House Rules


Knowledge Arcana is carefully guarded by the Church. People who learn this without the Church’s express permission are considered heretics, a crime which is punishable by death. Those classes with Knowledge Arcana can still take it as a skill, but it represents only monster knowledge (meaning they cannot detect magic or roll for arcane knowledge) unless they’ve been trained by the Inquisition.

In lieu of Arcana, players can take Sygaldry—the study of runes and their application. The Keepers record and teach the known runes. The University’s Artificers in Wintersholm not only teach the known runes, but apply their power through metallurgy, alchemy, and other practices. A character trained in Sygaldry allows him to recognize runes, understand which combinations of runes lead to which functions, and to discover new runes. Training can either represent formal academic study of runes, or the hands-on application of them through artificing.

Since Arcane rituals and spells are dangerous and forbidden, many magical effects or items are created through artificing and using runes rather than with magical energy. In addition, practical items such as double-thick windows and ever-burning lamps are created through artificing, even though many things are impractical. For example, holding bricks together without mortar using runes is possible, but the balancing of these runes makes doing this very tricky, so it’s just easier to use mortar.

Artificers and their skills are only appreciated in Scardova’s few large cities. Outside of that, many smaller communities regard such folks with suspicion, given that artificing seems very close to magic. In Scardova, artificing is based on Runes, which have their source in the divine (Runes are the True Names of things), so there’s no chance of corruption, but few folks know this.


Any feat where the PC meets the prerequisites can be taken from any 4e book, except multiclass feats involving classes with arcane power sources.

Alm’s 3 domains are: Protection, Justice, and Winter. PC’s can choose domain and divinity feats from the Complete Divine from these three domains.

New Cleric feat:
Shield of Alm
Feat Power
The protecting power of Alm comes to the aid of you and your companions
Immediate InterruptRanged 10
Prerequisite: Channel Divinity class feature, must worship Alm
Trigger: An enemy scores a hit on you or an ally
Effect: The attack deals half damage
Special: You must take this feat to use this power


Not all rituals in the game books are known in Scardova. Most rituals that only use Knowledge Arcana are unknown, and those that can use either arcane or some other skill (e.g., religion, nature) will use the latter. Few people in other classes that do not start with rituals will learn them, since they are taught by Keepers during the training of Clerics, Chaplains, etc. Player wishing to take the ritual casting feat must have a good reason to do so.

Known Rituals

Divne Power: all


  • Animal Messenger
  • Comprehend Language
  • Gentle Repose
  • Make whole
  • Endure elements
  • Enchant/disenchant magic item
  • Hand of fate
  • Knock
  • Travelers Feast
  • Brew Potions
  • Commune with nature
  • Cure disease
  • Discern Lies
  • Speak with dead
  • Raise dead
  • Remove affliction
  • Consult mystic sages
  • Consult oracle
  • Loremaster’s bargain
  • Voice of fate


  • Affect normal fire
  • Call wilderness guide
  • Create campsite


Since arcane practices are forbidden, many equivalent items and effects are done through alchemy. Any character which has the Ritual Caster feat can take Alchemy instead, and any formula employing Arcana will use Sygaldry instead. In addition to all of the alchemical formulas, there are those below. They function exactly like their ritual counterpart, but are done with Alchemy and Sygaldry instead. (in progress)

House Rules

Scardova Slate