are drawn from all walks of life, but are united in their desperation. Clad in the clothes of their previous lives, they wish to prove to all that the end is coming.&lt;br /&gt;
&lt;br /&gt;
They resemble an angry mob, with the teachings of the Void driving them to the destruction of everything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: National kit with a Purple Void hood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Mostly light or no armour, weapons as per the nation, or one handed weapons. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Pilgrim ==&lt;br /&gt;
Those new converts who prove themselves are inducted fully into the cult of the End, becoming the military arm of the Preachers. Hardened and toughened by their service, these grim-faced individuals act with a military precision in service of their god, all too willing to bring the gift of death to those who would oppose oblivion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Light coloured and natural base layers with purple accents on hoods or scarves. Try to avoid very dark colours where possible. Armour can range from nothing to gambesons and maille, try to avoid plate.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Bills, spears, two handed flails. Gambesons or Maille. NO SHIELDS&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Pilgrims2.jpg|center|thumb|704x704px]]&lt;br /&gt;
&lt;br /&gt;
== The Flagellant ==&lt;br /&gt;
Driven wild by the chanting of the preachers and the unceasing march of the legions of the Void, some void cultists wish to seek peace through oblivion as fast as possible. &lt;br /&gt;
&lt;br /&gt;
Shedding all but the most basic garb and wielding weapons that allow for little chance at blocking blows, these flagellants wait on the whispered command of their priest, before launching themselves at the foe. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Warhammer flagellant look. base kit/ robes/ warskirts. Void purple hood/ purple bag on head&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: 2 handed weapons, ambidextrous weapons or 1 handed weapons (flails are ideal)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No armour No shields&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Flagellants.jpg|center|thumb|665x665px]]&lt;br /&gt;
&lt;br /&gt;
== The Sharpshooter ==&lt;br /&gt;
Crossbow teams work in groups, working as a unit to accurately fire bolts down on the enemy. Sticking together at all costs. Work in groups of 3-4 teams. Often working with heavily armoured warriors carrying a pavaise, to shield their vulnerable charge from those who would disrupt their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: The same as the pilgrims but with a general step up in kit , showing their hardened service and commitment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armour: Crossbows, Gambesons or Maille&#039;&#039;&#039;&lt;br /&gt;
[[File:Void Sharpshooter.jpg|center|thumb|617x617px]]&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Void: =&lt;br /&gt;
Among the void, the people of Elandra have seen other types of soldiers as well, referred to as the Crowned. &lt;br /&gt;
&lt;br /&gt;
These, for the most part, will be played by our skirmish crew but may open up to players as they learn more about the world. &lt;br /&gt;
&lt;br /&gt;
These will be more senior roles among the Void, with long-proven commitment and strength in leading the corruption against those who resist it.&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: T-tunic and non-baggy trousers. Purple Hood&lt;br /&gt;
&lt;br /&gt;
Armour: Gambeson, chain mantle, pieces of plate, not full plate.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2287</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2287"/>
		<updated>2026-04-05T11:45:09Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Roles Available to Players: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2286</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2286"/>
		<updated>2026-04-05T11:44:48Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Iconic kit: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2285</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2285"/>
		<updated>2026-04-05T11:44:27Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Roleplay: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2284</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2284"/>
		<updated>2026-04-05T11:43:54Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Roleplay: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2283</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2283"/>
		<updated>2026-04-05T11:43:44Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Dedicated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2282</id>
		<title>The Fallen Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Fallen_Monstering&amp;diff=2282"/>
		<updated>2026-04-05T11:43:34Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Recruit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Fallen Banner.png|thumb|511x511px]]&lt;br /&gt;
&lt;br /&gt;
= The Fallen - Look and Feel =&lt;br /&gt;
The cold winds spread and within it are the desperate hoards of the starving, of the desperate, all in the name of claiming what they don&#039;t have. Followers of the Fallen constantly grasp for more, the endless pursuit to increase their wealth, protect it from those who would take it, lest they become nothing. Only the rich survive the cold winds in the night.&lt;br /&gt;
&lt;br /&gt;
Within the chill grasp of The Fallen all those who fail succumb to its influence and undergo a grim transformation, driven by unrelenting hunger, greed, and the desperate need to hoard whatever they cherish. Whether in death or life, servants of the Fallen manifest a pervasive cold physical, emotional, and spiritual that reflects their master’s domain.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall seek the Plenty that is my due, I shall win it from the undeserving and keep what is mine safe from thieves and parasites.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Duo2.jpg|frameless|701x701px]]&lt;br /&gt;
&lt;br /&gt;
Rich bureaucrats hoard money, jewels, taking any sagas they can get from even the poorest among them, locking it away and protecting their riches more than their own lives. They despise charity, considering people parasites. The ambitious take from whoever they can get, clambering for riches and power. No one helps another soul. The Fallen thrive taking from others, those with nothing, become nothing.&lt;br /&gt;
&lt;br /&gt;
The recruits among the Fallen are driven by the constant need for more. Promised riches by their masters they drive forwards drawn to warmth and wealth. Once they were ambitious individuals who wanted more than they needed, now completely obsessed with the concept of, more. No one is immune to this greed and those who stagnate or let their guard down are quickly overwhelmed by the thousands who would supplant them.&lt;br /&gt;
&lt;br /&gt;
[[File:Fallen Big Armour.jpg|frameless|831x831px]]&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
&lt;br /&gt;
= Inspirations: =&lt;br /&gt;
Wrath of the Lich King&lt;br /&gt;
&lt;br /&gt;
Death knights&lt;br /&gt;
&lt;br /&gt;
= Iconic kit: =&lt;br /&gt;
[[File:Fallen_Hoarfrost.jpg|left|frameless|514x514px]]&lt;br /&gt;
&lt;br /&gt;
Frost blue tabard with the painted silver hand.  The elite of the Fallen are often found covered in jewellery and with frosty details on their clothing.&lt;br /&gt;
&lt;br /&gt;
The emblem of the Fallen is a silver hand with splayed fingers; symbolising the grasp for more, warding away the needy, and the cold grip of debt upon the soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roleplay: =&lt;br /&gt;
[[File:Fallen_Hunger.jpg|left|frameless|748x748px]]&lt;br /&gt;
The Crowned of the Fallen are covetous above all else, they have sacrificed their humanity in return for the promise of endless plenty to add to their bursting treasuries. They display their opulence, but their fixation is on keeping hold of their wealth, and it is through gritted teeth that any of them begrudgingly allow even a single coin or grain of wheat to pass from their control.&lt;br /&gt;
&lt;br /&gt;
The lands under their occupation are controlled by want; strict rationing, crippling taxation, imposed debt, and merciless enforcement.&lt;br /&gt;
&lt;br /&gt;
= Roles Available to Players: =&lt;br /&gt;
There are several different types of enemies of Elandra among the Fallen, the ones most common that players are most likely to monster as are Recruits, Dedicated and Drudge.&lt;br /&gt;
&lt;br /&gt;
== Recruit ==&lt;br /&gt;
[[File:Fallen_Recruit.jpeg|left|frameless|397x397px]]&lt;br /&gt;
Fallen Recruit is a fresh convert or conscript to The Fallen. Someone who has just been turned or coerced into serving this cold deity’s cause. They still retain much of their nation’s typical garb and fighting style, but icy motifs and a hungry, greedy edge now colour their actions. Whether they hail from Avereaux or Hammerstadt, they obsess with securing what the Fallen craves.&lt;br /&gt;
&lt;br /&gt;
Most players when monstering will be Recruits. This is a much easier look to do because it uses your nation&#039;s kit or, if you would like, another nation&#039;s kit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Visibly retains cultural attire, but with frost-rimed edges or subtle icy sigils.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always accompanied by a belt tag or tabard to signify Fallen allegiance.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Lightly armoured, less equipped weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dedicated ==&lt;br /&gt;
[[File:Fallen_Recruits.jpg|left|frameless|682x682px]]&lt;br /&gt;
In life these individuals sought to preserve their comforts, wealth, and status at all cost, fearing any change that might take it away. Upon dedicating themselves to The Fallen, their obsession was twisted into a cold resolve: the world must remain as they like it, no matter the price. Clinging to old grudges and possessions, they see anyone carrying better gear or appearing more successful as a direct threat to their future. Their eyes gleam with jealousy, scanning the battlefield for trophies to seize and claim as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: old-looking, tattered but well-maintained clothing.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;May carry small pouches of “valuables” or wear multiple “stolen” trinkets from fallen foes.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Medium and heavy armour, 1 hand weapon and shield, or dual-wielding.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Drudge ==&lt;br /&gt;
[[File:Fallen_Drudge.jpeg|left|frameless|561x561px]]&lt;br /&gt;
Fallen Drudge are magicians who have succumbed entirely to the wintry grasp of The Fallen. Their bodies are ice-cold, locked in an unending cycle of mindless need for warmth and things they miss in life.&lt;br /&gt;
&lt;br /&gt;
Many of these souls desperately hoarded food, wealth, or comfort; now twisted that obsession into an endless need. They relentlessly pursue those who still cling to warmth, especially if they sense valuables or signs of “plenty”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Look: Pale, frostbitten faces. Frosty water weave marks&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and armour: Light or no armour, one-handed weapons, ideally foci&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Other Roles among the Fallen: =&lt;br /&gt;
Among the Fallen, the people of Elandra have seen other types of beings as well, they call them the Crowned. These for the most part will be played by our skirmish crew but may open up to players as they learn more about the world. These will be more senior roles among the Fallen, with long proven commitment and strength in leading the corruption against those who resist it.[[File:Fallen Greatsword.jpg|frameless|789x789px]]&lt;br /&gt;
&lt;br /&gt;
= Ideas for Building out Kit: =&lt;br /&gt;
Basic: Black base layers, light blue tabard&lt;br /&gt;
&lt;br /&gt;
Armour: dark-coloured, tarnished, tatty.&lt;br /&gt;
&lt;br /&gt;
Accessories: Old valuables from looted foes.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Terror_Monstering&amp;diff=2281</id>
		<title>The Terror Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Terror_Monstering&amp;diff=2281"/>
		<updated>2026-04-05T11:32:46Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Terror Banner.png|thumb|Terror Banner]]&lt;br /&gt;
&lt;br /&gt;
= The Terror - Look and Feel =&lt;br /&gt;
Since the corruption became obvious in Elandra, they have been the four corrupted forces, the new path, whatever story the corrupted “priests” wished to spread. Except that only three of them were obvious. &lt;br /&gt;
&lt;br /&gt;
The Terror, what little the world knows about them, is a force of manipulation, control and fear. The Terror’s servants are a much rarer sight than the other corrupted followers. As such, less information is public about them, making this a less complete look and feel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall reject received wisdom and all those who hide behind comfortable lies, I will not allow my Truth to be stifled.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Red and white accents&lt;br /&gt;
&lt;br /&gt;
As the Terror are normally trying to go unnoticed, they are primarily seen in national clothing. When they are more in the open, they wear mostly all Red clothing.&lt;br /&gt;
&lt;br /&gt;
== Iconic markers: ==&lt;br /&gt;
Red bandanas around their neck. Emblazoned with a white eye.&lt;br /&gt;
&lt;br /&gt;
== Player Monstering: ==&lt;br /&gt;
The Terror for the moment are not going to be playable by players on their monstering slots. You may play people/monsters fighting alongside them or victims of theirs, but you will not play an agent of The Terror yourselves.&lt;br /&gt;
&lt;br /&gt;
The primary reason is that the Terror do not operate in the same manner as the other forces of corruption. They very rarely are an organised military force; they operate by manipulating other forces and are a very rare encounter, only occasionally appearing in force together. For this reason, we do not foresee a large-scale battlefield with ALL terror as an encounter, so we do not need the numbers that player combat monstering gives us. This also gives the effect of players discovering more about this elusive faction in play, rather than when they volunteer. &lt;br /&gt;
&lt;br /&gt;
== Themes: ==&lt;br /&gt;
All of our corrupted forces are unapologetically forces of evil, and with that come evil themes. The terror especially deals with some dark themes around manipulation, body horror and human experimentation. Our plot writers and refs will try to advertise when these themes are present in encounters. &lt;br /&gt;
&lt;br /&gt;
Please speak to us if you have any concerns about a plot line or encounter, so that we may address your concerns where possible.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Monstering&amp;diff=2280</id>
		<title>Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Monstering&amp;diff=2280"/>
		<updated>2026-04-05T11:16:26Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Monstering as Corrupted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Menhirs Fate: Unleash Your Inner Monster! (Or Helpful Villager!)&lt;br /&gt;
&lt;br /&gt;
Hey Menhirs Fate adventurers! Get ready to dive even deeper into the world because we&#039;re including a system that will make your experience richer and more immersive: &#039;&#039;&#039;Monster Slots!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s a Monster Slot? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Think of it as your chance to step &#039;&#039;behind&#039;&#039; the screen and shape the world for other players! These are two-hour blocks of time where YOU become part of the living, breathing landscape of Menhirs Fate. It&#039;s about offering you the chance to actively influence the narrative and provide unforgettable encounters for your fellow players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here&#039;s how it works:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Time Blocks:&#039;&#039;&#039; The event is divided into two-hour chunks, for example:&lt;br /&gt;
** 10:00 AM - 12:00 PM&lt;br /&gt;
** 12:00 PM - 2:00 PM&lt;br /&gt;
** 2:00 PM - 4:00 PM&lt;br /&gt;
** And so on...&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monster Slots:&#039;&#039;&#039; For each of these time blocks, we&#039;ll have specific &amp;quot;monster slots&amp;quot; available. These represent different roles you could play:&lt;br /&gt;
** Forest Kobold - Sneak around the trees and ambush anyone who treads too far.&lt;br /&gt;
** Undead Patrol - A never-ending nightmare horde that will drag you under.&lt;br /&gt;
** Traveling Merchant - Trade in wares and get people into side plots.&lt;br /&gt;
** Corrupted Cultists - Summon dark powers and perform unholy rituals to twist the world.&lt;br /&gt;
** Roving Bandits - Get that loot and take it back to base.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;More Than Just Monsters!&#039;&#039;&#039; These slots aren&#039;t &#039;&#039;just&#039;&#039; about combat! Some are set pieces to further develop an area, environmental hazards that change what happens, and more importantly: roleplay encounters which create the storylines that build the world..&lt;br /&gt;
&lt;br /&gt;
=== Monstering Process ===&lt;br /&gt;
&lt;br /&gt;
# In a timely manner for your slot, go to the monster tent, you will be met by the monster management team! &lt;br /&gt;
# You&#039;ll be split into groups based on whether you&#039;re keen to fight or take on a non-combat role step &lt;br /&gt;
#* If you&#039;re a fighter, you&#039;ll be put with the Skirmish Crew and given a briefing by them as to the goals and objectives of the mission. This will include what stats you have as a monster step &lt;br /&gt;
#* If you&#039;re not a fighter, you&#039;ll be matched up with one of the NPC team and given a roleplay encounter to help us run - this might be a patient with a magical illness for players to diagnose, a travelling merchant with wares to sell, someone fleeing the corruption with news from afar or many more!&lt;br /&gt;
# Led by our Skirmish Captains or NPC teams, you&#039;ll hit the field and enrich the world for your fellow players &lt;br /&gt;
# You&#039;ll come back when the objectives are hit, and either be sent out on another mission or be stood down &lt;br /&gt;
# Once you&#039;re done, head back to the IC field in the knowledge that you&#039;ve helped make Menhirs a living breathing world!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Role in Menhirs Fate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We believe in the LARP community practice of the ‘social contract’. This means that as well as enjoying the game and the game world, you have the opportunity to contribute to making Menhirs Fate the best it can be for others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There&#039;s something for everyone:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We would like everyone to take part, so we will make roles for everyone.&lt;br /&gt;
* &#039;&#039;&#039;For people who want combat!:&#039;&#039;&#039; Dive into the chaos as a menacing monster, providing a real challenge for other players.&lt;br /&gt;
* &#039;&#039;&#039;For people who don’t want to or are unable to fight:&#039;&#039;&#039; Take part in our unique series of roleplay encounters that will allow players to immerse themselves even more into the story lines!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prior Notification is Key!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We believe you are going to be as excited to do this as us, so we will make sure that those who are expected to be helping out will know in advance!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Think of it as your chance to:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shape the World:&#039;&#039;&#039; YOU are the driving force behind the stories of Menhirs Fate!&lt;br /&gt;
* &#039;&#039;&#039;Experience a New Playstyle:&#039;&#039;&#039; Break out of your normal character and try something completely different&lt;br /&gt;
* &#039;&#039;&#039;Use That Fancy Weapon You Have&#039;&#039;&#039;: Your character normally rocks a pair of rapiers, but you’ve just bought yourself a massive mace? Here’s your chance to play with it!&lt;br /&gt;
* &#039;&#039;&#039;Contribute to Something Awesome:&#039;&#039;&#039; Help us create an unforgettable experience for everyone involved!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can’t monster this time?&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;We understand that sometimes things get in the way of contributing to the game through monster slots - this could be for all kinds of reasons. Have a chat with your Nation Support - you don’t have to tell them why you can’t monster, but they might be able to help.&lt;br /&gt;
&lt;br /&gt;
This is all about making &#039;&#039;Menhirs Fate&#039;&#039; the most dynamic and immersive LARP it can be. We&#039;re excited to see what you create!&lt;br /&gt;
&lt;br /&gt;
== Monstering as Corrupted ==&lt;br /&gt;
&lt;br /&gt;
* [[The Fallen Monstering]]&lt;br /&gt;
* [[The Void Monstering]]&lt;br /&gt;
* [[The Tyrant Monstering]]&lt;br /&gt;
* [[The Terror Monstering]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
[[Category:Monstering]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=The_Terror_Monstering&amp;diff=2279</id>
		<title>The Terror Monstering</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=The_Terror_Monstering&amp;diff=2279"/>
		<updated>2026-04-05T11:16:04Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Created page with &amp;quot; = The Terror - Look and Feel = Since the corruption became obvious in Elandra, they have been the four corrupted forces, the new path, whatever story the corrupted “priests” wished to spread. Except that only three of them were obvious.   The Terror, what little the world knows about them, is a force of manipulation, control and fear. The Terror’s servants are a much rarer sight than the other corrupted followers. As such, less information is public about them, ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= The Terror - Look and Feel =&lt;br /&gt;
Since the corruption became obvious in Elandra, they have been the four corrupted forces, the new path, whatever story the corrupted “priests” wished to spread. Except that only three of them were obvious. &lt;br /&gt;
&lt;br /&gt;
The Terror, what little the world knows about them, is a force of manipulation, control and fear. The Terror’s servants are a much rarer sight than the other corrupted followers. As such, less information is public about them, making this a less complete look and feel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;I shall reject received wisdom and all those who hide behind comfortable lies, I will not allow my Truth to be stifled.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Colour Pallet: ==&lt;br /&gt;
Red and white accents&lt;br /&gt;
&lt;br /&gt;
As the Terror are normally trying to go unnoticed, they are primarily seen in national clothing. When they are more in the open, they wear mostly all Red clothing.&lt;br /&gt;
&lt;br /&gt;
== Iconic markers: ==&lt;br /&gt;
Red bandanas around their neck. Emblazoned with a white eye.&lt;br /&gt;
&lt;br /&gt;
== Player Monstering: ==&lt;br /&gt;
The Terror for the moment are not going to be playable by players on their monstering slots. You may play people/monsters fighting alongside them or victims of theirs, but you will not play an agent of The Terror yourselves.&lt;br /&gt;
&lt;br /&gt;
The primary reason is that the Terror do not operate in the same manner as the other forces of corruption. They very rarely are an organised military force; they operate by manipulating other forces and are a very rare encounter, only occasionally appearing in force together. For this reason, we do not foresee a large-scale battlefield with ALL terror as an encounter, so we do not need the numbers that player combat monstering gives us. This also gives the effect of players discovering more about this elusive faction in play, rather than when they volunteer. &lt;br /&gt;
&lt;br /&gt;
== Themes: ==&lt;br /&gt;
All of our corrupted forces are unapologetically forces of evil, and with that come evil themes. The terror especially deals with some dark themes around manipulation, body horror and human experimentation. Our plot writers and refs will try to advertise when these themes are present in encounters. &lt;br /&gt;
&lt;br /&gt;
Please speak to us if you have any concerns about a plot line or encounter, so that we may address your concerns where possible.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2278</id>
		<title>Camping information</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2278"/>
		<updated>2026-04-05T11:14:33Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
[[Tent Guidelines]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Tent_Guidelines&amp;diff=2277</id>
		<title>Tent Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Tent_Guidelines&amp;diff=2277"/>
		<updated>2026-04-05T11:14:19Z</updated>

		<summary type="html">&lt;p&gt;Persephone: Created page with &amp;quot;At Menhirs Fate, we are deeply committed to maintaining the immersive quality of our in-character (IC) environment. As part of this commitment, we require that any tents set up within the IC field align with the visual and thematic atmosphere of the setting. This helps everyone remain immersed in the world we’re creating together.  === Tents in the IC Field === Any tent erected in the IC area must be appropriate to the setting and time period represented at the event....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At Menhirs Fate, we are deeply committed to maintaining the immersive quality of our in-character (IC) environment. As part of this commitment, we require that any tents set up within the IC field align with the visual and thematic atmosphere of the setting. This helps everyone remain immersed in the world we’re creating together.&lt;br /&gt;
&lt;br /&gt;
=== Tents in the IC Field ===&lt;br /&gt;
Any tent erected in the IC area must be appropriate to the setting and time period represented at the event. We aim to avoid visual anachronisms that could disrupt the experience for others.&lt;br /&gt;
&lt;br /&gt;
* Prohibited Tents: Modern-looking tents are not allowed. This includes, but is not limited to:&lt;br /&gt;
** Brightly colored nylon dome tents&lt;br /&gt;
** Party tents with shiny or plastic-looking materials&lt;br /&gt;
** Any tent made from glossy, synthetic materials that reflect light or clearly appear out of place in a historical or fantastical setting.&lt;br /&gt;
* Acceptable Tents:&lt;br /&gt;
** The ideal tent is constructed from canvas, which naturally aligns well with the aesthetics of our setting.&lt;br /&gt;
** Some modern tents made from fabric impregnated with plastic or containing plastic fibers may be accepted if the material is thick enough and lacks a shiny, reflective surface.&lt;br /&gt;
** The core requirement is that your tent must look convincingly in-character, even if it contains some modern materials.&lt;br /&gt;
&lt;br /&gt;
By following these guidelines, you contribute to a more cohesive, immersive environment that benefits the entire player community. Thank you for taking the time to ensure your camp setup supports the shared world of Menhirs Fate.&lt;br /&gt;
&lt;br /&gt;
If you are unsure if your tent meets IC requirements please send a photo of it/link to the tent to contact@menhirsfate.com and we will let you know before you arrive.&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=2276</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules&amp;diff=2276"/>
		<updated>2026-04-05T11:02:12Z</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 class=&amp;quot;nation-grid-item rules-other-game-rules&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;nation-label&amp;quot;&amp;gt;[[Other game rules|Other Game Rules]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]Table of Contents&lt;br /&gt;
&lt;br /&gt;
* [[Rules/Introduction to Rules]]&lt;br /&gt;
* [[Rules/Skills List]]&lt;br /&gt;
* [[Rules/Basic Skills]]&lt;br /&gt;
* [[Rules/Faith Skills]]&lt;br /&gt;
** [[Rules/Faith Skills/Miracles]]&lt;br /&gt;
** [[Rules/Faith Skills/Entreaty]]&lt;br /&gt;
* [[Rules/Vigour Skills]]&lt;br /&gt;
* [[Rules/Weaving Skills]]&lt;br /&gt;
** [[Rules/Weaving Skills/Weaving]]&lt;br /&gt;
** [[Rules/Weaving Skills/Rites]]&lt;br /&gt;
** [[Air Rites]]&lt;br /&gt;
** [[Earth Rites]]&lt;br /&gt;
** [[Fire Rites]]&lt;br /&gt;
** [[Water Rites]]&lt;br /&gt;
** [[Athria Rites]]&lt;br /&gt;
** [[Fable Rites]]&lt;br /&gt;
** [[Forge Rites]]&lt;br /&gt;
** [[Oracle Rites]]&lt;br /&gt;
** [[Sphere Resonances]]&lt;br /&gt;
* [[Rules/Physicians and Healing]]&lt;br /&gt;
* [[Rules/Apothecary]]&lt;br /&gt;
* [[Rules/Enchanting]]&lt;br /&gt;
* [[Rules/Combat Rules]]&lt;br /&gt;
* [[Other game rules]]&lt;br /&gt;
* [[Rules/Weapons and Armour Safety]]&lt;br /&gt;
* [[Rules/Calls]]&lt;br /&gt;
* [[Rules/Corruption]]&lt;br /&gt;
* [[Rules/Resources]]&lt;br /&gt;
* [[National Leadership]]&lt;br /&gt;
* [[Narrative Tracks]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Forge_Rites&amp;diff=2267</id>
		<title>Forge Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Forge_Rites&amp;diff=2267"/>
		<updated>2026-04-04T11:11:56Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Forge sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You want to take yourself apart, to see how you work and improve yourself.&lt;br /&gt;
* Will and animation leak out of you as you slowly become an inanimate object.&lt;br /&gt;
* Clothing and objects you touch begin fusing into your flesh, tearing wounds whenever they move or separate.&lt;br /&gt;
* You become obsessed with numbers and are convinced it brings the form of all things.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Forge sphere to perform a 10 second rite that allows you identify/find interesting manufactured objects (carded items), heat things up in a more controlled way than setting fire to them (eg IC supply of hand warmers!).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites List ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Molten Rock*&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=1&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
|effect=When casting this rite, the caster chooses between Fire or Earth for the damage type. The weaver may call Fire [[Rules/Calls#Blast|Blast]]] or Earth [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Fire Blast or Earth Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Embedded Plates&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=The weaver may call [[Rules/Calls#Resist|Resist]] to take the next [[Rules/Calls#Rend|Rend]] they would take as [[Rules/Calls#Stun|Stun]] instead.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blow for Blow (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost=1 Fire or Earth Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every extra Flicker of Earth expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
– You are struck by occasional waves of fatigue, like a forge master fresh from a day’s labour.&lt;br /&gt;
– A continuous urge to wipe the sweat from your soot covered brow.&lt;br /&gt;
– You feel like creativity has been stolen from you, fresh ideas struggle to come to your mind.&lt;br /&gt;
– The world is not random, but ordered and designed. To you new ideas will always fail compared to the old.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Waste not want not *&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of objects mended by 3 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Mend|Mend]] on an object.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stone Fist&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time to deliver=1 minute&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Shatter|Shatter]] on their next hit with their focus. This only takes effect if it hits a weapon, focus or shield, but the charge is consumed on the next hit in any case.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Harmonic Resonance&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Fire expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may temporarily enchant an item to sense the hidden and unnoticed for 5 minutes. During this time, the item will naturally point toward any magically or mundanely obscured being. Obscured beings will be presented by holding a closed fist in the air. This rite does not require a Ref, but please consult one if there is any confusion or need for assistance.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Reinforcement&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Earth expended in the rite increases the number of temporary hit points by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target 1 bonus hit point which is lost before their current hit points. All calls still have their usual effects. These bonus hit points are not ‘true’ vitality and can not be healed when expended. This effect cannot be stacked or cast multiple times to the same target. The target does not gain any benefit if wearing no armour.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=From Scratch&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|cost=1 Fire Flicker&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The weaver may target a magical item and remove its enchantments to regain resources put into it. The amount of resources reclaimed will depend on the duration or number of charges left on the item.&lt;br /&gt;
OC Note: The item needs to be brought to the Crafter’s Guild to be processed. It will have wildly variable and unreliable effects on items that were not originally crafted by the Guild.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Workshop&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|cost=1 Earth Flicker&lt;br /&gt;
|duration=Until sunrise&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=Using this Rite a Weaver can empower a space such as a tent to [[Rules/Calls#Mend|Mend]] any item that anyone brings into it for ten minutes. There must be at least two people attending to the items but they can attend to any number of items. If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&lt;br /&gt;
If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&lt;br /&gt;
This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).&lt;br /&gt;
A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Plated Resilience&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|cost=1 Earth Flicker&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target the ability to call [[Rules/Calls#Resist|Resist]] to the next [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] within the duration as [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Bulwark&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self or Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target the ability to call [[Rules/Calls#Resist|Resist]] to take the next [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] for the duration. This effect cannot be stacked or cast multiple times to the same target. The target does not gain any benefit while wearing no armour.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Smith&#039;s Fury&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Shatter|Shatter]] on 3 targets as consecutive hits. Any hits in between on people lose charges with no additional effect.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Maker&#039;s Flaw&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may choose a target within 10 metres and call [[Rules/Calls#Crush|Crush]].&lt;br /&gt;
}}&lt;br /&gt;
&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=Earth_Rites&amp;diff=2266</id>
		<title>Earth Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Earth_Rites&amp;diff=2266"/>
		<updated>2026-04-04T09:04:23Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Earth sphere resonances can be found [[Sphere Resonances#Earth|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Earth sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You feel yourself being swallowed and crushed by the Earth.&lt;br /&gt;
* Fungal spores grow in your throat and choke you.&lt;br /&gt;
* Your heart becomes motionless and stops beating.&lt;br /&gt;
* Your skin calcifies and turns to stone, the weight of which pulls you to the ground.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Earth sphere to perform a 10 second rite to connect with the world around them and cast Talk with plants/animals (same restrictions as talk to element), identify/find interesting natural objects (ie that have a card on with plot significance).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
* Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Shared Rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stone Avalanche*&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = An extra [[Resources#Flicker|Earth Flicker]] expended in the rite makes the rite ranged. (Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = The weaver may call Earth [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Earth Blast for 1 point of Earth damage at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Reaching Sapling*&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = 1 minute&lt;br /&gt;
| extension = Cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Stagger|Stagger]] on their next hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Earth Embrace&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Resist|Resist]] to the next [[Rules/Calls#Stagger|Stagger]] they take.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Restoration *&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Mend|Mend]] on an object.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stone Soul&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
This Hex must be delivered withing 10 minutes of performing the Rite&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| extension = Every extra Flicker of Earth expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay - based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
&lt;br /&gt;
Hex Options: &lt;br /&gt;
– You feel the flow of life energy all around you, in every leaf, blade of grass, animal and gust of wind. The sensation can be almost overwhelming at times.&lt;br /&gt;
– You feel fascinated by the quality and origin of objects made of metals and minerals. Everything else feels ephemeral and fleeting by comparison.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Tremorsense&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self within 10 metres&lt;br /&gt;
| effect = What is hidden to the eye is apparent to the earth. The caster extends their senses through the ground and can detect invisible creatures (indicated by them having a fist in the air) within 10 metres of them.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Nature’s Rest&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| duration = Until Sunrise&lt;br /&gt;
| cost = 1 Earth Flicker&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch&lt;br /&gt;
| effect = Using this Rite a Weaver can empower a space such as a tent to continuously restore Vigour. Anyone within the designated space will restore their entire Vigour pool over 10 minutes.&amp;lt;br /&amp;gt; If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&amp;lt;br /&amp;gt; This Rite lasts until sunrise the next day at which point it will need to be refreshed.&amp;lt;br /&amp;gt; This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).&amp;lt;br /&amp;gt; A Tent may only have 1 Rite that applies a restoration effect to a resource pool (Hit points, Vigour, Focus). A Tent may also have 1 Weaving effect in addition to a Rite Effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stoneskin&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = Until used or until the end of the encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self&lt;br /&gt;
| effect = This increases the casters current and maximum hit points by 3. Remember you can only be under one Rite effect at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Solid Stance&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = Until used or until the end of the encounter&lt;br /&gt;
| extension = Every [[Resources#Flicker|Earth Flicker]] expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Self or touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The Weaver grants three targets the ability to use the call [[Rules/Calls#Resist|Resist]] once against the calls [[Rules/Calls#Taunt|Taunt]] and [[Rules/Calls#Stagger|Stagger]], which may include themselves.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Earth&#039;s Grasp&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = 1 minute&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The Weaver can use [[Rules/Calls#Crush|Crush]] through their focus once within the minute.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Tangle of Thorns&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = Every [[Resources#Flicker|Earth Flicker]] expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Ensnare|Ensnare]] on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.&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=Forge_Rites&amp;diff=2265</id>
		<title>Forge Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Forge_Rites&amp;diff=2265"/>
		<updated>2026-04-04T08:45:50Z</updated>

		<summary type="html">&lt;p&gt;Persephone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Forge sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You want to take yourself apart, to see how you work and improve yourself.&lt;br /&gt;
* Will and animation leak out of you as you slowly become an inanimate object.&lt;br /&gt;
* Clothing and objects you touch begin fusing into your flesh, tearing wounds whenever they move or separate.&lt;br /&gt;
* You become obsessed with numbers and are convinced it brings the form of all things.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Forge sphere to perform a 10 second rite that allows you identify/find interesting manufactured objects (carded items), heat things up in a more controlled way than setting fire to them (eg IC supply of hand warmers!).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites List ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Harmonic Resonance&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Fire expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self/Touch through foci&lt;br /&gt;
|effect=The Weaver may temporarily enchant an item to sense the hidden and unnoticed for 5 minutes. During this time, the item will naturally point toward any magically or mundanely obscured being. Obscured beings will be presented by holding a closed fist in the air. This rite does not require a Ref, but please consult one if there is any confusion or need for assistance.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Reinforcement&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self/Touch through foci&lt;br /&gt;
|effect=The Weaver grants a target &#039;&#039;&#039;+1 Temporary Hit Points&#039;&#039;&#039; for 5 minutes or until lost. This effect cannot be stacked or cast multiple times to the same target. The target does not gain any benefit while wearing no armour.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Waste not Want not&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of items by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through foci&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Mend &#039;&#039;&#039;on up to 3 Items. This rite must be performed on and over the items.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Maker’s Flaw&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch though foci/10 Metres&lt;br /&gt;
|effect=The Weaver may choose a target within 10 metres and call &#039;&#039;&#039;Crush&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Smith’s Fury&lt;br /&gt;
|level=4&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every Flicker of Fire expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may call &#039;&#039;&#039;Shatter&#039;&#039;&#039; on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Efficiency&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Fire expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through Foci&lt;br /&gt;
|effect=The Weaver grants a target the ability to &#039;&#039;&#039;double their maximum Focus or Vigour pool&#039;&#039;&#039; for 5 minutes or until spent. This effect cannot be stacked or cast multiple times to the same target.&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/Weaving_Skills&amp;diff=2251</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=2251"/>
		<updated>2026-04-01T19:37:40Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Specialisation */&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;
== Armour and Rites ==&lt;br /&gt;
While wearing Light armour you are able to cast any Rites. You cannot cast a Rite while wearing Medium or Heavy Armour but these do not stop you having effects cast on you nor is there any restriction stopping you casting then putting either of these armour types on&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;
Spellweavers may also &amp;quot;talk&amp;quot; to their element. This is primarily a roleplay ability but occasionally there will be objects marked with a card that can be interacted with using it&lt;br /&gt;
&lt;br /&gt;
These small effects are not Rites and so do not risk Overload.&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.&lt;br /&gt;
The Wyrd draw bag must contain&lt;br /&gt;
&amp;lt;br /&amp;gt;- 2 Weaving token + additional tokens equal to the highest Sphere level&lt;br /&gt;
&amp;lt;br /&amp;gt;- 1 White token&lt;br /&gt;
&lt;br /&gt;
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/Miracles&amp;diff=2250</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=2250"/>
		<updated>2026-04-01T19:32:51Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Current 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;
The Miracle slots will be timetabled before the event for people to include in their own schedules and to allow discussion to happen beforehand. Miracles cannot be performed outside of the timetabled slots.&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 Skills]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2249</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=2249"/>
		<updated>2026-04-01T19:26:28Z</updated>

		<summary type="html">&lt;p&gt;Persephone: /* Dedication */&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;
A Character with Conviction can be Dedicated to another God in game. This will not change the God that they use for the purposes of any skill, this will still work from their Conviction God but will grant them the appropriate Dedication effect listed below. &#039;&#039;This is intended to allow archetypes that follow multiple Gods to represent those bonds.&#039;&#039; &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  can be used 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. 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{{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 Skills]]&lt;/div&gt;</summary>
		<author><name>Persephone</name></author>
	</entry>
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