Browse the Grimoire
Rule
The Veil
How casting works in Uaellaen's Chronicles — the four steps, the cost ladder, and what the mana meter actually measures.
Rule
The Maker's Hand
How things are made in Uaellaen's Chronicles — material, recipe, item; the quality tiers; and why an enchanted item is a spell given somewhere to live.
Spell
Lantern Truth
Light · Circle 1 — A light, held — the light reveals, and the revealing is the whole argument, and the one who is revealed is the one who was already the shape.
Spell
Shadow's Oath
Dark · Circle 5 — The line's signature — the dark, held where the hand says, and the absence is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Nameless Dark
Dark · Circle 4 — The dark, set over a line — the names in the dark are taken out, one by one, and the line is the one who is not named, and the not-named is the whole argument.
Spell
Dread Shape
Dark · Circle 3 — A shape in the dark, held — the dark is the absence that holds the shape, and the shape is the one who is not there, and the not-there is the whole argument.
Spell
Shadow Step
Dark · Circle 1 — A step into the dark and out of the line of sight — the dark is the absence that holds the shape, and the shape is the one who is not seen.
Spell
Line of Dawn
Light · Circle 2 — A line of light, drawn and held — the light is the answer, and the line is the whole argument, and the dark is the one who does not cross.
Spell
Heal Hand
Light · Circle 2 — The wound, held in the light — the light is the answer, not the question, and the answer is the whole argument, and the wound is the one who is closed.
Spell
Veiled Face
Dark · Circle 2 — The face, taken out of the light — the dark does not hide the body, the dark *takes the face*, and the face is the whole argument.
Spell
The Dawn Rite
Faith · Circle 4 — The rite, kept at dawn under silence — the oath is the whole argument, and the keeping is the exchange, and the keeping is never optional.
Spell
Hold the Line
Light · Circle 4 — The line, held in the light — the light is the answer, and the holding is the whole argument, and the one who holds is the one who is still standing.
Spell
Reaveil
Light · Circle 3 — The name, taken back — the light reveals what the dark took, and the taking back is the whole argument, and the name is the one the camp has to read.
Spell
Poisoned Ground
Venom · Circle 4 — The ground, set with the wound — the venom decides who walks it, and the walking is the whole argument, and the one who walks is the one who was already the address.
Spell
Venom Vein
Venom · Circle 3 — The vein, found and set — the venom is the delivery, and the vein is the road the wound goes where the hunter points it.
Spell
Tail Strike
Venom · Circle 2 — The tail, drawn and let go where the hand says — the venom carries the wound in the tail and in the tooth, and the wound goes where the hunter points it.
Spell
Marsh Taint
Poison · Circle 3 — The ground, set bad — the poison makes the water bad, and the water bad is the whole argument, and the one who drinks is the one who was already the terms.
Spell
Dart True
Venom · Circle 2 — A dart, drawn and let go where the hand says — the venom is the delivery, and the dart is the one who carries the wound with an address, and the address is the whole argument.
Spell
Fang Point
Venom · Circle 1 — A point of venom, set in the wound — the venom is the delivery, and the delivery is the whole argument, and the wound goes where the hunter points it.
Spell
Long Rot
Poison · Circle 5 — The line's signature — the decay, set and held where the hand says, and the arithmetic is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Set Terms
Poison · Circle 4 — The terms, set in the air between two fighters — the poison does not strike, and the poison does not chase, and the poison *sets the terms*, and the terms are the ones who are already losing.
Spell
Wound With Address
Venom · Circle 5 — The line's signature — the wound, drawn and let go where the hand says, and the delivery is the whole argument, and the one who cast it is the one who gave the blood.
Spell
Sick Broth
Poison · Circle 1 — A taint, set in a cup, a well, a wound — the poison does not chase, it *sets the terms*, and the terms are already losing.
Spell
Rot Limb
Poison · Circle 2 — A limb, taken apart — the decay is the whole argument, and the decay does not strike, and the decay wins by the arithmetic of the slow argument that everything given will be returned.
By Mark
air (7) animated (1) arcane (1) construct (1) crafting (1) current-universe (1) dark (5) dark-elf (1) dragon (1) earth (6) elemental (1) elementalist (1) elf (1) enchantress (1) erudite (1) faith (1) fire (6) golem (1) high-elf (1) intelligence (1) light (5) magic (57) non-pc (1) plane (1) poison (6) protagonist (1) race (3) remedy (1) rule (4) scholar (1) spell (48) stats (1) story (1) story-cast (2) sylvan (1) the-forgotten (1) veil (1) venom (6) water (6)
Character
Race
Location
Faction
Creature
Magic System
Historical Event
Concept
Episode
Deity
Dragon
Item
Material
Recipe