Kaembryge Quest Abilities

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KAEMBRYGE-SPECIFIC QUEST ABILITIES

  • The following abilities are considered viable for the Province of Kaembryge:
    • Affinity for Nature. This ability is modified to include that only a player with this skill can lead an exploration team to claim new hexes of land on the Campaign Map.
    • Calm
    • Charm
    • Court Knowledge
    • Disarm Traps
    • Hallowed Ground
    • Magical Knowledge
    • Menace
    • Persuasion
    • Pick Locks
    • Presence
    • Talk to Dead
    • Tracker
    • Tribal Knowledge
    • Turn Undead
    • Prepared. “Prepared” cannot be strongly encouraged enough.
  • The following abilities are new and may be used without permission in Kaembryge, or with quest organizer approval in provinces outside of Kaembryge:
    • Borderlands Knowledge – Player is familiar with the customs of the former High Principality of the Borderlands, and may have an advantage when it comes to people, places, objects, and/or events from that period.
    • High Arcana – Player is versed in the Realm-splintering magics used at the time of the fall of the Borderlands Keep, and will have an advantage when working out specific problems involving the truly powerful magics that permeate the area and the aftereffects of their use.
    • Poisoner - Player may convert Poison Component Resources into 1-use Poison Trinkets.
    • Potion master - Player may convert Potion Component Resources into any Potion Trinkets in the Rules of Play.
    • Scroll crafter - Player may convert Scroll Component Resources into any Scroll Trinkets in the Rules of Play.
    • Benediction - Player may convert Faith Component Resources into either a Scroll of Blessing Against Wounds or Scroll of Adaptive Blessing trinket from the Rules of Play.
    • Arcane Silversmith - Player may convert Silver Ingot Component Resources into any Talisman in the Rules of Play.



Return to Kaembryge, or explore more of its secrets and lore:

Provincial Player's Guide Index