Gifted with unmatched magical power, the Avalonions alone can manipulate the leylines that cross the world. Their Prime-Magisters regulate sorcery, investigate arcane crimes and confront rogue spellcasters, making them both the greatest practitioners of magic and its feared police.

Racial Modifiers

Active Statistics

+ 1 Scholarly

+ 1 Technical

Defensive Statistics

+ 1 Resolve

Negative Modifier

– 1 Constitution

The Seven Great Clans of Avalon

Avalon’s clans arose from different founding communities, migrations and magical schools. Each possesses a recognisable ethnic composition, although all fourteen principal ethnicities are represented within every clan.

These percentages describe present clan populations. They do not determine biological magical ability. Clan specialisations are preserved through education, apprenticeship and institutional tradition.

Membership usually passes through the household, but Avalonion law also recognises membership gained through marriage, adoption, apprenticeship, sponsorship and distinguished service.

The Seven Great Clan of Avalon consist of: Clan Caerwyn — The Leywrights, Clan Ferron — The Rune-Forged, Clan Nantara — The Living Covenant, Clan Pelagos — The Tidecallers, Clan Luminar — The Hands of Renewal, Clan Seanara — The Many Masks, and Clan Kharad’n — The Crimson Ward.

Clan maxim: “Power must have a path.”

Clan Caerwyn – The Leywrights

Traditional magic: Magica and leyline manipulation

Industries: Ley-power, transport, architecture, civil engineering and public infrastructure

Caerwyn constructs and maintains Avalon’s ley-engines, transit gates, mana reservoirs, floating structures and public wards. Its members are planners, architects, surveyors and engineers who believe magical power must be given a safe and deliberate purpose.

Clan population: British (Anglo-Celtic) 25%, Scottish (Highland) 20%, East Asian (Chinese) 17%, South Asian (Indian) 14%, Irish 2%, West African 2%, Southeast Asian (Malay) 2%, First Nations (Canada) 2%, Polynesian 2%, Caribbean 2%, Australian Indigenous 2%, Māori (Aotearoa) 2%, Pacific Islander 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “Power must have a path.”

Clan Ferron – The Rune-Forged

Traditional magic: Runecraft and Artificing

Industries: Enchanted manufacturing, metalwork, construction, magical machinery and armaments

Ferron transforms magical knowledge into physical creations. Its rune-smiths produce channelling jewellery, animated constructs, ritual instruments, warded armour and many of the mechanisms used throughout Avalon.

Clan population: West African 25%, South Asian (Indian) 20%, East Asian (Chinese) 17%, Caribbean 14%, British (Anglo-Celtic) 2%, Irish 2%, Southeast Asian (Malay) 2%, First Nations (Canada) 2%, Polynesian 2%, Australian Indigenous 2%, Scottish (Highland) 2%, Māori (Aotearoa) 2%, Pacific Islander 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “What is imagined must be made.”

Clan Nantara – Living Covenant

Traditional magic: Spirit and Ancient Magic

Industries: Agriculture, forestry, ecological management, animal husbandry and natural medicine

Nantara maintains Avalon’s relationships with its land, waters, spirits and supernatural creatures. Its Druids tend enchanted farms, protect sacred places and negotiate with beings inhabiting Avalon’s oldest wildernesses.

Clan population: First Nations (Canada) 25%, Australian Indigenous 20%, Irish 17%, Māori (Aotearoa) 14%, British (Anglo-Celtic) 2%, West African 2%, South Asian (Indian) 2%, East Asian (Chinese) 2%, Southeast Asian (Malay) 2%, Polynesian 2%, Caribbean 2%, Scottish (Highland) 2%, Pacific Islander 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “Nothing living stands alone.”

Clan Pelagos – The Tidecallers

Traditional magic: Water, weather and transposition magic

Industries: Shipping, navigation, fishing, exploration and international trade

Pelagos commands Avalon’s ports, rune-ships and maritime trade. Its navigators read supernatural currents, redirect storms and guide vessels through planar tides, hidden waterways and Typhon-warped seas.

Clan population: Polynesian 25%, Pacific Islander 20%, Māori (Aotearoa) 17%, Caribbean 14%, British (Anglo-Celtic) 2%, Irish 2%, West African 2%, South Asian (Indian) 2%, East Asian (Chinese) 2%, Southeast Asian (Malay) 2%, First Nations (Canada) 2%, Australian Indigenous 2%, Scottish (Highland) 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “Every horizon is a doorway.”

Clan Luminar – Hands of Renewal

Traditional magic: Divinity, healing and protective magic

Industries: Medicine, education, sanitation, public welfare and disaster relief

Luminar operates Avalon’s hospitals, healing sanctums, schools, public baths and emergency refuges. Its specialists treat curses, supernatural diseases, magical contamination and damaged mana-veins.

Clan population: South Asian (Indian) 25%, South African (multi-heritage) 20%, West African 17%, Southeast Asian (Malay) 14%, British (Anglo-Celtic) 2%, Irish 2%, East Asian (Chinese) 2%, First Nations (Canada) 2%, Polynesian 2%, Caribbean 2%, Australian Indigenous 2%, Scottish (Highland) 2%, Māori (Aotearoa) 2%, Pacific Islander 2%, Others 4%.

Clan maxim: “Power is proven by what it preserves.”

Clan Seanara – The Many Masks

Pronounced “Shornara.”

Traditional magic: Glamour, psychic magic and divination

Industries: Diplomacy, communications, arts, intelligence and entertainment

Seanara shapes how Avalon communicates with itself and the wider world. Its members include diplomats, performers, translators, illusionists, investigators, dream-readers and magical messengers.

Clan population: East Asian (Chinese) 25%, Southeast Asian (Malay) 20%, Caribbean 17%, Irish 14%, British (Anglo-Celtic) 2%, West African 2%, South Asian (Indian) 2%, First Nations (Canada) 2%, Polynesian 2%, Australian Indigenous 2%, Scottish (Highland) 2%, Māori (Aotearoa) 2%, Pacific Islander 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “Perception opens every gate.”

Clan Kharad’n – Crimson Ward

Traditional magic: Blood magic, warding and martial spellcraft

Industries: Defence, policing, security, identification and supernatural containment

Kharad’n protects Avalon from invasion, magical catastrophe and hostile supernatural forces. Its wardens use blood magic to trace curses, verify identities, reinforce the body and seal dangerous oaths. Many Knights of the Round emerge from its households and academies.

Clan population: Scottish (Highland) 25%, West African 20%, First Nations (Canada) 17%, Māori (Aotearoa) 14%, British (Anglo-Celtic) 2%, Irish 2%, South Asian (Indian) 2%, East Asian (Chinese) 2%, Southeast Asian (Malay) 2%, Polynesian 2%, Caribbean 2%, Australian Indigenous 2%, Pacific Islander 2%, South African (multi-heritage) 2%, Others 4%.

Clan maxim: “What power can harm, duty must restrain.”

Uplifted Slun

Uplifted Slun—commonly called Avalonion Slun—have undergone the Eux du Lac, the same transformative ritual through which the human peoples of Avalon were created.

For a Slun, the ritual does something extraordinary. It elevates the creature from pre-sentience to full sapience, granting intelligence, self-awareness, reason and the capacity to participate fully in civilised society.

Uplifted Slun are not slaves, animals, experimental subjects or protected dependants. They are legally recognised Avalonion citizens possessing the same fundamental rights as every other member of the nation.

Unlike human Avalonions, Uplifted Slun cannot wield magic or manipulate leylines. The Eux du Lac instead produces extensive changes to their minds, senses, pigmentation and bodies. These transformations make them unusually adaptable and extremely difficult to notice when they do not wish to be seen.

Their existence has become one of the most powerful arguments employed by abolitionists. Every Uplifted Slun is living proof that the beings enslaved across the world possess the potential to become fully sapient people.

Uplifted Slun Ability: “Don’t All Slun Look the Same?” – The Eux du Lac grants an Uplifted Slun a combination of adaptive pigmentation, altered posture and a subtle supernatural quality that encourages observers to overlook them.

Uplifted Slun Ability: “Don’t All Slun Look the Same?” – The Eux du Lac grants an Uplifted Slun a combination of adaptive pigmentation, altered posture and a subtle supernatural quality that encourages observers to overlook them.

Gain Bo2 when sneaking, hiding or attempting to pass unnoticed.

This ability is not invisibility. The Slun remains physically present and can be seen by anyone deliberately searching for them. Instead, casual observers fail to distinguish the character from their surroundings, other Slun or the countless supposedly unimportant details competing for their attention.

The ability cannot conceal an Uplifted Slun who is behaving conspicuously, openly attacking someone or directly demanding attention.

Strength: Leyline Sovereignty

Avalonions are the only people capable of directly manipulating the world’s leylines.

Gain Bo2 when performing structured magical study, ritual casting, magical analysis, rune interpretation or supernatural containment.

When using Magica or Runecraft to stabilise, control, suppress or redirect supernatural phenomena, gain +1 Effect Die.

This ability does not apply to Uplifted Slun, who cannot wield magic.

Weakness: Mana-Vein Vulnerability

The mana-veins that make Avalonion magic possible also render them unusually vulnerable to anti-magic effects, supernatural overload and effects designed to disrupt magical flow.

When an Avalonion is successfully affected by anti-magic, leyline disruption or magical suppression, they gain the tag Ley-Strained.

Their next supernatural action is made at Wo2 unless they spend an action stabilising their mana-veins or receive suitable assistance.

The Kindred Right

“Let Avalon’s gates stand open to all those whom hath ever been most kindred to us and our peoples.”


—Arturius Pendragon I

With those words, Avalon opened itself to an astonishingly broad family. Anyone with roots in Albion, the British Empire, the Commonwealth—or their counterparts in another age or reality—may petition for Avalonion citizenship.

That includes peoples from Britain and Ireland, Africa, the Caribbean, India and the wider subcontinent, Canada, Australia, Aotearoa, the Pacific, Southeast Asia, the Middle East, Hong Kong, Singapore and Malaya. It also includes the peoples of the United States of America: descendants of the Thirteen Colonies, later American communities once governed by Britain, and their equivalents across other realities. Avalon currently recognises 302 eligible peoples and territorial populations—and Merlin insists the clerks have still missed some.

Claiming Your Place

The Kindred Right is an invitation, not an automatic passport. A claimant must demonstrate a genuine historical or ancestral connection and be judged a person of good nature and standing. Avalon cares more about character than pedigree: courage, compassion and loyalty carry considerably more weight than wealth or titles.

A successful claimant may become an Avalonion citizen, enter one of the Seven Great Clans and, when suitable, undertake the Eux du Lac ritual to receive Avalon’s magical inheritance.

Using the Kindred Right in Play

The Right allows a character from almost any period, culture or alternative history to reach Avalon with a legitimate claim. Proving that claim can itself become an adventure: recover a lost colonial record, question a centuries-dead witness, expose a fraudulent lineage or discover why Merlin remembers your family name.

Your character might be an American descended from a vanished colony, a Caribbean privateer, an Indian physician, a Māori navigator, an African veteran, a Hong Kong investigator—or someone from a Britain that never existed in this reality.

A Nation of Unexpected Kin

The Kindred Right explains why Avalon is among the most culturally and ethnically diverse nations in the WarpedEarth. Every Great Clan contains all fourteen principal Avalonion ethnic traditions, alongside many smaller communities. Clan identity comes through family, adoption, marriage, apprenticeship and service—not skin colour or ancestry.

In Avalon, an ancient law can make a stranger into a citizen, a forgotten ancestor into the key to a kingdom, and an ordinary family story into the beginning of an extraordinary campaign.

Merlin and the Pendragons

Although King Arthur Pendragon XI is Avalon’s sovereign, the kingdom’s final authority is Merlin. This is neither a carefully guarded constitutional secret nor a subject upon which the court maintains a convincing pretence. Merlin openly complains about Arthur’s decisions, interrupts royal proceedings and publicly berates the King whenever he believes another Pendragon has made an avoidable mistake.

Arthur accepts this with varying degrees of patience. He may argue, ignore the old wizard or look pointedly bored, but he understands that Merlin’s counsel carries the accumulated experience of every Pendragon reign. When a matter threatens Avalon at its deepest level, Merlin’s judgement is final.

Their relationship is less that of king and adviser than grandson and overbearing grandfather. Merlin has loved every Pendragon as though they were his own child, although he expresses that affection through relentless correction, unsolicited instruction and extremely loud disapproval. He is protective, proud and frequently obnoxious—the sort of parent who considers public embarrassment a legitimate teaching method.

Queen Candice frequently serves as referee when Arthur and Merlin truly go toe-to-toe. She has little patience for royal stubbornness or wizardly theatrics, and neither man is inclined to argue with her once she has made herself clear. According to Merlin—who considers himself something of an authority on dangerous tempers—Candice has by far the worst of the three.

The same ancient relationship is already being forged with Arthur and Candice’s son, Prince Arthur Pendragon XII. Fondly known as “Arty,” the nine-year-old heir is officially under Merlin’s governance, as tradition requires of every Pendragon heir. Arty is surly, strong-willed and thoroughly unimpressed by Merlin’s authority. Merlin, having raised generations of equally stubborn Pendragons, is entirely unimpressed by Arty’s objections.

For all their quarrelling, the bond between them is absolute. Merlin would overturn the world to protect the Pendragons, while Arthur and Candice trust him more completely than they trust any law, council or institution. Their arguments are not signs of divided rulership, but the familiar noise of Avalon governing itself: the King bearing the Crown, the Queen keeping both King and wizard in order, and ancient Merlin preparing yet another reluctant Pendragon to inherit it.

Merlin and the Pendragons

Wherever the Great Arms are raised, Avalon is claiming responsibility. It may promise aid, announce a magical quarantine or warn that Avalon intends to intervene. Foreign rulers do not always appreciate the distinction.

At a glance

Kind: Humans transformed through the Eux du Lac ritual
plus Playable citizen-kind: Uplifted Slun
Homeland: Avalon, the Isle of Apples
Size: Normal human ranges of height and weight
Lifespan: 200 to 300 years owing to magic
Language: Avalonian, alongside numerous ancestral and international languages
Special: Leyline manipulation and multidisciplined magic
Clans: Caerwyn, Ferron, Nantara, Pelagos, Luminar, Seanara and Kharad’n
Nature: Magic, law, scholarship, authority and public duty

The Prime-Magister archetype is particularly recommended for an Avalonion character. Prime-Magisters can safely study several supernatural disciplines, manipulate leyline activity, contain magical catastrophes and invoke Avalon’s recognised authority in matters of supernatural law.

An Avalonion need not become a Prime-Magister. Knights of the Round combine martial ability with magical protection, Druids of the Lake preserve supernatural balance, while investigators, artificers, diplomats, healers, navigators and scholars can all draw upon the traditions of their clans.


Avalonions are ideal for players who want exceptional magical versatility, political authority, difficult responsibilities and direct involvement in the supernatural affairs of the world. They excel at magical investigation, ritual control, diplomacy, arcane engineering and the containment of dangers that other practitioners cannot safely approach.

Playing an Avalonion also means carrying the reputation of Avalon. Other peoples may respect your knowledge while distrusting your motives. Independent spellcasters may see you as an interfering officer of a foreign power.


Avalonions appear outwardly human, but no single human appearance defines them. Their ancestry encompasses peoples and cultures drawn from many periods and realities, particularly those touched by the historical reach of the British Empire.

Avalon’s fourteen principal ethnic heritages are British or Anglo-Celtic, Irish, West African, South Asian, East Asian, Southeast Asian, First Nations, Polynesian, Caribbean, Australian Indigenous, Scottish Highland, Māori, Pacific Islander and South African multi-heritage. Centuries of movement, marriage and clan adoption have created innumerable mixed identities alongside these communities.


Avalon – or Avalonia, as outsiders commonly call it—is a verdant island in the Ostlantic Ocean, off the mid-western coast of Tzantzaria. Avalonions prefer the island’s ancient name, which means the Isle of Apples.

Avalon is a land of mirror-like lakes, green meadows, managed forests, orchards, white-stone cities and magical architecture. Towers of pale stone and enchanted glass rise above waterways carrying controlled currents of mana. Runes illuminate roads, bridges and public buildings, while ley-powered systems provide transport, communication, sanitation and protection.

Avalon’s principal cities include Caer Arcturus, a centre of magical government and scholarship; Lacendun, built around sacred waters and druidic institutions; and Euxbridge, whose workshops, transit gates and mercantile houses connect Avalon with the wider world.


Avalonions are the most powerful organised magic-users in the WarpedEarth. Every human Avalonion undergoes the Eux du Lac, which restructures the body by creating mana-veins capable of safely channelling enormous supernatural forces.

Avalonions are not bound to the leylines. They are the only people able to directly perceive, influence and manipulate them. This distinction is fundamental: the leylines do not command Avalonions, but Avalonions possess the knowledge and physical capacity to alter their flow.

Most supernatural practitioners can safely master only one discipline. Combining incompatible traditions risks corruption, madness, supernatural backlash or death. Avalonions can survive exposure to several disciplines, while the most capable become Prime-Magisters—specialists trained to combine different forms of magic without allowing them to tear one another apart.

Prime-Magisters travelling beyond Avalon are usually accompanied by a Knight of the Round. The Magister provides knowledge, jurisdiction and magical versatility; the Knight supplies protection, discipline and the authority to act when negotiation fails.


At first glance: Most Avalonions resemble ordinary humans drawn from numerous ethnic and cultural backgrounds. Their composure, formal clothing and faintly glowing mana-veins usually reveal their identity.

Build: Avalonions possess normal human ranges of height, weight and body shape. Magic does not make every Avalonion tall, slender or physically beautiful.

Skin and mana-veins: Their skin reflects the full diversity of human complexions. Mana-veins are normally faint but become increasingly visible when the Avalonion casts, resists or contains magic.

Hair: Avalonion hairstyles vary enormously between communities and clans. Braiding, jewellery, enchanted pins, ritual dyes and threads bearing tiny runes are common.

Attitude: Most Avalonions are raised to remain calm around supernatural danger. To outsiders this composure can appear cold, arrogant or infuriatingly self-assured.

Fashion: Layered robes, tailored coats, engraved armour, formal sashes and rune-thread embroidery are common. Channelling jewellery helps control magic while displaying education, office, clan and authority.


Avalon developed from communities drawn together from different periods, cultures and realities. These peoples were united not by ethnicity but by citizenship, magical transformation and the institutions created to control the extraordinary powers granted by the Eux du Lac.

The result is one of the most culturally varied nations in the WarpedEarth. Avalon’s fourteen principal ethnic traditions remain visible in its languages, clothing, food, music, ceremonies and family structures. Clan identity overlays this ancestry without replacing it.

Magic shapes every aspect of Avalonion civilisation. Law is recorded through oath-bound rituals. Public buildings are protected by responsive wards. Roads and vessels use ley-powered systems. Hospitals treat both physical and supernatural injuries. Schools teach magical safety alongside ordinary literacy.

Education is taken extremely seriously. Avalonion children are taught history, law, magical theory, emotional discipline and the consequences of supernatural negligence. Even citizens who never become professional spellcasters understand the principles of magical containment and emergency response.

Avalon’s government rests upon an uneasy balance between the Crown, the Prime-Magisters, the Druids of the Lake, the Knights of the Round, the seven clans and the nation’s scholarly institutions. Each considers itself essential to the survival of Avalon.

Abroad, Avalonion influence is enormous. Its specialists stabilise damaged leylines, train foreign practitioners, investigate magical disasters and maintain infrastructure used by other nations. Avalon also exports enchanted objects of exceptional quality and advanced magical education, while importing food, rare reagents and raw materials required by its artificers.

Avalonion everyday non-formal fashion is wonderfully eclectic. It draws inspiration from almost every culture that has ever reached the island, blending styles from different peoples, centuries and even worlds. Edwardian elegance mingles effortlessly with Dark Age practicality, while contemporary tailoring sits comfortably beside medieval cloaks, ceremonial robes and fantastical armour. The countless races that now call Avalon home have each added their own distinctive fashions, materials and ornamentation. Layered over all of this is Avalon’s innate love of high fantasy, where enchanted textiles, luminous embroidery and magically crafted jewellery are everyday expressions of personal style. The result is a culture where fashion has no single era, only individuality.


The McGuffin is publicly described as a rare but severe magical illness caused when an Avalonion pushes their already considerable abilities too far. Its supposed symptoms include confusion, displaced memories, unfamiliar behaviour, radical personality changes and an inability to recognise one’s own history.

Under a Council of Races mandate, anyone believed to be suffering from the McGuffin must be entrusted to a Knight of the Round, a Druid of the Lake or, failing either, any responsible Avalonion citizen. The patient is then transported to Avalon for prolonged supernatural treatment.

Merlin created the McGuffin as a legal and magical fiction to protect people carried into the WarpedEarth from other realities by The Typhon. Their memories are not false, nor are their personalities the result of magical illness. They remember lives lived elsewhere.

By identifying such a displaced person as an Avalonion suffering from the McGuffin, Avalon can claim responsibility for them, remove them from danger and offer them citizenship and a place in Avalonion society. What outsiders understand as “treatment” is often a combination of protection, education, supernatural surgery and assistance adapting to an entirely different reality.


The Prime-Magisters, Knights of the Round and Druids of Merlin represent three distinct expressions of Avalonion authority.

Knights of the Round and Druids of Merlin possess standing worldwide authority granted through the Council of Races. They require no separate mandate to investigate, confront or contain magical deviance. Their office is itself sufficient authority to intervene.


The Sword and Shield of Avalon

Answering to the King

Authority Beyond Avalon

This power makes the Knights indispensable during magical crises – and deeply unsettling to governments accustomed to controlling everything that occurs within their own borders.

Becoming a Knight of the Round

Diplomatic Immunity


Guardians of the Lake and the Living World

Answering to Merlin

Authority Across the WarpedEarth

The Work of the Druids

Many Druids come from Clan Nantara, whose traditions of Spirit and Ancient Magic closely suit their responsibilities. Nevertheless, Merlin may recognise worthy candidates from any Avalonion clan or community. Druidic standing is based upon wisdom, restraint and proven service rather than bloodline or clan membership.

Diplomatic Immunity


The Prime-Magisters, Knights of the Round and Druids of Merlin represent three distinct expressions of Avalonion authority.

Knights answer to the King alone. Druids answer to Merlin alone. Prime-Magisters remain accountable to the institutions responsible for issuing their mandate.