Reference Library

Rules, Systems, and Play Aids

Fast references for the systems that shape play in the World of Jericha.

Tools

Tables & Dice

Dice roller, chaos surge table, and quick aspect power lookups.

Available References

41 shown / 41 total11 categories313 total entries0 overview-only pages2 with visuals
Combat Reference35 entries

Critical Injury System

Lasting harm, recovery pressure, and death spiral rules

When a character is brought back from 0 HP, this system turns overkill damage and failed death saves into a lasting consequence roll.

Cosmology Reference9 entries

The Power Nine

Cosmic forces interpreted through Jericha's major faith traditions

The Power Nine are the most widely recognized cosmic forces in modern Jerichan religious study. Though commonly called gods, they are older and stranger than ordinary temple deities: forces of creation, memory, love, death, chance, punishment, bargains, growth, and dominion that mortals interpret through religion, politics, culture, and need. Their churches are becoming more prevalent in the current day, but they should not be treated as the dominant public framework of the Scholar Age or the original Titian campaign era.

Cosmology Reference4 entries

The Void as Source of Magic

Why Jerichan magic, Power, gods, relics, and Boost all point back to the same raw force

Old history material frames the Void as the foundation beneath Jericha's magic. Gods, elements, bloodlines, crystals, Witchborn inheritance, enchanted items, Boost, and divine effects may look different on the surface, but they all survive by shaping or surviving the same raw magical source.

Creature Reference8 entriesVisual refs

Bestiary

Recurring enemy and creature categories

A working index for recurring monsters and enemy creature categories that appear across Jericha stories, especially when they are not individual named characters.

History Reference8 entries

Fangapor, Robia, and the Baron

Dead bargains, shattered memory, resistance, and what survives after the fog lifts

Titian's Journal chapters on the eastern route preserve a public history layer for Robia and Fangapor after the first Emrys/Xhorrica crisis. Robia becomes the ordinary approach road where witnesses and local facts gather; Fangapor becomes the city under the Baron's shadow, where wraith danger, dead bargains, shattered memory, resistance, and erased people define the route. Treat this as discovered historical testimony: rich for travel pages and story links, while exact dates and current civic status remain reconciliation work.

History Reference10 entries

Jericha Era Spine

How travelers should read the Dragon Age, Golden Age, Knowledge Age, Drakkuskan War, Centrum Age, and Void Era

Jericha's old history files agree on a useful era spine even when exact dates, names, and mechanisms drift. The safe public order is Dragon Age, Golden Age, Knowledge Age, Drakkuskan War, Centrum Age, and the current Void Era, also called the Second Centrum Era by some speakers. Use this guide as the public road map for history pages: it preserves the broad sequence while marking exact dates, cosmic mechanics, and live-story contradictions for later reconciliation.

History Reference9 entries

The Fall of the Centrum

Orlandus, Maine's tsunami, Magala's last spell, Nora's victory, and the wound at VQU

The Fall of the Centrum is best read as a chain of VQU disasters rather than one clean battle. Albert's hidden void economy and M.A.I. ambitions made the old order brittle; Orlandus's death turned private tower conflict into campus trauma; Maine's tsunami saved lives and killed hidden students; Magala created the opening against Albert; Nora stopped him by turning him into a rat, but failed to capture him before he escaped into the Void. The old Centrum ended because its promise of safe, abundant, controlled magic collapsed in front of students.

History Reference8 entries

Undying Pact and Phoenix Circuit

X Grymmeye, Annie Rein, regulated resurrection, the Reborn, and why death became civic paperwork

The Undying Pact is the moment resurrection stopped being only miracle, taboo, or private necromancy and became a Centrum-scale civic technology. Old records credit X Grymmeye, Titian, and Albert with completing a revolutionary resurrection process after X sacrificed the lich power rooted in Annie Rein's murder. The Phoenix Circuit later made controlled revival part of Jericha's public order, but current play shows the cost: Reborn students, damaged bodies, corpse-rights law, body salvage rumors, Phoenix Lab leads, and a world where death can be appealed but never made simple.

History Reference9 entries

Vayne, Duskborn, and Mass Resurrection

Mortellus Vayne, Aria, Gertie bargains, Baron, Havyk, and the scrolls outside the Phoenix Circuit

The Vayne thread is Jericha's warning that resurrection did not stay inside Lawful paperwork or Phoenix Circuit infrastructure. Mortellus Vayne's chapel evidence, Aria Vayne's Gertie bargain, undead companions, Baron-linked Duskborn revival, and Havyk's possession of a second mass-resurrection scroll all point to an unofficial resurrection economy: powerful, personal, legally explosive, and easy for desperate people to mistake for salvation.

In-World Text7 entriesVisual refs

My Angst and the Absolute Solution

Maine's prison manifesto, anti-Lawful argument, and self-authored leadership claim

My Angst, the Absolute Solution is a text Maine wrote in captivity. It turns prison, Lawful failure, Castro and Enemi fear, magical-item regulation, and public grief into a direct political argument: Jericha is unsafe because institutions preserved procedure over protection, and Maine's Absolute Solution offers disciplined popular defense under visible command.

Item Reference7 entries

Boost Contraband and Public Health

A travel-codex warning for green shimmer, black-market routes, and void-alchemy exposure

Boost is a black-market body-altering substance that appears as pills, vials, mushrooms, vapor, gas, and contaminated cavern air. A controlled dose can sharpen strength, speed, and charm while weakening judgment and resilience; uncontrolled exposure can skip the advantage entirely and leave victims poisoned, unstable, or worse.

Item Reference5 entries

Castro / Dragon Lair Treasure

Void gear and survival loot recovered from the Aleklot's Rest lair

The Castro / Dragon Lair Treasure is the Aleklot's Rest loot cluster tied to the young green dragon, the Voiling forces, General Falafelsnout's desecrated remains, and the wider Castro/void operation. It should be tracked separately from Victor Shaw's Tsunami Chest even when both hauls surface in the same aftermath.

Item Reference5 entries

Victor Shaw's Tsunami Chest

The protected Aleklot's Rest cache, its contents, and the audit fallout

Victor Shaw's Tsunami Chest was a protected time-cache left beneath Aleklot's Rest after Victor had already cleared the dungeon in another timeline with Trixie and Exuba. The chest's graffiti pointed back to Maine's old tsunami disaster, used TSUNAMI as its password, and became the party's main source of Victor-linked loot before the Lawful audit.

Legal Reference9 entries

Lawful Contract and Consent Enforcement

When bargains, signatures, gifts, rescues, and magical deals stop counting as real consent

Lawful contract doctrine is the practical edge of Jericha's consent problem. A bargain may have ink, witnesses, payment, or a grateful signature and still be void, criminal, or subject to tribunal review if coercion, magical influence, deception, corpse-rights violation, identity fraud, slavery pressure, or impossible debt shaped the agreement. This is the guide for reading contracts in a world where Gertie, infernal routes, Lawful registration, relic levies, resurrection law, and desperate rescue all compete to define what a person actually agreed to.

Legal Reference6 entries

Lawful LEV and Attunement Tax

How item value, registration, and lawful attunement fees work

LEV, or Lawful Estimated Value, is the Lawful office's working value for a magic item, relic, weapon, armor, tool, or treasure packet. It determines taxes, attunement fees, property-crime thresholds, audit pressure, and what paperwork follows an adventurer after the dungeon is over.

Legal Reference4 entries

Old Species Classification Decree

A historical legal document showing how older registries ranked who counted

The Decree on the Classification of Species is an old discriminatory legal framework that ranked peoples into Scholars, Gifted, Brutes, Critters, Monsters, and Forbidden. It is useful not as modern law, but as historical evidence for how registration, species prejudice, academy access, and civic rights were once weaponized.

Legal Reference11 entries

The Laws of Jericha

Enforced under Authority of the Lawful and overseen by The Eye of the Law

The Lawful framework for life, death, property, registration, relic handling, nature, tribunal authority, and civic order in Jericha.

Myth Reference7 entries

Lost Names and Forgotten Gods

Mister E, stolen identities, First Betrayers, and the cycle beneath Emrys's prison

The late chapters of Titian's Journal preserve a dangerous myth layer beneath the Drakkuskan War: Mister E, lost names, stolen identities, Black Hollow survivors, the Forgotten City, the Book of the First Betrayer, spectral dragon-god remnants, and the claim that Emrys's soul was split into the world through the Crystals. Treat this as discovered mythology and artifact testimony: emotionally important, rich with usable context, but still timeline- and cosmology-sensitive until reconciled with live canon.

Religion Reference5 entries

Abyssal

The faith of memory, descent, and the weight of truth

Abyssal is the Jerichan faith and scholarly tradition devoted to the Aboleth, the Deep One. Its followers are archivists, seers, monks, historians, whisper-priests, memory keepers, and scholars who believe truth is uncovered by descent.

Religion Reference5 entries

Creationism

The faith of the Spark, the Draft, and the Made Thing

Creationism is the Jerichan faith tradition devoted to Djeebus, the Creator. It is common in Point Pringle, Iron Row, magical universities, inventor guilds, artificer labs, alchemical academies, and workshops where making is treated as a sacred act.

Religion Reference5 entries

Dominionism

The faith of flame, prophecy, and the right to rule

Dominionism is the Jerichan faith tradition devoted to Emrys, the Dragon God. It is a doctrine of power, prophecy, control, draconic inheritance, and conquest that survived suppression after the Drakkuskan War.

Religion Reference5 entries

Ludism

The faith of dice, masks, and the unwritten rule

Ludism is the Jerichan faith tradition devoted to Trixie, the Gamemaster. It thrives in gambling dens, taverns, thieves' guilds, traveling shows, adventuring circles, theaters, and anywhere people live by risk.

Religion Reference5 entries

Pyronism

The faith of fire, ash, and the necessary end

Pyronism is the Jerichan faith tradition devoted to Ewig, the Eternal Flame. It names death, rebirth, transformation, grief, and the necessary surrender of fixed things that can no longer remain unchanged.

Religion Reference5 entries

The Hollow Creed

The faith of lost things, debt, and the bargain that waits

The Hollow Creed is the Jerichan faith tradition devoted to Gertie the Collector. It is practiced in pawn chapels, grief houses, shadow markets, back rooms, sewers, caravans, and anywhere desperation has become currency.

Religion Reference5 entries

The Winter Tribunal

The faith of chains, judgment, and sacred fear

The Winter Tribunal is the Jerichan faith tradition devoted to Krampus, the Frost Warden. It combines punishment, fear, harsh justice, moral absolutism, and the belief that mercy becomes corruption when it protects the guilty.

Religion Reference5 entries

Verdantism

The faith of root, grove, and ordered growth

Verdantism is the Jerichan faith tradition devoted to Ylthwyn and Vessina, the Sister Treants. It is a faith of restraint, renewal, obligation, and the belief that civilization must remember the land beneath it.

Religion Reference5 entries

Vithyrianism

The faith of the eye, the heart, and beautiful madness

Vithyrianism is the Jerichan faith tradition devoted to Vithyrex, the Cyclops: the force of love, passion, obsession, and creative madness. It is common in artist communes, salons, theaters, pleasure districts, and lover's shrines.

Travel Reference6 entries

Titian's Journal Route Spine

Phalkin, the Lonely Islands, Timber Island, Gefang, Fangapor, and Robia as travel-history anchors

Titian's Journal is useful as a route guide as much as a war document. Its travel spine turns old place names into living map texture: Phalkin/Phlakin as a scholarly relic-dealer route, the Lonely Islands as a graveyard of secrets and tolls, Timber Island as wounded sacred home, Gefang as the road where murdered students and Ballus's ghost deepen the Emrys mystery, and Fangapor/Robia as an eastern route of dead bargains, resistance, and Baron-era memory.

World Reference8 entries

Black Ward and Experiment Fallout

Krane, Alfred, ruined labs, prison breaches, and the research that survived Albert

Black Ward and experiment-fallout material is the living debris of Albert's late-Centrum research economy. It covers the way old labs, Krane's M.A.I. work, Alfred/Hollow/Kuzon leads, voidling access, collapsed research sites, and Black Ward ideology keep turning private experiments into public danger. This is not a single location or one clean faction file: it is a route guide for places and scenes where Albert's work did not end when the Centrum fell.

World Reference7 entries

Early VQU Politics

Headmaster errands, Housemaster silence, student witnesses, and the rot beneath the academy

Titian's Journal makes old Von Queef University feel less like a neutral academy and more like a political machine that learned to hide danger in assignments, committees, and locked rooms. The early VQU layer connects Headmaster errands, PhiPhi's warnings, Housemaster silence, Shadowplay ledger ties, hidden relic caches, Xhorrica's betrayal, and the Battle at VQU into one institutional history: the university was already becoming a battlefield before later Centrum and New VQU politics gave that fact a name.

World Reference9 entries

Field Guide to Public Leads

Discovered threads, open warnings, and things every careful traveler now knows

A public guide to the major leads currently shaping travel, faction risk, and rumor work across Jericha. It favors discovered story notes first, then workbook and old-backbone material when a thread helps explain the world without settling hidden answers.

World Reference9 entries

Gertie Collector Network and Bargain Economy

How lost things become debts, ledgers, traps, rescues, and routes

Gertie's power is not only a faith, a hag rumor, or a single villain's trick. It is a bargain economy that moves through grief, scarcity, hospitality, family promises, rescue work, memory, and debt. The Hollow Creed gives that economy a religious language; the Collector network gives it roads, ledgers, agents, loopholes, and places where ordinary loss becomes something someone else can own.

World Reference5 entries

M.A.I. Projects

Make Albert Invincible, the Nine Variants, and the body-economy shadow of Albert's research

The M.A.I. Projects were secret Albert Rallus and Malevolus Krane experiments meant to build a perfect host body or cohort capable of sustaining Albert's void-enhanced consciousness. Older records define M.A.I. as Make Albert Invincible and place Maine, Tono, Arthur, ENEMY/ENEMI, and other variants inside the same hidden program.

World Reference9 entries

Old History and Modern Echo Index

How Titian-era roots connect to present-day fallout without becoming the same source

This index separates Jericha's old-history roots from their modern echoes. Titian's Journal and the older history folders describe the Drakkuskan War era, Scholar Age learning culture, early VQU politics, Emrys, relic routes, forgotten gods, old bargains, and the people who later became institutions. Modern Act 5 material shows what survived: New VQU, Void Era scarcity, Lawful contract pressure, resurrection law, Gertie bargain economies, Red Ledgers, Graven Scourge fallout, and the growing public importance of Power Nine churches. The connection is inheritance, not identity: old history explains where the pattern began, while modern story notes show how the pattern still harms people.

World Reference8 entries

Red Ledger and Krampus Contract Economy

Punishment records, magical item contracts, debt enforcement, and when justice becomes trade

Red Ledgers are where Krampusite punishment doctrine, magical item contracts, debt records, and criminal enforcement start to look like the same machine. The live Graven Scourge trail makes the danger concrete: Repras was found injured and abandoned, the party recovered his Red Ledger, Dallas recognized the Krampus mark, and the ledger pointed to successful magical item contracts operating as recently as the week before the Scourge collapse. In-world, a Red Ledger is not just a notebook. It is evidence that somebody has been counting guilt, debt, property, punishment, and profit together.

World Reference6 entries

Relic and Counterfeit Economy

Old armor scams, hidden caches, and why fake relics still matter in the Void Era

Titian's Journal preserves an early relic trail that begins as a student delivery job and expands into counterfeit armor, hidden caches, Shadowplay-linked ledgers, Lonely Islands shipments, and VQU secrecy. The old scam matters in the modern Void Era because a fake relic can still contain real stored magic, and a useless-looking artifact can become a battery, tax problem, smuggling asset, or political weapon.

World Reference8 entries

Scholar Age and Learning Institutions

Universities, schools, guilds, monasteries, village teachers, and why learning became civic power

Before the modern rise of Power Nine churches, the Scholar Age made learning the prestige engine of Jericha. Universities, schools, adventuring programs, guild apprenticeships, monasteries, city academies, and village teachers gave towns a way to produce useful Witchborn, attract trade, train adventurers, and claim a future. VQU and Kremgrad are the oldest and most prestigious schools; Luxidran School of Alchemical Studies in Stormcall is newer, built in the Centrum era after the Drakkuskan War, and remains one of the larger current-day institutions. Ragefort is not a normal school, but in the modern day it functions as a harsh learning-and-containment environment for dangerous Witchborn.

World Reference6 entries

The Drakkuskan War

Emrys, the dragon crystals, student witnesses, and the war that turned rumor into history

The Drakkuskan War is the remembered crisis in which Emrys, dragonborn power, cult preparation, and crystal-bound dragon magic stopped being distant myth and became lived Jerichan history. Titian's Journal preserves the public texture of that period: students following suspicious errands, VQU politics curdling into danger, counterfeit relic trails, crystal mysteries, dragonborn involvement, and the terrible question of whether Emrys was being sealed, fed, freed, or misunderstood.

World Reference10 entries

The Return of the Centrum

Centrum 2.0, public legitimacy, QUEST field power, and the Astrid-Ignotus substitution

A Queefdom historical-office record by Bones and Greta Wunsch frames the new governing body as Centrum 2.0: a council of equals meant to safeguard Jericha after VQU's recent crises. The record also preserves a politically important substitution: Astrid Ironhoof was expected to sit on the council before Ignotus replaced her. In live play, that substitution now matters beside Astrid's Boost/void-resonance warnings, New VQU's QUEST field structure, and the public attempt to make the old Centrum's name feel usable again.

World Reference6 entries

Titian's Journal as Historical Source

How to read the travel anecdotes behind the Drakkuskan War and early Centrum figures

The Journal of Titian the Wise is an in-world historical artifact: a personal travel account from the Drakkuskan War era that preserves anecdotes, route memories, betrayals, relic rumors, and encounters involving people who later became major Centrum or world-history figures. Its dates may be imperfect or superseded, but its stories are valuable worldbuilding evidence.

World Reference10 entries

Void Era Economy

Worldwide gold pressure, inflation, relic energy, and why small magic objects suddenly matter

Jericha's current economy is a worldwide pressure system, not a local Queefdom problem. Gold is the main practical currency while silver and copper have mostly fallen out of serious use. During the Void Era, also called the Second Centrum Era by some speakers, prices are spiraling because the world is short on usable magic, old magical convenience has become extractable energy, and institutions are racing to claim anything that still stores void-touched power.