OUTLANDERS: SETTING NOTES: 
WORLD NOTES:
•	Historical Analogue: ~1150AD (2nd Crusade). Exceptions: Viking Age @ 1000AD
•	Earth's planar tilt was increased slightly, resulting in somewhat more extreme seasonal and weather variations.
•	The Earth is twisted, both from the Cataclysm and its after-effects, including the "seepage" from the Otherworlds, and has become almost unrecognizable as what it was.
•	Proximity to Otherworld can cause entities to awaken that should not; "leaks" have been occurring, as preparation for the invasion has begun
•	Proximity to Faerie(land) causes magic to take on a more powerful aspect
•	The moon is scarred, and has a faint ring of cometary/moon-rock debris
•	Living near high-magic areas a bit like living near a kinda-leaky nuclear facility
•	Long-term exposure or high single dosage of Fruit gives blue-on-blue eyes (Ref:Dune) & blue blood, like elves/Sidhe naturally have
•	DeepWater, large trading city
•	Pipe-weed grows in Novaeuropa

RACIAL NOTES:
	Men (General):
•	Peoples of NewEarth are stereotypically superstitious, but quite-often justified in being so. 
•	Nobility has actual blue blood, though it has diluted over time with reduced contact with the Fey; the Nine originally interbred with Men to provide them with a powerful bloodline to rule them, resulting in the blood's coloration, their somewhat-extended lifespans, and affinity for magic.
•	Gov't is divided into three parts: Secular, Ecclesiastical (Clergy), and Thaumacratical (Magistry)
•	Orothorn/Cynric is this world's "Arthur" story
•	Kings of Man often have magical items, gifts from Faerie, passed down
	Faerie (General):
•	All Faerie races live outside the natural world, in their original Otherworld homes, but those Realms are closer to NewEarth than ever before, and can be stumbled across in many (Realm-appropriate) places, with or without the assistance of the 'Golden Fog." Realms include [Mordor], [Lothlorien], [Moria]. Average humans' interaction with Faerie races is often alluded to or spoken of third-hand, but rarely experienced first-hand.
•	Types of Fairy based on "house," w/ hereditary features, including different "death" types (only/more in high-magic areas? Takes longer in low-magic areas).
•	Elves=Sidhe, Ref:HellboyII-mixed w/ PanLab & LotR; "regular" elves are "red-blooded" commoners, while the "blue-blooded" are their nobility (color of blood is literal); death=amber.
•	Troll death=petrification.
•	Goblin death=knotted stump/log.
•	Tolkien languages are native
•	Dark Elves are those that live in the dark realms alongside the goblins and such; resemblance favors HellboyII
•	Gobs/Orcs not actually "Evil" on the whole, and coexist normally with other Faeries—the dark, chaotic side
•	Sidhe true form Ref:HellboyII—Sidhe=Elves
•	Goblins have "fire-tech," sorta steampunk
•	Dwarves have "clockwork" tech
•	Goblin weapons crumble in direct sunlight, Ref:Morgul Blade
	Goblins:
•	Bugs Bunny-type tunneling, Ref:UWld3
•	Dark-Nature; control vermin & evil plants
•	Ref: PotA
•	Twisted forest=Aliens-resin formation

OTHERWORLD FACTION NOTES:
	Lords of Donaan (AKA the Nine, the High Sidhe):
•	Ref:Labyrinth-tech is quasi-anachronistic by modern standards but more advanced than for Men; Fey-Punk
•	Great Church is their pawn among Men
•	Use Gaelic names, language, amongst Men; Lords' Gaelic names are translations from Quenya
•	Nine referred to as "Lords of Donann", Ref:Lords of Kobol
•	Sidhe very Labyrinth-like (even in dress/tech?)
•	The Nine are "blue-blooded" Sidhe
	Lords of the Underworld (AKA the Six, the Fomhóire):
•	Led by Iuz, Lord of the UnderFolk
	Circle of Ancients (AKA the Twelve, the Wyrm Council):
•	Mithrite Order is their pawn among Men
•	Effectively the "Parliament" to the Sidhe, being the eldest of the Faeries
	The Remnant (of the Sidhe; AKA the Seven):
•	Free-Men are their pawn; secretly they have been kidnapping children that demonstrate a resistance to the Programming.
	
NEWEARTH FACTION NOTES:
	Mithrite Order:
•	Prize neutrality, as for Druids
•	Take "Faerie" names when initiated; their "Order" Name
•	Source=Force
•	Forms of address for the Mithrite Order:
	His Excellency, Grandmaster X, Grandmaster of the Mithrite Order; White on Grey
	His Lordship, Master X, Master of the Mithrite Order; White on black
	His Honor, Sir X, Knight of the Mithrite Order; White on Blue
	Gentleman X, Squire-Initiate of the Mithrite Order; White on Brown (full tabard/robe)
	Non-Gentry: Sergeant, Man-At-Arms, Cleric; White on Brown (mantle only)
•	Naturist Sect=Druid; typ follows the old gods, and retains Druidic practices held-over from the elder days.
•	Grammite Sect believes in the "Living Source," and follows the "Will of the Source"
•	(Grand)Chapterage=Diocese/Parish
•	Like Templars, initiates give up personal land & such to the Order.
	The Cabal (AKA the Shadow Council):
•	Always masked at meetings; no one member knows all their identities.
	The Great Church of the Nine (AKA Corran Church):
•	Church of the Nine is spread throughout NewEarth, and is a silent power in whatever community it exists (rarely overt). Church-related architecture, in defiance of natural laws demonstrated by other local architecture, seems to be the most elaborate and survivable of all structures.
•	Lion of Donaan=JC
•	Church invading Umnor to force their religion on a religiously-tolerant people, Ref:CoRiddick-New Mecca
•	Corran Genuflect=like Catholic, but goes head-l.shoulder-r.shoulder, w/ 3 fingers
•	Poor Knights of the Mission of St. Cuþberht (Missioners)=Templars, v Fey
•	Menora-like candleabra used in rituals; three groups of three candles, one group elevated
	[Western Church]:
	The Holy Corran Empire:
•	Germanic; dark-haired Caucasian
•	Disciplined
•	Spearwall advantage
•	Spear & X-Bow; Impenetrable shield-wall (Ref:Spartans); "Pikes"?
	The Fûrhondine Empire:
•	Hispano-Mediterranean (Ref:Telmarine)
•	Chivalric
•	Armor advantage, Ref:Gondor
•	Knights & heavy horse; plate armor; Ref:Kataphraktoi
	Southmen:
•	Bachlunese=Moors
•	Arab+Japanese
•	Honorable
•	Sword advantage
	Gaþ & Hardlanders:
•	Austrailian/E.Pacific Islander; sometimes fair-haired & dark-skinned
•	"Russian" outlook
•	Tough-as-Nails
•	Peasant-soldier advantage
	Chälland:
•	Germanic/Italian, cosmopolitan mix of neighbors; Ref:Rohirrim
•	Cav advantage
	Narrondy:
•	N.European/English
•	Archery advantage
•	Longbows
	Julec:
•	N.European/French
	Wildmen:
•	Celts
•	Savage
•	Fast & Light, woodsmen
	Easterlings:
•	Mongols+Amerindian
•	Crafty
•	HA, tactics advantage
	Brigandine Realms:
•	Norse/Russian; fair-haired Caucasian
•	Fearless
•	Ship, skirmisher advantage
•	Experienced sailors & marines, hit & run tactics; thrown weapons

TECHNOLOGICAL ANOMALIES:
•	Tudor-era fashion
•	Tudor/Elizabethan-era ships
•	Crossbows & stone-throwers, employed like muskets/cannon
•	Plate mail accessible in the West
•	Empire dress=Tudor

SOURCE COMPARISONS:
Lord of the Rings:
•	Gondor=Fûrhondine Empire(=Byzantines); Fared better after the Plague, and retained some of their higher tech development, along with a better relationship to the Fey
•	Rohan=Rhômms(=HRE/Franks)
•	Westfarthing/Dale=(=Saxon) tribes-turned-petty-kingdoms, former tributaries of Rhômmland
	Note: Cosmopolitan, including Germanics, Celts, Vikings and (later) Rhômms
•	Beornings=Raider Kingdoms (=Norse); Norvings, Aehlsings, Bjornings, Scandings, Förlings
•	Dunlendings/Hill Folk=(=Slavs); Gaþs
•	Wild-Men=(=Celts)
	Note: Less "civilized," stronger connection to elves/fée
•	Easterlings=[Mongols?];?
•	Haradrim=Southmen(=Arabs);?
•	Mordor=Dark realms of Arcadia
•	The One Ring=Ævenchos, Sword of Kings
•	Ringwraiths=Cabal
•	Sauron=RedLady
"Camelot":
People
•	Uther=Oroden
•	Arthur=Orothorn; Richard III analogue
•	Merlin=Myrddin
•	Guenevere=Gunwyth
•	Lancelot=Faradur the Lancer
•	Galahad=Galadur
•	Mordred=Cynric
•	Gawain=Gann
•	Agravaine=Cynwulf
•	Gaheris=Niul
•	Gareth=Bronwyn
•	Percival=Thorondir?
	Misc
•	Excalibur/Grail=Ævenchos
Babylon 5:
	People
•	Sinclair=[King of Man]
•	Sheridan=Cynric
•	Garibaldi=Gann/Finn
•	Ivanova=PCs
•	Kosh=Myrddin
•	Molari=Lothar the Pious
•	D'Lenn=[King of the High Elves]
•	Morden=[Cabal member]
	Civs
•	Minbari=Grey Elves
•	Minbari, Warrior Caste=High Elves (in league with the Rommish)
•	Narn=Celts?
•	Drasi=Slavs?
•	Drakk=Orks
•	Centari Republic=HCE
•	Vorlons=The Order/Remnant
•	Shadows=The Six/Cabal
	Misc
•	Z'Ha'Dum=Isle of Tempests
•	Babylon 5=Tuarach
•	Babylon 4=[Haunted Castle]
•	Battle of the Line=The Great Crusade
Star Wars:
•	Jedi Order=Mithrite Order, AKA The Grey Order
•	Sith=Cabal
The Matrix:
•	Agents=Sidhe
•	Matrix=Realm of Men(NewEarth)/the "Celtopia"

MAGIC ITEMS:
Note: All magic items should have specified differing properties when in high/normal/low-magic zones.
•	Skælching (Ævenchos); Very Fine steel, +2/+2(+4 T.Dmg), P. Shatterproof, Major Healing(L20) when weilder recites [phrase] while grasping the blade (healing words take 2 seconds, only heals battle wounds), 30% chance of starting a fire where it strikes, Q: Semi-intelligent (chooses its master), Q: Sparks wildly when striking stone or metal, Q: Destiny
•	Rastreah-Mhor;  Wooden, enruned (Elvish) stick about 1.5"dia, 4"long. On command (its name), it will morph into whatever melee weapon the wielder intends, elvish-styled, from Reach C/1 (~Long Knife) to Reach 2; +1/+1 bonus. If the weapon is broken, the weilder merely needs to re-activate it to re-grow the broken part.
•	Terentus' Spear; +1/+1, 2x thrown range, always appears in his hand when he wants it, Q: Semi-intelligent (chooses its master), Q: Blade glows when used
•	Charm of Masking; when worn humanoid wearer appears to be a normal caucasian human regardless of actual race, reversed Detect Magic on amulet causes it to appear non-magical
•	The Iron Crown; Once worn, cannot be removed except to inherit; condition of the crown reflects the condition of the land; grants a vague prescience of goings-on within the (original) borders of the land.
•	The Pathfinder; AKA Wyrd-Stone. A decorative metal "dowsing rod" set in a 1" amber sphere, with brass bands marked in degrees, hung on a chain itended to be worn around the neck; the markings on the bands are "modern" numerals, indicating 360°. When suspended by the chain, the needle glows slightly and points in the direction of the bearer's Destiny™ (though sometimes that destiny isn't necessarily a good one). It may point to a non-physical location; for example, if suspended over a map, it may point to a position on the map. If the Pathfinder is set or suspended between a positive and negative object (any sort of representation will do, depending on the bearer's preference and experience), the bearer may ask it a single yes-or-no question and the needle will point to indicate either the positive, negative, or wander randomly to indicate neither.  It may be used to auger in this manner once per day (or session, if appropriate), for one question, or more often at GM's discretion.
•	The Gateposts; The Gateposts are a pair of winged golden statuettes with holes in the bases for mounting atop a staff. When placed on a pair of staves inserted in the ground at a particular "intersection" on a hill overlooking [the town], wings facing each other, in the light of the full moon, [the invisible temple (in the Umbra)] becomes visible between the staves in the direction of the moon (superimposed on the same spot as Serenity's church). [Appears as a dark and twisted liturgical-type church building, with a sort of maze-wall leading up to it.]
•	Wishing Stone; Tennis-ball–sized crystal sphere with what appears to be a super-slow-moving (have to watch closely for some time to realize it's actually moving) nasty "storm" inside (Ref:Palantir). The actual properties of the stone are not known, but it is known to allow the wielder to see something they desire wherever it is, in some cases even across dimensions and time, and has been reported to allow spellcasting against the observed element. Actually a Correspondence Talisman/Focus that essentially grants the Unawakened weilder full access to the first level of the Correspondence Sphere, and +1 skill/attribute bonus on any checks relating to (unwitting) Correspondence effects; Awakened Magi can can access the Talisman, granting him +3 Levels in the Correspondence Sphere, and a +3 skill bonus to Correspondence effects. Generally carried in a close-fitting, padded, jewelled/gilded "puzzle" box with a cryptic opening mechanism. Attempts to use the Stone to view other Wishing Stones are automatically successful.
•	Dowsing Orb; AKA: the Eye of Soros; small iron dowsing rod suspended in liquid inside a glass sphere (like a snow-globe), tuned to detect particular things.  Glows in the dark.
•	Talisman of Spiritual Release; When activated (by Magus), explodes with a searing light that severs all bonds between spirit and the physical world within a 15yd radius.  This includes all living beings that contain a a spirit (i.e. humans).  Goes off on contact.
•	Pipe of the Strangers' Tongue: Allows at-will casting of Tongues spell for specified language (other spell components/rituals still required).
•	The Warden's Horn: A decoratively-carved, medium-sized, animal horn that picked up magical properties by proximity (that is, it was not "manufactured" as a magic item). 
» Water drunk from the horn is instantly purified. 
» "Living" jungle/forest/swamp vegetation parts before the wielder when the horn is brandished, Ref:BrosGrimm-Huntsman's Axe. 
» Grants "forest-sight" to anyone who drinks "natural" water (e.g. water not poured from another container) from the horn; treat as Ultravision, B94, except based on the presence of living plants rather than ultraviolet light, and reveals hidden forest creatures as if UV dust was present; a full horn contains a total of +10 darkness-negation, in increments of +1 per "use." However, the more drunk, the shorter the period the effect lasts; 120min -10min per use. An additional +1 to +3 to the effect may be granted based on the density of the available plant-life (as for an ambient UV source).
•	Ring, flash-freezes water when thrown in
•	Steel-Suit:  Leather Armor with PD/DR of plate mail
•	Crysknife; Find Weakness, Homing, Venom
•	Heat-Seeking Knife;
•	Bow; regenerates arrow as it's drawn back
•	Damhain blade; Kris, Fear, Steal HT, Silence
•	Parry Sword; Increased PD? Auto Parry?
•	Invisible Blade;
•	Switchblade Greatsword;
•	Variable Length Sword; Extend
•	Exploding Knife;
•	Staff-to-Sword;
•	Block of ice that never melts 
•	Dog/Cat; randomly turns from cat to dog each night
•	Scabbard; any weapon drawn from it is granted a 1d4 bonus for (bonus -4) rounds/turns

SPELL RITUALS, COMPONENTS & EFFECTS:
	Never "something for/from nothing."
•	Arcane Sight: Req. crystal large enough to look through, enruned.
•	Cure [X] Wounds: Requires nearby heat(/life) source to draw energy from, and laying-on of hands or application of herbal treatment, Ref:WolfHound/Carnivale. Takes time (1sec per HP?), not instant.
•	Detect Evil/Good: (Druid) Prepared herb placed in mouth, mixed w/ drink/food, causes evil subject to involuntarily spit it out…impossible to swallow. (Cleric) Small Cross, prepared, heats up & burns skin of evil creatures.
•	Detect Magic: Attempt to carve spell-rune onto the item in question; failure indicates it is magical. Power & school are determined by the way the rune is "refused." Alternatively, a crystal rod (by a very loose definition) may be enruned, which will "react" when passed before a magical object or field; the crystal is not consumed, and may be reused (may develop some "quirkiness" over time, if used often).
•	Light: Req crystal, Ref:LotR
•	Circle against Good/Evil: As D&D description, using (purified) salt(?); quality of spell based on material? Carve/draw rune on protected object/figure?
•	Shield of Faith: "Wield" Focus (typ, necklace is wrapped around fist, if present), "kiss" (rune) to activate?
•	Speak With Dead: Ref:Hellboy
•	Summon X: Requires a specially-prepared token of the creature being summoned, Ref:Hellboy2-Elemental; more powerful summons require more "special" (and possibly fragile) components. Generally "tossed" and grown into the creature in question.
•	Teleport: Babylon Candle, Ref:Stardust
•	Tongues: Listener(s) spits on runed scrap of paper; Speaker grinds & smokes it (in a pipe, other), speaks Quenya; Listener(s) perceive their own language. Does not work for others (non-participants) who speak the language being translated—they hear Quenya.
•	Magic Missile: Prepared "live" embers from a fire, rekindle when activated by blowing on them, and are thrown as self-guiding fire-bolts.
•	Identify: [x] burned w/ incense, item held in the smoke, postcognitive visions of the item's usage & history. Knockback for "heavy" artifacts/relics.
•	Daylight: Ref:LotR-"advanced" Light
•	True Strike: "Bonus rune," voice-activated.
•	Protection from Arrows: "Bonus rune," scribed on a ribbon & woven/wedged into (single piece of) armor. Still does blunt trauma.
•	Shock and Awe: Strike hard surface with (butt of) Focus, causes "explosion."
•	Fireball: Flammable "dust" flung into the air, open flame "projected" through (blown, thrown, etc.), explodes in the targeted direction, "shape" loosely based on method.

METAMAGIC NOTES:
•	Quickened Spell: Allows a magical Fast-Draw of components, & speeds other mechanics, allowing a 1sec casting time (=Swift)