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	<id>https://fofl.house20.ca/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Michael.oconnell</id>
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	<updated>2026-04-16T15:14:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Training&amp;diff=949</id>
		<title>The Player&#039;s Compendium/Training</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Training&amp;diff=949"/>
		<updated>2026-03-15T19:55:26Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix G: Training}}&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Domain ===&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Proficiency ===&lt;br /&gt;
&lt;br /&gt;
=== Weapon Proficiency ===&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Vehicles&amp;diff=948</id>
		<title>The Player&#039;s Compendium/Vehicles</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Vehicles&amp;diff=948"/>
		<updated>2026-03-15T19:14:57Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix I: Vehicles}}&lt;br /&gt;
&lt;br /&gt;
==Vehicles &amp;amp; Mounts==&lt;br /&gt;
&amp;lt;categorytree mode=&amp;quot;all&amp;quot; depth=&amp;quot;10&amp;quot; hideroot=&amp;quot;on&amp;quot;&amp;gt;Vehicles &amp;amp; Mounts&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Items&amp;diff=947</id>
		<title>The Player&#039;s Compendium/Items</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Items&amp;diff=947"/>
		<updated>2026-03-15T19:14:42Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix H: Items}}&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&amp;lt;categorytree mode=&amp;quot;all&amp;quot; depth=&amp;quot;10&amp;quot; hideroot=&amp;quot;on&amp;quot;&amp;gt;Items&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Skills&amp;diff=946</id>
		<title>The Player&#039;s Compendium/Skills</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Skills&amp;diff=946"/>
		<updated>2026-03-15T19:14:22Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix F: Skills}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&amp;lt;categorytree mode=&amp;quot;all&amp;quot; depth=&amp;quot;10&amp;quot; hideroot=&amp;quot;on&amp;quot;&amp;gt;Skills&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Classes&amp;diff=945</id>
		<title>The Player&#039;s Compendium/Classes</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Classes&amp;diff=945"/>
		<updated>2026-03-15T19:14:02Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix D: Classes}}&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&amp;lt;categorytree mode=&amp;quot;all&amp;quot; depth=&amp;quot;10&amp;quot; hideroot=&amp;quot;on&amp;quot;&amp;gt;Classes&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Special_Action_Systems&amp;diff=944</id>
		<title>The Player&#039;s Compendium/Special Action Systems</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Special_Action_Systems&amp;diff=944"/>
		<updated>2026-03-15T19:13:44Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix C: Special Action Systems}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Initial  Special Action Systems   &lt;br /&gt;
!Special Action System&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellcasting]]&lt;br /&gt;
|These individuals have mastered the arcane arts and can sling spells, enchant objects and imbue power into themselves and others.&lt;br /&gt;
|-&lt;br /&gt;
|[[Psychic Abilities]]&lt;br /&gt;
|These individuals have the ability to reach into the minds of others, impress their will upon the world around them and reach into the great beyond.&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Techniques]]&lt;br /&gt;
|These individuals are masters of the battlefield, whether weilding weapons or just their fists, these people can strike hard, defend allies and endure a lot.&lt;br /&gt;
|-&lt;br /&gt;
|[[Social Prowess]]&lt;br /&gt;
|These individuals shine everywhere from the stage, to the backrooms where the real deals are made. They can be both convincing and conniving.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Crafting]]&lt;br /&gt;
|These individuals have spent their time fiddling with trinkets and machines large and small. They can assemble and disassemble just about anything, far beyond your typical craftsman.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Planned Special Action Systems&lt;br /&gt;
!Special Action System&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechs &amp;amp; Exoskeletons]]&lt;br /&gt;
|This system allow for you to modularly construct an advanced armor allowing you to tackle unique circumstances and survive in extreme conditions.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetics]]&lt;br /&gt;
|This system is for individuals who have modified their own bodies to enhance their natual abilities, hide weapons and tool inside themselves or increase medical fortitude.&lt;br /&gt;
|-&lt;br /&gt;
|[[Runework]]&lt;br /&gt;
|These individuals have mastered the ancient and primordial runes of the multiverse. These runes channel the most ancient powers of the worlds to produce incredible effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ritualist]]&lt;br /&gt;
|These individuals have learned to utilize the inherent magic in the world around them. They know exactly which plants, materials and words can be combined to prepare rituals which imbue themselves and others with great power.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampirism]]&lt;br /&gt;
|These beings, whether through curse, disease or nature have gained both the dependance upon stealing vital essence from other beings, as well as the ability to channel that essence into stength, cunning and enhanced senses.&lt;br /&gt;
|-&lt;br /&gt;
|[[Therianthropy]]&lt;br /&gt;
|These beings, whether through curse, disease or nature have gained the abillity to transform into a monstrous animalistic creature, gaining more control over their bestial form as they grow in stength.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Backgrounds&amp;diff=943</id>
		<title>The Player&#039;s Compendium/Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Backgrounds&amp;diff=943"/>
		<updated>2026-03-15T19:13:19Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated display title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Appendix B: Backgrounds}}&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
&amp;lt;categorytree mode=&amp;quot;all&amp;quot; depth=&amp;quot;10&amp;quot; hideroot=&amp;quot;on&amp;quot;&amp;gt;Backgrounds&amp;lt;/categorytree&amp;gt;&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium&amp;diff=942</id>
		<title>The Player&#039;s Compendium</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium&amp;diff=942"/>
		<updated>2026-03-15T19:12:33Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table of Contents&lt;br /&gt;
!Chapter&lt;br /&gt;
!Title&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[The Player&#039;s Compendium/Getting Started|Getting Started]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[The Player&#039;s Compendium/Dice And Taking Action|Dice And Taking Action]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[The Player&#039;s Compendium/Character Building|Character Building]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[The Player&#039;s Compendium/Items &amp;amp; Magic Items|Items &amp;amp; Magic Items]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[The Player&#039;s Compendium/Cosmology|Cosmology]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[The Player&#039;s Compendium/The World of Qelmar|The World of Qelmar]]&lt;br /&gt;
|-&lt;br /&gt;
|Glossary&lt;br /&gt;
|[[The Player&#039;s Compendium/Glossary|Glossary]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix A&lt;br /&gt;
|[[The Player&#039;s Compendium/Species|Species]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix B&lt;br /&gt;
|[[The Player&#039;s Compendium/Backgrounds|Backgrounds]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix C&lt;br /&gt;
|[[The Player&#039;s Compendium/Special Action Systems|Special Action Systems]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix D&lt;br /&gt;
|[[The Player&#039;s Compendium/Classes|Classes]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix E&lt;br /&gt;
|[[The Player&#039;s Compendium/Special Actions|Special Actions]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix F&lt;br /&gt;
|[[The Player&#039;s Compendium/Skills|Skills]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix G&lt;br /&gt;
|[[The Player&#039;s Compendium/Training|Training]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix H&lt;br /&gt;
|[[The Player&#039;s Compendium/Items|Items]]&lt;br /&gt;
|-&lt;br /&gt;
|Appendix I&lt;br /&gt;
|[[The Player&#039;s Compendium/Vehicles|Vehicles]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Dice_And_Taking_Action&amp;diff=941</id>
		<title>The Player&#039;s Compendium/Dice And Taking Action</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Player%27s_Compendium/Dice_And_Taking_Action&amp;diff=941"/>
		<updated>2026-03-14T02:25:45Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Dice And Taking Action}}&lt;br /&gt;
&lt;br /&gt;
== The Dice ==&lt;br /&gt;
Dice are what make the game move forward. They determine the outcome of your actions and they provide variance to your abilities. Rolling dice is like playing with an extra player at the table that nobody can influence. Sometimes the dice can be cruel, causing you to fail in your weakest moments, but they will always help you tell incredible tales, full of triumph and heroism.&lt;br /&gt;
&lt;br /&gt;
=== Die Rank ===&lt;br /&gt;
This system uses 4, 6, 8, 10, 12 and 20 sided dice. The standard notation that will be used throughout this book to refer to dice with a different number of sides comes in the form of the letter d, followed by the number of sides. For example, &#039;d6&#039; would refer to a six sided die, which is the &#039;standard die&#039; which you will likely be most familiar with from playing other varieties of games. You will also see some notation formatted as 2d8 or 6d4. In these instances, the number before the d represents the number of dice. So, if you see 6d4, that means you need to roll 6 four sided dice. The term &#039;die rank&#039; or &#039;dice rank&#039; will be used to refer to the number of sides on a die. Some features or rules may tell you to increase or decrease the dice rank. When you increase the dice rank,  you change it to the next highest die in the standard set. For example, if you increase the dice rank of the d6, it would become a d8. If you were to decrease the dice rank of the d6, it would become a d4.&lt;br /&gt;
&lt;br /&gt;
There are some exceptional cases. First and foremost, the notations d2, d3 and d100 may also show up. While specialized dice with 2, 3 and even 100 sides do exist, you don&#039;t need them to emulate these dice ranks. For a d2, simply pick any die, then assign odd numbers to either 1 or 2, and then even numbers to the opposite. For d3, roll a d6 and divide the result by 2, rounding down. For a d100, roll 2 d10s; before rolling assign one d10 to be the 10s unit, and the other to be the 1s unit. For example, if the first die is a 6 and the second is a 3, you have rolled a 63. If both dice roll 0 then you have rolled a 100. These exceptional dice ranks are excluded when a feature or rules says to increase or decrease the dice rank. This means that the lowest a dice rank can typically be decreased to is d4 and the highest d20.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some instances, especially for damage rolls, where 2d4 and 2d6 are used to replace the dice ranks d8 and d12. This is because rolling two dice instead of one provides a more consistent result. When you are told to increase the dice rank of these, a 2d4 is treated like a d8: increased to a d10 and decreased to a d6; 2d6 is treated like a d12: increased to a d20 and decreased to a d10.&lt;br /&gt;
&lt;br /&gt;
=== Rolling ===&lt;br /&gt;
There are three primary tests conducted using dice, all of which use the 20 sided die. Attack rolls, ability checks and saving throws. Attack rolls determine whether or not an attack successfully strikes the target of the attack. Ability checks determine whether or not a character is successful in taking some action which requires some degree of skill. The degree of skill required (the minimum roll necessary to succeed) is determined by the game master prior to the player rolling the die. Guidelines for setting the minimal roll for any given situation can be found in [[The Game Master&#039;s Codex]]. Saving throws represent the character&#039;s ability to avoid the negative consequences of a situation, by dodging or withstanding an effect.&lt;br /&gt;
&lt;br /&gt;
==== Advantage &amp;amp; Disadvantage ====&lt;br /&gt;
In some instances, a player may be able to roll their dice with advantage or disadvantage. In both instances, the player rolls two dice. In the case of advantage, the player uses the die which rolled the higher value. In the case of disadvantage, they use the die which rolled the lower value. If there is more than one instance of advantage or disadvantage, they do not stack, and you still roll just two dice. If you have at least one instance of both advantage and disadvantage applying to the same roll, a single die is rolled, regardless of how many instances of each there are.&lt;br /&gt;
&lt;br /&gt;
==== Optimistic &amp;amp; Pessimistic Rolls ====&lt;br /&gt;
When you make an optimistic roll, the lowest possible value you can roll is half the die rank + 1. If you roll below that number, it counts as that number. For example, on an optimistic d8 roll, the lowest number you can roll is 5; if you roll below a 5, it counts as a 5. Similarly, a pessimistic roll causes your maximum roll to be half the die rank. For example, on a pessimistic d12 roll, the highest you can roll is 6; if you roll above 6, it counts as 6.&lt;br /&gt;
&lt;br /&gt;
==== Contested Rolls ====&lt;br /&gt;
A contested roll is one in which one roll is compared against the other, with one representing an attempt to perform an action, and the other representing an attempt to thwart that action. The action completes successfully so long as the value of that die roll is greater than or equal to the die representing the attempt to thwart the action.&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
In some cases, modifiers may be added to a dice roll. This can take the form of either a static value which is added to the rolled value, a dynamic modifier calculated based off of the player&#039;s statistics, or some combination of the two. Game features where this is relevant will specify what modifiers need to be used and when.&lt;br /&gt;
&lt;br /&gt;
==== Proficiency ====&lt;br /&gt;
Proficiency is one of the most common forms of modifier. When a creature has proficiency in a particular ability, area of expertise or domain of knowledge, they are able to add their Level Bonus to any d20 rolls associated with that variety of task.&lt;br /&gt;
&lt;br /&gt;
=== Saving Throws ===&lt;br /&gt;
Saving throws represent your ability to make a last-ditch effort to prevent yourself from succumbing to a negative effect. Saving throws exist for four of the eight primary stats: Strength (STR), Dexterity (DEX), Willpower (WIL), Fortitude (FOR). When you make a saving throw, you add the associated modifier, as well as any additional bonuses granted by actions, abilities or class features.&lt;br /&gt;
&lt;br /&gt;
== Taking Action ==&lt;br /&gt;
&lt;br /&gt;
=== Action Categories ===&lt;br /&gt;
Actions are divided into five categories. Some actions may be taken under multiple categories, depending on the circumstances within which it is performed. For example, an action that provides a buff, may be taken as a &#039;&#039;&#039;Defensive&#039;&#039;&#039; action, if it is performed on yourself, or a &#039;&#039;&#039;Utility&#039;&#039;&#039; action if used on an ally. However, any actions which can be taken under multiple categories will explicitly state so, and define the exact circumstances under which they can be taken in each category.&lt;br /&gt;
&lt;br /&gt;
==== Offensive ====&lt;br /&gt;
Actions categorized as offensive are designed to aggress against opponents, inflict damage or otherwise incapacitate. Not every action that inflicts damage is necessarily an offensive action.&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
Defensive actions are ones designed to reduce damage taken, buff yourself, or fortify your position. This category also includes actions taken to free yourself from restraint, such as grappling.&lt;br /&gt;
&lt;br /&gt;
==== Utility ====&lt;br /&gt;
Utility actions are ones which provide strategic, positional or power advantages. Healing abilities, whether used on yourself or others also fall into this category.&lt;br /&gt;
&lt;br /&gt;
==== Reaction ====&lt;br /&gt;
Reactions take place in response to an action taken by an enemy or ally between your turns, or outside of combat. Reaction actions fall into two sub-categories: &amp;lt;u&amp;gt;prepared&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;responsive&amp;lt;/u&amp;gt;. &amp;lt;u&amp;gt;Prepared&amp;lt;/u&amp;gt; actions are declared before ending your turn, and often offer a stronger effect, however they prevent you from taking an alternative reaction in the moment. &amp;lt;u&amp;gt;Responsive&amp;lt;/u&amp;gt; actions are decided in the moment upon an action being taken by an enemy or ally, but only if no other &amp;lt;u&amp;gt;prepared&amp;lt;/u&amp;gt; reaction was declared on your previous turn. Some reactions can be taken as either &amp;lt;u&amp;gt;prepared&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;responsive&amp;lt;/u&amp;gt; to varying results. Outside of combat, prepared actions must simply be declared prior to the action which incited the reaction occurs. Only one reaction can be prepared at any given time and with enough insight, any friend or enemy can see that you are preparing something.&lt;br /&gt;
&lt;br /&gt;
==== Social &amp;amp; Skill ====&lt;br /&gt;
Social &amp;amp; skill actions allow you to interact with the world and those individuals within it. Through these actions you can persuade people to your side, threaten the enemy or solve a puzzle. Social actions allow your to learn new information, spread lies or plead for help. Skill actions allow you to perform complex tasks, often requiring more advanced knowledge of a particular topic or extensive practice. Despite this, anyone may generally attempt a skill action, however those with advanced knowledge or practice will have a far greater chance at success.&lt;br /&gt;
&lt;br /&gt;
=== Basic Actions ===&lt;br /&gt;
Basic actions are simple actions that can always be taken (unless there is an exclusion on the category) and never contain any exclusions themselves. The default basic actions that anyone can perform are listed below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Attack (OF)&#039;&#039;&#039;: Using a weapon or an empty hand, perform simple strike against an opponent. (this may involve either a melee hit or a ranged attack)&lt;br /&gt;
* &#039;&#039;&#039;Fortify (DE)&#039;&#039;&#039;: Add your level bonus to your AC until the end of your next turn. Your movement speed is reduced by 10ft until the end of your next turn.&lt;br /&gt;
* &#039;&#039;&#039;Provide Aid (UT)&#039;&#039;&#039;: Assist an ally with any simple action such as untying a knot, equipping armour, moving an object or similar. This provides that ally with advantage on the first d20 roll they make to towards completing that action.&lt;br /&gt;
* &#039;&#039;&#039;Dodge (RE)&#039;&#039;&#039;: This action can be either &amp;lt;u&amp;gt;prepared&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;responsive&amp;lt;/u&amp;gt;. When &amp;lt;u&amp;gt;responsive&amp;lt;/u&amp;gt;, an attack role against you becomes a contested role, using your DEX modifier. A success reduces the damage to half (rounded up). When &amp;lt;u&amp;gt;prepared&amp;lt;/u&amp;gt;, on success the character takes no damage, and can move up to 5ft.&lt;br /&gt;
* &#039;&#039;&#039;Attack of Opportunity (RE)&#039;&#039;&#039;: When an opponent leaves your melee range, you can take it as an opportunity to take an attack action against them.&lt;br /&gt;
* &#039;&#039;&#039;Talk (SS)&#039;&#039;&#039;: Use your words to communicate with an individual or group.&lt;br /&gt;
* &#039;&#039;&#039;Examine (SS)&#039;&#039;&#039;: Examine an object or area in an attempt to discover previously unrevealed details or attributes.&lt;br /&gt;
&lt;br /&gt;
=== Actions In Initiative ===&lt;br /&gt;
&lt;br /&gt;
==== Initiative ====&lt;br /&gt;
At the beginning of a combat encounter, all players, allies and enemies roll a d20, adding their DEX modifier. The creatures take their turns during a round of combat, starting with the highest roll, and making their way down to the lowest. Ties are broken by higher DEX, or higher INS failing that.&lt;br /&gt;
&lt;br /&gt;
==== Taking Your Turn ====&lt;br /&gt;
During a player&#039;s turn, they can take up to three actions, one of each &#039;&#039;&#039;Offensive&#039;&#039;&#039;, &#039;&#039;&#039;Defensive&#039;&#039;&#039; and &#039;&#039;&#039;Utility&#039;&#039;&#039;. They can take these actions in any order they so choose. If an action has multiple sub-actions, these can be broken up and taken separately, with another action in between them, unless otherwise specified. For example, if an &#039;&#039;&#039;Offensive&#039;&#039;&#039; action allows you to make multiple attacks, you can take one attack, perform a different action, then take the remaining attacks. During a round of combat, between turns, a player may also make a &#039;&#039;&#039;Reaction&#039;&#039;&#039; to something else occurring on the battlefield. Each player can only take a single reaction between each of its turns, unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==== Action Exclusions ====&lt;br /&gt;
During combat, some actions will list exclusions with different categories. These exclusions come in two kinds: &amp;lt;u&amp;gt;immediate&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;delayed&amp;lt;/u&amp;gt;. &amp;lt;u&amp;gt;Immediate exclusions&amp;lt;/u&amp;gt; mean that that the action cannot be taken on the same turn as an action of the excluded category(ies). In the case of reactions being excluded, a reaction cannot be taken until after the character&#039;s next turn. &amp;lt;u&amp;gt;Delayed exclusions&amp;lt;/u&amp;gt; mean that an action of the excluded category cannot be taken on the following turn. For reactions, this means that a reaction cannot be taken until after the turn following the next turn.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
Any of these actions can be substituted for movement. However, when substituting a &#039;&#039;&#039;Utility&#039;&#039;&#039; action for a movement, you may only move the player&#039;s movement speed, divided by three, rounded down. When substituting &#039;&#039;&#039;Offensive&#039;&#039;&#039; or &#039;&#039;&#039;Defensive&#039;&#039;&#039; actions for movement, the character may take their entire movement speed. If an action category has been excluded by any another action, that category&#039;s action cannot be exchanged for movement.&lt;br /&gt;
&lt;br /&gt;
==== Social &amp;amp; Skill ====&lt;br /&gt;
Similarly to movement, any &#039;&#039;&#039;Offensive&#039;&#039;&#039;, &#039;&#039;&#039;Defensive&#039;&#039;&#039;, or &#039;&#039;&#039;Utility&#039;&#039;&#039; action can be substituted for for an action of the &#039;&#039;&#039;Social &amp;amp; Skill&#039;&#039;&#039; category. The one exception to this is simple speech, which can be accomplished while you are performing other actions, and does not require the use of an action. If the speech you are performing provides a mechanical effect, however, such as a &#039;&#039;&#039;Social Manoeuvre&#039;&#039;&#039;, this requires an action, even if it is technically only speech.&lt;br /&gt;
&lt;br /&gt;
== Taking A Rest ==&lt;br /&gt;
Taking a rest allows you to recover from the strenuous activity you engage in while adventuring. There are two types of rest available. Players can take a long rest for a minimum of &#039;&#039;&#039;eight hours&#039;&#039;&#039;, with at least twelve hours between long rests and can also take short rests as frequently as they would like, lasting a minimum of &#039;&#039;&#039;thirty minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During a long rest, the player regains all of their &#039;&#039;&#039;Hit Points&#039;&#039;&#039;. They must spend a significant majority of this time sleeping (typically 6 hours) unless specified otherwise. While not sleeping during this time, they must be doing low energy activities such as reading, talking, crafting or similar. You also regain all of your mana, will points, rapport points and/or stamina. Many abilities and class features also reset on a long or short rest.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=TODO_List&amp;diff=940</id>
		<title>TODO List</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=TODO_List&amp;diff=940"/>
		<updated>2026-02-17T04:37:16Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Notes ==&lt;br /&gt;
&lt;br /&gt;
===== Don&#039;t know what to use these for, but I like the mouth feel: =====&lt;br /&gt;
&lt;br /&gt;
* Kra-Ka-Kra-Ko&lt;br /&gt;
* Ka-Kra-Ka-Sho&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Remaining for 1st Playtest ===&lt;br /&gt;
* Special actions &amp;amp; Trinkets&lt;br /&gt;
* Subclass starting features&lt;br /&gt;
** Soldier&lt;br /&gt;
** Protector&lt;br /&gt;
** Faith Healer&lt;br /&gt;
** Augmented&lt;br /&gt;
** Assassin&lt;br /&gt;
** Performer&lt;br /&gt;
* Stat blocks&lt;br /&gt;
** 10-15 creatures&lt;br /&gt;
* One-Shot for playtesting&lt;br /&gt;
&lt;br /&gt;
=== To Complete ===&lt;br /&gt;
* Class Features (6/14) (Fighter, Spellcaster, Faith Worshipper, Tinkerer, Scoundrel, Bard)&lt;br /&gt;
* Sub-Class Features (6/70) (Soldier, Protector, Faith Healer, Augmented, Assassin, Performer)&lt;br /&gt;
&lt;br /&gt;
=== Lists &amp;amp; Indexes ===&lt;br /&gt;
* Species (10/40)&lt;br /&gt;
* Spells (60/300)&lt;br /&gt;
* Skills (20/100)&lt;br /&gt;
* Items&lt;br /&gt;
** &amp;lt;s&amp;gt;Weapons (20/60)&amp;lt;/s&amp;gt;&lt;br /&gt;
** Armor &amp;amp; Clothes (10/100)&lt;br /&gt;
** Tools (10/15)&lt;br /&gt;
** Trinkets (20/100)&lt;br /&gt;
** Technology &amp;amp; Machines (5/40)&lt;br /&gt;
* Vehicles&lt;br /&gt;
** Carts &amp;amp; Land Vehicles (3/20)&lt;br /&gt;
** Boats, Ships &amp;amp; Water Vehicles (3/15)&lt;br /&gt;
** Flying Vehicles (3/8)&lt;br /&gt;
** Mounts (10/60)&lt;br /&gt;
* Monsters, Creatures &amp;amp; NPCs (40/400)&lt;br /&gt;
* Traps&lt;br /&gt;
** Built Traps (10/40)&lt;br /&gt;
** Planted Traps (20/100)&lt;br /&gt;
* &amp;lt;s&amp;gt;Status Effects&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playable Species ==&lt;br /&gt;
* !Humans (Native)&lt;br /&gt;
* !Dwarves (Native)&lt;br /&gt;
* !Halfling  (Native)&lt;br /&gt;
* !Elves (Fae/Half-Fae)&lt;br /&gt;
* Shifter (Half-Fae)&lt;br /&gt;
* Goblins (Fae)&lt;br /&gt;
* !Changeling (Fae)&lt;br /&gt;
* !Gnome (Fae)&lt;br /&gt;
* Fairy (Fae)&lt;br /&gt;
* Dryads (Fae)&lt;br /&gt;
* Banshees (Fae)&lt;br /&gt;
* Pixies (Fae)&lt;br /&gt;
* Selkies (Fae)&lt;br /&gt;
* Hobgoblin (Fae)&lt;br /&gt;
* Sirens (Fae)&lt;br /&gt;
* Elemental races (Extra-planar)&lt;br /&gt;
** Earth&lt;br /&gt;
** Air&lt;br /&gt;
** Fire&lt;br /&gt;
** Water&lt;br /&gt;
** Energy&lt;br /&gt;
** Metal&lt;br /&gt;
** Light&lt;br /&gt;
** Shadow&lt;br /&gt;
* !Demon-people (Extra-planar)&lt;br /&gt;
* !Celestial-people (Extra-planar)&lt;br /&gt;
* Xaeri (Extra-planar) (3)&lt;br /&gt;
* Automaton-people (Constructed)&lt;br /&gt;
* Golem (Constructed)&lt;br /&gt;
* !Dragonborn (Evolved)&lt;br /&gt;
* !Bird-people (Evolved)&lt;br /&gt;
* Lizard-people (Evolved)&lt;br /&gt;
* Snake-people (Evolved)&lt;br /&gt;
* Minotaur (Evolved)&lt;br /&gt;
* Cat-people (Evolved)&lt;br /&gt;
* Turtle-people (Evolved)&lt;br /&gt;
* Bug-people (Evolved)&lt;br /&gt;
&lt;br /&gt;
== Major Rule Blocks ==&lt;br /&gt;
* &amp;lt;s&amp;gt;Alignment&amp;lt;/s&amp;gt; (No mechanical alignment, decision)&lt;br /&gt;
* &amp;lt;s&amp;gt;Carrying Capacity&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Background Rules&amp;lt;/s&amp;gt;&lt;br /&gt;
** Starting Equipment&lt;br /&gt;
* &amp;lt;s&amp;gt;Resting Rules&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Death &amp;amp; Incapacitation Rules&amp;lt;/s&amp;gt;&lt;br /&gt;
*&lt;br /&gt;
* Magic Items Rules&lt;br /&gt;
** &amp;lt;s&amp;gt;Creation&amp;lt;/s&amp;gt;&lt;br /&gt;
** Destruction&lt;br /&gt;
** Limitations&lt;br /&gt;
* Social Interaction Rules (examples and suggestions)&lt;br /&gt;
* Exploration Rules&lt;br /&gt;
** Visibility&lt;br /&gt;
** Environmental Effects&lt;br /&gt;
* Puzzle Mechanics &amp;amp; Rules&lt;br /&gt;
* Combat Rules&lt;br /&gt;
** Positioning &amp;amp; Cover&lt;br /&gt;
* Vehicle Rules&lt;br /&gt;
* Transportation Rules&lt;br /&gt;
* Terrain Rules&lt;br /&gt;
* Homesteading Rules&lt;br /&gt;
* Business Operation Rules&lt;br /&gt;
* Organization Leadership Rules&lt;br /&gt;
* Political Rules&lt;br /&gt;
* Evasion &amp;amp; Pursuit Rules&lt;br /&gt;
* Siege Rules&lt;br /&gt;
* Large Battle Rules&lt;br /&gt;
* Item Creation &amp;amp; Customization&lt;br /&gt;
* Creature Creation &amp;amp; Customization&lt;br /&gt;
* Curses, Diseases &amp;amp; Special Conditions&lt;br /&gt;
* Currency&lt;br /&gt;
&lt;br /&gt;
== Other Topics To Cover ==&lt;br /&gt;
&lt;br /&gt;
* Session Zero&lt;br /&gt;
** Safety Tools&lt;br /&gt;
** Setting Expectations&lt;br /&gt;
** Building Characters for the story, and a story for the characters&lt;br /&gt;
** One-On-Ones&lt;br /&gt;
*** What is fixed about your character and what can the GM mess with&lt;br /&gt;
*** What are your goals as both a character and a player&lt;br /&gt;
*** Wishlists&lt;br /&gt;
*** Secrets (don&#039;t keep them forever)&lt;br /&gt;
* Game structure (session, adventures, campaign)&lt;br /&gt;
* Scenes &amp;amp; Encounters&lt;br /&gt;
* Different Roles At The Table&lt;br /&gt;
* Role Playing&lt;br /&gt;
** Safety Tools&lt;br /&gt;
** Getting Comfortable In Character&lt;br /&gt;
** Third vs. First Person Roleplay&lt;br /&gt;
** Don&#039;t Hog The Spotlight&lt;br /&gt;
* Tips &amp;amp; Suggestions&lt;br /&gt;
* How to Play In-Person&lt;br /&gt;
** Miniatures vs. Theatre of The Mind&lt;br /&gt;
* How to Play Remotely&lt;br /&gt;
** VTT vs. Theatre of The Mind&lt;br /&gt;
* Notetaking&lt;br /&gt;
* Session/Adventure/Campaign Preparation&lt;br /&gt;
* House Rules&lt;br /&gt;
* Dealing With Problem Players&lt;br /&gt;
* Handling Group of Different Sizes&lt;br /&gt;
* Players Leaving &amp;amp; Joining (both permanent and temporary)&lt;br /&gt;
&lt;br /&gt;
== Books ==&lt;br /&gt;
&lt;br /&gt;
=== Book Types ===&lt;br /&gt;
&lt;br /&gt;
* Player Options&lt;br /&gt;
* Rules Books&lt;br /&gt;
* Bestiaries&lt;br /&gt;
* Setting Guides&lt;br /&gt;
* Item Catalogues&lt;br /&gt;
* Adventures&lt;br /&gt;
* Atlases (Setting Guide Compilations)&lt;br /&gt;
* Tomes (Player Option/DM Rules Compilations)&lt;br /&gt;
* Campaign Guides (Adventure Compilations)&lt;br /&gt;
&lt;br /&gt;
=== Roadmap ===&lt;br /&gt;
&lt;br /&gt;
# Core Rulesbooks&lt;br /&gt;
# Forces of The Future&lt;br /&gt;
# Forces of Darkness&lt;br /&gt;
# Adventures In Qelmar&lt;br /&gt;
# Fae &amp;amp; Xaeri Guides&lt;br /&gt;
# Qelmar Collection&lt;br /&gt;
# Upper &amp;amp; Lower Planes Guides&lt;br /&gt;
# All Monsters Great &amp;amp; Small&lt;br /&gt;
# Beyond The Planes&lt;br /&gt;
# Qelmar Through Time&lt;br /&gt;
# Creation Collection&lt;br /&gt;
&lt;br /&gt;
=== Collection Lists ===&lt;br /&gt;
&lt;br /&gt;
==== Core Rulebooks ====&lt;br /&gt;
&lt;br /&gt;
* [[The Player&#039;s Compendium]]&lt;br /&gt;
* [[The Game Master&#039;s Codex]]&lt;br /&gt;
* [[The Menagerie Of Monsters]]&lt;br /&gt;
&lt;br /&gt;
==== Forces of The Future ====&lt;br /&gt;
&lt;br /&gt;
* Sci-Fi Player Options&lt;br /&gt;
* Sci-Fi Rules Expansion&lt;br /&gt;
* Sci-Fi Bestiary&lt;br /&gt;
* No Magic Setting Guide: Points of Interest Tour&lt;br /&gt;
&lt;br /&gt;
==== Forces of Darkness ====&lt;br /&gt;
&lt;br /&gt;
* Low Fantasy/Paranormal Player Options&lt;br /&gt;
* Low Fantasy/Paranormal Rules Expansion&lt;br /&gt;
* Low Fantasy/Paranormal Bestiary&lt;br /&gt;
* Low Fantasy/Paranormal/Cosmic Horror Setting Guide: Points of Interest Tour&lt;br /&gt;
&lt;br /&gt;
==== Adventures In Qelmar ====&lt;br /&gt;
&lt;br /&gt;
* Qelmar Setting Guide: A Points of Interest Tour&lt;br /&gt;
* Hesha And Beyond (Campaign)&lt;br /&gt;
&lt;br /&gt;
==== Fae &amp;amp; Xaeri Guides ====&lt;br /&gt;
&lt;br /&gt;
* Fae Bestiary&lt;br /&gt;
* Feywilds Setting Guide: Points of Interest Tour&lt;br /&gt;
* Xaeri Bestiary&lt;br /&gt;
* Xaerilands Setting Guide: Points of Interest Tour&lt;br /&gt;
&lt;br /&gt;
==== Qelmar Collection ====&lt;br /&gt;
&lt;br /&gt;
* Erreptas Guide&lt;br /&gt;
* Kaskor Guide&lt;br /&gt;
* Silmarin Guide&lt;br /&gt;
* Secrets of Qelmar&lt;br /&gt;
* The Master of Magic&lt;br /&gt;
&lt;br /&gt;
==== Upper &amp;amp; Lower Planes Guides ====&lt;br /&gt;
&lt;br /&gt;
* Upper Planes Bestiary&lt;br /&gt;
* Upper Planes Setting Guide: Points of Interest Tour&lt;br /&gt;
* Lower Planes Bestiary&lt;br /&gt;
* Lower Planes Setting Guide: Points of Interest Tour&lt;br /&gt;
&lt;br /&gt;
==== All Monsters Great And Small ====&lt;br /&gt;
&lt;br /&gt;
* Dragons Bestiary&lt;br /&gt;
* Giants Bestiary&lt;br /&gt;
* Bests Bestiary&lt;br /&gt;
* Undead Bestiary&lt;br /&gt;
&lt;br /&gt;
==== Beyond The Planes ====&lt;br /&gt;
&lt;br /&gt;
* The Pathways Setting Guide&lt;br /&gt;
* Void Spawn Bestiary&lt;br /&gt;
* Planar Void Setting Guide&lt;br /&gt;
* Judakos Setting Guide&lt;br /&gt;
* Realms Beyond Setting Guide&lt;br /&gt;
&lt;br /&gt;
==== Qelmar Through Time ====&lt;br /&gt;
&lt;br /&gt;
* Qelmar (Era Arcanum)&lt;br /&gt;
* Qelmar (Era Stellarum)&lt;br /&gt;
&lt;br /&gt;
==== Creation Collection ====&lt;br /&gt;
&lt;br /&gt;
* Era Fantasmus Guide&lt;br /&gt;
* Elementals Bestiary&lt;br /&gt;
* Elemental Planes Guide&lt;br /&gt;
&lt;br /&gt;
=== Category Lists ===&lt;br /&gt;
&lt;br /&gt;
==== Bestiaries ====&lt;br /&gt;
&lt;br /&gt;
* Beasts&lt;br /&gt;
* Dragons&lt;br /&gt;
* Elementals&lt;br /&gt;
* Fae&lt;br /&gt;
* Giants&lt;br /&gt;
* Lower Planar Beings&lt;br /&gt;
* Undead&lt;br /&gt;
* Upper Planar Being&lt;br /&gt;
* Void Spawn&lt;br /&gt;
* Xaeri&lt;br /&gt;
&lt;br /&gt;
==== Setting Guides ====&lt;br /&gt;
&lt;br /&gt;
* Qelmar (Era Domini)&lt;br /&gt;
** Points of Interest Tour&lt;br /&gt;
** Erreptas&lt;br /&gt;
** Kaskor&lt;br /&gt;
** Silmarin&lt;br /&gt;
** Secrets of Qelmar (hidden places and less innocuous places)&lt;br /&gt;
* Qelmar (Era Arcanum)&lt;br /&gt;
* Qelmar (Era Stellarum)&lt;br /&gt;
* Era Fantasmus&lt;br /&gt;
* Low Fantasy/Paranormal/Cosmic Horror Setting&lt;br /&gt;
** Points of Interest Tour&lt;br /&gt;
** Continent Books&lt;br /&gt;
** Secrets of the World&lt;br /&gt;
* No Magic Setting&lt;br /&gt;
** Points of Interest Tour&lt;br /&gt;
** Continent Books&lt;br /&gt;
** Secrets of the World&lt;br /&gt;
* Elemental Planes&lt;br /&gt;
* Upper Planes&lt;br /&gt;
* Lower Planes&lt;br /&gt;
* Feywilds&lt;br /&gt;
* Xaerilands&lt;br /&gt;
* Judakos&lt;br /&gt;
* The Pathways&lt;br /&gt;
* Realms Beyond (Conjured planes)&lt;br /&gt;
&lt;br /&gt;
==== Adventures ====&lt;br /&gt;
&lt;br /&gt;
* Hesha And Beyond (dungeons &amp;amp; dragoons campaign; 1-30)&lt;br /&gt;
* The Master of Magic (The Missing Magic; 1-30)&lt;br /&gt;
&lt;br /&gt;
[[Category:Meta]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Planeswalker/Riftwalker&amp;diff=939</id>
		<title>Planeswalker/Riftwalker</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Planeswalker/Riftwalker&amp;diff=939"/>
		<updated>2026-02-17T04:24:13Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Subclass Features ==&lt;br /&gt;
&lt;br /&gt;
== Subclass Progression ==&lt;br /&gt;
{{Subclass Features Table|level11features=ROUGH:&lt;br /&gt;
If you are in contact with a creature that attempts to teleport, you can choose to follow them wherever they teleport.&lt;br /&gt;
&lt;br /&gt;
If you are within 5 feet of a creature that attempts to teleport, you can make a contested DEX check to make contact and follow them.&lt;br /&gt;
&lt;br /&gt;
If you are in contact (or within 5 feet and succeed on a contested DEX check) you can prevent the creature from succeeding in teleporting.}}&lt;br /&gt;
[[Category:Subclasses|Riftwalker]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Runework&amp;diff=938</id>
		<title>Runework</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Runework&amp;diff=938"/>
		<updated>2026-02-17T04:17:47Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Permenance of symbol changest strength/duration.&lt;br /&gt;
&lt;br /&gt;
Trace in air: Cantrip level&lt;br /&gt;
&lt;br /&gt;
Draw/paint: Leveled spell equivalent&lt;br /&gt;
&lt;br /&gt;
Carved: Indefinite effect. Max number active at one time. If one is active long enough it becomes permanent and stop counting as one of the active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runes directly direct the flow of magic. They can allow for the performance of magic in places where it is otherwise unable to be performed.&lt;br /&gt;
&lt;br /&gt;
Possible that other magics cannot be performed, or at least performed normally, in the Planar Void, whereas runic magic can.&lt;br /&gt;
[[Category:Special Action Systems]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Game_Master%27s_Codex/Curses,_Diseases_%26_Special_Conditions&amp;diff=937</id>
		<title>The Game Master&#039;s Codex/Curses, Diseases &amp; Special Conditions</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Game_Master%27s_Codex/Curses,_Diseases_%26_Special_Conditions&amp;diff=937"/>
		<updated>2026-02-17T04:15:34Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Curses ==&lt;br /&gt;
&lt;br /&gt;
== Diseases ==&lt;br /&gt;
&lt;br /&gt;
== Blood ==&lt;br /&gt;
System for different supernatural bloods?&lt;br /&gt;
&lt;br /&gt;
* Vampire (+2 STR, DEX, FOR, WIL, Adv INS for 10 minutes, after which all effects reverse for 1 hour; -2 STR, DEX, FOR, WIL, DisAdv INS)&lt;br /&gt;
* Werewolf&lt;br /&gt;
* Celestial&lt;br /&gt;
* Fiend&lt;br /&gt;
* Dragon&lt;br /&gt;
* Giant&lt;br /&gt;
* Fae&lt;br /&gt;
* Xaeri&lt;br /&gt;
&lt;br /&gt;
== Special Conditions ==&lt;br /&gt;
There are some conditions which have an outsized and more involved impact on your character. Whether these come from disease, ancient magics or nanobots in your bloodstream, these conditions may grant you new abilities or limit your power.&lt;br /&gt;
&lt;br /&gt;
=== Vampirism ===&lt;br /&gt;
When a Humanoid, Evolved or Beast, dies with vampire blood in their system, they will awaken 2d12 hours later as a Vampire Sire. While a Vampire Sire, the transformation is not complete. There are three possible outcomes during this stage: the creature will not be strong enough to survive the transformation and will die, the creature will survive the transformation and complete the journey into becoming a vampire, or the creature will be cured. Curing after the transformation is complete is nearly impossible, and generally requires some form of divine intervention. A Vampire Sire, while still difficult, can potentially be cured by a ritual described below.&lt;br /&gt;
&lt;br /&gt;
While a Vampire Sire, the creature has a Vampirism Score, which starts at 0. The creature must make a DC 15 FOR saving throw every 10 days; on a successful save, the Vampirism Score is increased by 1, on a failure it is decreased by 1. If the Vampirism Score reaches 10, the transformation completes and the creature becomes a vampire. If the Vampirism Score reaches -10, then creature dies. Additionally, for every point below zero, the creature receives a temporary -1 modifier to one of their ability scores (out of STR, DEX, FOR, WIL). The creature can choose which of their stores this applies to, and it can be applied to the same ability more than once. Rolling a natural 20, increases the score by 2 and rolling a natural 1 decreases the score by 2.&lt;br /&gt;
&lt;br /&gt;
While a Vampire Sire, the creature is not yet compelled to drink blood. However, they do develop a ravenous appetite. Consuming the blood of a vampire, will decrease the likelihood of dying during the process, however even one dose of vampire blood will create a dependance. Once the first dose of vampire blood has been ingested, the Vampirism Score which causes death decreases to -25, however to increase the Vampire Score, how requires the Vampire Sire to succeed by 5 or more (dirty 20 or higher). If Vampire Spawn does not feed on vampire blood for more than 10 days, the DC for the FOR saving throw increases to 20, until they feed on vampire blood again.&lt;br /&gt;
&lt;br /&gt;
==== Cure ====&lt;br /&gt;
The cure for vampirism, which must be administered while the creature is still a Vampire Sire, requires three main ingredients: the flower of the [[Vitrulian]] plant, the bark of a tree grown in the [[Outer Planes]] and the blood of the vampire which sired the creature. The flower will wilt and die, losing its potency, 50 days after is has been plucked, the bark loses its potency after being out of the plane in which it was grown for more than 100 days and the blood of the vampire which sired the creature loses its potency for the ritual 300 days after it has either been extracted, or the vampire died.&lt;br /&gt;
&lt;br /&gt;
=== Lycanthopy ===&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Sordosia&amp;diff=936</id>
		<title>Sordosia</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Sordosia&amp;diff=936"/>
		<updated>2026-01-31T05:45:00Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sordosia is the smaller of the two human populated continents.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;br /&gt;
[[Category:Continent]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Perepta&amp;diff=935</id>
		<title>Perepta</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Perepta&amp;diff=935"/>
		<updated>2026-01-31T05:44:22Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perepta is the larger of the two human populated continents.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;br /&gt;
[[Category:Continent]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Lost_World_(Albelius)&amp;diff=934</id>
		<title>The Lost World (Albelius)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Lost_World_(Albelius)&amp;diff=934"/>
		<updated>2026-01-31T05:39:34Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As counterpart to [[The Old World (Albelius)|The Old World]], this continental archipelago is home to many fantastical peoples and beasts. The primary sapient denizens are the [[Animalfolk]], and elves. The latter of which, now disconnected from their homeland have slowly devolved until most of them are little more than beasts themselves, though some small populations have managed to hold onto more of themselves than others. The pixie population has become completely feral. The fairies have managed to hold onto their minds, however they have been hunted into near extinction by the pixies, and as such their few remaining settlements are kept well hidden.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Lost_World_(Albelius)&amp;diff=933</id>
		<title>The Lost World (Albelius)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Lost_World_(Albelius)&amp;diff=933"/>
		<updated>2026-01-31T05:39:00Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As counterpart to [[The Old World (Albelius)|The Old World]], this continental archipelago is home to many fantastical peoples and beasts. The primary sapient denizens are the [[Animalfolk]], and elves. The latter of which, now disconnected from their homeland have slowly devolved until most of them are little more than beasts themselves, though some small populations have managed to hold onto more of themselves than others. The pixie population has become completely feral. The fairies have managed to hold onto their minds, however they have been hunted into near extinction by the pixies, and as such their few remaining settlements are kept well hidden.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_New_World_(Albelius)&amp;diff=932</id>
		<title>The New World (Albelius)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_New_World_(Albelius)&amp;diff=932"/>
		<updated>2026-01-31T05:23:18Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wild and entirely unexplored by man, The New World has been recently found by the nations of [[The Old World (Albelius)|The Old World]], after an instance of misadventure lead to the discovery of a large island off its coast. The New World is rich in untapped resources and new discoveries to be made.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Old_World_(Albelius)&amp;diff=931</id>
		<title>The Old World (Albelius)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Old_World_(Albelius)&amp;diff=931"/>
		<updated>2026-01-31T05:17:59Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comprised of two continents, [[Perepta]] and [[Sordosia]]. The human population has been populating The Old World throughout its entire history, and has only in recent years spread out to explore [[The New World (Albelius)|The New World]] and [[The Lost World (Albelius)|The Lost World]].&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Kask_%26_Co&amp;diff=930</id>
		<title>Kask &amp; Co</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Kask_%26_Co&amp;diff=930"/>
		<updated>2026-01-30T06:32:00Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A company founded, owned and run by [[Henry Kask|Lord Henry Kask]], a prolific inventor.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=929</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=929"/>
		<updated>2026-01-29T23:35:28Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Most of the people who know of the existence of the Institute it is believed to be some perfunctory function of bureaucracy which produces little to no value. Only a few members of either government are read in on its full function and the realities it has uncovered.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated with the artifact or event as well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive (ISAAHF)|Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive (ISAAHF)|Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=928</id>
		<title>Living Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=928"/>
		<updated>2026-01-29T23:35:02Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Living Archive is the top secret archive which is responsible for studying and containing Living Anomalies within the [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=927</id>
		<title>Black Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=927"/>
		<updated>2026-01-29T23:34:44Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Archive is the semi-secret top level security archive within [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Albelius&amp;diff=926</id>
		<title>Albelius</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Albelius&amp;diff=926"/>
		<updated>2026-01-29T23:34:25Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Albelius is the core Fables of Folly and Legend setting focussing on horror, the occult and paranormal activity. With the aesthetic and technology, primarily, of the Victorian era. The current temporal setting occurs during a time of significant expansion and exploration. While [[The Old World]] is fully settled with an almost entirely human population. Though in secret, those of other ilks do walk among them. First reached by an exploring party from [[Euland]], in search of much smaller island discovered by a lost ship, which eventually found its way home to [[Waterlund]], [[Kassitc]] became fertile new grounds for expansion and settlement which has not existed on [[Perepta]] or [[Sordosia]] for a very long time.&lt;br /&gt;
&lt;br /&gt;
Upon spreading of the news, every country in [[The Old World]], save [[Nin]], [[Samora]] and [[Raklira]] launched their own expeditions. It has been some 47 years since the [[Euland|Eulandies]] made landfall in [[The New World]], small settlements have begun to emerge along its western coast. [[Waterlund]], struggling to keep up with [[Euland|Eulandi]] expansion on [[Kassitc]] over the past five decades, has now decided to explore West. While only a few parties have returned from the far western waters, none have returned with all their members remaining and the stories they tell are hardly believed by most. As [[Euland]] and other nations begin to hear such tales, most believe they are an attempt to keep others from following [[Waterlund]] in this new path of exploration.&lt;br /&gt;
&lt;br /&gt;
What is yet to be discovered, or at least reported accurately, is that unlike [[Kassitc]], there lives intelligent and notably inhuman beings in this newly rediscovered [[The Lost World|Lost World]]. Populated primarily by animalfolk, but also nearly feral [[Fae]] and [[Xaeri]], cut off from the [[Feywilds]] and the [[Xaerilands]]. This comes as a result of this world&#039;s true purpose, to server as a prison to a truly ancient malevolent being, an [[Incarnate of Chaos]], imprisoned deep within Albelius, with the world then cut off from the other planes to keep it from escaping. The only plane which Albelius still touches is [[Judicial Plane|Judakos]], for the spirits of the dead to pass on.&lt;br /&gt;
[[Category:Albelius (World)]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=925</id>
		<title>Category:Albelius (World)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=925"/>
		<updated>2026-01-29T23:33:16Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Michael.oconnell moved page Category:Albelius to Category:Albelius (World) without leaving a redirect: Renaming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location, organizations, characters and more which are set within or associated with [[Albelius|Albelius]].&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Judicial_Plane&amp;diff=924</id>
		<title>Judicial Plane</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Judicial_Plane&amp;diff=924"/>
		<updated>2026-01-29T23:30:51Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Michael.oconnell moved page Judicial Plane to Judakos: Switching primary name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Judakos]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Judakos&amp;diff=923</id>
		<title>Judakos</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Judakos&amp;diff=923"/>
		<updated>2026-01-29T23:30:51Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Michael.oconnell moved page Judicial Plane to Judakos: Switching primary name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Planes]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Albelius&amp;diff=922</id>
		<title>Albelius</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Albelius&amp;diff=922"/>
		<updated>2026-01-29T23:12:44Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Albelius is the core Fables of Folly and Legend setting focussing on horror, the occult and paranormal activity. With the aesthetic and technology, primarily, of the Victorian era. The current temporal setting occurs during a time of significant expansion and exploration. While [[The Old World]] is fully settled with an almost entirely human population. Though in secret, those of other ilks do walk among them. First reached by an exploring party from [[Euland]], in search of much smaller island discovered by a lost ship, which eventually found its way home to [[Waterlund]], [[Kassitc]] became fertile new grounds for expansion and settlement which has not existed on [[Perepta]] or [[Sordosia]] for a very long time.&lt;br /&gt;
&lt;br /&gt;
Upon spreading of the news, every country in [[The Old World]], save [[Nin]], [[Samora]] and [[Raklira]] launched their own expeditions. It has been some 47 years since the [[Euland|Eulandies]] made landfall in [[The New World]], small settlements have begun to emerge along its western coast. [[Waterlund]], struggling to keep up with [[Euland|Eulandi]] expansion on [[Kassitc]] over the past five decades, has now decided to explore West. While only a few parties have returned from the far western waters, none have returned with all their members remaining and the stories they tell are hardly believed by most. As [[Euland]] and other nations begin to hear such tales, most believe they are an attempt to keep others from following [[Waterlund]] in this new path of exploration.&lt;br /&gt;
&lt;br /&gt;
What is yet to be discovered, or at least reported accurately, is that unlike [[Kassitc]], there lives intelligent and notably inhuman beings in this newly rediscovered [[The Lost World|Lost World]]. Populated primarily by animalfolk, but also nearly feral [[Fae]] and [[Xaeri]], cut off from the [[Feywilds]] and the [[Xaerilands]]. This comes as a result of this world&#039;s true purpose, to server as a prison to a truly ancient malevolent being, an [[Incarnate of Chaos]], imprisoned deep within Albelius, with the world then cut off from the other planes to keep it from escaping. The only plane which Albelius still touches is [[Judicial Plane|Judakos]], for the spirits of the dead to pass on.&lt;br /&gt;
[[Category:Albelius]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=921</id>
		<title>Category:Albelius (World)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=921"/>
		<updated>2026-01-29T23:11:44Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location, organizations, characters and more which are set within or associated with [[Albelius|Albelius]].&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=920</id>
		<title>Category:Albelius (World)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Category:Albelius_(World)&amp;diff=920"/>
		<updated>2026-01-29T23:11:22Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location, organizations, characters and more which are set within or associated with [[Albelius\|Albelius]].&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=919</id>
		<title>Living Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=919"/>
		<updated>2026-01-29T23:09:40Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Living Archive is the top secret archive which is responsible for studying and containing Living Anomalies within the [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;br /&gt;
[[Category:Albelius]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=918</id>
		<title>Black Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=918"/>
		<updated>2026-01-29T23:09:24Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Archive is the semi-secret top level security archive within [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;br /&gt;
[[Category:Albelius]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=917</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=917"/>
		<updated>2026-01-29T23:09:00Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Most of the people who know of the existence of the Institute it is believed to be some perfunctory function of bureaucracy which produces little to no value. Only a few members of either government are read in on its full function and the realities it has uncovered.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated with the artifact or event as well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive (ISAAHF)|Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive (ISAAHF)|Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;br /&gt;
[[Category:Albelius]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=916</id>
		<title>Living Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Living_Archive_(ISAAHF)&amp;diff=916"/>
		<updated>2026-01-29T23:06:12Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Living Archive is the top secret archive which is responsible for studying and containing Living Anomalies within the [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=915</id>
		<title>Black Archive (ISAAHF)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Black_Archive_(ISAAHF)&amp;diff=915"/>
		<updated>2026-01-29T23:04:56Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Archive is the semi-secret top level security archive within [[The Institute for Studies on Anomalous Activities of a Higher Function|The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF)]].&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=914</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=914"/>
		<updated>2026-01-29T23:02:48Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Most of the people who know of the existence of the Institute it is believed to be some perfunctory function of bureaucracy which produces little to no value. Only a few members of either government are read in on its full function and the realities it has uncovered.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated with the artifact or event as well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive (ISAAHF)|Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive (ISAAHF)|Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=913</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=913"/>
		<updated>2026-01-29T22:44:29Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Most of the people who know of the existence of the Institute it is believed to be some perfunctory function of bureaucracy which produces little to no value. Only a few members of either government are read in on its full function and the realities it has uncovered.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated with the artifact or event as well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=912</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=912"/>
		<updated>2026-01-29T22:39:53Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Most of the people who know of the existence of the Institute it is believed to be some perfunctory function of bureaucracy which produces little to no value. Only a few members of either government are read in on its full function and the realities it has uncovered.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated and well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_(Albelius)&amp;diff=911</id>
		<title>The Institute (Albelius)</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_(Albelius)&amp;diff=911"/>
		<updated>2026-01-28T02:39:41Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Redirect created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Institute for Studies on Anomalous Activities of a Higher Function]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=910</id>
		<title>The Institute for Studies on Anomalous Activities of a Higher Function</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=The_Institute_for_Studies_on_Anomalous_Activities_of_a_Higher_Function&amp;diff=910"/>
		<updated>2026-01-28T02:38:08Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Institute for Studies on Anomalous Activities of a Higher Function (ISAAHF) is a joint endeavour between elements of the [[Euland]] and [[Waterlund]] governments. Its purpose is to investigate, research, and catalogue strange and unexplained phenomena. It is divided into three primary departments: Investigations, Research, and Archives. These three departments are often internally referred to as The Finders, The Tinkers, and The Keepers.&lt;br /&gt;
&lt;br /&gt;
Safety protocols for both Research and Archives are colour coded. There are four colours representing different levels of danger associated and well as the conditions, requirements and allowed personnel for both study and storage. The four colours are green, which is used for innocuous or otherwise harmless events and artifacts; orange, which is used for events and artifacts for which basic precautions or simple handling instructions are enough to maintain relative safety; red, is utilized when the event or artifact is sufficiently dangerous that only senior, or otherwise qualified staff are permitted to interact with them or major precautions must be taken to ensure safety. Finally, the black designation is used only for the most dangerous of events or artifacts. The designation of black is not referenced in any official documents outside of the [[Black Archive]] itself. Once an event or artifact receives the designation of black, research is only permitted to the extent that it may determine appropriate safety precautions for storage and handling. Despite the lack of external documentation, the existence of the Black Archive is not, strictly speaking, a secret. Internal discussion of the archive and its contents are permitted, but simply aren&#039;t allowed to be recorded. Internal rumours suggest that any attempt to maintain records of the Black Archive outside of the archive itself will result in those records finding a way to have themselves destroyed. Matches spontaneously lighting causing pages to burn, water spilling on a freshly inked page, a notebook slipping from from someone&#039;s hand into the river. Other rumours detail various ill fates which may befall those who created those records. In reality, one of the artifacts in the Black Archive is used to conceal its existence. The rumours surrounding what happens to those who create the records are intentionally spread by the archivists of the Black Archives to further reduce attempts to keep such records. The location of the Black Archive is not known.&lt;br /&gt;
&lt;br /&gt;
The [[Living Archive]] is broadly agreed by most staff at The Institute to be a fabricated rumour. It is, however, very much real. It contains &amp;quot;living anomalies&amp;quot;, kept for both research and simply for containment. Like the Black Archive, its location is unknown. The archive staff are often referred to, by those who believe in its existence, as Zoo Keepers, as a play on the &amp;quot;Keepers&amp;quot; nickname used for normal members of the Archives department.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Albelius&amp;diff=909</id>
		<title>Albelius</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Albelius&amp;diff=909"/>
		<updated>2025-12-07T04:32:50Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Albelius is the core Fables of Folly and Legend setting focussing on horror, the occult and paranormal activity. With the aesthetic and technology, primarily, of the Victorian era. The current temporal setting occurs during a time of significant expansion and exploration. While [[The Old World]] is fully settled with an almost entirely human population. Though in secret, those of other ilks do walk among them. First reached by an exploring party from [[Euland]], in search of much smaller island discovered by a lost ship, which eventually found its way home to [[Waterlund]], [[Kassitc]] became fertile new grounds for expansion and settlement which has not existed on [[Perepta]] or [[Sordosia]] for a very long time.&lt;br /&gt;
&lt;br /&gt;
Upon spreading of the news, every country in [[The Old World]], save [[Nin]], [[Samora]] and [[Raklira]] launched their own expeditions. It has been some 47 years since the [[Euland|Eulandies]] made landfall in [[The New World]], small settlements have begun to emerge along its western coast. [[Waterlund]], struggling to keep up with [[Euland|Eulandi]] expansion on [[Kassitc]] over the past five decades, has now decided to explore West. While only a few parties have returned from the far western waters, none have returned with all their members remaining and the stories they tell are hardly believed by most. As [[Euland]] and other nations begin to hear such tales, most believe they are an attempt to keep others from following [[Waterlund]] in this new path of exploration.&lt;br /&gt;
&lt;br /&gt;
What is yet to be discovered, or at least reported accurately, is that unlike [[Kassitc]], there lives intelligent and notably inhuman beings in this newly rediscovered [[The Lost World|Lost World]]. Populated primarily by animalfolk, but also nearly feral [[Fae]] and [[Xaeri]], cut off from the [[Feywilds]] and the [[Xaerilands]]. This comes as a result of this world&#039;s true purpose, to server as a prison to a truly ancient malevolent being, an [[Incarnate of Chaos]], imprisoned deep within Albelius, with the world then cut off from the other planes to keep it from escaping. The only plane which Albelius still touches is [[Judicial Plane|Judakos]], for the spirits of the dead to pass on.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Deities&amp;diff=908</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Deities&amp;diff=908"/>
		<updated>2025-12-07T01:20:22Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of different groups of entities, all of a similar power, but different kin. While the most well known amongst them are the [[Gods]], denizens of the [[Outer Planes]] who wield immense powers of creation and destruction. They are responsible for the initial construction of the materials plane, using the raw materials granted by the [[Elemental Planes]]. Within the Elemental Planes themselves, however, reside the [[Elemental Archons]]. These eight beings are the physical embodiments of the element of their home plane. They wield near total control over their element, across all the planes and beyond. While the reach of the Gods is largely limited to the inner and outer planes, the Elemental Archons can reach as far as their element spans. Within the material planes, the [[Archfey]] and [[Archxaeri]] were the first mortals to ascend to deityhood. The secrets of their ascension have been lost to the ages, and it is believed that it is possible it has been lost even to themselves. The [[Adjudicators]] reside in [[Judicial Plane|Judakos]], the Judicial Plane. These entities are created directly by [[The Arbiter]], and while the power they exercise is often simply that of passing judgement over contested souls, it is believed by some that they are actually the most power of the deities. Finally, there are the [[Incarnate of Chaos|Incarnates of Chaos]], a disparate group of entities deep within the [[Planar Void]]. While intensely powerful, these entities often lack ego, simply existing, perceiving and acting without intention.&lt;br /&gt;
&lt;br /&gt;
It is often mistaken that [[Those That Came Before]] were or are some form of deity. In reality, they bare no connection to any form of deity. They exist on a far grander scale than any deity, or even the Arbiter themselves.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Deities&amp;diff=907</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Deities&amp;diff=907"/>
		<updated>2025-12-07T01:19:27Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Updated content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of different groups of entities, all of a similar power, but different kin. While the most well known amongst them are the [[Gods]], denizens of the [[Outer Planes]] who wield immense powers of creation and destruction. They are responsible for the initial construction of the materials plane, using the raw materials granted by the [[Elemental Planes]]. Within the Elemental Planes themselves, however, reside the [[Elemental Archons]]. These eight beings are the physical embodiments of the element of their home plane. They wield near total control over their element, across all the planes and beyond. While the reach of the Gods is largely limited to the inner and outer planes, the Elemental Archons can reach as far as their element spans. Within the material planes, the [[Archfey]] and [[Archxaeri]] were the first mortals to ascend to deityhood. The secrets of their ascension have been lost to the ages, and it is believed that it is possible it has been lost even to themselves. The [[Adjudicators]] reside in [[Judicial Plane|Judakos]], the Judicial Plane. These entities are created directly by [[The Arbiter]], and while the power they exercise is often simply that of passing judgement over contested souls, it is believed by some that they are actually the most power of the deities. Finally, there are the [[Inkarnates of Chaos|Incarnates of Chaos]], a disparate group of entities deep within the [[Planar Void]]. While intensely powerful, these entities often lack ego, simply existing, perceiving and acting without intention.&lt;br /&gt;
&lt;br /&gt;
It is often mistaken that [[Those That Came Before]] were or are some form of deity. In reality, they bare no connection to any form of deity. They exist on a far grander scale than any deity, or even the Arbiter themselves.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Qelmar&amp;diff=906</id>
		<title>Qelmar</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Qelmar&amp;diff=906"/>
		<updated>2025-11-18T19:54:22Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added initial description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
&amp;quot;Standard&amp;quot; high fantasy setting.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Metropolia&amp;diff=905</id>
		<title>Metropolia</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Metropolia&amp;diff=905"/>
		<updated>2025-11-18T19:53:55Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added initial description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Super heros setting.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Rezoltar&amp;diff=904</id>
		<title>Rezoltar</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Rezoltar&amp;diff=904"/>
		<updated>2025-11-18T19:53:29Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added initial description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Post-apocalyptic/stone aged setting.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Albelius&amp;diff=903</id>
		<title>Albelius</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Albelius&amp;diff=903"/>
		<updated>2025-11-18T19:52:06Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added initial description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
Low fantasy/paranormal/cosmic horror setting.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Crysal&amp;diff=902</id>
		<title>Crysal</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Crysal&amp;diff=902"/>
		<updated>2025-11-18T19:51:02Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Added initial description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;br /&gt;
No magic/sci-fi world.&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Metropolia&amp;diff=901</id>
		<title>Metropolia</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Metropolia&amp;diff=901"/>
		<updated>2025-11-18T19:50:13Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
	<entry>
		<id>https://fofl.house20.ca/index.php?title=Rezoltar&amp;diff=900</id>
		<title>Rezoltar</title>
		<link rel="alternate" type="text/html" href="https://fofl.house20.ca/index.php?title=Rezoltar&amp;diff=900"/>
		<updated>2025-11-18T19:49:41Z</updated>

		<summary type="html">&lt;p&gt;Michael.oconnell: Page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Worlds]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
</feed>