Whatever the name suggests, a Rogue mage is no Sealborn. Only a foreign soul wakes holding a Core, the source of a mage's magic. The guild artisans say these renegades are their own people: artisans who walked out of a Guild and took its works with them.
That, the artisans say, is where the bolts come from. A lesser work, made with Tellan, the Keeper of Tallies's method, holds no core, yet operating one can release a bound effect without anyone casting a spell. A renegade looses those effects in battle, and the mana in their hire and upkeep keeps the works charged. They strike from range and are hard to reach with blades, arrows or dreams. Once reached, they fall quickly. The card shows their strengths.
Hiring one costs geld, people and mana, and the Barracks organise the contract. A Rogue mage is Plain: works and the hands that hold them carry no affinity. Unpaid soldiers desert, and a renegade can be sent home when the work is done.
Player-visible facts
| Field | Value |
|---|---|
| Attack | 1600 |
| Counter attack (defensive strike) | 0 |
| Hit points | 100 |
| Recruitment cost per unit | 500 geld, 10 mana, 1 population |
| Ordinary upkeep per unit per spent turn | 12 geld, 0.3 mana, 0 population |
| Can be dismissed | Yes |
These are base unit values. Battle reports show effective attack and hit points after current effects. Defence uses resistance; no single defence score is exposed.