# LoreFell Canon Reference This is the single source of truth for LoreFell rules and terminology. Before any edit, Claude reads this file and writes to match it. If a vault page contradicts this file, the vault page is wrong and should be corrected, unless we deliberately change the rule here first. Last verified against the live vault: see CHANGELOG.md for dates. --- ## Core Mechanic (Skyvault Engine) Roll 1d6 and add your current skill competency, attribute level, or relevant stat. The LoreMaster rolls against you using an opposing skill, a set difficulty, or an enemy stat. Higher result wins. - **Fellmark:** a roll of 6. Critical success. On a skill roll, that skill increases by 1. If the skill reaches 6, you gain a Mastery and unlock a Talent. On an attack, you hit, apply an Affliction, deal bonus damage, and may trigger an Impairment. - **Fellstrike:** a roll of 1. Critical failure. The action falls apart completely. - **Mastery:** reaching skill level 6 may reset the skill to competency 0 and grant a permanent +1 Mastery added to all future rolls with that skill. Skills begin at competency 0. They do not grow through crystals or Aurum. They grow through use, on Fellmarks. Lore Manual is the one sanctioned exception, a rare utility that raises a single skill by 1 competency for Aurum. It exists by design, not oversight. --- ## Attributes and Skills Eight attributes, three skills each, 24 skills total. | Attribute | Skill 1 | Skill 2 | Skill 3 | | --- | --- | --- | --- | | Precision | Trickery | Presence | Finesse | | Power | Might | Movement | Bearing | | Magic | Weaving | Spirit | Creation | | Vigor | Endurance | Renewal | Resolve | | Wit | Vigilance | Logic | Lore | | Evasion | Reflex | Elusion | Poise | | Durability | Guard | Temper | Anchor | | Resistance | Conviction | Sanctum | Resonance | ### Skill definitions (as written in the vault) | Skill | Definition | | --- | --- | | Trickery | Use deception, misdirection, and cunning to achieve your goals. | | Presence | Control how others perceive you, whether by drawing attention or avoiding it. | | Finesse | Perform precise, delicate, or technically demanding actions. | | Might | Apply raw physical strength to overcome obstacles. | | Movement | Move your body through the world with speed, agility, and balance. | | Bearing | Carry, support, or endure physical burdens. | | Weaving | Understand and manipulate magical forces. | | Spirit | Connect with souls, emotions, and spiritual forces. | | Creation | Shape magic, matter, or energy into something new. | | Endurance | Persist through hardship and fatigue. | | Renewal | Restore yourself or others after hardship. | | Resolve | Remain committed despite fear, doubt, or adversity. | | Vigilance | Remain alert to danger, opportunity, and hidden details. | | Logic | Analyze information and draw conclusions. | | Lore | Recall knowledge, history, and learned information. | | Reflex | React instantly to sudden threats. | | Elusion | Escape pursuit, capture, or confinement. | | Poise | Maintain control, balance, and grace while navigating danger. | | Guard | Protect yourself and others from harm. | | Temper | Remain standing despite injury or hardship. | | Anchor | Remain grounded and unmoved. | | Conviction | Protect your thoughts, beliefs, and emotions. | | Sanctum | Preserve the integrity of your body and soul. | | Resonance | Maintain harmony with magical and supernatural forces. | ### Vigor lane scope (resolved canon) Vigor uses three lanes, not five. The older five-lane set (Resilience, Toughness, Recovery, Tenacity, plus Endurance) is retired. See the retired terms list at the bottom. - **Endurance:** sustained effort and fatigue. Swimming, marching, labor. Imprint abilities used outside combat. - **Renewal:** healing and restoring Vitality, for self or others. - **Resolve:** mental afflictions, fear, domination, and supernatural pressure. --- ## Combat Structure Combat is simultaneous and cinematic. There is no initiative and no turn order. Every combatant commits to their intentions at the start of the round and those intentions unfold together. ### The round (four steps) 1. **LoreMaster Commits.** The LoreMaster secretly records the intended Acts of all enemies. Once recorded, they cannot be changed. 2. **Players Plan.** Players discuss tactics, coordinate, and decide their approach. 3. **Everyone Declares.** Each combatant declares their Act and may declare a React. Once declared, Acts are locked. 4. **Resolve the Round.** The LoreMaster resolves the round through a series of Spotlights, narrated as a cinematic sequence. Effects, Afflictions, and ongoing conditions activate at the start of the next round. ### Spotlights A Spotlight is the current focus of the story. The LoreMaster resolves the round scene by scene, choosing which conflict, creature, objective, or event to resolve first based on danger, drama, and importance. All Acts and Reacts tied to a Spotlight resolve before moving to the next. ### Acts and Reacts - **Act:** the primary thing a character attempts. One per round. Attack, cast, use a skill, use an item, assist an ally, or interact with the environment. Declare what you are trying to accomplish, not just which ability. - **React:** a secondary response to something in the round. One per round. May be declared during the declaration step but is not locked there, and can move to a better opportunity. Once spent, it is gone until next round. ### Movement Movement is a React. Moving spends your entire React and nothing else, and it is never part of an Act. A combatant may move only once per round unless a rule says otherwise. ### Assisting Assist another player's skill or attribute roll if you have at least 1 point in that skill or attribute and are adjacent. Add your skill competency or half your attribute level to their total. In battle, assisting costs your React and is declared before their roll. When assisting to remove an Affliction, you roll alongside the ally; if either rolls a Fellmark, the Affliction is removed. ### Charging Abilities Arsenal abilities (weapons, armor, Lorebounds) are tiered and must be charged. - A basic attack must land to charge Tier 1. - A Tier 1 ability must land to charge Tier 2. - A Tier 2 ability must land to charge Tier 3. - Using a Tier 3 ability resets all charges. With no weapon, activating a Skyvault Shard as your Act charges all three tiers at once. --- ## Encounter Math (Crucibles) Four numbers run a fight, and each reads off the party. The LoreMaster sets the party once and the table follows. - **Average Party Level (APL)** = the levels of every Fell added and divided by their number, rounded to the nearest whole. - **Party Size** = the count of Fell at the table. A Fell holds 7 Vitality for each level they carry. ### Foe Vitality **Foe Vitality = 7 x Average Party Level x the Shatter Rating's share.** Party size never changes a foe's health. A larger party is answered by fielding more foes, not by thickening the ones already standing. | Shatter Rating | Share | Worth | | --- | --- | --- | | Minion | x0.5 | Half a Fell | | Elite | x1 | One Fell | | Champion | x1.5 | A Fell and a half | | Epic | x2 | Two Fell | | Forsaken | x2.5 | Two Fell and a half | A foe that fights alone may be padded. Add half a Fell of Vitality for each Fell past four. Pad only what stands alone. ### Skill Difficulty **Skill Difficulty = Average Party Level divided by 5, rounded down.** Add it to the value a Fell rolls against. ### Disruptions **Disruptions = Party Size + Average Party Level.** This is the LoreMaster's pool for the whole Crucible, spent on both the battlefield and the Foes. Costs are fixed: Environmental Disruption 8, Magical Disruption 15, fuel a React 3, escalate a Foe 5, loose a Discordant again 12. ### Lore Points **Lore Points = 1 for each Shatter Rating the party fought, weighted by that rating.** Count each rating once, no matter how many of that rating stood. | Shatter Rating | Lore Points | | --- | --- | | Minion | 1 | | Elite | 2 | | Champion | 3 | | Epic | 4 | | Forsaken | 5 | --- ## Attack Resolution ### Physical (Power or Precision weapons) 1. Choose a valid target in range and line of sight. 2. Roll 1d6 + Precision. 3. Enemy rolls 1d6 + Evasion. 4. Higher result hits. 5. Damage: - Base Damage: 1 + Power, applied directly to Vitality. - Bonus Damage: weapon's current bonus damage plus stacked effects, reduced by the target's Durability before applying to Vitality. Note: Power weapons resolve on Precision against Evasion, not Power against Durability. ### Magical Attack (Magic weapon, weapon-style) Same as a Physical Attack, rolling Precision against Evasion, but Base Damage uses Magic and Bonus Damage is reduced by Resistance instead of Durability. ### Spell Attack (Magic weapon ability) Does not roll against Evasion. 1. Roll 1d6 + the related Magic skill + any Mastery bonus. 2. LoreMaster rolls 1d6 + Difficulty. 3. On success, apply the effect. If it deals damage: - Base Damage: 1 + Magic, applied directly to Vitality. - Bonus Damage: weapon's current bonus damage plus stacked effects, reduced by the target's Resistance before applying to Vitality. --- ## Luck LoreFell uses a six-sided die for nearly every mechanic. Luck is a visible resource, not hidden. - Each player earns up to 1 Luck per battle, awarded by the LoreMaster for genuinely impressive play. No formula. - **Lucky roll:** roll 2d6 and take the higher result. - **Unlucky roll:** roll 2d6 and take the lower result. - Luck also pays out as a lucky roll on the end-of-battle Loot Roll. - Luck is no longer tied to causing Fellmarks or Fellstrikes; those happen on the natural die. --- ## Key Terminology | Term | Meaning | | --- | --- | | The Fell | The player characters | | LoreMaster | The game master | | Vitality | A character's health pool (damage applies here) | | Fellmark | A roll of 6, critical success | | Fellstrike | A roll of 1, critical failure | | Lore Points | Experience, convert to Ascension Crystals | | Ascension Crystals | Spent to level up and raise attributes | | Skyvault Shards | In-combat collectibles with powerful effects | | Paragon Points | Rare cheat-code currency from lucky Loot Rolls | | The Sphere | The multiverse containing all worlds | | Stratums | Individual world layers within the Sphere | | Discord | The antagonistic force that erases Lore and memory | | Lorebounds | Magical familiar companions | | Aspects | Lorebound abilities | | Infusions | Passive weapon bonuses | | Acts | Primary combat actions | | Reacts | Reactive responses in combat | | Spotlight | The LoreMaster's current focus when resolving a round | | Origin Points | Spent at creation to invest in skills | | Mastery | Permanent +1 to a skill earned by reaching level 6 | --- ## Naming and Voice Conventions - **Discord** takes no article when it names the antagonistic force. Write "Discord erases Lore," never "the Discord." The article is only correct when it attaches to something else, such as "the Discord community" (the chat server) or "the Discord Wars" (a named event). - **The LoreMaster** is the in-world narrator voice for meta and out-of-fiction pages. Quotes and send-offs on pages like Patch Notes are attributed to The LoreMaster, who owns and tells the story of the Sphere. --- ## Deliberate Design Decisions - Combat is simultaneous and cinematic. No initiative, no turn order, no phases. - Abilities resolve immediately with no tracking. - A new ability must not duplicate an existing Affliction, Discordant, or Infusion, and must express its weapon or skill identity even without Affliction text. - Target combat length: under 15 minutes. - Discordants are a delivery method applied automatically by high-tier enemies, not a separate category. --- ## Cosmology and Hidden Lore (the founding arc) Authoritative source pages: `The Lore (Contains Spoilers)/The Histories/The Fallen Lore` and `.../Characters/Canon Characters/Malvaro`. The `Aspects of Discord` page ties this arc to individual worlds. Player-facing pages should hint, never state, anything marked Hidden or Forbidden. - **Vorce Malvaro** was a Mireleoran scientist who built the Aetherwheel off the heartforge to harmonize the Behemoths (Titans). The Madstone emerged through the Wheel and corrupted his ambition. After his family died and Mireleor turned on him, he opened a rift, took the Ironclad, and became a Stratum-conquering tyrant, branding each world's magic into his flesh. - **The Seeker is Malvaro.** "The Seeker" is the mythic Mireleoran creator-figure (forger of the Ironclad, raiser of the Primordial Forges) venerated on Mireleor. His aliases include The Seeker, Keeper of Madstone, The Flame Untamed, and Banebreaker. His true identity, and his end as Discord, is Hidden/Forbidden. - **Draedon Vesper**, Malvaro's former peer, salvaged the Aetherwheel into a portable engine, rewrote the Ironclad to sever them from Malvaro, and led the Mireleoran survivors into exile. He founded the Fell (the Knights of Fell) to hunt Malvaro across the Sphere. - **The Dwellers** are those Mireleoran survivors and their descendants. Player-facing: the most humanlike lineage, "the adaptable heartbeat of the Sphere," found on every world (Valoria, Pyranthia, and beyond) and best known on Valoria. Hidden: they originated on Mireleor and are the creators of the Ironclad. The Dwellers seen on Pyranthia are this same lineage, not a separate people. - **Sunderbane** is the Madstone reforged by Draedon into a void-black sword of negation. The final war ran from the Brim (Brimsever) to Valoria, where Draedon drove Sunderbane through Malvaro. - **Discord** was born from Malvaro's unraveling in Valoria. Draedon was unmade in the same moment, and Valoria's memory of the event was erased. Discord was later chained in the Vault by the surviving knights. - **Aspects of Discord** are Skyvault Shards of Malvaro's torn soul scattered across the Sphere, autonomous fragments that shape their worlds. Named Aspects include the Inkwight (Shadakar), the Crimson Haze (Vyrathis), the Veiled Queen (Valoria), and the Hollow Echo (a drifting fragment of Malvaro's own soul). Several threats written as local dread on the world pages are, at the deepest tier, Discord. The Veiled Queen is the exception among the Aspects, the one shard that did not manifest on its own. It took root in Arandon's widowed queen after grief tore her open, so she alone among the Aspects was once a living person, and her loss of husband and son is the wound that opened Valoria to her. Arandon's death was no lone act. Brannis, pacted with the Veil, drove Sunderbane through Arandon, but the king's own council had already been turned against him from within. It was Vaelric, one of their number, who talked the rest into it, Lady Seraphina among them, and with their consent the king was unmade. The council are all complicit in the murder that shattered the Crown and made the Queen. That body was the Council of Five. Alden the Faithful, sick with his share of the guilt, bound his spirit to the council's old seat at the Sunken Cathedral until the Fell took him, freed him at the Cradle of Embers, and saw him dead. Vaelric fled to the Cradle and became the Veiled Queen's creature, guarding the last shard until the Fell killed him for it. The Fell finished the hunt at the grave of the king, gathered all five shards, and destroyed the Veiled Queen with Sunderbane, the first of the Aspects of Discord to fall. Discord itself endures. - **The Silent Cosmology (Forbidden).** Beneath the Malvaro arc sits a deeper structure almost nothing in the Sphere can see. Discord's consciousness is trapped in Pandemonium, the realm of the dead. The Scere is Discord's soul, manifest as a world and a cosmic force of judgment, and it is where the Dark Entities are made (not where they dwell). The Silent Realm is a separate entity born at Discord's birth and tied to him only unconsciously, the residue Sunderbane leaves whenever something is erased from a timeline, the place the unmade fall into. - **The Dark Entities (Forbidden).** The silent judges, faceless in the same way Discord is faceless, a force of hunger that judges the damned, the souls erased by Sunderbane and the souls devoured by Discord in Pandemonium. They are, in effect, Discord's stomach. They summon the Vate into the realms as judgment given a body (the Vate's "cosmic force of judgment that never errs" is them). They carry the LoreMaster's ancient cosmic will, imprinted on them unknowingly, a parental-level influence that gives them motives of their own that no one can read. The LoreMaster does not dare confront them because they are bound to Discord, and Discord is barely aware they exist. Their intention is meant to stay unclear. Reveal tiers: - **Player-facing:** Dwellers are a Sphere-wide humanlike lineage; Discord is the force erasing Lore and memory; the Aspects exist as world threats. - **Hidden:** Dwellers originated on Mireleor as the Ironclad's makers; the Seeker was Malvaro; the named Aspects are fragments of Malvaro. - **Forbidden:** the full Malvaro-to-Discord arc, Sunderbane's origin and purpose, the deepest implications of the Aspects, and the Silent Cosmology (the Scere as Discord's soul, Discord's consciousness in Pandemonium, the Dark Entities as Discord's stomach carrying the LoreMaster's imprinted will, and the Silent Realm as the residue of erasure). ## Brands of Magic (master table) Reproduced from Nate's master table. Each world has one lineage, one Brand, and a practice verb, with the lineage's creation bonus alongside. The Strixle Brand is spelled Thyricon (the master table's "Thryicon" was a typo). | Lineage | Bonus | Type | Brand | Verb / practice | World | | --- | --- | --- | --- | --- | --- | | Arboril | Creation | Skill | Bramblecraft | Bramblesnare (Snare) | Sylvanoth | | Bogle | Presence | Skill | Cantomyth | Mythcasting (Mythcast) | Sable | | Boxunin | Durability | Attribute | Bruingar | Bruinbracing (Brace) | Ursathar | | Capling | Trickery | Skill | Mycognosis | Mycospreading (Spread) | Sporion | | Corvid | Vigilance | Skill | Scrythene | Scrymarking (Scrymark) | Scitnix | | Din | Finesse | Skill | Divisyr | Scourging (Scourge) | Natbakka | | Dragis | Vitality | Attribute | Sunderlight | Sunderlighting (Light) | Wylv | | Dwellers | Resolve | Skill | Ectolume | Tetherghasting (Tetherghast) | Valoria | | Elken | Elusion | Skill | Peltharun | Pelttracing (Trace) | Thaloryn | | Flayed | Bearing | Skill | Saporset | Saporstilling (Still) | Akkoroka | | Foxel | Magic | Attribute | Leyjin | Leybinding (Leybind) | Wildermire | | Fribbit | Movement | Skill | Xochitli | Petalooming (Loom) | Mireth | | Grimalkin | Mobility | Attribute | Shynderis | Bladestepping (Step) | Felidae | | Hallowed | Wit | Attribute | Veriscendence | Veriscending (Veriscend) | Elysara | | Harfolk | Luck | Attribute | Echochurn | Luckchurning (Churn) | Burhallow | | Harrowed | Conviction | Skill | Grimscour | Grimcarving (Carve) | Brimsever | | Ironclad | Endurance | Skill | Aethercraft | Aethershaping (Craft) | Mireleor | | Lunarian | Precision | Attribute | Selvyrn | Selvyr (Selvyring) | Sellenia | | Marrowkai | Temper | Skill | Bloodband | Bloodbinding (Bind) | Karn | | Merkith | Logic | Skill | Tidethane | Tidelinking (Link) | Neriad | | Minerite | Power | Attribute | Khaldurgy | Khaldbearing (Khaldbear) | Kwuhara | | Nyseen | Choice | Skill or Attribute | Guisewyrd | Guiseshifting (Guise) | Garyx | | Rekindled | Renewal | Skill | Hexpyre | Hexkindling (Kindle) | Mortavia | | Rysen | Lore | Skill | Luminarch | Luminate | Amaranthia | | Shadowkin | Resonance | Skill | Inkthraal | Inkmeld (Inkmelding) | Shadakar | | Shrewish | Anchor | Skill | Rootsummons | Rootsummoning (Summon) | Shervinaw | | Spireborn | Weaving | Skill | Spirithral | Spirecalling (Call) | Oroniel | | Sprittle | Poise | Skill | Cyclesong | Cyclesing (Sing) | Verdantia | | Strixle | Evasion | Attribute | Thyricon | Skyrending (Rend) | Avemriol | | Sylvakith | Reflex | Skill | Faelivra | Faeliring (Faelir) | Eldarwyn | | Thurani | Might | Skill | Tempralis | Tempraling (Tempral) | Therion | | Trinumite | Guard | Skill | Chrysalith | Hivestalking (Stalk) | Crixalis | | Vate | Sanctum | Skill | Scerinyx | Fatescorn (Scorn) | The Scere | | Vyrathe | Spirit | Skill | Hazenry | Ashletting (Ashlet) | Vyrathis | | Wolfir | Resistance | Attribute | Gelidane | Frostmending (Mend) | Vulkaris | | Wyspar | Vigor | Attribute | Gravenry | Graven | Pandemonium | ## Old Skill Conversion (how former skill names map to current canon) The current skills are recorded above under Attributes and Skills and are authoritative. This table records how older skill names convert to the current set, so the conversion is remembered. Apply it in skill-reference context only. Do NOT blind-replace, because most occurrences are ordinary English words in prose (for example "memory," "balance," "running," "tracking") or current game terms (Vitality is the health resource, not the old skill; "elemental damage" and "arcane" are often descriptors, not the skill). | Old skill | Current skill | | --- | --- | | Arcane | Weaving | | Balance | Poise | | Climbing | Movement | | Dual Wielding | Finesse | | Elemental | Weaving | | Inspection | Logic | | Jumping | Movement | | Lifting | Might | | Lockpicking | Finesse | | Logic | Logic | | Memory | Lore | | Mysticism | Spirit | | Observation | Vigilance | | Recovery | Renewal | | Resilience | Sanctum | | Running | Movement | | Shadows | Spirit | | Sneaking | Presence | | Speechcraft | Presence | | Tenacity | Resolve | | Toughness | Temper | | Tracking | Vigilance | | Trickery | Trickery | | Vitality (old skill only) | Endurance | ### Pending conversion in the vault These mappings are approved but not yet applied across the vault prose. That is a granular, context-by-context pass, since most occurrences are legitimate current uses rather than old skills. Notably, the Luck page's "Recovers full Vitality during a Recovery roll" should become "Renewal roll" when the pass reaches it. The earlier link sweep applied Shadows to Presence in three spots; those should be corrected to Spirit during the pass.