Esowyc Dropout
Perhaps they quit, or ran away, or did something bad enough to get tossed out, but for whatever reason the Dropout started their Apprenticeship in the Order only to leave the ranks of their blue robed peers forever. They can never rejoin the Order (save by some remarkable adventurer-worthy feat), but at least they came out of the ordeal with a basic competency in Esowyc Magic.
The Esowyc Dropout represents an interesting roleplaying opportunity, as well as a chance to play a character that uses the Esowyc style of Magic without belonging to the Order. Also, they can still learn new Spell Skills by acquiring Codeci, making for a built in adventuring motivation.
Cost Ability
22 Esowyc Apprentice Package (remove Duty to Guild, Membership Has Its Priveleges, and Rank)
55 Choose One Starting Package
77 Total Cost of Abilities
Value Disadvantages
0 None


Total Cost of Package

Basic Package Deals
Esowyc Apprentice
The Esowyc Magic System is detailed here.
NOTE: The Order of Esow (EE-sue) is a guild of spellcasters that teaches a variant of the Spellweaving Magic System. Individual members of the Order are called Esowyc (ee-SUE-eek) singularly and collectively. The term for Apprentices in the native tongue of the Order is Efrydydd (ev-RAY-deeth).
Esowyc are members of the Venerable Order of Esow, an indepent organization whose membership endeavor on their on the behalf of both themselves and their Order.
A powerful organization in their own lands, the Order has both political clout and all the authority great wealth often commands. Members of the Order are brought in as children, frequently from poor families or orphanages, and trained from young adulthood in the Mysteries of the Order. Eventually the young Initiates rise to the rank of Apprentice and take a tour of many different Esowyc Order Houses, before being elevated to the Rank of Journeyman. Apprentices wear a light blue robe, carry a black leather wrapped metal components pouch, and an unadorned black oak staff.
Esowyc Apprentices have learned the rudiments of their art, but have much yet to discover. This is not typically a good profession for an adventurer, unless something unusual is going on. This Package can also be used for characters that chose to flee or quit the Order.
Cost Ability
15 Esowyc Spell Skills
2 Rank: Esowyc Apprentice
9 Membership has its priveleges: Contact (Contact has: very useful Skills or resources), Organization Contact (+2) (9 Active Points) 8-
3 KS: Material Components
1 FAM: KS: Guild Law
1 FAM: PS: Esowyc
1 WF: Staff
1 Literacy
33 Total Cost of Abilities
Value Disadvantages
-10 Social Limitation: Duty to Guild (Frequently, Impairing)


Total Cost of Package
Cost Options
10 Adaptible: +1 Overall Skill Level
10 Strong Willed: +5 EGO
12 Durable: +6 CON
7 Stamina: +14 END
var More Spell Skills
3* +1 Penalty Skill Level to offset Combat Casting Penalty with All Spells
5 Bright: +5 INT
5 +1 with All Int Based Rolls
2 WF: Esowyc Group (Blades, Staff, Thrown Daggers)
-15 Psychological Limitation: Self Centered (Common, Strong)
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Troubled Initiate (Had a difficult time learning the Mysteries of the Order as an Initiate; looked down upon) (Frequently; Minor; Not Limiting In Some Cultures)