Core Arcanum

The following Arcanum Cards are nearly always available. Check with the Gatekeeper. He may have others. You may start the session with one or more and may also be able to obtain others during play. Story cards are only useful for the session in with the are issued. Trump cards are like scrolls in that they may be kept between sessions.

  • The Bell Resounding: A fortification in what seems to be an afterlife of a warrior race. It is said that if the bell is rung by someone truly in need a company of defenders will answer their need. It is unknown what the cost for that assistance might be.
  • The Colosseum: Pit yourselves against gladiators in an arena where fame and fortune can be won by the brave and the bold. Actual experience can be earned here but at great risk.
  • Grendelmir: A massive complex of workshops where you can make use of your Craft and Alchemy abilities and use the Tinker Skill to Build or Repair. Also has the facilities required to work exceptional materials into the masterwork items required when using Ritual Magic to Enchant Items.
  • The Hallowed Grove: At the heart of the grove is a clearing where phantom masters can be called upon by the worthy to offer training. Only one member of your party can train per visit but they will need companions to protect them while the clearing is sought. Can be used to spend experience to acquire an advance during a session (even experience you haven’t earned yet).
  • The Hunting Lodge: Legendary Beasts can be hunted for gold and the Potent Blood that can be extracted by those with the Harvest Feat for use in unique potions created by those with Greater Alchemy.
  • The Infinite Dungeon: As the name implies, this Expedition sends you to a demiplane completely occupied by catacombs inhabited by all manner of monsters, some of which are protecting treasure.
  • The Ivory Cloisters: A dangerous place where healing can be found by those willing to put themselves at risk for a wounded, shadowed or dead companions. Dead companions can be brought with (the player of the dead character accompanies or runs the Expedition) it is possible to ease their passage and sometimes bring them back.
  • Market Street: Buy and sell nearly anything. Bring gold. The Influence skill will be key. Appraisal, Barter and Eler Feats are very helpful as is someone who can deal with pickpockets and ruffians.
  • Verdant Fields: