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	<id>https://fallingsky.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bink</id>
	<title>Falling Sky - User contributions [en]</title>
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	<updated>2026-05-19T04:26:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=413</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=413"/>
		<updated>2023-07-13T14:58:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Wounds and Dying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Dying==&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
&lt;br /&gt;
===Trauma Cards===&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
*Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
*Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
*Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
&lt;br /&gt;
==Bows and Crossbows in Combat==&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Appropriate Roleplaying==&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
Some calls may be preceded by a descriptor for flavour. This is mostly to let you know how to react to it - e.g. LIGHTNING! TRIPLE! might be a blast of electricity.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact (e.g. a spell), you lose all of your hit points.&lt;br /&gt;
&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for FIVE seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for FIVE seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next FIVE seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===DEMON &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call only affects Demons. Player characters shouldn&#039;t be affected by this.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
===EXECUTE===&lt;br /&gt;
With an exaggerated deathblow, any player may call EXECUTE on an incapacitated monster. Some monsters must be EXECUTEd to stop them rising again.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Armour Types==&lt;br /&gt;
Weapons are divided into classes based on their length:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class !! Length&lt;br /&gt;
|-&lt;br /&gt;
| Light || 8-24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| One-handed || 24&amp;quot;-42&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Great weapon || 42&amp;quot;-60&amp;quot; (up to 5&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| Polearm || 60&amp;quot;-84&amp;quot; (up to 7&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armour must be phys-repped by gear that looks protective or combat-ready, but doesn&#039;t have to be &amp;quot;armour&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are no formal rules on armour coverage; plate bracers and greaves might suffice for heavy armour, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour Class !! Look&lt;br /&gt;
|-&lt;br /&gt;
| Light armour || your character visibly appears prepared for a fight&lt;br /&gt;
|-&lt;br /&gt;
| Heavy armour || your character visibly appears to have equipment designed to cover and protect their body&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The key distinction is: if it’s more graceful than bulky, it’s probably light armour.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=411</id>
		<title>Second Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=411"/>
		<updated>2023-05-03T20:15:41Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Haste */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Second Circle magic spells. If you know Second Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish.&lt;br /&gt;
&lt;br /&gt;
Second Circle spells are more direct and powerful than First Circle spells. They cost 2 Mana Points.&lt;br /&gt;
&lt;br /&gt;
===Flash Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;TRIPLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like a flash of lightning from the sky”&lt;br /&gt;
&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;DOUBLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;three&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;FLAME! MASS DOUBLE&#039;&#039;. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Fire of magic, burn and flash // turn my foes to dust and ash.&lt;br /&gt;
    Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;LIGHTNING! TRIPLE!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:&lt;br /&gt;
    &amp;quot;Flash of lightning! Crash of thunder! // Rend the very sky asunder!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call &#039;&#039;RESIST&#039;&#039;. You may then call &#039;&#039;COUNTERMAGIC PARALYSE&#039;&#039; at the caster.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;EMPOWER!&#039;&#039; on a target at up to Close range that you have previously informed of the effects of this spell. This can target yourself, but you must call the EMPOWER out loud.&lt;br /&gt;
&lt;br /&gt;
That target may call &#039;&#039;RESIST&#039;&#039; to the next attack or call that targets them AND may call &#039;&#039;TRIPLE&#039;&#039; on their next attack with a weapon.&lt;br /&gt;
&lt;br /&gt;
This spell has two shots. Remaining shots are lost when the encounter ends.&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;MASS WEAKNESS&#039;&#039;, one shot. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;CLEAVE&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
    By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;DOUBLE SMASH&#039;&#039; at them. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Flaming Boulder===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;FLAME! DOUBLE REPEL&#039;&#039; or &#039;&#039;EARTH! DOUBLE SMASH!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. You choose the mode with each cast. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Let fire smoulder and earth churn // and make my foes crash and burn!”&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Touch a weapon. The weapon touched calls &#039;&#039;DOUBLE&#039;&#039; on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
This can be used to enchant your own weapon or an ally&#039;s weapon; if you use it on an ally&#039;s weapon, make sure they know what the spell does beforehand.&lt;br /&gt;
&lt;br /&gt;
This is known to be an inefficient spell; research into Runecasting could be possible to uncover more effective versions of it.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at touch range and call &#039;&#039;EFFECT: Be cursed&#039;&#039;. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=410</id>
		<title>Second Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=410"/>
		<updated>2023-05-03T20:12:48Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Second Circle magic spells. If you know Second Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish.&lt;br /&gt;
&lt;br /&gt;
Second Circle spells are more direct and powerful than First Circle spells. They cost 2 Mana Points.&lt;br /&gt;
&lt;br /&gt;
===Flash Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;TRIPLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like a flash of lightning from the sky”&lt;br /&gt;
&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;DOUBLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;three&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;FLAME! MASS DOUBLE&#039;&#039;. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Fire of magic, burn and flash // turn my foes to dust and ash.&lt;br /&gt;
    Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;LIGHTNING! TRIPLE!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:&lt;br /&gt;
    &amp;quot;Flash of lightning! Crash of thunder! // Rend the very sky asunder!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call &#039;&#039;RESIST&#039;&#039;. You may then call &#039;&#039;COUNTERMAGIC PARALYSE&#039;&#039; at the caster.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call EMPOWER! on a target at up to Close range that you have previously informed of the effects of this spell. This can target yourself, but you must call the EMPOWER out loud.&lt;br /&gt;
That target may call &#039;&#039;RESIST&#039;&#039; to the next attack or call that targets them AND may call &#039;&#039;TRIPLE&#039;&#039; on their next attack with a weapon. This spell has two shots. Remaining shots are lost when the encounter ends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;MASS WEAKNESS&#039;&#039;, one shot. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;CLEAVE&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
    By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;DOUBLE SMASH&#039;&#039; at them. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Flaming Boulder===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;FLAME! DOUBLE REPEL&#039;&#039; or &#039;&#039;EARTH! DOUBLE SMASH!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. You choose the mode with each cast. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Let fire smoulder and earth churn // and make my foes crash and burn!”&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Touch a weapon. The weapon touched calls &#039;&#039;DOUBLE&#039;&#039; on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
This can be used to enchant your own weapon or an ally&#039;s weapon; if you use it on an ally&#039;s weapon, make sure they know what the spell does beforehand.&lt;br /&gt;
&lt;br /&gt;
This is known to be an inefficient spell; research into Runecasting could be possible to uncover more effective versions of it.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at touch range and call &#039;&#039;EFFECT: Be cursed&#039;&#039;. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=408</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=408"/>
		<updated>2023-04-20T09:44:14Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Term 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 3=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th April, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Wesley_Methodist_Church Wesley Methodist Church]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th April, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 5th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 12th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Castlereagh room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 13th May, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Saturday 13th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=407</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=407"/>
		<updated>2023-04-13T08:53:37Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Term 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 3=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th April, 19:00 || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th April, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 5th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 12th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Castlereagh room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 13th May, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Saturday 13th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=406</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=406"/>
		<updated>2023-03-28T15:00:22Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 3=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th April, 19:00 || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th April, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 5th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 12th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 13th May, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Saturday 13th May, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#St_John.27s_College Boys Smith room, St John&#039;s College]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=405</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=405"/>
		<updated>2023-03-28T14:56:12Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Term 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 3=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th April, 19:00 || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th April, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 5th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 12th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 13th May, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Saturday 13th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=404</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=404"/>
		<updated>2023-03-28T13:53:55Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 3=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th April, 19:00 || TBD&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 5th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 12th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Saturday 13th May, 19:00 || Boys Smith room, St John&#039;s College&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=First_Circle_Spells&amp;diff=401</id>
		<title>First Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=First_Circle_Spells&amp;diff=401"/>
		<updated>2023-03-11T18:49:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known First Circle magic spells. If you know First Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Mage Skin===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You may call RESIST to the next strike or call that hits you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested verbal:&#039;&#039;&#039;  &lt;br /&gt;
    “Heed my call, steel and stone // protect my body, blood and bone.”&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call REPEL at them. You may do this up to three times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Verbal:&#039;&#039;&#039; &lt;br /&gt;
    “Nightmare, shadow, creeping near // fill their minds with chilling fear.”&lt;br /&gt;
&lt;br /&gt;
===Hatred===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call WOULD YOU KINDLY: “Fight me now.” at them. This will cause them to attack you rather than your allies, and can be useful to pull enemies out of position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Verbal:&#039;&#039;&#039;  &lt;br /&gt;
    “Release your hatred from its cage // and roar the storm’s unending rage!”&lt;br /&gt;
&lt;br /&gt;
===Enervate===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call WEAKNESS at them. You may do this up to three times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested verbal: &#039;&#039;&#039;&lt;br /&gt;
    “Feel the bony grasp of death // tear out your last still-living breath.”&lt;br /&gt;
&lt;br /&gt;
===Disruption Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call SINGLE DISRUPT at them. You may do this up to three times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
This spell doesn&#039;t do much damage, but it is useful against spectral beings specifically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested verbal: &#039;&#039;&#039;&lt;br /&gt;
    “Mana to a vortex form // and fly, my magic, as a storm!”&lt;br /&gt;
&lt;br /&gt;
===Form of Terror===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You immediately call MASS REPEL. You can’t indicate an arc for this MASS call; it always affects everyone in close range.&lt;br /&gt;
&lt;br /&gt;
===Chains of Binding===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call WEAKNESS. Every time you repeat the verbal, you may repeat the WEAKNESS call.&lt;br /&gt;
&lt;br /&gt;
Once you’ve called WEAKNESS with this spell three times, you may call PARALYSE on the same target instead. &lt;br /&gt;
&lt;br /&gt;
This spell lasts as long as you continue casting and do not attack or cast another spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested verbal: &#039;&#039;&#039;&lt;br /&gt;
    “Chains to hold and chains to bind // chains to keep the world confined.”&lt;br /&gt;
&lt;br /&gt;
===Surge of Emotion===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;WOULD YOU KINDLY:&#039;&#039; “Feel &amp;lt;emotion&amp;gt;.” at them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Verbal:&#039;&#039;&#039;&lt;br /&gt;
  “Hearts will pound and blood will burn // By magic’s power, emotions turn.!”&lt;br /&gt;
&lt;br /&gt;
===Emotion Wave===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell is only usable when not under pressure. Call &#039;&#039;MASS WOULD YOU KINDLY:&#039;&#039; Feel &amp;lt;an emotion&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Voice of Command===&lt;br /&gt;
&#039;&#039;&#039;Casting time:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Can’t be cast when under pressure. You may call &#039;&#039;“WOULD YOU KINDLY”&#039;&#039; with a single-word command.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=400</id>
		<title>Third Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=400"/>
		<updated>2023-03-11T18:46:00Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Soulblast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; &#039;&#039;&#039;12&#039;&#039;&#039; second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;IMPALE&#039;&#039; or &#039;&#039;IMPALE DISRUPT&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
===Soulfire Blast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;FLAME! QUAD DISRUPT!&#039;&#039; or &#039;&#039;FLAME! QUAD CURSE!&#039;&#039; on a target at up to Close range.&lt;br /&gt;
You may repeat this call an additional time. If the encounter ends, unused charges are lost.&lt;br /&gt;
CURSE will result in soul trauma rather than physical trauma to targets with souls.&lt;br /&gt;
&lt;br /&gt;
===Intent Transfer===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast when not under pressure. A being of your choice at Touch range may call &#039;&#039;WOULD YOU KINDLY…&#039;&#039; and any phrase up to &#039;&#039;&#039;ten&#039;&#039;&#039; words at a target of your choice at up to Close range. You may select yourself as one or more of the targets.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=399</id>
		<title>Third Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=399"/>
		<updated>2023-03-11T18:45:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Soulblast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; &#039;&#039;&#039;12&#039;&#039;&#039; second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;IMPALE&#039;&#039; or &#039;&#039;IMPALE DISRUPT&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
===Soulfire Blast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may call &#039;&#039;FLAME! QUAD DISRUPT!&#039;&#039; or &#039;&#039;FLAME! QUAD CURSE!&#039;&#039; on a target at up to Close range.&lt;br /&gt;
You may repeat this call an additional time. If the encounter ends, unused charges are lost.&lt;br /&gt;
CURSE will result in soul trauma rather than physical trauma to targets with souls.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=398</id>
		<title>Third Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=398"/>
		<updated>2023-03-11T18:45:05Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Soulblast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; &#039;&#039;&#039;12&#039;&#039;&#039; second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;IMPALE&#039;&#039; or &#039;&#039;IMPALE DISRUPT&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
===Soulfire Blast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
You may call &#039;&#039;FLAME! QUAD DISRUPT!&#039;&#039; or &#039;&#039;FLAME! QUAD CURSE!&#039;&#039; on a target at up to Close range.&lt;br /&gt;
You may repeat this call an additional time. If the encounter ends, unused charges are lost.&lt;br /&gt;
CURSE will result in soul trauma rather than physical trauma to targets with souls.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=397</id>
		<title>Third Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=397"/>
		<updated>2023-03-11T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Soulblast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; &#039;&#039;&#039;12&#039;&#039;&#039; second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;IMPALE&#039;&#039; or &#039;&#039;IMPALE DISRUPT&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
===Soulfire Blast---&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
You may call &#039;&#039;FLAME! QUAD DISRUPT!&#039;&#039; or &#039;&#039;FLAME! QUAD CURSE!&#039;&#039; on a target at up to Close range.&lt;br /&gt;
You may repeat this call an additional time. If the encounter ends, unused charges are lost.&lt;br /&gt;
CURSE will result in soul trauma rather than physical trauma to targets with souls.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=396</id>
		<title>Second Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=396"/>
		<updated>2023-03-07T16:40:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Flaming Boulder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Second Circle magic spells. If you know Second Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish.&lt;br /&gt;
&lt;br /&gt;
Second Circle spells are more direct and powerful than First Circle spells. They cost 2 Mana Points.&lt;br /&gt;
&lt;br /&gt;
===Flash Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;TRIPLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like a flash of lightning from the sky”&lt;br /&gt;
&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;DOUBLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;three&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;FLAME! MASS DOUBLE&#039;&#039;. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Fire of magic, burn and flash // turn my foes to dust and ash.&lt;br /&gt;
    Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;LIGHTNING! TRIPLE!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:&lt;br /&gt;
    &amp;quot;Flash of lightning! Crash of thunder! // Rend the very sky asunder!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call &#039;&#039;RESIST&#039;&#039;. You may then call &#039;&#039;COUNTERMAGIC PARALYSE&#039;&#039; at the caster.&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;MASS WEAKNESS&#039;&#039;, one shot. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;CLEAVE&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
    By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;DOUBLE SMASH&#039;&#039; at them. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Flaming Boulder===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;FLAME! DOUBLE REPEL&#039;&#039; or &#039;&#039;EARTH! DOUBLE SMASH!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. You choose the mode with each cast. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Let fire smoulder and earth churn // and make my foes crash and burn!”&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Touch a weapon. The weapon touched calls &#039;&#039;DOUBLE&#039;&#039; on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
This can be used to enchant your own weapon or an ally&#039;s weapon; if you use it on an ally&#039;s weapon, make sure they know what the spell does beforehand.&lt;br /&gt;
&lt;br /&gt;
This is known to be an inefficient spell; research into Runecasting could be possible to uncover more effective versions of it.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at touch range and call &#039;&#039;EFFECT: Be cursed&#039;&#039;. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=395</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=395"/>
		<updated>2023-03-07T15:15:11Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Using Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat mages use the power of runecasting infused into a person in battle. A character who has the First Circle Mage trait is a mage and gains a mana pool. A newly initiated mage has two mana points. These are a separate pool to stamina points.&lt;br /&gt;
&lt;br /&gt;
A mage can meditate to recover all of their mana points when not under pressure.&lt;br /&gt;
&lt;br /&gt;
Spells are divided into Circles. A character with the First Circle Mage trait can cast &#039;&#039;&#039;[[First Circle Spells]]&#039;&#039;&#039;. A character with the Second Circle Mage Trait can also cast &#039;&#039;&#039;[[Second Circle Spells]]&#039;&#039;&#039;. A character with the Third Circle Mage Trait can also cast &#039;&#039;&#039;[[Third Circle Spells]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Using Magic==&lt;br /&gt;
To cast a spell, you must have enough remaining Mana Points to cast it. Each spell costs Mana Points equal to the Circle of the spell. [[First Circle Spells]] cost 1 MP; [[Second Circle Spells]] cost 2 MP; [[Third Circle Spells]] cost 3 MP. Spells have a verbal length that is a multiple of 3 seconds and an effect. (Most First Circle spells have a verbal length of 3 seconds.) To use the spell, the character must spend that much time speaking out loud - called the verbal of the spell - and obviously casting magic. Magic can’t be mumbled or whispered - it must be spoken to at least a conversational volume, but need not be shouted.&lt;br /&gt;
&lt;br /&gt;
If you don’t know what verbal to use, this standard verbal is about 3 seconds.&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell.”&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can babble nonsense words while counting the seconds (“zap zap zap” is about one second), or make up your own spell verbals, as long as they meet the minimum length for the spell. Some mages with military background are trained to cast with a verbal such as “channelling three, channeling two, channeling one, cast!” in order to help the rest of the unit coordinate with their spells.&lt;br /&gt;
&lt;br /&gt;
When casting a spell, you can’t be actively fighting, and you must have a hand free. You can parry, but not attack, while casting a spell. You can only cast one spell at a time.&lt;br /&gt;
&lt;br /&gt;
After you have completed the verbal, you can call the effect of the spell. Most spells target anyone in close range (five metres). You must clearly indicate the target so that they know they’re being affected, and announce what call takes effect. At that point, you spend a mana point, and the spell is complete.&lt;br /&gt;
&lt;br /&gt;
For example, to use the First Circle spell Fear, you might cast it as follows:&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell. Goblin with spear! REPEL!”&lt;br /&gt;
&lt;br /&gt;
If the target doesn’t notice you calling the effect, the mana point isn’t consumed.&lt;br /&gt;
&lt;br /&gt;
==Circles of Magic==&lt;br /&gt;
There are multiple circles of initiation into combat magic. Each level of initiation requires progressively more complex and strenuous runecasting invocations cast on the mage, along with the requisite training to control that kind of power.&lt;br /&gt;
&lt;br /&gt;
First Circle spells tend to have subtle effects, being used to control the battlefield or as supplements to other fighting styles.&lt;br /&gt;
Second Circle spells tend to have more overt effects, being used to directly take out enemies or make major changes to the way fights happen.&lt;br /&gt;
Third Circle spells are known to exist, but no surviving mages are currently capable of casting them, and the method of initiating a mage into Third Circle Magic has been lost.&lt;br /&gt;
&lt;br /&gt;
If you choose to initiate into a circle of magic in play, you immediately gain a spell of the circle you’ve initiated into when you do so. The spell that you get is determined by your character’s subconscious preferences. You may choose this spell OC or allow a ref to decide.&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Learning spells is also done by means of a runecast invocation. The mage needs to be the target of a specific ritual designed to imbue them with that spell. The runic inscriptions are included with the known spells later, if you want this to occur in play. Alternatively, you can have your character learn spells “off-screen” from NPCs - combat mages are a valuable asset, so teaching them spells is something that you can find a runecaster willing to do.&lt;br /&gt;
&lt;br /&gt;
==Third Circle Spells==&lt;br /&gt;
Third circle spellcasting is known to exist, but the secret of third circle initiation is not common knowledge aboard Flotilla currently. There is some speculation about the exact extent of the power of third-circle magic, but it is generally agreed that it is another leap in power higher than the second circle. The one spell that is well-attested by many sources is the “Soulblast”, a piercing arcane strike that is able to fell nearly any foe.&lt;br /&gt;
&lt;br /&gt;
==Known Spells==&lt;br /&gt;
[[First Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Second Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Third Circle Spells]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=394</id>
		<title>Third Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Third_Circle_Spells&amp;diff=394"/>
		<updated>2023-03-07T15:14:17Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Third Circle magic spells. If you know Third Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish. If you do, please inform a ref so we can update your known spells.&lt;br /&gt;
&lt;br /&gt;
===Soulblast===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; &#039;&#039;&#039;12&#039;&#039;&#039; second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;IMPALE&#039;&#039; or &#039;&#039;IMPALE DISRUPT&#039;&#039; at them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=393</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=393"/>
		<updated>2023-03-07T15:12:20Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat mages use the power of runecasting infused into a person in battle. A character who has the First Circle Mage trait is a mage and gains a mana pool. A newly initiated mage has two mana points. These are a separate pool to stamina points.&lt;br /&gt;
&lt;br /&gt;
A mage can meditate to recover all of their mana points when not under pressure.&lt;br /&gt;
&lt;br /&gt;
Spells are divided into Circles. A character with the First Circle Mage trait can cast &#039;&#039;&#039;[[First Circle Spells]]&#039;&#039;&#039;. A character with the Second Circle Mage Trait can also cast &#039;&#039;&#039;[[Second Circle Spells]]&#039;&#039;&#039;. A character with the Third Circle Mage Trait can also cast &#039;&#039;&#039;[[Third Circle Spells]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Using Magic==&lt;br /&gt;
To cast a spell, you must have enough remaining Mana Points to cast it. Each spell costs Mana Points equal to the Circle of the spell. [[First Circle Spells]] cost 1 MP; [[Second Circle Spells]] cost 2 MP. Spells have a verbal length that is a multiple of 3 seconds and an effect. (Most First Circle spells have a verbal length of 3 seconds.) To use the spell, the character must spend that much time speaking out loud - called the verbal of the spell - and obviously casting magic. Magic can’t be mumbled or whispered - it must be spoken to at least a conversational volume, but need not be shouted.&lt;br /&gt;
&lt;br /&gt;
If you don’t know what verbal to use, this standard verbal is about 3 seconds.&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell.”&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can babble nonsense words while counting the seconds (“zap zap zap” is about one second), or make up your own spell verbals, as long as they meet the minimum length for the spell. Some mages with military background are trained to cast with a verbal such as “channelling three, channeling two, channeling one, cast!” in order to help the rest of the unit coordinate with their spells.&lt;br /&gt;
&lt;br /&gt;
When casting a spell, you can’t be actively fighting, and you must have a hand free. You can parry, but not attack, while casting a spell. You can only cast one spell at a time.&lt;br /&gt;
&lt;br /&gt;
After you have completed the verbal, you can call the effect of the spell. Most spells target anyone in close range (five metres). You must clearly indicate the target so that they know they’re being affected, and announce what call takes effect. At that point, you spend a mana point, and the spell is complete.&lt;br /&gt;
&lt;br /&gt;
For example, to use the First Circle spell Fear, you might cast it as follows:&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell. Goblin with spear! REPEL!”&lt;br /&gt;
&lt;br /&gt;
If the target doesn’t notice you calling the effect, the mana point isn’t consumed.&lt;br /&gt;
&lt;br /&gt;
==Circles of Magic==&lt;br /&gt;
There are multiple circles of initiation into combat magic. Each level of initiation requires progressively more complex and strenuous runecasting invocations cast on the mage, along with the requisite training to control that kind of power.&lt;br /&gt;
&lt;br /&gt;
First Circle spells tend to have subtle effects, being used to control the battlefield or as supplements to other fighting styles.&lt;br /&gt;
Second Circle spells tend to have more overt effects, being used to directly take out enemies or make major changes to the way fights happen.&lt;br /&gt;
Third Circle spells are known to exist, but no surviving mages are currently capable of casting them, and the method of initiating a mage into Third Circle Magic has been lost.&lt;br /&gt;
&lt;br /&gt;
If you choose to initiate into a circle of magic in play, you immediately gain a spell of the circle you’ve initiated into when you do so. The spell that you get is determined by your character’s subconscious preferences. You may choose this spell OC or allow a ref to decide.&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Learning spells is also done by means of a runecast invocation. The mage needs to be the target of a specific ritual designed to imbue them with that spell. The runic inscriptions are included with the known spells later, if you want this to occur in play. Alternatively, you can have your character learn spells “off-screen” from NPCs - combat mages are a valuable asset, so teaching them spells is something that you can find a runecaster willing to do.&lt;br /&gt;
&lt;br /&gt;
==Third Circle Spells==&lt;br /&gt;
Third circle spellcasting is known to exist, but the secret of third circle initiation is not common knowledge aboard Flotilla currently. There is some speculation about the exact extent of the power of third-circle magic, but it is generally agreed that it is another leap in power higher than the second circle. The one spell that is well-attested by many sources is the “Soulblast”, a piercing arcane strike that is able to fell nearly any foe.&lt;br /&gt;
&lt;br /&gt;
==Known Spells==&lt;br /&gt;
[[First Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Second Circle Spells]]&lt;br /&gt;
&lt;br /&gt;
[[Third Circle Spells]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=392</id>
		<title>Second Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=392"/>
		<updated>2023-03-07T15:09:50Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Second Circle magic spells. If you know Second Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish.&lt;br /&gt;
&lt;br /&gt;
Second Circle spells are more direct and powerful than First Circle spells. They cost 2 Mana Points.&lt;br /&gt;
&lt;br /&gt;
===Flash Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;TRIPLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like a flash of lightning from the sky”&lt;br /&gt;
&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;DOUBLE DISRUPT&#039;&#039; at them. You may do this up to &#039;&#039;&#039;three&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;FLAME! MASS DOUBLE&#039;&#039;. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Fire of magic, burn and flash // turn my foes to dust and ash.&lt;br /&gt;
    Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;LIGHTNING! TRIPLE!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:&lt;br /&gt;
    &amp;quot;Flash of lightning! Crash of thunder! // Rend the very sky asunder!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call &#039;&#039;RESIST&#039;&#039;. You may then call &#039;&#039;COUNTERMAGIC PARALYSE&#039;&#039; at the caster.&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;MASS WEAKNESS&#039;&#039;, one shot. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;CLEAVE&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
    By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;DOUBLE SMASH&#039;&#039; at them. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Flaming Boulder===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;FLAME! DOUBLE REPEL&#039;&#039; or &#039;&#039;EARTH! DOUBLE SMASH!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. You choose the mode with each cast. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Touch a weapon. The weapon touched calls &#039;&#039;DOUBLE&#039;&#039; on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
This can be used to enchant your own weapon or an ally&#039;s weapon; if you use it on an ally&#039;s weapon, make sure they know what the spell does beforehand.&lt;br /&gt;
&lt;br /&gt;
This is known to be an inefficient spell; research into Runecasting could be possible to uncover more effective versions of it.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at touch range and call &#039;&#039;EFFECT: Be cursed&#039;&#039;. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=391</id>
		<title>Second Circle Spells</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Second_Circle_Spells&amp;diff=391"/>
		<updated>2023-03-07T15:05:02Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Mage Bolt */ Pretty sure it should be this; it&amp;#039;s what it says on the runic inscription for the spell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of commonly-known Second Circle magic spells. If you know Second Circle magic, you may fill one of your spell slots with a spell from this list between adventures if you wish.&lt;br /&gt;
&lt;br /&gt;
Second Circle spells are more direct and powerful than First Circle spells. They cost 2 Mana Points.&lt;br /&gt;
&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at &#039;&#039;&#039;long&#039;&#039;&#039; range and call &#039;&#039;DOUBLE DISRUPT&#039;&#039; at them. You may do this up to three times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;FLAME! MASS DOUBLE&#039;&#039;. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Fire of magic, burn and flash // turn my foes to dust and ash.&lt;br /&gt;
    Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Lightning Bolt===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;LIGHTNING! TRIPLE!&#039;&#039; at them. You may do this up to &#039;&#039;&#039;two&#039;&#039;&#039; times. If the encounter ends, remaining charges are lost.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:&lt;br /&gt;
    &amp;quot;Flash of lightning! Crash of thunder! // Rend the very sky asunder!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; None, no verbal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call &#039;&#039;RESIST&#039;&#039;. You may then call &#039;&#039;COUNTERMAGIC PARALYSE&#039;&#039; at the caster.&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Call &#039;&#039;MASS WEAKNESS&#039;&#039;, one shot. You may indicate an arc for this spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 6 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;CLEAVE&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
    By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at close range and call &#039;&#039;DOUBLE SMASH&#039;&#039; at them. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Touch a weapon. The weapon touched calls &#039;&#039;DOUBLE&#039;&#039; on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
This can be used to enchant your own weapon or an ally&#039;s weapon; if you use it on an ally&#039;s weapon, make sure they know what the spell does beforehand.&lt;br /&gt;
&lt;br /&gt;
This is known to be an inefficient spell; research into Runecasting could be possible to uncover more effective versions of it.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
&#039;&#039;&#039;Casting Time:&#039;&#039;&#039; 3 second verbal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Choose a single target at touch range and call &#039;&#039;EFFECT: Be cursed&#039;&#039;. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: &lt;br /&gt;
    “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=387</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=387"/>
		<updated>2023-01-25T17:13:38Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Term 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 25th February, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 11th March, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || &#039;&#039;&#039;Boys Smith room, St John&#039;s College&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=386</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=386"/>
		<updated>2023-01-25T16:34:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Term 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
&#039;&#039;Linear dates for this term not yet finalised.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 24th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || &#039;&#039;&#039;Boys Smith room, St John&#039;s College&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=385</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=385"/>
		<updated>2023-01-25T16:33:51Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
&#039;&#039;Linear dates for this term not yet finalised.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 27th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 28th January, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th February, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 3rd March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 10th March, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 17th March, 19:00 || &#039;&#039;&#039;Boys Smith room, St John&#039;s College&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=375</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=375"/>
		<updated>2023-01-05T16:12:11Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Term 2=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 20th January, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=351</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=351"/>
		<updated>2022-11-29T10:32:52Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Under Pressure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Dying==&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
*Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
*Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
*Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
&lt;br /&gt;
==Bows and Crossbows in Combat==&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Appropriate Roleplaying==&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
Some calls may be preceded by a descriptor for flavour. This is mostly to let you know how to react to it - e.g. LIGHTNING! TRIPLE! might be a blast of electricity.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact (e.g. a spell), you lose all of your hit points.&lt;br /&gt;
&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for three seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for ten seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next ten seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===DEMON &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call only affects Demons. Player characters shouldn&#039;t be affected by this.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
===EXECUTE===&lt;br /&gt;
With an exaggerated deathblow, any player may call EXECUTE on an incapacitated monster. Some monsters must be EXECUTEd to stop them rising again.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Armour Types==&lt;br /&gt;
Weapons are divided into classes based on their length:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Class !! Length&lt;br /&gt;
|-&lt;br /&gt;
| Light || 8-24&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| One-handed || 24&amp;quot;-42&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Great weapon || 42&amp;quot;-60&amp;quot; (up to 5&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| Polearm || 60&amp;quot;-84&amp;quot; (up to 7&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armour must be phys-repped by gear that looks protective or combat-ready, but doesn&#039;t have to be &amp;quot;armour&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are no formal rules on armour coverage; plate bracers and greaves might suffice for heavy armour, for example.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour Class !! Look&lt;br /&gt;
|-&lt;br /&gt;
| Light armour || your character visibly appears prepared for a fight&lt;br /&gt;
|-&lt;br /&gt;
| Heavy armour || your character visibly appears to have equipment designed to cover and protect their body&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The key distinction is: if it’s more graceful than bulky, it’s probably light armour.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=345</id>
		<title>Schedule</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Schedule&amp;diff=345"/>
		<updated>2022-10-29T09:50:05Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Term 1=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event Type !! Date !! Location&lt;br /&gt;
|-&lt;br /&gt;
| Stall at Fresher&#039;s Fair || Tuesday/Wednesday 4th/5th October || Parker&#039;s Pieces&lt;br /&gt;
|-&lt;br /&gt;
| Squash (Character Creation) || Friday 7th October, 19:15 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 14th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 15th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 21st October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 28th October, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 29th October, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 4th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 11th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 12th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 18th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 25th November, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|-&lt;br /&gt;
| Linear || Saturday 26th November, 13:00 || [https://www.camlarp.co.uk/Locations_We_Use#Midsummer_Common Midsummer Common, Walnut Tree Avenue]&lt;br /&gt;
|-&lt;br /&gt;
| Interactive || Friday 2nd December, 19:00 || [https://www.camlarp.co.uk/Locations_We_Use#Magdalene_College Buckingham Room, Magdalene College]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=264</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=264"/>
		<updated>2022-10-05T15:24:21Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Dying==&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
*Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
*Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
*Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
&lt;br /&gt;
==Bows and Crossbows in Combat==&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
Appropriate Roleplaying&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
&lt;br /&gt;
==Searching==&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact, you lose all of your hit points.&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for three seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for ten seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next ten seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=63</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=63"/>
		<updated>2022-09-30T19:54:44Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Look and Feel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There used to be five gods. One, the god of Darkness, was killed by the other gods in the War Before Time. Another one, Astel, the God of Stars, was killed when the Cataclysm occurred and the sky was destroyed. The other three, the Gods of Life, still remain, and their priesthood still receives miracles from them.&lt;br /&gt;
&lt;br /&gt;
The three gods that still survive are Korr, God of Bodies, Enso, God of Minds, and Psima, God of Souls.&lt;br /&gt;
&lt;br /&gt;
The Saga of Creation, one holy text that all of the churches endorse to varying degrees, claims that the gods between them created the world and its plants and animals, and then raised humans up from animals. Humans have been favoured by the gods, and they are known to grant divine magic and miracles to those who follow their paths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“God” is used here and in-setting as a non-gendered noun. The deities themselves very specifically have no gender since they have no true body or form. The gods do not take physical form, but have been known to speak through one of their priests, using them as a vessel for the divine. They/them are generally recognised as the correct pronouns for the gods, unless they are inhabiting a mortal body at the time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Rite of Blessing==&lt;br /&gt;
Not everyone chooses to dedicate themselves to a god, but for those that do, it is a simple process. Any ordained cleric of a deity can bless someone, asking them three questions which they must reply in the affirmative to. They are then dedicated to the cleric’s god until they receive a different blessing, and this restores them to health. It is always possible to renounce or change your dedication unless you are a cleric.&lt;br /&gt;
&lt;br /&gt;
Once dedicated to a god, it is a bad idea to flagrantly break their tenets. It is known that those that do so suffer the wrath of the gods. (If you believe you’ve done something that should earn the wrath of a god and want to find out what happens, tell a ref.)&lt;br /&gt;
&lt;br /&gt;
==Korr, God of Bodies==&lt;br /&gt;
&#039;&#039;The Warrior, Strongest-Of-All, They Of Perfected Form, All-Crafter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Korr is the god of the physical. Some have questioned the apparent paradox, since the gods have no physical form. They are the god whose miracles and divine providence most directly affect the world, and they are often seen as “stronger” than the other gods by those who witness this fact. They prize physical strength and skill, and also those who can shape the physical world. The church of Korr is known for running hospitals and finding ways for the destitute to learn crafting skills.&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Armour, the colour brown, practical clothes decorated with patterns, tools, hammers, bears&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Warriors, athletes, craftspeople, healers, farmers.&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Work to improve your skills.&lt;br /&gt;
*Through great effort, make the world better.&lt;br /&gt;
*Heal the sick, treat the wounded.&lt;br /&gt;
*Make yourself the best you can be.&lt;br /&gt;
*Build what you can, so others can build more.&lt;br /&gt;
&lt;br /&gt;
==Enso, God of Minds==&lt;br /&gt;
&#039;&#039;The Archivist, Wisest-Of-All, The Great Owl, The Crucible&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enso is the god of information and lore. They are reputed to know everything, although they can only share a limited amount of what they know with their clergy and worshippers. They prize both knowledge and cunning, and their community attracts both those who want to know all they can and those who like to feel they’re cleverer than others. Their church runs libraries and free schooling, and the Flotilla Archives are maintained by clerics of Enso. Their miracles can grant knowledge, or allow either physical or metaphysical refinement of things.&lt;br /&gt;
&lt;br /&gt;
Domains: &lt;br /&gt;
Knowledge, Secrets, Shadows, Precision, Purity, Trickery&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Black and white, text (esp. on clothing), quills/books, owls, alchemical equipment&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Archivists, runecasters, alchemists, tinkers, rogues, logisticians, spies&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Use your mind before all else.&lt;br /&gt;
*Find and use the truth.&lt;br /&gt;
*If you lie, do so with a plan.&lt;br /&gt;
*Lore must be known, lest it be forgotten.&lt;br /&gt;
*Keep secrets entrusted to you.&lt;br /&gt;
&lt;br /&gt;
==Psima, God of Souls==&lt;br /&gt;
&#039;&#039;The Companion, Friend-To-All, The River of Souls, Brightest And Most Beautiful&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psima is the god of souls, empathy and connection. They appreciate everything that brings joy, and look after the souls of mortals that have died. Their miracles are often subtle things, as they arrange things by fate or coincidence, or by swaying the hearts of mortals, but every so often they will arrange a grand act of magic. They prize the connections between people, love in all its forms (platonic, romantic, and otherwise), and also artists and musicians. Their church is the organisation that keeps the registers of births, marriages and deaths, and they are often the ones that conduct the ceremonies around those occasions. As magic is considered to be an exercise of the soul, the church of Psima also often sponsors the initiation of mages.&lt;br /&gt;
&lt;br /&gt;
Domains: Love, Art, Death, Colour, Music, Magic, Emotion&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Bright saturated colours, birds (esp. peacocks), string or ribbons, flowing sleeves, musical instruments, hearts&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Entertainers, leaders, politicians, funerists, clothiers,&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Be quick to make friends, but punish those who betray trust.&lt;br /&gt;
*An organisation can achieve what a single soul cannot.&lt;br /&gt;
*Treat the dead with respect, and celebrate their life.&lt;br /&gt;
*Do what makes your soul sing with joy.&lt;br /&gt;
*Souls should not be violated.&lt;br /&gt;
&lt;br /&gt;
==Astel, God of Stars==&lt;br /&gt;
Astel was the god of stars and fate. They have not answered prayers since the Cataclysm, when the stars were blocked out by the Great Storm. Your character may be dedicated to Astel if you wish. Further information is available to characters with Historical Lore.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Stars, and a “Points of Light” or “Constellations” look - embroidered, sequins, etc. Navigating equipment. The albatross.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=62</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=62"/>
		<updated>2022-09-30T19:54:23Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There used to be five gods. One, the god of Darkness, was killed by the other gods in the War Before Time. Another one, Astel, the God of Stars, was killed when the Cataclysm occurred and the sky was destroyed. The other three, the Gods of Life, still remain, and their priesthood still receives miracles from them.&lt;br /&gt;
&lt;br /&gt;
The three gods that still survive are Korr, God of Bodies, Enso, God of Minds, and Psima, God of Souls.&lt;br /&gt;
&lt;br /&gt;
The Saga of Creation, one holy text that all of the churches endorse to varying degrees, claims that the gods between them created the world and its plants and animals, and then raised humans up from animals. Humans have been favoured by the gods, and they are known to grant divine magic and miracles to those who follow their paths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“God” is used here and in-setting as a non-gendered noun. The deities themselves very specifically have no gender since they have no true body or form. The gods do not take physical form, but have been known to speak through one of their priests, using them as a vessel for the divine. They/them are generally recognised as the correct pronouns for the gods, unless they are inhabiting a mortal body at the time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Rite of Blessing==&lt;br /&gt;
Not everyone chooses to dedicate themselves to a god, but for those that do, it is a simple process. Any ordained cleric of a deity can bless someone, asking them three questions which they must reply in the affirmative to. They are then dedicated to the cleric’s god until they receive a different blessing, and this restores them to health. It is always possible to renounce or change your dedication unless you are a cleric.&lt;br /&gt;
&lt;br /&gt;
Once dedicated to a god, it is a bad idea to flagrantly break their tenets. It is known that those that do so suffer the wrath of the gods. (If you believe you’ve done something that should earn the wrath of a god and want to find out what happens, tell a ref.)&lt;br /&gt;
&lt;br /&gt;
==Korr, God of Bodies==&lt;br /&gt;
&#039;&#039;The Warrior, Strongest-Of-All, They Of Perfected Form, All-Crafter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Korr is the god of the physical. Some have questioned the apparent paradox, since the gods have no physical form. They are the god whose miracles and divine providence most directly affect the world, and they are often seen as “stronger” than the other gods by those who witness this fact. They prize physical strength and skill, and also those who can shape the physical world. The church of Korr is known for running hospitals and finding ways for the destitute to learn crafting skills.&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Armour, the colour brown, practical clothes decorated with patterns, tools, hammers, bears&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Warriors, athletes, craftspeople, healers, farmers.&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Work to improve your skills.&lt;br /&gt;
*Through great effort, make the world better.&lt;br /&gt;
*Heal the sick, treat the wounded.&lt;br /&gt;
*Make yourself the best you can be.&lt;br /&gt;
*Build what you can, so others can build more.&lt;br /&gt;
&lt;br /&gt;
==Enso, God of Minds==&lt;br /&gt;
&#039;&#039;The Archivist, Wisest-Of-All, The Great Owl, The Crucible&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enso is the god of information and lore. They are reputed to know everything, although they can only share a limited amount of what they know with their clergy and worshippers. They prize both knowledge and cunning, and their community attracts both those who want to know all they can and those who like to feel they’re cleverer than others. Their church runs libraries and free schooling, and the Flotilla Archives are maintained by clerics of Enso. Their miracles can grant knowledge, or allow either physical or metaphysical refinement of things.&lt;br /&gt;
&lt;br /&gt;
Domains: &lt;br /&gt;
Knowledge, Secrets, Shadows, Precision, Purity, Trickery&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Black and white, text (esp. on clothing), quills/books, owls, alchemical equipment&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Archivists, runecasters, alchemists, tinkers, rogues, logisticians, spies&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Use your mind before all else.&lt;br /&gt;
*Find and use the truth.&lt;br /&gt;
*If you lie, do so with a plan.&lt;br /&gt;
*Lore must be known, lest it be forgotten.&lt;br /&gt;
*Keep secrets entrusted to you.&lt;br /&gt;
&lt;br /&gt;
==Psima, God of Souls==&lt;br /&gt;
&#039;&#039;The Companion, Friend-To-All, The River of Souls, Brightest And Most Beautiful&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psima is the god of souls, empathy and connection. They appreciate everything that brings joy, and look after the souls of mortals that have died. Their miracles are often subtle things, as they arrange things by fate or coincidence, or by swaying the hearts of mortals, but every so often they will arrange a grand act of magic. They prize the connections between people, love in all its forms (platonic, romantic, and otherwise), and also artists and musicians. Their church is the organisation that keeps the registers of births, marriages and deaths, and they are often the ones that conduct the ceremonies around those occasions. As magic is considered to be an exercise of the soul, the church of Psima also often sponsors the initiation of mages.&lt;br /&gt;
&lt;br /&gt;
Domains: Love, Art, Death, Colour, Music, Magic, Emotion&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Bright saturated colours, birds (esp. peacocks), string or ribbons, flowing sleeves, musical instruments, hearts&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Entertainers, leaders, politicians, funerists, clothiers,&lt;br /&gt;
===Tenets===&lt;br /&gt;
*Be quick to make friends, but punish those who betray trust.&lt;br /&gt;
*An organisation can achieve what a single soul cannot.&lt;br /&gt;
*Treat the dead with respect, and celebrate their life.&lt;br /&gt;
*Do what makes your soul sing with joy.&lt;br /&gt;
*Souls should not be violated.&lt;br /&gt;
&lt;br /&gt;
==Astel, God of Stars==&lt;br /&gt;
Astel was the god of stars and fate. They have not answered prayers since the Cataclysm, when the stars were blocked out by the Great Storm. Your character may be dedicated to Astel if you wish. Further information is available to characters with Historical Lore.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Stars, and a “Points of Light” or “Constellations” look - embroidered, sequins, etc.&lt;br /&gt;
*Navigating equipment.&lt;br /&gt;
*The albatross.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Runecasting&amp;diff=56</id>
		<title>Runecasting</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Runecasting&amp;diff=56"/>
		<updated>2022-09-30T19:40:38Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;Runecasting is a kind of magic that can be done by inscribing runes and invoking them. Learning to invoke runes can be done fairly easily and all characters can do it, but eac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Runecasting is a kind of magic that can be done by inscribing runes and invoking them. Learning to invoke runes can be done fairly easily and all characters can do it, but each runecaster can only hold a certain amount of a runic pattern in their mind at a time - this is known as their runic capacity.&lt;br /&gt;
&lt;br /&gt;
*One runecaster must lead the invocation - they are the prime invoker for that invocation. &lt;br /&gt;
*A runecaster can only be the prime invoker for three invocations per event.&lt;br /&gt;
*The prime invoker must spend a mana crystal to start the invocation.&lt;br /&gt;
*Each invoker who is trained in Runecasting contributes their runic capacity to the invocation. One rune can be used for each point of runic capacity. An untrained character contributes only one point of runic capacity.&lt;br /&gt;
*It takes two minutes of appropriate roleplaying to complete an invocation. This often involves reciting the names of the runes, evoking similar concepts to what you’re trying to achieve, or mysterious chanting.&lt;br /&gt;
*Runecasting can be done under pressure, but if you stop or are struck by a weapon or call, the invocation is interrupted and must be started from the beginning. No resources are spent until an invocation is completed.&lt;br /&gt;
*It must be made clear exactly which runes are being used in the invocation, and in what orientation, by drawing out the runic inscription. This can be done on paper, or pieced together from pre-inscribed runes.&lt;br /&gt;
*Runecasting done in the field is much harder because of the less-than-ideal conditions and must be prepared in advance. (If you wish to use runecasting on a linear, please tell the refs in advance which inscription you will be using, or it won’t work.)&lt;br /&gt;
&lt;br /&gt;
Once a rune becomes publicly known, all characters with the Runecasting skill may inscribe patterns with that rune in. There is a standing reward for anyone who brings a new rune to the Archives.&lt;br /&gt;
&lt;br /&gt;
Each rune has a hexagonal bounding area. Reference images of the rune often include the bounding hexagon, but it does not need to be drawn in inscriptions of the rune. Each rune will touch the bounding hexagon in one or more places. A completed runic inscription must have each boundary line connected to another rune. It is a matter of much debate among runecasters whether the rune touches the edges or vertices of the bounding hexagon - characters with the Runecaster trait are encouraged to have a strong opinion on one side of the other of that debat.&lt;br /&gt;
&lt;br /&gt;
Some runes are fairly well-understood, and there is a standard library of runic inscriptions that will work with little fuss. However, much of the art and lore of runecasting has been lost, and discovering new runes and new ways to combine them is a topic of intense interest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Runes===&lt;br /&gt;
These are runes that are known to Flotilla at large, via the Archives of Enso. There is a bounty for contribution of additional runic knowledge to this repository.&lt;br /&gt;
====Varwem====&lt;br /&gt;
[[File:FallingSky_Varwem.jpg]]&lt;br /&gt;
&lt;br /&gt;
Varwem is the rune that represents mana, or a mage’s magical power. &lt;br /&gt;
&lt;br /&gt;
It is one of the known power-runes that can be placed at the root of an inscription; in this case, infusing the inscription requires there to be mages participating in the inscription whose mana will be expended to fuel the inscription. If there is insufficient mana available among the invokers, it is known to leave the invokers involved drained or otherwise magically injured.&lt;br /&gt;
&lt;br /&gt;
It can also be used in effects that should target, move, or shape mana.&lt;br /&gt;
&lt;br /&gt;
====Korr====&lt;br /&gt;
[[File:FallingSky_Korr.jpg]]&lt;br /&gt;
&lt;br /&gt;
Korr is one of the Godsrunes. It represents the body, health, or strength. It is also used to represent the god Korr, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Enso====&lt;br /&gt;
[[File:FallingSky_Enso.jpg]]&lt;br /&gt;
&lt;br /&gt;
Enso is one of the Godsrunes. It represents the mind, knowledge, or magic. It is also used to represent the god Enso, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Psima====&lt;br /&gt;
[[File:FallingSky_Psima.jpg]]&lt;br /&gt;
&lt;br /&gt;
Psima is one of the Godsrunes. It represents the soul, emotion, and inner strength. It is also used to represent the god Psima, and is often used symbolically by their Church.&lt;br /&gt;
&lt;br /&gt;
====Astel====&lt;br /&gt;
[[File:FallingSky_Astel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Astel is one of the Godsrunes. It represents guidance, fate or stars. It is also used to represent the lost god Astel, and was often used symbolically by their Church.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=54</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Spellcasting&amp;diff=54"/>
		<updated>2022-09-30T19:37:50Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;Combat mages use the power of runecasting infused into a person in battle. A character who has the First Circle Mage trait is a mage and gains a mana pool. A newly initiated m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat mages use the power of runecasting infused into a person in battle. A character who has the First Circle Mage trait is a mage and gains a mana pool. A newly initiated mage has two mana points. These are a separate pool to stamina points.&lt;br /&gt;
&lt;br /&gt;
A mage can meditate to recover all of their mana points when not under pressure.&lt;br /&gt;
&lt;br /&gt;
==Using Magic==&lt;br /&gt;
To cast a spell, you must have at least one point of mana remaining. Spells have a verbal length that is a multiple of 3 seconds and an effect. Most First Circle spells have a verbal length of 3 seconds. To use the spell, the character must spend that much time speaking out loud - called the verbal of the spell - and obviously casting magic. Magic can’t be mumbled or whispered - it must be spoken to at least a conversational volume, but need not be shouted.&lt;br /&gt;
&lt;br /&gt;
If you don’t know what verbal to use, this standard verbal is about 3 seconds.&lt;br /&gt;
&lt;br /&gt;
    “I channel the power of the runes and call forth a spell.”&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can babble nonsense words while counting the seconds (“zap zap zap” is about one second), or make up your own spell verbals, as long as they meet the minimum length for the spell. Some mages with military background are trained to cast with a verbal such as “channelling three, channeling two, channeling one, cast!” in order to help the rest of the unit coordinate with their spells.&lt;br /&gt;
&lt;br /&gt;
When casting a spell, you can’t be actively fighting, and you must have a hand free. You can parry, but not attack, while casting a spell. You can only cast one spell at a time.&lt;br /&gt;
&lt;br /&gt;
After you have completed the verbal, you can call the effect of the spell. Most spells target anyone in close range (five metres). You must clearly indicate the target so that they know they’re being affected, and announce what call takes effect. At that point, you spend a mana point, and the spell is complete.&lt;br /&gt;
&lt;br /&gt;
For example, to use the First Circle spell Fear, you might cast it as follows:&lt;br /&gt;
&lt;br /&gt;
“I channel the power of the runes and call forth a spell. Goblin with spear! REPEL!”&lt;br /&gt;
&lt;br /&gt;
If the target doesn’t notice you calling the effect, the mana point isn’t consumed.&lt;br /&gt;
&lt;br /&gt;
==Circles of Magic==&lt;br /&gt;
There are multiple circles of initiation into combat magic. Each level of initiation requires progressively more complex and strenuous runecasting invocations cast on the mage, along with the requisite training to control that kind of power.&lt;br /&gt;
&lt;br /&gt;
First Circle spells tend to have subtle effects, being used to control the battlefield or as supplements to other fighting styles.&lt;br /&gt;
Second Circle spells tend to have more overt effects, being used to directly take out enemies or make major changes to the way fights happen.&lt;br /&gt;
Third Circle spells are known to exist, but no surviving mages are currently capable of casting them, and the method of initiating a mage into Third Circle Magic has been lost.&lt;br /&gt;
&lt;br /&gt;
If you choose to initiate into a circle of magic in play, you immediately gain a spell of the circle you’ve initiated into when you do so. The spell that you get is determined by your character’s subconscious preferences. You may choose this spell OC or allow a ref to decide.&lt;br /&gt;
&lt;br /&gt;
==Learning Spells==&lt;br /&gt;
Learning spells is also done by means of a runecast invocation. The mage needs to be the target of a specific ritual designed to imbue them with that spell. The runic inscriptions are included with the known spells later, if you want this to occur in play. Alternatively, you can have your character learn spells “off-screen” from NPCs - combat mages are a valuable asset, so teaching them spells is something that you can find a runecaster willing to do.&lt;br /&gt;
&lt;br /&gt;
==First Circle Spells==&lt;br /&gt;
===Mage Skin===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
You may call RESIST to the next strike or call that hits you.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal:  “Heed my call, steel and stone // protect my body, blood and bone.”&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target REPEL, three shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Nightmare, shadow, creeping near // fill their minds with chilling fear.”&lt;br /&gt;
&lt;br /&gt;
===Hatred===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target WOULD YOU KINDLY: “Fight me now.”.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Release your hatred from its cage // and roar the storm’s unending rage!”&lt;br /&gt;
&lt;br /&gt;
===Enervate===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target WEAKNESS, three shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Feel the bony grasp of death // tear out your last still-living breath.”&lt;br /&gt;
&lt;br /&gt;
===Disruption Bolt===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target SINGLE DISRUPT, three shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Mana to a vortex form // and fly, my magic, as a storm!”&lt;br /&gt;
&lt;br /&gt;
===Form of Terror===&lt;br /&gt;
:No verbal required.&lt;br /&gt;
MASS REPEL. You can’t indicate an arc for this MASS call; it always affects everyone in close range. Three shots.&lt;br /&gt;
&lt;br /&gt;
===Chains of Binding===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target WEAKNESS. You may repeat this WEAKNESS call on the same target every ten seconds. Once you’ve called it three times, you may call PARALYSE on the same target instead. Lasts as long as you continue casting and do not attack or cast another spell.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Chains to hold and chains to bind // chains to keep the world confined.”, can be repeated as a chant 3x to count the ten second intervals.&lt;br /&gt;
&lt;br /&gt;
==Second Circle Spells==&lt;br /&gt;
===Mage Bolt===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Long range single target DOUBLE. Three shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Shape an arrow, let it fly // like lightning falling from the sky”&lt;br /&gt;
&lt;br /&gt;
===Storm Missiles===&lt;br /&gt;
:6 second verbal.&lt;br /&gt;
MASS DOUBLE, one shot.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Flash of lightning! Crash of thunder! // Rend the very sky asunder!&lt;br /&gt;
Call the storm to heed my cry! // Powers of destruction, fly!”&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target TRIPLE. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Fire of magic, burn and flash // turn my foes to dust and ash.”&lt;br /&gt;
&lt;br /&gt;
===Countermagic===&lt;br /&gt;
:No verbal&lt;br /&gt;
If you are targeted by a spell, you may cast this spell in response to call RESIST, COUNTERMAGIC PARALYSE at the caster.&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
MASS WEAKNESS, one shot.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Moonlit night and black abyss // call the rose’s deadly kiss.”&lt;br /&gt;
&lt;br /&gt;
===Break Limb===&lt;br /&gt;
:6 second verbal.&lt;br /&gt;
Close range single target CLEAVE. One shot.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “By my will and power unknown // Rupture flesh and shatter bone&lt;br /&gt;
By my calling of the thunder // Break their mortal form asunder.”&lt;br /&gt;
&lt;br /&gt;
===Rust and Rot===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Close range single target DOUBLE SMASH. Two shots.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Turn the rushing wheel of time // and hear the final doom-bell chime.”&lt;br /&gt;
&lt;br /&gt;
===Enchant Weapon===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
A weapon touched calls DOUBLE on its next three strikes. These charges are spent even if the blow doesn’t land.&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Tap into magic’s flowing source // and grant this weapon mighty force!”&lt;br /&gt;
&lt;br /&gt;
===Chaotic Force===&lt;br /&gt;
:3 second verbal.&lt;br /&gt;
Touch range single target. The target gets a magical trauma. A target can only be affected by this spell once a day. There is a chance this spell backfires and affects you as well, and this chance increases the more times you cast this spell. (This spell requires a ref to dispense trauma cards; please ensure one is on hand.)&lt;br /&gt;
&lt;br /&gt;
Suggested verbal: “Darkness, chaos, power adverse // rise and bring a woeful curse.”&lt;br /&gt;
&lt;br /&gt;
==Third Circle Spells==&lt;br /&gt;
Third circle spellcasting is known to exist, but no Third Circle mages exist aboard Flotilla currently. There is some speculation about the exact extent of the power of third-circle magic, but it is generally agreed that it is another leap in power higher than the second circle. The one spell that is well-attested by many sources is the “Soulblast”, a piercing arcane strike that is able to fell nearly any foe.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Common.css&amp;diff=42</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Common.css&amp;diff=42"/>
		<updated>2022-09-30T19:29:37Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;@import url(&#039;https://fonts.googleapis.com/css?family=Shadows+Into+Light&#039;);&lt;br /&gt;
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		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=40</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=40"/>
		<updated>2022-09-30T19:26:24Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choose an Origin, a Background, your Free Trait, and 5 extra Traits.&lt;br /&gt;
Then of course, a name, and you&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
A new character always has the following traits from basic training with the Seeker’s Guild:&lt;br /&gt;
===Health===&lt;br /&gt;
You have three hit points and have a limit of three trauma. All of your hit points are restored at the start of each linear and interactive.&lt;br /&gt;
===Stamina===&lt;br /&gt;
You have one stamina point. This can be spent to fuel skills. All of your stamina points are restored at the start of each linear and interactive.&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
You can spend a stamina point to restore your health when not under pressure. This takes ten seconds of appropriate roleplaying.&lt;br /&gt;
===Staunch Wounds===&lt;br /&gt;
If someone is incapacitated, you can restore them to a state of health by roleplaying medicine or healing magic when not under pressure. This restores them to 1 hit point.&lt;br /&gt;
===Field Medicine===&lt;br /&gt;
If your limb or another character’s limb is ruined, you can restore it to a usable state. This takes 30 seconds of appropriate roleplaying.&lt;br /&gt;
===Light Armour===&lt;br /&gt;
You can wear light armour. When wearing light armour that covers your torso, you have +1 hit points.&lt;br /&gt;
===Basic Weapons Training===&lt;br /&gt;
You can use a single-handed weapon up to 42” and an offhand up to 24” or a buckler.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
You can use one piece of Tinkered Technology, one Alchemical Elixir, and one Runecast Aura.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Pick an Origin for your character. This is where your character is from originally, and how they got to Flotilla. &lt;br /&gt;
===Oldworlder===&lt;br /&gt;
You lived in the world-that-was, before the end. You remember what life was like outside the city-ships of Flotilla - perhaps that was what drove you to become a Seeker? You may have kept some of the wealth you used to have, or set yourself up in the days following the Cataclysm. You might be more familiar with the herbs and potions that used to be much more common.&lt;br /&gt;
===Shipborn===&lt;br /&gt;
You were born after the End - or so close before that you don’t remember what life was like. The corridors of the Ships and the endless skies above the roiling smoke are all you have ever known. You also understand precisely how one person’s carelessness can doom an entire ship. You might have the skills to make and maintain gear and ships.&lt;br /&gt;
===Recovered===&lt;br /&gt;
You were caught up in the Great Storm - hurled through time and left on a shattered piece of the world, slowly falling to your death, but you were rescued by a crew of Seekers. Perhaps they took pity on you, or maybe you convinced them you had a useful skill, but for whatever reason they decided you were worth bringing back. Still, the Great Storm leaves its mark on those who’ve passed through it, and the otherworldly quality it imparts can be a boon in some situations; you might have unnatural insight into the nature of magic. Often, the Recovered have odd holes in their memory, and very few of them remember what their name was before the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if I don’t know what sort of character I want to play?&lt;br /&gt;
&lt;br /&gt;
If you don’t know what you want to play, you can start play as a Recovered who is suffering from more severe than usual amnesia. If you choose this option, you don’t need to pick Traits. You can start not knowing anything about what’s going on and pick up Traits and information about the setting as you go along.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Pick a Background for your character. A character’s background is what they do when they’re not adventuring. This list of backgrounds isn’t exhaustive - feel free to ask a ref to add a new one if you have an idea.&lt;br /&gt;
===Noble===&lt;br /&gt;
You are part of a pre-Cataclysm noble house. You’re involved in running the house’s affairs, or possibly just a wastrel heir, in which case you spend a lot of effort looking too busy to be assigned real duties. For whatever reason of your own, you’ve joined the Guild rather than being part of your family’s concerns.&lt;br /&gt;
===Engineer===&lt;br /&gt;
You are responsible for keeping part of the mechanical and technological apparatus of Flotilla running, or coming up with new inventions to tackle the problems and challenges of life in the Sky. You might be a qualified airship mechanic as well.&lt;br /&gt;
===Pilot===&lt;br /&gt;
You’re responsible for sailing one or more ships out from Flotilla. Some pilots are attached to a ship, others work for whoever hires them. There’s a certain cachet to being an expert pilot, and those who are accepted as one often wear a patch with a design of wings on their clothes.&lt;br /&gt;
===Lightning Catcher===&lt;br /&gt;
You have a business crewing or running a lightning-catcher, a ship designed to fly up into the Great Storm and use metal dragnets to capture energy. You almost certainly have tall tales about surviving deadly storms and avoiding storm-sharks.&lt;br /&gt;
===Navigator===&lt;br /&gt;
You’re skilled at charting courses and dead reckoning, and you help to navigate people between Flotilla and a few other sky-marks, as well as being part of the secretive Navigator’s Council that determines the direction of Flotilla as a whole.&lt;br /&gt;
===Workmage===&lt;br /&gt;
You’re a member in good standing of the Mage’s Guild, and you do everyday rituals and magic to keep the airships and floating islands making up Flotilla going, or the other spells that are required to sustain life in the Sky.&lt;br /&gt;
===Criminal===&lt;br /&gt;
You don’t have a problem turning to crime to make a little income on the side. It might be stealing from nobles, selling illegal byproducts from alchemical processes, smuggling or fencing weapons or resources aboard Flotilla, contract forgery, or plain old fraud and snake-oil sales.&lt;br /&gt;
===Logistics===&lt;br /&gt;
You work for a noble or one of the Guilds, making sure that resources and work are directed to the projects and locations that need it. It’s often thankless work, and takes a particular kind of mind to do well.&lt;br /&gt;
===Harvester===&lt;br /&gt;
You work in the top-deck fields of Flotilla, tending the crops that feed a large portion of the city. You might do this as manual labour in the fields, casting magic that encourages growth, or tending to bees or other animals.&lt;br /&gt;
===Whaler===&lt;br /&gt;
You hunt or herd sky-whales, vast flying creatures native to the sky. They lose buoyancy quickly once they’re slain, so hunting them is dangerous and difficult work - bringing an entire whale back is an effort that requires multiple ships. Herding them is less dangerous, but still a tricky process, mainly done to harvest their aerogris, a valuable substance used for airship maintenance. Many whalers are known to have miniature sky-whales as pets.&lt;br /&gt;
===Archivist===&lt;br /&gt;
You concern yourself with the preservation and organisation of relics and information. You might work for a noble, temple, or Guild, or maintain a private collection.&lt;br /&gt;
===Priest===&lt;br /&gt;
You spend your time ministering to the spiritual health of your congregation. Often, this involves sorting out interpersonal issues, delivering speeches or sermons, and giving people life advice or talking them through crises.&lt;br /&gt;
===Militia===&lt;br /&gt;
You work as a peacekeeper or guard of some kind. You might be paid to be on hand to guard things, or investigate reports of crimes. You could be employed for this by a noble, a Guild, a business, or freelance.&lt;br /&gt;
===Reporter===&lt;br /&gt;
You’re a journalist or otherwise involved in finding out and reporting on interesting goings-on aboard Flotilla and beyond. You probably know a few people who are well-connected, and a few others who are interested in whatever articles or pieces of information you put together.&lt;br /&gt;
&lt;br /&gt;
==Free Traits==&lt;br /&gt;
You then pick one free Lore Trait and one free Income Trait. The origin in brackets is the one associated with that trait by default, but you can choose a different one:&lt;br /&gt;
&lt;br /&gt;
===Lore Traits===&lt;br /&gt;
*Historical Lore (Oldworlder): You know about the World-That-Was and its history.&lt;br /&gt;
*Sky Lore (Shipborn): You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
*Monstrous Lore (Recovered): You know about demons, undead and elementals, and the ways to combat them.&lt;br /&gt;
&lt;br /&gt;
===Income Traits===&lt;br /&gt;
*Alchemist (Oldworlder): You can identify alchemical items. You receive an income of standard alchemical items.&lt;br /&gt;
*Scrap Merchant (Shipborn): You receive an income of mixed material reagents.&lt;br /&gt;
*Crystal Harvester (Recovered): You receive an income of mana crystals.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Pick up to 5 extra [[Traits]]. As the system progresses, the number of Traits that characters have will increase. You can choose to have fewer Traits than the maximum. You can fill in one of your remaining “Trait slots” by spending a few minutes roleplaying appropriate training.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=38</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=38"/>
		<updated>2022-09-30T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;==Vital Statistics== A new character always has the following traits from basic training with the Seeker’s Guild: ===Health=== You have three hit points and have a limit of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Vital Statistics==&lt;br /&gt;
A new character always has the following traits from basic training with the Seeker’s Guild:&lt;br /&gt;
===Health===&lt;br /&gt;
You have three hit points and have a limit of three trauma. All of your hit points are restored at the start of each linear and interactive.&lt;br /&gt;
===Stamina===&lt;br /&gt;
You have one stamina point. This can be spent to fuel skills. All of your stamina points are restored at the start of each linear and interactive.&lt;br /&gt;
===Walk it Off===&lt;br /&gt;
You can spend a stamina point to restore your health when not under pressure. This takes ten seconds of appropriate roleplaying.&lt;br /&gt;
===Staunch Wounds===&lt;br /&gt;
If someone is incapacitated, you can restore them to a state of health by roleplaying medicine or healing magic when not under pressure. This restores them to 1 hit point.&lt;br /&gt;
===Field Medicine===&lt;br /&gt;
If your limb or another character’s limb is ruined, you can restore it to a usable state. This takes 30 seconds of appropriate roleplaying.&lt;br /&gt;
===Light Armour===&lt;br /&gt;
You can wear light armour. When wearing light armour that covers your torso, you have +1 hit points.&lt;br /&gt;
===Basic Weapons Training===&lt;br /&gt;
You can use a single-handed weapon up to 42” and an offhand up to 24” or a buckler.&lt;br /&gt;
===Enhancements===&lt;br /&gt;
You can use one piece of Tinkered Technology, one Alchemical Elixir, and one Runecast Aura.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
Pick an Origin for your character. This is where your character is from originally, and how they got to Flotilla. &lt;br /&gt;
===Oldworlder===&lt;br /&gt;
You lived in the world-that-was, before the end. You remember what life was like outside the city-ships of Flotilla - perhaps that was what drove you to become a Seeker? You may have kept some of the wealth you used to have, or set yourself up in the days following the Cataclysm. You might be more familiar with the herbs and potions that used to be much more common.&lt;br /&gt;
===Shipborn===&lt;br /&gt;
You were born after the End - or so close before that you don’t remember what life was like. The corridors of the Ships and the endless skies above the roiling smoke are all you have ever known. You also understand precisely how one person’s carelessness can doom an entire ship. You might have the skills to make and maintain gear and ships.&lt;br /&gt;
===Recovered===&lt;br /&gt;
You were caught up in the Great Storm - hurled through time and left on a shattered piece of the world, slowly falling to your death, but you were rescued by a crew of Seekers. Perhaps they took pity on you, or maybe you convinced them you had a useful skill, but for whatever reason they decided you were worth bringing back. Still, the Great Storm leaves its mark on those who’ve passed through it, and the otherworldly quality it imparts can be a boon in some situations; you might have unnatural insight into the nature of magic. Often, the Recovered have odd holes in their memory, and very few of them remember what their name was before the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if I don’t know what sort of character I want to play?&lt;br /&gt;
&lt;br /&gt;
If you don’t know what you want to play, you can start play as a Recovered who is suffering from more severe than usual amnesia. If you choose this option, you don’t need to pick Traits. You can start not knowing anything about what’s going on and pick up Traits and information about the setting as you go along.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Free Traits==&lt;br /&gt;
You then pick one free Lore Trait and one free Income Trait. The origin in brackets is the one associated with that trait by default, but you can choose a different one:&lt;br /&gt;
&lt;br /&gt;
===Lore Traits===&lt;br /&gt;
*Historical Lore (Oldworlder): You know about the World-That-Was and its history.&lt;br /&gt;
*Sky Lore (Shipborn): You know about the ins and outs of life aboard the Flotilla and its factions, and the ways of the Great Storm.&lt;br /&gt;
*Monstrous Lore (Recovered): You know about demons, undead and elementals, and the ways to combat them.&lt;br /&gt;
&lt;br /&gt;
===Income Traits===&lt;br /&gt;
*Alchemist (Oldworlder): You can identify alchemical items. You receive an income of standard alchemical items.&lt;br /&gt;
*Scrap Merchant (Shipborn): You receive an income of mixed material reagents.&lt;br /&gt;
*Crystal Harvester (Recovered): You receive an income of mana crystals.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Pick a Background for your character. A character’s background is what they do when they’re not adventuring. This list of backgrounds isn’t exhaustive - feel free to ask a ref to add a new one if you have an idea.&lt;br /&gt;
===Noble===&lt;br /&gt;
You are part of a pre-Cataclysm noble house. You’re involved in running the house’s affairs, or possibly just a wastrel heir, in which case you spend a lot of effort looking too busy to be assigned real duties. For whatever reason of your own, you’ve joined the Guild rather than being part of your family’s concerns.&lt;br /&gt;
===Engineer===&lt;br /&gt;
You are responsible for keeping part of the mechanical and technological apparatus of Flotilla running, or coming up with new inventions to tackle the problems and challenges of life in the Sky. You might be a qualified airship mechanic as well.&lt;br /&gt;
===Pilot===&lt;br /&gt;
You’re responsible for sailing one or more ships out from Flotilla. Some pilots are attached to a ship, others work for whoever hires them. There’s a certain cachet to being an expert pilot, and those who are accepted as one often wear a patch with a design of wings on their clothes.&lt;br /&gt;
===Lightning Catcher===&lt;br /&gt;
You have a business crewing or running a lightning-catcher, a ship designed to fly up into the Great Storm and use metal dragnets to capture energy. You almost certainly have tall tales about surviving deadly storms and avoiding storm-sharks.&lt;br /&gt;
===Navigator===&lt;br /&gt;
You’re skilled at charting courses and dead reckoning, and you help to navigate people between Flotilla and a few other sky-marks, as well as being part of the secretive Navigator’s Council that determines the direction of Flotilla as a whole.&lt;br /&gt;
===Workmage===&lt;br /&gt;
You’re a member in good standing of the Mage’s Guild, and you do everyday rituals and magic to keep the airships and floating islands making up Flotilla going, or the other spells that are required to sustain life in the Sky.&lt;br /&gt;
===Criminal===&lt;br /&gt;
You don’t have a problem turning to crime to make a little income on the side. It might be stealing from nobles, selling illegal byproducts from alchemical processes, smuggling or fencing weapons or resources aboard Flotilla, contract forgery, or plain old fraud and snake-oil sales.&lt;br /&gt;
===Logistics===&lt;br /&gt;
You work for a noble or one of the Guilds, making sure that resources and work are directed to the projects and locations that need it. It’s often thankless work, and takes a particular kind of mind to do well.&lt;br /&gt;
===Harvester===&lt;br /&gt;
You work in the top-deck fields of Flotilla, tending the crops that feed a large portion of the city. You might do this as manual labour in the fields, casting magic that encourages growth, or tending to bees or other animals.&lt;br /&gt;
===Whaler===&lt;br /&gt;
You hunt or herd sky-whales, vast flying creatures native to the sky. They lose buoyancy quickly once they’re slain, so hunting them is dangerous and difficult work - bringing an entire whale back is an effort that requires multiple ships. Herding them is less dangerous, but still a tricky process, mainly done to harvest their aerogris, a valuable substance used for airship maintenance. Many whalers are known to have miniature sky-whales as pets.&lt;br /&gt;
===Archivist===&lt;br /&gt;
You concern yourself with the preservation and organisation of relics and information. You might work for a noble, temple, or Guild, or maintain a private collection.&lt;br /&gt;
===Priest===&lt;br /&gt;
You spend your time ministering to the spiritual health of your congregation. Often, this involves sorting out interpersonal issues, delivering speeches or sermons, and giving people life advice or talking them through crises.&lt;br /&gt;
===Militia===&lt;br /&gt;
You work as a peacekeeper or guard of some kind. You might be paid to be on hand to guard things, or investigate reports of crimes. You could be employed for this by a noble, a Guild, a business, or freelance.&lt;br /&gt;
===Reporter===&lt;br /&gt;
You’re a journalist or otherwise involved in finding out and reporting on interesting goings-on aboard Flotilla and beyond. You probably know a few people who are well-connected, and a few others who are interested in whatever articles or pieces of information you put together.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Pick up to 5 [[Traits]]. As the system progresses, the number of Traits that characters have will increase. You can choose to have fewer Traits than the maximum. You can fill in one of your remaining “Trait slots” by spending a few minutes roleplaying appropriate training.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Falling_Sky&amp;diff=37</id>
		<title>Falling Sky</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Falling_Sky&amp;diff=37"/>
		<updated>2022-09-30T19:11:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twenty years ago, the world ended. The Coven shattered the world with the stolen powers of a dead god, and the Great Storm devoured what was left. Nations fell into the hells below as continents crumbled. In the years since, what few people survived the Cataclysm and were able to escape have cobbled together a sky-city, Flotilla - an amalgamation of floating airships, broken fragments of flying cities, and other stranger ways of living. &lt;br /&gt;
&lt;br /&gt;
Pieces of the ruined World-That-Was occasionally fall from the Great Storm, plummeting slowly into the hells, and scouting expeditions are sent out from the city-ship to raid them of what resources can be carried off before it is too late.&lt;br /&gt;
&lt;br /&gt;
The player characters are members of the Seeker’s Guild - the people tasked with running these scouting expeditions and distributing the resources to the other Guilds of the city.&lt;br /&gt;
&lt;br /&gt;
===Themes===&lt;br /&gt;
* &#039;&#039;&#039;An Introductory LRP&#039;&#039;&#039;. The game should be straightforward enough that people can drop into it.&lt;br /&gt;
* &#039;&#039;&#039;Sky Piracy&#039;&#039;&#039;. You go out and loot things, swash buckles, and come back richer than before.&lt;br /&gt;
* &#039;&#039;&#039;Danger and Daring&#039;&#039;&#039;. One of the key ideas for the linear design is that players should always feel tempted to press onwards even as their resources are used up.&lt;br /&gt;
* &#039;&#039;&#039;Post-Apocalyptic&#039;&#039;&#039;. Around half of the characters lived through the end of the world when the Cataclysm occurred.&lt;br /&gt;
* &#039;&#039;&#039;Magical Investigation&#039;&#039;&#039;. There is plenty of puzzle to the Runecasting system for players who want to investigate things like that in character.&lt;br /&gt;
* &#039;&#039;&#039;The Fate of a Nation&#039;&#039;&#039;. Momentous events are about to occur, and the players’ response to those events will determine the fate of Flotilla and beyond.&lt;br /&gt;
* &#039;&#039;&#039;Scarcity&#039;&#039;&#039;. There isn’t enough of any resource to go around, and the players are the ones who end up having to allocate it.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Falling_Sky&amp;diff=34</id>
		<title>Falling Sky</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Falling_Sky&amp;diff=34"/>
		<updated>2022-09-30T19:09:14Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twenty years ago, the world ended. The Coven shattered the world with the stolen powers of a dead god, and the Great Storm devoured what was left. Nations fell into the hells below as continents crumbled. In the years since, what few people survived the Cataclysm and were able to escape have cobbled together a sky-city, Flotilla - an amalgamation of floating airships, broken fragments of flying cities, and other stranger ways of living. &lt;br /&gt;
&lt;br /&gt;
Pieces of the ruined World-That-Was occasionally fall from the Great Storm, plummeting slowly into the hells, and scouting expeditions are sent out from the city-ship to raid them of what resources can be carried off before it is too late.&lt;br /&gt;
&lt;br /&gt;
The player characters are members of the Seeker’s Guild - the people tasked with running these scouting expeditions and distributing the resources to the other Guilds of the city.&lt;br /&gt;
&lt;br /&gt;
===Themes===&lt;br /&gt;
* &#039;&#039;&#039;An Introductory LRP&#039;&#039;&#039;. The game should be straightforward enough that people can drop into it.&lt;br /&gt;
* &#039;&#039;&#039;Sky Piracy&#039;&#039;&#039;. You go out and loot things, swash buckles, and come back richer than before.&lt;br /&gt;
* &#039;&#039;&#039;Danger and Daring&#039;&#039;&#039;. One of the key ideas for the linear design is that players should always feel tempted to press onwards even as their resources are used up.&lt;br /&gt;
* &#039;&#039;&#039;Post-Apocalyptic&#039;&#039;&#039;. Around half of the characters lived through the end of the world when the Cataclysm occurred.&lt;br /&gt;
* &#039;&#039;&#039;Magical Investigation&#039;&#039;&#039;. There is plenty of puzzle to the Runecasting system for players who want to investigate things like that in character.&lt;br /&gt;
* &#039;&#039;&#039;The Fate of a Nation&#039;&#039;&#039;. Momentous events are about to occur, and the players’ response to those events will determine the fate of Flotilla and beyond.&lt;br /&gt;
* &#039;&#039;&#039;Scarcity&#039;&#039;&#039;. There isn’t enough of any resource to go around, and the players are the ones who end up having to allocate it.&lt;br /&gt;
&lt;br /&gt;
[[File:FallingSky_Test.jpg]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=27</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=27"/>
		<updated>2022-09-30T18:55:32Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There used to be five gods. One, the god of Darkness, was killed by the other gods in the War Before Time. Another one, Astel, the God of Stars, was killed when the Cataclysm occurred and the sky was destroyed. The other three, the Gods of Life, still remain, and their priesthood still receives miracles from them.&lt;br /&gt;
&lt;br /&gt;
The three gods that still survive are Korr, God of Bodies, Enso, God of Minds, and Psima, God of Souls.&lt;br /&gt;
&lt;br /&gt;
The Saga of Creation, one holy text that all of the churches endorse to varying degrees, claims that the gods between them created the world and its plants and animals, and then raised humans up from animals. Humans have been favoured by the gods, and they are known to grant divine magic and miracles to those who follow their paths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“God” is used here and in-setting as a non-gendered noun. The deities themselves very specifically have no gender since they have no true body or form. The gods do not take physical form, but have been known to speak through one of their priests, using them as a vessel for the divine. They/them are generally recognised as the correct pronouns for the gods, unless they are inhabiting a mortal body at the time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Rite of Blessing==&lt;br /&gt;
Not everyone chooses to dedicate themselves to a god, but for those that do, it is a simple process. Any ordained cleric of a deity can bless someone, asking them three questions which they must reply in the affirmative to. They are then dedicated to the cleric’s god until they receive a different blessing, and this restores them to health. It is always possible to renounce or change your dedication unless you are a cleric.&lt;br /&gt;
&lt;br /&gt;
Once dedicated to a god, it is a bad idea to flagrantly break their tenets. It is known that those that do so suffer the wrath of the gods. (If you believe you’ve done something that should earn the wrath of a god and want to find out what happens, tell a ref.)&lt;br /&gt;
&lt;br /&gt;
==Korr, God of Bodies==&lt;br /&gt;
The Warrior, Strongest-Of-All, They Of Perfected Form, All-Crafter&lt;br /&gt;
&lt;br /&gt;
Korr is the god of the physical. Some have questioned the apparent paradox, since the gods have no physical form. They are the god whose miracles and divine providence most directly affect the world, and they are often seen as “stronger” than the other gods by those who witness this fact. They prize physical strength and skill, and also those who can shape the physical world. The church of Korr is known for running hospitals and finding ways for the destitute to learn crafting skills.&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Armour, the colour brown, practical clothes decorated with patterns, tools, hammers, bears&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Warriors, athletes, craftspeople, healers, farmers.&lt;br /&gt;
===Tenets===&lt;br /&gt;
Work to improve your skills.&lt;br /&gt;
Through great effort, make the world better.&lt;br /&gt;
Heal the sick, treat the wounded.&lt;br /&gt;
Make yourself the best you can be.&lt;br /&gt;
Build what you can, so others can build more.&lt;br /&gt;
&lt;br /&gt;
==Enso, God of Minds==&lt;br /&gt;
The Archivist, Wisest-Of-All, The Great Owl, The Crucible&lt;br /&gt;
&lt;br /&gt;
Enso is the god of information and lore. They are reputed to know everything, although they can only share a limited amount of what they know with their clergy and worshippers. They prize both knowledge and cunning, and their community attracts both those who want to know all they can and those who like to feel they’re cleverer than others. Their church runs libraries and free schooling, and the Flotilla Archives are maintained by clerics of Enso. Their miracles can grant knowledge, or allow either physical or metaphysical refinement of things.&lt;br /&gt;
&lt;br /&gt;
Domains: &lt;br /&gt;
Knowledge, Secrets, Shadows, Precision, Purity, Trickery&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Black and white, text (esp. on clothing), quills/books, owls, alchemical equipment&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Archivists, runecasters, alchemists, tinkers, rogues, logisticians, spies&lt;br /&gt;
===Tenets===&lt;br /&gt;
Use your mind before all else.&lt;br /&gt;
Find and use the truth.&lt;br /&gt;
If you lie, do so with a plan.&lt;br /&gt;
Lore must be known, lest it be forgotten.&lt;br /&gt;
Keep secrets entrusted to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psima, God of Souls==&lt;br /&gt;
The Companion, Friend-To-All, The River of Souls, Brightest And Most Beautiful&lt;br /&gt;
Psima is the god of souls, empathy and connection. They appreciate everything that brings joy, and look after the souls of mortals that have died. Their miracles are often subtle things, as they arrange things by fate or coincidence, or by swaying the hearts of mortals, but every so often they will arrange a grand act of magic. They prize the connections between people, love in all its forms (platonic, romantic, and otherwise), and also artists and musicians. Their church is the organisation that keeps the registers of births, marriages and deaths, and they are often the ones that conduct the ceremonies around those occasions. As magic is considered to be an exercise of the soul, the church of Psima also often sponsors the initiation of mages.&lt;br /&gt;
&lt;br /&gt;
Domains: Love, Art, Death, Colour, Music, Magic, Emotion&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Bright saturated colours, birds (esp. peacocks), string or ribbons, flowing sleeves, musical instruments, hearts&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Entertainers, leaders, politicians, funerists, clothiers,&lt;br /&gt;
===Tenets===&lt;br /&gt;
Be quick to make friends, but punish those who betray trust.&lt;br /&gt;
An organisation can achieve what a single soul cannot.&lt;br /&gt;
Treat the dead with respect, and celebrate their life.&lt;br /&gt;
Do what makes your soul sing with joy.&lt;br /&gt;
Souls should not be violated.&lt;br /&gt;
&lt;br /&gt;
==Astel, God of Stars==&lt;br /&gt;
Astel was the god of stars and fate. They have not answered prayers since the Cataclysm, when the stars were blocked out by the Great Storm. Your character may be dedicated to Astel if you wish. Further information is available to characters with Historical Lore.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Stars, and a “Points of Light” or “Constellations” look - embroidered, sequins, etc.&lt;br /&gt;
Navigating equipment.&lt;br /&gt;
The albatross.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=26</id>
		<title>Gods</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Gods&amp;diff=26"/>
		<updated>2022-09-30T18:55:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;There used to be five gods. One, the god of Darkness, was killed by the other gods in the War Before Time. Another one, Astel, the God of Stars, was killed when the Cataclysm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There used to be five gods. One, the god of Darkness, was killed by the other gods in the War Before Time. Another one, Astel, the God of Stars, was killed when the Cataclysm occurred and the sky was destroyed. The other three, the Gods of Life, still remain, and their priesthood still receives miracles from them.&lt;br /&gt;
&lt;br /&gt;
The three gods that still survive are Korr, God of Bodies, Enso, God of Minds, and Psima, God of Souls.&lt;br /&gt;
&lt;br /&gt;
The Saga of Creation, one holy text that all of the churches endorse to varying degrees, claims that the gods between them created the world and its plants and animals, and then raised humans up from animals. Humans have been favoured by the gods, and they are known to grant divine magic and miracles to those who follow their paths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“God” is used here and in-setting as a non-gendered noun. The deities themselves very specifically have no gender since they have no true body or form. The gods do not take physical form, but have been known to speak through one of their priests, using them as a vessel for the divine. They/them are generally recognised as the correct pronouns for the gods, unless they are inhabiting a mortal body at the time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Rite of Blessing==&lt;br /&gt;
Not everyone chooses to dedicate themselves to a god, but for those that do, it is a simple process. Any ordained cleric of a deity can bless someone, asking them three questions which they must reply in the affirmative to. They are then dedicated to the cleric’s god until they receive a different blessing, and this restores them to health. It is always possible to renounce or change your dedication unless you are a cleric.&lt;br /&gt;
&lt;br /&gt;
Once dedicated to a god, it is a bad idea to flagrantly break their tenets. It is known that those that do so suffer the wrath of the gods. (If you believe you’ve done something that should earn the wrath of a god and want to find out what happens, tell a ref.)&lt;br /&gt;
&lt;br /&gt;
==Korr, God of Bodies==&lt;br /&gt;
The Warrior, Strongest-Of-All, They Of Perfected Form, All-Crafter&lt;br /&gt;
&lt;br /&gt;
Korr is the god of the physical. Some have questioned the apparent paradox, since the gods have no physical form. They are the god whose miracles and divine providence most directly affect the world, and they are often seen as “stronger” than the other gods by those who witness this fact. They prize physical strength and skill, and also those who can shape the physical world. The church of Korr is known for running hospitals and finding ways for the destitute to learn crafting skills.&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Armour, the colour brown, practical clothes decorated with patterns, tools, hammers, bears&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Warriors, athletes, craftspeople, healers, farmers.&lt;br /&gt;
===Tenets===&lt;br /&gt;
Work to improve your skills.&lt;br /&gt;
Through great effort, make the world better.&lt;br /&gt;
Heal the sick, treat the wounded.&lt;br /&gt;
Make yourself the best you can be.&lt;br /&gt;
Build what you can, so others can build more.&lt;br /&gt;
&lt;br /&gt;
==Enso, God of Minds==&lt;br /&gt;
The Archivist, Wisest-Of-All, The Great Owl, The Crucible&lt;br /&gt;
&lt;br /&gt;
Enso is the god of information and lore. They are reputed to know everything, although they can only share a limited amount of what they know with their clergy and worshippers. They prize both knowledge and cunning, and their community attracts both those who want to know all they can and those who like to feel they’re cleverer than others. Their church runs libraries and free schooling, and the Flotilla Archives are maintained by clerics of Enso. Their miracles can grant knowledge, or allow either physical or metaphysical refinement of things.&lt;br /&gt;
&lt;br /&gt;
Domains: &lt;br /&gt;
Knowledge, Secrets, Shadows, Precision, Purity, Trickery&lt;br /&gt;
&lt;br /&gt;
===Look And Feel===&lt;br /&gt;
Black and white, text (esp. on clothing), quills/books, owls, alchemical equipment&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Archivists, runecasters, alchemists, tinkers, rogues, logisticians, spies&lt;br /&gt;
===Tenets===&lt;br /&gt;
Use your mind before all else.&lt;br /&gt;
Find and use the truth.&lt;br /&gt;
If you lie, do so with a plan.&lt;br /&gt;
Lore must be known, lest it be forgotten.&lt;br /&gt;
Keep secrets entrusted to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psima, God of Souls==&lt;br /&gt;
The Companion, Friend-To-All, The River of Souls, Brightest And Most Beautiful&lt;br /&gt;
Psima is the god of souls, empathy and connection. They appreciate everything that brings joy, and look after the souls of mortals that have died. Their miracles are often subtle things, as they arrange things by fate or coincidence, or by swaying the hearts of mortals, but every so often they will arrange a grand act of magic. They prize the connections between people, love in all its forms (platonic, romantic, and otherwise), and also artists and musicians. Their church is the organisation that keeps the registers of births, marriages and deaths, and they are often the ones that conduct the ceremonies around those occasions. As magic is considered to be an exercise of the soul, the church of Psima also often sponsors the initiation of mages.&lt;br /&gt;
&lt;br /&gt;
Domains: Love, Art, Death, Colour, Music, Magic, Emotion&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Bright saturated colours, birds (esp. peacocks), string or ribbons, flowing sleeves, musical instruments, hearts&lt;br /&gt;
===Worshipped By===&lt;br /&gt;
Entertainers, leaders, politicians, funerists, clothiers,&lt;br /&gt;
===Tenets===&lt;br /&gt;
Be quick to make friends, but punish those who betray trust.&lt;br /&gt;
An organisation can achieve what a single soul cannot.&lt;br /&gt;
Treat the dead with respect, and celebrate their life.&lt;br /&gt;
Do what makes your soul sing with joy.&lt;br /&gt;
Souls should not be violated.&lt;br /&gt;
&lt;br /&gt;
==Astel, God of Stars==&lt;br /&gt;
Astel was the god of stars and fate. They have not answered prayers since the Cataclysm, when the stars were blocked out by the Great Storm. Your character may be dedicated to Astel if you wish. Further information is available to characters with Historical Lore.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Stars, and a “Points of Light” or “Constellations” look - embroidered, sequins, etc.&lt;br /&gt;
Navigating equipment.&lt;br /&gt;
The albatross.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Factions&amp;diff=25</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Factions&amp;diff=25"/>
		<updated>2022-09-30T18:53:11Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;There are a few major factions that cut across the Guilds and ships of Flotilla, which any player character can choose to be a part of or at least aligned with.  ==Lord’s Al...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a few major factions that cut across the Guilds and ships of Flotilla, which any player character can choose to be a part of or at least aligned with.&lt;br /&gt;
&lt;br /&gt;
==Lord’s Alliance==&lt;br /&gt;
The Alliance represents the nobles and leaders from the Old World and their chosen heirs. They have a large amount of money behind them, and an equally large amount of pride. Some of them hold to the code of noblesse oblige and try to organise people to deal with problems that aren’t solvable without coordination. Others are interested in holding on to their prestige or using their wealth to gather more. There are lords who will bankroll their own expeditions in competition with the Seeker’s Guild, and it has been known for them to come into armed conflict with Seekers when they go after the same targets.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Fancy clothing - velvet, gold thread, and heraldry.&lt;br /&gt;
*Impractical clothing.&lt;br /&gt;
*Elegant or decadent.&lt;br /&gt;
&lt;br /&gt;
==United Workers==&lt;br /&gt;
The Union represents the labourers and craftspeople of Flotilla. Their philosophy is that people should muck in and do what they can to help people, and especially contribute their own labour. They take a dim view of management and leadership that doesn’t involve actually doing part of the work. They tend to align themselves with the worshipers of Korr, God of the Physical.&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Union gang. Should give the feeling that they’re willing to break your knees for crossing picket lines.&lt;br /&gt;
*Heavy gloves or aprons.&lt;br /&gt;
*Weapons that are improvised tools - wrenches, oars, etc.&lt;br /&gt;
*Bandanas and goggles.&lt;br /&gt;
*Smears of grease or soot.&lt;br /&gt;
&lt;br /&gt;
==Preservers of Nature==&lt;br /&gt;
The Preservers who consider it of paramount importance to keep what survives of greenery and nature alive. They take pains to preserve samples of each tree and plant that survives aboard Flotilla, and lobby for more of the topdeck spaces to be dedicated to green and growing things. &lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Homespun fabrics.&lt;br /&gt;
*Flowers, dried or fresh.&lt;br /&gt;
*Wooden ornaments.&lt;br /&gt;
*Green paint or tattoos, and green accents to clothing.&lt;br /&gt;
*Symbols of trees.&lt;br /&gt;
*Wooden weapons - staff, bow, club, etc.&lt;br /&gt;
&lt;br /&gt;
==Reconstructionist Society==&lt;br /&gt;
The Society is a group concerned with finding ways to return the quality of life back to how it was before the Cataclysm. No two members seem to quite agree on how to pursue their joint goal - some intend to calm the Great Storm and colonise it, others to build new islands powered by lightning-collectors, still others to capture and tame sky-whales and build upon their backs. They are often thought of as benevolent crackpots. However, they are deadly serious in their purpose, and more than a few vital breakthroughs for shipboard life have come from their efforts. Headed by the Society President and his advisors, termed the Luminaries, they tend to throw their weight behind long-shot projects that have a chance to do great good.&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Absent-minded professors or earnest charity demagogues.&lt;br /&gt;
*Slightly scruffy formal wear with a few bits of protective gear strapped on over it.&lt;br /&gt;
*The Society’s symbol is a telescope and timepiece.&lt;br /&gt;
&lt;br /&gt;
==Committee for the Immanentization of the Eschaton==&lt;br /&gt;
The Committee is a not-so-secret secret society within Flotilla. They hold the belief that the Cataclysm heralds the End of Days and that humanity needs to prepare for a final battle to enter Paradise. They are a mix of post-doomsday preppers, military training nuts, and sincere cultists looking for ways to bring about the Last Battle. They are officially considered harmless enough to be left alone, so the guards and Captains don’t tend to crack down on them. They do have some sort of upper leadership, but it’s unclear who they are.&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
Normally, no different outward look. They are at least in theory a secret society.&lt;br /&gt;
Not quite as incompetent as the Elucidated Brethren of the Ebon Night.&lt;br /&gt;
Face-concealing cowls or robes for secret meetings.&lt;br /&gt;
Their “secret handshake” is having one’s hand upside down when shaking hands, or presenting a hand with the thumb downwards against one’s torso if you don’t wish to shake hands.&lt;br /&gt;
&lt;br /&gt;
==Revellers of the Night==&lt;br /&gt;
The Revellers are less a group and more a widespread movement, born from the feeling that the world is in an inexorable slide into disaster and they might as well take what pleasure they can in these latter days. They mainly come to the attentions of others when they organise parties in public spaces - or when those parties degenerate into riots. The Church of Psima has officially denounced their excesses, but their individual priests are still regularly found caught up in Reveler events.&lt;br /&gt;
&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Obnoxiously raucous partygoers with a nihilistic bent.&lt;br /&gt;
*Red and blue clothing or body paint, especially together.&lt;br /&gt;
*Face-paint or masquerade masks.&lt;br /&gt;
&lt;br /&gt;
==Argent Order==&lt;br /&gt;
The Argent Order used to be guardians of a vast wasteland called the Voidgrave, before the Cataclysm occurred. They specialised in dealing with all kinds of supernatural terrors, but most especially the undead. The few members of the Order that made it to Flotilla have founded a chapter-house aboard the ship now named the Enduring Oath, and make it their mission to ensure that the knowledge of how to fight these threats is not lost.&lt;br /&gt;
===Look and Feel===&lt;br /&gt;
*Paladins.&lt;br /&gt;
*Silver and dark blue.&lt;br /&gt;
*Skull decorations. (But not eagles.)&lt;br /&gt;
*They don’t wear helmets, because it makes it too easy to hide the signs of possession.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=The_Flotilla&amp;diff=24</id>
		<title>The Flotilla</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=The_Flotilla&amp;diff=24"/>
		<updated>2022-09-30T18:49:12Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Prominent Captains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The City Of Flotilla==&lt;br /&gt;
The City of Flotilla is a massive amalgamation of airships, pieces of ruined floating city, levitating platforms and other, stranger craft. Twenty years on from the Cataclysm, the city has settled into a much more stable existence. In the centre of the city-fleet stands the building that used to be the Imperial Bank. Immediately surrounding it are what used to be parks, now long since converted to farmland as one of the few sources of fresh food. Many airships and chunks of terrain are lashed around the central island, connected by rope bridges or wooden walkways.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
Oldworlders tend to have “traditional” fantasy names - old or fantastic-sounding but relatively plausible names. Daxos Renarin, Briar Halfsen, and Jelha Adelmust might all fit this category.&lt;br /&gt;
&lt;br /&gt;
Shipborn tend to have a birth name that’s similar to an Oldworlder name, but in practice, they go by a use-name that’s a nickname based on their deeds or reputation in place of a family name. Shipborn that are from traditional or noble families might conspicuously avoid this practice. Irren-Steel-Arm, Kali-Wing-Walker and Rash-the-Storm are all examples of this kind of name.&lt;br /&gt;
&lt;br /&gt;
The Recovered tend to have unusual names. Having been trapped in the Great Storm, the name is one of the first things to be stripped away by the soul-flaying energies, and they are encouraged to choose their own names. Some choose strange-sounding combinations of letters because they “feel right”, and others choose a word that they heard and thought sounded nice. Jeqixoz, Glibmrthp, Sunbeam, and Barrel are all plausible Recovered names.&lt;br /&gt;
&lt;br /&gt;
==Governance==&lt;br /&gt;
Each ship or chunk of land has a Captain, decided by its residents, and each of those Captains has a seat in Flotilla’s Council of Captains. The Captain is both in command of and responsible for the actions of their crew.&lt;br /&gt;
&lt;br /&gt;
The Council of Captains is headed by the Admiral of Flotilla. As of autumn in the 20th year post-Cataclysm, the Admiral is Veltha Barrington, an oldworlder who used to be the head of the Rathmore City guard. She is known to be fairly conservative, prioritising keeping people safe above everything else.&lt;br /&gt;
&lt;br /&gt;
===Prominent Captains===&lt;br /&gt;
* Ramm Smithson and Jack-Four-Knives are the co-captains of the Bleak Endeavour, a large cargo-ship that they’ve refitted as housing. They’re known to be liberal voices on the Council, generally against cracking down on liberties and crime on the grounds that captains should be left to run their own ships. Ramm tends to be the more moderate voice, having had to hold his husband back from violence in the Council hall more than once.&lt;br /&gt;
* Korvessa Icehold was the baroness of Icehold before the Cataclysm, and she is now the captain of the Butterfly, which used to be a message-runner for the barony. She is one of the strongest voices for the Noble’s Alliance, demanding that projects and expenditures are properly managed - by which she usually means by her people. Her husband, the baron-consort Drisas Icehold, died in the Cataclysm, and she has officially been in mourning ever since.&lt;br /&gt;
* Jamise-Hidden-One is a cleric of Enso, and in charge of the Archive as the captain of the Archmage’s Rest. They maintain that the best way forward for Flotilla is to seek an understanding of the Sky, and to grasp the Sky’s treasures. Their face and indeed gender is unknown, as they always come masked and hooded to Council meetings, an affectation that has drawn ire from some other Captains and amusement from others.&lt;br /&gt;
* Urbis-the-Hammer is the captain of the Honest Toil. He’s a card-carrying member of the United Workers, and has drawn criticism for suggesting that the Council should pass laws conscripting people for a certain amount of maintenance work every week.&lt;br /&gt;
* Cumulus is one of the most fervent advocates of the Argent Order, and captain of their ship-fortress the Bastion. She was a member before the Cataclysm, and whatever experiences she had in the Great Storm, they don’t seem to have dulled her edge. She is convinced that the demons are making plans against Flotilla, and wants more stringent checks against possession and demonic pacts. Her squad, the Bluecloaks, have been accused a few times of excessive vigilance.&lt;br /&gt;
* Shanti-Ever-Song is one of the closest things the Revellers of the Night have to a leader. She’s a famous musician and quite a celebrity, which lets her get away with things others might not in the name of preserving morale. She’s mainly used this to get away with minor offences of disturbing the peace, but she’s also been implicated in the sale of illegal alcohol and drugs - although nothing has stuck.&lt;br /&gt;
* Huvall Rathnison is a one of the Luminaries of the Reconstructionist Society. Although they project an image of a posh twit, their mind is as sharp as a whip. They’re known to turn up at the Seeker’s Guild occasionally, sometimes looking for a good project to bankroll and sometimes looking for a donation for a good cause. They’re known to have both a husband - Ivor Rathsmane - and a wife, Helga Varrisdottir, both of whom are also Society members and have been known to act as agents for Huvall’s estate when he’s busy.&lt;br /&gt;
* Razkvix is a Returned who has risen to be the Guildmaster of the Farmer’s Guild. He’s known to be a Preserver of Nature as well, and under his leadership the Guild and the Preservers have grown closer and closer - some say too close, and that he’s letting the desire to preserve more samples of plants get in the way of growing the food that Flotilla needs.&lt;br /&gt;
* Korvath Firemane runs the Seeker’s Guild, and were elected in 18 A.C. No-one expected him to win but in a surprise landslide the Oldworlders backed Korvath instead of Calhoun. Due to having little experience most expected Korvath to cave and be a figurehead puppeted by the Oldworlders, but with the support of his mentor and sheer stubbornness he seems to have held his own. The Seeker&#039;s guild is… unconventional in the way its run, but it seems to be managing and Korvath gets stronger each year.&lt;br /&gt;
&lt;br /&gt;
==The Guilds==&lt;br /&gt;
A lot of the work required to keep the city running is the responsibility and purview of one of the Guilds - the Seekers, Masons, Carpenters, Smiths, Magewrights and Farmers. Each Guild Master has a seat on the Council of Captains as well. The Guilds are known to jealously guard their privileges.&lt;br /&gt;
&lt;br /&gt;
The Seeker’s Guild (which all player characters are members of by default) is responsible for organising expeditions to raid the chunks of falling land that drop from the Great Storm to bring back resources - chiefly among them mana crystals and material reagents to be used powering the arcane engines that keep Flotilla aloft. They maintain a fleet of smaller seeker ships that are used to mount these expeditions, as well as training pilots and mechanics to keep the ships flying.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=The_Flotilla&amp;diff=23</id>
		<title>The Flotilla</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=The_Flotilla&amp;diff=23"/>
		<updated>2022-09-30T18:48:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;==The City Of Flotilla== The City of Flotilla is a massive amalgamation of airships, pieces of ruined floating city, levitating platforms and other, stranger craft. Twenty yea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The City Of Flotilla==&lt;br /&gt;
The City of Flotilla is a massive amalgamation of airships, pieces of ruined floating city, levitating platforms and other, stranger craft. Twenty years on from the Cataclysm, the city has settled into a much more stable existence. In the centre of the city-fleet stands the building that used to be the Imperial Bank. Immediately surrounding it are what used to be parks, now long since converted to farmland as one of the few sources of fresh food. Many airships and chunks of terrain are lashed around the central island, connected by rope bridges or wooden walkways.&lt;br /&gt;
&lt;br /&gt;
==Naming Conventions==&lt;br /&gt;
Oldworlders tend to have “traditional” fantasy names - old or fantastic-sounding but relatively plausible names. Daxos Renarin, Briar Halfsen, and Jelha Adelmust might all fit this category.&lt;br /&gt;
&lt;br /&gt;
Shipborn tend to have a birth name that’s similar to an Oldworlder name, but in practice, they go by a use-name that’s a nickname based on their deeds or reputation in place of a family name. Shipborn that are from traditional or noble families might conspicuously avoid this practice. Irren-Steel-Arm, Kali-Wing-Walker and Rash-the-Storm are all examples of this kind of name.&lt;br /&gt;
&lt;br /&gt;
The Recovered tend to have unusual names. Having been trapped in the Great Storm, the name is one of the first things to be stripped away by the soul-flaying energies, and they are encouraged to choose their own names. Some choose strange-sounding combinations of letters because they “feel right”, and others choose a word that they heard and thought sounded nice. Jeqixoz, Glibmrthp, Sunbeam, and Barrel are all plausible Recovered names.&lt;br /&gt;
&lt;br /&gt;
==Governance==&lt;br /&gt;
Each ship or chunk of land has a Captain, decided by its residents, and each of those Captains has a seat in Flotilla’s Council of Captains. The Captain is both in command of and responsible for the actions of their crew.&lt;br /&gt;
&lt;br /&gt;
The Council of Captains is headed by the Admiral of Flotilla. As of autumn in the 20th year post-Cataclysm, the Admiral is Veltha Barrington, an oldworlder who used to be the head of the Rathmore City guard. She is known to be fairly conservative, prioritising keeping people safe above everything else.&lt;br /&gt;
&lt;br /&gt;
===Prominent Captains===&lt;br /&gt;
* Ramm Smithson and Jack-Four-Knives are the co-captains of the Bleak Endeavour, a large cargo-ship that they’ve refitted as housing. They’re known to be liberal voices on the Council, generally against cracking down on liberties and crime on the grounds that captains should be left to run their own ships. Ramm tends to be the more moderate voice, having had to hold his husband back from violence in the Council hall more than once.&lt;br /&gt;
* Korvessa Icehold was the baroness of Icehold before the Cataclysm, and she is now the captain of the Butterfly, which used to be a message-runner for the barony. She is one of the strongest voices for the Noble’s Alliance, demanding that projects and expenditures are properly managed - by which she usually means by her people. Her husband, the baron-consort Drisas Icehold, died in the Cataclysm, and she has officially been in mourning ever since.&lt;br /&gt;
* Jamise-Hidden-One is a cleric of Enso, and in charge of the Archive as the captain of the Archmage’s Rest. They maintain that the best way forward for Flotilla is to seek an understanding of the Sky, and to grasp the Sky’s treasures. Their face and indeed gender is unknown, as they always come masked and hooded to Council meetings, an affectation that has drawn ire from some other Captains and amusement from others.&lt;br /&gt;
* Urbis-the-Hammer is the captain of the Honest Toil. He’s a card-carrying member of the United Workers, and has drawn criticism for suggesting that the Council should pass laws conscripting people for a certain amount of maintenance work every week.&lt;br /&gt;
Cumulus is one of the most fervent advocates of the Argent Order, and captain of their ship-fortress the Bastion. She was a member before the Cataclysm, and whatever experiences she had in the Great Storm, they don’t seem to have dulled her edge. She is convinced that the demons are making plans against Flotilla, and wants more stringent checks against possession and demonic pacts. Her squad, the Bluecloaks, have been accused a few times of excessive vigilance.&lt;br /&gt;
* Shanti-Ever-Song is one of the closest things the Revellers of the Night have to a leader. She’s a famous musician and quite a celebrity, which lets her get away with things others might not in the name of preserving morale. She’s mainly used this to get away with minor offences of disturbing the peace, but she’s also been implicated in the sale of illegal alcohol and drugs - although nothing has stuck.&lt;br /&gt;
* Huvall Rathnison is a one of the Luminaries of the Reconstructionist Society. Although they project an image of a posh twit, their mind is as sharp as a whip. They’re known to turn up at the Seeker’s Guild occasionally, sometimes looking for a good project to bankroll and sometimes looking for a donation for a good cause. They’re known to have both a husband - Ivor Rathsmane - and a wife, Helga Varrisdottir, both of whom are also Society members and have been known to act as agents for Huvall’s estate when he’s busy.&lt;br /&gt;
* Razkvix is a Returned who has risen to be the Guildmaster of the Farmer’s Guild. He’s known to be a Preserver of Nature as well, and under his leadership the Guild and the Preservers have grown closer and closer - some say too close, and that he’s letting the desire to preserve more samples of plants get in the way of growing the food that Flotilla needs.&lt;br /&gt;
* Korvath Firemane runs the Seeker’s Guild, and were elected in 18 A.C. No-one expected him to win but in a surprise landslide the Oldworlders backed Korvath instead of Calhoun. Due to having little experience most expected Korvath to cave and be a figurehead puppeted by the Oldworlders, but with the support of his mentor and sheer stubbornness he seems to have held his own. The Seeker&#039;s guild is… unconventional in the way its run, but it seems to be managing and Korvath gets stronger each year.&lt;br /&gt;
&lt;br /&gt;
==The Guilds==&lt;br /&gt;
A lot of the work required to keep the city running is the responsibility and purview of one of the Guilds - the Seekers, Masons, Carpenters, Smiths, Magewrights and Farmers. Each Guild Master has a seat on the Council of Captains as well. The Guilds are known to jealously guard their privileges.&lt;br /&gt;
&lt;br /&gt;
The Seeker’s Guild (which all player characters are members of by default) is responsible for organising expeditions to raid the chunks of falling land that drop from the Great Storm to bring back resources - chiefly among them mana crystals and material reagents to be used powering the arcane engines that keep Flotilla aloft. They maintain a fleet of smaller seeker ships that are used to mount these expeditions, as well as training pilots and mechanics to keep the ships flying.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=22</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=22"/>
		<updated>2022-09-30T18:38:23Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Noncombat Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Dying==&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
Bows and Crossbows in Combat&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
Under Pressure&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
Appropriate Roleplaying&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
Searching&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact, you lose all of your hit points.&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for three seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for ten seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next ten seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=21</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=21"/>
		<updated>2022-09-30T18:38:00Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Hit Points and Basic Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
&lt;br /&gt;
==Noncombat Characters==&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
Wounds and Dying&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
Bows and Crossbows in Combat&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
Under Pressure&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
Appropriate Roleplaying&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
Searching&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact, you lose all of your hit points.&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for three seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for ten seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next ten seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=20</id>
		<title>Basic Rules</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=Basic_Rules&amp;diff=20"/>
		<updated>2022-09-30T18:35:41Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;==Hit Points and Basic Combat== Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hit Points and Basic Combat==&lt;br /&gt;
Beings have one or more hit points. Weapons do SINGLE damage by default - that is, being hit by a weapon causes you to lose one hit point. You don’t need to call this when you strike with a weapon, but you may if you wish to make it clear that you intend to cause a point of damage.&lt;br /&gt;
Noncombat Characters&lt;br /&gt;
Some players may be unable to take part in physical combat or not wish to for personal reasons. In this case, they should make the organisers aware so that they can brief other players to not attack them. Instead of attacking a non-combat character, you should call IMPALE against them once you are in range to make an attack. If you are playing a non-combat character, take such an IMPALE as incapacitating you. (If someone mistakenly thinks you are a noncombat character and tries to do this, politely correct them and continue.) If a noncombat character calls RESIST to an IMPALE, you can’t call it again until three seconds have passed.&lt;br /&gt;
Wounds and Dying&lt;br /&gt;
If you are reduced to zero hit points, your character is now incapacitated. You can’t fight and can only stagger around. You should make it clear that you’re wounded, incapacitated and (mostly) helpless. If you regain hit points, you cease to be incapacitated.&lt;br /&gt;
&lt;br /&gt;
If you have been injured in combat to the point where you were incapacitated during an encounter, a ref will give you a trauma card, usually after the encounter has ended.&lt;br /&gt;
&lt;br /&gt;
An incapacitated character can be executed by taking thirty seconds of appropriate roleplay to do so, at which point they die.&lt;br /&gt;
&lt;br /&gt;
If you have been incapacitated for at least two minutes, you may recover one hit point on your own. If you do this, notify a ref and they will give you an additional trauma card.&lt;br /&gt;
Trauma Cards&lt;br /&gt;
From being heavily wounded, and through many other sources, your character may receive trauma. Each trauma has a type - physical, mental, magical and soul trauma are the more common types. These are represented by a trauma card that will be handed to you by a ref. It will specify the roleplaying effects of the trauma, along with any mechanical effects that it has.&lt;br /&gt;
&lt;br /&gt;
A character has a trauma limit of three - they can have three trauma at a time. If they ever have four trauma at the same time, that character must retire by the end of the current event. They may be terminally injured and dying, or otherwise unable to continue being an adventurer.&lt;br /&gt;
 &lt;br /&gt;
At the end of each interactive, your character naturally recovers from one trauma of your choice. Traumas can also be healed in play by the use of alchemy, divine magic, or the healing arts. Some more severe trauma cards may have additional requirements to recover from them.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
Touch range is close enough that you could reach out and touch the other character. This does not require you to actually touch them, and you should not touch another player unless you already know they’re comfortable with you doing so.&lt;br /&gt;
Close range is five metres. This is generally the range for spells and small arms fire.&lt;br /&gt;
Long range is beyond five metres. There is no maximum to long range except for the ability to get other players to realise you’re targeting them.&lt;br /&gt;
Bows and Crossbows in Combat&lt;br /&gt;
Bows and crossbows are not safe to block with in a melee. If your bow is struck, you take the hit as though it had struck your body, but you should not aim to strike someone’s bow when in melee.&lt;br /&gt;
Arrows and crossbow bolts do DOUBLE CLEAVE when they hit you - that is, they deal two points of damage and they ruin a limb if they strike that limb. They can be blocked with shields but not parried with weapons for safety reasons - if you parry an arrow or bolt by accident, you should take it as a torso hit.&lt;br /&gt;
Under Pressure&lt;br /&gt;
Some skills can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
Appropriate Roleplaying&lt;br /&gt;
Some skills require appropriate roleplaying. This means that you should act out doing something appropriate to the effect of the skill - for example, with the Field Medicine trait, you can restore a ruined limb with appropriate roleplaying. Examples might include acting out a healing magic spell that you know, tying bandages around the affected limb, or breaking and re-setting the bone. If you’re doing an effect requiring appropriate roleplaying on a willing target, they are expected to follow your lead as long as doing so isn’t an issue for them.&lt;br /&gt;
Searching&lt;br /&gt;
A large part of Falling Sky is looting things for resources. You can search a fallen foe when not under pressure. To do so, approach to touch range and inform them you’re searching them. They will give you any resources that they have been instructed to drop. You should not touch another player when searching them.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
This is a list of the calls that you might hear and what they mean. A call is a word or phrase with a specific OC meaning. If you hear it directed at you, your character takes a specified effect.&lt;br /&gt;
&lt;br /&gt;
Calls might be:&lt;br /&gt;
Used alongside a melee attack, to indicate that the call is associated with that strike.&lt;br /&gt;
Used with a description of a character. E.g. “You in the blue hat! TRIPLE!”&lt;br /&gt;
Used as an area of effect - see the MASS modifier.&lt;br /&gt;
&lt;br /&gt;
Some traits will change or resist the effects of calls that “don’t make contact”. This means any call that doesn’t involve something physically touching you.&lt;br /&gt;
A call delivered by weapon attack makes contact.&lt;br /&gt;
A call delivered by an arrow or bolt, even the unspoken DOUBLE CLEAVE, makes contact.&lt;br /&gt;
A spell call does not make contact.&lt;br /&gt;
&lt;br /&gt;
===STOP THE GAME===&lt;br /&gt;
This is an “emergency stop” call to indicate that there is an OC reason to halt gameplay and sort something out. This can be used for any hazard, not just injury. Lost glasses, a player panicking OC, or someone looking like they’re about to fall backwards over a log are all valid reasons to use the call.&lt;br /&gt;
===WOULD YOU KINDLY===&lt;br /&gt;
This call, which can be inserted into normal conversation, indicates mind control. Your character does their best to obey the command for a minute, or until you take damage. When the effect ends, you’re aware that something unusual happened.&lt;br /&gt;
===RESIST===&lt;br /&gt;
This call is used in response to being targeted or struck by another call, to indicate that you haven’t been affected by it.&lt;br /&gt;
===ZERO===&lt;br /&gt;
This effect deals no damage. This can be used if sparring in-character for deliberately non-damaging strikes.&lt;br /&gt;
===SINGLE===&lt;br /&gt;
This effect deals one point of damage. This is the default for melee weapons, and can be omitted unless it’s needed for clarity.&lt;br /&gt;
===DOUBLE===&lt;br /&gt;
This effect deals two points of damage. You must visibly react to the damage.&lt;br /&gt;
===TRIPLE===&lt;br /&gt;
This effect deals three points of damage. You must visibly react to the damage.&lt;br /&gt;
===QUAD===&lt;br /&gt;
This effect deals four points of damage. You must visibly react to the damage.&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
This effect ruins limbs. If it strikes a limb, that limb is ruined until it is restored such as by the Field Medicine trait. Ruined limbs are unusable and in pain. You must roleplay accordingly. You specifically cannot use a weapon with an arm that has been ruined. If one leg is ruined, you cannot run or walk, only limp. If both legs are ruined, you can’t use them to move, only stand in place.&lt;br /&gt;
If you are targeted by a CLEAVE effect that isn’t a physical strike, you choose which limb it affects.&lt;br /&gt;
&lt;br /&gt;
(You may choose to take the effects of CLEAVE more dramatically, but the intention is that people shouldn’t have to drop their expensive weapons or fall over in the mud unless they want to.)&lt;br /&gt;
===IMPALE===&lt;br /&gt;
This effect represents a deadly strike. If it strikes a limb, take it as a CLEAVE. If it strikes your torso, or it doesn’t make contact, you lose all of your hit points.&lt;br /&gt;
===CURE===&lt;br /&gt;
This effect restores four hit points, or restores a ruined limb of the target’s choice.&lt;br /&gt;
===REPEL===&lt;br /&gt;
This effect knocks you away. You must move away from the source for three seconds. If you block a weapon blow with this effect on your weapon or shield, you must still move away from the source but you are not damaged.&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
This effect saps your strength. When affected by this call, you cannot make calls except RESIST, and you cannot attack with weapons for ten seconds. You can move, dodge, and parry normally.&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
The target of this effect cannot move for the next ten seconds or until they take damage.&lt;br /&gt;
===SMASH===&lt;br /&gt;
If this call strikes a shield, the shield is broken and can’t be used. If it is an effect that isn’t a physical strike and you’re carrying a shield, the shield is broken. This call is also especially effective against construct enemies.&lt;br /&gt;
===DISRUPT===&lt;br /&gt;
This call does not affect player characters. It instead disrupts effects and creatures that are magical in nature. Monsters may be briefed to take additional effects from DISRUPT. For example, an ethereal ghost monster might only take 1 damage every 10 seconds until it’s hit by a DISRUPT.&lt;br /&gt;
===MASS &amp;lt;CALL&amp;gt;===&lt;br /&gt;
This call affects every target within close range. If the user indicates a direction (with their arms or with a device they’re using for the effect), it instead affects everyone in a ninety-degree cone in that direction within close range.&lt;br /&gt;
===EFFECT: &amp;lt;SOMETHING&amp;gt;===&lt;br /&gt;
This is a catch-all for stranger things. If you are targeted by an EFFECT call, you should listen for what the effects are. An EFFECT can only occur outside of combat.&lt;br /&gt;
&lt;br /&gt;
==Experience and Traits==&lt;br /&gt;
Characters have a collection of Traits. Each Trait defines something about a character’s abilities and what they know or can do. A character’s experience and skills are measured in experience points, or XP, and each Trait has an XP cost associated with it.&lt;br /&gt;
&lt;br /&gt;
Currently, newly created characters have [5] XP worth of traits. As the system goes on, experience points will be periodically awarded. At that point, all characters receive 1 XP, and newly created characters will enter play with an additional XP as well, with this document being updated to reflect the new starting XP total.&lt;br /&gt;
&lt;br /&gt;
When characters gain XP, they can spend it immediately, or between events.&lt;br /&gt;
&lt;br /&gt;
Some skills, especially Lore skills, may come with additional briefing packets. Access to these will be granted once you purchase the skill and ask a ref.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
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		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=19"/>
		<updated>2022-09-30T18:31:00Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
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* Setting&lt;br /&gt;
** The Flotilla|The Flotilla&lt;br /&gt;
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* Rules&lt;br /&gt;
** Traits|Traits&lt;br /&gt;
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		<title>MediaWiki:Sidebar</title>
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		<updated>2022-09-30T18:30:17Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* Setting&lt;br /&gt;
** The Flotilla&lt;br /&gt;
** Factions&lt;br /&gt;
** Gods&lt;br /&gt;
* Rules&lt;br /&gt;
** Traits&lt;br /&gt;
** Spellcasting&lt;br /&gt;
** Runecasting&lt;br /&gt;
** Tinkering&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
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		<title>MediaWiki:Sidebar</title>
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		<updated>2022-09-30T18:29:01Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Basic Rules|Basic Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://fallingsky.camlarp.co.uk/w/index.php?title=MediaWiki:Disclaimers&amp;diff=15</id>
		<title>MediaWiki:Disclaimers</title>
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		<updated>2022-09-29T18:09:33Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;-&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-&lt;/div&gt;</summary>
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		<title>MediaWiki:Privacy</title>
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		<updated>2022-09-29T18:08:52Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;-&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-&lt;/div&gt;</summary>
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		<updated>2022-09-28T17:43:12Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Overview&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** FAQ|FAQ&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
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		<updated>2022-09-28T17:41:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Introduction&lt;br /&gt;
** mainpage|Falling Sky&lt;br /&gt;
** Setting|Setting&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
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* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
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